Stat Revamp 1.3.....Fear is real

Discussion in 'Gotham City (General Gameplay)' started by Nucleus DC, Jan 30, 2017.

  1. Saybro Committed Player

    DPS re the majority because you go through the early stages of the game as such. Why not add a piece to teach you your support role as well, and not the alerts or raids. Missions when you learn to hold aggro, cast pot and recharge and debuff, or heal. Just a suggestion.
  2. Celestial Powers Committed Player

    Really? Because everyone's been preaching about DPS, here I am spouting about healing being radically changed and it is, as far as I can see 6 years of changes and updates are being removed and where ever I try to get insight as to why it gets ignored.

    Here's your 6 years worth of changes:

    Sorcery:

    Bad Karma Healing:

    GU32 -
    • Condemn
      • Added additional tick of damage on cast.
      • Animation time was reduced. Damage was balanced with the new animation time.
      • Healing from the Bad Karma Power Interaction will now work when the enemy is at range.
    • Karmic Backlash
      • Changed to AE damage + knockback.
      • Inflicts Bad Karma, depending on role.
      • Healing from the Bad Karma Power Interaction will now work when the enemy is at range.
    • Weapon of Destiny
      • Ability was changed to be Beneficial, instead of Utility type, allowing it to be activated while abilities flagged as harmful are still animating.
      • Healing from the Bad Karma Power Interaction will now work when the enemy is at range.
    • Life Element
      • Replaced with Summon Shard of Life
    • Soul Siphon
      • PC Test Only: Soul Siphon now applies bad karma.
    https://forums.daybreakgames.com/dc...n-pc-test-game-update-32.180621/#post-2149537

    Stats Matter -
    • Bad Karma no longer has the additional heal/damage proc effects. These were inconsistent and generally small bonuses that were largely ignored in normal gameplay. The damage/healing from these effects have been shifted into the throughput across the powers that originally applied them.
    https://forums.daybreakgames.com/dcuo/index.php?threads/stats-revamp-sorcery.283268/

    Unique Healing Mechanic DELETED - From what I've tested, the healing potential of the abilities on test are even worse after the removal of this.


    Golden Soul Aura:

    Stats Matter-
    • Red Soul Aura and Golden Soul Aura have been removed. These were generally effects that players just passively received for normal play, rather than promoting interesting choices and build variation.
    https://forums.daybreakgames.com/dcuo/index.php?threads/stats-revamp-sorcery.283268/

    Unique Healing Mechanic DELETED - So add the aura to abilities that aren't the priority heal? Everyone will use the priority heal on their load out and that was the main source of it.

    Shared Fate Soul Siphon:

    GU27 -

    Sorcery:
    oThe healing, damage, pull-in, and spreading of Bad Karma effects of Shared Fate are now all applied instantly instead of being delayed up to 1 second. The healing and spreading of Bad Karma will now apply even if a target is KO’d by the damage of Shared Fate

    https://forums.daybreakgames.com/dc...n-pc-test-game-update-27.158277/#post-1802639
    GU32 -
    • PC Test Only: Soul Siphon now applies bad karma.
    • PC TEST ONLY: Soul Siphon will now only grant Golden Soul Aura in Healer role or Red Soul Aura in DPS role and the range has been increased.
    https://forums.daybreakgames.com/dc...n-pc-test-game-update-32.180621/#post-2162191
    https://forums.daybreakgames.com/dc...n-pc-test-game-update-32.180621/#post-2173927

    Stats Matter -

    Ability deleted, no notes provided
    Unique Healing Ability DELETED


    Transmutation:

    GU32 -
    • Changed to point blank area of effect damage and knockback.
    • Consumes Red Soul Aura and detonates enemies for additional damage.
    • In healing role, enemies detonated will heal nearby allies.
    https://forums.daybreakgames.com/dc...n-pc-test-game-update-32.180621/#post-2149537

    Stats Matter -

    Ability significantly changed, no notes provided.

    It now throws a projectile which has the same range as shard had but an extremely lower burst heal with literally no cooldown

    Life Element Shard of Life:

    GU32-
    • Replaced with Summon Shard of Life
    https://forums.daybreakgames.com/dc...n-pc-test-game-update-32.180621/#post-2149537

    Stats Matter -
    • Shard of Life has been replaced with Karmic Suspension, an AoE levitation and Supercharge Generator ability.
    https://forums.daybreakgames.com/dcuo/index.php?threads/stats-revamp-sorcery.283268/

    Unique Healing Ability DELETED

    Offering Ritualistic Word:

    GU34-36 -

    Not in the notes but the healing functionality of offering was replaced by a new power which became a 4 man burst heal with a 4 man HoT and also powered the watcher, most likely in GU34. The HoT portion got removed in stats matter.

    Stats Matter -
    • Offering: now "feeds" all pets (the power return for Watcher was moved here from Ritualistic Word).
    • Ritualistic Word is now a full strength small group heal (due to the above change).
    https://forums.daybreakgames.com/dcuo/index.php?threads/stats-revamp-sorcery.283268/

    Circle of Protection:

    Stats Matter -

    Not in the notes - weaker overall in healing strength and functionality; If you leave the circle you no longer receive the healing.

