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Showing content with the highest reputation on 11/13/20 in all areas

  1. 13 points
    I expect this thread to get locked, but before it does, I would just like to stress: If bullying or harassment is taking place in-game, then report it to a GM. You can use the /petition command to do this.
  2. 6 points
    Energy/Energy blaster. You can slot every primary with KB. Power boost in secondary amplifies secondary effects (KB), and Power Thrust (T1 secondary) can yield maximum "yeet". Not to mention the glory that is build up + power boost + Nova. And don't get me started on the bowling applications with Energy Torrent. 🙂
  3. 5 points
    Ha! I tricked you.
  4. 5 points
    Because some people think the same mindset that gave us 4E D&D (an edition maligned for its sameness and focus on adherence to theorycrafted rules rather than how it worked when used by actual players and became the shortest running edition in history as a result) will somehow produce good results here. There are plenty of ways to limit the utility of the tier 1 that don’t require the use of a cookie-cutter and straight-jacket. As mentioned; halve the duration of the immobilize. Reduce its magnitude so you have to stack it. Make it a -speed debuff. We’ve already thrown out the cottage rule on these secondary revamps... the moment this goes live I’ll have an Oil Slick Arrow slotted with Luck of the Gambler and a Kismet (global +tohit). Frankly, these changes feel like the exact same mindset that happened to SWTOR (still limping along on the backs of casino pack whales) where they stripped out everything unique about each class and replaced it with cosmetically different but identical under the hood options so that every tank, healer, burst dps and DoT dps spec played exactly the same as those from every other class. Sure it made the PVP (that almost no one plays) easier to balance, but it robbed the classes of anything unique (made worse by the storyline pushing everyone onto the same story path whether they’re a Darth Vader or a Lando Calrissian).
  5. 5 points
    Factually incorrect. Some fit this formula, some are actually better DPA than certain Primary Blast T1s, and some are comparable if a tad lower. You clearly don't know what you're talking about, so why are you on a warpath to see all these (except Psi, for some reason) get locked to 60 feet? Because the devs made the change and you defer to their "wisdom"?
  6. 4 points
    I haven't read the whole thread, but I want to echo this sentiment. There was a time when tier 3 blasts were all set at a range of 20 feet. After years and years, the devs finally and correctly reversed this decision, though it took a few revisions before we got them up to 80'. Blasters specifically and ranged builds in general were saddled with inexplicable drawbacks to compensate for what the original developers saw as an apocalyptic threat to game balance: range as a defense (!!!). Meanwhile, tankers were herding entire maps to be nuked down. The fixation on keeping ranged Blasters' power in check has always been bizarre and out of touch. Just make every Blaster ranged attack 80', already. I promise you the game won't break if ranged characters with terrible durability (and now, once again, mediocre control) gain the ability to toss a T1 immobilize into their ranged attack chain without having to worry about where they're standing. The concern that "all blaster immobilizes have always had shorter range" isn't at all rational; as Chris says above, it is simply a matter of institutional inertia, and in this case the institution was off its rocker from day one.
  7. 4 points
    "Hey, big guy. Sure could use some advice right about now." --------------------------------------------------------------------------------------------------------------------
  8. 4 points
    @BANGBANGDOOF @Beers pay me
  9. 4 points
    This is a good answer. Anyway, locking.
  10. 4 points
    You know what this change is going to do for my archer? I'm going to take those two powers, remove any slots in them, remove them from my bar and never use them again. Oil Slick? Meh, I may take it, I may not. That's how I'll adapt. Maybe I'll replace Ice Arrow with a pool power that gives me good value for a single slot. This is a change for change's sake, nothing else. It literally makes zero sense apart from "We want to change this because we want to change it." Enjoy my first post.
  11. 4 points
    Going to try another control powerset, cos those seem simple enough to make. There's not many angles left since we basically have a Control powerset for each of the major 'elements' in the game, but I want to try and make one to fill in a niche that no other control powerset has yet, which is Toxic damage. I know, I know, damage isn't the focus of control powersets, but I think that's why this could work. Toxic damage is fairly infrequent in game, and what 'raw' toxic there is tends to be fairly low damage. So since control powersets don't focus so much on damage, having a toxic damage dedicated powerset doesn't provoke many balancing issues compared to a purely toxic blast or melee powerset. Toxin Control - Sleep Toxin: A single target sleep power that deals moderate toxic damage, uses the Succubus 'Come Hither' animation to blow poison particles at a single foe. - Choking Poison: A single target hold power that deals moderate toxic DoT, similar in appearance to Choking Powder, with a little more poison FX. - Hallucinogen: A single target confuse power, uses the Poison/Immobilizing Dart animation, firing the Mutagen projectile at them. - Sleep Gas: Similar in function to Spore Cloud, and shares the same FX, putting a bunch of foes to sleep in an AoE. - Corrosive Spray: A cone debuff power that reduces typed defense, resistance and regeneration, and deals minor toxic DoT. Uses the DUST Ranger 'Toxic Burst' FX, with the same animation as Arsonist's Fire Breath. - Acid Slick: Creates a patch that deals minor toxic DoT, reduces speed and positional defense, and has a chance to knockdown. Delivered by the Alkaloid animation/FX, with similar patch FX to Corrosive Vail - Choking Smog: Creates a similar FX to the Poison Trap power in a targeted area, but this time using the 'choke' animation to hold them. - Dizzying Fumes: An AoE power that stuns all foes in the area over time. Creates a similar patch to Volcanic Gasses, but without the vents/geysers emerging from the ground. - Confusing Cloud: A power similar in effect to Mass Confusion, using a similar FX to Venomous/Noxious Gas, though also creates a poison cloud over the heads of targets.
  12. 4 points
    Thank you to @Kanil for testing the Scrapper version of the set. Captain Powerhouse previously stated that the design intent for Touch of Fear is to be a filler AOE skill that can be replaced once a character is leveled to the point where they can take Epic pool AOE skills, or pool power attacks. Touch of Fear is intentionally balanced to have extremely low damage because it is intended to be used while buffed with a saturated Soul Drain. However, Scrappers and Brutes get Soul Drain at 26, and Brutes get Soul Drain at 28. That is just a few levels shy of when Epic pools are available. Touch of Fear underperforms significantly until Soul Drain at levels 26 and 28 respectively, at which point it becomes an average AoE attack if buffed by a 150% damage buff. On a Scrapper at level 50, with Soul Drain at 100% uptime, with Soul Drain gaining bonuses from hitting two enemies, and with Touch of Fear slotted to 100% damage, it will deal 117 damage (69.7 DPA). A minion at 50 has 430.80. It will take 4 applications of the skill to kill a level 50 minion, assuming that the minion has no resistance to negative energy. At level 50, a lieutenant has 857.50 health and a boss has 2,570.20 health. It will take 8 applications to kill a lieutenant and 22 applications to kill a boss, assuming that they have no resistance to negative energy. Stalkers do not receive Soul Drain, but let's be generous and assume that Build Up has a 100% uptime, and that Touch of Fear is slotted for 100% damage. In that (impossible) scenario, Touch of Fear will deal 135.6 damage (64 DPA). It will take 4 applications to kill an even level minion. It will take 7 applications to kill a lieutenant, and 22 applications to kill a boss.
  13. 3 points
    Brought to you by the PvPWaP / Community committee comes the.... Holiday themed PvP Event: SECRET SANTA !! We will be hosting a 3v3 to 4v4 event that will be completely RANDOMIZED. When: Saturday, December 5th at 6pm EST The way it works: you will register yourself (just your global handle) by November 27th . On the following day, November 28th at 6pm EST, we will have a live randomization of team pairings that will be hosted in discord where everyone can see in real time their randomizations and whom they will, ultimately, be partnered with. You will then have 1 week to finalize your composition and get any practice in before the event. This event is designed to help network people all across the community, hence why there will be prizes awarded on MULTIPLE categories and not simply through winning your matches. Prizes will amount to a cumulative 8 BILLION influence! Examples of prizes up for grabs: best holiday themed costume, raffles, most matches won, most kills acquired, least amount of deaths, and more! This event will ENSURE that everyone registered will have a team and an opportunity to play regardless of skill level/experience! The event is geared to be a 3v3 tournament but with adequate registrants and majority rule the event can be increased to 4v4. RULES / RESTRICTIONS: - ATs may not be duplicated, in other words any given team can only have 1 of any given AT.. no 3 blaster teams, etc. - Powersets may not be duplicated whatsoever. Example: a team cannot have an Ice Blast Blaster and an Ice Blast Defender: the powersets will need to be different - Only 1 poison is allowed per team BANNED POWERS: - Electrified Net Arrow - Stalker ZAPP - Any variation of taunt (presence, confront, taunt, Gauntlet, Fury, etc) - This means both Brutes and Tankers are banned Award breakdown: Most Wins: Awarded to the team with the most matches won 1st place: 1 billion influence 2nd place: 500 million influence 3rd place: 250 million influence Most Kills: Awarded to the team with the most kills accrued over all of their matches 1st place: 1 billion influence 2nd place: 500 million influence 3rd place: 250 million influence Least Deaths: Awarded to the team with the LEAST deaths forfeited over all of their matches 1st place: 1 billion influence 2nd place: 500 million influence 3rd place: 250 million influence *****COSTUME CONTEST****** Best holiday themed costume! 1st place: 2 sets of PURPLE ios 2nd place: 1 set of PURPLE ios 3rd place: 1 set of PvP ios amongst many raffles and more categories to come. It is not uncommon for @Hot to also add to the prize pool / add more winning categories as the event nears, so stay tuned! We would like to take the time to thank Hot Heals for his generosity in personally funding this entire event! Volunteers to add to the prize pool are always welcome 🙂 Monitor this thread for any additional information to come. Message @Hot @Sarrona @RealPoned in game with any questions or reach out to us on discord on the Community discords or PvPWaP discord! Community Discord: https://discord.gg/CfuaTHE PvPWaP Discord: https://discord.gg/nk9cJJPxBn
  14. 3 points
    Homecoming Base Contest Results Hello everyone, We have been BLOWN AWAY by the entries to the contest. The community's creativity is evident every time we log in and see your amazing heroes (and villains) zipping around the city and we get reminded of it again at the costume contests - I think it's a cast iron fact that we have the most creative and amazing player-base out there... but..... Oh my goodness, the base builders... the things you can do... you are like the McGyvers of the game, if I gave you each a paperclip, a carton of egg fried rice and a rocking chair I have no doubt you could craft me a true-to-scale replica of the Golden Gate bridge in no time... Hopefully people have enjoyed looking at the entries as much as we have - and if you haven't, then take the time to head to the original thread and peruse them because I challenge your collective jaws to not hit the floor. The ingenuity and diversity of thought processes, the different styles and techniques, I loved every second of being involved with this competition, as did all the other members of the GM team who were part of the judging team, or who just went on a tour because they were intrigued! I'm going to get to the winners, don't worry - but I wanted first to highlight that we were not looking for any particular theme or style, this was simply an open definition of "the best base" - which of course is subjective. But what was quite telling was the level of consensus between all our judges was pretty high. I was interested to see that when we got to our top 5, we had 5 very different types of base, each sharing a high quality of design and attention to detail as well as a theme that was consistent and well done. We also each saw different things as we viewed the bases that really made us go wow. I've invited the review team to call some of those out and you can see those in the post below. As you'll have seen from our post last week for the community vote, we also had 5 bases we felt worthy of being Honourable Mentions. You've been voting on which of those should get an additional prize - and the results from that are now in meaning we have all of our winners. The Results! Firstly - the winner of the Honourable Mention Community Vote: And now for our Runners Up! Finally, our overall Winner of the first Homecoming Base Contest is.... Massive Congratulations to all our winners, a huge thank you to all who entered and to the judging team. It was a very difficult task the community gave us to choose these winners and we hope you agree they're all extremely deserving! Can I ask each of the winners (just the submitters please in the case of multiple builders) to reach out to me on Discord to arrange for me to get your prizes to you.
