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How much change should we expect on the next preview patch?

Title, but to clarify, I’m just curious how much I should expect to be changed about the current roster of cards when the 14th rolls around. I know better than to ask for details, but I need to know generally how much will change:

  • Cards are outright removed and replaced (probably not happening, but I need a worst case scenario for my deckbuilding heart)

  • A major balance patch (nerfs to an entire dominant archetype that nobody could see in the 5 days we got last time)

  • A minor balance patch (maybe 5 stat readjustments, nothing to really mourn over)

  • Basically nothing beyond what’s already been slated for November and bugfixing


  • riotstrokke

    Posted 6 years, 1 month ago (Source)

    My guess is maybe a few minor changes but most likely nothing changes. It's unlikely anything surprising happened in a 5-day limited beta that they didn't know already from their own internal testing. These preview betas seem more like PR and incremental scaling tests than dedicated balance tests.

    Same goes for the November beta.

    Although it's true that 5 days is not going to give us enough data and meta settling to really understand balance, we learned a lot about the game as a whole thanks to you all and we're excited to start rolling out some improvements in this preview patch, in addition to Expeditions!

    Any big features will always take time to ramp up and prepare, but we'll always be trying to squeeze in small improvements and QOL wins when we can.

    I don't want to set expectations too high :), but I do want share a little about our thinking in terms of internal testing! In my mind we're not making this game for you, we're making this game with you. You shouldn't believe me at my word, though! Hopefully the game will speak for itself.

    #1 - We shoot to build a team of highly talented and diverse individuals, but we know that there's no way for us to fully capture the breadth of experiences, values, and culture that a global player-base brings. It would be silly and probably a little arrogant to think that we'd be able to predict how you all will experience the game. And what you will and won't like. So yes, we did a lot of internal testing,but we know it's no substitute for the real thing....You!

    #2 - Games played. Let's say we have the best team around (I think we do!). And let's say that our instincts/analysis/predictions are always right (they aren't), there is still the problem of games played and hours in the day. I'm not sure if we're going to release the actual numbers, but I'm comfortable saying that the amount of games of LoR played during the preview patch was many magnitudes greater than everything else that came before it. Due to the creativity and intelligence of the community, cards were combined and decks were made that we had never seen before. Some of them didn't seem to work very well ;) But a lot of them did!

  • riotstrokke

    Posted 6 years, 1 month ago (Source)

    I stand corrected then. :)

    Upon re-reading, I realize my comment made it sound like my impression was these previews weren't looking at balance at all, which was not my intent.

    Also if Riot has more frequent updates as a core of its balancing strategy, then I can see it making sense to try a few new things here and there every time. If nothing else, it'll get the community used to the idea of a more active balancing process than what's present in other CCGs.

    Appreciate the perspective!

    np! And we'll be looking to make the game better in more ways than just the cards!




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