"Announcing Our Biggest Game Systems Update Ever!"

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Q: Is there any plans to be able to differentiate cores of increasing rarity/affixes? Its extremely annoying right now not to be able to tell a 1 stat from a 4 stat core.

A: Yes! Most likely not for this system update, but shortly after. (Is shortly the new soon?)
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Q: Most important item question of all: Any plans on updating Honor of Asgard? It is awful. Taking up a stash spot, literally impossible to get rid of, and worthless loot on a day-long cooldown.

A: No. We want to move away from updating old items and instead making new, better things that get players out in the game world.
(Oui il l'a dit plusieurs fois de différentes manières mais c'est juste histoire d'enfoncer le clou une dernière fois.)
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Q: Are the new affixes that will replace the +ranks on gear going to be just as important to the effectiveness of heroes powers/attributes/build as +ranks are now or will they just be additional bonuses that you can do with or without?

A: I won't say they "aren't" important, but they fill the same budget space that the ranks would have on the item. I personally wouldn't get too focused on rerolling your uniques for perfect attribute rolls because of what we will be discussing in the next dev blog, but to each their own.
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Q: Currently power duration can be stacked up over 100% with the availability of new skrull items. This makes some heroes powers very much OP as you can double their power duration and in cases such as Storm Surge, you can make the power's effects last longer than the cooldown.

A: We are looking in to Power Duration and agree with your assessment that the amount available can break a lot of things. When we get closer to TC, we will have more information on our plans.
(Je ne sais pas si c'est vraiment la peine de continuer à éventuellement nerfer le power duration, ils ont déjà commencé à retirer le fait que ça s'applique aux signatures et avec la màj je suppose que les quelques exceptions qui restent vont sauter, et même parmis les pouvoirs ordinaires sans que ce soit forcement mentionné ça peut ne pas s'appliquer non plus.)
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Q: What about ancient casket of winters legendary? Is that getting reworked as well? It's one of the under used legendary in the game. Is it getting some CHR? Also what about area damage blessings for characters with area builds?

A: No plans to review it right now. Norn Stones is getting looked at because it has power point affixes on it. We just don't have the time to review every item, the scope of the item review right now incredibly large and will be very difficult to get done.
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Q: Don't know if this has been asked, but what about runes. Many aren't used, will they be more beneficial with coming changes?

A: We have some plans to simplify the rune system and clarify a lot of it. It wont happen for the system update, but shortly after, if all things go according to plan.
(Vraiment ? même pas le système de Rune ? ... effectivement "Shortly" est devenu le nouveau "Soon™")

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Publié par Wangbian
C'est surtout qu'entre cette annonce et la sortie des changement sa pue la baisse de gens qui joue =/

Car vue que tout va changer.... Ben sa motive beaucoup moins à jouer
Je pense (ou en tout cas j'espère) que ça sera plus pour Fin 2016 que Milieu 2017. Le but du changement de méthode de communication c'était de ne commencer à en parler que lorsqu'au moins le design était finalisé et normalement que le projet en lui même était bien avancé (pour éviter les travers de Doomsaw qui annonçait parfois certains trucs avant même qu'ils commencent vraiment à réfléchir sur la forme que pourrait prendre l'idée).

La population du jeu déjà actuellement n'est pas particulièrement glorieuse. Bien entendu on va prendre ça avec des pincettes parce qu'il ne faut pas tirer des conclusions hatives mais on peut tenter de se pencher sur les chiffres prélevés sur la population de joueur utilisant steam :
- http://steamspy.com/app/226320
- http://steamcharts.com/app/226320

Donc non, steam n'indique pas la population totale du jeu, en revanche realistiquement on peut utiliser ces chiffres pour déceler une tendance au niveau de la fluctuation de la population de joueur, vu qu'il n'y a pas spécialement de raison pour laquelle la population utilisant steam se comporterait radicalement différemment que celle utilisant le client off. (par exemple sur le forum off quand on parle de diminution dans la population steam, régulièrement la réponse sera qu'en vérité c'est juste dû à la sortie d'un jeu. Il y a de forte chance pour que les joueurs utilisant le client off soient aussi tentés de jouer à ce jeu dans les mêmes proportions. Aussi lorsque les sondages sont effectués sur le forum off, à chaque fois steam est au moins égal en terme de population, si ce n'est supérieur, mais il n'y a pas assez de réponse pour qu'on puisse vraiment en tirer un semblant de conclusion)

Marvel Heroes a l'avantage de l'IP, ce qui lui fait de la pub gratuite ("gratuite"). à chaque sortie de gros film Marvel, paf, afflux de joueur. (Avengers 1, Avengers 2, Guardian of the Galaxy). Le problème c'est qu'ils n'arrivent pas à conserver ces joueurs (d'où les tentatives d'implantations de diverses features dirigés vers les nouveaux joueurs comme le rajout du tutoriel, les refontes successives du prologue, la refonte du chapitre 1 etc), et que les anciens finissent aussi par partir ou au moins grandement diminuer leur temps de jeu.

Donc il ne faut pas vraiment regarder les stats en elles même (Pour steam : 50 000 joueurs s'étant connectés sur les 2 dernières semaines, un maximum d'un peu moins de 2 000 personnes connectées simultanément durant ce mois ci, en moyenne 1150 personnes connectées sur le jeu et 50% de ceux qui s'étant connectés ces deux dernières semaines n'ont joué qu'au max 55m sur ces 2 semaines), mais bien regarder l'évolution de ces stats sur la durée, pour éventuellement extrapoler les résultats de cet échantillon de la population et envisager comment la population totale évolue. Et ce n'est pas exactement une bonne évolution. C'est une descente progressive et régulière, qui est parsemé de sursaut quand gaz sort un gros event avec de gros boost sur le serveur (et la pub des films. (Les sursauts sont de plus en plus faibles, et les creux de plus en plus profonds.)

(Et je ne poste pas ça dans un optique de "La fin est proche, repentez vous!", parce que ce n'est pas le cas. L'avantage c'est que ça reste un F2P donc la population totale n'est pas forcement ce qu'il faut surveiller, mais plus la population de baleine. On sait que certaines grosses baleines sont parties mais pas plus que ça. Aussi un jeu en ligne peut survivre avec bien moins de joueur que ce dont doit disposer MH.)

Tout ça pour dire : je pense que Gaz va tenter de "serrer les fesses" et espérer qu'au final la pub qu'ils pourront se faire permettra de remonter un peu la pente. Oui entre temps il risque d'y avoir une nouvelle baisse de population (mais ils ont déjà "prévu le coup" puisqu'ils vont sortir des events qui même si par eux même ne motiveraient pas forcement les joueurs, le simple fait de spéculer sur le fait que potentiellement les items introduits seront "nécessaires" après la màj devrait en occuper) mais ils espèrent que ça va payer sur le long terme. (sachant qu'il y a aussi la possibilité d'un portage sur console, c'était déjà un souhait de Brevik il y a un moment.)

Dernière modification par Rasetsu [Men] ; 18/09/2016 à 08h25.
si ma memoire est bonne la boite qui fait MH a ete racheté courant 2016 non ?

on a eu quelques départs dernièrement , si en plus la pop est pas terrible (perso j'avais stop pendant quasi 1 ans je viens de reprendre) on peut etre donc lié les départ comme conséquence de la faible population

bref actuellement mon avis : la direction de Gaz , souhaite augmenté son panel de joueurs cela peut passer par
1 refaire rejouer d'anciens joueurs
2 en faire venir des nouveaux
et la on a toujours droit a des enquetes d'opinions et en general la reponse facile c'est de donner aux gens ce qu'ils veulent

en general le mec qui joue aux H&S et qui joue pas a MH est sur POE ou bien D3 , je pense que déloger de manière fixe des joueurs de POE c'est compliqué , leur cible ideal c'est le joueur casual et non fanboy de D3
et suffit que le joueur de D3 dans les enquetes d'opinion en synthese disent "ouaii on adore l'univers de Marvel , mais dans MH il y a des trucs reloux genre les arbres de talents actuel blablabl , a D3 c'est plus pratique blablabla"
et bien la vous pouvez etres sur que les cranes d'oeufs aux commandes de Gaz vont ce dire : "c'est vrai notre systeme de talents est complexe , op on modifie et on le rend attractif" et BAM on a droit a la D3tisation

my two cents

en attendant de voir tout , je vais passer mon temps a faire de la danger room et faire des odins mark etc
Ce qu'il faut prendre en compte dans ton analyse aussi Rasetsu, c'est qu'au delà de la baisse importante qu'il y a eu lors des vacances, et qui n'a pas repris en septembre car maintenant que les joueurs savent que tout ce qu'ils farment n'a que peu d'interet tant que ces changements ne sont pas sortis, c'est que pendant mai et juin les chiffres que tu avances à propos de steam etaient parmi les plus hauts.

On a farmé comme des gorets pendant ces 2 mois de mai et juin. Tous ceux autour de moi ont joué non stop pendant leur temps de libre lors de ces 2 events, qui étaient quand même bien gras niveau loot de stuff.
A titre perso, j'ai fait plus de 50 légendaires 80, soit entre 40k et 50k marques d'odin (selon que je les garde ou les echange), sans compter les marques d'odin récupérés hors légendaires, qui droppaient aussi pas mal, j'ai en fait 15k de plus comme ca. Et je ne parle même pas des artefacts avec les Crimson box pendant la 1ere mouture de civil war.

Quand il n'y a plus rien a farmer, que tu as déjà tout, et que cela ne sert plus a rien de faire encore plus de réserves car tu sais que tout va changer dans peu de temps, et que le drop est bien moindre qu'il y a quelques mois dû à ces events (franchement c'est même trop, faire en un mois ou deux ce que tu fais en plus d'un an, ils vont trop loin avec leurs events).
Pourquoi voudrais tu que les joueurs tournent en rond en attendant?

Les types comme nous qui ont farmé comme des gorets en mai et juin (et la plupart des gros joueurs l'ont fait, j'en suis sur) font juste une pause en attendant les nouveautés.
Ces chiffres ne veulent pas dire que les joueurs ont stoppés le jeu et ne reviendront pas, juste que c'est le bon moment pour faire une pause (accentué par les vacances juillet/aout, et maintenant les annonces de septembre) vu qu'on s'est gavés comme des oies d'items et de currencies il y a 2 mois et demi et qu'on ne sait même plus quoi en faire.
On e fait plus partie de ces stats depuis 2 mois (une connection par jour en 2 mns) et hop, on va sur autre chose. Mais des que le jeu sortira les nouveautés, on sera de retour. Et je ne pense pas qu'on soit les seuls.

Il y a une chose qui joue beaucoup aussi sur la rétention (du moins pour les faibles de caractere, et ils sont bien plus nombreux qu'on ne le croit), l'ambiance que l'on peut lire venant des autres. Il y a deux semaines, les gars étaient désespérés et broyaient du noir, sur tous les forums. Là, les gars sont tous en mode "c'est le plus beau jour de ma vie".
Il suffit qu'ils lisent des posts négatifs a longueur de temps, et ils finissent par chouiner comme les autres et partir (temporairement ou non) comme des moutons. Il suffit qu'il y ait une hype et là ils reviennent en masse, tels les mêmes mammifères. J'y suis totalement immunisé mais c'est drôle de voir le comportement des gens sur les forums et les revirements d'ambiance.
Je ne me fais aucune illusion, les chiffres steam remonteront comme à chaque update lors de cette mise à jour.
Et je ne me fais aucune illusion non plus sur la santé du jeu, on ne se lance pas dans des projets aussi importants que ce qu'ils font, et on ne recrute pas des devs comme ils l'ont fait il y a quelques mois, quand le projet n'est pas rentable. C'est même l'inverse.
La seule inquietude que j'ai (si on peut dire... parceque Raf, il y a d'autres jeux) que j'ai c'est sur le fait que j'ai envie d'y rester personnellement, si leurs mécanismes se rapprochent trop de D3 que je trouve chiant comme un jour de pluie.
Mais pour le jeu et ses joueurs, les chiffres steam actuels sont tout a fait compréhensibles et je ne pense vraiment pas qu'ils aient plus un impact sur le jeu que les quelques baisses que l'on a déjà pu connaitre par le passé. C'est juste un concours de circonstances, attente + gavage + vacances + annonces qui ne te donnent pas envie de revenir jusqu'à ce qu'elles soient live.

Et quand à POE ou D3, POE cible un autre créneau de joueurs, et D3 bien que similaire est un cas à part. Les joueurs Blizzard ne mangent quasi que du Blizzard. C'est la raison pour laquelle je crois que vouloir se rapprocher de D3 au lieu de garder la recette qui fait de MH ce qu'il est, n'est peut être pas le meilleur choix qu'ils ont fait, et qu'ils se font quelques illusions sur le fait d'attirer sa population, si c'est ce qu'ils cherchent.

Bon, ca commence a tomber dans le hors sujet. Mais je voulais apporter notre vision des choses a ton analyse, car elles ne semblaient pas nous prendre en compte et je ne pense pas que nous soyons des cas isolés. Et aussi réagir à cette sempiternelle façon que tu as de toujours tout tourner en négatif, alors que tu n'as pas forcément tous les éléments en main pour juger. Ce qu'aucun d'entre nous n'a d'ailleurs.
Inutile de faire dérailler le thread inutilement. Probablement que je ne suis pas la bonne cible client pour ce genre de débats d'idées, et qu'il vaut mieux que je quitte ce sujet, j'imagine. Ne tenez pas compte de ce que je viens d'ecrire et bonne discussion à vous.