  15. 3 points
    And now I am hungry. Thanks 😛
  16. 3 points
    Bionic_Flea may not be the hero we deserve, but he is the hero we need.
  17. 3 points
    To clarify, the reason the visible accolade badge was put there at all was in response to requests for an in-game hint on how you earn LRT. If your character doesn't have LRT, this will be at the top of the Accolades list: Rather than creating a new Accolade badge for this purpose, we repurposed Passport, since it makes thematic sense.
  18. 3 points
    I thought this was a setup for a joke. 🙂
  19. 3 points
  20. 3 points
    I love this perspective! You’re definitely right, someone (hopefully multiple people!) logged in to delightful surprises 😄 Honestly, I really have a good sense of humor about it—it really is just a game and I’m hoping others can laugh at my booboo. Unlike Tiger King, I WILL financially recover from this 😂
  21. 3 points
    No no no! We need more Petless Control Sets. Toxin Control looks beautiful just the way it is. I think "Choking Cloud" is already a name for a Power though. Perhaps "Asphyxiating Emission" instead?
  22. 3 points
    They're repulsive. Come on. No-one got to that before I did? Slow morning, apparently. They'd be more utilitarian as location-targeted AoE area denial powers.
  23. 3 points
    Why are we only supposed to be able to do it at 60'? What is the objective criteria that says "this far and no further?" other than because that's how it was done before? A lot of these secondary changes are already changing how things were before... as a previous poster put it, "change for the sake of change." Heck, they've already upped all the immobilize ranges to 60' from the old 50'... so we're really just arguing over the extent of the changes rather than whether there are going to be changes to those prior standards.
  24. 3 points
  25. 3 points
    This event has been approved by the PvPwaP committee* See you all, Saturday, December 5th.
  26. 3 points
    I believe Annhilation is actually -12.5% Res. With no Recharge in Acid Arrow they should fire off about 40% (Ann) and 47% (AH) of the time for 8s each. An average -Res of -117 percent-seconds/mob hit. By comparison, Entangling Arrow will do -450 percent-seconds per hit. You need to come up with a model of mobs hit and how long each lives to move on from there. To use the Pylon scenario you're probably better off attacking than using Acid Arrow. It will up your damage an average of 14.4% for 8s at the cost of roughly 2s of your normal DPS. If you're spamming it to try to keep it up that's 80% (Acid Arrow will eat about 20% of your cast time) * 1.144 ~ 0.91. Which is less than 1.0 - what you'd do without using Acid Arrow. For large spawns the procs would have more value, but I find the bulk of the spawn dies plenty fast and really only worry about -Res on Bosses or greater. Anyway, procs aren't part of the power, though they should to be taken into account in the second order consideration. But then the near certainty that procs will get nerfed should probably be considered as well. If global +Rech starts getting factored in to balance them... well, you get the point. Yeah, procs make Acid Arrow better. But it's sad to think that they may now be the best reason to use it.
  27. 3 points
  28. 3 points
    I'm really grateful for this win, and --I'm laugh-crying a bit over it. All of the entries were mind-boggling. So much beautiful work, so much talent. I'm also really thankful for the support of our SG members. Grimmsel College was built to accommodate RP, and so many elements of the current design , those fine details, come out of their RP and their imaginations and their requests. Come visit us any time!
  29. 3 points
  30. 3 points
    So here are some of our "Wow" moments! GM Goodnyght really likes the creative ways you guys merge items together to form something unique, like this food truck! GM Miss loved Rat City, she's asked if she can move in please. GM Mr Conviction loved the clever touches here, with the light streaming in from the windows And for me, the aesthetic beauty of places like this, hidden away in a base are really inspiring. There were so many more - we just wanted to offer up a small sample - once again, on behalf of the team huge congratulations to our winners and indeed all our entrants for your amazing creations!
  31. 2 points
    I would love it if there was a way like in TF that you can disable the use of incarnates, epic power pools and insps in normal groups (like something in the notoriety or something) i find doing alot of content at 50 is way too easy and everything is just steamrolled, i know some people like it that way and a good way to have the best of both if the group leader could somehow have control over those option like in TFs. I really dont know if it is possible or if anyone else would actually like this but i really would enjoy the game alot more with a option like this, i mean im happy i can play at all but i get really bored and end up running lower lvl content on alts because i find it more challenging apart from Itrials 90% of endgame content is not that challenging and i thought this could be a good way to give people like me who want more of a challenge without affecting people who like to roll thru the content. Anyway im really greatful for the homecoming team and your hardwork!
  32. 2 points
    I will also be helping with the event, but I'll register just in case. 🙂 @Sarrona @Sarr
  33. 2 points
    Supergroup bases now also have Shadow Shard beacons, and LRT can instantly zip you to a Shadow Shard zone every 10 minutes too.
  34. 2 points
    Well, let's see; anyone on your team will be able to have a power that lets them summon a base portal that the whole team can use every ten minutes. Anyone on your team will also be able to have a power that teleports the whole team to the next door mission, and unlike now, that power will recharge every ten minutes not every half hour. So, since this change will make getting around the Shards no harder and in some ways slightly easier, I would guess the answer to that is "there will be no real change in the number of Shard TFs being run".
  35. 2 points
    Yeah - it's a bit odd, but this badge hasn't ever been earned by anyone, it was just given at character creation because it had no purpose. Now it does 🙂
  36. 2 points
    i27 Overview | Beta Server FAQ | Feedback Threads | Bug Reports | Character Copy Beta Installation: Homecoming Launcher Note: This needs to be installed to a new location (not your existing CoH install directory) Beta Patch Notes: Issue 27, Page 1 (Release Candidate 1) Most changes from the previous beta build are listed in green. Green text will become white text in the next set of patch notes. Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue. Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not a changes from live. Known issues are listed in purple. Post any feedback you have in the focused feedback threads (linked throughout the patch notes and in the second post). New Story Arc: The Graveyard Shift (Hero, Level 20-29) (Focused Feedback Thread) FBSA NetOps Agent Watkins has set up a small command station in North Steel Canyon, as an optimal location to investigate... something. Being somewhat dodgy about his assignment, he has constantly referred heroes to Positron first, to establish a reputation. The tasks that Agent Watkins has for you are no small feats, and involve the clean-up of one of the city's most exciting showdowns. Heroes 20 and above should seek him out, and bring plenty of club soda to wash out any stains. Contact: Agent Watkins, Steel Canyon Listed in Ouroboros under Champion (Level 25-29) > The Graveyard Shift (27.01) This arc features new maps, new environments, the return of the Vahzilok Wasting Disease (it missed you), interaction with the alignment system, an actual investigation with clues and interviews, new badges, three alternate endings depending on the choices you make in earlier missions and... dubstep The Vahzilok enemy group has also been expanded with a wider level range with some additional tweaks for the higher levels Changes in this build: Adjusted Watkins radio dialog to be more versatile and engaging Adjusted Pierce finale dialog to be more engaging Fixed encounter spawn error in Hero/Front finale Viral Cocktail is now a contained outbreak and not a persistent one Reduced fires in Pathogen's mission by 28% New Story Arc: The Freakish Lab of Dr. Vahzilok (Villain, Level 30-39) (Focused Feedback Thread) A notorious and well-admired sociopath of the Rogue Isles has put out a straight-forward distress call through the Broker network, asking individuals of highly dubious moral constitution to save her neck in the name of Science. Doc Buzzsaw is being stalked by a notable ne'er-do-well and the price on her head is significantly less than the value of preserving it. Villains of level 30 and beyond should seek her out in Sharkhead Isle, in the usual place, and relief will wash over you after the discovery that her attachment to bank accounts has disappeared in the face of her mortality, as an added bonus. Contact: Doc Buzzsaw, Sharkhead Isle Listed in Ouroboros under Captain (Level 35-39) > The Freakish Lab of Dr. Vahzilok (27.02) Chronologically this arc takes place after the Hero arc above This arc features new maps, new environments, two new enemy factions, a prison break, new badges, several intricate missions with new spawn behaviours and a very, very cryptic poem Changes in this build: Adjusted several hostages to not die Arc marks as compete when you obtain the souvenir Costume Editor Update: Asymmetrical Shoulders (Focused Feedback Thread) Shoulders now have an asymmetrical toggle, which can be toggled on to allow separate left and right shoulder selection Not every set of shoulders are available in asymmetrical mode, more will be added in future updates All shoulder options remain available in symmetrical mode The Kitten and Panda shoulder options are now available for Male and Huge characters Yes, two kittens Stance Selection (Focused Feedback Thread) In the tailor, a new Stance power in the Inherent tab will allow you to select one of the following stances: Default Ninja Beast Slide This stance will apply to your character at all times, unless you activate a toggle with its own stance (eg: Beast Run) As this stance is controlled by power customisation, you can select a different stance for each costume A new non-stance version of Ninja Run is available from P2W: Athletic Run Athletic Run leverages your athletic training, allowing you to move at a higher speed and jump greater distances. It is free if you do not already own Beast Run or Ninja Run; otherwise, it costs 1,000,000 inf. Power Customisation Update (Focused Feedback Thread) The following powers can now be customised in the "Inherent" tab: Inherent Sprint Prestige Power Slide Prestige Power Surge Prestige Power Rush Prestige Power Quick Prestige Power Dash The above all have original, light, dark, and minimal FX themes, and the customised versions of the prestige sprints have the dust cloud removed See some examples here Support for customising Temporary, Day Job and Accolade powers has been added. In this update only a few powers are supported, but we are looking to expand this in the future. The following powers can now be customised in the "Other" tab: Accolades Long Range Teleporter Prestige Travel Supergroup Portal Base Transporter Mission Transporter Day Job Powers Rapid Response Portal Monitor Duty Teleporter Temporary Powers Boon of the Ancestor Spirits (from Graeme Easton's arc) Nictus Shadow Step (from Dr. Shelly Percy's arc) Nictus Gravitic Emanation (from Dr. Shelly Percy's arc) Nictus Fragment (from the Moonfire Task Force) Smoke Flash (from P2W) Knight Errant (from the Paladin event in Kings Row) New Blaster Secondary: Sonic Manipulation (Focused Feedback Thread) Sonic Manipulation