I had a long discussion with Ren about this last night, and I thought I'd post my thoughts here.
Summary in advance: Don't get your hopes up. A massive change like this is bound to have lots of good effects and bad effects alike, so it's easy to get caught up in looking at only the good half if you are optimistic and the bad half if you are pessimistic. If you want to pursue this, try to be fully objective.
Also, keep in mind that increase knockback 10% does not also increase gravity or horizontal deceleration.
+10% knockback means increasing total distance sent by 20%. Be aware of this.
Now, there are two separate issues here: gameplay style and balance impact. It's very important to consider them seperately.
This will make the game less about combos, linking, and juggling and more about the other aspects such as approach. Some people may like this, some people may not. Brawl is known for having a relatively small emphasis on combos as it is;
understand that you are further decreasign the reward for approaching in most matchups. Matches would generally be a little shorter, but not much; most characters will rack damage slower, be more scared to approach, and kill earlier.
So how does this affect the usefulness of moves?
First there's something everyone needs to be clear about: 10% extra knockback affects everyone's normal kill potential equally. MK kills 10% sooner, Ganon kills 10% soon. Jigglypuff dies 10% sooner, Snake dies 10% sooner. This aspect does not affect any character differently; if you want to discuss this further please,
please,
please don't waste time saying this is a good idea because you can kill Snake sooner or a bad idea because Snake can kill sooner. Don't try claiming that this helps character X more than character Y because X struggled to get kills, or that it helps Y more because Y now kills even sooner.
10% is 10%, for all characters.
So direct kill moves are the same, but juggling is worse. Any move that in any way combos is now liable to hit the enemy too far away to followup. For example MK uair, d-tilt, and tornado will be much worse.
On the other hand, gimping moves with high base knockback will be disproportionately much better. For example MK dair, nair, and shuttle loop will be much better.
All other general moves are very slightly relatively better, due to doing the same level of damage in spite of lower kill %s. This includes projectiles.
There are 4 main sources of matchup imbalance in Brawl:
- Planking
- Approach Disparity
- Recovery/Gimping Disparity
- Infinites (and such)
Note that Brawl is actually pretty well balanced outside these issues, and that these issues are somewhat specific to 1v1 items-off. (Which isn't to say that FFAs and items-on don't have their own unique balance problems, but I digress.) How does extra knockback affect these aspects?
Planking is totally unchanged. The punishment for actually trying to approach planking is very slightly higher, but it doesn't matter much.
Approach disparity is slightly worse, because nothing is different but the game now emphasizes approach even more. This threatens a little bit of polarization.
Recovery disparity is significantly worse because gimping is relatively much stronger. This polarizes a lot of matchups in the game further.
Infinties and chaingrabs are significantly improved. Most are removed completely, almost none are added. (Maybe just some new jab locks?) Grab release infinties and footstool exploit infinites are unchanged, as are the Ice Climbers.
So how will this affect the cast? Understand that this is a very complex change on a very large and complicated system, so any speculation may turn out to be wrong.
Mario-Significantly worse. Gimping is even more of a problem, and he loses a lot of juggle potential that made him viable.
Luigi-Significantly more polarized. His jab-up-b can be done more easily in more matchups lettign him dominate some characters, but his fundamental approach problems show up even more.
Peach-Not sure. Apparently dair still links, so Peach doesn't ultimately change much.
Bowser-Significantly more polarized. He gets juggled a lot less, but gimped a lot more. His own moveset is not affected much either way, slightly in his favor.
DK-See Bowser, same case.
Diddy-Hard to say, but probably worse. Bananas having more knockback can only hurt him.
Yoshi-Doesn't care much. Slightly in his favor.
Wario-Depends on how much easier it is to escape dair. Probably not in his favor, especially against the top tiers.
Link-Significantly worse. Gimping is even more of a problem.
Zelda-Significantly worse. Gimping is even more of a problem, easeir to escape her smashes.
