The Index, Your Primary Source for the Meta of Evolve


#1

######Photo created by Chrono


#***Most Recent Patch Notes***

##***Recent Patch Note Discussion***



##The Numbers Behind the Characters You Use

:assault:***Hunters***:assault:
  • 1600 HP
    • 1280 HP (1 Strike)
      • 960 HP (2 Strikes)
        • 3500 HP (Incapped)
:assault: ***Assault*** :assault: - Personal Shield - 1600 Capacity - 10 sec max duration - 30 sec cooldown - 20% Class Reduction Elite Buff - 24 sec cooldown

[***Markov (being updated)***] ((T-MM) Markov Stat Database)
[***Blitz Markov (being updated)***] ((T-MM) Blitzkov Stat Database (A new version is being worked on. it will be in a new thread))
[***Hyde (being updated)***] ((T-MM) Hyde Stat Database)
[***Parnell (being updated)***] ((T-MM) Parnell Stat Database)
[***Torvald (being updated)***] ((T-MM) Torvald Stat Database)
[***Lennox (being updated)***] ((T-MM) Lennox Stat Database)

:support: ***Support*** :support: - Team Cloak - 20 sec duration - 30 sec cooldown - 20% Class Reduction Elite Buff - 24 sec cooldown

[***Hank (being updated)***] ((T-MM) Hank Stat Database)
Bucket (In Progress)
Cabot (Not Finished)
Sunny (Not Finished)

:trapper: ***Trapper*** :trapper: - Energy Dome - 60 sec duration - 70 sec cooldown - 20% Class Reduction Elite Buff - 56 sec cooldown

Maggie (Not Finished)
Griffin (Not Finished)
Abe (Not Finished)
Crow (Not Finished)
Jack (Not Finished)

:medic: ***Medic*** :medic: *Val (Not Finished)* [***Rogue Val (Incomplete)***] (https://talk.turtlerockstudios.com/t/t-m-rogue-val-stats-database-incomplete/76510) *Lazarus (Not Finished)* *Caira (Not Finished)* *Slim (Not Finished)*

:monster: ***Monster*** :monster: - Base Movement Speed - 7.5 meters per second (currently same for all monsters) - 500-600 Armor per bar - Armor Bars scale to the monsters max armor - 1600-1700 HP per bar. - Health Bars scale to the monsters max health . - Stage 1 to 2 Evolve Meter - 18 Bars

Goliath (Not Finished)
Kraken (Not Finished)
Wraith (Not Finished)
Behemoth (Not Finished)
Gorgon (Not Finished)


:earth_americas: ***Wildlife & Elite Wildlife Buffs*** :earth_americas:

- Elite Buffs

  • 5 Min Duration for buffs unless noted
  • Elite Reaver
    • (H) Less Fuel Consumption Bonus
      • 35%
    • (M) Monster armor regeneration rate
      • 200%
  • Elite Blitzleopard
    • (H) Jump Height Bonus
      • 400%
    • (M) Climb speed
      • 75%
  • Elite Armadon Bull
    • (H & M) Damage Reduction bonus
      • 15%
  • Elite Basking Cephaladon
    • (H) Wildlife Runs Away
      • ?m Radius
    • (M) Feed Speed bonus
      • 80%
  • Elite Canyon Strider
    • (H & M) Movement Speed bonus
      • 30%
  • Elite Crowbill Sloth
    • (H & M) Damage Increase bonus
      • 15%
  • Elite Mammoth Bird
    • (H) Reload and Equip bonus
      • 40%
    • (M) Cooldown bonus
      • 30%
  • Elite Marsh Strider
    • (H & M) Movement Speed bonus
      • 30%
  • Elite Megamouth
    • (H) Class Special recharge bonus
      • 20%
    • (M) Stealth Pounce bonus
      • 50%
  • Elite Nomad
    • (H) Jetpack Recharge bonus
      • 100%
    • (M) Traversal Recharge bonus
      • 40%
  • Elite Obsidian Grub
    • (H) Capacity Increase boost
      • 60%
    • (M) Friendly Birds
      • Birds ignore you (Birds on ground + Carrion Birds)
  • Elite Steamadon
    • (H & M) Slow (Bullets and Melee)
      • 3 second duration
  • Elite Venomhound
    • (H & M) Poison (Bullets and Melee)
      • 20 damage per second
  • Elite Tyrant
    • (H) Health Regeneration
      • 3 Min Duration
      • ??? HP per second
    • (M) Health Regeneration
      • 2 Min Duration
      • ??? HP per second

