TobiasXK
Smash Ace
i don't have any real problems with the current stageset, but i do think it's silly to look at the issue with the attitude of "they're banned, they've been banned forever; who cares, whatever".
that kind of thing should be revisited on occasion, and there really should be some formal system to determine/explain stage legality.
like i can arbitrarily explain it by saying that competition is supposed to test a core skillset and that skillset consists of movement-based neutral game, combo/escape, and edgeguard/recovery. and stage features that marginalize or interfere with those core skills or otherwise alter the gameplay in a way that match outcome isn't determined majorly by those core skills are undesirable.
so walk-off blastlines pretty much kill edgeguard/recovery. so does the ability to survive infinitely by teching on Hyrule Temple. lack of ledges and the ability to recover through the main stage floor dramatically change edgeguard/recovery in a way that creates almost a new required skill that isn't represented in the rest of the stages (the river in Jungle Japes also kind of does this). moving camera stages dramatically alter and kind of destroy the idea of a movement-based neutral game; in addition, players have to prioritize dealing with the stage to avoid SDing over comboing or edgeguarding. that second bit is also the problem with powerful random stage hazards—and especially exploitable ones
you also want fairness in a set, so there shouldn't be super high variance in expected matchup results over a bo3 or bo5 based on counterpick stages. so you get rid of stages with excessively close or inconsistent (Venom) blastlines.
that leaves basically the current stageset (though, my criteria *arguably* doesn't knock out Kongo Jungle 64; i'm not going to take a position on that here). so cool, pretty much nothing changes. but at least there's specific and consistent criteria to get that point and it's not just "some dudes 6 years ago thought this was a good idea and nobody likes those stages anymore anyways."
that kind of thing should be revisited on occasion, and there really should be some formal system to determine/explain stage legality.
like i can arbitrarily explain it by saying that competition is supposed to test a core skillset and that skillset consists of movement-based neutral game, combo/escape, and edgeguard/recovery. and stage features that marginalize or interfere with those core skills or otherwise alter the gameplay in a way that match outcome isn't determined majorly by those core skills are undesirable.
so walk-off blastlines pretty much kill edgeguard/recovery. so does the ability to survive infinitely by teching on Hyrule Temple. lack of ledges and the ability to recover through the main stage floor dramatically change edgeguard/recovery in a way that creates almost a new required skill that isn't represented in the rest of the stages (the river in Jungle Japes also kind of does this). moving camera stages dramatically alter and kind of destroy the idea of a movement-based neutral game; in addition, players have to prioritize dealing with the stage to avoid SDing over comboing or edgeguarding. that second bit is also the problem with powerful random stage hazards—and especially exploitable ones
you also want fairness in a set, so there shouldn't be super high variance in expected matchup results over a bo3 or bo5 based on counterpick stages. so you get rid of stages with excessively close or inconsistent (Venom) blastlines.
that leaves basically the current stageset (though, my criteria *arguably* doesn't knock out Kongo Jungle 64; i'm not going to take a position on that here). so cool, pretty much nothing changes. but at least there's specific and consistent criteria to get that point and it's not just "some dudes 6 years ago thought this was a good idea and nobody likes those stages anymore anyways."