(Apr. 15, 2020 12:16 AM)Mr. Palazzo Wrote: #NeverForget.. That this game is being played incorrectly in WBO tournaments. I know it seems odd since there aren't going to be gatherings for a while, but why return to them with the flawed rules in a meta that's starting to lean really into attack? Attack was already doing well but the escalation is only rising.
I wouldn't say the meta favors attack at all. Rather, the meta favors NOT Defense. An overview of the meta would clearly show this. We see 3 stamina layers (Perfect Phoenix, Lord, Master), 2 attack layers (Judgement, Zwei), 0 defense layers, and 1 balance layer (Imperial, which is an Attack-Stamina hybrid). (This is based on how each layer is used.) We have drivers that defensive layers could use to repel attack types easily (worn Unite', worn Merge', and Keep'), but those drivers aren't viable, not because of attack, but because of stamina creep. They automatically lose in same spin and in opposite spin. If took away Judgement, attack would suck and we'd be back in rP-hS-aH meta. I blame the insane LAD creep (Bearing, Xtend+) and Lord (which just turbo enables Bearing) for the necessity of Judgement's existence in the meta.
And if we look to future releases... Double Chassis reduce bursting, but so far we only see that in use for attack with 1A and 2A. Though, it might be possible in the future to have a Double Chassis for defense types where they can use Orbit to outspin Xt+ players (once again, the same spin matchup chart does not include Orbit for some reason and I keep asking why...), but have poor LAD on the Double Chassis, and have enough burst resistance to compete with attack. Of course, this kind of Double Chassis would be good for attack too... Also Wheel is more attack and stamina creep. Universe driver might have great LAD, but also seems like it will have decent KO resist, but not as good same spin as Atomic. Brave & 2A seems to be an upgrade to Judgement.
Also stationary attack is dead, and that's to the fault left spin non-attack layers, which is stamina.
Enough of my rambling, its not an attack meta. It's a NOT defense meta. More of a stamina one if any. Even if it was an attack meta, at least attack takes skill which can be exploited with strategic launches to dodge or soft launches to reduce burst risk.
And back to the main topic of making KOs work like the WBBA rules with the wall rule. I'm not so sure. Back in December we saw a nerf to Knockouts being reduced to 1 point in Burst Standard.
But I do think the rules aren't worded well.
Quote:A Beyblade is knocked-out when it exits the play area. Beyblades stuck on an element of a stadium are still considered in-play.
Beyblades that bounce back into the stadium after exiting the play area are still considered knocked-out. However, if a Beyblade exits the play area and bounces back in before touching the opposing Beyblade in any fashion, the round will continue.
What's vague is that hitting the wall of a pocket is an element of the stadium, where the bey is kind of stuck on it, even for a moment. "Play Area" isn't defined in the rules either. I think "Play Area" could be defined as "Non-pocket portions of the stadium" as an improvement.
Give us Assault' re-release, Iron', and Charge'. Give a non-limited re-release of Cho-Z Achilles.
Legend Spriggan on tall attack drivers for Burst Limited is fun.
Against layer powercreep in Burst Limited.