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  1. Hello Paragon City! We wanted to take a moment to both review our year in 2024, as well as provide a look-ahead to our plans for 2025! The year started out with a bang, having been officially licensed! We also saw the completion of Issue 27, both a new Anniversary Event accompanied with a 20th Anniversary Celebration that we did, and the release of Issue 28, Page 1! That was just our successes! Let's not forget some of the things you (the players) achieved in 2024! 2024 Player Stats: Number of Characters Created in 2024: 574,534 Torchbearer: 68,208 Excelsior: 255,972 Indomitable: 63,394 Everlasting: 120,017 Reunion: 66,943 Powerset & Archetype Data of 2024: Most Popular Archetype of 2024: Brute - 77,367 Blaster - 75,570 Mastermind - 67,112 Least Popular Archetype of 2024: Arachnos Widow - 5,183 Warshade - 5,780 Arachnos Soldier - 7,980 Peacebringer - 8,116 Most Popular Primary of 2024: Mastermind Robotics - 14,547 Mastermind Demon Summoning - 13,221 Mastermind Necromancy - 11,632 Least Popular Primary of 2024: Stalker Stone Melee - 377 Stalker Radiation Melee - 571 Defender Traps - 591 Most Popular Secondaries of 2024: Brute Fiery Aura - 12,721 Mastermind Dark Miasma - 11,681 Blaster Devices - 11,681 Least Popular Secondaries of 2024: Corruptor Sonic Resonance - 770 Stalker Fiery Aura - 777 Stalker Ice Armor - 783 Most Popular Combinations of 2024: Blaster - Fire Blast & Fire Manipulation - 5,205 Mastermind - Necromancy & Dark Miasma - 4,811 Dominator - Arsenal Control & Arsenal Assault - 4,518 Least Popular Combinations of 2024: Defender - Sonic Resonance & Archery - 4 Defender - Trick Arrow & Energy Blast - 6 Tanker - Super Reflexes & Stone Melee - 6 NEW 2024 Powersets: Arsenal Control -10,311 characters made in 2024 Arsenal Assault - 5,631 characters made in 2024 Marine Affinity - 15,127 characters made in 2024 Most Popular Task Force: Positron 1 Task Force - Completed 19,858 times in 2024 Least Popular Task Force: Eden Trial - Completed 909 times in 2024 Most Popular Story Arc: "What Was Lost" by Matthew Habashy - completed 112,892 times in 2024 Least Popular Story Arc: "Light & Darkness" by Abyss - completed 911 times in 2024 Support Tickets Resolved by Game Masters: 12,954 Game Master with highest ticket closure: @GM Crumpet (3,030 Tickets Closed in 2024) 2024 Forum Stats: Total Forum Posts in 2024: 101,569 Total Topics in 2024: 7,469 Highest rated forum users of 2024: Luminara (5,179 posts & +2849 Reputation) Snarky (8,394 posts & +2714 Reputation) Rudra (7,627 posts & +2588 Reputation) Highest rated forum post from 2024: NCSOFT & Homecoming License Announcement (+245) Welcome Home! - An Open Letter from Homecoming (+133) City of Heroes 20th Anniversary! (+97) Number of Kheldians Consumed: Infinite It was certainly an exciting year! While we can't start 2025 in as exciting of a manner like we did last year, we did want to take the opportunity to give you our tentative plans and roadmap for the year ahead! First though, we've had a lot of follow-up questions regarding the redesign of Homecoming's team structure that took place at the beginning of last year, so we wanted to shed some additional light on that. Homecoming Team Structure: You can always reference our Staff Directory for the most up to date listing of our current staff roster! However, the team is broken down into three major groups, which have a subdivision leadership structure within them. It's important to note that every member of our team is a volunteer, driven solely by their passion for the game and dedication to helping the community. From the City Council to the Game Masters and Developers, each individual generously contributes their time and expertise without expecting any compensation in return. We uphold strict protocols to ensure fairness and integrity within our ranks. Access levels are carefully monitored, and measures are in place to prevent any misuse for personal gain. City Council The first is our City Council. This is our group of administrators who oversee the entire Homecoming project, including both the Game Masters and Developer teams. While the team makes decisions collectively, within the ranks of our City Council, some members take on additional leadership roles crucial to the success of our project. @Conviction and @Globetrotter oversee the Game Master team, ensuring that our moderation efforts remain effective and fair. @Faultline provides guidance to our Developer team and supports our Lead Developers in coordinating the City Council's vision for the project. @Number Six spearheads the work on the game's code, expanding the bounds of what's possible in Paragon City. @Telephone and @Michiyo run our infrastructure and server systems, ensuring seamless operation. @Widower (no relation :P) supervises our Discord and Forums and is our community manager, providing community engagement and regular updates to players. @Arcanum serves as our operations manager, supporting both the Game Master and Developer teams in their day to day work. @Cipher is the head of the project. He is the final voice on internal discussion and debates within the council. @Homecoming is our general account we use for non personalized messages. All City Council members have access to post from this account. Game Masters Game Masters uphold the Code of Conduct, ensuring that our streets remain safe from villainous behavior. They moderate our official communication channels (Forums, Discord, and in-game chat channels) and address any concerns or issues that may arise within our community. Within our Game Master team, there are distinct roles that ensure the smooth functioning of our community. Lead Game Masters - Entrusted with the crucial task of collaborating with the City Council to shape moderation policies and guidelines. They oversee the broader operations of the Game Master team. Game Masters - The largely unsung heroes of our team! They handle all of the player tickets (both from in-game and forums) and are tasked with moderating our official channels and enforcing the Code of Conduct. Novice Game Master - You may see this role in our discord from time to time. These are newly onboarded Game Masters who spend time learning from the Game Masters and Lead Game Masters, with limited in-game access levels and moderation tools while they step into the role. @GM Bot - Our robot GM! This bot allows our Game Masters to perform numerous tasks and commands without being logged into the game. It also allows the team to post administrative messages across all shards (i.e. Notifying of our weekly server maintenance). While there may not be a human sitting behind this bot, it still has feelings! Be sure to send it a tell in game saying "Hi!" Developers Behind every thrilling mission and exciting update lies the hard work of our Developers. They're the creative minds drafting new content, enhancing gameplay experiences, and bringing your adventures to life. We internally have a structure of Lead & Senior Developers, who provide support & leadership across various development departments; including Code, Art, Powers, Story & Writing, and more. Together, these teams collaborate (under the guidance of our Lead Developers and City Council) to deliver new content and experiences to the game. @The Curator - Similar to our Homecoming account, this is a general Developer account. Several staff members have access to this account to post things like Patch Notes. It is not monitored by any one individual. Hopefully this provides some invaluable insight into how the team runs behind the scenes and can answer questions we've seen pop up from time to time. If you have any others, please don't hesitate to reach out to either our Game Masters or City Council for additional info! 2025 Development Goals: Now, let's get to the "fun" stuff and take a look at the upcoming calendar year! The team has been hard at work on several projects to make 2025 an exciting year! While we can't disclose all of the details yet, due to the fact it's a volunteer project and people's availabilities fluctuate, as well as the simple fact everyone enjoys a cliff hanger... We did want to share some tentative plans with you! Seasonal Event Updates: In 2025 we will be making some updates (varying in degrees) to all of the seasonal events hosted during the year! First up will be our Spring Fling event, which is set to run tentatively starting February 4th - March 4th. Issue 28, Page 2: We hope to release Page 2 of Issue 28, continuing on the exciting building blocks of Page 1, in Early Spring 2025! Issue 28, Page 3: Assuming everything goes to plan, we look forward to releasing Page 3 by the Fall of 2025! While the main goal for the pages listed above will be to continue the overarching storyline, we also hope to release new powersets, costume pieces, base items, badges, and customization features that allow you to play your character's story the way you want to! As a reminder, we are currently looking for a Tools Developer to assist us with some of these goals! If you're interested in volunteering your time to support the team in this capacity, please submit an application and our team will reach out! We look forward to sharing more with you all Soon™ - in the meantime, here's some in-development images to share with you all 😉. Please keep in mind, as this content is in development; it is not finalized and subject to change. Thanks for reading! We look forward to another heroic year in Paragon City and a less-than-heroic year in the Rogue Isles and Praetoria!
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  2. Patch Notes - Issue 28: Legacy, Page 2 What's New in Issue 28, Page 2? Marquee Features The Kallisti Wharf Zone Comes To Life! Five (5) Brand New Kallisti Wharf Story Arcs + Repeatable Missions! New Enemy Group: Blackwing Industries New Control Powerset: Pyrotechnic Control New Armor Powerset: Psionic Armor Powers & Gameplay Adjustments New Control Mechanic: Deep Sleep Controller & Tanker Inherent Changes Armor Powerset Balancing Pass Balance Tweaks & Fixes Various Adjustments, Improvements & Fixes New Costume Parts (60+), Aether Rewards, Vanity Pets and more! Over twenty (21) new Badges! Many bug fixes! ...and much, much more! CURRENT KNOWN ISSUES Marquee Features Kallisti Wharf Zone Comes To Life! Kallisti Wharf has been given a substantial amount of work to bring the zone to life/parity with other city zones! At last! Kallisti Wharf is a fully realized zone! Zone Improvements As stated on the tram/submarine destination, Kallisti Wharf is a Level 40-50 co-op zone. Kallisti Wharf now has eight standard exploration badges and an accolade, same as other zones. New Tour Guides are available to help people locate all the new badges! Many areas of the zone were given expansive polish passes and detail work. All neighborhoods given music. No more silence! The zone is using a mix of new Homecoming-original compositions, a few previously unused tracks, and a couple of favorite older classics! Numerous extra Day Job locations added to the zone: Blackwing Headquarters: Law Enforcer / Dirty Cop Crey Towers: Crey Employee / Crey Test Subject Wentworths: Day Trader / Marketeer Vanguard Outpost: Vanguard Recruit Enemies Encountered Added ambient atmospheric/combat spawns to the entirety of the zone. The following are the main enemy groups found in Kallisti Wharf: Blackwing Industries [NEW] Freaklok Crey Freakshow Warriors Skulls The Awakened Unified People's Army (UPA) Wyvern Watch out, the Freaklok are out in force! Giant Monster Event New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points. The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower. Only one P.E.A.C.E. Keeper can be spawned at any moment. Drops six (6) Reward Merits, two (2) Monstrous Aether on defeat, and a low chance (10%) for Pet: Mini P.E.A.C.E. Keeper invention recipe. This recipe can be freely traded like other Giant Monster vanity pet recipes, and also drops from the randomized pet recipe pool found on the Benevolabs vendors located inside Vault Reserve locations. P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character. Blackwing Industries is dedicated to ensuring the safety and security of Kallisti Wharf! New Story Arc Mergers and Acquisitions - Dap-Dap the Deal-Maka (Level 40-50) “Once ‘Down with the street’, Dap-Dap the Deal-Maka’ has exhausted his fifteen minutes of fame for being quotable in the replays of his arrest video where he got pinched for a weapons deal with Nemesis. Since leaving the spotlight, he’s found new purpose selling his services to the Freaklok in a bid to help establish them. In this madcap escapade that resembles kayfabe more than negotiation, Dap-Dap will direct you to interface with nearly every faction in the Wharf as the Freaklok establish legitimacy and a foothold in the Old Slough.” CONTACT: Dap-Dap the Deal-Maka LOCATION: Kallisti Wharf /thumbtack 1578 47 4995 ALIGNMENT / LEVEL: Villain, Level 40-50 OUROBOROS / ARC: 28.02 Cutting Back Old Growth - Erin West (Level 40-50) “'Crey CARES!' That's the tagline of Crey's newest PR campaign, engineered by their rising marketing star, Erin West. Now she's got a new plan... hire a 'rogue with a heart of gold' to lead Alpha Team, the premiere subteam of the Altruist Division, Crey's new supergroup of unmasked Paragon Protectors known as the 'Real-ID Protectors'. And you are just the rogue to play the role, regardless of the actual makeup of your heart." CONTACT: Erin West LOCATION: Kallisti Wharf /thumbtack 7213 55 2649 ALIGNMENT / LEVEL: Rogue, Level 40-50 OUROBOROS / ARC: 28.03 The Sunlight and the Spotlight - Robert Kogan (Level 40-50) “Crey's new super group, Altruist Division, has been gaining fame for their fight against crime in Kallisti Wharf. Though not everyone buys Crey's intentions, the heroes themselves seem forthright. When they beat you to investigating a tip about the Skulls and Family, Robert Kogan, an investigative reporter for a progressive, independent newspaper, introduces himself. He also doesn't believe Altruist Division is all they claim to be and wants your help in finding concrete proof... Or, if nothing else, causing the public to question their existence." CONTACT: Robert Kogan (The contact requires completing the tip mission "Skulls vs Family" first.) LOCATION: Kallisti Wharf /thumbtack 1789 57 3436 ALIGNMENT / LEVEL: Vigilante, Level 40-50 OUROBOROS / ARC: 28.04 Know Thy Enemy - Alexander the Great (Level 40-50) “Alexander the Great asks you to engage in strategic strikes against Warrior outposts and supply routes, to get to the bottom of their current operations in Kallisti Wharf. He suspects that something is terribly wrong with the upper ranks of the Warriors, but he can’t prove anything.” CONTACT: Alexander the Great LOCATION: Kallisti Wharf /thumbtack 2147.2 11.9 -423.5 ALIGNMENT / LEVEL: Hero, Level 40-50 OUROBOROS / ARC: 28.05 Hunting the Hunters - Adelard Ziegler (Level 40-50) “Adelard Ziegler has contacted you to work on his behalf as the acting force behind his investigation into the Council. The Council’s Void Hunter division has been a subject of much controversy and rumor, and now have suddenly withdrawn from active duty. On top of that, the black market sales of their Void Rifles to other factions seem to be drying up or delivering ‘Dead on Arrival’. Players will aid Adelard is determining what has happened to the most dangerous and notorious cadre within the Council to see if they are retiring, mutinying, or worse…” CONTACT: Adelard Ziegler LOCATION: Kallisti Wharf /thumbtack 6072 65 1304 ALIGNMENT / LEVEL: Hero, Level 40-50 OUROBOROS / ARC: 28.06 Kallisti Wharf Repeatable Missions - Levels 40-50 Players can take repeatable tasks from either of Kallisti Wharf's two mission brokers, depending on alignment: CONTACT: Blackwing Liason (Hero) or Broker Chip (Villain) LOCATION: Kallisti Wharf /thumbtack 5816 46 2511 or /thumbtack 1829 43 2458 ALIGNMENT / LEVEL: Any, Level 40-50 New Enemy Group: Blackwing Industries Now available in Architect Entertainment! These men & women ensure that the Kallisti Wharf citizenry remain protected from super threats! Who Are They? Blackwing Industries is a private military company that has been contracted by Emil Christie to replace the Paragon Police in protecting Kallisti Wharf. The branch of their company that is responsible for this task is known as: P.E.A.C.E. (Police Emergency Action & Crisis Engagement). They've been specially-trained and armed with cutting-edge technology to excel in suppressing meta human threats! These men & women are dedicated to maintaining peace and order in the zone that is their jurisdiction. What Can They Do? Most Blackwing Industries personnel are decked out in the group's trademarked Excelsion armor, nano-carbon kinetic dampening interlocking hex plates. This armor gives them resistance to conventional weaponry, but also leaves them vulnerable to Toxic! Most of the group gets access to more attacks when below 75% HP! The group deals a variety of damage types, however the most notable are: Range: Cold/Toxic (major), Fire/Psionic (minor) Melee: Smashing/Energy (major), Lethal/Fire/Toxic (minor) AoE: Fire/Psionic (major), Cold (minor) The following Blackwing Industries critters are noteworthy threats for their powers and behaviors! (Spoilers for those who wish to fight them blind!) This is only a partial list, detailing some parts of the enemy group's roster: New Powerset: Pyrotechnic Control (Controllers, Dominators) You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion. Sparkling Cage Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize. This power has a chance of Blasting Off targets into the air. Dazzle Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration. This power has a chance of Blasting Off targets into the air. Sparkling Chain Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets. This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain. Glittering Column You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air. Hypnotizing Lights Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic) You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to five enemies within 20 feet of the display are Confused and receive Psionic damage over time. Brilliant Barrage Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy) With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified. Incendiary Aura Toggle: PBAoE, Chance for Blast Off. -ToHit, -Defense You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense. Explosive Bouquet Ranged (AoE), Foe Hold, Blast Off You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air. Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds. Catherine Wheel Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage. New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers) You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will! Psychic Wall: Toggle: Self +Res(Smash, Lethal, Psionic) You focus to create a psychic wall that dampens the smashing, lethal and psionic damage. Psionic Shield Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain) This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects. Impenetrable Mind Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback) When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks. Consume Psyche PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery Only available to Tankers and Brutes You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds. Devour Psyche Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery Only available to Scrappers, Sentinels and Stalkers You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds. Precognition Auto: Self Def(Melee, Ranged, AoE, Psionic) Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance. Psychokinetic Barrier Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance) You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you. Impose Presence Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge Only available to Tankers and Brutes Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit Mask Presence Toggle: Self Stealth, +DEF(Melee, Ranged) Only Available to Scrappers and Sentinels Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking. Aura of Insanity Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use. Aura of Madness Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, -Damage(All), +Special You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will see their damage reduced. This power allows you to use your own Hit Points to keep enemies near you disabled. The power costs no endurance but can be dangerous to use. Memento Mori Self Rez, +Max HP, Special Terrify your foes projecting images of their own impending demise into their minds. Memento Mori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Using this power while conscious will give you one opportunity to get back up should you be defeated while its effects are active. Tanker/Brute: Psychic Wall Psionic Shield Impenetrable Mind Consume Psyche Impose Presence Psychokinetic Barrier Precognition Aura of Insanity Memento Mori Scrapper: Psychic Wall Psionic Shield Mask Presence Impenetrable Mind Devour Psyche Psychokinetic Barrier Precognition Aura of Insanity Memento Mori Sentinels: Psychic Wall Psionic Shield Mask Presence Impenetrable Mind Devour Psyche Psychokinetic Barrier Precognition Aura of Madness Memento Mori Stalkers: Hide Psychic Wall Psionic Shield Impenetrable Mind Devour Psyche Psychokinetic Barrier Precognition Aura of Madness Memento Mori Powers & Gameplay Adjustments Sleep Revamp Stacking Sleep is no longer canceled by damage or any canceling event unless the target is already asleep. This allows for sleep to be stacked even if the sleep-casting power does damage, and sleep stacks that don't render the target asleep won't vanish if the target is hurt but awake. Deep Sleep This is a new variant of sleep. Deep Sleep is stickier than regular sleep. Enemies under its effect don't instantly wake up if damaged, instead the duration of their sleep is shortened. How much the sleep is shortened depends on the