I think when we gauge how well a patch is, we should be looking at it from the angle of what makes an autobattler fun. Obviously this is subjective but to me a large part of it comes from player agency, the feeling that each game is unique, and obviously crushing all of my opponents 😉
So when I am testing out the new patch I am looking for how many viable comps are there now and I feel like there are many options!
Obviously this will reduce as players fine more efficient builds but as of now I have seen many teams place top 4.
From super vertical builds into the 9s(water,airfire,empath,bulwark,rouge) Or mixed team composites(so many to count).
One other important aspect to consider is how the other rng events impact the game(The T0/T2 illuvials available and the augments) Do these meaningfully shift the gameplay. Do they provide different options for players to make a super comp instead of just forcing top 1 or 2 comps each game.
From what I have seen so far this patch adds a lot of player agency. You will adapt to augments and illuvials provided. This may change as we figure out what assets provide the highest win rate. But its still to early to tell. People stating that a patch is good or not after a couple games just isn't a fair test especially with the major changes introduced.
There are 2 problems I still see:
1.) The stage 3 weapons or worse stage 3 suits. It is such a gamble to even try for them that it reduces the options available to us significantly. With significant power spikes with each composite it forces us just to work with the stage 2s.
2.) something has been bugging me ever since they reduced the round timers significantly. The end game just wraps up and its over. reaching top 4 is the best feeling but then the game just ends in a couple round. Before there would be more back and forth between the top players.
I think reducing the game length was important. But that was heavily based on other factors like waiting for matches to resume or pve rounds other seconds here and there where we were just sitting. I think shortening the round timers especially in the late game, took away a lot of skill expression. Late game there is no time to roll down saved econ and position well. This is why corner comps became more relevant in the last patch and I believe they will remain in this one. There is just not time to position uniquely.
My initial and also potentially to early to tell take, is that we need a separate system for the weapons. Whether that is a second currency, progression system, or as augments periodically. tied to illuvials just doesn't feel good.
Increase the round timer more in the late game. If I am struggling to reposition 8-10 illuvial teams and spend mp I can guarantee new joins are too.
There are some Synergies/composites that are overpowered and will need a nerf I'm look at tsunami based on my early playtest. But this patch has me excited for the future. The UI updates and feel of the game improved SIGNIFICANTLY!
Look forward to the other two patches this week