(Mar. 11, 2023 7:13 AM)versusENDEV Wrote: [ -> ] (Mar. 05, 2023 11:55 AM)versusENDEV Wrote: [ -> ]DOMINATION Match Type
- Main goal is to dominate your opponent, but the game mechanics makes it hard for you to do that
- The objective is to reach the target number of WINS using different beyblades
- Promotes creativity in building combos
- Features a Ban Phase
Domination Five – D5 (Has the option to go as high as D9, applicable to any stadium)
Rules:
1. Your Lineup should consist of 5 Beyblades with no repeating parts.
2. Your Lineup should have no repeating driver variants. It is considered a VARIANT if they share a common name but varies because of having: –dash, metal-, or high-. Example: Metal Bearing Drift and Bearing Drift
3. You MAY use only ONE spin changing Beyblade. (dual spin blade with dual spin core)
4. If you decided to use ONE spin changing bey, you can also use other dual spin blade/core as long as you pair them with single spin core/blade.
5. A list of your lineup should be submitted at the start of the tournament. Lineup change is not allowed within the tournament. You will be disqualified if you use other bey/parts not on the submitted lineup of beys. (optional but recommended)
6. The Match starts with both players revealing ALL their beys for the judge and opposing players to inspect.
7. After inspection phase, each player will take their take opponent's Beys and choose which Beyblade to ban.
8. Ban Phase: Both players will reveal at the same time which beyblade they chose to ban, then returns the remaining 4 Beyblades respectively. Banned Beys will be handed over to the judge. You cannot use the Banned Beyblade for that match.
9. After the Ban Phase will be the Battle Rounds Phase.
10. A Domination “Match” will consist of the following phases:
a. INSPECTION Phase
b. BAN Phase
c. BATTLE ROUNDS Phase
11. Each “Battle Rounds” will consist of the following phases:
a. INSPECTION Phase
b. BAN Phase
c. BATTLE ROUNDS Phase
i. Bey Reveal Phase
ii. Mode Change Phase
iii. Battle Phase
12. BEY REVEAL Phase
a. For the First Round, both players will reveal their chosen beyblades at the same time. (From his 4 remaining Beyblades)
b. For the succeeding Rounds, the winner of the previous round will pick his bey first before the loser chooses his counter-pick.
c. If the match score gets tied at 2-2 just before the last point, both players will reveal their chosen beyblade at the same time from their 2 remaining Beyblades. This tied scenario before the final point will be called the “Match Point”.
d. In case of a DRAW, the round will not be re-played. Players will move to the next round and will reveal their chosen Bey at the same time. Players cannot choose the Bey that got the draw on the previous round, so they need to pick from their other remaining Beys.
13. MODE CHANGE Phase
a. First, both players should turn around from each other to conceal their mode change.
b. Both players may or may not do a mode change into:
i. high/low mode
ii. spin direction
iii. Removal of +Z/+X attachments
iv. part-specific mode changes like Quattro tip change, S Gear fixed/free, etc.
14. Battle Phase:
a. In Domination Match Type, WINNING Beyblades are counted instead of points regardless of whether it is a 2pts Burst, a KO, or Outspin.
b. Whenever a player wins a round, the player will hand over his winning bey to the judge and he cannot use it again for the remainder of the match. (just to keep track of the beys that already won)
c. For a Domination Five (D5), first player to win with 3 different beyblades, wins the MATCH. (win with 4 Beys if D6 and up to win with 7 Beys if D9, there will always be one banned bey and 2 beys to choose from when it goes to match point)
d. A “TOTAL DOMINATION” happens when one of the players did not score a single point!
e. A “MATCH POINT” happens when score gets tied before the last point of the match(2-2 tied score in D5). Both players will reveal their chosen bey at the same time from the 2 remaining Beyblades that they have.
Thought process in creating this Match Type Format:
1. Some players are now worried that certain combo, or parts like Bearing Drift, is becoming overpowered and is a candidate for a part getting banned in tournaments. My solution is not to completely ban the part, but instead let the players decide if they don't want to deal with it by introducing a “Ban Phase” in the match. Take note that in this match type, you need to win with at least 3 different beyblades in a Match. A combo becomes EVEN MORE OVERPOWERED if it can get multiple scores/wins in a match (at least in my opinion). With DOMINATION, a blader will be as good as his weakest combo so combo-building will be a huge part of the game. It will separate those bladers who are just riding the success of meta combos from those who actually knows how to build combos, have a wider knowledge on favorable matchups, and knows when to use a counter-combo. Are you really one of the BEST players, or are you only good because you are using the BEST combos?
