Balance Team AMA 10/04/2016 Answers

This is a common thing in competitive games. With that said, we’ve been working on Bob to help counter it, specifically his passive, which we still need to tweak. Our thought process with Living Fortress is high tier folks will output a far higher and more consistent damage threshold, so by having his passive specifically target that aspect of the problem, we should be able to inch Bob into a competitive spot without affecting low tier as much.


I can talk to the team about it! Personally I enjoy going over to them and tapping but I did play Starcraft/LoL/Dota for a long time so clicking like that is just 2nd nature to me.


Most of the Medics are a little under and will be getting buffs in the coming week or so. Paladin Parnell seems to be in a fine state but I believe Slim is too strong and will need to be nerfed. I also think that the venomous claws line up is one of the reason that medics are generally having a hard time. There is too much guaranteed damage being dealt to hunters and the healing can’t keep up with it.

Wraith will not be getting any extra durability or mobility with the changes we have done to her. Supernova will have the damage to warrant choosing the ability and decoy will get a bit of utility and better responsiveness. Her passive will allow her to play more like a stalker assassin.

Part of the reason Behemoth can’t play against Slim is that Slim is still too strong in his current state and that Behemoth is still a bit under where he needs to be. Once they get their needed balance Behemoth should be fine to play in most situations.

Can’t really comment on too much of the matchmaking system but we would like to add a pick and ban to ranked at some point.


It’s definitely a difficult problem, I feel like players wouldn’t like a heavy handed approach to balancing out that kind of design. An example would be the response to the fast dropship, which was to target the increased stage 1 power and stop monster players from wiping teams early. It look players quite a long time to get used to it and it still can be a bit of a surprise. I honestly think the biggest adjustment we can make comes with the matchmaking update, we can better ensure players of equal skill, we can get rid of the blind pick problem and do things like take perks into consideration when matching.


1- Sneak pounce for me has always been a really frustrating mechanic in Evolve. Getting “Hoover Vac’d” as a Hunter when you though you were out of range of pounce just wasn’t something the balance team was a fan of. I know a lot of high level Monster players used this to control Hunters, but we felt it needed to be stepped down a bit.

2- We’ve talked about going through the buff system again. We had our initial ideas and goals with the new buff system which I feel it hits, but now it’s about molding it to what the community feedback. Stuff like the Megamouth buff and Reaver are two I think we’ll be looking at in the future.


No way! :grin:


Not in the immediate future, we are investing in other avenues!


I agree with him that the amount of reliable damage is too high. Most of this comes down to the venomous claws line up combined with largely unavoidable damage of charge, flame breath, and melees. The flame breath buff may have been too much but I think 40 dps on both claw perks is too much to compete with.


Living Armor was designed to counter Assault damage similar to what Parnell outputs. Behemoth is a huge target and generally Parnell is going to land every single pellet/rocket when fighting against Bob. We wanted the passive to give him some time to actually use his abilities and attack the team since before he would just get melted against specific Assaults and Hunters.


We have big adjustments coming for her. But she’s a tricky one, most of her kit lends to destroying players who don’t dodge and getting completely countered by players who do. Most of our changes are adjusting to that fact. For instances, we are limited the amount of hits Supernova can trigger, but uping the damage now that we can limit it.

No, info on that now.


We never really liked the straight damage increase perks for Monsters. It didn’t change how you played at all. With the new trade off style, you’ll look to capitalize on separated or exposed Hunters more (say when you notice them us all their cooldowns), but you’ll be more exposed if you miss play. We adjusted them this patch for less of a contrasted impact on play.


I don’t agree that either of these character are very inconsistent at least from my experience playing as and against them. Slim’s inconsistency was largely fixed when we reworked how his leeches work. His effectiveness is determined by his distance from the monster, which is intended.

I would say that they have pretty clear skill gaps that make them seem inconsistent. The difference between a Sunny/Slim that is on point and one that is not is very noticeable.