enemy rank, with minions taking more attacks to wake up and AVs being woken up by a single hit. The following powers have been flagged as Deep Sleep: Arsenal Control > Tranquilizer Earth Control > Salt Crystals Ice Control > Flash Freeze Mind Control > Mesmerize Mind Control > Mass Hypnosis Plant Control > Spore Burst Pyrotechnic Control > Hypnotizing Lights Symphony Control > Enfeebling Lullaby Misc Changes There has been an implementation change to critter tables and their maximum levels. This does not change critter maximum level directly, but it gives designers the ability to expand in the future Critters Only: All -regen debuffs (not flagged to be irresistible) should now be resisted by magnitude, not duration. Reduced the magnitude of many (not all) low recharge -regen debuffs with magnitudes greater than -100%. Archetype Inherent Changes Controllers Controllers inherent now allows them to command their Tier 9 pets. Containment now also triggers on critters that are Terrified. Containment now also triggers on critters that have been asleep in the last 3 seconds. Containment damage now has an additional "Containment" float message across all sets. The following controller pets now have a 33.33% chance to proc containment damage: Arsenal Control > Tri-Cannon Darkness Control > Shades Darkness Control > Umbra Beast Earth Control > Volcanic Gases Earth Control > Animated Stone Electric Control > Gremlins Fire Control > Bonfire Fire Control > Fire Imps Gravity Control > Singularity Ice Control > Ice Slick Ice Control > Jack Frost Illusion Control > Phantasm Plant Control > Carrion Creepers (Entangle attack only) Plant Control > Fly Trap Pyrotechnic Control > Catherine Wheel Symphony Control > Reverberant Tankers Self damage buff lowered from 1.0x to 0.875x. -Res modifiers lowered to match other melee ATs. Diminishing returns: All powers Melee set powers that go over their standard caps will inflict work at 1/3rd efficiency on those targets Gauntlet is immune to these diminishing returns Removed passive global Arc/Radius buff Increased the radius of all tanker Primary and Secondary Sphere AoEs by 50% The increase wont push radius above 15ft Powers Darkness Manipulation Touch of the Beyond. This power can now be activated without a targeting an enemy. If used without an enemy target, the power will not root and apply all the sustain effects. Sonic Attack Simplified the -res stacking. The following powers now apply a scale -1.5 resistance debuff for various durations: Shriek - 8s Scream - 8s Howl - 8s Shout - 10s Screech - 15s Dreadful Wail - 20s Water Blast Water Jet Enhanced Water Jet will do 3 extra ticks of scale 0.4433 cold damage increased over 4.5 seconds (totaling scale 2.8) (PvE only) Dehydrate This power's DoT will do extra ticks of damage if used against a foe that has been recently hit by other water-based attacks, Dehydrate excluded (PvE only) Dark Miasma Black Hole This power now applies a trawl (reverse repel) effect. Targets that are immune to the trawl effect will be phased. Staff Fighting Perfection: Levels are now granted on misses. Perfection stacks duration increased from 6 seconds to 10 seconds Sky Splitter: Increased bonus damage inflicted by Sky Splitter while under level 3 Perfection from scale 0.828 to scale 1.656. Eye of the Storm: Increased bonus damage inflicted by Eye of the Storm while under level 3 Perfection from scale 0.246 to scale 0.4920. Dark Armor Cloak of Fear Endurance cost lowered from 0.56 per second to 0.26 end per second. Pulse rate changed from every 5s to every 1s. Power is now auto hit (Fear effect still requires a hit roll). Radius increased from 8ft to 15ft (Fear and Taunt still only apply within 8ft). Accuracy increased from 0.67 to 0.8. Power now applies a scale 2 -dmg debuff (equal to Chilling Embrace). Power now applies a -25% kb str debuff on all affected targets. Power now grants + 1.0KB protection for each enemy in range for 5 seconds. This Stacks and refreshes even if only one foe is in range and is capped at 10 for a maximum of 10 kb mez protection. The most foes you have in melee range, the faster you will reach the cap.. Enhancements and resistance now affect magnitude instead of duration. Shadow Dweller (Stalkers) This power now also grants a regeneration buff in addition to all previous effects. Tenebrous Regeneration (Sentinels) Renamed Shadow Dweller This power now grants a small amount of defense in addition to it's regen buff. Soul Transfer Can now be used while alive. Using this power while alive will cost endurance. This power now recharges in 10 seconds if no targets are hit. This power now grants a minor Absorb buff per foe hit, as well as Mez Protection for 30 seconds. Power now also grants resistance to -ToHit and -Endurance for 30 seconds Used while conscious, this power now grants an auto self rez if the player dies within 45s of using it in it's conscious state. Note this resurrect is not as strong as it could be if the player was to use it while as a rez with multiple foes in range and requires to hit at least one foe. Used while conscious, the power will apply mag 3 stun on all affected enemies. This power will not inflict damage nor heal the caster if used while conscious. Now accepts accuracy enhancements and sets (only useful for alive usage). Dark Regeneration This power is now available to Sentinels as a mutually exclusive option from Obscure Sustenance. Obscure Sustenance This power is now available to Brutes, Scrappers, Stalkers and Tankers as a mutually exclusive option from Dark Regeneration. Increased self heal component from 5% to 25% heal. This power now offers -ToHit and -Regeneration resistance for its duration Fixed a bug where Soul Noir theme would trigger the incorrect animation This power is now a click, no longer requires foes in range. No longer accepts damage or accuracy enhancements or sets No longer roots Dark Embrace Reduced recharge from 4s to 2s Murky Cloud Reduced recharge from 4s to 2s Electric Armor Static Shield This power now grants scale 2 Toxic resistance. Grounded This power now grants scale 0.8 resistance to Smash/Lethal/Fire/Cold. Knockback protection should now last for up to 10 seconds after touching ground. Power Sink This power now adds a regeneration buff for each enemy hit. 17.5% regen for the first target hit (only while grounded). +17.5% regen for each additional target. +End per target lowered from 25 to 15. No longer has a chance at lowering enemy recovery. -End lowered from -40 to -35. Energize Regeneration buff duration increased from 30s to 45s. Power Surge Crash removed (EM Pulse remains). Recharge lowered to 350s. All effect durations lowered from 180s to 30s. Power now grants a +400% regen buff. Resistances lowered. Energy Aura Energy Drain Per target +def lowered from scale 0.5 to scale 0.4. Up-front +def lowered from scale 0.1 to scale 0.08. Power Shield Fire and Cold defense lowered from scale 2 to scale 1.7. Overload Added visual indicator of an impending crash within 10s of expiration. Energy Aura Proliferated to Tankers Kinetic Shield: Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF) Dampening Field: Auto: Self +Res (Smashing, Lethal, Energy, Endurance Drain) Power Shield: Toggle: Self +DEF(Fire, Cold, Energy, Negative), Res(DeBuff DEF) Entropic Aura: Toggle: Self +Res(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, DeBuff DEF), Self +Recharge, Foe -Recharge. Energy Protection: Auto: Self +Res (Energy, Negative, Toxic, Psionic, Slow) Power Armor Energy Reserve: Auto: Self +MaxHP, +Resist(All DMG) Energize: Self Endurance Discount, Heal, +Regen Energy Drain: PBAoE, Self +End, +Def, Foe -End Overload: Self +DEF(All), +Recovery, +MaxHP, Res(DeBuff DEF) This power is different from other versions of Overload. 300 second recharge, 30 second duration 25% def against all but toxic/psi 20% def against toxic/psi +30% MaxHP Scale 1 Res(-Defense) +100% Recovery Has no crash. Ice Armor Hibernate (Tanker/Brute) This power has been converted to Icy Bastion. Icy Bastion (Scrapper/Sentinel/Stalker) This power now is a toggle. It will make you untouchable and give high regeneration rate. It will deactivate automatically after 30s. It can be deactivated early, keeping reduced effects for the remainder of the window. If under the effects of No Phase, the power will automatically deactivate and just provide the reduced +regen/+recovery and +Res. Note: After shutting this toggle down, the power will be identical to the previous version of Icy Bastion. Icicles Now inflicts cold damage instead of lethal. Rime New power, mutually exclusive from Hoarfrost. 90s recharge, 30s 30% Absorb, +100% regen, & 60s +Scale 2 Res(Toxic). Radiation Armor Ground Zero The offensive components of this power now can only hit 16 foes. Power still can hit up to 255 allies. Radiation Therapy This power now has Adaptive Recharge. It has a base recharge of 15 seconds, and each affected foe will increase the recharge by varying amounts to a maximum total of 60 seconds. First target adds 12 seconds, each additional target adds recharge proportionate to it's buff strength. Every subsequent target will yield a 25% weaker effect than the previous target Accuracy lowered from 3x to 1.2 Heal per enemy increased from scale 2.2% to scale 11%. Heal with no enemy in range lowered from scale 11% to scale 6% Total maximum heal with all targets increased from 33% to 38% Regeneration buff reduced from +100% to 50%, duration reduced from 60s to 45s Meltdown Power now has a visual indicator that the power is going to crash in the next 10 seconds. Regeneration Fast Healing Now grants 20% fixed regen resistance at all levels, for all ATs. (Stalker only) Now grants 15% recovery buff and 20% recovery debuff resistance. Resilience Power icon updated to represent its effects. Quick Recovery Now grants 20% recovery debuff resistance. Dull Pain > Second Wind Converted to Second Wind. Grants a 20% Max HP buff, this buff is retained even if the caster is defeated. Provides a 40% heal. This heal ignores resistances. Recharge increased from 300s to 360s, matching Dull Pain's recharge. Cast time lowered from 1.5s to 0.73s (same as live Dull Pain). While during the effects of Second Wind, should the player be defeated, they will be given a chance to get back up and keep fighting. Reactive Regeneration [New power for scrappers/brutes/stalkers] Mutually exclusive power from Instant Healing. This power is a toggle, pulses every 2 seconds. Grants a 200% enhanceable regeneration buff. Grants an additional 25% non-enhanceable regeneration for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times. Grants a 5.5% regen debuff resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times. Grants a 3% recovery and end drain resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times. Sentinel's Reactive Regeneration power will follow this implementation of the power. Revive > Ailment Resistance Converted this power to Ailment Resistance. This power is now an auto power. Grants a 24% MaxHP buff, half enhanceable. Grants -15% resistance to heals (making all heals on you 15% stronger). Grants 20% resistance to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit. Power no longer accepts endurance or recharge enhancements. Moment of Glory Cast time reduced from 2.57s to 1.5s. Now grants a small damage buff that decays over time. Now grants a small amount of Psionic and Toxic defense. Power order changed to: Stalker: Hide Reconstruction Fast Healing Ailment Resistance Integration Resilience Instant Healing/Reactive Regeneration Second Wind Moment of Glory Scrapper/Brute: Fast Healing Reconstruction Quick Recovery Ailment Resistance Integration Resilience Instant Healing/Reactive Regeneration Second Wind Moment of Glory Sentinel/Tanker: Fast Healing Reconstruction Quick Recovery Ailment Resistance Integration Resilience Reactive Regeneration Second Wind Moment of Glory Regeneration proliferated to Tankers Fast Healing Reconstruction Quick Recovery Ailment Resistance Integration Resilience Reactive Regeneration Second Wind Moment of Glory Electric Control Tesla Cage Cast time reduced from 2.17s to 1.67s Chain Fences This power now applies an additional 3 ticks of scale 0.1 energy DoT over 5.2 seconds in addition to its base damage Static Field Converted into a true pseudopet. Domination should now work on this power even if activated when the patch is already out Jolting Chain This power has been turned into a real chain. Damage increased from scale 0.3 to scale 1.2 against primary target. All jumps now take full advantage of caster inherents. Endurance drain is now auto hit. Conductive Aura Target cap increased from 8 to 16. After the 8th target hit, the power will yield diminishing returns. Synaptic Overload This power has been turned into a real chain. All jumps now take full advantage of caster inherents. Endurance drain is now auto hit. Max Target Cap 16. Domination now reliably works on this power. Cast Time lowered from 2.37s to 2.0s. This power now has Adaptive Recharge. It has a base recharge of 6 seconds, and each affected foe will increase the recharge by 6.5 seconds for a maximum total of 110 seconds. Paralyzing Blast > Tesla Coil Power renamed to Tesla Coil. Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds. Now inflict damage over time to up to 5 foes every 4 seconds This power now applies -Recharge, -Fly and -Jump to up to 16 foes in the area of effect Gremlins Pets now spawn as even level. Gremlins have been given a new attack. Gremlin's Jolting Chain power is now a true chain. Damage resistances against non-smash/lethal/energy increased. Fire Control Bonfire This power is now a true pseudopet. Cinders Endurance cost reduced from 15.6 to 8.528. This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. Ice Control Glacier Endurance cost reduced from 15.6 to 8.528. This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. Illusion Control Flash Endurance cost reduced from 15.6 to 8.528. This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. Gravity Control Gravity Distortion Field Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds. Now inflict smashing damage to up to 5 foes every 4 seconds Now takes damage enhancements and sets. Now applies a -Speed debuff on up to 16 foes in the area of effect Now applies the Gravity Distortion effect to all enemies that enter its area of effect Symphony Control Chords of Despair Endurance cost reduced from 15.6 to 8.528. This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. Mind Control Terrify Accuracy increased from 0.9 to 1.0. Total Domination Endurance cost reduced from 15.6 to 8.528. This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. Mass Confusion Accuracy increased from 0.8 to 1.0. Endurance cost reduced from 26 to 8.528. This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. Plant Control Spore Burst Upgraded to Deep Sleep. Seeds of Confusion Scale reduced from scale 20 to scale 8. Endurance cost lowered from to 15.6 to 8.528 This power now has Adaptive Recharge. It has a base recharge of 6 seconds, and each affected foe will increase the recharge by 6.5 seconds for a maximum total of 110 seconds. Spirit Tree Cast time lowered from 3.2s to 1.67s. Recharge reduced from 200s to 120s. Duration reduced from 90s to 60s. Spirit tree can now be attacked. Spirit tree now taunts and has a scaling defense and resist aura. Even after being defeated, spirit tree's regen aura should remain. Vines Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds. Cast Time reduced from 3.1s to 2.1s Now inflict damage over time to up to 5 foes every 4 seconds Now applies a -DMG debuff on up to 16 foes in the area of effect Now accepts damage set and enhancements. Carrion Creepers VFX now moves along with the pet patch. Carrion Creepers can now proc Domination, Containment and Overpower. This power should no longer execute an excessive proc cascade. Vines should now be able to trigger Containment (for reals this time) Fly Trap AI mode changed from Pet_Base to Pet_Ranged. Resistances have been improved Pet should use Smash more often if in range (but maybe not, pets dont always listen... not even to us) Arsenal Control Tear Gas Now will hold up to 16 foes on summoning, then continue to hold up to 5 foes every 4 seconds for 60 seconds. Increased duration from 45s to 60s, set stacking to replace -Damage debuff applies to up to 16 foes in the area of effect Sleep Grenade Pulse timer reduced from 4s to 3s. New Powerset: Pyrotechnic Control New control set for Controllers and Dominators. You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion. Sparkling Cage: Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize. This power has a chance of Blasting Off targets into the air. Dazzle: Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration. This power has a chance of Blasting Off targets into the air. Sparkling Chain: Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets. This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain. Glittering Column: You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air. Hypnotizing Lights: Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic) You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to five enemies within 20 feet of the display are Confused and receive Psionic damage over time. Brilliant Barrage: Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy) With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified. Incendiary Aura: Toggle: PBAoE, Chance for Blast Off. -ToHit, -Defense You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense. Explosive Bouquet: Ranged (AoE), Foe Hold, Blast Off You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air. Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds. Catherine Wheel: Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage. New Powerset: Psionic Armor New armor set for Tankers, Brutes, Scrappers, Sentinels and Stalkers You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will. Psychic Wall: Toggle: Self +Res(Smash, Lethal, Psionic) You focus to create a psychic wall that dampens the smashing, lethal and psionic damage. Psionic Shield Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain) This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects. Impenetrable Mind Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback) When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks. Consume Psyche PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery Only available to Tankers and Brutes You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds. Devour Psyche Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery Only available to Scrappers, Sentinels and Stalkers You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds. Precognition Auto: Self Def(Melee, Ranged, AoE, Psionic) Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance. Psychokinetic Barrier Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance) You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you. Impose Presence Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge Only available to Tankers and Brutes Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit. Mask Presence Toggle: Self Stealth, +DEF(Melee, Ranged) Only Available to Scrappers and Sentinels Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking. Aura of Insanity Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use. Aura of Madness Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, -Damage(All), +Special You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will see their damage reduced. This power allows you to use your own Hit Points to keep enemies near you disabled. The power costs no endurance but can be dangerous to use. Memento Mori Self Rez, +Max HP, Special Terrify your foes projecting images of their own impending demise into their minds. Memento Mori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Using this power while conscious will give you one opportunity to get back up should you be defeated while its effects are active. Tanker/Brute: Psychic Wall Psionic Shield Impenetrable Mind Consume Psyche Impose Presence Psychokinetic Barrier Precognition Aura of Insanity Memento Mori Scrapper: Psychic Wall Psionic Shield Mask Presence Impenetrable Mind Devour Psyche Psychokinetic Barrier Precognition Aura of Insanity Memento Mori Sentinels: Psychic Wall Psionic Shield Mask Presence Impenetrable Mind Devour Psyche Psychokinetic Barrier Precognition Aura of Madness Memento Mori Stalkers: Hide Psychic Wall Psionic Shield Impenetrable Mind Devour Psyche Psychokinetic Barrier Precognition Aura of Madness Memento Mori Misc Power Changes Epic > Dark Mastery > Black Hole This power now applies a trawl (reverse repel) effect. Targets that are immune to the trawl effect will be phased. Epic > Psionic Mastery > Telekinesis Target cap increased from 5 to 10. Toggle duration reduced from 20s to 10s. Armor Sets > Self heals (all) Self heal click powers no longer are irresistible Following heals will ignore Heal Resistances: Regeneration > Second Wind Invulnerability > Dull Pain Ice Armor > Hoarfrost Empathy > Absorb Pain Pain Domination > Share Pain The following armored AT Heal Resistance caps have been lowered to: Tanker: 75% Brute: 75% Scrapper: 85% Stalker: 85% Sentinel: 90% All other ATs remain at 100% Self Resurrect powers Self resurrect powers will now show a separate buff icon for their Untouchable and Debt Protection durations. Players can now cancel the Untouchable buff they receive after self-resurrecting by right clicking on the buff icon . This only applies to powers from armor sets, epic pools and prestige powers. Battle Axe > Axe Cyclone Cast time increased from 1.76s to 2.1s. Pull distance is now resistible. Battle Axe > Swoop Cast time increased from 1.23s to 1.37s. Street Justice > Sweeping Cross (All versions) Arc increased from 50 degrees to 75 degrees. Pre-combo damage scale reduced from 1.5 to 1.444. Max combo damage reduced from 1.875 to 1.805. Invulnerability > Unstoppable A visual cue should show up informing of the impending crash. Ninjitsu > Kuji-In Retsu A visual cue should show up informing of the impending crash. Shield Defense > One with the Shield A visual cue should show up informing of the impending crash. Stone Armor > Geode Cleaned up power info screen. 