Currently, the advantage lies with those who are faster and deal more damage. There are two maps where you can definitely run, one map where it's harder to run but you can still run out of the game with more damage, and one map that's open. I asked on Instagram, and they said the odds are the same on all maps—25%, so we'll see.
Over the past three weeks, I've recorded how I got the cards:
Week 1: 80 games
28 - Fountain
22 - Garargoly
19 - 4 pillars
11 - Open
Sunday 2 80 games
26 - Fountain
22 -4 Pillars
17- Gargoly
15 - Open
Week 3 79 games (I played 1 game less)
27 - Fountain
25 - Gargoly
19 - 4 pillars
8 - Open:
From the above, we see that I got disproportionately more from one map and less from another. However, the fountain, which is considered not so runnable but still allows you to win the game through damage, is the most common, and a completely open one is the rarest of what I got. Let's calculate the average map over 3 weeks (I count all 3 weeks of the same map, divide by 3, and calculate the percentage).
Maps that are playable: 51.6%.
Maps that are barely playable: 33.5%.
Open maps: 14.1%.
Conclusion: As I've already written, the advantage in the vast majority of cases goes to those who are faster and/or deal more damage, and the balance of this map doesn't help at all. Also, it's not mentioned that today I played three open maps against three Titans, while the map ended seven times, and five of those games ended due to damage.
So it's time to reform the map balance.
I have more ideas, but if we can implement at least these three, it will already be a big help:
1. True 25% distribution
2. Map duplication protection
3. Scaling with stall protection
I see two options for implementation: through a positive effect or a negative effect.
This will become even more “invisible” if:
Thus:
Both options can only be used on two running maps, and only after about 2.5-3 minutes of play. I translated this from English, so if not everything is correct, I apologize
!
Over the past three weeks, I've recorded how I got the cards:
Week 1: 80 games
28 - Fountain
22 - Garargoly
19 - 4 pillars
11 - Open
Sunday 2 80 games
26 - Fountain
22 -4 Pillars
17- Gargoly
15 - Open
Week 3 79 games (I played 1 game less)
27 - Fountain
25 - Gargoly
19 - 4 pillars
8 - Open:
From the above, we see that I got disproportionately more from one map and less from another. However, the fountain, which is considered not so runnable but still allows you to win the game through damage, is the most common, and a completely open one is the rarest of what I got. Let's calculate the average map over 3 weeks (I count all 3 weeks of the same map, divide by 3, and calculate the percentage).
Maps that are playable: 51.6%.
Maps that are barely playable: 33.5%.
Open maps: 14.1%.
Conclusion: As I've already written, the advantage in the vast majority of cases goes to those who are faster and/or deal more damage, and the balance of this map doesn't help at all. Also, it's not mentioned that today I played three open maps against three Titans, while the map ended seven times, and five of those games ended due to damage.
So it's time to reform the map balance.
I have more ideas, but if we can implement at least these three, it will already be a big help:
1. True 25% distribution
2. Map duplication protection
3. Scaling with stall protection
- First, fix the distribution of cards.
Rigidly fix the equal probability: each card = 25%, which is actually provided by the system. - Card rotation protection system
- The same card cannot appear more than 2 times in a row.
- An open card is guaranteed at least once every X games (e.g. every 6-8 matches)
- Anti-Stall Scaling:
We need a mechanism to prevent matches from stalling that doesn't nerf character balance, but subtly increases the risk of prolonged avoidance, incentivizing players to strive for victory rather than running out of time.
I see two options for implementation: through a positive effect or a negative effect.
- Negative:
Possible solutions: decreasing cooldowns or reducing speed.
If the player maintains the maximum range for too long:- the speed decreases slightly or
- cooldowns of dashes/abilities are increased.
This will become even more “invisible” if:
- only works on running maps
- turns on only in the middle/end of the game
- accumulates only in the complete absence of interaction
Thus:
- the beginning of the game remains intact
- skill kiting remains
- pointless procrastination disappears
- Positive option:
- Engagement Momentum Buff
- Small bonus to pursuit speed if the player doesn't hit for ~30 seconds, disappears after the first hit
Both options can only be used on two running maps, and only after about 2.5-3 minutes of play. I translated this from English, so if not everything is correct, I apologize
!