###***Database Team***
The_Mastermind (Leader, Formulator)
herezik (PC Tester, Recorder)
Chrono (Tester)
White_hawk8 (Dataminer)


##The History of the Forum’s Perspective of Evolve’s Meta

This is the Metabase, a subsection of The Index. The Metabase is a history of the strategies and popular compositions as well as the general public opinions of game balance.

How Does the Metabase Work?
What is a “Period”?

A “meta period” is a stretch of time and all the strategies, popular hunter team compositions, characters, and game balance opinions held by the forums found within that stretch of time.

A new Period is established with each patch(Title Updates, and often Micropatches).

Tier System Meant to easily display public *opinion*. The final product that encapsulates a period. Characters are divided into 5 tiers: S, A, B, C, and F. Generally, the most powerful, balanced, or weakest characters are placed into S, B, or F tier respectively. A and C are somewhere in between. All placements and descriptions are made based off of the average forum opinion, collected in polls and read in various balance topics. However, high level play(tournaments for example) DOES weigh heavier than low level play.
Character Abbreviations

A two to three letter abbreviation of each playable character in the game. Used to make the Index Team’s lives easier.

[Go]Goliath
[Mg]Meteor Goliath
[Kr]Kraken
[Ek]Elder Kraken
[Wr]Wraith
[Be]Behemoth
[Gg]Gorgon
[Va]Val
[Rv]Rogue Val
[Lz]Laz
[Ca]Caira
[Sl]Slim
[Em]Emet
[Ha]Hank
[Tsh]Tech Sgt. Hank
[Bu]Bucket
[Cb]Cabot
[Su]Sunny
[Ka]Kala
[Ma]Maggie
[Wlm]Wasteland Maggie
[Gr]Griffin
[Ab]Abe
[Cr]Crow
[Jk]Jack
[Mk]Markov
[Bm]Blitz Markov
[Hy]Hyde
[Pr]Parnell
[Tv]Torvald
[Ln]Lennox

Laws of Meta-dynamics

First Law:
As the game progresses, the tiers become more centralized. In other words, A tier at release is more like S tier now because the game is more balanced.

Second Law:
Changes to one character become more or less popular can indirectly affect how another character is viewed.

Third Law:
No one will ever be satisfied, there is no equilibrium. :cry:

In-Depth Section
Difficulty to Master(DTM)

The difficulty to master a character.
On a scale from 1A, to AA, to AAA.

1A characters are easy to master, whereas AAA characters are difficult to master. AA characters are somewhere in between.

Skill to Power Rating(SPR)

The power of character compared to the skill needed.
On a ++, +, =, -, and – tier system.

++ Characters offer a lot of power for little skill needed.
– Characters require a lot of skill to be useful.
= Characters require a modest amount of skill for a modest amount of power.

The SPR Tiers could be seen as a tier list for lower levels of play.

Changes

Shows a character’s movement through the balance tiers, since the last Period.

DISCLAIMER

If you feel a placement or description is wrong feel free to speak up as long as you are civil. Also, remember that your opinion is only one in a batch of many. If you want to really effect change, I’d draw some reference other threads with lots of people arguing your case. Or yah know, a poll :smile:.

