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Jimmy

City Council
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Everything posted by Jimmy

  1. Cool - specifically we need to know if there's any different between Combat Teleport and Starless Step, as there shouldn't be. Same with Teleport and Shadow Step.
  2. @ScarySai @Hopestar Can you confirm if this is specifically an issue with Starless Step? Does Combat Teleport have the same issue?
  3. Yep this one is definitely fixed 🙂
  4. Follow these steps: Set your inherent stance to Ninja Activate Beast Run Zone (in my test I went from Atlas to The Hollow) Disable Beast Run Beast Run buff icon is still visible despite the power being deactivated Inherent Ninja stance is suppressed by the fake Beast Run
  5. No powers have had a taunt component added. The only thing that's changed is slotting potential - some scrapper auras already had a taunt component, so those can now slot taunt sets. That's the intention anyway. If there is a power which you can confirm has no taunt component on live, but does have so on test, then please post a bug report thread 🙂
  6. @Captain Powerhouse^
  7. @arkieboy72472 did you use Paragon Chat or Titan Icon at any point in the past? If so, navigate to the data folder inside their CoH installation, and delete the following folders: bin geobin object_library That should fix it.
  8. Posts have been hidden. This thread is specifically for discussing changes to PvP, not to request for them to be proliferated to PvE. These tweaks are being made to PvP in the context of all the other changes in PvP - namely, the removal of most incarnate, temporary and prestige powers - along with the way healing in PvP works in general. These things are not happening in PvE, because none of the other changes are happening in PvE, and PvE is not balanced around PvP. Please post a new thread in the suggestions forum if you’d like to discuss PvE changes any further.
  9. Can you bump old bug threads or post new bug threads for these? Much easier for us to keep track. Thank you!
  10. It's still the case. Will fix.
  11. @DomblooCan you confirm if this is still an issue in RC1?
  12. @Bopperthis should be fixed in RC1, can you confirm?
  13. Correct. It's back to how it was on live - Shinobi has no movement bonus.
  14. Supergroup bases now also have Shadow Shard beacons, and LRT can instantly zip you to a Shadow Shard zone every 10 minutes too.
  15. Yeah - it's a bit odd, but this badge hasn't ever been earned by anyone, it was just given at character creation because it had no purpose. Now it does 🙂
  16. Nope, it'll be removed. You'll immediately reacquire it if you meet either of the unlock requirements.
  17. Release Candidate 1 - November 13th, 2020 Other Changes Reduced invite blocking time after quitting a team or league to 5 seconds Restored the classic "pshewwwww" sound when entering the game Halloween salvage vendors (Annah in Croatoa, Granny Beldam in Nerva Archipelago, Acantha in Imperial City) now have icons on the minimap The basic version of Penelope Yin will no longer summon her gigantic pet outside of mission maps This will prevent her being difficult to talk to in Independence Port Normalized LODInfo hashtable key names This may address or at least rule out some possible causes of the crash upon changing graphics settings that some people are getting Reduce the occurence of the red ring cursor when choosing a teleport destination It is now possible to teleport to some locations even if the camera loses line of sight to the player Profanity Filter Several outdated / reclaimed terms have been removed from the profanity filter Several slurs have been added to the profanity filter The profanity and copyright filter is now checked during character creation (this is the same behaviour as live - it just wasn't activated) New Command: /interact Allows you to interact with objects in front of you as if they had been clicked This includes contacts, doors, ouroboros portals, mission objectives, etc Command: /powexec_location Several improvements have been made to /powexec_location to make it more reliable when used with teleportation powers Directional and terrain-following mode are more robust and less likely to stop short of the full distance Target mode no longer requires line of sight to the target, so long as the target is in a location that is a valid teleport destination Target mode no longer tries to occupy the same space as the target - instead it selects a location as close as possible to the target without being pushed away Fixed being able to teleport inside geometry with this command Now much less likely to fizzle with teleport powers Command: /window_scale The /window_scale command takes the following new windows: contactdialog to independently resize the window where contact give you mission descriptions and such missionsearch to independently scale the AE mission search window missionmaker to independently scale the AE editor window Example usage: /windowscale contactdialog 2 to make it twice as big (accepts anything from 0.65 to 2) Popmenus The "LockedOption" structure in popmenus now has three extra fields: Icon - adds a small image to the left side of the text PowerOwned - unlocks the entry if this power is owned, regardless of state PowerReady - unlocks the entry if this power is owned, enabled, and recharged Mission: The Strongest Bond This is the fourth and final mission given by the contact Ward, in the Night Ward, notorious for unrecoverable team wipe situations due to the location of the in-mission hospital Gurneys moved to roof of mansion in order to buy you some time An Acolyte of Repulsion wards the roof with a Dispersion Bubble and a Force Bubble, but their power is so strenuous and difficult to maintain that they are incapable of doing anything else The Acolytes of Soothing, fragile but helpful, stand ready to assist with sweet nothings of periodic minor healing, but their devotion to your wellbeing renders them incapable of anything else In the spirit of the original encounter, enemies are designed to chase you - this