So we are loosening up the range of villains you can be effective against. Coming soon, this will be the new changes to villain difficulties (note the changes after +4 levels):
Foes your level have not changed. You have a 75% chance to hit and you powers are 100% effective.
Foes 1 level above you - No Change. You have a 68% chance to hit and you powers are 90% effective.
Foes 2 levels above you - No Change. You have a 61% chance to hit and you powers are 80% effective.
Does 3 levels above you - You have a 55% chance to hit and you powers are 65% effective.
Foes 4 levels above you - You have a 48% chance to hit and you powers are 48% effective.
Foes 5 levels above you - You have a 41% chance to hit and you powers are 30% effective.
Foes 6 levels above you - You have a 34% chance to hit and you powers are 15% effective.
Foes 7 levels above you - You have a 25% chance to hit and you powers are 8% effective.
Foes 8 levels above you - You have an 11% chance to hit and you powers are 5% effective.
Foes 9 levels above you - You have a 6% chance to hit and you powers are 4% effective.
Foes 10 levels above you - You have a 5% chance to hit and you powers are 3% effective.
Foes 11 levels above you - You have a 5% chance to hit and you powers are 2% effective.
Foes 12+ levels above you - You have a 5% chance to hit and you powers are 1% effective.
So this really opens things up a lot more than the way it currently is, but is still much tighter than it was last week. This should make grouping with a team with a 5 level span very reasonable, but villains over 8+ levels higher than you really drop off and it simply won’t be safe to take on anything higher level than that.
Other things to remember:
There IS currently an XP bonus for teaming up. I noticed a lot of players asking for this, but it already exists, and the larger the team, the bigger the bonus.
Don’t forget side-kicking. You can sidekick a player who is 3 levels below you. All sidekicks fight one level below the mentor.
This is still an online game. The balance can and will ebb and flow until a solid equilibrium is reached. The most effective thing you can do is play now and play when this change is available. That way we can gather the data and see what works best.
There are some missions that are spawning villains too high for the mission owner. This is more of a concern now, so we are focusing on correcting these issues ASAP.
This will go onto the TEST server first, so additional input from all of you will always be helpful.
Previously...
These changes look a lot more reasonable, but we'll see how it goes.Foes your level have not changed. You have a 75% chance to hit and you powers are 100% effective.
Foes 1 level above you - No Change. You have a 68% chance to hit and you powers are 90% effective.
Foes 2 levels above you - You have a 60% chance to hit and you powers are 80% effective.
Does 3 levels above you - You have a 49% chance to hit and you powers are 65% effective.
Foes 4 levels above you - You have a 25% chance to hit and you powers are 32% effective.
Foes 5 levels above you - You have a 8% chance to hit and you powers are 11% effective.
Foes 6 levels above you - You have a 8% chance to hit and you powers are 3% effective.
Foes 7 levels above you - You have a 8% chance to hit and you powers are 2% effective.
Foes 8+ levels above you - You have a 8% chance to hit and you powers are 1% effective.