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    December 16 Update

    Posted in Page 3 on


    Tasks

    Marigold 'Zoe' Langston's Task Force - 'The Golden Rule'

    General

    • Fixed a typo in a clue.

     

    General - Advanced Mode

    • Swap power the War Chassis steals for Time Manipulation from Time Crawl to Slowed Response.

     

    Mission 2

    • Arachnos ambush no longer attacks disguised Automatons.

     

    Mission 2 - Advanced Mode

    • Add a bubble of water that makes it very obvious when the Leviathan/Arachnid's Bounty is held or not.

     

    Mission 3 - Advanced Mode

    • Enlightened Subjugator Psionic Pulse now deals one-fifth damage to pets.

     

    Mission 4

    • Map improvements to make it less likely finale Nemesis get caught on the lips of platforms when trying to knock them off.

     


    Zones

    Labyrinth of Fog

    Adjustments

    • Reward table for defeating the Minotaur now offers 10 Prismatic Aether rather than 5 Prismatic + 10 Unstable.
    • Reduce player cap in the Labyrinth to 35 to manage lag in the zone during raids.

     

    Fixes

    • Fixed missing beacons in Outer Darkness that was causing the things that live there to vanish.
    • Fixed new MM pet classes to receive zone Labyrinth Shifts.
    • Fix attempt for Mr. G (Primal) sending players to the Labyrinth for missions.
    • Girl In The Darkness no longer has an about me page.
    • Fix missing space in one of the darkness captions.
    • Labyrinth Call now applies while dead, except the bonus Inf/Exp, which still requires being alive.
    • The target cap for the mythic fog anchor in the Font is now uncapped.

     

    Pocket D

    Adjustments

    • Named bartenders in Pocket D (Sam, Isaac, Chaz, etc) now sell inspirations.

     

    Fixes

    • City Badge Tracker no longer automatically tracks characters who enter Pocket D if they have less than 500 badges.

     

    Winter Forest

    Fixes

    • Fix DynGeo looking for outdated event token.

     


    Rewards

    Incarnate Conversions

    • Put influence-costly conversions for Incarnate progress on Prometheus under option 'What can you do for me?'.

     

    Vanity Pets

    • Fix Sally not dropping the pet version of themselves and buffed drop rate so it's still a common pet.
    • Fixed drop rate on Mini Nemesis pet being incorrectly set too low, now properly 10% per player.

     

    Prestige Costumes

    • 'Min FX' added as customization option to Effect: Spidernado.

     

    Experience

    • Minor tweak to the XP curve, rounding Experience Required down to the nearest 100
      • Example: Level 40 requires 8,401,500 experience instead of 8,401,519.

     

    Badges

    • Fix the display of gendered titles (like "The Once and Future King/Queen") in the personal info window when hovering over a badge.

     


    Tasks

    Heldenjaeger - 'Brass  Tuesday'

    • Fixed Pstring errors with Heldenjaeger Ouroboros intro text.

     


    Enemies

    Nemesis

    • Generals and Tacticians now spawn in regular Nemesis content.
    • Remove Mini Nemesis Bombs from Invasion GM Nemesis.
    • Fixed typo on General description.
    • Fixed Pstring errors with Invasion GM Nemesis.
    • Fixed Nemesis Drill March rifle persisting after behavior ends.
    • Fixed Nemesis Vengeance not affecting Shadow Shard Reflections.
    • Created special definition of Mysterious Soldier for General Z arc and Dap-Dap mission to buff non-Nemesis allies.

     

    The Awakened

    • Fixed Corrupted Crey melee attacks not being properly split smashing/special damage, added missing continuingfx to Corrupted Cryo Tank attacks.
    • Added chance for disorient to Corrupted Power Tank Haymaker.


    Crey

    • Added 40% resistance to all damage types to Crey Juggernaut Personal Force Field, increased duration from 15s to 20s.

     

    9th Generation Classified Protector

    • Fixed Incinerate having mismatched activation and root times, fixed using wrong damage table, fixed using wrong continuingfx.
    • Fixed Crane Kick using wrong damage table, adjusted to scale 1.96 melee damage.
    • Fixed Dragon's Tail using wrong damage table, fixed checking melee instead of AoE defense.
    • Fixed Echo Chamber using copypasted Blaster replace hold setup, removed controller overpower.
    • Converted Synaptic Overload to a true chain, fixed checking ranged instead of AoE defense, removed controller overpower.
    • Adjusted Moment of Glory damage buff from +100% to +25% decaying, matching player version.
    • Fixed Death Cry missing AoE and Fire defense type checks, fixed summoning multiple Corrosive Blood patches, fixed missing an endurance cost, fixed having an activateperiod instead of a rechargetime, fixed part of its damage using wrong damage table, Corrosive Blood patches now do scale 0.4 toxic damage per tick instead of scale 0.1 damage stacking DoT for 15 seconds and damage component is no longer autohit.
    • Entropy Shield is now a proper psuedotoggle suppressible by mez and end drain, removed Confuse protection, added end drain resistance and recharge buff.

     

    Classified Crey Demolitionist

    • Fixed Incinerate having mismatched activation and root times, fixed using wrong damage table.
    • Fixed Fire Ball using wrong damage table, fixed not being properly split fire/smashing damage.
    • Fixed Seeker Drones using robot skeleton activation animation, increased recharge from 60s to 90s.
    • Fixed Purging Bomb setup being broken (likely happened when Time Bomb got converted to Remote Bomb).
    • Decreased Accelerate Metabolism damage buff from 22% to 20%, increased recharge from 90s to 211s.

     

    Classified Crey Defender

    • Fixed Fire Breath using wrong damage table
    • Decreased Repulsing Torrent damage from scale 1.2491 to scale 1.1, decreased recharge from 20s to 12s.
    • Fixed Force Bolt using wrong damage table, added replacing -20% resistance debuff for 15s.
    • Deflection Shield now hits up to 3 targets on cast, no longer checks positional defenses, defense buff increased from 15% to 20%.
    • Converted Dispersion Bubble from auto power to a true toggle, no longer checks positional defenses, defense buff increased from 10% to 15%.

     

    Praetorians

    • Reduced Battle Maiden's Crossbow to 100ft down from 310ft making it possible to move her with Taunt during the fight.
    • Increased Siege/War Walker Nano Reconstruction recharge from 30s to 60s, removed unresistable flag from heal.

     

    UPA

    • Fixed Resistance Runesoldiers/Specialists/Seer Beholders unable to activate powers after level 54.

     

     


    Miscellaneous

    Adjustments

    • Shorten the 'Enhancements' link on the tray to 'Enhance' to avoid overlapping with the collapse arrow of powers tray.
    • Don't hide Convert link in the enhancements window if you don't have converters.

     


    Powers

    Fixes

    • Fixed Corruptor/Defender Freeze Ray and Corruptor Bitter Freeze Ray: Missing the target>kHeld > 0 requirement for -KB
    • Fixed an issue where Apex Predator was not granting the +Acc buff to henchmen or caster.
    • Spelling fixes in Attune, Sonic Clap, and Sandman's Whisper.
    • Timing adjustments on the hit for slow assassin's whisper.

    December 2 Hotfix

    Posted in Page 3 on

    NOTE: This patch is a client-only hotfix. Ensure you see the version number 28.3.7372.3 in the launcher to verify if you have it applied.

     

    Stability & Performance

    • Fix a client crash that could occur when attempting to edit custom villain groups in the Mission Architect.

    • Fix inadvertent regression of linker flags on the 32-bit client executable in the last update that caused it to not be able to address more than 2GB of memory. This caused frequent unexpected shutdowns due to running out of memory, especially when loading into more graphically intensive areas. The 64-bit client was not affected.


    December 1 Update

    Posted in Page 3 on

    Winter Event

    • Ambushes will now spawn using the player level, capped to the level range of the zone.

    • The Winter Lord is no longer a random spawn from a Mysterious Gift.

    • Instead, a large Suspicious Gift can appear which is guaranteed to spawn Winter Lord.

      • After a Suspicious Gift appears, there's a one-hour cooldown before another can appear in the same zone.

    • New Badge - badge_winter2025_present.png.5134bef6b71defdef4d8c11ffcda6223.png Very Naughty - Earned from opening a Suspicious Gift during the Winter Event and summoning a Winter Lord.

     

    Lord Winter's Realm Trial

    • All enemies inside the trial now spawn at internal level 30.

    • Trial can now be started with 8 players and allows a maximum of 16 players.

    • Added a prelude stage to defeat Winter Horde before Lord Winter spawns.

    • Winter Guardians no longer make Winter Lord invulnerable by default.

      • Each Guardian now has a different name and grants Lord Winter a different buff while they're alive.

      • Elemental Guardian: 20% defense to Fire, Cold and Toxic damage.

      • Ethereal Guardian: 20% defense to Negative, Negative Energy and Psionic damage.

      • Corporeal Guardian: 20% defense to Smashing and Lethal damage.

    • Six Winter Essence Crystals spawn in predefined locations in the map.

      • Each Winter Horde critter within 30 units of a crystal adds 3% to the meter, up to 75%.

      • Summoned pets don't count towards the meter, only critters from map spawns.

    • Each Guardian alive adds their HP to the Winter Essence meter, up to 50% each.

    • When Winter Essence reaches 100%, Lord Winter becomes invulnerable.

      • The meter must be brought down to below 25% to make Lord Winter vulnerable again.

    • Every  30 seconds, a random group will run to the nearest crystal if Winter Essence is below 75%.

      • This will not happen if Winter Lord is currently invulnerable.

    • Trial ends when Winter Lord is defeated.

    • New Badge - badge_winter2025_essence.png.21015506f95f998b4336eace834a6128.png Icebreaker: Defeat Lord Winter without letting his Winter Essence ever reach 100%.

     

    New Badges

    Badge_Winter2025.png.67f295f1c87cfd09ee27e8e9d189985a.png Winter Weathered - Log in during the annual Winter Event, 2025.

    badge_winter2025_essence.png.21015506f95f998b4336eace834a6128.png Icebreaker - Defeat Lord Winter without letting his Winter Essence ever reach 100%.

    badge_winter2025_present.png.5134bef6b71defdef4d8c11ffcda6223.png Very Naughty - Earned from opening a Suspicious Gift during the Winter Event and summoning a Winter Lord.

     


    Issue 28, Page 3

    Posted in Page 3 on

      



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    Patch Notes - Issue 28: Legacy, Page 3



    What's New in Issue 28, Page 3?

    Marquee Features

    • New Expanded +5 & Incarnate +6/+7 Difficulty Options!
    • Kallisti Wharf Task Force - Marigold 'Zoe' Langston's Task Force!
    • Labyrinth of Fog Expansion + Repeatable Rank-Shifted Missions!
    • New Story Arc in Kallisti Wharf!

     

    Powers & Gameplay Adjustments

    • New Powerset - Sonic Melee!
    • Masterminds - Even-Con Minion and Lieutenant Pets!

     

    Various Adjustments, Improvements & Fixes

    • Badge Progress Tracker!
    • Character Info Window Customization!

     


    Marquee Features


    New Expanded +5 & Incarnate +6/+7 Difficulty Options

    Additions

    • New higher difficulty options +5/+6/+7 have been added.
    • +6 and +7 difficulty will only function when on Incarnate content such as Dark Astoria or Cimerora Incarnate repeatables, otherwise it will default to +5 anywhere else.
    • Difficulty change options have been moved from the chat pop-menu to the Mission/Task tab found under the Navigation window.

    difficultyoptions.PNG.fbd1794b6b84d0d7624d34be707dd4e9.PNG

    • Visibility of the new higher difficulties require the following:
      • +5 - if you have Apha, Destiny or Lore + Well Drinker or Incarnate
      • +6 - if you have Destiny or Lore + Well Drinker or Incarnate
      • +7 - if you have Destiny + Well Drinker or Incarnate
      • You can still use /setdifficultylevel 7 to ignore those checks, but don't say we didn't warn you!
    • Enemy groups that spawned at Level 54 have had their base level range extended up to Level 55.
      • Mission modifiers can sometimes swing this to spawn to +1s!
    • Incarnate enemy groups (higher base ToHit%) have had their level range extended up to Level 60.
    • Existing content that is not impacted by the difficulty changes:
      • Incarnate Trials
      • LFG Trials
      • Mothership Raids
      • Labyrinth of Fog

     


    New Task Force

    The Golden Rule - Marigold 'Zoe' Langston's Task Force (Level 40-50)

    “Langston Corporation has been perpetually busy since their arrival in Kallisti Wharf, and it's now been revealed that they've been collaborating on a joint project with Portal Corporation. One that Marigold Langston promises will change the inter-dimensional landscape forever!

    Unfortunately, an emergency has struck that threatens to throw the whole project into disarray: Nemesis has kidnapped several key Langston Corp scientists in an effort to steal the technology himself, or if nothing else, ensure it can never be used against him.

     

    Marigold Langston has received official clearance from Paragon City to assemble a super-powered task force of competent individuals who aren't afraid of the threat posed by the Prussian Prince of Automatons. This job will involve delivering a counter-offensive to Nemesis' operations, something not many can claim to have done, but the Gold Bricker's heiress has some tricks of her own she believes will even the odds."

     

    screenshot_250912-16-03-32.thumb.jpg.161840098ed1e9a34bc0276952080b36.jpg

     

    • CONTACT: Marigold 'Zoe' Langston  /thumbtack 477 -279 3903 
    • LOCATION: Kallisti Wharf
    • ALIGNMENT / LEVEL: Hero (+Co-op), Level 40-50.

     


    New Story Arcs

    Death Resurrected - Wylie Galloway (Level 40-50)

    "Wylie Galloway is an eccentric archivist for the Midnighters who is highly concerned about the numerous relics being traded throughout Kallisti Wharf. When he sends you to break up a Warriors relic auction, you discover the Skulls are strangely invested in buying magical weapons.

     

    Why are the Skulls so interested in these artifacts, when before they never seemed to have much to do with the trade? And how did the Skulls gain so much power in the first place?"

     

    screenshot_251105-07-24-41.thumb.jpg.9c2140570752bf4c47bd838261d25742.jpg

     

    • CONTACT: Wylie Galloway  /thumbtack 3564 84 3295
    • LOCATION: Kallisti Wharf
    • ALIGNMENT / LEVEL: Hero, Level 40-50

     


    New Labyrinth of Fog Expansion

    screenshot_250912-16-12-01.thumb.jpg.bc7ea2e53cc1c1f71def7735c012bedd.jpg

     

    General

    • Every Level Shift at +10 refreshes the decay timer back to the full 5 minutes. This means filling the bar at max level resets the timer.
    • The Benefactor in the Fog has become much more chatty recently, and has a number of new dialog options for those who have reached him inside the mysterious True Core of the Labyrinth.
    • Many strange masses of foggy growths have begun to appear in the zone, they writhe with a supernatural malevolence and possess the ability to infect and corrupt the Labyrinth's phantoms.
    • Gladiators in the Fog can now spawn corrupted 25% of the time, come at Level 55, and will attack on approach with a new powers.
    • Giant Monsters that spawn in this zone are now using more Fog-corrupted visuals and unique names.
    • All zone Giant Monsters now spawn with an internal Level of 54, equalizing their health pools.
      • Example: Kronos Titan will no longer take more time to kill than Jack In Irons.

     

    • Giant Monsters that spawn in this zone no longer drop their specific individual monster badges in order to promote more diversity without sacrificing other content offerings.

     

    • On Orange floors, new Fog Arch-villains now appear (3 always spawned concurrently in the zone at any given time). When one is defeated, another spawns instantly somewhere else.
      • These AVs have more health than normal, but standard regen. They spawn at Level 55, and scale to higher HP when more than 8 players are present.
      • They scale with the Labyrinth Shifts of the zone.
      • Defeating one of these AVs grants 2 Labyrinth Shifts to the zone meter.
      • These AVs can be one of over 70+ different recognizable signature characters!
      • Each AV drops 1 Unstable Aether and 2 Reward Merits per defeat. (Not zone-wide, players must hit the AV once for credit.)

     

    • When the Minotaur In The Fog is currently dead, all critters on floors other than Orange despawn to off-load zone critter logic stress to improve performance during raids.
    • The main door inside the zone has been converted into the Phantom Gateway, a monorail-style door with multiple destinations, depending on what's available to you:
      • Midnighter's Club
      • Labyrinth of Fog - Lobby (Requires being Level 45+ to enter the zone)
      • Labyrinth of Fog - Random (Same effect as going through a randomizer door, always available)
      • Labyrinth of Fog - Core (Requires the 'Slayer of the Minotaur' defeat or 'Greek Philospher' history badge. No longer requires 'Conqueror of the Labyrinth' accolade badge.)
      • Labyrinth of Fog - Colonnade (Requires the 'Hidden In The Fog' exploration badge.)
      • Labyrinth of Fog - Font; Will show locked if the Minotaur is alive. (Requires owning the Mini Avatar of Achlys vanity pet.)
      • Labyrinth of Fog - Origin (Requires the new 'Lucid Dreamer' exploration badge.)

     

    screenshot_251106-13-25-28.thumb.jpg.8ee1b355c3c548cb1b9cc95b6834f74e.jpg

    destin.PNG.ed4e44781b6d18f64714d1801fb6791a.PNG

     

    •  badge_i28_accolade_labyrinth.png.466db724312d3c6adbd56491394cdc27.png The 'Conqueror of the Labyrinth' accolade badge no longer grants a teleport power.
    • Accolade_LabyrinthConqueror.png.73cf8ea2b4bbcc6bf4c7099de1a75b38.png Instead it now grants a Labyrinth content exclusive accolade buff power that grants +MaxHP and +MaxEnd, and is seen on your tray when in the zone: 
      • Essentially a second copy of Portal Jockey to buff your stats even higher while in the Labyrinth!

     

    • Temporary_LabyrinthRally.png.dcc1676e0a11c11a002bd233468b96d4.png Return From Fog is now available from everywhere in the zone.

     

    Core of the Labyrinth

    • The Core of the Labyrinth is now a low-gravity area to make traversal possible without travel powers.
    • The Core of the Labyrinth area is now excluded from the zone-in safety check that moves you to the Lobby, meaning you can safely log out in there and not be moved upon logging back in. This is to ensure players can run the new repeat mission content without issue.
    • Visuals on the core have received polish such as lighting on torches and additional detail work.
    • The Violet Portal has been moved to the back and a new Chromatic Portal has taken its place.

     

    • A new trainer NPC has been added to the area: Warmaster Pentalabyrs  /thumbtack 558 10 2639 
      • Does not provide tailoring services.
    • Added an infinitely-respawning NPC who servers the purpose of a pylon DPS test and will report defeat times.

     

    screenshot_250912-16-15-25.thumb.jpg.3c534da01c59bdab00edfaf337338f51.jpg

     

    • A new shop NPC has been added to the area: Dealer of Death  /thumbtack 446 -254 2441 
      • Provides START vendor services.
      • Sells inspirations out of a coffin.
      • Can sell items to them to open inventory space.
      • Has a special shop that exchanges goods for a new currency

     

    • A new repeat mission NPC has been added: The Watcher, Teleute  /thumbtack 412 -205 2783 
      • Is added to your contacts upon first interaction and can be called at any time after.
      • Located near where the Violet portal used to be.
      • Offers repeat missions that scale on difficulty and feature Rank-shifted enemies.

     

    Font of Malevolence Raid

    • Rewrote how the Mythic Fog anchors are handled, now spawned and despawned by Lua, off-loading power system stress to hopefully improve zone performance during raids.
    • The weighting on the Font's Giant Monster spawn chances has been standardized.
    • The following have been added to the possible spawn pool, bringing the total GMs found up to 9:
      • P.E.A.C.E. Keeper
      • Kraken
      • Psychic Babbage
      • Eochai

     

    • At 1000 total points a foggy version of Lusca and eight tentacles will spawn.
      • All the tentacles must be defeated before the head can be damaged.
      • Defeating the new fog Lusca grants a bonus 1000 points to the score counter.

     

    New Labyrinth Currency - Nightmare Obols

    • salvage_NightmareObol.png.608831da1fcad9612c4dfe7a18fbe4d7.png Nightmare Obol: New currency exclusive to Labyrinth activities that serves a purpose analogous to Vanguard Merits.
    • The currency drops from the following at these specific amounts:
      • Defeating a Gladiator In The Fog -> 1 Obol
      • Defeating a Corrupted Gladiator In The Fog -> 2 Obols
      • Defeating a Fog Arch-villain -> 3 Obols
      • Defeating a Labyrinth Guardian > 3 Obols
      • Defeating a Corrupted Labyrinth Guardian -> 4 Obols
      • Defeating a Fog Giant Monster -> 5 Obols
      • Completing a Trial of Combat mission (R/B/G/Y) -> 10 Obols
      • Defeating the Minotaur in the Fog / Avatar of Achlys -> 10 Obols
      • Completing a Trial of Combat mission (V/O) -> 15 Obols
      • Completing a Trial of Combat mission (W) -> 25 Obols

     

    screenshot_250912-16-08-47.thumb.jpg.9a74ba5a133e432f293605c8fc473343.jpg

     

    • These are then spent in a shop offered by the Dealer of Death from his ship in the Core of the Labyrinth to purchase the following items:
      • Temporary_LabyrinthMoteBlack.png.d5c5bcfbc1c935e21a6996a66674c4a4.png Gladiator Mote Attunement: 1 Obol (Requires the Costume: Gladiator In the Fog power. Lasts until you leave the zone.)
      • Inspiration_Labyrinth.png.52b2a4500b33f130ba9462bae032c5dc.png Draught of Fog: Inspirations in bulk for 2 Obols each.
      • E_ICON_MeritToken.png.a542ab53c785acbb772f81363fa4b55f.png Convert to Reward Merits: 50 Obols -> 5 Reward Merits.
      • NightmareMarket_Phantom_CrestGladiator.png.5287bf9d19a2895b326fa9b20c12eb8d.png Phantom Costume Parts: 10 Obols each, 19 costume pieces total.
      • Temporary_WarWolfWhistle.png.b1ff8ae3bf5ccde74beb3df3878d3b87.png Oathsworn Gladiator: 1 summon charge for 200 Obols, 5 charges max (Labyrinth of Fog zone only.)
      • Temporary_EnemyPull.png.e6e599a4a8c2817ec05dce2c6af9d829.png Pull Through Fog: 5 uses of an Auto-hit Fold Space-like power for 100 Obols, 50 charges max. (Labyrinth of Fog zone and missions only.)
      • Temporary_ShadowStealth.png.8bfde429aabeeefffb5f01c8f687b514.png Shroud of Shadows: 30 minutes of Stealth toggle for 5 Obols, 5 hour charge max. (Labyrinth of Fog zone and missions only.)
      • Temporary_NegativeShield.png.194a1ca855a5227d6269d6493da3f802.png Soulbound Armor: 30 minutes of +Def(Negative) and +Res(Negative) toggle for 20 Obols, 5 hour charge max. (Labyrinth of Fog zone and missions only.)
      • Labyrinth_SignaturePet_Power.png.78de5322cf12769f70f02bfa2b4fb511.png Pet: Mini Dealer of Death: Vanity pet reward for 10,000 Obols.

