Ness has been a bad character in three iterations, at least he is viable here, please don't ruin that lol…
If you try playing well with him for five minutes, you will want to switch to a (Relatively easier) character like fox or Lucas.
Before I frame a response, I just want to point out that both of these arguments are sort of meaningless when coming up with good design philosophy. Ness can be good without being obnoxious, and if his current toolset only makes him good or viable because he is obnoxious, than it should be redesigned. Personally, I think Ness is on the cusp of being a very very well designed character, but he could use a tiny bit more changing.
Secondly, something does not need to be “op” for it to be changed. It merely has to have a negative effect on the game. For example—pkfire is by no means op. But it is brainless, has very little differentiation as far as a skill ceiling, and its inherent strengths promotes players to optimally play campy and safe when any form of aggression is more or less worse than simply pkfiring form the air
Now, let me talk about what I like and don’t like about pk thunder 2. Allow me to number your points so its easier for me to respond to them.
1. Regarding ness, it is not bad enough that a random projectile can take your life line away. 2. It isn't bad enough that you go at a predictable trajectory. 3. It isn't bad enough that this move is even harder to sweet spot to the ledge than deep Kong, but you still want it to be nerfed? With all t:he triple option recovery characters ness is where it goes too far? 4. Ignoring the fact that literally every disjointed attack hits him out of the move, what makes pk thunder 2 so o.p? 5. IMO I actually think he should have a little bit more influence in the form of cancel points or holding back after hitting himself. Ness has been a bad character in three iterations, at least he is viable here, please don't ruin that lol.
In regards to its versatility, extremely rarely you will see it as a combo ender. Outside of that its about trying to make it sweet spot through sheer force of will or land cancel using yourself as bait to immediately djc bair.
If you try playing well with him for five minutes, you will want to switch to a (Relatively easier) character like fox or Lucas.
PK thunder 2 is balanced around the following principles.
+During the startup of pkt1, he has a hitbox around his body
+Pk thunder Is much faster and can be maneuvered around with plenty of time to “stall” the startup at will
+pk thunder has a much longer tail, making pk barrier much more consistent and common. If an opponent tries to hit a ness doing regular recovery, it seems that 20-30% of the time, the pkt will prevent your knockback
+It has one of the longest distances of any recovery (especially linear recoveries)
+it has intangibility for frames 1-6
+does 25% and powerful knockback during frames 1-6, 21% moderate-high power from 7-14, low power from frames 15-31
+It is lagless if he hits the ground
+PKT2 is faster than it ever has been in a smash game
+ it has low lag if he is in special fall
+he can maneuver in the air freely when in special fall (unlike in any other smash game)
-It telegraphs itself with the angle of the pk thunder
-at no risk to the opponent, the stage will sometimes eat it (Yoshi’s story, brawl, smashville balloons)
-At high risk to the opponent, he may jump in its path to absorb it
-At low risk to the opponent, he may throw a projectile to kill the pkt
-There is startup (and therefore vulnerability) inherent in the pkthunder process
-Disjoints will hit a Ness in the middle of the pk thunder 2 animation
- You can’t sweetspot from the bottom with any reliability (sweetspotting from above can be replicated with practice)
Most characters with multiple recovery options have been cut down (diddy’s forward b doesn’t go as far, wario can’t side b into the wall as usefully, lucario can’t wall cling). I believe in the next patch, we will see more recoveries lose their insane versatility (I hope). With that said, its worth saying ness’s magnet IS a secondary recovery option as it stalls him and pushes him forward after a 2nd jump. On top of that, he has a MASSIVE second jump. In my opinion, I think every character has the tools to edge guard Ness. Because of how much he telegraphs, fast opponents can either jump at him before he gets a thunder off, or move to where he will be and throw a hitbox out there. Bigger opponents might opt to simply predict where ness will go and throw a massive disjoint out there (every big character has an adequate disjoint).
But my issue with how powerful pkt2 is at close range has to do with how it operates in combination with pk barrier. Good Risk and Reward dynamics dictate that if an opponent takes on a ton of risk, the reward should be massive. In this case, if an opponent chooses to get in ness’s face (and risk a stock if they are above 70%), they should get a big reward (i.e. knock ness far enough that he HAS to recover from below or outright die). Because of pkthunder’s reliability, very often, an opponent will get in ness’s face, hit him, at which point the pkt tail touches him, and the enemy is actually at a disadvantage because they are off stage, without a jump, without the tempo advantage, and they won’t be able toe get into position to properly edge guard ness again. This dynamic would be fine in my eyes if it wasn’t incredibly risky already for an opponent to try to bring the fight to Ness off stage.
I think with the massive distance, ability to stall his recovery, and the land cancelling aspects, pkt2 is versatile enough. It doesn’t need to reward you with free unintentional kills.