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Legends Balance Suggestions

By Clutchmeister

Clutchmeister

DCUO Legends Balancing Ideas/Suggestions

Table of Contents
Introduction .......................................................................................................................................... 3 Steel ........................................................................................................................................................ 4 Summary ......................................................................................................................................... 4 Smokebomb ............................................................................................................................................ 5 Amon Sur................................................................................................................................................. 6 Arkillo/Kilowog ........................................................................................................................................ 6 Summary ......................................................................................................................................... 6 John Stewart ........................................................................................................................................... 7 Joker ........................................................................................................................................................ 9 Harley/Future Harley .............................................................................................................................. 9 Nightwing .............................................................................................................................................. 10 Huntress ................................................................................................................................................ 10 Bane ...................................................................................................................................................... 11 Catwoman ............................................................................................................................................. 11 Summary ....................................................................................................................................... 11 Robin ..................................................................................................................................................... 12 Batman/Future Batman ........................................................................................................................ 12 Summary ....................................................................................................................................... 12 Two-Face ............................................................................................................................................... 13 Harvey Domination ....................................................................................................................... 13 Two-Face Domination ................................................................................................................... 13 Heat Vision/Heat Breath/Freeze Vision/Freezing Breath ..................................................................... 14 Bizzaro ................................................................................................................................................... 14 Ursa ....................................................................................................................................................... 14 Power Girl ............................................................................................................................................. 14 General Zod........................................................................................................................................... 15 Superman .............................................................................................................................................. 15 Lex Luthor ............................................................................................................................................. 15 Faust ...................................................................................................................................................... 16 Cheetah ................................................................................................................................................. 17 Donna .................................................................................................................................................... 17 Wonder Woman ................................................................................................................................... 17 Circe ...................................................................................................................................................... 17

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DCUO Legends Balancing Ideas/Suggestions

Colas ...................................................................................................................................................... 18 Respawn Timers .................................................................................................................................... 18 CC problems .......................................................................................................................................... 18 Block breaker windows ......................................................................................................................... 18 Conclusion........................................................................................................................................... 18

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DCUO Legends Balancing Ideas/Suggestions

Introduction
The aim of this document is to provide an overview on the current state of balance within legends from the viewpoint of a top level player. Hopefully the information provided in this document can be used to implement informed balance changes that will have a positive effect on the legends environment as well as help players understand the advantages/disadvantages to each legend. Recommendations for each legend will be of varying length, for legends with simple changes I will just state the problem & a simple solution. For legends that require big fixes or that need some extra explanation to justify (Steel, Arkillo/Kilowog) I will include a short summary section that can be read to understand what should happen as well as further explanation into the fixes if needed.

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DCUO Legends Balancing Ideas/Suggestions

Steel, Lantern and MA Suggestions


Steel
Summary - Halve Ticks on Hammerang, make mine interruptible/halve ticks on mine/Halve damage
on ticks, stop Atom Splitter from being interruptible lower the damage (similar to JS Air Raid). Hammerang - With the nerf to its cool down (CD) this move has taken a huge step in the right direction. The problem with this power still is that it is still too easy to apply as well as doing too much damage. When compared to other dots that hit for a similar amount (venom clap, TF acid barrel etc.) it was easy to land on a team of even 8 people if you simply positioned yourself correctly. On top of this, it wasn't an AOE like TF's barrel so it couldn't be avoided and venom clap is more difficult to land reliably, especially on two opponents. Now that Hammerang ticks twelve times on top of the initial 350~ burst as well as mine also ticking 11 times, Steels DoT potential is far too great. To fix this, hammerang should be made dodgeable, the amount of ticks it does should be reduced 6 and make the cooldown the same as venom clap/barrel. This lower damage is balanced out by the fact he has a UWC shield, making this act similar to Lexs number 6 dealing similar damage and also being dodgeable. DoT abilities in general are too powerful and this would be a step in the right direction to balance them more in comparison with other abilities in legends. Mine - A big thing that most people don't seem to mention is that TF's barrel is AoE whereas mine places a dot on the player, meaning you HAVE to take the damage unless you get immunity or have a shield, you can't walk out of it which will make the dots of TF's barrel useless. This doesn't really need to be changed however as the following changes would simply make this move unique and different while still being balanced. First, either reduce the damage per tick of the mine to an average of say 50 or reduce the amount of ticks the mine does before it is removed from the opponent. Two face's fire barrel ticks slower than the mine and adds up to around 850~ damage, mine should do around 850 as well (bear in mind Steel also has another multi-target dot as well as a UWC shield to balance this out with TF being tankier). Secondly, add the interrupt window to mine placement. Having a second to counter the placement will stop people from just placing a mine on your face and provide a person a way to counter Steels who constantly keep the dot applied. This will also give people a chance to counter them instead of almost always being forced to take the damage unless the opponent isnt skilled enough to place it with CC immunity. Shield - Now this is a little simpler. The problem with this is that it is usable while controlled (UWC). This means if you get countered and you're about to go down, then you can pop this bad boy and live on. This can really save your life in a multitude of situations and no other character has this ability. This is essentially John Stewart's or Faust's shield but with UWC thrown on in there too.