     

    New Labyrinth Repeat Missions - Tests of Combat

    • New infinitely repeatable missions are offered by the new NPC added to the Core of the Labyrinth: The Watcher, Teleute

     

    screenshot_250912-16-08-12.thumb.jpg.ffe162f6d96eef893a859cc2a7b52ed8.jpg

     

    • Once spoken to, is added to the player's contact list and can receive missions from them via call button.
    • Offers two missions, one from the Red/Blue/Yellow/Green pool, and the other from the Orange/Violet/White pool.
    • Each colored Test of Combat corresponds to enemies found on the various Labyrinth floors, and you'll encounter the same color-grouped enemies mixed together with Rank-shifts when playing these missions.
    • These Test of Combat missions respect players difficulty settings and will spawn at the size and level of the team leader.
    • At the end of each Test of Combat mission is one of the Four Generals of Achlys who serve as the mission's boss.
      • These spawn at Arch-villain rank, but can be lowered to Elite Boss via difficulty settings.

     

    • All of these missions use the prismatic portal door found behind Teleute, The Watcher.
    • Meant as a means to farm Nightmare Obols that doesn't involve raiding and to be an alternative repeat content offering.
    • Test of Apathy offered by The Watcher, Teleute in the Core of the Labyrinth.
      • Is added to the bottom rotation of Tests offered once the player owns the new 'Tested By Combat' badge for completing the first six Test types.
      • Can be on any of the maps seen in all Tests of Combat.
      • This mission sees you fight all four Generals of Achlys at the same time. (They should respect difficulty settings.)
      • All enemies in the mission are Rank-Shifted to Boss or Elite Boss rank.
      • Gladiators In The Fog spawn at x8 Difficulty. These count for the badge/vanity pet, drop 1 Obol per player, and a Drought of Fog Inspiration.
      • Completing this mission awards the new 'Chromatic Combatant' badge.
      • Rewards 25 Obols for completion.

     

    Adjustments

    • Temporary_LabyrinthRally.png.b2f8d7f542c96527344060bcd6b4fbc7.png Players cannot Follow Through Fog to targets who are in darkness.
    • Temporary_LabyrinthRecall.png.effdc75ee4f54204bc636e831080bed4.png Escape From Fog power cannot be activated if you're already in the Entrance.
    • A tailor has been added to the Core of the Labyrinth near the fountain.

    • Door has been added that takes players from the lower terrace to the upper terrace in the Core.

    • Taking the Hospital from inside a Test of Combat repeat mission places you back in the Core, instead of the Lobby.

    • Draughts of Fog are no longer usable in PvP.

     

     


    Tasks

    General - Ouroboros

    • All Incarnate missions (that allow +3 Incarnate Shifts) are now in their own bucket in Ouroboros.

     

    General - Task Forces

    • In all Task Force mission content, all enemies will respect the difficulty setting, no longer occasionally spawning +1's from room to room.

     

    General - Advanced Mode

    • Standardized the rank names of the super AVs found in Advanced Mode and their reward payout amounts: 
      • Monster -> Monstrosity
      • Arch-Villain -> Super Villain
      • Hero -> Super Hero
    • This visual change impacts the following AVs on Advanced Mode:
      • Emperor Requiem (Aeon Strike Force)
      • Terra, The All-Mother (Aeon Strike Force)
      • Hero 1 (Aeon Strike Force)
      • Ripplesurge (Aeon Strike Force)
      • King Midas (Aeon Strike Force)
      • Emperor Romulus Augustus (Imperious Task Force)
      • Clockwork King (Lady Grey Task Force)
      • Delta K'ong (Lady Grey Task Force)
      • Omega K'ong (Lady Grey Task Force)
      • Hro'Dohtz (Lady Grey Task Force)
      • Flashfreeze (Zoe Task Force)
      • Golden Roller (Zoe Task Force)
      • Ye'ti (Zoe Task Force)
      • Paragon Subjugator 'Enlightenment' (Zoe Task Force)
      • Nemesis (Zoe Task Force)

     

    Lady Grey's Task Force - Advanced Mode

    • Removed the check on the final mission that was misbehaving and removing the Hamidon Essence power.

     

    Citadel's Task Force

    • The three Council missions in Independence Port are now assigned doors that are closer to the tram.

     

    Dap-Dap's Story Arc - 'Mergers & Acquisitions'

    • Fixed graphical fallback on Dinner Spoon's chrome textures if reflections were turned off.

     


    Badges

    New Badges

    Accolades

    • badge_i28_accolade_mazebreaker.png.5d2bd5c324cb8fc200d020184958b25e.png Mazebreaker - Obtain the following badges: Tested By Combat and Chromatic Combatant.
    • Accolade_Mazebreaker.png.c0f7c7a4d339f77669efa49576f68916.png Self: +Max Endurance (Labyrinth of Fog Only)

     

    Accomplishments

    • badge_i28_ZTF_complete.png.839f8fe60e9edff92a676936506d63fc.png Heart of Gold - Complete Marigold 'Zoe' Langston's Task Force to earn this badge.
    • badge_i28_testsofcombat.png.5aff7d3301c8d7b15dcb68b07d6bb3f0.png Tested By Combat - Complete all six standard Tests of Combat offered by The Watcher, Teleute in the Core of the Labyrinth of Fog.
    • badge_i28_testofapathy.png.28d43f7f2e3586ab78c074ffd19323cc.png Chromatic Combatant - Complete the Test of Apathy offered by The Watcher, Teleute in the Core of the Labyrinth of Fog.
    • Psychopomp.png.35f67260d5eff157b1862081d2715f28.png Psychopomp - Complete Wylie Galloway's Story Arc to earn this badge.

     

    Achievements

    • badge_i28_ZTF_achievement.png.cf6b74a4e9ad7a3272d9d546d3d4a97b.png Snow Warning - Defeat Flashfreeze in Marigold 'Zoe' Langston's Task Force on Advanced Mode without anybody on the team being hit by her Cryonic Judgement special attack.Complete Marigold 'Zoe' Langston's Task Force to earn this badge.
    • badge_i28_ZTF_achievement.png.cf6b74a4e9ad7a3272d9d546d3d4a97b.png Jailbreaker - Defeat all five unique CHB prisoner arch-villains encountered during Marigold 'Zoe' Langston's Task Force to earn this badge.
    • badge_i28_ZTF_achievement.png.cf6b74a4e9ad7a3272d9d546d3d4a97b.png Subterranean Striker - Defeat all three arch-villain enemies while exploring underground in Marigold 'Zoe' Langston's Task Force on Advanced Mode to earn this badge.
    • badge_i28_ZTF_achievement.png.cf6b74a4e9ad7a3272d9d546d3d4a97b.png Knockback King / Queen - Defeat 50 enemies via [CRUNCH] on the final mission of Marigold 'Zoe' Langston's Task Force.
    • badge_i28_ZTF_master.png.7a4bd95c557cefa3306aeebbd3387c8a.png Master of Zoe's Task Force - Achieve the following special achievements during Marigold 'Zoe' Langston's Task Force: Snow Warning, Jailbreaker, Subterranean Striker, and Knockback King/Queen.

     

    Defeats

    • badge_i28_defeat_hydra.png.8f49f7c502e125bd5bbb0f3805d8ee8c.png Mutated Marauder - Defeat 100 Hydra enemies to earn this badge.

     

    Exploration

    • badge_i28_tourism_labyrinth.png.0e7182b8b4945f318d63bb55ad1b95ba.png Lucid Dreamer - Reach the Origin of Apotheosis inside the Labyrinth of Fog to earn this badge.

     

    Adjustments

    • badge_i28_accolade_labyrinth.png.22254fd0c01d85e2bbf5a96ab46a8a7b.png Conqueror of the Labyrinth - Adjusted perk description in badge text to mention its new perk.

    • Accolade_LabyrinthConqueror.png.5803839e995acf7fc51b8cf653fd526d.png Self: +Max HP, +Max Endurance (Labyrinth of Fog Only)

     


    Badge Tracker & Profile Customization

    Badge Tracker

    • New functionality added to track the progress of individual badges has been added via new window.
    • This can be accessed by selecting a badge you don't own and then clicking the track button.

    badgetracker.PNG.04a93eadee2c0749287cbf9b6d68bc9a.PNG

    badgetracker.PNG.f9c32bcb3697725c09954d7fa509dfba.PNG

     

    • Pin badge art to Personal Info window.
    • Hinted badges no longer show their name as "Unknown".

     

    Profile Customization

    • Clicking on a badge in the Badges window no longer sets it as a title.
    • Changed the "Clear Badge Title" button to a Set/Clear toggle.

    badgetitle.PNG.0de88bc4d199a9738284747cff86f444.PNG

     

    • Pin the selected badge art to your Personal Info window.

    profilebadge.PNG.4836382054c300599fc4e93e63063eca.PNG

     

    • If no badge is selected, displays the City of Heroes promotional Origin images for the character!

    profilebanner.PNG.f71a030cbd9a1ed4d271026c083a56f3.PNG

     

    • Add  /info_pin_badge  to pick a specific badge.
      • 0 to follow the selected one
      • -1 to always use the origin art
      • -2 to remove the art entirely.
    • The badge title of a targeted character will now update when their Info window is opened.

     


    Costumes

    New Costume Parts

    • Huge > Hats > Face > Troll*
      • *Hats and details that clip too much with this head are mutually exclusive when selecting it.

     


    Rewards

    Vanity Pets

    • The Four Generals of Achlys drop mini pet recipes of themselves at 1% (1 in 100) chance per defeat.

      • These recipes are tradeable on the Auction House.

     

    • The Giant Monster Nemesis that spawns during Nemesis Invasion zone events now drops 2 Unstable Aether and a 10% (1 in 10) drop chance at a mini pet recipe for a Mini Nemesis.

      • This recipe is tradeable on the Auction House.

     

    • Nemesis Bosses now drop a mini pet recipe for a Nemesis Jaeger at 0.1% (1 in 1000) chance per defeat.

      • This recipe is tradeable on the Auction House.

     

    Salvage

    • Renamed 'Enhancement Converters' shop category to 'Enhancement Salvage' on Merit Vendors for clarity.
    • The following Invention Salvage have had their icons tweaked so that no salvage from the same category reuses the same icon twice:
      • Salvage_ExoticCompound_png.png.03914b37ffd26e2f0e0c01812e6ead32.png Temporal Sands 
      • Salvage_Treatise_png.png.4f0723c979da47adeb4cf9dd04862f8d.png Mathematic Proof
      • salvage_Notesold.png.5e2e9a52abc2161706f778b375d10d47.png Chemical Formula
      • Salvage_Ciafiles.png.a71a6ed8c98955c949f1e88251fac356.png Conspiratorial Evidence
      • Salvage_CrystalCodexFragments.png.e599eab8d2cb5cc6b15c271181230124.png Spell Scroll
      • Salvage_ArachnoidVenom.png.42c2161764c9d25fc24446b0e8b2849e.png Demonic Blood Sample
      • Salvage_Potions.png.f76d26116b233d03ddc9009855ec3fac.png Blood of the Incarnate
    • salvage_UnstableAetherParticle.png.cdd5bba9082dff3e31d85dbf7f185596.png Monstrous Aether salvage has been renamed to -> Unstable Aether and now primarily serves the purpose of being a sub-currency (3 to 1) of Prismatic Aether.
    • The Benevolabs vendor option for Monster Pet recipes has been retired as the buffed drop rates on recipes has rendered this option unneeded.

     

    Combat Dummies

    • Combat Dummies are now their own category of power, and display on the player's information page.
      • The existing combat dummy accolade, the Vanguard MDC has already been converted into this new category.

     


    Events

    Nemesis Invasion

    • The Invasion Nemesis Giant Monster that spawns during the Nemesis Invasion event is now a Nemesis Cavalier.
    • Invasion Nemesis drops a mini pet recipe for a Mini Nemesis at a 10% (1 in 10) drop rate like other Giant Monsters.
      • Recipe can be traded and sold on the Auction House.

     


    Enemies

    5th Column

    • Reichsman's Fist of Tyranny now only targets players.

     

    Arachnos

    • Fixed Ghost Widow's Etherealise with bad AIFlag (kHeal instead of kHealAlly).
    • Fixed some Arachnos weapon attacks desynced FX on initial attack.

     

    Carnival of Shadows

    • When Illusionists and Master Illusionists are Held, they now lose access to Phase Shift with a float that says 'Power Lost!'.
      • This is visualized with a black 'World of Confusion' bubble popping on them after being held.

     

    Circle of Thorns

    • Mage Archus, the finale Arch-villain for the Ice Mistral Strike Force, now has a wholly unique powerset, instead of using a generic Mage boss powerset.

     

    Coralax

    • Calystix the Shaper now has a new unique powerset when encountered at higher level such as in Captain Mako's Patron Arc.

     

    Council

    • When Ascendants are Held, they now lose access to Shield with a float that says 'Power Lost!'

     

    Freedom Phalanx

    • Numina now has the Ghost and Undead power tags.

     

    Nemesis

    Soldiers

    • Reduced Nemesis Rifle animation from 3.83s to 2.17s.
    • Reduced Bayonet animation from 2s to 1.67s, decreased recharge from 6s to 4s.
    • Removed interrupt from Triage, increased recharge from 8s to 10s.
    • Reduced Storm Rifle animation from 3.83s to 2.17s.
    • Reduced Flamethrower animation from 6s to 2.33s, decreased recharge from 10s to 8s.
    • Converted Gatling Gun from single target to cone, decreased damage from scale 2.856 to scale 1.989, decreased recharge from 10s to 6s.
    • Added Cutlass melee attack to Cuirasseur/Hussar/Dragoon critters.
    • Added Surgeon variants to Cuirasseur/Hussar/Dragoon critters with Triage, spawnlimit 4.

     

    Jaegers

    • Increased Jaeger Mace disorient from mag 1 to mag 2.
    • Fixed Jaeger Saw checking melee instead of AoE defense, decreased recharge from 14s to 4s.
    • Reduced Jaeger Gun animation from 2s to 1.83s.
    • Reduced Jaeger Cannon animation from 2s to 1.83s, decreased recharge from 10s to 8s.
    • Reduced Gas Grenade animation from 2s to 1.83s.
    • Fixed Explode knockback not targeting foes.
    • Adjusted Resistance to 20% Lethal/Fire resistance, 30% Psionic resistance, 20% Smashing/Cold vulnerability.
    • Removed 10% reward scale penalty.

     

    Officers

    • Reduced Lance Rifle animation from 3.83s to 2.17s, fixed checking lethal instead of fire defense, decreased recharge from 6s to 4s.
    • Converted Lance from pseudopet to primary/secondarytarget setup, reduced animation from 2s to 1.67s.
    • Vengeance now only affects Nemesis and Nemesis Automatons, added AoE type to defense, decreased defense buff from scale 2.0 to scale 1.75, decreased tohit and damage buffs from scale 3.0 to scale 1.75, added scale 1.0 heal.

     

    Snipers

    • Increased range of all sniper ranged attacks to 310 ft.
    • Reduced Gas Grenade animation from 3.83s to 2.17s.
    • Removed 10% reward scale penalty.

     

    War Hulks

    • Converted Pummel from single target to cone, fixed checking smashing instead of lethal defense, decreased recharge from 4s to 3s.
    • Increased Explode damage from scale 1.4 to scale 1.5.
    • Adjusted Resistance to 20% Lethal/Fire resistance, 30% Psionic resistance, 20% Smashing/Cold vulnerability.

     

    Fake Nemesis

    • Refined Nemesis Staff power suite; added resistance debuffs to Staff Bolt and Staff Bomb.
    • Adjusted Protection Shield to buff up to 3 ally targets, added scale 4.0 Toxic resistance, added end drain resistance.
    • Decreased Dispersion Bubble defense from 30% to 15%, increased mez protection from mag 2.0 to mag 5.19.
    • Adjusted Personal Force Field from Untouchable/OnlyAffectSelf to 75% Smashing/Lethal/Fire/Cold/Energy/Negative defense, 40% resistance to all, added recovery and regeneration, now can be cancelled with mez.
    • Adjusted Resistance to 30% Psionic resistance, 20% Cold vulnerability, mag 4.0 sleep protection, mag 2.0 confuse/terrorize protection.

     

    All

    • Increased melee range to 7ft standard.
    • Corrected endurance costs and clarified power descriptions, short help.

     

    Paragon Heroes

    • War Witch in her ghostly incarnation now has the Ghost and Undead power tags.

     

    Praetorians

    • Diabolique now has the Ghost and Undead power tags.

     

    Rikti

    • Restored Rikti enemy costume variety at lower levels.

     

    Rogues Gallery

    • Dr. Quatrexin now displays as Rogues Gallery, as they were never an actual member of Arachnos.
    • Dr. Quatrexin now has a more unique powerset to set him further apart from Black Scorpion.

     

    Sky Raiders

    • Crimson Prototype's Support now only targets players.

     

    Talons Of Vengeance

    • Fixed Siren missing custom continuing/conditional FX in various attacks.
    • Fixed some Talons of Vengeance Snake women sequencers not having proper weapon draw into attack animations, fixed some attacks having shorter animation time displays than the minimum allowed sequencers.

     

    Tsoo

    Brown Ink Men

    • Created new Brown Ink Men as minions for levels 40+, with kinetic melee attacks as an evolution of Green Ink Men.

     

    Ancestor Spirit, Chi Master, Sorcerer

    • Increased max levels from 40 to 54.

     

    Copper Crane, Lightning Leopard, River Dragon, Steel Serpent

    • Expanded power suites to be proper bosses for level 35+.

     

    Powers

    • Fixed Sky Fall unable to cast Lightning Storm.
    • Added missing AI flag to Sorcerer Darkest Night.
    • Removed legacy archetype exclusion from Sorcerer Hurricane debuff.
    • Removed Brawl from 40+ Sorcerers, gain Punch and Wolf Punch.
    • Added scale 1.0 psionic damage to Yellow Ink Man Dominate, decreased recharge from 20s to 16s, increased accuracy from 1.0x to 1.2x.
    • Increased Yellow Ink Man Mesmerize damage from scale 0.8 to scale 1.0, decreased recharge from 16s to 12s, increased accuracy from 1.0x to 1.1x.
    • Reduced Poison Dart animation from 2s to 1.5s, decreased recharge from 15s to 8s, standardized debuffs and DoT to be same duration.
    • Increased Caltrops recharge from 30s to 45s.
    • Reduced Kama animation from 2.87s to 2.17s.
    • Reduced Sai animation from 2.87s to 1.7s.
    • Increased Siphon Power recharge from 8s to 20s, updated to use redirect instead of pseudopet.
    • Reduced Siphon Speed recharge and duration from 60s to 20s.
    • Added inherent flavor resistance to all human Tsoo; 20% smashing resistance, 20% lethal vulnerability.
    • Reduced Ink Men/boss toxic resistance from 50% to 30%.
    • Removed some powers from Tub Ci's power suite to reduce bloat for the AI.
    • All 100% chance hold and disorient effects from powers like Dominate, Petrifying Gaze and -- Cobra Strike now use experimental formula more closely resembling PVP scales; high magnitude, low duration (typically 2-3 scale duration, 4-6 magnitude).
    • Fixed up melee ranges, defense checks, endurance costs, short help and description texts for all powers.

     

    Tsoo Endgame/Dark Astoria

    • All single target powers now use traditional damage formula at a 20% damage penalty (AoEs use normal formula).
    • Replaced Brawl with Thunder Kick for Blue Ink Men.
    • Replaced Brawl with Wolf Punch for Sorcerers/Sorceresses.
    • Added missing damage debuff to Ancestral Warden and Ancestral Sorcerer Quick Strike.
    • Removed ToHit and Damage buffs from Ancestral Guardian Sky Splitter, added Form bonus energy damage.
    • Spirit Ink Archer Poison Gas Arrow now applies sleep instead of hold.

     

    Miscellaneous

    • Added all new Tsoo to Architect Entertainment.
    • Tsoo can now spawn in dealings and arrests in southwest Kallisti Wharf.
    • Adjusted legacy Tsoo mission spawndefs to incorporate Chi Masters to not predominantly spawn Sorcerers as the only lieutenant.
    • Added spawnlimit 1 to each Yellow Ink Man variant (4 total).
    • Quantum Ink Men can now spawn up to 54, and now visually match the other Ink Men in their level range instead of only being Red Ink Men.

     

    Vindicators

    • Woodsman now has the Ghost and Undead power tags.

     


    Zone

    Kings Row

    • New zone gate leading to Perez Park added to the north-east corner of the zone.
    • The Galaxy City connecting tunnel has been restored. Secured by Vanguard, some familiar-looking heroes fight to ensure the danger brewing in Galaxy City can't leak out onto the streets of King's Row!