lets you control sonic forces to manipulate your foes, inflict damage and protect yourself. Powers T1: Sonic Thrust (Melee, Minor DMG(Smash/Energy), Foe Knockback) A focused attack of intense sonic power that violently sends a nearby foe flying. Deals minimal damage, but can be very effective. Recharge: Fast T2: Strident Echo (Melee, Moderate DMG(Smashing/Energy), 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. Recharge: Slow T3: Echo Chamber (Ranged, Minor DMG(Energy), Foe Hold) Encases the target in a field of sonic waves, dealing energy damage and holding them in place. Recharge: Slow T4: Sound Booster (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. Recharge: Long T5: Deafening Wave (Melee (AoE), High DMG(Sonic/Energy), 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. Recharge: Slow T6: Sound Barrier (Toggle: Self +Absorb, +Recovery, +Res(Smashing, Energy, Sleep)) Creates a barrier around the caster which reduces incoming energy and smashing damage, provides protection against sleep effects and grants an absorption shield. Recovery is also increased. Recharge: Moderate T7: Disruption Aura (Toggle: Foe -Res) You emit a constant wave of sonic energy around yourself, weakening the Damage Resistance of all nearby foes. Recharge: Moderate T8: Sound Cannon (Ranged (Cone), Foe Stun, Knockback) You generate a powerful sonic wave that will knock back and disorient foes in front of you for a short time. Recharge: Long T9: Earsplitter (Melee, Heavy DMG(Smashing/Energy), 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. Recharge: Slow Powerset Revamp: Energy Melee (Focused Feedback Thread) Energy Melee has received a series of changes aimed at improving the performance of the set. Total Focus now acts as an opener for three different Energy Focus combos, including a Total Focus > Energy Transfer combo which provides fast, potent single target damage. Stun has been reworked into Power Crash, a cone attack, in order to provide a small amount of additional AoE capability to the set. Power Changes Barrage If used with Energy Focus: 100% chance for stun and applies a weakening (-special and -regen) effect to the target Energy Punch Recharge increased from 4s to 5s End cost increased from 5.2 to 6.032 Damage increased from scale 1 to scale 1.16 Bone Smasher Cast time reduced from 1.5s to 1.27s Power Crash (Replaces Stun) Power Crash is now a minor cone that can hit up to 5 targets (10 for Tankers) No longer takes melee damage sets, now takes PBAoE damage sets (any existing enhancements will remain slotted until the character respecs) If used with Energy Focus: Target cap increased to 10 targets (16 for Tankers) If you previously had Stun in your build, you'll now have Power Crash Stalkers only: This power has a 16s recharge (instead of a 9s recharge for other ATs), with proportional damage and endurance cost increases per the standard damage formulas As Stalkers do not have Whirling Hands, they rely entirely on Power Crash for AoE damage Whirling Hands Damage increased from scale 1 to scale 1.1819 (it was slightly below what the damage formula dictated) Total Focus Cast time reduced from 3.3 seconds to 2.53 seconds Total Focus grants a charge of Energy Focus (even if power misses) Energy Focus Energy Focus is consumed when casting certain Energy Melee powers in order to provide bonus effects (Energy Focus is not consumed if the power misses) Energy Focus expires after 15 seconds Stalkers / Scrappers only: This power only crits for 28% additional damage, but when it crits, it will also generate a backup Energy Store that will re-activate Energy Focus after the current Energy Focus is used or expires (essentially it provides two stacks of Energy Focus) Energy Transfer Energy Transfer self damage is now 10% of base max HP for all ATs, and no longer costs any endurance Damage is now 100% energy Recharge lowered from 20s to 10s If used with Energy Focus: Cast time reduced from 2.67s to 1.0s Stalkers / Scrappers only: This power only crits for 28% additional damage, but when it crits, it will not only avoid the self-damage, but will actually heals you for 10% of your base max HP Stalker Power Order Changes Tanker Power Order Changes Other Changes The stun chance for Energy Punch, Barrage and Bone Smasher for Stalkers was lower than the Tanker and Brute versions - this has now been corrected The AE version of this powerset has been updated with missing powers and to match current power effects Powerset Proliferation: Energy Melee for Scrappers (Focused Feedback Thread) Energy Melee has been proliferated to Scrappers, with all the changes mentioned above. Power Order Energy Punch Barrage Bone Smasher Build Up Power Crash Confront Whirling Hands Total Focus Energy Transfer Powerset Revamp: Titan Weapons (Focused Feedback Thread) Titan Weapons was released less than a year before the game shut down, and never had the opportunity for much follow-up work. The set suffers from two problems. Firstly, the mechanics of the set make the set difficult to get started with. Secondly, when fully built, Titan Weapons massively overperforms compared to other melee set in almost every metric. We've gone ahead and removed the arbitrary bonus damage the set has (bringing it in line with the standard damage formulas) in order to reign in the maximum performance bar the set can hit, whilst also refining the Momentum mechanic and redraw animations in order to reduce the clunkiness of the set. Set Changes Removed arbitrary bonus damage from all attacks (roughly 8-10%) Now has the same redraw rules as Katana, and will only play an interruptible draw animation under the following conditions: Out of combat Out of range from the target Power still has not recharged Whilst Momentum is active, all Titan Weapons attacks will: Recharge 25% faster, with proportional damage and endurance cost reduction per the standard damage formulas Have an additional 25% endurance cost reduction Momentum is now granted even if the attack misses all targets Power Changes Titan Sweep Fast version cast time increased from 1s to 1.1s Follow Through Cast time increased from 1s to 1.1s No longer inflicts additional damage over time Confront / Taunt Cast time reduced from 1.96s to 1.67s Whirling Smash Radius lowered from 15ft to 10ft (however, it remains at 15ft for Tankers) No longer inflicts additional damage over time Arc of Destruction Recharge reduced from 20s to 16s Damage decreased accordingly (per the standard damage formulas) Fast version cast time shortened from 1.5s to 1.37s Powerset Revamp: Trick Arrow (Focused Feedback Thread) Trick Arrow has suffered with performance issues for a long time, primarily due to the strength of the debuffs against higher level enemies, but also due to redundancy between powers in the set. We've made a comprehensive suite of improvements, impacting almost every power in the set. Power Changes (Numbers provided are Defender values) Entangling Arrow Immobilize duration reduced from scale 15 to scale 7 No longer has a -Recharge debuff Now applies a 30s -Res debuff PvP only: This effect is removed Flash Arrow Can now be slotted with Range enhancements -ToHit increased from -6.25% to -18.76% Half this debuff is now irresistible Glue Arrow -Recharge debuff increased from -20% to -40% Debuff duration increased from 30s to 60s This power is now location based Ice Arrow Increased the -Recharge debuff from -12.% to 25% Now applies a 60s -Special and -Damage debuff PvP only: -Heal, -Absorb and -Damage removed, the remaining debuffs only last 10s Poison Gas Arrow -Damage debuff now lasts 60 seconds PvP only: Debuff only lasts for 3s after you leave the cloud -Damage debuff increased from -31.25% to -50% Half this debuff is now irresistible Acid Arrow Debuff radius increased from 8ft to 15ft (damage still has an 8ft radius) -Res debuff moved to Disruption Arrow This power still has a -25% defence debuff Now applies a heal resistance debuff (heals on the target will be less effective) PvP only: Debuff halved Now applies a -special resistance debuff (Endurance, ToHit, Regen, Recovery, Recharge Time, and Endurance Discount debuffs against the target will be stronger) PvP only: Reduced to -20% Debuff duration increased from 20s to 45s PvP only: Duration is still 20s This power has a new icon Disruption Arrow Target cap increased from 10 to 16 Now applies a -MaxEnd debuff and takes Endurance Modification enhancements and sets -Res debuff doubled (moved from Acid Arrow) Only one Disruption Arrow can be maintained at once Recharge decreased from 60s to 30s Duration increased from 30s to 45s Oil Slick Arrow Can now be slotted with Range enhancements EMP Arrow Can now be slotted with Range enhancements No longer applies -recovery to the caster Half of the -regen debuff now lasts 45 seconds (previously the entire -regen debuff dropped off after 15 seconds, now only half of it does) Hold duration for non-robots reduced by roughly 50% This power is now location based This power now spawns an EMP Field at the target location that acts similarly to Electrical Affinity's Faraday Cage and provides: 15% damage resistance to all but Toxic (not enhanceable) Resistance against End Drain and Recovery Debuffs Protection against status effects and knock back Pool Powerset Revamp: Teleportation (Focused Feedback Thread) Teleportation has been considered one of the least desirable pools for a while (outside of specific uses, like Stone Armor) due to the wide availability of other travel options. In order to make the set more appealing, we've added two new powers with new mechanics. Combat Teleport emulates the feeling of Speed of Sound's Jaunt to quickly traverse the battlefield without the endurance cost burden of an active travel power, whilst Fold Space introduces a new way to play in melee - bring the enemies to you, instead of going to them! To make room for these, Recall Friend and Teleport Foe have been combined into one power and Long Range Teleport has been removed from the set and is now an unlockable Accolade power. Power Changes Teleport Target (Replaces Recall Friend) Now combines the functionality of Recall Friend and Teleport Foe If you previously had Recall Friend, you'll now have Teleport Target Combat Teleport (Replaces Teleport Foe) A quick-casting, short-ranged (100ft) teleport designed to be used in combat The range of this power can be enhanced, but it cannot be buffed or debuffed by set bonuses or other powers This power can be activated up to 3 times in a row before it triggers a cooldown This power grants a small ToHit buff to your next attack If you previously had Teleport Foe, you'll now have Combat Teleport Fixed procs not working in Combat Teleport Teleport This power now grants a 4s untouchable buff If you attack while this buff is active, both the Untouchable buff and the Hover buff will be cancelled If you have been in combat in the last 10 seconds, phase will not be triggered In PvP, using teleport 3 times within a 30 second window will trigger No Phase Team Teleport Endurance cost reduced from 20 to 16 Fold Space (Replaces Long Range Teleport) This power will teleport foes from the nearby area into melee range Line of sight is required 100ft range, 16 targets max, prioritizes closer targets Long Range Teleport has been removed from the Teleportation pool and is now an Accolade power If you previously had Long Range Teleport, you'll now have Fold Space See the Long Range Teleporter section below for more information Warshades Inherent / Umbral Aura > Shadow Recall Now functions the same as Teleport Target, and has a new icon to match (previously this power mirrored Recall Friend) Umbral Blast > Starless Step Now functions the same as Combat Teleport, and has a new icon to match (previously this power mirrored Teleport Foe) Umbral Aura > Shadow Slip Now functions the same as Fold Space, and has a new icon to match (previously this power mirrored Long Range Teleport) Fixed