diff --git a/The-Future-of-Tower-Rush%3A-Updates-and-Balance-Changes.md b/The-Future-of-Tower-Rush%3A-Updates-and-Balance-Changes.md new file mode 100644 index 0000000..d04ac1f --- /dev/null +++ b/The-Future-of-Tower-Rush%3A-Updates-and-Balance-Changes.md @@ -0,0 +1,15 @@ +
Unlike physical board games or older console titles, these live-service games exist in a constant, perpetual state of evolution and refinement.
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This article explores the philosophy behind balance changes, the introduction of new mechanics, and what the future holds for the genre.
+Balancing the Arena +
If a card is being used in 40% of all top-ladder decks and has a 58% win rate, it is mathematically overpowered and will receive a 'Nerf' (a reduction in stats, like lower hitpoints or slower attack speed).
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The developers must be incredibly careful, as a tiny 4% damage reduction on a single spell can completely destroy an entire deck archetype.
+A card with a high use rate but a 50% win rate is simply popular, not overpowered.If your main deck gets heavily nerfed, do not panic and change decks immediately.Read developer blogs. +Evolving the Gameplay +
To keep the game fresh and generate revenue, developers consistently introduce brand new cards with entirely unique mechanics.
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As a player, your job is to quickly identify the weakness of the new card before the general player base does, allowing you to easily counter the inevitable influx of people testing it.
+The SystemHistorical ImpactIntroduction of 'Champion' AbilitiesAdded a massive layer of micro-management; players now had to time active abilities during combat rather than just placing unitsIntroduction of 'Evolution' MechanicsAllowed classic cards to gain massive power spikes after being cycled a certain number of times, heavily favoring fast cycle decks +A Living Game +
The greatest players are not those who master one deck forever, but those who can master any deck the developers make viable.
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Evolve or be destroyed.
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