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» Update Round-Up

11/26/2016 - Friday Update #208

This week, we’ve been continuing with the design work on our powers system, with a focus this time on the basic stats behind each power.
Anyone who’s taken even a quick look at the individual power stats in ‘City of Heroes’ will know just how precise the numbers that the developers used were – things like recharge speeds and casting times didn’t just use basic fractions of a second for their timing, they had things locked down to the exact hundredth of a second – and the multipliers and percentages for things like damage and accuracy were just as precise.

While the powers system in ‘Heroes and Villains’ isn’t an exact copy of the one in CoH, it still needs to be designed along the same basic idea of allowing us to be able to fine tune each power to get a general feeling of balance across the whole system.
And the first major decision to be made is working out what exactly is the single defining unenhanced lowest base value for each power stat, such as damage, accuracy and so on, and what is the single defining maximum enhanced value for each power stat.
For example, if 8 points of unenhanced damage is the lowest base value for a power, and 502 points of enhanced damage was the maximum value for a power, then the value of every power would be based on where they fell between those two extremes, with no powers going below the lowest value or beyond the highest value, otherwise that would lead to too much imbalance in the powers system, and lead to some sets being way more effective – and popular - than others.

Have a heroic/villainous weekend!

The Heroes and Villains team