the Shadow Step and Shadow Recall icons being inverted Blaster Secondary Revamp (Focused Feedback Thread) After the game shut down, several new Blaster secondary sets were developed (eg: Tactical Arrow, Atomic Manipulation, Plant Manipulation), but these sets were generally quite overtuned in the crowd control department, whilst also lacking in incentives to get into melee range - both of these factors contributed towards the sets being a tad too safe. Additionally, most of the legacy sets received some changes in the i24 beta just before the game shut down that were never really followed up on. This ended up with several sets (eg: Ice Manipulation, Electrical Manipulation, Energy Manipulation) being slight underperformers, especially compared to the new sets. This round of changes aims to level the playing field for Blaster secondary sets, both towards each other and towards dedicated crowd control ATs. In general, you'll see many of the underperforming sets receive several buffs (both in terms of damage and survivability), alongside some reductions in the crowd control capabilities of most sets. Tactical Arrow Electrified Net Arrow Range reduced from 80ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Endurance cost increased from 5.2 to 7.8 to be in line with other Blaster Manipulation T1 Immobilize powers Ice Arrow Range reduced from 80ft to 60ft to be in line with other Blaster Manipulation ST mez powers Recharge increased from 12s to 16s Hold changed from Mag 3, Scale 12 to: Mag 2, Scale 10 (non stacking) Mag 1, Scale 6 (stacking) Upshot +Recharge buff reduced to from 30% to 15% +Damage buff reduced from 100% to 81.25% +ToHit reduced from 20% to 15% Flash Arrow This power's effects are no longer irresistible This brings it in line with Smoke Grenade, which has always been resistable Gymnastics (Replaces Agility) Gymnastics and Agility have been merged into a new toggle power Provides knockback protection, a 1.75% defence buff, a recharge bonus, a movement speed buff and some slow / mez protection If you previously had Agility, you now have Gymnastics The Jump bonus has been removed (the run speed bonus remains), but the travel power stacking restrictions have been removed ESD Arrow Hold now only applies to robots Hold changed from Mag 3, Scale 8 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Added Stun against all foes (does not override the robot hold): Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Now accepts Stun enhancements and sets Oil Slick Arrow (Replaced Gymnastics) Similar to the Trick Arrow version, but does not have a defence debuff and only has a 15ft radius If you previously had Gymnastics, you now have Oil Slick Arrow Power Order Changes Atomic Manipulation Electron Shackles Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Positron Cell Hold changed from Mag 3, Scale 12 to: Mag 2, Scale 10 (non stacking) Mag 1, Scale 6 (stacking) Radioactive Cloud Hold effect has been adjusted: 50% chance of hold by choking - choking foes might actually counterattack if hit 50% chance of hold by barfing - barfing foes will continue emptying their stomachs until the duration of the hold expires Darkness Manipulation Penumbral Grasp Range reduced from 80ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Touch of the Beyond Increased the duration of the self buff from 60s to 120s The self buff now also provides Fear protection The self buff now auto-hits, regardless of if the enemy-targeting portion of this power hits The base accuracy of the power has been reduced from 150% to 120% as it no longer needs to hit to apply the buff Added a short, non-enhanceable Mag 3 Hold (in PvE only) The regeneration buff should no longer be weaker when used against higher or lower level enemies Fixed the duraton of the PvE Terrorize Protection Dark Pit Recharge time increased from 60s to 90s Endurance cost increased from 13 to 20.18 Stun changed from Mag 2, Scale 12 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Devices Toxic Web Grenade Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Taser Fixed this power doing PvE damage in PvP Field Operative This power now has a No Fade customization them Selecting this theme will stop the power from fading the player body Gun Drone Now has 80% resistance to all damage Taunt aura reduced to 8ft, mag 3, max of 4 targets Death explosion now has a knockup component Fixed an issue with resistance buffs not stacking properly Electrical Manipulation Electric Fence Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Thunder Strike Cast Time reduced from 3.3s to 2.53s Dynamo (renamed from Lightning Field) Moved from T3 to T6 (see Power Order Changes below) Is now the sustain power in the set (along with the existing damage aura component) No longer has an endurance cost to run Provides a Recovery and Regeneration buff If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth) If you had Force of Thunder, it will now be replaced by Dynamo and keep the same enhancements from Force of Thunder Force of Thunder Moved from T6 to T8 (see Power Order Changes below) No longer provides a sustain buff Stun changed from Mag 2, Scale 8 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Knockback chance increased from 30% to 100% If you had Lightning Field, it will now be replaced by Force of Thunder and keep the enhancements from Lightning Field Power Order Changes Fire Manipulation Ring of Fire Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Cauterizing Aura If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth) Energy Manipulation Energize Now provides a small amount of Stun protection (PvE only) Stun Recharge reduced from 20s to 14s This power now has synergy with Power Boost and Boost Range With Boost Range active, this power becomes a ranged Stun With Power Boost active, this power becomes an AoE (instead of boosting its duration) Stun will have an orange ring whenever either of these buffs are active As highlight rings can only be one color, Power Boost and Boost Range are also getting a pale white ring to make it easier to know if their buffs are still active, without having to look at the buff bar Full combo details: Stun = 14s recharge, 7ft range, Mag 3 scale 10 stun, single target Stun + Boost Range = 14s recharge, 60ft range, Mag 2 scale 10 stun + Mag 1 scale 6 stun, single targets Stun + Power Boost = 90s recharge, 7ft range, Mag 2 scale 5 stun + Mag 1 Scale 2.5 stun, AoE (10 targets) Stun + Power Boost + Boost Range = 90s recharge, 60ft range, Mag 2 scale 5 stun + Mag 1 Scale 2.5 stun, AoE (10 targets) Total Focus Cast time reduced from 3.3 seconds to 2.53 seconds Ice Manipulation Chilblain Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Frigid Protection Absorb has been adjusted to match Cauterizing Aura's Heal per Second and can now stack up for up to 12 seconds No longer shows floating numbers by default A new "Show Floaters" theme is available if you prefer seeing the Absorb numbers If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth) Shiver Half of the debuff now lasts 60 seconds (previously the entire debuff dropped off after 18 seconds, now only half of it does) Freezing Touch DoT on this power now lasts 10s, delivering additional cold damage ticks (11, up from 6) Frozen Aura This power now inflicts damage and accepts damage enhancements and sets Sleep changed from Mag 2, Scale 20 to: Mag 2, Scale 20 (non stacking) Mag 1, Scale 12 (stacking) Martial Combat Ki Push Damage lowered from scale 1.32 to scale 1.0 Recharge time reduced from 6s to 4s Reaction Time Absorb has been adjusted to match Cauterizing Aura's Heal per Second and can now stack up for up to 12 seconds No longer shows floating numbers by default A new "Show Floaters" theme is available if you prefer seeing the Absorb numbers If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth) Fixed power customization labels Throw Sand Stun changed from Mag 3, Scale 12 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Eagles Claw This power now has a chance to cause lethal internal bleeding damage over time, similar to the set's Storm Kick Mental Manipulation Subdual The range of this power is not being adjusted and will remain at 80ft as increased range is part of the secondary effects for Mental / Psionic powers Telekinetic Thrust Recharge increased from 6 seconds to 16s Cast Time reduced from 2.07s to 1.67s Damage Scale increased from 0.8 to 2.92 (per the standard damage formulas) Moved from T3 to T9 (see Power Order Changes below) World of Confusion Moved from T7 to T3 (see Power Order Changes below) Scare Moved from T8 to T7 (see Power Order Changes below) Psychic Shockwave Moved from T7 to T8 (see Power Order Changes below) Power Order Changes Ninja Training Immobilizing Dart Toxic damage over time doubled to bring it in line with other single target immobilize powers Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Sting of the Wasp Recharge increased from 5s to 10s Damage increased accordingly (per the standard damage formulas) Choking Powder Hold changed from Mag 3, Scale 8 to: Mag 2, Scale 10 (non stacking) Mag 1, Scale 6 (stacking) Shinobi No longer grants a damage buff outside of stealth Now grants the caster a 20% chance to inflict lethal criticals with every attack The amount of damage will be based on the recharge time of the power Usually this will be 80% of the standard damage formula This bonus damage ignores enhancements and damage buffs Movement buffs have been removed (they are not present on live) The Lotus Drops Recharge decreased from 28s to 14s This was much higher than intended Blinding Powder Sleep magnitude increased from 2 to 3 Chance for Confuse mag increased from 2 to 3 Chance for Confuse scale lowered from scale 20 to scale 8 Accuracy lowered to 0.8 (to match other AoE CC powers) Golden Dragonfly Recharge increased from 12s to 20s Damage increased accordingly (per the standard damage formulas) Plant Manipulation Entangle Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Skewer Cast Time reduced from 1.67s to 1.23 Strangler Hold changed from Mag 3, Scale 12 to: Mag 2, Scale 10 (non stacking) Mag 1, Scale 6 (stacking) Spore Cloud Moved from T9 to T5 (see Power Order Changes below) No longer grants a Defiance buff As a toggle, it never should've given one -Regeneration debuff now scales with player level -59.32% at level 20 -80.33% at level 40 -90.83% at level 50 Wild Fortress Absorb has been adjusted to match Cauterizing Aura's Heal per Second and can now stack up for up to 12 seconds No longer shows floating numbers by default A new "Show Floaters" theme is available if you prefer seeing the Absorb numbers VFX will now stay active as long as the toggle is active Vines Hold effect has been adjusted: 50% chance to hold foes at scale 8 mag 2 + scale 5 mag 1 Foes not held in this way will be held for scale 1.5 mag 2 and immobilized for 17.88s This power can now be enhanced for immobilization Thorn Burst Moved from T5 to T9 (see Power Order Changes below) Cast time reduced from 3s to 2s Power Order Changes Temporal Manipulation Time Wall Now inflicts scale 1 energy damage to bring it in line with other single target immobilize powers Now accepts Damage enhancements and sets Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Aging Touch Base damage slightly reduced from 1.32 to 1.02 This power was doing more damage than intended Time Stop Hold changed from Mag 3, Scale 8 to: Mag 2, Scale 10 (non stacking) Mag 1, Scale 6 (stacking) Temporal Healing Absorb has been adjusted to match Cauterizing Aura's Heal per Second and can now stack up for up to 12 seconds No longer shows floating numbers by default A new "Show Floaters" theme is available if you prefer seeing the Absorb numbers Fixed a timing bug in the non-absorb buffs this power provided that caused intermittent buffing Future Pain Recharge increased from 11s to 18s Endurance cost increased from 11.024 to 16.848 Damage increased accordingly (by about 