Request Error: HTTPSConnectionPool(host=’gamerant.com’, port=443): Max retries exceeded with url: /nintendo-pokemon-palworld-pocketpair-lawsuit-which-patent/ (Caused by ResponseError(‘too many 502 error responses’))

Palworld didn’t just explode because it mashed cute creatures with assault rifles. It detonated because it hit a nerve that runs straight through modern gaming culture: the tension between innovation, homage, and outright imitation. When Nintendo finally made its move against developer Pocketpair, the shockwave wasn’t limited to Pokémon fans—it rattled studios, lawyers, and designers across the entire industry.

From Viral Hit to Legal Flashpoint

Nintendo and The Pokémon Company officially filed a patent infringement lawsuit against Pocketpair in Japan, alleging that Palworld violates multiple patents tied to core gameplay systems. This wasn’t a copyright claim about creature designs or vibes. It was a far more surgical strike aimed directly at mechanics—the invisible rulesets that define how players interact with a game.

That distinction matters. Copyright battles are messy and subjective. Patent cases are cleaner, colder, and potentially far more dangerous, because they can lock down entire types of gameplay if upheld.

The Patents at the Center of the Fight

The patents Nintendo is asserting reportedly stem from systems introduced or refined in Pokémon Legends: Arceus and later filings. These include mechanics around capturing creatures by throwing an item in real time, context-sensitive capture success tied to enemy state, and transitioning captured monsters into active combat or traversal roles.

In Palworld, those systems are everywhere. Players throw Pal Spheres directly at roaming creatures, exploit aggro states and positioning to improve capture odds, then immediately deploy those same Pals for combat, base automation, or as mounts. The loop feels familiar because, at a mechanical level, it is uncomfortably close.

Why This Hit the Industry Like a Crit

The timing is brutal. Palworld launched into early access as one of the biggest survival game success stories in years, pulling massive concurrent player numbers and streaming dominance. Nintendo’s lawsuit reframed that success overnight, turning a viral hit into a legal stress test for how much ownership a publisher can claim over genre-defining mechanics.

Developers are watching closely because this isn’t just about Palworld. If Nintendo successfully enforces these patents, it could chill innovation across monster-collecting games, survival hybrids, and even action RPGs that rely on similar capture-and-deploy loops. When a single company controls not just characters, but the verbs players use, everyone else has to rethink their builds.

Why Players Are Taking Sides So Fast

For fans, this lawsuit taps into long-simmering frustration. Pokémon players have begged Nintendo for bolder evolution, deeper systems, and modern performance. Palworld, janky as it can be, delivered that fantasy with unapologetic edge. Seeing it threatened by legal pressure instead of design competition feels, to many, like a missed opportunity.

At the same time, Nintendo’s defenders argue that patents exist precisely to protect R&D investment. From that angle, Palworld isn’t a scrappy upstart—it’s a game that rolled the dice on how far it could push borrowed mechanics before triggering aggro. Whether that gamble pays off will shape not just Palworld’s future, but the design space of creature-collecting games for years to come.

What Nintendo Is Actually Claiming: Breaking Down the Alleged Pokémon-Related Patents

To understand why Nintendo pulled the legal trigger, you have to strip away the character comparisons and focus on verbs. This lawsuit isn’t about whether a Pal looks like a Pokémon. It’s about whether Palworld is using protected gameplay systems that Nintendo and The Pokémon Company say they legally own.

At its core, Nintendo’s claim is that Palworld doesn’t just feel similar—it allegedly executes the same patented mechanics in nearly identical ways. That distinction matters, especially under Japanese patent law, where systems and processes can be as protected as hardware.

This Isn’t a Copyright Case—It’s a Mechanics Fight

Nintendo isn’t accusing Pocketpair of copying Pikachu or Poké Balls as visual assets. Instead, the lawsuit reportedly centers on multiple Japanese patents tied to how monster capture, deployment, and interaction systems function moment to moment.

That’s why the case has developers nervous. Copyright protects expression. Patents protect implementation. If Nintendo wins here, it’s not about art direction—it’s about what players are allowed to do with creatures once they’re in the world.

The Core Patent: Throwing an Item to Capture a Live Creature

One of the most discussed patents allegedly covers the act of throwing a capture device at a roaming creature in a real-time 3D space. Not a menu selection. Not a turn-based command. A physical projectile that collides with a creature’s hitbox and triggers a capture sequence.

