Hey Folks, Vastin here for the second systems overhaul of our upcoming release. It's been a busy winter.
This one is centered around Power and its role in the game, which had sort of faded out over the last several years at higher levels, in favor of limiting skill plays primarily through cooldowns.
This has had one pretty big drawback in that it has impacted healing in a negative way. Without a resource management element, the 'big' heals generally shifted towards having long cooldowns, or becoming not-very-big, and healers gradually lost much of their ability to do much burst healing. It also just lost a bunch of useful mechanics based around crafting and consumables for things like power potions, and high-end gearing options like power regeneration gear.
We want to bring that back, particularly in our next big level update, but one of the steps to addressing that is to bring power back to being a meaningful element in the game at higher levels so that healers are making more meaningful choices about when and how hard to heal.
So expect some big changes in the power numbers and the way your stats interact with them:
1) Power regeneration rates in the UI are now listed PER SECOND, rather than PER MINUTE. Given that the average skill takes ~1 second to execute, this makes it far easier to compare skill costs against your power regeneration rates without having to do math. However, they'll look 60 times smaller, so don't panic.
2) Power pools will be larger, scaling up through the entire endgame. A level 140 character should expect to have a power pool in the 50k+ range without itemizing for it.
3) Skill power costs will likewise scale up by level into the endgame.
4) Fate no longer increases in-combat power regeneration. It increases your power pool and out of combat power regen. Your in-combat power regen automatically increases with level, but you'll need specific itemization or buffs to increase it further.
5) Base In-combat power regen is pretty fast and can fill your entire power bar in less than a minute if you aren't running skills. Lower cost skills will generally break even or cost less than your regen rate returns. As a result its hard to get completely 'stuck' without power for more than a second, though if you empty out your pool you may find yourself only able to use your less expensive skills until you recover a bit.
Goals
The target time for a player to burn themselves out of power if they are running as hot as they can without any power restoration effects is around 60-90 seconds, longer for tanks, and at the shorter end for healers.
All characters do have access some longer CD 'emergency' buttons they can use to restore a good chunk of that power, and we're reviewing those to make sure they are up to the task. Furthermore, we're going through each of the classes and trying to make sure they have a low end skill or effect that you can use as part of a general rotation to generate additional power on the fly if you feel like you're running low.
For example, Burglar's 'Subtle Stab' skill can now restore a chunk of power on a critical hit, and Brawler's Low-Strike setup attack will now cause their finishers to return a substantial amount of power. Not all classes have these mechanics built into them yet, but we're in the process of going through them to make sure they have adequate tools to help manage power. Potions and food have also been re-scaled to work with the new power costs.
In general, we don't expect power to be a difficult factor for solo/landscape combat as the average pull lasts less than 30 seconds, which shouldn't be enough for any character to run low on power no matter how hard they burn. It can become a challenge if you end up in longer fights, such as when you try to tackle a particularly challenging enemy like an elite master or kite a large number of mobs for an extended period. It's also relatively easy to itemize your power pool to be a fair bit larger if you find that you're running out a little earlier than you'd prefer.
Where we expect power to become a real factor again is in instances and higher end group content. As instance battles and group sizes get longer, power management should become a more important factor - but players will also have access to more group support to help with power management.
Tank builds in general are intended to have lower power costs and should not have to concern themselves with power management to the degree that DPS or Healer builds will. Of course, they're more likely to have to contend with instance boss mechanics that attack power, so they may still require support or gearing to help compensate in those cases. Most of those monster effects have also been rebalanced, so you shouldn't run into cases where your entire power pool is suddenly wiped out by a boss effect.
While all the classes have had a full first pass done on all their skill costs, we're still looking for a lot of feedback on how they feel in play - in particular how long it takes a given build to drain out all power. Some classes still need a more comprehensive pass done on their power restoration mechanics and specific skill balance.
As a rule, skill costs are probably slightly higher across the board right now than where they'll end up when we are done. This was done so that we can get meaningful feedback on how quickly each class/build runs out of power currently. If the values are too low, the answer to that question can easily become 'never', which doesn't help us gauge anything.
Base Healing Increase
- To help counter power consumption challenges, healing HPS on LIs from levels 131-140 is increasing ~25%. This is in addition to any specific changes made to heals. With the introduction of the Brawler class we've run into some issues with how defensive buffs stack and we'll need to address this before we can bring healing values up much further, which is our longer term intent.