2. I know that players love the counter-picking mechanic in WBO Deck Format, and Domination also features that mechanic. This time, players need to widen their knowledge on counter-picking since you now have 5 Combos to manage and figure out. Some niche combos might see some action since it probably won’t get banned...or won’t it? For me, the main feature of Burst series is the combo building and this match type will bring out the best of it!
3. Why only one driver variant is allowed? The main features of this format is the Ban Phase and I want it to be impactful! If you will ban a Beyblade with a Bearing Drift combo but your opponent still has a Metal Bearing Drift Combo, then the ban will somehow become irrelevant. I want this format to promote smart combo/lineup building and carefully planned combo synergies. That will not be possible if someone could just use a variant of a banned driver.
4. Why implement a spin changing rule? Personally, I believe it is long overdue that WBO needs to experience this gimmick! Some consider it Overpowered, some don’t. Since you can ban 1 bey, it’s up to the player to decide if it is really a threat or not.
5. Why submit a combo list before a tournament? I marked this as optional, but I highly suggest submitting a combo list before the tournament in order to prevent ILLEGAL or unsportsman-like scouting. I consider it as illegal if a player scouted an opponent’s combo, then directly making counter combos based on what they saw. In this format, a LEGAL scouting is preparing/planning your ban and how you pick based on your scouted opponent’s lineup. You plan your action within the limits of your prepared lineup of combos. Again, the intention of Domination Format is combo building with some decision-making skills because match outcome will vary depending on what you ban, what you pick, and how you built your lineup. Submitting a combo list will also make the matches run faster since players have fixed lineup and doesn’t need to change combos from time to time. Judges will have the list and check them during the Inspection Phase. Anyone caught changing lineup will be disqualified. Since lineups are fixed, only one type of stadium should be used within the duration of a regular tournament.
6. Domination Match Type will be known for its “Ban Feature” and smart combo building, but it actually incorporates some elements of existing Match Types:
WBO Deck Format – Counter-picking by the loser against the winner of the previous match
P3C1 – It’s all about Mind Games! Like in a “Match Point” when both of you are down to your last 2 Beys and choosing which beyblade to use can win the game. Same can be said in choosing which beyblade to ban.
3v3 – The Round 1 Bey Reveal is like the reshuffle part of 3v3 since you have seen all your opponent’s combos and you decide what you feel is best to use for your matchup
WBBA 5G – Winning with 3 different Beyblades and spin change rule
7. Domination Match Type is designed for highly competitive Bladers and is not recommended to be used by beginners. It is ideal for the Final Stages part of a tournament and it is recommended for big events like the BWC where all the experienced and pro bladers gather to test their skills against each other. This is also recommended for experienced communities or play groups wanting to push their limits on Blading. I suggest you try and test this match type by having the same lineups but with different bans in each match to see if you can win matchups depending on what you ban and how you counter-pick. Then you try building specialized lineups to see how it goes. For example, a lineup that targets left-spins, or maybe a more specific one that targets wind combo, etc.
CONCLUSION:
Beyblade Burst has officially ended and at some point, the meta will settle down. This will lead to a stale meta, and OP parts/combos will arise since there will be no new release to counter them. By introducing the new DOMINATION match type that features a Ban Phase and encourages creativity in building a lineup of at least 5 Combos, this will keep the game fresh and interesting. There would be no consensus BEST combo, instead, it will be about having the BEST strategy and knowing how and when to use a surprise or lesser known combo. The BEST blader will be tested based on SKILL and KNOWLEDGE of the game, not because of just riding the best combo.
I want to quote this because I want people to understand where I'm coming from on how a ban mechanic can be implemented in a 5-Bey format(or more). Please try to understand the Domination Match type and feel free to ask for clarification. Take note that this is the Match Type that will be used in BWC: Dark Horseman, Round of 16, where the BEST bladers in each state/region will compete. I believe that no one wants to get eliminated in the first round of a single elimination so those aspiring to qualify for BWC: Dark Horseman should know how to play it. This is a more advanced level of playing where there is an added layer of competitiveness on how you build your lineup together with how you plan your ban. Each match will play differently depending on player's choice and strategy. This match type is not done overnight. I know it is long and some may call it a novel, but I call it a well thought match type.
KEY Points:
- Reduces the impact of overpowered combo or part like BDr.
- Also gives solution on using spin-changing beys. (C'mon, Burst has already ended and BeybladeX is fast approaching, while WBO pips are still deprived of this gimmick!)
