"Announcing Our Biggest Game Systems Update Ever!"

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Je pense que ça mérite son propre thread, pour concentrer les posts du Devblog et en discuter au fur et à mesure (comme pour la màj d'avril 2014) :
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Greetings! Are you ready for the biggest systems update in the history of Marvel Heroes 2016?
I am TheArtofRawr, Lead Systems Designer for Marvel Heroes 2016, and it is my special privilege to tell you about some of the exciting new developments we have under way. We’ve been quietly cooking up a storm here on the design team, and we will be revealing a host of great upgrades across many systems in the coming weeks. Did I mention that this will be the biggest systems update in the history of the game? Well, it is, and we are quite excited about what’s in store. Over the course of several game updates (and associated blogs explaining them in more detail), we will be modifying or retrofitting these core game systems:

  • Hero Power Updates
  • Item Updates
  • Omega System Updates
  • Personal Difficulty Slider
Today, we wanted to take a moment to share with you about the flagship for this fleet of upgrades – the Hero Power Updates.
Overview

“Quality of Life” updates have been the topic of discussion for almost the entire lifetime of Marvel Heroes. Over the years, we continually update Heroes as we develop new ideas and new technologies. This was done most notably for our “Level 52 Reviews,” and we’ve executed others for some heroes on a more occasional basis. But for this update, every Hero is being updated at once, in one single patch.
That’s right. Every single Hero in the game will be receiving a design update. All. At. Once. Naturally, we are spending more time on this project than most of our previous updates. In this post, we will be discussing three systems involved in this endeavor: Power Points, Talents, and Traits. Let’s start with Power Points.
Power Points

One of our main design goals for this suite of Hero updates is to offer more meaningful choices in character builds, and we want players to be able to understand and make those choices easily. In other words, we want to enable you to more quickly dive into playing your Heroes the way you want to play them, without spending a lot of time “balancing your Power Point checkbook.”
With that in mind, we’ve made things as direct and simple as possible. Powers will now have the benefits of maximum Power Points allotment incorporated directly into their base stats (scaling with your level), rendering Power Points obsolete. With this change, all Powers will be fully viable immediately upon unlock. When you unlock a Power, you don’t need to re-allocate Power Points to try it out at full potency. With this system, just slot it on your Power bar and go to town!
But what about Items? With the removal of Powers Points from Heroes, those types of bonus are being removed from all items, and all of those items are being updated with other types of bonuses to ensure that their relative power stays fairly constant. There are many other exciting additions in store for Items, but more details regarding that are coming in the Items Update blog, so stay tuned!
Talents

One of the most successful features in Heroes is Specializations, which you may recall are modifiers to Powers that can radically change the way a Power functions, both mechanically and visually. In this update, we’re taking that notion a step further by introducing Talents. Instead of one or two Specializations, every Hero will have 5 sets of Talents. The combination of Talents you choose from each set will result in all new customization possibilities for each Hero.
So with the update, Talents have effectively replaced Specializations, ensuring all Heroes have an enticing number of progression and customization options available, though the details of what their Talents do will vary wildly from Hero to Hero.
Talents will unlock as you level your Hero, offering choices over time as you learn the nuances of your abilities. They can range from passive bonuses, to mechanic changes, to completely removing a Power from your Power tree and replacing it with a new one. These Talents occupy the Hero’s third Power tree, with all Active skills being migrated to the first two trees.
Traits

Traits are passives “native” to a Hero at level one and remain constant throughout their progression. These serve to help reinforce the theme of the character by outlining their power set, and also serve as itemization vectors by giving you an idea of what item affixes you should seek out. All Heroes will have one Defensive and Offensive Trait. In the last year or more of Hero updates, we’ve been trending toward this system already, merging passives together so the source of passive power for a given goal (DPS or survivability) is visible in one place. Traits are the new expression of these passives, but are in a common location for all heroes, easing the understanding of a new character.
Defensive Traits contain the defensive “archetype” of a Hero, which was established in the Defense System Update last year–a bonus multiplier to two scaling defensive layers (Defense, Deflect, Dodge), and a bit of those ratings to get you started. They also house the Melee or Hybrid damage reduction mechanics normally found in defensive passives. Lastly, each Defensive Trait will also contain one flavorful affix for the Hero, reinforcing the character theme.
Offensive Traits contain a new offensive “archetype”, similar to the defensive ones that were set up last year. Each Hero will have two Attributes selected for them, and all damage output will be increased based on how high you are able to scale those two Attributes. This means that Heroes will be able to itemize for the Attributes that are flavorful to the Hero and be rewarded for doing so. While Fighting will still be the baseline best for pure offense, characters like The Hulk should probably itemize for Durability and Strength since he will get much more damage as a result, which makes the most sense for the character. The values for Attributes will also be changing with this update, with the goal of making all Attributes useful for all Heroes, so you don’t mind if you end up focusing on something other than Fighting.
Offense Traits will also contain a flavorful offensive affix based on the Hero’s former offensive passives. Critical Rating will not be included as part of these Traits – instead, all Heroes now have a base chance to critically hit at level 1.
Finally, some Heroes may also have a Mechanic Trait, which serves as a better method of explaining alternate Primary Resources, Secondary Resources, or just complicated mechanics that deserve a dedicated Power to explain them. These Mechanic Traits only serve to establish how a Hero's unique mechanics work, and do not confer any actual stats or effects.
Examples