52.8%, per the standard damage formulas) End of Time Recharge decreased from 22s to 17s Endurance cost decreased from 20.176 to 16.016 Damage decreased from scale 1.552 to 1.232 (per the standard damage formulas) Time Shift Stun changed from Mag 3, Scale 8 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Architect Entertainment AE versions of these powersets have been updated with missing powers and to match current power effects Other Powers Changes (Focused Feedback Thread) Dark Melee Shadow Maul Target cap reduced from 10 to 5 (16 to 10 for Tankers) Touch of Fear Now a melee targeted AoE with a 10 target cap (16 for Tankers) Now deals negative energy damage over time Fear duration reduced by roughly 50% Cast time increased from 1.17s to 1.97s Only the main target will be affected by the Fear and ToHit debuff Now accepts Targeted AoE Damage sets Taunt (Tanker / Brute) Now has the correct icon border AE versions of these powers have been updated with missing powers and to match current power effects Energy Assault Whirling Hands No longer yields double damage with Energy Focus active Instead it will instantly recharge the power Energy Focus Previously Energy Focus could only be acquired once every 15 seconds, regardless of if you used it or not - you can now regain it again immediately after it has been spent Cleaned up some timing issues Now shows up on the buff bar AE versions of these powers have been updated with missing powers and to match current power effects Kinetics All versions of the following powers have been converted from old pseudopet mechanics to new execute power mechanics Transfusion Siphon Power Transference Fulcrum Shift Player powers should notice no difference beyond faster application Some NPC powers may become weaker or stronger depending on their rank AE versions of these powers have been updated with missing powers and to match current power effects Movement Buffs This change has been reverted This will be looked at again in the future, potentially Page 2, as we look into proliferating Ninjitsu The following travel powers will suppress Primary/Secondary equivalent power travel buffs: Pool > Leaping > Combat Jumping Pool > Leaping > Super Jump Pool > Force of Will > Mighty Leap Pool > Speed > Super Speed Pool > Experimentation > Speed of Sound Prestige Travel > Ninja Run Prestige Travel > Beast Run Prestige Travel > Athletic Run Primary/Secondary powers impacted by this: Scrapper Defence > Ninjitsu > Shinobi-Iri Sentinel Defence > Ninjitsu > Shinobi-Iri Blaster Support > Ninja Training > Shinobi-Iri Blaster Support > Tactical Arrow > Gymnastics Taunt Aura Slotting Auras with a taunt component can now be slotted with Taunt sets If a power could not taunt before, it still cannot taunt now - this change only impacts auras which could already taunt The following powers are effected: Accolades All active combat Accolade powers now recharge in 10 minutes (down from 25 minutes), but are no longer affected by global recharge buffs - this affects the following powers: Crey CBX-9 Pistol / Stolen Immobilizer Ray Eye of the Magus / Demonic Aura Geas of the Kind Ones / Force of Nature Vanguard Medal / Megalomaniac Elusive Mind Accolade powers with different alignment versions (eg: Vanguard Medal / Megalomaniac) can now be activated regardless of alignment, but will force the other version of the power into cooldown P2W Powers Summon Workbench Can now be summoned whilst flying (but must still target the ground) Jump Pack / Steam Jump These powers were intended to have a 30s lockout timer, but it never worked properly (on initial release, they had a 5 minute cooldown) They sometimes were locked out permanently until you zoned, and sometimes could be used back-to-back They also detoggled Intangibility powers on expiration, and were locked out for 2 minutes by NoPhase, despite having nothing to do with intangibility The not-working lockout timer has been removed, and instead these powers now share a 30 second cooldown (which fixes all the above issues) using the new shared cooldown code tech developed for the accolades above Renewal of Light (P2W) / Return to Battle These powers are no longer mutually exclusive - you can own both at the same time Instead they share a cooldown The Winter Event version of Renewal of Light has been renamed to Light of Renewal to prevent confusion with the P2W version Travel Updates: Base Teleportation, Long Range Teleporter Accolade, Special TP Powers (Focused Feedback Thread) A strange energy spike in Galaxy City reached the old Supergroup Portal and caused a cascade overload in the entire Teleport network. Most of the damage has been repaired, but destinations in temporal flux have been lost to the past. DJ Zero was called in to establish the new portal in his Pocket Dimension, and as a courtesy he also set up portals in two other dimensions: Praetoria and The Shadow Shard. Vanguard has requested further restrictions of traffic near Paragon Heights while their investigation is in progress. New Accolade Power: Long Range Teleporter Long Range Teleporter The Pocket D VIP Pass power has been significantly improved and is now the Long Range Teleporter If you previously owned Pocket D VIP Pass, you will now have the Long Range Teleporter with Pocket D unlocked as a destination Long Range Teleporter is unlocked by the Passport Accolade, which can be acquired by earning: An exploration accolade in any zone with a Base Portal (see the "Complete Base Portal List" below for reference), or The Pocket D VIP Gold Club Member badge (for spending 1 hour in Pocket D) Long Range Teleporter can be used once to teleport you to any zone that you have unlocked Collecting any exploration badge in a zone will unlock it as a destination Pocket D can also be unlocked with the Pocket D VIP Gold Club Member badge Only zones with base portals can be unlocked (see the "Complete Base Portal List" below for reference) Long Range Teleporter has a 2s activation time and a 10 minute cooldown Activation time is longer in PvP If you activate Long Range Teleporter and do not use it, the cooldown will begin counting down but the power can still be used again until you zone This is indicated by the red ring around the power Note that even if you zone without using LRT, it will still go on cooldown - it's not possible to determine if you zone with the power or not Examples: You activate the power. Spend 60 seconds looking at the options before clicking one. When you zone, the power will be on cooldown with 9 minutes left. You activate the power. You don't zone. Two minutes later you activate it again and zone. The power will go on cooldown with 10 minutes left (each activation resets the timer). You activate the power, then keep running around the zone for five minutes. Then you use a monorail or whatever to go to a different zone. The power will go on cooldown with 5 minutes left Fixed this effect not working from the Quick Travel menu if the power wasn't present in any tray Long Range Teleporter can also take you to your base, and allows you to use /enterbasefrompasscode to enter any base Fast Travel Menu By acquiring Long Range Teleporter or any of the powers in this menu you will unlock the Fast Travel macro accolade (similar to the Architect Commlink) This lists the various unlockable zone teleportation powers so they don't take up space in your power trays Clicking the Fast Travel icon will open up this menu Powers that are are on cooldown or that you do not own (or have no charges of) will be greyed out Portal powers (eg: Ouro) will be automatically summoned at your feet so you don't need to click again Each option has a keyboard shortcut whilst the menu is open (the white letters) You can also use /popmenu FastTravel in a keybind, macro, etc to access this menu eg: /bind t popmenu FastTravel will open this menu when you press T, so pressing "T, O" will quickly open an Ouro portal at your feet Base Teleportation The internal command /enterbasefrompasscode now requires that you be able to enter a base normally before using it, which includes any of the following: Being within 45 feet of a base portal (including base portals summoned by the new powers detailed below) Being anywhere inside a Supergroup base Using Long Range Teleporter, Base Transporter (P2W) or Monitor Duty Teleporter (Day Job) The command remains available to use until you move 20 feet from the location you used the power, or until you activate another power The base teleportation network now includes many new zones, including zones in Praetoria and The Shadow Shard In total, 16 new base portals have been added, and 7 new base beacons have been added (see the complete list below) The only zones not included are time travel zones (eg: Cimerora), a small bases (eg: The Midnighter Club), Hamidon zones, and layers of other zones (eg: Underground Imperial City) This same list of zones is also used by Long Range Teleporter New powers which summon portable base portals have also been added (see below for more info) Base teleportation is now more streamlined and consistent Every zone with a base beacon now also has a base portal Base beacons now drop you at the base portal instead of at a random location (Long Range Teleporter also uses the base portal locations) Several base portals have been moved to more convenient locations Base portals no longer have collision, so you can't get stuck inside them The Base Transporter P2W power has had its cooldown reduced from 30 minutes to 10 minutes, and Long Range Teleporter can also take you to your base Base portals in the Rogue Isles are now red, and the new Praetorian base portals are gold Supergroup Base Teleport Beacons once again check for alignment, and should no longer allow Praetorians to briefly zone into Primal Earth zones Complete Base Portal List Paragon City Atlas Park Kings Row (Base Portal moved down to ground level) The Hollows (Base Portal added) Perez Park (Base Portal added) Skyway City (Base Portal moved up to the small park with Synapse and Mynx, near the Monorail) Steel Canyon Boomtown (Base Portal added) Faultline Talos Island Striga Isle (Base Portal added) Independence Port (Base Portal moved slightly to be right next to the Monorail, allowing easy access to both sides of the zone) Terra Volta (Base Portal added) Croatoa Brickstown Crey's Folly (Base Portal added) Founders' Falls Eden (Base Portal added) Rikti War Zone Kallisti Wharf Peregrine Island (Base Portal moved down to ground level) Dark Astoria Extradimensional Pocket D Cascade Archipelago (Base Portal & Beacon added) Firebase Zulu (Base Portal & Beacon added) The Chantry (Base Portal & Beacon added) The Storm Palace (Base Portal & Beacon added) The Rogue Isles Mercy Island Port Oakes Cap au Diable Sharkhead Isle Nerva Archipelago (Base Portal moved slightly to be right next to the Black Helicopter line, allowing easy access to both sides of the zone) St. Martial Grandville (Base Portal moved down from the top of the tower to the main square) Praetoria Imperial City (Base Portal & Beacon added) Neutropolis (Base Portal & Beacon added) Nova Praetoria (Base Portal & Beacon added) First Ward (Base Portal added) Night Ward (Base Portal added) The following zones have had their beacons removed: Echo: Dark Astoria These beacons will now be directed to Dark Astoria Echo: Galaxy City These beacons have been destroyed by an energy spike of unknown origin Note: Both of these zones can still be accessed through Ouroboros New Supergroup Portal Power Supergroup Portal (New P2W Power) Available from P2W for 10 million influence Summons a base portal on the ground that lasts for 2 minutes (even after you leave the zone) 10 minute cooldown, unaffected by global recharge buffs Cannot be used in Tutorial or PvP Zones Summoning a base portal will remove other summoned portals within a 15ft radius (to avoid blocking contacts, doors, etc) Other Teleportation Powers Base Transporter (P2W