     

    Independence Port

    • Added Perez Park destination to the freeway sign near the King's Row exit for this zone.

     

    Skyway City

    • Fixed freeway sign heading to King's Row stating it goes to Overbrook and added the Perez Park exit marker.

     

    Kallisti Wharf

    • The Langston Corp Factory has received numerous visual enhancements and updates, and can now be entered!

    screenshot_250912-16-03-09.thumb.jpg.dab87b6865b445627b9543c1fde95bce.jpg

     

    • Added three new submarine doors to the zone for future content purposes.

     

    Perez Park

    • New zone gate leading to King's Row added to the south-west corner of the zone.

     

    Rikti War Zone

    • Added a new 'Vanguard IDC' combat dummy temporary power to the Vanguard Worktables for 50 Vanguard Merits per charge, 10 charges max.
      • Works identically to the Vanguard MDC accolade dummy power.

     

    Grandville

    • The CHB area brought up to same detail level as the ZTF mission.

     


    Maps

    Fixes

    • Fixed missing end room minimap on Tech_45_Layout_07_04.
    • Fixed out of bounds mission spawn on the IOM_Farm_Land_Destroyed map.

     


    Supergroup Bases

    • Removed the star texture from the Surface Tile (Col) base objects.
    • Base editor items have been reorganized and re-categorized.
    • Added Base Editor Help and Search keywords.
    • Control Points for base raids and enhanced Lua raid functionality added.
    • Search now works off DisplayHelp and uses a comma-separated list of tokens.
    • Search field now has a placeholder text to indicate its purpose.
    • Add Help and Tips to the Options menu
    • Fix the "Category" display for items always showing an error string.
    • Add a Help button to the Base Raid window.
    • Supergroup Raid window has been revamped.

     

    Design Notes:

    Spoiler

    The editor items have been reorganized and search functions have been added. The reorganization focused on categorizing items according to function as much as possible, while also disturbing the familiar order of things as little as possible. A great deal of information about items was added into the Info tab. The improved search features include a visible marker that there actually is a search field, a detail that had escaped the attention of some, plus being able to search with two terms, and a vast expansion of what is searchable. Requests for more information on editing commands has also been heard, with information on both editing and searching now available under Options on the editor menu.


    The reorganization focused on categorizing items according to function as much as possible, while still adhering to the familiar structure overall.Emphasis was put on reducing the number of tabs, based on player feedback, and wherever possible the number of items within each tab was kept within a consistent range, which also kept the number of tabs overall lower. To help newer builders understand which items are actually needed in a services base, only the items that are functional and not duplicated were pulled into the Base Services tab, in both arcane and tech styles. Items that are functional but not strictly necessary due to changes from Live have "Legacy" added to their names. Items that used to have a function but now do not are labeled "obsolete". The obsolete, legacy, and inactive items were dispersed to tabs according to their style or perceived function, and may still be used by those that prefer to use them.

     

    There was a massive amount of information added to the "Info" tab, and this is the field the search uses, and also there was more information added in the "Object" window. All is searchable; your search will return anything with the word or part of the word that you type without a #, and only things with those keywords if you use a #. Characteristics that were catalogued and are searchable include:


        Size: Tiny, Small, Large, and Huge. Only the smallest and largest sizes to keep it easy to remember. Tiny is less than 1' in any dimension. Small is less than 2' in any dimension. Large is larger than 64' in any direction, but not over 128'. Huge is over 128' or requires clipping to be enabled to place.
        Appearance: Materials item seems to be made of, such as metal, wood, stone.
        Functions: What the item is and what it is used for, including how experienced builders might commonly use it.
        Color: Major color or colors of item, and whether it is tintable, and what parts may be colored if so.
        Shape: Basic shape of object or of accessible sides.
        Mesh coverage: Is the object complete, one sided, or complete on most sides?
        Sound: Does the object make any noise, and is it loud or subtle?
        FX: Does the item have FX, or, are parts of the item processed as FX that disappear or change behind things that block fx, such as some water tiles or some glass?
        Light: Does the item work as a light source? Is the light colored? Does it come on at night?


    Further information was also given in the Info tab, such as special uses the item might have, and tips on using the item in unique ways if applicable, and unique characteristics, such as items that have no collision. Some of this information is also noted in the Object window, as well as things such as where the object will attach, and if it functions as a floor or wall, etc. All of these things are searchable by #keywords, one to two characteristics at a time, and the applicable keywords are all listed, as well as the object name and tab location.

    The improved search field now has the word "Search" that calls attention to the field's presence. The search will match whatever string you type in by returning anything that matches your input exactly, so, for example if you type in "table" you get tables, but you also get anything listed as "tintable". However, if you use the # in front of your word, you will only get the items with that search term; in this case, #table would only return tables. Items that have been moved from familiar tabs can usually be gathered together by typing "#item" such as, #NPC, which will bring up all the NPCs. #Bar would bring up all bar related items, regardless of whether "bar" was in the object name or not. #Tint, #flat would bring up all items that may be tinted and have at least one flat side, and so forth.

     


    Arena

    • Disabling Large Inspirations also disables Super Inspirations.

     


    Architect Entertainment

    • Architect Entertainment enemies have been extended up to a cap of 55.

     

    Added Enemies

    • Page 3's Tsoo additions added to AE.

     

    Added Maps

    • Map "Containment Tech Lab" added to AE map offerings.
    • Map "Inactive Tech Lab" added to AE map offerings.
    • Map "Port Oakes - Docks & Ship" added to AE map offerings.
    • Map "Port Oakes - Fort Hades" added to AE map offerings.

     

    Map Fixes

    • Fixed missing beacons generator on the lowest floor of the 'Rikti Space Station' map.

     


    Miscellaneous

    User Interface

    • Fixed the Sentinel AT icon from appearing slightly blurry in the League UI window due to texture size.
    • Highlight active task in the Mission window.
      • The button panel in the Missions window remains visible, but dimmed, when the player is not the team leader. This allows players to change their difficulty or abandon a mission when they are not the leader.

     


    Powers

    New Melee Set

    Sonic Melee

    image.thumb.png.778af9cf02254ece1fe1788b0fc79af8.png

    • New Melee Set for Brutes, Tankers, Scrappers and Stalkers
    • Sonic Melee lets you use the power of sound waves to damage your foes with devastating close range sonic attacks that can inflict Migraines, debuffing their resistance to multiple debuffs, and holding foes for a short hold. This can be dramatically increased by using Sound Booster. With the ability to Attune your frequency to your target's, your single target attacks can trigger powerful reverberating damage over time, helping you quickly bring enemies to their knees. 

     

    • Sonic Thrust - Melee, DMG(Energy/Smash), Foe Knockdown, -Res(Debuffs)
      • A focused attack of intense sonic power with high chance to violently knock a nearby foe off their feet. Deals minimal damage, but can be very effective. This power will inflict a strong additional damage over time effect against Attuned targets.

      • This power's highlight icon indicates the last application of its effects is about to expire or has expired.

    • Strident Echo - Melee, DMG(Energy/Smash), Foe -Res(Debuffs), Chance for Hold
      • Strident Echo deals minor damage over time. It has a low chance of causing a migraine, leaving the target shaking in pain and helpless. This power will inflict a strong additional damage over time effect against Attuned targets.
      • This power's highlight icon indicates the last application of its effects is about to expire or has expired.
    • Attune - Melee Toggle, DMG(Energy), +Special
      • A high-intensity sound wave that matches the resonant frequency of your target. This power inflicts continuous damage over time as well as making the target vulnerable to to additional effects from all your attacks.
    • Sound Booster [Tanker/Brute/Scrapper only] - Self +DMG, +To Hit, +Special
      • Greatly boosts your attacks for a few seconds. Slightly increases chance to hit. Moderately increases the duration of mez effects. Moderately increases the chance for Sound Manipulation powers to induce migraines.
    • Build Up [Stalker only] - Self +DMG, +To Hit
      • Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your chance to hit.
    • Sonic Clap - Melee (Cone), DMG(Energy), Foe Disorient, Knockdown
      • You generate a powerful sonic wave that damage foes in front of you with a decent chance to stun and knock them down. This power will inflict 10% bonus damage against Attuned targets.
    • Sandman's Whisper [Tanker/Brute/Scrapper only] - Melee, DMG(Smashing/Energy), Foe Sleep, -Res(DMG)
      • You whisper on your foe's ear with a slumbering effect. Affected foe might fall asleep and will have their damage resistance lowered. This power will inflict 10% bonus damage against Attuned targets.
      • This power's highlight icon indicates the last application of its effects is about to expire or has expired.
    • Assassin's Whisper [Stalker only] - Melee, DMG(Energy/Smashing), Sleep, -Res(DMG)
      • A signature Stalker attack. This attack does superior energy and smashing damage on its own as a frontal attack and cannot be interrupted. However, if it is executed while you are Hidden, this attack will do tremendous damage, as you whisper at your unsuspecting foe. Affected target is likely to fall asleep and have their damage resistances lowered. This attack may be interrupted if you move or are attacked while executing this power and are hidden. Using this power while not hidden has a chance to critically hit equal to 33.3% times the number of stacks of Assassin's Focus. Using Assassin's Strike when not hidden will remove all stacks of Assassin's Focus regardless if you critically hit or not.
    • Deafening Wave - PBAoE Melee, DMG(Energy/Smash), Foe Chance for Hold
      • You create a large field of sonic waves, causing damage to all foes around you. It has a moderate chance of causing migraines, leaving them shaking in pain and helpless. This power will inflict 10% bonus damage against Attuned targets.
    • Earsplitter - Melee, DMG(Energy/Smash), Foe -Res(Debuffs), Chance for Hold
      • You generate an earsplitting sound wave right in the face of your foe, inflicting great damage. It has a good chance of causing a migraine, leaving them shaking in pain and helpless. This power will inflict 10% bonus damage against Attuned targets.
    • Brute Scrapper Stalker Tanker

      1: Sonic Thrust

      1: Strident Echo

      2: Attune

      6: Sound Booster

      8: Sonic Clap

      12: Taunt

      18: Sandman's Whisper

      22: Deafening Wave

      26: Earsplitter

      1: Sonic Thrust

      1: Strident Echo

      2: Attune

      6: Sonic Clap

      8: Sound Booster

      12: Confront

      18: Sandman's Whisper

      22: Deafening Wave

      26: Earsplitter

      1: Sonic Thrust

      1: Strident Echo

      2: Attune

      6: Assassin's Whisper

      8: Build Up

      12: Placate

      18: Sonic Clap

      22: Deafening Wave

      26: Earsplitter

      1: Sonic Thrust

      1: Strident Echo

      4: Attune

      10: Taunt

      16: Sonic Clap

      20: Sound Booster

      24: Sandman's Whisper

      28: Deafening Wave

      30: Earsplitter

     

    General Adjustments

    Set Bonuses

    • Standard Set Bonuses should now last for the full duration of most summoned pseudopets.
    • 40% of your Standard Set Bonuses now applies to henchmen that are within range of Supremacy.
    • Standard Set Bonuses are those granted by multiple enhancements of a set.

     

    Archetype Adjustments

    Masterminds

    • Mastermind summon powers no longer ignore recharge buffs (they still don't accept recharge enhancements, Henchmen still ignore recharge buffs)
    • 40% of your Set Bonuses now applies to henchmen that are within range of Supremacy
    • Mastermind Henchmen now all spawn even level
    • Henchmen modifiers and stat values have been adjusted in order of keeping them about as effective as before on +2 encounters.
    • T1 and T2 henchmen proc damage modifiers have been adjusted in order of keeping them about as effective as before on +3 foes.
    • Tier 1 and 2 henchmen should be expected to have lower DPS against even level and +1, about the same against +2 and perform much better against anything +3 and higher.
    • Tier 1 and 2 henchmen should be somewhat more survivable as they will be hit less often and for less damage.
    • Supremacy now grants a bonus to lower level T1 and T2 henchmen regardless of distance.
      • T1 between lvl 1 and 5: +17 ToHit
      • T1 between lvl 6 and 17: +9 ToHit
      • T2 between lvl 1 and 23: +8 ToHit
    • Henchmen -res debuff modifiers have been adjusted
      • Bosses from 0.1250 to 0.075 at level 50
      • Lts from 0.1 to 0.609 at level 50
      • Minions from 0.075 to 0.045 at level 50
    • Note many other modifiers and stats will have also changed due to the class level adjustments

     

    Summoning Powerset Adjustments
    Beast Mastery

    • Fortify Pack
      • This power no longer locks out Pack Mentality stack gain
      • Now has a highlight ring when Pack Mentality stacks reach 10
    • Call Ravens
      • Power can now only grant one stack of Pack Mentality
    • Personal attacks Call Swarm, Call Hawk, Call Ravens
      • Now grant a 30 second +3% accuracy buff to summoned beasts and the caster when used.
      • Now grant a 30 second +32.128 Max HP buff to summoned beasts and the caster when used.
    • Summon Dire Wolf
      • No longer accepts Resistance enhancements or sets
      • No longer accepts Healing enhancements or sets
    • Summon Lions
      • No longer accepts Defense Enhancements or sets (no Lioness power ever accepted Defense enhancements).
      • No longer accepts Healing enhancements or sets
    • Summon Wolves
      • No longer accepts Healing enhancements
      • No longer accepts ToHit enhancements
    • Train Beasts
      • Now Accepts ToHit enhancements and sets
      • No longer has a recharge time
      • No longer grants Lick Wounds to Lioness
      • No longer grants Growl to Alpha Wolf
      • Now grants Ferocious Growl to Lioness
      • Now grants Howl to Howler Wolf
      • Now grants Howl to Alpha Wolf
      • ToHit enhancements in this power should improve ToHit buffs in Howl of Alpha and Howler Wolves
    • Tame Beasts
      • Now Accepts Healing and Resistance enhancements and sets
      • No longer has a recharge time
      • No longer grants Howl to Howler Wolf
      • No longer grants Howl to Alpha Wolf
      • No longer grants Ferocious Growl to Lioness
      • Now grants Lick Wounds to Lioness
      • No longer grants Growl to Alpha Wolf
      • Dire Wolf Will of the Wild now can be enhanced for resistance
      • Healing enhancements in this power should improve Healing of Alpha Wolf and Lioness' Lick Wounds
      • Healing enhancements in this power should improve Healing of Dire Wolf's Will of the Wild
      • Resistance enhancements in this power should improve Resistances of Dire Wolf's Will of the Wild

     

    Demons

    • Corruption
      • Recharge reduced from 4s to 3s.
      • Endurance cost reduced from 6.5 to 4.368.
      • Damage has not been changed, the power had higher recharge than intended.
      • Toxic DoT should properly display its percentage chance in the power window
    • Lash
      • Recharge reduced from 8s to 5s.
      • Endurance cost reduced from 10.66 to 6.032.
      • Damage has not been changed, the power had higher recharge than intended.
      • Toxic DoT should properly display its percentage chance in the power window
    • Crack Whip
      • Recharge reduced from 15s to 11s.
      • Endurance cost reduced from 17.94 to 11.024.
      • Damage has not been changed, the power had higher recharge than intended.
      • Toxic DoT should properly display its percentage chance in the power window
    • Summon Demons

      • This power no longer accepts Heal enhancements or sets

      • This power no longer accepts Resist enhancements or sets

    • Enchant Demons

      • Now takes Resistance enhancement and Sets

      • No longer has a recharge time

      • No longer grants Abyssal Mending to the Ember Demon

      • Resist enhancements in this power should improve Ember Demon's Ember Shield

    • Abyssal Empowerment

      • Now takes Healing Enhancements and Sets

      • No longer has a recharge time

      • Now grants Abyssal Mending to the Ember Demon

      • Healing enhancements in this power should improve Ember Demon's Abyssal Mending and Abyssal Reconstruction

    Necromancy

    • Specters summoned by personal attacks now last a maximum of 30s
    • Personal attacks now have a 100% chance to summon Specters if the specter summoned by that power is dead or expired.
    • Personal attacks should now have a discrete highlight ring when they are able to summon a specter
    • Enchant Undead

      • This power no longer has a recharge

    • Dark Empowerment

      • This power no longer has a recharge

     

    Thugs

    • Pistols
      • Recharge increased from 3s to 4s, damage has not changed
    • Pistols, Dual Wield and Empty Clips
      • Using these powers will now build Street Cred.
      • Each attack can build Street Cred every 30 seconds.
      • You can have up to 10 stacks of Street Cred
      • As you accumulate Street Cred:
        • The recharge of Gang War is reduced by 5s
        • The chance of summoning additional Posses increases.
        • A posse will show to assist for up to 30s
        • Each stack of Street Cred increases the chances to summon Posses by +9%
        • At 10 stacks, using Gang War will result in all 13 possies showing up
        • All stacks are consumed when Gang War is activated.
        • Street Cred requires owning Gang War and being level 18 or higher
    • Gang War
      • 7th, 8th and 9th possies now have a 75% chance to show up (down from 100%)
      • Recharge lowered from 600s to 300s
      • Duration lowered from 120s to 60s
    • Punks
      • They now have minor resistances against Smash, Lethal, Cold, Toxic and Psionic damage.
    • Arsonist
      • Now has resistances against Lethal, Fire, Cold and Toxic damage.
    • Enforcers
      • They now have minor resistances against Smashing and Lethal damage.
    • Call Enforcer
      • This power no longer takes ToHit Enhancements or Sets
      • This power no longer takes Defense Enhancements or Sets
    • Equip Thugs
      • This power now takes ToHit Enhancements and Sets
      • This power no longer has a recharge
      • ToHit enhancements and sets should now improve the Enforcer's Tactics
    • Upgrade Equipment
      • This power now takes Defense Enhancements and Sets
      • This power no longer has a recharge
      • Defense enhancements and sets should now improve the Enforcer's Maneuvers

    Mercenaries

    • All Henchmen should now have some base damage resistances even before enhancing them via upgrade Equip

    • Equip Mercenary

      • This power no longer has a recharge

    • Tactical Upgrade

      • This power no longer has a recharge

    Ninjas

    • Train Ninjas

      • This power no longer has a recharge

    • Kuji In Zen

      • This power no longer has a recharge

     

    Robotics

    • Equip Robot

      • This power no longer has a recharge

    • Upgrade Robot

      • This power no longer has a recharge

     

    Other Powerset Adjustments

    Miscellaneous

    • Temporary_NemesisStaff.png.81feb9426ee1aebe7d47db501cbc1e3f.png Temporary Powers/Prestige > Nemesis Staff: Cast time reduced from 2.5 seconds to 2 seconds.
    • Temp_Ranged_Heavy.png.709b24147c52cd7815a9e05f61b140aa.png Temporary Powers > Divining Rod: Does not deal bonus damage against Arch-Villain class enemies.
    • Ice_Mastery_FrozenSpear_png.png.d3fa585d44fea10e777d1c8c5990bfa2.png Ice Mastery > Frozen Spear: Fixed this power's projectile firing from the wrong hand.
    • ForceField_ForceBubble.png.97587dfa81e10ca5d6f021af13c71768.png Force Field > Damping Bubble > Excelsion: Fixed using wrong sized bubble FX.
    • Temporary_PowerAnalyzer.png.51c0c5a1193c9bfc4a0e40343f2298cc.png Temporary Powers > Power Analyzer - Can now be used in all content types except PvP.

     

    Bug Fixes

    • Energy Aura > Overload (Sentinels): Fixed a bug where the Sentinel version of this power was not applying it's crash

    • Epic > Electricity Mastery > Shocking Field: Fixed a bug that claimed this power could take Healing enhancement sets. The power does not heal and the set could never be slotted on the power.

    • Gravity Control > Gravity Distortion Field: Fixed the power's icon.

    • Plant Control > Spirit Tree: Fixed a bug in the duration of the pet's status resistances
    • Poison > Venomous Gas: Power info should no longer claim it has 70ft range, the power is a PBAoE
    • Psionic Armor > Aura of Insanity: Fixed a PvP bug where suppression was not properly being triggered by Held or Sleep events
    • Psionic Armor > Aura of Madness: Fixed a PvP bug where suppression was not properly being triggered by Held or Sleep events
    • Psionic Armor > Mask Presence:  Fixed power description
    • Radiation Melee > Atom Smasher: Fixed a bug where the Scrapper version of this power had a target cap of 16 instead of 10
    • Radiation Melee > Proton Sweep: Fixed a bug where the Scrapper version of this power had a target cap of 10 instead of 5
    • Regeneration > Integration (Tanker/Brute): Fixed an issue where this power was only affecting 9 targets, as the caster counted as a target
    • Regeneration > Second Wind: Fixes to the combat spam text
    • Thermal Radiation > Power of the Phoenix (Defenders): Fixed a bug that was preventing this power from activating while targeting an ally player
    • Titan Weapons > All ATs & Enemies: Fixed some Titan Weapons hit fx desynced from animations, causing damage to lag after animation completed.
    • Critters > Malta > Titan: Plasma Blast and Quad Plasma Blast should now properly be resisted by magnitude instead of duration (note the high debuff is still intended in these enemies)

    July 8 Update

    Posted in Page 2 on


    Powers

    • Plant Control > Spirit Tree: Fixed a bug where this power could be repelled moving it away from its visual fx.
    • Thermal Radiation > Power of the Phoenix: Fixed a bug where the Defender version of this power was only usable on foes.
    • Epic > Dark Mastery > Soul Consumption:
      • Fixed a bug where the Defender version of this power was recharging in 1000s instead of 600s.
      • Fixed a bug where the endurance drain and +end of the Defender version of the power was scale 2 instead of scale 1, as the other versions.
    • Regeneration > Second Wind: Fix for an issue where refreshing this power before it has expired would result in no refreshing of the self resurrect effect.
    • Psionic Armor > Impose Presence: Fixed an issue where this power was available at level 10 instead of level 8.
    • Confuse: Fixed an issue where most AVs and GMs became highly resistant to confuse.
    • Regeneration > Reactive Regeneration:

      • [PvP only] Corrected a bug where only Brutes got the base +regen reduction change, change now also applies to Scrappers, Stalkers and Tankers.

