Even though it was Valve who introduced those features in the first place. "The way that I see it is that Valve have already made it perfectly clear to the players that they don't want the sixth man to be the in game leader right they don't want the coach to be that involved in the game https://rs-df.com/nintendos-big-opportunities-theme-parks-and-esports/.
And they made this months ago right? They basically made it clear, they even made it so that tournament organizers, TOs, not give PCs for example to the coach. You know that the coach should just be standing there behind the players, if anything. You know they shouldn't have their own PC to look in game et cetera. They've made it pretty clear it seems now for quite some time that the teams shouldn't have that in game leader be a sixth man. The companies philosophy on coaching was further elaborated on after the Columbus Major. When former Team Liquid coach GBJame^s met with Valve developers to pick their brains about the future competitive scene. Relating his meeting with the Valve devs in a TwitLonger, he said: “The coach spec option in-game took off more than they originally intended. They want to protect the integrity of the 5v5 team experience for the lower levels who do not have coaches. Essentially they want viewers at home who play the game to be watching the same game that they play at home.” Three months later, Valve finalized their decision and laid down the law. "During a match, the coach may only communicate with the players during warmup, during halftime, or during one of four 30 second timeouts that the coach or player can call. Obviously third party events can use whatever rules they want. But if you want to align your events with ours then we recommend using this coaching rule." Valve's intentions were made clear. And the CS community was not happy about it. At the heart of Valve's argument was a desire to preserve the 5v5 team format of CS:GO that fans were getting at home. Valve wanted fans to feel like the only thing that was separating them and the pros was skill. Not outside influences like a sixth man who oversaw every play. Needless to say the coaches themselves took issue with this new rule as well. But despite protests coming from all sides of the CS community, Valve doubled down, making a public announcement reaffirming their new rule set and rebutting any allegations that they didn't communicate their intentions effectively with the competitive community. "Valve, in their eyes, they've seen they've given the players time to make adjustments. The players haven't made adjustments. Or not really, they kind of kept doing what they wanted. And so finally Valve have decided right if you're not gonna make the adjustments we're gonna force you to make the adjustments. And there we go, and so we'll see where we go from there." It's important to note that technically, Valve's rules only affected the Majors and the Minors. And unaffiliated tournament organizers could do whatever the hell they wanted. But since the Majors are the bedrock that the entire CS:GO competitive scene is built on, the rules still had an effect on how teams built their rosters. All of a sudden, some of those teams that dropped their IGLs and let coaches take the reigns were in serious trouble. But despite disruption from Valve's new rules, other affected teams were still able to find success. Liquid and Na'Vi for example. Both teams with high profile coaches, Starix and Peacemaker, were both in attendance for the first tournament to use the new rule set. ESL One New York 2016. While both had poor results in the lead up, they defied expectations. Advancing past the Swiss group stage with Na'Vi going undefeated. The CIS squad went on to beat Liquid in the semis and won the entire event. (Casting) But not every team weathered the storm. Ninjas in Pyjamas, a legendary name in Counter-Strike, failed to qualify for the first post-coaching ban Major in Atlanta. In many ways, Valve's new rules diminished the role of coaches to a point where it seems like they're even less essential than they were in 1.6 and Source. But while some in the community theorized that coaches were at risk of losing their jobs, they had overlooked IGLs. Who were already out of work or close to it prior to the coaching change. With the advent of coach spectating, in-game leaders were being pushed out of top teams and replaced by more mechanically skilled players. But Valve's coaching ban ensured the necessity of in game leaders on all top level teams and their stocked bounced right back. Gla1ve was one such IGL that stepped up after the rule change. Leading Astralis to a Major vicory in Atlanta. The first Major for the Danish team. Even Karrigan, the leader who was kicked off of Astralis, found his redemption when he took over as FaZe Clan's IGL. And let’s not forget Zeus who, after being left behind by Na`Vi, went on to win the Krakow Major with Gambit Esports. While Valve's sudden and drastic change may have ushered in a dark age for coaches, it was a huge shot in the arm for that rare breed of player who can call the strats and frag with the rest of the team. A lot can be said about how Valve handled the coaching rule, from both sides of the issue. And it’s tempting to imagine a world where the coaching ban never took effect. Would pro CS be more dynamic, more strategic, more exciting if it were just five fraggers on a team with an omnipotent coach calling all the strats? Maybe. But it's been nearly two years since the ban was implemented, and it doesn't seem like the rule is changing anytime soon. When it comes to Valve's games, what they say goes.
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