Last month, we gave
a preview of some game-wide changes to the defensive system that would be coming to Marvel Heroes. This Test Center build is the public's first chance to test and experience those changes.
Problems with the Previous System
- Damage Negation was an extremely potent defensive layer that could not be itemized for since it was exclusive to hero passive powers. The band-aid solution was for everyone to have it, which is equivalent to no one having it (and reducing mob damage).
- Projectile Deflection/Reflection suffered a similar problem as Damage Negation, though the tuning of ranged mob attacks was also a factor for these particular stats.
- Defense Rating appeared in large values on gear slots 2-5, which meant players started far into diminishing returns and could not feel appreciably tankier without gearing for prohibitive amounts of it.
- Dodge Rating suffered a similar problem as Defense Rating except that some heroes received a large amount of it on their defensive passives, creating a similar problem with itemizing for dodge rating.
- In part due to the above issues, Health was the dominant defensive stat to itemize for.
Changes in the New System
Damage Reduction
There is now 1 stat named "Damage Reduction" which simply and clearly tells the player how much damage a same-level enemy hit will be reduced by. Gamers might otherwise know this term as damage "mitigation".
(For those interested, exact formulas can be found in
Gameplay Guides)
Defense Rating
Previously, Defense Rating was mitigation in Marvel Heroes, and it still is a big part of the equation. Specifically, Defense Rating still converts to Damage Reduction, but there are several other methods of gaining Damage Reduction as described below. Defense Rating will no longer appear as the "white" stat in gear slots 2-5. Damage Reduction % will directly replace it in those slots. The rationale for this change is that all players will start with a baseline amount of Damage Reduction that does not push them far into diminishing returns of Defense Rating just by equipping a few pieces of gear.
Currently, gear slots 2-5 can grant up to 27% Damage Reduction with maximum roll.
Example: a level 60 player with 5000 Defense Rating will gain 11.8% Damage Reduction. Total Damage Reduction is now 38.8%.
Dodge Rating
Dodging in Marvel Heroes has had a long and storied history, and today it returns to its roots of giving the player a chance to completely
avoid all damage from an incoming attack. The formula which converts Dodge Rating to Dodge Chance has been modified so that excessively high chances cannot be attained for balance reasons. Additionally, to help ameliorate the issue of Dodge being a "spiky" defensive mechanic, 40% of a players Dodge Chance will be added to Damage Reduction. For those keeping track, this used to be what was known as "8% Block/Evade". As such, the Block/Evade mechanic as been eliminated, since Dodge is the equivalent mechanic in the new system.
Example: the same level 60 player with 5000 Dodge Rating will have a 11.3% Dodge Chance and gain 4.5% Damage Reduction. Total Damage Reduction is now 43.3%.
Deflect Rating
Deflection in Marvel Heroes is now defined as a chance to reduce incoming damage by 50%. Again, for those keeping track, this is simply the old Dodge. It makes thematic sense that deflecting an attack will result in partial damage being taken. Projectile Deflection has been eliminated and in most cases replaced with Deflect Rating. Projectile Reflection still exists in a few places and in small amounts, mostly for flavor. 20% of a players Deflect Chance will be added to Damage Reduction
Example: the same level 60 player with 5000 Deflect Rating will have a 22.5% Deflect Chance and gain 4.5% Damage Reduction. Total Damage Reduction is now 47.8%.
Total Rating Multipliers
Accompanying the 3 primary stats of Defense, Dodge, and Deflect are the corresponding multiplier stats: Total Defense Rating, Total Dodge Rating, and Total Deflect Rating. These stats are very simple to understand and simply increase your base rating value.
Example: a player with 20% Total Defense Rating and 5000 Defense Rating will have a final value of 6000 Defense Rating (20% more than 5000)
The purpose of these rating multipliers is to increase the value of a certain stat to a certain hero. In every hero's kit, passive power(s) will grant 2 of these rating multipliers, which flavorfully reward a hero for gearing a specific defensive stat. Hulk has Total Defense Rating and Total Deflect Rating, while Squirrel Girl has Total Dodge Rating and Total Deflect Rating. Only Taskmaster has a smaller amount of all 3 rating multipliers!
Rating multipliers can be found on select items/omegas/team-ups, and Attributes will be the primary way for players to gain more (more below).
Damage Negation
Damage Negation has been removed as a mechanic from Marvel Heroes and is replaced by the Total Rating Multipliers mentioned above. There are still powers which reduce damage multiplicatively outside the 3 stats mentioned above, but those mechanics now use the language "Takes X% reduced damage". An example of such mechanics are the Ignore Pain mechanic of Punisher, Ghost Rider, and Moon Knight.
Melee vs Ranged
Previously, we compensated melee players for their more dangerous positioning by giving more Damage Negation. In the new system, Melee players will gain 5% more Damage Reduction in most cases. A fully Melee hero will gain it passively on their defensive passive. A Hybrid hero will need to hit with Melee powers to gain 5% Damage Reduction for a short duration.
Attributes
To support the 3 primary defensive mitigation stats, 2 Attributes were modified to grant the Total Rating Multipliers. Durability now grants 2% Total Defense Rating (includes Mental, which was previously on Intelligence). In addition, the Health and Healing values have been increased. Speed now grants 2% Total Dodge Rating, 2% Total Deflect Rating, and increased damage to Movement Powers. These changes were made to ensure there is a reason to take all 6 Attributes, depending on your character's build and preference for damage vs survivability vs utility.
Pets
Pets now inherit the player's Damage Reduction instead of Defense Rating, and this inheritance no longer scales. Pets will only inherit a scaling amount of Health from the player. All pets were reviewed and their defensive stats balanced.
Health and Healing
For the most part, Health and Health Regeneration remain intact at current values on most heroes. There were a few cases in which they needed to be lowered or raised for the entire kit to be balanced. We analyzed
every power of every hero to ensure that each hero had a diverse but equally effective defensive kit. This work will be ongoing in the coming months, but you can expert there to be a much, much tighter balance between the survivability of different heroes.
Future Work
We are extremely proud of the amount of work that went into this revamp, but our work is not complete. The current Test Center build still has many bugs that many of you will undoubtedly find. Please report those bugs here. There are also many balance issues that will be resolved in due time. Items and Omegas have been partially updated, but we have more updates to those systems coming even after this patch. This patch lays the foundation for many, many more tuning updates to come, which will only make itemization more fun, interesting, and balanced.