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This Week in the Realm | December 16-22


We hope you enjoyed your weekend unlocking fun things in game as part of Evie’s Year-End Yuletide! We still have this event and other things coming this week for you!


  • Evie’s Year-End Yuletide
    • Still going on until the 22nd. See the details here!
  • PTS Updates
    • Be on the lookout for these during the week.
  • Content Creator Spotlight
    • What community member will you see in our feed?
  • Tiberius Ability Breakdown Video
    • Coming out this week to give you all you need to know.


Weekly Free Champion Rotation:
  • Fernando
  • Lian
  • Skye
  • Pip

DEV BLOG: SEASON 3 - THE PAST, PRESENT, AND FUTURE OF PALADINS

Season 3 - The Past, Present, and Future of Paladins

Hey everyone,


With Season 3 just over the horizon, I wanted to take some time to talk about where Evil Mojo Games is heading into 2020. Since we have a massive amount of system changes coming to Paladins in our first update of the new year, I wanted to make sure all our players understand the reasoning and purpose behind each of them.


Before we get started, I want to assure you that our team’s entire focus is being placed on improving the Paladins experience from its core, which will allow us to actively compete into 2020 and beyond.


Every change we are making is with this goal in mind -- we want to make a great experience for veterans and new players alike, ensuring that the best years of Paladins are ahead of us..


For you to understand why we’re implementing everything coming in A Tigron’s Tale and Season 3 however, it’s extremely important that we visit the past -- which has heavily shaped Paladins into the experience we all play today.


The Past



Two years ago, Paladins was losing money.


And that’s just a fact -- the game wasn’t bringing in enough money to support the development team working hard on the project. There were numerous reasons why Paladins was failing as a game at the time, but it was never because of the core gameplay experience. Paladins had, and still has, a large player base, but it was simply unable to support itself monetarily due to misaligned systems.


Because of quick-paced two-week update cycles, the team was experimenting with different gameplay systems to try and solve these issues -- which introduced major changes to the Paladins ecosystem across short time frames we couldn’t properly assess. Naturally this was done to ensure the game we knew was fun at the core could survive in a competitive market, but it ultimately led to severe bloat, thousands of bugs, and multiple systems that were ported from other Hi-Rez titles.


Our development time was used trying to find the next thing to drive monetization, which spread our resources thin instead of unifying them to build things from the ground up that made sense for Paladins at its core.


This is no longer the case, and our team is dedicated to making sure that style of development never returns to Evil Mojo.


2018


[Enter HiRez Chris]....


The first signs of success.


Starting in 2018, the Paladins team was restructured internally, and Chris Larson (HiRezChris) was brought on as our Executive Producer. Larson was previously the Executive Producer of SMITE, and was a huge blessing to both the team and game thanks to his years of experience. Not only did he make sure the team was focusing on getting our development pipeline for Paladins in order, he also pushed the team towards more open communication with our community and the revert of OB64.


After a few months with Chris at the helm, Paladins released its first successful update- Siege of Ascension Peak. This update introduced a new monetization strategy, a slew of higher quality skins, new cosmetic options, and the official start of Season 1. This was the beginning of Paladins as you know it now!


This success continued through the rest of 2018, as we refined our monetization and development strategies to find what worked best for Paladins - for both our team and for our players. This ended with our current pipeline of less frequent, but larger updates, and the introduction of the Battle Pass.


2019


[Enter Xienen and Evil Mojo]....


First, I implore all of you to read through Xienen’s State of Paladins post, from when he first came on as Executive Producer. He made lofty promises that I am proud to say we have achieved over the course of 2019.


“Hello all, I wanted to take a moment to formally introduce myself. My name is Dayle Flowers and I took over as the Technical Director of Paladins a couple weeks ago before being promoted to Studio Head/Executive Producer yesterday. Some of you may have seen me appear out of the blue this past weekend and throw around promises that many are rightfully skeptical of. Up until a year ago, I was the Lead Programmer on Paladins, but OB64 broke my spirit and I moved onto other positions in the company. Well, now I'm back to make sure we actually live up to what we've been talking about for the past several months: fix the bugs and improve the overall quality of the game.


