The Alpha Lab 2 test for 2XKO is over, leaving plenty of feedback and data for the development team to mull over. They’ll be lessons learned regarding the ranked lobbies, Jinx of course, and the two new fuses. But there’s been one takeaway from the test that seems especially important going forward: the game seems very slow, especially at a high level.
Following changes made to 2XKO’s gameplay to make overwhelming agression a little less strong, courtesy of more defensive options as well as shorter combo length, matches of 2XKO absolutely felt longer than they were previously. This, on top of a 2v2 tag game with a default first-to-three format, has led to ample examples of matches ending in timeouts. One every now and again isn’t too big a deal, but too many? You’ve got a pacing problem.
Perhaps one of the most extreme examples of this in play comes from Tampa Never Sleeps, an esports event management company which runs various tournaments for all manner of games. TNS ran a 2XKO tournament during Alpha Lab 2 where players could show off their skills live on Twitch. The grand finales of this tournament, a set between players Inzem and Wade, lasted roughly 47 minutes. Now, that’s two best-of-three matches back-to-back, but still an indicator of how long these games can go especially at a competitive level.
How did we get here? Well, during the Alpha Lab 1 test, a common experience (especially among those unfamilar with fighting games) was one of struggle. Facing off against those with better fundamental knowledge or pre-existing skills in the genre, and getting wiped out by long, highly damaging combos. In response, the 2XKO team at Riot Games opted to counteract with defensive additions. For example, health recovery on champions on the bench was increased rather drastically. The idea was that, if you can hold your own for a while, you second champion can recover substantial health allowing for a better chance of a comeback.
However, it seems as though the pendulum of video game balance may have swung too far in the opposite direction. I would say that the idea of making things less overwhelming was the right call, no one wants new players to get dunked on by some FGC veteran and uninstall the game, but as it stands with Alpha Lab 2, swift defeats have been swapped out for lengthy – dare I say tiresome – matches.
It’s worth noting that Alpha Lab 2 is, well, a test! This feedback will have been seen by the team, a team that has proven its worth in terms of responding to concerns raised by its early community. With the game set to show up at Evo 2025 later this year, maybe we’ll get a peak at further adjustments following Alpha Lab 2. My opinion? Let them cook a little. The game may be due to come out this year, but it’s not here yet, which means there’s ample time to tweak things a little.
What do you think? Let us know below, as well as what changes you’d like to see!