We competitive players prefer to remove the luck because we want a skill-based game. Not a tech-based game. Skill. BTW, no, you're not talking about equal footing, but the illusion of it. Items does not balance SSB as is. It never has and it never will.
You're not playing to win if you never switch other characters.(barring Meta Knight) You're arguing it all for casuals. There is nothing wrong with casual gameplay, nor have I ever said there was. But there is absolutely nothing wrong with competitive gameplay. Both are having fun, remember. Isn't that the goal? If people are having fun with zero items and only specific courses... in a game where that is a legitimate and advertised way to play, how are they wrong again?
Also, I never said your way was wrong. Your way is perfectly fine. Just so is yours. That's what I'm trying to say.
The second one cannot be balanced because balancing is only important in competitive gameplay. Friendlies is not about balance, it's simply about having fun. Competitive gameplay attempts to balance it to solely remove the luck factor for skill. Not to remove the fun from it. Too many people honestly think this is the case and they're wrong about that.
From what I remember, saying competitive players are doing it wrong and that there's a way to balance MK outside of hacks.
Oh yeah.
Well I played this game competitively for..what, 3 years? I rose to nearly the top of my region. Then we all split up, a tournament happened, I tried to get back into it, and I realized how
absolutely boring and imbalanced tourney settings are. I'm tempted to learn Falco and play as disrespectfully as I can just to prove it to people that still try to enjoy the game played like that.
I don't hate competitive
Smash Bros, I just can't stand playing competitive Brawl. Give me Minus, Melee, P:M, hell even 64, I'll play them with tourney settings on happily.
I think what I like most about the default settings, though, is that there are more options, more to watch out for, and a lot more skills come in to play. For one, crowd control. Crowd control is worthless in tourney settings because it's 1v1. Item control is worthless outside of, what, Gyros? Stitchface? There's just so much more to the game. So much
variety. It's not total chaos, either. Item spawn points are preset. You can learn them. You can avoid them. You can keep your opponents away from them. Item spawns are on a timer, too. Time matches aren't about survival, either, so stalling gets you nowhere.
Smash 4..sure, let's see a little less chaos on items. Maybe an indicator for one second before they spawn so you know whether to run away or go for it. A timer on hitting explosives, instead of instant "gratification".
Either give all stages a hazard or movement, or make special hazards less potent (Port Town cars, looking at you) and movements slower.
Increase the functions of training mode. Set a "DI" option for the AI (angle or toward/away), allow turning on visible hitbubbles, make a "1/60" speed. Make Training Mode basically a debug menu! If you're going to give competitive players the option to turn off items, go the extra mile and give them tools to see what combos work, whether something can be punished on block, and the mechanics of a move!