"Yeah, we've heard this all before, it's now a meme, so how is this any different than every other time we've been promised things would improve?" Upper management is now fully on board with the idea and we've removed all features from the schedule after this next major release. This finally gives our technical staff time to fix the plethora of bugs, where they haven't truly had sufficient time in the first three releases this year.”




This direction from the top down is what made “The Hunt” initiative a massive success, allowing the Evil Mojo development team to become 100% focused on improving the quality of Paladins around the core gameplay experience in 2019. While we focused on The Hunt, we began to question all of our existing processes and tried to root out as many bugs as we could. Now, as we approach the end of the year, we’re proud to say we have worked through over 1,000 backlogged bug fixes. Sure, this meant we made less system and gameplay updates throughout 2019, but we continued pouring most of our resources into bringing Paladins to a state the team was proud of.


For those that have been with us through the beta, we thank you for sticking with us. You have witnessed vast improvements to the Paladins experience over the last two years, and we’re excited to continue that with Season 3!



The Present



Now let's talk Paladins 2020 - and before we do, please read our full Season 3 Patch Notes if you haven’t already.


The current new player experience in Paladins sucks - you know it, we know it. And we’re working to breathe new life into it for our future players. Our Season 3 changes were made to reestablish the foundation of what Paladins is from a systems standpoint. The core gameplay is great, sure, but we began asking ourselves: “If we had to build this for Paladins NOW, how would we do it?”


For Paladins to see continued success in 2020, our team needs to make it more accessible for new players to learn and interact with the customization, depth, and interactivity that Paladins has to offer as a game. Systems like Loadouts are what makes Paladins great, but we haven’t exactly made it easy for players to learn them at when first logging into the game.


We have made numerous changes in Season 3 - many of which have been met with praise,while others spurred controversy. What’s important to note though, is that all of these changes were made to ensure Paladins is a better experience in the long run.


Many early systems were pulled from our previous titles during development, or created while Paladins’ was still heavily experimenting with what it was from a gameplay standpoint. For Season 3 we took a step back and objectively analyzed our older (and newer) systems - what do they bring to the game, are they easy to interact with and learn, and are they serving the purpose they were originally designed for?


“Bridge the Gap” is the phrase I’m personally focused on for this next year. If you’re a new player, how do we help you bridge the gap to becoming an informed veteran? And to that end, how do we ensure the game is teaching you about all the tools you need to become one (Items, Loadouts, VGS, and Battle Passes) without you having to do external research?


So the same drive and initiative that we gave in our bug-squashing efforts with The Hunt are how we are approaching all of our systems in 2020. This does mean changing some of those current systems which many of you have all learned over the years, but we need to ensure that these elements are approachable for new players.


VGS



The Voice Guided System Paladins utilizes was developed for TRIBES: Ascend in 2010 before being ported over and expanded for SMITE in 2012. Once built out in SMITE, this system was then directly ported over for Paladins over 5 years ago. Since then, there have been little to no changes in our VGS system’s functionality.


The VGS system in live is incredibly daunting for new players who have not used it before in previous Hi-Rez titles, with multiple voice commands meant for other games (such as enemies backing to base), certain lines which convey the same tactical information with minor differences, and options buried so deep in the menu they were never used.


Our ultimate goal for the new VGS system is to have it become more widely used across all levels of play. We want new and veteran players alike to use it to communicate in game, whether it be tactical or fun. VGS breathes a lot of life into Paladins with how players interact with one another, and it’s valuable to have more players utilizing it throughout the game.


To get there, we knew there were a few things we had to accomplish:
  • Reduce the learning curve for players not familiar with previous Hi-Rez titles
    • This included creating a new default view that helped players learn the system from the ground up.
  • Make VGS more accessible across all platforms by introducing multiple display options.
  • Unify tactical callouts to a single keybind layer, instead of spread across multiple
  • Remove redundant tactical lines that conveyed very similar information
  • Make all default Champion voices free, to breathe more life into player interactivity


This new VGS is vital to help bridge the gap between new and experienced players and to bring Paladins up to 2020 standards. We greatly appreciate all the feedback over our first weekend of PTS, and agree with you that this first draft was a bit too restrictive and prevented player expression. So, we have some updates to share with you!