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DCUO Legends Balancing Ideas/Suggestions

Now you can balance this shield without getting rid of UWC if the developers wanted him to still have some more unique powers to justify throwing 1000 SC on him. All you would have to do is reduce the amount of damage that the shield can take, so instead of taking the same amount as JS's or Faust's, it would instead take a similar amount to Catwoman's. This would make sense, CW's shield is weaker as it's also a reflect so it does damage to attackers. Steel's would justify being weaker through the inclusion of the UWC trait. However, it would be down to the devs how they would want to fix this shield. I personally prefer the weaker shield while being UWC so it isn't the same as others. With his health nerf and the nerfs to most shields, this is more balanced now. Atom Splitter - Now this is more of a buff suggestion (believe it or not!). Nothing was inherently wrong with the idea of this move, it was just that it did far too much damage for a move that was meant to provide damage protection. With it being interruptible now, it is pretty much next to useless. Restore it so that it isn't interruptible, heavily reduce the damage (from 200~ to around 75~ a tick) and keep the damage mitigation so that it operates similar to JS's Air Raid (his damage mitigation move, or the helicopter move for less experienced players). You could make it a clippible like Bizarro's jump smash too (his number two power, where he jumps and smashes into the ground twice) however again this is a decision for the devs to make as both could work quite nicely. This extra survivability will help balance out the fact Steel has one of if not the lowest health pool in legends. If all of these are performed on Steel, then I believe he will be a fun but fully balanced legend character that people wouldn't have to fear coming up against any more.

Sinestro
Claw - Now there are two options to fix Sinestro here. You either make hold claw blockable like it is in arenas (This has been fixed, but still needs the following part) as well as reduce the damage from the hold OR you remove it completely. I know the devs would probably prefer to keep it as it again adds a unique mechanic to justify the marketplace exclusivity, so on top of being blockable it needs a reduction in damage (compare it to other combo moves, Donnas pull combo does less damage on a single target for example and a lot of other legends only have AoE moves that just hit for 350~ which despite the blockable status of claw doesnt justify that much extra damage) . However removing it would balance Sinestro more as Amon Sur does NOT have this ability and think of it this way, you effectively get a 700-1000 damage move that is clippible with other powers for not that much power itself. Compare that with a similar high hitting AoE move like Bizarro's Annihilate (his number 3 skill & is also currently doing too much damage) that hits for around 600 when right on top of your opponent. Even with these nerfs sinestro would still fill his role of a glass cannon as well as being one of the best at that role in the game itself.

Smokebomb
The devs have two options here, they either include smokebomb for every MA user or they get rid of it from Amon Sur and Sinestro. If not then these two will remain at an advantage over every other MA

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user and it cannot really be justified. It's not a unique mechanic as since it was buffed it's become a very powerful move, so they either get rid of it or include it for everyone. Implemented

Amon Sur
Shatter As far as Amon Sur goes, hes quite well balanced. The only skill I have problems with is shatter (number 4) as it is pretty much useless. It does very little damage for the long interruptible animation time and the damage splits, so theres next to no reason to ever use the ability. One way of potentially fixing this is make it a damage mitigation move as he currently has none. If you made the move no longer vulnerable to interrupt, stopped the damage from splitting (or simply increased the amount of people required to hit for splitting to begin) and added that damage mitigation, the move would actually serve a purpose. Claw Depending on what you do with Sinestro, either give him hold claw with the nerfs suggested or leave it as it is. Ram Too damaging, take Catwomans whip for example. It does less damage but is also blockable with a longer animation. Nerf the damage down to 350-400 to bring it in-line with other abilities.

