Hey guys, Whitesushi here. Before I share my opinions on the system itself, I must say the hero rework is EPIC. It completely exceeded my expectations and blew what I had envisioned (before a hero rework was even announced) out of the water. Rather than simply letting us move perks around, Epic Games went several steps further to break the system down into various engaging components designed to challenge the players' creativity. If you aren't already excited for the system… that's actually impossible. Anyway let me breakdown the topics I will be discussing in this post so you guys can skip around as usual
- An overview of the system
- Detailed breakdown of each component of the system
- Other changes
- Some spreadsheet stuff
Do note that any information covered in this post is solely speculative and based off the blog post Epic recently sent out. Basically, take everything I say here with a pinch of salt. If you haven't see that post already, feel free to click the link here.
With the hero loadout rework comes a myriad of systems under which perks are classified. To break it down easily for you guys, I have the following bullet points and which image in the post I get the information from
Commander perk is shown there in the middle
Those 5 perks making up the support team as well as
the upper most perk in this image
There are several options to choose from for each class
Those 2 at the bottom
As seen at the top right of this image (definitely not the 57k vBucks)
Class Passive – Speculation
As you can see, we should end up with either 12 or 13 perks going into the new system which is 1 or 2 less than the old one. However, it is evident from some of the bonuses (i.e Team Bonus) that the new perks would very likely be way stronger than our current ones so it more than makes up for this deficit.
But how many possibilities are looking at here?
A lot. Like really a lot. I talked about the numbers shown below more in part 1 of the breakdown since that's where the decision making lie primarily but we are essentially looking at
- 124 possibilities for commander
- 20 possibilities for team bonus
- 124 possibilities for each of the 5 support bonuses
In total, the math works out to be
Close to 80 billion possibilities (RIP spreadsheets). This is by no means an exaggeration considering there is almost no restrictions on what kind of heroes you can place in the support slot besides what seems to be no duplicates allowed. That said though, while the number seems impressive at a glance, plenty of games have achieved even more combinations with their systems. Taking Warframe and just its ranged weapon for example, we have a total of 140 mods and 8 slots to equip them in. As such, the math works out to be
Which is 2 trillion possibilities and that's just considering ranged weapons alone. Of course, we're not here to compare which game has more customization possibilities. It is exceptionally impressive how Fortnite has evolved from its previous system where diversity of choice can be counted within the hundreds.
Alright enough of all these numbers, let's go more in-depth for each component below.
The Breakdown (Part 1)
These are components which we have choices over.
Commander perks are like those ultimate abilities you get in games except its a passive. From the attached image, they seem to be abilities taken from the hero originally but drastically buffed. In the case of Tank Penny, actuated attacks currently offers 25% damage which seems to have been increased to 50%. On the other hand, Steel Wool Syd's maximum overload has been increased from 110% to 150%. Since we can more or less assume that this commander ability is going to be unique to each hero…
- There is expected to be somewhere over 120 possible perks to choose from (estimate at 124 from counting the collections book and factoring in the 8 new heroes)
Yea that's kind of a lot. Either way, new abilities are definitely added for this and they sound pretty interesting like Kassandra's
screenshot which says "Hang Time". Given the wings and how she has Kunai Storm, I presume it lets her stay airborne for a longer period of time after casting the ability which sounds kind of strange since I can't think of any benefits for staying in the air longer. Either way if you guys thought of something, let me know in the comments below.
Beside straight up ability changes, it is also mentioned that the commander determines your abilities as well as class perks. As such, we can expect some decision making is required when trying to pair your abilities with your class perks.
Let's get this out of the way first, there probably isn't going to be any duplicates allowed since not in a single screenshot do we see the same hero being slotted more than once. Now before you point out that we have 2 jonesys in the
last screenshot, do note that one of them posesses the survivalist perk while the other the ain't done yet perk. Essentially, that's survivalist and sergeant we are looking at here.
In terms of perk strength, we are only able to evaluate it from
this single image. At the top of the image, we see what is the support bonus offered by Heavy BASE Kyle, Feels the BASE I presume. Either way, the base damage is shown to be 39 which is slightly lower than our current iteration of the perk at 45 while both version deal energy damage. I image Epic might have several other perks nerfed in this manner to balance the system out.
