We agree. Brimstone buffs are coming very soon!
We agree. Brimstone buffs are coming very soon!
Who cares? Riot is a massive company, they can easily work on 5 different games at once without one affecting the other.
Honestly, we've been doing that for awhile now
This is so awesome to see! It's clear you all have put a ton of work in - backstories, kits, and in-game mock art support each of the agent pitches so well.
I myself am not a designer, but I work very closely with them; I'm gameplay insights, so I work on the balance team, play in our daily design playtests, and work on agents and maps that are in development. If there's anything you're looking for specific feedback on or have questions about, let me know! Definitely will be reading through these for awhile :)
This really means a lot, thank you. I'm excited for when we get to show you all the cool new stuff we've been working on!
Thanks so much for playing and supporting Valorant. And keep letting us know what we can improve on!
This also means hopefully, for the other roles' sakes, there will be a lack of duelists for future releases until there is close to an even amount in each role.
This is correct! This one will probably be the last Duelist, for a little bit - the other roles could use some new agents as well.
It's interesting to see how they will see out a Duelist as a "lurk", so far all duelists are optimally best as entries.
Yeah this one's a bit different! Definitely less of an entry role. Duelists are definitionally meant to secure kills for your team and exert lethal pressure; so far that's been largely by entrying, but having a more lurk-focused Duelist is something we've wanted to try for awhile.
Especially because Omen is the only reasonable one right now.. another Duelist? Really? There's only 3 controllers, 3 initiators and 3 senitels but soon-to-be 5 duelists? Every match is already a minimum of 2-3 duelists on each team..
This will probably be the last Duelist for a little bit, at least - the other roles (controller, sentinel, initiator) need some love.
Now that the basics are in place, we are going to take more risks with what each Agent introduces to the game, pushing some boundaries, and evolving what is possible in an ability based tac shooter.
Good. Some people are gonna bitch and moan when they see new stuff, saying it has no place in the game even before they played it or against it. But it shouldn't deter Riot, that is what keeps any game interesting imo, as long as it's done thoughtfully and with quality over quantity in mind.
We definitely want to push boundaries and see what's possible! We also know that pretty much every time we release a new agent, there'll be groups of players who think that we've gone too far, that we're intentionally releasing OP characters in an attempt to make money, or that we just don't understand the game or are disconnected from the player experience - but I hope with time (and assuming we don't screw things up too badly) we can build some trust with yall that we can make some out-there concepts work in a tac shooter. Killjoy was definitely scary, given the stigma against turrets in FPS games, but I feel like we got through it alright, and Skye seems to have landed reasonably well as well for a low personal agency, high utility supportive pick.
This next agent will be on the spicier side, for sure. Excited for the discourse that follows, as always haha
Hey brother! I'm super enjoying valorant right now, and I'm really into data, it's so interesting to me how such complex agents work in concert in this game. I love browsing sites like lolalytics and looking at champ winrates and learning curves to find the next champ to learn. Have you guys provided a robust API like League has, and if not, do you plan on doing so?
Again, really enjoying the game, and I love the content you guys are creating. It's gotta be very complex to balance a game with so many moving parts, and I gotta commend you guys for taking on the challenge!
My understanding is that we’ve provided some amount of API, but I’m not sure if it’s at the same level of League’s or not (just not the area I work in). I’m hoping we get some solid third party sites up and running soon similar to the League scene!
Super excited to have a blog post where we can speak a bit more candidly about what we do. Balancing perception and reality is always tough, and there's still a lot we can learn about and improve on the balance process, but it's been an awesome journey so far.
It's not touched on too much in this article just due to word count, but working with data is actually only a fraction of what we do; a good chunk of our time is spent building out frameworks and philosophies for how to use that data; no amount of data is useful if the team isn't aligned on what metrics matter, how we want to use them, and what sorts of decisions we'll make off of them.
Read moreCan't help but wonder if Sage "feels" weak b/c it isn't immediately clear to the player how Sage's abilities impact the outcome of rounds.
What I mean by this: When you ult as Jett or Raze or Phoenix or Breach etc., it's obvious to everyone how much value - whether high or low - that ult got you. Just count the bodies (or lack thereof).
