LOLOLOL @ this thread
That being said Novia Scottia isn't really a good region to compare, its players (as in attending events) have had practically no influence on events outside its region (as in they aren't placing well at nationals or regionals, but if I'm wrong link results LOL) and has always used a radically different ruleset (such as banning metaknight, or a very very diverse stage list)
But here's the thing. If a certain stage was used,
without issue, by them, it means one of two things:
1. The stage is actually not as bad as the hype would claim
2. Nova Scotia is too incompetent to abuse the hazards in cases where they are so well-used that they are cited as a constant ban criteria for a stage
...Somehow I feel that it's reasonable to give NS the benefit of the doubt. Especially when the former repeats itself with things like parts of the Midwest, Texas, and of course MLG!
@ the rest of the thread
We could go on for days discussing how random variables add or detract from depth or why they should or should not be in the game. We've already seen from Orion ****ting on Grim (in this thread or the other) that you can have depth in basically any ruleset. However....not all depth is good.
PS2 being random may not be an issue of this debate, but its physics changes are most certainly degenerate. If you don't believe me I suggest you go wifi orion as I'm sure he'd be MOST happy to oblige you. So despite supposedly increasing game options you basically force specific types of gameplay which most certainly take away from the rest of the metagame. Again go play Orion LOL.
Did. It's hard to deal with at times but certainly not banworthy.
And you're missing something else: these "specific types" don't take away from the rest of the metagame because
you still have the rest of the metagame. The neutral segment, remember? You don't have less, you just have the norm, plus a few extra things (that may or may not add) tacked on. In PS2's case in particular.
I do not support picto, so let's ignore this for the moment...
Added depth isn't always beneficial as the above, both players must limit their options to avoid something that isn't random such as japes or hell even PTAD if you want to go that far. Raziek actually linked a video where the pikachu in question was actually hit by a klap trap while he was going for the ledge when he was still ABOVE the stage LOL.
Relink to that vid? Also, limiting your options to avoid something that isn't random happens
in every set on every stage. How, you may ask?
Adapting to the game. I limit my options by not overextending myself offstage to the point where I'm easily spiked. I limit my options by going for that risky punish instead of standing around and hoping to react to everything. And more to the point, even on a static stage like BF or FD, you
still have exactly this. You don't go offstage because it's dangerous and because a non-random possibility of doom (your opponent gimping you) is present.
These hazards are generally considered "reactable" static and people use arguments to support their legalization. However this fails to take into consideration what ACTUALLY happens in a match.
If I made every effort to avoid a klap trap or car I would most certainly not be making every effort in fighting my opponent unlike brinstar in which getting hit by acid is a slap on the wrist what happens when I get hit by a klap trap? Or a car? I get punished with a STOCK LOL. You HONESTLY don't think that won't cause stage abuse? Or being forced to play on it a VERY specific way such as Rainbow cruise?
This "very specific way" is not necessarily bad. You seem to be pointing to certain instances where this "very specific way"
is bad and pulling a faulty comparison. But let's not leave it at that... let's address the individual issue here...
-Klaptrap on Japes: it forces you to play a very specific way in
every matchup:
don't hang around the ledges when the klaptrap is coming. Not that hard! Some characters can abuse this factor (Falco being the big one I could name), but not to the extent that it is degenerate, and a smart player should know to avoid falco's CG in general, especially if the klaptrap is only a few seconds away. But even then, this "forced gameplay change" is only present in a very specific time frame, and only in a very specific position or against very specific characters. So for the purpose of banning, we can ignore this argument of "it doesn't add depth". "It's too good for Falco/DK" is still worth looking into, but honestly? I'm not buying it. Vids would really be nice.
-Cars on PTAD: Remember what I said about the changes on PS2 before? Or hell, what anyone will tell you about the changes on PS1? "Camp it out". The cars will only show up in very specific locations, and all but one of them (cars come from the right) have two equidistant safe zones and all but two (cars come from the left, finishing line) have an incredibly large warning time before the cars show up (in case you weren't able to memorize the speed of the cars and calculate their location from that). But here's the thing: how is this going to be degenerate? All you have is a few transformations where both players will usually camp on opposite sides of the stage until the transformation is over. How is this abusive? Almost nobody will put up with the risk involved in trying to force the opponent into the cars, especially because, you know, you have to approach the opponent to do it.
The problem is that most of these hazards don't really last that long. The game devolves to dancing around to it, and then resets to a neutral state after a moment! This is exactly what I'm talking about above in the PS2 comparison! The "rest" is still present, with very, very little detracted from it.
RC... it's a bit of an exception. But does it really detract from game depth? You play very differently on it from other stages, but it's truly just extensions of skills you already have in different directions. You need to deal with a temporary wall, work on your vertical spacing very carefully, and then deal with a walkoff and horizontal spacing... I'd argue that "typical" gameplay is not lost, but rather just split up and spread out a little bit. This is by no means a bad thing.