      • [PvP only] Reduced +regeneration stacks from scale 0.25 to scale 0.08.

      • [PvP only] Regen Resistance granted by stacks in this power has been removed in PvP.

      • [PvP only] Reverted the removal of -Regen Resistance, as it was removed from the incorrect power.

     


    Costume

    Costumes Fixes

    • Fixed Asymmetrical Gloves on Huge Robe and Jacket that were using the wrong models and rendering incorrectly.
    • Fixed Asymmetrical Gloves on Female Sleeveless Jacket that were using the wrong models and rendering incorrectly.

     


    Zones

    Kallisti Wharf

    • Fixed errant spawn exit points on the Kallisti Wharf supergroup base portal causing players to become stuck.
    • Fixed an area on the east side that caused pedestrians to accumulate without escape.
    • Fixed pathing beacons to indoor locations.
    • Moved a plaque out of the pedestrian walking path.

     

    Labyrinth of Fog

    • Fixed a variable error that caused the Minotaur's 'moo' sound effect to not play.

     


    Rewards

    Aether Reward Fixes

    • Merit_Costume_Power.png.76fcd192f7ed2a3e5493bb0a8b5333a4.png Effect: Luminous - Restored previous customization, labeled 'Eyes and Body' for clarity.
    • Merit_Costume_Power.png.76fcd192f7ed2a3e5493bb0a8b5333a4.png Effect: Umbral - Restored previous customization, labeled 'Eyes and Body' for clarity.

     


    Tasks

    General - Advanced Mode

    • Arachnos Soldiers/Arachnos Widows who own the Bane/Night Widow stealth powers are not targeted by map-wide DoT effects.

     

    Erin West - 'Cutting Back Old Growth'

    • Renamed the Alpha Team members.
    • Removing need for players to turn in the final mission.

     

    Alexander the Great - 'Know They Enemy'

    • Added visual clarity to the last portal the player needs to take in the finale mission.
    • Text clean up.

     

    Robert Kogan - 'The Sunlight and the Spotlight'

    • Fixed badge not granting at arc completion.
      • Those who previously completed the arc will receive the badge retroactively.
    • Fixed dialog tags and arcvars.
    • Removing need for players to turn in the final mission.
    • Added missing moral choice rewards to Kogan.
    • Fixed a gender reference in Kogan.
    • Fixing Major Benjamin's dialog so it doesn't fire all at once.

     

    Dap-Dap the Deal Maka' - 'Mergers and Acquisitions'

    • Mission 1: Glowie that is tied to Skulls arc completion is now what unlocks the back door, allowing full team access without teleportation from team leader.
    • Mission 2: Glowie added that depends on team leader owning the Illusionist badge, unlocks secret room, allowing full team access without teleportation from team leader.
    • Mission 5: Additional script redundancy awarding the ArcVar for the Dreck Ambush scenario and awarding the bonus mission.
    • Fixes to mini maps for various missions.
    • Fixed a typo in the lab turrets.
    • Changes to finale to prevent softlock.
    • Changes Dap-Dap's behaviors to go back to Combat once he's recovered from being downed.

     


    Enemies

    The Awakened

    • Lowered Conduit Psychic Battery from 40% to-hit to 10%, 20% damage buff to 16%.
    • Lowered Psionic Blast damage from scale 2.12 to scale 1.8.
    • Standardized Psionic Wounds to scale 1.64 DoT.

     

    Blackwing

    • Increased Coordinator Mind Link defense from 10% to 15%.
    • Increased Psionic Coordination defense from 5% to 7.5%.

     

    Freaklok

    • Removed Accelerate Metabolism from Freaklok Eidolon.
    • Increased Freaklok Eidolon Focus defense from 20% to 30%.
    • Removed Heart of Darkness from Freaklok Eidolon.
    • Removed Focus from Shambling Luminous Eidolon.
    • Removed Dark Regeneration from Shambling Mire Eidolon.
    • Removed Oppressive Gloom from Shambling Murk Eidolon.
    • Fixed some versions of Immolation with mismatched effects from other versions (all should now be a ToHit/Damage/Recharge buff).

     

    Nemesis Automatons

    • Fixed General Automaton with 300% instead of 30% Psionic resistance.

     

    Vanguard

    • Assault and Tactics updated to pseudotoggles that can be suppressed with mez or End drain.
    • Increased Bayonet animation time from 1.17s to 1.67s.
    • Decreased Burst animation time from 2.2s to 1s.
    • Plasma Blast given its own FX (was using Willie Pete Round's), increased recharge from 4s to 8s, decreased regeneration debuff from 500% for 30s to 200% for 15s.
    • Decreased SIGIL Round animation time from 3.83s to 2.17s.
    • Fixed Defense Aura having an activateperiod of 20s instead of 4s, missing an endurance cost and recharge time.
    • Fixed Freezing Sphere being a ranged attack instead of a melee AoE.
    • Decreased Ice Blast damage from scale 1.64 to scale 1.32, increased recharge from 5s to 6s.
    • Increased Life Drain damage from scale 1.0 to scale 1.64.
    • Fixed Vanguard Rifles and Claws having desynced attack FX on initial weapon draw.
    • Fixed Focus and Shockwave having swapped attack FX.
    • Fixed Vanguard Claws attack ranges being copied from endurance costs.

     

    Warriors

    • Decreased Reflexes defense from 15% to 10%.
    • Increased Practiced Brawler defense from 15% to 30%.
    • Increased Heightened Senses defense from 15% and 5% to 30% and 10%.

     

    Wyvern

    • Removed Talon Flash Arrow from Wing Raptor Agent.
    • Removed Eagle Eye from all Wyvern that appear in missions (still retained in overworld).
    • Increased Sting Agent and Raptor Agent piercing arrow resistance debuff from 5% to 10%.
    • Removed disorient protection/resistance from Body Armor, added perception debuff resistance.
    • Fixed a few Wyvern units missing Body Armor.

     

    Various

    • Increased reward scales for various Awakened, Freaklok, Gold Brickers, Paragon Police, Skulls, Vanguard, Warriors, and Wyvern to be more appropriate for their respective difficulty levels.

     


    Mission Maps

    Igneous Lava Cave

    • Fixed a minimap extents error on this mission map.

     


    Miscellaneous

    Name Tags

    • When using a name tag such as Helper, Help Me, or Roleplayer, your name color is no longer changed.

    June 24 Update

    Posted in Page 2 on


    Powers

    • Psionic Armor > Consume Psyche / Devour Psyche

      • Fixed a bug where this power would pop up red "First Target Only" popups every time it was used
      • Fixed a bug where the Res(Heal) debuff was being suppressed
    • Psionic Armor > Memento Mori

      • Fixed a timing issue with the conscious usage auto self rez
    • Dark Armor >Soul Transfer

      • Fixed a timing issue with the conscious usage auto self rez
    • Self Rez

      • Players will now be stealthed in PvE while under the effects of self-rez Untouchable buffs
    • Electric Control > Conductive Aura

      • Fixed an issue where the recovery/regen buff from this power was not stacking
    • Electric Armor > Grounded

      • Off-ground duration of KB protection dialed back to 5 seconds
    • Text issues

      • Fixed an issue where some powers had too many back-to-back line breaks
    • Pyrotechnic Control > Glittering Column

      • Due to bugs with this power, various aspects were reimplemented
      • The power should no longer grant some players a Glitter Explosion power
      • -ToHit debuff moved to it's own Aura Power, separate from the taunt and explosion.
        • This aura can hit 16 targets in a 15ft radius and the effect lingers for 10s
        • The aura starts from the moment the Column is created, but requires a ToHit check to apply per tick.
    • Robotics > Maintenance Drone

      • Fixed an issue where this power was not spending the pet's HP
    • Regeneration > Instant Healing [PvP only]

      • [PvP only] Reduced unenhanceable regeneration from scale 6.00 to scale 4.00
    • Regeneration > Reactive Regeneration

      • [PvP only] Reduced base +regeneration from scale 2.00 + to scale 0.80
      • [PvP only] Reduced +regeneration stacks from scale 0.25 to scale 0.08
    • Regeneration > Reactive Regeneration

      • [PvP only] Remove resistance to -regen in PvP
    • Tankers:

      • The following powers were inadvertently boosted in radius when they were not intended to. These radius boosts have been rolled back.
        • Dark Melee > Dark Consumption
        • Dark Melee > Soul Drain

     


    Badges

    City Badge Tracker

    • Increased max memory limit on the tracker's script to prevent it from crashing when used by a lot of players over time.

     


    Tasks

    Erin West - 'Cutting Back Old Growth'

    • Fixes to bugs in Mission1_2 and Mission 3_5.

     

    Robert Kogan - 'The Sun and the Spotlight'

    • Fix to wrong actor speaking in Kogan tip mission.

    • Fixing looping dialog.

     


    Miscellaneous

    New Player Experience

    • Update to Welcome Message Dialogue to account for Roleplaying Role and thematic font colors.

     


    Issue 28, Page 2

    Posted in Page 2 on



    i28p2_banner.png.37b2ace89cef3016dc39793816f4a58a.png

     



    Patch Notes - Issue 28: Legacy, Page 2



    What's New in Issue 28, Page 2?

     

    Marquee Features

    • The Kallisti Wharf Zone Comes To Life!
    • Five (5) Brand New Kallisti Wharf Story Arcs + Repeatable Missions!
    • New Enemy Group: Blackwing Industries
    • New Control Powerset: Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Pyrotechnic Control
    • New Armor Powerset: image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Psionic Armor

     

    Powers & Gameplay Adjustments

    • New Control Mechanic: Deep Sleep
    • Controller & Tanker Inherent Changes
    • Armor Powerset Balancing Pass
    • Balance Tweaks & Fixes

     

    Various Adjustments, Improvements & Fixes

    • New Costume Parts (60+), Aether Rewards, Vanity Pets and more!
    • Over twenty (21) new Badges!
    • Many bug fixes!
    • ...and much, much more!

     



    CURRENT KNOWN ISSUES

    Spoiler
    • Psionic Armor > Consume Psyche / Devour Psyche

      • This power would pop up red "First Target Only" popups every time it was used

      • Res(Heal) debuff is being suppressed

    • Psionic Armor > Memento Mori

      • There is a timing issue that might result in the player resurrecting outside the intended 45s window

    • Psionic Armor > Aura of Insanity

      • This power should accept ATOs

    • Dark Armor >Soul Transfer

      • There is a timing issue that might result in the player resurrecting outside the intended 45s window



    Marquee Features



    Kallisti Wharf Zone Comes To Life! 

    • Kallisti Wharf has been given a substantial amount of work to bring the zone to life/parity with other city zones!

    screenshot_250423-14-45-59.thumb.jpg.d31a4650120e2204ba079e66d92aacf6.jpg

     At last! Kallisti Wharf is a fully realized zone! 

     

    Zone Improvements

    • As stated on the tram/submarine destination, Kallisti Wharf is a Level 40-50 co-op zone.
    • Kallisti Wharf now has eight standard exploration badges and an accolade, same as other zones.
      • New Tour Guides are available to help people locate all the new badges!
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few previously unused tracks, and a couple of favorite older classics!
    • Numerous extra Day Job locations added to the zone:
      • Blackwing Headquarters: Badge_DayJob_LawEnforcement.png.d1dae435f494221975619cbce0e0a431.png Law Enforcer / Dirty Cop
      • Crey Towers: Badge_DayJob_CreyEmployee.png.2aa3ee6ec4aa64677c4416929424f7f6.png Crey Employee / Crey Test Subject
      • Wentworths: Badge_DayJob_Auctioneer.png.7282c3b28033d80e4234456e5e5c81ef.png Day Trader / Marketeer
      • Vanguard Outpost: Badge_DayJob_VanguardRecruit.png.a75b032998899bc2a68771e7f4ee3f33.png Vanguard Recruit

     

    Enemies Encountered

    • Added ambient atmospheric/combat spawns to the entirety of the zone.
    • The following are the main enemy groups found in Kallisti Wharf:
      • Blackwing Industries [NEW]
      • Freaklok
      • Crey
      • Freakshow
      • Warriors
      • Skulls
      • The Awakened
      • Unified People's Army (UPA)
      • Wyvern

     

    screenshot_250423-14-46-27.thumb.jpg.6346779d447baf46fcd17e137f69a4ff.jpg

     Watch out, the Freaklok are out in force! 

     

    Giant Monster Event

    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.

     

    • Drops six (6) Reward Merits, two (2) Monstrous Aether on defeat, and a low chance (10%) for Pet: Mini P.E.A.C.E. Keeper invention recipe.
      • This recipe can be freely traded like other Giant Monster vanity pet recipes, and also drops from the randomized pet recipe pool found on the Benevolabs vendors located inside Vault Reserve locations.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.

     

    screenshot_250423-14-45-22.thumb.jpg.2418b57f43629512f8a8d8afa484ba50.jpg

     Blackwing Industries is dedicated to ensuring the safety and security of Kallisti Wharf! 

     


     


    New Story Arc

    Mergers and Acquisitions - Dap-Dap the Deal-Maka (Level 40-50)

    “Once ‘Down with the street’, Dap-Dap the Deal-Maka’ has exhausted his fifteen minutes of fame for being quotable in the replays of his arrest video where he got pinched for a weapons deal with Nemesis. Since leaving the spotlight, he’s found new purpose selling his services to the Freaklok in a bid to help establish them.

     

    In this madcap escapade that resembles kayfabe more than negotiation, Dap-Dap will direct you to interface with nearly every faction in the Wharf as the Freaklok establish legitimacy and a foothold in the Old Slough.”

     

    screenshot_250422-18-07-04.thumb.jpg.57909c1f75c45da6ff8b3f4fceb58520.jpg

    • CONTACT: Dap-Dap the Deal-Maka
    • LOCATION: Kallisti Wharf /thumbtack 1578 47 4995
    • ALIGNMENT / LEVEL: Villain, Level 40-50
    • OUROBOROS / ARC: 28.02

     


    Cutting Back Old Growth - Erin West (Level 40-50)

    “'Crey CARES!' That's the tagline of Crey's newest PR campaign, engineered by their rising marketing star, Erin West. Now she's got a new plan... hire a 'rogue with a heart of gold' to lead Alpha Team, the premiere subteam of the Altruist Division, Crey's new supergroup of unmasked Paragon Protectors known as the 'Real-ID Protectors'. And you are just the rogue to play the role, regardless of the actual makeup of your heart." 

     

    screenshot_250422-17-05-54.thumb.jpg.3567921dc5691b409807c1c463727e79.jpg

    • CONTACT: Erin West
    • LOCATION: Kallisti Wharf /thumbtack 7213 55 2649
    • ALIGNMENT / LEVEL: Rogue, Level 40-50
    • OUROBOROS / ARC: 28.03

     


    The Sunlight and the Spotlight - Robert Kogan (Level 40-50)

    Crey's new super group, Altruist Division, has been gaining fame for their fight against crime in Kallisti Wharf. Though not everyone buys Crey's intentions, the heroes themselves seem forthright. When they beat you to investigating a tip about the Skulls and Family, Robert Kogan, an investigative reporter for a progressive, independent newspaper, introduces himself. He also doesn't believe Altruist Division is all they claim to be and wants your help in finding concrete proof... Or, if nothing else, causing the public to question their existence."

     

    screenshot_250422-16-59-35.thumb.jpg.1a38ad31892f4f08a114dd7723da84ab.jpg

    • CONTACT: Robert Kogan (The contact requires completing the tip mission "Skulls vs Family" first.)
    • LOCATION: Kallisti Wharf /thumbtack 1789 57 3436
    • ALIGNMENT / LEVEL: Vigilante, Level 40-50
    • OUROBOROS / ARC: 28.04

     


    Know Thy Enemy - Alexander the Great (Level 40-50)

    “Alexander the Great asks you to engage in strategic strikes against Warrior outposts and supply routes, to get to the bottom of their current operations in Kallisti Wharf. He suspects that something is terribly wrong with the upper ranks of the Warriors, but he can’t prove anything.”

     

    screenshot_250422-17-06-14.thumb.jpg.8ce87000347b9ad9dbd2f798b0e3b5a7.jpg

    • CONTACT: Alexander the Great
    • LOCATION: Kallisti Wharf /thumbtack 2147.2 11.9 -423.5
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.05

     


    Hunting the Hunters - Adelard Ziegler (Level 40-50)

    “Adelard Ziegler has contacted you to work on his behalf as the acting force behind his investigation into the Council. The Council’s Void Hunter division has been a subject of much controversy and rumor, and now have suddenly withdrawn from active duty. On top of that, the black market sales of their Void Rifles to other factions seem to be drying up or delivering ‘Dead on Arrival’.

     

    Players will aid Adelard is determining what has happened to the most dangerous and notorious cadre within the Council to see if they are retiring, mutinying, or worse…”

     

    screenshot_250422-17-00-27.thumb.jpg.8b7cf4f31b429b2d26f61cbfb4f6cbf3.jpg

    • CONTACT: Adelard Ziegler
    • LOCATION: Kallisti Wharf /thumbtack 6072 65 1304
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.06

     

     


    Kallisti Wharf Repeatable Missions - Levels 40-50

    • Players can take repeatable tasks from either of Kallisti Wharf's two mission brokers, depending on alignment:

     

    brokers_V2.thumb.jpg.828e2ee19ec16d5402859a7be521a821.jpg

    • CONTACT: Blackwing Liason (Hero) or Broker Chip (Villain)
    • LOCATION: Kallisti Wharf /thumbtack 5816 46 2511 or /thumbtack 1829 43 2458
    • ALIGNMENT / LEVEL: Any, Level 40-50

     


    New Enemy Group: Blackwing Industries

    • Now available in Architect Entertainment!

    screenshot_250530-15-10-34.thumb.jpg.ffa5e7c5dabd8498a3c7c8e81407a264.jpg

     These men & women ensure that the Kallisti Wharf citizenry remain protected from super threats! 

    Who Are They?

    • Blackwing Industries is a private military company that has been contracted by Emil Christie to replace the Paragon Police in protecting Kallisti Wharf. The branch of their company that is responsible for this task is known as: P.E.A.C.E. (Police Emergency Action & Crisis Engagement).
    • They've been specially-trained and armed with cutting-edge technology to excel in suppressing meta human threats! These men & women are dedicated to maintaining peace and order in the zone that is their jurisdiction.

     

    What Can They Do?

    • Most Blackwing Industries personnel are decked out in the group's trademarked Excelsion armor, nano-carbon kinetic dampening interlocking hex plates. This armor gives them resistance to conventional weaponry, but also leaves them vulnerable to Toxic!
    • Most of the group gets access to more attacks when below 75% HP!

     

    • The group deals a variety of damage types, however the most notable are:
      • Range: Cold/Toxic (major), Fire/Psionic (minor)
      • Melee: Smashing/Energy (major), Lethal/Fire/Toxic (minor)
      • AoE: Fire/Psionic (major), Cold (minor)

     

    The following Blackwing Industries critters are noteworthy threats for their powers and behaviors! (Spoilers for those who wish to fight them blind!) This is only a partial list, detailing some parts of the enemy group's roster:

    Spoiler



    P.E.A.C.E. Medic (Lieutenant)

    Armed in red/white with warp packs, these teleporting medics keep Blackwing personnel healthy. Prone to dropping Triage Beacons and zipping away, they try to avoid direct combat while also keeping their allies supported.

     

    Best to target them early!

     

    Medics_V2.PNG.61e56400b672c39b57c466902f738b76.PNG

     Target the white & red or you might end up black & blue! 




    P.E.A.C.E. Phantom (Lieutenant)

    Armed in purple with impervium katanas, these operatives can see through stealth with specular implants in their eyes.

     

    Watch out, they will utilize a particularly dangerous Assassin's Strike combo when cornered!

     

    Phantoms_V2.PNG.38ac7b964287dadd762d4c8297b77065.PNG

     You may not see them, but they can definitely see you! 




    P.E.A.C.E. Ballistier (Boss)

    Boasting a pair of rocket boots and jet wings, these airborne agents will rain down a variety of grenades, creating damage and debuff patches players will have to avoid.

     

    Counters melee threats with thruster-boosted kicks!

     

    Ballistiers_V2.PNG.f69abd63889776e7bdad288d2694364b.PNG

     Really putting the 'wing' in Blackwing! 




    P.E.A.C.E. Commander (Boss)

    These armored tanks boast distinctive rounded shoulder pads and are fully decked out head-to-toe in Excelsion body armor. They utilize the only weaponized application of the Excelsion system, compressing kinetic energy into an array of deadly blows.

     

    Commander's lead the charge and will zip into the fray with a Burst of Speed!

     

    Commanders_V2.PNG.26209fc5e226e350b0b826cb291bcb20.PNG

     These guys are straight-up fighters, tough with no tricks! 




    P.E.A.C.E. Coordinator (Boss)

    The most enigmatic operatives amongst Blackwing's ranks, the Coordinators are bionic psychics who link P.E.A.C.E. squads together mentally, granting them shared senses mentally, creating their second-to-none coordination on the field.

     

    These support units will prefer to stay in the back lines and buff their team. When engaged, they can direct nearby Blackwing personnel to target a specific player!

     

    Coordinators_V2.PNG.c067baf99163e5de37b66aa67c56b1de.PNG

     Mentally-linked Blackwing agents? Dangerous! Take these guys out quick! 




    P.E.A.C.E. Neutralizer (Elite Boss)

    These Elite Bosses are without a doubt, the most dangerous of Blackwing Industries' P.E.A.C.E. units. The Neutralizer carries back-mounted heavy weapons and suppressive cannons that are designed to (You guessed it!) neutralize superhuman targets.

     

    Fortunately, due to prohibitive costs, these operatives are not widespread in deployment.

     

    neutralizer_v2.PNG.173dfe4f5b9f89fefe970103f470bb28.PNG

     If Blackwing is sending these guys into the field, you've been deemed a top level threat! 