Arkillo/Kilowog
One of the main issues that people have with these two characters is that theyre both qu ite lacklustre; people also complain they are almost exact clones. Neither of them do incredible amounts of damage (arkillo is slightly better than kilowog) and neither of them have any way of avoiding damage, so they either need to be given some form of damage mitigation or their powers need to get a buff in terms of damage. The changes I suggest here both address their mediocre status and give them slightly different aspects so that they can have unique aspects which differentiate them from each other.

Summary - Make Arkillo's Spike clap apply a PI in an AoE around the target similar in size to the
AoE from JS Light grenade, make Arkillo's Jackhammer do an extra tick of damage on each aftershock/combo use on an opponent with the PI applied, buff ring beam damage to 1200~ minimum & make it tick twice so it hits harder and faster, make Kilowog's jackhammer apply damage mitigation for a minimum of three seconds and then if the player keeps on using the combo for longer than three seconds make it end immediately when they stop, make Kilowog's ground spike apply damage mitigation and extend the animation to three seconds. Spike Clap and Arkillos Construct Jackhammer The problem with the clap move is that the animation is too long for too little damage. Jackhammer has a problem that it uses far too much power for minimal damage in the aftershocks, so theres little incentive to use it. With both of these moves having little reason to be utilised, then why not have them interact with each other? For Spike Clap, why not make them apply a power interaction? Make Spike Clap hit in an area around Arkillos (maybe similar to John Stewarts Light Grenade in terms of size?). Jackhammer in the Earth

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DCUO Legends Balancing Ideas/Suggestions

power set isnt worth using unless there is a PI applied and here its almost the same case with Construct Jackhammer. When this PI is applied, using jackhammer aftershocks will cause an extra tick of damage much like jackhammer from the Earth powerset. On top of this, slightly reducing the amount of power (maybe by 15-25?) used from aftershocks on these construct jackhammers will GREATLY improve the usability of these moves as well as give these guys a little extra damage which these brawlers should be dishing out. For balance reasons it may be better however for the players powers to only interact with their own PIs and not their team mates though this isnt vital. Kilowogs Construct Jackhammer To further differentiate Kilowog from Arkillo, instead of having Kilowogs jackhammer do extra damage based off of a PI why not simply give him mitigation while using it? This would work well to make Kilowog the character to use if you want survivability and Arkillo the character to use if you want to do damage. Kilowogs Ground Spike Why not make this work like bizzaros jump smash? Extend the animation to three seconds (so make the jump animation play twice if possible) and give this move damage mitigation. This would give Kilowog a defensive option to absorb damage and make him a harder to kill target. This differentiates him from Arkillo further as he will be more damage oriented whereas Kilowog will be slightly more defence oriented. Arkillos Ring Beam I understand that this works as a finisher hence the interrupt, however currently there is no point in using this move to finish off people as it actually does FAR less dps than a normal combo. For example, lets go for a three tap hold combo with brawling with swoop to finish it off. Lets lowball the amount of damage and say 3 x 100 damage for the taps, the hold for 600 and swoop for 350 which will hit for 1,250 damage. Three ticks of ring beam will hit for (if I go high and say 400 each, even though it doesnt unless it crits) thats 1,200 where youre vulnerable to interrupt (could get countered, take a load of damage and also deal less) and you still deal less damage. Now If you were to do the highest damaging combo with arkillo that is just about possible when countering someone is x3 tap hold, shout & jump cancel, x1 hold then buzzsaw/swoop, that is 2,350 damage (you can do a different variation which you should always be able to pull off for 1.6-1.8k to have less chance of getting blocked). Now this is a situational combo however you can really see how the finisher is never worth it. To fix this, it would be better to make it do all of its damage in two ticks rather than three, shorten the animation to end after the second tick (or buff the damage to 500 per tick when under 35% and keep three ticks, this sounds extreme however you still have interrupt and even with the damage buff this will still hit for less than the combos on top of being vulnerable to counter) and increase the damage per tick to about 450 each. If you compare this to Wonder Womans finisher that hits for around 1.5K and is clippable then you can see how this really needs buffing. Removing the interrupt would also be a great buff however I suspect you may think this is a little excessive. I think it would be fine for Arkillo as he needs the extra buff and doesnt have any DoTs so the safe burst would be great. When you add the fact that when dodge is applied via flips/bat etc. the damage will completely miss, it makes the move more usable and remains balanced. However you can make the decision here. This change would further address the aim of not only making Kilowog and Arkillo viable but also different from each other, making Kilowog slightly tankier and Arkillo doing slightly more damage.

