The curtain has fallen on the Alpha Lab 2 test for 2XKO, offering a treasure trove of feedback and insights for the development team to ponder. With matters to address like the ranked lobbies, Jinx, and the latest fuses, one insight stands out as crucial for future developments: the game’s sluggish pace, particularly at advanced levels.
In an attempt to dial back on overwhelming aggression, the team introduced more defensive maneuvers and shortened combos in 2XKO. These changes have led to matches feeling noticeably extended compared to before. Coupled with the 2v2 tag format operating under a first-to-three rule, you’ll find no shortage of matches wrapping up in timeouts. A rare occurrence isn’t too concerning, but when it becomes frequent, it signals a problem with the game’s pacing.
An illustrative example of this issue in action unfolded during an event organized by Tampa Never Sleeps, a well-known esports event management group specializing in various gaming competitions. They hosted a 2XKO tournament during the Alpha Lab 2 phase, showcasing player skills live on Twitch. The grand finale, featuring a face-off between players Inzem and Wade, spanned around 47 minutes. While this covered two best-of-three matches, it underscores the potential length of competitive play.
So, how did we arrive at this juncture? Reflecting on Alpha Lab 1, the game’s earlier test phase, many newcomers, especially those not well-versed in fighting games, found themselves at a disadvantage. They were often outmatched by players who had a firm grasp of the fundamentals or those who possessed prior fighting game expertise, leading to punishingly long and damaging combos. Riot Games’ 2XKO team responded by bolstering the game’s defensive elements. Notably, they significantly boosted health recovery for champions resting on the sidelines, ensuring that if players could hold their ground for a bit, their secondary champion could regain considerable health, enhancing their comeback prospects.
However, it’s possible that the balancing pendulum has swung too far in the opposite direction. While trying to make the game less daunting was a wise move—nobody wants new players driven away by seasoned fighting game pros—it seems the shift has led to protracted, and perhaps overly drawn-out, battles.
You have to keep in mind that Alpha Lab 2 is precisely what its name suggests: a test. The team, known for being responsive to the growing community’s feedback, is undoubtedly taking these insights into account. With the game set to feature at Evo 2025 later this year, there’s hope for more refinements following feedback from Alpha Lab 2. In my view? Give them some time to fine-tune the game. Although it’s slated for release this year, it’s not out yet, allowing plenty of opportunity for adjustments.
What are your thoughts? We’d love to hear your opinions and suggestions for changes you’d like to see!