PvE power changes in I13

Quoth Castle (plus preface):

Preface: Issue 13: Power and Responsibility includes a whole host of development. Not only are there significant new features, but there is also ongoing development to the existing game. A big part of the game is the balance of all the Archetypes, their respective power sets and how they compare. Maintaining a level of equity between everything is a continual goal.

For what it’s worth, equity (or parity) is important, but not paramount. It’s a means to an end — having fun.

In this article, NCsoft NorCal Senior Designer Floyd “Castle” Grubb gives us the scoop on some proposed powers changes that will be in testing with Issue 13. Please keep in mind that there is still the entire testing and revision process to go through with these changes. The team is excited to see how these refinements stand up to player feedback, datamining, and the beta process.

Introduction

For Issue 13, we have a rather wide selection of PvE (Player vs. Environment) related powers changes. These changes focus on either Quality of Life concerns or on powers which were not quite in Balance with others. Below is a breakdown of what we are doing, with the aim to provide insight into the thought process behind it.

I’ll note that this seems to be a higher level of explanation than we’ve seen in the past. Hmmmm … I’m worried.

Energy Aura

Let’s start with Energy Aura for Brutes and Stalkers. Energy Aura has had a poor reputation from the start, and while it is “balanced” with the other protective powersets using the original metrics, it has been shown that those metrics did not take certain key factors into consideration – namely Regeneration and Healing effects. Energy Aura lacked any sort of mechanic which could increase the Health or Regeneration Rate of the character, and did it have any active method of restoring Health to the character using these powers. Additionally, the set had more protection holes than others. To address these issues, the following changes are being made:

– Energy Protection: This power gained a 1.25 scale Toxic damage resist attribute for Brutes and a 1.00 scale Toxic damage resist attribute for Stalkers. Energy Aura, being a typed defense set, had no protection against these types of attacks unless they were ‘packaged’ with a lethal attack of some sort.

– Energy Drain: Added a 2 scale self heal to each target affected by this power. Un-slotted, the player will recover 2% of their maximum HP per target affected. This can be enhanced to up to about 4% per target. This change was made to offer the power set some minor healing ability to increase their survivability but not offer an overwhelming heal.

I’m not sure that’s enough to answer the complaints about the power — but it can’t hurt.

Invulnerability

Invulnerability has a few issues, mainly stemming from lack of special resistances and “weak” power choices. Here are the changes that are being made:

– Unyielding: We removed the Defense Debuff from this power. While we still believe it fit thematically, the impact on low level characters was more severe than desired.

– Invincibility: Reduce per target Defense Buff to from scale 0.15 to scale 0.1. The overall result of this and the Unyielding change is, if you have the maximum number of targets in this powers radius, you have the same protection as from Issue 12, but if you have fewer targets, your net defense is higher.

– Resist Physical Damage: Added 25% Defense Debuff Resistance. Increased damage resistance scale from 0.75 to 1.00.

– Tough Hide: Added 25% Defense Debuff Resistance.

– Resist Energies: Added 25% Endurance Debuff Resistance. Increased damage resistance scale from 0.75 to 1.00.

– Resist Elements: Added 20% Movement Slow Resistance. Increased damage resistance scale from 0.75 to 1.00.

Huh. Those actually sound like nice positive tweaks.

Kheldians

Peacebringers and Warshades, as Archetypes, have an interesting history and reputation among players. It seems as if no one is neutral about them — they are either loved or hated. This isn’t much of a surprise; they were always meant to require more player decision making and compromise than the base Archetypes. However, certain technological restrictions combined with the “facts” of high level play ultimately proved that the Kheldians were even harder than originally expected. With Issue 12’s introduction of the Villain Epic Archetypes, we took some time to re-evaluate where the Kheldians were and what we wanted to do with them. Here is what we are planning:

– Cosmic Balance: This power now functions while shapeshifted — Dwarf and Nova forms gain the same benefits as human form.