John Stewart

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DCUO Legends Balancing Ideas/Suggestions

Light Grenade After the power cost decrease, this could do with a damage reduction. Make it hit for 350 but then only have 4 ticks of 50 after. This will still make the move do around 550 if the ticks arent blocked which is a lot more than certain moves & is a similar amount of damage to Hals airstrike (though slightly less due to it being slightly easier to land). Bat The bat would be more balanced if you introduced a cool down to it and slightly nerfed the damage the combos do. At the moment, it is heavily spammable and doesnt cost much power. Introducing a cool down wouldnt reduce its usability as it could still be used for the combo and to clip a power when the construct combo has been used. As far as the damage, 500-550~ totals up to around 850-900 damage each time you use power bat and combo it once which is a very large amount of damage for a single move. This is great than the lasso combos for WW and Donna as well as it being able to hit multiple people. Reduce the combo to around 300-350 and it would be more balanced. Shield The shield itself is fine, however a reduction in power cost would be nice as it currently takes a huge section of the power bar further hindering John Stewarts ability to manage power outside of spamming bat. Shield is balanced after the power reduction implementation & reducing how long it takes to strip.

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DCUO Legends Balancing Ideas/Suggestions

Batman Legends
Joker
Box The only suggestion I can give to joker is that his box though it serves a purpose, could do with a couple extras added onto it. One change I propose is making the player able to break out of the box at will. This will make it usable as a way to quickly regenerate power in the middle of a fight without it dooming the player to be thrown away from the point/fight. Also, adding damage to the boxs explosion could also be a great way of making it more useful. If youre worried about the implications of a player being able to exit the box at will and also doing damage, then you could do one of two things. Either only have the damage if the box lasts the maximum time before it automatically explodes or start the damage off relatively low and then make it do higher damage the longer the player has been in the box. This would give joker a little buff to lift him above his rather average position which should see him getting some more love amongst experienced teams as well as make him more fun to play for casuals.

Harley/Future Harley
Glove Punch This move serves its purpose as a long range knockback however could really do with a shorter animation, at the moment it isnt really useful at all. Shorten ing the animation would at least stop it from being a simple after thought and would give Harley a decent move to use to do damage from slightly further away. Bomb Toss This move at the moment is hardly ever used by any good Harley players as it doesnt really serve any great purpose. It doesnt do a lot of damage, has a small hit box so its hard to land when thrown and isnt really worth the power cost. Two options here: 1. Either enlarge the bomb/hitbox and make it apply grounding when thrown (similar to banes seismic slam) and lower the power cost (it does nowhere near the damage Banes rock does especially with the weaponisation boosts from his SC so it needs to cost less power) 2. Lower the power cost and make it apply a burning DoT that lasts for 6 seconds doing the same damage as venom clap. I personally prefer the second option as it gives Harley a unique ability and it also gives her extra damage to make up for the lack of a shield/mitigation. (NOTE: This shouldnt be implemented unless her health is reduced.)

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DCUO Legends Balancing Ideas/Suggestions

Nightwing
Nightwing is currently in a difficult position, he lacks any kind of burst damage as he does not have access to stealth and he doesnt have any defensive abilities (other than dodge from flips, but these dont do much against DoTs/weapon damage/non ranged attacks) . With the powers he currently has, he will always be at a rather large disadvantage to a majority of the other legends as he lacks special abilities which make up for his lack of great offensive/defensive abilities (Jokers box, Batmans drone etc.) If anything, he would need some sort of revamp. Possibly replacing one of his skills with stealth just to give him a chance to match the other stealth characters for burst as well as maybe tweaking one of his current moves to drain power from enemies (maybe his wing-ding flurry/number 2 skill). This would be a neat addition to make Nightwing not only viable damage wise, but also to provide him a role in reducing the opponents available power.

Re-vamp summary Clink - Replace clink (number 4) with stealth. Wing-Ding Flurry Change the power so that when it hits an opponent, it drains 10 power every half a second for a total of 70 power from the opponents power pool. Cool down should be ok as it is however if needed think about extending to 5-7.