25% of this power's regen and recovery buffs will persist for the full 30 second window even if the power is shut down or if the Geode is destroyed. Super Reflexes > Elude A visual cue should show up informing of the impending crash. Willpower > Strength of Will A visual cue should show up informing of the impending crash. Bug Fixes Enhancements > Performance Shifter: Chance for +Endurance: Fixed a bug where the ally buff could potentially be weaker based on level differences. Enhancements > Coercive Persuasion: Contagious Confusion: This proc no longer ignores combat modifiers. Dark Armor > Obscure Sustenance: Fixed a bug where Soul Nier theme would trigger the incorrect animation. Tactical Arrow > Glue Arrow: Fixed power short description. No Phase: Fixed a bug where No Phase would disable Jump Pack and Steam Jump. Pool > Fighting: Changes to the attacks power info screen to clarify the conditional effects. Mace Mastery > Web Envelope: Fixed this power's description to denote the power does toxic damage over time. Prestige Travel > Jump Pack/Steam Jump: These powers buff should now flash when the 30 second timer is about to run out, as well as give a "low fuel" warning. Plant Manipulation > Wild Fortress: Fixed a bug where the power's vfx would fade away if the player selected color customization options. Atomic Manipulation > Metabolic Acceleration: This power no longer accepts Endurance Discount enhancements. The power costs no endurance. Dark Mastery > Possess: Fixed a bug where the debuff applied to the caster instead of the target. Dark Mastery > Black Hole: Fixed this power range (was erroneously set to 10ft instead of 50ft). Devices > Remote Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation. Traps > Temporal Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation. Accolades > Mark and Recall: Name changed from 'Mark & Recall' so the power can be functionally linked in chat. Energy Mastery > Energy Torrent: Fixed Laser Beam Sweep customization option's hitfx desynced from attack. Arsenal Control > Cryo Freeze Ray: Fixed VFX timing errors in attack and hit FX. Fiery Aura > Cauterizing Blase: Fixed Dark Fire customization option missing FX. Mercenaries > Commando: Fixed Commando's Full Auto attack FX attached to their hand instead of their Assault Rifle. Atomic Manipulation > Gamma Burst: Fixed several bugs with this mechanic implementation and adjusted powers descriptions to clarify the mechanics. Ice Melee > Frozen Aura: This power should no longer display it's effects twice in the power info screen. Character Customization Improvements Costumes New Costume Parts (62) Male/Female/Huge > Head > Various > Detail 1 > Blackwing Female > Head > Various > Detail 1 > Seer Visor Male/Female/Huge > Head > Various > Detail 2 > Blackwing Female > Head > Various > Detail 2 > Seer Male/Female/Huge > Arachnos Soldier > Detail 2 > Blackwing Male/Female/Huge > Arachnos Soldier > Detail 1 > Blackwing Female > Arachnos Soldier > Detail 1 > Seer Visor Female > Arachnos Soldier > Detail 2 > Seer Male/Female/Huge > Arachnos Widow > Detail 2 > Blackwing Male/Female/Huge > Arachnos Widow > Detail 1 > Blackwing Female > Arachnos Widow > Detail 1 > Seer Visor Female > Arachnos Widow > Detail 2 > Seer Huge > Head > Standard > Troll* *Notice: The Troll head option is mutually exclusive with details that clip and they will not appear. Likewise, if you currently have incompatible head details selected, the Troll head option will not appear. Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Clean* Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1* Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1 Flipped* Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2* Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2 Flipped* Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Clean* Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1* Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1 Flipped* Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2* Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2 Flipped* Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Clean* Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1* Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1 Flipped* Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2* Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2 Flipped* *Notice: The Awakened chest options are mutually exclusive with shoulder pads that clip and they will not appear. Likewise, if you currently have incompatible shoulder pads selected, the Awakened chest options will not appear. Male/Female/Huge > Upper > Jackets > Blackwing Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light Original Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy Original Male/Female/Huge > Upper > Chest Details > Special Symbols > Blackwing Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light Original Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy Original Female > Upper > Various > Gloves > Blackwing > Custom Female > Upper > Various > Gloves > Blackwing > Original Male/Huge > Upper > Various > Gloves > Blackwing Light > Custom Male/Huge > Upper > Various > Gloves > Blackwing Light > Original Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Custom Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Original Male/Huge > Upper > Various > Gloves > Imperial Defense Heavy Female > Upper > Tight > Belt > Seer Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Clean Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1 Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1 Flipped Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2 Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2 Flipped Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Clean Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1 Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1 Flipped Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2 Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2 Flipped Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Clean Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1 Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1 Flipped Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2 Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2 Flipped Male/Female/Huge > Lower > Skirts > Pants > Awakened Beholder Male/Female/Huge > Lower > Skirts > Pants > Awakened Scryer Male/Female/Huge > Lower > Skirts > Pants > Awakened Seeker Male/Female/Huge > Lower > Monstrous > Pants > Awakened Beholder Male/Female/Huge > Lower > Monstrous > Pants > Awakened Scryer Male/Female/Huge > Lower > Monstrous > Pants > Awakened Seeker Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Custom Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Original Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Custom Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Original Male/Female/Huge > Backpacks > Blackwing Light Male/Female/Huge > Backpacks > Blackwing Heavy Male/Female/Huge > Cape > Full Mantle > Brooch > Blackwing Male/Female/Huge > Cape > Half Mantle > Brooch > Blackwing Male/Female/Huge > Cape > Asymmetrical Mantle > Brooch > Blackwing Male/Female/Huge > Cape > Single Shoulder Mantle > Brooch > Blackwing Male/Female/Huge > Cape > Over Shoulder Mantle > Brooch > Blackwing Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump Male, Female, Huge > Auras > Path Auras > Rocket Boots - Fly Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump & Fly Male/Female/Huge > Costume Presets > Paragon Protector Male/Female/Huge > Costume Presets > Blackwing Light Male/Female/Huge > Costume Presets > Blackwing Heavy Costume Proliferation Missing costume options added to missing categories: Male/Female/Huge > Arachnos Soldier > Wolf > Detail 1 > Parity Pass - Many missing options added. Male/Female/Huge > Arachnos Soldier > Wolf > Detail 2 > Parity Pass - Many missing options added. Male/Female/Huge > Standard > Detail 2 > Samurai Menpo Male/Female/Huge > Standard > Detail 2 > Oni Mask Male/Female/Huge > Masks w/Hair > Detail 2 > Samurai Menpo Male/Female/Huge > Masks w/Hair > Detail 2 > Oni Mask Male/Female/Huge > Full Mask > Detail 2 > Samurai Menpo Male/Female/Huge > Full Mask > Detail 2 > Oni Mask Male/Female/Huge > Hats > Detail 2 > Samurai Menpo Male/Female/Huge > Hats > Detail 2 > Oni Mask Male/Female/Huge > Hoods > Detail 2 > Samurai Menpo Male/Female/Huge > Hoods > Detail 2 > Oni Mask Male/Huge > Upper > Various > Chest > Yakuza Male/Huge > Upper > Various > Chest > Yakuza 1 Glow Male/Huge > Upper > Various > Chest > Yakuza 2 Glow Male/Female/Huge > Upper > Jackets > Gloves > Elemental Order Male/Huge > Upper > Jackets > Gloves > Imperial Defense Heavy Male/Female/Huge > Upper > Robes > Gloves > Elemental Order Male/Huge > Upper > Robes > Gloves > Imperial Defense Heavy Male/Female/Huge > Lower > Monstrous > Pants > Spectrum Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker (Legacy) Female/Huge > Back > Backpacks > Circle of Thorns Male > Upper > Sleeveless Robes > Chest > Spectrum Costume Fixes Various skirt models have had poor/non-functional LOD models that cause them to appear broken at distance; Skirt models should now always render the higher detail model. Female > Upper > Various > Asymmetrical Shoulders > Skull 1: Fixed this option being listed twice. Male/Huge > Lower > Various > Boots > Flat > Spectrum: Fixed this option using the wrong texture. Female > Lower > Various > Boots > Flat > Spectrum: Fixed this option being listed twice. Fixed many categories that were missing the tintable Aeon Gloves. Fixed a few Gold Bricker gloves that weren't set to collapse options properly. Fixed a mistake on the skin mask of the Labeaux option for Sleeveless Robes on Female body types. Power Customization Force Field Epic > Personal Force Field > Excelsion customization option added. Force Field > All > Excelsion customization options added to every power available in the powerset. Oh hex! That's pretty cool! Traps Force Field Generator > Excelsion customization option added. Teleport Pool > Teleportation > Teleport > Bright Electricity customization option added. Pool > Teleportation > Teleport > Dark Electricity customization option added. Pool > Teleportation > Combat Teleport > Bright Electricity customization option added. Pool > Teleportation > Combat Teleport > Dark Electricity customization option added. Broadsword Swordfish custom weapon option added. Rifles Shotgun custom weapon option added. Advanced Shotgun custom weapon option added. Grenade Launcher custom weapon option added. Advanced Grenade Launcher custom weapon option added. Custom Weapon Fixes Fix to rifle weapons appearing on the back when they should be in the hand at the time. Fixed broken Munitions Rifle model FX for Devastator, Shard Cannon, and Shock Rifle options on all three body types. Fixed broken base Munitions Rifle FX on Huge body type. Aether Shop Rewards Reward Additions New NPC costumes added to the Tier 1 Aether reward vendor offerings: Costume: Devouring Earth Razorvine Costume: Devouring Earth Geode Costume: Freaklok Boomer Costume: Freaklok Tecromancer Costume: Mastermind Oni Costume: Mastermind Assault Bot Costume: Mastermind Lich Costume: Mastermind Spec Ops Costume: P.E.A.C.E. Ballistier Costume: P.E.A.C.E. Commander Costume: P.E.A.C.E. Coordinator Costume: PPD Guardian Costume: PPD Undercover Cop Costume: Slag Golem Costume: Slag Heap (Mastermind Aether costumes include power customization option to pick their upgraded visuals.) New NPC costumes added to the Tier 2 Aether reward vendor offerings: Costume: Devouring Earth Lunaflora New NPC costumes added to the Tier 3 Aether reward vendor offerings: Effect: P.E.A.C.E. Coordinator (Make your character look like one of Blackwing Industry's psychic tacticians! Projects a data display around your character and encapsulates your head in an energy field! Tintable power customization options and data-only or dome-only.) Reward Adjustments Tier 2 has been renamed from 'Vintage' to 'Vintage/Extra' to include the non-legacy costumes that are Homecoming additions. The following costumes have had their names adjusted: Costume: Devouring Earth Plant -> Costume: Devouring Earth Bladegrass Costume: Devouring Earth Crystal -> Costume: Devouring Earth Quartz Costume: Devouring Earth Mushroom -> Costume: Devouring Earth Fungoid Costume: Devouring Earth Rock -> Costume: Devouring Earth Bedrock The following costumes have had customization options expanded: Effect: Luminous > Symbiote Effect: Luminous > Symbiote Tintable Effect: Umbral > Symbiote Effect: Umbral > Symbiote Tintable Effect: Luminous > Tentacles Effect: Luminous > Tentacles Tintable Effect: Umbral > Tentacles Effect: Umbral > Tentacles Tintable The following costumes have had customization options removed: Effect: Luminous > No Bubble (duplicate with Eyes) Effect: Umbral > No Bubble (duplicate with Eyes) Reward Fixes Effect: Luminous: Fixed an issue where this effect's eye glow would not appear on Aether costumes that didn't support sheathed weapons. Costume: Freakshow Stunner: Ambient sound effects removed from this costume. Costume: Freakshow Super Stunner: Ambient sound effects removed from this costume. Costume: Longbow Mender: Fixed this costume using the incorrect boots option. Costume: Rularuu Wisp Overlord: Ambient sound effects removed from this costume. Vanity Pets New Pets Recipes The following Rare recipe has been added with a 0.1% (1 in 1000) chance to drop from any Blackwing Industries enemy group Boss or Elite Boss rank defeats: Pet: P.E.A.C.E. Drone The following Uncommon recipe has been added with a 10% (1 in 10) chance to drop from the P.E.A.C.E Keeper Giant Monster when defeated. Pet: Mini P.E.A.C.E. Keeper As with other recipes, these can be traded to other players or on the Auction House. Various Additions, Enhancements, & Fixes New Badges (22) Accolade The Prettiest One - Obtain this accolade by earning the following Exploration badges: On The Shoulders of Giants, In Their Prime, Protest Too Much, Fueled by Greed, Raving Mad, Marked Out, Quay to the City and Tourist Trapped. Accomplishment Staring Into The Abyss - Complete Adelard Ziegler's story arc to earn this badge. Business Savvy - Complete Dap-Dap the Deal-Maka's story arc to earn this badge. Front Person - Complete Erin West's story arc to earn this badge. Justified Ends - Complete Robert Kogan's story arc to earn this badge. Thicker than Water - Complete Alexander the Greats's story arc to earn this badge. Generational Trauma - Earned from completing bonus objectives within Adelard Ziegler's story arc. Uncomfortable Truths - Earned from completing bonus objectives within Erin West's story arc. Truth Seeker - Earned from completing bonus objectives within Erin West's story arc. Brass Tax - Earned from completing bonus objectives within Dap-Dap the Deal-Maka's story arc. Defeat Two Birds One Stone - Defeat 250 Blackwing Industries enemies to earn this badge. Peacekeeper / Peacemaker - Defeat the P.E.A.C.E. Keeper in Kallisti Wharf to earn this badge. Exploration In Their Prime - Explore in Kallisti Wharf to earn this badge. Protest Too Much - Explore in Kallisti Wharf to earn this badge. Fueled By Greed - Explore in Kallisti Wharf to earn this badge. Raving Mad - Explore in Kallisti Wharf to earn this badge. Marked Out - Explore in Kallisti Wharf to earn this badge. Quay to the City - Explore in Kallisti Wharf to earn this badge. Tourist Trapped - Explore in Kallisti Wharf to earn this badge. History Christie Consolidation - Learn more about the brave and bold leadership of Emil Christie. Flagtown Memorialist - Learn more about the Flagtown history in Kallisti Wharf. Patron of the Arts - Learn more about Theatre Row and Maxwell Stadium to earn this badge. Badge Adjustments Changes Dreamwalker / Dreamkiller - Quill and The Unnamed One are now required for this badge. No changes to those who already earned the badge. Variety Act - Badge art updated to look more like proper badges. License to Chill - Badge art updated to help differentiate Winter events by year (2021). Home for the Holidays - Badge art updated to help differentiate Winter events by year (2023). Hypothermia - Badge art updated to help differentiate Winter events by year (2024). Bicentennial - Relocated 200th Anniversary Plaque in Kallisti Wharf to Theatre Row. New coordinates are [2380, 56, 1132]. Protector of Paragon City - Changed criteria of Protector of Paragon City badge to replace Shauna Braun's arc (heroic ending) with completing Roy Cooling's arc. (Beyond Reasonable Doubt -> Helping Hand). City Badge Tracker Added a City Badge Tracker kiosk to Pocket D at [-234.2 0.0 -908.8]. This kiosk will display the badges that you're missing, and a Leaderboard with every character who entered Pocket D since the last mapserver reset. There is no persistent storage at the moment, and it might not be possible. The player with the most badges will be displayed as a "hologram" next to the City Badge Tracker kiosk. Clicking on this NPC will display their character information and badge progress. In the event of a tie, the character who last clicked the City Badge Tracker kiosk (not the NPC!) will be displayed, and there's a 60-second cooldown between switches to avoid spamming back and forth. City Badge Tracker also displays progress towards Bicentennial, Dimensional Warder, River Rat and Dreamwalker/Dreamkiller. Null the Gull no longer shows progress towards Dimensional Warder, since the City Badge Tracker "Progress" page has that info. Zones Tasks Mission Maps Enemies Architect Entertainment New Custom Enemy Powersets Pyrotechnic Control: Now available on custom AE enemies. Psionic Armor: Now available on custom AE enemies. Blackwing Industries This group is now available to be used in Architect Entertainment content. Freaklok This group is now available to be used in Architect Entertainment content. Skulls The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content. Wyvern The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content. Kallisti Wharf Office Maps All existing Kallisti Wharf Office maps in AE have been moved to a new category: 'Kallisti Wharf Office (Legacy)'. These older maps are overly-populated, but we can't remove them due to their usage in existing AE arcs, so these maps will be labeled seperately instead. The new correctly-populated maps and new layouts used in Kallisti Wharf are now found in AE under 'Kallisti Wharf Office'. These mission map tileset pieces have had an extensive decoration pass on all rooms which will automatically apply to existing AE arcs using these maps. New Mission Map Unique > Rikti War Zone > Rikti Space Station: New map added. Comes with baked-in map-defined Rikti turrets and generators and low gravity. Miscellaneous The villain Level 10 level-up trainer dialog now mentions the SG Registrar found in Mercy Island. Fixed the respec counter from becoming negative when a character earns 128+ respecs. Switching alignments will no longer remove the Event Messages channel for that alignment. It will still add the new one. For example, if you're a villain and switch to hero, the Hero Zone Event Messages channel will be added to whichever tab contains Villain Zone Event Messages, but Villain Zone Event Messages will be retained unless manually removed. Inspirations Corrected the description in Greater Protection Imbuement and Superior Protection Imbuement to no longer claim they last 3 minutes. LFG Fixed incorrect merit payout award listed in Katie Hannon's Task Force in the LFG tab. Fixed inaccurate level ranges displayed on Summer Blockbuster, Kane's House of Horror, and SSA 1.1. Anniversary Event Event script has been rewritten in Lua and the legacy script discontinued. Automatically starts on April 28th and ends on June 1st. Ambushes will now spawn using the player level, capped to the level range of the zone. Ambushes have a 50% chance of being an enemy group that the player needs for badge credit. Decreased ambush chance from 75% to 65%. Ambushes only reward the player with one Anniversary Merit. Temporary Powers, Inspirations, Pet Summons and Minipet rewards can only drop from capsules without an ambush. Fixed two glowie spawn points in Brickstown that were floating above the ground and not working correctly.
    52 points
  3. Spring Fling Event Spring Fling Event has been enabled and will run from 2/7/2025 - 3/11/2025 NEW Seasonal Mission Kadabra Kill & Sigil are available in Pocket D as mission contacts during the event. Help them solve a debate regarding the specific details from Manticore & Sister Psyche's wedding. Check out @Cobalt Arachne's Dev Diary on the event for further info! Five NEW Badges Best Man/Maid of Honor Wedding Crasher Down in Front Chaos Spiel Officiator NEW Costume Aura Spring Aura has been added to the costume editor for Male, Female, and Huge body types. It includes 6 Sub-Variants: Flowers Love Jealous Flowers - Combat Love - Combat Jealousy - Combat NEW Enhancement Set: Cupid's Crush Unique Universal Damage set (attuned-only) Special Chance for Confuse proc enhancement. Converting this set of enhancements out-of-set will result in an Overwhelming Force IO, and vice-versa. Available to be purchased from any Merit Vendors for 100 Reward Merits each, in the Auction House, or as a reward for completing the seasonal mission. Cannot be made Superior. General Updated the UI of the City Info Terminal kiosks in order to improve legibility. Badges River Rat's badge marker #6 in Nova Praetoria was floating above the water surface, it has been brought down to the same level as the other markers. Enhancements Fix Brute's Fury: Recharge/Fury Bonus proc being affected by level differences with the target. Fix minimum slotting level for Dark Watcher's Despair. Tasks The wounded Vanguard soldier in the last mission of the LGTF will stop talking if there's nobody nearby to hear them.