Let’s take a look at some concrete examples. First off, the Human Torch:
jPmmvus.png
Torch’s new Offensive Trait encourages him to itemize for Energy and Speed, which are his best innate Attributes (and the most iconic for someone of his Power set), and his Defensive Trait has combined two former passives into one, increasing his Deflect and Dodge ratings.
In the center of those lies a Trait to explain his new Mechanic, an all-new Primary Resource called Heat.
Heat is a new type of resource unique to Human Torch. By default, no powers ever spend heat–you can use anything, anytime, unrestricted (much like Deadpool or Hulk). Heat starts off empty, and builds up over time when any enemy is burning from Human Torch’s burn effects. When Heat reaches maximum, Torch enters an Overheat state, and most of his powers will now spend heat to perform additional effects. While Overheated, Torch moves faster and leaves behind a trail of fire wherever he goes, but cannot generate more Heat while in this state. After Heat has been completely spent, Torch returns to normal and begins building up towards Overheat again.
Below the Traits, Human Torch now has 5 sets of Talents, which can augment powers, change his Heat mechanics, passively provide bonuses, and much more. Let’s take a look at a couple:
Flame Wave transforms Scorching Wall into a different power, which sends forth a wide wave of flame, coating enemies in fire. This is a talent for those who may not enjoy Scorching Wall’s static placement and who prefer a more active playstyle.
https://media.giphy.com/media/l2SpSYythQp60WPLy/giphy.gif
Human Torch’s Fiery Uppercut has been upgraded in his Talent Update to Flame Tornado - a powerful mid-range attack, with a far greater radius than its former punch version.
giphy.gif
If Flame Tornado is a power you enjoy using, consider augmenting it with the Cyclone talent, which spawns a moving Flame Tornado for a short duration, incinerating enemies at it travels.
https://media.giphy.com/media/l2Sq3AqLu7BJT5XMc/giphy.gif
By utilizing Talents to tailor your Hero to your unique preferences and playstyle, you can customize your Human Torch to play very differently than someone else’s Human Torch.
As mentioned before, new Ultimate powers are also on the table as part of a Hero’s Talent Update. Here’s a preview of one of my personal favorites–Luke Cage’s brand new Ultimate power.
https://media.giphy.com/media/l2SqcSeOsoJGz29rO/giphy.gif
Lastly, we’ll show you some of the changes to a Hero who has been on the lower end of the hero quality spectrum for a while: Loki.
Loki has received more updates than most Heroes given his age and length of time from his last patch. He’s been granted a brand new first tree, incorporating many magic sources from the Nine Realms - not just Jotunheim. New spells, sourced from the magics of Muspelheim, Asgard, and Hel help to round out Loki’s power kit. One example is Spirits of the Dead, a spell which conjures dark magic spirits from Hel to seek out enemies.
https://media.giphy.com/media/26ufkKkhklkeTlv8c/giphy.gif
Spirits of the Dead, among other powers, enchant his sword–Laevateinn–with magic, creating an all-new potential Melee build for Loki.
giphy.gif
If fire is more your style, try out the Searing Embers talent, which transforms Spirits of the Dead into a Muspelheim-fire-flinging version of the same power, which hits multiple enemies at a time.
https://media.giphy.com/media/d31vNIfmiXNbg9kQ/giphy.gif
And of course, enchants Laevateinn with a fiery effect.
giphy.gif
And to top it all off, Loki’s Frost Giant Form has been replaced with a new Ultimate, utilizing the grandiose power of the Norn Stones to devastate enemies.
https://media.giphy.com/media/l2SpWEah8ETo5PeCs/giphy.gif
As you can see, we are talking about an extensive set of changes for this update, and many Heroes have received all new mechanics as a result, which takes us to our next talking point...
Streamlined Design

While we’re in the process of such a broad update, this is a perfect time to streamline a major base underlying system to enhance the usability of these brand new Talent choices, while simultaneously shepherding our Heroes into a far better state of balance.
In the last year or more of Hero designs, we have been using a combination of shared cooldowns, Power effects that do not stack (damage over time, buffs, debuffs), antirequisite Powers, and Specializations that lock layers behind them in order to put a skill cap on Hero Power rotations. To put it simply, we do not feel that needing to press more than 8 active buttons in a rotation is enjoyable for the vast majority of players, and it needlessly adds complexity without adding any real depth. It also makes balance impossible when some Heroes have access to far more layers of damage than others in a given build. Let me explain that last bit with a design question:
“Ignoring melee/ranged differences and mobility, purely theoretically - If Doctor Strange uses 11 different power buttons, and Colossus uses 6, should Doctor Strange deal more damage?”
Either answer to this question is unhealthy for the game’s balance. If the answer is yes, Doctor Strange will always be strictly better than Colossus. If the answer is no, then Doctor Strange has to utilize more brainspace and perfect skill in order to get the same output as Colossus, since his maximum damage potential is only realized if he uses all 11 buttons given to him. Real balance becomes nigh impossible to attain so long as this problem is present. We want to make awesome Powers for every Hero, but we don’t want you to feel like you have to use every single one in order to be at maximum effectiveness.
The solution was clear, and has been clear for some time, but it could only be paired with a very large-scale Hero design change such as these Hero Talent Updates. The restrictions we had been trying to install on a per-Hero basis needed to be a clear part of the game’s mechanics, so we can freely design Heroes without trying to solve core game issues in the Powers system.
The intended play dynamic from the Hero Talent Updates is to choose and slot eight Powers that you enjoy and want to use, and five Talents that will support those decisions. This will get you to the meat of the game much faster than tediously assigning Power points and scrolling through multiple action bars during combat.
With those things in mind, we have removed the second and third action bars, but in the same breath, removed almost all cases of shared cooldowns, non-stacking effects, Specializations locking Powers, and antirequisites. You have full freedom to choose the 8 Powers you want to use, and the Talents to create your build in total. We’ve already removed Travel Powers as a Power bar slot, and in this pass, have also done the same with Cleanse Powers. Movement Powers (such as Dashes and Teleports) will now immediately free you of crowd control effects, so there is no more need for a dedicated active slot for Cleanse effects.
The Hero Talent Updates project is being spearheaded by @MichaelMayhem and the Powers design team, who have a solid track record of performing Hero updates in the past. As we proceed forward, he’ll be answering questions and detailing some of the upcoming changes to specific Heroes.
When Is It Coming?

