A recurring theme I'd like to talk about here, I guess:
People are good at anything binary. People are bad at nuance, magnitude, context, and perspective.
It's hard for people to simultaneously understand that:
- The game can be fine without additional changes.
- The game can be improved with additional changes.
- That someone has to be the best/worst characters.
- That the gap between them can always be smaller.
- That bad characters can beat good characters.
- That good characters do statistically have a meaningful advantage over bad characters.
- The game is fine with Sheik and ZSS existing as they are.
- The game's statistical balance would improve if literally any character in the top half of the roster were nerfed, even if they were nerfed all the way to 50th percentile or beyond. (As long as they overshoot to a degree less than their previous deviation.)
- The game would probably be improved if Zelda, Jigglypuff, Duck Hunt, ect. were buffed.
- Improvements to other weak characters still improves the game's balance.
Let me lay out the philosophies with which a developer could address an overpowered character like Meta Knight:
- To actively reward the players who pushed Meta Knight to the limit, Meta Knight is buffed.
- To passively reward the players who pushed Meta Knight to the limit, Meta Knight is unchanged from his dominant state.
- To improve the game while disrupting the meta-game the absolute least, Meta Knight is nerfed such that he is still unquestionably the best character, but by a smaller margin.
- To improve the game while prioritizing minimal disruption to the meta-game, Meta Knight is nerfed such that he is equal in power to the second-best character.
- To improve the game with limited concern towards disrupting the meta-game, Meta Knight is nerfed such that he remains firmly a top/high tier, but is no longer the best character. (However, he still performs above this thanks to already having the most advanced meta.)
- To improve the game above all other considerations but fearing over-correction, Meta Knight is nerfed such that he remains above average but no more. (However, he still performs above this thanks to already having the most advanced meta.)
- To improve the game above all other considerations, Meta Knight is nerfed so that he is perfectly fair on average, and is the dead center of the tier list. (However, he still performs above this thanks to already having the most advanced meta.)
- To improve the game and slightly correct the short-term meta-game, Meta Knight is nerfed such that he becomes slightly below average, yet his superior meta-game head-start keeps him performing at an average level. (or higher)
- To improve the game and slightly correct the long-term meta-game, Meta Knight is nerfed such that he becomes significantly below average. This gives many other characters "their turn" to be better, just like Meta Knight had "his turn." However, Meta Knight is still better than some characters, and no character beats him as badly as he previously beat them.
- To improve the game and completely correct the long-term meta-game, Meta Knight is nerfed such that he becomes the worst character in the game, yet not as bad now as he was good before. This gives all other characters "their turn" to be better, just like Meta Knight had "his turn." Yet, the advantages they enjoy are not as big as the advantages Meta Knight enjoyed previously.
- To proportionally penalize the players who over-developed an overpowered character to gain an "unfair" or "easy" advantage, Meta Knight is nerfed such that he becomes the worst character in the game, and is exactly as bad now as he was good before. This gives all other characters "their turn" to be better, just like Meta Knight had "his turn", and the advantages they enjoy are precisely as big as the advantages Meta Knight enjoyed previously.
- To karmic penalize the players who over-developed an overpowered character to gain an "unfair" or "easy" advantage, Meta Knight is nerfed such that he becomes the worst character in the game, and is even worse now as he was good before. This gives all other characters "their turn" to be better, just like Meta Knight had "his turn", and the advantages they enjoy are even bigger than the advantages Meta Knight enjoyed previously.
Many people fixate on arguing on if we should do #2, #3, or #4, and then get horrified when developers have the audacity to do #5. But believe me, there are Twitch chats
full of people thirsty for #12.
What the most fair? Well, it depends on your frame of reference:
- Mechanical fairness? #7 makes the matchups perfectly fair.
- Current results fairness? #8 will offer the most equal results.
- Historical results fairness? #11 will fully balance out past inequalities.
