Giza, I'm only going to reply to you for the sake of clarification. I'm not going to bother refuting any of your points made because it is mostly just repetitive comments.
I do think having a one trick character like ice climbers lead to very distorted match ups, as well as very repetitive scenarios. This is because the whole match is gonna be based around this. Explain in more detail what you mean by distorted match ups if I am not understanding correctly. Also, I do not agree that this tactic isn't broken but I will get into that later.
By distorted Giza, I am referring to match ups beyond 6:4. 6:4 ratios are generally accepted as match ups of a slight advantage or disadvantage, and in which player skill plays almost a complete role in the out come of the match. Anything beyond 6:4 gets in to character advantage, and presents problems for character balance. An example of this would be Ice Climbers vs Fox in vBrawl.
Therefor, if the CGs present a problem with regards to match ups in which they prove to be too advantageous against other characters, I feel it is a fair reason to alter or remove them.
We aren't just talking about it in a competitive sense but in game design as well. I would highly recommend you read up on some of David Sirlin's articles on game design, especially those in fighting games. You seem to have a good grip some of the ideas of competitive broken, but not game design broken. Being involved in the Brawl+ backroom means we are in a way game designers for brawl+ and we should try to follow some of the aspects to make Brawl+ have good game design. Having a situation were a character gets stuck in something that can go on forever and the opponent might as well just put down their control is broken. It completely makes the point of doing anything after that grab hits for the opponent meaningless, and it lasts until the next stock which doesn't have to start until the opponent decides it should.
Competitive aspects of Brawl Plus come first before game design. Plain and simple. The entire goal of this project is to improve Brawl as a competitive game, not to improve the games design. If you feel that the infinites are bad game design, you're entitled to that thought; its merely a difference of opinion on my end. But the reasonings you give for why it needs to be fixed pertaining to that come second, not first. Competitive aspects are more important. And right now, there is no real competitive justification for removing or altering this technique.
And I think we should make the Ice Climbers more than just a one trick character. If we are going to be buffing other aspects of them to make them more unique from other characters by strengthening their desyncs then we run the risk of this alt throw infinite being more common. Which adds to the already bad problem of it creating uneven match ups (which just leads to them being counterpicked against every time), repetitive situations (which make the game less fun in the long term and look less thought out and sloppy), and breaking the opponent's ability to control their character for a possibly unlimited amount of time.
Before any alterations to this character should be made, it should be established on what exactly it is that needs to be altered to improve this character. IC may not even need to be altered at all. I am arguing to leave a technique alone, not promote a change, so I am not the one in need of justification here. There are too many posters in here making suggestions to a character that quite frankly I doubt have very much experience with or against in a competitive or tournament related atmosphere.
There is a major difference. Both players can do stuff when the opponent is flying and you can gimp them if they do it wrong because they put themselves in a very risky situation. Ice Climbers infinite completely shut down the other player and worst of all its the ice climbers only trick. They need a massive overhaul.
The fact that you actually replied to this with points attempting to contradict its exampled flaws shows me that you really didn't catch the point of the post at all.
I've already gone over how its bad game design. You are misunderstand me it seems. I am not arguing that it is competitively its makes them overpowered. But I am arguing that it makes Brawl+ look very sloppy and makes the characters very boring overall when we can make them better. We can improve some of their unique features, like desyncing, and blend it all in with their grab game to have a very completely and well thought out character.
If you're arguing over things that are "sloppy" or "boring", you're marching in to uncharted territory that is subjective with little guide lines to speak of. If you want to argue about how the infinites are boring, I could sit here all day saying I love them to death and you wouldn't have a counter argument to save your ***.
If you really believe this is a justification to remove them, host a poll, and see what the community believes. Ultimately, if we're making decisions not based on competitive play, it should be decided by the community.
Once again this is competitively broken. I am referring to game design, and when a player's input mean nothing for a period of time that can go on forever if the opponent wishes it to than that is broken. It literally breaks the game for the other player because as long as the Ice Climber player doesnt wish for them to be playing than all of their inputs mean nothing.
The IC main doesn't wish to win and it magically happens, but whatever.
I'm saying its sloppy and broken in game design, not broken in competitive play. I think we should really be trying to surpass brawl in game design.
If you've come to play a better competitive game, you've come to the right part of smashboards.com. If you've come to suprass Sakurai in game design, I suggest you seek out another game.
Are you against testing out ideas to make IC be more competitively viable while still retaining their "don't get grabbed" aspects they are known for? I do not understand why you are against attempting to make them better characters. But in order to do this we need to get rid of their infinite because as they will be buffed in other ways their alternating throws will become overpowering as they get stronger in their desync trap aspects.
I am against unnecessary, unwarranted, and uncertain changes that are of no urgency or immediate attention. We have no idea on how the IC will perform in a tournament, and yet here we are talking about giving them buffs. Few IC mains have even stepped foot in this thread. Give me a solid reason for a change, and I'll gladly accept it.
Yes, and we removed it. You know what else is bad game design? A tactic that stops someone from being able to control your character for as long as their opponent wishes. You know what we should do? Remove it.
Jigglypuff can effectively stall underneath any stage and the opponent has no control over it. I suppose we should remove this too?
Except of coarse when it gets banned from tournaments in many places like it was been in vbrawl. Then they are left with nothing because all they were relying on was that one single tactic.
This is false. Texas is the largest region in the states in which the CGs were limited, and players like Hylian and Melee still placed very well there. Also, the CG hasn't been banned or limited in many places. I know for sure it hasn't in Canada, and aside from Texas and the occasional tournament, I rarely hear mention of the CG even being limited.
I've debated with tournament organizers to allow alternating throws at their tournaments before because I don't think it should be removed from a competitive scene of a game. But this is a different situation, we aren't just playing the game. We are making Brawl+ and we should work to make sure that there is nothing in the game that would get banned by many tournament organizers. Since alternate throws have been banned in many areas in vBrawl I think its reasonable to get rid of it, while buffing their desyncing aspects to make it so there is no way for some tournament organizers to destroy their viability.
I've already made mention on how a tournament rule doesn't "destroy their viability". Also, TO decisions should not shape the way we make our decisions. Very few tournaments limit or ban the infinite, and I see no reason to let the few of them dictate our decisions.
I disagree with the part in red. I believe the tactic does make other ice climber strategies mean nothing. The alternating throws completely destroy any reason to use any of their other chainthrowing and comboing tactics.
Just for clarification, when I made mention of other strategies, combos, techniques, maps being obsolete, I meant in comparison to the Ice Climbers.
It creates very polarized match up tactics that make the whole thing based around simple counter picking.
There is no tournament data to suggest this is true.
And beyond that it leaves the character more open to various problems further down the line by defending it. If we buff them in other ways too much than we run the risk of them being competitively broken if we leave this in. But if we leave this in a don't buff them we run the risk of there being an extremely safe and spammable technique characters could use against the ice climbers grab game thus completely killing off their viability.
And this is why we wait to see how they do in a tournament setting.
Beyond that, we still have the risk of tournament organizers banning such an infinite just like many of them did in vbrawl which, once again, would make Ice Climbers so bad they would be practically unplayable. All because you want the character to have one tactic to rely on as a crutch instead of diversifying their gameplay and making use of their other unique properties.
Any well renown IC main doesn't rely on a single tactic. I've already made mention of this. Nor do these use it as a crutch. TO decisions, as previously mentioned, should not dictate our decisions.