    P.E.A.C.E. Keeper (???)

    There are rumors that Blackwing Industries has an even more impressive mobile weapon platform, but details on it have been scarce. If the group feels like they're losing their control over Kallisti Wharf, they might be forced to deploy their secret weapon!

     

    Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png

     

     

     


    New Powerset: Pyrotechnic Control (Controllers, Dominators)

    pyrosetexample.thumb.png.dcb49cbad8b3abf34b5f7a4d1d7141eb.png

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to five enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Brilliant Barrage

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura

    • Toggle: PBAoE, Chance for Blast Off. -ToHit, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     


    New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers)

    psiarmor.thumb.png.cae01d8b89ae1643b87c2168ea363c1e.png

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will!

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall: 

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Madness

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, -Damage(All), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will see their damage reduced. This power allows you to use your own Hit Points to keep enemies near you disabled. The power costs no endurance but can be dangerous to use.

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Mori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Using this power while conscious will give you one opportunity to get back up should you be defeated while its effects are active.

     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Sentinels:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori 

    Stalkers:

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori

     


    Powers & Gameplay Adjustments


    Sleep Revamp

    Stacking

    • Sleep is no longer canceled by damage or any canceling event unless the target is already asleep. This allows for sleep to be stacked even if the sleep-casting power does damage, and sleep stacks that don't render the target asleep won't vanish if the target is hurt but awake.

     
    Deep Sleep

    • This is a new variant of sleep. Deep Sleep is stickier than regular sleep. Enemies under its effect don't instantly wake up if damaged, instead the duration of their sleep is shortened. How much the sleep is shortened depends on the enemy rank, with minions taking more attacks to wake up and AVs being woken up by a single hit.

     

    The following powers have been flagged as Deep Sleep:

    • ArsenalControl Tranquilizer.png Arsenal Control > Tranquilizer
    • EarthGrasp SaltPillars.png Earth Control > Salt Crystals
    • IceFormation FlashFreeze.png Ice Control > Flash Freeze
    • MentalControl Hypnotize.png Mind Control > Mesmerize
    • MentalControl MassHypnosis.png Mind Control > Mass Hypnosis
    • PlantControl SporeBurst.png Plant Control > Spore Burst
    • image.png.7652f75e883f65de1691114ba569c13c.png Pyrotechnic Control > Hypnotizing Lights
    • SymphonyControl SleepST.png Symphony Control > Enfeebling Lullaby

     

    Quote

    Design Notes:

    This new mechanic should make many (not all) sleep effects in the game much more powerful as control tools. Note that auto-hit sleep powers will only apply a weaker old-style sleep if they fail their hit-roll.

     

    Pulsing sleep powers like Sleep Grenade and Static Field will not be converted to Deep Sleep.

     

    Misc Changes

    There has been an implementation change to critter tables and their maximum levels. This does not change critter maximum level directly, but it gives designers the ability to expand in the future

     

    Quote

    Design Notes:

    There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. The most obvious impact should be level 54 foes potentially having up to +2% extra HP, something some number crunchers may notice while parsing some optimized farms.

     

    Please keep your eyes open for any oddity in behaviors, especially on player pets or critters above level 50.

     

    Critters Only:

    • All -regen debuffs (not flagged to be irresistible) should now be resisted by magnitude, not duration.
    • Reduced the magnitude of many (not all) low recharge -regen debuffs with magnitudes greater than -100%.

     


    Archetype Inherent Changes

    Archetypeicon_controller.png.ec94d9477c01d20f1440ec62a0b0a141.png Controllers

    • Controllers inherent now allows them to command their Tier 9 pets.
    • Containment now also triggers on critters that are Terrified.
    • Containment now also triggers on critters that have been asleep in the last 3 seconds.
    • Containment damage now has an additional "Containment" float message across all sets.
    • The following controller pets now have a 33.33% chance to proc containment damage:
      • ArsenalControl GunTurret.png Arsenal Control > Tri-Cannon
      • DarknessControl Haunt.png Darkness Control > Shades
      • DarknessControl UmbraBeast.png Darkness Control > Umbra Beast
      • EarthGrasp VolcanicGasses.png Earth Control > Volcanic Gases
      • EarthGrasp AnimateStone.png Earth Control > Animated Stone
      • ElectricControl Gremlins.png Electric Control > Gremlins
      • FireTrap Bonfire.png Fire Control > Bonfire
      • FireTrap FireImps.png Fire Control > Fire Imps
      • GravityControl Singularity.png Gravity Control > Singularity
      • IceFormation IceSlick.png Ice Control > Ice Slick
      • IceFormation JackFrost.png Ice Control > Jack Frost
      • Illusions Phantasm.png Illusion Control > Phantasm
      • PlantControl CarrionCreeper.png Plant Control > Carrion Creepers (Entangle attack only)
      • PlantControl VenusFlytrap.png Plant Control > Fly Trap
      • image.png.96c71ecd339abf27132ef907b941f9cd.png Pyrotechnic Control > Catherine Wheel
      • SymphonyControl Pet.png Symphony Control > Reverberant

     

    Quote

    Design Notes:

    These changes should make many control sets a lot more viable for controllers, especially Electric and Arsenal control.

     

    Archetypeicon tanker.png Tankers

    • Self damage buff lowered from 1.0x to 0.875x.
    • -Res modifiers lowered to match other melee ATs.
    • Diminishing returns:
      • All powers Melee set powers that go over their standard caps will inflict work at 1/3rd efficiency on those targets
      • Gauntlet is immune to these diminishing returns
    • Removed passive global Arc/Radius buff
    • Increased the radius of all tanker Primary and Secondary Sphere AoEs by 50%
      • The increase wont push radius above 15ft
    Quote

    Design Notes:

    In the last Tanker revamp, we aimed to beef up Tankers to better compete with Brutes in damage in a way that was distinct by focusing on AoE output. This was primarily achieved by:

    • Increasing the base damage Tankers deal
    • Adding an Area buff to Gauntlet, effecting most Tanker powers by increasing AoE size indirectly,
    • Adding increased target caps for Tanker AoE attacks (5 targets became 10, and 10 targets became 16)

     

    Initially, this was balanced out by Brutes still dealing more damage per swing as well as a pyramid effect as enemies are defeated, diminishing the Tanker AoE advantage as there were not as many targets to hit as a fight went on. We also wanted them to have a better start, with higher base damage, but lesser burst. We have found that over time this intended balance did not hold up by virtue of the same changes making it easier to keep the player AoEs saturated with targets across various mission and map types. The result was tankers overshooting our goals.

     

    The changes in this page are intended to address the following points from the prior Tanker revamp:

    • The damage buff reduction is proportionate to last revamp's damage increase, achieving the intended higher base but lower bursts. This was something that should had been part of that but was missed. 
    • Manually changing the radius of Tanker AoEs ensures that there are no unintended outliers from the global boost, while also having their AoEs follow the normal formula where larger coverage comes with slightly reduced output as a tradeoff.
    • A Tanker that can easily hit 10/5 and 16/10 enemies compared to other Melee AT's is dealing +100%/+60% more damage to the group. Diminishing return mechanics past standard caps are meant to ensure that the intended target caps still hit correctly, while anything beyond the normal caps still receive bonus damage.
    •  

    Tankers will still deal more damage than they had in the past, and be AoE specialists among the Melee AT's. We believe that this is a more balanced take for their intended role compared to more damage-focused counterparts. Despite all these changes, Tankers will still find themselves in a much better standing than they were before the previous revamp.


    Powers

    Darkness Manipulation

    DarknessManipulation TouchofFear.png Touch of the Beyond.

    • This power can now be activated without a targeting an enemy.
    • If used without an enemy target, the power will not root and apply all the sustain effects.

     

    Quote

    Design Notes:

    We understand the desire to move the sets sustain to a toggle, but we are not looking to homogenize all Blaster Manipulation sustain powers that way. With this change we are attempting to alleviate the need to start a fight without the sustain being active. With this change, players should be able to refresh the sustain effects while having no target or if the targeted enemy is far enough away.

     

    This is not part of a set-wide revamp, only a QoL improvement on the power.


    Sonic Attack

    Simplified the -res stacking.

     

    The following powers now apply a scale -1.5 resistance debuff for various durations:

     

    • SonicBlast Quick.png Shriek - 8s
    • SonicBlast Medium.png Scream - 8s
    • SonicBlast Cone.png Howl - 8s
    • SonicBlast Heavy.png Shout - 10s
    • SonicBlast Stun.png Screech - 15s
    • SonicBlast MassiveDamage.png Dreadful Wail - 20s

     

    Quote

    Design Notes:

    This changes should make it much easier to understand Sonic Blast's -res effects. Each power is simply independent of each other and has their stacking set to replace. Players should be able to see slightly higher average -res than live with most builds, but the effects will continue to be much lower than they used to be before the last pass.

     

    Water Blast

    WaterBlast WaterJet.png Water Jet

    • Enhanced Water Jet will do 3 extra ticks of scale 0.4433 cold damage increased over 4.5 seconds (totaling scale 2.8) (PvE only)

     

    WaterBlast Dehydrate.png Dehydrate

    • This power's DoT will do extra ticks of damage if used against a foe that has been recently hit by other water-based attacks, Dehydrate excluded (PvE only)

     

    Quote

    Design Notes:

    Although water Blast is a well performing set in the AoE department, it's ST leaves a lot to be desired for, especially if the player attempts to build around the set's own attacks. These changes seek to give a slight bump in single target DPS while focusing on a water-only attack chain.

     

     

    Dark Miasma

    DarkMiasma BlackHole.png Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    Staff Fighting

    • StaffFighting StaffMastery.png Perfection: Levels are now granted on misses.
      • Perfection stacks duration increased from 6 seconds to 10 seconds
    • StaffFighting SkySplitter.png Sky Splitter: Increased bonus damage inflicted by Sky Splitter while under level 3 Perfection from scale 0.828 to scale 1.656.
    • StaffFighting EyeoftheStorm.png Eye of the Storm: Increased bonus damage inflicted by Eye of the Storm while under level 3 Perfection from scale 0.246 to scale 0.4920.

     

    Dark Armor

    DarkArmor FearfulAura.png Cloak of Fear

    • Endurance cost lowered from 0.56 per second to 0.26 end per second.
    • Pulse rate changed from every 5s to every 1s.
    • Power is now auto hit (Fear effect still requires a hit roll).
    • Radius increased from 8ft to 15ft (Fear and Taunt still only apply within 8ft).
    • Accuracy increased from 0.67 to 0.8.
    • Power now applies a scale 2 -dmg debuff (equal to Chilling Embrace).
    • Power now applies a -25% kb str debuff on all affected targets.
    • Power now grants + 1.0KB protection for each enemy in range for 5 seconds. This Stacks and refreshes even if only one foe is in range and is capped at 10 for a maximum of 10 kb mez protection. The most foes you have in melee range, the faster you will reach the cap..
    • Enhancements and resistance now affect magnitude instead of duration.

     

    DarkArmor SelfBuffDefense.png Shadow Dweller (Stalkers)

    • This power now also grants a regeneration buff in addition to all previous effects.

     

    DarkArmor SelfBuffDefense.png Tenebrous Regeneration (Sentinels)

    • Renamed Shadow Dweller
    • This power now grants a small amount of defense in addition to it's regen buff.

     

    DarkArmor SoulTransfer.png Soul Transfer

    • Can now be used while alive.
    • Using this power while alive will cost endurance.
    • This power now recharges in 10 seconds if no targets are hit.
    • This power now grants a minor Absorb buff per foe hit, as well as Mez Protection for 30 seconds. 
    • Power now also grants resistance to -ToHit and -Endurance for 30 seconds
    • Used while conscious, this power now grants an auto self rez if the player dies within 45s of using it in it's conscious state. Note this resurrect is not as strong as it could be if the player was to use it while as a rez with multiple foes in range and requires to hit at least one foe.
    • Used while conscious, the power will apply mag 3 stun on all affected enemies.
    • This power will not inflict damage nor heal the caster if used while conscious.
    • Now accepts accuracy enhancements and sets (only useful for alive usage).

     

    DarkArmor DarkRegeneration.png Dark Regeneration

    • This power is now available to Sentinels as a mutually exclusive option from Obscure Sustenance.

     

    DarkArmor DarkRegeneration.png Obscure Sustenance

    • This power is now available to Brutes, Scrappers, Stalkers and Tankers as a mutually exclusive option from Dark Regeneration.
    • Increased self heal component from 5% to 25% heal.
    • This power now offers -ToHit and -Regeneration resistance for its duration
    • Fixed a bug where Soul Noir theme would trigger the incorrect animation
    • This power is now a click, no longer requires foes in range.
    • No longer accepts damage or accuracy enhancements or sets
    • No longer roots

     

    DarkArmor DarkEmbrace.png Dark Embrace

    • Reduced recharge from 4s to 2s

     

    DarkArmor DefractingCloud.png Murky Cloud

    • Reduced recharge from 4s to 2s

     

    Electric Armor

    ElectricArmor SelfResistMez.png Static Shield

    • This power now grants scale 2 Toxic resistance.

    ElectricArmor SelfResistEnergies.png Grounded

    • This power now grants scale 0.8 resistance to Smash/Lethal/Fire/Cold.
    • Knockback protection should now last for up to 10 seconds after touching ground.

    ElectricArmor PBAoEEnduranceDrain.png Power Sink

    • This power now adds a regeneration buff for each enemy hit.
    • 17.5% regen for the first target hit (only while grounded).
    • +17.5% regen for each additional target.
    • +End per target lowered from 25 to 15.
    • No longer has a chance at lowering enemy recovery.
    • -End lowered from -40 to -35.

    ElectricArmor SelfBuffRecovery.png Energize

    • Regeneration buff duration increased from 30s to 45s.

    ElectricArmor SelfBuffDefense.png Power Surge

    • Crash removed (EM Pulse remains).

    • Recharge lowered to 350s.

    • All effect durations lowered from 180s to 30s.

    • Power now grants a +400% regen buff.

    • Resistances lowered.

     

    Quote

    Design Notes:

     

    We are seeking to upgrade the overall sustainability of this set. Although the set provides some solid resistances (making its burst/alpha survival rather solid) it suffers in sustained survivability. For this reason, we are giving Power Sink some scaling regenerative buffs in trade of some of its endurance drain capabilities. The duration of Energize's regeneration buff is also being extended and Power Surge is getting a makeover that is more in line with the live version of Icy Bastion while retaining it's closing AoE burst. We are going to evaluate the viability of this change based on feedback, there is a high possibility for it to  get very minor adjustments or being rolled back to it's live form.

      

    Energy Aura

    EnergyAura Drain.png Energy Drain

    • Per target +def lowered from scale 0.5 to scale 0.4.
    • Up-front +def lowered from scale 0.1 to scale 0.08.

     

    EnergyAura PowerShield.png Power Shield

    • Fire and Cold defense lowered from scale 2 to scale 1.7.

     

    EnergyAura Overload.png Overload

    • Added visual indicator of an impending crash within 10s of expiration.

     

    Quote

    Design Notes:

    The set is getting some minor toning down on its defenses due to some relatively minor over-performance. This also helps the set's portability to tankers, despite the tanker version not being a carbon copy of the set.

     

    Energy Aura Proliferated to Tankers

    • EnergyAura KineticShield.png Kinetic Shield: Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF)
    • EnergyAura PowerShield.png Dampening Field: Auto: Self +Res (Smashing, Lethal, Energy, Endurance Drain)
    • EnergyAura PowerShield.png Power Shield: Toggle: Self +DEF(Fire, Cold, Energy, Negative), Res(DeBuff DEF)
    • EnergyAura Entropy.png Entropic Aura: Toggle: Self +Res(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, DeBuff DEF), Self +Recharge, Foe -Recharge.
    • EnergyAura Protection.png Energy Protection: Auto: Self +Res (Energy, Negative, Toxic, Psionic, Slow)
    • EnergyAura PowerArmor.png Power Armor Energy Reserve: Auto: Self +MaxHP, +Resist(All DMG)
    • EnergyAura Energize.png Energize: Self Endurance Discount, Heal, +Regen
    • EnergyAura Drain.png Energy Drain: PBAoE, Self +End, +Def, Foe -End
    • EnergyAura Overload.png Overload: Self +DEF(All), +Recovery, +MaxHP, Res(DeBuff DEF)
      • This power is different from other versions of Overload.
      • 300 second recharge, 30 second duration
      • 25% def against all but toxic/psi
      • 20% def against toxic/psi
      • +30% MaxHP
      • Scale 1 Res(-Defense)
      • +100% Recovery
      • Has no crash.


    Ice Armor

    IceArmor Hybernate.png Hibernate (Tanker/Brute)

    • This power has been converted to Icy Bastion.

     

    IceArmor Hybernate.png Icy Bastion (Scrapper/Sentinel/Stalker)

    • This power now is a toggle.
    • It will make you untouchable and give high regeneration rate.
    • It will deactivate automatically after 30s.
    • It can be deactivated early, keeping reduced effects for the remainder of the window.
    • If under the effects of No Phase, the power will automatically deactivate and just provide the reduced +regen/+recovery and +Res.
    • Note: After shutting this toggle down, the power will be identical to the previous version of Icy Bastion.

     

    IceArmor Icicles.png Icicles

    • Now inflicts cold damage instead of lethal.

     

    image.png.3c1e25ea6d85b5d455bb0935bfa069a2.png Rime

    • New power, mutually exclusive from Hoarfrost.
    • 90s recharge, 30s 30% Absorb, +100% regen, & 60s +Scale 2 Res(Toxic).

     

    Quote

    Design Notes:

    We are seeking to consolidate the T9 power between Tankers/Brutes and Scrapper/Stalker/Sentinels. The new consolidated power should have the benefit of both versions, with the minor inconvenience of having to double-click it if the player rather not enter a period of invulnerability and inability to attack.

     

    We area also giving the power an alternate power option to Hoarfrost: Rime, that should provide a more active mitigation choice for players that prefer a more involved defensive play style over the long duration/high heal of Hoarfrost.

     

    Radiation Armor

    RadiationArmor GroundZero.png Ground Zero

    • The offensive components of this power now can only hit 16 foes.
    • Power still can hit up to 255 allies.

     

    RadiationArmor RadiationTherapy.png Radiation Therapy

    • This power now has Adaptive Recharge. It has a base recharge of 15 seconds, and each affected foe will increase the recharge by varying amounts to a maximum total of 60 seconds. First target adds 12 seconds, each additional target adds recharge proportionate to it's buff strength.
    • Every subsequent target will yield a 25% weaker effect than the previous target
    • Accuracy lowered from 3x to 1.2
    • Heal per enemy increased from scale 2.2% to scale 11%.
    • Heal with no enemy in range lowered from scale 11% to scale 6%
    • Total maximum heal with all targets increased from 33% to 38%
    • Regeneration buff reduced from +100% to 50%, duration reduced from 60s to 45s

     

    RadiationArmor Meltdown.png Meltdown

    • Power now has a visual indicator that the power is going to crash in the next 10 seconds.

     

    Quote

    Design Notes:

    Ground Zero is a power that should had never been released in its current form. It's high cap was set so it could reliably cover allies and still be able to hit some foes. This ideally should had been split into two independent components when finalizing the set, but was not done due to how hard it was to create such powers at that time. Making an armor power affect more enemies than even incarnate nukes was never the intended goal. These days we have new tools to properly split these components without the legacy headaches. We should had done this long ago, but that does not give the power a pass. 

     

    Radiation Therapy is another power that has other issues. It does too many things at once. The original version left by the devs never had such a high accuracy, nor did it grant endurance to the caster. These are things that were added later in an experiment and resulted in the power being too overloaded. The accuracy was never meant to be increased to 3, but to 1.13 (would had resulted in about 85% acc against even level foes). The original power, as left by the dev team, had an accuracy of 1.0x. We are compromising with 1.2 in this pass, but at 3x we may as well make the power auto hit. Such an incarnation would lose access to accurate healing enhancement sets. 

     

    Despite this we still feel the power does a lot for it the set out of a single power, and that should be reflected somehow, either by removing effects or increasing recharge. Simply increasing recharge did not seem like a good compromise since it would make the power way less useful in boss encounters so decided to use the new Adaptive Recharge technique with the power. This means the power has a very low recharge that scales with it's usage. At maximum saturation, the power will have a higher recharge than it does currently live, but with fewer foes around the power will recharge much faster up to the point where 1v1 fights the player will be able to continually use the power. The power can now be used anywhere between every 25 seconds and 90 seconds depending on how many enemies (if any) were in range.

     

    We understand nerfs are never popular, but sometimes we need to tone some sets down.


    Regeneration

    Regeneration FastHealing.png Fast Healing

    • Now grants 20% fixed regen resistance at all levels, for all ATs.
    • (Stalker only) Now grants 15% recovery buff and 20% recovery debuff resistance.

     

    image.png.f06d6558e448d3200da34a44f59e4288.png Resilience

    • Power icon updated to represent its effects.

     

    Regeneration QuickRecovery.png Quick Recovery

    • Now grants 20% recovery debuff resistance.

     

    Regeneration DullPain.png Dull Pain > Second Wind

    • Converted to Second Wind.
    • Grants a 20% Max HP buff, this buff is retained even if the caster is defeated.
    • Provides a 40% heal.
    • This heal ignores resistances.
    • Recharge increased from 300s to 360s, matching Dull Pain's recharge.
    • Cast time lowered from 1.5s to 0.73s (same as live Dull Pain).
    • While during the effects of Second Wind, should the player be defeated, they will be given a chance to get back up and keep fighting.

     

    Regeneration InstantHealing.png Reactive Regeneration [New power for scrappers/brutes/stalkers]

    • Mutually exclusive power from Instant Healing.
    • This power is a toggle, pulses every 2 seconds.
    • Grants a 200% enhanceable regeneration buff.
    • Grants an additional 25% non-enhanceable regeneration for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 5.5% regen debuff resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 3% recovery and end drain resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Sentinel's Reactive Regeneration power will follow this implementation of the power.