Current Period


Enterprise Period(Apr 28, '16 - Present)

Tier List

S: Ek
A: Gg, Kr, Pr, Su, Wlm, Va
B: Ab, Be, Cb, Ca, Cr, Em, Go, Gr, Ha, Hy, Ma, Mg, Rv, Sl, Tv
C: Bm, Jk, Ka, Lz, Ln, Mk, Tsh, Wr
F: Bu

In-Depth
Distributions

All Characters

S: ]
A: ] ] ] ] ] ]
B: ] ] ] ] ] ] ] ] ] ] ] ] ] ] ]
C: ] ] ] ] ] ] ]
F: ]

Monsters

S: ]
A: ] ]
B: ] ] ]
C: ]
F:

Hunters

S:
A: ] ] ] ] ]
B: ] ] ] ] ] ] ] ] ] ] ] ] ]
C: ] ] ] ] ] ]
F: ]

Medics

S:
A: ]
B: ] ] ] ]
C: ]
F:

Supports

S:
A: ]
B: ] ]
C: ] ]
F: ]

Trappers

S:
A: ]
B: ] ] ] ]
C: ]
F:

Assaults

S:
A: ]
B: ] ]
C: ] ] ]
F:

Skill To Power Rating

++: Ek, Wlm, Va
+: Go, Hy, Kr, Ma, Mg, Pr, Rv, Su
=: Ab, Be, Bm, Ca, Cb, Cr, Em, Gr, Ha, Mk
-: Bu, Gg, Jk, Sl, Tsh, Tv
–: Ka, Ln, Lz, Wr

Characters

Monsters

[Go]
Tier: B
DTM: 1A
SPR: +

[Mg]
Tier: B
DTM: 1A
SPR: +

[Kr]
Tier: A
DTM: AA
SPR: +

[Ek]
Tier: S
DTM: AA
SPR: ++

[Wr]
Tier: C
DTM: AAA
SPR: –

[Be]
Tier: B
DTM: AA
SPR: =

[Gg]
Tier: A
DTM: AAA
SPR: -

Medics

[Va]
Tier: A
DTM: AAA
SPR: ++

[Rv]
Tier: B
DTM: AAA
SPR: +

[Lz]
Tier: C
DTM: 1A
SPR: –

[Ca]
Tier: B
DTM: AA
SPR: =

[Sl]
Tier: B
DTM: 1A
SPR: -

[Em]
Tier: B
DTM: AA
SPR: =

Supports

[Ha]
Tier: B
DTM: AA
SPR: =

[Tsh]
Tier: C
DTM: AA
SPR: -

[Bu]
Tier: F
DTM: AA
SPR: -

[Cb]
Tier: B
DTM: AA
SPR: =

[Su]
Tier: A
DTM: AA
SPR: +

[Ka]
Tier: C
DTM: 1A
SPR: –

Trappers

[Ma]
Tier: B
DTM: AAA
SPR: +

[Wlm]
Tier: A
DTM: AAA
SPR: ++

[Gr]
Tier: B
DTM: AA
SPR: =

[Ab]
Tier: B
DTM: AA
SPR: =

[Cr]
Tier: B
DTM: AA
SPR: =

[Jk]
Tier: C
DTM: AA
SPR: -

Assaults

[Mk]
Tier: C
DTM: AAA
SPR: =

[Bm]
Tier: C
DTM: AAA
SPR: =

[Hy]
Tier: B
DTM: AAA
SPR: +

[Pr]
Tier: A
DTM: AA
SPR: +

[Tv]
Tier: B
DTM: 1A
SPR: -

[Ln]
Tier: C
DTM: 1A
SPR: –

Changes

[Ek]
:arrow_double_up: :arrow_double_up:


[Gg]
:arrow_double_up: :arrow_up:

[Kr]
:arrow_down:

[Pr]
:arrow_up:

[Su]
:arrow_up:

[Wlm]
:arrow_down:

[Va]
:left_right_arrow:


[Ab]
:arrow_up:

[Be]
:arrow_up:

[Cb]
:arrow_up:

[Ca]
:arrow_up:

[Cr]
:left_right_arrow:

[Em]
:arrow_up:

[Go]
:left_right_arrow:

[Gr]
:left_right_arrow:

[Ha]
:arrow_down:

[Hy]
:arrow_down:

[Ma]
:left_right_arrow:

[Mg]
:arrow_up:

[Rv]
:left_right_arrow:

[Sl]
:arrow_down:

[Tv]
:arrow_down:


[Zm]
:arrow_down:

[Jk]
:arrow_down:

[Ka]
:left_right_arrow:

[Lz]
:left_right_arrow:

[Ln]
:left_right_arrow:

[Mk]
:left_right_arrow:

[Tsh]
:arrow_up:

[Wr]
:left_right_arrow:


[Bu]
:left_right_arrow:

Popular Comps and Strategies

Perhaps the most platform dividing period in Evolve history. On the PC scene, the meta was positively affected; overall monsters got buffs and made the game more balanced. For consoles, monsters were overbuffed, especially Elder Kraken and Gorgon.
No matter the platform, however, these two were viewed as too strong, a long with old faithful, Kraken. Goliath, Behemoth, and Wraith took a back seat, but were viewed as more or less balanced across all platforms.
Sunny, once again, overtook Hank as the leading Support, but defensive supports overall became less useful against the high burst, top tier monsters. Cabot and Kala saw rise in usage. The former paired with Rogue Val, and the latter paired with Lazarus.
Emet and Caira were given some love whilst Slim was toned down.
The trappers were restored to a well balanced class with few exceptions, namely the slightly strong Wasteland Maggie.
The entire assault class were given damage nerfs, but the whole hunter squad adapted. However the Markov Brothers and Lennox lagged a little behind while Parnell’s superior chase game was highly valued.
A common game would include: Val/Sunny/Wasteland Maggie/Parnell vs Elder Kraken.


***Metabase Home Thread***

Metabase Team
Chrono (Leader, Evaluator)
The_Mastermind (Evaluator)


##How the Developers and Community Contributes to the Meta

***Thunderchild Telemetry System*** [***Thunderchild Telemetry System***] (https://talk.turtlerockstudios.com/t/introducing-thunderchild-the-new-telemetry-system-for-evolve/81834)

[Telemetry and Game Balance 8.0] (Telemetry and Game Balance 8.0.0)


***Hunt 2.0 Glicko Ranking System*** [***Dr Glicko or how I learned to stop worrying and love the match maker By ToolBear***] (https://talk.turtlerockstudios.com/t/dr-glicko-or-how-i-learned-to-stop-worrying-and-love-the-match-maker/76615)
***Explanation on the Hunt 2.0/Glicko System as given by @citizenphnix***

I might be able to circle back to this later, but our core system is based on Glicko-2:

http://www.glicko.net/glicko/glicko.pdf8
http://www.glicko.net/glicko/glicko2.pdf3
And the deeper proofs and such: http://www.glicko.net/research/glicko.pdf2

Glicko can be thought of as Elo, with additional parameters to account for uncertainty in skill.

It has an unfortunate side effect though of not being very easy to present to players in a way that feels intuitively correct (especially if you only show the score, and not the rating deviation, you might get, say… a few thousand forum posts about “I won a game but my score did…” or “I lost a game but…”). In terms of the statistics though, it is scary good at being predictive. If Glicko scores are close and the rating deviation low enough, we’ve confirmed that pretty much guarantees a 50/50 a priori matchup.

For Hunt, we use Glicko almost exclusively (with a few simple quality of life considerations, mostly involving region matching).

For Quick Play, we use a weighted average (which also includes Glicko scoring, though independent of ranked) of multiple factors that influence quality of match (latency, role preference, etc.)

There is some secret sauce involved, but there should be less secret sauce later, so at some point in time in time this answer can be more involved. There’s a lot of interesting things to consider about Glicko when it comes to asymmetric gameplay.

One of the big projects is to include adjustments in matchmaking for pre-mades and character class using logit regression. There’s a few infrastructure steps on the way to that though, as well as how to present that in a way that isn’t incredibly confusing/feels unfair and doesn’t require 3 quarters of econometrics to understand.

The key to shoehorning Glicko into an asymmetric game has to do with accounting for the inherent asymmetry in the game board itself. A better example would be a game close to my heart, Go. Go has a known first move advantage for the black player. To compensate for this, the white player is given a bit of points (called Komi) to compensate for the first move advantage of black. (http://senseis.xmp.net/?Komi)

Another example would be something like Starcraft. Starcraft is also an asymmetric game. Each “side” of the board plays differently, depending on what faction you choose.

