But who exactly is that serving? Competitive players would just turn that off and more casual players already have enough on their plate trying to remember their various moves and counterplays to not have to be bogged down by hazard avoidance too.
Also just from a game balance perspective, hazards sound like they'd unfairly benefit zoning characters
Why do it?
1. If done right, it looks fucking cool
2. It promotes stages as actual content instead of a skin and music pack
3. They change the flow of gameplay, and having a dynamic flow over a monotonous flow is more often than not a good thing.
Pokken already has the synergy drops, so it's not like prioritizing certain spots is absent. This would just be an expansion of that concept.
The idea that terrain should influence gameplay seems to be completely toxic in fighting games, yet genres like shooters go and make it their identity.
And on zoning characters, it would depend on the hazard. The one I specifically suggested for Regi Ruins would be on the outside ring, which would incentivise the center more, thus making it easier for the close range character to get in melee distance.