Hi!
So, first off - sorry for this being the first response you get. I’m usually roaming the feedback sections but this thing has been brought to my attention and we have been looking into it. To sum thing up, I am currently not a happy dev.
There is indeed an error in how we apply Hero Power and buffs for attacks. Long story short, we have a system in place that is supposed to cap, scale and buff your Hero Power when calculating damage, cleave and stagger results for each attack. Unfortunately this system does nothing currently and instead returns your raw Hero Power unbuffed.
So how could this happen?
We have been working with and done our balance testing on a separate version from the release branch (as is customary) where we have access to debug options and can crunch numbers to verify everything. So on our end everything has been running as it should.
The issue in the live build is caused by a single two-line code change that was never brought over to the release version during the final days before the games release. Thus we have been blissfully clicking away verifying and balancing stuff based off of mismatching code, which also in some way explains why it took us some time to respond to this.
Recruit and Veteran are fairly on par but the difference is noticeable on Champion and Legendary. Note that a large part of this is supposed to be compensated by added power through talents/weapon properties so we are closer than a first glance might indicate.
The main difference in gameplay with the current bug is; All classes become proficient vs hordes as everything has higher than intended cleave. Everyone can also stagger enemies with much greater ease as we should be scaling stagger output the most. Tank classes thus becomes slightly redundant. Higher damage output puts a lot of weapons over thresholds of oneshotting, often without intended crits or headshot requirements. Killing stuff faster means lack of enemies and puts a greater emphasis on ranged combat over melee combat.
The power trip of high Hero Power on Recruit has also been real as no caps have been in place.
Since this is the model we have been doing our balance based on we intend to go through with a fix and restore the Hero Power levels to their intended values. This will not only fix those talents and properties that weren’t working properly and make the game more nuanced but for some builds also harder. We are working on getting a patch ready.
We will continue to monitor the incoming data and read your feedback to see what future adjustments need to be made after this change. We will also change our work process to ensure we are closer to the live build when working on balance to ensure that this cannot happen again. We would like to thank you for bringing this issue to light. You are awesome, and we will redouble our efforts to become more like you.