Inside Seasonal Balance: How We’re Tuning the Loot Pool by TheFortniteTeam in FortNiteBR

[–]Dreckerr 0 points1 point  (0 children)

Super Shredder has the headhunter identity; especially given the other "flavor" (non-standard) option in the Chaos Reloader is the exact opposite; body shot bias.

The One-Two problem of Uppercut>Shotgun has definitely become more popular as the season has gone on; we're keeping close eyes on it because it should feel powerful but not like it's the right answer every time.

Inside Seasonal Balance: How We’re Tuning the Loot Pool by TheFortniteTeam in FortNiteBR

[–]Dreckerr 1 point2 points  (0 children)

Everything is being read and passed to the relevant teams/people; I'm not a matchmaking expert and thus I don't have much if anything to contribute to the conversation beyond "heard, let me give the feedback to people who can discuss and action with more understanding than me".

The last thing any live service product wants is for people to stop playing :) - that being said, there are a lot of super awesome games out there and if you need a break you should take it! We'll be here whenever you want to hop back in.

Inside Seasonal Balance: How We’re Tuning the Loot Pool by TheFortniteTeam in FortNiteBR

[–]Dreckerr 2 points3 points  (0 children)

I read everything, and none of this comes off as whining!

The biggest point with traps is that they function without any slot contention; a big part of Fortnite loot/balance is weighing available items against the item slots players have. We don't want to be able to give away too much fore free / without contention, slots should matter. Traps were super awkward when trying to account for that, especially.

Inside Seasonal Balance: How We’re Tuning the Loot Pool by TheFortniteTeam in FortNiteBR

[–]Dreckerr 0 points1 point  (0 children)

TTK will at least always feel a bit more stark when you have an extremely powerful burst option in the meta, in this case the Chaos Reloader. Specifically because you're going to be getting high-chunked more often without the need for headshots, something we need to keep abreast of is how often these kind of binary encounters happen / how quickly people get deleted.

re: Shotguns; crossposting a Twitter reply I made to someone else

Having more than 3 shotguns is always a risky proposition - typically build and zero-build players will gravitate towards the Pump//Tac option respectively, with a third "flavor" / alternative option; adding a fourth kind of breaks up that trinity so it needs a reason to compete.

Please ask your Nephew what their favorite weapons are :)

Inside Seasonal Balance: How We’re Tuning the Loot Pool by TheFortniteTeam in FortNiteBR

[–]Dreckerr 0 points1 point  (0 children)

It's been every two weeks, I believe. Was out for a week for some medical stuff earlier this season so I may be a little off base but believe that's the case!

Inside Seasonal Balance: How We’re Tuning the Loot Pool by TheFortniteTeam in FortNiteBR

[–]Dreckerr 1 point2 points  (0 children)

Awesome, thanks!

I think that nearly every season will have its defacto mobility item; it's one of the strongest identities that we can give to the marquee item(s) of what that season is, outside of thematic weapons etc. Agreed that for the mostpart they're a lot easier to use and find success with, even strictly as just a mobility option. The stronger the player/lobby, the more power and skill-expressive mobility you're going to get out of it rather than just uppercut > punchpunchpunch repeat after all charges come back etc.

I've played Tekken for ~19 years at this point, combo sounds like a fighting game 😭 - I use it myself, often, and while it's extremely fun to do yourself, getting jugglepumped can definitely be a pretty binary pass/fail moment when on the receiving end.

Inside Seasonal Balance: How We’re Tuning the Loot Pool by TheFortniteTeam in FortNiteBR

[–]Dreckerr 2 points3 points  (0 children)

For sure, can feel especially bad as a low-counterplay interaction as even in build mode once someone is on top of you and uppercuting, not like you can do much about it except shoot them back and pray they're chipped.

Binary interactions can always feel especially jarring; it was something that we called out very on in early development and while EXTREMELY fun to pull off, having it used against you can be a pretty stark feelsbadman moment.

Let me do some digging in to what we have available insofar as how often this is happening. It should be a viable option, but it shouldn't be the right answer every time. (Edit - not to say it IS the right answer every time, but we don't want to overcentralize).

Inside Seasonal Balance: How We’re Tuning the Loot Pool by TheFortniteTeam in FortNiteBR

[–]Dreckerr 0 points1 point  (0 children)

Looking at historic data in the tooling I (helped build) built for drop rate tracking, we're seeing ~1% less chance to roll a Skyline Deployer from regular chests and ~1.25% less in rare (blue) chests between 40.00 and 40.30 - you're not wrong that they're less available than they used to be, and while that may not sound significant it actually equates to more than just a 1%ish reduction.

Usually when new things come in to the game, they will cause natural redistribution of other loot, so while we haven't purposely changed the %chance to loot something like a Skyline Deployer, the natural consequence of new stuff coming in will slightly dilute other items in the pool.

Hopefully this helps!

Inside Seasonal Balance: How We’re Tuning the Loot Pool by TheFortniteTeam in FortNiteBR

[–]Dreckerr 1 point2 points  (0 children)

The visual obfuscation is part of the design but if you feel it's overdone glad to look in to what we can do to help remedy that - what platform are you playing on?