This is just the first of many holistic, game-wide upgrades in the works, each aimed at engendering more meaningful choices for each Hero and reinforcing visceral gameplay. The sum of these changes will unequivocally be the biggest update since launch! In the coming weeks, we’ll be sharing a lot more dev blogs like this about the other updates on the docket. Next on our list: Items!
As for the actual Hero updates themselves, we plan to open up a Test Center build with many (if not all) Heroes available to test in October. This timeline may change, but we wanted to give you some insights about what is in the works. Keep an eye out for the next dev blog to find out more details!
-Rawr
https://forums.marvelheroes.com/disc...ms-update-ever

Ce que j'en retiens :
- Enfin la standardisation du bouleversement de l'ordre de priorité des stats à rechercher sur les persos, à voir à quel point ça sera poussé mais c'est quelque chose pour laquelle je poste régulièrement vu que c'est LE système qui permet véritablement une diversité au niveau de l'attractivité de l'équipement. (si tout le monde cherche les même stats dans le même ordre de priorité, alors oui logiquement les mêmes items se retrouvent sur une majorité des persos.) C'est quelque chose qui existait déjà dans une certaine mesure sur certains persos, et ça a déjà fait ses preuves. Mettre en avant les attributs c'est bien, à voir jusqu'où ils pousseront ça.
- Putain, enfin. Loki se débarasse de son ultimate. On est pas encore débarassé de l'aspect frost giant (qui montre que le game designeur d'origine n'avait pas forcement lu grand chose à propos de loki, mais à la limite c'est plus la faute de Marvel qui a approuvé de toute façon.) mais c'est une bonne direction. Les norn stones en ultimate c'est aussi un truc pour lequel j'ai posté régulièrement (c'est quand même à la fois une part importante de loki et surtout LE moment "héroïque" de loki avec le commencement d'un renouveau avec la période post-Siege).
- Les nouveaux arbres, faudra tester pour se rendre bien compte. ça dépendra pas mal de l'équilibrage au sein même des choix dans l'arbre d'un perso pour vraiment voir si ça crée de la diversité de build pour un même perso. Sur le papier je ne suis pas entièrement convaincu par l'absence de choix restrictif comme il existe déjà actuellement en fonction des spécialisations ou bien choisir entre deux cooldowns etc. à voir avec les tests.
- Le nettoyage des rotations, à voir en pratique. ça peut avoir pour risque d'appauvrir le gameplay de certains mais en même temps je n'ai jamais pris la peine de bidouiller les fichiers du jeu pour vraiment utiliser les autres barres efficacement (juste F1 F2 etc quand c'est nécessaire). Donc ça ne devrait pas me poser problème personnellement. Disons que l'utilisation massive de cooldown de strange faisait partie de son gameplay, mais en même temps oui ça en repoussait certains. On verra bien.

Donc beaucoup de "à voir" mais ça m'a l'air d'être une bonne base de travail pour remettre les persos à plat et surtout pour pousser à la créations d'items plus intéressants pour revitaliser le loot hunt (qui est un peu la base d'un H&S). C'est donc surtout ce devblog là que j'attends parce qu'ils ont là aussi un paquet de truc à toucher.

