b2jammer
Smash Apprentice
- Joined
- Dec 21, 2014
- Messages
- 163
- NNID
- b2jammer
Fine, I'll throw one in: A good Smash can beat any Brother.A good meme can beat any b2jammer.
I'll stop.
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Fine, I'll throw one in: A good Smash can beat any Brother.A good meme can beat any b2jammer.
I'll stop.
Not forever, but for now yes.So, just checking...you'd prefer the game to be as it was when it came out, right?
Yeah, and I'm pretty sure the general smash community wouldn't like a repeat of competitive Brawl. At all.If this game had no balance patches, it would be brawl 2.0, where everyone figured out the best character at release (Diddy), spam him, and would kill the biggest perk this game has going for it which is character diversity.
PLUS, patching in a youtube upload and tournament mode is gonna be HUGE.
That is the most ambiguous response ever. Either you want them, or not. MAKE UP YOUR MIND *Insert FailFish*Not forever, but for now yes.
There's nothing ambiguous about it. I've stated I support balance patches after we get a chance to see how the meta developed and if some characters really do need help or just have an unappealing playstyle or high skill floor.That is the most ambiguous response ever. Either you want them, or not. MAKE UP YOUR MIND *Insert FailFish*
More than we have seen. There aren't enough people spending enough time to have thoroughly verified whether one character or another needs help.@ A AaronSMASH "After we get a chance to see how the meta developed," how many nationals do you need to see that Ike, Falco, among other characters need some buff to keep up with the likes of Shiek, Diddy, and other top tiers. Pre-Apex, the appalling amount of memes and articles written up kind of personified how much of an outlier Pre-nerf Diddy was compared to the rest of the cast.
look at the tournaments. Who do you see who regularly are in the finals? Sheik and Rosalina. If a character is regularly seen in the finals of many tournaments, then they're likely overpowered. There's tons of people playing this game. I doubt all of them are just playing low tier characters wrong. They aren't. Low tier characters are just infierior to the higher tier characters. Now stop talking like you know what you're saying, because you probably don't.More than we have seen. There aren't enough people spending enough time to have thoroughly verified whether one character or another needs help.
I'm glad they'be decided to work on balancing the game, I just don't like the obnoxious attitude people have about them. Demanding that this character or that one be nerfed because "op" or "low tier". It's pathetic and really pointless.
People are more willing to give up on a character if others have tried that character and claim that it can't be played competitively just because THEY can't find success with it.
I am sure some characters do need help. There's no doubt about that. But these people will try to say that only 5 or 10 characters are competitively viable and that is absurd. Especially since people are just now realizing that customs aren't necessarily a bad thing and can add a lot to the game. I'm sure some customs will stand out and break the game in some way but we should start finding out and tossing them so we can have the rest to help characters that people think need it.
Is that your evidence? Whose playing in the finals? Lol. And I'm the one that doesn't know what he's talking about? Have you ever actually seen a meta develop in any game or are you just an angsty teenager mad that he's bad at samus?look at the tournaments. Who do you see who regularly are in the finals? Sheik and Rosalina. If a character is regularly seen in the finals of many tournaments, then they're likely overpowered. There's tons of people playing this game. I doubt all of them are just playing low tier characters wrong. They aren't. Low tier characters are just infierior to the higher tier characters. Now stop talking like you know what you're saying, because you probably don't.
You can't seriously be arguing against tournament results across multiple countries hahaha. That's just denial.Is that your evidence? Whose playing in the finals? Lol. And I'm the one that doesn't know what he's talking about? Have you ever actually seen a meta develop in any game or are you just an angsty teenager mad that he's bad at samus?
if someone were to be secretly overpowered, we'd know by now. You can look at many tournament results, and see similar characters on top. Are you really trying to argue against numerous results of tournaments?Is that your evidence? Whose playing in the finals? Lol. And I'm the one that doesn't know what he's talking about? Have you ever actually seen a meta develop in any game or are you just an angsty teenager mad that he's bad at samus?
So you think that because you see sheik and luma have success in tournaments that means they are overpowered?You can't seriously be arguing against tournament results across multiple countries hahaha. That's just denial.
Secretly overpowered? Seriously your reading comprehension is attrocious. I'm saying many characters you claim are not viable and "could never possibly beat a high tier no matter what" might actually be viable in spite of your infinite wisdom.if someone were to be secretly overpowered, we'd know by now. You can look at many tournament results, and see similar characters on top. Are you really trying to argue against numerous results of tournaments?
