


The reworks on doctrines focused not specifically on balancing the game but removing the "rock paper scissors" element of doctrine choice in games.

It was decided that all doctrines would benefit if they were balanced to be playable in 1v1's against all other doctrines. The made it hard for players to play their favorite doctrines if an opponent simply chose a pure counter.Īfter dozens of surveys to players, long forum discussions, and watching endless replays, the devs decided to make a first "test" changes as a pilot with the iconic armor doctrine vs blitzkrieg doctrine. Additionally, there were clear "rock paper scissors" game strategies where certain doctrines were clear counters to other doctrines. Meanwhile, other doctrines were well rounded and independent, able to put up a good fight but never had the same overwhelming end-game power as other doctrines. Some doctrines were very specialized and required teamwork, but when was well supported became over dominating monsters. The results in the survey found that a key reason why balance was also so difficult was because all the doctrines did not fall under a common design philosophy. About a year and a half ago a survey was released to test a hypothesis on why the balance was always so volatile. For those of you just finding out about these changes and the "beta" now, here's a quick catch up:įor years BK has had a lot of trouble staying balanced between Axis and Allies. Almost a year has passed since we've embarked on a project that would fundamentally change the mod.
