Original Post — Direct link

Hello /r/Spellbreak,

It's me Krashy and I want to take a little time to really explain my current experience with Chapter 2 in hopes of providing some helpful feedback to the developers. After roughly 48+ Hours of game time on the new update I find myself facing some serious issues that are preventing me from enjoying the game at all.

BALANCE:
I briefly want to touch on balance as the following issues are NOT preventing me from enjoying Chapter 2 but do exacerbate some of the issues I am facing.

  • Frost lance damage is too high
  • AOE damage is too high
  • Wind spam is easy and overpowered
  • Conduit (Lightning gauntlet) feels clunky and unfun without increased Spellcast speed

LEAGUES:
I understand that the current iteration of Ranked Leagues is exactly that, an iteration. That said I feel it's necessary for me to provide my feedback on how to better this system because I think it's actually somewhat of an easy fix. TLDR: Win you go up, Lose you go down...number changes.

Now that's a simple way of putting it but I understand that a massive goal of the Leagues system was to reward players for their performance despite the overall teams ability to win or lose. I love that idea but not at the expense of having a truly skill based ranked system where in the majority of losses you should be losing crowns and not gaining them. The way I see it increasing the entry cost for ranks Silver and up (I know silver currently has no cost) and adding a negative crown "accolade" for losing would create a much more serious ranked system. That said we would most likely need to reduce the overall crown requirement for each rank/division.

MATCHMAKING:
This is the main offender of my lack of fun within Chapter 2 and I want to make sure to appropriately explain the exact issues I am facing. I need to preface this section by saying that currently my focus within Spellbreak is entirely Dominion focused and I am not interested in playing Battle Royale. Having said that I've also heard from other prominent figures within the community that BR is also experiencing its own matchmaking issues so while I'm unclear what those specific issues are I want to be sure to avoid any, "Just go player BR" comments. Before we go any further please keep in mind that the following issues only really became a problem once I reached the gold rank in Leagues.

Let's start with the issue of 5 stacking in Dominion Leagues. First and foremost I wanna say don't hate the players, hate the game! The issue of 5 stacking in leagues is not that of a player issue but a matchmaking issue. I NEVER EVER EVER want to face vs a coordinated 5 stack as a solo or duo player in a ranked 5v5 team game. If we had the player base to support 5 stacking vs other 5 stack groups exclusively of course I wouldn't mind it but currently I think the best, most fair course of action would be to force Dominion Leagues to be Solo/Duo Queue ONLY! (Maybe trio queues...maybe)

As a predominantly solo player I've noticed a plethora of matchmaking specific issues. For some reason it feels like the matchmaker prioritizes groups of 3 to 5 player over that of 1-2 player groups. That or because of the nature of 5 stacking maybe its actually just harder for the matchmaking system to find games for us "left over" players to fill into. This leads me to scenario #1 where I am usually not having fun. 3v3 games are more often than not what the matchmaking system queues me into and as someone who absolutely adores the complexity and competitive nature of 5v5 Dominion I personally hate playing these 3v3 games.

Now let's talk about scenario #2. This one is quick and easy...In this scenario I am a solo queue player who queues into a full coordinated 5 stack team and I lose almost 100% of the time. I queue again, same team...I lose. I queue again, different 5 stack team...I lose and so on and so forth. I think its clear why I'm desperate to avoid this scenario. Now before you can say it in the post replies below I'd like to state that me forming my own 5 stack group is a band-aid and not an actual solution. Doing so would be me adding to the problem for others and doesn't actually help anything.

Last but not least is scenario #3. In scenario 3 I am a broken man, I've given up all hope of being the best Spellbreak player in the world and I have fallen to the unranked queue. Lo and behold suddenly as if it were magic, I AM A GOD IN THIS QUEUE. 16 exile games, 18 exile games, 20+ exile games! Unfortunately for myself and my opponents clearly the skill difference within this queue is all over the place. I have literally seen mage rank 1 players on the enemy team as well as sub mage rank 15 players all throughout my games. I think it's clear that not only is this not fun for myself but it is also unfair for the new players who just want to experience Spellbreak.

So that's all I had to share. I really tried my best to provide some perspective and constructive feedback on the experience that I am having as a predominantly solo player. Maybe I'm wrong, maybe it's my fault for not just 5 stacking every game myself but personally that doesn't feel right. I'd lastly like to end this post by saying that I ABSOLUTELY LOVE CHAPTER 2! I love dominion, the talents, hell I even think the BR map changes are sick too. I just want to be able to enjoy the game the way I want to play it. I appreciate anyone who took the time to read this, have a great evening! <3

EDIT: I’m so sorry I missed console bugs! Of course thats super important and I know they have confirmed they are working on a fix. My apologies to the console players for that lacking representation for y’all’s frustrations as well. I know it can be annoying to see my complaints when yall experience the current console issues.