Dernière modification par Associal ; 18/09/2016 à 19h18.
Je vois bien le jeu être cancel mid 2017, même si la licence continue jusqu'a quelquepart en fin 2018. A force de déconner sur la communication de son jeu, on finit toujours pas en payer le prix fort.
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Greetings!

I am TheArtofRawr, Lead Systems Designer for Marvel Heroes 2016, and in case you haven’t heard, we are working on the biggest systems update in the history of the game! Last week, we shared a glimpse of what we have in store for you, focusing on Hero Power Updates, and in particular, Power Points, Talents, and Traits. As we mentioned, we will be updating four core game systems over the course of multiple game updates:
  • Hero Power Updates
  • Item Updates
  • Omega System Updates
  • Personal Difficulty Slider
Last week, we discussed the changes to Hero Powers. Today we will be discussing Items, and more specifically, Bonus Power Ranks and what to expect from Item drops in the future.

Bonus Power Ranks
As we mentioned last week, Powers will now have the benefits of maximum Power Points allotment incorporated directly into their stats at all times, scaling with your level. So now that power scales as you level, bonus power ranks become obsolete, and Items will no longer need to grant power point bonuses. This expands the design space tremendously, but what does this mean for existing Items?
When this update launches, all current Items that grant Power Points will be adjusted in some way. The affixes that granted Power Points (e.g., “+1 Power Rank to Shield Throw,” “+1 Rank to Furious Lunge,” etc.) will be removed, and we’ll be performing a balance pass on Unique items to ensure their continued viability. One of the main ways we will be adjusting Items is through the addition of more Attributes such as, Strength, Energy, Fighting, etc. With the new Traits system, these will become far more desirable for all Heroes. This also means that Items in the first five slots (hereafter “slots one through five”) of common through cosmic rarities will be losing Power Point bonuses and Power Point grants in favor of Attributes and other bonuses that will be more advantageous. Here are some examples of Uniques in their current state in the game now compared to their new versions after the system update:
http://cscdn.marvelheroes.com/web/articleembed/2016/devblog/MK2Boots.png
http://cscdn.marvelheroes.com/web/articleembed/2016/devblog/crimsoncowl.png
http://cscdn.marvelheroes.com/web/articleembed/2016/devblog/wholenineyards.png
http://cscdn.marvelheroes.com/web/articleembed/2016/devblog/SquirrelGirlUnique.png
Furthermore, all Items and recipes that grant Power Points are being reviewed and updated. This also includes the cosmic tier of Cybernetics, which will get some fun new powers. Keep an eye out for the full list of changes down the road.

The Future of Items
Currently, Item rarity for slots one through five Items progresses from Uncommon to Rare, Rare to Epic, Epic to Cosmic, and Cosmic to Unique. Uniques have acted as a ceiling that’s limited us from expanding to new rarity tiers in the Item system. So we are replacing their spot in the item hierarchy with something far more expandable and powerful. As a result, Unique slots one through five Items will no longer drop in game. But don’t worry–any and all Unique Items you have earned will still work as before.
Starting with this update, instead of Unique drops, you’re going to get something much, much better...

Introducing: Omega Rarity
So if Uniques are no longer dropping, what loot will players hunt for? We are introducing a new Rarity Tier: Omega Rarity. As mentioned, these will replace Uniques in the rarity pool for slots one through five Items. They will only drop at level 60 and will be tightly integrated into our new Difficulty Slider system that we will discuss in an upcoming dev blog.
Omega Items are broken down into two distinct components. The first is a series of randomly rolled affixes from a shared pool. These are similar to the random affixes that can roll on uncommon through cosmic Items, but retuned and with new affixes added. The randomly rolled affix pool will be “filtered” for each hero. This means that you won't ever find things like summon ally damage on an Item for Blade.
The second component of an Omega Item is the Omega Power. The goal for Omega Powers is to enable players to modify their powers in ways that can palpably impact your build choices. Make no mistake about it–Omega Items will be build-defining mechanics rather than static buffs to Powers. While we don’t have any screenshots of the Items under development, we want to share a few mockup examples of the new Omega Items. (Note: these mockups are not final and may possibly change before going live).

The goal of these is to make some simple and fun options for players that will impact what powers you select. This Black Cat Omega Power is just that. This item adds a Caltrops power to Black Cat’s Quick Getaway much like the one Deadpool has.
http://cscdn.marvelheroes.com/web/articleembed/2016/devblog/BlackCatOmega.png
This is one of the first Omega Powers that we designed. It is an elegantly simple, yet highly effective power. Notice how it makes Shield Bounce much more powerful and compelling to use.
http://cscdn.marvelheroes.com/web/articleembed/2016/devblog/CaptainAmericaOmega.png

For ages, Rocket Raccoon players have wanted Photon Minigun to pierce targets (damage projectile will continue through enemies and strike enemies behind them). In this update, it becomes an Omega Power.
http://cscdn.marvelheroes.com/web/articleembed/2016/devblog/RocketOmega.png
Mjolnir is one of the most iconic and powerful Items in the Marvel Universe, and it will have an Omega Power tantamount to its status.
http://cscdn.marvelheroes.com/web/articleembed/2016/devblog/ThorOmega.png

War Machine currently gains different ammunition bonuses depending on different abilities he uses. Before this update, this mechanic was limited to ranged builds, but with Omega Items, it will become available to melee players too.
http://cscdn.marvelheroes.com/web/articleembed/2016/devblog/WarMachineOmega.png
We hope you enjoyed this sneak peek into Omega Items. There’s a lot more in the works where these came from! Lastly, there is one more order of business we need to discuss regarding the impact of the new Omega Item update: Any-Hero Uniques.

Rare Boss Items
If we are building our Omega Items to impact hero powers in a specific way, what does this mean for Any-Hero Uniques? Having Any-Hero Uniques compete with Hero Uniques has been problematic for a long time. First, it’s expected that Captain America should use Captain America’s shield, for example, and that Iron Man should use Iron Man’s armor. While the idea behind Any-Hero Uniques is mechanically innocuous, it is thematically inconsistent with the Heroes and the Marvel Universe. We still want bosses to have rare Items that you hunt for that are very powerful, but we are moving away from those going into slots one through five. Instead, they’ll be in different Item slots including Artifacts, Medallions, Rings, Insignias and others.
As you can infer, the Items Update extends to many areas. Some of the more nuanced subtopics involving Loot Tables, Medkits, crafting changes, and so on will be unpacked in future dev blogs.

Onward!
This is the second in a series of dev blogs aimed at sharing some of the exciting changes coming in the biggest systems update in the history of the game! As we mentioned previously, we plan to open up a Test Center build in October. In the meantime, keep an eye out for the next dev blog in which we will be unveiling the Omega System Updates.
Or should we say the Infinity System?...
-Rawr
Bon ... c'était à la fois vide ET perturbant

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Before I start answering questions, a few points.

We understand that items mean a lot to our players. You've worked hard for them, you've spent time and currency making them better. We don't take changes we make to them lightly at all and have spent hours and hours discussing all of our options to make sure we are doing things that are in the best interest of the game and players.


That being said, the omega affix numbers are all placeholder right now. Those are there to show the 5 random affix slots. We are still deep in the process of creating a new shared affix pool, balancing the numbers and making them feel good. This is a pretty early look in to the process, which is why we posted mock ups, not actual tooltips of items yet.


Additionally, the reason we are updating uniques and releasing Omega items is that Omega items won't be releasing at the same time as the talent update, but very shortly afterward. This is being done to make sure that we get players accustomed to the new hero talents and make sure they have a good set of items to use to test them rather than changing both items and powers at the same time.
Now, to questions!
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A lot of these Omega items, outside of their Omega powers won't be as good as Legacy Unique items. Especially with the large Attribute values to Legacy Unique items.
All numbers are placeholder as stated above. The example powers we posted are also subject to change. As we get closer to launch, players will get to see them and test them on test center and give appropriate feedback as we do with every release.
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So is re-rolling uniques is pointless now?
Also what happens to the uniques we have now?
It isn't pointless for those looking to get perfect uniques. However, Uniques will not be the endgame items soon. The uniques you have now will still be there when you log in. The power point bonuses will be gone, but most items will gain attribute bonuses to compensate for lost power.
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Wait, will there be Omega items versions of all the hero-specific uniques (I hope)?
Edit P.S.: And does this mean I now have a time limit for getting my Collector title. (I just need one more unique for it)
Not all, but most. We are using the unique names/icons/flavor as a starting point. Our goal is to launch with 5-7 Omega items per hero depending on the hero's available builds.
In regards to that achievement, yes, that will be converted to a feat once we turn off unique drops when we launch Omega items.
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So are any hero uniques going away from loot tables just like uniques? (Making them like respec potions?)
The Uniques aren't "going away", they just won't drop any more. All Uniques in your inventory will still be there for you to use to go hunting for the new Omega items!
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Are there several omega power options within each item slot?
Omega powers are tied to the item itself, like current Uniques. However, there will be multiple Omega item choices for certain slots at launch and many more over time.
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just a question, are we getting rid from: white, green, and blue tier items slot1-5 for once and for all?
This is a good question. One of the things we didn't talk about in this blog is our "Item Progression". We have been discussing this a lot, especially as the chapter updates are being worked on. We will not be getting rid of any rarities, however, we will be more restrictive on where those rarities drop in your level progression. You should feel a pretty smooth curve of item power increases as you level, instead of getting cosmics or uniques at level 15 that makes you ignore item drops as you level. More information on this later.
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How rare are these omega drops going to be?
TBD. We will discuss that more when we talk about the Difficulty Slider
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Will the attribute replacement of ranks reroll part or all of the unique? Will the attributes have roll ranges?
It should not cause rerolls. Power point roll seeds are separate from other affix rolls, and we a
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Hrm. I mean, it's obviously still early, and a lot will change before release, but I can't help but look at these examples and think that Uniques are far stronger than Omega items.
I find it hard to believe you are going to be able to make Cosmic items on par with the current Uniques we have on top of them getting HUGE stat dumps.
Challenge accepted! Like I said above, the values in the 5 affixes are placeholder. We are still finalizing Omega power designs and haven't begun the balance pass at all yet. All of that will happen in due time. We want these to be clear upgrade choices for players.
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so if uniques are removed from game will what ever is taking the place of them be used in crafting credit chests or are you removing credits aswell?
TBD, but there are many different ways of earning credits in game other than credit chests.
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What about raid itens? That's a lot of investment, both in time and resources just thrown away.
For any raid boss or endgame boss that dropped a boss specific unique, we are designing a new replacement for them, including all raid bosses. As stated in the end of the blog, we understand that having rare chase items are important for the game. However, those will not be Omega items, they will be new artifacts, rings, legendaries, medallions, etc.


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Color me as a skeptic. I love the notion of the omega affix, but I really dislike the notion of the uniques going away and here is why.
There is a large gulf between the type of player who is willing to pore over every item to find the correct combination of affixes and rolls to find that super BiS option and the type of player who just wants to know what item to grab and then continue on killing.
This is a very valid point, and we agree 100%. However, getting the perfect rolls on an Omega item is not going to be required to play, but there as something for min/max players to work towards. Just as most content in our game right now doesn't require you to have total max gear in order to play it, this wont be any different.
Where this diverges slightly is with the new difficulty slider as the harder the game gets, the better you will want your gear to be.
Something we didn't go in to much detail about in the blog is this new "shared affix pool" that we are building for not only Omega items to use, but all rarity items to use. These will use all new, better balanced curves, have more exciting affixes and more relevant affixes to players. Right now, almost 70% of the affixes in the current shared affix pool for uncommon, rare, epic, and cosmic items are all power point bonuses or power grants. With those gone, we obviously need to make that shared affix pool much deeper and more diverse.
As stated in the blog, there is tech to limit the affixes that roll for certain heroes to make sure you aren't getting at least minimally useful affixes on your items.
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I sure hope you keep Omega items' modifiers few and simple, because after three years of looking at uniques with all the same affixes, sorting through every affix on every item is going to be so danged annoying.
The current plan for Omega items is 5 random affixes and the Omega power.
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I'm gonna miss seeing Tippy Toe's Itty Bitty Bow drop in-game. Is there any chance it'll get an Omega Item version or something?
Indeed it will! We love the flavor of our uniques and want to keep that going forward.
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I want the uncut version of this Dev blog.
With bonus features and developer commentary.
It is unrated and not appropriate for most viewers.
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Will this make making Uniques (Now omega gear) Easier?
Yes! This is one of the best parts of this new item type. Since we wont be spending so much time hand crafting every item like we have to do for uniques now (determining which affixes for each slot, designing the procs, designing which power point affixes go on which unique, balancing the item budget, etc). Now, the focus of the work will be on creating awesome Omega powers for these items since the random affix system does the rest for us.
Does a certain hero build not have a great option for a certain slot? We can spin up a new item for that slot much faster than previously.
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Question: Will insignias and other items with +powers get the same treatment?
Yep, all of that is in progress right now.
I'm continuing to read and will continue to put together some more answers to more frequently asked questions.
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Another thing I forgot to mention, heroes are having major changes done to them and these items are being build to function best in that new ecosystem. We could pick a bunch of the Omega powers to show off, but without a frame of reference for the powers changes, it won't make a lot of sense.