In Palworld, that’s Pal Spheres in a nutshell. Players aim, account for distance and movement, and toss a sphere directly at a living target. That mechanical loop—aim, throw, hit, resolve—is reportedly at the heart of Nintendo’s claim.

Probability-Based Capture Tied to Combat States

Another alleged patent focuses on how capture success is modified by battle conditions. Lower HP, status effects, or weakened states increasing capture odds isn’t just classic Pokémon logic—it’s potentially patented logic.

Palworld mirrors this closely. Players soften Pals in real-time combat, manage aggro, then attempt capture once conditions are favorable. From Nintendo’s perspective, that’s not genre convention—it’s a system they formalized, tested, and locked down years ago.

Immediate Deployment After Capture

Here’s where things get even tighter. Some of the patents reportedly describe a seamless transition from capture to active use. Catch a creature, then immediately deploy it for combat, traversal, or utility without breaking gameplay flow.

That’s Palworld’s entire rhythm. You capture a Pal and seconds later it’s fighting, crafting, or serving as a mount. Nintendo’s argument is that this loop isn’t just familiar—it’s functionally identical to patented systems designed to minimize friction between ownership and action.

Why Riding and Multi-Role Creatures Matter

There’s also discussion around patents covering creatures that shift roles dynamically—combatant, vehicle, tool—based on player input. Pokémon has leaned into this more recently with ride mechanics and traversal abilities baked into creature design.

Palworld goes all-in on this concept. Pals aren’t just party members; they’re motorcycles, gliders, labor units, and turrets. If Nintendo’s patents are broad enough to cover role-switching tied to captured entities, that’s a serious pressure point.

Why Nintendo Chose Patents Instead of “Palworld Looks Like Pokémon”

From a legal standpoint, this is the cleanest play. Visual similarity arguments are subjective and messy. Patent claims are binary: either a system infringes, or it doesn’t.

By focusing on mechanics, Nintendo avoids debates about art style and zeroes in on how Palworld functions under the hood. It’s a strategy aimed less at public opinion and more at courtroom math.

What This Could Force Palworld to Change

If Nintendo’s claims hold, Pocketpair wouldn’t just need to tweak visuals. They could be forced to redesign core loops: how capture works, how probability is calculated, or how quickly Pals transition from wild entities to player-controlled assets.

That kind of change hits harder than a balance patch. It’s like ripping out a combat system mid-early access and rebuilding it while players are still logged in. And for the genre at large, it raises a terrifying question: how many monster games are one patent check away from a hard nerf?

The Core Patent at Issue: Monster Capture, Deployment, and Player Interaction Systems Explained

At the heart of Nintendo’s lawsuit isn’t Palworld’s tone, guns, or edgy meme energy. It’s a set of system-level patents that describe how monsters are captured, immediately deployed, and interact with the player in real time. This is about flow, not flavor—the invisible glue that keeps moment-to-moment gameplay moving without menus, pauses, or friction.

Nintendo’s claim is that Pocketpair didn’t just borrow a genre idea. They allegedly replicated a specific mechanical sequence that Nintendo legally locked down, especially in its more modern Pokémon entries.

The Patent Focus: From Capture Attempt to Active Entity

One of the most cited patent clusters centers on the transition state between a wild creature and a player-controlled asset. In simple terms: you throw something, the capture attempt resolves, and the creature becomes usable almost immediately. No hard cut, no lengthy menu, no break in player control.

Pokémon Legends: Arceus pushed this hard. You could catch a Pokémon and have it battle, gather, or interact with the world seconds later, sometimes without even entering a traditional combat screen. Nintendo patented that seamless handoff—wild entity to owned unit to active participant—as a system.

Palworld mirrors this rhythm almost beat for beat. Capture a Pal, and it can instantly aggro enemies, start mining, or jump into your squad. From a patent perspective, that near-zero latency between ownership and utility is the red flag.

Probability, Input Timing, and Player Agency

Another key area involves how capture probability is calculated and presented to the player. Nintendo’s patents reportedly describe systems where success rates dynamically change based on player input, timing, positioning, and target state. Think weakened targets, status effects, and real-time adjustments rather than static RNG rolls.