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Glad you asked! In the post there mentions all heroes are getting Talents "with one exception" - Rogue is that exception. She has infinity build possibilities already, and any talent choices we did come up with could have easily not been usable in Rogue Power Configuration #35871. Instead... she's getting the Stolen Power Bank. All powers you have stolen, ready to be slotted at your command. Whenever you want.
Note that we may end up shipping the other hero talents without the memory bank since it has a unique, new UI element in development made just for Rogue, but in that event it wouldn't be long before the bank was added. Maybe a month or two.
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One caveat: Ultimate Powers will still have ranks.
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Any active powers have just been slid over to the first two trees. Can't think of any powers offhand that were actually removed.
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The 15 Talents and 2-3 Traits have effectively replaced all passives, toggles, and former specializations.
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Medkits as items are going away as well. Being converted to a power, like bodyslide.
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A fine example! Cable's "choose one of these three builds that we made for you" is gone entirely. His 3 specializations were exploded out, with almost every component now being a separate talent option, and all of the "you can't use this power unless you chose this build" restrictions are gone. It's completely up to you how you want to build him. You can replicate one of the old builds, or make up something new.
Maybe you want the cooldown Impaling Thrust from Askani Discipline, but keep the Damage over Time effect on Psychic Haze, AND you want that sweet sweet Hyper Viper Beam from Ordnance Discipline. GO FOR IT!
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Though we still don't support a "full" support build (meaning all you do ever is support others, never actually fight), many new team-oriented options are available. Invisible Woman in particular has among the most I believe
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There aren't "talent points" persay - for each row, you will choose one of the three available options, identical to how Specializations worked. This allows us to make more interesting talent options - if any could be combined with any, it would mean we'd have to make them more simple in nature.
Each talent row does not only talk to a single power. Most often it will either talk to a category of powers, or three separate powers, or have one generalized option that works in any build even if you aren't using the specific powers that row is talking to. One such example - for Dr. Strange, one of his talents allows Shield of the Seraphim to automatically fire if you fall below a certain health threshold, even if it is not on your power bar. This talent is designed to be the "catch all" choice - something valuable to everyone, so even if you don't use the powers that the other two talents in that row talk to, there's something useful for you to choose.
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Starktech Cubes will be converted to Ancient Forgotten Devices like Retcons were, and you can use them to purchase things from Clea. We will add a few things to that vendor as well.
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Oh yes. We have reviewed every unique in the game and brought them to a relative budget range within each other. Almost every unique will get some kind of buff to make them better at what they do. A lot of this is by adjusting attribute allocation to work with the new attribute changes.
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Not going in to details about this until the next dev blog, but once the talent system is in and players are getting used to it, we will have some new items in store for you. SORRY FOR HYPING.
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Any affix on items that give + ranks to powers are gone, however, those affixes will (almost always) be replaced with a new property, most likely a new attribute allocation or new power. There will be a changelog of all items and their changes when we go to test center in a few weeks.
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One of the things happening with this major systems update is a massive update to loot tables and the amount/quality of things that drop from them. You can see this with the revamped chapter 1. We want to drop less undesirable loot for players. Because of this, we will be rebalancing Cybernetic tiers to require less items to fill the bar, AND completely reworking the cosmic tier to include some fun powers since that entire tier right now is all power point bonuses.
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Q : Will we have an unbind uru option?

A : Not planned, no.
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Q; How will uniques work now? giving straight damage? wont this cause trouble? I mean won't this cause boss uniques to be forgotten due to the unique traits each hero has? or vice versa?


A: We will discuss this in detail in the next design blog, including the future of the itemization game and some equally large changes to it as talents are to heroes.
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Q : How's Fighting going to stack up compared to the new offensive traits? I've personally spent a LOT of time and effort rolling pets for +3 Fighting and I know others have spent a lot of effort sticking +Fighting challenge bonuses on all their unique gear. Is that all going to be wasted effort now?


A: I wouldn't call it "wasted effort", but the new primary attribute/trait system is going to change how all heroes itemize, some more than others. Fighting will not be as globally good for everyone as it is now, so there will need to be some adjustments.
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Q : Are we getting any new affixes to gear? Or maybe things that'll affect playstyle on top of the talents?


A: Oh man. You'll like the next dev blog. We'll talk about that there.
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"Q":Really interested in how Item budgets will look with the power points being removed. Will add so much more diversity since rank 50 is no longer a must for skills.


A: This is why I've been so excited for this change since we discussed it early this year. Power point allocation and unique reviews take up so much of the item design time which means we have less time to design really awesome, build defining item procs. Now, that is the past!
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Q: And it has to be asked, does this mean Norn Stones are finally getting reviewed?


A: INDEED.
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Q: Will my Intelligence heavy summoners (Doom, Ultron, etc) all have int as a main stat+ one other or is there a chance i will have to completely regear to get the most out of my summoned allies damage?


A: The attribute system is changing so that while the attribute still gives specific stats, you will almost always want to gear for your hero's primary attribute, which may not be Intelligence for summoners.
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Q: Can we refund the challenge bonus like with the blessing rework? All my hero's have Fighting.


A: We haven't made a final decision on this yet, but most likely not. When challenge bonuses are applied to uniques, they look the same in data as uniques that roll with challenge bonuses. This means we can't see if you put the challenge bonus on yourself via crafting or if it came already on the item.
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Q: Will any of the rerolls we have done on costumes, artifacts, and uniques carry over? I am one of those obsessive one who tries to get 100% on everything.


A: Some yes, some no. We will have better answers for what will/wont as we get closer to TC.
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Aside from Zigg, all items that have an "on use" mechanic that requires you to slot the item in your power bar is having that power moved either to an affix or as part of a proc.
Zigg is a sticky wicket, and we need more time to figure out what to do with it.
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Q: Can you give us some examples of the new cosmic cybernetics?

A: No, cause we are stealing them from a current system that we haven't talked about their changes yet
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Q: Can you be a little more specific about the scope and intent of "crafting changes"?

A:Right now, it will be focused on things like runewords that interact with/modify Power Points, but in the next Dev Blog, we will talk about other crafting changes having to do with future itemization.
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Q: Is there any plans to update summon gears to a better place?


A: We will be addressing this somewhat with the items pass coming with Talents, but almost all of your questions will be addressed in the next Dev Blog.
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I'm the first person to say that our item progression from 1-60 is pretty out of whack. I've spent weeks with @TheArtofRawr coming up with ways to better streamline this for not only leveling but end game and we have a pretty good plan. We will talk about this a little in the next Dev Blog but also when we discuss Difficulty Slider.
The other problem with Uniques being the be all-end all of items is that it makes RIF less attractive for players. We really want to fix that as well and I think we have a great plan to do so.
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Some Runewords will be adjusted(God of Mischief, for example) as it grants power point bonuses. Others that give attribute bonuses are also being reviewed. I don't think we will add any new ones for this system release, but all the changes coming with it allow us to do so down the line to make much more attractive ones.
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Q: Can you show us some sample items as changed, like Mask of the Goat and Advanced Meta artifact, please?

