BAD, I agree with a lot of what you said. The developers are ripping out the soul of Smash by removing all of these little things that make the game what it is. Sometimes, giving the player too much control over things limits what they can effectively do, because they're too busy keeping track of everything to act on it. Misfires every 5th side B sounds cool in theory, but in practice it would just get in the way as players struggle to figure out whether it was their 3rd or 4th side B they just used and whether or not it's safe to go for their cool Side B gimmick combos that this was supposed to encourage.
This project DOES have real double standards and the things they change, and everyone acknowledges that. For example, leaving in Luigi's dj -> down b rise, but removing GaW's Parachute. Both characters had lackluster recoveries in melee and would have both benefitted from the Brawl buffs they received, but one was taken away and one was kept. Why? Who knows. Simple developer bias, possibly resulting from lack of clear direction from those in charge, or no actual mission statement existing (Is it Melee 2.0? The OP itself says contrasting things).
The reality of it is, the developers are making it up as they go along as much as the Brawl+ team did (not a surprise as many of the same developers occupy both teams), but this team just took a step in the right direction by not giving out copies to the public every time they did it. Lack of transparency is a double-edged sword however, as it allows for contradictions to go unchecked due to the bias of the developing team and the cult following from most posters in this thread. Those that disagree with what changes they are making are less likely to check the thread for the still WIP game, a problem that would be avoided with public playtesting. Similarly, those that stick around through it are more likely to respond positively to whatever changes they see. That's simply the dangers of closed testing like this, and in such cases (as you would see from professional development teams), it is in the best interests of the developers to create a product for the masses, not themselves.
Sadly, makeshift teams filled with hobbyists working on a Wii game hack aren't really ready to treat their creations with professionalism quite yet. This is what leads to them treating all criticisms so personally (why do you think they label everyone who disagrees with them as a troll)? Their effort is certainly respectable however, nobody is denying that. It's simply a mix of lack of experience, shortsightedness, and bias from the developers that led to what we have now. Whether or not it'll all work out in the end, remains to be seen.
This was a pretty surprising post, so I feel I need to respond:
Regarding your contrasting example of luigi to GaW. You know as well as I know that the buffs GaW received in transition to PM far outweigh Luigi's, partly because GaW's performance flaws were significantly more impactful in melee, as by the additional fact that GaW has been worked on significantly more in our current timeline (luigi needs work still).
To detail examples:
- Giving GaW the ability to L-cancel altogether completely shifts his position on the melee tier list in that it rejiggers approach options, combo options, shield pressure options, etc in favor of his melee counterpart
- He received a significantly improved shield size to model ratio.
- Received all-around improvements to most aerials and smashes, return of his dtilt among multiple other improvements.
- Received a nerf to his brawl recovery (but buff to his melee version)
Now I ask you: Does GaW also need an insane recovery (that also had invuln, a good disjointed hitbox, and huge horizontal potential)? No way. His range, disjointedness, ability to combo, and overall pressure (and antipressure) game is so vastly improved it was pretty damn stupid to see what nair could do in combination with his upB chute (and I have first hand experience with these early builds, whereas I know you do not).
I fail to see how altering the green missile is at all translatable argument given the breadth of changes to GaW's which supports the removal of his upB chute, aside from the fact that I believe you yourself played GaW and ROB in brawl and have significant bias yourself (maybe its you who has the bias in this scenario?).
Now regarding the rest of your reply criticizing our team:
Can you have done what we have accomplished? Obviously we have our flaws (a few short-tempered posters to add), but the team puts in significant hours to turn out what is a pretty damn good product. There will be obvious sample bias regarding character design, but how can there be no design bias when trying to create a game? The direction (or mission statement) you choose to begin with is biases how characters should be played, so I fail to see how we can at all take a completely unbiased approach to Project M unless we directly translated every feature and character at a 1:1 ratio from melee. This would ignore balance, and leave low tiers as just that, low tiers.
So, is your end suggestion that we remove any form of creativity from our final product? Do you want for a clone of melee exactly with completely unaltered brawl characters or melee characters?
I doubt it.
I'd like to see your suggestions on how to avoid bias in character development and design, because even the best companies in the business (i.e. Blizzard) have apparent issues even avoiding it in their product (see MMM balance for a while in SC2). Furthermore, with your suggestions, I challenge you to do a better job than we have now. Build your own team and do this from scratch, and come to me a year from now. If not, I would put a foot in my mouth and call it a day.