– Dark Sustenance: This power now functions while shapeshifted — Dwarf and Nova forms gain the same benefits as human form.

– Gleaming Bolt, Glinting Eye, Gleaming Blast, Luminous Detonation, Shadow Bolt, Ebon Eye, Gravimetric Snare, Shadow Blast and Dark Matter Detonation: Increased base Range to 80′. This makes Human form Kheldians ranged capabilities more useful overall. The 80′ range meshes more evenly with other Ranged AT’s capabilities.

– Peacebringer AT Multipliers: increased Human form Melee Damage multiple to 0.85, increased Human form Range Damage multiple to 0.8 and increased Dwarf Form Melee Damage multiple to 1.0.

– Warshade AT Multipliers: increased Human form Melee Damage multiple to 0.85, increased Human form Range Damage multiple to 0.8 and increased Dwarf Form Melee Damage multiple to 1.0.

– Dwarf Form: You may now shift into Dwarf Form even while Held, Slept or Stunned.

I’ve never successfully done much with Kheldians, but this all sounds pretty helpful.

Toggle Powers

One important additional piece of development to mention, that is especially relevant to Kheldians and their toggle powers is: in Issue 13, Toggles are no longer shut off due to Hold, Sleep or Disorient effects. This is a major gameplay change, and it is not restricted to Kheldians, but instead applies to all non-offensive player toggles. As part of changes in Issue 13, when a player is affected by a hold, sleep or stun, any toggle power they are running will continue and will still draw endurance from the character. However, some or all of its effects may be suppressed until such time as the hold, sleep or stun is removed. For example, if you are held while in Black Dwarf form, all of your Damage Resistance values, your recovery bonus and knockback protection are suppressed, while your hold, stun, sleep, immobilize and confuse protections remain in effect. Monitoring your stats with the “Real Numbers” tool is a good way to check which aspects of a toggle are suppressed and which are not.

Huh. That’s net a nice QoL advantage. Sure, endurance loss and some suppression, but no constantly having to re-up your toggles after you’re mezzed? Priceless!

Note that Castle also noted that “If the toggle affects anyone but the caster, it does not get the protection. This is one of the key things I’ll be watching on the training room — I know there are rough spots in it, and want to iron those out before Live.” But he also notes “Toggles that affect self and allies (ie: Leadership, Dispersion Bubble) gain the same protection.”

And also: “If the Hold doesn’t overcome the Fly attribute, you will simply take a nap in mid air.”

War Mace

An ongoing project over the last several issues has been bringing War Mace up to performance par with other powersets. The last set of changes got us close, but still not to where we want to be. Here are the changes:

– Clobber: Reduced Recharge Time to 16 seconds and alter damage scale and endurance costs to match using the standard formula. This means it it now a pretty hard hitting attack, with a damage scale of 2.29 and a base endurance cost of 15.18. Since this is now classified as a Damage power rather than a control power, the base duration of the Stun effect was reduced from scale 10 to scale 5.

– Shatter: Reduced Max Targets Hit from 10 to 5.

– Crowd Control: Increased Max Targets Hit from 5 to 10.

Margie can speak better to this, having run Hildy up to 50. It sounds good.

Misc

There are numerous smaller changes going into Issue 13. While you all will get to see the final product in what makes it into the patch notes, there are a few other changes I want to let you know about.

– Fiery Aura Temperature Protection: Now provides 20% movement reduction protection.

– Dark Melee Midnight Grasp: This power has been rebalanced to provide the majority of it’s damage as a front loaded sum (scale 2.21), followed by a shorter, small damage DOT. Overall damage has increased, as has the amount of damage done on a ‘Critical.’

One of Amorpha’s favorite powers. Sounds more favorite now.

– Energy Melee Barrage: We increased the effectiveness of this power by increasing Damage per Activation. We increased Recharge time from 2 seconds to 6 seconds and change the damage and endurance costs accordingly. The smashing component of the damage is now 2 hits of scale 0.5 damage, and the energy portion is now 2 hits of scale 0.16 damage for a combined scale 1.32 damage.