A: Not yet, as they are in the process of being updated right now and I don't want to show unfinished items. We will post a changelog of all of the item changes when we get ready for TC for you to review and give feedback on.
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You have to expand your mind! I cant answer this question in a satisfactory way until the next dev blog. One thing I wanted to tell players who were trying to guess what changes were being announced today was that they were thinking within the confines of the current game. With Talents, we completely changed that game. We will be doing that with Items too, to a lesser degree. I hate to kick the can, but like we did with talents, its best to present it in a longer format with visual aids and such.

Dernière modification par Rasetsu [Men] ; 16/09/2016 à 00h08.
J'avoue ne pas savoir quoi dire...

Car sa risque de changer complètement le jeux !

Car si j'ai bien compris ( moi et l'anglais lol)

Tout les persos vont être rework ? en mode Spé1/spé2/Talent ?
Ouais ben voilà on y est... Bienvenue sur Diablo Marvel 3 ! (C'était peut être ca leur probleme juridique, ils avaient cité son nom dans le texte hier peut être? ) Les skills ou on ne met plus de points, qui sont directs débloqués avec le niveau. Des talents qui permettent de changer les effets des pouvoirs. Je le sentais venir, j'en avais peur, je l'ai exprimé hier avant leur annonce, et j'en ai marre d'avoir encore raison. (Cool... c'est une blagounette)
Il ne reste plus qu'a espérer qu'ils fassent mieux que D3 et qu'on n'y perde pas trop au change par rapport à avant niveau choix...

Edit: J'efface le reste de mon commentaire, qui etait a chaud juste apres la lecture de leur message (qui vous vous en doutez ne m'avait pas mis de bonne humeur comme le sous entend le paraphrage plus haut).

Je viens de lire tout le sujet depuis, donc je leur laisse le bénéfice du doute pour l'instant, tant que je ne saurais pas en détails les changements qu'apporteront les talents sur les compétences. Et si oui ou non, cela compensera la perte des points de talents et anciennes spécializations.
Ainsi que ce qu'ils vont faire sur le paragraphe de l'itemisation. Car il y a clairement une carte à jouer sur ce terrain. C'est à ce moment là, qu'on saura le mieux si ces changements sont une régression ou une très grosse amélioration.

Il y a quand même des choses que j'aime parmi ce que je lis. La variété des attributs, les sous entendus de game changers sur les uniques, etc...
Bref, pour ma part, Wait & see. C'est encore trop tôt pour juger.

Dernière modification par Associal ; 16/09/2016 à 02h25.
En tant que grand ennemi du système d'arbre et de l'illusion de choix qu'il crée, je trouve que c'est tout bon pour le moment. Bien sûr, il faudra une période de rodage, et voir comment ça se passe avec les autres overhaul, mais je trouve que ça va dans la bonne direction.
depuis le temps que j'attend un changement du systeme du jeu ... on commençait vraiment a s'ennuyer :/ mais les changements proposé ont l'air plutot correct actuellement et ENFIN des nouvelle skill pour loki <3 HYPE
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Publié par Ori Sacabaf
En tant que grand ennemi du système d'arbre et de l'illusion de choix qu'il crée, je trouve que c'est tout bon pour le moment.
Pas mieux, surtout que je la trouve particulièrement criante sur MH, cette illusion.
curieux de voir ce que cela va donner la refonte talent sur un perso comme Rogue

et cela peut etre une bonne chose pour des persos genre Dr Strange :] , ça me gonfle de jouer des persos avec doubles barres

un truc intelligent aurait de pouvoir faire coulisser la seconde barre au dessus de la premiere comme dans certains MMO

voir modifier le nbr et les rangées de cases
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No changes anticipated to niche items like the Doomsaw. There won't be drastic changes to any hero uniques because we are focused on a new itemization plan, which we will talk about in the next dev blog.
._.


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Joueur : For example items that are 2 years old are mostly not as powerful as more recent items. Will you guys keep items at same power level as right now ? Will you increase it little by little ? Or will you introduce new item slots, or things like that, when you want to let us do more damage, so that older items don't become irrelevant ?


Dev : I think all of those options are on the table. Keeping 2 year old items competitive isn't a great goal for an arpg that puts out as many updates as we do, we want to give you new items to chase, not be stuck updating old items over and over.
._. ._. ._. (en même temps s'ils conservaient un item budget plutôt que de clamer qu'il y en a un mais l'exploser au fil des ajouts d'items)


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Joueur : Regarding medals, what concerns me is that there is very little choice now regarding what medals to use, (ie. doom - universal status, red skull - universal status, grim reaper - physical sub sect status, maybe 1 or 2 more semi-useful medals and the rest are practically trash) will the medals get a review so we can have a wider viable variety to choose from that will compliment the changes to character pool that you guys are doing?