So, another way to think about it is there are factors that are involved in the “state of the game” and factors that are involved in the skill of the player. Go adjusted this by changing the state of the game to make the game more balanced under “perfect play.” Starcraft, if I could peek behind the curtains, probably uses a mixture of balancing the sides and adjusting ranking to account for these differences. Every game is trying to separate out a measure of player skill from measures of states of the game.

You adjust for this in the model as much as is reasonable by measuring states of the game and their impact on the probability of a match and separating them from the mysterious underlying beast of individual skill. Glicko, by default, will still work with an asymmetric board, it’s just that making adjustments for underlying states of the game will make it better. Those can come from changes to the game (like the Komi rule in Go), or from changes in how we account for changes in the skill of the player (like playing with a pre-made team). You start adding terms that are game specific at that point. You need to measure the difference between Black and White on the Chess board, since that difference stands between you and player skill.

To answer the Hunter question, it’s a very basic aggregation right now and doesn’t account for role selection. Ideally, there is some allocation of “what does this win/loss mean for this individual player’s skill based on their position and performance in the team,” but for the moment hunters share blame/credit equally across a team. It goes back to the “it just works” principle (at least for now), since we can at least see that the system is delivering 50/50 matchups without any complicated allocation stuff. This leads to some increased variance in hunters in general. In house, we tend to think pre-mades vs. solo queue adjustments is going to be the first biggest bang for our buck in improving ranked play placement.

I have no idea if anything I just said made anything clearer at all. =)

Finally, it’s also worth noting that adding Glicko scoring to the game has uncovered a lot about the experience of our game that we wouldn’t have otherwise seen. We take a very holistic approach to balance and game feel here. It’s forums, pro-teams, QA, a variety of personal internal rants and raves, and measuring the game with telemetry. Consider that flipping a coin is a “fair” game with a 50/50 a priori, but it’s a really boring game. A lot of my job since Hunt 2.0 launched (other than confirming that it was working as intended) has been figuring out ways to add Glicko to the ways we measure the game. The idea is that Glicko scores will give us better insight into player experiences at different levels of play, and give us more power to assess how the game is being experienced by different levels of players who participate in different ways. It’s another thing to throw in that lets us refine the experience.



***Community Tournament (Next: 1/30/2016 – Registration Open - 10pm Est)*** #***Community Tournament*** ##***Next Tournament: (Next: 1/30/2016 – Registration Open - 10pm Est)***

##***Current Rewards***

##***Previously Given Rewards***

[Battlefy Link] (http://battlefy.com/turtle-rock-studios)

[Community Tournament Thread] (Evolve Community Tournament 2.0 Final Chance for Prize! (Next: 06/25/16-- Registration Open))


***Quickshot Tournament (Feb 20th on Xbox, Feb 21st on PC. PS4 is TBD)***

#***Quickshot***
##Next Scheduled Stream: Feb 20th on Xbox, Feb 21st on PC. PS4 is TBD.

###***[Quickshot Advanced Rules Document] (https://drive.google.com/file/d/0B1_XRopHCxfmS2NZTDNxXzdfc00/view)***

###***[Quickshot Thread] ([ALL CONSOLES] Quick Shot Tournament)***
###***[Quickshot Twitch] (http://www.twitch.tv/qstourny)***
##Rules Summary
Free Agents will be put into random teams.
Minimum Team Size: 4
Game Mode: Hunt
Map Effects: Fair Weather
Difficulty: Balanced
Fauna-Wildlife: High Population
Round length: 10 minutes
Round Robin: Off
Reinforcement Time: 1 minute
Strikes: 2
Character Perks: On
Mastery Bonus: On
Elite Wildlife: Off
Voice Chat: Open Chat

[Battlefy PC Sign Up] (https://battlefy.com/metabattles/quickshot-pc/56981d3d85cdeb4800a1160f/info)
[Battlefy PS4 Sign Up] (https://battlefy.com/metabattles/ps4-quickshot-1/569a186d1631714b003beb82/info)
[Battlefy XBox Sign Up] (https://battlefy.com/metabattles/xb1/569a140e1013b647008a203f/info)