Power) Recharge time reduced from 30 minutes to 10 minutes, and is no longer affected by global recharge buffs Activation time reduced from 17s to 2s in PvE (still longer in PvP) If you activate Base Transporter and do not use it, the cooldown will begin counting down but the power can still be used again until you zone This uses the same behaviour listed above under Long Range Teleporter Ouroboros Portal Can now be summoned and entered from level 1, rather than level 14, and is much simpler to earn (see the badges section for more info) Can now be summoned whilst flying (but must still target the ground) Now lasts 2 minutes instead of 5 minutes, but will remain in place after you leave the zone Can no longer be used inside mission maps while the "No Temporary Powers" flag is enabled (eg: during Master Of attempts) Summoning an Ouroboros Portal will now remove other summoned Ouroboros Portals within a 15ft radius (to avoid blocking contacts, doors, etc) Can now be used in Ouroboros This was a side-effect of allowing base portals to be summoned in Ouroboros, and any Ouroboros portals summoned within 15ft of the static Ouroboros portals in Ouroboros will be instantly destroyed (Supergroup portals are not affected by this) Team Transporter (P2W Power) Can now be summoned whilst flying (but must still target the ground) This power has a new icon to match the other prestige teleportation powers Mission Transporter (P2W Power) Activation time reduced from 15s to 10s This power has a new icon to match the other prestige teleportation powers Assemble the Team (P2W Power) This power has a new icon to match the other prestige teleportation powers Auction House Teleporters The purchasable Auction House teleporter powers have been removed from the Auction House These powers had numerous bugs, and teleporting directly to the auction house isn't that useful with the /ah command available Day Job Teleportation Powers These Day Job powers have been shuffled around The Monitor Duty Teleporter (teleport self to base) power can now be earned by logging off near a base portal, and no longer requires the Rapid Response Member Accolade The Monitor Duty badge speeds up earning charges of this power, in line with other basic day job powers Rapid Response Portal is a new day job power which summons a base portal, and is now earned by logging off near a base portal with the Rapid Response Member Accolade With the Accolade you will earn charges of Monitor Duty Teleporter and the Rapid Response Portal The old Monitor Duty day job (which a long time ago granted a Prestige buff, but now grants a Brain Storm bonus) was previously awarded for logging off near a base portal, but is now earned by the Day Trader (Wentworth's) and Marketeer (Black Market) day jobs The old Day Trader / Marketeer Teleporter day job powers can no longer be earned Monitor Duty Teleporter This power has been renamed from Base Teleporter to Monitor Duty Teleporter (to match the badge it is connected to) Recharge time reduced from 600s to 30s (this would be 0s, but we wanted to prevent accidental double usage as this power has limited charges Activation time reduced from 17s to 2s in PvE (still longer in PvP) Rapid Response Portal Summons a base portal on the ground that lasts for 2 minutes (even after you leave the zone) 90 second cooldown Cannot be used in Tutorial or PvP Zones Summoning a base portal will remove other summoned portals within a 15ft radius (to avoid blocking contacts, doors, etc) TUNNEL Network The Hero and Villain TUNNEL networks have been merged together Vigilantes and Rogues will now see both Hero and Villain zones in the list Heroes, Villains, Vigilantes, Rogues and Praetorians can now all use the same portals in co-op zones TUNNEL can now be used by Praetorians Praetorians will only be able to access zones in Praetoria Free Fire Zone (PvP) Helicopter Line All helicopters to and from PvP zones are now connected (including new helicopters in Siren's Call near the hero hospital and in Peregrine Island near the arena) You can also use it to travel between the connected PVE zones, but only those that match your current alignment Enhancements (Focused Feedback Thread) Enhancement Upgrade Button Added an Upgrade button to the bottom left of the Enhancements screen This will upgrade all your store-buyable enhancements to +3 of your level, to the maximum of level 50 It costs the same as purchasing the enhancements from a store, and it will not change the enhancement type; a low level DO will be upgraded to a high level DO, not a SO. Combined enhancements will be replaced following the new Enhancement Combining rules described below This means a level 48++ SO will be "upgraded" to level 50 and charge full price Enhancement Combining Combining enhancements now increases their level directly, instead of a combined level enhancement (ie: 33 instead of 32+1) This means you can, through combination, get Titan, Hydra and Hamidon enhancements all the way to level 53 Existing combined enhancements are not affected, but another combination will increase their level and remove the combinations Acquiring Enhancements Single Origin enhancements can now be purchased from vendors at levels 5, 10, 15 and 20 This is meant to equalize the availability of those enhancements at low levels, which currently are mostly obtained through farming the Death From Below trial DOs can now be purchased from vendors at levels 5 and 10, just for parity TOs have been removed from regular vendors but can still be purchased from the Supergroup Base enhancements vendor if you're into that kind of thing Story Arc rewards that used to drop TOs and DOs will now always drop a SO of your origin TOs and DOs will still drop from other sources as vendor trash The tutorial zones now reward the player with Talisman of the Initiate (Damage) SOs instead of Damage TOs Introductory tasks from City Hall reward the player with Damage SOs of their origin instead of Damage TOs The Shop Keeper and Smuggler day jobs will now always award a SO Yin's Market Yin's Talisman enhancements can now be used by characters of all origins and are available at level 5, 10, 15 and 20 They are also cheaper than SOs of the same level to purchase from Mr. Yin, although they will cost the same to upgrade Yin's Talisman enhancements now use a fancy golden border There are currently no plans to make those enhancements available to Villains or Praetorians, as the store unlock is a reward for the Faultline arcs Those characters can purchase the enhancements from the auction house, receive them via character email, or store and retrieve them from Supergroup storage if they wish Badges (Focused Feedback Thread) Several new badges have been added to the game! New Defeat Badges Brass Hunter Defeat 1000 Nemesis Jaegers Green Machine Defeat 100 Nemesis Warhulks Brute Forced Defeat 500 points worth of Rularuu Brutes Bosses are worth 5 points, all others are worth 1, like the Praetoria and Dark Astoria defeat badges Winged Nuisance Defeat 500 Rularuu Natterlings of any rank Running on Empty Defeat 200 Malta Sappers Reduced from 250 to 200 - matches similar difficult defeat badges, like Tracer (for defeating 200 Tsoo Sorcerers) Womp Womp Defeat 100 Immature Paragon Protectors Assault and Battery Defeat 50 Freakshow Super Stunners New Story Arc Badges Spoilers in the box below Other New Badges On the Shoulders of Giants Located in Kallisti Wharf Behind Enemy Lines Complete at least one door mission in Bloody Bay, Siren's Call and Warburg (one mission per zone) Existing Badges Passport Moved from Events to Accolades, and no longer awarded automatically on character creation Now unlocked by earning either: An exploration accolade in any zone with a Base Portal (see the above list for reference), or The Pocket D VIP Gold Club Member badge (for spending 1 hour in Pocket D) Grants the Long Range Teleporter accolade power Hint text has been updated to explain exactly how you earn Long Range Teleporter Pocket D VIP Gold Club Member No longer unlocks the Pocket D VIP Pass power Now unlocks Pocket D as a Long Range Teleporter destination (and unlocks Long Range Teleporter if you don't already have it) Loyal Customer This badge now has new artwork (previously it was using the same artwork as the Air Pirate badge) Unabashed Can now be acquired in the instanced Rikti Mothership Raid instead of just in the zone version Visionary Changed from defeating 100 Rularuu Overseers bosses to 500 points worth of Rularuu eyes (Watchers, Observers and Overseers) Bosses are worth 5 points, all others are worth 1, like the Praetoria and Dark Astoria defeat badges Existing badge progress will be transferred (1 boss on the old tracker = 5 points on the new tracker) Power Liberator / Master Thief Moved from PvP to Accomplishment as the Cathedral of Pain Trial has no relation to PvP Monitor Duty No longer increases the rate at which you earn the Monitor Duty (Brain Storm Idea boost) day job power Now increases the rate at which you earn the Monitor Duty Teleporter (Teleport self to base) day job power Day Trader / Marketeer No longer increases the rate at which you earn Day Trader Teleporter / Marketeer's Teleporter day job power Now increases the rate at which you earn the Marketeer (Brain Storm Idea boost) day job power Rapid Response Member / Trouble Maker No longer unlocks the Base Teleporter day job power (this power no longer requires unlocking) Now unlocks the Rapid Response Portal (Summon supergroup portal) day job power Entrusted with the Secret Moved to the top of the Flashback badge list Ouroboros Portals can now be summoned and entered by characters of any level The requirements to earn this badge have been cleaned up: Completing any Flashback story arc using the Pillar of Ice and Flame will award the badge Completing any story arc given directly by a Mender will award the badge Completing any of the following missions will award the badge: Follow up on Holsten Armitage's claim that Senator Dybalski has been kidnapped by Rikti Defeat Ubelmann the Unknown in Ashwin Lannister or Laurie Pennington's story arc Recover the PsychoChronoMetron or Destroy the PsychoChronoMetron from Agent G Find "The Magic Man" and recover the Devil's Timepiece in Mercedes Shelton's story arc Meet with Botis during Vincent Ross' story arc Any mission with Professor Echo from Marshall Brass Defeat Professor Echo when you encounter him during Pandora's Box story arc Confront Mender Silos in the final mission of the Pandora's Box story arc Travel to the ruined Cap Au Diable from the future in any Patron arc Travel to the ruined Atlas Park from the Future in any Patron arc or the Lord Recluse Strike Force Travel to the Dark Victory version of Atlas Park in Statesman's Task Force Entering any of the following zones will award the badge: Cimerora Ouroboros Recluse's Victory Echo: Atlas Park Echo: Galaxy City Echo: Faultline Echo: Dark Astoria Echo: Rikti Crash Site Entering one of these zones will also award the Ouroboros Portal power if you have somehow managed to lose it PvP Updates (Focused Feedback Thread) PvP Accolades Arena vendors now sell the following PvP-only fakkolades (fake knockoff accolades) for 10,000 influence each: Veteran Combined the four +HP / +End accolades Indestructible Combines Eye of the Magus / Demonic Aura and Elusive Mind Supercharger Copy of Geas of the Kind Ones / Force of Nature Mind Games Copy of Vanguard Medal / Megalomaniac Nullifier Copy of Crey CBX-9 Pistol / Stolen Immobilizer Ray Justice Copy of Call to Justice, the Hero alignment power, shares a cooldown with Rampage Rampage Copy of Frenzy, the Villain alignment power, shares a cooldown with Justice Using a accolade will put the non-PvP version of it on cooldown (and vice-versa) These can be deleted when you no longer want them Normal accolade & alignment powers are now disabled in the Arena and in PvP zones All PvP Zones (Bloody Bay, Siren's Call, Warburg, Recluse's