Altombre

Altombre



23 Jun

Comment

Originally posted by Friendly_Fire

  • f**k yeah tagging nerf
  • They couldn't buff my girl Viper without giving her a nerf too? I really want to know the numbers on fragile though, in particular how long it lasts when someone steps out.
  • Should Reyna actually get a soul orb from Pheonix ult? It's not like the Jett change where her ult is wasted if she uses it on him. It's just a passive that happens on any kill, and destroying his ult isn't killing him. I don't think she needed this buff.
  • All those map changes to remove corners are nice, but I actually wish they hadn't done the Haven garage one. If you simply walk against the left door, attackers can check the corner from safety, and you have the "angle advantage" where you can see them first. It was basically a free kill.

Fragile makes the target take double damage from all sources while applied. It’s a pretty significant debuff!


22 Jun

Comment

Originally posted by KrazyMonqui

This is definitely an interesting buff for sure. While I do agree the walls going through all walls is huge and a buff to snakebite is nice, neither addresses her most glaring issue: telegraphing an attack

When Omen and Brim smoke areas that can be halfway, to completely on the other side of the map. When Viper uses either wall or smoke, she has to be within a certain radius of them, giving up her position in most cases. When Omen and Brim toss down smokes and the push isn't successful, they can use their remaining smokes on the next push, Omen being the best at this. Viper, can't do that with her wall. When Viper puts her wall down the defending team can see and hear the valves land and call for an incoming push. The defense has the opportunity to full 5 stack a site prior to the push ever starting due to this point alone. Yes, you can play some mind games with this, but not enough to be able to win more than a few rounds with said mind games. While Brim and Omen have much...

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When Viper uses either wall or smoke, she has to be within a certain radius of them, giving up her position in most cases.

This is actually isn't quite correct - obviously she has to be close by to throw them, but she can turn her smokes on and off globally. In fact, this is only really true for Omen and Brimstone, who can only place their smokes within a certain distance of their models (Omen's is pretty damn far, Brimstone is actually fairly close).


16 Jun

Comment

Originally posted by Enconhun

A little feedback: We like to hear even as much as "we heard you and are discussing this internally". Even if you don't adress anything, the fact that you acknowledge things is half a win for us, we don't feel ignored. This goes for everything, skin prices, balance issues, matchmaking issues, everything.

Thank you for some insight in these comments though!

Yup, that's super fair and I'll try to be more cognizant of that. I appreciate the feedback!!

Comment

Originally posted by 0ldm8legit

Appreciate the reply,

Yeah massive vague vibes there haha; but i can understand why. Currently, have you guys looked further into small tweaks around any of maps we have at the moment?

Just curious as to how you necessarily collect this data for agents. Are you incorporating large numbers from all areas of MMR, or generally using sample sized groups for this?

I can see why Breach, hasn't necessarily had the same impact on the numbers as say Raze, Reyna or Sage. This will most likely came as anecdotal evidence/my opinion but with how he performs as an initiator; generally what he does best is behind the comfort of walls with the backup of his teammates, allowing the more "OP" agents to easily clean up with their kit. Do you think this has the potential to skew any of the data you receive from games where its apparent the Raze, is going off but only due to the entry capabilities of Breach? I make this point because i can see him being incredibly effecti...

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The maps are currently looking pretty healthy balance-wise; we're going to do another sentiment gathering pass to see how the playerbase is feeling about them now that the game is live but as far as I know we don't have any split-mid level map changes in the pipe. If something starts looking weird though, we're always willing to make some changes to improve the experience.

Regarding agent balance - we have lots of views. We view winrates across a bunch of different percentile buckets, so we can see if agents become problematic only in certain MMR ranges or if they're just problematic holistically. Currently Breach isn't looking too problematic anywhere; honestly, if anything he's too weak. The metrics we primarily use are match winrate and round-side winrate for both attack and defense (your chance to win any given round on attack/defense) so we can understand an agent's general power as well as how that manifests by side, so Breach's more utility-oriented kit wouldn't intr...

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Comment

Originally posted by 0ldm8legit

Well good to hear. No doubt you guys are passionate about all this and want to input where you can.

Yeah, in regards to maps, is there plans for bigger maps with long range enagements in the works? Do you currently have an idea to how many maps you would like in the pool aswell?

As far as agent balance, has breach come up as potentially a little too strong at points?

We have lots of ideas for maps as a product that we're currently fleshing out. I know that sounds vague as hell, but I just don't have any specifics I can share outside of that; but we're thinking through the same spaces as you here.

Regarding Breach, he hasn't come up as an outlier in terms of data, no - winrate wise, he's been on the lower end fairly consistently actually (he's actually been one of the weakest agents data-wise for awhile). There's a confound here though in that our current queue is unrated; when players are playing a bit more competitively, we may see Breach's value get a bit higher and see his winrate bump up a bit.

We have three major sentiment questions we measure for Agents consistently - % of players who believe they're OP (and why), % of players who believe they're UP (and why), and % of players who find the agent confusing or frustrating to play against (and why). Breach has shown up on the higher end of confusing and frustrating before, bu...

