The Stats Revamp: Status Update Hello! Stats Revamp 1.5 time! Here's an update on where the overall revamp is at in the development process, and then after that, a look at what's going onto the test server today. Before moving on to further adjustments to the big-picture systems and concepts that are still under review, we want to get all powers in a revamped state on the test server, so that we have all perspectives weighing in. Today we are releasing Quantum, Celestial, and Earth. Next, we will finish up with Munitions and Fire. Our focus in the short term is in getting these remaining five powers to the same state as the previous nine. Next, our focus will be to take a step back and look at the larger topics and feedback about the revamp overall, make adjustments, and address all powers. Finally, after that, we expect to have a period of time to refine and polish the revamp as a whole, including fine-tuning content across the game. Your feedback will be essential for us as we move through each of these steps. We will use a variety of forum threads and surveys to gather and respond to it. At this time, this thread will remain open for general discussion, which we will continue to review as we look ahead to the next steps. Our immediate focus will be on your feedback in the powerset specific threads for quantum, earth, and celestial. Below are our overall goals and initiatives, coupled with their status as of today. Stats Revamp Cheat Sheet Green = on track and in good shape. Yellow = our current and immediate focus. Orange = to be addressed later in the revamp. On Track: Remove Combat Rating Differential - check! Adjust where player stats come from and smooth progression - check! Adjust NPC stats - check! Revamp skill tress/skill points - check! Remove Advanced Mechanics and Weapon Mastery bonus damage - check! Remove Power Points - check! Ongoing and Under Review: Revamp the final two powersets to work in the stats revamp Balance powersets post-AM/WM Balance and adjust roles to account for new stat numbers Balance playstyles (PftT, Hybrid, Weapon) Adjust ability cooldowns (for balance and combat pace) Adjust ability power costs (for balance and combat pace) Make Power -the stat- important (adjust stat points, controller PoT changes, passive power regen, weapon power regen) Address content bugs and adjust specific content as needed for difficulty Address powerset-specific bugs Make Crowd Control more impactful (used less often, strategically, to greater effect) Enhance supercharges and supercharge builders Stats Revamp In More Detail You will have noticed that some of the bullet points or topics above are new in this post, some are broken out and expanded, and some are crossed out. Here's why. Balance powersets post-AM/WM Balance and adjust roles to account for new stat numbers Balance playstyles (PftT, Hybrid, Weapon) Adjust ability cooldowns (for balance and combat pace) Adjust ability power costs (for balance and combat pace) These are all ongoing processes. We know that we still have a few outlying abilities and outlying powersets, but also know we're very close and much closer than when we started. Further adjustments and refinements to already-revamped powers will come after we have all powersets on the test server. Make Power -the stat- important (adjust stat points, controller PoT changes, passive power regen, weapon power regen) Power (again, the stat) is has been part of our vision in making stats matter in the stats revamp. Actually doing so has been rather complicated, incorporating changes to skill points themselves, controller PoT, how passive and how weapon power regeneration works. All of the above is still under review and will be addressed after all powersets are on the test server. Address content bugs and adjust specific content as needed for difficulty Address powerset-specific bugs Bug-fixing is an ongoing effort, and one that will continue until we are wrapped on the revamp. In regard to content specifically, we expect to move onto content comprehensively with the assistance of the content design team towards the end of the revamp. Make Crowd Control more impactful (used less often, strategically, to greater effect) We focused crowd control onto fewer abilities. We decreased the duration of crowd control, since abilities never actually reached the set durations anyway (due to breakouts). We adjusted breakout profiles on all NPCs to create more standard CC times and impact. An initial goal of the revamp was to make crowd control more of a choice and less spammy, so that when it happened, you meant to do it. In doing so, we made changes in the three major buckets above. Based on feedback, the first change is still under review, especially for controllers. The second change is effectively no different from live, due to how NPCs break out, so we have left it for clarity and standardization. The third change was received negatively, and has been undone entirely minus a few bug fixes. This will make it feel the same in the revamp as it does on live when you CC something. Enhance supercharges and supercharge builders An initial goal in the revamp was to fundamentally make supercharge usage and building supercharge more rewarding and more impactful. While we wanted to go further than we have, the player response and enthusiasm going in this direction was mixed. In light of that, we do not plan to further extend their usage now, and will move on to other initiatives. Quantum, Earth, Celestial, Iconics, and Weapons Today's test server update primarily adds the revamped powersets of Quantum, Earth, and Celestial. Additionally, we have updated and re-enabled iconic powers and further adjusted weapon abilities. For more information on these topics, please see their specific threads. Quantum Earth Celestial Thank you for testing!