I'm starting to think customs-off Rosalina vs. Ganon is pretty close.I don't think there are any characters that indisputably can't beat a top-tier opponent. I don't believe this game has any 100:0 matchups.
What about customs off for Ganon but on for Rosalina?I'm starting to think customs-off Rosalina vs. Ganon is pretty close.
Oh, there are definitely 80:20 matchups (Olimar / Captain Falcon says hi), maybe even 90:10. Hell, I wouldn't dispute the notion that there may even be 95:05 matchups.I'm starting to think customs-off Rosalina vs. Ganon is pretty close.
Well, "unwinnable" is a pretty subjective term. Even a 55:45 MU is technically unwinnable for the 45 character if both players are equally skilled and no external forces sway the outcome of the match. For most character-balance discussions, the assumption is that all players are equal. For an inferior character to have a chance against an equally-skilled superior character, the only option is to outperform as far as I can tell.Oh, there are definitely 80:20 matchups (Olimar / Captain Falcon says hi), maybe even 90:10. Hell, I wouldn't dispute the notion that there may even be 95:05 matchups.
I have yet to see definitive proof that there are totally, physically unwinnable matchups in this game. They could well exist, I just haven't seen any evidence for it.
On the note of balance patches, I think it definitely helps in that respect. I remember a time when Palutena / Diddy was near-unwinnable. It's still not easy, but the soul-rending terror has been neutered in the most recent patch. If every character in the game at least has a chance against their opponent, however theoretical, I think it's doing well.
That's a huge misinterpretation of how matchups work and what the matchup numbers mean. A match is essentially a big continuous sequence of RPS - both players choose options simultaneously and the outcome leads to a new game situation which both players must respond to with another decision. Due to the nature of simultaneous decision making, it's always possible for the disadvantaged player to win through luck (except when the MU is 100:0 - this means one player can use a strategy that will win 100% of the time without needing to guess his opponent's next move). A 55:45 matchup means that through the natural course of continuous RPS, if both players are playing the matchup well, the 55-character will win 55% of the time, and the 45-character will win 45% of the time. Even if the 55-player is playing optimally, he cannot avoid the possibility that the other player may also play optimally, and win 45% of the time.Well, "unwinnable" is a pretty subjective term. Even a 55:45 MU is technically unwinnable for the 45 character if both players are equally skilled and no external forces sway the outcome of the match. For most character-balance discussions, the assumption is that all players are equal. For an inferior character to have a chance against an equally-skilled superior character, the only option is to outperform as far as I can tell.
In a 55:45 MU as they are defined now (and as you are defining them), the character with the superior options is going to win the game more than 55% of the time as far as I see it. The RPS analogy only holds up until a character has an option with no real counterplay. So the game becomes Rock, Paper, Scissors, Needles.That's a huge misinterpretation of how matchups work and what the matchup numbers mean. A match is essentially a big continuous sequence of RPS - both players choose options simultaneously and the outcome leads to a new game situation which both players must respond to with another decision. Due to the nature of simultaneous decision making, it's always possible for the disadvantaged player to win through luck (except when the MU is 100:0 - this means one player can use a strategy that will win 100% of the time without needing to guess his opponent's next move). A 55:45 matchup means that through the natural course of continuous RPS, if both players are playing the matchup well, the 55-character will win 55% of the time, and the 45-character will win 45% of the time. Even if the 55-player is playing optimally, he cannot avoid the possibility that the other player may also play optimally, and win 45% of the time.
That's a huge misinterpretation of how matchups work and what the matchup numbers mean. A match is essentially a big continuous sequence of RPS - both players choose options simultaneously and the outcome leads to a new game situation which both players must respond to with another decision. Due to the nature of simultaneous decision making, it's always possible for the disadvantaged player to win through luck (except when the MU is 100:0 - this means one player can use a strategy that will win 100% of the time without needing to guess his opponent's next move). A 55:45 matchup means that through the natural course of continuous RPS, if both players are playing the matchup well, the 55-character will win 55% of the time, and the 45-character will win 45% of the time. Even if the 55-player is playing optimally, he cannot avoid the possibility that the other player may also play optimally, and win 45% of the time.
Both valid points but what people seem to be ignorant of is the fact that many matchups will change with the skill levels of the competitors. This is true for many, if not most, competitive games.In a 55:45 MU as they are defined now (and as you are defining them), the character with the superior options is going to win the game more than 55% of the time as far as I see it. The RPS analogy only holds up until a character has an option with no real counterplay. So the game becomes Rock, Paper, Scissors, Needles.