Palworld uses a similar logic stack. Damage, status, and positioning all feed into capture success, and the player never fully loses control during the attempt. If Nintendo’s patent language is broad enough, it could argue that Palworld’s capture logic isn’t just inspired—it’s structurally derivative.

This matters because patents don’t care if the math under the hood is different. They care whether the functional outcome and player-facing behavior match.

Deployment as an Extension of Player Input

Where things get especially dangerous for Pocketpair is deployment. Nintendo has patents describing creatures as extensions of player actions—thrown, summoned, mounted, or commanded in real time, often mapped directly to a single input or contextual button press.

Palworld leans hard into this. A Pal isn’t just a party slot; it’s a tool you actively wield. You throw it to initiate combat, assign it to a workstation, or hop on it for traversal without breaking stride. That tight coupling between player input and creature behavior is exactly what Nintendo claims to own.

If the court agrees, it reframes Palworld’s biggest strength as its biggest liability.

Why This Patent Is So Broad—and So Scary

The uncomfortable truth is that these patents don’t describe Pikachu or Poké Balls. They describe systems. Abstract, flexible, genre-defining systems that could apply to almost any modern monster-collecting game trying to feel fluid instead of menu-driven.

That’s why developers are watching this case like a raid boss pull. If Nintendo’s interpretation holds, future games may be forced to reintroduce friction—longer transitions, harder separations between capture and use, or more rigid menus—to avoid infringement.

It’s not just about Palworld surviving intact. It’s about whether the evolution of monster games gets soft-capped by paperwork instead of player expectations.

How Palworld’s Gameplay Mechanics Map Onto Nintendo’s Patent Claims

At the heart of Nintendo’s lawsuit is a simple question with massive implications: does Palworld merely borrow the vibe of Pokémon, or does it recreate patented gameplay systems in a way that crosses a legal line?

Nintendo isn’t arguing that Pocketpair copied characters or art. The focus is on how Palworld functions moment to moment—what the player does, what the creature does, and how tightly those actions are linked. That’s where the patents come into play.

The Capture Loop: From Weakening to Ownership

One of the patents most frequently cited describes a multi-step capture process where a player weakens a creature, applies conditions, and then attempts capture with success influenced by battle state. Crucially, this happens in real time, without fully detaching the player from active control.

Palworld mirrors this loop almost beat for beat. You damage a Pal, apply status effects, manage spacing and aggro, then throw a Pal Sphere while still dodging attacks. There’s no hard transition into a separate capture “mode,” which is exactly the kind of seamless flow Nintendo’s patent language emphasizes.

The math behind the scenes may differ, but legally that’s not the point. From a player-facing perspective, the behavior and outcome feel functionally identical, which is what patent claims tend to care about.

Throwing Creatures as a Primary Interaction

Another key patent centers on the act of throwing a creature to initiate interaction—combat, capture, or world engagement—mapped directly to a player input. This isn’t about animation flair; it’s about treating the creature as an extension of the player’s agency.

Palworld does this constantly. You throw a Pal to start a fight, throw one to assign it to crafting, or throw one to interrupt an enemy’s action. The throw is not cosmetic. It’s a core verb, as fundamental as shooting or dodging.

Nintendo’s claim is that this specific interaction model—throw equals deploy equals control—is protected. If a judge agrees, Palworld’s most intuitive mechanic suddenly looks legally radioactive.

Persistent Control and Real-Time Command Systems

Nintendo’s patents also describe systems where creatures act autonomously but remain under persistent, real-time player influence. Think contextual commands, behavior changes mid-action, and seamless transitions between AI control and direct input.

Palworld leans heavily into this design. You can redirect a Pal during combat, pull it out instantly, or stack commands without pausing the action. There are no turn breaks, no command menus acting as legal firewalls.

This is where the lawsuit gets especially uncomfortable for developers. These systems feel like modern design best practices, but Nintendo is arguing they’re protected inventions, not genre conventions.

Why Structural Similarity Matters More Than Aesthetic Difference

Pocketpair has been careful to visually separate Palworld from Pokémon, but patents don’t care about silhouettes or color palettes. They care about structure—how systems are arranged and how the player interacts with them.

From capture logic to deployment flow to real-time command layers, Palworld’s mechanics line up with the functional descriptions in Nintendo’s filings. Even if each individual element exists elsewhere in games, the specific combination and implementation is what’s under scrutiny.

