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MagnesD3
Again, as I said before, why is "bad design" relevant in a competitive environment? If it can be changed with little to no adverse affects, fine. A good example of this would be Dr. Mario's fsmash I guess? They changed it so it has the "light" effect instead of electric so the hitlag is the same no matter the costume you are using. It is inconsequential in game, but costumes should not change anything about gameplay so it was removed (this is the first thing that popped into my head, there are probably better examples). What you are arguing for is definitely of consequence. The sole justification is game design though, which is where I draw issue with. Typically, game design is an effort by the creators of a game to make said game as intuitive and easy to pick up as possible because the target audience is so large (appeal to casual gamers who don't want to learn complex mechanics). Game design can't make everything extremely basic, because games need to target the more advanced players too, so a balance has to be made (or in some cases, just accept few purchases in order to target the hardcore audience).
Competitive games are a different story though; PM even more so (not being sold). So while Game design is something we strive for, this game is intended for people who are expected to want to learn the deeper mechanics of the game. So having things that don't line up with the rest of the game, aren't intuitive, are "bad game design", or whatever else is ok. Not always, but there is a certain judgement to be made. Does the mechanic add deeper interactions than a similar mechanic that is more intuitive? Is it still pretty easy to understand with a little bit of research?
With Lucario, what exactly are you suggesting? He loses all aura charges he has when he dies and starts at 0? The affect would be the same as in 3.0 where you always got an aura charge upon respawning and you didn't keep any you currently had. Suddenly, there is no reason not to use aura to recover since you get it back when you die anyways, might as well try to augment your recovery. As you are seeing with your other issue with aura (starting the match with one), one little change makes a big difference. Taking away your "free" and "unearned" charge at the start of the match means you have a significant impairment. Do you compensate his neutral tools without aura? Now aura charges are less vital and you can spend them more carelessly since it isn't such a detriment for neutral. Do you make it easier to acquire aura? Now you just need one opening to get that aura and every opening since is that much easier to continue getting aura. Do you do one of the previous two, but also nerf aura options to compensate? Now you are just dumbing down his unique traits to incorporate a "game design" change, one that doesn't seem to bother too many people.
With Wario, what exactly are you suggesting? Waft doesn't carry over between stocks, but the timer stays exactly the same? What exactly does this accomplish? It means if he is recovering and there isn't much chance of making it back, waft is a no brainer. That doesn't promote more thoughtful gameplay, that promotes less. You mentioned earlier that nobody uses Waft for recovery, is that the main goal of this change, to try and make it a legitimate option? While it would increase Waft's use in recovery, that's by forcing the Wario player to camp and stall the each stock for an entire minute to use his unique mechanic. And if he fails by a little bit, then he gets it for recovery instead. That doesn't promote interesting decisions, that just promotes camping. The current system, while "bad game design", at least has some thoughtful decisions instead of panicked use of the move because you aren't certain if you will get another chance. If I have the potential to kill with Waft, but I choose not to since I am uncertain of my setup, at least I know I can use it next stock. Your proposition would make me panic and use it any possible chance because if I don't I might not get it. That doesn't sound appealing to me, especially over an objection that I don't think matters that much in the grand scheme of things.
With Ivysaur, what exactly are you suggesting? 5 less point of charge, but doesn't carry over between stocks? This one will be shorter since its pretty much borrowed from the other two, but why exactly does that need to happen? In this case (other than the panic thing), there isn't much thoughtful interaction (but there is none being added by your system, sooo...). When my (scrubby) Ivysaur is messing around against cpu's, I find myself saving solar beams if the opponent is at 100 or above since it is too good of a kill option to use at that percent. (this could go with waft too) With this new idea, either I use the solar beam at a "poor" time and am unsure if it will hit, I use it at a high percent where its benefit is lost anyways, or I manage to take half a stock (or something similar) and get them to 70-80 and get a good setup. To me, that just makes it very situational and rare to ever come up in a match.
I made assumptions in this post, feel free to point out where I misunderstood what you are arguing. I don't expect you to respond to every single point I made. This is more of where I am coming from and trying to show my thought process so that you can better respond to my main point about game design. I also found it curious that you mention Ivy/Wario don't need any compensation for the change, but later discuss compensation for Lucario changes. Could you explain that, because Ivy/Wario are in a much lower tier position to begin with. Ivysaur tends to rely on gimp kills, so a strong kill move like Solar Beam is crucial (up is harder to land imo, you aren't really gonna combo into upsmash, etc). Wario at least has Up air to kill (blast zone kills here) and he too relies on gimps.