This perspective is incredibly good news! It's not really surprising, but it's the first information we've had about patch methodology.Sakurai stated in an interview that LM has the worst winrate online, yet he believes he is fine and the winrate stems from new players thinking Mac is "an easy win". Seems Sakurai does more than just look at winrates and buff/nerf accordingly.
http://i.imgur.com/EBcz969.jpg Scan of the interview, for a translation go to http://www.gamefaqs.com/boards/632937-super-smash-bros-for-nintendo-3ds/70561893
Linked text for the lazy:
"average and mediocrity are almost the same"
Patch to adjust the balance of the game "Super Smash Bros. for 3DS / Wii U" will be distributed in around mid-November. Until now, when I completed a Smash Bros game, there was no further development after that. But that makes it impossible for the game to be played for years. This time We have a mechanism of patch delivery. So, We decided to do a balance adjustment before November 21 when the Wii U version will be sold in North America. But there is a problem about this. You can't play online between a hardware that is patched and one that is not patched.
On the Wii U version, there's no problem because it updates automatically if connected to the Internet and the gameplay between more than 2 devices is limited to online. On the Nintendo 3DS Version, however, there are some people who are not connected to the Online, and hardwares that are patched and ones that are not patched will likely be mixed. On the other hand, We can't afford to separate the balance of the 3ds version from that of the Wii U version...
We have a tutorial on how to update the game on the official Smash Bros website. It's definitely necessary, so I'd like you to download it. If any of your friends are in trouble with doing it, please help them. I'll explain how we adjust the gameplay balance. Firstly, a monitor team assembles information and do practices multidirectionally. Specifically, researching the results, KOs, and trendy tactics in online matches. Next, I get the team to make a proposal about the balance adjustment. I also ask them to consider that killing fighters' advantages and getting rid of their disadvantages too much spoils the fun.
In response to the proposal, I adjust the balance. If that proposal is too difficult to be dealt with a patch, or spoils the fun, I pass it up and use another proposal. After a test play of the monitor team, the patch contents will be confirmed. We can actually see the results of the online matches. The winning percentage of respective fighters can be checked. It's comprehensive data of the global matches, which is deadly accurate.
Of course we can't publish this data, but I can tell you one thing. In Super Smash Bros. Brawl, the winning percentage of all fighters lines up in a stepwise manner. but this time, there's someone with the lowest percentage of all fighters by an overwhelming margin. It's "Little Mac". His advantages and disadvantages are both extremes. Although he has a high-performance dodge and a megaton punch that dominates everyone, his jump ability is quite low. A simple back throw + an aerial pursuit can be fatal for him.
But those who have a lot of experience in online matches will probably feel strange about this. I think most of you consider him rather powerful. His low winning percentage is most likely due to the fact that those who think "Little Mac is too powerful!" play as him and get beaten up. A lot of people use him because there's an impression out there that he's dominating all the time, but that doesn't mean you can win easily when you play as him. This phenomenon might be ideal. I have often featured in my column that I regard dynamic range as important. But I also suggest that it's not right to look at things only based on the results in online matches. I believe that taking the average of fighters performance is a bad move in the game.
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