Stats Revamp Overview

21 Apr 2017

UPDATED 06-16-17 - Updated the rest of Revamp 1.6 Changes and 1.7 Changes

 

The Stats Revamp

The Stats Revamp is changing the foundation of DC Universe Online to make Skill Points and Stats Matter again. Here you will find breakdown and changes as the Revamp is tested.


The Stats Revamp Information
The first-playable version of the upcoming Stats Revamp was released and this must be read first which links to other posts.


Development Update: Stats Revamp post made by Lead Systems Designer Michael Mann aka Avair.


The Stats Revamp overview and philosophy post made by Avair.


The Stats Revamp stats and progression breakdown post made by Moja, Systems Designer.

 

Stats Revamp 1.7 (06-09-17) The Penultimate!
    • Revamp Update!
    • General Balance Pass
    • Adjusting Damage Output
    • Role Updates
    • Supercharge changes
    • Power Innate stat merged with Might Innate stat
    • Update to Playstyle Masteries
    • Survey Feedback Results are below

 


The biggest concern from Fire players was the performance of Channels and long cast time abilities. Both have been buffed in accordance with our new standards.


The biggest concern from Electricity players was healing output. We have increased the healing amount and power cost for the Priority Heal as well as increased the healing multipliers for any heal over time effects. These changes are not just for Electricity but all Healer power sets.


The biggest concerns from Nature players were general damage and healing balance, and form changes. Healing and damage have been adjusted on top of the overall rebalancing, and form changes have been overhauled as supercharges.


The biggest concern from Rage players was the performance of melee DPS. Rage benefits significantly from the buffs to melee type abilities, and has had a few abilities’ costs increased slightly for a damage boost.


The biggest concern from Ice players was DPS performance. Ice has received a buff with the buffs to channels, and in addition, some abilities have been skewed towards a higher cost for better throughput.


The biggest concern from Earth players was power interactions. The Dazed power interaction has been removed, so that the powerset could be streamlined to use Crushing.


The biggest concerns from Mental players were a lack of crowd control and overall pacing. Several adjustments, including to power interactions, have been made to improve both.


The biggest concern from Munitions players was the output for their channels. We have rebalanced all channeled abilities so that they get a larger bonus towards damage than they used to compared to burst abilities. We also added a lot of the Munitions channels to the list of abilities that the Empowered Channeling mod can affect. 


The biggest concern from Atomic players was power usage when playing from the tray. This should no longer be an issue for players that purchase the Power Mastery box as well as points into the Might box. It is important to note that when you purchase Might you will also get some Power too.


The biggest concern from Gadgets players was overall pacing and cooldowns. This was one of the earlier powersets we revamped, so we have been applying some of our learnings from later adjustments to Gadgets in this rebalancing.


The biggest concern from Celestial players was long combo attack damage output vs. short combo attack damage output. This has been addressed by rebalancing short combos accounting for their animations being clipped and longer combos getting an even larger damage bonus mulitplier than before the further into the combo chain you go. 


The biggest concern from Quantum players was the role of Time Bomb. We expect Time Bomb to be a powerful damage ability, but optional, not mandatory, so that players who want more immediate damage have that option. Since feedback was mixed and conflicting, no significant changes have been made. 


The biggest concern from Sorcery players was pets. We have adjusted how Watcher performs to make it a more specialized healing option. Otherwise, pets seem to be in a sweet spot where they are strong options but not mandatory for those who prefer to play without them.


The biggest concern from Light players was power usage when playing from the tray. This should no longer be an issue for players that purchase the Power Mastery box as well as points into the Might box. It is important to note that when you purchase Might you will also get some Power too.


Stats Revamp 1.6: Power (05-17-17)
    • Power-Healing changes
    • Introduction to Playstyle Mastery Concept

 


Stats Revamp 1.6: PVP Changes (05-12-17)
    • PVP brought in line within the Revamp Rules


Stats Revamp 1.6 (05-10-17)
    • Passive Supercharge regeneration fixed
    • Power Interaction Consumables have been updated.
    • Changes/Updates to Fire, Munitions, Light and Nature

 

 

 

Stats Revamp 1.6 Continued (05-05-17)
Changes done to Fire and Munitions ranging from Cooldowns, damage output and mechanic effectiveness.

 

 


Stats Revamp 1.6 (04-28-17)
New Powers released for testing: Fire and Munitions. Updated changes for Celestial, Nature, Quantum and the Two Handed Weapon.

 

 

Thread missing with changes to Nature but you can read the Patch Notes if you scroll all the way down.

 

Thread missing with changes to Quantum but you can read the Patch Notes if you scroll all the way down.

 

 

Thread missing with changes to the Two Handed Weapon but you can read the Patch Notes if you scroll all the way down.

 

Stats Revamp 1.5 (03-31-17)
New Powers released for testing: Quantum, Earth and Celestial and changes done to the Iconic Abilities. Avair gives a Revamp Update and goes into more detail on the changes that are ongoing and under review.

 

 

 

 

THE STATS REVAMP 1_5 Celestial[IMG]


Stats Revamp 1.4 (02-24-17 & 03-02-17)
New Powers released for testing: Rage, Hard Light and Nature. A Weapons Balance Pass and notice about how Mods will be transitioning to the Revamp when it goes Live. Not a lot of info but more of a notice that they know and will explain closer to launch.

 

 

 

 

 

 


Stats Revamp 1.3 Continued (02-02-17 & 02-10-17)
This update brought Tank pull changes, increase damage to Weapons and improvements to Healing power costs. They also did a Testing Feedback Survey (at this time is closed) to get a better idea on how the changes are being viewed by testers and what they feel is the most important issues regarding the Powers. The results are linked below.

 

 

 

 

 

 

 

 

 

 

 

 

 


Stats Revamp 1.3 (01-27-17)
Breakdown of the 3 different Playstyles: Hybrid, Play from the Tray and Weapons Only. Changes to the pacing of combat, making the support roles matter and more.

 

 

 

 

 

 


Stats Revamp 1.2 (01-11-17)
Power Cost breakdown and releasing Atomic, Gadgets and Sorcery Powers to Revamp testing. Ice, Mental and Electricty had no changes besides the Power Cost Breakdown which is mentioned in the post below.

 

 

 

 

 


Stats Revamp 1.1 (12-19-16)
Changes to ability cooldowns, power regeneration, the Controller Role and general balance.

 

 

 


Stats Revamp 1.0 (12-09-16)
Changes in the Powers Ice, Mental and Electricity. Introduced the new Self Power Healing Ability, Weapon Only Buffs and new Supercharge Generator.