has not changed, we have simply provided the means for you to tip the scales in your favour Bug Fixes (Report Bugs Here) You should no longer see erroneous messages about adding slots to certain temporary powers while levelling up The double Duray fight in the Sutter Task Force should no longer fail to complete properly Fixed an issue on the Portal Corp tech lab variant map in which certain objective placements would cause them to be almost entirely buried in geometry You won't need to dig around for buried glowies anymore, but you are still on a Dr. Q... Minor geometry fixes to Siren's Call, Talos Island, Port Oaks and Atlas Park Fixed an issue that caused Ouroboros portals to occasionally be targetable when summoned by a villain Fixed an issue that caused the base portals in Recluse's Victory to count towards the Duty Monitor (supergroup base) day job, and block the Predator (PvP zone) day job Fixed the mission reward for levels 10 to 14 missing Pool B invention recipes Tutorial missions in Outbreak and Breakout can no longer be abandoned Fixed an issue that caused the glass on police drone sirens to not render correctly Fixed the Lost Curing Wand sometimes revoking too early (and sometimes not revoking at all) during Montague Castanella's story arc Fixed the Breakout tutorial mission failing to complete after defeating the guards Potentially fixed the Entrepeneur / Black Marketeer Day Jobs not granting Invention Discount Coupon salvage Powers & Enhancements Bug Fixes Procs that inflict damage should no longer auto-hit even if slotted in powers that auto-hit foes. This applies to: Enhancements Incarnate: Hybrid Note: this already applied to Incarnate Interface procs, nothing changes there Fixed recipe name for Encouraged Accuracy: To Hit Buff Dual Pistols: AoE powers no longer grant Defiance for every target hit Single target powers no longer grant double Defiance Hail of Bullets (Blaster): Fixed an issue where the blaster version of this power would not trigger the base lethal damage in PvE Savage Melee (Scrapper & Stalker): Fixed numerous errors with critical hits Many powers had incorrect crit values or would not crit in PvE, PvP or both Sentinel > Vulnerability: Will no longer spam float messages when triggered Dark Miasma > Tar Patch: Was recently flagged to ignore resistance - this was not intended and has been fixed Enhancements > Gaussian's Synchronized Fire Control: All enhancements in this set should now require level 17 to be slotted, instead of half the set being available at level 7 The set is documented to be 20-50 level range Enhancements > Performance Shifter: All enhancements in this set should now require level 17 to be slotted, instead of half the set being available at level 7 The set is documented to be 20-50 level range Incarnate > Destiny > Clarion: Fixed an issue that caused Clarion's buff to increase the strength of other +special buffs Epic > Mastermind | Blaster > Oppressive Gloom: Self damage will no longer variate based on enemy level Temporary Powers > Ethereal Shift: This power no longer ignores NoPhase Dark Miasma | Dark Affinity > Twilight Grasp: Fixed a bug where tintable versions of this power would not play the healing sound or FX Blaster > Fire Blast > Blazing Bolt: The slow version of this power was giving the player a 100% range buff instead of 50% - This has now been corrected Scrapper | Brute > Energy Aura > Energy Cloak > Fixed a bug where the stealth was not suppressing in combat, preventing the taunt aura from working Blaster > Assault Rifle > Sniper Rifle > Text description no longer claims there is a bonus when using Targeting Drone. This bonus was depreciated long ago with the Devices changes Dominator > Martial Combat > Masterful Throw > This power should now accept ToHit Debuff sets and enhancements Dominator > Savage Assault: Attacks should now grant bonus Domination Meter in PvP Feral Charge is now flagged as AoE instead of Melee Radiation Melee | Assault > Radiation Siphon > This power no longer states it has an arc, or radius
  18. Release Candidate 1 - November 13th, 2020 PvP Updates PvP Accolades Arena vendors now sell the following PvP-only fakkolades (fake knockoff accolades) for 10,000 influence each: Veteran Combined the four +HP / +End accolades Indestructible Combines Eye of the Magic / Demonic Aura and Elusive Mind Supercharger Copy of Geas of the Kind Ones / Force of Nature Mind Games Copy of Vanguard Medal / Megalomaniac Nullifier Copy of Crey CBX-9 Pistol / Stolen Immobilizer Ray Justice Copy of Call to Justice, the Hero alignment power, shares a cooldown with Rampage Rampage Copy of Frenzy, the Villain alignment power, shares a cooldown with Justice Using a accolade will put the non-PvP version of it on cooldown (and vice-versa) These can be deleted when you no longer want them Normal accolade & alignment powers are now disabled in the Arena and in PvP zones All PvP Zones (Bloody Bay, Siren's Call, Warburg, Recluse's Victory) Added vendors selling the Arena temporary powers (which are now usable in PvP zones) The Siren's Call vendor still requires the zone event to unlock Bloody Bay / Siren's Call Missions in Bloody Bay and Siren's Call are no longer limited to level 25 / 35 and can now be run all the way to level 50 Completing any door mission rewards the Veteran power Completing any Longbow door mission rewards the Justice power Completing any Arachnos door mission rewards the Rampage power Completing the destroy / save outpost mission rewards the Indestructible power Completing the plant / defuse bomb mission rewards the Supercharger power Completing the kidnap / rescue officer mission rewards the Mind Games power Completing the destroy / recover technology mission rewards the Nullifier power Siren's Call Rotated the entire zone by 90° in order to match the city map Added a Free Fire Zone Helicopter to the top of the Hero hospital Recluse's Victory Support AVs now spawn at level 52 instead of level 54 Pocket D An entrance to Recluse's Victory has been added to the Pocket D arena DJ Zero doesn't approve of fighting, so if you use this exit, there's no