     

    Regeneration Integration.png Revive > Ailment Resistance 

    • Converted this power to Ailment Resistance.
    • This power is now an auto power.
    • Grants a 24% MaxHP buff, half enhanceable.
    • Grants -15% resistance to heals (making all heals on you 15% stronger).
    • Grants 20% resistance to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit.
    • Power no longer accepts endurance or recharge enhancements.

     

    Regeneration MomentOfGlory.png Moment of Glory

    • Cast time reduced from 2.57s to 1.5s.
    • Now grants a small damage buff that decays over time.
    • Now grants a small amount of Psionic and Toxic defense.

     

    Power order changed to:

    Stalker:

    • Hide
    • Reconstruction
    • Fast Healing
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Scrapper/Brute:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Sentinel/Tanker:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Reactive Regeneration
    • Second Wind
    • Moment of Glory

     

     

    Quote

    Design Notes:

    Existing builds will now have access to an option that let them opt into more reliable and constant performance at the expense of occasional spike survivability with the new toggle alternative to Instant Healing: Reactive Regeneration. The set is also gaining new debuff resistances.

     

    The new MaxHP passive should allow low recharge builds access to more constant/reliable source of mitigation as well as constant debuff resistances. This should also give even more breathing room to, if desired, hold back the use of the HP buff click (now Second Wind) for moments of more danger. Most ATs should also be able to reach their current MaxHP caps only with Second Wind, if only temporarily, via very high recharge builds or combination of Second Wind and Burnout in addition to accolade powers and set bonuses.

     

    Some players should likely find Ailment Resistance optional to their builds if all they want is to retain live functionality, unless they highly desire the additional passive benefits. The power is still intended to be highly desirable.

     

    Regeneration proliferated to Tankers

    • Regeneration FastHealing.png Fast Healing
    • Regeneration Reconstruction.png Reconstruction
    • Regeneration QuickRecovery.png Quick Recovery
    • Regeneration Integration.png Ailment Resistance
    • Regeneration Integration.png Integration
    • image.png Resilience
    • Regeneration InstantHealing.png Reactive Regeneration
    • Regeneration DullPain.png Second Wind
    • Regeneration MomentOfGlory.png Moment of Glory

     

    Electric Control

     

    ElectricControl TeslaCage.png Tesla Cage

    • Cast time reduced from 2.17s to 1.67s

     

    ElectricControl ChainFences.png Chain Fences

    • This power now applies an additional 3 ticks of scale 0.1 energy DoT over 5.2 seconds in addition to its base damage

     

    ElectricControl StaticField.png Static Field

    • Converted into a true pseudopet.
    • Domination should now work on this power even if activated when the patch is already out

     

    ElectricControl JoltingChain.png Jolting Chain

    • This power has been turned into a real chain.
    • Damage increased from scale 0.3 to scale 1.2 against primary target.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.

     

    ElectricControl StunningAura.png Conductive Aura

    • Target cap increased from 8 to 16.
    • After the 8th target hit, the power will yield diminishing returns.

     

    ElectricControl SynapticOverload.png Synaptic Overload

    • This power has been turned into a real chain.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.
    • Max Target Cap 16.
    • Domination now reliably works on this power.
    • Cast Time lowered from 2.37s to 2.0s.
    • This power now has Adaptive Recharge. It has a base recharge of 6 seconds, and each affected foe will increase the recharge by 6.5 seconds for a maximum total of 110 seconds. 

     

    ElectricControl ParalyzingBlast.png Paralyzing Blast > Tesla Coil

    • Power renamed to Tesla Coil.
    • Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds.
    • Now inflict damage over time to up to 5 foes every 4 seconds
    • This power now applies -Recharge, -Fly and -Jump to up to 16 foes in the area of effect

     

    ElectricControl Gremlins.png Gremlins

    • Pets now spawn as even level.
    • Gremlins have been given a new attack.
    • Gremlin's Jolting Chain power is now a true chain.
    • Damage resistances against non-smash/lethal/energy increased.

     

    Quote

    Design Notes:

    Paralyzing Blast is getting a complete makeover as a static pet that constantly chain-zaps enemies near its area, as well as inflict damage to held enemies.

     

    The chain powers have been adjusted with an auto-hit component that should make the powers immune to critical failure where the chain dies on its first target.

     

    Fire Control

    FireTrap Bonfire.png Bonfire

    • This power is now a true pseudopet.

     

    FireTrap Cinders.png Cinders

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Ice Control

    IceFormation Glacier.png Glacier

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Illusion Control

    Illusions Flash.png Flash

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Gravity Control

    GravityControl GravityDistortionField.png Gravity Distortion Field

    • Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds.
    • Now inflict smashing damage to up to 5 foes every 4 seconds
    • Now takes damage enhancements and sets.
    • Now applies a -Speed debuff on up to 16 foes in the area of effect
    • Now applies the Gravity Distortion effect to all enemies that enter its area of effect

     

    Symphony Control

    SymphonyControl HoldAoE.png  Chords of Despair

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

     

    Quote

    Design Notes:

    Early feedback about Adaptive Recharge has been mostly positive outside it's impact on procs, perhaps one of the most positive feedbacks we have received for a change to existing powers in a long time. Based on this, we will be expanding this system to more sets. We still are aiming to not homogenize every set into this schema. We are aiming to keep a rather even split between Adaptive Recharge 240s holds and area of denial ones. We will be applying these as it makes most thematic and playable sense for the individual set.

    Other sets had their 240s holds switched into longer duration area of effect patches. Although less effective at holding all enemies at a given time, these patches are immune to purple patch (at least on their overall duration) making them a lot more flexible at various level ranges to create area of denial zones. Dark Control, Earth Control and Arsenal Control' already had access to Shadow Field, Volcanic Gasses and Tear Gas  respectively. Now Electric Control's Tesla Coil, Plant Control's Vines and Gravity Control's Gravity Distortion Field join them at creating such areas of effect. As additional counterbalance to their lower flexibility, these powers now also inflict damage to enemies they manage to overcome.

     

    Mind Control

    MentalControl Terrify.png Terrify

    • Accuracy increased from 0.9 to 1.0.

     

    MentalControl Freeze.png Total Domination

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    MentalControl Confuse.png Mass Confusion

    • Accuracy increased from 0.8 to 1.0.
    • Endurance cost reduced from 26 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds.

     

    Quote

    Design Notes:

    Total Domination and Mass Confuse recharge are being adjusted to have a lower endurance cost and base recharge. Each foe affected will increase its recharge by 14.5s resulting in a maximum recharge of 240s at maximum saturation. This allows the power usage to scale with the encounter, increasing its value in smaller fights without making Confuse redundant, at the same time it lowers the penalty of missing with the power.

     
    Plant Control

    PlantControl SporeBurst.png Spore Burst

    • Upgraded to Deep Sleep.

     

    PlantControl SeedsConfusion.png Seeds of Confusion

    • Scale reduced from scale 20 to scale 8.
    • Endurance cost lowered from to 15.6 to 8.528
    • This power now has Adaptive Recharge. It has a base recharge of 6 seconds, and each affected foe will increase the recharge by 6.5 seconds for a maximum total of 110 seconds. 

     

    PlantControl SpiritTree.png Spirit Tree

    • Cast time lowered from 3.2s to 1.67s.
    • Recharge reduced from 200s to 120s.
    • Duration reduced from 90s to 60s.
    • Spirit tree can now be attacked.
    • Spirit tree now taunts and has a scaling defense and resist aura.
    • Even after being defeated, spirit tree's regen aura should remain.

     

    PlantControl Vines.png Vines

    • Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds.
    • Cast Time reduced from 3.1s to 2.1s
    • Now inflict damage over time to up to 5 foes every 4 seconds
    • Now applies a -DMG debuff on up to 16 foes in the area of effect
    • Now accepts damage set and enhancements.

     

    PlantControl CarrionCreeper.png Carrion Creepers

    • VFX now moves along with the pet patch.
    • Carrion Creepers can now proc Domination, Containment and Overpower.
    • This power should no longer execute an excessive proc cascade.
    • Vines should now be able to trigger Containment (for reals this time)

     

    PlantControl VenusFlytrap.png Fly Trap

    • AI mode changed from Pet_Base to Pet_Ranged.
    • Resistances have been improved
    • Pet should use Smash more often if in range (but maybe not, pets dont always listen... not even to us)

     

    Quote

    Design Notes:

    We are aware this will initially stir some reactions. Please test these changes before making your final judgements. With the introduction of Deep Sleep, we are seeking to re-adjust the set balance so its not as focused on 2 powers.

     

    You may have noticed, we are standardizing confuse powers to 90s recharge with a lower scale. Spirit Tree will continue to work as it always did, but now also can dub as a pseudo-tank, at least for limited window. This will not come at any cost, as even if defeated the +regen portion will persists for its standard duration.

     

    Similar to some of the other sets we mentioned above, Vines is getting a pseduopet revamp. We are not looking to homogenize all the 240s holds into the same form, instead we are trying to give them a some flavor, but some may be a bit similar. You should find this new incarnation much more useful.

     

    Finally, Carrion Creepers was implemented in a way that interacted with multiple procs in an abusive way. The pet had many powers that created other pets that executed other powers resulting in sometimes triple proc rates, bypassing all safeguards the game has to prevent such things. This is being finally adjusted in this iteration. We expect all the additional buffs to other powers, especially in controller containment capabilities, to result in a much more well rounded set.

     

    Arsenal Control

    arsenalcontrol_teargas.png Tear Gas

    • Now will hold up to 16 foes on summoning, then continue to hold up to 5 foes every 4 seconds for 60 seconds.
    • Increased duration from 45s to 60s, set stacking to replace
    • -Damage debuff applies to up to 16 foes in the area of effect

    ArsenalControl SleepGrenade.png Sleep Grenade

    • Pulse timer reduced from 4s to 3s.

     

    Quote

    Design Notes:

    Although relatively a minor change, this should have significant impact when combined with the new 3s rules for Controller Containment triggers after sleep is broken. In the previous configuration, a 4s pulse, the 3s of containment on sleep foes left about 25% chance for no containment damage. You likely wont notice this impact, but having it at 3s pulses will make containment work smoother and have a nearly unnoticeable buff to the regularity enemies fall asleep again after being disturbed.

     

    New Powerset: Pyrotechnic Control

    New control set for Controllers and Dominators.

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage: 

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle: 

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain: 

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column: 

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights: 

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to five enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Brilliant Barrage: 

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura: 

    • Toggle: PBAoE, Chance for Blast Off. -ToHit, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet: 

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel: 

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     

    New Powerset: Psionic Armor

    New armor set for Tankers, Brutes, Scrappers, Sentinels and Stalkers

     

    Quote

    Design Notes:

    Psionic is a type that has been lacking defensively in the game outside a few select Epic Pool powers and the infamous Dominator/Blaster sustain power Drain Psyche. This power was always considered so iconic (and in its heyday, overpowered) that when designing a Psionic Armor set, there was zero doubt a form of this power had to be the cornerstone of the set's performance. As such, each version of this set contains a similar power that help Psionic Armor achieve extremely high levels of regeneration.

     

    Given the existence of other psi toggles in Psi mastery pools being resist based, the secondary balance factor for the set is designed around resistances. As a unique power for the set, Aura of Insanity costs no endurance and applies one of 5 random control effects on targets, albeit at the cost of your own health. The aura also applies debuffs that are tied to these control effects. Although chaotic, this opens up many build opportunities. From building for a specific control effect, using HOs to boost them all, or using a variety of enhancement sets be it for set bonuses or procs. The power is extremely versatile on the kind of enhancements that it can accept.

    Finally, Memento Mori is a discrete power. It can be used to come back from defeat, but it's primary usage is to boost your Maximum HP while applying fear on its targets. With Adaptive Recharge, you can either boost yourself in a large feed, granting some solid survivability for its duration. If facing fewer foes, the power can be used more casually to get a smaller HP buff more regularly.

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will.

     

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall: 

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Madness

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, -Damage(All), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will see their damage reduced. This power allows you to use your own Hit Points to keep enemies near you disabled. The power costs no endurance but can be dangerous to use.

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Mori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Using this power while conscious will give you one opportunity to get back up should you be defeated while its effects are active.

     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Sentinels:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori 

    Stalkers:

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori

     

    Misc Power Changes

    dark_mastery_blackhole.png Epic > Dark Mastery > Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    mentalcontrol_telekinesis.png Epic > Psionic Mastery > Telekinesis

    • Target cap increased from 5 to 10.
    • Toggle duration reduced from 20s to 10s.

     

    Armor Sets > Self heals (all)

    • Self heal click powers no longer are irresistible
    • Following heals will ignore Heal Resistances:
      • Regeneration DullPain.png Regeneration > Second Wind
      • Invulnerability DullPain.png Invulnerability > Dull Pain
      • IceArmor HP.png Ice Armor > Hoarfrost
      • Empathy AbsorbPain.png Empathy > Absorb Pain
      • PainDomination SharePain.png Pain Domination > Share Pain
    • The following armored AT Heal Resistance caps have been lowered to:
      • Archetypeicon tanker.png Tanker: 75%
      • V archetypeicon brute.png Brute: 75%
      • Archetypeicon scrapper.png Scrapper: 85%
      • V archetypeicon stalker.png Stalker: 85%
      • Archetypeicon sentinel.png Sentinel: 90%
      • All other ATs remain at 100%
    • Quote

      Design Notes:

      This should allow self heals to become stronger while using Field Medic and Incandescence Destiny actually impact players. This will potentially force some changes in Hamidon tanking strategies, but the encounter should still be possible even with the HealRes debuffs. The heal resistance caps will prevent armored classes to ever be debuffed to the point they are entirely immune to healing.

       

      With this change, Armored ATs should never be able to become immune to healing unless they are on an Untouchable state.

     

     

    image.png.a71074040995a9e239b0da05e3fcd21b.png Self Resurrect powers

    • Self resurrect powers will now show a separate buff icon for their image.png.d8f3a6fcc27f532d965acd2c844a4a51.png Untouchable and image.png.a71074040995a9e239b0da05e3fcd21b.png Debt Protection durations.
    • Players can now cancel the Untouchable buff they receive after self-resurrecting by right clicking on the buff icon image.png.d8f3a6fcc27f532d965acd2c844a4a51.png.
    • This only applies to powers from armor sets, epic pools and prestige powers.

     

    BattleAxe WhirlingAxe.png Battle Axe > Axe Cyclone

    • Cast time increased from 1.76s to 2.1s.
    • Pull distance is now resistible.

     

    BattleAxe Swoop.png Battle Axe > Swoop

    • Cast time increased from 1.23s to 1.37s.

     

    Quote

    Design Notes:

    Last round of buffs to Battle Axe were potentially too good, we are doing a minor bump-back on Axe Cyclone's and Swoop due to the unexpected boost. Axe Cyclone will continue to pull enemies, but foes will be able to resist the effect where resistances apply.

     

    Brawling SweepingCross.png Street Justice > Sweeping Cross (All versions) 

    • Arc increased from 50 degrees to 75 degrees.
    • Pre-combo damage scale reduced from 1.5 to 1.444.
    • Max combo damage reduced from 1.875 to 1.805.

     

    Invulnerability Unstoppable.png Invulnerability > Unstoppable

    • A visual cue should show up informing of the impending crash.

     

    Ninjitsu KujInZen.png Ninjitsu > Kuji-In Retsu

    • A visual cue should show up informing of the impending crash.

     

    ShieldDefense OneWithTheShield.png Shield Defense > One with the Shield

    • A visual cue should show up informing of the impending crash.

     

    StoneArmor Geode.png Stone Armor > Geode

    • Cleaned up power info screen.
    • 25% of this power's regen and recovery buffs will persist for the full 30 second window even if the power is shut down or if the Geode is destroyed.

     

    SuperReflexes Elude.png Super Reflexes > Elude

    • A visual cue should show up informing of the impending crash.

     

    Willpower StrengthOfWill.png Willpower > Strength of Will

    • A visual cue should show up informing of the impending crash.

     

    Bug Fixes

    • image.png.9936dc55f32104495f61aed4ed2c2e27.png Enhancements > Performance Shifter: Chance for +Endurance: Fixed a bug where the ally buff could potentially be weaker based on level differences.
    • image.png.951a0e5925a9e451e0e7cc3e627e388b.png Enhancements > Coercive Persuasion: Contagious Confusion: This proc no longer ignores combat modifiers.
    • DarkArmor DarkRegeneration.png Dark Armor >  Obscure Sustenance: Fixed a bug where Soul Nier theme would trigger the incorrect animation.
    • TacticalArrow Slow.png Tactical Arrow > Glue Arrow: Fixed power short description.
    • image.png.c5a73173fa197b50a952e1fbdef0e233.png No Phase: Fixed a bug where No Phase would disable Jump Pack and Steam Jump.
    • Fighting Boxing.png Pool > Fighting: Changes to the attacks power info screen to clarify the conditional effects.
    • Arachnos Patron RangedAoEImmobilize.png Mace Mastery > Web Envelope: Fixed this power's description to denote the power does toxic damage over time.
    • Inherent SteamJump.png Prestige Travel > Jump Pack/Steam Jump: These powers buff should now flash when the 30 second timer is about to run out, as well as give a "low fuel" warning.
    • PlantManipulation WildFortress.png Plant Manipulation > Wild Fortress: Fixed a bug where the power's vfx would fade away if the player selected color customization options.
    • AtomicManipulation Metabolism.png Atomic Manipulation > Metabolic Acceleration: This power no longer accepts Endurance Discount enhancements. The power costs no endurance.
    • Dark Mastery Possess.png Dark Mastery > Possess: Fixed a bug where the debuff applied to the caster instead of the target.
    • dark_mastery_blackhole.png Dark Mastery > Black Hole: Fixed this power range (was erroneously set to 10ft instead of 50ft).
    • Gadgets_RemoteBomb.png.b5a170280bd811274f31ab0f9623c44b.png Devices > Remote Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
    • Traps_RemoteBomb.png.41034d4f78a751ad56a1ccf511af9918.png Traps > Temporal Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
    • Accolade_Mark.png.84eed7619a7f298b2d57b1dbbec70b20.pngAccolade_Recall.png.1192b93f42352ead5548d0f0491fc4aa.png Accolades > Mark and Recall: Name changed from 'Mark & Recall' so the power can be functionally linked in chat.
    • PowerBlast_EnergyTorrent.png.2c97b062821bba9d74379d95bcc60151.png BodyMastery_EnergyTorrent.png.140dfd569fb9910f29bd2a5c570ee059.png Energy Mastery > Energy Torrent: Fixed Laser Beam Sweep customization option's hitfx desynced from attack.
    • ArsenalControl_Beanbag.png.2502d8d0a4999105383d94fb53c6b000.png Arsenal Control > Cryo Freeze Ray: Fixed VFX timing errors in attack and hit FX.
    • FlamingShield_Cauterizing.png.605e70e7f735412ac95540cd327da52d.png Fiery Aura > Cauterizing Blase: Fixed Dark Fire customization option missing FX.
    • Paramilitary_SuperSoldier.png.1846973c9b135b9c81d810510b7e4e5c.png Mercenaries > Commando: Fixed Commando's Full Auto attack FX attached to their hand instead of their Assault Rifle.
    • AtomicManipulation Hold.png Atomic Manipulation > Gamma Burst: Fixed several bugs with this mechanic implementation and adjusted powers descriptions to clarify the mechanics.
    • IcyOnslaught FrozenAura.png Ice Melee > Frozen Aura: This power should no longer display it's effects twice in the power info screen.

     

     


    Character Customization Improvements


    Costumes

    New Costume Parts (62)

    • Male/Female/Huge > Head > Various > Detail 1 > Blackwing
    • Female > Head > Various > Detail 1 > Seer Visor
    • Male/Female/Huge > Head > Various > Detail 2 > Blackwing
    • Female > Head > Various > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Soldier > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Soldier > Detail 1 > Blackwing
    • Female > Arachnos Soldier > Detail 1 > Seer Visor
    • Female > Arachnos Soldier > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Widow > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Widow > Detail 1 > Blackwing
    • Female > Arachnos Widow > Detail 1 > Seer Visor
    • Female > Arachnos Widow > Detail 2 > Seer
    • Huge > Head > Standard > Troll*
      • *Notice: The Troll head option is mutually exclusive with details that clip and they will not appear. Likewise, if you currently have incompatible head details selected, the Troll head option will not appear.
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2 Flipped*
      • *Notice: The Awakened chest options are mutually exclusive with shoulder pads that clip and they will not appear. Likewise, if you currently have incompatible shoulder pads selected, the Awakened chest options will not appear.
    • Male/Female/Huge > Upper > Jackets > Blackwing
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light Original
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy Original
    • Male/Female/Huge > Upper > Chest Details > Special Symbols > Blackwing
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light Original
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy Original
    • Female > Upper > Various > Gloves > Blackwing > Custom
    • Female > Upper > Various > Gloves > Blackwing > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Original
    • Male/Huge > Upper > Various > Gloves > Imperial Defense Heavy
    • Female > Upper > Tight > Belt > Seer
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Original
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Original
    • Male/Female/Huge > Backpacks > Blackwing Light
    • Male/Female/Huge > Backpacks > Blackwing Heavy
    • Male/Female/Huge > Cape > Full Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Half Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Asymmetrical Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Single Shoulder Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Over Shoulder Mantle > Brooch > Blackwing
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Fly
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump & Fly
    • Male/Female/Huge > Costume Presets > Paragon Protector
    • Male/Female/Huge > Costume Presets > Blackwing Light
    • Male/Female/Huge > Costume Presets > Blackwing Heavy

     

    Costume Proliferation

    • Missing costume options added to missing categories:
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 1 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 2 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Standard > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Standard > Detail 2 > Oni Mask
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Oni Mask
      • Male/Female/Huge > Full Mask > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Full Mask > Detail 2 > Oni Mask
      • Male/Female/Huge > Hats > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hats > Detail 2 > Oni Mask
      • Male/Female/Huge > Hoods > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hoods  > Detail 2 > Oni Mask
      • Male/Huge > Upper > Various > Chest > Yakuza
      • Male/Huge > Upper > Various > Chest > Yakuza 1 Glow
      • Male/Huge > Upper > Various > Chest > Yakuza 2 Glow
      • Male/Female/Huge > Upper > Jackets > Gloves > Elemental Order
      • Male/Huge > Upper > Jackets > Gloves > Imperial Defense Heavy
      • Male/Female/Huge > Upper > Robes > Gloves > Elemental Order
      • Male/Huge > Upper > Robes > Gloves > Imperial Defense Heavy
      • Male/Female/Huge > Lower > Monstrous > Pants > Spectrum
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker (Legacy)
      • Female/Huge > Back > Backpacks > Circle of Thorns
      • Male > Upper > Sleeveless Robes > Chest > Spectrum

     

    Costume Fixes

    • Various skirt models have had poor/non-functional LOD models that cause them to appear broken at distance; Skirt models should now always render the higher detail model.
    • Female > Upper > Various > Asymmetrical Shoulders > Skull 1: Fixed this option being listed twice.
    • Male/Huge > Lower > Various > Boots > Flat > Spectrum: Fixed this option using the wrong texture.
    • Female > Lower > Various > Boots > Flat > Spectrum: Fixed this option being listed twice.
    • Fixed many categories that were missing the tintable Aeon Gloves.
    • Fixed a few Gold Bricker gloves that weren't set to collapse options properly.
    • Fixed a mistake on the skin mask of the Labeaux option for Sleeveless Robes on Female body types.