Huntress
Much like Nightwing, huntress lacks both defensive and offensive capabilities. Its harder for huntress though as she has less moves to replace for stealth. What I would recommend here is playing off of her Spinning Backhand and her EMP Canister (1 and 3 skills respectively). Much like introducing power interactions for Kilowog and Arkillo, making these moves apply an electrified PI, interact with it and consume it would provide extra burst damage for huntress that she lacks from not having stealth attack in her load out. Spinning Backhand Apply electrified PI on all opponents hit with the spell, interact with electrified enemies to cause another 350 damage on top of base damage and consume the PI. EMP Canister - Apply electrified PI on all opponents hit with the spell, i nteract with electrified enemies to cause another 350 damage on top of base damage and consume the PI. This would improve the overall DPS and burst that Huntress puts out without having to resort to replacing one of her powers. Although it doesnt provide close to the amount of burst that stealth provides, it provides a more constant source of burst damage and allows her to at least put up a fight. Much like the PIs with Ark/Kilo, to keep it balanced make the player only able to interact with their own PIs (if possible).

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DCUO Legends Balancing Ideas/Suggestions

Bane
Bane at the moment is one of the most powerful legends in the game. In his base form he can put out some of the highest damage in the game thanks to having shout to jump cancel and clip with and venom clap which is one of the most powerful DoTs in the game. His supercharge is what makes him too strong, increasing his damage, critical chance, health, healing etc. when he is already very powerful. To fix this, I suggest some slight changes to his SC Venom Up and to venom clap. Venom Up To help make this a little more balanced, I recommend lowering the amount of bonuses Bane gets on his first Venom Up as well as increasing the amount of time it takes to get his supercharge bar full as its currently too short (potentially making the first Venom Up take longer than the second too, to make it easier for Bane to snowball). On top of this, I would recommend not increasing Banes full health pool until his final Venom Up as even the first stage makes him a lot more powerful than most legends currently in the game. Venom Clap - Reduce ticks to 6 from 11.

Catwoman
Catwoman at the moment has far too much burst damage potential combined with survivability. Compare her to Nightwing and Huntress for example, not only does she have a stealth attack (the most powerful one in legends on top of that) she also has a shield with the shortest cool down in legends where as they both have neither. This not only makes her one of the highest damage dealers but also one of the hardest to kill in legends. Below I will suggest some changes to Catwoman which will balance out these aspects.

Summary - Increase power cost & decrease damage of catswipe, Increase cooldown and remove
ability to clip two powers with smoke cloud, reduce damage from stealth to same as others and possibly make it possible to clip an extra move on the end with extra damage like Robin's/Harley's stealth attacks. Catswipe The power cost of this move needs to be increased. For a move that can do 700-900 damage to a single target it simply costs too little power. Or bring the damage down to ~600. Smoke Cloud The cooldown on this should be extended to match the other shields. Because of the shorter cool down, it is just about short enough to pop twice in most fights while it also doesnt use much power. This means that it actually results in taking more damage than most other shields due to it being able to be reapplied twice as much in a single engagement. On top of this, it is also possible to clip a power AFTER the shield has been used and the power will not have its animation played. For example you can use Smoke Cloud to clip Catswipe, then after pressing the Smoke Cloud button you can then use Whip Flurry and you will have the damage with no animation played (this works the same for all moves used after Smoke Cloud). This needs to be fixed to balance out her burst damage.

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Stealth/Surprise Attack Currently, Catwomans Surprise Attack is the only one in the game which can hit for over a thousand (usually averaging out at around 1.4 1.5K). The damage on this needs to be lowered to around 700-900 to balance it with other legends Surprise Attacks. To make this balance fairer, it would also be good if you could somehow make it possible to clip an extra power after stealth attack to make it get the buffed damage. For example, with other legends Surprise Attacks they hit much lower but you can also clip an extra power if you perform it quickly enough after. This would make Catwomans ability equal with the others so that it would become balanced.

Robin
Robin is in a better position than some of the legends (for example Power Girl, Arkillo, Kilowog, Huntress, Nightwing etc.) because he has a stealth attack and some of his abilities synergise really well with it. The only problem is that he dies too easily and still isnt quite a s useful as some other legends and this is why I suggest providing him with the ability to drain power. This is similar to my requested change to Nightwing as it will provide both with a reason to use them over other legend characters. Flipline Same change as I suggested for Wing-Ding flurry on nightwing, make whoever it hits lose 10 power every half a second until theyve lost 70 power. This would just add a little something extra to Robin to give more players a reason to use him against the stronger legends. Blockbreaker This blockbreaker isnt great, replace it with the normal staff BB.