way back to the club from Recluse's Victory - you're on your own Free Fire Zone (PvP) Helicopter Line All helicopters to and from PvP zones are now connected (including new helicopters in Siren's Call near the Hero Hospital and in Peregrine Island near the arena) You can also use it to travel between the connected PVE zones, but only those that match your current alignment New Arena Map: Liberty Town (2-32 players) A new arena map using an area from Founder's Falls Spawn locations have been adjusted Minimap: New Arena Map: Boomtown (2-16 players) A new arena map using the construction site area of Boomtown Minimap: New Arena Map: Ouroboros (2-16 players) A new arena map featuring the destroyed version of Ouroboros Minimap: New Arena Map: Last Bastion (2-16 players) A new arena map set in a mostly-destroyed Praetoria Minimap: New Arena Map: Praetorian Office (2-10 players) A new arena map set inside a Praetorian Office Minimap: New Arena Map: Industrial (2-16 players) A new arena map set in an Industrial area The old Industrial map is now named Factory Minimap: New Arena Map: Council Earth (2-16 players) A new arena map set on the Council Earth Minimap: New Arena Map: Luna Square (2-16 players) A new arena map set in a generic outdoor city area Minimap: New Arena Map: Dam Interior (2-10 players) A new arena map set inside the Overbrook (Faultline) Dam Minimap: Other Arena Maps Fixed the minimap for Cage Match, Factory, Stadium, Atlas Park, Steel Canyon and Skyway City Known issue: Most of the others are broken and still need fixing The arena map list is now sorted alphabetically Powers Disabled in PvP All Incarnate powers apart from the Alpha slot are now disabled in Recluse's Victory PvP zones now obey the same rules as the arena when it comes to banning powers This means that anything previously disabled in the Arena will now be disabled in PvP zones Arena temporary powers now work in PvP zones The following powers are now disabled in the Arena and in PvP zones: Most Mayhem / Safeguard powers Empowerment Station buffs crafted in bases Most Day Job powers Cathedral of Pain buffs Various prestige / temporary powers Complete list of disabled powers: Other PvP Powers Changes Trick Arrow See the Trick Arrow thread Fast Snipes No longer grant a 50% range buff in PvP Empathy / Pain Domination Absorb Pain: -Heal / -Regeneration reduced to 50% in PvP Share Pain: -Heal / -Regeneration reduced to 50% in PvP Temporary Powers Envenomed Dagger's regeneration debuff is now Scale 1.0 non-stackable when used against players -Jump Adjustments The following powers have had their -Jump component reduced to Scale 2 Melee_Jump in PVP: The following powers have had their -Jump component reduced to Scale 1 Melee_Jump in PVP:
  19. Release Candidate 1 - November 13th, 2020 Badges Several new badges have been added to the game! New Defeat Badges Brass Hunter Defeat 1000 Nemesis Jaegers Green Machine Defeat 100 Nemesis Warhulks Brute Forced Defeat 500 points worth of Rularuu Brutes Bosses are worth 5 points, all others are worth 1, like the Praetoria and Dark Astoria defeat badges Winged Nuisance Defeat 500 Rularuu Natterlings of any rank Running on Empty Defeat 200 Malta Sappers Reduced from 250 to 200 - matches similar difficult defeat badges, like Tracer (for defeating 200 Tsoo Sorcerers) Womp Womp Defeat 100 Immature Paragon Protectors Assault and Battery Defeat 50 Freakshow Super Stunners New Story Arc Badges Spoilers in the box below Other New Badges On the Shoulders of Giants Located in Kallisti Wharf Behind Enemy Lines Complete at least one door mission in Bloody Bay, Siren's Call and Warburg (one mission per zone) Existing Badges Passport Moved from Events to Accolades, and no longer awarded automatically on character creation Now unlocked by earning either: An exploration accolade in any zone with a Base Portal (see the above list for reference), or The Pocket D VIP Gold Club Member badge (for spending 1 hour in Pocket D) Grants the Long Range Teleporter accolade power Hint text has been updated to explain exactly how you earn Long Range Teleporter Pocket D VIP Gold Club Member No longer unlocks the Pocket D VIP Pass power Now unlocks Pocket D as a Long Range Teleporter destination (and unlocks Long Range Teleporter if you don't already have it) Loyal Customer This badge now has new artwork (previously it was using the same artwork as the Air Pirate badge) Unabashed Can now be acquired in the instanced Rikti Mothership Raid instead of just in the zone version Visionary Changed from defeating 100 Rularuu Overseers bosses to 500 points worth of Rularuu eyes (Watchers, Observers and Overseers) Bosses are worth 5 points, all others are worth 1, like the Praetoria and Dark Astoria defeat badges Existing badge progress will be transferred (1 boss on the old tracker = 5 points on the new tracker) Power Liberator / Master Thief Moved from PvP to Accomplishment as the Cathedral of Pain Trial has no relation to PvP Monitor Duty No longer increases the rate at which you earn the Monitor Duty (Brain Storm Idea boost) day job power Now increases the rate at which you earn the Monitor Duty Teleporter day job power Day Trader / Marketeer No longer increases the rate at which you earn Day Trader Teleporter / Marketeer's Teleporter day job power Now increases the rate at which you earn the Marketeer (Brain Storm Idea boost) day job power Rapid Response Member / Trouble Maker No longer unlocks the Base Teleporter day job power (this power no longer requires unlocking) Now unlocks the Rapid Response Portal day job power Entrusted with the Secret Moved to the top of the Flashback badge list Ouroboros Portals can now be summoned and entered by characters of any level The requirements to earn this badge have been cleaned up: Completing any Flashback story arc using the Pillar of Ice and Flame will award the badge Completing any story arc given directly by a Mender will award the badge Completing any of the following missions will award the badge: Follow up on Holsten Armitage's claim that Senator Dybalski has been kidnapped by Rikti Defeat Ubelmann the Unknown