Also, regarding rerolling, we have an engineering request to allow players to be able to reroll specific affixes on an item instead of the entire item. Once you find the Omega item with the affixes you want on it, the plan is to let you then reroll it (with a decent crafting cost) to get better rolls.
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1) My items aren't going away right? Like "any" of them?
Correct. We wont be taking away any item you have collected or earned.
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2) Omega Affixes sound rather cool actually.... Are they from a random pool or do character just have one for each slot and then done?
The Omega powers are tied to a specific item.
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3) Are Omega level items boring and generic or will they have names/flavor text?
Names, flavor text, Special Icons, all that good stuff!
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There are some questions concerning this change.
Can we still upgrade Omegas like we did with uniques. Meaning can we rank them up to item level 69 like we did with uniques which will give us more power?
The current design is for higher item level Omega items to drop in higher difficulties via the difficulty slider.

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Thanks for the clarity but I still believe that you should just get rid of unique items. (Unless YOU are sure that NO unique will be bis but just a stepping stone otherwise it's a huge F U to new players)
I know you guys must think hard about those things and I defo do understand why Omega tier over uniques as you can't play around with uniques, can't make things much better and designing them must be hell... I am curious of what's gonna happen with raid items though.
Getting rid of Uniques that players have spent a ton of time and effort getting/upgrading/etc would be an incredibly bad thing to do the player base. Also, these updated uniques are great items to allow player to start going out and hunting for the new Omega items in different areas and difficulties of the game.

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Also, can you make a list of achievements that are going away? So if I want to get them as feats, I can. Plus what about the titles that go with them? Are they going away?
TBD. As we get closer to the launch of Omega items (shortly after talent system launch) we will have more concrete answers on these things.
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As a follow up question, you mention the more intelligent affix pool. This is a concern already brought up by others, but is there going to be a level of affix matching involved?
What I mean is that, on heroes with more than one build type, the item will seed with an available affix subset specific to the build type, not just the hero.
For example, Let's say Doom has an item with an Omega affix that causes his summons to have some sort of beneficial aura and one that reduces the cooldown of Technical Tyrant when he uses Doom Burst. Would the first item be more likely to roll with summon damage than the second and the second one more likely to roll with energy/melee damage?
Without something like this, heroes that have a more pure design (e.g. Storm) will be infinitely more easy to find good gear on than a hero who has a very diverse set of potential build types (e.g. Rogue).
The random affixes wont be restricted by build, but by hero. So heroes that can take advantage of summon damage in some form will have the option for summon damage to roll on their items.
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1) How does the Omega Tier Items help the game in the long term?
It focuses more on creating items that have powerful interaction with your hero powers instead of flat, static bonuses or procs that were difficult to manage and not that powerful. We are focusing on the core of an item, which is to make your hero better at what your hero does.
We want to make items feel like they have more impact on how you play, not just flat number increases. Players have been asking for items that impact builds in meaningful ways for as long as I can remember, both as an employee and as a player. This is the first step in to that world. The goal for these items isn't that we want to impact every single power, but find common powers across builds and make you think about how the item interacts with that power, or how the item interacts with the power after the talent has interacted with the power.
Its about introducing actual choice in to the game about how to itemize instead of us saying "Here are 5 hero uniques, farm them and then stand in front of a crafter rerolling them". We are focusing on getting you back out in to the game, playing and getting that feeling of excitement from getting a good drop again.
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2) Was there any other games' itemization systems that influenced the design decision for the Omega Tier Items?
I'm sure there was subconciously, but we didnt sit down and say "Lets do what X game does for itemization". @TheArtofRawr and I spent weeks in a conference room designing this system and iterating on it until we were happy with it.
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3) How do we find uniques if they no longer drop?
You wont. The item progression changes from cosmic to unique to cosmic to omega.

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One thing that concerns me is this: a game like Marvel Heroes needs new players to keep coming in to keep it going. The community has always been the biggest positive of this game for me. So, a new player starts the game, sticks with it & gets to level sixty, wearing only the gear they find along the way. So with the removal of Uniques and the implementation of a difficulty slider, how are they going to get from the fresh-60 character to the geared & can clear Cosmic Trial plateau? Because there's a VAST difference between someone hitting level sixty and someone being able to Raid or do Cosmic Patrols and without Uniques that looks like it's going to grow even bigger.
This is a very complex question.

  1. Difficulty slider will be the main way to tailor content difficulty to your character, not the actual specific content itself as it has been in the past.
  2. Switching current green/blue/purple/yellow items to use the new shared affix pool with updated/rebalanced curves as well as the new affixes will inherantly make those items better, smoothing out the current power gap from cosmics to the next step, which will be omega.
  3. Better item progression design through the leveling process will get players much more prepared for endgame, which not only includes looking at slot 1 through 5, but also artifacts, rings, medallions, etc. This will be an ongoing process to improve the entire item progression.
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@Asros I'm doing my very best to reserve judgement until we see this stuff in action, however I do have a couple of concerns regarding both the items and hero revamps.
  1. This undoubtedly makes Gaz's job easier in tuning and creating, but is it really best for the players? I say this because; Have you ever been in a meeting and get so engrossed in an idea one stops seeing it objectively? Has that kind of feels to it.
I get that and understand that it may seem like it. Right now, explaining a lot of this stuff is like trying to explain art by dancing since you can't see the whole picture of all the changes (Talents, Omega Items, Infinity System, Difficulty Slider, other system changes). But we want to get the info we can out to you and let you know what we are doing to both solicit feedback and keep you all in the loop.
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  1. Are we now looking at very generic damage numbers? I.E. basic hulk punch does the same amount of damage as a basic Cyclops punch. I fear for the generic feel of a game. Hulk punch should hurt a hell of a lot more over Cyke's.

This is more something for the powers team to address. This is one of the tough things about balancing a game around IP like this. There is no real good way to do this without making certain heroes overpowered than others. That being said, they are working incredibly hard on making heroes feel the way they should.
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  1. Is going from 31 Fighting attribute to 100 really changing anything or are we just bloating another stat for the sake of making it look impressive?

There are a good amount of mechanical changes in the background for the changes to the attribute system. Giving different heroes variety of gearing options is a good thing for the health and longevity of the game. The previous state of Fighting was bland and pretty boring.
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  1. Are you all effectively doing away with resource management? Part of the reason I hate playing Deadpool (aside from cartoony powers) is there is no resource to manage it is essentially button mashing, which is fine if I was playing the Xbox Deadpool but that's not the kind of thing I dig in an arpg or moarpg or whatever the hell genre this game constitutes as.

I cant speak to this, this is really a question for the powers team on the work they are doing to hero kits. I'd hate to speak out of turn on that.
On dirait un système pondu par des technocrates qui n'ont jamais touché à un jeu de leur vie mais "savent" parce qu'ils ont "les chiffres"...

Ceci dit, encore une fois, quand on voit la communauté qu'ils se tapent, je suis étonné qu'il n'y ait pas un plus gros turn over dans l'équipe de design. J'ai beau être habitué, je suis toujours effaré par le niveau de bêtise qui règne sur les forums off. Entre ceux qui forcent Asros à répéter 20 fois la même chose parce qu'ils ne lisent pas ses interventions ("wé mais attends, avec les stats indiquées, ça va être nul en fait !") et les couillons qui débarquent en page 26 sans même avoir tenté de comprendre le message de base ("So wait, will Uniques not drop anymore at all? So that means Omega items are the new tier so it will be Cosmic>Omega? Will Omega items drop? Will they use the same icons and flavor text as Uniques?"), il y a moyen de s'arracher les cheveux...

Dernière modification par Ori Sacabaf ; 28/09/2016 à 07h06.
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@Asros With the Melee+Ranged, Energy+Physical, Energy+Mental, and Mental+Physical damage rating affixes still exist as single affixes as they currently do on cosmics for hybrid characters, and costume cores? Clarifying this may help some people.
Yes, hybrid affixes will still exist for hybrid characters.
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Also, instead of 5 random affixes, could we do say, 3 fixed, and 2 random? As in, Health/Attribute1/Attribute2/Random/Random?
Most likely, yes. We are in the process of identifying affix categories(i.e. offensive, defensive, utility) as well as restricting certain affixes by slot as well, so that there is a smaller pool of random affixes to roll on certain items. This will reduce the amount of RNG per item will still allowing for variation.
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Past that, the Omega power truly need to be done in trade off style and not pure benefit style. We'll look at the example given for Rocket. Gaz's example as given is pure bonus, and leaves one thinking "Why doesn't the skill just pierce from the start?". So, let's follow that thread, and make the skill pierce from the start, and then change the omega power to "Hollow Point Photon Rounds: Photon Minigun no longer pierces enemies hit, but instead does +XX% damage." This takes the skill from a bonus, which in the end will only provide illusion of choice at best, to something that actually is a choice.
This is assuming there arent other omegas that impact this power in different ways. The example mock ups were used to show the difference in these type of powers compared to current unique procs.
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With affixes being evaluated, are you guys going to be getting rid of the "booby prizes"? There are a bunch of affixes currently that are viewed as either worse than the norm or useless pretty much universally. Some don't offer enough bang for their buck, and some are just plain bad. Are these going away, or is the trend of undesirable affixes going to continue in order to intentionally introduce undesirable elements into the RNG pool?
Will the affixes all be useful and relatively balanced?
And I mean actually useful not theoretically so at some point. I know you guys are planning to address CC... eventually... but that's not much consolation when you're still stuffing Tenacity into game items now.
For there to be great affixes, there have to be less useful affixes. If every affix was great for everyone, we would, well, we would be using fighting on everyone like we are now. We don't like that ecosystem, it is bland and pretty boring. The affix pool will have affixes beneficial in some way for a hero, but some more than others. Some builds will look for more of a specific stat than another, so that is up to the player on which stats to look for when min/maxing their omega items.

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thoughts/suggestions:
- wouldnt it be better to utilize the current uniques and just give them sockets .then we insert omega powers into these sockets.this give us more flexibility and in the mean time we can still hoard uniques for progress while waiting for game update
I can see where players may think this is the case, but from a behind the scenes design perspective, it is not. It will continue to perpetuate the need for rotating unique updates, balance issues and lack of flexibility with current uniques. With the omega system, if we want to make omega items better, for example, by increasing health, we can do that on the shared health curve and it will automagically boost not all omega items, but also uncommon, rare, epic and cosmics as well. It gives us much more flexibility to adjust and improve items than with uniques, which every affix is hand crafted on them.
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turn in 5 dupe zeropoint shields at crafter to get a random omega shield power etc
all omega powers have a tag like blessings (utility/dps/defense)
new item or perhaps relic that give set bonuses based on ^^^ e.g. 2 defensive omega items gives a set bonus of 1000defense
this allows for much more diversity when it comes to itemization and keep uniques relevant and still allow the use of boss uniques
These are good suggestions, but they would all require some significant new technology that would take a long time to build. Omega items are built almost completely using existing tech. But its something we can always look into down the line.
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so i wanted octobot controller for my pet guys. so i get to farming, 387 runs later i get one....one. please tell me that with omegas they wont be so hard to farm. i dont have 4-5 classes to gear, i have 50 plus. Only thing that bothers me about this game. Having a hard time adjusting to the fact that i have more then a couple of classes to gear.
There is a lot of confusion in this thread surrounding a specific topic. Some players feel it absolutely necessary to min/max every hero that they have. That is a choice, it isn't required to play all of our content. If you wan't to do that, that is great and we support that. However, that isn't something we expect everyone to do on every hero.
With the move to the difficulty slider system to control content difficulty, the main reason to min/max your item is to continue to a higher difficulty, where the rewards are better items to help you move to the next difficulty, etc. We wont be locking content behind difficulty, but instead, boosting rewards for players who do higher difficulty. It is a curve, how much damage/health/x it takes to complete content on x difficulty, then how much damage/health/etc it takes from the items in x difficulty to complete y difficulty. The items are tools to do this, not requirements to do so. That is one of the main things we don't like about the current ecosystem with boss/any-hero uniques. Those items are so powerful to specific builds that players feel that without them, they cant play how they want. That's not great. Omega items and their associated powers will be there to enhance how you play, not determine how you play(even if others may say that they are required).
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@Asros Could you please explain how you guys intend to make this omega items compete with old uniques with only 5 afixes and without breaking the power creep? I think it's the most important information.
Completely starting new with a new affix pool, brand new curves and lots of math. This is also something that is not just related to new items, but also power changes, omega system/infinity system changes, etc.
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Oh, pretty sure the power creep will be broken. But with the difficulty slider, we will actually have USE for that power.
I don't agree that power creep will be "broken", but with the difficulty slider, there is more of a reason to get BIS everything and well rolled everything if you like the challenge of harder content.
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Problem with MH power creep was that the content never kept up. So basically we had so much power that we did boss fights that were designed to be 8-10 minutes to be 1-2 minutes.
We are the first to agree with this. Defeating a boss using 1 signature power isn't a great feeling. This is something we are continuing to iterate on with the content being created. We are in the process of identifying baseline difficulty for the new slider, which means reviewing stuff like this. More info on that with the Difficulty Slider blog.
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Are any of the 'fun' and flavorful procs, like Cap summoning The Human Torch, Wolvie summoning Sabretooth, the various stuff on SG's Great Lakes Avengers T-shirt, or vaporizing baddies like on Dust of Death going to stick around in the system anywhere? Maybe on Traits or powers? These don't feel like proper Omega affixes for the most part, but I like a lot of that stuff when it adds flavor to the heroes.
We do too. We are finding places for those things to go where they makes sense.
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@Asros, What's going to happen with Hightown Patrol boss drops? Will uniques be replaced with omegas?
We are in the process of reviewing loot tables as a part of this system update, but the short answer to this is, no it wont be a 1 for 1 replacement with omega items. A lot of it will be dictated by your difficulty setting in the difficulty slider. However, things like the guaranteed unique per wave is unlikely to remain in Hightown. That being said, we will be reviewing all loot tables to make sure that they feel rewarding to players. This includes TC testing and feedback as we always do.
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What about the random unique boxes and bounty boxes from logins with guaranteed uniques, and others with a chance to drop uniques, such as the Mystic Mayhem boxes or the Coffers? If those will switch to omegas, I'll want to hold on to them for now. But could they also not work anymore if uniques are removed from all loot tables?
Still TBD. I will tell you that they will not just switch to be Omega items. We want Omega items to, at least at first, be items obtained mainly from going out and playing the game. We don't want to give players who stockpiled old boxes to have huge advantages over players who didn't. I would suggest opening those now, especially if you have unique related achievements that you want to complete. (I am also one of these people!)
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I don't really understand the vision/direction on this.
  • Why keep tiers of slot1-5 gear (rare/epic/cosmic) that are somewhat useful for leveling, but quickly lose all relevance?
I answered this in a previous post, but it merits answering again. We are restructuring item progression while leveling so that you don't get cosmic items at level 10 and then don't worry about itemization at all. We want items to matter for you while leveling. Certain rarities will only start dropping at certain level bands, same thing with certain affixes on those items. We are working hard to also improve the functionality of RIF, which this plays heavily into.
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Why grandfather unique items?
If uniques are no longer able to drop, it seems strange to change their stats and leave them in the game
Imagine not reading the forums or knowing about the update coming, logging in and seeing all of your uniques gone. Thats a horrible experience for players. Also, players have worked hard to get the uniques they have to the level that they have them, enchanted, challenge bonuses, etc. That matters to us. Those items will be very important for players to use in using the new difficulty slider system to start going after the new Omega items.
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  • Will grandfathered uniques be better than omega items in no, some, or all circumstances?