     


    Power Customization

    Force Field

    • Epic > Personal Force Field > Excelsion customization option added.
    • Force Field > All > Excelsion customization options added to every power available in the powerset.

     

    excelsion_bubble.PNG.4b6d61308964c8282f25a54b6c050e3f.PNG

     Oh hex! That's pretty cool! 

     

    Traps

    • Force Field Generator > Excelsion customization option added.

     

    Teleport

    • Pool > Teleportation > Teleport > Bright Electricity customization option added.
    • Pool > Teleportation > Teleport > Dark Electricity customization option added.
    • Pool > Teleportation > Combat Teleport > Bright Electricity customization option added.
    • Pool > Teleportation > Combat Teleport > Dark Electricity customization option added.

     

    Broadsword

    • Swordfish custom weapon option added.

     

    Rifles

    • Shotgun custom weapon option added.
    • Advanced Shotgun custom weapon option added.
    • Grenade Launcher custom weapon option added.
    • Advanced Grenade Launcher custom weapon option added.

     

    Custom Weapon Fixes

    • Fix to rifle weapons appearing on the back when they should be in the hand at the time.
    • Fixed broken Munitions Rifle model FX for Devastator, Shard Cannon, and Shock Rifle options on all three body types.
    • Fixed broken base Munitions Rifle FX on Huge body type.

     


    Aether Shop Rewards

    Reward Additions

    • New NPC costumes added to the Tier 1 Aether reward vendor offerings:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Razorvine
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Geode
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Boomer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Tecromancer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Oni
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Assault Bot
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Lich
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Spec Ops
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Ballistier
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Commander
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Coordinator
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Guardian
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Undercover Cop
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Golem
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Heap
    • (Mastermind Aether costumes include power customization option to pick their upgraded visuals.)

     

    • New NPC costumes added to the Tier 2 Aether reward vendor offerings:
      • Uncommon_Costume_Power.png.bc7ff6dadfa303a8a03f48f795acb4c5.png Costume: Devouring Earth Lunaflora

     

    Spoiler

     

    (Devouring Earth costume based on the Lunar Agapanthus flowers found in Kallisti Wharf's One Statesman Plaza; This beautiful but deadly theoretical creature gently pulses with a lunar glow at night in-game! Includes power customization option to glow at all times.)

    Lunaflora.png.3570515f491abc0bcbff01cbb6b45f4f.png

     

    • New NPC costumes added to the Tier 3 Aether reward vendor offerings:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: P.E.A.C.E. Coordinator
      • (Make your character look like one of Blackwing Industry's psychic tacticians! Projects a data display around your character and encapsulates your head in an energy field! Tintable power customization options and data-only or dome-only.)

     

    Reward Adjustments

    • Tier 2 has been renamed from 'Vintage' to 'Vintage/Extra' to include the non-legacy costumes that are Homecoming additions.
    • The following costumes have had their names adjusted:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Plant -> Costume: Devouring Earth Bladegrass
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Crystal -> Costume: Devouring Earth Quartz
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Mushroom -> Costume: Devouring Earth Fungoid
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Rock -> Costume: Devouring Earth Bedrock

     

    • The following costumes have had customization options expanded:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles Tintable

     

    • The following costumes have had customization options removed:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > No Bubble (duplicate with Eyes)
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > No Bubble (duplicate with Eyes)

     

     

    Reward Fixes

    • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous: Fixed an issue where this effect's eye glow would not appear on Aether costumes that didn't support sheathed weapons.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Super Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Longbow Mender: Fixed this costume using the incorrect boots option.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Rularuu Wisp Overlord: Ambient sound effects removed from this costume.

     


    Vanity Pets 

    New Pets Recipes

    • The following Rare recipe has been added with a 0.1% (1 in 1000) chance to drop from any Blackwing Industries enemy group Boss or Elite Boss rank defeats:
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: P.E.A.C.E. Drone
    • The following Uncommon recipe has been added with a 10% (1 in 10) chance to drop from the P.E.A.C.E Keeper Giant Monster when defeated.
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: Mini P.E.A.C.E. Keeper
    • As with other recipes, these can be traded to other players or on the Auction House.

     


    Various Additions, Enhancements, & Fixes


    New Badges (22)

    Accolade

    • Badge_HeroExploreAccolade.png.c73fd9d2ddb06414cd99a6058fff73df.png The Prettiest One - Obtain this accolade by earning the following Exploration badges: On The Shoulders of Giants, In Their Prime, Protest Too Much, Fueled by Greed, Raving Mad, Marked Out, Quay to the City and Tourist Trapped.

     

    Accomplishment

    • mission_i28_staringintotheabyss.png.23b9f3528e564fc0773df5eb1ec38a2a.png Staring Into The Abyss - Complete Adelard Ziegler's story arc to earn this badge.
    • badge_i28_storyarc_businesssavvy.png.9a581990dbe05b0b38a95a31f8f0680c.png Business Savvy - Complete Dap-Dap the Deal-Maka's story arc to earn this badge.
    • mission_i28_frontperson.png.b31ebf922acb6a75622118fb29fdf348.png Front Person - Complete Erin West's story arc to earn this badge.
    • mission_i28_justifiedends.png.91566004afc06acbf0f205c28369c9b1.png Justified Ends - Complete Robert Kogan's story arc to earn this badge.
    • mission_i28_thickerthanwater.png.251617fe853d0594708b890a742c31bc.png Thicker than Water - Complete Alexander the Greats's story arc to earn this badge.
    • mission_i28_generationaldamage.png.98b2b6445b900a495973a78284dd2189.png Generational Trauma - Earned from completing bonus objectives within Adelard Ziegler's story arc.
    • mission_i28_uncomfortabletruth.png.5890acd13e1f6f71e719a83551a51be2.png Uncomfortable Truths - Earned from completing bonus objectives within Erin West's story arc.
    • mission_i28_truthseeker.png.8634c29802a3bcb70cfb680a7b2edab1.png Truth Seeker - Earned from completing bonus objectives within Erin West's story arc.
    • badge_i28_accomplishment_brasstax.png.d2eeb5d0964faf98bb57f2d899bd0aa3.png Brass Tax - Earned from completing bonus objectives within Dap-Dap the Deal-Maka's story arc.

     

    Defeat

    • badge_i28_defeat_blackwing.png.ebc42da97b66309719ed7b2b031fc1aa.png Two Birds One Stone - Defeat 250 Blackwing Industries enemies to earn this badge.
    • Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png Peacekeeper / Peacemaker - Defeat the P.E.A.C.E. Keeper in Kallisti Wharf to earn this badge.

     

    Exploration

    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png In Their Prime - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Protest Too Much - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Fueled By Greed - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Raving Mad - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Marked Out - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Quay to the City - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Tourist Trapped - Explore in Kallisti Wharf to earn this badge.

     

    History

    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Christie Consolidation - Learn more about the brave and bold leadership of Emil Christie.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Flagtown Memorialist - Learn more about the Flagtown history in Kallisti Wharf.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Patron of the Arts - Learn more about Theatre Row and Maxwell Stadium to earn this badge.

     

    Badge Adjustments

    Changes

    •  Badge_it_mom_achievement.png.7e8169e9e651b235b0d454a654829bb2.png Dreamwalker / Dreamkiller - Quill and The Unnamed One are now required for this badge. No changes to those who already earned the badge.
    • badge_i27_rolediversity_hero.png.fa28b69791905bc7d4c220ee2214cd06.pngbadge_i27_rolediversity_villain.png.6623758c04f8a651ea43541e168b0445.png Variety Act - Badge art updated to look more like proper badges.
    • Badge_Winter2021.png.bf9846273ef57efd715bd956d1841c2a.png License to Chill - Badge art updated to help differentiate Winter events by year (2021).
    • Badge_Winter2023.png.4c566f97f4ad614f8764c1b2cf08f647.png Home for the Holidays - Badge art updated to help differentiate Winter events by year (2023).
    • Badge_Winter2024.png.fd88f046bea950b0ff24177e8cc5702e.png Hypothermia - Badge art updated to help differentiate Winter events by year (2024).
    • Badge_History_Bicentennial.png.df0902b0a2b7134fc9bca4723cf46b0e.png Bicentennial - Relocated 200th Anniversary Plaque in Kallisti Wharf to Theatre Row.
      • New coordinates are [2380, 56, 1132].
    • ProtectorOfParagonCity_Badge.png.f074d588a99c4c6854d0faf830d83c85.png Protector of Paragon City - Changed criteria of Protector of Paragon City badge to replace Shauna Braun's arc (heroic ending) with completing Roy Cooling's arc. (Beyond Reasonable Doubt -> Helping Hand).

     

    City Badge Tracker

    • Added a City Badge Tracker kiosk to Pocket D at [-234.2 0.0 -908.8].
      • This kiosk will display the badges that you're missing, and a Leaderboard with every character who entered Pocket D since the last mapserver reset. There is no persistent storage at the moment, and it might not be possible.
      • The player with the most badges will be displayed as a "hologram" next to the City Badge Tracker kiosk. Clicking on this NPC will display their character information and badge progress.
      • In the event of a tie, the character who last clicked the City Badge Tracker kiosk (not the NPC!) will be displayed, and there's a 60-second cooldown between switches to avoid spamming back and forth.
    • City Badge Tracker also displays progress towards Bicentennial, Dimensional Warder, River Rat and Dreamwalker/Dreamkiller.
      • Null the Gull no longer shows progress towards Dimensional Warder, since the City Badge Tracker "Progress" page has that info.

     


    Zones

    Spoiler

    Various

    • Newsies have been updated to shout about much more recent Homecoming-relevant things.

     

    Talos Island

    • Relocated a shrubbery that was too close to a mission door, occasionally causing players to exit trapped inside.
    • Closed geometry gap near a group of shops nearby the tram plaza.

     

    Independence Port

    • Closed geometry gaps around the water foundation of the building near Miss Liberty.

     

    Brickstown

    • Fixed two event glowie spawn points that were floating above the ground and not working correctly.

     

    Peregrine Island

    • Carnies in Peregrine Island now display more festive behaviors instead of holding sniper rifles and shotguns.

     

    Kallisti Wharf

    • Zone now has eight standard exploration badges and an accolade, same as other zones.
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few unused tracks, and a couple of favorite older classics!
    • Added ambient atmospheric/combat spawns to the entirety of the zone.
    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.
    • Relocated pride benches alongside plaque change. New coordinates are [2380, 56, 1132].
    • Mini-map markers added for the following locations:
      • Crey Towers
      • Vanguard Outpost
      • Langston Corp Factory
    • A Vanguard Merit invention station has been added to the Vanguard Outpost location near the helipad.
    • Moved the neighborhood marker for Flag Memorial Park to the center of the memorial itself.
    • Numerous extra Day Job locations added to the zone:
      • Blackwing Headquarters: Badge_DayJob_LawEnforcement.png.d1dae435f494221975619cbce0e0a431.png Law Enforcer / Dirty Cop
      • Crey Towers: Badge_DayJob_CreyEmployee.png.2aa3ee6ec4aa64677c4416929424f7f6.png Crey Employee / Crey Test Subject
      • Wentworths: Badge_DayJob_Auctioneer.png.7282c3b28033d80e4234456e5e5c81ef.png Day Trader / Marketeer
      • Vanguard Outpost: Badge_DayJob_VanguardRecruit.png.a75b032998899bc2a68771e7f4ee3f33.png Vanguard Recruit
    • Added a pair of Merit Vendors to each side of the zone.
    • Moved water fountains away from Fusionette so their SFX don't blast player's ears while using the trainer.

     

    'Crey's Folly'

    • Lowered two floating crates near [1715, -21, 1518].

     

    Eden

    • Removed rogue piece of canopy geometry from Eden.

     

    The Hive

    • Added a Black Helicopter line destination so this zone can be accessed by villains.

     

    Firebase Zulu

    • Brought a floating shrub back to ground.

     

    Pocket D

    • Fixed a texture Z write error on the zone's moons.

     

    Mercy Island

    • Rubble and debris from the former Architect Entertainment building have finally been cleared away, and construction on the Rogue Isle Police precinct has been completed.
      • New building contains an SG Registrar so villains can start Super Groups from their start zone, same as heroes.
      • Also contains a Quartermaster who sells enhancements.

     

    screenshot_240626-08-22-39.thumb.jpg.8a1c348cca3114720aeb008588706d25.jpg

     

    Grandville

    • Arachnos has added a quartet of new R.O.T. installations in the Central Holding Block (CHB) to ensure prison security for their highest security prisoners.
    • Dr. Quatrexin and Calystix the Shaper have been added to the prisoners found in the CHB.
    • Prisoner locations within the Grandville CHB have been moved around slightly in order to facilitate future planned content.
    • Fixed incorrect lighting in Grandville's hospital room.

     

    Rikti War Zone

    • Removed floating tank markers in the air.
    • Fixed indoor lighting when in the vehicle bay south of the Vanguard base.

     

    Nova Praetoria 

    • Lowered two floating trees.

     

    Imperial City

    • Lowered a floating traffic light.
    • Removed a random metal door that was poking out of the floor.

     

    First Ward

    • Moved Vanessa Devore out of the stairs.

     

    Labyrinth of Fog

    • When the zone is at +10 Labyrinth Shifts, The Minotaur In The Fog will instantly teleport to their chosen hunt target, making it much faster for raids to find and engage them in combat.
    • The target of the Minotaur at +10 shifts is now announced.
    • Doors found in the Orange 5th Column floor of the map have been removed as the Minotaur had issues pathing through them.
    • Players inside the Font of Malevolence now receive a minor stealth buff to allow raids to assemble within without aggro'ing the central mobs.
    • Fixed a Malevolent Fog spawn point that was misbehaving in the Green Praetorian Lab ceiling.
    • High score of the last run now persists until the Minotaur is defeated again/zone resets so players can view it more easily.
    • Stuck check timer of the Minotaur reduced from 6 minutes to 60 seconds.
    • When the Minotaur uses Cursed Plague Howl, it will reset their stuck timer.

     

    Various

    • Added clickable door geometry to Arachnos Flyer doors to make them easier to use.

     

     


    Tasks

    Spoiler

    Incarnate Trial - 'Minds of Mayhem'

    • Minds of Mayhem script has been re-written from SZE to Lua.
    • In general, the trial should play exactly as before, just with better performance. The following are the only intentional changes:
      • Added a swirly teleporter FX when using Desdemona's portals.
      • Some of the UI advice was moved to the top of the UI window rather than the bottom, and the stage names are shown in the title bar.
      • Malaise's Nightmare summons will dynamically select the nightmare based on which is most needed by the league for badge credit and hasn't been summoned yet.
      • Added Quill and The Unnamed One to the Malaise Nightmares pool.
      • A Perfect Storm, Daylight Saver and Lost Connection to Server are now awarded as soon as the relevant stage is completed.
      • Suffer in Silence and Shared Suffering will not deal damage after Mother Mayhem is defeated.

      • Remove the "Time until Debilitation" timer, since the power is a click used by an object and not in sync with the timer at all.
      • Desdemona will offer a free rez at the beginning of the final fight, after becoming trapped in Shalice's mind.
      • Increased the time limit of the final fight from three to five minutes.

     

    General - Task & Strike Forces

    • The level bracket maximum of Task/Strike Force content is no longer enforced, except for Ms. Liberty and Lord Recluse's (Level 50+ only).
      • Example: Previously the Manticore Task Force was always set at 35, but allowed 30+ characters. Now the Manticore TF's missions would be set at 30 if that's the leader's level, rather than 35+, and presenting those players with +5 or higher enemies.

         

     

    General - Advanced Mode

    • The combat levels on Challenge Arch-villain rank enemies (King Midas, Emperor Romulus, K'ong, etc) can now be seen in their name plate.

    LevelPlate.PNG.15bb923eb618a71b7b4af3f5818171d9.PNG

    • Nectanebo's Curse Breaker: Can now be used during Advanced Mode content to cleanse Curse of Weariness.
    • Stalkers are no longer hit by map-wide auto Damage Over Time effects that would break their stealth.

     

    Positron Task Force - Part 1

    • On the finale mission, saving the four heroes and defeating the Circle of Thorns ambush can no longer be skipped.

     

    Ms. Liberty Task Force

    • Add a text to the task force intro that mentions the minimum level is always set to 50.
    • Fixed a typo comma during Dr. Aeon's cutscene monologue in Mission 2.

     

    Lord Recluse Strike Force

    • Add a text to the strike force intro that mentions the minimum level is always set to 50.

     

    Dr. Aeon Strike Force - 'Chasing Fool's Gold'

    • Dimensional ripple doors in the finale mission now have connecting (invisible) door exits, which should help Battle Becky and other pets path through them with more consistency.

     

    Christine Lansdale - 'The Mysterious General Z'

    • Fixed clue not granting during arc.
    • Misc typo/misnaming fixes.

     

    Doc Buzzsaw - 'The Freakish Lab of Dr. Vahzilok, Act 2'

    • Fix for possibly bypassing the "Bile Powers Down" trigger in Buzzsaw finale.
    • Trigger location moved to pipe exit at radius of 100ft. Should be much better now for him.

     

    Sister Valeria - 'Glory and Dark Tidings'

    • Sibyl that was named 'Achlys' has been renamed 'Astraia' to prevent unintended Labyrinth of Fog association.

     

    Wes Schnabel

    • Fixed legacy contact from stopping giving missions too early.

     

    Brokers

    • Allows Oberst Straxt to be introduced by Sharkhead brokers.

     

    Repeatable Kallisti Wharf Missions

    • The Blackwing Liaison will provide heroes with opportunities to fight crime in Kallisti Wharf.
    • Chip will provide villains lucrative criminal ventures in Kallisti Wharf.
    • Both contacts are currently easiest to find via the Contact Finder feature.

     

     


    Mission Maps

    Spoiler

    Kallisti Wharf Office Maps

    • These mission map tileset pieces have had an extensive decoration pass on all rooms.
    • Maps used in the new Kallisti Wharf zone content have had their critter density properly balanced.

     

    Mayhem / Safeguard Maps

    • Atlas Park: Mini map has had extents corrected and should now accurately display player's positions on the map.
    • Founder's Falls: Mini map sizing corrected and should now accurately display player's positions on the map.

     

    Various - Midnight Club Maps

    • Closed a large number of geometry gaps in Midnight Club mission maps using the big round room.

     

    DA_Epilogue

    • Added a collision height cap to this map.

     

    IOM_FoundersFalls_DA

    • Lowered bubbles FX so they don't appear on the cement floor.

     

    Outdoor_City_03A_Rikti, Outdoor_City_03A, Outdoor_Unique_City_02

    • Lowered collision wall that had a gap, allowing players to teleport outside mission boundaries.

     

    P_Tech_Power_45_Layout_03_01

    • Fixed this room layout from having an objective spawning inside of an object.

     

    Freak Olympics

    • Moved a floor glowie that appeared inside the wall.

     

    Outdoor_Graveyard_01A

    • Relocated a fern flying in the air back to the ground.
    • Lower floating rocks back to the ground.

     

    AbandonedOffice_To_Rikti

    • Fixed ceiling gap on this map where the cave tunnel ends.

     

    SmoothCave_To_Rikti

    • Fixed most of these maps containing invisible details in the hallways that were mis-grouped.

     

    Abandoned_Warehouse_45_Layout_02_01

    • Removed a locked door in this map that could never be opened.

     

     


    Enemies

    Spoiler

    Giant Monsters

    • Increased BigMonster rank base ToHit from 0.5 to 0.65, removed accuracy buff from all Giant Monster attacks.
    • Buffed potency of the Colossal HP buff from 15% MaxHP per stack to 25%.

     

    Arachnos

    • Arachnos NPCs in various zones now use Arachnos mugs when using the /drink emote.
    • Black Scorpion: Fixed a missing FX that was causing his tail to go missing.
    • Scirocco: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Awakened

    • Mobs that summon in this group no longer do so unless inside a mission instance.
    • Subjugator: Removed text regarding consuming a Seer, as this power doesn't hurt players and doesn't warrant an urgent float warning.

