My biggest gripe with 4-player balance so far in PM 2.0 is ironically what is otherwise Ike's worst move by far: his down B. Ike can literally just keep charging it on a platform and wait for someone to get knocked back into its huge range to get a free kill, without taking any risk whatsoever. You can't interrupt the charge without a projectile because Ike has super armor from frame 1 of release to after the hitbox comes out, and you can't properly bait and punish when two other players are trying to kill you. Even if you do get lucky and find a bomb or something, the worst that can happen to Ike is some knockbackless damage, thanks to his instant super armor.
While I guess that one might discover some obscure application of Eruption's super armor, it's a given that charging it will always remain competitively useless, so simply removing the armor on Eruption after a second of charge would be an easy fix that has absolutely no consequence on the target metagame.
The second issue is that, while Melee KO attribution mechanics (aka, self-destructs being properly registered as such) being brought back should be a good thing for 4-player play, SDs need to count as -2 in Time mode, as in Melee. Otherwise, committing suicide when at high percent becomes a viable strategy, to prevent opponents from getting score. 4-player Stock isn't really a viable option, as camping and simply running way become by far the best strategy, turning Smash into a survival game more than anything else.
I'm just pointing it out in case how to control this has already been discovered without actively looking for it (as, I assume, was the case with Melee KO attribution), as it's definitely not worth looking into otherwise.
While I guess that one might discover some obscure application of Eruption's super armor, it's a given that charging it will always remain competitively useless, so simply removing the armor on Eruption after a second of charge would be an easy fix that has absolutely no consequence on the target metagame.
The second issue is that, while Melee KO attribution mechanics (aka, self-destructs being properly registered as such) being brought back should be a good thing for 4-player play, SDs need to count as -2 in Time mode, as in Melee. Otherwise, committing suicide when at high percent becomes a viable strategy, to prevent opponents from getting score. 4-player Stock isn't really a viable option, as camping and simply running way become by far the best strategy, turning Smash into a survival game more than anything else.
I'm just pointing it out in case how to control this has already been discovered without actively looking for it (as, I assume, was the case with Melee KO attribution), as it's definitely not worth looking into otherwise.