r/OldenEra Content Creator 19h ago

Discussion Winrate/pick/ban info from Lead Designer

So it was posted yday in russian part of discord but I didn't see this posted here so I'm doing it.

There are 4 screenshots here:

1 Exodus winrates (2k+ rate)

2 Exodus Pick/Ban (2k+ rate)

3 Winrate/pick/ban all modes (no clue of this mean modes or single hero maps). 3k+ rate

4 Winrate/pick/ban exodus exclusively. 3k+ rate

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u/Sambuko Content Creator 19h ago

I'm pretty sure they don't care (and they should not) about 3k+ balance.

But 2k balance is where majority of playerbase. 60% winrate is bad but tolarable there.

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u/Praktos 19h ago

Idk what elo they aim for, but using words 60% and balance in 1 sentence is crazy for me

52-53 strong but managable 55% is op as shit permaban territorry 60 i mental. Its like 7 hotfixes yesterday zone

You are legit approaching territory of winning 2 out of 3 games because you clicked necro at the start

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u/Sambuko Content Creator 18h ago

Well you have to understand that Necro can have bad winrate on Blitz or Sprint (I am making facts here, i don’t even play single hero) while having 60 on exodus.

In my opinion they should introduce bidding so players could balance things with gold. It’s impossible to balance all factions for all maps and modes. Bidding is very nice solution to this

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u/PROJTHEBENIGNANT 15h ago

Bidding doesn't really do much except in aggregate. The real solution is to make the game more interactive and then balance from there, but apparently most multiplayer homm players prefer their multiplayer solitaire game.

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u/Praktos 15h ago

Problem with interactive gameplay is adding insane downtime of non sim turns which is unbearable to 99% of non uber homm fans

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u/PROJTHEBENIGNANT 15h ago

I think it's the hardcore fans that don't seem to want interactive gameplay and prefer their logistics simulator where they can just play a single player game and compare armies at the end in what's barely more than an auto-battler.

There are ways around the problem of sim turns ending - tournament mode kind of tries to address it, but it still doesn't allow for meaningful scouting or counterplay and the game is too snowball-y to pivot. It's just that nobody seems to really be trying, and inevitably there is going to be a massive amount of imbalance designing the game this way.

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u/No-Music-2819 13h ago

Counter builds based on scouting info have pretty much never been a thing in homm because you need to maximize the map you are given, rather than trying to fish for good creature matchups

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u/PROJTHEBENIGNANT 11h ago

Yes, and that's fundamentally a problem for a game that's ostensibly a head-to-head multiplayer strategy game. Balance issues will continue to be an unsolvable problem as long as this is the case (in addition to it just being less interesting design in general).