The plan is "in no circumstances", but we also know that with almost 60 heroes and many builds per hero, some will be. It will be up to us to make good omega items for those rare circumstances.
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  • Are the "omega powers" fixed or variable on a specific item?

Currently fixed per item.
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  • How does removing the ceiling only to put a new ceiling in actually address the itemisation issue?

We didnt put a new ceiling. We added a new rarity tier. The beauty of the difficulty slider means that as we add more difficulties, we can add more rarity tiers, like omega 1, omega 2, etc or even a totally different name. So much of switching to this system is about creating a flexible, expandable item system for us so we can create new, better items for you at a faster pace.
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  • "Mjolnir is one of the most iconic and powerful Items in the Marvel Universe, and it will have an Omega Power tantamount to its status." ... and then it rolled with tenacity. Why is tenacity still in the game after all these years?

This is a perfect point about why we needed to move away from uniques. Tenacity is important for some hero builds, but not for others. Over time, as we change the game, some stats like this become more useful for some heroes and less for others. With omega items, we can adjust stat weights like that much easier than having to go in and completely rebalance all 450ish handcrafted uniques.
Also, like the blog said, those are mock ups. Those affixes are placeholder.
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  • This system still seems very fluid and in the early stages of iteration, realistically, how close is this system to actually being in game?

It will not launch with the first system release with Talents/Hero Updates, but will release very shortly after that.
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Will the value of currently-common affixes be increased to the point where we see 12000+ health or 4500+ CDR on a single item?
I can't commit to specific values right now since we are still in alpha with many things. Balance/tuning happens later than where we are right now.
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Are we going to see all the various general conditional effects (procs) available on current uniques added to the affix pool from which omega items will be generated? If not, are we going to see the plain bonus affix values increased to compensate (e.g. if omega items can't have "when you crit, gain CHR and BSR" are we going to see the plain CHR and BSR affix values increased compared to current uniques)? What about affixes like "when you go below 30% health, enter stealth (and get stat bonuses)"?

Some of them, yes. All of them, no.
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Are all of the current hero-specific affixes going to become Omega Powers?


No. All Omega powers are being designed from the ground up to work with the changes made to powers with the Talent rework.
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Are attribute affixes going to be added to the pool for omega items? If not, are the benefits provided by attributes going to be added as affixes?


Yes, attributes will be a part of the affix pool. Allocations should even be higher than uniques as the attribute changes for heroes to have 2 main attributes to itemize for will mean they are more important to you.
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what does that mean for players trying to find a full set of omega items that meets or exceeds a current set of uniques?


It isn't an apples to apples comparison. It is more about relative power. When Omega items come out, we expect that there will be a period of time where you will be looking at some side grades instead of obvious direct upgrades. This will depend on your hero, build, difficulty, omega/infinity spec, item level and other factors. But as you continue to play, you will eventually find omega items that you will equip as upgrades to your current uniques.
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Do you really believe players will be happy having to manually examine thousands of omega items for each of the five slots to see if they finally won the lottery and got what they wanted? And then do it again sixty more times in order to equip all of the heroes?


Well, we don't expect most of our players to min/max at that level. We are designing the affix pool to give you useful stats for your hero, but some more than other, which encourages those who do want complete BIS items to keep searching for the perfect mix of affixes. How much you min/max your affixes will be up to the player, but the average player will be able to pick up an omega item, just as they can with a cosmic, or epic, equip it and play the hero.
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Loving the upcoming changes
I have two questions,
1) One of the main reasons I go to Hightown is to get uniques then exchange them for credit chests, will there be another way to make 500k so easy?
Well, being able to get 500k "so easy" as you say is somewhat problematic for the game economy. Because of this, crafting costs are also problematically high to try to drain the excess credits out of the economy. This needs a more holistic review, which is in progress, to bring the economy a bit more back in check a bit. So will there be a way to get these credit chests so quickly and easily? Most likely not, but there will be other compensating changes to different aspects of the economy so those kinds of credit chests aren't as necessary as they may be right now.
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2) Ive spent a lot of time doing raids etc to get commendations, will there be a way to refund all my challenge bonus tokens binded to my uniques?
No, we won't be refunding the ones you have already equipped and have been using, but we will most likely make them a little easier to change out once the hero changes go live (for a short amount of time) to let you adjust if you wish. We are also keeping the blessing swap recipe free for the time being so you can adjust those as well with little penalty. However, these wont be permanent changes.
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@Asros I know this is not your exact area, but I have 1 more concern. While I love items enhancing powers I am concerned that powers will be designed weaker so that Omega items can buff them. For example, I am pretty sure the current shield bounce has 8 bounces. So 8+3 from Omega would make 11 which is good buff. But if after all the power changes Shield bounce defaultly has 5 bounces and we need the item to get back to 8, that would very much stink.
This is 100% not the case. The item team is building the Omega procs outside of the design process for the heroes. We are looking at the changes being made and coming up with powers that enhance that. We aren't asking the powers team to make certain powers weaker. That would be pretty bad.

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I missed the part where they said the affixes would all be completely random and not say, taken from a pool per character/slot basis.
They may even do something crazy like add some weightings that characters / slots might favour either individually or in combination.
Yep. The affixes will be "random", but random from a pool of choices that are worthwhile for you hero. Certain affixes will most likely be slot restricted as well.
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@Asros are Omega items going to draw from a hand crafted table of affixes for each item? Do they draw from a single shared Omega table? Are they still able to support static affixes?
Handcrafted affix per item. Can Omega items support static affixes? Sure. Will they? Very unlikely.
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Basically I'm wondering about special Unique affixes like spirit on hit and cost reduction, useful proc effects eg Iceman's stats and buff procs, invul and rez effects, etc. These had a palpable effect on build power and sustainability, but the examples given of Omega items just had very generic random gen affixes. Basically I don't want to see Omega items be nothing more than generic stat sticks with one skill modification effect.
Some of these are being added to the shared affix pool, some will not and instead fit better on other item slots. The mock ups were just that, mock ups to give a visual idea of the design. Not final items or design.
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As I've said in another post, I'm going to reserve final judgement when I see all the pieces in place, not a part here, a part there and both separate. THAT SAID - with 5-7 omegas per character at launch doesn't SEEM to lend itself towards a lot of "build defining" diversity. Keyword SEEM.
Also with Omega gear having 5 random affixes brings back memories of trying to find a good cosmic item. That was not really fun. It's even worse than trying to find a trifecta now.
Those are my big reservations from what I have seen now. When it's all rolled out and together, it may make more sense and be awesome, but I can only go on what has been posted.
So @TheArtofRawr and I had a design meeting today, we talked about a lot of the feedback on Omega items and came up with some ideas on how to change them. I won't go in to a lot of them yet because we don't have specifics and want to sleep on them before we take them farther.
However, we agree that random affixes with random roll ranges are too much RNG. We haven't made a final decision, but are leaning towards changing slot 1-5 items (uncommon, rare, epic, cosmic, omega) to not have roll ranges on the random affixes. The roll would be based 100% on the item level of the item.
What this means is that item level is now much more important at end game. Upgrading your items ilevel is something that would require more work than currently(the raid recipes), and would be very tied into difficulty slider (item level would be controlled by difficulty, but you could upgrade your items to higher item level via crafting and other means).
Other things we discussed were the issue of not having enough coverage with 5-7 items per hero at launch and have some ideas on how to address this. More on that as the plan becomes firmer.
We are listening to your feedback and want to make items you want to use. We also want to build a sustainable item ecosystem that keeps you playing and having fun without being frustrating. That is a hard target to hit, but we are committed to it.
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mouais suis bien curieux de voir leur système de slider difficulty , on a l'impression d'avoir affaire au système de Torment dans D3

n'empeche ca a l'air d'etre un beau tonneau de nitro sur lequel ils font des claquettes :]
Oui effectivement. Le système de tourment à la D3 où tu te stuffes pour augmenter la difficultés du curseur ce qui te donne quelque fois du meilleur stuff pour ... où comment transformer le joueur en un hamster :-)
J'ai arrêté D3 pour cela; MH est un hack and slash fun et nerveux et le restera mais finalement pas déçu d'avoir basculé sur wow legion : y a du contenu à moudre et la session mh permettra de se défouler 15 mn pas plus.
Nerf de tout les pouvoirs de déplacement :
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I am TheArtofRawr, Lead Systems Designer for Marvel Heroes 2016. As you may know, the design team has been posting a series of design blogs about many upcoming systems updates, including Hero Powers, Items, and the exciting new end-game progression system called the Infinity System. Before finishing the series with a blog announcing the new difficulty slider, we need to discuss another major change that is running tandem to the suite of system changes: Character Mobility.


Since the inception of the game, mobility has maintained a binary state. If your Hero is moving at all, you are dashing. Stop and dash–that’s it. This lack of variability has crippled our ability to improve the game in some very meaningful ways. Level, enemy, and boss design hasn’t gone very far since we launched, because we gave all heroes an infinitely powerful tool to avoid anything dangerous or risky. The good news is that we’re going to do what’s right to increase the long-term fun of Marvel Heroes.


In order to move forward and generate fresh, exciting game content, we must give Heroes the opportunity to stop and enjoy that content for just a moment. The changes we are presenting here may seem contentious to some, but we do ask for constructive feedback as we get closer to testing. Keep in mind that in the long run, we know that these changes will open the way to better gameplay and more fun.


Here is an outline of the upcoming changes to mobility:

  • All Dash Powers now have a fixed distance and travel speed, uniform across all heroes.
  • “Dash” Powers (such as Combat Rolls, Lunges, Teleports, and Charges) have 3 charges and generate a charge every 4 seconds.
  • Teleports still begin their travel instantly, but move across the world at the same rate of Dashes rather than disappearing from one location and instantly reappearing at the next. They are comparable in distance per second to any other Dash Power.
  • Dash Powers now cleanse crowd control effects, and make the user completely invulnerable while travelling.
  • Travel Powers have a 1-second channel time before they start.
  • Travel Powers reduced in speed from 1000 to 700.
  • Ziggurat of Kargul will have a new ability replace its active power.
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More Challenge, Decisions that Matter, and Better Gameplay

When Heroes boundlessly dash or teleport around the battlefield, limited only by their Spirit pools (and often not even by that, especially with endgame gear), there’s really no game situation that can provide a challenge. The only real threat to a player is an attack that is so damaging that it takes the Hero from 100% hp straight to zero. While one-shot attacks may have their place in extremely difficult content (as long as they are clearly telegraphed to the player and possible to dodge), as a rule, they become altogether boring and unfun unless they are implemented extremely rarely.


A far better gameplay pattern is for hits of various magnitudes to come at the player in a varying rhythm. Heroes don’t need to dodge every projectile from a Hydra mob because such minor attacks are relatively little threat unless present in overwhelming numbers. More threatening attacks such as the power brawler’s ground slam, however, should inflict noticeable damage but not instant defeat. These mobility changes will enable the player to face frequent and interesting decisions about what to dodge and when. And just as importantly, in the very rare cases when you’ve used that last charge on your dash power, it’s fitting (and fun) to feel a sense of risk as you move through the battlefield.


