I'd actually like to make a note on this really quick. Jam Stunna made a thread in TD on the meaning of the word "competitive"; I decided to do some research on Sirlin's site so I could be knowledgeable enough to comment, and I found something exactly relating to this notion (above).
In SSF2T, Honda had an infinite on Guile in the corner (his Ochio Throw, if I'm spelling that correctly). According to Sirlin himself, he thought that it was perfectly fine since Honda had such a hard time getting close to Guile in the first place; if a Honda could get Guile trapped in the corner, he deserved to do 100%. Well, when Sirlin balanced SSF2THDR, he removed that infinite... because, even though it wasn't gamebreaking, it was still excessive enough (in his opinion) to warrant changing.
In another SSF2THDR story, Guile (again) got owned by Vega and Dhalsim, and though it was only two characters, that severely hurt his game. To fix Guile's matchup on Dhalsim, Sirlin thought it necessary to change the hitbox of one of Dhalsim's moves (shifted the hitboxes up a little). That wasn't even a large, gamebreaking problem, either!
So, a little food for thought in terms of what we use to argue a ban. Also, all of that can be found on Sirlin's site, so don't shoot the messenger.
True statement, however you miss the fundamental difference between banning and patching.
Banning is a blunt instrument, it doesn't have the ability to just remove the broken aspects of something, and otherwise maintain it as it is. It also robs a player of otherwise legitimate options, barring them in rules minutia. Thus, it removes the game far from game design, and is therefore a last extreme measure.
It's simply not a fine enough instrument to have everyday use.
On the other hand, patching is a very fine instrument. You can do precisely what you want, and you are never robbing a player of options. As such you can do things for even the most cosmetic of options (auto l-canceling vs. manual L-canceling for example), you can realistically do stuff that makes no difference whatsoever and it's perfectly fine. Because that's what patching is MADE FOR.
If I were patching, I would remove all infinites in this game, because regardless of balance, they're bad game design (IC's would have a deathgrab however). When necessary, I would give characters other options. I would also drastically improve other aspects of certain characters such as Falcon's range and priority, and decrease his start-ups. Ganondorf's dtilt would get IASA frames earlier and start on frame 6.
Why? Because I can do that in patching, but accomplishing the exact same net balancing effect with bans would require 50 or so bans.
It's just not worth it, which is why the ban barrier is so high, but the patch barrier is virtually non-existent.
The fact stands that it's all re-balancing. When we ban things, we're re-balancing after the fact, but we're still re-balancing. There's really no difference, semantics aside. The operative differences are minimal.
Uhhhh... no just no.
There's a MASSIVE DIFFERENCE between patching and banning.
Banning, is an indirect route to improving balance, it's very blunt and has very very wide effects. BasIt can't make the fine adjustments that are necessary to allow it to be common.
Patching on the other hand, has exactly the effect that you let it, it's perfectly direct. That's why the rules on it are "whatever the heck the creator wants them to be".
For clarity's sake, here's a metaphor.
Patching = shovel
Banning = bulldozer
So, you want to move earth, right?
Generally, the shovel is superior. Sure it takes longer, but do you really want to knock over that birdbath or that tree just to dig a little hole.
Granted, there are obviously large construction projects where ease of use trumps the shovel's ability to do fine digging, but in general, when you want to do something that doesn't effect your entire yard, you use a shovel.
And if a shovel isn't available, but a bulldozer is... you're not going to use the bulldozer just because it's the only option, right? Only if there's a really really pressing issue, and it's worth digging up your entire yard. Digging a little hole to bury a time caspule is not one of those things, in fact those things very rarely come up.
Look, I have a party to finish setting up for. The fact is that, whether Sirlin advocated or not, when he had the control, he made changes. We may not be able to edit the disc, but according to the community itself, Dev intent is next to irrelevant anyway. We DO have the power to re-balance. Does WW over-centralize, or even randomize, the game with items off? No. Is it still banned? Yes. We ban plenty of things because we WANT to ban them, and this self-righteous BS about "over-centralization" is just another arbitrarily added excuse made up NOT to ban something. Balance is balance, viable options are viable options, and we know, for a fact, that even 2 less characters DOES = less viable options and thus less competitiveness; that's just following the logic formed by the guy half this site whacks to during every discussion like this. Anyway, I have to go get stuff to facilitate getting drunk; if you all want, read up on Sirlin's balancing MP games articles.
The thing is, as far as banning goes, he had control (he was always respected in the community so his opinion had weight) and he chose not to do it.
It's only when he had the chance to rebalance via patching that he did it.
This speaks to the fundamental difference between patching and banning.
As I explained, patching is a fine instrument, banning is a blunt one, that's why he patched stuff he was unwilling to ban.
His mp-balancing articles were for game DESIGNERS btw.
BTW, have fun getting drunk tomarrow night. I know I will (yay NYC!).