I'm taking time to argue because if I'm gonna argue back, I'm gonna do it properly. I'm not trying to start arguments, I'm stating my opinion on either the thread, or on another person's statements on a thread. The reason why I'm constantly replying back is because with pretty much every counter statement you through, I'll disagree with it. Again, not my fault or your fault that we have different views on bending.
1) Don't know what type of waterspouters you've faced, but if they see my charging up a move, they'll generally back away, lower down a bit, and start attacking me while I'm charging.
2) Earth can generally stonewall attacks with raiseearth or earthgrabbing themselves. (At least against fire attacks)
3) You're not generally going to land on cobble if you're an earthbender. If there's a lot of cobble in your area, you're generally at a disadvantage for obvious reasons. Wanna know why I victimize fire? I'll give you a briefing on it, cause I could most likely make a thread on this myself. Waterbenders can just spam the shit out of surge shield against fire if you get them low. Combined with spamming surge if you get anywhere near them when they're low, and if they're near water, swift swimming away to a safe haven and healingwaters... I'm not going to get into a waterbender's offense, cause that'd take too long. Earthbenders, I feel bad for them at times, actually. Firebenders generally can take care of earth from a distance. Then EarthSmash came in... Airbenders did need airsweep, but the spam that they pull off is just... tremendous...
5) Walldamage requires a wall? Then tell me why I'll get killed with it when I'm at 7 hearts, get hit by an airburst, and I firejet safely to the ground, yet I die. "WhiteXShadow was thrown down by Airbender's Airburst' From what I've heard from another person, this option is configurable. I do understand, however, if this is a bug. Also, frostbreath doesn't really count since it's an addon
6) I don't know any earthbenders that'll walk or fall into a cobbleroom unless they're pushed in there by someone. Even then, they can earthgrab themselves. Airbenders really aren't as easy as you think in closed rooms because of how ridiculous airblast jump is. If it's a Firebender, airshield if you feel you can't dodge a fire move. Otherwise, you can have a blast spamming airswipe/sweep because it'll be decently hard to dodge one of those moves (Which is, in my opinion, why airswipe/sweep spam is one of the worst, because they're generally hard to avoid. That's just my experience and opinion, though)
If you want to continue this, then take this to a conversation. I didn't spend as much time on this reply because I plan on this to be taken to a conversation. And just as a clarification once more, I'm not trying to start arguments
1) Switch to fireblast as soon as they get low.
2) This is just straight biased. Ofc fire isnt going to go through solid stone. Thats, illogical, not canon, and unneeded. This is also the defencive element, that sucks up damage and waits for the right time to strike.
3) Situational. Ive literally had times when a firebender wouldnt even give me time to attack because of all the combos/moves they could perform with a couple clicks. Fire doesn't need victimizing, as it is the element of power. I agree that how earthsmash works doesn't make any sense whatsoever. Again, more situational examples that dont apply to everywhere. Nice, hypocricy. Talks about water being unfair, and then proceeds to say how bad he feels about exploiting his abilities to beat earthbenders... Like I said before, water should have an advantage in its element. Air has mobility and small attacks. Think death from a thousand tiny cuts and bruises. It's not strong, but its very precise. Spam is completely reliant on cooldowns setup. It's kindof hard not to spam and fight fair when you want to avoid one hitting with walldmg, and try to fight normal with few actual moves inflicting damage.
5) Oh, I completely agree with you with air. Im not sure if this is a bug or not, but ive had full health and iron armor, been airbursted onto the ground, then caught my self with airspout, proceeded to be one shotted by walldmg when i got off. It would be nice to have some type of way to configure walldmg's dmg output and/or speed radius/force needed to actually dmg someone. Right now, walldamage is kind of glitchy. Sometimes you'll negate the persons falldmg and then not even inflict walldmg.
6) Blaze, blaze, blaze. For the airbender ofc. Airswipe is set to do one heart, and have a cooldown of one second. This is massively different from fire, which does the same dmg, but has DoT which takes about 2-3 hearts. Earthblast, which is set to about 2 hearts, with a cooldown of about .5 seconds, and watermanip, which is limited by the source, but does 1.5 hearts and has a cooldown of .5 seconds.
Ive been mainly trying to give advice for your situational experience examples. I'd much like to get back to a conversation.
Now, why I think this isn't needed.
Spamming is mostly used with moves like airswipe or watermanipulation and the other basic moves. The thing is though, these moves are suppose to be used for this. They're suppose to have short cooldowns. Basic moves shouldn't have a limit, nor should they be toggled by an addition that already has a solution (cooldowns are configurable). Plus, this helps in strategy. When you're waiting for a long distance or high damage move's cooldown to finish, you use basic moves with a mix of others. Spamming is a strategy aswell, and can normally be contradicted with long range moves.
So there, spamming is adjustable, managable, easily blocked and defeated with strategy, and just makes you easier to kill. Personally, I love it when people constantly spam. It just makes it easier for the people with rational thought during a battle to destroy them.