Bringing down the cooldowns is an easy way to give her general power across all levels of play. Using her abilities more often is only going to help her perform. Her healing output inside all three bubbles is pretty solid. We want to see where these latest buffs place her since she can be a very tricky Medic when she can setup and heal properly.

This should be in already. If it isn’t then it’ll be in the next update.


You know, we really really would want to do this. We hired Lord Death, Insane, KaisterTim and Guidance out of our competitive community and I know they miss playing (I do too). Our content schedule hasn’t left us with a lot of free time lately, so most of have been trying to live life on the weekends. We do watch as much of it as we can and we want to try and do in house scrims more. I’ll talk to the guys and see if we can try to get into an HGL or two.


The ones that stand out to me are the Hold the dome and the flee to three era. I shudder at the thought of trying to get a monster to fight me for 10 minutes, then having one pitch battle won or lost based on if our domes during the round had anything the monster could kite around so it wouldn’t take health damage.


I don’t think he has an identity crisis. He fills a role of his own due to his unique ability to poke for health damage from afar and to get killing blows on monsters that barely escaped death. If he was closer to Abe’s damage he would just outclass Abe in the high damage trapper role.


For all of us we came from different backgrounds. Guidance was a freelance character artist that played games competitively. Lord Death just graduated High School and was playing games competitively and I was going to college for accounting and had also been playing games competitively my whole life.

We all got a chance at TRS through Brandon, who had been a character artist at TRS for 4 years at the point I met him. Myself and Guidance met him by playing Dota 2 for awhile and we were all pretty good and played almost every night until Evolve launched. After launch we interviewed for QA positions and all of us were hired on at TRS by the end of June at different times. We then started helping out Chris Ashton in any way we could with feedback, learning XML and playing the game at a high level to get a better understanding of how everything worked.

Fast forward a few months and Stage 2 was greenlit, so Ashton moved off the project and gave Brandon Lead Designer on the project with Guidance/LD/myself to give him a hand. Kaisertim ended up coming on at this point and then we had our completed balance team that you know now.

There is some smaller details but it’s kinda a crazy thing how we all got here. In all honesty I don’t think any of us expected to be here when we first learned about Evolve but I don’t think we’d want to be anywhere else :slight_smile:


I don’t have the data at home but maybe @mizx can grab this today if he has time?

Right now, no. I feel he is in a good spot and he rewards skillful play which is exactly where I feel Torvald should be.


Cataclysm with ReneAbe and Mad Mags

Better than what it was before, but still needs adjustments. We need to hone in the spawn locations and maybe adjust how many buffs spawn each round. We may try having duplicates spawn.

We only balance when the 5 of us are free, which can be a little tricky at times. (LD does all the script setup for everything, Guidance pretty much does a little of everything, Kaisertim makes content release videos, Insane does a ton of community stuff and I have to manage the expectations of each team). We’ll usually start out balancing something for fun, if it’s a new character for example, we’ll play for awhile, everybody rotating on it, this is just for feels and we don’t care if we make any fine tuning process. We then usually try and incorporate the character into whatever current meta we’ve seen, get some hardcore no fuck around games in. This usually leaves Guidance super salty, so we’ll take a break. We’ll repeat that until we’ve run out of time or we think it’s ready to go out.

We also know that with our small team, we won’t be able to figure out all the meta angles and that within an hour of release, there will be 10x the amount of games play than our entire development. So we are usually on the forums, in streams and playing with the community post launch to try and figure out adjustments. We enjoy reading feedback and discussing issues with players. It shows that they are passionate about the project(like we are) and that they want it to improve.


We plan to go back and reevaluate the maps to open up feeding routes. We are aware that there is a best route on every map and the others don’t compete. We also plan to add more maps as the are completed

The buff spawning at set places and times is for consistency and I don’t think anything in particular with them make the game bland. They are game objective that you can contest or deny the other team that have noticeable impacts on the match.

Balance updates and content also helps add variety to the game.