That’s why this case isn’t just about Palworld. If Nintendo successfully defends these claims, it could redefine what’s legally safe in monster-collecting design, forcing future games to add friction not for fun, but for survival.

Why This Isn’t a Copyright Case: Patents vs. Pokémon ‘Look and Feel’

The biggest misconception around Nintendo vs. Pocketpair is that this is about Palworld “looking like Pokémon.” That argument might play well on social media, but it completely misses the legal reality. This lawsuit isn’t swinging at art direction, creature silhouettes, or vibes. It’s aiming straight at gameplay systems.

Copyright protects expression, not mechanics. You can’t copyright the idea of capturing monsters any more than you can copyright jumping or HP bars. That’s why Nintendo isn’t arguing that Pals resemble Pokémon, but that Palworld uses specific, patented interaction models Pokémon legally owns.

Copyright Can’t Protect Mechanics, But Patents Can

Copyright law covers assets: models, animations, music, dialogue, and narrative framing. If Palworld had reused Pokémon models, animations, or even extremely close visual derivatives, this would be a very different case. But Palworld’s creatures, UI, and world design are distinct enough that a copyright claim would be weak at best.

Patents are the opposite. They protect functional inventions, including how a game system operates under the hood and how the player interacts with it. If a mechanic is novel, specific, and properly filed, it can be legally owned even if it feels like a natural evolution of the genre.

That’s why Nintendo’s filings focus on input flow, state transitions, and control logic rather than Charizard-shaped hitboxes or familiar elemental types.

The Patents Allegedly in Play

While Nintendo hasn’t publicly itemized every claim in plain language, the patents widely associated with this case center on three core systems. The first is the capture-and-deploy loop: aiming and throwing an object that simultaneously initiates capture, spawns a creature, and hands control back to the player in real time.

The second involves seamless switching between exploration, combat, and creature management without menu breaks. These patents describe a system where a player can deploy, recall, or redirect a companion mid-action, preserving momentum and player agency.

The third focuses on persistent control states. Creatures operate autonomously, but the player can override, adjust behavior, or reassign tasks instantly, whether in combat or the overworld. That constant tug-of-war between AI initiative and player command is treated as a protected system, not a genre trope.

Why “Look and Feel” Doesn’t Matter Here

Aesthetic distance is irrelevant in patent law. You can reskin a mechanic a hundred times, but if the underlying logic matches a protected invention, it’s still infringement. This is why Palworld’s guns, darker tone, and industrial survival framing don’t act as legal armor.

From Nintendo’s perspective, Palworld didn’t just borrow inspiration. It implemented a familiar Pokémon-style interaction loop with modernized friction removal. Faster throws, instant redeploys, real-time commands, and zero menu latency make the system feel better to play, but also closer to the patented ideal.

That’s the uncomfortable truth for developers. Good UX can be legally dangerous if it maps too cleanly onto someone else’s protected solution.

The Stakes for Palworld and the Genre

If a court sides with Nintendo, Pocketpair wouldn’t just need to tweak visuals or rename items. They’d have to rework core verbs. Throwing to deploy might need added steps, delays, or menu layers purely to break the patent overlap, even if it hurts pacing.

For Pokémon, a win reinforces Nintendo’s control over the modern monster-collecting blueprint. For everyone else, it sends a warning that some of the genre’s most intuitive systems aren’t free to use, even if players expect them.

This isn’t about creativity versus cloning. It’s about whether foundational interaction models are becoming locked loadouts, and whether future monster games will be designed around fun, or around legal I-frames.

Legal Precedent in Japan and Abroad: How Similar Game Patent Disputes Have Played Out

To understand where the Nintendo versus Pocketpair case could land, you have to look at how courts have treated gameplay patents before. This isn’t new territory, especially in Japan, where publishers have a long history of aggressively defending mechanical systems, not just characters or branding.

What matters most isn’t whether a game feels original, but whether its underlying interaction loop maps cleanly onto an existing protected invention. And history shows that courts are willing to dig deep into that logic.

Japan’s Track Record: Nintendo vs. Colopl and the “White Cat Project” Case

The closest parallel is Nintendo’s lawsuit against Colopl over White Cat Project, a mobile action RPG. Nintendo alleged infringement of multiple patents tied to touchscreen control schemes, including joystick-style movement and action inputs mapped to mobile interfaces.