- You cannot abuse a combo because you can only win one time with it.
- Promotes combo building and strategizing your lineup based on what you plan to ban.
- Is a Blader only good because he has the best/meta combo? Take away both players' best combo and find out who can manage to win! It will be the Blader's skill/knowledge over the best combo, instead of the Best combo just carrying the blader.
(Mar. 09, 2023 7:43 PM)bladekid Wrote: [ -> ]Thanks, glad I can help! Thanks for starting this thread in the first place, I hope it will lead to change and ultimately help the format!
I agree with your point about the the "optimal" combo because it is basically another term for the best combo. The optimal combo usually have most of the best parts. The question is, if it gets banned in your match, can you still manage to win? Or are you just reliant on the best combo instead of your own skill and knowledge? If you read and understand my proposed Domination match type, you will know what I mean.
Let me emphasize again the importance of having a "LONG TERM" solution. In the long run, players will learn what the optimal build or the best combos to use. Without new Burst releases, the meta will not change anymore once it is figured out. The meta will come to a point where it becomes boring and stagnant. By injecting an unknown variable of a ban system in a 5-Bey format, the meta will become dynamic and it will feature far more different matchups. A 5-Bey Domination(D5) format have 25 different possible matchups compared to 9 on a 3-Bey format. It can be increased to 36 in D6 or 49 in D7. (No need to push it beyond D7 because it will be too much) I wouldn't recommend this match type if Beyblade Burst didn't end. Now it needs a self balancing mechanic through the use of a Ban System within the game.
Also, don't compare different beyblade generations because it is like comparing apples and oranges. Both are fruits, but they taste differently. Both generations are beyblades, but they play differently. Each generation is a stand alone and hopefully people will not compare and try too hard to make BeybladeX in the image of their preferred previous generations..
Alright so, lemme break this down:
1 "long term solution": I do understand the domination style format actually, and the idea of bans is something I'm familiar with for sure as someone who plays competitive smash bros. I like the idea of bans actually, but I don't quite think it works in this context, as besides very special cases, this ban is only gonna be on one thing: bdr. It would be be like if great cave offensive (giant, hazardous, and completely unplayable smash bros stage) was added to the smash bros stage list. It's a bad Idea to have it in, but you could always argue "just ban it if you don't like it". Yeh, but the problem is that it just becomes and autoban no matter what cuz it's clearly the most awful option to play on. Same goes for beyblade, it's always gonna be Bdr because if you don't ban it, it has little to no counterplay.
The problem is when you have an "optimal" combo, it gets banned no matter what unless the opponent makes a mistake. Like I don't like this argument, cuz I think beyblade tournaments are every man for themselves, if you lose, "git gud" and the likes, but I'll make thw argument anyway. How unfair is it to children that don't know the meta? They don't know how broken Bdr is without prior context, and unless you're up against someone who knows the meta, you just get to use your broken part anyway.
2. "Don't compare beyblade generations, they aren't the same": TRUE! I agree, but I also know that some contexts just don't change. I'm not comparing them because they're beyblades, I'm comparing them cuz it's a competitive game. The rule of "If thing is broken, ban it" applies to every competive game, not just this one. Like Steve just got banned in smash cuz of how broken he is, it's not a new concept. Like this even applies to Game of Griffins: which is my own card game where every character is peter griffin. Even though I was the only player just play testing stuff, I either had to rework or ban some cards cuz they were too broken.
Finishing thoughts here: I don't actually think your banning idea is a bad one, I actually think it's good, yeah, you might not think it, but I believe it would be a very cool type of format, 5v5 with one ban on a combo and all its parts. Mad cool. But here, it doesn't work, and it doesn't work because of the domination of Bdr. Let's go back to older standard, before even wind came out. If I wanted a 5v5 deck, I would have a guilty Xtreme, an Astral right on Bearing', a Vanish on Hxt+', dynaF on moment, and a roar on Drift. That would be my lineup. If i had one ban, I'd ban guilty on X'. Let's say someone banned my guilty, well that's simple, I'd say "gee, nice ban, good thinking. An attack bey like that is quite good, let me think" and now, I'd have to play the game more. If the ban was always Bdr, then it would just become the same standard with no bans, and everyone knows to ban wind on Bdr, or Bdr in general. You have a great idea on your hands, but the context of the situation is what's holding it back. Ban Bdr and let's work together on a ban based sub format!
(Also side note, having pre submissions is a bad idea, all it does is remove that element of adaptability and counterplay in beyblade. The domination style format works perfectly fine without the need to limit to one deck.)