     

    Carnival of Shadows

    • Added glowmask to the masks of the various female enemies in this group.
    • Added glowmask to the mask of Vanessa Devore.

    spooke.PNG.e743fc8580c6458df285a4f220c48943.PNGvanessa.PNG.f88eab28494581d02866ecc726fad840.PNG

    Council

    • Galaxies
      • Boss Stygian Return activation chance reduced from 100% to 50%.
      • All versions of Stygian Return now have text popup warning on activation, delay before resurrection extended from 2s to 5s.
      • Removed Stygian Return from 50% of high level Galaxy Adjutants.
      • Removed Stygian Circle from Galaxy Archons, removed Stygian Return from Eclipse Galaxy Archons.
    • Archon Kruger
      • Increased Bone Smasher dmg from scale 0.7 to scale 1.64.
      • Decreased Cybernetic Blade dmg from scale 1.25 to scale 1.2, decreased recharge from 12s to 3.5s.
      • Decreased Energy Torrent dmg from scale 1.4 to scale 0.96, decreased recharge from 14s to 12s.
      • Increased Explosive Blast dmg from scale 0.7 to scale 1.0, decreased recharge from 6s to 4s.
      • Increased Power Blast dmg from scale 1.2 to scale 1.64, decreased recharge from 10s to 8s.
      • Reduced Power Bolt animation from 2s to 1s, increased dmg from scale 0.5 to scale 1.0.
      • Increased Power Burst dmg from scale 0.9 to scale 2.12, increased recharge from 8s to 10s.
      • Reduced Total Focus animation from 3.3s to 2.53s, increased dmg from scale 1.6 to scale 2.56, removed taunt.
      • Fixed some fx errors for his custom attacks.
      • Archon Burkholder
      • Increased Cybernetic Blade dmg from scale 1.0 to scale 1.2, increased recharge from 3s to 4s.
      • Increased Whirling Hands animation from 1.67s to 2.5s.
      • Trimmed attacks from high level version to allow AI to use power suite more intelligently.
      • Added Energize to high level version.
      • Fixed some fx errors for his custom attacks.
    • Vandal
      • Adjusted high version Missile Launch from scale 1.9 damage over time to scale 1.0 dmg, increased accuracy from 1.0x to 1.05x, increased recharge from 3s to 4s.
      • Increased high version Power Blast dmg from scale 1.1 to scale 1.64, increased recharge from 3s to 8s.
      • Increased Power Shot dmg from scale 0.75 to scale 1.0.
      • Increased Power Thrust dmg from scale 0.6 to scale 0.8, decreased recharge from 12s to 6s, decreased accuracy from 1.2x to 1.0x.
      • Increased Total Focus dmg from scale 1.5 to scale 2.56, removed taunt, decreased accuracy from 1.4x to 1.2x.
      • Adjusted Drill Strike from scale 0.633 damage over time to scale 1.42 dmg, increased recharge from 15s to 20s, decreased accuracy from 1.6x to 1.4x, increased knockup chance from 75% to 100%, now only works near ground.
      • Increased Whirling Hands dmg from scale 0.8 to scale 1.18, adjusted disorient from 100% chance, scale 8.0 mag 1, to 30% chance, scale 5.0 mag 2.
      • Decreased EM Pulse accuracy from 1.4x to 1.0x, decreased radius from 80ft to 60ft, adjusted end drain from -37.5 points to -33.75%, added special dmg vs robots.
      • Standardized Overload effect durations to all be 60s, increased defense buff from scale 3.0 to scale 6.0, increased maxhp buff from scale 2.0 to scale 4.0.
      • Removed duplicate AV resistance from high level Vandal.
    • Council Empire
      • Increased Missile Launcher dmg from scale 1.0 to scale 1.32, increased recharge from 1s to 6s.
      • Decreased Grenade Launcher dmg from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Crippling Axe Kick dmg from scale 1.0 to scale 2.12, increased recharge from 3.83s to 11s, added fly and defense debuffs.
      • Fixed Dragons Tail checking melee instead of AoE defense, increased dmg from scale 1.0 to scale 1.18.
      • Increased Eagles Claw dmg from scale 1.96 to scale 2.28, increased recharge from 10s to 12s, increased disorient from 60% chance to 100%.
      • Decreased Thunder Kick dmg from scale 1.0 to scale 0.84, decreased recharge from 4s to 3s, adjusted disorient from 100% chance mag 1, to 10% chance mag 2.
      • Added chance for critical hit to all martial arts attacks.
      • Increased Brawl dmg from scale 0.68 to scale 1.0, increased recharge from 2s to 4s.
    • Miscellanous
      • All (non-AV, non-GM) critical knockback is no longer flagged to be unresistable.
      • Removed chance for critical knockback from werewolves, robots.
      • Applied updated weapon and martial arts animations to Council Empire enemies.
      • Fixed some AI flags for powers.
      • Adjusted spawndefs to reduce the appearance rates of transforming enemies.

     

    Crey

    • Paragon Protectors: Variants with Moment of Glory, Unstoppable, and Elude can now be stripped of these defensive powers by being Held before reaching 25%.
      • Will play a yellow electric FX when they lose their defensive T9 power.
      • If they activate their T9 it can no longer be stripped from them.
    • Crey Crisis Unit/Eliminator/Juggernaut:
      • Decreased Grenade Launcher damage from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Sleep Gas accuracy from 0.8x to 1.05x, increased recharge from 22s to 45s, increased sleep magnitude from 2 to 3.
      • Increased Hallucinogenic Gas recharge from 36s to 240s, increased radius from 10ft to 20ft.
      • Increased Tear Gas Grenade recharge from 25s to 30s, increased radius from 15ft to 35ft, increased debuff duration from 12s to 20s, increased tohit debuff from scale 0.5 to scale 0.7, removed unresistable flag.
      • Decreased Missile Launcher recharge from 8s to 6s.
      • Fixed Taunt having swapped radius and target cap.
      • Added missing root time to Personal Force Field.
      • Increased Brawl damage from scale 0.72 to scale 1.0.
      • Fixed Kick applying disorient instead of knockdown.
    • Crey Gamma Tank:
      • Fixed melee attacks not properly dealing split energy/smashing damage.
      • Fixed Radiation Siphon missing self heal.
      • Fixed Positron Cell using copypasted blaster hold mechanic.
    • Crey Protector:
      • Increased Cryo Rifle accuracy from 1.0x to 1.2x, increased slow debuffs from scale 0.2 for 10s to scale 0.3 for 12s, added missing continuingFX.
      • Fixed AI issue with Force Bolt.
      • Deflection Shield now applies up to 3 targets per cast.
    • Cryogenicist:
      • Decreased Cryogenic Shot damage from scale 1.6 to scale 1.0, decreased recharge from 8s to 4s, fixed immobilization fx, increased from 66% .chance to 100%, increased slow debuff duration from 6s to 15s.
      • Decreased Cryogenic Beam damage from scale 1.2 to scale 0.92, decreased recharge from 12s to 10s.
      • Decreased Absolute-Zero Beam damage from scale 2.6 to scale 2.17, decreased recharge from 17.6s to 14s.
      • Added missing AI flag to Benumb, decreased debuff duration from 20s to 15s.
      • Ice Shield now applies up to 3 targets per cast, fixed ugly ice cube FX.
      • Fixed Serum using wrong AI flag, decreased heal from scale 8.0 to scale 4.0, removed unresistable flag.
    • Added glowmask to visors of Crey Scientists when worn.
    • Added glowmask to eyes of Crey Tank enemies.

    gloweyesscientist.PNG.1a66d8c8f80df1086991cf346559fc03.PNGgloweyestank.PNG.92bc64840e7e26af0021395f23d84ea5.PNG

     

    Drudges

    • Fixed Trap Soul attack healing an enemy instead of damaging them.

     

    Gold Brickers

    • AU-Rifter:
      • Fixed Barrage checking smashing defense instead of negative defense.
      • Decreased Energy Punch damage from scale 1.64 to scale 1.16, decreased recharge from 8s to 5s.
      • Increased Whirling Hands damage from scale 0.7538 to scale 1.18, increased recharge from 10s to 14s.
      • Added missing immobilize to Total Focus, Whirling Hands.
      • Decreased Power Bolt damage from scale 1.64 to scale 1.0, decreased recharge from 8s to 4s.
      • Decreased Power Blast damage from scale 2.28 to scale 1.64, decreased recharge from 12s to 8s.
      • Increased Explosive Blast damage from scale 0.6041 to scale 0.9, increased recharge from 10s to 16s.
      • Removed disorient FX from melee immobilization.
    • AU-Bricker/AU-Bomber
      • Removed Barrage, Power Blast, Explosive Blast from AU-Bricker, removed Barrage from AU-Bomber to reduce power bloat.
      • Increased Energy Punch damage from scale 1.0 to scale 1.16, increased recharge from 4s to 5s.
      • Increased Whirling Hands damage from scale 1.0 to scale 1.18.
    • Boomer:
      • Decreased Knockout Blow damage from scale 3.0 to scale 2.56.
      • Increased Heavy Sonic Blast Cannon resistance debuff from 5s to 8s.
      • Increased Heavy Sonic Wave Cannon resistance debuff from 5s to 8s.
      • Fixed Resonator not debuffing psionic resistance, fixed resistance debuff using incorrect table, decreased from 14s to 8s.
      • Increased Sonic Cannon attacks' accuracy from 1.0x to 1.05x.
    • Breaker:
      • Decreased Bash damage from scale 1.3 to scale 1.0.
      • Decreased Pulverize damage from scale 2.0 to scale 1.64.
      • Fixed Shatter checking melee defense instead of AoE, decreased damage from scale 3.5 to scale 2.28.
      • Decreased Throwing Wrench damage from scale 2.0 to scale 1.64, increased recharge from 4s to 8s.
    • Rocketman/Bombardier:
      • Increased Sonic Gun resistance debuff from scale 0.27 for 4s to scale 0.5 for 5s.
      • Increased Heavy Sonic Blast Gun resistance debuff from 5s to 8s.
      • Decreased Sonic Grenade recharge from 20s to 16s, decreased resistance debuff from scale 1.5 for 10s to scale 1.0 for 8s.
      • Increased Rifle Butt damage from scale 1.3 to scale 1.32, increased recharge from 4s to 6s.
      • Increased Sonic Rifle attacks' accuracy from 1.0x to 1.05x.
      • Fixed Ripple Resonator missing AI flag, decreased recharge from 120s to 60s.
      • Removed duplicate Gold Skin resistance from Bombardiers.
    • Smelter:
      • Reduced Fire Blast animation from 1.67s to 1.2s.
      • Fixed Char having controller overpower.
      • Fire Shield now applies up to 3 targets per cast.
      • Decreased Forge buff from 120s to 60s.

     

    Longbow

    • Longbow NPCs in various zones now use Paragon mugs when using the /drink emote.
    • Spec-Ops: Now only use EMP Grenade when below 75% HP, giving players a chance to control them to avoid the attack.

     

    Malta Operatives

    • Added glowmask to the night-vision goggles on enemies in this group.

    glowmalta.PNG.ed7d0b40784d1810f1d48986478bcb01.PNG  

     

    Nemesis

    • Fixed a bug where Vengeance's +DMG was applying to the wrong target.

     

    Paragon Police

    • PPD NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Rikti

    • Fixed Rikti Headman Gunman blast FX not synced with animation.

     

    Seers

    • Fixed a few sequencers/animations related to Seer powers.

     

    Skulls

    • Gravediggers
      • Revolver damage scale decreased from 1.216 to 0.95, base accuracy increased from 0.625x to 0.8x.
      • Submachine Gun damage scale decreased from 1.2 to 0.87.
      • Focused Burst animation increased from 1s to 1.67s, damage scale decreased from 1.75 to 1.38, recharge increased from 5s to 6s, chance for knockdown replaced with 5s defense debuff.
      • Pistols damage scale increased from 0.9 to 1.0.
      • Dual Shot damage scale increased from 1.2 to 1.32, recharge increased from 5s to 6s, damage over time replaced with chance for knockdown.
    • Death Heads
      • Shotgun damage scale increased from 0.82 to 0.91, arc increased from 20 degrees to 30 degrees.
      • Burst damage scale decreased from 1.6 to 1.08, base accuracy increased from 1.0x to 1.05x.
      • Slug base accuracy increased from 1.0x to 1.05x.
      • Reduced Automatic Fire animation from 4s to 2.5s, damage scale increased from 1.0557 to 1.0899, base accuracy increased from 1.0x to 1.1x, added 12s def debuff, range/radius adjusted from 80ft/20 degrees to 50ft/30 degrees.
    • Bone Daddy
      • Siphon Life damage scale increased from 1.0 to 1.96, recharge decreased from 15s to 10s.
      • Removed chance for critical hit from Soul Drain, frontloaded damage and tohit buffs.
    • Death Walkers/Death Dolls
      • Dark Grasp damage scale decreased from 1.15 to 1.0, decreased hold from 70% chance to 50%, increased duration from scale 6.0. to scale 12, fixed incorrect power icon.
      • Moonbeam damage scale increased from 1.3 to 1.96.
      • Night Fall damage scale decreased from 2.0 to 1.1.

     

    Sky Raiders

    • Jump Bots: Updated Maneuvers from auto to toggle, reduced activateperiod from 60s to 2s.

     

    Trolls

    • Added super leap to Supa Trolls/raving Trolls to fix being unable to reach the Troll Rave event.

     

    Unified People's Army (UPA)

    • DUST: Fixed Force Punch and Force Smash using broken sequencers and not animating.

     

    Vanguard

    • Hero 1: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Warriors

    • Crystal Arrow updated from Hold to Sleep, increased damage from scale 1.0 to scale 1.32.
    • Heightened Senses, Practiced Brawler, Active Defense mez protection decreased by 33% (at level 50, mag 5.19 down to 3.46).

     

    Various

    • Fixed a bunch of NPC attacks missing InitialAttackFXFrameDelay value, causing some weapon attacks to desync weapon FX with redraw 2.0.
    • Fixed various powers using TempDamage table instead of appropriate normal damage table.
    • Standardized melee range to 7ft, fixed endurance costs, bad target caps, data cleanup.
    • Fixed legacy Hurl hit fx desynced from damage.

     

     


    Architect Entertainment

    New Custom Enemy Powersets

    • Pyrotechnic Control: Now available on custom AE enemies.
    • Psionic Armor: Now available on custom AE enemies.

     

    Blackwing Industries

    • This group is now available to be used in Architect Entertainment content.

     

    Freaklok

    • This group is now available to be used in Architect Entertainment content.

     

    Skulls

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Wyvern

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Kallisti Wharf Office Maps

    • All existing Kallisti Wharf Office maps in AE have been moved to a new category: 'Kallisti Wharf Office (Legacy)'.
      • These older maps are overly-populated, but we can't remove them due to their usage in existing AE arcs, so these maps will be labeled seperately instead.
    • The new correctly-populated maps and new layouts used in Kallisti Wharf are now found in AE under 'Kallisti Wharf Office'.
    • These mission map tileset pieces have had an extensive decoration pass on all rooms which will automatically apply to existing AE arcs using these maps.

     

    New Mission Map

    • Unique > Rikti War Zone > Rikti Space Station: New map added. Comes with baked-in map-defined Rikti turrets and generators and low gravity.

     


    Miscellaneous

    • The villain Level 10 level-up trainer dialog now mentions the SG Registrar found in Mercy Island.
    • Fixed the respec counter from becoming negative when a character earns 128+ respecs.
    • Switching alignments will no longer remove the Event Messages channel for that alignment. It will still add the new one.
      • For example, if you're a villain and switch to hero, the Hero Zone Event Messages channel will be added to whichever tab contains Villain Zone Event Messages, but Villain Zone Event Messages will be retained unless manually removed.

     

    Inspirations

    • Corrected the description in Greater Protection Imbuement and Superior Protection Imbuement to no longer claim they last 3 minutes.

     

    LFG

    • Fixed incorrect merit payout award listed in Katie Hannon's Task Force in the LFG tab.
    • Fixed inaccurate level ranges displayed on Summer Blockbuster, Kane's House of Horror, and SSA 1.1.

     

    Anniversary Event

    • Event script has been rewritten in Lua and the legacy script discontinued.
    • Automatically starts on April 28th and ends on June 1st.
    • Ambushes will now spawn using the player level, capped to the level range of the zone.
    • Ambushes have a 50% chance of being an enemy group that the player needs for badge credit.
    • Decreased ambush chance from 75% to 65%.
    • Ambushes only reward the player with one Anniversary Merit.
    • Temporary Powers, Inspirations, Pet Summons and Minipet rewards can only drop from capsules without an ambush.
    • Fixed two glowie spawn points in Brickstown that were floating above the ground and not working correctly.

    April 23 Update

    Posted in Page 1 on

    Badges

    New Badges

    Event

    • badge_anniversary_21.png.d50e2e1aa842bb453f7673cb30cf4f9a.png Cheers! - Log-in during the City of Heroes 21st anniversary to earn this badge. Purchasable from Luna in Ouroboros during the month of May.
    • badge_anniversary_event_family.png.b8b6d1430a919644e30c670c4f07fd07.png Mafioso - Defeat 25 old school Family during the City of Heroes Anniversary Event to earn this badge.
    • badge_anniversary_event_skulls.png.2cbbf79107ba69ebbf13d50ae3a7189f.png Skull Killer - Defeat 25 old school Skulls during the City of Heroes Anniversary Event to earn this badge.

     


    Events

    Fixes

    • Fixed a scaling issue with some of the higher-level enemy groups when spawned in low level zones via a Time Capsule that would cause them to be far more difficult than intended when fought by lower level characters.
    • Old school Family / Skulls have had their spawn weight increased to match Circle of Thorns / Rikti so the mobs who give badge credit are most likely to spawn when opening Time Capsules.

    February 14 Update

    Posted in Page 1 on

    Events

     

    Pocket D

    • Move Sigil, Kadabra Kill, and the Ouroboros crystal down to the main floor where it's less likely to cause traffic jams.

    Sister Psyche's Wedding

    • Pause the ceremony when no players are in the map; this fixes an issue with the post-cutscene spawns not triggering correctly if there are no players in the map.
    • Fixed a bug that caused the hero version of the Nemesis Plot to consider the heroes defeated by default.

    Badges

    • Grant 'Entrusted With The Secret' to those entering the wedding flashback mission.

    Enhancements

    • Cupid's Crush: Add missing text for Universal Damage enhancement conversion.

    Spring Fling Update

    Posted in Page 1 on

    Spring Fling Event

    Spring Fling Event has been enabled and will run from 2/7/2025 - 3/11/2025
     

    NEW Seasonal Mission

    • Kadabra Kill & Sigil are available in Pocket D as mission contacts during the event.
    • Help them solve a debate regarding the specific details from Manticore & Sister Psyche's wedding.
    • Check out @Cobalt Arachne's Dev Diary on the event for further info!

     

    Five NEW Badges

    • AD_4nXcHHLccMyABB8JfaAXOby_4f2YXPtM60ExWKwmBdENxR6W_rh5dNP1-vGGQTXKCLimI9xO132ViBt6NeVALT6OFbLztBl5sRNxHz065ncgvLQQGQP8yvMCnyRSB6unnLEubrZja?key=s2tgOHaY6VqfZQa4lDlxJjBZ Best Man/Maid of Honor
    • AD_4nXdfn5YyrRlvOwOyg9CGn9KX9q7KhCYoia1QohDV7_PaRN2J4fn-6GhDkyOo2ckH4ydYgobJuWdO-hwZKOuQQZU16MqJyFVtnnNDzjHmiXDjmQNIrZgvUq1wpt87-AqXXPww9bOgEg?key=s2tgOHaY6VqfZQa4lDlxJjBZ Wedding Crasher
    • AD_4nXdnkCIMqW-hjQEu5ic72e9ulQXhZitbwAKkHltyKByOZg5GCsfJmMdBUSTjPNvd9WuoQLvqdCb2NOL9cvY4tf4LYHhoJV5CwPiL0Wx3XRRDjkQtVjf1Ho5ElClv3V4ZufdE9sw_lg?key=s2tgOHaY6VqfZQa4lDlxJjBZ Down in Front
    • AD_4nXcnY2UGssemVVuEqXxj0J7jNqMWCwqnAXQgyOaWiyhhucPHeFC9aDWik-6j-RtnH5hvnHulAQGg_pSJU_wD7mzlMhj-xWGiFjzWPW1YYdivqAIMCM7ZfM_Uu9ltY7mHyoDDAYj0PQ?key=s2tgOHaY6VqfZQa4lDlxJjBZ Chaos Spiel
    •  AD_4nXfXIr59hP1Mf_CXeco24IDV1B0GmWFVl7Z0bCWpTCDjZLDqsIUxFn0LvHM9RIrrln-3X1NbwZgAO6SgKhlmb0xxo18ZJsjrpB6oTynN3Y_iV53LMq2apF8qduy6MWidwLJprp3f-g?key=s2tgOHaY6VqfZQa4lDlxJjBZ Officiator

     

    NEW Costume Aura

    • Spring Aura has been added to the costume editor for Male, Female, and Huge body types.
    • It includes 6 Sub-Variants:
      • Flowers
      • Love
      • Jealous
      • Flowers - Combat
      • Love - Combat
      • Jealousy - Combat

     

    NEW Enhancement Set: Cupid's Crush

    • Unique Universal Damage set (attuned-only)
    • Special Chance for Confuse proc enhancement.
    • Converting this set of enhancements out-of-set will result in an Overwhelming Force IO, and vice-versa.
    • Available to be purchased from any Merit Vendors for 100 Reward Merits each, in the Auction House, or as a reward for completing the seasonal mission.
    • Cannot be made Superior.

     

    General

    • Updated the UI of the City Info Terminal kiosks in order to improve legibility.

     

    Badges

    • River Rat's badge marker #6 in Nova Praetoria was floating above the water surface, it has been brought down to the same level as the other markers.

     

    Enhancements

    • Fix Brute's Fury: Recharge/Fury Bonus proc being affected by level differences with the target.
    • Fix minimum slotting level for Dark Watcher's Despair.

     

    Tasks

    • The wounded Vanguard soldier in the last mission of the LGTF will stop talking if there's nobody nearby to hear them.

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