Eh, might as well take on the challenge
Now Ice Wave can climb walls. You have completely outclassed Search Snake.
Eh, not quite. Search snake has a much more rapid rate of fire than Ice Wave. Each snake does 28 damage and thus is is easily a 4 hit kill. Ice Wave CAN do a lot more damage, however it requires the player to walk into multiple icicles. Right now, each one does 15 damage, but it's not uncommon for a player to walk into 2 of them. So at this point, Ice Wave is a bit more powerful, but it also has a slower rate of fire. Considering that wall climbing actually slows down the movement across a level, it's actually a nerf to the weapon, albeit a small one.
Why is this such a problem? Older weapons are seemingly getting progressively worse, but the fact of the matter is that the newer weapons are getting progressively better and rendering other options obsolete. The most commonly used weapons in the core, both by players and by mappers who place them, are from Mega Man 7 and Mega Man 8. Thunder Bolt, Danger Wrap, Wild Coil, Slash Claw, Junk Shield, Homing Sniper, Water Balloon, Flame Sword. You'd be hard-pressed to find a map that doesn't prominently feature one of these weapons, and for good reason; they're the best at what they do (or close to being so).
Map designers tend to use newer weapons purely because they're new. It depends on how they want the map to play out. Personally I much prefer Ring Boomerang and Drill bomb myself from a design standpoint.
Why use Needle Cannon when Water Balloon can lock someone down so much better? Why swing around Air Shooter when Homing Sniper's only a few damage points from an instant kill?
Needle Cannon does 12 damage per shot and has a rapid rate of fire and travels infinite distance. Water Balloon does 8 damage + 5 explosive damage and has a shorter range. Water Balloon is going to be slightly more powerful in close range combat with direct hits, but even then, most of the time it's going to do 10-11 damage. It's a very small difference between the weapons honestly.
Leaf Shield can block certain types of attacks, but Junk Shield reduces damage from all but three weapons in the game.
Can't argue this too much as Leaf Shield is kinda blah. Honestly, that's more the fault of Leaf Shield than anything else though.
Flame Blast is nice for filling an area with traps, but Danger Wrap's mines last for more time and can chain detonate for more explosion damage.
Can't really disagree with this, but I will say that some weapons are just better than others. Flame Blast is better in some situations though as it's a much faster weapon to fire and it can light oil pits.
Heck, some of the changes in v3b ought to be proof enough; Top Spin, the former "big boss" of melee weaponry, reduced to a joke, a shadow of its former self.
It was OP as crap though before. You didn't even need to be close to the person to kill them. Though the nerf bat may have come down a little too hard here. 3b did adjust it back up a bit. Haven't heard tooo much complaining?
Star Crash lost its hitstun power, but it also lost a good part of its range, limiting it to up-close sneak attacks; and even then, Slash Claw and Homing Sniper do the job better. When absolute hitstun was removed from the game, Crash Bomb was designated as the only weapon to keep it just so it wouldn't lose out over Flash Bomb's higher ammo count, instant detonation, longer blast time, and higher damage output.
Star Crash was also kinda OP. A weapon with stun and AoE that didn't need to be aimed and could kill a person? Yea, that needed to be brought down. Slash Claw and Homing Sniper aren't quite good comparisons here though because you need to properly aim both those weapons whereas Star Crash doesn't require it. (It's also still easy to kill with)
Flash Bomb is actually OP, and we're working on a nerf to see if we can bring down the power a bit without making the weapon crap.
Oh, and then there's the whole mess with Noise Crush, my favorite thing to complain about ever. Let's take the weapon with good damage output, a speedy charge shot for initiating, and rebounding shots for finishers, and give it Hard Knuckle's damage output of 70 damage. For free. Because charge shots don't cost anything. On the other hand, Hard Knuckle's still a seven-shot slow-moving projectile that has a firing delay and forces the user back a little bit when they shoot it. Hard Knuckle actually got nerfed twice for being too powerful for the metagame, and then you go and make Noise Crush's charge shot a free Hard Knuckle. Because that's fun, right?
Yea, I don't agree with this. Noise Crush requires you to aim AWAY from your opponent in order to get the required 'free hard knuckle'. Given the relative difficulty in getting the charge shot, it needed to have a high reward. It's a fantastic weapon for a 'surprise attack', but beyond that it's not great in combat.
Please. Stop and sit down somewhere. Think about what you're doing. 8BDM is being curved into an absolute trend of newer weapons dominating older ones. With in-game powerhouses like Spread Drill and Lightning Bolt being added to the mix, and things like the Ice Wave change where you go back on previous promises of balance, I can only fear what will happen to the overall weapon spread in Mega Man 8-Bit Deatmatch v4a.
You bring up some valid points, but I think you might be overstating the problems a bit.