    51 points
  4. Hello! On April 28th, 2004, the game we all know and love, City of Heroes™ was released to the public. 21 years later, we here at Homecoming, alongside all of you, the players, are keeping the City alive and stronger than ever. In commemoration of the 21st anniversary (and the fact that City of Heroes is now old enough to drink in Rhode Island*) this year's anniversary badge (picture above) is titled Cheers!. It will be awarded to any and all characters that log in from today until May 31st. Luna's shop for all the previous anniversary badges will be open throughout the month of May. This year's anniversary event is being activated right now, and will continue for four weeks until Tuesday, May 27th. We can't wait to celebrate with everyone! Thank you all for your six years of support. We hope this coming year will be the biggest year for Homecoming yet! *Disclaimer: in spite of the badge title, the Homecoming team does not recommend drinking while playing City of Heroes and does not take any responsibility for any horrific mistakes you might make while doing so.
    46 points
  5. 💥 Patch Notes - Issue 28: Legacy, Page 2 💥 Current notes cumulative, not final page release notes. What's New in Issue 28, Page 2? Marquee Features The Kallisti Wharf Zone Comes To Life! 💫 Five (5) Brand New Kallisti Wharf Story Arcs + Repeatable Missions! 💬 New Enemy Group: Blackwing Industries 🚓 New Control Powerset: Pyrotechnic Control New Armor Powerset: Psionic Armor Powers & Gameplay Adjustments New Control Mechanic: Deep Sleep 💤 Controller & Tanker Inherent Changes Armor Powerset Balancing Pass Balance Tweaks & Fixes Various Adjustments, Improvements & Fixes New Costume Parts (60+), Aether Rewards, Vanity Pets and more! 👁️‍🗨️ Over twenty (22) new Badges! 🎖️ Many bug fixes! 🐞 ...and much, much more! Marquee Features Kallisti Wharf Zone Comes To Life! [Focused Feedback] Kallisti Wharf has been given a substantial amount of work to bring the zone to life/parity with other city zones! At last! Kallisti Wharf is a fully realized zone! Zone Improvements As stated on the tram/submarine destination, Kallisti Wharf is a Level 40-50 co-op zone. Kallisti Wharf now has eight standard exploration badges and an accolade, same as other zones. New Tour Guides are available to help people locate all the new badges! Many areas of the zone were given expansive polish passes and detail work. All neighborhoods given music. No more silence! The zone is using a mix of new Homecoming-original compositions, a few previously unused tracks, and a couple of favorite older classics! Enemies Encountered Added ambient atmospheric/combat spawns to the entirety of the zone. The following are the main enemy groups found in Kallisti Wharf: Blackwing Industries [NEW] Freaklok [Focused Feedback] Crey Freakshow Warriors Skulls [Focused Feedback] The Awakened Unified People's Army (UPA) Wyvern [Focused Feedback] Watch out, the Freaklok are out in force! Giant Monster Event New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points. The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower. Only one P.E.A.C.E. Keeper can be spawned at any moment. Drops six (6) Reward Merits, two (2) Monstrous Aether on defeat, and a low chance (10%) for Pet: Mini P.E.A.C.E. Keeper invention recipe. This recipe can be freely traded like other Giant Monster vanity pet recipes, and also drops from the randomized pet recipe pool found on the Benevolabs vendors located inside Vault Reserve locations. P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character. Blackwing Industries is dedicated to ensuring the safety and security of Kallisti Wharf! New Story Arc Mergers and Acquisitions - Dap-Dap the Deal-Maka (Level 40-50) [Focused Feedback] “Once ‘Down with the street’, Dap-Dap the Deal-Maka’ has exhausted his fifteen minutes of fame for being quotable in the replays of his arrest video where he got pinched for a weapons deal with Nemesis. Since leaving the spotlight, he’s found new purpose selling his services to the Freaklok in a bid to help establish them. In this madcap escapade that resembles kayfabe more than negotiation, Dap-Dap will direct you to interface with nearly every faction in the Wharf as the Freaklok establish legitimacy and a foothold in the Old Slough.” CONTACT: Dap-Dap the Deal-Maka LOCATION: Kallisti Wharf /thumbtack 1578 47 4995 ALIGNMENT / LEVEL: Villain, Level 40-50 OUROBOROS / ARC: 28.02 Cutting Back Old Growth - Erin West (Level 40-50) [Focused Feedback] “'Crey CARES!' That's the tagline of Crey's newest PR campaign, engineered by their rising marketing star, Erin West. Now she's got a new plan... hire a 'rogue with a heart of gold' to lead Alpha Team, the premiere subteam of the Altruist Division, Crey's new supergroup of unmasked Paragon Protectors known as the 'Real-ID Protectors'. And you are just the rogue to play the role, regardless of the actual makeup of your heart." CONTACT: Erin West LOCATION: Kallisti Wharf /thumbtack 7213 55 2649 ALIGNMENT / LEVEL: Rogue, Level 40-50 OUROBOROS / ARC: 28.03 The Sunlight and the Spotlight - Robert Kogan (Level 40-50) [Focused Feedback] “Crey's new super group, Altruist Division, has been gaining fame for their fight against crime in Kallisti Wharf. Though not everyone buys Crey's intentions, the heroes themselves seem forthright. When they beat you to investigating a tip about the Skulls and Family, Robert Kogan, an investigative reporter for a progressive, independent newspaper, introduces himself. He also doesn't believe Altruist Division is all they claim to be and wants your help in finding concrete proof... Or, if nothing else, causing the public to question their existence." CONTACT: Robert Kogan (The contact requires completing the tip mission "Skulls vs Family" first.) LOCATION: Kallisti Wharf /thumbtack 1789 57 3436 ALIGNMENT / LEVEL: Vigilante, Level 40-50 OUROBOROS / ARC: 28.04 Know Thy Enemy - Alexander the Great (Level 40-50) [Focused Feedback] “Alexander the Great asks you to engage in strategic strikes against Warrior outposts and supply routes, to get to the bottom of their current operations in Kallisti Wharf. He suspects that something is terribly wrong with the upper ranks of the Warriors, but he can’t prove anything.” CONTACT: Alexander the Great LOCATION: Kallisti Wharf /thumbtack 2147.2 11.9 -423.5 ALIGNMENT / LEVEL: Hero, Level 40-50 OUROBOROS / ARC: 28.05 Hunting the Hunters - Adelard Ziegler (Level 40-50) [Focused Feedback] “Adelard Ziegler has contacted you to work on his behalf as the acting force behind his investigation into the Council. The Council’s Void Hunter division has been a subject of much controversy and rumor, and now have suddenly withdrawn from active duty. On top of that, the black market sales of their Void Rifles to other factions seem to be drying up or delivering ‘Dead on Arrival’. Players will aid Adelard is determining what has happened to the most dangerous and notorious cadre within the Council to see if they are retiring, mutinying, or worse…” CONTACT: Adelard Ziegler LOCATION: Kallisti Wharf /thumbtack 6072 65 1304 ALIGNMENT / LEVEL: Hero, Level 40-50 OUROBOROS / ARC: 28.06 Kallisti Wharf Repeatable Missions - Levels 40-50 [Focused Feedback] Players can take repeatable tasks from either of Kallisti Wharf's two mission brokers, depending on alignment: CONTACT: Blackwing Liason (Hero) or Broker Chip (Villain) LOCATION: Kallisti Wharf /thumbtack 5816 46 2511 or /thumbtack 1829 43 2458 ALIGNMENT / LEVEL: Any, Level 40-50 New Enemy Group: Blackwing Industries [Focused Feedback] Now available in Architect Entertainment! These men & women ensure that the Kallisti Wharf citizenry remain protected from super threats! Who Are They? Blackwing Industries is a private military company that has been contracted by Emil Christie to replace the Paragon Police in protecting Kallisti Wharf. The branch of their company that is responsible for this task is known as: P.E.A.C.E. (Police Emergency Action & Crisis Engagement). They've been specially-trained and armed with cutting-edge technology to excel in suppressing meta human threats! These men & women are dedicated to maintaining peace and order in the zone that is their jurisdiction. What Can They Do? Most Blackwing Industries personnel are decked out in the group's trademarked Excelsion armor, nano-carbon kinetic dampening interlocking hex plates. This armor gives them resistance to conventional weaponry, but also leaves them vulnerable to Toxic! Most of the group gets access to more attacks when below 75% HP! The group deals a variety of damage types, however the most notable are: Range: Cold/Toxic (major), Fire/Psionic (minor) Melee: Smashing/Energy (major), Lethal/Fire/Toxic (minor) AoE: Fire/Psionic (major), Cold (minor) The following Blackwing Industries critters are noteworthy threats for their powers and behaviors! (Spoilers for those who wish to fight them blind!) This is only a partial list, detailing some parts of the enemy group's roster: New Powerset: Pyrotechnic Control (Controllers, Dominators) [Focused Feedback] You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion. Sparkling Cage Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize. This power has a chance of Blasting Off targets into the air. Dazzle Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration. This power has a chance of Blasting Off targets into the air. Sparkling Chain Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets. This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain. Glittering Column You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air. Hypnotizing Lights Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic) You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to six enemies within 20 feet of the display are Confused and receive Psionic damage over time. Multipurpose Missiles Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy) With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified. Incendiary Aura Toggle: PBAoE, Chance for Blast Off. -TohiT, -Defense You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense. Explosive Bouquet Ranged (AoE), Foe Hold, Blast Off You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air. Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds. Catherine Wheel Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage. New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers) [Focused Feedback] You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will! Psychic Wall Toggle: Self +Res(Smash, Lethal, Psionic) You focus to create a psychic wall that dampens the smashing, lethal and psionic damage. Psionic Shield Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain) This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects. Impenetrable Mind Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback). When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Indomitable Will also grants moderate resistance to Psionic based attacks. Consume Psyche PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery Only available to Tankers and Brutes You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 8.5 seconds for a maximum total of 90 seconds. Devour Psyche Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery Only available to Scrappers, Sentinels and Stalkers You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 8.5 seconds for a maximum total of 90 seconds. Precognition Auto: Self Def(Melee, Ranged, AoE, Psionic) Precognition allows you to read your enemies minds, letting you see their attacks before they happen. This power is always on and costs no Endurance. Psychokinetic Barrier Self, +Absorb, +Res(-Regeneration, -Recovery, -Recharge, -Endurance) You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you. Impose Presence Toggle: Self +DEF(All), +To Hit, Foe -Recharge Only available to Tankers and Brutes Impose your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit. Mask Presence Toggle: Self Stealth, +DEF(Melee, Ranged, AoE) Only Available to Scrappers and Sentinels Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. Aura of Insanity Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use. Memento Mori Self Rez, +Max HP, Special Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge. Tanker/Brute: Psychic Wall Psionic Shield Impenetrable Mind Consume Psyche Impose Presence Psychokinetic Barrier Precognition Aura of Insanity Memento Mori Scrapper/Sentinels: Psychic Wall Psionic Shield Mask Presence Impenetrable Mind Devour Psyche Precognition Psychokinetic Barrier Aura of Insanity Memento Mori Stalkers: Hide Psychic Wall Psionic Shield Impenetrable Mind Devour Psyche Precognition Psychokinetic Barrier Aura of Insanity Memento Mori Powers & Gameplay Adjustments Sleep Revamp [Focused Feedback] Stacking Sleep is no longer canceled by damage or any canceling event unless the target is already asleep. This allows for sleep to be stacked even if the sleep-casting power does damage, and sleep stacks that don't render the target asleep won't vanish if the target is hurt but awake. Deep Sleep This is a new variant of sleep. Deep Sleep is stickier than regular sleep. Enemies under its effect don't instantly wake up if damaged, instead the duration of their sleep is shortened. How much the sleep is shortened depends on the enemy rank, with minions taking more attacks to wake up and AVs being woken up by a single hit. The following powers have been flagged as Deep Sleep: Arsenal Control > Tranquilizer Earth Control > Salt Crystals Ice Control > Flash Freeze Mind Control > Mesmerize Mind Control > Mass Hypnosis Plant Control > Spore Burst Pyrotechnic Control > Hypnotizing Lights Symphony Control > Enfeebling Lullaby Epic > Arsenal Mastery > Sleep Grenade Epic > Earth Mastery > Salt Crystals Epic > Ice Mastery > Flash Freeze Epic > Psionic Mastery > Mass Hypnosis Epic > Psionic Mastery > Mesmerize Misc Changes There has been an implementation change to critter tables and their maximum levels. This does not change critter maximum level directly, but it gives designers the ability to expand in the future Critters Only: All -regen debufs (not flagged to be irresistible) should now be resisted by magnitude, not duration Reduced the magnitude of many (not all) low recharge -regen debuffs with magnitudes greater than -100% All critters now regenerate health 5% of their health every 12 seconds (does not include GMs or AVs) Archetype Inherent Changes [Focused Feedback] Controllers Controllers inherent now allows them to command their Tier 9 pets. Containment now also triggers on critters that are Terrified. Containment now also triggers on critters that have been asleep in the last 3 seconds. Containment damage now has an additional "Containment" float message across all sets. The following controller pets now have a 33.33% chance to proc containment damage: Arsenal Control > Tri-Cannon Darkness Control > Shades Darkness Control > Umbra Beast Earth Control > Volcanic Gases Earth Control > Animated Stone Electric Control > Gremlins Fire Control > Bonfire Fire Control > Fire Imps Gravity Control > Singularity Ice Control > Ice Slick Ice Control > Jack Frost Illusion Control > Phantasm Plant Control > Carrion Creepers (Entangle attack only) Plant Control > Fly Trap Pyrotechnic Control > Catherine Wheel Symphony Control > Reverberant Tankers Self damage buff lowered from 1.0x to 0.875x. -Res modifiers lowered to match other melee ATs. Diminishing returns: In powers that had their target cap increased from 10 to 16, each target above 10 will take 25% less damage than the previous target In powers that had their target cap increased from 5 to 10, each target above 5 will take 44% less damage than the previous target Gauntlet is immune to these diminishing returns Removed passive global Arc/Radius buff Increased the radius and range of all tanker Primary and Secondary Cones by 50% Cones no longer have their arc boosted Increased the radius of all tanker Primary and Secondary Sphere AoEs by 50% The increase wont push radius above 15ft Powers Darkness Manipulation [Focused Feedback] Touch of the Beyond. This power can now be activated without a targeting an enemy. If used without an enemy target, the power will not root and apply all the sustain effects. Sonic Attack [Focused Feedback] Simplified the -res stacking The following powers now apply a scale -1.5 resistance debuff for various durations: Shriek - 8s Scream - 8s Howl - 8s Shout - 10s Screech - 15s Dreadful Wail - 20s Water Blast [Focused Feedback] Water Jet Enhanced Water Jet cold damage increased from 1 tick of scale 1.47 to 4 ticks of sale 0.7 over 6 seconds (totaling scale 2.8) (PvE only) Dehydrate This power's DoT will do extra ticks of damage if used against a foe that has been recently hit by other water-based attacks, Dehydrate excluded (PvE only) Dark Miasma [Focused Feedback] Black Hole This power now applies a trawl (reverse repel) effect. Targets that are immune to the trawl effect will be phased. Staff Fighting [Focused Feedback] Perfection levels are now granted on misses. Increased bonus damage inflicted by Sky Splitter while under level 3 Perfection from scale 0.828 to scale 1.656. Increased bonus damage inflicted by Eye of the Storm while under level 3 Perfection from scale 0.1892 to scale 0.4920. Dark Armor [Focused Feedback] Cloak of Fear Endurance cost lowered from 0.56 per second to 0.26 end per second. Pulse rate changed from every 5s to every 1s. Power is now auto hit (Fear effect still requires a hit roll). Radius increased from 8ft to 15ft (Fear and Taunt still only apply within 8ft). Accuracy increased from 0.67 to 0.8. Power now applies a scale 2 -dmg debuff (equal to Chilling Embrace). Power now applies a -25% kb str debuff on all affected targets. Power now grants + 1.0KB protection for each enemy in range for 5 seconds. This Stacks and refreshes even if only one foe is in range and is capped at 10 for a maximum of 10 kb mez protection. The most foes you have in melee range, the faster you will reach the cap.. Enhancements and resistance now affect magnitude instead of duration. Shadow Dweller (Stalkers) This power now also grants a regeneration buff in addition to all previous effects. Tenebrous Regeneration (Sentinels) Renamed Shadow Dweller This power now grants a small amount of defense in addition to it's regen buff. Soul Transfer Can now be used while alive. Using this power while alive will cost endurance. This power now grants a minor MaxHP buff per foe hit, as well as Mez Protection for 30 seconds. While conscious, the power will apply mag 3 stun on all affected enemies. This power will not inflict damage nor heal the caster if used while conscious. Now accepts accuracy enhancements (only useful for alive usage). Fixed erroneous enhancement issues. Dark Regeneration This power is now available to Sentinels as a mutually exclusive option from Obscure Sustenance. Obscure Sustenance This power is now available to Brutes, Scrappers, Stalkers and Tankers as a mutually exclusive option from Dark Regeneration. Fixed a bug where Soul Nier theme would trigger the incorrect animation Electric Armor [Focused Feedback] Static Shield This power now grants scale 2 Toxic resistance. Grounded This power now grants scale 0.8 resistance to Smash/Lethal/Fire/Cold. Knockback protection should now last for up to 5 seconds after touching ground. Power Sink This power now adds a regeneration buff for each enemy hit. 17.5% regen for the first target hit (only while grounded). +17.5% regen for each additional target. +End per target lowered from 25 to 15. No longer has a chance at lowering enemy recovery. -End lowered from -40 to -35. Energize Regeneration buff duration increased from 30s to 45s. Power Surge Crash removed (EM Pulse remains). Recharge lowered to 350s. All effect durations lowered from 180s to 30s. Power now grants a +400% regen buff. Resistances lowered. Energy Aura [Focused Feedback] Energy Drain Per target +def lowered from scale 0.5 to scale 0.4. Up-front +def lowered from scale 0.1 to scale 0.08. Power Shield Fire and Cold defense lowered from scale 2 to scale 1.7. Overload Added visual indicator of an impending crash within 10s of expiration. Energy Aura Proliferated to Tankers [Focused Feedback] Kinetic Shield: Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF) Dampening Field: Auto: Self +Res (Smashing, Lethal, Energy, Endurance Drain) Power Shield: Toggle: Self +DEF(Fire, Cold, Energy, Negative), Res(DeBuff DEF) Entropic Aura: Toggle: Self +Res(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, DeBuff DEF), Self +Recharge, Foe -Recharge. Energy Protection: Auto: Self +Res (Energy, Negative, Toxic, Psionic, Slow) Power Armor Energy Reserve: Auto: Self +MaxHP, +Resist(All DMG) Energize: Self Endurance Discount, Heal, +Regen Energy Drain: PBAoE, Self +End, +Def, Foe -End Overload: Self +DEF(All), +Recovery, +MaxHP, Res(DeBuff DEF) This power is different from other versions of Overload. 300 second recharge, 30 second duration 25% def against all but toxic/psi 20% def against toxic/psi +30% MaxHP Scale 1 Res(-Defense) +100% Recovery Has no crash. Ice Armor [Focused Feedback] Hibernate (Tanker/Brute) This power has been converted to Icy Bastion. Icy Bastion (Scrapper/Sentinel/Stalker) This power now is a toggle. It will make you untouchable and give high regeneration rate. It will deactivate automatically after 30s. It can be deactivated early, keeping reduced effects for the remainder of the window. If under the effects of No Phase, the power will automatically deactivate and just provide the reduced +regen/+recovery and +Res. Note: After shutting this toggle down, the power will be identical to the previous version of Icy Bastion. Icicles Now inflicts cold damage instead of lethal. Rime New power, mutually exclusive from Hoarfrost. 