in Ashwin Lannister or Laurie Pennington's story arc Recover the PsychoChronoMetron or Destroy the PsychoChronoMetron from Agent G Find "The Magic Man" and recover the Devil's Timepiece in Mercedes Shelton's story arc Meet with Botis during Vincent Ross' story arc Any mission with Professor Echo from Marshall Brass Defeat Professor Echo when you encounter him during Pandora's Box story arc Confront Mender Silos in the final mission of the Pandora's Box story arc Travel to the ruined Cap Au Diable from the future in any Patron arc Travel to the ruined Atlas Park from the Future in any Patron arc or the Lord Recluse Strike Force Travel to the Dark Victory version of Atlas Park in Statesman's Task Force Entering any of the following zones will award the badge: Cimerora Ouroboros Recluse's Victory Echo: Atlas Park Echo: Galaxy City Echo: Faultline Echo: Dark Astoria Echo: Rikti Crash Site Entering one of these zones will also award the Ouroboros Portal power if you have somehow managed to lose it
  20. Release Candidate 1 - November 13th, 2020 Travel Updates: Base Teleportation, Long Range Teleporter Accolade, Special TP Powers A strange energy spike in Galaxy City reached the old Supergroup Portal and caused a cascade overload in the entire Teleport network. Most of the damage has been repaired, but destinations in temporal flux have been lost to the past. DJ Zero was called in to establish the new portal in his Pocket Dimension, and as a courtesy he also set up portals in two other dimensions: Praetoria and The Shadow Shard. Vanguard has requested further restrictions of traffic near Paragon Heights while their investigation is in progress. Fast Travel Menu By acquiring Long Range Teleporter or any of the powers in this menu you will unlock the Fast Travel macro accolade (similar to the Architect Commlink) This lists the various unlockable zone teleportation powers so they don't take up space in your power trays Clicking the Fast Travel icon will open up this menu Powers that are are on cooldown or that you do not own (or have no charges of) will be greyed out Portal powers (eg: Ouro) will be automatically summoned at your feet so you don't need to click again Each option has a keyboard shortcut whilst the menu is open (the white letters) You can also use /popmenu FastTravel in a keybind, macro, etc to access this menu eg: /bind t popmenu FastTravel will open this menu when you press T, so pressing "T, O" will quickly open an Ouro portal at your feet Base Access The GM-only command /enterbasefrompasscode has been adjusted, and now be used under any of the following conditions: Within 45 feet of a base portal (including the new summoned portals) Anywhere inside a Supergroup base After using Long Range Teleporter, Base Transporter (P2W) or Monitor Duty Teleporter (Day Job) The command remains available until you move 20 feet from the location you used the power, or if you activate another power Base teleportation has been expanded with many new portals and destinations, and the drop locations in most zones have been adjusted New powers which summon portable base portals have been added (see below for details) Base Beacons All base beacons now drop you near the base portal in that zone instead of at a random location on the map The following zones have had base beacons added: Praetoria Imperial City Neutropolis Nova Praetoria The Shadow Shard: Cascade Archipelago Firebase Zulu The Chantry The Storm Palace The following zones have had their beacons removed: Echo: Dark Astoria These beacons will now be directed to Dark Astoria Echo: Galaxy City These beacons have been destroyed by an energy spike of unknown origin Note: Both of these zones can still be accessed through Ouroboros Supergroup Base Teleport Beacons once again check for alignment, and should no longer allow Praetorians to briefly zone into Primal Earth zones Base Portals All zones with a base beacon now also have a base portal Base portals in the Rogue Isles are now red, and the new Praetorian base portals are gold Base portals no longer have collision (so you can't get stuck inside them anymore) The following base portals have been moved to more convenient locations: Kings Row Moved down to ground level Skyway City Moved up to the small park with Synapse and Mynx, near the Monorail Independence Port Moved slightly to be right next to the Monorail, allowing easy access to both sides of the zone Peregrine Island Moved down to ground level Nerva Archipelago Moved slightly to be right next to the Black Helicopter line, allowing easy access to both sides of the zone Grandville Moved down from the top of the tower to the main square The following zones have had base portals added: Hazard Zones: Striga Isle Perez Park Boomtown Crey's Folly Eden Terra Volta The Hollows The Shadow Shard Cascade Archipelago Firebase Zulu The Chantry The Storm Palace Praetoria Imperial City Neutropolis Nova Praetoria First Ward Night Ward The following zones have had their base portals removed: Echo: Galaxy City Complete list of zones with base beacons & base portals: New Accolade Power: Long Range Teleporter Long Range Teleporter The Pocket D VIP Pass power has been significantly improved and is now the Long Range Teleporter If you previously owned Pocket D VIP Pass, you will now have the Long Range Teleporter with Pocket D unlocked as a destination Long Range Teleporter is unlocked by the Passport Accolade, which can be acquired by earning: An exploration accolade in any zone with a Base Portal (see the above list for reference), or The Pocket D VIP Gold Club Member badge (for spending 1 hour in Pocket D) Long Range Teleporter can be used once to teleport you to any zone that you have unlocked Collecting any exploration badge in a zone will unlock it as a destination Pocket D can also be unlocked with the Pocket D VIP Gold Club Member badge Only zones with base portals can be unlocked (see the above list for reference) Long Range Teleporter has a 2s activation time and a 10 minute cooldown Activation time is longer in PvP If you activate Long Range Teleporter and do not use it, the cooldown