External link →
about 3 years ago - /u/ogles_proletariat - Direct link

Hi Krashy - FYI we will be doing a hotfix next week that happens to address some of these issues:

* Decrease Vowguard aggro/disengage radius, and change behavior if they are attacked from far away
* Reduced whirlwind AOE damage radius by 40%
* Fixed ignited whirlwind damage stacking with flame/flame wall damage
* Fixed ignition getting applied while inside an ignited whirlwind (ignition should only be applied after you leave flames)
* Reduce maximum damage of Wind Shear by 1 for all rarities.
* Lobby will now immediately start match if all players have connected/finished loading.

This is not the totality of balance updates for Chapter 2 - expect more in the next official patch. We also released a hotfix patch for PC/PS4 today to resolve some crash issues and reduce hitching in Battle Royale. (XBox and Switch coming soon - waiting on approval from MS/Nintendo.)

Re: Matchmaking, we do attempt to match premade groups ahead of each other, but there is a very tiny % of players who are in Gold+ leagues yet, so frankly a lot of the time there are no other match options. We're still tuning matchmaking but feel confident we'll be able to get it to work well, whether you're playing in a 5 stack, solo, or anywhere in between. We're tuning matchmaking almost daily right now.

Re: Leagues, we'll have more info soon, but expect to be reduce overall grind and make it more competitive. (This should also help deal with the "few players in Gold" problems you're seeing.)

about 3 years ago - /u/proletariat_sloth - Direct link

Originally posted by ogles_proletariat

Hi Krashy - FYI we will be doing a hotfix next week that happens to address some of these issues:

* Decrease Vowguard aggro/disengage radius, and change behavior if they are attacked from far away
* Reduced whirlwind AOE damage radius by 40%
* Fixed ignited whirlwind damage stacking with flame/flame wall damage
* Fixed ignition getting applied while inside an ignited whirlwind (ignition should only be applied after you leave flames)
* Reduce maximum damage of Wind Shear by 1 for all rarities.
* Lobby will now immediately start match if all players have connected/finished loading.

This is not the totality of balance updates for Chapter 2 - expect more in the next official patch. We also released a hotfix patch for PC/PS4 today to resolve some crash issues and reduce hitching in Battle Royale. (XBox and Switch coming soon - waiting on approval from MS/Nintendo.)

Re: Matchmaking, we do attempt to match premade groups ahead of each other, but there is a very tiny % of players who are in Gold+ leagues yet, so frankly a lot of the time there are no other match options. We're still tuning matchmaking but feel confident we'll be able to get it to work well, whether you're playing in a 5 stack, solo, or anywhere in between. We're tuning matchmaking almost daily right now.

Re: Leagues, we'll have more info soon, but expect to be reduce overall grind and make it more competitive. (This should also help deal with the "few players in Gold" problems you're seeing.)

Tornado, Dan. It's called Tornado.

about 3 years ago - /u/ogles_proletariat - Direct link

Originally posted by proletariat_sloth

Tornado, Dan. It's called Tornado.

It’s called Whirlwind in the code, and code never lies

about 3 years ago - /u/proletariat_sloth - Direct link

Originally posted by ogles_proletariat

It’s called Whirlwind in the code, and code never lies

brb getting my shock gauntlet.

about 3 years ago - /u/ogles_proletariat - Direct link

Originally posted by purjunka

Reduced whirlwind AOE damage radius by 40%

Tornado absolutely needs nerfing, but this seems way too knee-jerky... For people too lazy to do the math - the new area is going to be ~1/3rd of the current one. Also is this just the damage zone or also the "pull" effect?

The new area is ~2/3rds of the previous one. Only damage zone has been adjusted; pull effect is unchanged.

about 3 years ago - /u/ogles_proletariat - Direct link

Originally posted by purjunka

So I'm assuming you meant "40% reduced AOE" instead of "40% reduced radius"? That would be a reasonable nerf.

Yep "Reduced whirlwind AOE damage radius *by* 40%", in other words, it's 60% of its original size.

about 3 years ago - /u/ogles_proletariat - Direct link

Originally posted by purjunka

Reducing the radius by 40% is an effective 64% reduction to area size since area is equal to π*r2. Which as I've stated ends up being about ~1/3rd of the current size.

OH my bad, I was talking radius and you're talking about area. Yes, reducing radius by ~1/3 reduces overall area much more.