90s recharge, 30s 30% Absorb, +100% regen, & 60s +Scale 2 Res(Toxic). Radiation Armor [Focused Feedback] Ground Zero The offensive components of this power now can only hit 16 foes. Power still can hit up to 255 allies. Radiation Therapy This power now has Adaptive Recharge. It has a base recharge of 25 seconds, and each affected foe will increase the recharge by varying amounts to a maximum total of 90 seconds. First target adds 20 seconds, each additional target adds recharge proportionate to it's buff strength. Every subsequent target will yield a 30% weaker effect than the previous target Accuracy lowered from 3x to 1.2 Heal per enemy increased from scale 2.2% to scale 11%. Heal with no enemy in range lowered from scale 11% to scale 6% Total maximum heal with all targets increased from 33% to 38% Regeneration buff reduced from +100% to 50%, duration reduced from 60s to 45s Meltdown Power now has a visual indicator that the power is going to crash in the next 10 seconds. Regeneration [Focused Feedback] Fast Healing Now grants 20% fixed regen resistance at all levels, for all ATs. (Stalker only) Now grants 15% recovery buff and 20% recovery debuff resistance. Resilience Power icon updated to represent its effects. Quick Recovery Now grants 20% recovery debuff resistance. Dull Pain > Second Wind Converted to Second Wind. Grants a 20% Max HP buff, this buff is retained even if the caster is defeated. Provides a 40% heal. This heal ignores resistances. Recharge increased from 300s to 360s, matching Dull Pain's recharge. Cast time lowered from 1.5s to 0.73s (same as live Dull Pain). While during the effects of Second Wind, should the player be defeated, they will be given a chance to get back up and keep fighting. Reactive Regeneration [New power for scrappers/brutes/stalkers] Mutually exclusive power from Instant Healing. This power is a toggle, pulses every 2 seconds. Grants a 200% enhanceable regeneration buff. Grants an additional 25% non-enhanceable regeneration for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times. Grants a 5.5% regen debuff resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times. Grants a 3% recovery and end drain resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times. Sentinel's Reactive Regeneration power will follow this implementation of the power. Revive > Ailment Resistance Converted this power to Ailment Resistance. This power is now an auto power. Grants a 24% MaxHP buff, half enhanceable. Grants -15% resistance to heals (making all heals on you 15% stronger). Grants 20% resistance to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit. Power no longer accepts endurance or recharge enhancements. Moment of Glory Cast time reduced from 2.57s to 1.5s. Now grants a small damage buff that decays over time. Now grants a small amount of Psionic and Toxic defense. Power order changed to: Stalker: Hide Reconstruction Fast Healing Ailment Resistance Integration Resilience Instant Healing/Reactive Regeneration Second Wind Moment of Glory Scrapper/Brute: Fast Healing Reconstruction Quick Recovery Ailment Resistance Integration Resilience Instant Healing/Reactive Regeneration Second Wind Moment of Glory Sentinel/Tanker: Fast Healing Reconstruction Quick Recovery Ailment Resistance Integration Resilience Reactive Regeneration Second Wind Moment of Glory Regeneration proliferated to Tankers Fast Healing Reconstruction Quick Recovery Ailment Resistance Integration Resilience Reactive Regeneration Second Wind Moment of Glory Electric Control [Focused Feedback] Static Field Converted into a true pseudopet. Domination should now work on this power even if activated when the patch is already out Jolting Chain This power has been turned into a real chain. Damage increased from scale 0.3 to scale 1.2 against primary target. All jumps now take full advantage of caster inherents. Endurance drain is now auto hit. Conductive Aura Target cap increased from 8 to 16. After the 8th target hit, the power will yield diminishing returns. Synaptic Overload This power has been turned into a real chain. All jumps now take full advantage of caster inherents. Recharge increased from 60s to 90s. Endurance drain is now auto hit. Max Target Cap 10. Domination now reliably works on this power. Paralyzing Blast > Tesla Coil Power renamed to Tesla Coil. Creates a pseudopet that continuously holds enemies over 45 seconds. Can now do damage over time, accepts damage enhancements and sets. Now a location based power. Gremlins Pets now spawn as even level. Gremlins have been given a new attack. Gremlin's Jolting Chain power is now a true chain. Damage resistances against non-smash/lethal/energy increased. Fire Control [Focused Feedback] Bonfire This power is now a true pseudopet. Cinders Endurance cost reduced from 15.6 to 8.528. This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. Ice Control [Focused Feedback] Glacier Endurance cost reduced from 15.6 to 8.528. This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. Illusion Control [Focused Feedback] Flash Endurance cost reduced from 15.6 to 8.528. This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. Gravity Control [Focused Feedback] Gravity Distortion Field Changed to location based power. Now summons an area of effect pseudopet that lasts up to 45s and will hold random enemies within. Power now inflicts smashing damage when it holds enemies. Now takes damage enhancements and sets. Symphony Control [Focused Feedback] Chords of Despair Endurance cost reduced from 15.6 to 8.528. This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. Mind Control [Focused Feedback] Terrify Accuracy increased from 0.9 to 1.0. Total Domination Endurance cost reduced from 15.6 to 8.528. This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. Mass Confusion Accuracy increased from 0.8 to 1.0. Endurance cost reduced from 26 to 8.528. This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. Plant Control [Focused Feedback] Spore Burst Upgraded to Deep Sleep. Seeds of Confusion Recharge increased to 90s. Scale reduced from scale 20 to scale 12. Target cap lowered from 16 to 10. Spirit Tree Cast time lowered from 3.2s to 1.67s. Recharge reduced from 200s to 120s. Duration reduced from 90s to 60s. Spirit tree can now be attacked. Spirit tree now taunts and has a scaling defense and resist aura. Even after being defeated, spirit tree's regen aura should remain. Vines Now summons a Pseudopet that will continue to hold enemies for its duration. Now inflict damage over time on its targets. Now applies a -DMG debuff on targets. Now accepts damage set and enhancements. Carrion Creepers VFX now moves along with the pet patch. Carrion Creepers can now proc Domination, Containment and Overpower. This power should no longer execute an excessive proc cascade. Fly Trap AI mode changed from Pet_Base to Pet_Ranged. Arsenal Control [Focused Feedback] Sleep Grenade Pulse timer reduced from 4s to 3s. New Powerset: Pyrotechnic Control [Focused Feedback] New control set for Controllers and Dominators. You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion. Sparkling Cage: Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize. This power has a chance of Blasting Off targets into the air. Dazzle: Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration. This power has a chance of Blasting Off targets into the air. Sparkling Chain: Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets. This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain. Glittering Column: You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air. Hypnotizing Lights: Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic) You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to six enemies within 20 feet of the display are Confused and receive Psionic damage over time. Multipurpose Missiles: Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy) With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified. Incendiary Aura: Toggle: PBAoE, Chance for Blast Off. -TohiT, -Defense You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense. Explosive Bouquet: Ranged (AoE), Foe Hold, Blast Off You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air. Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds. Catherine Wheel: Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage. New Powerset: Psionic Armor [Focused Feedback] New armor set for Tankers, Brutes, Scrappers, Sentinels and Stalkers You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will. Psychic Wall: Toggle: Self +Res(Smash, Lethal, Psionic) You focus to create a psychic wall that dampens the smashing, lethal and psionic damage. Psionic Shield Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain) This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects. Impenetrable Mind Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback) When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks. Consume Psyche PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery Only available to Tankers and Brutes You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. This power has Adaptive Recharge. It has a base recharge of 5 seconds, and each affected foe will increase the recharge by 8.5 seconds for a maximum total of 90 seconds. Devour Psyche Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery Only available to Scrappers, Sentinels and Stalkers You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. This power has Adaptive Recharge. It has a base recharge of 5 seconds, and each affected foe will increase the recharge by 8.5 seconds for a maximum total of 90 seconds. Precognition Auto: Self +DEF(Melee, Ranged, AoE, Psionic), +Perception Precognition allows you to read your enemies minds, letting you see their attacks before they happen and increasing your perception. This power is always on and costs no Endurance. Psychokinetic Barrier Self, +Absorb, +Res(-Regeneration, -Recovery, -Recharge, -Endurance) You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you. Impose Presence Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge Only available to Tankers and Brutes Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit. Mask Presence Toggle: Self Stealth, +DEF(Melee, Ranged) Only Available to Scrappers and Sentinels Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. Aura of Insanity Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use. Memento Mori Self Rez, +Max HP, Special Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge. Tanker/Brute: Psychic Wall Psionic Shield Impenetrable Mind Consume Psyche Impose Presence Psychokinetic Barrier Precognition Aura of Insanity Memento Mori Scrapper/Sentinels Psychic Wall Psionic Shield Mask Presence Impenetrable Mind Devour Psyche Precognition Psychokinetic Barrier Aura of Insanity Memento Mori Stalkers Hide Psychic Wall Psionic Shield Impenetrable Mind Devour Psyche Precognition Psychokinetic Barrier Aura of Insanity Memento Mori Misc Power Changes [Focused Feedback] Epic > Dark Mastery > Black Hole This power now applies a trawl (reverse repel) effect. Targets that are immune to the trawl effect will be phased. Epic > Psionic Mastery > Telekinesis Target cap increased from 5 to 10. Toggle duration reduced from 20s to 10s. Armor Sets > Self heals (all) Self heal click powers no longer are irresistible Following heals will ignore Heal Resistances: Regeneration > Second Wind Invulnerability > Dull Pain Ice Armor > Hoarfrost Empathy > Absorb Pain Pain Domination > Share Pain The following armored AT Heal Resistance caps have been lowered to: Tanker: 75% Brute: 75% Scrapper: 85% Stalker: 85% Sentinel: 90% All other ATs remain at 100% Battle Axe > Axe Cyclone Cast time increased from 1.76s to 2.1s. Pull distance is now resistible. Battle Axe > Swoop Cast time increased from 1.23s to 1.37s. Street Justice > Sweeping Cross (All versions) Arc increased from 50 degrees to 75 degrees. Pre-combo damage scale reduced from 1.5 to 1.444. Max combo damage reduced from 1.875 to 1.805. Invulnerability > Unstoppable A visual cue should show up informing of the impending crash. Ninjitsu > Kuji-In Retsu A visual cueshould show up informing of the impending crash. Shield Defense > One with the Shield A visual cueshould show up informing of the impending crash. Stone Armor > Geode Cleaned up power info screen. 25% of this power's regen and recovery buffs will persist for the full 30 second window even if the power is shut down or if the Geode is destroyed. Super Reflexes > Elude A visual cue should show up informing of the impending crash. Willpower > Strength of Will A visual cue should show up informing of the impending crash. Bug Fixes Enhancements > Performance Shifter: Chance for +Endurance: Fixed a bug where the ally buff could potentially be weaker based on level differences. Enhancements > Coercive Persuasion: Contagious Confusion: This proc no longer ignores combat modifiers. Dark Armor > Obscure Sustenance: Fixed a bug where Soul Nier theme would trigger the incorrect animation Tactical Arrow > Glue Arrow: Fixed power short description. No Phase: Fixed a bug where No Phase would disable Jump Pack and Steam Jump. Pool > Fighting: Changes to the attacks power info screen to clarify the conditional effects. Mace Mastery > Web Envelope: Fixed this power's description to denote the power does toxic damage over time. Prestige Travel > Jump Pack/Steam Jump: These powers buff should now flash when the 30 second timer is about to run out, as well as give a "low fuel" warning. Plant Manipulation > Wild Fortress: Fixed a bug where the power's vfx would fade away if the player selected color customization options. Atomic Manipulation > Metabolic Acceleration: This power no longer accepts Endurance Discount enhancements. The power costs no endurance. Dark Mastery > Possess: Fixed a bug where the debuff applied to the caster instead of the target. Devices > Remote Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation. Traps > Temporal Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation. Accolades > Mark and Recall: Name changed from 'Mark & Recall' so the power can be functionally linked in chat. Energy Mastery > Energy Torrent: Fixed Laser Beam Sweep customization option's hitfx desynced from attack. Arsenal Control > Cryo Freeze Ray: Fixed VFX timing errors in attack and hit FX. Fiery Aura > Cauterizing Blase: Fixed Dark Fire customization option missing FX. Mercenaries > Commando: Fixed Commando's Full Auto attack FX attached to their hand instead of their Assault Rifle. Character Customization Improvements Costumes [Focused Feedback] New Costume Parts (61) Male/Female/Huge > Head > Various > Detail 1 > Blackwing Female > Head > Various > Detail 1 > Seer Visor Male/Female/Huge > Head > Various > Detail 2 > Blackwing Female > Head > Various > Detail 2 > Seer Male/Female/Huge > Arachnos Soldier > Detail 2 > Blackwing Male/Female/Huge > Arachnos Soldier > Detail 1 > Blackwing Female > Arachnos Soldier > Detail 1 > Seer Visor Female > Arachnos Soldier > Detail 2 > Seer Male/Female/Huge > Arachnos Widow > Detail 2 > Blackwing Male/Female/Huge > Arachnos Widow > Detail 1 > Blackwing Female > Arachnos Widow > Detail 1 > Seer Visor Female > Arachnos Widow > Detail 2 > Seer Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Clean Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1 Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1 Flipped Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2 Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2 Flipped Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Clean Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1 Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1 Flipped Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2 Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2 Flipped Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Clean Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1 Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1 Flipped Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2 Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2 Flipped Notice: The Awakened chest options are mutually exclusive with shoulder pads that clip and they will not appear. Likewise, if you currently have incompatible shoulder pads selected, the Awakened chest options will not appear. Male/Female/Huge > Upper > Jackets > Blackwing Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light Original Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy Original Male/Female/Huge > Upper > Chest Details > Special Symbols > Blackwing Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light Original Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy Original Female > Upper > Gloves > Blackwing > Custom Female > Upper > Gloves > Blackwing > Original Male/Huge > Upper > Various > Gloves > Blackwing Light > Custom Male/Huge > Upper > Various > Gloves > Blackwing Light > Original Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Custom Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Original Female > Upper > Tight > Belt > Seer Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Clean Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1 Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1 Flipped Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2 Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2 Flipped Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Clean Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1 Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1 Flipped Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2 Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2 Flipped Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Clean Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1 Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1 Flipped Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2 Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2 Flipped Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Custom Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Original Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Custom Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Original Male/Female/Huge > Backpacks > Blackwing Light Male/Female/Huge > Backpacks > Blackwing Heavy Male/Female/Huge > Cape > Full Mantle > Brooch > Blackwing Male/Female/Huge > Cape > Half Mantle > Brooch > Blackwing Male/Female/Huge > Cape > Asymmetrical Mantle > Brooch > Blackwing Male/Female/Huge > Cape > Single Shoulder Mantle > Brooch > Blackwing Male/Female/Huge > Cape > Over Shoulder Mantle > Brooch > Blackwing Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump Male, Female, Huge > Auras > Path Auras > Rocket Boots - Fly Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump & Fly Male/Female/Huge > Costume Presets > Blackwing Light Male/Female/Huge > Costume Presets > Blackwing Heavy Costume Proliferation Missing costume options added to missing categories: Male/Female/Huge > Standard > Detail 2 > Samurai Menpo Male/Female/Huge > Standard > Detail 2 > Oni Mask Male/Female/Huge > Masks w/Hair > Detail 2 > Samurai Menpo Male/Female/Huge > Masks w/Hair > Detail 2 > Oni Mask Male/Huge > Upper > Various > Chest > Yakuza Male/Huge > Upper > Various > Chest > Yakuza 1 Glow Male/Huge > Upper > Various > Chest > Yakuza 2 Glow Female/Huge > Back > Backpacks > Circle of Thorns Male > Upper > Sleeveless Robes > Chest > Spectrum Costume Fixes Various skirt models have had poor/non-functional LOD models that cause them to appear broken at distance; Skirt models should now always render the higher detail model. Female > Upper > Various > Asymmetrical Shoulders > Skull 1: Fixed this option being listed twice. Male/Huge > Lower > Various > Boots > Flat > Spectrum: Fixed this option using the wrong texture. Female > Lower > Various > Boots > Flat > Spectrum: Fixed this option being listed twice. Power Customization [Focused Feedback] Force Field Epic > Personal Force Field > Excelsion customization option added. Personal Force Field > Excelsion customization option added. Deflection Shield > Excelsion customization option added. Dispersion Bubble > Excelsion customization option added. Oh hex! That's pretty cool! Traps Force Field Generator > Excelsion customization option added. Broadsword Swordfish custom weapon option added. Rifles Shotgun custom weapon option added. Advanced Shotgun custom weapon option added. Grenade Launcher custom weapon option added. Advanced Grenade Launcher custom weapon option added. Custom Weapon Fixes Fix to rifle weapons appearing on the back when they should be in the hand at the time. Fixed broken Munitions Rifle model FX for Devastator, Shard Cannon, and Shock Rifle options on all three body types. Fixed broken base Munitions Rifle FX on Huge body type. Aether Shop Rewards [Focused Feedback] Reward Additions New NPC costumes added to the Tier 1 Aether reward vendor offerings: Costume: Devouring Earth Razorvine Costume: Devouring Earth Geode Costume: Freaklok Boomer Costume: Freaklok Tecromancer Costume: Mastermind Oni Costume: Mastermind Assault Bot Costume: Mastermind Lich Costume: Mastermind Spec Ops Costume: P.E.A.C.E. Ballistier Costume: P.E.A.C.E. Commander Costume: P.E.A.C.E. Coordinator Costume: PPD Guardian Costume: PPD Undercover Cop Costume: Slag Golem Costume: Slag Heap (Mastermind Aether costumes include power customization option to pick their upgraded visuals.) New NPC costumes added to the Tier 2 Aether reward vendor offerings: Costume: Devouring Earth Lunaflora New NPC costumes added to the Tier 3 Aether reward vendor offerings: Effect: P.E.A.C.E. Coordinator (Make your character look like one of Blackwing Industry's psychic tacticians! Projects a data display around your character and encapsulates your head in an energy field! Tintable power customization options and data-only or dome-only.) Reward Adjustments Tier 2 has been renamed from 'Vintage' to 'Vintage/Extra' to include the non-legacy costumes that are Homecoming additions. The following costumes have had their names adjusted: Costume: Devouring Earth Plant -> Costume: Devouring Earth Bladegrass Costume: Devouring Earth Crystal -> Costume: Devouring Earth Quartz Costume: Devouring Earth Mushroom -> Costume: Devouring Earth Fungoid Costume: Devouring Earth Rock -> Costume: Devouring Earth Bedrock The following costumes have had customization options expanded: Effect: Luminous > Symbiote Effect: Luminous > Symbiote Tintable Effect: Umbral > Symbiote Effect: Umbral > Symbiote Tintable Reward Fixes Effect: Luminous: Fixed an issue where this effect's eye glow would not appear on Aether costumes that didn't support sheathed weapons. Costume: Freakshow Stunner: Ambient sound effects removed from this costume. Costume: Freakshow Super Stunner: Ambient sound effects removed from this costume. Costume: Longbow Mender: Fixed this costume using the incorrect boots option. Costume: Rularuu Wisp Overlord: Ambient sound effects removed from this costume. Vanity Pets New Pets Recipes The following Rare recipe has been added with a 0.1% (1 in 1000) chance to drop from any Blackwing Industries enemy group Boss or Elite Boss rank defeats: Pet: P.E.A.C.E. Drone The following Uncommon recipe has been added with a 10% (1 in 10) chance to drop from the P.E.A.C.E Keeper Giant Monster when defeated. Pet: Mini P.E.A.C.E. Keeper As with other recipes, these can be traded to other players or on the Auction House. Various Additions, Enhancements, & Fixes New Badges (22) [Focused Feedback] Accolade The Prettiest One - Obtain this accolade by earning the following Exploration badges: On The Shoulders of Giants, In Their Prime, Protest Too Much, Fueled by Greed, Raving Mad, Marked Out, Quay to the City and Tourist Trapped. Accomplishment Staring Into The Abyss - Complete Adelard Ziegler's story arc to earn this badge. Business Savvy - Complete Dap-Dap the Deal-Maka's story arc to earn this badge. Front Person - Complete Erin West's story arc to earn this badge. Justified Ends - Complete Robert Kogan's story arc to earn this badge. Thicker than Water - Complete Alexander the Greats's story arc to earn this badge. Generational Trauma - Earned from completing bonus objectives within Adelard Ziegler's story arc. Uncomfortable Truths - Earned from completing bonus objectives within Erin West's story arc. Truth Seeker - Earned from completing bonus objectives within Erin West's story arc. Brass Tax - Earned from completing bonus objectives within Dap-Dap the Deal-Maka's story arc. Defeat Two Birds One Stone - Defeat 250 Blackwing Industries enemies to earn this badge. Peacekeeper / Peacemaker - Defeat the P.E.A.C.E. Keeper in Kallisti Wharf to earn this badge. Exploration In Their Prime - Explore in Kallisti Wharf to earn this badge. Protest Too Much - Explore in Kallisti Wharf to earn this badge. Fueled By Greed - Explore in Kallisti Wharf to earn this badge. Raving Mad - Explore in Kallisti Wharf to earn this badge. Marked Out - Explore in Kallisti Wharf to earn this badge. Quay to the City - Explore in Kallisti Wharf to earn this badge. Tourist Trapped - Explore in Kallisti Wharf to earn this badge. History Christie Consolidation - Learn more about the brave and bold leadership of Emil Christie. Flagtown Memorialist - Learn more about the Flagtown history in Kallisti Wharf. Patron of the Arts - Learn more about Theatre Row and Maxwell Stadium to earn this badge. Badge Adjustments Changes Dreamwalker / Dreamkiller - Quill and The Unnamed One are now required for this badge. No changes to those who already earned the badge. Variety Act - Badge art updated to look more like proper badges. License to Chill - Badge art updated to help differentiate Winter events by year (2021). Home for the Holidays - Badge art updated to help differentiate Winter events by year (2023). Hypothermia - Badge art updated to help differentiate Winter events by year (2024). City Badge Tracker [Focused Feedback] Added a City Badge Tracker kiosk to Pocket D at [-234.2 0.0 -908.8]. This kiosk will display the badges that you're missing, and a Leaderboard with every character who entered Pocket D since the last mapserver reset. There is no persistent storage at the moment, and it might not be possible. The player with the most badges will be displayed as a "hologram" next to the City Badge Tracker kiosk. Clicking on this NPC will display their character information and badge progress. In the event of a tie, the character who last clicked the City Badge Tracker kiosk (not the NPC!) will be displayed, and there's a 60-second cooldown between switches to avoid spamming back and forth. City Badge Tracker also displays progress towards Bicentennial, Dimensional Warder, River Rat and Dreamwalker/Dreamkiller. Null the Gull no longer shows progress towards Dimensional Warder, since the City Badge Tracker "Progress" page has that info. Zones [Focused Feedback] Contacts Tasks [Focused Feedback] Mission Maps [Focused Feedback] Enemies [Focused Feedback] Architect Entertainment [Focused Feedback] Blackwing Industries This group is now available to be used in Architect Entertainment content. Freaklok This group is now available to be used in Architect Entertainment content. Kallisti Wharf Office Maps These mission map tileset pieces have had an extensive decoration pass on all rooms which will automatically apply to existing AE arcs using these maps. Spawn density and all other map specifics are unchanged for the AE versions of these maps. Miscellaneous Fixed the respec counter from becoming negative when a character earns 128+ respecs. Switching alignments will no longer remove the Event Messages channel for that alignment. It will still add the new one. For example, if you're a villain and switch to hero, the Hero Zone Event Messages channel will be added to whichever tab contains Villain Zone Event Messages, but Villain Zone Event Messages will be retained unless manually removed. Inspirations Corrected the description in Greater Protection Imbuement and Superior Protection Imbuement to no longer claim they last 3 minutes. LFG Fixed incorrect merit payout award listed in Katie Hannon's Task Force in the LFG tab. Fixed inaccurate level ranges displayed on Summer Blockbuster, Kane's House of Horror, and SSA 1.1. Anniversary Event Event script has been rewritten in Lua and the legacy script discontinued. Automatically starts on April 28th and ends on June 1st. Ambushes will now spawn using the player level, capped to the level range of the zone. Ambushes have a 50% chance of being an enemy group that the player needs for badge credit. Decreased ambush chance from 75% to 65%. Ambushes only reward the player with one Anniversary Merit. Temporary Powers, Inspirations, Pet Summons and Minipet rewards can only drop from capsules without an ambush. Fixed two glowie spawn points in Brickstown that were floating above the ground and not working correctly.