will still begin counting down but the power can still be used again until you zone This is indicated by the red ring around the power Note that even if you zone without using LRT, it will still go on cooldown - it's not possible to determine if you zone with the power or not Examples: You activate the power. Spend 60 seconds looking at the options before clicking one. When you zone, the power will be on cooldown with 9 minutes left. You activate the power. You don't zone. Two minutes later you activate it again and zone. The power will go on cooldown with 10 minutes left (each activation resets the timer). You activate the power, then keep running around the zone for five minutes. Then you use a monorail or whatever to go to a different zone. The power will go on cooldown with 5 minutes left Fixed this effect not working from the Quick Travel menu if the power wasn't present in any tray Long Range Teleporter can also take you to your base, and allows you to use /enterbasefrompasscode to enter any base New Supergroup Portal Power Supergroup Portal (New P2W Power) Available from P2W for 10 million influence Summons a base portal on the ground that lasts for 2 minutes (even after you leave the zone) 10 minute cooldown, unaffected by global recharge buffs Cannot be used in Tutorial or PvP Zones Summoning a base portal will remove other summoned portals within a 15ft radius (to avoid blocking contacts, doors, etc) A Day Job version of this power has also been added (see below) Day Job Teleportation Powers Monitor Duty Teleporter (Day Job Power) This power no longer requires the Rapid Response Member Accolade to earn, and has replaced the Monitor Duty (Brain Storm boost) day job power This power has been renamed from Base Teleporter to Monitor Duty Teleporter (to match the badge it is connected to) Recharge time reduced from 600s to 30s This would be 0s, but we wanted to prevent accidental double usage as this power has limited charges Activation time reduced from 17s to 2s in PvE (still longer in PvP) Rapid Response Portal (New Day Job Power) A new day job power which replaces the Base Teleporter Power Summons a base portal on the ground that lasts for 2 minutes (even after you leave the zone) 90 second cooldown Cannot be used in Tutorial or PvP Zones Summoning a base portal will remove other summoned portals within a 15ft radius (to avoid blocking contacts, doors, etc) The Day Trader Teleporter and Marketeer's Teleporter day job powers have been replaced by the Brain Storm boost day job power (which itself was replaced by the Monitor Duty Teleporter, which was replaced by the Rapid Response Member portal...) Other Teleportation Powers Base Transporter (P2W Power) Recharge time reduced from 30 minutes to 10 minutes No longer affected by global recharge buffs Activation time reduced from 17s to 2s in PvE (still longer in PvP) If you activate Base Transporter and do not use it, the cooldown will still begin counting down but the power can still be used again until you zone This uses the same behaviour listed above under Long Range Teleporter Ouroboros Portal Can now be summoned and entered from level 1, rather than level 14, and is much simpler to earn (see the badges section for more info) Can now be summoned while flying (but must still target the ground) Now lasts 2 minutes instead of 5 minutes, but will remain in place after you leave the zone Can no longer be used inside mission maps while the "No Temporary Powers" flag is enabled (eg: during Master Of attempts) Summoning an Ouroboros Portal will now remove other summoned Ouroboros Portals within a 15ft radius (to avoid blocking contacts, doors, etc) Can now be used in Ouroboros This was a side-effect of allowing base portals to be summoned in Ouroboros Ouroboros portals summoned within 15ft of the static Ouroboros portals in Ouroboros will be instantly destroyed (Supergroup portals are not affected by this) Team Transporter (P2W Power) Can now be summoned while flying (but must still target the ground) This power has a new icon to match the other prestige teleportation powers Mission Transporter (P2W Power) Activation time reduced from 15s to 10s This power has a new icon to match the other prestige teleportation powers Assemble the Team (P2W Power) This power has a new icon to match the other prestige teleportation powers Auction House Teleporters The purchasable Auction House teleporter powers have been removed from the Auction House These powers had numerous bugs, and teleporting directly to the auction house isn't that useful with the /ah command available TUNNEL Network The Hero and Villain TUNNEL networks have been merged together Vigilantes and Rogues will now see both Hero and Villain zones in the list Heroes, Villains, Vigilantes, Rogues and Praetorians can now all use the same portals in co-op zones TUNNEL can now be used by Praetorians Praetorians will only be able to access zones in Praetoria Free Fire Zone (PvP) Helicopter Line All helicopters to and from PvP zones are now connected (including new helicopters in Siren's Call near the Hero Hospital and in Peregrine Island near the arena) You can also use it to travel between the connected PVE zones, but only those that match your current alignment