One important counterpoint that comes up frequently when we talk about making Marvel Heroes more challenging is how important it is for the heroes to feel true to their comic origins. This position is reflected in statements like, “a single Hydra soldier shouldn’t be a threat to The Hulk.” It’s important to understand that no one is talking about a single Hydra mob of any sort defeating a Hero. Heroes will still smash their way through hordes of enemies with little trouble. Only very large numbers of normal mobs in very difficult game modes will pose a serious threat to a Hero who is actively attacking and moving.


The tuning of endgame has become more and more of a challenge, and mobility is the primary reason for that. Those who have played the Cosmic Trial know that, for the most part, the only way to beat it is by being extremely mobile, dashing or teleporting constantly. That’s not how we want the endgame of Marvel Heroes to play out–there should be more to the game than just damage! Providing you with opportunities to make meaningful decisions and react to the challenge presented to you: that’s how we can continue to produce a variety of interesting content! To do that, we have to dial back on the speed just a bit so that we can trade it for strategy, decision-making, and better gameplay.


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Let Nightcrawler be Nightcrawler

The Marvel Universe has a rich array of characters with different abilities and unique stories. One of the worst parts of limitless mobility for every Hero is that the truly mercurial Heroes such as Nightcrawler cannot stand out from the others. With these relatively minor limitations to mobility on all heroes, we now have the ability to let Nightcrawler and other very agile heroes stand out from the crowd. For instance, Nightcrawler’s Bamf power has more charges and a faster cooldown than the standard applied to most heroes.
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Waffles Taste Good

Yes, Travel Powers were capped to 700 for a few weeks back in August, and we buffed the speed to 1000. That change was meant to be a correction for the fact that travel powers benefited from speed increases in prior patches. Now, we’re switching back to 700 and sticking to it. At speeds above 700, the controls became unresponsive on many Travel powers, such as vehicles with turn speed (Motorcycles), since they were never meant to be that fast. Increasing the turn speed would make them functional, but also reduce the visual quality and the feel of the powers. Many Sprint animations look wildly inaccurate running at lightning speed. These animations were authored at specific speeds, roughly twice the normal run speed. There’s no version of a Sprint animation that looks thematically correct when the user suddenly takes off a 3-4x times their former top speed. In addition, incredibly high movement speeds do not perform evenly on high- and low-end machines. One of our goals is to be accessible to as many gamers as possible, and this kind of speed provides a very uneven experience.
Honestly, we immediately regretted the change to 1000 and should not have waffled. We know that 700 is the correct speed for several reasons, and we’re owning up to the fact that we waffled and doing the right thing by switching back to the correct value.
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Travel Between Combats; Dash in Combat

One last note about the one-second startup time that we’re adding to Travel powers. With the limits on dashes, being able to flick the Travel power on and off instantly is simply too powerful in combat, which is part of the reason why Travel Powers will have a 1-second channel time before they start. Ultimately, the path to good gameplay is to make it optimal for the player to use Travel powers between combats and Dash or Teleport powers in combat. This change is the least invasive way to achieve this goal.
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The Road Forward

We’ve mentioned some of the gameplay improvements that these mobility changes open up, including more variance and opportunity for strategy. At a later date, the improvements that we’ve mentioned will get more detailed treatments in blogs of their own. Soon we’ll feature blogs on the improvements to enemies. In the meantime, our next blog post will continue with the series describing the biggest systems update in the history of the game! In it, we will share details about adding a personal difficulty slider that allows players to adjust the difficulty of the game. Until then, we will see you in the forums!
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à voir ce que ça va donner concrètement en jeu et les modifs qui seront nécessaires concernant les ennemis etc ... (ainsi que les ajustements individuels, quid de juggernaut ?) Mais pour se déplacer entre les combats ça risque déjà d'être assez chiant.
Il en faudrait beaucoup pour en arriver jusque là, dans le pire des cas en 2019 la licence ne sera pas renouvelée mais je ne vois pas l'existence elle même du jeu menacée avant cette échéance.

D'autres H&S sont plus lents, je dirais même que Marvel heroes était le plus rapide (et devrait encore l'être après la màj, sans doute) même si les paterns des boss sont très mauvais (ils ont tendance à s'améliorer à ce niveau mais ils reviennent de loin donc bon ... La simulation de cable reste sans doute le meilleur boss qu'ils ont construit jusque là si on exclut les boss de raid qu'ils ont abandonné). C'est juste une spécificité qui maintenant va s'amenuiser.
Calmer les pouvoirs de déplacement ne peut faire que du bien au jeu, surtout que, comme ils le disent, ça va permettre de redonner une spécificité aux héros basés dessus. Par contre il faut aussi qu'ils se calment sur le bullshit. La difficulté pour avoir un bon end game équilibré n'est pas une conséquence des pouvoirs de déplacement mais bien du power creep dégénéré et de leur volonté de faire en sorte que tous les héros soient égaux sur tous les aspects.
Yep, à voir ce que ça va donner concrètement.

J'espère juste qu'ils vont penser à dégager les blocages lorsqu'on tente de passer une porte avec un pouvoir de déplacement de type "vol", parce si à chaque porte faut se retaper le cooldown d'1 seconde pour repartir, ça va vite être pénible.
En lisant ce fil je me rend compte que je ne suis pas trés conforme avec la façon de jouer de la majorité.
Je n'utilise quasi jamais le pouvoir de déplacement (le R), c'est absolument pas dans mes habitudes.
Je joue normal quoi, je marche et je butte ce qui arrive en face. A la rigueur de dash ou me tp quelque fois pour aller plus vite mais sans plus. Les ajustements futurs la dessus ne vont donc pas changer grand chose à ma façon de jouer on dirait.
Plus les devblogs se succèdent, plus ils sont courts :
Citation :
I am TheArtofRawr, Lead Systems Designer for Marvel Heroes 2016. Welcome to the next installment in a series of Dev Blogs describing the biggest systems update in the history of the game! So far we have outlined the Hero Power Update, Item Update, and the Omega System Update: The Infinity System, as well as some parallel changes to travel and mobility that will be released along side many of the impending updates. Today we will be sharing details about the new Difficulty Slider, an upcoming feature that will allow you to adjust the difficulty of the game as you see fit. Here’s how it will work:
The All-New Difficulty Slider

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To satisfy the different preferences of different players, and to address the wide range of power and play-styles among players in the endgame, we are introducing a personal difficulty slider that empowers players to shape their own in-game experience. To choose a difficulty level, when you’re warping to a location you choose your difficulty level on your slider bar. (There will also be a global setting available.)
As you increment your slider to the higher settings, the enemies in the game will hit harder, take more punishment, and use new abilities. All these combine to make for a more challenging play experience.
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Heroes that choose to play higher difficulty levels will be rewarded for their courage and skill. They will earn progressively higher experience bonuses, a bonus on the items they find (more on that later), and the upper end of the scale, called Omega, unlocks all new item tiers called Omega Rarity Items.
Some game modes might even be limited to certain difficulty settings, for example the Raids might be restricted to Omega level difficulty. The total number of options in the slider bar will be continually evolving as we generate new content at the upper Omega levels.
BIF Is Better Than SIF & RIF

Currently, Rare Item Find (RIF) makes rare items more likely to drop, and Special Item Find (SIF) makes it more likely that special items will drop, but the system suffers from a problem: the rarest items in the game drop with very low probability. If you multiply such small probabilities by even a large magnitude like 4x or even 10x, you still have pretty low probabilities. As you play, the improved odds are nearly imperceptible as it moves you from a small probability to a larger (but still quite small) probability. Assessing the value of a Boost that sometimes reduces ten hours of hunting down to four can be unclear, and not as satisfying an experience as it could be.
This is why we are replacing RIF and SIF with BIF.
Bonus Item Find, or BIF, is a rating that you gain for your Hero by using a Boost. If you have a positive BIF Rating, defeating enemies will yield you a certain amount of BIF points based on what you defeated and your current BIF Rating.
There will be a BIF bar in the UI that you can fill up. When you completely fill up the BIF bar with BIF points, you will immediately get a special loot drop that comes from an exclusive BIF loot table. This exclusive loot table is tailored to take into account what level you are and which Hero you are playing, so it will always be good for you; it will be.
As mentioned, BIF will replace RIF and SIF, however existing boosts that you have purchased will still function in the same way. We will be removing boosts from the store soon that give RIF and SIF and will be offering new BIF boosts when the system launches.
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This feature is still in development so there may be some changes between now and then, plus there’s more we can’t even talk about yet! As for timing, the Difficulty Slider and BIF Boosts will come out after the initial release of the Talents and Traits update, and will be released shortly thereafter. When we get closer to the actual launch of the feature, we’ll be sure to re-open the discussion with the final details, and rest assured that existing Boosts will be brought into the modern era. This is a very exciting system, so we wanted to let you know it’s coming down the pipeline. Keep an eye out for more details to come!
Onward!

Now that we’ve expanded on the four core system upgrades in the biggest systems update in the history of the game, please continue to share your thoughts and reflections. As you can see, there are several huge improvements headed your way! And there are still some details we have yet to unveil, like enemies and bosses, so keep an eye out for our next Dev Blog: Enemies and Bosses.
Until then...
-Rawr
On va dire que je suis légèrement déçu par le manque d'info mais aussi par le système tel qu'il est présenté. J'avais envisagé ça comme un système plus poussé avec un ajustement plus personnel et notamment avec plus de niveau de difficulté. Sachant qu'en vérité ça veut plus ou moins dire qu'à haut niveau on va juste tous mettre l'omega en difficulté vu qu'il semblerait que seule la difficulté omega loot les items omegas. Enfin, à voir la vitesse à laquelle ils rajoutent des tiers au dessus d'omega.