    40 points
  6. Hey everyone, it's Cobalt Arachne! I'm one of the senior designers here on the Homecoming Team! For those who are unfamiliar with my past projects, I was designer behind the Dr. Aeon Strike Force (ASF), Advanced Mode Content, Sheathed/Holstered Weapons, Aether Rewards, the Labyrinth of Fog (LoF), and a buncha other stuff... and now on to today's focus! Issue 28, Page 2's new enemy group: Blackwing Industries! It's a bit funny writing about the group today in 2025. The majority of Blacking Industries work was actually completed the month after the ASF was finished all the way back in late 2021, but then they sat shelved for many years until Kallisti Wharf was ready to go since they existed for that zone. But time flies! And so do these new enemies! Watch out! Let's dive into how Blackwing Industries came to be, how they ended up in my hands to finish, and why I chose the things I did in designing their enemy group specifics! 🧠 Blackwing Industries Concept Origins I will be upfront, I did not write Blackwing Industries narratively. When I joined the Homecoming Team I was informed there was an unfinished group of enemies written for Kallisti Wharf that needed work badly. During the first couple demo sessions with Piecemeal, they showcased some of the prototype Blackwing critters and it was fairly obvious they were using placeholder costumes/powersets that came from Architect Entertainment. Since Piecemeal had already invested a heavy amount of work in creating/designing the Freaklok, they offered this unfinished Blackwing Industries project to me. Not thinking too much of it, I proceeded to finish out the remainder of the ASF for the majority of 2021, but after it released, I found myself with nothing specific to work on. Remembering that we had that unfinished Blackwing Industries group, I decided how I wanted to use my time off (the Homecoming devs typically go on break for the duration of December). 📓 Writing Ingredient List As I mentioned, what Blackwing Industries needed to be came from a writing contributor, so I didn't have complete liberty to do anything I wanted. All of the critters had finished names, finished descriptions, placeholder costumes, placeholder powers... Additionally I had an internal concept explanation for what the group needed to be, with their role in the Kallisti Wharf narrative. With these things in-hand I knew the group needed to fulfill the following based on the writer's notes: The leader was to be a member of Ultimatum, the elite government team that Going Rogue's Maelstrom formerly belonged to. They were a technology/natural based villain group. They were one of the world's best private military companies (PMC) that was assuming jurisdictional control of Kallisti Wharf from the PPD. They were trained and specialized in taking down super-powered targets in a non-lethal capacity. They had regular operatives that looked like police officers, and they had special operatives that looked more like black ops agents. Many of the critters had details of what their weapons/attack method should be. The group featured a pair of wings motif on the back of their uniforms. Breachers / Vanguards using shotguns / piston boots. Ballistiers using grenade launchers and rocket wings. Elements I personally decided on to add to the group in order to promote thematic and visual cohesion: That leader Ultimatum member's writing, look, and powers. Parity in difficulty with endgame groups like Soldiers of Rularuu or Vanguard Narratively, Blackwing was written to be one of the world's most competent PMC groups, they had to actually be dangerous or that story bit would feel fake to players. Defensive countermeasures in the form of kinetic-dampening hex plate armor. Visuals for this would be the group's unifying element. Black and blue visuals to communicate their name and convey what they do to players who aren't careful. 😉 I say this lovingly, I've died so many times to BWI in Kallisti Wharf while street sweeping for that rare pet recipe on my player account. 💀 Coordinator Boss rank added to give the group a support-oriented boss with a unique mechanic (reverse taunt) to make them stand out. Neutralizer Elite Boss rank to give the group every enemy rank to use in content. Then later @ViridianDev finished their power set. Keeper Giant Monster rank for the zone event, BWI was in control of the district, they should have a show of power. With those things decided, I started with the basics. The group was using very obvious placeholder models that were constructed using the costume editor and lacked group unifying-elements. For me the fundamentals of any starting point of design is figuring out your recognizable/unifying thematic visual elements, so I started experimenting with ways to make Blackwing Industries look like what their name implied. For me personally, fighting a new NPC group was always a fun mix of: Seeing their cool new visuals, discovering what their powers were, and learning how to fight against them mechanically. In each of those departments I aimed to deliver with focus. 👁️‍🗨️ Building Blackwing Visually I eventually settled on the idea of them being outfitted with high-tech kinetic impact-dampening armor, and the visual element that would unify them thematically would be glowing hexagonal energy fields. I always loved the looks of scrolling glow masks, and have used them liberally throughout my work for Homecoming. In-order to make the hexagonal mesh stand out further, I opted to take their namesake, Blackwing, more literally, and opted to use black as a central color in their visual identity. This worked out really nicely with the bright blue energy fields, as it made them stand out more. Lovely lovely glow masks! With visuals decided, I looked through all the placeholders... It was obvious there was some intent behind them, so I didn't want to just toss out everything the original writer had created. Recreation of a prototype P.E.A.C.E. Ballistier; Not exact, but very obviously a costume placeholder. To this end, nearly all the Blackwing critters retain some original design elements from their prototypes. The big domed helmet on the Breachers, the shotgun-using piston boot-kicking Vanguards, the flying grenade-launching Ballistiers. Additionally the male/female variety (for minions 8 each, 16 models total) showed that the original creator placed value on diversity within the group, so I ensured that my costume variety met their own, and most of the lesser-armored Blackwing critters looks came from their prototypes. As I designed the critters, I tried to ensure that the various and many ranks were distinct, as the author had included quite a variety of Blackwing critters. Of the full roster, the only types added by me were the P.E.A.C.E Coordinator bosses, Neutralizer elite bosses, and the Keeper giant monster. All the rest were there from the original prototype concept! 💥 Pumping Out Powers So now we had their looks, but they needed to become a functioning villain group, designed with intent. When it came to what I wanted to deliver, I simply focused on 'something different' but 'threatening like Vanguard'. This new group was meant to be the unstoppable authority in Kallisti Wharf, if they were complete push-overs, it would weaken the narrative angle. Additionally players on Homecoming have accessible Incarnate Powers and Invention Origin enhancements, so I designed the group with some countermeasures to common gameplay styles seen against other groups such as jumping in and dropping Judgement. (The content that Blackwing features in is 40-50, but that means in teams, most groups that can will make the leader 50, as players often prefer having their Incarnates when they can) Well trained and ready to engage hostiles! A trait that the entire Blackwing Industries group shares is when they drop below 75% health, they gain access to additional powers; This was specifically to make throwing a Judgement into a fresh pack an extremely dangerous idea, encouraging players instead use Judgements as finishers rather than openers. To reinforce that idea, I designed the group to utilize Traps powers, which are very 'dig-in and entrench' in terms of how they operate, meaning it's unwise to engage Blackwing critters where they spawned inside a mission. If you decide to just jump blindly into a pack and not move them, you'll potentially be dealing with: A force field drone being summoned by the Engineer if that didn't get interrupted. A Triage Beacon being summoned by the Medic near their allies. Getting hit by the Nitrogen Trip Mines that Breachers/Vanguards automatically drop in missions. Being exposed to the Ballistier's grenade debuff patches like Sonic/Glue Grenades. Taking on the entire group's attacks/debuffs at the same time, with a lot of incoming Energy (-end) melee and Cold/Toxic (-heal) ranged attacks. Exposing yourself to the Coordinator's Focused Targeting, which will make it much harder to disengage. No counterplay to avoiding the Phantom's Assassin Strike combo by moving away until their Placate expires. As you can see, 'Don't fight us where we spawned' was a big design focus for the group, and many of them are made to be quite nasty if played with the typical 'Jump in and drop a Judgement' play seen at high level while fighting other groups. It was intended that players try pulling/retreat tactics to get the enemies to move, or utilize corner pulling in maps. Players regularly have extremely high movement speeds, and it's an advantage they can take fully against BWI who can't keep up. Owchie, shouldn't have gone in carelessly... Will this make the group more popular? Potentially not, but as stated from the beginning, my goal with the group was 'something different', and I believe that Blackwing offers a challenge that is quite unlike any other existing enemy group, if it can give the game more variety, than it's a worthwhile addition in my head. For me, I always aim to deliver something unlike other existing things, so we can expand the game's appeal to new fans and explore design elements more creatively. Something else that sets Blacking apart further is individualized AI prioritization based on the target's Archetype. Here's a breakdown of the special AI critters and their priority focused targets; Knowing these will help players to be aware of which Blackwing critter are likely to take a special interest in you. Obviously this only impacts team gameplay as when soloing you're the only target to prioritize. P.E.A.C.E. Phantoms / P.E.A.C.E. Commanders / P.E.A.C.E. Coordinators: Blaster, Defender, Controller, Corruptor, Dominator, Mastermind (targets to prioritize damage/control) P.E.A.C.E. Heavy / P.E.A.C.E. Ballistier Brute, Scrapper, Tanker, Stalker (targets to prioritize debuffs) This should make the role of tank more important as they work to control the flow of aggro, ensuring they taunt the Coordinator's early so their Taunt redirect lands on the tank. Additionally the most dangerous critters in-terms of burst damage (Phantoms/Commanders) will try and prioritize squishy teammates, making the role of keeping them Taunted and on you even more important. In terms of what I added to the group to round out their roster, I felt they needed a unique mechanical boss disruptor. An enemy role I commonly add to content I design. Something that serves as a mix-up trump card that can totally flip the status quo if their special mechanic lands unfavorably against the players. For Blackwing Industries, this shaped into the P.E.A.C.E Coordinator enemies and their unique reverse taunt mechanic! These dome heads are a real pain in the neck! After taking enough damage, the Coordinators will target somebody for Focused Targeting (which if you recall above, they're going to try and prioritize ATs who don't want that attention!). This power causes all nearby Blackwing critters to be taunted onto whoever the Coordinator focused on. This means the aggro can't be avoided unless they're taunted, so squishy characters will want to be careful with their aggro around the Coordinators! Since I covered the other main threats in the group in the Patch Notes for Issue 28, Page 2 I won't go over them all individually here again, rather, I'll let players test and experience the group for themselves, with the design intent in-mind to help guide their counterplay! That's it for this Dev Diary, hope you gained some helpful insight as you stand against the forces of these new enemies! A super big thanks to everyone involved in testing, feedback, and helping to make Blackwing the best they could be! As always, a big thank you to all the support of our players & community, you guys are what makes City of Heroes! 🎖️
    37 points
  7. I've been watching this thread for a while, taking notes on the amazing costumes. Here's a few of mine. Added some color correction and blur to a few, but otherwise just fussy screenshots. Captain China - Beam Rifle/Martial Combat Blaster Queen of Diamonds - Earth/Plant Controller Jova - Energy/Psychic Blaster Blackstone - Mercenaries/Pain Mastermind Abraxas - Fire/Dark Dominator Relay - Martial Arts/Energy Aura Scrapper Nom de Plume - Psionic/Ninjitsu Stalker Mogul - Titan Weapons/Electric Armor Brute Sea Lion - Savage Melee/Willpower Scrapper Whiz Kid - Arsenal/Traps Controller
    35 points
  8. 💟 Hello, Homecoming do-gooders, evil-doers, and other dimensional entities! 💕 Hey everyone, it's Cobalt Arachne! I'm one of the designers here on the Homecoming Team! Hope everyone is having a fabulous February! It’s that time of year again! Spring is a flingin' and to celebrate we’ve added a brand-new event mission! But beyond that, we’ve added a missing piece of City of Heroes history back to the game for the first time, allowing our players to experience what was a pivotal narrative moment in the series’ timeline! Tis the season and romance is the reason! Back during the Spring Fling event of 2008 (Wow… 17 years ago, crazy!), the development team running the game at that time organized a special live in-game event for players to experience a momentous occasion. The developers logged in as their signature characters for a special performance where two of the game’s NPC heroes, Manticore and Sister Psyche, were to be married, and they were going to let the players be a part of it. This was during the heyday of heroes vs. villains, so of course, the wedding would see the Arachnos bad guys interfere, and in the end the whole event devolved into an insane PvP free-for-all, with players having the opportunity to fight alongside and against the developers in a chaotic scrap. It was a unique experience, but one many remembered fondly but also one that many didn’t have the chance to experience, given the limited seating available and the short run of the event. Ah, good old 2008 screen resolution! @Arcanum brought forward a suggestion that we could re-create the wedding event in mission form, with the content added to the game in a way that could be experienced by those who weren’t players back then or didn’t have the opportunity to join the event when it was running. It was a fascinating and unique part of City of Heroes’ history, and we wanted to find a way to bring it back due to how limited the experience was originally. Since I myself also missed this event, the idea of recreating it and bringing it to life for everyone else who missed it to experience was particularly exciting, and I got to work right away on bringing the idea to life. Step aside Sela Vermont, Cobalt's organizing this timeline's wedding! With the idea in hand, I took the lead in designing a new mission experience that would emulate the happenings of the original wedding event, and in a fun way we could add to the game as part of this year’s Spring Fling event. For me, it was about ensuring two things: Faithful to the original event. Channeling the same fun/chaotic vibes. To ensure the first, we found an archived video on YouTube of the original event; From here I transcribed the wedding ceremony text and vows, this ensuring they had 100% historical accuracy. Everything Positron, Manticore, and Sister Psyche say during that ceremony is faithful to the original event. We even fished up the original special map version of Ouroboros that was used in the original and restored it for this occasion! Timelines? Time is not made of lines, it's made of circles! That's why Ouroboros is round! Next, to secure the second goal, after the ceremony we needed to recapture that element of instant chaos, with Lord Recluse appearing without warning and the whole event descending into a mad brawl! I wanted this mission to have something a little more unique, so I gave players a pair of AV helpers, which allowed for the mission design to lean a little more into the chaotic element by letting us have larger groups of enemies, since the AV helpers would ensure players didn’t run into completion issues. This helped in ensuring the vibe felt appropriate to the content! Wow! What a turn out! Seems like everyone was invited! Lastly, the Freedom Phalanx all received special wedding outfits for the original event, and not wanting the villains to feel left out, we gave the Arachnos elite their own brand new fancy outfits! After all, if you're going to crash your nemesis' super group's special occasion, a true super villain knows to do it in style! Evil never looked so fashionable! For those looking for something a little bit spicier at Level 50, might I recommend the team leader talking to Positron when they have both the Best Man / Maid of Honor + Wedding Crasher badges? There might be a dangerous surprise waiting in store! 💫 That's all for this Valentine's dev diary! It's our hope that everyone has fun with this year's Spring Fling event! Additionally, look forward to Issue 28, Page 2 and beyond, coming later this year! Everyone is working hard to create some really impressive stuff for our loyal heroes, villains, and Praetorians! 💌 Thanks for being awesome players, Homecoming! Here's to another year of City of Heroes in 2025! 💞
    35 points
  9. Hello! It’s been a while, but we’ve got some news for you today! Closed Beta Applications Open As some of you know, there has been a closed testing shard running for a number of years now, but the way to join has always been kind of opaque. We are pleased to announce that as of today, you will be able to apply to join Closed Beta through the account portal. We're looking for applicants who are interested in providing detailed and constructive feedback about features in development. There are no specific requirements for applying, but successful applicants should have a positive history in the community and a passion for City of Heroes™! Name Release Begins November 1st The City Council has decided that we will activate the long-awaited name release policy on November 1st, 2024 at 9:30 PM Eastern Time. As a reminder, the policy is as follows: Characters will be flagged as ‘inactive’ when the following time thresholds are met: Level 1-5 characters will be flagged as inactive if they have not been played in the last 30 days Level 6-49 characters will be flagged as inactive if they have not been played in the last 365 days Level 50 characters will never be flagged as inactive (with the exception of Temporal Warriors) When a character is flagged as inactive they are not immediately renamed. Instead, their name is simply no longer locked. This allows another player to create a character with that name, at which point the original character will be renamed. This flag will be visible on the character select screen. You can remove the inactive flag from a character at any time simply by logging them in. As you are likely aware, the timer has been going since the release of Issue 27, Page 4, so most names should be released immediately. Why are you doing this? In the very early days of the server, back when we didn’t know how long we’d be around, a lot of people made a lot of characters and then abandoned them. There’s no reason to permanently preserve the names of someone who never intends to return to the game. How many names will be freed up? We estimate that 1.6 million names will be eligible for release upon activation, drawing roughly evenly from the 1-5 and 6-49 buckets. This is roughly half the total number of characters. Isn’t there a better solution? We have considered alternate solutions, but the way the servers and databases talk to each other makes those solutions impractical. This solution strikes a balance between preserving character names and freeing up unused names. Will this ever extend to max-level characters? We have no plans to do so. Code of Conduct Updates We’re making some minor updates to our Code of Conduct, mostly relating to multiboxing and AFKing in various zones. In short: We've added clarification on the watermarks for when multiboxing is and isn't okay with regards to shard population. Multiboxing in the Labyrinth of Fog is now explicitly disallowed. GMs may request that you cease multiboxing during events such as the Winter and Halloween events. AFKing or idling in raid zones may result in a GM moving your character(s) out of the zone. Repeated behavior may result in further action, if necessary. Using TFs and AE mode to bypass the AFK logout timer may result in being disconnected by a GM. The intent of this addition is to give GMs the ability to use their judgement and take action if necessary on a case-by-case basis. To put it simply, you're probably fine as long as you're not causing some sort of disruption or using the functionality for some kind of gain. Repeatedly disregarding a GM's warnings may result in further action. Finally, and perhaps most importantly, the Halloween event will go live today and will run until November 5th. Enjoy Trick-or-Treating! Thanks for reading!
