Just a general post for anyone wanting to know how these work:
If you want to know what to stack, the order of importance (in short is:
Armor Penetration until capped.
Accuracy until capped.
Power.
You only want to invest in crit and combat advantage if you can stack a lot of either of them and in general you only want to stack 1 of them, the other should be at 0. If you do not have more then 106% crit severity, combat advantage should always be better.
We need to cap at 24000 of each; armpen, acc, in order to nullify their defensive stats, right? being crit and CA the exception with, maybe over 40000 to boost our offensive with better outcomes ? do you know if they have other % values?
some dev sid earlier that for level 80 content you would need those amount fo stats to get 100% eficiency.
I was able to get to the following, without any armor reinforcements, high-grade insignias, top tier equipment, or legendary mount. Just sharing as a comparitive baseline for anyone testing, who has not reconfigured their equipment yet.
Will every class be able to reach maximum cap on all stats? Wouldn't it be better if DPS classes would not be able to reach damage resistance cap and tanks could not maximize their damage? I'm saying this, because I saw a tank that had maximized stats while using augment companion which for me is not quite right.
Additionally, I wonder about the value of stats. We already see big numbers so my question is: Are you planning of reducing them in the future? Also will we be able to see the percentage of the increases given by stats? Constitution increases HP according to base HP so 28 CON equals roughly to 5K HP. That's nothing compared to other stats
I thought a long time and simulated lots of possibilities and came up with a simplest solution:
new Deflection Mechanic: Incoming damage is reduced by 50%. A targeting attacker is stunned for 1 second.
o This puts Deflection on par with other stats o Deflection becomes uniquely different from Defense o Accuracy, Control, and Control Resist become slightly up-valued o Solo players gain a method to gain CombatAdvantage (automatic CA versus Stunned targets) o New tactical synergies emerge
2
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
edited March 2019
stronghold boons give ( example power boon) 9143 stat rating instead 8000 stat rating for a level 80 character.
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
the character has only 1 legendary companion 3000 stat for each rating. if we add bolster and the hidden upgrade bonuses then is correct. SO is intended for a character to build all the stats?
Will every class be able to reach maximum cap on all stats? Wouldn't it be better if DPS classes would not be able to reach damage resistance cap and tanks could not maximize their damage? I'm saying this, because I saw a tank that had maximized stats while using augment companion which for me is not quite right.
Yes, selecting which stats you would 'specialise in' would make sense, especially for a DPS vs Tank vs Healer char, otherwise classes would have a lesser need to rely on others in group content.
Also will we be able to see the percentage of the increases given by stats?
They need to bring this back. Working out the opposing rolls of each instance, then the amount your stats are above this, and then dividing by 500 to get the percentage chance is cumbersome.
Rather, it should be noted on the character sheet the effective percentage chance which changes according to the area you are in.
I still cant find myself happy with the Attribute´s beeing fixed.
I might be a bit bias as a Cleric main. but it would feel more logical if CON would have CC ressit and WIS Ap gain.
0
micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
edited March 2019
The stat naming is not consistent.
This is from the blog:
This is from the char sheet:
Critical Avoidance or Critical Resist? Action Point Gain or AP or Action Points? Combat Advantage or Combat Advantage Bonus? Control Resistance or Control Resist? Movement or Movement Speed? Glory Gain, Gold Gain, XP gain vs ... Bonus
But that's not the issue, that's only vs the blog. The items are not consistent:
Some are critical Resist, some resistance, and some Avoidance...
Also there is "Outgoing Healing"
What is it now? Still multiplicative buff? Or hidden additive stat? I assume it is still a multiplicative buff, same as the "Outgoing Damage"
3
micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
This may seem negligible, but inconsistency like that is one of the main source of confusion for new players. And multiple repeated explanations which does what, and which are the same as others.
I think one of the most frustrating things with this module has to do with scaling.
If I'm level 80 and my stats are 48000 or more when I go to a level 70 area my stats shouldn't fall below 28000. In essence my relative effectiveness shouldn't be reduced because I'm in a zone with lower actual stats.
It feels bad to have more trouble killing stuff that is 10 levels lower than mine that killing stuff that is my level.
