I don't think FD polarizes MU's that much, and RC is overrated as hell in that regard
Really? It's the top counterpick or top ban in almost every matchup. RC is acceptable in many matchups.
and why is the stage having a constant hitbox that moves acceptable just because it TECHNICALLY isn't random? it still radically alters gameplay
Oh god THIS **** again.
Why would a constantly moving hitbox
not be acceptable for a stage, when it moves slowly, is easily avoidable, and kills upwards of 180%? How can you claim that it "radically alters gameplay" when there isn't a norm?
FD radically alters gameplay by not having any hazards, movements, or platforms.
Your entire viewpoint is massively flawed. You see static as the norm. It's not. You think that hazards are anticompetitive and/or banworthy. They are in 99% of all cases, not. And if you want to recreate the game to make it that way, you lose a lot of the competitive depth said hazards offer.
and it is overcentralizing in that there's maybe 3-5 characters that don't horribly fail there, it's basically an auto loss for some characters
Overcentralizing
tactic. Yes, it's a hardcore counterpick. MK, Wario, and G&W are amazing there. But how many matchups AREN'T broken on Brinstar?
Now what happens when you invalidate 6-8 characters by adding an extra ban or two to our bans? You're essentially completely nerfing a handful of characters. Some of whom may have been pretty decent otherwise, but now it's impossible for them to get that slight advantage they need on their counterpick. All because MK breaks 3 stages and they only break 2... but there are 3 bans now... tough luck.
This is why I'm more for banning stages that are completely broken, even if by only 3-4 characters - and allowing 0 bans, than to allow stages that are broken by several characters, and allowing a few bans.
/1:25am logic. I have sleep johns if I come back in the morning and tear my own logic apart. So feel free to ignore this post til I double check it when I wake up.
The problem here, as usual, is the amount of depth lost by banning every polarizing stage. And I
really doubt people would follow this. Why? Because it means
banning FD. Yep. ICs
completely and totally break FD. And then there's Falco, Diddy, and DDD, who may not
break the stage, but still love it to death.
But let's come back to the depth thing.
If your character is
awful on counterpicks, that is a character weakness, correct?
If your character is
great on counterpicks that is a character strenght, correct?
If your character is
bad on a lot of counterpicks, that is a character weakness, correct?
If your character is
good on a lot of counterpicks that is a character strenght, correct?
Why are we completely ignoring these weaknesses and strenghts? Yes, at times, they may be drastic. Wario on brinstar is with almost no match; there are a few chars who can keep up with him there, but that's it. However, this is a serious character strength of his. To completely and utterly remove it simply because it's there is ridiculous. However, we find it wrong to allow this to happen, because it really does make Wario broken on his counterpick. So we have three possible solutions:
1. Ban all heavily polarizing stages in the game. This does remove the issue of hardcore counterpicking, but it also removes a
lot of the game's depth. Sure, ICs can't counterpick MK to FD, but now Marth can't counterpick DK there either. MK can't counterpick Wario there. Diddy can't counterpick Snake there. All of these matchups which are
perfectly fine get excluded.
2. Stage strike every game from the full stagelist. This will lead to the most balanced stage in the matchup every time, but it's bad because of the massive amount of stages that are "effectively" banned. It's almost like 1, except that it goes even further-anything even
remotely polar is just gone, and you have 3-4 stages that will be used commonly.
3. Give the player personal stage bans equal to the highest number of stages a character is "broken on" to ensure that polarizing matchups don't happen on the "broken" stage in question. Now you have several advantages. First and foremost,
the polarizing matchups don't happen any more. This is the goal, and it is fulfilled. Secondly, unlike with the other methods, matchups that
aren't hardcore counterpicks can happen on those stages. This means that the stage's operations and strategies on that stage still are things people have to know. (This is a
GOOD thing). Matchups on the stage that aren't heavily polar remain present.
What effectively happens with stage bans is, we recognize that having really strong counterpicks is a virtue, and we also recognize that most chars with really strong counterpicks have several decent counterpicks. So we move the overall advantage from the extremely polarizing skill of "having amazing counterpicks" to the less polarizing skill of "having lots of counterpicks". Does this make sense?