Batman/Future Batman
Summary - Make forward flip apply dodge, either make the drone give batman a shield (potentially team mates too, but a weaker shield than batman's) or make swarm of bats apply mitigation for 2.5 seconds and slightly increase cooldown to compensate
Forward Flip Make this apply dodge as currently Batman lacks any form of defensive power, even the ability to apply dodge on himself outside of rolling or lunging. Also, making this the only front flip ability (despite it not actually having a flip animation) to apply 2 seconds of dodge would help further. Mitigation or shield? There are two options you could choose to buff Batmans survivability which you can read below: Swarm of Bats/Mitigation Option Make this provide Batman with 2.5 seconds of damage mitigation. Batmans biggest problem at the moment is that he doesnt deal an amazing amount of damage and he also gets killed very quickly when focused when compared to characters with flips/shield/mitigation. Adding this mitigation on top of the dodge for his Forward Flip should make Batman a very viable legends character again outside of being nothing but a weak power battery. Increasing the cooldown of Swarm of Bats to 7 seconds will prevent the damage mitigation from being slightly too spammable. Drone/Shield Option Make batmans drone provide Batman with a basic shield to help improve his survivability. Could also make it give 1 other team mate a shield too that is only half as strong (giving

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it to more may be too strong, however Fate can buff multiple team mates health by 1.5k so this may be worth considering). Its up to you which you would prefer as both could work quite nicely, though Id probably lean towards the shield idea. Blockbreaker Replace with normal MA.

Two-Face
With further buffs the health is far too much, reduce to around 7k to help balance this out. Harvey Domination

Currently this supercharge is never used over Two-Face domination for a couple of reasons. Twited Minds The Swat officers currently do no damage and only provide CC effects. Make these do the same amount of damage as normal Two-Face minions as well as provide CC effects and they will be worth using. Oil Barrel It does damage when it explodes but then does NO damage over time in the area after the explosion. Make it deal the same damage as Two-Faces normal fire barrel but make any opponents in the area move slightly slower (as this domination is based more on CC and survivability, this would help both of those be accomplished). If you fix both of these abilities, Harvey domination will actually have a reason to be used again.

Two-Face Domination

In Your Face This currently doesnt do damage to countered/helpless opponents. This needs fixing. (This is an old note, not sure if it still needs fixing. Will need to be checked but pretty sure it's the same)

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Kryptonians & Lex


Heat Vision/Heat Breath/Freeze Vision/Freezing Breath
Currently these moves are never used on any Kryptonian character due to the fact they dont do a lot of damage and theyre interruptible. To at least provide players with a reason to use these moves, I suggest the following changes: Heat Vision/Heat breath Make it apply the burning dot on the second tick of damage. This will give players a reason to use the power without having to leave you open to interrupt for a long amount of time. Freeze Vision/Freezing Breath Same idea as the heat moves, make it apply the root CC on the second tick.

Bizzaro
Overhead Smash/Annihilate Mitigation Currently these moves also apply damage mitigation at the start of the powers. I am unaware if this is intended however removing this would be a very minor nerf which should make Bizzaro perfectly balanced. His Jump smash is more than enough damage mitigation being the best damage mitigation power in legends. Annihilate Currently this does too much damage especially when you consider Bizarro is supposed to be more of a tanky character. Reduce the maximum damage at close range to ~500 and it will be more balanced.

Ursa
Heat Blast Currently the DoT is too weak to be competitive with other DoT moves. Compare this with Venom Clap on bane for example and the damage each tick does is less than half of Venom Clap. Obviously, it is quicker and easier to land Heat Blast than Venom Clap so it shouldnt do as much damage. However, if you make it land for around 70 per tick then it should be balanced as it lasts three seconds shorter than Venom Clap so it will do far less damage. This will be made up by the new improvements I suggested to heat vision and will help balance out the large difference between other DoT moves and Heat Blast.

Power Girl

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At the moment Power Girl is widely considered to be possibly the weakest legends character at the moment. She has mediocre skills, her Whirlwind Attack is terrible beyond 1v1 combat. To begin working on making her more useful I suggest doing the following things. Whirlwind Attack The damage needs to stop splitting, it currently splits as soon as it hits more than one person and the damage is halved. This means youre going to be doing as much damage to two people as you would to one. This results in pitiful damage in group fights. Stop the splitting and the move will actually become very good. Knockout Kick/Shockwave Stomp These need one of two things done, either buff their base damage, as currently they do too little damage or add some form of mitigation effect to one. To buff damage, you could even use a PI to buff damage similar to the suggested fix with huntress (like dazed for example).