  • Converted the Responses menu to be a tactics-lite Positional menu
    • I'm on it!
    • Enemies behind us!
    • Chase the enemy!
    • On my way!
  • Converted the Exclaim menu to be a tactics-lite Awareness menu
    • Wait!
    • Retreat!
    • Be careful!
    • Spread out!
  • Converted the Be Careful Tactics sub-nav into enemy locations.
    • Enemies on the left flank
    • Enemies up the middle
    • Enemies on the right flank
    • Enemies on the point
  • Added sub-nav menus to Chatter, similar to Tactics. We want players to have more unique conversations with each other. Chatter navigation is now:
    • Chatter (VC)
      • Exclaim (VCE)
        • Awesome! / Woohoo!
        • Curses / That's too bad!
        • Sorry!
        • Oops!
      • Cheer (VCF)
        • Thanks!
        • No problem!
        • I'm the greatest!
        • You rock!
      • Game (VCQ)
        • Hi!
        • Have fun! / Good luck!
        • Completed
        • Good game!
      • Responses (VCR)
        • Okay!
        • Cancel that!
        • Yes!
        • No!




The question I've seen most often so far has been. "Why can't you just keep the old system as an option?" This was discussed thoroughly between our teams before we even started working on it. Ultimately, we felt that the maintenance of two separate systems will be a significant burden for the team going forward, and would create a large disparity between users - with players having access to different lines and keybinds. This is the style of system that we should have - and would have - implemented, were we given the chance at the game’s inception.


Our desire is to cultivate a robust and intuitive system to engage with your team which is also comfortable for new players to learn, regardless of their previous experience with Hi-Rez games.



Battle Pass, Daily Login, and First Win of the Day



Our Battle Pass has proven to be a system which works well for both our team here at Evil Mojo and you playing at home, but we don't want to stagnate when there is and will always be room to improve. To that end, we have committed to refining the Battle Pass and its adjacent systems so that players are able to engage with Paladins beyond its core gameplay loop. With the first update of 2020, players will see a shift in the Battle Pass from 50 free levels, 50 paid levels, and 50 Battle Pass Plus levels to 80 levels on both the free and premium tracks, with each level requiring the same amount of XP to unlock.


This change was made while keeping the core required amount of XP required to complete the Battle Pass the same, and in conjunction with a revamped challenge system designed to be more player-friendly. Now, you set your own pace for completing the Battle Pass with all our challenges unlocked from the beginning, helping you select which ones to pursue the second you log in on update day. More importantly, each challenge you complete now rewards Battle Pass experience, allowing you to plan your progression through the challenges and Battle Pass tracks. All these changes were made with the player's experience in mind and will help alleviate some of the frustrations of past Battle Passes and their challenges.


We're also taking a look at other systems our players interact with to ensure they're actually engaging instead of feeling like a frustrating chore. To that end, we've shifted the First Win of the Day reward to be Play Two Games instead. Now, win or lose, you're making progress towards that daily goal.


Additionally, we have removed the Daily Login system in favor of further engagement with the Battle Pass system at the core of every Paladins update. Rewards that you would receive when logging in every single day have been placed into the free track of the Battle Pass, meaning that players can earn more than before just by playing, without having to spend money to purchase the Battle Pass. We want players to play at their own pace, meaning that they shouldn't feel beholden to log in every single day to avoid losing out on crystals.


This shifting of free crystals from the Daily Login to Battle Pass means if players purchase a single Battle Pass and complete it entirely, they can earn enough crystals from both tracks to purchase the next Battle Pass outright. We want players to feel rewarded for playing our game and make sure the content we put in Paladins feels good to engage with.


Third-Person



The removal of Third-Person (3p) is a topic the team here at Evil Mojo extensively discussed before implementing in this update.


