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Hi everyone! I had a great time last week answering your questions on Emongg’s stream and hearing your feedback about Stadium. Today we’re pulling back the curtain on some important (and interesting) Stadium statistics!
Game balance is something that’s always at the forefront of our minds. Heroes, Items, and Powers have to regularly be tuned up or dialed back to create a more even playing field for everyone. Prior to launch, we’re always testing and ideating internally, but there is one very important aspect to the mix that we can’t test for: you!
Player data is an invaluable tool we use to see what’s working, what isn’t, and what could use a little more attention. To better show you how that process happens, our data analyst Ben Trautman is here to deep dive into how the team uses data on Builds to influence balance changes.
Hello hello! Ben the analyst here to chat about Builds, one of the trickier (but very fun) things we get to think about with Stadium. In our Stadium Reddit AMA I went deeper about how we discover Builds in the first place, but in short, it’s useful to think about Builds as a combination of Powers and Items that are distinct enough from one another to alter how you play a specific Hero. Thinking of Builds allows us to consider whether an individual Power or Item—or a combination of many of them—is the engine behind a player’s success in a match of Stadium.
Let's take Juno as an example of how Build data feeds into balance changes. Our first balance patch for Juno nerfed one of her Powers, Cosmic Coolant, which gives a shorter cooldown for Pulsar Torpedoes.
Our data shows that Juno's most successful Power by win rate is Pulsar Plus—giving Juno an extra charge of her Torpedoes—and Cosmic Coolant follows by a small margin. The synergy between these two Powers means that many of Juno's Builds, by our model's estimation, have both Powers as a must-pick.
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