Sheik-Waaaaaay worse. Her juggle game is annihilated, and she gets gimped more. Urg.
Ganondorf-Significantly worse. Although he enjoys not getting juggled as much, gimping and approach issues are more of a problem. At least Flame Choke works the same.
Toon Link-Mostly unchanged, but his janky d-smash is probably super broken in a lot more cases.
Samus-Significantly more polarized. Defensive planking projectile spamming Samus is better, offensive grinding-your-face-off-with-uairs Samus is much worse. Probably better overall.
ZSS-Eh, hard to say. Probably better, unless down-smash no longer combos well on some characters. Increased knockback on fully charged paralyzer can be glitchy, FYI.
Pit-See Samus.
ICs- More polarized. Nana gets gimped a little easier, but they still have their infinite.
ROB- A little better. Less juggle problems helps him more than hurts.
Kirby- Significantly worse, due to CGs being gone.
MK- Significantly more polarized. Waaaay better at gimping, worse at racking damage. Honestly, probably slightly better overall. Plus, he can still plank!
DDD- Significantly worse. Does he still have a cg on Marth?
Olimar- Significantly worse. Loses d-throw stuff on most characters, and gets gimped more easily.
Fox-Significantly more polarized. No more u-tilt juggling. No more crappy matchups with infinites. I'm not sure how this would ultimately affect dair. Would it stun better, or be easier to escape? Probably both, making it better against bad players and worse against good players. He can gimp some low tiers easily with shine now, but his approach problems are worse.
Falco-Significantly worse. No cg and nothing to make up for it, and more easily gimped. Falco's run-away-and-spam-lasers strategy is better though!
Wolf-Significantly more polarized. Easier to gimp, harder to juggle; Wolf is really sensitive to both, so his matchups will change a lot both good and bad.
Falcon-Waaaaay worse. His mediocre ability to link moves at mid %s was the only thing he had going for him, and now it's gone. He also loses his f-throw psuedo-cg and d-throw/u-throw chases. GG Falcon.
Pikachu-Waaaaay worse. No more cgs, throws now have no followups, d-smash is now super garbage tier, multi-hit aerials are worse.
PT-Waaaaay worse. All three are more easily gimped and just as easily stalled. Squirtle loses his entire followup game. Bullet Seed connects a lot worse.
Lucario-Waaaaaay worse. One word: Aura.
Jigglypuff-Significantly better. Stale moves is less of an issue, which benefits Jiggs more than anyone. Easier gimping and more off-stage combat is great for her, but doesn't address her approach problems at all in her worse matchups.
Marth-Waaaaay better. Marth basically only benefits from this change, maybe his throws link worse and dancing blade isn't as spammable.
Ike-Slightly worse. More gimpable, just a bad at approaching, and has worse jabs. He likes not being juggled as much though, and his moveset is otherwise marginally better.
Ness-Mostly the same, unless fair doesn't connect as well or something. Grab releases still suck.
Lucas-See Ness, except with a nair that is probably much worse.
G&W-Significantly better. Like Marth, except turtle and fishbowl might be worse affected than any of Marth's moveset.
Snake-Significantly more polarized. See Wolf. Probably slightly better?
Sonic-...I honestly have no idea.
So a lot of bad characters are better, and a lot are worse. A lot of good characters are worse, and a lot are better. Overall, looking at the entire roster, I see a lot of increased polarization and can't help but conclude this would have a negative impact on balance.
MK suffers in a few matchups against some other high tiers and several awful matchups are no logner plagued with infinites, both of which would strongly appeal to certain people; however, overall balance (including Meta Knight's matchups) is going to be worse. That doesn't mean this is overall a bad idea to investigate, but doing it in the name of balance is probably really misguided.
Please post any updated thoughts if you play around with this and get some experience further.
do not alter the game further. ban mk and the game will more enjoyable
I'm not sure what I can say to make this quote more funny.