The Metagame, Balance and You by FDL

Defining balance

 
What should the Design Team strive for in terms of balance? Do you want each archetype to have the same overall winrate (RPS) or that each archetype has a 50ish winrate against every other archetype (RTS)?

The first case is akin to Rock-Paper-Scissors. You could argue that it is a perfectly balanced game since each move has a theoretically equal chance to win – they all have one auto-win and one auto-loss. The outcome of a match is decided solely by your pregame choice.

The most successful players will be those that read the metagame better.

In Shadow Era terms, that would be like a Rush Eladawen beats Allied Moonstalkericon beats Solo Gwen beats Rush Eladwenicon metagame.
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Upcoming Balance Changes for 2.87

Sixteen balance changes for Shadow Era 2.87 were just announced at the official forum.  (We’re not counting the Living Armor rename, although we do approve!)

NERFS

Fates 113 Death from Aboveicon: Ability changed to “Target friendly Wulven ally that is not disabled or frozen kills target opposing ally with cost 4 or less.” (from “Target friendly ally that is not disabled or frozen kills target opposing ally with cost 4 or less.”)

Fates 115 Dreadclaw Totemicon: Ability changed to “When a friendly Wulven ally is killed, Dreadclaw Totemiconbecomes a readied Wulven ally with 4 base attack, 3 health and ambush.” (from “When a friendly ally is killed, Dreadclaw Totem becomes a readied Wulven ally with 4 base attack, 3 health and ambush.”)

Fates 141 Grave Resistanceicon: Added Sustain: 1HP.

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