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15 Jun

Comment

Originally posted by frostnxn

Then perhaps some info on map rotation would be nice. Everyone I know gets stuck in a loop of playing one map over and over again, for example I played Bind 7+ times in a row yesterday even with breaks in between. Any plans on having a balanced rotation, for example striving for equal percentage of each map every 20 maps or something, or even allowing players to select maps they want to play. While I understand why you wouldn't want to do the latter, at least would be nice to have some rotation, because after the 5th time of a same map I just turn the game off for the day.

This is a game systems thing (so not my area), but we're aware of this pain. Right now, all the maps are weighed evenly, so you getting Bind 7 times in a row is incredibly bad luck, but it definitely does happen. Building a system to detect previous maps played for all players in a group, etc. to avoid repeats isn't free though, and I can't speak to that team's priorities so it's hard for me to say anything super helpful here aside from "we know getting the same map 3+ times in a row sucks even if it's unlikely"

Right now that team is tackling stuff like competitive queue, matchmaking, etc. so even if changes don't get made right now, that doesn't mean they're not listening or don't care; there are just always tradeoffs to consider when talking about investing in a feature like that vs. doing other things.

Once again, I don't work on this team, I have no idea what they've prioritized or are working towards, just trying to convey what I can. We feel you on the repeat...

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Comment

Originally posted by FinancialSmurf

Hey man, just gotta chime in and say you are amazing for how clear you can relay information without feeling like you are stepping on people's toes. Gotta give you props, keep up the good work!

Thanks so much! I'll keep doing my best.

Comment

Originally posted by TheAjwinner

If anyone wants to talk about agent balance

Ok. I'll bite. Do you have any plans for Viper? From what I've seen from Twitch Rivals and the Beta Tournaments, she is severely under utilized. In my own matches, she is a rare pick, and I have not seen her utilized to strong effect. Thanks

Yup, vipers been on our buff list for awhile now but the changes we were working on took a bit more time so we couldn’t fit them into launch. Expect to see a Viper buff in the next 1-2 patches!

Comment

Originally posted by SelloutRealBig

Will we ever get per agent keybinds? I find i like certain buttons for each agent but none of them match up. For example i need sage wall on E because of Mei in overwatch but then it messes up other key binds on other agents.

All I know is that people on the team want this too and have wanted it for awhile. I just don't have the insight on our engineering bandwidth/prioritization on features like this, so I can't say anything definitively. We feel your pain though, I have several coworkers who change their keybindings at the beginning of every match based on the agent they're playing.

Comment

Originally posted by Vexenyte

If you're allowed to say, is there any plans to do some minor gun balancing to bring weapons that don't really have a good fit (ie. Guardian [too expensive]) in line with the others?

Oh yeah, we monitor weapon balance all the time. There are a couple things we're looking at, but nothing definitive yet; most of the heavier balance topics have been agents and maps thus far. Weapons are something we review the data for all the time and we're committed to maintaining enough healthy choice competition to drive interesting decisions there.

Comment

Originally posted by 0ldm8legit

True however, this is what happened to the apex legend sub. Devs turned from excited to participate to completely jaded due to everyone whinging about the same stuff over and over.

We're still here, I referenced this in another thread as well but a lot of it is just that a lot of the issues that are getting talked about are worked on by a small subset of very specific people. The vast majority of us don't work in skin pricing, for example - same goes for specific bugs like hit registration. Other things, like the release of our competitive queue, we just weren't talking about publicly until Ziegler's tweet this morning, so we can't really hop in and drop dates when things are still a bit nebulous.

If anyone wants to talk about agent balance or maps or something, I'm in there - but realistically, only a small portion of the team works on the big hot-button issues right now, which can make it hard to feel like my engagement will provide a ton of value right now. But we're always around; most of us come from League, and this is just what feedback tends to look like for a live development game. We're used to it.

Comment

Originally posted by AuntJ25

really appreciate you providing valuable insight on this!

For sure, happy to provide any clarity. I understand the fear of Rioters "leaving the sub" because it's gotten too negative or something, but that's really not the case. Obviously I encourage folks to remember that we're people too on the other side of the screen etc. but as far as I'm concerned, hearing and responding to player feedback, however passionate and frustrated it may be, is part of our job so I'm going to be around here regardless.

Basically, I feel it's valuable for me to comment if we release a new piece of content (like an agent or map) that you all are upset about or you feel balance team isn't doing it's job. When that's not really the case, all I can really say is "sorry I don't work on that, here's a bit of info or a person who might be able to help you better" which just isn't super helpful a lot of the time, ya know?

Comment

Originally posted by TemplarHard

Riot is not answering so much because this sub at the moment is full with posts about controversial topics that they rather not answer

Honestly, I can't speak for everyone, but for myself this definitely isn't it. I was pretty vocal in a lot of the "Raze is OP / Raze doesn't belong in the game" threads back in beta. For myself personally, I just work on gameplay content and live balance, and none of the big topics seem to be super focused on that right now so I'm not sure what to say. I didn't work on skin pricing, I don't interface with hit reg/bugs, I don't work on game systems for when competitive queue comes out, etc.

