Hrm.
Okay, I support the goals of (a) diversitying what paths folks take in developing their powers, and (b) how different folks tune up their powers to do different things. So I’ve long been vaguely sorry that too many builds end up looking very similar, and that though many powers are open to a variety of enhancements, the enhancements actually taken by most folks tend to be fairly limited.
The answer to this would seem to be to increase the number of powers and increase what different, less-used enhancements do in order to make them more valuable.
The Devs, it seems, have a different idea: Enhancement Diversification. Which sounds like the right name, but is more of an “affirmative action” than a reduction of barriers to taking a variety of enhancements.
This is a new system being implemented into City of Villains and City of Heroes (when City of Villains launches) to promote the use of more different types of Enhancements in powers. Using a system of diminishing returns, when slotting the same type of Enhancement into a power, you will begin to see less effect of that Enhancement when the bonus reaches a certain threshold. The effectiveness of Enhancements you are slotting in can now be seen in the Enhancement Slotting screen.
What does this mean? Simply, if you are slotting Enhancements and your bonus to a single attribute reaches 70% through Enhancements, you will begin to see a drop in the amount each Enhancement should be giving you. If you exceed 100% bonus, then the drop will be more severe. We have added to the Enhancement Slotting screen a display of how much bonus you are getting from your Enhancements. When you are adding in Enhancements that will be reduced in effectiveness you will be able to tell.
Note that this only affects Enhancements of the same bonus. So you can have a Damage bonus of 66.66%, and an Accuracy bonus of 66.66% (from 2 SO Damage and 2 SO Accuracy Enhancements) and you will not be affected in any way. Adding in another SO Damage Enhancement will not give you a 99% bonus, but a 94% bonus, because the damage bonus now exceeds 70%.
A good rule of thumb is “2 Single Origins Enhancements = No Reduction. 3 SO’s = Slight Reduction. 4 SO’s = Moderate Reduction. 5 or 6 SO’s = Major Reduction”
Maxing DOs will give you 95% increase (rather than 100%) for 6 DOs.
So an initial read of this makes it sound like the “Perma-Hasten” of 6 SOs to Hasten … will no longer be possible? Or “Perma-DullPain”? And, of couse, it’s nice that I’ll be encouraged to use those extra slots on Stamina to improve my other powers, but it’s a shame that I’ll run short of breath sooner.
Unless, of course, base effectiveness of all these powers is increased. Of which there’s no word, but that would certainly make this feel better (i.e., less room for improvement, but a higher foundation to build on).
Apparently all internal QA and playtesting has been using this system since 3/2005, so they’re pretty convinced that this is nothing “new.” Which may explain why some of the complained-of I4/I5 changes were not seen the same way by them as by “us.”
Will a new free respec be given for this? Given that it may encourage folks to seriously want to redo either their powers or, more likely, their slotting …
There will be a modification to the Enhancement screen that shows the percentage effectiveness being attained at any given level, so folks will get a better feel for this. (Note that this seems to be an exception, albeit a critical one, to the Devs resistance of making this “City of Numbers.”). And, to that end:
Schedule A Enhancements (33.33%, 16.66%, 8.35%) are:
Accuracy, Confuse, Damage, Defense DeBuff, Drain Endurance, Endurance Discount, Fear, Fly, Heal, Hold, Immobilize, Intangible, Jump, Recharge, Recovery, Run, Sleep, Snare, Stun, Taunt, To Hit Debuff
These bonus types start to see reduction when the bonus is 70% or more, and a severe reduction at 100% bonus or greater.
Schedule B Enhancements (20%, 10%, 5%) are:
Range, Defense Buff, Resist Damage, To Hit Buff
These bonus types start to see reduction when the bonus is 40% or more, and a severe reduction at 60% bonus or greater.
Schedule C Enhancements (40%, 20%, 10%) are:
Interrupt
This bonus type starts to see reduction when the bonus is 80% or more, and a severe reduction at 120% bonus or greater.
Schedule D Enhancements (60%, 30%, 15%) are:
Knockback
This bonus type starts to see reduction when the bonus is 120% or more, and a severe reduction at 180% bonus or greater
I don’t necessarily think this is a bad idea per se — the goal (more diverse heroes) is a good one. But the means — restricting (effectively) what you can do with your hero, as well as reducing the overall value of enhancements (“nerfing”) — strikes me as … not productive. As someone noted, this sort of diversity is possible today, it’s just not incented. So what you should be doing is incenting this, as opposed to disincenting the opposite. The ends may work out the same, but the feel turns out very different, nefty badness aside.