Work In Progress Powers and Balance: Introducing Midrange

Discussion in 'Concluded' started by Mepps, Sep 10, 2015.

Thread Status:
Not open for further replies.
  1. Absolix Loyal Player

    Fixed that for you ;).

    The only one I could see changing is Galling Eruption and maybe the ticks on Totem as those are the only ones not full range.
    • Like x 1
  2. Pults Loyal Player

    Have we received any response since the original post? (excluding the one on first page)
  3. Mepps Sr. Community Manager

    Noted. At your request, I will not answer your question.
    • Like x 8
  4. Mepps Sr. Community Manager

    You can use the staff tracker to follow official posts, or read the thread.

    On that note, we're going to lock this up, since most questions have moved on to a level of detail we're not prepared to discuss further.
    • Like x 2
  5. Mepps Sr. Community Manager

    Updated to reflect current progress on status on this initiative:

    • First, address Celestial, followed by Gadgets
      • These powers have not been touched by Phase 1 or 2 balancing yet
    • Second, address ability and combo-based powers one at a time (Fire, Light, Mental, Rage, Munitions, Ice, Quantum)
    • Third, address all weapons to account for midrange
      • This must be completed to properly balance the remaining powers that utilize weapons to supplement their damage potential
    • Fourth, significantly increase damage capability for all powers when in non-Damage roles
    • Fifth, address compound powers one at a time (Earth, Electricity, Nature, and Sorcery)
    • Like x 18
  6. Mepps Sr. Community Manager

    This plan has always been subject to change, and we are making an adjustment now. Step four is being removed/punted to a later date so that we can spend more time on it and so that we can get to step five as soon as possible.

    • First, address Celestial, followed by Gadgets
      • These powers have not been touched by Phase 1 or 2 balancing yet
    • Second, address ability and combo-based powers one at a time (Fire, Light, Mental, Rage, Munitions, Ice, Quantum)
    • Third, address all weapons to account for midrange
      • This must be completed to properly balance the remaining powers that utilize weapons to supplement their damage potential
    • Fourth, significantly increase damage capability for all powers when in non-Damage roles
    • Fifth, address compound powers one at a time (Earth, Electricity, Nature, and Sorcery)
    • Like x 22
Thread Status:
Not open for further replies.