Altombre

Altombre



29 Jul

Comment

Originally posted by Duradello

Can the swarm be killed/disabled by enemies after it is triggered? Is it like "a molly you can kill"?

Once it's triggered, no - it just turns into a molotov effect. You've got to shoot the nade when it's dormant to destroy it cleanly.

Comment

Originally posted by obstan

Really want to see the molly trap stats. Everyone complaining about a turret with pretty mediocre stats, but to me the nanoswarm seems the most OP thing about her.

Molotov equivalents already have 0 counterplay in this game, if killjoy gets a plant down, she can just throw hers onto the bomb and remote detonate it from miles away without any lineup or projectile time. Combined with another molly character, she is huge in securing an easy postplant with so much pressure for the retaking team.

If her alarmbot is not destructable, also looks really easy combo trap to top it off. I hope all her skills are destructable to place in some counterplay.

All of her skills are destructible. Her alarmobot and swarm grenade are visible when placed, but quickly stealth - similar to Cypher's trapwires - but you can see them when you're close by.

Killjoys often place swarms on the bomb post-plant, but astute players can shoot the bees before defusing, so KJ can't just play off of the defuse sound alone. I imagine post-plant bees will be quite effective for the first few days before people figure this out, though.


24 Jul

Comment

Originally posted by Jahsay

Except the point is as they add a bunch of new agents it could start to shift towards an ability focus and less on abilties just used for utility

I totally understand this concern, but rest assured that none of us want this. Valorant is a tactical shooter first and foremost.


19 Jul

Comment

Originally posted by oryiesis

Is it possible there's a bias where teams that think more about choice/picks are also better at the game? The current meta involves a sage on each map whereas for other agents it can vary. So a team that's thinking about team composition will always pick sage but that team is also better at aiming so they win more vs teams where players pick whoever they want.

Yup, this likely speaks to some of the differential but is also a problem in itself if Sage is enough of a “must pick” that she becomes a litmus test for a team’s willingness to cooperate. I speak to it a bit more in a different reply in this thread!

Comment

Originally posted by 2kWik

Wouldn't she obviously have a high win rate if she is played on both teams almost every game?

It's actually the opposite - the higher an agents' playrate, the more their winrate will converge to 50%. Every game that has the same agent on both sides counts as a win and a loss for that agent in aggregate winrate, cause one of them wins and the other loses.

This is why it's important for us to understand win rates in situations where agents aren't being played in mirror matches! But we still look at mirror win rates and round-level win rates to make sure we're understanding the entire picture.


18 Jul

Comment

Originally posted by Insane1rish

I may have come off as more aggressive than I meant to be in my original response so I apologize if that’s the case.

But what I was getting at wasn’t so much her heal but her ability to revive. You could take away everything else she has and she’d still be a valid pick because of that. Being able to turn a 1v1 clutch scenario into a 2v1 by reviving someone is undeniably the strongest ability in the game. Having a couple rounds per half where the enemy has to kill 6 players instead of 5 is just not something teams want to pass up.

Oh you’re good, I don’t feel like you were aggro at all. Yeah, we’ve been looking into ult power a lot recently and Sage’s is definitely coming out as the strongest, so that could be an opportunity for us to dial back some power. We’d like to keep the resurrect in the game, though, so we’ll likely be exploring tuning levers there first before resorting to something like a rework.

This is all still in flight, so maybe we’ll pivot to different areas, but the ult looks like a pretty likely place for us to adjust the power on next - agreed on that.

Comment

Originally posted by rslee1247

Definitely agree with all of that. My post was less about arguing against her importance on a team right now but I'm actually very interested in the data and how it's being looked at. I'm especially curious how your team came to the conclusion that different ranks prioritize different parts of her kit. You mentioned that lower level prioritizes her heal while higher levels prioritize her stalling capability. In theory it makes a lot of sense but I'm curious as to how the data shows that if you don't mind sharing.

Oh for sure - in that post I was mentioning why she's "valued" at different ranks. This has mostly come from survey data, when asking players what Sage is good at/why she's powerful, lower ranked players tend to emphasize her healing and resurrect capabilities, whereas higher ranked players tend to emphasize her ability to hard stop site executes. Both groups of players value the other side of the coin, though - all of Sage's outputs are undeniably powerful.