In general, we like to engage but we also don't want to speak on behalf of other teams or when we feel we lack information, which is why I'm not hopping into all of these threads. My guess would be that there are tons of other team members like me, just absorbing the feedback and hopping in on stuff that's relevant to what we specifically work on.


12 Jun

Comment

TL;DR: All of us have probably been here at some point. Don't get discouraged! There's so much to this game outside of aim, aim is just easy to notice and reflect on (and get discouraged by). You will get substantially better, just keep focusing and building on your fundamentals and you will absolutely get there.

This was me when I joined the team. I'd played a ton of shooters growing up, but the one shooter I had never really gotten into was CS (I'm a big exception from most folks on the team in that regard). The biggest thing I can say is that it's easy to focus on aim as an area of improvement because it's so salient, but every time I felt like I hit a wall where "I just can't aim as well as these players", there was actually something else holding me back. My game sense, my utility usage, my movement and peeking, my general strategy and approach, my crosshair placement, etc.

As I've learned more and more about the game, the more I've come to app...

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09 Jun

Comment

Originally posted by 800813hunter

are there enough Sage vs non-sage games for there to be meaningful data? And isn't it likely the games without a sage are low elo ones where everyone is running around like a headless chicken anyways

There are enough, yeah! We also filter by MMR ranges, so we have an understanding of her relative power across the player skill spectrum - it's quite high. But also, Sentinels are intended to be more powerful at holding ground, not taking it - Sage's wall was often being cast as a sort of super-smoke or site blocker to enable aggressive plays, which not only contributes to her outsized power but also doesn't quite fit within her role. So we're looking to shave off some power there and try to get her kit's output to be a bit more appropriate.

Comment

Originally posted by Caminn

just wanted to reinforce that we do use a lot of data analysis to understand our game state at any point in time in order to make specific balance changes.

balance changes based on pure data analysis are useless and lead to bad design decisions like the whole of league of legends.

Sage's winrate is substantially higher than Reyna's, believe it or not!

Maybe sage is a free character and reyna came after almost everyone had their two free extras unlocked already and the grind to get tier 5 on reyna's contract wasn't reached yet by a majority of people? shrug

Oh, I don't mean to imply we just do pure data analysis, that's definitely not the case. We also field recurring surveys to understand how players feel about the state of balance by patch, what they find frustrating, etc. and also have a set of design principles and goals that we adhere to. There's a lot that goes into the process that isn't just raw numbers.

But, when it comes to raw numbers, we also have that covered. Just wanted to reinforce that Sage is getting nerfed again because she remains the strongest agent in the game and we're trying to bring her power in line with the rest of our lineup.

Comment

Originally posted by pitcha2

Or until they have 3 more self-healers.. she's not overpowered at all, just necessary or a detriment to not have. That she keeps getting singled out for nerfs blows my mind. The wall is already trash, it takes so long to place the wall and they keep lowering its duration and hp. It could use a buff by removing the snap to terrain that makes it so miserable to use.

Meanwhile 50 kill reyna roams free at least another week, with 4 heal-to-150hp skills and two through-the-wall one-way blinds.. yikes!

We make balance changes based off of actual game data; every time we've nerfed Sage, it's because her power is too far above other agents in terms of actual game outcomes (match winrate, round winrate, etc.)

Sage's winrate is substantially higher than Reyna's, believe it or not! Obviously we're keeping an eye on everyone, just wanted to reinforce that we do use a lot of data analysis to understand our game state at any point in time in order to make specific balance changes.


08 Jun

Comment

Originally posted by EvilWhatever

Higher priority is one thing, Ascent being 80% of the map pool was just unnecessary imo.

It was 40% actually! But we've dialed it back down so now all the maps are evenly weighted (which was always the plan). This is something we're still experimenting with, so keep letting us know what feels appropriate or not here.


02 Jun

Comment

Originally posted by diyard

Hey i dont wanna disturbe you but are you aware of an HUD bug ? My games no longer have any ammo, abilities or anything like that anymore. I just wanna know if such a bug is known. Thanks

It’s known! But I personally don’t know anything more outside of that since I don’t interface with bugs at all

Comment

Originally posted by OHydroxide

Awesome, thanks for the response! Do you guys plan on communicating which skill levels agents are deserving nerfs in, in the future, similar to how it's going to be done in League? I know all about the 4 different skill levels that champs are looked at in League, figured it was similar in Valorant, just more behind the scenes.

Long term we'd like to communicate that kind of stuff for sure - right now, we're just still working on building our framework for what constitutes OP/UP in our game, building expectations, etc. Since the game's just been in beta we don't want to get too comfortable with the metrics we've been using; once we're confident it's pretty accurate for the long haul though, we'll probably share our philosophy with the playerbase so you all know how we're making decisions as well.