    Soul Well:

    Stats Matter -

    Not in the notes - Heals from dead enemies removed, healing strength increased but you can only stack two soul wells.

    Boon of Souls:

    Stats Matter -

    Not in the notes - Strength and duration dramatically reduced, lasts for 6s not worth using at all. Home turf mod regenerative shielding is also now worthless as the heal you receive is like 100-200.

    Electricity:

    Electroburst:

    Stats Matter -
    • In Healer Role, now heals yourself and 3 other group members at max healing range
    https://forums.daybreakgames.com/dcuo/index.php?threads/stats-revamp-electricity.282063/

    Unique Healing Ability DELETED - Why couldn't you just create a new ability?

    Arc Lightning:

    GU38 -
    • Electrifies enemies that are hit by the lightning
    • Reduced the power cost
    • Heals the user on cast when in Healer Role
    • The lightning can now arc to/from the caster
    • Chooses group members instead of allies for the first two healing jumps
    https://forums.daybreakgames.com/dc...n-pc-test-game-update-38.207452/#post-2590646

    Electrogenesis:

    GU38 -
    • Reduced the cooldown
    • The DPS and Healing versions now use a shared cooldown
    • The Healing version's aura will now go to the closest group member
    https://forums.daybreakgames.com/dc...n-pc-test-game-update-38.207452/#post-2590646

    Stats Matter -
    • In Healer Role, each aura now heals yourself and 7 other allies from midrange
    https://forums.daybreakgames.com/dcuo/index.php?threads/stats-revamp-1-3-electricity.283799/

    Unique Healing Ability IMPROVED - Debatable however since the healing strength is pathetic as of now

    Bioelectric Surge:

    GU38 -
    • Has a new power interaction that heals any group member that is Bio-Charged
    https://forums.daybreakgames.com/dc...n-pc-test-game-update-38.207452/#post-2590646

    Stats Matter -
    • The Bio-Charge power interaction has been removed
    https://forums.daybreakgames.com/dcuo/index.php?threads/stats-revamp-electricity.282063/

    Unique Healing Mechanic DELETED - This interaction improved healing with electricity so much

    Bio Capacitor:
    • The Bio-Charged heal will now trigger at 45% of your health and will now trigger when your health decreases instead of when you are hit. This is now considered a power interaction.
    • The instant heal has been reduced but now applies to you and 3 group members
    https://forums.daybreakgames.com/dc...n-pc-test-game-update-38.207452/#post-2590646

    Stats Matter:
    • Bio-Capacitor heals you and 7 group members for both heals
    Not in the notes - the cooldown went from 8s to 18s...

    https://forums.daybreakgames.com/dcuo/index.php?threads/stats-revamp-electricity.282063/

    Galvanize:

    GU38 -
    • Reduced the power cost
    https://forums.daybreakgames.com/dc...n-pc-test-game-update-38.207452/#post-2590646

    Stats Matter -
    • Reduced the cooldown and heal over time from 6 seconds to 3 seconds and doubled the initial heal range
    https://forums.daybreakgames.com/dcuo/index.php?threads/stats-revamp-1-3-electricity.283799/

    Unique Healing Ability IMPROVED - Debatable however since the healing strength is pathetic as of now

    Flux:

    GU38 -

    Not in the notes but was changed from a 2 man shield to a 4 man shield

    Stats Matter -

    Not in the notes - Strength and duration dramatically reduced, lasts for 6s not worth using at all. Home turf mod regenerative shielding is also now worthless as the heal you receive is like 100-200.

    ______________


    Whats not mentioned in these notes are the extortionate increased to cooldown which also are negatively affecting healing, the cooldowns set for these abilities on live was near enough perfect.

    Some of the ability changes were also unnecessary and has really hurt the power sets ability to perform, I know complaints must have been read about both healer sets so why is there no comments by the devs to defend these changes? If anything shouldn't they get reverted to the live versions now since you've renounced your intentions for a 2-2-2-2 group make up? We should be improving on the live versions of healing, not reducing the ability for healers to perform which is exactly what these updates have been doing.

    Sorcery and Electric needed help and this update doesn't bring it, I fear for what you'll do to Nature and Celestial since those are the power sets which are the best and do not need changes at all.

    All these updates on test for healing have shown is a reduced requirement of knowing how your power set works as a lot of it seems to oversimplify healing now.
    • Like x 3
  3. MrGT Well-Known Player



    Hi Mepps.

    I am happy with what you guys are trying to do, don't get me wrong. The vision of variety that you guys have is awesome. That is part of your reasons of wanting to change.