Potions & Food
- Most power restoration values on these have been rebalanced, but not extensively tested yet. Feedback certainly appreciated.
Loremaster
- The Loremaster is a core class when it comes to group power management, so we expect to be playing with the numbers on related skills like Share The Power significantly.
- Pretty much any loremaster power related skill has been rebalanced.
- A few healing tweaks to LM to improve its throughput - they're still not going to be main healers, but it'll help them serve that in that role for smaller groups or on landscape.
- Water-lore now has an initial healing component.
- Light of Hope base CD reduced [30->10s]
Champion
- Fervour no longer increases power regen in Red Line.
- Continuous Blood Rage now reduces power costs by [-75%->-20%], as the old reduction was too impactful.
- Blue Line Trait Second Wind moved to tier 1 for easy access to other lines, its upgrades were moved up to t4 to make those more expensive for non-tanks to access.
- Still considering an active skill power restoration mechanic for champs.
Burglar
- Burglars are an interesting challenge to balance power for, as in advanced play they can use frequent instant skill interrupts to cancel animations of longer skills. This tends to dramatically increase their power burn rate due to the increased rate at which they play skills. For the most part we're trying to balance their power consumption to allow for this style of play, albiet at a faster burn rate than some other DPS, while players who are not accustomed to using skill cutting will hopefully find burglar power to be pretty easy to manage.
- Subtle Stab now restores a substantial amount of power on a Crit result. This gives burglars a new way to actively regenerate power as a regular part of their rotation, given that they have relatively few abilities that do so.
Hunters
- Hunters got a fairly substantial rework including a number of trait changes, due to the fact that all their existing power mechanics were crowded into the blue tree, which was not useful.
- Endurance Stance now reduces power costs by [-10 -> -20%].
- Press Onward heal is no longer a % of max health, but scales with level instead. It should be signifciantly more powerful for hunters with a lower Max Health, not as powerful for those with very high max health.
- Press Onward no longer grants power, but instead grants a runspeed buff for 10s (similar to the hunter itemset bonus).
- Perserverence healing Trait increased: [ 2.5/5/7.5/10% ] -> [ 10/15/20/25% ]
- Burn Hot skill now increases power costs rather than reducing them. [-50% -> +15%]
- Bow of the Righteous trait has moved from the blue tree to the red tree (at a similar tier). This one point trait now grants an active skill rather than a passive ability. Bow of the Righteous is now a 15s buff with a 90s cd that causes all hits with ranged attacks to restore a substantial amount of power.
- Red Trait 'Draw Weight' max rank reduced by 1. Maxiumum benefits unchanged, just reached 1 rank earlier.
- Improved Intent Concentration in blue has been moved from Tier 3 to Tier 2 to improve its accessibility to Red/Yellow trees. Power restore value rebalanced to be significantly better.
- Still considering whether hunters need an active skill mechanic to restore power in addition to their existing buttons. Endurance stance may suffice.
Brawler
- Brawlers have a pretty steady skill cadence, so power management tends to be straightforward for this class.
- The Low-Strike setup skill now causes a following finisher to restore a substantial amount of power - this is separate from and in addition to the vulnerability effect if that has been traited.
Guardian
- Still early on for Guardians. They've had a skill cost pass, but we haven't fully addressed their power restore mechanics, nor have we gotten much feedback yet on how their power is playing out. In general our intention is that Guardians shouldn't have much difficulty with power as they are primarily a tanking class.
Minstrels & Runekeepers
- As the two 'main' healer classes that concern themselves with power, these are likely to be the two classes most substantially affected by the power changes. Our goal is to make sure their healing throughput - particularly from their bigger heals - is substantially improved at a premium power cost, while their smaller heals and HoT based skills are intended to be cheap and efficient.
- Both are still very actively in progress, so while feedback is definitely appreciated, please be gentle. They are due for some substantial further changes to their power consumption and healing CDs/magnitude.
Wardens
- Are getting a substantial class rework at this stage, so most of their changes are covered in a dedicated post.
Captains
- As with Wardens, captains have their own dedicated diary for this release.
Beornings
- Still don't have power.
Anyhow, that's the whole thing. Ultimately we don't want power to feel particularly restrictive. It *is* intended to be a mechanic that you need to think about particularly in group play or in high difficulty solo challenges - but it's also one that you should be able to find several answers to in your character build, skill rotations, group composition, and game items.
Sincerely,
Vastin