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 effective at higher levels to where he maybe slightly over tuned.
Another thing that stands out to me as potentially something you're currently looking at, is Reyna's orbs. Have you got any word into the potential that they may be too effective for position and site entry, given the fact that no one else on the team is effected?
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 introduce any bias into how we view his power compared to a more frag-oriented character like Raze.
We do look at other metrics like ability efficacy and such, but we don't explicitly balance off of them. That's the type of stuff that we use to investigate a balance problem, not the other way around (for example, if we see Breach's winrate is super high, we might look into his abilities for clues. But we wouldn't start with his abilities if his winrate looks reasonable and players feel he's in a good state).
Regarding Reyna, we have lots of levers to look at there if she needs a nerf. Leer specifically has lots of levers - travel time, distance of the effect, health of the orb, distance of the nearsight, etc. They're definitely a good entry tool, but we're just giving the community a little time to breathe since the agent is still pretty new. If she's proving to be too strong we'll swing in with a nerf in the appropriate areas - that may be Leer's efficacy or something else, it depends on how we come to that problem statement.