Y5S1.2 DESIGNER'S NOTES

Recently, an interview took place where we made the following statement:
“So, if professional players are not happy with our proposed features, then that means we are going in the right direction.”
We wanted to take a moment to clarify the intention behind this. It is true that part of our balancing efforts is to push every player, professionals included, out of their comfort zone. This does not mean we are going about things to be intentionally frustrating for these players, but instead make adjustments to ensure our professional players are the best at the game as a whole, and not a specific update or meta. We also have to consider the entire player-base, and while some aspects of professional play will trickle down to general matchmaking, not all do (Goyo for example).
When it comes to the highest level of play, we find a few things to be true that we would like to share.
- Professional players are masters of the game, and place significant value on mastery of the game as it stands today. Naturally, this can lead to resistance when we make changes, as it can be disruptive to a teams composition, strategy, and performance, while beneficial for others.
- Professional players have an incredible understanding of the intricacies of Siege and are able to see many things from that perspective that we may miss. That said, we have to balance their understanding of the game with the data we have that is more representative of the game as a whole before we reach decisions.
- We recognize the importance of providing these high-level players with input into our balancing process. We have plans to adjust how we respond to the feedback they provide and explain situations where we make decisions that is contrary to their input, detailed below.
- We listen to pro feedback, but also monitor and gather data on every aspect of the game, their matches included. We make decisions on the best course of action with their feedback, player feedback, and data in mind.
We would also like to outline how we plan to address the concerns raised over the recent changes, and our previous communication.
- We will improve our communication around balancing changes to include additional context and explanations for instances where we make a decision on an important topic and are in disagreement with our professional players. This will provide everyone with a common starting point for discussion. Please note that this is not feasible for every topic, but we will do it for the more critical topics (For example, Jäger becoming 2/2).
- We will provide context for which section(s) of our player base changes are targeting.
- We will provide Designer’s Notes updates in advance of changes being deployed on the test server so our players can have more context and insight into the thought process behind the proposed changes, as opposed to when those changes go live with the next update.
BALANCING MATRIX AND TOP OPERATOR BANS

Please note that we are using presence to gauge the popularity of an operator. This notion had to be introduced to reflect the implementation of the pick & ban. Presence definition: pick rate of an Operator when not banned. Win Delta: The Win Delta is aggregated from Operator’s Win Deltas per map. We usually compute it per map and per bomb site for more precision.

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