But even without needles, let's assume the RPS analogy holds up. If you have a 55% to win an outcome once, then the other person has a 45% chance to win. That's true and totally reasonable. In a game of sudden death, a lot of characters probably have a 45% chance to win against Sheik.
But over the course of a game, if you have 100 engagements with a 55% chance to lose each one, the end result is much more likely to align with the statistical probability than if it was just 1 engagement.
Taken to its extreme, if you had a million engagements with a 55% chance to win each one, the chances of you losing the majority of the engagements in the end is astronomically small. Does that make sense?
No. If an option has no real counterplay, it is a 100:0 matchup.In a 55:45 MU as they are defined now (and as you are defining them), the character with the superior options is going to win the game more than 55% of the time as far as I see it. The RPS analogy only holds up until a character has an option with no real counterplay. So the game becomes Rock, Paper, Scissors, Needles.
That's not what I said. I said a 55:45 matchup means that over the course of all RPS situations constituting an entire game, the chance of the better character winning is 55%. That's what a 55:45 matchup is. It's composed of a multitude of different scenarios, and the better character's chance to win each of them is on average, going to be slightly over 50% (adjusted for the amount of benefit the character gains from each "win" and a multitude of other factors, but you get the point). But that's not the number we're talking about with the matchup number. The matchup number describes an entire match, not the average of all individual scenarios that can play out in the match. That's why we regard a 55:45 matchup as close, and not as a total blowout.But even without needles, let's assume the RPS analogy holds up. If you have a 55% to win an outcome once, then the other person has a 45% chance to win. That's true and totally reasonable. In a game of sudden death, a lot of characters probably have a 45% chance to win against Sheik.
But over the course of a game, if you have 100 engagements with a 55% chance to lose each one, the end result is much more likely to align with the statistical probability than if it was just 1 engagement.
Taken to its extreme, if you had a million engagements with a 55% chance to win each one, the chances of you losing the majority of the engagements in the end is astronomically small. Does that make sense?
The only scenario in Smash where a matchup is so close that the accumulation of exchanges doesn't add up to more than a 10% differential is a ditto as far as I'm concerned. At the very least, they are much, much rarer than what is being implied here.That's not what I said. I said a 55:45 matchup means that over the course of all RPS situations constituting an entire game, the chance of the better character winning is 55%. That's what a 55:45 matchup is. It's composed of a multitude of different scenarios, and the better character's chance to win each of them is on average, going to be slightly over 50% (adjusted for the amount of benefit the character gains from each "win" and a multitude of other factors, but you get the point). But that's not the number we're talking about with the matchup number. The matchup number describes an entire match, not the average of all individual scenarios that can play out in the match. That's why we regard a 55:45 matchup as close, and not as a total blowout.
I just wanted to comment on your last point, but this type of comparison is pointless. If both players are playing perfectly then they arent to be doing much in the match because at the right range EVERYTHING is punishable from a perfect shield. Fighting games work on the premise that there is a counter to every option.The only scenario in Smash where a matchup is so close that the accumulation of exchanges doesn't add up to more than a 10% differential is a ditto as far as I'm concerned. At the very least, they are much, much rarer than what is being implied here.
Similar to what Aaron said, we have to make assumptions that a character is being played optimally in order to make definitive statements about competitive balance. If a character is being played optimally and it's better than another character being played optimally, I don't think there's such a thing as a 55% chance to win until other factors come into play. Those other factors can be stage counter-picks, match-up experience, physical and mental condition, what-have-you. If a character relies on its opponent making a mistake in order to win, then we are assuming sub-optimal play. Put another way, let's assume in a Ganon vs. Sheik match, the Sheik doesn't make a single mistake. Do you still think there's a 30% chance for Ganon to win, even if he plays perfectly?
No - please read RayNoire's post above yours and try to really understand it. The definition of "playing perfectly" needs to include the concepts of human reaction time and simultaneous decision making. "Perfect" play doesn't imply superhuman capabilities.I just wanted to comment on your last point, but this type of comparison is pointless. If both players are playing perfectly then they arent to be doing much in the match because at the right range EVERYTHING is punishable from a perfect shield. Fighting games work on the premise that there is a counter to every option.
Im not invested in this discussion, nor was i replying to that guy. The person I was replying to was taking about a hypothetial perfect game and I was explaining why that is a mundane point to make when talking about fighters. Thats it.No - please read RayNoire's post above yours and try to really understand it. The definition of "playing perfectly" needs to include the concepts of human reaction time and simultaneous decision making. "Perfect" play doesn't imply superhuman capabilities.