I’ve used this on a couple of characters, like Eliza Dee.  More damage is good, of course. 

These are the highlights, and there are several other changes which are still in a state of flux (stalkers Claws, for instance.) I hope you all like the changes. We are really looking forward for this all to hit the Training Room so you folks can bang on them and tell us how the changes feel! Your feedback is critical for these and other changes that we make to the game.

So … not much nerfy here in the way of powers changes.

8 thoughts on “PvE power changes in I13”

  1. Looks pretty good, doesn’t it? I don’t agree with lowering Shatter to 5 targets, but everything else is gravy. And yeah, I’ve struggled with Khelds myself. I look forward to seeing if this makes them playable for me. Retoggling after form-switching may still be a problem, however. But maybe they addressed that, too.

  2. Further toggling / PvP news from Castle: http://boards.cityofheroes.com/showthreaded.php?Number=12107267

    However, I will say this: Despite the new code we have, it is still impossible to differentiate the “Casting” portions of the power in PVP/PVE. The “Effects” portions can now be completely separate, however. That means things like Cast Time, Recharge, Endurance Costs, Range, Defense Types, etc. are still linked. However, if we wanted to, Build Up could offer completely different amounts of Buff in PVP as opposed to PVE.
    Toggle suppression is, effectively, part of the ‘Casting’ portion of the power — so it will affect PVP as well as PVE.

  3. Here, break this exclusive on how the day jobs actually work, straight from the beta. Badge collectors are going to be really pissed off — a full month for a single badge, and there’s 29 of them. Three years to get them all.
    ==Day Jobs==
    ===About Day Jobs===
    Day Jobs reward your characters even when they aren’t online. Day Jobs give your character additional badges, temporary powers and benefits when they log back in. They’re also a great way to fill in gaps in a character’s back-story and history. You can earn Day Job benefits by logging in, after logging out for a period of time, at any Day Job location.
    Below is a list of some of the Day Jobs available for heroes:
    Day Job Name / Location to Logout
    City Offical / City Hall (Atlas Park)
    Law Enforcer / Police Station
    Commuter / Train Stations
    Shop Keeper / Store Lobbies
    Intern / Portal Corp Lobbies
    Caregiver / Hospital Lobbies
    Professor / Inside Universities
    Midnighter / Inside Midnighter’s Club
    Banker / Inside a Vault
    Clubber / Pocket D
    Fashion Designer / Tailor Lobbies
    Mortician / Graveyards
    Each Day Job has a benefit associated with it; try out several Day Jobs to find the ones that fit your character. Explore Paragon City to uncover many more Day Jobs and the benefits they grant. You can learn more about Day Jobs by visiting the Day Job Recruiters in Atlas Park and Galaxy City.
    ===Day Jobs Benefits===
    Day Jobs allow players to log out at a specific location, like a hospital or vault, and when they return to play they will gain a benefit of some kind. All of the benefits, other than badges and accolades, are temporary or have a finite amount of uses. However, logging out in the same area again will replenish the timer or number of uses left on a power. Most benefits take 10 days of logged out time to reach the maximum benefit from the rewards granted from Day Jobs. However, obtaining badges and accolades can not only improve the rate at which you gain additional time on your Day Job powers, but they can also increase the potency of them!
    ===Day Jobs Badges===
    If a character is logged out (consecutively or non-consecutively) for a total of 30 days they will earn the badge associated with that Day Job. This will increase the rate at which the player gains the maximum number of uses, achieves maximum duration of the power, or it will increase the potency of the reward granted on the temporary powers awarded by Day Jobs.
    ===Day Job Accolades===
    An Accolade is obtained by earning two Day Job badges that work in conjunction with one another. There are a large number of Day Job accolades to unlock which grant additional bonuses on top of those normally granted by your Day Jobs. These Accolades grant a character powers, which they can earn additional charges or usage time for, by logging off in either of the areas associated with the Accolade.
    Below is a list of some, but not all, of the Day Job Accolades:
    Accolade Name / Day Job #1 / Day Job #2
    Police Chief / Law Enforcer / City Official
    Security Chief / Law Enforcer / Banker
    Scientist / Professor / Intern
    Physician / Professor / Caregiver
    Alchemist / Caregiver / Midnighter
    Once your character obtains a Day Job badge, check your list of Accolades for hints on what Day Jobs to earn next to earn your accolade.
    ===On Patrol===
    A character is considered to be On Patrol when they log out. The character will earn 1 bar of double experience (when defeating enemies) for every 24 hours they are logged out. A player can earn up to 10 bars of double experience this way. Double experience is shown as a blue portion of your experience bar. One thing to note is that if a player has any experience debt, the debt will be removed first before any double experience is applied.
    If your character has a number of bars of double experience that exceeds the number of experience bars you need to level up, then this double experience will carry over to the next security/threat level.

