Intelligent post about DDD
Here's the thing: DDD's is by far the only one that needs addressing, yes. The current change is too drastic for DDD, especially for how good he is. I understand about the infinite (especially against DK, I used to second DK) and that is where creativity must come into play.
The infinite idea is the big problem, but I still think there should be a workaround for it. For non-infinites, I really think just reducing the dthrow damage to something inane (say, 2% a throw) and buffing DDD in other ways is far superior. He still gets his Dthrow spacing, tricks, etc, but his game would not be hinged on waiting for the dthrow to catch back up in %. I appreciate the well thought out post, though.
As far as your stance on IC's goes, I think you have a good point. It would be several orders of magnitude harder to balance them with the infinites, but ultimately it keep them closer to their orginal selves. I'm not really familiar with who IC's really beat aside from Ganon, so I don't know if it is possible to make their MU's no better than 65:35 while still keeping their death grabs. I'd imagine the IC infinites were taken out because the changes needed for everyone they own are too much just like D3's infinite.
They do really well against pretty much any character that has to come close. Even if their grabs still **** a few characters, in the end it shouldn't matter. Let's face it: ICs have a really hard time in the current metagame. Characters like ROB and Snake laugh at the ICs for the most part, with others like Marth also giving them a hard time. Thus you may have ICs bumping out a falco player, but at what cost? They will have a harder time with popular characters who are really not going to change much. I really think that saying "well no matchup is worse than 60:40 is a bad goal to set yourself towards for the reasons you stated about DK.
If you overbuff for one matchup, that's bad. If you nerf around that matchup, that's also bad. How certain characters work will not always match up with how others work. Olimar has a hard time with Peach. This really isn't going to drastically change unless you make fundamental changes with each character. Does the matchup matter? In the grand scheme, not really.
Focus on making every character viable. If there are still "unwinnables," you take those into account after so you avoid the senseless buff/nerf/weird changes that effect the game more than it should.
This is one of the reasons I generally avoid the Tournament scene, too many things people are willing to abuse to win, usually sucking all the fun out of it. Especially seeing as I main Yoshi, who really doesn't have much he can abuse in vBrawl other than Grab-release.
Then you will
never like the tournament scene and it isn't for you. Even if all we played was the current build of BBrawl competitively, people would still plank, ledgecamp, and do anything that the current build allows to help them win. Unless the entire game becomes centered around it (or it really does invalidate a character entirely) it is a non-issue. So what, Wario gets grab released. Seems sucky until you realize that same Wario might aircamp you for two minutes to charge a fart. Why not keep Wario the same and bring everyone else up?
Playing against something like IC's 0-death chain grab is just not fun. From a Marth/Lucario perspective, it really just devolves the game into getting a damage or stock lead and then platform camping for as long as possible.
Fun is subjective. Playing against a Marth who grabs and then tippers Nana because she doesn't DI isn't fun for an IC player. Having to deal with 9 frame input delay and have Nana eat a fully powered aurasphere from a camping Lucario isn't fun either.
What is stopping the Lucario or Marth from platform camping the ICs after getting the lead if the ICs don't have a CG? Nothing. Argument invalidated.
Generally, if you make one mistake or try to punish and miss either Nana or Popo, you loose a stock. Now add in their desynched blizzard wall (which is already relatively hard to get through for anyone without a projectile) and their ice blocks (which actually beat/cancel out a lot of projectiles) and you have one very frustrating match up. Not only that, but the fear of being grabbed (and thus loosing a stock) completely changes the risk:reward ratio for a lot of characters.
As it should be. Are ICs ****** the metagame? Oh wait no, there are very few that even attempt to compete because of the intense level of play required. The ICs can't mess up either. One flaw and a dead Nana is basically a stock. The ICs are a high risk, high reward character. Why take that away from them? Because
you don't feel it's fun? What about the people who play Ice Climbers? Why do you discount all of the hassle the ICs have to go through to get the grab? ICs can't just desync out of nowhere. All of these things require setting up.
Most characters would need to be completely revamped in order to deal with infinites, chain grabs that set up for low damage kills, or 0-deaths. Take Shiek for example. This is a character that relies on pressuring the opponent using her speed. However, she has a nearly impossible match up against IC because she just doesn't have the tools to get into and pressure the two climbers while in their sour range (this is actually naturally hard to do for most characters because it can change depending on the position of the second climber) which effectively means Shiek has to try to use her pressure tools for camping or hit-and-run tactics. Really, its much easier (and much more inline with the project's goals) to remove the chain grab from two or three characters (which even you admit is not central to the "metagame") than to completely revamp the other thirty or so.
You know what is central to the metagame? Metaknight and his B moves/jumps + dair, and Snake and his camping into tilts. Why don't we just change EVERYTHING ELSE? Oh right, because that isn't what this was planning on doing. Once again I bring up the fact that the ICs don't magically have a ticket to the top. They have hard trouble with many matchups and that's okay. If Sheik has a bad matchup against ICs after bringing her
as a character up to par with the
viable Brawl cast, then it can be addressed. Until then you're playing theory fighter with no data.
Now obviously these characters need something to make up for the loss. Falco was a character that didn't really need his chain grab. It just served to polarize already polarized match-ups. What he needed was a decent way to set up for a kill. D3's chain grab was a large part of his game than Falco's, but only because he was a lot more likely to get the grab and because his was not damage dependent. As such, he got a tech-chase which actually requires the chaser and chased to be mentally present. ICs needed their 0-death removed, but they also need something to compensate for that.
I disagree. There was no reason to remove their 0-death. Falco
does need his CG in some matchups to really have a chance at getting a fair lead. If the matchups were already polarized, then why don't you see how they are after buffing the characters instead of nerfing? You have no idea if Falco would need the CG or not if the other characters were suddenly on his level in their own regard.
You're
assuming that chaingrabs are automatically a detriment towards the playing field. In reality you don't know. In reality they currently do not let characters like ICs and Falco win big tournaments. In reality those characters are already ****ed. So
why alienate your players with drastic changes that you only
think will help? You say taking these out are inline with the project when it clearly states that nothing new must be learned, all timings are the same. Yes, I sure can go from VBrawl to BBrawl with ICs or DDD and really feel good about my characters.
Stop trying to shield the player from people playing to win. You can't stop that. Help the characters be decent and then make judgment calls.