Dernière modification par Rasetsu [Men] ; 14/11/2016 à 23h26.
Là, on est en plein dans du D3 Ça ne me dérange pas plus que ça, donc à voir. Tout va dépendre de l'itemization, en fait. S'il faut farmer un tiers d'omega pour toper les objets pour farmer le tiers suivant, ça va vite être rébarbatif.
Ça aurait été pas mal qu'ils songent à un système s'approchant du hardcore, avec de meilleurs loots (ou une BIF qui se monte plus vite) mais de grosses pénalités de mort.
Test Center ouvert, quelques preview de changements généralistes sur les items :
Citation :
Leveling Artifacts (1-59)
Amulet of Quiox
50 - 100 Energy Damage Rating
8 - 10% Summoned Ally Damage
Level 15
Bannertech Accelerator
100 - 200 Damage Rating to Movement Powers
50 - 100 Critical Hit Rating
Level 15
Bannertech Adrenalizer
150 - 200 Damage Rating to Area Powers
50 - 100 Critical Hit Rating
Level 15
Bloodstone Jaguar
100 - 200 Mental Damage Rating
175 - 350 Dodge Rating
Level 15
Bloodstone Mammoth
300 - 500 Health
100 - 200 Damage Rating to Movement Powers
Level 15
Kree Hyper-Optics
150 - 200 Energy Damage Rating
1200 - 1600 Radar
175 - 350 Deflect Rating
Level 15
Power Prism Shard
-5 - -10 Spirit cost to Physical Powers
150 - 200 Physical Damage Rating
Level 15
Reactive Repulsor
150 - 200 Damage Rating to Movement Powers
50 - 100 Damage Rating to Area Powers
Level 15
S.H.I.E.L.D. Motion Tracker
50 - 100 Critical Rating
150 - 200 Energy Damage Rating
1200 - 1600 Radar
Level 15
Scrolls of Pama
300 - 500 Health
150 - 200 Mental Damage Rating
Level 15
Skrull Targeting Computer
100 - 200 Critical Hit Rating
275 - 350 Deflect Rating
Level 15
Starstone Tooth
500 - 800 Health
50 - 100 Physical Damage Rating
Level 15
**Talisman of K'un Lun **
50 - 100 Mental Damage Rating
100 - 200 Critical Damage Rating
Level 15
Terrigen Crystal
300 - 500 Health
100 - 200 Critical Hit Rating
Level 15
Vita-Ray Projector
150 - 200 Energy Damage Rating
300 - 500 Health
Level 15
Bloodstone Porcupine
128 - 198 Defense Rating
250 Damage Rating to Area Powers for 10s when you are attacked
418 - 647 Health
Visual: Bloodstone Runes
Level 20
Fantastic Force Field
150 - 315 Defense Rating
150 - 315 Deflect Rating
When your health drops below 30%, gain a shield that absorbs 3000 Damage. (30second cooldown)
Level 20
Festivus Pole
2 - 2 Festivus Miracle: % when you defeat an enemy to call forth a minor Miracle (20m CD)
2 - 5 Grievances: % Chance when you hit to weaken all enemies in a small radius by 10% for 10s (10s cd)
2 - 5 Vigor: % when you hit to gain 1 to all attributes, 2% damage vs bosses, and knocking your target down for 3s, dealing 2287 Physical Damage
Level 20
Graviton Generator
75 - 150 Damage Rating to Movement Powers
222 - 333 Dodge Rating
75 - 150 Critical Hit Rating
Level 20
H.A.M.M.E.R. Ordnance
150 - 200 Physical Damage Rating
150 - 200 Critical Strike Rating
7% - 12% Chance to knock down target, when you hit with a power (10s Cooldown)
Level 20
Ka-Zar's Pendant
50 - 100 Critical Hit Rating to Movement Powers
200 - 250 Damage Rating to Movement Powers
25 - 40% Chance to regen 105 health when you hit with a movement power
Level 20
Kung Fu Training Sequence
190 - 400 Health
120 - 150 Deflect Rating
100 - 150 Damage to Melee Powers
When you hit with a melee power, gain 500 Dodge Rating for 5s
Level 20
Maht's Arrowhead
150 - 200 Physical Damage Rating
-5% - -10% Spirit Cost Reduction to Physical Powers
10 - 20% Chance to cause target to bleed for 2179 physical damage over 5s when you hit
Level 20
Netharanium Jewel
3 - 5% Chance when you hit with an Energy Power to gain 200 Critical Hit Rating for 5s (5s Cooldown)
50 - 100 Damage Rating to Energy Powers
50 - 100 Damage Rating to Area Powers
Level 20
Random's Protoplasm
300 - 550 Defense Rating
300 - 550 Dodge Rating
300 - 550 Deflect Rating
Level 20
Ringed Ruby of Raggadorr
50 - 100 Mental Damage Rating
51% chance to create a shield that absorbs 5151 Damage (30s cooldown)
31 - 51 Spirit
Level 20
Super-Soldier Serum
800 Health
350 Defense Rating
1300 - 1500 Health Regen per minute
Level 20
Talisman of Hoggoth
7% chance to create a shield that absorbs 600 damage when attacked
100 - 150 Energy Damage Rating
100 - 150 Mental Damage Rating
Visual: Glowing Orbs
Level 20
Tome of Zhered-Na
2 - 5 Chance when you are attacked to knock back nearby enemies with a surge of mystic force (30s cd)
210 - 250 Critical Hit Rating to Energy Powers
100 - 150 Energy Damage Rating
Level 20
Wundagore Clay
10 - 15% Chance on hit to summon a Raptor to fight for you for 30s. (30s Cooldown)
150 - 200 Critical Strike Rating
8 - 10 Summoned Ally Damage
15 - 30 Summoned Ally Duration
Level 20
Yukio's Charm
270 - 350 Dodge Rating
150 - 200 Physical Damage Rating
270 - 350 Defense Rating
Level 20
A.I.M. Robot Dispenser
3 - 7% Chance when you hit to summon two AIM Death Machines to fight alongside you for 1m (10s CD)
15 - 20% Summoned Ally Damage
50 - 100 Energy Damage Rating
Level 25
Asgardian Runestone
75 - 90 Spirit
222 - 333 Dodge Rating
When you use your Medkit, gain 200 Critical Hit Rating for 12s
Level 25
Bloodstone Eagle
1000 - 1500 Radar
150 - 200 Critical Rating
50 - 100 Damage Rating
500 - 750 Health
Visual: Bloodstone Runes
Level 25
Bloodstone Eel
175 - 250 Health
150 Critical Hit Rating when you use your Med Kit
250 - 300 Damage Rating to Energy Powers
Level 25
Bloodstone Lion
Your teammates regenerate +945 health, when you use a Med Kit
200 - 250 Damage Rating to Area Powers
700 - 900 Health
Level 25
Bloodstone Raptor
5 - 10 Chance to summon a small raptor when you defeat an enemy
500 - 750 Health
222 - 333 Dodge Rating
150 - 200 Damage Rating to Melee Powers
Visual: Bloodstone Runes
Level 25
Crimson Crystal of Cyttorak
2% chance to grow in size and create a shield which absorbs 4467 damage. (30s cooldown)
342 - 750 Health
233 - 300 Damage rating on Physical Attacks
Level 25
Frigga's Circlet
122 - 333 Dodge Rating
150 - 200 Damage Rating to Damage Over Time Powers
150 - 200 Damage Rating to Energy Powers
Level 25
Gem of Jotunheim
When you use your Med Kit, grow in size and increase your defense by 600 for 8s
320 - 400 Damage Rating to Movement Powers
Level 25
Jewel of Yggdrasil
333- 666 Defense
333 - 666 Deflect
When you use your Med Kit, gain an additional 3% of your health back
Level 25
Latverian Regalia
15 - 20 Summoned Ally Damage
50 - 100 Critical Hit Rating
2 - 4 Chance to summon a doomdrone when you are attacked for 1m (10s CD)
Level 25
Phoenix Feather
200 - 250 Energy Damage Rating
100 - 200 Defense Rating
When defeated, you instead revive with full Health and Spirit (10m cooldown)
Level 25
Scrolls of Watoomb
10% chance to hurl mystic fireballs in all directions when you use a movement power (3s Cooldown)
200 - 300 Physical Damage Rating
100 - 200 Critical Hit Rating
Level 25
Talon of Khonshu
50 - 100 Damage Rating to Movement Powers
250 - 350 Critical Rating to Movement Powers
Level 25
Amulet of Agamotto
6 - 10% Attack Speed
100 - 180 Defense Rating
250 - 300 Mental Damage Rating
Negate half of all incoming damage for 10s (max of 3000) when your health drops below 40%
Level 30
Atlantean Jewel
150 - 300 Damage Rating vs. Targets that are attacking you
75 - 100 Critical Hit Rating
When you use your Med Kit gain 675 Defense Rating for 10s
Level 30
Beta Particle Mini-Reactor
70 - 100 Spirit
200 Damage Rating to Movement Powers for 12s when you hit with a power
100 - 200 Physical Damage Eating vs Vulnerable Targets
Level 30
Bloodstone Panther
10 - 25 Chance to cause target to bleed for 232 physical damage per second over 5s when you hit
350 - 400 Damage Rating vs Bleeding Targets
500 - 750 Health
Visual: Bloodstone Runes
Level 30
Circlet of Cyttorak
Gain 15 spirit when you pick up any orb
2 - 5 Chance when you are attacked to gain a shield that deflects 5200 Damage (30s Cooldown)
300 - 400 Physical Damage Rating
Level 30
Flames of the Faltine
150 - 200 Energy Damage Rating
When you use your Med Kit, gain 250 Critical Hit Rating for 10s
8 - 12% chance when you hit with an Energy Power, weaken your foes for 10s (15s CD)
100 Damage Rating vs Weakened enemies
Level 30
Hellfang of Zarathos
8 - 10% Chance on hit to taunt all nearby enemies for 3s. (30s Cooldown)
300 - 400 Physical Damage Rating vs. your target
500 - 750 Health
Level 30
Infinity Formula
300 - 400 Damage Rating to Movement Powers
20 - 30% Chance to gain 10 spirit when you hit with a Movement Power
Reduce Damage from ranged targets by 5% for 6s when you use your Med Kit
Level 30
Ivory Idol of Ikonn
Become invisible for 3s when you use a Movement Power.
150 - 200 Damage Rating to Unaware targets.
150 - 200 Critical HIt Rating
Level 30
Mark of the Odinborn
2% Chance on hit to create an orb that restores health and spirit.
5% Attack Speed when you use a Movement Power for 6s
150 - 200 Energy Damage Rating
150 Damage Rating vs Vulnerable targets
Level 30
Oculus Oroboros
235 - 333 Defense Rating
80 Health when you hit with an energy power
200 - 300 Energy Damage Rating
150 - 200 Energy Critical Rating
Level 30
Pluvian Superconductor
8-10% Chance on hit to freeze nearby enemies
400 - 500 Damage rating with any area power
Gain 350 Defense Rating for 10s when you use your Med Kit
Visual: Icy Orbs
Level 30
Repulsor Field
125 - 167 Deflect Rating
125 - 167 Defense Rating
335 - 500 Energy Damage Rating
Visual: Glowing Orbs
Level 30
Wicked Wand of Watoomb
18 - 25% Summoned Ally Damage
8 - 12% Chance to gain 100 Critical Hit Rating when your Summoned Allies attack (10s CD)
Level 30
Blinding Brazier of Balthakk
30% chance to burn the attacker for 882 energy damage over 3s, when you are attacked
847 Damage Rating vs. enemies with Burn status
222 - 333 Defense Rating
222 - 333 Dodge Rating
Level 35
Brevik's Cowbell
420 - 420 Critical Damage Rating
4 - 4 Chance when you hit to get A LOT more cowbell, taunting enemies and granting you 4200 Critical Hit Rating for 4.2s (42s CD)
Level 35
Crystal of Kadavus
10 - 25% chance to gain 25 Spirit when you use an Energy Power (15s Cooldown)
250 - 300 Critical Damage Rating
250 - 300 Brutal Damage Rating
250 - 300 Energy Damage Rating
300 - 500 Health
Level 35
Darkhold Scroll
10 - 20% Chance to make your enemies Vulnerable for 10s when you hit with a Mental Power
150 - 200 Damage Rating vs Vulnerable
600 - 800 Brutal Damage Rating
Self Rez
Level 35
Extremis Serum
While below 30% Health, gain +1,300 Energy Damage Rating, +1,150 Defense Rating, and regenerate +40 Health per second
150 - 200 Brutal Strike Rating
You are now infused with Extremis, causing your Med Kit to heal your mind for 5% of your total spirit
Level 35
Plandanium Graft
800 - 1200 Health
500 - 600 Defense Rating
500 - 600 Deflect Rating
6 - 10% You take less damage from enemy Area Powers
Level 35
Pym Growth Serum
250 - 300 Physical Damage Rating
665 -1200 Health
Chance when you hit to grow and gain 1200 Defense for 5s. (10s cooldown)
Chance when you hit to shrink your opponent and weaken them for 5s.
Level 35
Pym Shrinking Serum
250 - 300 Physical Damage Rating
10 - 15% Chance when you are hit to shrink to minimum size and gain 800 Dodge Rating for 5s. (10s cooldown)
10 - 15% Chance when you hit to shrink your opponent, and weaken them for 5s (10s cooldown)
150 - 200 Brutal Strike Rating
Level 35
Serum of the Seraphim
1275 - 1500 Health
45 - 60 Revive allies 60% faster
21 - 25 Enemies at range 400+ deal 25% less damage
6 - 10% Chance when you are hit with a ranged attack to gain 500 Dodge, Defense, and Deflect Rating for 10s (20s Cooldown)
Level 35
Verdant Vial of Valtorr
200 - 250 Critical Hit Rating
200 - 250 Critical Damage Rating
150 - 200 Physical Damage Rating
8% Chance when you Critically Hit to stun your opponent for 3s and turn them to dust if they are not a boss or player (25s cooldown)
Level 35
Xerogen Crystal
150 - 200 Damage Rating to Area Powers
150 - 200 Critical Hit Rating
350 - 500 Brutal Damage Rating
250 - 300 Brutal Strike Rating
Level 35
Chthonic Idol
4 - 8 Chance to burn the target for 3000 fire damage over 4s when you hit
4 - 8 Chance to freeze the target for 5s, slowing their movement when you hit
150 - 200 Mental Damage Rating vs Slow Targets
150 - 200 Area Power Damage Rating vs Burning Status
1 - 1 Intelligence
Level 42
Danger's AI Chip
60 Physical Damage Rating for 5 seconds, when you deal damage (stacks up to 5 times)
75 health regeneration per seconds for 5 seconds, when your health drops below 30%
2% area damage reduction for 5 seconds, when you take area damage
1,000 defense rating, energy, for 5 seconds, when you take energy damage
300 - 400 Physical Damage Rating
1 Fighting
Level 42
Danger's AI Chip
60 Mental Damage Rating for 5 seconds, when you deal damage (stacks up to 5 times)
75 health regeneration per seconds for 5 seconds, when your health drops below 30%
2% area damage reduction for 5 seconds, when you take area damage
1,000 defense rating, energy, for 5 seconds, when you take energy damage
300 - 400 Mental Damage Rating
1 Fighting
Level 42
Danger's AI Chip
60 Energy Damage Rating for 5 seconds, when you deal damage (stacks up to 5 times)
75 health regeneration per seconds for 5 seconds, when your health drops below 30%
2% area damage reduction for 5 seconds, when you take area damage
1,000 defense rating, energy, for 5 seconds, when you take energy damage
300 - 400 Energy Damage Rating
1 Fighting
Level 42
Hand of Nimrod
Recover 3.2 spirit when you hit
300 - 350 Damage Rating to Energy Powers
5.0 - 9.0 Attack Speed
Level 42
Hulkbuster Munitions
200 - 350 Physical Damage Rating
6 - 12 Chance to knock down enemies when you hit with a Ranged Power
150 - 200 Damage Rating to enemies who have been knocked down
When you attack a Boss Target, gain 1 Strength and 1 Fighting for 10s (10s Cooldown)
Level 42
Metasensory Array
200 - 250 Energy Damage Rating
75 - 100 Critical Hit Rating
When you use your Med Kit, release nanites in a 10 yard radius, weakening enemies caught in the area for 8s
Level 42
Moonstone Shard
100 - 140 spirit
75 - 150 Energy Damage Rating
1 - 1 Fighting
Level 42
Raptor Stone
1 - 1 Fighting
4 - 10% Attack Speed
10 - 30 Summoned Ally Damage
5 - 10 Chance to summon a raptor when you hit for 30s (30s Cooldown)
Level 42
Shi'ar Cloaking Device
8 - 10% chance when hit to become stealthed for 3s (15s cooldown)
250 - 300 Damage Rating to Physical Powers
150 - 200 Damage Rating vs enemies not targeting you
1 Fighting
Level 42
Squirrel Distress Call
8 - 12% chance to shout for aid when you get hit, giving you and nearby allies gain 450 damage rating for 10 seconds. (20s cooldown)
200 - 250 Critical Rating
500 - 750 Health
5 - 10 Chance to summon a squirrel to fight for you for 15s when you crit (60s CD)
Level 42
Advanced Phoenix Feather
27 - 44 Health Regen per second
400 - 500 Energy Damage Rating
222 - 367 Defense Rating
1 - 1 Energy
When defeated, you instead revive with full Health and Spirit (10m cooldown)
Level 50
Advanced Reactive Repulsor
300 - 400 Movement Power Damage Rating
-5 - -10% Cost Reduction to Movement Powers
750 - 1000 Dodge Rating
When you use your Med Kit, apply a defensive layer giving you 1 Durability for 15s
Level 50
Advanced Scrolls of Pama
1200 - 1500 Health
300 - 400 Mental Damage Rating
150 - 200 Critical Hit Rating to Mental Powers
3 - 6% chance to summon a health orb when you are attacked
1 - 1 Durability
Level 50
Advanced Skrull Targeting Computer
150 - 200 Critical Hit Rating
150 - 200 Brutal Strike Rating
450 - 650 Damage Rating vs Targets that are not attacking you
275 - 350 Deflect Rating
Level 50
Advanced Starstone Tooth
446 - 667 Dodge Rating
1000 - 1200 Health
10 - 20% Chance to regenerate 738 health when you hit
Gain 450 Physical Damage Rating when you dodge for 10s.
Level 50
Advanced Vita-Ray Projector
550 - 700 Energy Damage Rating
222 - 333 Deflect Rating
1 - 1 Fighting
400 - 600 Health"
Level 50
Advanced AIM Robot Dispenser
5% chance on hit to summon two AIM Death Machines to fight alongside you for 1m (10s CD)
350 - 500 Physical Damage Rating
350 - 500 Energy Damage Rating
100 - 150 Critical Hit Rating
20 - 30% - Summoned Ally Damage
Level 50
Personal AIM Robot Dispenser
Occasionally summon two AIM Death Machines to fight alongside you for 1m (10s CD)
350 - 500 Physical Damage Rating
350 - 500 Energy Damage Rating
150 - 200 Critical Hit Rating
20 - 30% - Summoned Ally Damage
Level 50
Advanced Amulet of Agamotto
8 - 12% Attack Speed
222 - 333 Defense Rating
300 - 400 Mental Damage Rating
1 - 1 Intelligence
Negate half of all incoming damage for 10s (max of 6000) when your health drops below 40%"
Level 50
Advanced Amulet of Quiox
100 - 200 Melee Damage Rating
100 - 200 Energy Damage Rating
25 - 30% Summoned Ally Damage
1 - 1 Fighting
Level 50
Advanced Atlantean Jewel
300 - 500 Damage Rating vs. Targets that are attacking you
150 - 200 Critical Hit Rating
150 - 200 Brutal Rating
1 - 1 Strength
When you use your Medkit gain 675 Defense Rating for 10s
Level 50
Advanced Bannertech Accelerator
300 - 400 Movement Power Damage Rating
150 - 200 Critical Hit Rating
300 - 500 Critical Damage Rating
2 Strength for 10s when you use your Med Kit
Level 50
Advanced Bannertech Adrenalyzer
250 - 400 Area Damage Rating
150 - 200 Critical Hit Rating
333 - 667 Dodge Rating
1 - 1 Speed
Level 50
Advanced Crimson Crystal of Cyttorak
1200 - 1500 Health
250 - 300 Damage Rating to Physical Attacks
1 - 2 Strength
1 - 2 Chance to create a shield which absorbs 6320 Damage when you are hit (30s Cooldown) Level 50
Advanced Crystal of Kadavus
10 - 25% gain 25 Spirit when you use an Energy Power (15s Cooldown)
250 - 300 Critical Damage Rating
250 - 300 Brutal Damage Rating
400 - 600 Energy Damage Rating
300 - 500 Health
Level 50
Advanced Fantastic Force Field
500 - 750 Defense Rating
500 - 750 Deflect Rating
1 - 1 Durability
400 - 600 Damage Rating vs Weakened
When your health drops below 30%, gain a shield that absorbs 6000 Damage. (30second cooldown)
Level 50
Advanced Flames of the Faltine
250 - 400 Energy Damage Rating
When you use a Med Kit, gain 250 Critical Hit Rating for 10s
8 - 12% Chance when you hit with an Energy Power, weaken your foes for 10s (15s CD)
300 - 400 Damage Rating vs Weakened enemies
Visual: Fiery Orbs
Level 50


