I lol’d
I lol’d
Hey everyone!
I'm sure you've noticed we've been doing a number of hotfixes since Chapter 2 launched to improve various aspects of the release. On top of those, we've also been hard at work on a number of features and improvements that require a client update and so here we are! A quick note on the patch timing: We wanted to get these out to you ASAP so the patch notes "editorials'' and other things we usually do are going to be a bit more sparse than usual. We've got some new features, balance changes, as well as a host of bug fixes, so let's get into them.
Hello there, LeLeoLeus! Thanks for bringing this to our attention. Will happily forward it to the team!
Hi,
We've reverted the 4K change to PS4Pro/PS5 in the next official patch due to this issue, and will revisit 4K support in a future patch. Sorry and thanks for your patience!
With same cost, the same players at platinum can keep playing against the same playerbase which over time rises into Legend, playing exactly equally difficult matches in terms of ability to gain crowns.
Yes, maybe more intensely grinding players tend to be better, but thats no different from simple mage level categories.
Maybe the relatively big cost subtraction will differentiate the speed at which differently skilled players rise in a season, but it's still directly multiplied by time played which means that effort can be used to replace skill, and that the plat-legend range is quite heterogenous mix of differently skilled people.
"[...] the same players at platinum can keep playing against the same playerbase which over time rises into Legend", No, only the players who don't lose crowns will rise. That's the intent, anyway. (The updated accolade values next patch aim to further address this. In particular, whether you win the match will be far more important.)
Good changes, and good to hear about upcoming emphasis on winning.
BUT, plat, diamond and legend having same 1500 entry cost does not make sense. That makes them the same rank with just different amount of grind if you can get over 1500 on average.
Also, I still find myself gaining crowns pretty easily with current accolades. I guess I just belong to Legend. Or not. It seems 1500 is still too low hurdle that doesn't contain all skill levels.
The idea here is that you'll be facing harder players at higher Leagues, so it'll be harder to maintain the same Crown winnings as you go up. We're monitoring to see if this proves out, and can always adjust tiers/costs later.
Hey y'all, we've got a second hotfix on the back of yesterday's to clean up some issues with matchmaking.
Thanks for the update. Any timeline for a fix to the dominion shop forcing us to make a selection when at full build?
Next official patch.
Hey y'all,
We've just made a hotfix that changes various aspects of Leagues. We’ve heard player feedback that it felt too hard to advance into new Tiers and Leagues and at the same time, it didn’t feel like it was working well as a competitive ranking system. To that end, we’ve made the following changes:
Hi,
Our matchmaking will potentially put EU players into US-East (and vice versa) if it can't find a good match within the single region in a reasonable amount of time. This typically happens outside of peak hours, and more typically for people at high ranks (until our leagues hotfix comes out and reduces the overall grind).
We've have gotten reports of EU players getting put into US-West servers - that should *not* happen. We're currently investigating the issue.
FYI our metrics show we did reduce the frequency of 3v3 matches and increased the frequency of 5v5 matches, but we're still investigating an issue where Dominion ranked in particular has a lot more 4v4 matches than expected.
Thank you very much. I was wondering about that
No problem!
Point of clarification: 3+ stacks are not a "separate pool". We only ensure that if there is a 3+ stack on one team, there is a 3+ stack on the other team. This prevents the scenario where there is a 3+ stack on one team, and all solo or duo queues on the other team. It does *not* prevent, (probably worst-case example) a solo queue player filling out the single open slot in a 4-stack vs a 5-stack.
Hi, we just pushed some server fixes including matchmaking improvements that should improve this. (It may take a little while to propagate to all servers.) We'll be monitoring and doing more adjustments over the course of this week. Thanks for your patience!
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.
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.
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.
It’s called Whirlwind in the code, and code never lies
brb getting my shock gauntlet.
Tornado, Dan. It's called Tornado.
It’s called Whirlwind in the code, and code never lies