Hello all. Today, we're talking about the Omega system - the changes we're making, why we're making them, and what the future of the system holds.
Accelerate to Light Speed
First and foremost, we wanted to address one of the primary issues for newer players approaching the Omega system.
The Problem
The power offered by the Omega system is vast, as reflected by our internal metrics (and simply playing the game). Players with zero omega are very far behind players with 7500 Omegas, and the time investment to get caught up is often too daunting for new players. We want to make this system more approachable, while still making it a long-term goal and achievement for veteran players.
The Solution
When these changes are introduced, the amount of Experience required to reach the next Omega point will be curved. When you have zero Omega Points, you will find the total is quite low, and you will be showered in points very rapidly to get you started in the system. The more you accrue, the more experience the next point will require, just like leveling heroes. Additionally, this allows a player new to the system to spend points much faster since you will need multiple points, and thus be able to participate in the system.
Due to this change, the amount of Omega experience currently accrued by each player now should represent a new total of Omega points. If you had just 1 Omega point before, that may well be enough Experience to have earned you 25 in the new system. As such, we are performing a one-time grandfathering of all current accounts and recalculating your current total. If you should have acquired more points, you'll log in and find them added to your account and ready to spend, free of charge.
Important Note - The absolute total amount of Experience to reach 7500 Omega Points will still be exactly equal to what it was prior to the patch.
Also as a result of this update, how we utilize and operate 'Omega Orbs' has to change. 1 Omega Point is now widely variable in terms of how much Experience is required to earn it, so an Omega Orb can no longer grant just 1 Point, or there would be incentive to hold Omega Orb Cases until the tail end of the system to maximize their value. That has more than a few problems - mainly that it gives a major advantage to players "in the know" and players who use them early or had already used them end up losing out.
Omega Orbs (granted by Achievement cases and such) earned after the patch will now give exactly the former amount of Experience required to earn 1 Omega Point, which means they may give several Points if used early, but may not be enough to earn 1 full point if you already have a lot of points.
Sensible Totals
The next set of changes involves the maximum number of points a given node can hold.
The Problem
When the system was first created, there wasn't a priority on balancing the total number of points any node could have, which created some balance issues later on. When a single type of stat can consume a majority of points, the builds become too similar across a wider variety of heroes than it should be. As the game evolves, certain stats can become better than others, and the Omega system didn't offer equal balance for stats due to some nodes having incredibly high point caps. This also created other issues, such as some nodes being impossible to cap simply due to the number of points required to get there, plus the number of points required to cap it. Obviously this is less than ideal and can create frustration when trying to use the system.
The Solution
Many nodes (specifically, nodes that can have more than 1000 points placed into them) have been reduced in either their maximum rank, or points per rank in order to reduced the total number of points spent on the node. There will still be some exceptions to this, but for the most part, no single node should be able to sink more than about 1000 points. This allows Omega builds to have more diversity by way of not allowing 'best in slot' nodes to consume a vast majority of the player's available points - after capping that node, you are now open to exploring other avenues of power, which will differ more from build to build. Almost everyone takes Warpath, and that's probably still going to be true - but the nodes taken afterwards will differ much more.
Too Much Math
Next up to bat was the "value per point" equation.
The Problem
The Omega system's nodes often containing diminishing returns on the cost per rank per node, but without incrementing the value of the stats for that rank. If "Mayhem's Node" grants 10 health per rank, but costs (10 + 10 * X), where X is the current rank, every rank after the first starts making the "value per point" go down. Rank 2 gives you 10 Health for 30 points, then Rank 3 gives you 10 Health for 40 points, and it just gets worse and worse after that. This makes the Omega system difficult to calculate for most players, and makes investing in nodes feel less rewarding (by literally making them less rewarding).
The Solution
Diminishing returns are dead. All nodes are costed strictly to their value per rank, which should make spending points a breeze. There are some exceptions for non-scaling components of nodes where the initial rank may be higher in cost than future ranks. If Rank 1 of Mayhem's Node gives +1 Strength and +20 Health, but every Rank afterwards gives just the +20 health, rank 1 will cost more than each rank thereafter. Ranks 2 through the cap will all cost the same though, as each one gives the same benefits.
An important thing to note here is that many rank 1 values may look more expensive at first glance when first reallocating your Omega points. This is expected as many had harsh diminishing returns. In almost all cases, the total number of points to reach the cap went down, and the new average was applied to all ranks, which may have been higher than the old rank 1 value (but less than, say, ranks 4 through 20).
Intergalactic Planetary
With these changes, we've also introduced a new page - Intergalactic Exploration!
The primary purpose of this page was to resolve some of the imbalances between certain stats that had less representation in the Omega system in the other pages. You'll find extra nodes that offer stats such as Deflect Rating and Speed, as well as nodes specified towards builds such as Damage Type Hybrid and Melee/Ranged Hybrid. These were all underrepresented in the rest of the system, and the overall total potential for all stats should be more in balance now.
Raise the Roof
Perhaps the most anticipated change among the Omega system is the raising of the Omega cap! The number is still in debate, but will be at least an extra 2,500, bringing the total to 10,000. This gives every build some new room to grow and explore, finding new ways to optimize their build. It also brings the Omega Cap to OVER 9,000! - which was very important to us for some reason or another.
When are they coming?
These Omega system updates will be available for testing when Green Goblin hits public Test Center, and will go live with the February major update.
We're very excited to be addressing this system's architecture in a big way, and are equally excited to hear your thoughts and feedback.