Hero Power Hero Powers are unique abilities, specific to each class. While most classes spend 2 mana on their hero power, the Demon Hunter only spends 1. Demon Claws, the class’s Hero Power, is a one mana-cost boost to the Demon Hunter’s Attack, designed around robust synergies with its class cards.
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Captain Eudora’s Hero Power gives you a shortcut to golden minions. After you have used the Hero Power five times, you receive a random golden minion from your Tavern Tier or lower. The golden minion is added to your hand, so when you play it, you get the usual higher-tier discover as you do with regular golden minions. Reno’s Hero Power can be used only once per game, so you need to carefully consider when is the best time to use it. When you use the Hero Power on a minion, that minion becomes a Golden version of itself. This only affects the minion on the board, you do not get the Discover effect that you usually get when playing a Golden minion from hand.
Hero Power is a new statistic that determines many things in Vermintide 2. It is granted by equipping items and by leveling up.
- 3Hero Power Uses
- 3.2Combat Effects
- 3.2.1Power scaling calculation
- 3.2Combat Effects
Calculation of Hero Power [edit | edit source]
Hero power = 10 * Level + (Sum of Item powers)/5
Since max level is 35 and the maximum item power is 300, the maximum possible hero power is 650. Minimum HeroPower is 12, which can be achieved by having a level 1 character with only two 5 Power weapons equipped and no trinkets of any kind.
Items Power[edit | edit source]
Item(weapon, equipment) power ranges from 5 to 300. Each time the player opens a chest or crafts an item, the power of the items they get will depend on the power of the most powerful items the player has across all characters. The power of that item will be between [-5 to +10] over/under that number.[1]
Hero Power Uses[edit | edit source]
Hero power above a specific minimum is needed to play higher difficulties (which can be avoided by joining a friends game). There is also a maximum hero power for each difficulty level. If you join a mission with a hero power above that limit, it is decreased to the cap.
Difficulty Restrictions[edit | edit source]
The requirements to start a mission are:
- 12 for Recruit Difficulty
- 115 for Veteran Difficulty
- 215 for Champion Difficulty
- 415 for Legend Difficulty
Once you have reached a difficulty cap you are always allowed to join or start a mission with that difficulty, regardless of your current setup.
For all of these there is a cap as well, it is known for Recruit but not verified for the other difficulties:
Difficulty | Min | 'Breakpoint' | Max (cap) | 'Balance point' | Remarks |
---|---|---|---|---|---|
Recruit | 12 | 200 | 300 | (-)15 | Hero Power between 200 and 600 will be interpolated toward a maximum of 300. The '(-)15' means that Recruit is balanced for 'HP 15 coming from 14', but there is a bump at 15 HP so the power you have at 15 HP is above the balancing point for Recruit, ergo heroes will always be 'above par' for Recruit difficulty. |
Veteran | 115 | 400 | 500 | 175 | Hero Power between 400 and 600 will be interpolated toward 500. |
Champion | 215 | N/A | 600 | 335 | The critical reading of this is, Legend will never be as easy as Champion is at 335 HeroPower. |
Legend | 315 | N/A | N/A | 655 | The balancing point is above 650, so heroes will never be 'on par' with Legend difficulty. It is meant to be hard. |
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Combat Effects[edit | edit source]
Hero Power directly affects:
- The amount of Damage you deal with every Single Attack ('attack')
- The degree of Stagger your attacks produce on an enemy ('stagger')
- The number of Enemies your attacks are able to hit simultaneously ('cleave')
Power scaling calculation[edit | edit source]
In version 1.05 (i.e. after the bugged scaling was fixed) scaling is as follows:
- Your HeroPower is put within the allowed interval, i.e. capped according to above rules.
- Your damage ('attack'), stagger ('stagger') and cleave ('cleave') scaling factor is calculated. Use the table below for the different 'Factors'.
- Below 15 HeroPower (i.e. 15 and below)
- ScalingFactor = 185 + HeroPower
- For all intents and purposes this part of the calculation is only relevant for lvl 1 characters who unequip their trinkets, they will have a scaling of 197 (i.e. 185 + 10 + 3).
- If 15 <= HeroPower <= 115:
- ScalingFactor = 225 + (HeroPower - 15) * (Factor / 2)
- For all intents and purposes this 'bump' is a 50 HP boost, i.e. a 15 HP character hits like a 65 HP character, and then converge at 115 HP where the normal scaling takes over.
- Above 115:
- ScalingFactor = 200 + (HeroPower - 15) * Factor
- Below 15 HeroPower (i.e. 15 and below)
- This scaling factor is multiplied with the weapon base statistic.