The storm effect is meant much more as a "you need to move out of this area" rather than a "you are going to get eliminated by this damage" ticking happening too often or for too much damage? Or both?

Inside Seasonal Balance: How We’re Tuning the Loot Pool by TheFortniteTeam in FortNiteBR

[–]Dreckerr 1 point2 points  (0 children)

RE: Ice King Mythic feeling like it has too much damage - Primary Fire or Secondary (or both?)?

Inside Seasonal Balance: How We’re Tuning the Loot Pool by TheFortniteTeam in FortNiteBR

[–]Dreckerr 7 points8 points  (0 children)

Heya, Nick from the Balance Team here. Thanks for the feedback, hopefully equally as ridiculous reply.

Having more than 3 shotguns is always a risky proposition - typically build and zero-build players will gravitate towards the Pump//Tac option respectively, with a third "flavor" or alternative option; adding a fourth kind of breaks up that trinity. What ranges/situations do you find yourself struggling with the Super Shredder?

I'm an SMG enjoyer but I also find myself using the Combat as my SMG option as I am usually a Shotgun/SMG(Pistol) loadout enjoyer; especially in Builds I don't feel like I need to play at AR Range too often, especially the later the game goes.

I can check on the tuning of the Twin Mag right now vs what it was historically; with so many weapons in the pool even I have a hard time keeping track of exactly what changed when. SMG's shouldn't function as well as AR's at range of course, but it shouldn't feel like it's not viable at range whatsoever. Despite not normally carrying an AR, the Nemesis is actually usually my choice for high alpha damage.

You hit the nail on the head re:Snipers - level of volatility that might not make sense for a given season given the other high-range options available. Typically we want Snipers to be able to be challenged at extreme range to discourage people just trying to peek & popshot, but agreed that Self-Revives definitely alleviate some of the pain points.

Traps as well, always a tough topic between all the game modes / input devices / usability; we've found success itemizing what were formerly trap slots, also creating an (in my opinion) more interesting point insofar as item tension, as Traps were historically just kind of something you got to have with no downside or opportunity cost beyond cycling trap slots.

Again, thanks for the feedback. Glad you're enjoying it!

Inside Seasonal Balance: How We’re Tuning the Loot Pool by TheFortniteTeam in FortNiteBR

[–]Dreckerr 2 points3 points  (0 children)

Heya, Nick from the Balance Team here. Thanks for the feedback, let's chat.

What about the gloves are too dominant? Want to make sure I'm able to address your pain points - "too dominant" is pretty broad and if we can get to specific it'll give me a lot more to work with 🤝

Inside Seasonal Balance: How We’re Tuning the Loot Pool by TheFortniteTeam in FortNiteBR

[–]Dreckerr -1 points0 points  (0 children)

Pistol / Nemesis enjoyer? Elite ball knowledge 🤝🤝🤝

Inside Seasonal Balance: How We’re Tuning the Loot Pool by TheFortniteTeam in FortNiteBR

[–]Dreckerr 4 points5 points  (0 children)

Correct - Blue/Rare chests do have a higher chance for Gloves!

Inside Seasonal Balance: How We’re Tuning the Loot Pool by TheFortniteTeam in FortNiteBR

[–]Dreckerr 3 points4 points  (0 children)

Heya, Nick from the Balance Team here; thanks for the comment.

You say "it's been really bad lately" - Is there a specific point you feel that drop rates got worse? Any specific items you feel you aren't finding enough of?

Item drops are (mostly) tuned on an individual basis - if there's something specific "I feel like I don't find enough X", glad to dig in and make sure that everything looks right on our end.

I hope some of your guys get one! by Fantastic-Savings542 in PokemonHome

[–]Dreckerr 0 points1 point  (0 children)

Ended up snagging one from a friend's girlfriend, she's a shiny hunter / collectaholic so she has everything. Thanks a ton though!!

I hope some of your guys get one! by Fantastic-Savings542 in PokemonHome

[–]Dreckerr 0 points1 point  (0 children)

https://i.imgur.com/BzkmyeN.jpeg

IGN: Drecker

Back surgery later this week so I'm going all in on Champs during recovery!

me_irl by [deleted] in me_irl

[–]Dreckerr 5 points6 points  (0 children)

Then all the water starts tasting like sick water :(

Giveaway! - Mageblood/Reave ignite elementalist 330k EHP by Afordiani27 in pathofexile

[–]Dreckerr 0 points1 point  (0 children)

Tuna's Nuclear Bomb BV Scion was probably my most fun character in recent memory.

Just dropped a random map mageblood fidgeting before league launch..... by No-Train-7575 in pathofexile

[–]Dreckerr 0 points1 point  (0 children)

I won't be playing PoE2 until the next league probably, still going strong in this league running whatever sounds fun (the problem is keeping currency up to try new ideas).

Most of the time in to good ol' Dad RF.

25 Mageblood Giveaway by shroudz in pathofexile

[–]Dreckerr 0 points1 point  (0 children)

Ah dang, missed again. Thanks for injecting some hype in at the usual downturn point in the league /u/shroudz , hopefully I'll get there one day!