What exactly changed between the Beta and Now?

https://forums.playcontestofchampions.com/en/discussion/166021/champion-spotlight-old-man-logan#latest
https://forums.playcontestofchampions.com/en/discussion/166022/champion-spotlight-colossus#latest
Can someone please clarify exactly what changed between the Beta and Now? They took Several Extra Months so the Colossus and Old Man Logan Buffs would come out better than they were at the end of the Beta, but from what I've been reading from the Spotlights and Comments the only thing that's different is Nerfs to some of their Synergies and Abilities. Just, what?
https://forums.playcontestofchampions.com/en/discussion/166022/champion-spotlight-colossus#latest
Can someone please clarify exactly what changed between the Beta and Now? They took Several Extra Months so the Colossus and Old Man Logan Buffs would come out better than they were at the end of the Beta, but from what I've been reading from the Spotlights and Comments the only thing that's different is Nerfs to some of their Synergies and Abilities. Just, what?
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Here it shows both the 4 Star And 5 Star's Base Stats, unless do you mean the Ability's Stats are only being shown for the 4 Star?
As Deadpool would say: a 4th wall in a 4th wall, that's like 16 walls.
It's not specifically called a Prowess Bufg but there are several ways his Attack and Special Attack Damage is increased. Also possibly the Omega Red Synergy but it's not confirmed if that's still a thing yet.
This is why it was mentioned before that they need to go another round of public testing so people know exactly what they are getting, and they can offer feedback on the new proposed changes.
My initial analysis of the spotlight numbers for OML specifically with regard to the new heal buff is here: https://forums.playcontestofchampions.com/en/discussion/comment/1026853/#Comment_1026853
I don't throw the four letter N word around lightly, but even though the heal buff is theoretically a bit stronger numerically, in real world terms it is weaker. It is even weaker in real world terms than OML is *now*.
That's inexplicable. It is so inexplicable, I'm wondering if it is a typo, it is that difficult to reconcile.
Colossus
- Old Mechanic
- At the start of the fight, Colossus gains 1 indefinite Armor Up Buff for each #X-Men Champion on his team, including himself.
- New Mechanic
- At the start of the fight, Colossus gains a number of indefinite Armor Up Buffs equal to 2 plus the number of X-Men Champions on his team, including himself.
Part of the feedback we received about Colossus in the beta was that he was taking too long for players to be able to ramp up his damage. We made this change to allow him to begin the fight with more Armor Up Buffs, which increases his overall Critical Damage and damage output. This will allow him to start at a higher point on the damage ramp than he would before.- Beta Tuning for Signature Ability (Based on a 5-Star)
- Colossus has a 12-37% Chance to convert an expiring Armor Up Buff into a permanent one.
- New Tuning for Signature Ability (Based on a 5-Star)
- Colossus has a 18-45% Chance to convert an expiring Armor Up Buff into a permanent one.
He also received an increase to the chance that his signature ability will convert an expiring Armor Up Buff into a permanent one. This will allow the player to ramp up more quickly if they have their signature ability. This will turn more of their temporary Armor Up Buffs into indefinite ones and keep the player ramping up their power throughout the fight in a more reliable way.Additionally, during the beta, we had synergy bonuses for Omega Red and Emma Frost sitting on the beta variant of Colossus. This was to test the proposed changes to the existing synergy bonuses that those 2 Champions already has access to. While we would have liked to keep their old tuning, it just became completely overpowered because Colossus has so many more Armor Up Buffs during an average fight that he used to and so we made the decision to lower their potency. In the update, these synergy bonuses will live on Omega Red and Emma Frost just like they did before, but with the new, reduced tuning.
