I was looking over the health changes, based on the other thread listing the percent increases, and created my own spreadsheet, listing all characters (not just HP boosted ones)
https://docs.google.com/spreadsheets/d/ … sp=sharing
And what struck me is that while the health buffs are good for underused characters, they nerfed many of theMOST-LIKED / TOP-RANKED characters really hard. I color-coded my sheet to demonstrate what I mean.
GREEN characters got a double buff (health increase + reworked powers to be more usable)
NO COLOR characters got a health buff
LIGHT RED characters got a health nerf (i.e. powers untouched, but not boosted with the rest of the pack)
DARK RED characters got a DOUBLE nerf (no health increase, and either powers dependent on health regen / healing, or powers that’ve been heavily nerfed now or in the past)
My takeaway from this, is that from a players perspective, use of blanket health changes as a means to buff / nerf is a poor way to rebalance. The proper way is to rework powers of weaker characters to be more powerful / useful, rather than upping health overall, which primarily has the effect of making matching take longer and be more grindy+ harder for players to keep playing for fun without buying a ton of health packs.
The nerfs seem specifically targeted at the following categories: healers or self-healers, primary damage dealers, utility characters (some of whom have already gone under pretty heavy nerf-bats - e.g. Hood, OBW), and to some degree tanks
Whether or not this motivates people to start using more of their roster I guess remains to be seen, but off-hand it seems like a poor design decision that will slow down combat and make it harder for players to play the game for fun (i.e. progress at all without buying lots of health packs / shields etc..). I’ve said it before and I’ll say it again, buffs should be centered around reworking weaker characters powers to make them more desirable, not making the characters people like using less enjoyable (i.e. that thing that keeps people actually playing and not moving to some other pastime), especially considering how much time and in-game/real-world resources many players put in to developing the characters they like to play.
I’ve been playing this game casually since I came back from retirement. Whether or not I continue playing depends a lot on how these changes effect my ability to progress in the game. I don’t know if it will have a positive or negative impact on my playtime in this game, but I hope the devs did some thorough testing for whether people would actually enjoy these changes, and that it’s not just another way to nerf the more useful characters in the game (which is kind of how it looks without having played under the new system). It’s a pretty big change.