Work In Progress Making Stats Matter: Removing CR Differential

Discussion in 'Concluded' started by Mepps, Feb 22, 2016.

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  1. Mepps Sr. Community Manager

    Hi folks,

    Today we would like to share with you a project we are working on, the removal of Combat Rating Differential and the re-adjusting of player and NPC stats. We are undertaking this project with two main goals:
    1. to provide consistent, meaningful progression Episode to Episode
    2. to make stats, and all the activities in the game that impact stats, matter
    Combat Rating Differential (How We Got Here)

    Last year, as part of our efforts to provide consistent progression, player and NPC stats were adjusted and "flattened." This had the side effect of removing some of that feeling of gaining power, that growth you feel as you progress to higher CR. As a result (based on our internal playtests), we implemented Combat Rating Differential, which most simply made you perform better against enemies below your level and worse against enemies above.

    Together, these changes introduced a few unintended results. Instead of chasing gear and skill points and mods across the breadth of the game, the focus for progression became more limited, primarily on gear that increased your Combat Rating. The increase of a few more points of Restoration here or there was little compared to the increase of moving just one Combat Rating closer to (or further away from) the enemy you were facing. The addition of CR differential also introduced a few irregularities, where gaining Combat Rating made you less powerful towards certain enemies far beneath you.

    We want stats to matter. We want you to want and need skill points and mods. We want your stat-related decisions to be strategic. We want you to chase down every advantage and then we want you to utilize it to the best of your ability, not rely solely on one number.

    Stats Matter (What's Next)

    Moving forward, we will remove Combat Rating differential. Simple enough, right? But doing only that would still leave us with stats that are too flat, without that crucial feeling of becoming stronger as you grow. That needs to matter and feel right, too, so we will also adjust player and NPC stats so that both increase at a greater rate as you progress.

    After these changes, we expect and intend for progression in the game to feel much like it did during Episodes 12-13 (Amazon Fury Part II). We will have more details on exactly how that will work when the changes make their way to test, where they will definitely need significant testing for feel from the community.

    Combat Rating (What It Means)

    What does this mean for Combat Rating? Currently, right now, Combat Rating directly impacts how you perform. Your Combat Rating is compared with your enemies' level, and your effectiveness and theirs is increased or decreased depending on which is higher.

    After this change, Combat Rating will no longer have any impact on how you perform in combat. We will not be comparing your Combat Rating to your enemies' level. Your results will not be increased or decreased based on that comparison. Your potential to perform in combat will be entirely a result of your stats, not the result of your Combat Rating.

    Combat Rating will remain a useful tool for checking in on where you are in the game, like a mile marker on the side of the road. It will note your general whereabouts, how far you have come, how far you have to go, your progress along your road to badassery, and that will be all.


    Of course, we are looking to hear your feedback and address any concerns you have, so please use this thread to ask questions and discuss. Thank you!
    • Like x 101
  2. ChillCat Loyal Player

    SUPER GREAT!
    • Like x 8
  3. Fatal Star 10000 Post Club

    I'm literally crying
    • Like x 15
  4. Black Dawn Steadfast Player

    So excited! Heck yeah!
    • Like x 11
  5. Wiccan026 Loyal Player

    This will hopefully be something we can all agree on as a whole and be one of the things that we cite can help overcome any boundaries we have with one another.

    In short, "yea dev team"
    • Like x 7
  6. Patm82 Well-Known Player

    Quit!! changing things!!
    • Like x 15
  7. Shadowdragon Devoted Player

    Welcome back to crafting!
    [IMG]
    • Like x 15
  8. Delta796th Loyal Player

    So all the Tunso testing is basically null and void?
    Glad we went thru the whole " balancing of powers bit"
    • Like x 7
  9. Superpatriot Dedicated Player

    The only people I can imagine complaining about this are the ones who can't speed feat the Grodd Duo. This is awesome! :)
    • Like x 14
  10. Patm82 Well-Known Player

    they change more than combat we still don't know how this will fit in
    • Like x 2
  11. Superpatriot Dedicated Player

    This shouldn't have any effect on the Tunso testing. Tunso Testing is a testing of the powers at a standard and set perameters. Only now, when you see another power outperforming damage wise it'll mostly mean that that individual took the time to get their skill points and mod their gear.
    • Like x 15
  12. Dark Horus Dedicated Player

    There will always be crying
    • Like x 7
  13. Slade Wilson Devoted Player

    If that is your idea of the announced "progression will change" for this year, I'm sad to inform you that you guys are just gonna go down the same ol' rabbit holes and are not going to fix the key problem gear progression has in itself: an incentive to content skipping or to do "fast runs" through old content just for the feats and the get rid of it even faster. Your game approach does not have longevity for the players currently and will not gain it by going "stats" or SP again. You will also not take care of players not knowing what they are doing at endgame content.

    It's a wasted effort IMO and you could get this done faster if you simply make stat modifications gained from mods and SP percentage based while keeping the base CR scaling, so higher mods perform really better than low level mods and SP do have impact again, without turning combat system and instances that have been fixed for in cases up to 3 months upside down again. Lots of new players got used to the system while lots of the critics have moved on to other games. So on top of not solving the core problems - longevity of content, rush to the top and the resulting unknowing players, rat race in end game content, no real reward from playing instances below the actual episodes once the feats are done and a constant loss of structure while mixing in-game structures and out-of-game-structures further up - you also risk to again alienate a large group of your customers to the point of leaving.

    Well, just my 2c I guess.
    • Like x 20
  14. Mepps Sr. Community Manager

    Not at all. CR differential was applied after everything else, as a consistent plus or minus to everyone. Balance changes will remain.
    • Like x 9
  15. Kid Multiverse Loyal Player

    Amazing!

    How soon will this take effect?
    • Like x 3
  16. Mepps Sr. Community Manager


    It's not. Let's try to stay on topic, though!
    • Like x 9
  17. Harlequin Devoted Player

    Is this the "alternate progression path" alluded to in that awful Greggy stream?

    nvm Answered above.
    • Like x 1
  18. FaLeX Dedicated Player

    [IMG]
    • Like x 5
  19. nawanda Loyal Player

    As someone who has poured so much time into getting great SP, is always fully modded in both roles, and has 8 pieces of elite gear at all times on their main role, even if it comes at the expense of CR in the short term, a big thumbs up from me.
    • Like x 9
  20. Mepps Sr. Community Manager

    That is a great question we do not have an answer for. Based on the feedback from this thread, we expect the meat of the work to begin soon.
    • Like x 8
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