Yes part of the reward for having better gear is being able to do harder content, but I shouldn't feel worse doing easier content than I do in harder content because of scaling. Which still happens. It shouldn't be harder to complete the Expedition to Terminus than it is to do the content in Terminus because you are scaled on the Expedition but not in Terminus. (With just gear drops.)
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
4
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
@noworries#8859 can you explain why the resistance against allowing people to customize their ability scores? Because at the moment, choosing not to play dragonborn is a bigger penalty than getting all your attribute choices wrong and I guarantee you, people will choose not to play dragonborn because it is ugly (myself included). I see no real harm in allowing it, especially because of how low of a bonus they provide.
I still think they could be done differently to live, but not in the way they are currently done. Give players a fixed amount to allocate and set the base value of all stats to 10, with the maximum they can get from allocation 18 (20 with the racial bonus).
It would be great to get some feedback on this. Unlike many of the other changes that are being made, I have not seen a single player support the changes to the primary stats. What is currently on Preview (fixed stat arrays with (sometimes) wildly inappropriate bonuses) seem to be universally disliked, even despised.
@noworries#8859 can you explain why the resistance against allowing people to customize their ability scores? Because at the moment, choosing not to play dragonborn is a bigger penalty than getting all your attribute choices wrong and I guarantee you, people will choose not to play dragonborn because it is ugly (myself included). I see no real harm in allowing it, especially because of how low of a bonus they provide.
I still think they could be done differently to live, but not in the way they are currently done. Give players a fixed amount to allocate and set the base value of all stats to 10, with the maximum they can get from allocation 18 (20 with the racial bonus).
It would be great to get some feedback on this. Unlike many of the other changes that are being made, I have not seen a single player support the changes to the primary stats. What is currently on Preview (fixed stat arrays with (sometimes) wildly inappropriate bonuses) seem to be universally disliked, even despised.
Truth. The most positive I've seen has been simple resignation to the idea, not actual support of it.
It's hard to maintain outrage over fixed stats and loss of class specific bonuses, when the effect of stats was reduced to the point of irrelevance. A class that starts with an 8 instead of an 18 loses a whopping 2% buff. At this point, stats and race (apart from DB and Tiefling) are mostly just cosmetic.
"We have always been at war with Dread Vault" ~ Little Brother
4
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
It's hard to maintain outrage over fixed stats and loss of class specific bonuses, when the effect of stats was reduced to the point of irrelevance. A class that starts with an 8 instead of an 18 loses a whopping 2% buff. At this point, stats and race (apart from DB and Tiefling) are mostly just cosmetic.
Maybe, but to me that's another example of how this should not have been done. I mean, in D&D the primary stats are significant. Increasing a stat by +2 is a big deal - it may gives you a +1 bonus on dice rolls, additional bonus spells and so on.
Here....a 0.25% bonus is .... meh...pretty much irrelevant, and that by itself is a source of irritation. I would have gone the exact opposite route and made the primary stats have more effect, not less, but, well....I guess this is a way to get rid of different builds and make sure that characters are fully interchangable.
I don't care for any of it, but I don't see them reversing the stat nerf. Unless that fight is somehow run, the rest of isn't worth fighting for IMO.
It's is good that the studio wants to remove trap choices but as is usual, the go too far. Not only do they remove the traps, they make every choice nearly meaningless. Trap choices hurt the players that take them. Lack of choice hurts everyone. There is a vast middle ground between the two, but instead we just get a polar shift.
Perhaps I am being fatalistic, but there doesn't seem to be any chance of winning the fight that matters here, so better to turn one's attention to other theaters.
"We have always been at war with Dread Vault" ~ Little Brother
3
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
.... so better to turn one's attention to other theaters.
...which, for some people, might mean switching games. There are some really good changes in Mod 16, and some changes that are, well, debatable, but might be necessary for the long-term health of the game. Then there are the changes that just take away some of the fun, while not being necessary or have any positive effects. Too many of those changes, and, well...player numbers will drop significantly.
After all - this is a game - it is supposed to be fun, but if it isn't...
> @theycallmetomu said: > Is there anyone that thinks the ability score changes were a good thing? > > Why did anyone think the ability score changes were a good thing? It's un D&D like, it doesn't improve gameplay in the slightest, it's one more thing that breaks ... just seems like a huge unforced error.
