(May. 11, 2018 3:52 PM)Sıon Wrote: I keep saying this, but At and Be should be both seriously evaluated. It just isn't natural for a stamina driver to stonewall attack, and it isn't normal for a Defense driver to be used for stamina purposes. Besides, we already have Yard and Revolve which I feel are similar enough but are more easily countered.
Yes, I know Be has a weak spring, but look what havoc it causes in the metagame whe
I am sorry, burst to me, even with this ban, is in an alarming position. We created things like "stationary attack" or "spin equaliser" or "mobile stamina." Why do these even exist?! What ever happened to "attack" "defense" "stamina" and "balance?"
The lines of what beyblades are are just so severely blurred in burst. We are starting to use parts outside of their intended use to some serious extremes I haven't quite seen before, not even in MFB.
There are no longer any definite types in burst. Just a slew of balance types that are able to outclass more specialised types in what they are intended to do. Just a complete mess.
I disagree pretty wholeheartedly with what you've written here for a couple of reasons.
I disagree that it's unnatural that we've used defense drivers for stamina in burst, in fact, I'd argue that in beyblade it's more natural to use defense parts for stamina. Defense parts generally have more stability than stamina parts, and, if we're being real here, TT/Hasbro generally have no idea what their designs are going to wind up good for, and have mislabeled parts and combos for the entire history of beyblade.
I actually think the whole four-type system is pretty much garbage , and has been for a very long time. Beyblade is a physics based game, and the way parts and combos function are going to be based primarily on how they work in the real world. Even since the plastics generation, players have been taking advantage of weird part combinations to create lethal combos outside of the type system. Spin-equalizers have been a thing since the spin gear system let us launch combos in opposite-spin, and one of the original S-series beys, Driger S, is a powerful semi-mobile stamina type fresh out of the box. If you look back at other beyblade metas, you'll find even weirder "balance" types, like the compacts and spin-stealing attack combos of plastics, the F230GCF combos of mfb limited, and the tornado stallers and anti-attackers of mfb standard.
The only "new type" you listed was stationary attack, which is a direct response to the burst mechanic. Because of the burst mechanic, all burst beys could function as attack types without necessarily using attack parts and techniques, given that they have strong enough teeth and a favorable spin direction. Because any bey could burst another, so-called burst resistance is prioritized above all else in combos. I believe that this has altogether destroyed the line between stamina and defense in burst, because you cannot have a stamina combo that can be burst by a defense combo in the meta. That combo will defeat nothing.
To sum it up, I think that the presence and prevalence of balance-types in the burst meta is nothing new, just amplified by the new mechanics of the series, and not necessarily to blame on any particular parts. Whether or not this is bad is entirely subjective, but to base parts and combos on TT's marketing rather than real-world testing and experience is and always has been a misguided approach to beyblade, and this community's general focus and adherence to the type system is most likely to be the source of your dissatisfaction with burst.