At its core, Paladins was built to be played from the First-Person perspective. If we could rewind time and revisit the implementation of Third-Person, it’s not something we would have added - namely due to our focus on delivering a solid first-person experience across every aspect of the game while supporting it with other systems for our players.


The plain and simple truth is that having Third-Person introduced a variety of bugs and issues with each passing update we had to comb through and fix, taking valuable time away from our development on other aspects of the game. By removing 3P entirely from Paladins, we’ll be able to re-focus that energy on delivering a healthier, more polished experience across the entirely of our game.


It’s also worth noting that we will still be including 3P in the Shooting Range, allowing you to view animations and more while practicing your favorite Champions!




The Future



And so we’re here!


We’ve talked about the Past, the Present, and now it’s time to talk about the Future. Just to reiterate, the entire Evil Mojo team is dedicated to improving the Paladins experience from its core throughout 2020 and beyond. This ranges from small quality of life updates, to high quality Champions, and visual polish throughout the game.


With the 2020 team goal of ensuring that Paladins is a great experience for veterans and new players alike, I would like to share with you some high level objectives Evil Mojo has for Paladins in Season 3.


Continuing The Hunt
  • While we have eliminated over 1,000 bugs, there is still much to do! Every update we are dedicating some of our resources to fixing backlogged issues. We hit most of the major ones over 2019, but want to continue that dedication to polish Paladins even more throughout 2020.



Updated In-Game HUD
  • Our in-game HUD currently displays a lot of irrelevant information, with multiple elements overlapping when triggered at the same time. We refer to this as too much “noise” on screen - and it makes it hard for new and veteran players alike to identify what information is actually important to their gameplay experience. We have a few ideas on how to improve this, and expect to see those improvements in early 2020.



Improved Combat Feedback
  • Our combat feedback is another major system we are looking at in the early stages of 2020. This includes damage indicators, audio tells, and other elements which are intended to relay critical information to the player: when they are in combat, where it’s coming from, and how much danger they are in.
  • Currently we believe it is too hard to properly identify that information, especially for new players. While reducing the noise on our HUD will help to identify critical combat information, we believe there are significant improvements we can still make.



Commendations
  • Commend your team! This is a long requested feature that we want to implement :)



Improved Player Profile
  • An improved Player Profile is something that I have wanted as a player since starting on Paladins. This means both account level, and Champion level statistics! I can’t promise a date, but this is one of the few new systems that Paladins will be introducing in 2020. Make sure to let us know what type of information you would like to see on an improved player profile!



All of these highlights are just the short term for Paladins in 2020! We still plan on bringing you four high-quality Champions throughout the year - and have already started planning the Champions coming in 2021. I want to personally thank all of our players who have stuck with us throughout the years, and welcome all of the new ones into Season 3!


I have full faith in Evil Mojo, and I want to make sure that you all do too.


-EvilMojoAdanas

Evie's Year-End Yuletide | December 11-22

Twas’ the night before Evie’s Year-End Yuletide and all through the Realm:
Not a Champion was stirring, not even Fernando under his helm.


Happy Holidays to all in the Realm!

To all of our Champions, ‘tis the season of giving! And Evil Mojo is going to be giving you 12 days of thanks for being a part of our community.

Here’s what you can expect:

Day 1 - December 11th

2X Battle Pass XP Begins (Will continue until the end of the event!)

Day 2 - December 12th

Mistletoe Spray Returns (50% OFF)

Day 3 - December 13th

25% OFF Ice Cold Chest (Runs December 13th-15th)

Chest includes the following skins:
  • Black Ice Evie
  • Winter Grover
  • Ice Walker Inara
  • Merrymaker Lian
  • Arctic Pip
  • Jotumn Terminus
  • Red Winter Tyra
  • Frostmare Mount


Day 4 - December 14th

Gingerdead House (Death Stamp) - First Win of the Day Reward

Day 5 - December 15th

Secret Avatar of Adanas - First Win of the Day Reward

Day 6 - December 16th

All Champions Unlocked

Day 7 - December 17th

Naughty Yeti Spray Returns (50% OFF)

Day 8 - December 18th

2X Champion XP Begins (Continues until end of event!)

