Epic Games Boasts Of Impressive Numbers Since Paragon's Monolith Update Went Live
The new Monolith update for Epic Games' Paragon seems to be bringing in the bodies. In an interview with Polygon, Executive Producer John Wasilczyk dropped several stats indicating the MOBA's greater acceptance among its player base since the update went live on Dec. 6:
(The first five points are from the interview; the last two come to us from Epic Games' PR.)
According to the article writer, post-Monolith matches are "more competitive" and deliver "a lot more nail-biting moments." We've also heard some not-as-shining comments about the update. In particular, match length is still an issue for some players; when you get right down to it, a 7% decrease is only about two minutes off a 30-minute match.
To his credit, Wasilczyk realizes the games still has its shortcomings and admits that there's still "a lot of work ahead." What do you think of the changes to Paragon, and what else should Epic change about the game?
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About the Author
Jason Winter is a veteran gaming journalist, he brings a wide range of experience to MMOBomb, including two years with Beckett Media where he served as the editor of the leading gaming magazine Massive Online Gamer. He has also written professionally for several gaming websites.
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Team up with 2-5 friends...because that's about all the help you're going to get here.
Interestingly, this isn't going to be called "early access" anymore, though.
“Shockwave” introduces a new mode of the same name.
Though not yet complete, it offers a look at what’s to come.
The jungle itself is rather boring as it's almost as open as mid, no longer having the high risk/reward of fighting in narrow corridors that Legacy's jungle provided. The raptor camp is by far the most boring neutral objective in the game as it requires too much effort for a reward that can be acquired in other parts of the map as well as just plain old killing other players. On top of that the way it is distributed is more for practiced teams instead of pick up games as it is divided between whoever gets each last hit instead of giving the entire team a bonus.
The combat changes are alright, I don't mind the faster pace however I felt the slower pace and deciding of whether to continue pursuit or gain distance to get into Travel Mode made Paragon a different from other mobas. I do lament the lack of CDR and disagree with EPIC's assessment that it's a "boring" stat. But it makes sense to remove it as cooldowns in general have come way way down. Before you had to make the choice of either your ability hitting harder or using it more frequently. Now it can be used more frequently leaving you with points to spend to make it hit harder.
I kinda fear EPIC is going down the "LoL/DotA/Smite Killer" route of chasing what other mobas do and attempting to do them "better" instead of focusing on what it brings differently to the table. I'll continue to play because there is some fun to be had though maybe not as much as it was previously. If some day someone actually makes a MechWarrior MOBA I will be all over that.