I do. I generally hate this module, but the ability score changes are among the only things I like. Because every class now has an ability score that increases damage, a score that increases healing, etc. it's just Great. I remember being ubset because I didn't have ways to Improve my damage throught ability scores, althrought I had a dps build. Now i will. But the class balance is THE WORST, gotta agree on that
> Is there anyone that thinks the ability score changes were a good thing?
>
> Why did anyone think the ability score changes were a good thing? It's un D&D like, it doesn't improve gameplay in the slightest, it's one more thing that breaks ... just seems like a huge unforced error.
I do. I generally hate this module, but the ability score changes are among the only things I like. Because every class now has an ability score that increases damage, a score that increases healing, etc. it's just Great. I remember being ubset because I didn't have ways to Improve my damage throught ability scores, althrought I had a dps build. Now i will. But the class balance is THE WORST, gotta agree on that
I admittedly didn't play a paladin very far, but it seems like the simplest way to do that was using CON with your first aura that tacks on radiant damage based on your HP, and by boosting Wisdom or, with the feat, Charisma, for more crit.
Not saying that paradigm didn't need looking at- some attributes did too much for some classes, and some did really counterintuitive things, but this feels like a baby/bathwater situation.
0
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
I do. I generally hate this module, but the ability score changes are among the only things I like. Because every class now has an ability score that increases damage, a score that increases healing, etc. it's just Great.
I guess you haven't looked closely at it then, but there are two major problems with the implementation.
First the initial allocation is per class, but not "per role", This is fine for the "pure" DPS classes, but what about the DPS/TANK, DPS/HEAL or TANK/HEAL classes? They typically get a stat allocation that is decent for one of their roles, but sucks for the other one. There is also no logic to the allocations. For example, Clerics and Warlocks have both DPS and Healing roles, yet they get quite different initial stats. Not a shred of logic to that.
Second, there is no correlation between the stat allocation and the bonuses for some of the classes. Consider an Arbiter Cleric, it gets the highest initial stats in WIS, STR and CHA. CHA is decent, but STR gives a bonus to Physical damage (which does not apply) and WIS (the highest stat) does not help at all. He would want high stats in INT and CON instead, which from a traditional D&D perspective makes no sense at all.
This is just broken - there was nothing wrong with the old system - or at least nothing that justified this. Now as others have pointed out this really doesn't matter so much because the bonuses are so small that they don't really matter. While that is true, I see this as an indication of the attitude that the only thing that matters is a nice-looking spreadsheet.
Aside from the problems I‘ve been experiencing with Scaling, the other big frustration I have is not knowing what stats matter for my class.
Are my Paladin’s attacks Physical (Str) or Magical (Int) or a mix of the two?
Aside from being Important at the start, this is critical information as you level as well, because of the stat boosts being one of the areas we at least have some choice, lack of information about core class functions makes it easy to get these things wrong, especially for classes like Paladin where the nature of their attacks is confusing.
I really wish you just stuck with the 4E model for stats and damage, though no class should use Con for damage in this game for balance reasons.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
I do. I generally hate this module, but the ability score changes are among the only things I like. Because every class now has an ability score that increases damage, a score that increases healing, etc. it's just Great. I remember being ubset because I didn't have ways to Improve my damage throught ability scores, althrought I had a dps build. Now i will. But the class balance is THE WORST, gotta agree on that
At the risk of stating the obvious...
You do understand that if you were allowed to choose your own stat distribution, you'd be able to choose the exact same allocation as is now forced on us all, right? No one would stop you from having scores that increase damage, healing etc that are identical to the set you have currently on Preview.
But, quite importantly, if you played a character with two distinct Paragon paths and roles, you'd be able to choose stat distribution that would suit EACH path.
And, possibly more importantly, if you don't just base your decisions on stat bonuses you can choose to have characters that fit the D&D model more accurately. (e.g. Paladins with a proper Charisma score...)