Dev : This isn't in scope for the update, but some minor changes will be occurring as a part of the power point and attribute pass. However, with the hero changes, some medallions will be much more attractive now.
J'aurais dû m'en douter, vu les déclarations d'Asros vis à vis de l'update en général d'items anciens (et des any heros en particuliers). à voir ce qu'ils feront de tout les items périmés s'ils ne comptent pas les mettre à jour véritablement. (j'espère juste qu'ils n'ont pas en tête une variante du système de pet ...)
Bah c'est surtout débile parce que on farm un boss en particulier ou un mode en particulier pour obtenir un item spécifique. Le problème c'est qu'il y a énormément d'items qui sont devenus obsolètes (ou l'ont été dès leur introduction en fait, mais la review des uniques d'héros spécifiques en a enterré un bon paquet). Si leurs items deviennent obsolètes, alors le boss ne sera pas farmé. (C'est quand la dernière que vous êtes allés farmer shocker pour obtenir son unique autre que pour la collection et le titre qui va avec ?)

Sachant que via justement le bouleversement de la prioritisation des stats et la possibilité de banker sur des mécaniques de jeu particulières (honnêtement Serrated Boot Knife dans sa philosophie a typiquement été conçu pour des persos comme moon knight et ghost rider) ils peuvent se permettre de diversifier les items pour qu'ils soient vraiment adaptés à certains types de perso.

Donc maintenant il ne reste plus qu'à espérer que le système qu'ils ont en tête permettra un poil de compenser cette nouvelle.

Dernière modification par Rasetsu [Men] ; 16/09/2016 à 16h55.
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Citation :
Joueur : So, Starktech Cubes are gone. Replacement? Is it safe to assume that what was datamined will replace them?

Dev : We normally don't comment on datamined info, but no, it is not safe to assume that. Socketing, as a system like Starktech is not planned to make a return in the near future. We may revisit down the line, though.
Citation :
Your skill rank rolls WILL NOT impact the rolls of the new attributes being added to uniques. Power Point affixes use a completely different seed on the item than all other affixes. But, regarding unique rolls and making them BIS, the next Dev Blog will shed more light on the future of items.
Citation :
So, here is some bad news. We will be removing flat size increase or decrease from items. Our modelers and vfx artists have begged for this for a long time, as it makes building visuals, costumes even more time consuming to have to account for different sizes. We plan to, for the most part, move these instead to procs on the item to grow/shrink for a few seconds instead of being huge/tiny all the time. We know some players really enjoy these affixes and sympathize, but the back end downside is too great.
Citation :
Set bonuses are a tricky thing. Its a very fine design line between making them fun and making them mandatory. We aren't ruling them out, but we aren't committing to them either.
Citation :
Publié par Associal
Quelques questions réponses des devs sur des points importants du jeu.

Craft:
Citation :
Player: Is there any chance of implementing an option to reroll specific affixes on a piece of gear so that you can get absolutly 100% optimal gear, similar to the costume affix reroll option?

Dev: Yes This is something we have in the works. Not for this update, but for a month or two after(current plan, things can always change, etc)
It also wont be cheap to do, since its really boring to min/max in a game by standing in front of a crafter. We want players to go out and play.
Difficulté:
Citation :
Player: Basically they were universal bumps that took a lot of time to unlock and were mandatory for late game content - so where does that go?

Dev: Late game content as a whole will be changing with Difficulty Slider. When you control the difficulty, anything is late game content.
Citation :
Player: The difficulty slider, is this going to be something similar along the lines of what D3 has? The higher the torment, the more xp/better the loot?

Dev: For the most part, yes. It will be somewhat different in design, but that is the general idea.
Uniques et items en général: (je vous laisse interpréter vous même, la réponse donnée)
Citation :
Player: Are the items going to focus more on stats or will there be any items that focus on specifically enhancing individual skills or groups of skills? Ex: Item A gives +20% damage to bleed powers. Ex2: Item B increases the radius of skill "Hulk Smash" by 300%.

Dev: Boy, that 2nd example looks pretty amazing and build defining, don't you think?
Citation :
Player: Any plans to add procs/effects to items that will either add to gameplay or help shape a build? Currently, the procs we have pale in comparison to our actual abilities. Having Any Hero Uniques with actual procs would make them more sought after. Or perhaps these sort of procs should be reserved for the Omega revamp?

Dev: I've touched on this a little in my previous posts in this thread, but short answer is "Oh yes." Long answer is "IVE SAID TOO MUCH ALREADY".
Ok donc si on combine ça avec la déclaration comme quoi ils ne mettront pas à jour (au de là de la modification des ranks) les any heros, on peut arriver à la conclusion que ces nouvelles mécaniques affectant les pouvoirs ne seront présentes que sur les uniques héros spécifiques ... (en étendant ce qui existait déjà sur un petit nombre d'uniques). J'en viens à espérer que certains de ces bonus seront tellement repoussoir sur certains builds qu'on sera amené à les ignorer.

Là, pour l'instant, face aux déclarations d'Asros, j'ai peur que ça soit une gigantesque occasion manquée en matière d'itemization. Je vais attendre le prochain devblog et le test sur le TC, évidemment, mais de prime abord continuer à axer l'itemization sur les uniques héros spécifiques au détriment du reste du jeu ce n'est pas vraiment ce dont on avait besoin vis à vis du loot hunt ...

Wait and see.

Citation :
This is a very common misconception. RIF does not increase your chance of boss specific uniques or artifacts to drop. RIF currently only increases your chance when an item with a rarity (green, blue, purple, yellow) for it to be upgraded to the NEXT rarity. We have work being done to make RIF better, including allowing it to impact boss specific chase item drop rates that are either coming with this system update, or shortly after. We want to make RIF and SIF great again!
Citation :
Joueur :What happened with that previous starktech update that was hinted, in regards to customizing a wider range of equipment? Also, how will relics fit into all of this? ps - if you could make the 300 odin Norn Stones half as awesome as Loki's use of them in his new Ulti, that'd be swell.