Advanced H.A.M.M.E.R. Ordinance
375 - 450 Physical Damage Rating
200 - 250 Critical Hit Rating
7 - 12% Chance to knock down you target when you hit with a power
375 - 450 Damage Rating vs targets with knock down status
Level 50
Advanced Hellfang of Zarathos
8 - 10% Chance on hit to taunt all nearby enemies for 3s. (30s Cooldown)
300 - 500 Physical Damage Rating
500 - 750 Health
1 - 2 Durability
Level 50
Advanced Kree Hyper-Optics
188 - 250 Energy Damage Rating
275 - 350 Deflect Rating
321 - 596 Damage Rating vs Targets with Slow Status
1200 - 1600 Radar
10 - 20 Chance when you hit to slow enemies by 20% for 3s
Level 50
Advanced Kung Fu Training Sequence
500 - 750 Health
222 - 333 Deflect Rating
250 - 300 Damage to Melee Powers
When you hit with a melee power, gain 1000 Dodge Rating for 5s
1 - 1 Speed
Level 50
Advanced Latverian Regalia
30 - 40 Summoned Ally Damage
50 - 100 Critical Hit Rating
1 - 1 Intelligence
2 - 4 Chance to summon a doomdrone when you are attacked for 1m (10s CD)
Level 50
Advanced Metasensory Array
5 - 8% Attack Speed
250 - 300 Energy Damage Rating
150 - 200 Critical Hit Rating
When you use your Med Kit, release nanites in a 10 yard radius, weakening enemies caught in the area for 8s
150 - 200 Damage Rating vs Weakened Enemies
Level 50
Advanced Netharanium Jewel
5% Chance when you hit with an Energy Power to gain 200 Critical Hit Rating for 5s (5s Cooldown)
250 - 300 Damage Rating to Energy Power
250 - 300 Damage Rating to Area Powers
2 - 5% Chance to gain 2 Energy when you hit with an Area Power for 10s (20s Cooldown)
Level 50
Advanced Super Soldier Serum
2000 Health
1000 Defense Rating
44 - 50 Health Regen per second
Your Med Kit heals you for an additional 10% due to your training through the Super Soldier Program
Level 50
Advanced Wicked Wand
20 - 25% Summoned Ally Damage
150 - 200 Ranged Damage Rating
150 - 200 Mental Damage Rating
1 - 1 Intelligence
8 - 12% Chance to gain 100 Critical Hit Rating when your Summoned Allies attack (10s CD)
Level 50
Advanced Wundagore Clay
10 - 15% Chance on hit to summon a Raptor to fight for you for 30s. (30s Cooldown)
25 - 30 Summoned Ally Damage
25 - 30 Summoned Ally Duration
1 - 2 Fighting
Level 50
Upgraded Shi'ar Cloaking Device
2% Chance when hit to become stealthed for 3s (15s Cooldown)
1 - 2 Fighting
250 - 300 Damage Rating to Physical Powers
250 - 300 Damage Rating vs enemies not targeting you
Level 50
Nutso the Squirrel
Calls Nutso to your side when equipped
35 - 40% Summoned Ally Damage Rating
200 - 250 Critical Strike Rating
250 - 250 Physical Damage Rating
Level 55
Siege's Targeting System
400 - 500 Brutal Strike Rating
700 - 1000 - Brutal Damage Rating
5 - 5%Chance when you hit to analyze your target's weaknesses, gaining 944 damage rating and 591 critical hit rating for 5s (17s CD)
Level 55

