These aren’t real patch notes, just hopium, but one can dream, right? … right?
Player versus Player
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Solo Shuffle
- The soft cap on CR/MMR has been removed. The softcap is now set to 2950 CR.
- Developer’s Notes: After much feedback regarding the current state of CR/MMR in Solo Shuffle, CR/MMR gains have been fixed to more in line with previous seasons and players should be able to once again progress rating. Actions have been taken internally to ensure the “stunt” in CR does not occur in future PvP seasons.
- Developer’s Notes: After much feedback regarding the current state of CR/MMR in Solo Shuffle, CR/MMR gains have been fixed to more in line with previous seasons and players should be able to once again progress rating. Actions have been taken internally to ensure the “stunt” in CR does not occur in future PvP seasons.
- CR/MMR rewarded to healers has been changed to nearly always award CR/MMR in the case of healers completing a game with a score of 3-3. The total value awarded will be scaled on current MMR relative to lobby MMR.
- Valor rewards after game completion are slightly increased when playing in lobbies with real-player healers.
- Rewards given from special reward chests for specializations in need (usually healers) have been significantly increased. Chests now give additional valor, gold, random crafting/gathering materials, and have a very small chance to drop Vicious Bloodstones.
- (Beta) AI/NPC healers are now added to Solo Shuffle lobbies when no real-player healers are readily available. AI/NPC healers will always be the same random healer specialization on each team and will never be paired against a real-player healer.
- Developer’s Notes: With this change, we have set the goal of dramatically reducing queue times in Solo Shuffle to < 60 seconds so players are able to enter games as fast as possible and maximize gameplay. AI/NPC healers are adjusted for damage/damage-reduction/healing to account for the difference in skill/ability from a real player. We will continue to monitor and adjust AI/NPC healers as necessary.
- Developer’s Notes: With this change, we have set the goal of dramatically reducing queue times in Solo Shuffle to < 60 seconds so players are able to enter games as fast as possible and maximize gameplay. AI/NPC healers are adjusted for damage/damage-reduction/healing to account for the difference in skill/ability from a real player. We will continue to monitor and adjust AI/NPC healers as necessary.
- A new algorithm has been added to detect players attempting to queue-sync and “Win-Trade.” Players detected by the algorithm are subject to GM review.
- A new buff has been added called “Outnumbered.” The buff increases damage, damage-reduction, and healing slightly when the game detects a player on their team has disconnected, stacking up to 2 (based on number of players disconnected). This buff is immediately removed when the game detects the disconnected player has returned to the game.
- The soft cap on CR/MMR has been removed. The softcap is now set to 2950 CR.
- Battleground Blitz
- CR changes (increases/decreases) have been slightly amplified.
- Developer’s Notes: After much feedback, we have determined that players are changing rating a bit too slow. The modifier for CR changes has been increased to allow for slightly faster rating changes.
- Developer’s Notes: After much feedback, we have determined that players are changing rating a bit too slow. The modifier for CR changes has been increased to allow for slightly faster rating changes.
- Small windowed tutorials for each map have been added to the game mode. The tutorial will now pop up upon the player’s first time playing Battleground Blitz on each map. Afterward, the tutorial can always be accessed via a new button displayed on the scoreboard called “Map Rules.” This button will have a background glow.
- The Match-making algorithm has been improved to further diversify the composition between both teams to avoid situations of one team having too many identical classes or specializations.
- The match-making algorithm has been improved to identify players on “lose-streaks” and attempts to match those players with a healthier mix/diversification of players who are not on “lose-streaks.”
- Duo-queued players will now always be matched against other Duo-queued players in a ratio of 1:1 between teams.
- Developer’s Notes: We realize this may slightly increase queue times for Duo-queued players, but will increase fairness across teams to Solo-Queued players.
- Developer’s Notes: We realize this may slightly increase queue times for Duo-queued players, but will increase fairness across teams to Solo-Queued players.
- Disconnecting/leaving a game no longer reduces a player’s CR by 200, once per 24-hour period. If a player disconnects or leaves a game more than once in a 24-hour period, the player will be subject to normal CR reduction penalties.
- Developer’s Notes: After seeing player feedback, we have determined that penalties for players disconnecting from the game are too harsh. Players are now able to disconnect from the game once per day before penalties are enabled.
- Developer’s Notes: After seeing player feedback, we have determined that penalties for players disconnecting from the game are too harsh. Players are now able to disconnect from the game once per day before penalties are enabled.
- All class movement or movement-speed abilities (including teleports, grips, rescue, etc.) are now disabled when carrying flags or the crystal in Deephaul Ravine. To account for this change, any players carrying the flag (or crystal) will have significantly increased baseline movement speed, with less-tanky specializations having more baseline movement speed than others (i.e. a clothy caster will have slightly more movement speed than a tank specialization).
- Developer’s Notes: After seeing player feedback, we have determined that particular comps on CTF maps are particularly stronger than others (i.e. teams with monks) and would like more diversity in viable flag carriers.
- Developer’s Notes: After seeing player feedback, we have determined that particular comps on CTF maps are particularly stronger than others (i.e. teams with monks) and would like more diversity in viable flag carriers.
- A new algorithm has been added to detect players attempting to queue-sync and “Win-Trade.” Players detected by the algorithm are subject to GM review.
- A new buff has been added called “Outnumbered.” The buff increases damage, damage-reduction, and healing slightly when the game detects a player on their team has disconnected, stacking up to 2 (based on number of players disconnected). This buff is immediately removed when the game detects the disconnected player has returned to the game.This text will be hidden.
Edit: Formatting (Added HTML spaces between bullet points for easier readability).
- CR changes (increases/decreases) have been slightly amplified.