- Minimizing impact of future imbalances? #12 will most actively discourage players from exploiting character imbalances in the future.
You might notice that no frame of reference can label true "fairness" to options above #7. There is no getting around this.
If I'm a teacher who is biased towards giving my female students 10 points higher for the same work as male students, I don't get to say "Well, yeah okay, you're right and that's unfair. But what if I only gave them say, 5 more points? That'd be okay and fair, right?"
If Meta Knight has an average matchup ratio of 60:40, it's an
improvement to tune that down to 55:45, but it sure as hell isn't "fair." Fair is 50:50. This isn't hard.
Now, most game developers don't give a crap about our precious meta-game or our precious historical results. Real talk: These are all just abstract concepts pinned to the wall of our kool kid's klubhouse. The fact that a bunch of people play Meta Knight (because he's overpowered) is not really of emotional concern to the developers. They neither care about preserving that status quo (for some strange reason) nor artificially penalizing it (for some strange reason). This is because they are adults.
So all most game developers care about is mechanical fairness, aka #7. But they don't go down to #7, and almost exclusively nerf stuff in the #6 philosophy. This is because the risk-reward of overshooting is skewed; bigger changes are exponentially more likely to ruin something unexpectedly. So there's a lot of incentive to play it safe.
Smash's patch philosophy has been
even more conservative than that, and has stuck to the number #5 range when they see fit to address things at all. Which makes it hard for players to simultaneously appreciate that:
- The patches have had a big impact on improving the game's balance.
- The patches are significantly more conservative and less disruptive than the patches for virtually any other modern competitive game.
There are lots of games that follow the #9, #10, or #11 philosophies, and routinely flip the best and worst characters. Smash is not even
adjacent to this way of thinking.
Let's take a moment to preemptively shoot down the two biggest fallacies regarding patch balance:
"Balance might get worse if you nerf one top character but leave the others."
Yes, this is absolutely possibly true. You might nerf a benevolent dictator like Melee Fox, and leave the other top tiers to run train over the rest of the tier list unopposed. But it is
just as likely (actually more so, mathematically) that the random top tier we are talking about nerfing is a tyrant like Melee Sheik, who is specifically suppressing low-tiers.
Yes, many characters in Smash 4 are worse against ZSS or some other top character than Sheik. But I
guarantee you that Sheik claims the highest number of worst matchups in the game, and that any reduction in Sheik's dominance would benefit more characters than it would hurt. It's possibly but
quite unusual for this not to be the case with any random top tier in a game.
"They should just buff the bad characters rather than nerf the good ones!"
Oh sweet Jesus, please take the wheel.
Remember how we talked about how developers are rightfully afraid of changing stuff, and unexpected things happening? Well, it turns out that it's harder to buff 50 characters just to avoid nerfing 1 or 2 and hurting someone's feelings.
Because real talk, that's all this is: Feelings. It mathematically makes no difference if they make the good characters worse or the bad characters better, though the paths they choose to do so by can affect things like game length and option breadth. If you were a completely logical agent, you wouldn't give one flip if your offense was cut in half or the enemy's defense was doubled. It's the same. This isn't hard.
Yeah, people
are emotional and illogical, but the moment we accept that (unavoidable) fact, we can't help but forget what we were arguing about in the first place. Do you see why Nintendo doesn't do patch notes?
Alternatively, once you lock yourself into a nonsense ideology of "ONLY BUFFS!" and do 50 buffs in the palce of every nerf, what are the odds of at least one of those buffs overshooting? Which of course means repeating the entire circus over again, for infinity. We call this
Power Creep, and it has killed many a game in past eras where developers didn't know better.
Furthermore, WTF does this keep coming up? Smash's hyper conservative patch philosophy leads to us having 10x as many buffs as nerfs anyway. Sheik and ZSS aren't even being nerfed. How is this a thing that is talked about?
In conclusion, everyone should chill out about patches, experiment with Cloud, and main Bowser. Carry on.