Citation :
Artifacts Continued
Level 60
A.R.M.O.R. Supercharged Power Cell
200 - 250 Critical Hit Rating to Energy Attacks
275 - 350 Damage Rating
450 - 700 Health
When you land a critical hit, you and your allies gain 5% Attack speed for 6s (3s cd)
1 - 3 Energy
Advanced Circlet of Cyttorak
250 - 500 Brutal Strike Rating
425 - 750 Physical Damage Rating
1 - 3 Durability
Gain 14 spirit and 60 hp when you pick up any orb
4 -6% chance to create a shield that absorbs 9000 damage (30s cd)
Arnim Zola's ESP Box
375 - 550 Damage Rating to Mental Powers
1 - 3 Intelligence
375 - 350 Critical Hit Rating
3.5 Spirit when you hit with a DoT
Black Cat's Advanced Grappling Hook
125 - 250 Damage Rating vs Bosses
520 - 668 Dodge Rating
85 - 250 Critical Hit Rating
2 - 4 Speed
380 - 780 Damage Rating to Movement Powers
Black Tom's Shillelagh
520 - 668 Deflect Rating
300 - 500 Energy Damage Rating
2 - 4 Energy
800 - 1200 Health
Captain America's Silver Star
10 - 15 Chance to create a shield that absorbs 1700 damage when attacked
2 - 5 Strength
500 - 900 Deflect Rating
1000 - 1500 Health
Crossbones's Teaching Credentials
100 - 150 Ranged Damage Rating
100 - 150 Melee Damage Rating
1 - 4 Energy|Strength|Intelligence
150 - 250 Brutal Strike
150 - 250 Critical Hit Rating
When you Critically Hit gain 500 Brutal Damage Rating for 5s, stacking 3 times
Cyclops Was Right T-Shirt
500 - 600 Damage Rating to Area Powers
4 Spirit on Hit
1 - 3 Energy Projection
1 - 5 Base Damage vs Bosses
1 - 3 Intelligence
Danger Room Training Manual
1 - 2 Fighting
20% - 20% Damage vs enemies with Danger Room status
Revive
1500 - 2000 Health
Doop Ectoplasm
When you hit with an Energy Power, gain Doop Daring, granting +20% Base Damage vs Bosses for 10s
When you hit with a Mental Power, gain Doop Determinations, granting +799 Damage Rating for 10s
When you hit with a Physical Power, gain Doop Dexterity, granting +900 Dodge Rating for 10s
Edge of Infinity
450 - 700 Critical Damage Rating
225 - 275 Critical Hit Rating
250 - 300 Damage Rating
225 - 275 Brutal Strike Rating
1 - 1 to all attributes
EMP Device
4 - 10 Damage vs Robot enemies
6 - 12 Attack Speed
750 - 1000 Deflect Rating
500 - 600 Energy Damage Rating
Deal 9002 energy damage to attacker when you are hit
Essence of Dread
1 - 3 Intelligence
365 - 525 Damage Rating on Mental Attacks
800 - 1600 Health
225 - 350 Critical Hit Rating
Fearsome Fist of Farallah
200 - 250 Brutal Strike Rating
700 - 999 Dodge Rating
1,500 Critical Hit Rating for 2s when you dodge an attack (4s cooldown) *Proc is now more reliable
Fist of Apocolypse
1 - 3 Strength
500 - 700 Critical Damage Rating
500 - 700 Brutal Damage Rating
2 - 10% Chance when you hit with a Melee Power to gain % Attack Speed for 10s
700 - 900 Health
Flag of the Imperial Skrull Empire
515 - 800 Critical Damage Rating
515 - 800 Brutal Damage Rating
200 - 300 Damage Rating
10% chance when you Brutally Strike to gain +8.0% Attack Speed for 10s
1 - 3 Fighting
Fred Dukes' Bodysuit
1 - 2 Strength
1 - 2 Durability
300 - 450 Physical Damage Rating
725 - 1010 Health
1 - 3 less damage vs all Attacks
4 - 8 chance to Taunt nearby enemies when you hit
Gem of the Kursed
167 - 300 Critical Hit Rating
167 - 300 Brutal Strike Rating
600 - 900 Critical Damage Rating
600 - 900 Brutal Damage Rating
Hand of Doom
2 - 5% Chance to electrocute enemies for 5332 Energy Damage when you hit
2 Strength
2 Intelligence
2 Energy Projection
250 - 400 Critical Hit Rating
250 - 400 Brutal Strike Rating
Hulkbuster Physics Package
Increased proc to 3 Fighting
Increased Attack Speed to 7-10%
Hyde Artifact
1750 - 2000 Health
500 - 1000 Brutal Damage Rating
150 - 300 Brutal Strike Rating
When you use a Med Kit, inject yourself with Hyde's Formula, granting +349 Damage Rating, +599.5 Defense, +59.9 Health Regeneration, and increasing your size for 30s (30s cooldown)
Improved Arc Reactor
1 - 3 Base damage vs bosses
200 - 350 Spirit
1 - 2 Energy Projection
1 - 5 You take % less damage from enemy Energy Powers
Iron Legion Armor Sheath
2 - 3 Energy
2 - 3 Intelligence
250 - 400 Brutal Strike Rating
1500 - 2500 Health
5 - 10% Summoned Ally Damage
Kevlar Plated Helmet
When you critically hit, gain 4 Fighting for 5s
222 - 333 Deflect Rating
250 - 500 Critical Hit Rating to Ranged Physical Attacks
Key to the City
700 - 800 Energy|Physical|Mental|Ranged|Melee Damage Rating
5 - 10 Attack Speed
5 - 5 Base Damage vs enemies with Ultron Mob status
5 - 5 Base Damage vs enemies with Patrol Mob status
On Crit Hit, regen 100 HP
10 - 15 Credit Drop
Lizard Artifact
8 - 12 Attack Speed
500 - 700 Physical Damage Rating
On Crit hit, gain 5 Spirit
On Crit hit, regenerate 100 Health
Self Revive
Magneto Was Right T-shirt
300 - 350 Damage Rating with Area Powers
375 - 450 Damage Rating with Ranged Powers
200 - 250 Energy Damage Rating
200 - 250 Critical Hit Rating
500 - 750 Deflect Rating
3 - 5% you take less damage from enemy mental powers
Mask of Doom
5 - 10% chance on hit to summons a Doomdrone to fight alongside you for 30s (10s cooldown)
When you drop below 20% Health, enemies cower in fear for 5s
30 - 40% Summoned Ally Damage
1 - 2 Intelligence
150 - 200 Critical Hit Rating
150 - 200 Brutal Strike Rating
Visual: Black Cloud
Mayhem Demon Blood
1500 - 2000 Health
200 - 500 (Random Type) Damage Rating
8 - 15 Chance when you deal damage to gain a stack of Bloodlust. At 10 stacks, enter a state of Demonic Mayhem, gaining 2 Fighting 2 Speed for 30s
Mental Focus Headband
1 - 2 Spirit Recovery
2 - 5 Intelligence
5 - 15 Power Radius
2-% chance when you hit to cause a psychic shockwave that deals 39040-59010 Mental Damage to nearby enemies and stuns them for 3s (5s CD)
Mobile Lab Kit
500 - 700 Damage Rating to Movement Powers
1000 - 1500 Health
Recover 22.5 Spirit when you hit with a Movement Power (2s CD)
Regenerate 807 Health when you hit with a Movement Power (2s CD)
Level 60
Mole Man's Staff
15 - 25 Summoned Ally Duration
4 - 7 Attack Speed
210 - 365 Damage Rating
25 - 45 Summoned Ally Damage
2 - 3 Chance when you hit to summon a Moloid leaper to fight alongside you for 30s (1m CD)
Nick Fury Was Right T-Shirt
750 - 1000 Critical Damage Rating
150 - 250 Critical Hit Rating to Ranged Attacks
1 - 2 Intelligence
1 - 2 Fighting
Orders From The Emperor
1 - 3 Intelligence
210 - 300 Energy Damage Rating
10 - 25 Summoned Ally Health
10 - 25 Summoned Ally Damage
Pyro's Flamethrower
400 - 600 Energy Damage Rating vs enemies with Burn Status
4 - 8 Attack Speed
2 - 4 Energy Projection
2 - 5 Chance to create a barrier of flame around you for 5s, causing 5161 Energy damage to enemies when they attack you (30s CD)
S.H.I.E.L.D. Medal Of Valor
450 - 750 Critical Damage Rating
70 - 125 Deflect Rating
200 - 300 Damage Rating
200 - 300 Critical Hit Rating
Sabertooth's Furry Mane
550 - 600 Physical Damage Rating
28 - 60 Health Regen per second
446 - 667 Defense Rating
When you use a Bleed Power, gain +600 Critical Rating for 30s
Sacred White Gorilla Necklace
250 - 500 Critical Rating to Physical Attacks
446 - 667 Defense Rating
On Critical Hits, gain 5 Strength for 5s
Sentinel Targeting Unit
1400 - 1600 Reveal Enemies
900 - 1500 Brutal Damage Rating
250 - 300 Critical Hit Rating
When you use your Signature Power, all targets around you are scanned for weakness and become vulnerable taking 10% more damage from you and your allies. Additionally, you gain +300 Damage Rating vs Vulnerable targets for 15s.
Sharabus Neotum
350 - 925 Brutal Damage Rating
10 - 25 Summoned Ally Damage
350 - 925 Critical Damage Rating
2 - 10 Chance when you hit with a Mental|Energy|Physical Power to gain 8% attack speed for 10s
When you use you Signature Power, summon 6 Mayhem Demons for 30s (5m cd)
Sinister's Diamond
If both the Area and Mental procs are active at the same time, gain 2 Fighting for 10s
When you hit with a Area Power, gain +928 Critical Damage Rating and 1 Energy Projection for 10s
When you hit with a Mental Power, gain +928 Brutal Damage Rating and 1 Intelligence for 10s
200 - 300 Energy Defense Rating
200 - 300 Mental Defense Rating
Skrull Communication Device
46 - 86 Health Regeneration per Second
649 - 1082 Defense Rating
271 - 452 Critical Hit Rating to Mental Attacks
1 - 2 Speed
When you hit with a Mental Power, gain +1 Intelligence for 6s.
Effect stacks up to 3 times
Skrull Energy Rifle Focusing Crystal
2 - 5 Energy Projection
Recover 3.5 Spirit when you hit with an Energy Power
400 - 500 Energy Damage Rating
Skrull Nick Fury's Eyepatch
824 - 1333 Defense rating
1100 - 1550 Health
300 - 550 Damage Rating vs Bosses
1 - 1 Intelligence
Spider Clone Serum
667 - 999 Dodge Rating
2 - 5 Base Damage vs Bosses
200 - 250 Brutal Strike Rating
900 - 1325 Health
275 - 400 Physical Damage Rating
1 - 2 Fighting
Starktech Cybernetics
When you drop below 15% of your maximum spirit, gain 1500 Energy Damage Rating and 100 Critical Hit Rating
200 - 300 Spirit
Tanya's Love Letter
2 to all Attributes
5% chance on hit to focus your gaze on your target, hypnotizing them for 30 seconds. (1 minute cooldown)
20% chance when you are attacked to absorb up to 2,156 damage (10s cooldown)
472 Damage Rating vs. enemies with Weaken status
Taskmaster's Fighting for Losers Guide
210 - 421 Physical Damage Rating
210 - 421 Critical Hit Rating to Ranged Attacks
210 - 421 Critical Hit Rating to Melee Attacks
252 - 378 Dodge Rating
252 - 378 Deflect Rating
252 - 378 Defense Rating
3 - 6 Base Damage vs Bosses
Tome of Oshtur
1000 health
2000 Mental Damage rating, while above 90% health
Ultron Bi-Level Concussion Projector
500 - 800 Energy Damage Rating vs enemies with Slow
1 - 2 Fighting
750 - 1500 Brutal Damage Rating
10 - 20 Chance when you hit to slow enemies by 20% for 6s
2 - 5 Chance when you hit to deal 135467 Physical Damage (5s CD)"
Ultron Encephalo-Beam
15 - 35 Summoned Ally Damage
When you hit with an Mental Power, recover 2 Spirit
When you hit with an Mental Power, regenerate 20 Health
1 -4 Intelligence|Energy|Strength
White Suit Jacket
2-4 Durability
2000 - 2500 Health
350 - 500 Physical Damage Rating
Citation :
Power Point Replacement
Due to the changes to remove power points, all items that gave power point bonuses before have been updated to give new bonuses.
Insignias

Cosmic Insignias will always have the following.
When you attack, gain +1 to All Attributes for 5s (8s Cooldown)
As a replacement to Power Points, Insignia's can now roll with one of the following attributes
1 Fighting
1 Speed
1 Durability
1 Intelligence
1 Energy
1 Strength
Rings

Cosmic Ring
5% Chance to avoid fate, evading all attacks for 5s (60s Cooldown)
Stone of Jordan
90 - 110 Spirit
Midtown Signet
When you hit with a Movement Power, your next Movement Power is a Critical Hit
Industry City Signet
Increase Total Health by 1700
Xavier’s School for Gifted Youngsters Class Ring
5% Chance when you hit to surround yourself with a Damage Shield that absorbs 5% damage for 5s (30s Cooldown)
Medallions

Epic Medallions
When you use your Med Kit, there is a 10% chance for critical success, resulting in 50% more effective healing
Cosmic Medallions
When you use your Med Kit, there is a 20% chance for critical success, resulting in 50% more effective healing
Red Onslaught Medallion
5% chance when you defeat an enemy to create a Damage Amplification Field, which creates a field in which you and your allies deal 25% and take 10% more damage for 10s (60s Cooldown)
Skrull Medallion of Bravery
Gain 100 Critical Hit Rating and Critical Damage Rating for 4s when you defeat an enemy. (Stacks up to 99 times and does not Refresh)
Artifacts

Midtown Patrol Badge (Level 42)
-1 Second on Medkit cooldown
300 Damage Rating
Maximum Midtown Patrol Badge (Level 42)
-1 Second on Medkit cooldown
300 Damage Rating
Idol of Khonshu (Level 42)
122 - 288 Critical Hit Rating
Giraffe Figurine (Level 55)
+660 Defense Rating
1 Speed
Monkey Figurine (Level 55)
+660 Dodge Rating
1 Intelligence
Polar Bear Figurine (Level 55)
1 Strength
Rhinoceros Figurine (Level 55)
660 Defense Rating
1 Energy Projection
Shark Figurine (Level 55)
1 Fighting
Runewords

God of Mischief
300 Damage Rating
300 Health
1% chance when you hit to summon 10 Loki Illusions to obliterate your enemies for 10s (1m cooldown)
Storm Giant Magi
4% chance when you hit to grow to the size of a Storm Giant and gain +1000 Damage Rating for 15s (60s cooldown)"
Le telechargement n'a pas fini de mon coté, je pense tester ça en détail à partir de demain matin (surtout ce qui concerne Captain Marvel, juggernaut et Punisher pour la première phase de test)

Dernière modification par Rasetsu [Men] ; 15/11/2016 à 07h27.
Pour avoir tester un peut avant de me coucher, je suis assez sceptique =/


Il y a certains bonne chose ( comme les talents qui changent les skill)

Mais par contre les dash à 3 charge et les skill limité sur la barre d'action :x

Et j'ai aussi eu l'impression que les perso avait grandement perdue en puissance ( mais peut être juste une impression ?)
Citation :
Publié par Wangbian
Et j'ai aussi eu l'impression que les perso avait grandement perdue en puissance ( mais peut être juste une impression ?)
Je dirais que ce n'est pas qu'une impression, il y a des chances pour que tu n’ai pas adapté ton stuff durant tes tests or ce que tu portes n'est surement pas adapté aux nouveaux changements (même si ton perso est entièrement physique par exemple la force peut maintenant apporter un gain très minimal de puissance). Globalement l'infinity system est aussi un nerf assez conséquent de la puissance des persos.

Mais le tuning des mobs devrait prendre ça en compte.

Ori/jernak (si vous avez un retour à faire à première vue d'ailleurs, n’hésitez pas) et moi sommes restés finalement tester "un peu". Bon c'est plus ou moins le bordel surtout au niveau des persos sensés avoir un build mouvement (Le dash de surfer qui offre un boost jusqu'à 10 dash consécutifs alors qu'il n'est possible que d'en faire 5 max pendant le délai par exemple ...). Je ne sais jamais ce que fait vraiment la whitelist, surtout que pour le coup ils ont bien affirmé qu'il y avait eu closed beta pendant les dernières semaines.
Ben je suis quand même monté à 1600 pts du parangon de MH (ouais car clairement c'est un vieux copié collé dégueulasse xd)

Après sûrement mon stuff était pas fous.
En même temps cette vague de perso m'intéresse pas des masses =/


Donc omega 10k offre environ 400 pts du nouveau système ?
10 000 omega offre 1000 infinity point qui sont répartis directement et équitablement entre chaque branche, soit environ 166-167 par branche. Mais ce n'est pas que ton stuff "n'est pas fou" c'est qu'il n'est plus adapté au perso. à la limite si tu as les uniques du perso dessus et de ce coté là ça doit aller même si les rolls ne doivent pas être fameux au niveau des attributs, en revanche pour les artefacts en revanche il y a de forte chance que ce ne soit plus du tout ce qu'il faut parce qu'il n'y a pas les bons attributs dessus (voir qu'en fonction du combo dont tu as hérité il n'y a pas spécialement un choix vraiment vaste pour toi d'équipement, mais ça se développera au fil des màjs).

Sous la nouvelle version, chaque attribut donne des stats différentes (au niveau 60) :
- Durability: 0,5% area, 1% de defense rating, 30 de vie
- Strength : 0,5% physical, 1% deflect rating, -0,1% de dégat pris suite au reflect
- Energy : 0,5% energy, -0,25% de dégat ranged subis, -0,25% de coût de spirit
- Intel : 0,5% mental, 0,5% ally damage, -0,25% cooldown medkit
- Speed : 0,5% movement, 1% dodge, -0,25% area damage subis
- Fighting : 0,5% basic, 0,5 crit damage, -0,25% de melee damage subis.

Et chaque perso a deux stats de prédilections qui lui filent 4% de base damage en plus pour chaque point dans un de ces attributs. Par exemple Punisher c'est Intel et Fighting (donc deux attributs qui ne lui offrent naturellement que très peu d'intérêt, juste un poil de crit damage. Pourtant c'est là dessus qu'il faudra itémiser.)

https://i.imgsafe.org/a9c90e2ec5.png
Au final au vu de comment fonctionne l'infinity system, 10 000 omega t'apportaient bien plus de puissance que ne le feront tes 1000 infinity points.

Citation :
Publié par Jihui
Pourquoi ils foutent de l'int un peu partout sur les artefact? Ils ont nerf le crit et le compensent un peu avec ça?
Changement des attributs mentionné plus haut dans le post, et donc il faut étendre l'itemisation pour que justement chaque perso ait quelque chose à se mettre sous la dent. (mais sinon ils ont nerf le crit et le brut oui)
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