Dev: Scrapped for now. Can always be revisited down the line
Citation :
Joueur : Any changes coming to the Power Doop runeword? or is that just going to remain the default BiS runeword regardless of damage type
Same with Invul cores

Dev: No changes to either.
....yet.
Citation :
Joueur : Do you have any plans to change items with move speed affixes since they're less useful now after the travel powers rework?

Dev: Yes. We wont be removing the affixes from items right now as it would monkey with your item seeds and cause unnecessary rerolls. However, future items will not use this affix.
Citation :
Joueur : Do you have any plans to rework relics? Chthon and Snakeroot and a little underpowered right now and Atlantis is BiS for pretty much every character.

Dev: Yes, this is a problem we want to deal with, however, we need to get the major system changes out the door first and in the wild before we make any changes to them.
Citation :
Joueur : Since the games release item budget has been pretty inconsistent, and flashy new items that are significantly ahead are suddenly introduced that just seem to ignore budget completely.
Moving forward, what kind of changes/processes/rules have been put in place to ensure that item budget is more consistently applied?

Dev: A lot of this is a result of "we are releasing new content, we need to put new/better stuff there for players to farm". With difficulty slider, better items come from higher difficulty, wherever you are. This is forcing us to better level the playing field so we can make higher difficulty more rewarding. More info on that in that dev blog.

Dernière modification par Rasetsu [Men] ; 17/09/2016 à 07h44.
Citation :
Publié par harermuir
Il y a une idée de date de sortie pour tout ca ? Parce que vue le boulot, ca va être la version 2018 du jeu, non ?
Ca doit faire plusieurs mois qu'ils doivent travailler dessus vu que la patch va bientôt arriver sur le TC. Le temps que ça arrive Live, on sera probablement début 2017 (genre Février/Mars).
Citation :
Publié par Rasetsu [Men]
Ok donc si on combine ça avec la déclaration comme quoi ils ne mettront pas à jour (au de là de la modification des ranks) les any heros, on peut arriver à la conclusion que ces nouvelles mécaniques affectant les pouvoirs ne seront présentes que sur les uniques héros spécifiques ... (en étendant ce qui existait déjà sur un petit nombre d'uniques). J'en viens à espérer que certains de ces bonus seront tellement repoussoir sur certains builds qu'on sera amené à les ignorer.

Ouais, je suis assez d'accord avec toi dans le sens ou il aurait été, pour moi, le plus utile de laisser les uniques spécifiques aux heros ce qu'ils sont par défaut, des bis, et de transformer les any heros avec justement ces nouveaux bonus pour en faire des game changers et les rendre bien plus performant que ce qu'ils sont pour l'instant (majoritairement des placeholders en attendant mieux).
Mais comme tu le dis, attendons de voir ce qu'ils font. Car ce qu'il dit est ambigu, d'une part il dit qu'il ne mettra pas à jour les anciens any heros et laisse croire qu'ils ne changeront pas, et dans d'autres quotes indique qu'ils vont rajouter aussi ce genre de bonus sur les any heros et en faire des objets vraiment utiles. Donc, c'est un peu le flou intégral pour l'instant.
Il faut prendre en compte qu'il veut essayer de répondre à nos questions, mais en même temps ne veut pas nous en parler dans le détail et nous dire pour l'instant exactement ce qu'ils font.
On sera fixés dans les semaines à venir, avec le 2eme blog.

Citation :
Publié par Wangbian
J'ai l'impression qu'ils sont en train de prendre un gros risque :x

Et j'espère vraiment qu'ils vont pas se planté sec
Moi aussi. Vouloir copier D3 est un tres gros risque et je ne suis pas sur que ca soit le bon choix non plus.

Citation :
Publié par Anthodev
Ca doit faire plusieurs mois qu'ils doivent travailler dessus vu que la patch va bientôt arriver sur le TC. Le temps que ça arrive Live, on sera probablement début 2017 (genre Février/Mars).
Soit ils sortent tout ca + la refonte intégrale de la campagne pour marvel heroes 2017.
Soit ils sortent les modifs vers novembre/décembre (ca ne peut pas etre avant vu qu'en octobre ca sera juste sur le serveur test) afin de régler les derniers détails avant la grosse sortie, et la refonte de la campagne (+ un eventuel nouveau contenu, raid thanos ou savage land patrol ou limbos ou autre chose ?) pour MH2017.
On ne sait pas encore.
Même si il y a de fortes chances que tu aies raison. Sortir toutes ces modifs un mois après la mise sur le serveur test me paraitrait court. (A moins que depuis le temps qu'ils bossent dessus, cela soit déjà pratiquement terminé et pas trop mal équilibré dès le départ, mais je n'y crois pas trop, vu l'ampleur des changements).