Moving on, the perks found in this component seem fairly generic with many of the perks we are familiar with listed. Epic games basically picked one unique perk from the existing perk pool for each unique hero out there. However, this does not mean the diversity is limited here. If you recall from our previous point on commanders, we are likely looking at over 120 unique perks for support as well. This combined with 5 possible perk slots to put them in results in…
Almost 225 million possibilities. That said though, we are assuming that none of the perks are duplicate and evidence so far seem to indicate so but it is entirely possible that duplicates may exist and make this number smaller. Even so, it should still be a pretty substantial figure.
If you played the typical MMORPG or ARPG like Diablo or Path of Exile, this is essentially your set bonus. In terms of quality, these perks could either offer powerful boosts as seen in the example of "Bio-Energy Source" or interesting playstyles for the case of "Soaring Mantis". Unfortunately, even though it seems that a player could easily achieve overlapping Team Perks, the player is forced to only choose one. I suppose this is for good reason in view of balancing issues.
In terms of team perk quantity, Epic Games pretty much told us we have 20 options in the game on patch day and we are expected to unlock them through obtaining Mythic Heroes (Yes for finally making Mythic heroes feel truly Mythic). While the number is small especially compared to the others we covered earlier, it is only going to continue to increase as more Mythic heroes get added into the game.
Basically all those little content updates featuring only new heroes are going to feel ever more so exciting.
There are also some interesting points to take note of here such as those yellow stormshield icons. Since the player is able to select the perks above it, it could mean that the icon represents the team bonuses the player is unable to select. This tells us some interesting information such as
- Abilities are sorted by availability (great QOL feature)
- It is fairly easy to gain access to team perks since the player seemingly have 7 unlocked with that weird loadout on the right
Preemptive Strike seems to be a 5-set bonus since all 5 heroes in support are marked with the same icon on the team bonus itself.
The Breakdown (Part 2)
Alright pay attention here, class perks aren't your abilities. Yes I know you see B.A.S.E and Kinetic Overload there, both of which used to be abilities but the post made it abundantly clear that
"For example, B.A.S.E. has been converted from an ability to a Constructor Class Perk."
which means they aren't abilities…. right? Wrong. If you just look at the class perks, you know they are abilities. However rather than being part of the regular 3 abilities locked to specific heroes, these abilities are shared across the entire class, like global abilities. What this also means it that every hero you play should have 5 abilities at their disposable
3 base abilities + 2 global abilities = 5 abilities
Now quality wise, it is possible that global abilities got a buff. B.A.S.E. is only supposed to provide 35 armour currently whereas the version in the screenshot shows 60. Of course, this is just speculations since it could very well be due to
- Developers feeling the original armour value was lackluster and buffed this ability up
- A certain support hero is being slotted that provides additional armour (although +25 armour seems like a very weak buff)
However, the same trend (buff) is seen in the case of Kinetic Overload. For KO, we notice that it now procs when an enemy is knocked back or staggered rather than when the player lands a critical hit. Since most melee weapons (or weapons in general) hardly make it past 50% critical hit chance, this would prove to be a massive buff against weaker targets with low impact threshold and still feel decent against bulkier ones.
I think they just distributed 3 abilities to each hero for this part. There isn't really much to comment on since we don't see the abilities' stat in any screenshot but at the very least we know that each hero retains their original 3 abilities. In fact bring up our point earlier when talking about class, most heroes should now gain an additional ability as either one or two of their previous ones have been shifted into the "global" category.
There are also some other obvious things that I don't think I need to point out like
- Abilities are still class locked
- Abilities are still made up of the ones we are familiar with
The last component I will be covering is solely speculations. You know how each class currently has a passive such as creative engineering for Constructors which increase building speed and reduce building cost? Well I think that system is here to stay even though none of the screenshots shows it. Well technically some of them do, or rather could be showing it
like in this one
Now look at the icon and ask yourself, does the player really need to know what class the hero is? I mean hero abilities are already shown above and its not like the class selected has got anything to do with the rest of the perks like team/support. Then there's the giant hero model standing there although that has become slightly convoluted in recent months. Either way, there's no point for Epic Games to show us that icon… unless they want to remind us that we are playing a Soldier, and that we are getting something from playing a soldier
Like that 10% ranged weapon damage
Again, this is purely speculative and could just be there for cosmetic purposes so you be the judge.