Name | Scaling | Factor | Interval | Remarks |
---|---|---|---|---|
attack | 3.5 | 5 / 8 | 200, 700 | 'attack' and 'cleave' have the same scaling |
stagger | 2.0 | 1 / 4 | 200, 400 | 'stagger' is probably the most controversial value. In pre-release betas the factor was 1 / 3 so stagger scaled higher than in release. |
cleave | 3.5 | 5 / 8 | 200, 700 | 'cleave' decides how much mass you can go through with your weapon, i.e. how many enemies you hit or how many targets your arrows go through |
Pre 1.05 scaling[edit | edit source]
In release version 1.00-1.04 the damage calculation was 'bugged', i.e. does not scale correctly. See [1] for more information.
So in earlier release versions the damage calculation or scaling was done as follows:
- Your HeroPower is NOT put in the allowed interval, i.e. no capping done.
- The scaling factor is calculated as ScalingFactor = 180 + HeroPower.
This has the effect that for all intents and purposes the ScalingFactor is between 200 and 1000, where ScalingFactors over 780 (i.e. 600 HeroPower) only reachable through boosts and bonuses, such as '+X% vs Y'. Which is comparable to 1.05 where 'attack' scaling goes from 200 to 700.
- ↑Needs verification and expansion
Retrieved from 'https://vermintide2.gamepedia.com/Hero_Power?oldid=15564'
Designer(s) | Simon Burley, Peter Haines |
---|---|
Publisher(s) | Games Workshop |
Publication date | 1982 (amateur) 1984 (Games Workshop) |
Genre(s) | Superhero fiction |
System(s) | Custom |
Golden Heroes is a superherorole-playing game that was originally written and published on an amateur basis in 1982. Games Workshop then published a more complete version in 1984. It was written by Simon Burley and Peter Haines and was illustrated by a group of artists who were working for 2000 AD at the time.
Description[edit]
How to beat spanish 21. The game was published in a box, the rules books features fake bar codes and Comics Code approval badges.
The character generation system is a combination of random rolling and design. Players roll some random superpowers which they can the customise and develop in various ways to create a character they want to play. A character can only keep their full set of powers if they can justify them all in a plausible origins story.
The system really strives to recreate comics, with the actions occurring in 'frames' and a lot of classic comics assumptions being written into the rules. Characters are 'rated' after each game and are more likely to succeed in future games if they behave in ways consistent with ComicBook tropes.
Simon Burley, one of the original authors of Golden Heroes, has since revisited the genre and issued a new game - informed by the same aesthetic - called Squadron UK.
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Publication history[edit]
Golden Heroes was first published in an amateur - photocopied - format by the original authors in 1982. The more professional and complete version was published by Games Workshop in 1984.
Reception[edit]
Marcus L. Rowland reviewed Golden Heroes for White Dwarf #62, giving it an overall rating of 10 out of 10, and stated that 'As a late contender in the super RPG field, Golden Heroes faces severe opposition from established games. However, its quality, scope, and the fact that it is orientated towards British players are bound to make it successful, if there is a steady flow of supplements and scenarios.'[1]
Pete Tamlyn reviewed Golden Heroes for Imagine magazine, and stated that 'For younger players, and If you just want the Superhero game for light relief and one-off scenarios, then MSH is the best, but if you are planning to run an extended Superhero campaign then Golden Heroes wins hands down.'[2]
Tony Johnston did a retrospective review of Golden Heroes for Arcane magazine, stating that 'A superb system, and one which some referees I know still use today, adapted for other games.'[3]
Golden Heroes was ranked 41st in the 1996 reader poll of Arcane Pokies online au. magazine to determine the 50 most popular roleplaying games of all time. The UK magazine's editor Paul Pettengale commented: 'The gameplay reflects a refined approach to the superhero genre, and roleplaying tends to take priority over combat.'[4]
Reviews[edit]
- Different Worlds #43
- The V.I.P. of Gaming Magazine #3 (April/May, 1986)
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References[edit]
- ^Rowland, Marcus L. (February 1985). 'Open Box'. White Dwarf. Games Workshop (Issue 62): 10.
- ^Tamlyn, Pete (March 1985). 'Notices'. Imagine (review). TSR Hobbies (UK), Ltd. (24): 43.
- ^Johnston, Tony (June 1996). 'Despatches'. Arcane. Future Publishing (7): 18.
- ^Pettengale, Paul (Christmas 1996). 'Arcane Presents the Top 50 Roleplaying Games 1996'. Arcane. Future Publishing (14): 25–35.
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