I was hoping to steer the discussion more toward Arcansi's predictions and his rules, but since he keeps redirecting towards elements of a ruleset that my part of the country doesn't even use, I'm going to assume he's not trying to defend his rules as good so much as he's trying to claim someone else's rules are bad and end my involvement in this since that topic really doesn't matter to me.
No offence, but it is incredibly stupid of you to post this in the way you did, and imply that you were leaving the thread because of such.
Do you not understand that if I am going to argue, I am going to argue based on the current situation, and not one I am not even aware of exists?
Had you ever let me know(which you did not) that your region doesn't use these rules, I would've asked this.
What rules does your region use, so that I can argue efficiently with you and your regions philosophies?
Arcansi can you please say why an advantage gained via a chaingrab or some other simple to perform high damage tactic is unacceptable to competitive play?
There's a scale of risk-reward. The high risk high reward end is Ganon's Warlock Punch. The low risk low reward end is ZSS' jab.
The low risk high reward end shouldn't exist. And currently it does.
Clearly it is not saturating the game as there only a hand full match-ups which are actually affected by note worthy chain grabs and even less that removing the chain-grab causes a major difference in.
But it matters to those matchups, and if those are the main ones the rule effects then it is doing its job.
Can you also say why we need to change the game's natural balance (or imbalance depending on your outlook) when there are many games which have survived the test of time with less characters and even more simple to perform high damage combos?
This game is not like those games. This change brings us closer to true balance, and this is a positive change on the game.
Thank you for that post.
???
What does planking and the LGL have to do with anything involving the limitation of guaranteed vs. nonguaranateed combos?
the LGL is a nonguaranteed tactic(which is what bad chaingrabs are) that is designed to win the game in a way all of us are aware exists, as we are the ones who put the rule in that make it exist. What you have done is punished this not guaranteed tactic because it stalls out too hard in certain matchups. This is pretty much exactly what I'm doing, except instead of stalling to win it just wins some other way.
It still wins extremely easily and is low-risk high-reward, which is what you are in essence punishing here.
The LGL applies only to time outs as it's designed to prevent stalling. Just as the Over 300% rule is designed to prevent stalling.
This is definitely in some way fundamentally incorrect. Either your lying to me (why would these rules exist to prevent stalling when we already have a rule that bans it?) Or these rules shouldn't exist in any way shape or form (Because we already have a rule banning stalling.)
Or your using stalling to mean two different things, which is horrible.
The limiting of guaranteed combos and not guaranteed tactics is designed to limit what? Advantage within Matchups?
This along with what I said above. Which is the exact same thing the LGL is designed to prevent, and the 300% rule. (or atleast the things they do prevent.)
Until you apply logic to it.
In the case of falco, reducing the amount of regrabs does not help the low tiers AT ALL, and only hurts falco. I don't take your analysis of the match-ups to be correct. I main falco, and am likely 1st or 2nd best falco in Canada, I am not pulling this **** out of my ***, I know what I am talking about.
Are you aware of what you are saying? It helps them because it allows them to get out of the chain grab instead of having a guaranteed spike thrown on them every day.
There is no possible way that limiting the chaingrab could not help them, as all it does is cause them to take less damage in certain situations, as a rule.
Are you aware of the meaning of the words you are typing?
Also, please don't appeal to the character boards. Lots of people post on them, and not many of them are high or even mid level players. Don't take them too seriously, and if you wanna take them seriously you gotta know what you're looking for.
I would make sure I did before I asked, thanks.
The pikachu example. I am not saying they equal each other, I am saying the match-ups don't change vs the characters he can CG, or at least change very minimally. In this example pika isn't nerfed and the low tiers aren't buffed, there is just a rule that adds unneeded complexity to the ruleset.
It DEFINITELY helps him on the characters he can 0-death, as he often needs around 9+ throws to do that.
It also helps him on the rest of those because he gets like 8+ grabs on 90-100% of the characters listed, meaning the chaingrab is cut in half!
I'll continue and go to DDD. Here is where the rule has some balance merit to it. DK vs DDD becomes doable for DK. I think that's the only change though tbh. I still don't see any other character gaining much from this. So I guess your rule helps DK.
See: Marth on Lucas, Yoshi on Wario...
Also see, the other characters he has infinites on, etc.
On to ICs. Similar to falco. The majority of the characters ICs completely dominates is not due to the cg at all. Ganon vs ICs? Even with the cg banned, ICs would body ganon so hard. This applies to pretty much all of low tier, and a ton of mid tier. Characters they absolutely need the cg like vs snake, marth, olimar, pikachu etc. they now lose at least -1, and in some cases -2 (imo of course).
This paragraph would be cool if the rule affected them in any way.
So just to be clear, I am not gonna bother arguing with your philosophy because you seem to have convinced yourself the BoP is not on you, so you're assuming your position is correct with minimal evidence (this, by the way, is the definition of begging the question just so you know). Instead, I am analyzing what your rule accomplishes, and it does not appear to accomplish much at all.
Assume this. It does not seem to accomplish much, but it does not seem to harm anything except in what you guys call 'rules complexity'. And even in that it does not actually change much, as it adds very little rules complexity and that is outweighed by the amount of help it gives in some matchups.
It may not achieve much in your opinion. But as long as it achieves something, and that something is positive, why not implement it?