Day 9 - December 19th

All Champions Unlocked (Continues until end of event!)

Day 10 - December 20th

40% Lunar Loot Chest (Runs December 20th-22nd)

Chest includes the following skins:
  • Madame Seris
  • Firecracker Willo
  • Heirloom Crest Ash
  • Prosperous Makoa
  • Lotus Tyra


Day 11 - December 21st

Festive Furia Spray - First Win of the Day Reward

Day 12 (Final Day) - December 22nd

25 Crystals per First Win of the Day (Up to 100 total!)

Join us in this holiday extravaganza and ring in 2020 with joy!

This Week in the Realm | December 9-15

Greetings Champions!

We hope you enjoyed our in-depth Update Show last week. We had a fantastic time sharing all of our new content coming out with you as well as all the changes coming to Season 3.

Here’s what you can expect this week:
  • PTS
    • Our Public Test Servers are live!
    • Find out the information on key areas we’d like you to test here.
  • Holiday Event
    • Blog to come with all the details Tuesday.
  • Winter Wishes
    • Our charity event for Make-A-Wish goes live Thursday.
    • Donate for a good cause and get loot for doing so!


Tuesday

12 PM ET | Holiday Event Blog with details now live

Thursday

1 PM ET | Winter Wishes Charity Event - Watch live on Mixer/Twitch

Weekly Free Champion Rotation:
  • Barik
  • Tyra
  • Skye
  • Pip

A Tigron's Tale PTS is now LIVE

Following our Update Showcase for A Tigron’s Tale, we’re excited to kick off a two week PTS testing period where players can help us test one of the biggest updates we’ve ever shipped to the Realm!

A Tigron’s Tale features our latest Champion as the headliner – Tiberius, The Weapon’s Master – who wields Chakrams forged by his ancestors and a sword created by the heavens themselves. Offering a new take on the Damage archetype in the Realm, Tiberius is designed for players who want to feel like true masters of their kit in battle – bouncing deadly chakrams around corners while throwing and recalling a massive blade to command the field.

Partnering with this dashing Tigron comes the new Community Battle Pass, which features major format changes for the track alongside the winning community skins YOU voted to join the Realm! Oh, and did we mention the biggest set of sweeping Balance changes we have ever released to prepare us for Ranked Season 3? Because those are coming too!

For the complete outline of everything coming in A Tigron’s Tale, visit our Update Notes blog post here on Paladins.com.

After you’ve brushed up on all the details, please read below about our testing goals for this PTS cycle and how you can help us make the latest update the best it can possibly be on launch!

TABLE OF CONTENTS

How to Participate in PTS
A Tigron’s Tale PTS Testing Goals
Tiberius
VGS 2.0
New Default Loadouts
Updated Item Values & Item Store
Using Items Against Deployables
General Balance Feedback
Front Line Changes
Support Changes

HOW TO PARTICIPATE IN PTS

To participate in this public test, you must have the Paladins Public Test client installed on your computer through Steam. If you have not already done so, you can find it on the Paladins Steam Store page.

Step 1: Visit the Steam Store page for Paladins using the Steam client or your internet browser of choice.
Step 2: Scroll down this page until you find the Paladins game installer. Above our regular installer, you should see a “Notice” alert asking if you would like to participate in the Paladins Public Test. Click this to begin the PTS download process.
Step 3: The Steam client should automatically carry you to your Steam Library, where you will be prompted to install the Paladins Public Test Server.
Step 4: Select your preferred download location, and complete the installation.
Once the Paladins PTS has been installed, login as you normally would. A PTS account will already be created for you using your live account information for the game, with plenty of Gold, Crystals, and more to help you unlock (and test) all the latest features in the Realm.

Please be aware our PTS is designed for testing purposes only, so be sure to anticipate performance issues, server restarts, and unexpected downtime as we continue to hotfix content, tune various pieces of the update, and more based on your feedback.

Stay tuned to @PaladinsGame on Twitter and keep up with these changes as they occur.

