1. Wildcard
  2. News
  3. Performance Scoring & Match Quality Update

Performance Scoring & Match Quality Update

[h2][/h2][p][/p][h3]Spawner Summon Limits[/h3][p]We saw summon counts balloon well beyond intended pressure levels.[/p][p][/p][p]Spawner summons will now be capped by total active summons on the field, preventing runaway board states while keeping their identity intact.[/p][p][/p][h3]Scoring Shift: Performance Per Minute[/h3][p]Players correctly identified optimal game lengths and summon loops.[/p][p]Scoring is moving to a performance-per-minute model[/p]
  • [p]All stats remain the same[/p]
  • [p]Scores are now based on consistency and efficiency, not game length[/p]
  • [p]Any match duration can score well if played efficiently[/p]
  • [p]Full overhaul on how much each stat contributes to a score[/p]
  • [p]Win bonus has a win streak added to it now[/p]
[p][/p][p]This removes “optimal end timing”. We will still be checking matches for collusion and match fixing.[/p][p][/p][h3]ELO-Based Matchmaking[/h3][p]Skill gaps were creating extreme score disparities.[/p][p][/p][p]Players will now be matched by ELO to start[/p]
  • [p]Slightly longer queues[/p]
  • [p]Significantly higher match quality[/p]
  • [p]More competitive, fair scoring opportunities[/p]
[p][/p][h3]Full Scoring Transparency[/h3][p]Scoring clarity was a common request.[/p][p][/p][p]We’re fully exposing scoring data[/p]
  • [p]Scorecards will show exact stat values[/p]
  • [p]Players can hover over scores in the standings to see how points were distributed for each match[/p]
[p][/p][p]No more guessing, everything is visible.[/p][p][/p][h2]Looking Ahead[/h2][p]Last week’s data gave us incredible insight into how players optimize, adapt, and push the system. These changes are designed to:[/p]
  • [p]Reward skill and consistency[/p]
  • [p]Reduce patterns[/p]
  • [p]Improve match quality[/p]
  • [p]Make scoring fully understandable and transparent[/p]
[p][/p][p]We’re excited to see how this Friday’s tournament plays out under the new structure.[/p][p][/p][h2]Game Balance Updates[/h2][p]Ragna[/p]
  • [p]Dash count changed from 3 -> 5[/p]
[p]Bolgar[/p]
  • [p]Fixed an issue where you could reactivate the Sidekick ability while it was on cooldown[/p]
  • [p]Can no longer cancel out of the Sidekick ability[/p]
[p]Heartburn[/p]
  • [p]Initial damage changed from 60 -> 30[/p]
  • [p]Fire damage changed from 50 -> 30[/p]
[p]Spord[/p]
  • [p]Spawn time changed from 15 -> 20 seconds[/p]
[p]Volcrab[/p]
  • [p]Spawn time changed from 8 -> 15 seconds[/p]
[p]Cactiking[/p]
  • [p]Spawn time changed from 4 -> 8 seconds[/p]
  • [p]Poison Cactiking spawn time changed from 4 -> 10 seconds[/p]
[p]Deadeye[/p]
  • [p]Range changed from 30m -> 20m[/p]
  • [p]Aura Deadeye mana changed from 7 -> 9[/p]
[p]Pocus[/p]
  • [p]Ranged changed from 35m -> 20m[/p]
[p]Floraphant[/p]
  • [p]Damaged Floraphant damage changed from 75 -> 50[/p]
[p]Sembler[/p]
  • [p]Partner spawn time changed from 10 -> 30 seconds[/p]
[p]Pyrokeet[/p]
  • [p]Egg health changed from 75 -> 125[/p]
[p]Buckshot[/p]
  • [p]Last Stand mana changed from 4 -> 5[/p]
[p]Razorpaw[/p]
  • [p]Initial hit happens faster[/p]
[p][/p][p]See you in the Arena[/p]