    35 points
  10. WHAT THE FUCK IS GOING ON HERE! 😄
    34 points
  11. Hello! It's taken a little longer than expected, but as of today we are pleased to announce that we have merged in Michiyo's Victory server as the sixth Homecoming shard. Victory will function exactly like the five shards you already know and love, just with significantly fewer preexisting characters. On that note, the name release system will not be activated on Victory for the time being. We hope you'll give them a big welcome! Questions Which I Anticipate You Will Ask Frequently: Is this the original Victory server from retail CoH? No. Does this mean we can get our characters from retail back? No. We have too many shards! Are there any plans for shard merges? No. Are any other servers planned to merge into the Homecoming cluster? There are no plans to do so. We're only able to bring Victory in because it kept up with our updates over the years. Due to the divergence between our codebase and those of other servers, merging them in as we have with Victory would likely be impossible. Thanks for reading!
    33 points
  12. I contemplated placing this thread in the Suggestions & Feedback sub-forum, but it's more of a discussion because odds are none of the following will ever be implemented. How to bring balance to the Force Homecoming: Procs: Revert the proc system back to what it was on live, a flat percent chance. On top of that, make damage procs respect AT damage modifiers, and respect damage buffs and damage debuffs. Limit the /ah command to game masters only. Lower the in-game e-mail storage back down to 20 like it was on live. Make non-weapon ranged damage power set nukes crash again. Restrict the Alpha Incarnate ability's +1 level shift to Incarnate content only. Limit the Interface, Judgment, Destiny, Lore, and Hybrid Incarnate abilities to Incarnate content only. Raise the Controller ranged damage modifier to match Defender at 0.65. The hardest part of the list: Re-balance the Mastermind AT so minion and lieutenant henchmen are equal level to the Mastermind PC. Implementing all of the above suggestions would make Homecoming a much more balanced game, and bring more value to all roles and functions in the game, instead of the current damage meta to the exclusion of all else.
    32 points
  13. I can confirm the feedback threads were all read. We were even exporting them as single sheets to catch up on the pages of feedback. Also, as @skoryy mentioned, a lot of the final product was drastically changed from it's initial design based on player testing. Whether feedback gets implemented or not is up to the dev in charge of the content (unless the City Council feels it needs to step in and enforce a change). There are still a handful of known issues - and we were fixing a few things mere minutes before release - but felt confident enough in the product to push it live. However, I want to make it clear - we read ALL of the feedback threads.
    31 points
  14. Continued! Why not just go nuts and post 'em. Everyone here likes costumes, right? Astroman - Radiation/Radiation Brute Black Orchid - Necromancy/Plants Mastermind Boogeyman - Dual Blades/Dark Armor Tanker Cliffhanger - Trick Arrow/Archery Defender Dungeon Master - Demons/Traps Mastermind Facelift - Claws/Bio Armor Stalker Pyre - Fire/Fiery Aura Sentinel Silver - Street Justice/Invulnerability Brute Leapfrog - Super Reflexes/Street Justice Tanker Ophelia - Dark/Poison Corruptor
    31 points
  15. I've been running Hamidon raids for close to 2 years now, and although this community is great most of the time, recently there has been a player with a grudge against me wanting to ruin that for the entire league, and they can with a single toon out of the league on hidden with a single power (Something like Dimension shift) which causes the whole raid to fail and if we want to regroup to try again, they do it again. This isn't a fluke as the first time they tried they did it early and we still managed to kill Hami, however the second time after they did it half way causing the league to wipe, and again today they did it half way and it failed. A GM witnessed it happen twice the first time but the person still comes back hence why I am making this suggestion. I am sure some people might say "Why waste dev time for 1 troll" and it's two simple facts, ANYONE can make a toon to do this and it's no cheese, it's clicking a button. The second is the simple fact this game is kept alive by the community and those within the community who run events, if every Hami I try to run fails because 1 toon presses a button then I'm not going to keep running them and waste mine and everyone else's time.
    30 points
  16. Im new to city of heroes (not new to old mmorpgs tho, im an old school Everquest player who knows the pain of going down a level becuz of a death that steals hours and hours of grinding xp in one moment) but still something about this game has caught my eye in a intense way, let me explain...... 1. god this community may be the best bunch of people iv ever encountered i mean, dam its on another level 2 at first i thought the city backdrop threw me off (me being a strictly a medieval fantasy mmo player) but man iv fallen for it deep 3. the customization that you can on a heroes is bar non the best iv ever seen 4. so many awesome awesome classes and options for powers its crazy crazy 5. travel, somtimes i just run around at high speeds and jump around, its kinda very relaxing in a nice smooth way
    30 points
  17. To whosoever may be running these forums as well as to the participants therein: if you want more intelligent and meaningful conversations here, about CoH and not about CoH, disable these "reactions" below posts. What the heck does a like or dislike mean? Or a piece of pizza? Is that pizza for me or am I required to treat others to a slice thereby? Even a laughing face: is that mockery, sympathy, appreciation... what, words getting too long? Let's not encourage moronism. Disable "reactions" and let people actually state what they want to say, if anything. And if they don't feel strongly enough about a post to click and write below at least "I agree" or "Bad idea, because...", let them write nothing at all. Raise the bar here a little, all right? Make people do a little jump, as a proof of stake. Because people have gotten too fat, on their brains.
    29 points
  18. ..and this is the last round of my characters. I swear! I apologize for the deluge but I really enjoy character design and I'm thrilled that you like them. Thanks guys! Gloss - Symphony/Energy Dominator Ghaziya - Dual Blades/Invulnerability Scrapper Psychopomp - Staff/Willpower Stalker Toro - Super Strength/Regen Brute Miss Minute - Time/Radiation Defender Sky Captain - Assault Rifle/Storm Corruptor Proteus - Water/Earth Blaster Mister Mystic - Illusion/Darkness Controller Living Locomotive - Invulnerability/Super Strength Tanker Larkspur - Archery/Energy Sentinel Incarna - Shield/Sword Tanker Junkyard Girl - Staff/Radiation Scrapper Nina Harker - Pistols/Regen Sentinel
    29 points
  19. I would suggest Null have a on/off for Knockback. Global to character. 1) default. Powers act as normal 2) knockback to knockdown. ALL powers act as if they have a KB->KD in them 3) bonus option. All powers do knockback. Muah hah hah
    29 points
  20. EDIT: Ha! Great job with that pistol on the right there ChatGPT.
    28 points
  21. So, I JUST found out that this came back... This makes me so happy. I played this game as a kid growing up. Now here I am, 28 years old. Tired of all the other washed MMORPG's. To scroll down a thread and see that a license was given to bring CoH back... The inner child in me is screaming right now. Starting from the ground up all fresh again. Can't wait to dive in.
    28 points
  22. Controller started as heroes, and their pets are dogs - they see you as part of the pack, and will gladly help you. They just learned to follow new commands, just to please you! Dominator started as villains, and their pets are cats - they will do whatever the heck they want, if that inconveniences you, deal with it, that's why you have a cat. No points for guessing if I'm a cat or a dog person.
    27 points
  23. Hello everyone! 😄 Another year of heroics (and villainy) is soon to come to an end. We thought to ourselves - what better way to celebrate then by giving away a bunch of prizes this holiday season! Starting on Saturday, December 14th and ending on Wednesday, December 25th - I will be randomly appearing on a shard (or shards) each day. This can happen on any shard, at any time, occasionally multiple times a day! I will drop a random clue to everyone on the shard as to my current location. The first person to find me will be granted some fun prizes - ranging from permanent special titles, Prismatic Aether, Winter Packs, and more! Happy Holidays! I look forward to seeing you all in-game!
    26 points
  24. Group fly is a terribly controversial power because it takes agency away from players. It either takes away the ability of the player that chose that power to have flying pets, or it takes away the agency of the players that don't want to fly. Some characters even have powers that can only be used on the ground so that prevents them from using those powers. Yes, you can change that setting at Null but . . . how many people know about that? . . . how many people know about that and forget until they are in a TF with someone else using it? I wish that the power only effected pets UNLESS you changed it at Null. Or that it was a setting that you could change on the fly with a /command. That would prevent problems like the one you had. Finally, no, GMs do not generally get involved in players kicking other players from teams. But you can certainly file a ticket if you want to. Like it or not, the leader built the team and gets a certain amount of authority for doing that. You were asked to stop doing something and you didn't. He has the right to kick you. Just like you have the right never to team with them again.
    26 points
  25. Frequently Asked Questions Last updated: May 9th, 2025 1 - I'm new here! What is Homecoming? Can I play City of Heroes™ now? Welcome! Homecoming is an officially-licensed City of Heroes server, and yes, you can play right now! Head over to the Getting Started page for information on creating an account and downloading the game. Take a look through our main FAQ for answers to common queries, and be sure to join our Discord (discord.gg/cityofheroes) for news and server status updates. See you in the city! For more information on the license, check out the license announcement and license FAQ. 2 - How do I register an account? Create a Forum Account here. This is the account that you will use to log into the website. Create a Game Account here. This is the account that you will use to log into the game. 3 - I just made an account but I can't log in to the game, help! See step 2 above. 4 - How do I install the game on Windows? Download the Homecoming Launcher. Follow the setup instructions and choose an installation directory. 5 - How do I install the game on OS X? Download LaunchCat from here. Unpack the LaunchCat zip and toss LaunchCat into Applications. Double-click LaunchCat and let it download what it needs. The Homecoming Launcher will appear when it's done. Always use LaunchCat to start Homecoming Launcher. 6 - Help! I still can’t get the game running 😞 Please read through the extended setup guide here. If you are an OS X user and are still having trouble please read through the steps listed here and here. 7 - Are there any rules and policies I should read? Yes! Please read the Terms of Service, Privacy Policy and Code of Conduct. 8 - How can I stay up to date with the latest news and server status updates? Please join our Discord for the latest updates: discord.gg/cityofheroes 9 - What are the "Beta" and "Prerelease" options? Have a read through the Beta FAQ for more info on our testing environments. 10 - Which shard should I play on? If you are in Europe, we highly recommend you play on Reunion as it’s physically located in Germany - the rest of the shards are in Canada. Of those, Excelsior and Everlasting are higher population, while Torchbearer and Indomitable tend to be a little quieter. Victory, our newest shard, may be a good option if the name you want is unavailable. 11 - Can I transfer my characters between shards? Yes! You can transfer your characters between shards at any time, up to a maximum of 5 transfers every 3 days. 12 - When are the regular maintenance windows? The regular maintenance window is between 12:00 and 14:00 UTC every Tuesday. Occasionally maintenance will occur outside these times if we are deploying an update or we encounter unforeseen technical issues. 13 - When do the weekly strike targets change? The Weekly Strike Targets rotate at 04:00 UTC every Monday morning. You must complete the Strike Target before it rotates in order to receive the additional rewards. The one-off reward (Double Reward Merits + Notice of the Well or bonus XP) can only be earned once per character, per week, even if there’s more than one Strike Target. Please see this thread for for more information, or go to https://cohhc.gg/wst for the full schedule. 14 - Will GMs restore or grant missing influence, enhancements or items that I should have earned or have otherwise lost? We are a volunteer team that works to strive to do what is best for everyone as a whole – and our small team can’t always treat each individual case with the equality they deserve. We also don’t have the resources to validate the claims authenticity. As we cannot verify previous ownership of these, we are not awarding any lost merits, influence, or enhancements - however, most instances of mysterious disappearances result in reappearance within 24-48 hours. This also applies to emails that were erroneously sent to the wrong recipient. 15 - Will GMs award a badge that I should have earned? Currently all badges in game are awarding correctly. Our policy is not to award any badges unless they are unavailable to get in the game. 16 - Will GMs restore deleted characters? Generally we do not as the tool for doing so is unreliable, but under extenuating circumstances (and if is requested quickly enough) we may be able to restore a character. 17 - Can I rename my character? You can rename your character on the character select screen as many times as you would like. 18 - Can I change my global handle? You can! Click Menu > Change Global Handle. Please note you can only change your handle once. If you have used your single handle rename token you can request another by sending a support ticket. Please note that additional tokens will be granted sparingly, so please ensure you have a good reason if requesting another. 19 - How do I report a bug? Please post a report in the Bug Reports forum. If you think the bug is exploitable, please submit a support ticket (see “How do I request support?” below) 20 - How do I make a suggestion? Please post in the Suggestion & Feedback forum. 21 - How do I request support? Type /petition or navigate to Menu > Support in-game to submit a support ticket, or do it through the forum here. 22 - Can I donate money to Homecoming? Sometimes. We open our donation rounds on the last Saturday of each month, generally around 19:00 UTC, and only take in as much money as we require to pay our bills for the next month. This means that the donation window closes relatively quickly, so you will need to be quick! Please see the Finances & Donations FAQ for more info, and the Finances & Donations forum for a record of previous donation rounds. 23 - Will Homecoming be developing new content? Yes, and there already is new content! A new Archetype, the Sentinel Several new powersets, including Storm Blast, Electrical Affinity, Radiation Assault and Plant Manipulation New stories and missions, including the Dr. Aeon Strike Force, Market Crash Task Force and Freaklok story arcs We have also made some changes to create a stable foundation for future development, such as porting the client to 64-bit. 24 - Can I donate content to Homecoming? Unfortunately, due to ownership/rights issues, it's not really possible for us to accept anything made by anyone outside the dev team. You are welcome to apply to join the dev team here. 25 - What is this name release policy I've heard about? Is it in effect yet? The name release policy is in effect as of November 1st, 2024. Here's how it works: Characters will be flagged as ‘inactive’ when the following time thresholds are met: Level 1-5 characters will be flagged as inactive if they have not been played in the last 30 days Level 6-49 characters will be flagged as inactive if they have not been played in the last 365 days Level 50 characters will never be flagged as inactive When a character is flagged as inactive they are not immediately renamed. Instead, their name is simply no longer locked. This allows another player to create a character with that name, at which point the original character will be renamed. This flag will be visible on the character select screen. You can remove the inactive flag from a character at any time simply by logging them in. 26 - Can I view the server status anywhere? You can! Head on over to the Server Status page.