  21. Release Candidate 1 - November 13th, 2020 Other Powers Changes Dark Melee Shadow Maul Target cap reduced from 10 to 5 (16 to 10 for Tankers) Touch of Fear Now a melee targeted AoE with a 10 target cap (16 for Tankers) Now deals negative energy damage over time Fear duration reduced by roughly 50% Cast time increased from 1.17s to 1.97s Only the main target will be affected by the Fear and ToHit debuff Now accepts Targeted AoE Damage sets Taunt (Tanker / Brute) Now has the correct icon border AE versions of these powers have been updated with missing powers and to match current power effects Energy Assault Whirling Hands No longer yields double damage with Energy Focus active Instead it will instantly recharge the power Energy Focus Previously Energy Focus could only be acquired once every 15 seconds, regardless of if you used it or not - you can now regain it again immediately after it has been spent Cleaned up some timing issues Now shows up on the buff bar AE versions of these powers have been updated with missing powers and to match current power effects Kinetics All versions of the following powers have been converted from old pseudopet mechanics to new execute power mechanics Transfusion Siphon Power Transference Fulcrum Shift Player powers should notice no difference beyond faster application Some NPC powers may become weaker or stronger depending on their rank AE versions of these powers have been updated with missing powers and to match current power effects Movement Buffs This change has been reverted This will be looked at again in the future, potentially Page 2, as we look into proliferating Ninjitsu The following travel powers will suppress Primary/Secondary equivalent power travel buffs: Pool > Leaping > Combat Jumping Pool > Leaping > Super Jump Pool > Force of Will > Mighty Leap Pool > Speed > Super Speed Pool > Experimentation > Speed of Sound Prestige Travel > Ninja Run Prestige Travel > Beast Run Prestige Travel > Athletic Run Primary/Secondary powers impacted by this: Scrapper Defence > Ninjitsu > Shinobi-Iri Sentinel Defence > Ninjitsu > Shinobi-Iri Blaster Support > Ninja Training > Shinobi-Iri Blaster Support > Tactical Arrow > Gymnastics Taunt Aura Slotting The following powers now accept Taunt Enhancement Sets: Accolades All active combat Accolade powers now recharge in 10 minutes (down from 25 minutes), but are no longer affected by global recharge buffs - this affects the following powers: Crey CBX-9 Pistol / Stolen Immobilizer Ray Eye of the Magus / Demonic Aura Geas of the Kind Ones / Force of Nature Vanguard Medal / Megalomaniac Elusive Mind Accolade powers with different alignment versions (eg: Vanguard Medal / Megalomaniac) can now be activated regardless of alignment, but will force the other version of the power into cooldown P2W Powers Summon Workbench Can now be summoned while flying (but must still target the ground) Jump Pack / Steam Jump These powers were intended to have a 30s lockout timer, but it never worked properly (on initial release, they had a 5 minute cooldown) They sometimes were locked out permanently until you zoned, and sometimes could be used back-to-back They also detoggled Intangibility powers on expiration, and were locked out for 2 minutes by NoPhase, despite having nothing to do with intangibility The not-working lockout timer has been removed, and instead these powers now share a 30 second cooldown (which fixes all the above issues) using the new shared cooldown code tech developed for the accolades above Renewal of Light (P2W) / Return to Battle These powers are no longer mutually exclusive - you can own both at the same time Instead they share a cooldown The Winter Event version of Renewal of Light has been renamed to Light of Renewal to prevent confusion with the P2W version
  22. Release Candidate 1 - November 13th, 2020 Blaster Secondary Revamp After the game shut down, several new Blaster secondary sets were developed (eg: Tactical Arrow, Atomic Manipulation, Plant Manipulation), but these sets were generally quite overtuned in the crowd control department, whilst also lacking in incentives to get into melee range - both of these factors contributed towards the sets being a tad too safe. Additionally, most of the legacy sets received some changes in the i24 beta just before the game shut down that were never really followed up on. This ended up with several sets (eg: Ice Manipulation, Electrical Manipulation, Energy Manipulation) being slight underperformers, especially compared to the new sets. This round of changes aims to level the playing field for Blaster secondary sets, both towards each other and towards dedicated crowd control ATs. In general, you'll see many of the underperforming sets receive several buffs (both in terms of damage and survivability), alongside some reductions in the crowd control capabilities of most sets. Tactical Arrow Electrified Net Arrow Range reduced from 80ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Endurance cost increased from 5.2 to 7.8 to be in line with other Blaster Manipulation T1 Immobilize powers Ice Arrow Range reduced from 80ft to 60ft to be in line with other Blaster Manipulation ST mez powers Recharge increased from 12s to 16s Hold changed from Mag 3, Scale 12 to: Mag 2, Scale 10 (non stacking) Mag 1, Scale 6 (stacking) Upshot +Recharge buff reduced to from 30% to 15% +Damage buff reduced from 100% to 81.25% +ToHit reduced from 20% to 15% Flash Arrow This power's effects are no longer irresistible This brings it in line with Smoke Grenade, which has always been resistable Gymnastics (Replaces Agility) Gymnastics and Agility have been merged into a new toggle power Provides knockback protection, a 1.75% defence buff, a recharge bonus, a movement speed buff and some slow / mez protection If you previously had Agility, you now have Gymnastics The Jump bonus has been removed (the run speed bonus remains), but the travel power stacking restrictions have been removed ESD Arrow Hold now only applies to robots Hold changed from Mag 3, Scale 8 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Added Stun against all foes (does not override the robot hold): Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Now accepts Stun enhancements and sets Oil Slick Arrow (Replaced Gymnastics) Similar to the Trick Arrow version, but does not have a defence debuff and only has a 15ft radius If you previously had Gymnastics, you now have Oil Slick Arrow Power Order Changes Atomic Manipulation Electron Shackles Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Positron Cell Hold changed from Mag 3, Scale 12 to: Mag 2, Scale 10 (non stacking) Mag 1, Scale 6 (stacking) Radioactive Cloud Hold effect has been adjusted: 50% chance of hold by choking - choking foes might actually counterattack if hit 50% chance of hold by barfing - barfing foes will continue emptying their stomachs until the duration of the hold expires Darkness Manipulation Penumbral Grasp Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Touch