3
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
I do. I generally hate this module, but the ability score changes are among the only things I like. Because every class now has an ability score that increases damage, a score that increases healing, etc. it's just Great. I remember being ubset because I didn't have ways to Improve my damage throught ability scores, althrought I had a dps build. Now i will. But the class balance is THE WORST, gotta agree on that
At the risk of stating the obvious...
You do understand that if you were allowed to choose your own stat distribution, you'd be able to choose the exact same allocation as is now forced on us all, right? No one would stop you from having scores that increase damage, healing etc that are identical to the set you have currently on Preview.
But, quite importantly, if you played a character with two distinct Paragon paths and roles, you'd be able to choose stat distribution that would suit EACH path.
And, possibly more importantly, if you don't just base your decisions on stat bonuses you can choose to have characters that fit the D&D model more accurately. (e.g. Paladins with a proper Charisma score...)
Wait, on live not every class has a +% damage ability score?
Wait, on live not every class has a +% damage ability score?
Oathbound Paladins don't.
Well that sounds like it was a problem unique to Oathbound Paladins!
Speaking of ability scores, they should double or quadruple the +% bonus per point, but reduce how frequently characters increase in ability scores.
If they're serious about the changeover to 5e, they certainly could.
Bounded accuracy to a cap of 20 (except barbarians, but shhh), but with each point being significant (except odd-numbered points but shhhhh) is pretty in-keeping with 5e.
Not sure how well that maps to an 80-level progression, though, especially with the other main form of incremental progression (power points) gone. I don't really think I'll miss power points, mind you; the devs were correct that in practice, it basically amounted to "save up four points before using a power."
1
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
Wait, on live not every class has a +% damage ability score?
Oathbound Paladins don't.
Well that sounds like it was a problem unique to Oathbound Paladins!
Speaking of ability scores, they should double or quadruple the +% bonus per point, but reduce how frequently characters increase in ability scores.
If they're serious about the changeover to 5e, they certainly could.
Bounded accuracy to a cap of 20 (except barbarians, but shhh), but with each point being significant (except odd-numbered points but shhhhh) is pretty in-keeping with 5e.
Not sure how well that maps to an 80-level progression, though, especially with the other main form of incremental progression (power points) gone. I don't really think I'll miss power points, mind you; the devs were correct that in practice, it basically amounted to "save up four points before using a power."
There's no need for each level up to be material.
Honestly, they should change the +HP mechanic to +% base HP, and have your level be the main determinate of HP.
From there, they can reduce +Ability scores to once every 20 levels or so. Max your ability score at 20 for level ups. Boons let you go up to 30 (just like Epic Boons from the 5E DMG). Boom boom boom, problem solved.
Wait, on live not every class has a +% damage ability score?
Oathbound Paladins don't.
Well that sounds like it was a problem unique to Oathbound Paladins!
Speaking of ability scores, they should double or quadruple the +% bonus per point, but reduce how frequently characters increase in ability scores.
If they're serious about the changeover to 5e, they certainly could.
Bounded accuracy to a cap of 20 (except barbarians, but shhh), but with each point being significant (except odd-numbered points but shhhhh) is pretty in-keeping with 5e.
Not sure how well that maps to an 80-level progression, though, especially with the other main form of incremental progression (power points) gone. I don't really think I'll miss power points, mind you; the devs were correct that in practice, it basically amounted to "save up four points before using a power."
There's no need for each level up to be material.
Honestly, they should change the +HP mechanic to +% base HP, and have your level be the main determinate of HP.
From there, they can reduce +Ability scores to once every 20 levels or so. Max your ability score at 20 for level ups. Boons let you go up to 30 (just like Epic Boons from the 5E DMG). Boom boom boom, problem solved.
Cryptic-launched games have a problem with, well, Cryptic mechanics. If they changed that to +%HP, we'd have to go through a whole nother round of testing to figure out where in the equation that plugged in. Not a reason not to do it, categorically, just... a wish that the game did a better job of explaining to use how it worked so we could readily make informed choices.
1
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
Wait, on live not every class has a +% damage ability score?
Oathbound Paladins don't.
Well that sounds like it was a problem unique to Oathbound Paladins!
Speaking of ability scores, they should double or quadruple the +% bonus per point, but reduce how frequently characters increase in ability scores.
If they're serious about the changeover to 5e, they certainly could.
