Okay, there's been a lot of dispute about this topic, but it's certainly an issue that must be resolved. The Ice Climbers as they are have a metagame focused largely around performing their chaingrab (or the positional advantage related to the enemy trying to avoid it). However, it is also undoubtedly powerful - given a suitable starting situation (and sufficient skill, to stretch the string of sibilance), the ICs can take a stock.
The difficulty in escaping such a chaingrab (one is forced to rely on an instant grab-break or out of game techniques) means that it is considered by many to be overpowered. The converse is that the difficulty of initiating the grab balances out the extreme power it holds.
The case has been argued to death, so we thought we would see what y'all think through a vote. Obviously, we aren't going to base our entire decision on the results of a poll, but it'd be interesting to see if there's a landslide opinion in one direction. With any luck, this will also give us a chance to see some interesting discussions as to how you would change things.
What I do NOT want to see in this thread is the same rehashed arguments, especially if there are personal attacks involved. Both sides of the discussion certainly have merit, and I think both have also stated their points many times before, usually oblivious to each other's arguments (like any good forum debate should be). Instead, I'd be interested to hear how you would change things, especially with the middle ground option. We have a lot of power over how each character plays now. I would like to point out that AFAIK, we will never be able to make the DThrow techable, as that is part of the animation (your character doesn't actually bounce off the floor).
I'd also like to assure y'all that regardless of the decision made, we're going to ensure that the ICs (along with all other characters) are completely tournament viable, no matter how this individual problem is resolved. Removing the infinite chaingrab would result in buffs to the character to ensure that they still have a strong game - and that they also still have a very powerful set of throws.
The difficulty in escaping such a chaingrab (one is forced to rely on an instant grab-break or out of game techniques) means that it is considered by many to be overpowered. The converse is that the difficulty of initiating the grab balances out the extreme power it holds.
The case has been argued to death, so we thought we would see what y'all think through a vote. Obviously, we aren't going to base our entire decision on the results of a poll, but it'd be interesting to see if there's a landslide opinion in one direction. With any luck, this will also give us a chance to see some interesting discussions as to how you would change things.
What I do NOT want to see in this thread is the same rehashed arguments, especially if there are personal attacks involved. Both sides of the discussion certainly have merit, and I think both have also stated their points many times before, usually oblivious to each other's arguments (like any good forum debate should be). Instead, I'd be interested to hear how you would change things, especially with the middle ground option. We have a lot of power over how each character plays now. I would like to point out that AFAIK, we will never be able to make the DThrow techable, as that is part of the animation (your character doesn't actually bounce off the floor).
I'd also like to assure y'all that regardless of the decision made, we're going to ensure that the ICs (along with all other characters) are completely tournament viable, no matter how this individual problem is resolved. Removing the infinite chaingrab would result in buffs to the character to ensure that they still have a strong game - and that they also still have a very powerful set of throws.