of the Beyond Increased the duration of the self buff from 60s to 120s The self buff now also provides Fear protection The self buff now auto-hits, regardless of if the enemy-targeting portion of this power hits Added a short, non-enhanceable Mag 3 Hold (in PvE only) The regeneration buff should no longer be weaker when used against higher or lower level enemies Fixed the duraton of the PvE Terrorize Protection Dark Pit Recharge time increased from 60s to 90s Endurance cost increased from 13 to 20.18 Stun changed from Mag 2, Scale 12 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Devices Toxic Web Grenade Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Taser Fixed this power doing PvE damage in PvP Field Operative This power now has a No Fade customization them Selecting this theme will stop the power from fading the player body Gun Drone Now has 80% resistance to all damage Taunt aura reduced to 8ft, mag 3, max of 4 targets Death explosion now has a knockup component Fixed an issue with resistance buffs not stacking properly Electrical Manipulation Electric Fence Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Thunder Strike Cast Time reduced from 3.3s to 2.53s Dynamo (renamed from Lightning Field) Moved from T3 to T6 (see Power Order Changes below) Is now the sustain power in the set (along with the existing damage aura component) No longer has an endurance cost to run Provides a Recovery and Regeneration buff If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth) If you had Force of Thunder, it will now be replaced by Dynamo and keep the same enhancements from Force of Thunder Force of Thunder Moved from T6 to T8 (see Power Order Changes below) No longer provides a sustain buff Stun changed from Mag 2, Scale 8 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Knockback chance increased from 30% to 100% If you had Lightning Field, it will now be replaced by Force of Thunder and keep the enhancements from Lightning Field Power Order Changes Fire Manipulation Ring of Fire Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Cauterizing Aura If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth) Energy Manipulation Energize Now provides a small amount of Stun protection (PvE only) Stun Recharge reduced from 20s to 14s This power now has synergy with Power Boost and Boost Range With Boost Range active, this power becomes a ranged Stun With Power Boost active, this power becomes an AoE (instead of boosting its duration) Stun will have an orange ring whenever either of these buffs are active As highlight rings can only be one color, Power Boost and Boost Range are also getting a pale white ring to make it easier to know if their buffs are still active, without having to look at the buff bar Full combo details: Stun = 14s recharge, 7ft range, Mag 3 scale 10 stun, single target Stun + Boost Range = 14s recharge, 60ft range, Mag 2 scale 10 stun + Mag 1 scale 6 stun, single targets Stun + Power Boost = 90s recharge, 7ft range, Mag 2 scale 5 stun + Mag 1 Scale 2.5 stun, AoE (10 targets) Stun + Power Boost + Boost Range = 90s recharge, 60ft range, Mag 2 scale 5 stun + Mag 1 Scale 2.5 stun, AoE (10 targets) Total Focus Cast time reduced from 3.3 seconds to 2.53 seconds Ice Manipulation Chilblain Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Frigid Protection Absorb has been adjusted to match Cauterizing Aura's Heal per Second and can now stack up for up to 12 seconds No longer shows floating numbers by default A new "Show Floaters" theme is available if you prefer seeing the Absorb numbers If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth) Shiver Half of the debuff now lasts 60 seconds (previously the entire debuff dropped off after 15 seconds, now only half of it does) Freezing Touch DoT on this power now lasts 10s, delivering additional cold damage ticks (11, up from 6) Frozen Aura This power now inflicts damage and accepts damage enhancements and sets Sleep changed from Mag 2, Scale 20 to: Mag 2, Scale 20 (non stacking) Mag 1, Scale 12 (stacking) Martial Combat Ki Push Damage lowered from scale 1.32 to scale 1.0 Recharge time reduced from 6s to 4s Reaction Time Absorb has been adjusted to match Cauterizing Aura's Heal per Second and can now stack up for up to 12 seconds No longer shows floating numbers by default A new "Show Floaters" theme is available if you prefer seeing the Absorb numbers If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth) Fixed power customization labels Throw Sand Stun changed from Mag 3, Scale 12 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Eagles Claw This power now has a chance to cause lethal internal bleeding damage over time, similar to the set's Storm Kick Mental Manipulation Subdual The range of this power is not being adjusted and will remain at 80ft as increased range is part of the secondary effects for Mental / Psionic powers Telekinetic Thrust Recharge increased from 6 seconds to 16s Cast Time reduced from 2.07s to 1.67s Damage Scale increased from 0.8 to 2.92 (per the standard damage formulas) Moved from T3 to T9 (see Power Order Changes below) World of Confusion Moved from T7 to T3 (see Power Order Changes below) Scare Moved from T8 to T7 (see Power Order Changes below) Psychic Shockwave Moved from T7 to T8 (see Power Order Changes below) Power Order Changes Ninja Training Immobilizing Dart Toxic damage over time doubled to bring it in line with other single target immobilize powers Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Sting of the Wasp Recharge increased from 5s to 10s Damage increased accordingly (per the standard damage formulas) Choking Powder Hold changed from Mag 3, Scale 8 to: Mag 2, Scale 10 (non stacking) Mag 1, Scale 6 (stacking) Shinobi No longer grants a damage buff outside of stealth Now grants the caster a 20% chance to inflict lethal criticals with every attack The amount of damage will be based on the recharge time of the power Usually this will be 80% of the standard damage formula This bonus damage ignores enhancements and damage buffs Movement buffs have been removed (they are