XaiJu
Undying Games
Undying Games

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Open Test Data and Changes

Happy Friday Patrons!

As promised, today's post will be going over all of the data we received over the open weekend as well as some of the changes we will be looking to make before the next open test. As always these changes may change before they hit the live servers, but we wanted to give you all a first hand look at what we are looking to change and test internally. Without further a do, lets get started!

The open test brought a lot of data to us internally for us to go through, as such here are some stats from the weekend (Note: These do not include games from April 29th early play test day):

Win Rates:

Malaia - 46.05%

Dante - 49.02%

Arawn - 52.42%

Talos - 45.76%

Noxus - 49.78%

Lea - 50.00%

Marina - 51.24%

Exiel - 53.03%

Malware - 50.15%

Kahlea - 48.20%


Play Rates:

Malaia - 52.41%

Dante - 61.55%

Arawn - 67.76%

Talos - 56.90%

Noxus - 38.79%

Lea - 38.28%

Marina - 62.59%

Exiel - 59.83%

Malware - 56.03%

Kahlea - 57.59%


Average Game Time: 31:57


While win rates are not the bottom line when it comes to changes, they do give us a good indication of the standing a Myth has in relation to the rest of the roster. We also have taken into account other factors such as feedback, damage values, and KDA's when putting together some of the changes we are looking to make.

First up is Arawn. Arawn was arguably the most dominant Myth in the open test with the stats to prove it. He had the second highest win rate (only ~0.5% behind Exiel) with by far the highest pick rate. 

He also had the most negative feedback in regards to his balance and how oppressive he was in game. Arawn is a character who has a lot going on in his kit and thus does too many things. 

As a result we have made a list of changes to his kit to share with you all.

This extra passive empowered his abilities if the target was Blazed and ticking from the damage over time effect. This added an extra layer to balance on top of his already cohesive kit. 

We do not believe the effects added any inherent skill complexity to his playstyle as we intended so we are removing it to stream line his kit and make it overall more balanceable in the future. 

Arawn's Special Ability was arguably one of the strongest abilities in the entire game with a 1.5 second AOE fear. The power level of such an ability should be reserved for an Ultimate ability and as such we are moving the fear mechanic to his Ultimate and giving him a new Special.

Arawn's Ultimate will now fear all nearby targets on cast and will re-fear nearby targets every time he gets a takedown

Special now consumes Soul Stacks and 15% current Health to shred nearby targets MR for a duration. He also will gain double Soul Stacks for killing units during the duration. 

We want him to remain as a Magical Power bruiser and we believe these changes will help keep his identity intact while also allowing him to be more manageable. There will also likely be some general number tuning as he goes through testing. 

Next up is Malaia, the huntress who was not allowed to hunt. A lot of the feedback we received around her was due to how bad she felt to play. 

While she did have an extremely low win rate, with a few number changes she could easily be passing the likes of Arawn so we are being extremely careful with her and targeting her with more quality of life changes to make her more playable and smooth. 

These changes are targeted to increase her early jungle clear as she does have one of the slowest and unhealthiest clears in the game. This is intentional as she does snowball very hard so a slower clear on her keeps her in line, but we believe its too slow currently to be reasonable.

E now also grants the bonus Physical Power while the shield is active and if she blocks a spell it doubles the Physical Power Amount and extends the duration

Ultimate duration is increased from 3 seconds to 5 seconds and will heal her for a burst at the end of its duration

We want Malaia to be viable in both lane and jungle and in the current form if she has to skirmish any other Myth before she has 1-2 items, she likely will lose. So, we are targeting her skirmishing capabilities to allow help her in this regard and should give her the opportunities she needs to get those early Hunts from her Special Ability.

Hunt of the Dashe is slated for a quality of life and usability update as the current UI is hard to use and the combat restriction is ultimately unneeded and such will get the following changes:

This ability will now be usable in combat, but will have a delay before it becomes fully active on the target

Will now have a per target cooldown on successful hunt with a lower base cooldown

Refund partial Cooldown on successful hunt

NEW UI that takes up less screen space and will now show who is currently being hunted on the ability panel (Concept shown below)

Thank you all for supporting us and helping us gather this valuable data and feedback! Next week we will be going over the changes we have planned for Talos which are much larger in scope than these two Myths. 


Thanks,


Undying Games ~~

Open Test Data and Changes

Comments

Noooooooo, rip full HP build on arawn :'(

cerdi99

Winrates close all arawn crybabies be quiet

Shaaddoee


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