The Stats Revamp! It’s an exciting time everyone! The stats revamp will be hitting the test server today with changes to all player stats, updates for the first three power sets (Ice, Electricity, and Mental), and initial balance adjustments for NPCs. I wanted to take a moment or two and discuss with you some of the changes and reasons why we made those changes. Philosophy We made a significant number of changes with the stats revamp. For each change we made, we kept the following goals and ideals in mind. Build a FoundationOne of the primary reasons for the revamp is to make sure we open up design space for DCUO to be able to grow in. There are many systems we want to create and this will provide the foundation to build on.With the new updates to our systems we will be able to grow them to even cooler and more interesting heights than before. We have essentially stubbed in areas for new builds, new item types, new abilities, etc. We have created room to grow for far into the future. After Stats Matter hits live, look for these sorts of new additions in the content updates afterwards.Cut Out ConfusionWe took this opportunity to remove confusion whenever possible. Our main goal here was to take out things that didn't work together, were organized in a confusing or misleading way, or were pushing us in the wrong direction. I won't go into it too much, but we removed a lot of things.Simplify, Simplify, Complexify!We want DCUO to have contrasting simple and complex elements. In order to do so we need to make sure most components (abilities, skills, combos, etc) are simple enough to understand alone. We feel that using these elements together is what creates complexity. That doesn’t mean we are dumbing anything down. We are actually making the puzzle easier to understand, but harder to complete.Creating Meaningful ChoicesThis is one of my favorite ideals. We made many changes that allow for you to make choices between two or more good options. We also wanted to make sure that we could add more choices in the future. In order for this to be the case we had to make sure that we didn’t force your hand in making character choices. We loosened many restrictions to make this happen. We believe that the strides we made here will make DCUO more intellectually interesting and create an environment that will be more stimulating for a longer period of time. Changes! Now that I have regaled you all on what we were shooting for, let me tell you what we have actually changed. The short answer is: nearly everything. We made sure to stay within the confines of what makes DCUO unique and interesting, but within those confines we adjusted quite a bit. Here are the areas we worked on and changes you can expect to see. Usability UpdatesAs I mentioned before we did a lot of updates to simplify and clarify mechanics. This usually results in usability upgrades. Hooray! This is a list of systems that got usability upgrades:Power TreesPower trees have been removed and replaced with new UI. As you level up you get new powers for free and will have the option to use any of the powers from your pool. We have also added some usability upgrades here featuring notifications on Dodge, Block, Breakout, and role buffs. Everything in your Powers UI will be sorted by level.Skill PointsSkill points have received numerous upgrades and are now completely awesome. We consolidated all skill points that grant stats into one tree that no longer requires you to spend points into weapons to unlock. As you spend points into a particular stat, the bonus you get per point increases. This means the more you spend into a stat, the more you get! Furthermore, you can choose whatever stats you want with very few prerequisites.A couple of other things to note regarding skill points… We have reorganized weapon trees and added tooltips that show scaling amounts for stats.Ability TooltipsWe went through every ability tooltip and simplified them in an effort to make them more understandable. We also included some new ability tags (they look like [this]) to clarify the intent of the ability.Supercharge UpdateThe supercharge update is definitely the foundation of the system. We made some large adjustments, but there are more adjustments here to be done in the future.The supercharge update allows you to gain supercharge much more quickly. In fact, every ability you use now generates some amount of supercharge, getting you ready to use your preferred supercharge much more quickly than before. If you prefer to use your supercharges even more quickly, use the supercharge generator power that each power set has access to. There might even be some mods out there to help even more.We adjusted these to make sure that supercharges felt good and felt like at least one should be included in each load out.Power (Regen) UpdateThe main focus of this update is to put the power in your hands (pun intended). Regenerating power is more active than it has been before. But with great power comes great responsibility. This means you will have to take an active part in managing your power. You will need to consider power consumption when you choose your load out, items, content you are playing, skill points, etc. You will also need to consult your local controller or two while in a group.We had to tread carefully when making changes to power because we know it is so integral to the controller’s identity. Our aim is to make controllers communicate with each other and the people in their raid for keeping power maintained.One of the ways we made power regeneration more active is by adding a % based power heal to each weapon attack. This means that as you attack with a weapon, your power will be healed a small amount based on the attack duration. As your power pool grows, so does each individual heal. These heals are not influenced by Vitalization. If you run out of power, take a break from using tray abilities and start weapon attacking. We also gave each player a self power heal over time, in case you opt to make a tray casting build. The power heal from this is also a percentage of your max power pool, and does not benefit from Vitalization. If you’re a non-Controller and enjoy using expensive tray abilities, you’ll want to invest heavily in power so you can cast your abilities more often.I want to note that this will feel dramatically different than what is on live. We would really like feedback in this area.Ability StandardizationThis part is great. Remember when I mentioned that we were defining the foundation? This is a big part of it. During this process we categorized abilities by cost, cool down, cast time, throughput (damage, healing, etc) and AE size. Anything that didn’t fit into a category got changed. There were lots of abilities that didn’t fit and so we adjusted them.You might be saying to yourself, “Self, this is ability homogenization!”. But we promise it isn’t. We have to set up the standards so that when you cast an ability you generally know what to expect. With that in mind we broke the rules all over the place so that each power set has unique and fun abilities.One of the things that we wanted to do while going through abilities was to minimize what role changing would do to an individual ability and instead let your stats determine that. In general we removed role changes to abilities, however there are some cases where we felt it was appropriate.The last thing we did was change power interactions. There are no longer abilities that add power interactions and exploit them. While we reserve the right to do this in the future, most abilities now will either add or exploit power interactions.NPC Stats UpdateStats for NPCs have been completely rebalanced across the board for smoother progression and combat that feels better. NPCs will generally take longer to knock out, especially at higher levels, so fights will start off pretty easy and progress to more dangerous as you also progress in strength. This means groups will need to work together and master content mechanics, not just hope for an overpowered burn to carry them through.With this rebalance, we are looking to avoid one-shots almost entirely. If you are in content and notice one-shots remain, please report it (and any other NPC stat feedback) in the appropriate content feedback thread.Combo CounterIn our last and most exciting change… the combo counter now triggers off of every ability and attack. Yes! It also no longer has any impact on power generation. Quick Start Guide This is your place for finding out how to jump in and get started on test. Here it goes! Create a new Ice, Electricity, or Mental character Be sure to create your costume using the “Custom” option because the “Inspired By” options mostly do not have power sets associated with them Play content and let us know what you think Pointers for setting up your load outs: If you are using tray abilities, be sure to have your “Self Power Heal” ability in your load out Be sure to spend as many skill points as you can. If you are a controller, be sure to have your two power heals on your tray Note that your group power HoT only lasts 6 seconds now (in order to keep it up full time you will need to have two controllers) If you want to attack primarily with weapons you should make sure your weapon buff is on your tray Feedback I hope that's given you some insight into the changes and philosophy behind the stats revamp, at least enough to sink your teeth into and get started testing. Please use this thread for feedback related to the overall changes addressed here, and please visit the more specific threads from the rest of the team for more specific feedback. Now, onto the revamp!