Victory) Added vendors selling the Arena temporary powers (which are now usable in PvP zones) The Siren's Call vendor still requires the zone event to unlock Bloody Bay / Siren's Call Missions in Bloody Bay and Siren's Call are no longer limited to level 25 / 35 and can now be run all the way to level 50 Completing any door mission rewards the Veteran power Completing any Longbow door mission rewards the Justice power Completing any Arachnos door mission rewards the Rampage power Completing the destroy / save outpost mission rewards the Indestructible power Completing the plant / defuse bomb mission rewards the Supercharger power Completing the kidnap / rescue officer mission rewards the Mind Games power Completing the destroy / recover technology mission rewards the Nullifier power Siren's Call Rotated the entire zone by 90° in order to match the city map Added a Free Fire Zone Helicopter to the top of the Hero hospital Recluse's Victory Support AVs now spawn at level 52 instead of level 54 Pocket D An entrance to Recluse's Victory has been added to the Pocket D arena DJ Zero doesn't approve of fighting, so if you use this exit, there's no way back to the club from Recluse's Victory - you're on your own Free Fire Zone (PvP) Helicopter Line All helicopters to and from PvP zones are now connected (including new helicopters in Siren's Call near the hero hospital and in Peregrine Island near the arena) You can also use it to travel between the connected PVE zones, but only those that match your current alignment New Arena Map: Liberty Town (2-32 players) A new arena map using an area from Founder's Falls Spawn locations have been adjusted Minimap: New Arena Map: Boomtown (2-16 players) A new arena map using the construction site area of Boomtown Minimap: New Arena Map: Ouroboros (2-16 players) A new arena map featuring the destroyed version of Ouroboros Minimap: New Arena Map: Last Bastion (2-16 players) A new arena map set in a mostly-destroyed Praetoria Minimap: New Arena Map: Praetorian Office (2-10 players) A new arena map set inside a Praetorian Office Minimap: New Arena Map: Industrial (2-16 players) A new arena map set in an Industrial area The old Industrial map is now named Factory Minimap: New Arena Map: Council Earth (2-16 players) A new arena map set on the Council Earth Minimap: New Arena Map: Luna Square (2-16 players) A new arena map set in a generic outdoor city area Minimap: New Arena Map: Dam Interior (2-10 players) A new arena map set inside the Overbrook (Faultline) Dam Minimap: Other Arena Maps Fixed the minimap for Cage Match, Factory, Stadium, Atlas Park, Steel Canyon and Skyway City Known issue: Most of the others are broken and still need fixing The arena map list is now sorted alphabetically Powers Disabled in PvP All Incarnate powers apart from the Alpha slot are now disabled in Recluse's Victory PvP zones now obey the same rules as the arena when it comes to banning powers This means that anything previously disabled in the Arena will now be disabled in PvP zones Arena temporary powers now work in PvP zones The following powers are now disabled in the Arena and in PvP zones: Most Mayhem / Safeguard powers Empowerment Station buffs crafted in bases Most Day Job powers Cathedral of Pain buffs Various prestige / temporary powers Complete list of disabled powers: Other PvP Powers Changes Trick Arrow See the Trick Arrow thread Fast Snipes No longer grant a 50% range buff in PvP Empathy / Pain Domination Absorb Pain: -Heal / -Regeneration reduced to 50% in PvP Share Pain: -Heal / -Regeneration reduced to 50% in PvP Temporary Powers Envenomed Dagger's regeneration debuff is now Scale 1.0 non-stackable when used against players -Jump Adjustments The following powers have had their -Jump component reduced to Scale 2 Melee_Jump in PVP: The following powers have had their -Jump component reduced to Scale 1 Melee_Jump in PVP: Enhanced Gamepad Support (Focused Feedback Thread) Added support for using the left and right triggers as modifiers with XInput Added several convenience aliases for usage with keybinding Virtual Mouse Mode Implemented virtual mouse mode for XInput gamepads Holding both triggers now enters virtual mouse mode: The left stick moves the mouse pointer. This is analog, with a small amount of acceleration past halfway pressed Moving the right stick up and down moves the mouse wheel Moving the right stick left and right passes through to your normal binds, allowing you to turn the camera The A/Cross button is the left mouse button The B/Circle button is the right mouse button The Y/Triangle button is the middle mouse button The d-pad will snap your mouse pointer around the screen The X/Square button will snap your mouse pointer to the center of the screen New Slash Commands /interact Allows you to interact with objects in front of you as if they had been clicked This includes contacts, doors, ouroboros portals, etc /extra_modifiers [mod1] [mod2] [mod3] [mod4] Allows setting up to four extra modifiers These (currently) only work when no other modifier is pressed Recommended for XInput users is /extra_modifiers LBumper RBumper /controller_modifiers <first> <second> Allows setting two controller buttons as modifiers On non-XInput devices, when both of these are pressed together, the controller will enter virtual mouse mode The arguments are the button numbers to use (from 1-24) Recommended for XInput users is /controller_modifiers 7 8 (the two triggers, since these are currently hard-coded as virtual mouse mode on XInput) /controller_vmouse <LMB> <RMB> [MMB] [Snap] Configures virtual mouse mode buttons By default, button 1 is the LMB and button 2 is the RMB - the other two are unset Recommended for XInput users is /controller_vmouse 1 2 4 3 (which will give you the configuration from the above patch notes) Further explanation on the use of additional modifiers from @Telephone: Map Changes (Focused Feedback Thread) Minor tweaks and additions to Steel Canyon, Skyway City and Faultline for the new story arcs (contacts, mission locations, etc) Pocket D War Witch has been relocated to the ground floor of the club, just underneath her previous location This change was made in order to minimize disruption to any roleplay going on in the upper floor An entrance to Recluse's Victory has been added to the Pocket D arena DJ Zero doesn't approve of fighting, so if you use this exit, there's no way back to the club from Recluse's Victory - you're on your own Kings Row Under advisement from Vanguard, the Paragon City Council has demolished and sealed shut the former tunnel connecting Kings Row to Galaxy City and reinforced that section of the War Wall to protect the citizens of Kings Row after the strange energy spike that destroyed the teleporter network. The Kelly Graham Foundation has commissioned a new statue of Galaxy Girl to stand in the former location of the Hazard Zone gate, and a small ceremony was held with the former residents of Paragon Heights. The tunnel that previously connected Kings Row to Galaxy City has been sealed A new statue of Galaxy Girl stands where the tunnel used to be This also fixes this area of the War Wall not turning off during Rikti Invasions Minor updates and additions for the new story arcs Independence Port Minor updates and additions for the new story arcs The power lines above Admiral Sutter's helicopter have been moved PvP Zones (Bloody Bay, Siren's Call, Warburg, Recluse's Victory) See the PvP changes section for more details Peregrine Island Added a Free Fire Zone Helicopter near the Arena Perez Park Hazard lights added to the Galaxy City gate Ouroboros Can now be accessed at any level through an Ouroboros Portal (rather than 14+) Cimerora Can now be accessed at any level (rather than 35+) as long as you can access The Midnighter Club Echo: Galaxy City Closed the Perez Park gate Added an Echo transporter (was previously using the monorail as an exit) City Map The old city cartographer has... retired After 15 years, Brickstown is now the correct shape on the city map Other Changes Reduced invite blocking time after quitting a team or league to 5 seconds Restored the classic "pshewwwww" sound when entering the game Halloween salvage vendors (Annah in Croatoa, Granny Beldam in Nerva Archipelago, Acantha in Imperial City) now have icons on the minimap The basic version of Penelope Yin will no longer summon her gigantic pet outside of mission maps This will prevent her being difficult to talk to in Independence Port Normalized LODInfo hashtable key names This may address or at least rule out some possible causes of the crash upon changing graphics settings that some people are getting Reduce the occurence of the red ring cursor when choosing a teleport destination It is now possible to teleport to some locations even if the camera loses line of sight to the player Profanity Filter Several outdated / reclaimed terms have been removed from the profanity filter Several slurs have been added to the profanity filter The profanity and copyright filter is now checked during character creation (this is the same behaviour as live - it just wasn't activated) New Command: /interact Allows you to interact with objects in front of you as if they had been clicked This includes contacts, doors, ouroboros portals, mission objectives, etc Command: /powexec_location Several improvements have been made to /powexec_location to make it more reliable when used with teleportation powers Directional and terrain-following mode are more robust and less likely to stop short of the full distance Target mode no longer requires line of sight to the target, so long as the target is in a location that is a valid teleport destination Target mode no longer tries to occupy the same space as the target - instead it selects a location as close as possible to the target without being pushed away Fixed being able to teleport inside geometry with this command Now much less likely to fizzle with teleport powers Command: /window_scale The /window_scale command takes the following new windows: contactdialog to independently resize the window where contact give you mission descriptions and such missionsearch to independently scale the AE mission search window missionmaker to independently scale the AE editor window Example usage: /windowscale contactdialog 2 to make it twice as big (accepts anything from 0.65 to 2) Popmenus The "LockedOption" structure in popmenus now has three extra fields: Icon - adds a small image to the left side of the text PowerOwned - unlocks the entry if this power is owned, regardless of state PowerReady - unlocks the entry if this power is owned, enabled, and recharged Mission: The Strongest Bond This is the fourth and final mission given by the contact Ward, in the Night Ward, notorious for unrecoverable team wipe situations due to the location of the in-mission hospital Gurneys moved to roof of mansion in order to buy you some time An Acolyte of Repulsion wards the roof with a Dispersion Bubble and a Force Bubble, but their power is so strenuous and difficult to maintain that they are incapable of doing anything else The Acolytes of Soothing, fragile but helpful, stand ready to assist with sweet nothings of periodic minor healing, but their devotion to your wellbeing renders them incapable of anything else In the spirit of the original encounter, enemies are designed to chase you - this has not changed, we have simply provided the means for you to tip the scales in your favour Bug Fixes (Report Bugs Here) You should no longer see erroneous messages about adding slots to certain temporary powers while levelling up The double Duray fight in the Sutter Task Force should no longer fail to complete properly Fixed an issue on the Portal Corp tech lab variant map in which certain objective placements would cause them to be almost entirely buried in geometry You won't need to dig around for buried glowies anymore, but you are still