    The other part is what you mentioned above. The idea is noble but as many have said AMs are easy. If players are plying this game they have an internet connection. Those who want to get better can youtube, go onto the forum and in game ask league etc. If they can't learn 1234 in the current setup how are they going to learn in the new one where there are 3 play styles proposed. Playstyles that are going to be heavily influenced by how skill points are spent and how many one had (according to Aviar's posts in the stat revamp 1.3 section) So yes now they may just mash buttons together and do ok for a few seconds (maybe all the favourite powers are the heavy hitting high power required ones) but then run out of power and then not be specced into weapons correctly either. They will again fall behind and we are in the same boat gain?

    I'm on the side of wanting you guys to succeed and get this right I'm just not sure if the demographic of some of the players you are aiming for are actually going to get better. They may. I just can't see it now.
  4. toast Well-Known Player

    I do agree with you. However, I was just giving the answer as to why this is allowed to happen. After the consolidation of all marks into MoT, the focus and target audience has been on casual players. Being able to skip Brainiac's ship in the opening, the speed of progression through the story mode, CR advancing gear drops replacing vendor gear, and more. All of these are focused on the casual player so that the casual player, by sacrificing of all else, can win to keep them interested. Skills, mechanics, teamwork... in this game, as it is now, all you need is BURN. Gone are the days of learning the content and abilities. Hell they're even taking away PoT from trolls proving just how much playing with your brain disengaged is encouraged. Whats next, are heals and tanking going to end up being passive as well? The sad thing is they spent years making change after change altering the core of the game several times, instead of just spending a week making tutorials.
  5. coldchilln88 Loyal Player

    there are already a lot of unskilled players who believe they are skilled due to the AMs, at least now they won't be holding you back if they are totally lost on what to do. This isn't about making the top players worse its about brining more variety to gameplay and having your stats be more impactuful.
    • Like x 2
  6. toast Well-Known Player


    The only way to get stats to have more of an impact is to fully abolish cr and progression through gear and go back to progression through EXP, such as the story mode levels. From everything that I have read and seen there is little to no information about what exactly is happening with stats, and quite an abundant amount of information regarding the complete overhaul of every powerset. which is AGAIN completely changing this game into its 5th version.

    this isnt going to bring more variety to game gameplay, at most it may give us the slight possibility of variety in loadouts. however with the way they are upping power consumption, loadout options are almost being forced into being complete burst loadouta. which of course will make it appear that they (players) are not lost on what to do because, with the direction this game is going, now all they will have to do is smash buttons.
  7. Wiccan026 Loyal Player

    The main problem that I have so far with this stats matter event is the fact it took either options away from healing or it took away things that made that healer unique.

    Everything has been such a DPS focus and anytime feedback is provided, it does not seem to be heard... its why I still test but just don't provide feedback anymore.. why waste my time.
    • Like x 1
  8. coldchilln88 Loyal Player

    this is completely erroneous because as you are leveling 1 to 30 your stats are based off of your gear. your stats are always mostly derived from your gear with mods and skill points only making your time completing content easier and more efficient. They have stated numerous times after the revamp the CR will simply be a level, a marker of where you are in the game and nothing else.
  9. WhiteW0lf Devoted Player

    What does Pftt mean?
  10. IamINC Dedicated Player

    Play from the tray , ie: using only a powers based load out.
    • Like x 1
  11. WhiteW0lf Devoted Player

    I have done nearly 10 times another player's damage more times than I can count. Granted, I don't remember CR level, and I don't know their SP. I also don't know if they were properly geared or were in the right role. All I know is they were high enough to be in there with me.

    But regardless, let's say it's only 3 times as much, that's still a massive *** difference. So let's not get too hung up on the number ten huh?
  12. pitbullb3 Devoted Player

    3x as much barely happen. 10x isn't my number, it's a DBG employee and CEO number and it's not true. I doubt any dps can triple someone damage without exploits. This is coming from someone who has a nature dps without any mods
  13. Nucleus DC Well-Known Player


    sad day
    • Like x 1
  14. WhiteW0lf Devoted Player

    I know it's not your number, but you're the one getting hung up on it. And 3 times is not rare. Like not even a little.

    Now I'm not saying I support the changes. I haven't even been on test yet. From what I've read, it actually has me a little concerned. But pretending that there isn't a huge damage discrepancy between someone using an AM, and someone who isn't, will not help.
  15. pitbullb3 Devoted Player

    I'm hung up on in because a DBG CEO and employee is using it and it's not true.
  16. WhiteW0lf Devoted Player

    Several people in this thread, including myself, have told you that it is true. It happens. He didn't say it's common, he said it can happen.

    My point is, even if it never happened, just 3 times the amount would still warrant them looking into it.
  17. pitbullb3 Devoted Player

    Show me video proof, anyone can say anything. Double the amount with same cr dps barely happen without exploits. 10x never happen. 3x the amount rarely happens. Me personally never seen 3x with same cr dps and i run raids on 15 toons.
  18. WhiteW0lf Devoted Player

    I see. So because you yourself have allegedly never experienced it then we are all liars. Good to know. I'll tell you what, the next time I run into this (if I remember), I'll take a couple screenshots for you.