After years of litigation, Colopl settled in 2021, paying damages and licensing fees. More importantly, it validated Nintendo’s strategy: patents covering how players interact with systems, not just what those systems look like, are enforceable under Japanese law.

That case sent shockwaves through Japan’s mobile and indie scenes. Developers didn’t just reskin controls, they added friction, delays, or alternate inputs specifically to avoid matching patented flows. That same playbook could apply to Palworld’s creature deployment and command systems.

Mechanical Patents Abroad: When “Fun” Becomes a Legal Asset

Outside Japan, publishers have played the same game. Bandai Namco famously held a patent on loading screen minigames, preventing other developers from letting players do anything interactive during loads for years.

Sega’s Crazy Taxi arrow and timed destination mechanics were also patented, forcing competitors to redesign open-world navigation systems. Warner Bros. locked down the Nemesis System from Shadow of Mordor, stopping rivals from using similar evolving enemy hierarchies.

None of these patents protected art or story. They protected player-facing systems. The courts consistently treated those mechanics as inventions, not genre staples, even when players assumed they were fair game.

Why These Rulings Matter for Palworld’s Core Gameplay

Nintendo’s alleged patents around creature deployment, recall, and real-time command authority fit squarely into this precedent. They don’t claim ownership over “monsters” or “collecting,” but over a frictionless loop where a player throws, deploys, redirects, and overrides AI behavior without breaking flow.

Palworld’s biggest strength is how clean that loop feels. Pals are deployed instantly, act autonomously, and can be redirected mid-fight without menus killing momentum. From a patent perspective, that’s not flavor, it’s functionality.

If courts follow prior rulings, similarity at the system level matters more than guns, tone, or survival crafting layered on top.

What Courts Typically Force Developers to Do After a Loss

Historically, losing a mechanics-based patent case doesn’t kill a game outright. It forces redesigns. Systems gain extra steps, cooldowns, or menu layers to break the patented flow.

In Palworld’s case, that could mean delayed throws, reduced mid-combat control, or hard transitions between AI and player authority. Think intentional input lag added not for balance, but for legal spacing.

That kind of redesign doesn’t just affect Palworld. It reshapes what future monster-collecting games are allowed to feel like, especially if Nintendo’s patents are reaffirmed as genre-defining rather than game-specific.

The Broader Signal to Developers and Publishers

These precedents tell developers one thing clearly: elegance can be dangerous. The smoother and more intuitive a system is, the more likely it resembles a patented “ideal” someone else already owns.

For Pokémon, enforcement preserves its mechanical moat. For competitors, it means designing around legal hitboxes instead of player expectations. And for players, it explains why future monster games may feel clunkier on purpose.

This isn’t speculation. It’s how similar cases have already played out, one lawsuit at a time.

What’s at Stake for Pocketpair: Possible Outcomes, Injunctions, and Design Changes

If the previous section explained why Nintendo’s patents matter mechanically, this is where the consequences get real. For Pocketpair, this lawsuit isn’t about vibes or visual similarity. It’s about whether Palworld’s most satisfying systems can legally exist in their current form.

Best-Case Scenario: Patent Narrowing or Non-Infringement

Pocketpair’s cleanest win is a ruling that Nintendo’s patents are either too narrow or not infringed by Palworld’s implementation. That would mean courts see meaningful technical differences in how Pals are deployed, commanded, or recalled, even if the player experience feels similar.

In that outcome, Palworld keeps its real-time control loop intact. No forced redesigns, no added friction, and no precedent that chills future updates. For developers watching closely, this would signal that genre evolution is still possible without stepping on legacy IP landmines.

Middle Ground: Partial Loss and Surgical Redesigns

The most likely outcome, based on similar cases, is not a total win or loss but a partial infringement ruling. Courts could find that specific interactions, like instant mid-combat command overrides or seamless AI-to-player authority switching, fall within patented claims.

That’s where injunctions come into play. Pocketpair could be ordered to modify or disable those mechanics unless redesigned to avoid the patented flow. Think added confirmation steps, brief lockouts after deployment, or reduced command granularity once a Pal is active.

These changes don’t kill Palworld, but they absolutely change its DPS rhythm. Combat becomes more deliberate, less reactive, and less fluid, not because of balance, but because the legal hitbox demands it.

