about 4 years ago - /u/Proteus505 - Direct link

Hey everyone, we just wanted to reach out to get some feedback from the community around some changes to address power creep with the release of the Hunting Grounds.

We have a bunch of future plans on this front, but the short term target is the base lantern capacitor from Escalation mode. We have a few options listed below and they would all reduce the base power/resistance bonus that applies globally outside of a particular season. We feel like that permanent stacking bonus is the biggest problem with power creep in the game. We won't be touching the in-season bonus you get from progressing through an Escalation that applies only within that season because we are happy with that design since it makes seasons challenging at first and rewarding to work through over time.

Options we are discussing:

  1. Scale back the base lantern capacitor bonus by 50%. This still rewards players for completing each season but also leaves a big chunk of raw power you can get from each season, and it keeps going up with every new season.
  2. Cap the base lantern capacitor at something like 100 power/resistance bonus. This still rewards you for playing Escalation but you can cap out after maxing out 2 seasons so later seasons wouldn't give you any more benefit if you were capped out.
  3. Remove the base lantern capacitor entirely and only leave the in-season bonuses that apply within a specific Escalation. This is the most drastic option that most heavily nerfs the raw power in the game.

I should also mention that we are introducing some new permanent bonuses you can get from the new Slayer's Path progression system. These won't be as strong as the current base lantern capacitor and won't be strictly just raw power so we believe they will be a more interesting system to interact with that encourages you to master every weapon and change your playstyle and builds as you progress through the game.

We would love to hear your feedback! Thanks!

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about 4 years ago - /u/Proteus505 - Direct link

Originally posted by Hushini

meirnon has better answers than any of us could give tbh, but a mix of two and three seems best. scale back the lantern capacitor significantly and cap it. If it feels not rewarding enough, give each escalation capacitor a special non power related boost, of which you can only have one or two active at a time. So shock could be that you have higher behemoth part drop rates, and umbral be a collectibles booster for things like mushrooms and gems. Also having the power boosters be toggleable would be nice, as someone who likes going back to a more difficult challenge without needing to have a entire seperate account where I do not max everything.

Yeah I like this! We've been brainstorming some similar ideas around giving each season a unique benefit and you can only have a single one active at a time. Unfortunately we won't have time to implement a system like this given all the other cool stuff we're working on this year, but maybe in the future!

about 4 years ago - /u/Proteus505 - Direct link

Originally posted by SirKeksalot

Just huck the bonus out the window. A multiplicative 22.5% damage buff (which is what we'll get by Resc if you don't can this mechanic) is too much, considering how new UEs and perks have impacted the meta over the years.

The thing is, you don't need to reward us more for reaching Esc level 25. You're already rewarded plenty with both cosmetic and gameplay benefits even beyond Esc itself, as you need to run Esc to get legendary weapons. We don't need another thing making us stronger, especially not a multiplicative buff.

If you're dead set on keeping the power bonus, you could make it so the bonus from Esc only applies to weapons of that Esc's element. You still get that reward for playing that you seem to want, but now it doesn't stack across Escs. So, for instance, maxing out Tesc gives you a permanent +50 terra power to terra weapons, and only terra weapons.

Yeah that's a cool idea.

about 4 years ago - /u/Proteus505 - Direct link

Originally posted by CreativeGuy66

Random question. Are these type of QNA (if u wanna call it that) gonna be more frequent. Like the Ostian Armor topic from yesterday. I really like the conversation on these topics.

Our plan is to engage more frequently on design topics! But please be patient with us because we are busy building cool stuff too :)

about 4 years ago - /u/Proteus505 - Direct link

Originally posted by Argiatsu

I liked the toggle idea because it gives a large part of the community that doesn't even use reddit a chance to still clear content they wouldn't have otherwise.

I mean some people, even with all the right gear and perks, still can't clear trials. Its all fine and dandy getting a complete nerf to people thst spend hours daily getting good but others who don't have thst luxury spent their time getting to lv25 on each escalation specifically for those boosts to make their short time online easier and more efficient.

Side note - the power creep will have its place when harder content becomes available and newer stronger behemoths gets released. We dont just want the same power behemoths bit slayers get stronger. As we grow in strength, we want to be able to move in the the "next big challenge"

That is one of the downsides of any lantern capacitor nerf. It will likely push Trials out of range for a lot of players.

We have ideas for mitigating this in the future but again it won't happen in the short term.

about 4 years ago - /u/Proteus505 - Direct link

Originally posted by WowAUnicorn

I wouldn't mind removing the Capacitor as a source of power, what we need more of right now is horizontal progression, not vertical. Increasing in power isn't fun, getting new tools is. So let's get rid of the gigantic numbers, and replace them with more viable builds and play-styles, because as is, it's discipline or nothing. Low-life builts are the way to go in this game right now, and I don't have anything against them, my problem is that they are the only way to go. Tenacious is a step in the right direction imo, but we're still long ways from getting the amount of diversity the game needs.

Yeah we definitely want to get back to focusing on build diversity in the near future. We started dipping our toes here lately with some new cells and weapon UEs but had to turn our attention to the Hunting Grounds and Slayer's Path to make sure those are a high quality release.

about 4 years ago - /u/Proteus505 - Direct link

Originally posted by GeorgeEmber

i thought the bonuses from attack/resistance power cap at some point. isn't the excess power useless?

The cap is really high so players are not hitting it yet at end game.

almost 4 years ago - /u/Proteus505 - Direct link

Originally posted by Thomas_GMX

  1. The difference between having it and not having it is staghering and I believe currently being as weak as we are is no fun. I don't like being 1hit with iceborne and parasitic on by stuff almost the same level as me so unless a buff is coming somewhere else along the line then at least give back half the lantern bonus. It allows us to keep getting stronger and rrwarding us for grinding through it. Personally i don't want to stay stagnant forever, let us befome etronfer making things easier. Even at 710 messinf up and getting hit was very punishing at endgame. Powercreep for me wasn't that big of an issue. Make trials harder, let everyone continue to get stronger as time goes on.

This is a tricky one to solve because a lot of players (including the dev team) felt that end game content was just getting way too easy. When Trials times are under 30 seconds and Heroic+ queues are a couple minutes and good players can breeze through Escalation, it's just not a very healthy situation. We could just do as you say and keep extending the numbers and extending the content, but it spreads players out more and more and doesn't lead to healthy queues.