    26 points
  26. Microchimp, the little haunted Nemesis automaton toy!
    25 points
  27. Why? Because I missed you guys. I like sharing my "wisdom" such as it is. Where have I been? Not far. I game Fri and Sun Evenings with Justice Superteamers on Excelsior. They run themed teams. Excellent gamers. I also run quite a bit solo. My latest project? An AR/Dev Blaster who is soloing every contact in the game. Currently level 20, 789 badges. According to city data terminal 624 missions completed, 2 failed. 753 merits, although i have 1221, which i assume the difference is giant monsters and zone badging, etc. enemies defeated 21,644. theme is "little green army men" toon is Green Sarge on Excelsior. yes, i shrank him with mini mode. he is fun. i think AR/Dev Blaster is probably one of the most efficient toons to do this type of project with. i used to use Brutes. yeesh. Mostly I solo. although I have led a very few TF/SF. The Posi One was... a Posi One! I held out zero hope of any coordination. Much to my surprise, as we zone into the last mission a teammate (I am leading but saying very little) suggests we do not "rescue" the last hero until we clear around the front of city hall. I get in team chat and say what a great idea this is. i tell everyone what the plan is. Then the shitheads saved everyone, the last guy was under the guy with one huge ball. The pulled everyone AND two of them jumped to city hall front door immediately. I ate inspirations, threw down caltrops, and thanked the stars I bought all the P2W grenades.... We made it. Barely. Oh, Posi One. Always a weird run...
    25 points
  28. Okay I know what this thread is about now. Toxic positivity is a new term invented for the sole purpose of smearing people that are enjoying a game rather than agreeing with another’s disdain for it. Good to know there’s more bad faith bullshit out there. PSA: it is not toxic to enjoy a video game. It is 110% toxic to call people toxic for enjoying a video game.
    25 points
  29. Couple not-so-new ones: MA/SR Scrapper BR/Devices Blaster DP/Mental Blaster Dark/Dark Brute
    25 points
  30. Hey everyone, it's Cobalt Arachne! I'm one of the designers here on the Homecoming Team! For those who are unfamiliar with my past projects, I was designer behind the Dr. Aeon Strike Force, Advanced Modes, Sheathed/Holstered Weapons, Aether Rewards, and most recently, the Labyrinth of Fog raid zone! Which will be the focus of my post today. It's been a while since my last Dev Diary (Wow, all the way back to January 2022!), but I felt like with the Labyrinth of Fog's live release, and it being one of the most experimental features we've released to-date, that people would enjoy some insight into the developmental process behind the unique project. This project was geared to defy precedent so this might run long, but for those interested, I hope it will prove a good read! Time to dig into the making of the Labyrinth of Fog! 🧠 Labyrinth Concept Origins The Labyrinth of Fog began the first week of August 2023, as an experiment in liminal space mazes using the City of Heroes engine. For those unfamiliar, liminal spaces are oftentimes seen as the 'space between points of interest' and games that focus on them are often maze like, surreal, and the assembly of these spaces can often defy what is sensible or realistic architecture. Sound familiar? Because that sounds to me like the various City of Heroes' mission instances, twisty mazes of offices, labs, warehouses and more! Who hasn't walked through one of those extra big 4-story office maps and thought 'How could anybody actually *work* in these labyrinths?', I always found it funny, but it was an entertaining thought that sparked the idea that became the Labyrinth of Fog. That was where the zone's earliest work began, as an experimental map to build a liminal space maze using our game's engine, and seeing what that felt like. An office floor that connected to a sewer floor that connected to a Council cave floor. Moving between spaces like this is already something players do in City of Heroes but assembling it in a different way resulted in a very different feeling. It was taking what the game already did, and adding new context to it, and resulting in something that felt worth building on. I felt that designing the map this way would result in a unique adaptation of a liminal space maze for City of Heroes. After playing around in the prototype space on my own enough to be satisfied, I now had my maze, but that needs actual gameplay to become content. The initial design of the maze involved a revolving number of colored floors, the hue would determine which threats that floor contained, and it helped set a size goal for how big the map needed to become. The Labyrinth of Fog currently has something in the high forties of individual unique floors and spaces, but that's actually only a third of what I originally scoped the design for. (The scope of the project quickly slammed into the walls of technical limitations.) Knowing that scale was a component of this design, I worked out a design plan to create what I was after: This became tracked in an Excel spreadsheet that I used for the remainder of the assembly process of the map. I planned out a new morning routine where I would wake up 3 hours earlier than usual, have some breakfast and caffeine, and then get to work. Each day was comprised of bringing a singular floor of the Labyrinth to completion. Building a Labyrinth floor a day keeps the burnout away! After building each floor, I would beaconize it (how the game's NPCs know where to move on the map), place the enemy spawns, and then ensure the Minotaur's (more info on them later!) pathfinding worked in bringing them to the floor from the whole of the zone. And so, things proceeded from there, and about a month-and-a-half later, I had a playable prototype! The Labyrinth's layout was planned before assembly! Originally containing multiple strata, only stratum A ended up being built in the zone, with stratums B & C going unused. Hard to imagine the Labyrinth being TRIPLE its current size, right? 🐄 Labyrinth For A Minotaur Due to the map being assembled from various map tile sets, the lore concept for the zone needed to be suitably surreal, so the map became a manifestation of the collective playerbase's memories. This allowed me to curate the experience to what would be most effective/fun in fulfilling a labyrinth's design, and not be hindered from loss of immersion for things such as players not having collision in the zone or there being a large variety of enemy groups present in the zone. It's around this point in the early phases that I explored the idea of some kind of monster being present in the maze to harass players, as this is something many other liminal space maze games utilize to drive pressure and engagement from participants. The decision to have some kind of persistent mechanical critter threat that would seek out the players, would answer many other parts of the design decisions, and from there a lot of formation of the zone came naturally. As for what this threat would be, I thought what fit better than borrowing from Greek mythology like so much in City of Heroes does? That landed me on making it an adaptation of Daedalus's labyrinth (who was conveniently already featured as an in-game NPC) and the maze's mythical Minotaur. Though City of Heroes had minotaurs as far back as Cimerora, I remember being confused by the Imperious Task Force having multiple minotaur enemies, as I'd always associated them with a unique singular monster in a famed labyrinth. So the liminal space maze now had its Minotaur In The Fog who could move to any player's locations with speed and accuracy, as the game's path-finding would naturally move them through the maze at the most efficient path possible using the Lua follow-behavior we prototyped while making Pocket D's Blarf. Once the Minotaur's basic setup was finished and function-proofed, I felt more confident that this was a solid-enough foundation to proceed as an actual content feature I could pitch to the team, subsequently receiving approval for the project, and then I moved from planning to prototype building! People are gonna have so much beef with this guy... Originally, the Minotaur was built as a non-intractable threat that players would have no choice but to flee from, as the Labyrinth's monster needed to be suitably scary and threatening. To accomplish this, I gave them a +5 base Level Shift, which would make them pretty much untouchable by the players, and any hit they sustained would likely spell their demise. The first draft concept had the zone's gameplay centralized around avoiding the Minotaur as much as possible and defeating the various mobs that spawned on each floor, who would provide greater rewards in exchange for the players not having a mini-map and losing the freedom to control which enemy groups they were fighting at any given time. In alpha testing, this setup was determined to be interesting, but not very fun/exciting, as there just wasn't much driving force behind the zone when it had no larger goal, and the feedback was that they wanted to somehow fight the Minotaur, instead of them being an invincible grim reaper. And so, I began crafting a way to turn the Labyrinth from a hazard zone into a raid zone. Thus, I designed a system by which players might collect their own Level Shifts while exploring and fighting in the Labyrinth, that they might climb to the point where they could eventually stand their ground and face the Minotaur as a raid boss. I put a point system in-place where defeats of the zone's Elite Bosses could be used to fuel Level Shifts, and then the pinata critters that ended up as Malevolent Fogs were scattered throughout the Labyrinth to encourage exploration and give an alternative progression method to defeating enemies. This fared far better in alpha feedback, and so I began redesigning the Minotaur to be a fully fleshed out raid boss. The battle felt like it was lacking in finale flair, so the Colosseum of Minos was put together to give them an exclusive arena to have a showdown in, which also allowed us to add some more mechanics into the mix, such as the spike traps and sand vortexes encountered there. Watch out for those spikes... They hurt! 🏃‍♂️ Maze Movement & Seeking Secrets At this point the zone was taking shape on its own, most the ideas were interacting favorably, and as I continued play testing it incrementally I found everything I was creating falling into place naturally, which is always a promising sign in any development project. By this point, I was feeling pretty satisfied with the raid encounter, but the exploration elements left something to be desired. Part of the Labyrinth's design is because players are not searching for any specific destinations, the lack of a mini map would not be a frustrating element and players would adapt and learn how to play the content without relying on it for spatial awareness/coordination. This ended up proving trickier in practice than in concept, as you needed a way to find and meet-up with your teammates seamlessly and so the Follow Through Fog tray power was added, which allows all players to instantly teleport from anywhere in the Labyrinth to the position of anybody on their Team or League. This worked out wonderfully, and I've been a big fan of how players use it to call out objectives and quickly meet-up and share information/locations. I wanted players to rely on each other, not silently using a provided system, and this design drove social interactivity forward, which is always a positive element to include in MMO design. Thus, we had our solution to the issue of how players would coordinate without a mini map to guide them and without that burden falling on raid leaders being required to manage every/all facets of coordination. With movement logistical issues out of the way, I began adding hidden things to find in the Labyrinth such as the secrets, motes, and gladiators. After all, if there's nothing to discover and find, the maze becomes a lot less interesting to traverse and explore! The idea of finding secret spaces was inspired by older 3D games, such as Super Mario 64, as a child and before the internet these games fascinated me with how many spaces there were to find, and without the ability to look things up you couldn't know if you had found everything or not. Those old games felt like they held infinite potential to surprise me, and that's the energy/vibes I channeled into making the Labyrinth's secrets: Surprises that might shock, entertain, alarm, fascinate, confuse, or obscure. The Labyrinth holds many secrets to be uncovered! In the same vein, the zone's accolade reward instead of giving a new power to players, instead gives them direct access to a new lobby in the zone. Along the way I was baking in as much lore and flavor as I could, nearly every power description in the project has text that gives context clues behind the zone's purpose and origins. By this point the Labyrinth was basically function-complete, and so it went to Closed Beta in March 2024, revealed to the public for the first time, and began the process of testing and gathering feedback before ultimately releasing on July 23rd, 2024, almost exactly a year to the project's conception to completion! It was a feature that aimed to do a lot of new, first-time things, and changing the approach to promote innovation, and I know despite the successes the project has seen, that there's lots of room for improvement in the Labyrinth of Fog, as such I'm fully committed to continuing supporting this feature moving forward and aiming to improve and polish it. Additionally, if anybody has any non-lore (no spoilers!) questions about specific Labyrinth design elements that weren't detailed in this post, feel free to ask! Look forward to future updates and improvements! A super big thanks to everyone involved in testing, feedback, and helping to make this project the best it could be! An additional thank you to all the support of our players & community, who are the real heroes in our City of Heroes! 🎉
    24 points
  31. Breaking the Rhyme Scheme Hey everyone! It’s Men's Mental Health Month, and I just wanted to take a moment to share how much I appreciate having this game as a little escape from everything going on in the world. It’s not just about running around, completing missions, and fighting enemies—there’s so much more to do! From sprucing up your base and customizing your costumes to trying out new builds, there’s always something fun to keep you engaged. Some days, I love to just chill in my base, catching up on chat while I do a few things on my second computer. And yes, I do get outside and enjoy some time in nature—I make sure to touch some grass now and then! I’m also at that stage in life where my parents are growing older and, sadly, departing this plane of existence. Home doesn’t feel like home anymore, but I find comfort in the gaming community and the connections we share.
    24 points
  32. I can empathize as this is always a sucky situation when people on teams don't agree. With that said, the team leader didn't do anything wrong. It's their team, they're leading it and they get to set the rules on how they are going to run the TF. If they asked you to turn it off and you didn't they're within their right to boot you. If it's disruptive to the rest of the team, then yes they can boot you. A couple of things... Nor should you be able to impose on their play styles. That door swings both ways. You could have let team mates know in advance that you'll be using group fly and if they have a problem with it, there's a Null option in PD to disable it or they can go do some other content or ask you not to use it. So is everyone elses time very valuable to them. I don't believe so and I don't think they should. Again, the team leader didn't do anything wrong in asking you to turn off group fly and booting you when you didn't oblige. There's really no right or wrong here. It's more a lack of communication ahead of time. Sorry it happened to you. Maybe next time let team mates know you'll be using it ahead of time?
    24 points
  33. Hello again, everyone - we made it! We’re thrilled to finally unveil the winners of the 2025 HC Base Building Contest! To every builder who poured their heart, time, and talent into an entry: thank you. You turned this contest into a true celebration of everything we love about this community. I can't even begin to tell you how many judging records this contest broke. The number of eyebrows raised, double takes taken, and jaws that hit the floor - all completely off the charts! I'm not exaggerating when I say that many of these showdowns were truly hair-splitting (and yes, hare-splitting, too). In the spirit of growth and transparency, we’d like everyone to know that we're offering participants the option to request a copy of their judging evaluation. If you’re interested in receiving constructive feedback and using it as a tool to sharpen your skills - we’re happy to share your evaluation. This can be a great opportunity to understand how your work was received, and where you might grow for future events. That said, a gentle reminder: no matter how thoughtfully given - critique can sometimes sting. If you know you’re likely to take the feedback to heart in a way that may cause more hurt than help, we encourage you to consider whether requesting your assessment is right for you. This offering is meant to support, not discourage. If you’d like your feedback, just DM @Easter Bunny, here or on Discord. And now, finally, without further ado... Let’s meet your 2025 Champions! But wait! There's MORE ... Introducing The Base Building Spirit Awards! Capturing the Heart of Base Building on Your Shard The Spirit Award honors one recognition-worthy base on each shard that, while not a top winner, stood out for its passion, creativity, and spark. It’s not just about polish or technical complexity - it’s about showing up, playing along, and creating something memorable. This award goes to a base that may not have taken the top prize but made the judges stop and smile, saying, “Now this is what base building is all about.” We define base building spirit as: Creativity: Doing something unique, unexpected, or clever with your space - even if it’s not perfect. Effort & Enthusiasm: A sense that you enjoyed the process and poured yourself into the build, no matter your experience level. Shard Personality: A build that reflects the community, humor, or style of your shard - intentionally or otherwise. Participation: Showing up. Submitting a base when you didn’t have to. Playing along. That counts more than you might think. To all our Spirit Award recipients: thank you for showing up and sharing your passion. Some builds whisper instead of shout - and still manage to echo. To our winners: you earned this. We’re in awe of what you built - congratulations! Special Thanks Huge gratitude to our judging panel - BBB, Deep Six, Garbage Wizard, Gem, and Interrabang - for your time, passion, and thoughtful evaluations. And thank YOU to everyone who participated, supported a builder, or toured the entries. You continue to make this contest something truly special. What’s Next? If you didn’t win this year, don’t let that discourage you! The skill, artistry, and fun on display this year has us inspired - and we hope it inspires you, too. We encourage everyone to keep building, keep experimenting, and keep sharing your creations with the community! Until next time - Happy Building! ❤️ Easter Bunny, Dacy & the 2023 Base Building Champions BBB | Deep Six | Garbage Wizard | Gem | Interrabang
    23 points
  34. Anubis - Staff/WP Scrapper Asteroid - Seismic Blast/Atomic Manip Blaster
    22 points
  35. We'll look into this; I can confirm that Moment of Glory did change in Issue 28, Page 2, and if it was missed from the patch notes we'll correct it as soon as I can get the correct notes. I'm going to take this opportunity to once again, remind folks to please not assume mistakes in bad faith. I can promise you that nobody on the Homecoming Team works on City of Heroes with the intention to try and make things a worse experience for our players or to be dishonest about changes. Things get missed, we make human errors, we're never trying to deceive anybody but if you respond automatically assuming that we are being deceptive, then most any trust in communicating with players goes out the window and everybody loses. The game's data and numbers are very transparent (City of Data just updated for Issue 28, Page 2) so it's odd to assume we'd intentionally hide a change knowing that players can very easily check against exact data. We're volunteers who regularly are juggling this entire production-quality development project on top of everything in our personal lives/day jobs.
    21 points
  36. I rarely utilize the huge character model, so thought I'd create something using it - "Spacer":
    21 points
  37. Loving my new Dark/Dark Tank, this is Ooze-Man!
    21 points
  38. Sir Solomon Quint A distinguished gentleman explorer, naturalist, and big game hunter. Arsenal/Arsenal Dominator fit this chap perfectly!
    21 points
  39. Following the recent ending of a fairly popular videogame-centric animation series, I got inspired and retrieved the name Rocketfist! (Street/WP) An angry, costumed brawler from Praetoria who'd rather solve problems with his rocket-powered gloves. His Resistance outfit from his Praetorian days :
    21 points
  40. 21 points
  41. I think the Crab helmet has a bit of a manta-esque flair to it. So I use it for my aquatic rogue, Deep Concern (Arsenal/Marine Controller).
    20 points
  42. The new Blackwing collar might just be my favorite part of an update yet.
    20 points
  43. Hardcore forums, where every time the same topic is brought up it deletes the posters account.
    20 points
  44. I don't think I've ever used any of the baggy shirts, but I'm kinda liking the way this one works with the Roman chest piece The Seeker, DP/Traps Corr
    20 points
  45. Introducing the Iron Scorpion ! (Claws/SR) The last surviving member of Black Scorpion's original mercenary team, he's now back in the Rogue Isles as a masked mercenary equiped with a prototype "stinger" arm.
    20 points
  46. 20 points
  47. Your post reeks of entitlement. "I wanna play my way!!!" Fuck yeah you can, alone.... FYI I do turn off GF and team tp at Null the gull but if a team leader asks me not to do anything and it doesn't significantly impact my performance/contribution to the team and ensures that the team as a whole has fun, then I just suck it up and do it. It's called compromise. In this case how crippling is turning off group fly to what you are able to do for the team? If you don't wish to compromise then don't expect other people to cater to only your needs.
    20 points
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