Soldat Du Christ
Smash Rookie
- Joined
- Sep 24, 2019
- Messages
- 2
Back in january we finaly got a glimpse at how Papa Sakurai determines wether or not to buff/ nerf characters on the now bloated roster. Source:
https://nintendoeverything.com/saku...line-mode-victory-rates-character-usage-more/
Sakurai pays close attention to the Win/ Loss ratios determined by "Elite Smash" match ups, here is an exact quote:
"As for 1-on-1 victory rates, no fighter is lower than 40% and no fighter exceeds 60%. In terms of Elite 1-on-1 matches, the character with the lowest percentage sits at 43.7%, while the character with the highest win rate is at 56.8%. There’s a noticeable difference there but considering that those percentages are for the highest and lowest of 74 fighters, overall you could say that the characters were fairly close to each other."
I'm inclined to assume that this data is gathered internationally, as this would yield the best results following the larger sample size. Now, in principle, this should be the most objective means of approaching roster balance. Not only because of the aforementioned ability of gathering massive sample sizes, but perhaps more importantly; the ability to negate superficial trends. One caviat to this method however is the fact that some vague percentage of this Win/ Loss ratio is a result of the lowest common denominator of Elite Smash matches (matches between less skilled players) where different playstyles and characters are more effective. This is what has led to the phenomena of 'for glory link' or 'elite King K' memes we have become familiar with. Certain characters are more viable against lesser skilled players. This becomes a problem when these results are treated equally to the results gathered at the highest level of elite smash, which i believe is the case.
As players denied of Elite Smash W/ L ratios, we tend to lean on the results that churn out of Tournaments. This method solves some of the issues of Elite Smash as a means of intel gathering. One of which by featuring only the best of the best players in the competetion, which in theory should give us much more clear look at the distribution of power within the roster. But again, this method is also not optimised. Because of the lack of an overwhelming sample size comparable to online play, there is a much greater chance for trends to muddy the waters and create a superficial representation of the percieved distribution of power within the roster.
Both of these methods, while being the most realiable, are still not optimised. Its sad to think that all of this could have been perfected simply by creating a separate online category for only the top 1%ers to compete in, which would provide the most reliable means of gathering data for use in roster balancing. With the recent announcement that there will be no more new modes in smash ultimate i'm afraid this will not possible.
https://nintendoeverything.com/saku...line-mode-victory-rates-character-usage-more/
Sakurai pays close attention to the Win/ Loss ratios determined by "Elite Smash" match ups, here is an exact quote:
"As for 1-on-1 victory rates, no fighter is lower than 40% and no fighter exceeds 60%. In terms of Elite 1-on-1 matches, the character with the lowest percentage sits at 43.7%, while the character with the highest win rate is at 56.8%. There’s a noticeable difference there but considering that those percentages are for the highest and lowest of 74 fighters, overall you could say that the characters were fairly close to each other."
I'm inclined to assume that this data is gathered internationally, as this would yield the best results following the larger sample size. Now, in principle, this should be the most objective means of approaching roster balance. Not only because of the aforementioned ability of gathering massive sample sizes, but perhaps more importantly; the ability to negate superficial trends. One caviat to this method however is the fact that some vague percentage of this Win/ Loss ratio is a result of the lowest common denominator of Elite Smash matches (matches between less skilled players) where different playstyles and characters are more effective. This is what has led to the phenomena of 'for glory link' or 'elite King K' memes we have become familiar with. Certain characters are more viable against lesser skilled players. This becomes a problem when these results are treated equally to the results gathered at the highest level of elite smash, which i believe is the case.
As players denied of Elite Smash W/ L ratios, we tend to lean on the results that churn out of Tournaments. This method solves some of the issues of Elite Smash as a means of intel gathering. One of which by featuring only the best of the best players in the competetion, which in theory should give us much more clear look at the distribution of power within the roster. But again, this method is also not optimised. Because of the lack of an overwhelming sample size comparable to online play, there is a much greater chance for trends to muddy the waters and create a superficial representation of the percieved distribution of power within the roster.
Both of these methods, while being the most realiable, are still not optimised. Its sad to think that all of this could have been perfected simply by creating a separate online category for only the top 1%ers to compete in, which would provide the most reliable means of gathering data for use in roster balancing. With the recent announcement that there will be no more new modes in smash ultimate i'm afraid this will not possible.