Worst-Case Scenario: Injunctions That Freeze Core Systems

The nightmare outcome is a broad injunction targeting Palworld’s creature control systems as a whole. That could temporarily halt updates or force Pocketpair to disable key mechanics until compliant alternatives are shipped.

Live-service momentum matters. Even short-term system freezes risk player drop-off, fractured metas, and community backlash. In a game built around constant iteration, losing the ability to tweak AI behavior or command responsiveness is like locking a dev out of their own control room.

This is why injunctions, more than damages, are the real pressure point in patent litigation.

What Design Changes Actually Look Like in Practice

When courts force mechanical redesigns, the goal isn’t better gameplay. It’s legal distance. Systems get extra layers purely to break the patented sequence of actions.

For Palworld, that could mean thrown Pals entering a passive state before accepting commands, cooldowns on recall that interrupt combat flow, or hard mode switches between autonomous and directed behavior. Each change adds friction where none existed, like intentional input delay baked into the design.

Players feel this immediately. Muscle memory breaks. Aggro management gets sloppier. What was once instinctive becomes procedural.

The Ripple Effect Beyond Palworld

Whatever happens here won’t stay contained to Pocketpair. If Nintendo’s patents are upheld broadly, every future monster-collecting game will design around them from day one.

That means fewer seamless systems, more menus, and more artificial breaks in flow. Not because designers want them, but because elegance itself becomes legally risky.

For Pokémon, this reinforces its mechanical monopoly. For everyone else, it redraws the map of what’s safe to build. And for players, it explains why the genre’s future may feel slower, clunkier, and less responsive than it should be.

The Bigger Industry Impact: What This Case Could Mean for Future Monster-Collecting Games

Stepping back, this lawsuit isn’t just about Palworld surviving its next update cycle. It’s about whether core interaction loops in monster-collecting games can be owned, segmented, and enforced at the system level.

If Nintendo’s claims around capture-triggered control states and command-based creature behavior hold up, the shockwave hits far beyond Pocketpair. This becomes a genre-defining moment, not a one-off courtroom drama.

A Legal Line Drawn Around the Core Gameplay Loop

At the center of the dispute are patents that allegedly cover a specific sequence: deploying a creature, transitioning it into a controllable combat state, and issuing direct commands through player input. That flow is foundational, not ornamental.

Palworld’s version feels modern because it’s seamless. Throw a Pal, it spawns active, reads aggro, and responds immediately. If that exact chain is protected, future developers can’t replicate it without detours, even if their creatures, worlds, and combat systems are wildly different.

This isn’t about monsters existing. It’s about how players interact with them moment to moment.

Why This Matters for Developers, Not Just Lawyers

Game designers thrive on iteration. Tightening hitboxes, shaving animation frames, reducing input latency. Patents like these flip that process on its head.

Instead of asking what feels best, teams ask what feels legally distant. You end up with extra confirmation steps, state toggles, or forced delays that exist solely to break a patented sequence.

For smaller studios trying to challenge Pokémon’s dominance, that’s brutal. Every workaround costs dev time, QA resources, and player goodwill. The genre becomes harder to enter, not because it’s creatively tapped out, but because the safest designs are the clunkiest ones.

Pokémon’s Position Gets Stronger, Even Without Winning

Nintendo doesn’t need Palworld shut down to win long-term. Even a narrow ruling that validates parts of its patents reinforces Pokémon’s mechanical safe zone.

Game Freak can iterate freely within systems it already owns. Competitors have to tiptoe around those same mechanics, redesigning from scratch or accepting friction as the price of entry.

From a player perspective, this explains a lot. Why alternatives feel menu-heavy. Why commands lack snap. Why creature AI feels over-scripted. It’s not a lack of talent. It’s legal gravity pulling everything toward slower, safer designs.

The Future of the Genre Hinges on This Case

If courts side broadly with Nintendo, future monster-collecting games will look more segmented by design. Expect clearer separations between exploration, deployment, and command phases, even in action-focused titles.

If Pocketpair manages to narrow or invalidate those claims, it sends the opposite message. That mechanical feel, not just visual identity, is fair ground for innovation.

Either way, this case will quietly shape how every monster is thrown, summoned, or commanded for the next decade. So when your next favorite creature game feels a little less responsive, remember this moment. Sometimes the biggest balance changes happen in court, not in patch notes.

Leave a Comment