TESTING GOALS FOR A TIGRON’S TALE PTS

Whether you’re testing the skins in our latest Battle Pass, working through your favorite Champion’s new balance changes, or throwing chakrams as Tiberius — please leave feedback for our development team in our official Paladins Discord and on our dedicated forums post to help track down and eliminate any bugs uncovered during this PTS cycle. By using these avenues to provide your feedback and bug reports, we’re able to track down and get them hotfixed quicker!

We also maintain a Trello board with currently known PTS issues, so be sure to keep up with anything already known there. We may already have your bugs and issues on file!

Starting with this testing period, we’re also looking to get extensive feedback on a few key areas of the update while you’re playing PTS! These include the following:

Tiberius, The Weapons Master

Armed with a trusty set of chakrams and a sword forged by the heavens, Tiberius is easily becoming one of our favorite Champions in the Realm here at Evil Mojo Games. But how does he feel to you? We’re looking forward to hearing your thoughts about his kit, how he interacts with your favorite team compositions, or anything you feel could be tuned about his Talents and cards while building different Loadouts.

VGS 2.0

While we have already begun to catalogue your first wave of feedback regarding our upcoming changes to the VGS system coming in A Tigron’s Tale, we want to hear more from you once you’ve logged into the PTS and tried using the system in-game. Which of the three VGS options do you prefer? Are there any improvements we could make to them?

New Default Loadouts

In this update, we have added new default Loadouts for each Champion, one for each Talent. This means that every Champion will have 3 standard Loadouts (with cards that aren’t locked at level 3), so make sure to give them each a try and let us know what you think about the cards we selected! It’s also worth noting that each of our new default Loadouts can be changed and reset back to their base, so you should never feel like you’re stuck using a certain build or that you’ve lost a custom Loadout slot to this change.

Updated Item Values & Item Store

A Tigron’s Tale is bringing a near-complete overhaul to the Item Store by increasing the starting amount of Credits in-game, reducing the price of various Items across the board, and fine-tuning their respective effects. As you’re purchasing Items throughout your matches in this PTS, we’re curious how you feel about progression from the beginning of each match to the end – do you feel you’re getting a good boost in strength for the price you’re paying per Item?

Using Items Against Deployables

Now that Cauterize, Wrecker, and Bulldozer have been changed in this update, how do they feel when used against their counters? We’re specifically interested in what you think about the time to kill when using the updated versions of these Items in-game while playing matches. Do they feel too powerful against you or not powerful enough against your opponents?

Balance Changes

It’s no secret that we’ve completely flipped the Realm on its head by changing every Champion in Paladins going into A Tigron’s Tale. If you haven’t had a chance yet, please read through our Update Notes on Paladins.com to catch up on these changes so you can try them out on our PTS! We’re looking for every piece of feedback you have, good or bad, about your favorite Champions. Do you like how they play with their latest set of balance tuning? Are they too powerful or perhaps not powerful enough? Let us know!

Front Line Changes

With Front Lines facing many balance changes and the Item Store changing headed into this PTS, we really want to know how you feel about shielding this PTS cycle. Before this update, you likely felt much stronger as a Front Line in the beginning of a match — but as things progressed? We wanted to make you feel stronger through the various changes made across our Front Line Champions, the Item Store, and various Loadout cards.

To that end, we’re specifically interested in hearing about how your transition between in-game rounds feels this PTS cycle using Loadouts which specifically focus on utilizing shielding Talents & cards vs. using Loadouts without them.

Support Role Changes

Like Front Lines, Supports are going to be experiencing a lot of changes in A Tigron’s Tale we want to get your feedback on during this testing period. First and foremost, we’re interested in seeing how our Support players feel about Cauterize with the Item changes coming this update – especially when your opponents are pushing Cauterize’s third tier against you towards the end of a match. We’re also extremely interested in seeing how you feel about the innate healing numbers and flow as you’re progressing through a match while keeping your teammates in the fight.

Thanks for helping us test the latest update over the next few weeks Champions, we look forward to hearing what you think about everything coming in A Tigron’s Tale during PTS!