on a Dr. Q... Minor geometry fixes to Siren's Call, Talos Island, Port Oaks and Atlas Park Fixed an issue that caused Ouroboros portals to occasionally be targetable when summoned by a villain Fixed an issue that caused the base portals in Recluse's Victory to count towards the Duty Monitor (supergroup base) day job, and block the Predator (PvP zone) day job Fixed the mission reward for levels 10 to 14 missing Pool B invention recipes Tutorial missions in Outbreak and Breakout can no longer be abandoned Fixed an issue that caused the glass on police drone sirens to not render correctly Fixed the Lost Curing Wand sometimes revoking too early (and sometimes not revoking at all) during Montague Castanella's story arc Fixed the Breakout tutorial mission failing to complete after defeating the guards Potentially fixed the Entrepeneur / Black Marketeer Day Jobs not granting Invention Discount Coupon salvage Powers & Enhancements Bug Fixes Procs that inflict damage should no longer auto-hit even if slotted in powers that auto-hit foes. This applies to: Enhancements Incarnate: Hybrid Note: this already applied to Incarnate Interface procs, nothing changes there Fixed recipe name for Encouraged Accuracy: To Hit Buff Dual Pistols: AoE powers no longer grant Defiance for every target hit Single target powers no longer grant double Defiance Hail of Bullets (Blaster): Fixed an issue where the blaster version of this power would not trigger the base lethal damage in PvE Savage Melee (Scrapper & Stalker): Fixed numerous errors with critical hits Many powers had incorrect crit values or would not crit in PvE, PvP or both Sentinel > Vulnerability: Will no longer spam float messages when triggered Dark Miasma > Tar Patch: Was recently flagged to ignore resistance - this was not intended and has been fixed Enhancements > Gaussian's Synchronized Fire Control: All enhancements in this set should now require level 17 to be slotted, instead of half the set being available at level 7 The set is documented to be 20-50 level range Enhancements > Performance Shifter: All enhancements in this set should now require level 17 to be slotted, instead of half the set being available at level 7 The set is documented to be 20-50 level range Incarnate > Destiny > Clarion: Fixed an issue that caused Clarion's buff to increase the strength of other +special buffs Epic > Mastermind | Blaster > Oppressive Gloom: Self damage will no longer variate based on enemy level Temporary Powers > Ethereal Shift: This power no longer ignores NoPhase Dark Miasma | Dark Affinity > Twilight Grasp: Fixed a bug where tintable versions of this power would not play the healing sound or FX Blaster > Fire Blast > Blazing Bolt: The slow version of this power was giving the player a 100% range buff instead of 50% - This has now been corrected Scrapper | Brute > Energy Aura > Energy Cloak > Fixed a bug where the stealth was not suppressing in combat, preventing the taunt aura from working Blaster > Assault Rifle > Sniper Rifle > Text description no longer claims there is a bonus when using Targeting Drone. This bonus was depreciated long ago with the Devices changes Dominator > Martial Combat > Masterful Throw > This power should now accept ToHit Debuff sets and enhancements Dominator > Savage Assault: Attacks should now grant bonus Domination Meter in PvP Feral Charge is now flagged as AoE instead of Melee Radiation Melee | Assault > Radiation Siphon > This power no longer states it has an arc, or radius
  37. 2 points
    Keeping some different flavors of powers sets is preferred over making everything the same. I HATE combo mechanics, so I just don't play Street Justice, Dual Blades, etc.. I don't begrudge those that do UNTIL they start advocating to proliferate that 'flavor' to Stone Melee or Energy Melee.
  38. 2 points
    Thanks @Poned for hosting such a lovely event !! I’ll start by registering myself, @Hot @Celebrity @Famous @Uncensored #PvPwaP 👅
  39. 2 points
    Why? You keep dictating how things are "supposed" to be, but haven't offered any justification for it. All sets don't have to work the exact same way; it's the variety and options that make them interesting.
  40. 2 points
    Love it! Especially since it would finally allow a 100% "poison" themed character, via a Toxin/Poison Troller!
  41. 2 points
    Please God, no. The set's already been gutted enough. The primary joy of the set is that it doesn't have any location based powers muddying up the steady targeting (and is one of the reasons many who like the set as is, really aren't that into Oil Slick Arrow). Also, the reason the electronet arrow needs to be 80' has nothing to do with the immobilize; most Tac Arrow players don't even slot it for immobilize; they slot it for damage due to the fact that it's energy damage (a type that is resisted by things that resist lethal damage) and so is often a part of the default rotation for Archery/Tac Arrow blasters. Reducing the range makes it harder to use as part of that rotation. Frankly, you could probably even replace the immobilize with a stackable slow and you'd still have Archery/Tac Arrow players employing it in their rotation as long as it was 80' and kept the energy damage over time. This is also why I feel reducing the duration instead of range would be a much better option for providing more build options. Right now the duration is MORE than long enough to keep a target locked down for an entire fight with no need to slot for immobilize... which is why its so easy to slot it for damage. Cut the duration in half though and now there's a meaningful choice between slotting for damage (but needing to reapply it to the same target during the fight to keep them locked down) or for immobilize (to make it last long enough to immobilize for the entire fight duration).
  42. 2 points
    And no temps no insps. Fastest time looks like 1:29:55 by @Tsuko's Rad/SS Tanker. @nihilii got 1:31:37 on an Invuln/DB Tanker. I was off the pace at 1:36:36 (unposted) on my Shield/MA Tanker doing 334 DPS. But I also agree that...
  43. 2 points
    Now 6-th are Extreamly, Amazingly Cute Us. We just done it yey, heil to Us n.n!!! lTF: solo bosses, solo av, +4 level, team of 8 players. No defeats allowed, no inspirations allowed, no temporary powers allowed, enemies are buffed: We did it on DaGrateKrushmor the Nuclear Cyborg toon, almost no power dropping, everything is thematic & left as it is, with exception of Teleport. It was taken in order to untether 4-th Screen Boss from Nictus Essence adds (fly next to very cutscene border, teleport to the VERY BOSS before cutscene, see cutscene (character VFX will play between nictus & romulus during cutscene or so), then immediately use some PBAoE power. That will untether boss from Nictus adds).
  44. 2 points
    Oh yes of course! We just found acquired a king size mattress we can saw in half masterfully engineer into two comfortable beds, with lots of glitter and scented marker patterns drawn all over it tailored features to suit high standards of a GM's late night passing out sleep needs.
  45. 2 points
    I’m in shock, too! Thank you so very much! Words do a poor job of conveying the emotion here. Thank you. Congratulations to all the winners and a shout out to all the awesome bases which, even if they didn’t get an award, are still awesome!! -Dacy
  46. 2 points
    Fair points you bring up. However, for Stalkers, ToF is not available until level 26. Granted, Stalkers don't normally get two AoE attacks, so I'm not expecting much to change there. For the most part, I think every Stalker will likely skip ToF given other options Stalkers can have for AoE by level 26 from pool powers, as well as epics that become available at level 35+. Given the small radius, small damage, and relatively slow cast time, it's safe to assume Stalkers would only consider taking this power as a ST debuff attack and treat the AoE damage as splash, as opposed to taking this power as an AoE attack. That might apply to other ATs as well, but seems to definitely apply for a stalker. Just a quick break down of numbers, I count 14 primary attacks available to Stalkers that are classified as Spherical AoEs. Among those, only Spine Burst has lower DPA (but is available at level 2 and has a 15 ft radius as opposed to ToF available at level 26 with 6 ft radius). In terms of raw damage, Touch of Fear is by far the worst of these powers, doing only 0.8630 scale damage (over 3.1 seconds). Next lowest is Spine Burst with its 1.1362 scale damage (+31.7%).
  47. 2 points
    Very nice. And so it has inspired me. Behold: Alien Emissary Energy Blast / Atomic Manipulation Blaster
  48. 2 points
    Been away from the game for a bit, but here's Commander Vee, my alien visitor
  49. 2 points
    Enforced attack order in sets can definitely make them less interesting and less fun. Let's look at Martial Arts versus Dual Blades. Martial Arts is actually a very good set currently for two reasons: 1.) it can be built in several different ways while still getting good performance. 2.) The design rewards moment to moment decisions. Dual Blades, on the other hand, punishes moment to moment gameplay decisions by imposing a penalty for straying from an exact order. With MA, I often change up attack order depending on the situation. Do I want to EC then CAK to impart extra crit on CAK and concentrate on killing a problematic enemy in the crowd as fast as possible? Do I want to EC followed by Dragon's Tail to impart extra crit on multiple targets? Do I want to open up with Dragon's Tail to mitigate the return alpha strike? Do I want to use a short attack on this enemy who has a sliver of health left because EC is overkill? That's even assuming I am on my character that uses Eagle's Claw; I also have a character that relies on the high recharge CAK - SK - Cobra chain and that plays differently, but I constantly weave in different combinations and can decide when to hit Dragon's Tail for good effect. That the set encourages moment to moment game decisions is a strength of the set. To compare, let's look at my Dual Blade scrapper who uses Blinding Feint -> Attack Vitals. Because the set was designed with a combo system, the game imposes a fairly substantial penalty for making moment to moment decisions during the game. The only decision I make is whether to hit Typhoon's Edge right after BF. That's it. When I log in tonight and play that character? I know my next attack sequence will be BF - Attack Vitals. When enemies shift around me what will I do? BF - Attack Vitals. What will I do for Council, Nemesis, and Carnies? BF - Attack Vitals. There is a penalty for adjusting my chain to take advantage for the moment to moment play; the design forces the player into a rigid combination of key presses in a way that MA, Mace, and Katana does not. That does not make DB more interesting. To wit, my DB scrapper is fairly boring to play in comparison to MA or Mace. (Fortunately for DB you can also build a higher recharge attack chain with good performance that uses BF more often, so the problem is lessened for that set but that isn't really relevant to the point that adding combinations don't necessarily make a set more interesting.) Energy Combat is much less restrictive so I think it will be fine. But I sympathize with a player that is trying to communicate the way that adding these set gimmicks actually restricts rather than enhances moment to moment play, and also exaggerate the effects of misses on DPS. I think it is short sighted to dismiss those points and adopting that stance that set gimmicks that enforce attack order are somehow "more interesting" to game play when I actually find just the opposite. As an aside, one of the reasons I am chiming in is I am somewhat concerned that the devs will update more melee sets by making them "interesting" by adding gimmicks like this.
  50. 2 points
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