In terms of actual balance data, we have to split by a number of metrics because we have mirror matches in our game (it's hard to understand Sage's winrate when there's a Sage on both teams 90% of the time - one's gonna win, one's gonna lose). So raw pick rate, % round winrate on defense, % round winrate on offense, and match win rate are our primary metrics - we look at those with and without mirror matches so we can understand an agent's power in isolation as well as an agent's general power in the ecosystem. Naturall...

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Comment

Originally posted by rslee1247

Could this possibly be because players are so used to playing with a Sage that they don't know how to play around not having one? Or is there context for her high win rate like high tier players abusing a team without a Sage? Personally when I end up on a team without a Sage, it's not based on strategy rather its because people instalocked their mains (usually duelists) with absolutely no thought towards team composition and their only focus is to frag out. When a group of these individuals end up together, there's usually a lack of intent to work together.

I know it's anecdotal but wouldn't this be good context for her high win rate? When someone on a team selects a Sage, there's at least some indication that they're willing to work together to win rounds which, by Riot's own intention, will result in higher chance to win.

Yup, good intuition on this one. I'd say this probably accounts for some of her winrate differential, but we're looking at literal millions of games across our entire MMR spectrum in all of our regions and her winrate is substantially higher than other agents, to the point where it's extremely unlikely that this would account for a meaningful portion of that delta. Also, philosophically, even if this phenomenon WAS meaningfully explaining her winrate, we don't really want an agent who is so powerful and agreed upon "meta" that only uncooperative and/or toxic teams don't pick them. That pattern existing at all means that a portion of the agent meta feels solved or forced, which flies in the face of our goals for that system.

If players only viewed Sage as a "must pick" on one or two maps, that could be alright, assuming the power deltas were reasonable - but seeing Sage as a "must pick" in every situation, combined with an extremely high play rate and very high win rate make...

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Comment

Originally posted by goingbytheday

Please talk with the design team and tell them that her primary problem is that she is both the premier defender/staler AND healer in the game. That doesn't mean there has to be another heal character, it just means one of her healing abilities (hint: HER ULTIMATE) has to be reworked. Have you guys ever considered giving her an ultimate where instead of reviving, she gives a single character a sort of protection where they can carry over all of their abilities, shield and weapons on to the next round? As in, the main Op'er on your team dies, but they had the protection ulti casted on them, so on the next round the respawn with everything they had, saving their economy basically. This could be very strategic and would still make sage the go-to support character, plus she would still have her heal.

We're not currently talking about full ability reworks like that, and would like to avoid that if possible. I agree with your points around stall + heal uniqueness on Sage being an issue due to lack of choice competition - I spoke to that a little bit in another one of my replies here. We want to approach this methodically so we can shave off power in the right areas, but want to avoid full reworks like that if we can!

Comment

Originally posted by Insane1rish

The thing is though, no matter how bad you make her, she’s still the only character in the game that’s a designated healer so she’ll always have a high pick rate/win rate. I’m not sure how that’s avoidable unless you absolutely dumpster the character.

Choice competition is something that's definitely an issue, both with her healing and her hard stall. We tend to find that healing is more valued in lower MMRs, and her hard stall power is more valued in higher MMRs, although obviously both outputs are useful across the spectrum.

I think having low choice competition definitely makes the risk of a character being imbalanced higher, but doesn't mean that she's doomed to be high pick rate/win rate. For example, Sova is the only character who can reveal enemies from long distances round to round with his Sonar Dart and Drone, but he's not near Sage's pick or win rates. Cypher is the only character who can adequately watch flanks without his actual gun via his Trapwires, but he's not near Sage's pick or win rates.

Long term, we definitely want better choice competition for both of Sage's outputs - her stalling and her healing - and recognize that's an issue. We feel we can work towards resolving her balance issues befor...

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Comment

Originally posted by artmorte

I don't think she can be nerfed any more without ruining an ability.

This is something we talk about a lot. I’m seeing a lot of misconceptions around that we’re nerfing Sage because of her pickrate, and that’s not true! She does have a very high pickrate, but that doesn’t necessarily mean she’s overpowered, just popular.

