Ok, thanks for the info. Can you give an example of what you mean by affecting in a negative way?
Thanks.
Hi!
This is a bit of an abstract and complicated matter, but I'll try to explain it with an example:
Let's suppose we want to balance a mission with an arena-like level design, like both Kuzmann or Uras Beherit boss fights. Imagine these maps are too easy and have a really low pace, so we increase the spawn rate of the AI enemies. When we check these missions state again, we confirm that, indeed, winrate has been reduced, but the duration and the amount of survive phases in these missions have suffered a great increment.
Why?
Because in this concrete case, these kind of circular maps don't have a beginning nor an end, so you can - almost - run forever. If we make more iterations, we'll realize that the decompensation between winrate and duration is bigger every time, which would translate in a lack of resolution for us to balance these matches.
With this new "Sudden Death", we've put all the missions under the same roof, which removes these kind of map-dependences and gives us more flexibility to balance the game.
As I said, this is just an example, but I wish it helps to better understand our decision. By the way, thank you for your feedback!