  4. And here’s the list of all the jobs:
    Day Job: Arachnos Agent: an XP bonus upon mission completion for a short time.
    Day Job: Duelist: an Endurance buff for a short time.
    Day Job: Auctioneer: the ability to teleport to the Wentworth’s for a short time.
    Day Job: Marketeer: the ability to teleport to the Black Market for a short time.
    Day Job: Cimeroran: a Damage Resistance bonus for a short time.
    Day Job: City Official: Influence bonus upon mission completion for a short time.
    Day Job: Crey Employee: Inspiration bonus upon mission completion for a short time.
    Day Job: Smuggler: Enhancement bonus upon mission completion for a short time.
    Day Job: Shop Keeper: Enhancement bonus upon mission completion for a short time.
    Day Job: Grave Digger (Hero) or Grave Robber (Villain): XP Debt Protection for a short time.
    Day Job: Pilot: a travel speed bonus for a short time.
    Day Job: Caregiver (Hero) or Pain Specialist (Villain): a regeneration bonus for a short time.
    Day Job: Demagogue: a Infamy bonus, upon completion of a mission, for a short time.
    Day Job: Midnighter: an Arcane Salvage, upon completion of a mission, for a short time.
    Day Job: On Patrol: a period of double XP.
    Day Job: Banker: a Influence bonus, upon completion of a mission, for a short time.
    Day Job: Thief: a Infamy bonus, upon completion of a mission, for a short time.
    Day Job: Mender: a Recipe bonus, upon completion of a mission, for a short time.
    Day Job: Clubber: an out of combat recovery bonus for a short time.
    Day Job: Law Enforcement: an XP Bonus, upon mission completion, for a short time.
    Day Job: Intern: a Large Inspiration, upon mission completion, for a short time.
    Day Job: Griefer: a recharge bonus for a short time.
    Day Job: Dimensional Explorer: a Jetpack power for a short time.
    Day Job: Monitor Duty: a Prestige bonus, upon mission completion, for a short time.
    Day Job: Clothes Horse: a discount on tailor costs for a short time.
    Day Job: Commuter: a travel speed bonus for a short time.
    Day Job: Scholar: a random piece of Tech Salvage, upon mission completion, for a short time.
    Day Job: Vanguard Recruit: a Vanguard Merit, upon mission completion, for a short time.
    Day Job: Architect: a ticket upon completion of a Mission Architect mission, for a short time.

  5. Wow. That’s got some pretty spiffy aspects to it. The On Patrol bit, if nothing else, works just like some other MMOs handle being offline for a while.
    I think people — if they don’t get all crazy-obsessive about where they *have* to park their character — will like this.
    Hmmmm .. my folks are usually parked at Wentworths. Wonder if that creates the “Auctioneer” profession.

  6. Just played the “Rikti Invasion” style Haloween events yesterday/
    Rather more fun than I thought it would be..

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