Bounded accuracy to a cap of 20 (except barbarians, but shhh), but with each point being significant (except odd-numbered points but shhhhh) is pretty in-keeping with 5e.
Not sure how well that maps to an 80-level progression, though, especially with the other main form of incremental progression (power points) gone. I don't really think I'll miss power points, mind you; the devs were correct that in practice, it basically amounted to "save up four points before using a power."
There's no need for each level up to be material.
Honestly, they should change the +HP mechanic to +% base HP, and have your level be the main determinate of HP.
From there, they can reduce +Ability scores to once every 20 levels or so. Max your ability score at 20 for level ups. Boons let you go up to 30 (just like Epic Boons from the 5E DMG). Boom boom boom, problem solved.
Cryptic-launched games have a problem with, well, Cryptic mechanics. If they changed that to +%HP, we'd have to go through a whole nother round of testing to figure out where in the equation that plugged in. Not a reason not to do it, categorically, just... a wish that the game did a better job of explaining to use how it worked so we could readily make informed choices.
Pfft, less information is better. They should get rid of explicit stats entirely, and just change everything to "Good. Great. Amazing. FANTASTIC!"
Comments
Health = 230,568
Power = 61,498
Combat Advantage = 46,404
Defense = 37,412
Deflect = 27,320
Critical Strike = 47,752
Armor Pen = 31,143
Critical Resist = 26,111
Awareness = 22,416
Accuracy = 27,600
and tanks could not maximize their damage?
I'm saying this, because I saw a tank that had maximized stats while using augment companion which for me is not quite right.
Additionally, I wonder about the value of stats. We already see big numbers so my question is: Are you planning of reducing them in the future?
Also will we be able to see the percentage of the increases given by stats?
Constitution increases HP according to base HP so 28 CON equals roughly to 5K HP. That's nothing compared to other stats
I thought a long time and simulated lots of possibilities and came up with a simplest solution:
new Deflection Mechanic: Incoming damage is reduced by 50%. A targeting attacker is stunned for 1 second.
o This puts Deflection on par with other stats
o Deflection becomes uniquely different from Defense
o Accuracy, Control, and Control Resist become slightly up-valued
o Solo players gain a method to gain CombatAdvantage (automatic CA versus Stunned targets)
o New tactical synergies emerge
stronghold boons give ( example power boon) 9143 stat rating instead 8000 stat rating for a level 80 character.
FOR LEVEL 70 it is correctly 8000 stat rating.
the character has only 1 legendary companion 3000 stat for each rating. if we add bolster and the hidden upgrade bonuses then is correct.
SO is intended for a character to build all the stats?
Rather, it should be noted on the character sheet the effective percentage chance which changes according to the area you are in.
Guild: Ruathym Corsairs
I might be a bit bias as a Cleric main.
but it would feel more logical if CON would have CC ressit and WIS Ap gain.
The stat naming is not consistent.
This is from the blog:
This is from the char sheet:
Critical Avoidance or Critical Resist?
Action Point Gain or AP or Action Points?
Combat Advantage or Combat Advantage Bonus?
Control Resistance or Control Resist?
Movement or Movement Speed?
Glory Gain, Gold Gain, XP gain vs ... Bonus
But that's not the issue, that's only vs the blog. The items are not consistent:
Some are critical Resist, some resistance, and some Avoidance...
Also there is "Outgoing Healing"
What is it now? Still multiplicative buff? Or hidden additive stat?
I assume it is still a multiplicative buff, same as the "Outgoing Damage"
If I'm level 80 and my stats are 48000 or more when I go to a level 70 area my stats shouldn't fall below 28000. In essence my relative effectiveness shouldn't be reduced because I'm in a zone with lower actual stats.
It feels bad to have more trouble killing stuff that is 10 levels lower than mine that killing stuff that is my level.
Yes part of the reward for having better gear is being able to do harder content, but I shouldn't feel worse doing easier content than I do in harder content because of scaling. Which still happens. It shouldn't be harder to complete the Expedition to Terminus than it is to do the content in Terminus because you are scaled on the Expedition but not in Terminus. (With just gear drops.)