I've actually been very careful about not using the word perfect. What I'm referring to when I say "optimal" is the highest achievable level of play within the lifespan of a game. It may not assume perfection, but it also doesn't assume mistakes like unsafe or punishable commitments.Im not invested in this discussion, nor was i replying to that guy. The person I was replying to was taking about a hypothetial perfect game and I was explaining why that is a mundane point to make when talking about fighters. Thats it.
Alright, makes sense, I just misinterpreted what you were saying then. Also this sentence "A "read" is only effective if you have the requisite tools necessary for the counterplay." is something that I don't think enough people understand. You gotta have the speed to be able to respond and you gotta have the tools to put the enemy in a position that you can even get good reads. Agreed completely on this.I've actually been very careful about not using the word perfect. What I'm referring to when I say "optimal" is the highest achievable level of play within the lifespan of a game. It may not assume perfection, but it also doesn't assume mistakes like unsafe or punishable commitments.
A "read" is only effective if you have the requisite tools necessary for the counterplay. In many instances, a character simply does not. There is this assumption here that a completely safe approach is some kind of mythological impossibility, but it's really not. Some characters don't have the frame data to punish safe moves even on powershield, which is why they are safe. Worse yet, some characters have no reason to approach at all, and can force approaches from a character without safe options. It may not make the match-ups literally impossible because of the human limitations @ cot(θ) is referring to, but it does make the chances much more drastically skewed in one character's favor than these MU ratios would suggest. That's really the bottom line of what I've been getting at this whole time.
Perfectly stated.I think the most important thing that some people are forgetting in this discussion is that the level of skill isn't fixed, and neither is the meta.
For example, the top level of play is indisputably Zer0 in Sm4sh; in Melee it's PPMD/Armada/M2K/Mango/Hbox/Leffen. But that doesn't mean that the top level of play will stay there. Ken used to be the top level of play in Melee and he's not anymore.
As the best players get better, the meta will evolve. The best options before get worse as people figure out ways to deal with them. There may be bad options that get better as people figure out new ways to use them.
But right now, in this moment, if some completely new player walked up to you and said "I'm getting into competitive Sm4sh, who's the most important character for me to learn to play/learn to play against?", what would your answer be? It'd be Sheik.
Essentially, that's what a tier list is best for: informing players which characters are perceived to be strongest, and by extension driving the development of the meta as people will focus on learning the matchups that are perceived to be more important.
But tier lists do have an unintended drawback. In an ideal world, everybody would play the character they enjoy most and have an equal opportunity for success. In practice, the characters viewed as high tier have their metagame development drastically accelerated, putting them into a "fully developed" state much more quickly while low tier characters tend to stagnate and develop very slowly if at all.
(It's worth noting here that low tier and high tier perceptions, while not always perfect, are usually fairly accurate. Sometimes we miss a diamond in the rough like Melee ICs/Jiggs, sometimes a character can initially appear much stronger than they actually are like Little Mac. But most of the time we get it right.)
This is where patches come in. 99% of the time, if a character is perceived as weak by the community, they probably are weak. Weak characters get comparatively weaker over time because they attract much less new blood and meta development then strong characters. Giving weak characters buffs not only makes them objectively stronger, it also helps kickstart their metagame development. Similarly, nerfing strong characters encourages those players to either develop their metas more or spend time experimenting with other characters and furthering their metas. This is beside the obvious other benefits of adding more content and removing game breaking bugs.
Patches are good for any competitive game so long as they aren't too frequent. For a fighting game like Sm4sh, where each character has plenty of moves to use, the time between patches should be 1-3 months so that people have time to develop their characters in between patches.
There's plenty enough character diversity, top 8 character roster at Evo: 2 Sheiks, 2 Diddy Kongs, 2 Rosalinas, 1 ZSS, 1 Pacman, 1 Wario, 1 Pikachu, 1 Mario, and 1 Ness. I'm not gonna count Ally playing Marth mainly because he got dumped on.I just want to point something out that blew my mind
In Smash 4, Diddy won the grand final match, tournament dominated by shiek, mario, rosalina ect, most of which using minimal customs
In Melee, HUGS made it into top-8 using Samus. Those matches were the hypest in both smash games IMO
As for the balance of this game, it's really not even worth debating, the top-5 are still so far ahead of the others that they choke the roster out.