TL;DR: Until Random stage becomes the tournament standard (unless v1.3 implements stage select in LAN mode), I contend the best online players are better than the best offline-only players because OL players can adapt to more situations.
So, LAN mode only lets you pick between Ferrum Stadium and Random (All). I get that it's kinda lame to disallow a stage selection, but why should the game's depth be neutered before the game even develops a meta?
Yeah, I get that some stages favor one type of character in start position over another (Zoners love stages like Blue Dome, for instance). Arenas also affect synergy pickups, some more than others, but that's part of learning to play this particular game. You can't remove randomness completely, so embrace it.
I mean, hell, I went in and labbed how the XL pickup on the Dark Coliseums worked. It's not as bad as people want to make it out to be. Is it a position thing? Sure. It's no different than any other form of stage control that players need to fight for. It's like keeping your opponent in the corner, or as far away as you can manage, only it's control over a demarcated spot that gives both players ample warning to begin contesting the space.
And sure, the reward is somewhat hefty, but again, let's be honest. It's more likely to only be an issue once per round, and some characters already get meter once a round anyway. Just look at Shadow Mewtwo and Weavile for your examples. Unless you essentially perfect them, they're getting it each time. Others get it in time to either seal the win in round 2, or a tool to keep in the back pocket for round 3 (only one may never get to see Burst mode in a match, and that's a bit of a flaw in the balancing, IMO). Finally, Burst Mode really isn't as scary as most players make it out to be. Yes, you need to watch for your opponent's BA during that time, but you're also rewarded for facing your fears and continuing to use your offense by greatly reducing your opponent's gauge as it runs down. Should you score a knockdown on your opponent as his Burst runs out and they haven't used the BA yet, you know that either it's coming IMMEDIATELY upon wakeup, or not at all. At this point, you should know where it hits and be able to either avoid or block it and punish accordingly.
I just really don't think the game's mature enough to be stunting its development like TOs are.
So, LAN mode only lets you pick between Ferrum Stadium and Random (All). I get that it's kinda lame to disallow a stage selection, but why should the game's depth be neutered before the game even develops a meta?
Yeah, I get that some stages favor one type of character in start position over another (Zoners love stages like Blue Dome, for instance). Arenas also affect synergy pickups, some more than others, but that's part of learning to play this particular game. You can't remove randomness completely, so embrace it.
I mean, hell, I went in and labbed how the XL pickup on the Dark Coliseums worked. It's not as bad as people want to make it out to be. Is it a position thing? Sure. It's no different than any other form of stage control that players need to fight for. It's like keeping your opponent in the corner, or as far away as you can manage, only it's control over a demarcated spot that gives both players ample warning to begin contesting the space.
And sure, the reward is somewhat hefty, but again, let's be honest. It's more likely to only be an issue once per round, and some characters already get meter once a round anyway. Just look at Shadow Mewtwo and Weavile for your examples. Unless you essentially perfect them, they're getting it each time. Others get it in time to either seal the win in round 2, or a tool to keep in the back pocket for round 3 (only one may never get to see Burst mode in a match, and that's a bit of a flaw in the balancing, IMO). Finally, Burst Mode really isn't as scary as most players make it out to be. Yes, you need to watch for your opponent's BA during that time, but you're also rewarded for facing your fears and continuing to use your offense by greatly reducing your opponent's gauge as it runs down. Should you score a knockdown on your opponent as his Burst runs out and they haven't used the BA yet, you know that either it's coming IMMEDIATELY upon wakeup, or not at all. At this point, you should know where it hits and be able to either avoid or block it and punish accordingly.
I just really don't think the game's mature enough to be stunting its development like TOs are.
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