Hello again! Welcome to the Stats Revamp 1.1, now available for testing on the public test server. Your feedback in testing the first-playable version of the revamp was very useful, and we want to thank everyone who participated again. A lot of the feedback to the overall goals was positive, but we had some clear misses in the details of how we got there. In this version of the revamp, we have focused on addressing those details, merging your feedback and our testing experiences together, and then figuring out how we could account for this feedback while still working towards our goals. (In this case, the goals we're working towards haven't changed. We are just working on how we get there.) We have not yet added additional powersets in this update, so only Ice, Mental, and Electricity are testable, and your revamp testing characters are back right where you left them so you can directly see how the changes impact you. We focused on a couple of key areas: Ability Cool Downs Power Regeneration The Controller Role General Balance Ability Cool Downs Cool downs are a powerful tool that we use to address pacing, power cost, effectiveness, and many other things as related to how combat works at a fundamental level. In the first-playable version of the revamp, we increased cool downs so that we could increase the effectiveness of each individual ability, as well as increase the time between crowd control abilities (again, so that we could make those not get broken out of or resisted as often). The idea here is to produce consistency for you guys, so you know what to expect when you use an ability. In this second version of the revamp, based on your feedback, we have decreased many of the previously-increased cool downs. We especially focused on role-specific abilities that power sets rely on to perform their core jobs. For example, we lowered the cool down of pull abilities for tanks from 12 seconds to 3 seconds, because we felt that the pull change too drastically departed from the standard methods of tanking, and because we agreed with your feedback, that cool downs that long decreased the pace of the game to an undesirable degree. Cool Down Summary Decreased most cool downs. Power Regeneration Power regeneration is a core component of the game that influences practically everything else. We listened to your feedback and decided that requiring 1/6th of your load out to spam/manage your power is not as much fun as we thought. It’s...more of a chore, really. So, we have removed the self power over time from abilities, and we have given that power regen to everyone as a passive. This means we increased everyone’s passive power regen and require nothing for it. It’s important to note that we did like the attentiveness component of having to focus on your power. We noted that DPS is generally increased with the amount of power spent, therefore the more consistent the player is with their active power regen buff, the higher their DPS was. We liked that, but felt that it was too much of a chore to keep around, so we will search for other areas of skill to highlight. One of those areas will be in building your load out. Power Summary Removed self power over time ability. Increased passive power regeneration to make up for ability removal. Pay attention to your load outs and think about power consumption. The Controller Role During this update, we also focused heavily on helping to more clearly define the controller role through game mechanics. Because power consumption and regeneration is such a big component of a rebalance update, the controller role was necessarily entangled and we felt we could give some clarification. The controller role has always been about three things: Power Heals, Controlling, and Debuffs. First, let’s talk about power healing. Power management is something that we like the controller having access to, but something we also want everyone to pay attention to. It should be something that you work WITH the controller to manage. This was part of the reason we added the self power over time ability (and we all know how THAT worked out!). That said, through the iteration process we have determined that the self power over time ability should go, and it follows that if that was a chore, so too is the group power over time ability that controllers have been forced to dedicate a load out slot to and spam. We have decided to make power over time from controllers passive as well, for each controller when they are in controller role. This means that the controller with the highest vitalization will automatically give their group power over time, passively, just by being in the group. This allows the controller to still be able to heal power strategically in a burst manner, but will not force them to maintain the chore of keeping a power over time buff up at all times. Controllers remain desirable for their now passive group power over time, but are free of that active duty, which then gives the controller more room to…. Control! We determined that we like the controller controlling things so we increased the relative effectiveness of their crowd control abilities, when in the controller role. What this means is that we doubled the duration for each CC ability the controller has from 3 to 6 while in controller role. We also made it so that normal CC would no longer interrupt controller CC. Basically dominance decides whose CC is going to stick – except for tank pulls. Those just happen above others. Lastly, we have debuffs. We didn’t really do anything to these, yet, but we are keeping an eye on them. We want to test these changes out to see if we like them and feel like they add to the enjoyment of controllers. Please let us know what you think! Controller Summary Controllers are all about power healing, crowd control, and debuffs. Removed group power over time abilities. Controllers now grant passive power regeneration to players in their group. These do not stack, and the highest vitalization wins out. Duration of crowd control abilities in controller role are doubled from 3 to 6. Crowd control abilities now get overwritten by other players based on dominance. Higher dominance means crowd control is less likely to be broken by other players. Tank pulls overwrite every other crowd control ability, because tanks. General Balance We also made some global adjustments to numbers overall based on your feedback: We adjusted the difficulty of the easiest NPC. He (or she) should no longer be getting one shot on the regular. Block counter damage has been adjusted to match all other counter damage. Increased strength of field effects (area of effect over time). Temporarily disabled the iconic ability tree.