When Sage ults, you get an additional teammate. How much value does that generate? It's going to depend:
- Did the revived teammate do any damage or otherwise have impact that was material to the round outcome? We necessarily won't know until later on in the round. The effect of the ult is immediate, but the value of the effect isn't apparent until later and even then players may very well erroneously discount the value the ult gave. For example, If Sage ults a Jett and later Jett secures a final kill clutching the round, I would imagine players focus on Jett's mechanics far more...
This is the type of stuff we talk about all the time! The numerical impact of abilities vs. the saliency of those abilities' impacts are very different; it's why we see agents like Breach get selected as OP quite often and Sage as UP, when in reality Breach is actually quite weak and Sage is quite strong. Finding opportunities to make powerful outputs more appreciable and satisfying could help close this gap. In regards to your specific question around Sage's win rate in rounds where she ults, it's pretty high. There are lots of confounds to control for here - economy, number of allies/enemies alive, etc. - but we did do this investigation awhile back, and when controlling for other factors, Sage's ult is the most influential ult in terms of actually winning a round.
Stuff like this is why balance is tricky. I personally have been a huge advocate for incorporating player sentiment into our balance frameworks, so that we're not only tunneling on the data itself, but also tha...
Read moreRead more/u/Altombre question: do you calculate where the bullet hits by doing one RNG number on the let's say "x" axis and one RNG number on the "y" axis (or one RNG for one angle and one RNG for the other angle)? If you're doing this then you hit the middle of the circle much more often than you should because this way of calculating the bullet path does not properly account for the exponentially (squarely?) increasing area size of the circle the further you go up in diameter.
I was involved in an open source game rebuild project (JA 1.13) and they fixed that bug due to this exact reason. It's hard for me to explain in English but I hope you get my point. When seeing running accuracy it often seems like you fell into the same trap that dev team has.
If you want an even distribution in a circle you need to calculate this differently.
Have a look at this image: https://m.media-ama...
Hey! Super interesting question. I'm not a designer, I'm in insights - basically I do product strategy and data ecosystem work to help out with the gameplay space (agents, maps, balance team) to help us make better decisions there, so I actually don't know how to do this stuff!
This is a super interesting question though, so I'll make sure our designers see it. Thanks for bringing it up!
"talking about this and looking into it" was the same thing said about the quality of life in regards to toxicity in comp games for showing ranks before the match is over. That was in the summer.
I understand it can look similar from the outside, but the game balance team and the folks who make decisions on things like our UI in competitive queue are very different.
fr ima start calling him "jarate" if this is a permanent name, if im gonna pronounce it wrong anyways i might as well do it with class
Jarate already exists in the game on Viper's Snake Bite tho
As expected nothing about running accuracy on rifles.
We're looking at this, just have been holding off changes during First Strike, and want to make sure we're really understanding what the core of the issue is (cause bungling a shooting/movement change could make our combat feel really bad really quickly).
But, rest assured that we're talking about this and looking into it.
edit: This isn't to say we're committing to making changes - we just recognize it's been a hot topic lately and want to analyze and understand it further.
Can you guys please do something about moving accuracy? Your (Riot's) silence on the matter is concerning.
We're definitely looking at this and it's been a topic internally for awhile before any of the TenZ clips started circulating - we've just been holding off on any major changes during First Strike and want to analyze this a bit more.
edit: To be super clear, this isn't to say we're committing to making changes - we just recognize it's been a hot topic lately and want to analyze and understand it further.
this was an amazing patch. Patches like these are great, the whole nerfing agents to the ground and buffing them to the heavens is what made me quit dislike overwatch and is starting to get me to quit rainbow six. subtle nerfs and buffs are okay however.
I appreciate that! We're trying to strike a balance here, so keep giving us feedback on how we're approaching changes overall.
Any hints on a possible timeline for those?
Probably Episode 2 start, most likely.
BUFF BRIMSTONE INCREASE HIS IPAD RANGE PLEASE RIOT
We're playtesting with some Brim buffs right now that are pretty promising :)
The letter "E" is actually a "Period" on Dvorak keyboard layout.
This patch has made our letter "E" key (bound to "Period") no longer cast the ability properly.
I’ll pass this along, thanks for the heads up!