First, shoutouts to
The_Bookworm
for linking one of the more interesting weekly matches we've seen and
Game7a1
for writing the first half of my post for me. Maister is able to form a workable neutral out of bair (no surprise), but is able to get enough reward from nairs and ftilt (kills) to suddenly have a coherent gameplan.
I do agree though that I've seen Ned play better, and that he wasn't really adapting to Maister as much/as quickly as I'd expect at this level. There were some ledge decisions that let Maister get away with murder. Either way I could totally buy that G&W is not the worst character now, and "get" Ultimate G&W a lot more now.
It occurred to me that G&W is the only aerially agile character with a reflector, and is more disjointed that other such characters as well.
Second, Wolf is definitely doing fine results-wise. I expect him to drop over time and still be fine.
Third, I'm a broken record here but "correcting" win-rates for roster size is nonsense. There is nothing relative about this relationship in the vast majority of contexts that we apply it to.
- Removing Pichu from Melee does not make the tournament scene better, more varied, or more balanced. (It does nothing.)
- Adding (Melee) Pichu to Brawl does not make the tournament scene worse, less varied, or less balanced. (It does nothing.)
By the logic of this flawed lens, a game with 1000 characters where everyone in top 64 has a different main is still a disappointing 6.4% representation rate.
It's important to always keep in mind when discussing balance that it is a
subtractive design element. It only exists as the absence of something, namely, the negative side-effects of
content variety. The entire point of "balance" is to
permit variety to exist.
Judging balance for balance's sake, aka strictly criticizing in comparison not to other experiences but to the
hypothetical and imaginary idea of what variety you
could have, only has utility in a few cases:
- Considering how many options are "traps" for new players.
- Evaluating randomized formats, like draft modes.
- Hiring staff whose responsibilities include balance work.
These are important matters worth consideration, but generally outside the scope of our discussion here. (Of non-random competitive play results and theory.)
Fourth, win-rates are super overrated as a balance metric. Simple player count is almost always more useful. (Note that any "win-counting" weighted performance measure like Das Koopa's numbers are far more similar to the latter than the former.)
If you enter a 32-man bracket against 30 Chroms and a Yoshi, Yoshi is not the balance problem even if he wins the event. Again, the "point" of balance is
variety, and that means variety of the
actual player experience.
Of course, the limits of this metric are immediately obvious. Playstyle and accessibility is a huge confounder. Last I checked, Engineer is likely the worst character in TF2 but the easily the most played at most levels of play. He's fun, easy, less stressful, and appeals to a specific-but-populous personality type. You also have characters played below their performance level because of how esoteric they are. This is why Smash 4 had way more Falcon players than Rosa players. And in Ultimate, all exciting new characters are probably being over-represented initially--no surprise.
Trends in player count tends to be one of the most singularly useful stats. Player elasticity is not zero: people switch to better characters.
Fifth, can we also get rid of the notion that DLC characters are at some crippling meta disadvantage. I mean sure, Day 1 characters aren't going to be raking in the Dubyas (at least we hope not), but being singularly at the center of the community's spotlight after a massive hype-buildup and marketing blitz does wonders for accelerating a character's adoption and development.
Everyone and their dog is going to be playing PP and Joker, and within two weeks 99% of the community will know more about them than the Miis or Rosalina.