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
Here....a 0.25% bonus is .... meh...pretty much irrelevant, and that by itself is a source of irritation. I would have gone the exact opposite route and made the primary stats have more effect, not less, but, well....I guess this is a way to get rid of different builds and make sure that characters are fully interchangable.
It's is good that the studio wants to remove trap choices but as is usual, the go too far. Not only do they remove the traps, they make every choice nearly meaningless. Trap choices hurt the players that take them. Lack of choice hurts everyone. There is a vast middle ground between the two, but instead we just get a polar shift.
Perhaps I am being fatalistic, but there doesn't seem to be any chance of winning the fight that matters here, so better to turn one's attention to other theaters.
After all - this is a game - it is supposed to be fun, but if it isn't...
> Is there anyone that thinks the ability score changes were a good thing?
>
> Why did anyone think the ability score changes were a good thing? It's un D&D like, it doesn't improve gameplay in the slightest, it's one more thing that breaks ... just seems like a huge unforced error.
I do. I generally hate this module, but the ability score changes are among the only things I like. Because every class now has an ability score that increases damage, a score that increases healing, etc. it's just Great. I remember being ubset because I didn't have ways to Improve my damage throught ability scores, althrought I had a dps build. Now i will. But the class balance is THE WORST, gotta agree on that
Not saying that paradigm didn't need looking at- some attributes did too much for some classes, and some did really counterintuitive things, but this feels like a baby/bathwater situation.
First the initial allocation is per class, but not "per role", This is fine for the "pure" DPS classes, but what about the DPS/TANK, DPS/HEAL or TANK/HEAL classes? They typically get a stat allocation that is decent for one of their roles, but sucks for the other one. There is also no logic to the allocations. For example, Clerics and Warlocks have both DPS and Healing roles, yet they get quite different initial stats. Not a shred of logic to that.
Second, there is no correlation between the stat allocation and the bonuses for some of the classes. Consider an Arbiter Cleric, it gets the highest initial stats in WIS, STR and CHA. CHA is decent, but STR gives a bonus to Physical damage (which does not apply) and WIS (the highest stat) does not help at all. He would want high stats in INT and CON instead, which from a traditional D&D perspective makes no sense at all.
This is just broken - there was nothing wrong with the old system - or at least nothing that justified this. Now as others have pointed out this really doesn't matter so much because the bonuses are so small that they don't really matter. While that is true, I see this as an indication of the attitude that the only thing that matters is a nice-looking spreadsheet.
Are my Paladin’s attacks Physical (Str) or Magical (Int) or a mix of the two?
Aside from being Important at the start, this is critical information as you level as well, because of the stat boosts being one of the areas we at least have some choice, lack of information about core class functions makes it easy to get these things wrong, especially for classes like Paladin where the nature of their attacks is confusing.
I really wish you just stuck with the 4E model for stats and damage, though no class should use Con for damage in this game for balance reasons.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
You do understand that if you were allowed to choose your own stat distribution, you'd be able to choose the exact same allocation as is now forced on us all, right? No one would stop you from having scores that increase damage, healing etc that are identical to the set you have currently on Preview.
But, quite importantly, if you played a character with two distinct Paragon paths and roles, you'd be able to choose stat distribution that would suit EACH path.
And, possibly more importantly, if you don't just base your decisions on stat bonuses you can choose to have characters that fit the D&D model more accurately. (e.g. Paladins with a proper Charisma score...)
Speaking of ability scores, they should double or quadruple the +% bonus per point, but reduce how frequently characters increase in ability scores.
Bounded accuracy to a cap of 20 (except barbarians, but shhh), but with each point being significant (except odd-numbered points but shhhhh) is pretty in-keeping with 5e.
Not sure how well that maps to an 80-level progression, though, especially with the other main form of incremental progression (power points) gone. I don't really think I'll miss power points, mind you; the devs were correct that in practice, it basically amounted to "save up four points before using a power."
Honestly, they should change the +HP mechanic to +% base HP, and have your level be the main determinate of HP.
From there, they can reduce +Ability scores to once every 20 levels or so. Max your ability score at 20 for level ups. Boons let you go up to 30 (just like Epic Boons from the 5E DMG). Boom boom boom, problem solved.