- Omega Red Synergy “Metal Mayhem”
- Emma Frost Synergy “Impenetrable Hide”
Lastly, the Feel Cyttorak’s Embrace synergy had a display error during the beta that showed it giving Colossus +2% Attack Rating per Armor Up Buff, instead of +1%, which is what it was designed to be and what it was actually operating at during the beta test.Old Value for Colossus: +20% Attack Rating per Armor Up Buff
New Value for Colossus: +2% Attack Rating per Armor Up Buff
Old Value for Colossus: +15% Power Rate per Armor Up Buff
New Value for Colossus: +2% Power Rate per Armor Up Buff
Old Man Logan
After the beta, in light of the fact that Old Man Logan’s Regeration was made into a Buff and is now also tied to his damage output and can be spent to gain Fury Buffs during his Special Attacks, we increased the amount of healing it gives him, from 9% to 10% Max health over 20 seconds. There was also a display error in the beta that was saying this Regeneration occurred every 10 seconds instead of every 20 seconds, as he was designed and as he was doing in the beta.
I wouldn't say his heal "can be spent" to gain fury buffs. That implies this is an option for the player. But if the player chooses to use any special attacks this isn't optional, this is unavoidable. If you use specials, you lose the heal. Because the heal refreshes only every twenty seconds, you're bound to be losing the heal for an extended period of time. The only way to avoid this is to avoid using specials or to moderate their usage severely, and that eliminates most of the damage increases the revamp gives him.
To put it another way, OML originally (as in, currently) healed for 8% every 20 seconds and this heal could not be nullified or spent. In exchange for having it go away either through nullification or through the use of specials, the heal was first increased to 9%, then 10%, every 20 seconds. Considering that you are likely going to lose the heal for a significant percentage of the time, or play special attack-free, that's a trivial increase both times.
Very important to note: I'm not complaining about the relaunch heal being lower than the beta heal. I'm complaining about the relaunch heal being lower than the current OML heal. In real gameplay, it is almost certainly going to be, AND the new OML can lose his bleed protection. The current one cannot. Although the new OML has more offense, I believe he has inferior damage mitigation to the original. The difference is large enough that I cannot even say if the updated OML is actually a net buff. No question he gets a bump upward in damage, but the only way to leverage that offensive gain is to lose a lot of damage mitigation, and this doesn't count all the new ways OML is worse than before, like when facing champs with nullify.
But there would still be that nagging fundamental question of why does OML need to pay for his offensive buff by cutting into his defense. If he has to pay for his buff, then the devs are basically saying OML was fine as he was, he just needed his value to be "juggled" better between offense and defense. Does that seem true to you? I mean, the King of unbalanced offense and defense is probably King Groot. Way more mitigation than damage. Does OML seem to have that kind of overbalanced mitigation verses offense, that the devs needed to boost his offense AND nerf his defense to keep him in check?
How come u didnt mention the MAJOR change to OML which is the duration of his passive bleeds being TurboNerfed into thw ground from 14 secs to 5 secs, doesnt much matter that the chance was increased as u got plenty at 45% its the duration that matters. I really cant grasp how this would be a worth the wait change, honestly i dont believe you were the one who was saying that but does that seem worth the wait to you?
I just dont get how your team can spout nonsense like that.... Y'all literally made it seem like you were tuning them up and that patience would be rewarded and you did the opposite. Is your intention to get people excited for things like this or is it to further discredit what small credibility you guys have with the community? Im not being rude, just honest... These are fair questions and the fact that you omitted this change from your summary of changes leads me to believe youre aware of the fact that his main passive bleed mechanic was severely chopped up.
Let me ask you this.... Would it not be better to say that youre having the delay to look at giving a slight numbers buff to a few of colossus abilities and that OML passive bleed duration seemed too powerful with its original duration as it made it possible to almost always have 15 passives when launching a special, even unduped(cant see how that would be a bad thing if you actually want people to play him.) And that you were looking to possibly tune down the duration so he didnt always have 15 when using specials and these passives powering his furies powering his crit bleeds was too strong.
Instead you guys went with "making changes that will be worth the wait and get you excited." How do you as a player of the game and a mod justify that kind of blatant misrepresentation of what was actually going on? Please dont delete this and give me an honest answer because i almost always give u guys the benefit of the doubt but after hours spent in beta, and at least an hour giving my feedback it just feela bad. It really does.