Here's an argument for how TW rules make Wushu less competitive:
Case 1: Openers
Team Wushu doesn't allow or at least greatly discourages the use of openers. Openers are optimized ways to manipulate your character and either get yourself in either a better defensive stance, or strike with great force.
You're discouraging or even going far as forbidding players from doing something that'll make them win more games. Openers are FAIR, both players can use them, they aren't some cheat code, there's no RPG element of progression that allows you to use openers. Improv is impromptu, and you shouldn't be "winging it" come competition time. Nobody goes into a LoL game without knowing which summoner spells, item build options, or spell sequences they'll be using on their champion. Nobody doesn't have a clear supply times to grab their gasses or expansions when playing Starcraft 2.
Case 2: Coming Back
It's strategically completely illogical to comeback when you're winning by a decent amount. The object of wushu is to score more points than you're opponent. Sorta like football. Well if I make a wide open pass and blow pass your safety, I'm not going to run back to your defensive tackles so that you can tackle me again for only a 5 yard gain. Screw that, I'm scoring the touchdown baby. You're not getting this ball until I want you to. You left me wide open, why should I have to come back to you?
I'll tell you why- a preconceived notion. This idea that fairplay means having to cripple yourself. This idea that making the game winnable for the opponent makes the game more fun and interesting, and since fun and interesting is your goal, it has to be your opponents to. Fun and interesting isn't how competition works. Doing what it takes to win is. Alabama played Chattanooga this year and won 49-0. Would it have been fun and interesting, a closer game, etc, had we played our 4th string from the start of the game? Yeah. That's not the point.
If your game isn't inherently fun and interesting when played competitively, that's the games fault. You think it's boring watching Falco kite you with his lazer blaster, or King Dedede chain grabbing Donkey Kong for an infinite amount of time? You don't ban the strategy, you fix the game. 6 pooling in Starcraft isn't fun, it isn't interesting, it's not hard to do, but guess what? It's legal. And if you fuck up countering it you lose in about 6 minutes and 30 seconds.
3: Fair Play
You guys have completely changed what the term FAIR is. For some reason, you have this weird notion that something is unfair in wushu. The ONLY unfair discrepancy is wushu is that Tori and Uke aren't identical, meaning the same move yields different results depending on whether or not you're player 1 or 2. If you found a way to exploit wushu by creating a move only Tori could do, that Uke's position didn't allow a decent block for- that'd be unfair.
Not coming back isn't unfair. It's just unpleasant.
Using an opener isn't unfair, it just isn't creative.
A lot of the old wushu following came from this idea that you could make extravagant neat openers. Helicopter kicks in particular are what got me interested in the mod to begin with. Some of the best players who ever revolutionized wushu made unbelievably beautiful openers. The ludicrous hypocrisy is that most of your Hall of Fame in TW is composed of opener loving players.
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That being my argument about how Team Wushu has made Wushu less competitive, let me tell you how they can move the game forward rather than backwards.
1) Start caring about winning.
2) Change the mod of wushu. Play and popularize this new mod that confines players in a box. Don't go and say "hey we like this idea", and then waste your time in public servers where you play the mod you don't actually like.
3) Allow for and encourage openers.
You don't want to care about winning and doing strategies that regard winning? That's fine. We all get different things out of Toribash. Shit isn't competitive though.