***TheGentlemen's League (None Scheduled)***

#***TheGentlemen’s League***
##Next Scheduled Stream: None

###[TheGentlemen’s League Thread] (The Gentlemen’s League(PC): Stage 3 vs DTR Friday night (10PM PDT) @ Stealthshampoo’s Twitch)

###[TheGentlemen’s League Website] (http://thegentlemensleague.net/)

###[TheGentlemen’sLeague Twitch Profile] (http://www.twitch.tv/thegentlemensleague/profile)

###[Most Recent Match: TGLS2 - Inspector Cabot vs Exploding Wraiths Open Qualifiers Week #2] (http://www.twitch.tv/thegentlemensleague/v/27000661)



In Works

COMING SOON

Known Bugs / Issues

***8.0*** This is a list of some of the known bugs and issues that have been found, reported, and/or logged. The issue reported link is below, and all sections in ***bold*** are linked to the threads if there is one.

[Bug/Issue Reporter] (https://www.turtlerockstudios.com/community-report/)



Prepare Yourselves..New players incoming!
Customizable Monster Base stats
The New Markov
Remove the edit restriction for older posts
(T-MM) Hank Stat Database
TGL Round of 8 starts tomorrow at 12:00PM PST (9:00PM CET)
Can anyone explain the points system of hunt 2.0 please? why lose so much and win so little?
Numbers of everything
Emet First Looks / Abilities Revealed!
Capacity Equality (Small suggestion update)
Where can I find current numbers on all characters?
Val's "Standing" Heal
None can stand against the might EMET
The Index: Metabase History[Patch 8.1 - Patch 8.1]
The Index: Metabase History[Patch 1.0 - Patch 8.0]
Remove the edit restriction for older posts
#2

Glad you finally made this. :wink:


#3

added some general information above as the information doesn’t change between characters.


#4

I am very certain that it is 20% now.
Also it cant be exactly 1600 HP per monster health bar since Wraith has 6500 at stage 1 and 13500 at stage 3 as far as i know.


#5

So happy that you are making databases for all characters. Thought you weren’t going to and didn’t want to ask and seem ungrateful for what you have done.

All so happy for:


#6

I looked at the patch notes before I posted that and it is 30%. It used to be 35%.

Macman did say at one time that the bars technically scale to the max health. However 1600+/- is actually rather close and they seem to stay around that area.


#7

And I just played a game where it displayed 20%. See it for yourself if you dont believe me.


#8

That’s fine. I got no problems being wrong or misinformed. I’ll change it for 20%.

Got to hate stealth changes.


#9

Yea, I mentioned that I was in one of the database discussions. It just takes time


#10

Assault PS’s have a CD of 30s not 60. Also at least on console (unless it’s a UI typo/bug) megamouth buff is 20% now.


#11

This was updated with Hank’s database. added movement speed value to general monster info. modified monster HP values to “1600-1700” per bar with a note about it scaling.

bucket is now in progress


#12

Are you sure armor is 550 a piece? I’m pretty sure it’s 500.


#13

550 was the last known value i had for it. lol. i used the max armor divided by bars and got around 550. however, thats from a few months back.


#14

Well I just did some maths on behemoth. In the 6. patch? I believe he now has 6000 armor. That’s 12 bars. If it was 550 per bar then it would be 6600 instead.


#15

This should be pinned. Just saiyan


#16

i’ve mentioned it, but i havnt tagged anyone myself. if someone else wants to tag someone to ask go ahead. if a leader crosses by it and considers it pin worthy, that also helps.

ova 9000.

i did mention a problem i would run across here


#17

I find the inability to edit past threads extremely annoying because I have to always update the Meta Index.
Speaking of which…


#18

yea. i figured that was why you did a 2nd one too. lol.

as niaccurshi mentioned, the forums probably weren’t designed with people like us in mind too much xD

you study the meta, i study the numbers behind the meta, White hawk finds discrepancies during a meta shift by verifying patch changes or finding bugs that may affect things. etc…


#19

Updated the General Information section with a new Subsection for Wildlife Perks and any information i knew/could find for now


#20

This info is so useful when designing hunters or monsters (fan created)