Ok this is where I briefly go over some of the other changes covered in the post. We will keep it as short as possible since you guys are probably already tired from reading everything above.
Heroes from past events
I think Epic Games mentioned this sometime back as well and they have been actively trying to bring heroes back so I'm not too surprised. What is worth noting are those "Hero Recruitment Vouchers" just in case some of us made the mistake of slotting some valuable heroes into the book.
Free XP is awesome and not to mention those materials and flux for pulling heroes directly out of the collections book. This coupled with vouchers mentioned above really allows players to jump right into the game and onto whatever build their eyes fancy. Kudos to Epic Games for this great foresight.
All I can say is finally and what better timing to implement it just as our hero systems are growing increasingly diverse with more and more playstyles at our fingertips. I am curious to see just how many loadouts we can create and in case this isn't planned already, I strongly recommend letting us rename the loadouts so we know what build we are looking at.
Oh and neat background with the heroes gathered around a globe table
If you looked through the screenshots, you would notice the banners change even though the account is the same. This leads me to believe there is a deeper meaning behind these banners but it's almost 6AM in the morning and I'm too tired to decipher it. Perhaps someone in the comments might find something.
Some Spreadsheet Stuff
Since I already gave my thoughts earlier, I will talk about something else here instead pertaining to my spreadsheet. As you guys might already have noticed, the sheet is fairly slow nowadays due to how much data it has to compute for the perk calculator. As such, I am looking to remove the comparisons feature and revert the tab back to how it used to be (solely for determining perks) since I doubt too many people use that anyway. I will also try to find ways and streamline the existing formulas involved to speed loading up.
As for hero loadouts, it is obviously impossible for me to generate over several billions of possibilities. However, I will try to at least factor in damage related support synergies to keep damage calculations relevant. Non-damage related setups will likely have its separate tab once I get a feel of how they interact with one another. As a bonus, I will probably end up doing one of those "community favourites" posts again but this time specifically on hero loadouts to get an idea of what everyone's playing and how diverse it is.
Last but not least, with the new hero loadout coming out, there is little need for the old tables I had containing hero information. As such, these tabs will now be hidden and new tabs should spring up in their place once the new system is out and I get around to looking at how to slot those information in. You can definitely look forward to a cleaner design since the old one was getting pretty messy.
While the true scope of such a rework has yet to be seen, what we have at hand looks extremely promising. To wrap up this post, I want to look beyond the hero rework, past that 4 billion build possibilities and directly at Epic Games who have seemingly regained their edge after laying dormant for an entire year. The hero rework has been a surprisingly bold move on Epic's part given the constant stream of risk-free updates over the past year. I mean, it has been pretty dry leading up to this, so much so that players like myself wasn't expecting too much out of it even though I still looked forward to it.
Boy was I wrong, and I have never been so glad to be wrong. Epic had not only delivered a hero rework system, but had done so spectacularly. They changed things I couldn't even imagine them changing and delivered it in a concise, well thought out manner. To say the very least, this rework has truly "saved" Save the World and proven to me that Epic remains the company that is willing to make drastic changes if it means improving the game. I really look forward to trying everything out once the update rolls around but more importantly at what Epic has planned further down the road.
Hope this post is able to spark a discussion about the hero rework and possibly reveal some details you might have missed out reading though. If you feel certain things weren't interpreted accurately or if you just want to share your thoughts on the rework, feel free to let me know in the comments. Finally, thanks for reading through my lengthy post once again.
P.S I wrote this at 5AM in the morning so excuse my typos and sometimes weird sentence structures.
TL;DR I am really impressed by how this is turning out and look forward to checking out the many ways we can set our loadouts. With the new system in place, we are looking at close to 80 billion possibilities when it comes to total loadout choices
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