Dernière modification par Associal ; 17/09/2016 à 18h13.
Citation :
Publié par Anthodev
Ca doit faire plusieurs mois qu'ils doivent travailler dessus vu que la patch va bientôt arriver sur le TC. Le temps que ça arrive Live, on sera probablement début 2017 (genre Février/Mars).
J'étais bêtement convaincu qu'on était en version 2017 et qu'il y avait quasi un décalage d'un an, d'où ma question sur la version 2018. Quoi qu'il en soit, il y a le temps de voir venir.
Citation :
Publié par Associal
Même si il y a de fortes chances que tu aies raison. Sortir toutes ces modifs un mois après la mise sur le serveur test me paraitrait court. (A moins que depuis le temps qu'ils bossent dessus, cela soit déjà pratiquement terminé et pas trop mal équilibré dès le départ, mais je n'y crois pas trop, vu l'ampleur des changements).
C'est quasiment un changement complet du game-design (en tout cas un très profond changement) et je doute qu'un mois sera suffisant pour équilibrer tous les persos (et je doute qu'ils aient réussis à a peu près équilibrer tout ça ^^)

Par contre une sortie en Mai/Juin me semble super tardif pour une arrivée sur le TC le mois prochain. Cependant il se peut que le patch soit Live fin Novembre/Décembre avant les fêtes de fin d'année. Par contre s'il n'arrive pas à finir avant mi-décembre, avec les fêtes de fin d'année, ils leur faudra du temps pour reprendre le rythme, d'où la sortie en début Février ^^
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
Désolé Rasetsu, mais comme tu as repris et quoté l'ancien message plus haut, je me permets de squatter ton post pour mettre celui ci aussi :

Citation :

Player: I know it is not an items question, but I don't think that it has been discussed yet. Will the bonus damage synergy between ultimate power ranks and the heroes signature power remain in the new system?
Dev: Yes, this is staying unchanged.


Player: Eternity Splinters - Will they still be dropping or will there be a new way to get heroes and team ups? If they still drop will they be on a timer and will SIF still have an impact on pink items such as these?
Dev: No changes to these systems.


Player: You've mentioned customizing any hero uniques earlier this year, has this plan changed or is this still happening?
Dev: That has been tabled for the time being.


Player: Has Gaz thought of a good way to introduce "set items" to Marvel Heroes?
Dev: I've discussed set items in a few posts in this thread. Short answer - we have some ideas, nothing planned right now.


Player: 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.
Dev: Yes! Most likely not for this system update, but shortly after. (Is shortly the new soon?)


Player: My only question is if new/improved end game content is being delayed while these systems are implemented.
My hope is that there is a content team separate from the heroes and itemization teams that are focused on the changes.
Dev: There is. @JZB and his team are working very hard on different types of content. Not my area to speak about, really.


Player: I have a summoner Rogue, its the first character I geared out and I still enjoy playing her.
Looking at my bar, it requires 14 keys to play. One for each summon type, 2 of rogues powers, three attack spells and movement stolen power. This doesn't include med kids or travel power.
How is this going to become one bar? My gut tells me "bye bye summon rogue".
Dev: This isn't really an itemization question, but my response is to wait until you see how the systems are changing before discounting. Trying to figure out how your current build works in a 1 bar world is somewhat fruitless, as your build may be changing a bit due to all the power changes.


Player: 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.
Dev: No. We want to move away from updating old items and instead making new, better things that get players out in the game world.


Player: Really hyped for the changes but one question I really want answered is this:
-Will bad/ not used/ unwanted powers in heroes kits be removed completely or reworked into some new alternative form like Human Torch from the announcement?
For example Novas pulsar powers/ or Colossus' summons
Dev: Not an item question, sorry. When the powers team has info about this stuff that they want to share, they will. Most likely, you'll have to wait for TC to see these changes.


Player: Perhaps this is not the proper question for the thread, but I am curious if you guys have anything planned with this big update to replace the current bartering system in-game with a real currency for trade.
Dev: No plans, no.


Player: Kudos @Asros for taking the time to answer all these questions (i've been reading through all of your answers)! Above and beyond for sure.
I have a few questions myself:

  • I've been playing a fair amount of WoW Legion lately and the main thing that sticks out as awesome to me from this expansion are the Artifact weapons. I think a system/item like that would be amazing for this game. "Iconic" Gear or some such would be a perfect name. Cap would have his shield, Spidey his webshooters, Daredevil's Billy Clubs, Thor with Mjolnir, Gambit has playing cards and a staff, Wolverine's claws, Hulk's Rage (or purple pants if you must), etc, etc, etc. Every hero has something (it wouldn't necessarily have to be a physical item) that is iconic for them that could fit into this system. With the loss of an actual skill tree, this would be a much welcomed addition and add a "grind" with a big payoff for players.
    Any chance something like this is coming along.
Dev: I love Artifact weapons in Legion and would love to do our take on that. Maybe down the line.
Player: Any chance icons for medallions that allow us to know what they are at a glance with this update? Plz! My stash weeps.
Dev: This is something we want to do, but our 2d art team is incredibly busy right now with other projects. New icon requests for us are at an all time low so we don't get behind!


Player: First I have to say I'm really loving all the changes I'm reading about. It's always exciting to see improvements like these being done and I see majority of them positive changes as well. But I do have my questions...
First question...
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?
Dev: 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.

Second question...
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.
Since Storm Surge can't be resisted and works 100% of the time, I wonder will this issue be addressed at all through the review of affixes on items in this update or is that something the powers designs will address later on?
Dev: 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.


Player: 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?
Dev: 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.


Player: Don't know if this has been asked, but what about runes. Many aren't used, will they be more beneficial with coming changes?
Dev: 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.
Et celui ci tout particulièrement:

Citation :
Player: I know I'll likely not get an answer to this one, but is there a new item type/tier coming?. Something higher up/different than Uniques for slots 1-5? Ultimate gear maybe? I remember loooong ago that some players found some "red" items on the TC that never came to fruition.
Dev: You'll find out soon enough!

Dernière modification par Associal ; 18/09/2016 à 07h54.
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