The problem is she also has a very high winrate, and has consistently been the strongest agent in the game, even through several nerfs. We want to take our time and ensure that we’re bringing her power level in line with other agents while not ruining how it feels to play Sage and the value she provides to the game. We don’t want to butcher the kit, but we also have an obligation to our players to have balanced content.

Comment

Originally posted by gabrielC55

If anyone goes inside one of his cyber cages, they can't get out of them anymore. It is a cage after all. They also last forever.

There are some great ideas in this thread, but this one takes the cake. Bringing it up in our balance meeting on Monday


15 Jul

Comment

Originally posted by BubbleCast

Morello said they're working on evaluating what's the real problem with the op and not straight nerf it.

You gotta wait out, we had a post that linked to his tweet already.

Yup, pretty much this. We’re talking about it but we suspect the Op is just one part of a larger phenomenon we want to dig into and understand before making any hasty changes.

Comment

Originally posted by warkod

I had game yesterday against viper, they were premades and had been training executes, on haven, viper got control of C every round, by just doing same thing every round, putting wall up so it is clear to push to site, they didn't come from there every round, so she was watching flanks some rounds, but it kept me from rotating to A site, because there was possibility they come to C at the end of round, what they exactly did for couple rounds

Yeah, this is one of the things she’s good at - consistent default pressure that enemies have to respect, even if you don’t always capitalize on it. That just tends to be a lot harder to coordinate around in solo queue.

Comment

Originally posted by evilbride

whats Balance team?

The live balance team is a group of designers and insights folk like myself who are responsible for analyzing the state of the live game and ensuring that it remains healthy. Buffs/nerfs in the patch notes, for example, come from us.

Comment

Originally posted by devilkazumi

I agree except it's not really scary to push thru viper smoke or molly. The only exception is if it's like a one way smoke, which isn't unique to viper anyway.

For sure! That’s totally fair feedback and something we’re keeping an eye on. One interesting balance is that we don’t want Viper to feel like a sentinel who “sets up” an area like Cypher and then just defends it; being proactive and taking ground with her smokes is key on top of exerting control in that area once you’ve claimed it. It’s a delicate balance to strike and something we’re clearly still trying to fine tune

Comment

Originally posted by SpyyGuyy

Thanks for the reply! If you're allowed to tell us, what would you say is Viper's "identity" as an agent? Brimstone seems centered around burst executes, Omen seems to excel at deception and mind games. Viper's doesn't seem to be as straightforward as theirs.

I've always gotta preface replies like this with: I'm not a designer, I'm insights. I work really closely with them on all of our gameplay content, but don't actually build the stuff!

With that being said - yeah, you're correct on Brim and Omen. Brim tends to do bursty executes but he's worse at fakes, Omen is amazing at fakes and deception and has a bit more personal agency in being able to flank and break angles for his team, but pays for it with less raw smoke uptime than Viper or Brimstone, and his smokes are a bit easier to push through.

Viper is primarily zone control. She has the highest commitment of any of our controllers (because her smokes get placed for the entirety of the round, minus picking up and reploying her Q). Due to this "price" she's paying, she gets to have the highest ceiling on her smoke coverage, being able to block off huge sections of the map with her E and Q for long periods of time multiple times over the course of the round. She's not...

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14 Jul

Comment

Balance team has been talking about Viper a lot - stay tuned. If all goes as planned there'll be more buffs for her next patch!

I don't want to share any specific details or hard commit to it because it's not all set in stone yet, but that's the plan.


10 Jul

Comment

Originally posted by Davon4L

can we have a small chat about prices?

I don't work on skin pricing, so I can't really speak to that! I worked with skins team briefly awhile back with some concept testing, but I've been fully allocated to core gameplay of Valorant for quite some time now - maps, agents, weapons, live balance. Outside of those spaces I can't speak to much and would rather defer to other Riot folks who are more knowledgeable there

Comment

Originally posted by canadianvaporizer

Coming from any other FPS, how was it anticipated a semi auto rifle would be a top tier gun?

I'm not a designer so I'm not the best equipped to answer questions like this, unfortunately. We were experimenting with a lot of ideas back then on weapon diversity, and for a period of time the Guardian was performing quite well on the maps and characters we had at the time. Things have changed since then!