You'd have to be very careful with this, as it could cause lightweight characters to die even earlier because they can't DI.
Firstly, I simply said heavies get more DI, not that lighter characters get less, per se. The formula should simply be used to make weightier characters have more than base DI, not the inverse.
Secondly, lighter characters should die faster anyway. Obviously not by removing DI from their defensive options, but you know what I mean.
There actually is a priority system. You could mess around with it for certain attacks, though I'm not sure if it would be entirely necessary. Most heavies don't seem to have good "get off me" options in general since their frame data isn't that great. In that regard I think simply making certain attacks come out faster would be more effective.
This priority system is based off of damage differentials instead of being separate from damage. The latter would allow for far more freedom in designing moves. For example, you can have get off me tools that aren't just overloaded with damage just to outprioritize everything.
I assume you're talking about projectile zoning. To be honest, not every character needs this, as speed is an anti-zoning tool in and of itself. Allowing the heavies to use things like reflectors, projectiles (that are actually good), or more odd moves like Revenge would allow them to deal with projectile zoning better. You can't make it perfect though; the archetype always has issues with zoners even in traditional fighters.
My point with this was that having anti-zoning tools would allow for universal defensive options that happen to favor heavies more, but helps everyone, including zoners, since now there is more design freedom to make them good at more than just zoning. See the motif here?
This mostly just equates to giving them recoveries that don't suck. Other than that, King Dedede is an amazing ledge trapper.
Again, I think you're thinking too simply at the possibilities of what Smash can be. Yes, your solution works, but it also homogenizes the game slightly, since there need to be sucky recoveries somewhere to give weakness to characters. What I meant was more interaction offstage would give excuses for added aerial mechanics and freedom to play offstage for long periods of time by everyone, albeit in different strength levels. One idea I came up with was the air dash. Basically an aerial wavedash that can be done in any direction and can have attacks be used during the movement. Another was your first jump not being used when simply falling off a ledge, giving an extra jump for low offstage play for the one in advantage, which granted can both help and hurt heavies.
Just these two together would make all parties' offstage play more dynamic, and would make sucky recovery buffing unnecessary, since a Ganondorf, to finish someone off at the bottom corner of the stage, could simply run off the ledge, use a super high priority aerial just to gimp them easily due to his reach, then do two jumps, an air dash upwards, and either finish with an airdodge upwards or his Up-B, giving him the freedom to finish off opponents much quicker than usual. Conversely, in disadvantage, he now has air dash to potentially juke an opponent, or attack from a distance with something like UAir to do a reversal, then double jump, then Up-B.
To
Ryu Myuutsu
Funny, you once pointed out that no one was asking for pefect balance yet here you are advocating for that same idea.
Sorry but this "gotcha" is weak, considering I said "as perfectly balanced as possible without neutering the unique aspects of the fighters". Which, surprise, does not contradict my older point. And the rest of that paragraph is basically you agreeing with me, so it's obvious that you didn't actually read what I wrote.
I read the article talking about Guilty Gear's mechanics which is brilliant, but that also didn't stop the series from having overcentralizing fighters like Zato/Eddy while Potemkin fell to the wayside so that shows that were still imbalances. Oops (To be clear, I don't think less of GG because of this). And even if you were to provide me more exceptions like Dota 2, they are still merely that, exceptions to the rule. So your mentality is most likely a product of someone who just doesn't have that much experience with most fighting games.
It still isn't a bad framework to go off of either way, and it can still show some things a lot of fighting games overlook.
Despite this, you remain enamored with your own ideas of how the game should be that it also narrows your own view. You are obsessed with perfection even if you don't realize it, as your whole schtick for a while was to go to character threads and create better movesets for them. You can talk the talk of how to make the game "objectively better" without actually doing the work on the logistics, kinda like my grandiose plan to end poverty and fix global warming which would be done already if only world leaders listened to me, but are you really that arrogant to think you are the first person to think of the potential solutions (after all, you've said it for years) yet fail to also see the problems they could create as the previous poster pointed out?
Firstly, perfection in what sense? If you mean "perfect" as in "all characters in this game have a 50/50 matchup with all others", then no, that's an idiotic goal. But I'm not sure what you even mean by perfect.
Secondly, those character threads were always about solidifying ideas and finding problems with my ideas. The problem is very few people responded, which is understandable, but to actually get people to respond, I would need to do something similar to Brawl+ or Project M and make a mod of Ultimate, which I'm not sure is possible to do yet. So for now, I'm working on making my own fighting game using my ideas.
You also overlook simple but effective fixes; e.g. if you want heavies to have a get off me option, just buff the frame data on certain moves so they'll have a tool similar to DDD's and K. Rool's Nair. Another example is how they made Mario a better character from Brawl to Smash 4 without replacing a single move and just improving his existing kit.
I don't overlook simple fixes at all. I just think sometimes they can be a limiter of potential for a character's design. But since you brought up my characte threads, you should know that sometimes I don't really change much about many different moves I cover. In fact, it got to the point where I ended up doing "mini-redesign" threads specifically because most of the character's moveset I would barely change enough to be relevant to the thread. For example with Mario, I literally would only heavily change two moves of his, and of those two, one's purpose within his moveset didn't change at all.
And I still contest your idea of viability. Most heavies are competitively viable, meaning that they can compete and succeed with the tools that they have. Some of them could use buffs but that doesn't make the previous statement untrue. And this doesn't mean that they don't have uphill battles or that they are very likely to win an EVO, but they are not helpless. Whatever your idea is of a Smash Utopia where every character stand on equal grounds is not going to be reality. We are "doomed" to play multiplayer games were most characters will have an inherent advantage over others. And that's ok. Did you know that in a perfectly balanced game like chess, the whites have still have a slightly higher percentage of win over the blacks? And that's also ok. It's ok to be low or mid tier.
Again with this "Smash Utopia" idea. Why can't you see that when I suggest the game changes in X or Y way it's simply to make the currently fairly alright balance or design better than it is? The only reason I can think of that you are having trouble differentiating between someone suggesting things to make things better and suggesting things to make things perfect is that you think the current iteration of Smash is as good as we are going to get. Honestly, I find that notion sad.