General Zod
Balanced.

Superman
Vacuum Spin Currently is too easy to block once clipped with a power. Every single tick of the damage is blockable when clipped. A good way to compensate for this would be to add mitigation to the power (maybe for a second after the animation stops as well, otherwise it could be too short to be of any real use).

Lex Luthor
Laser Beam Reduce the ticks on laser beam to 7. This would bring it in line with other powers like Hals single target DoT.

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Faust & Fate


Power problems Both of these legends suffer from being starved of power, fate especially can use up all of his power bar using 3,4,6 in one combo. Fausts pets also cost too much considering they are a main part of dealing damage with him and he ends up running out of power very quickly. On top of this, they can both run out of moves to use due to reasonably long cooldowns on their moves. Slightly shortening one of their cooldowns would be useful so that they arent stuck waiting for cooldowns.

Faust
Necrobiosis This does far too little damage. It is a finisher and it does less damage than other moves like ram which have no interrupt window, have faster animations on top of hitting multiple people. If you look at Cheetahs finisher, Arkillos finisher (which is underpowered in itself) and especially Wonder Womans finisher (which is precision based so you can also clip it and hits for ~1500) it does far less damage. The weakest of those three finishers Is Arkillos doing around ~1000 and when you compare that Fausts usually does around 400~ you can see it is far too weak. If you try to justify the weak damage with the fact he summons a pet, Cheetahs also heals her for a large amount and does far much more damage (especially when she has her damage buff). The damage needs to be increased to at least 1000 up to 1500 for it to be balanced with others.

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Cheetah, Donna, WW & Circe


Cheetah Cheetah greatly suffers from a combination of animations that are far too long and
lack of AoE damage. Obviously she has the potential to do great single target damage so the AoE damage wouldnt be so great of a problem if it wasnt for the long animation moves that do little damage. For example her number one ability deals just over half of what Catwomans equivalent Cat Swipe does. It does hit slightly faster however it still has a long animation and the damage isnt really worth it. Putting it up to around ~600 would make it more useful.

Donna Donna is pretty balanced however her shield is stronger when compared to others such
as Fausts and John Stewarts. Also, her HoT while fine could do with having a longer cooldown as you can re-cast it as soon as it has worn off.

Wonder Woman Her finisher does too much damage currently, her reflect deals too much
damage and is too strong with too short of a cooldown (basically Catwomans reflect was considered the best shield due to the reflect and short cooldown and WonderWomans is even better in these aspects) and her whipthrash does even more damage than Catwomans. These need to be put more in line with other abilities.

Circe Her main issue is that her teleport/mirror image ability has too short of a cooldown for
what the move actually does. It is the most effective means of preventing counters, it does this through taking you out of range when punished, providing brief damage immunity after it and finally summoning an add that can counter opponents. Increasing the cooldown as well as potentially the power cost will help balance this ability out.

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Clutchmeister

DCUO Legends Balancing Ideas/Suggestions

General fixes
Colas
Make colas give exactly the same amount of health & power back on each use (1500 health, 300 power).

Respawn Timers
Make respawn timers fixed at five seconds with a one second extra penalty for putting them down after a knockout. The reasoning behind these two changes is just to further reduce elements of luck from legends so that skill comes into it more often.

CC problems
Currently CC effects are broken, people are having problems breaking out as well as being CCd immediately after breaking out multiple times. This needs fixing.

Block breaker windows


The windows are in general too short. The main culprits are brawling and shield BB windows when jump cancelled however multiple BBs like HB hold, 1H hold, rifle grenade etc. are too short. Increase all of them to 1.25 seconds to make BBs easier to counter, the block window was a good enough balance to make BBs and blocks even with each other but these shorter windows are too much

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Clutchmeister

DCUO Legends Balancing Ideas/Suggestions

Conclusion
After reading this document, I hope it provides you with some valuable insight into the current state of legends balance. I will continue to update this as well as add any new information regarding new and old legends alike in the future if you agree with/like the ideas included within this document. The changes listed in here would hopefully make the legends game mode more balanced and in return encourage not only the hardcore eSports side of the game but also enable newer players to enjoy the game mode with a wider array of the DC cast. If you have any questions, feel free to ask and I will help to the best of my ability.

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