not present on live) The Lotus Drops Recharge decreased from 28s to 14s This was much higher than intended Blinding Powder Sleep magnitude increased from 2 to 3 Chance for Confuse mag increased from 2 to 3 Chance for Confuse scale lowered from scale 20 to scale 8 Accuracy lowered to 0.8 (to match other AoE CC powers) Golden Dragonfly Recharge increased from 12s to 20s Damage increased accordingly (per the standard damage formulas) Plant Manipulation Entangle Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Skewer Cast Time reduced from 1.67s to 1.23 Strangler Hold changed from Mag 3, Scale 12 to: Mag 2, Scale 10 (non stacking) Mag 1, Scale 6 (stacking) Spore Cloud Moved from T9 to T5 (see Power Order Changes below) No longer grants a Defiance buff As a toggle, it never should've given one -Regeneration debuff now scales with player level -59.32% at level 20 -80.33% at level 40 -90.83% at level 50 Wild Fortress Absorb has been adjusted to match Cauterizing Aura's Heal per Second and can now stack up for up to 12 seconds No longer shows floating numbers by default A new "Show Floaters" theme is available if you prefer seeing the Absorb numbers VFX will now stay active as long as the toggle is active Vines Hold effect has been adjusted: 50% chance to hold foes at scale 8 mag 2 + scale 5 mag 1 Foes not held in this way will be held for scale 1.5 mag 2 and immobilized for 17.88s This power can now be enhanced for immobilization Thorn Burst Moved from T5 to T9 (see Power Order Changes below) Cast time reduced from 3s to 2s Power Order Changes Temporal Manipulation Time Wall Now inflicts scale 1 energy damage to bring it in line with other single target immobilize powers Now accepts Damage enhancements and sets Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Aging Touch Base damage slightly reduced from 1.32 to 1.02 This power was doing more damage than intended Time Stop Hold changed from Mag 3, Scale 8 to: Mag 2, Scale 10 (non stacking) Mag 1, Scale 6 (stacking) Temporal Healing Absorb has been adjusted to match Cauterizing Aura's Heal per Second and can now stack up for up to 12 seconds No longer shows floating numbers by default A new "Show Floaters" theme is available if you prefer seeing the Absorb numbers Fixed a timing bug in the non-absorb buffs this power provided that caused intermittent buffing Future Pain Recharge increased from 11s to 18s Endurance cost increased from 11.024 to 16.848 Damage increased accordingly (by about 52.8%, per the standard damage formulas) End of Time Recharge decreased from 22s to 17s Endurance cost decreased from 20.176 to 16.016 Damage decreased from scale 1.552 to 1.232 (per the standard damage formulas) Time Shift Stun changed from Mag 3, Scale 8 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Architect Entertainment AE versions of these powersets have been updated with missing powers and to match current power effects
  23. Release Candidate 1 - November 13th, 2020 Pool Powerset Revamp: Teleportation (Focused Feedback Thread) Teleportation has been considered one of the least desirable pools for a while (outside of specific uses, like Stone Armor) due to the wide availability of other travel options. In order to make the set more appealing, we've added two new powers with new mechanics. Combat Teleport emulates the feeling of Speed of Sound's Jaunt to quickly traverse the battlefield without the endurance cost burden of an active travel power, whilst Fold Space introduces a new way to play in melee - bring the enemies to you, instead of going to them! To make room for these, Recall Friend and Teleport Foe have been combined into one power and Long Range Teleport has been removed from the set and is now an unlockable Accolade power. Power Changes Teleport Target (Replaces Recall Friend) Now combines the functionality of Recall Friend and Teleport Foe If you previously had Recall Friend, you'll now have Teleport Target Combat Teleport (Replaces Teleport Foe) A quick-casting, short-ranged (100ft) teleport designed to be used in combat The range of this power can be enhanced, but it cannot be buffed or debuffed by set bonuses or other powers This power can be activated up to 3 times in a row before it triggers a cooldown This power grants a small ToHit buff to your next attack If you previously had Teleport Foe, you'll now have Combat Teleport Fixed procs not working in Combat Teleport Teleport This power now grants a 4s untouchable buff If you attack while this buff is active, both the Untouchable buff and the Hover buff will be cancelled If you have been in combat in the last 10 seconds, phase will not be triggered In PvP, using teleport 3 times within a 30 second window will trigger No Phase Team Teleport Endurance cost reduced from 20 to 16 Fold Space (Replaces Long Range Teleport) This power will teleport foes from the nearby area into melee range Line of sight is required 100ft range, 16 targets max, prioritizes closer targets Long Range Teleport has been removed from the Teleportation pool and is now an Accolade power If you previously had Long Range Teleport, you'll now have Fold Space See the Long Range Teleporter section below for more information Warshades Inherent / Umbral Aura > Shadow Recall Now functions the same as Teleport Target, and has a new icon to match (previously this power mirrored Recall Friend) Umbral Blast > Starless Step Now functions the same as Combat Teleport, and has a new icon to match (previously this power mirrored Teleport Foe) Umbral Aura > Shadow Slip Now functions the same as Fold Space, and has a new icon to match (previously this power mirrored Long Range Teleport) Fixed the Shadow Step and Shadow Recall icons being inverted Other Changes Reduce the occurence of the red ring cursor when choosing a teleport destination It is now possible to teleport to some locations even if the camera loses line of sight to the player Command: /powexec_location Several improvements have been made to /powexec_location to make it more reliable when used with teleportation powers Directional and terrain-following mode are more robust and less likely to stop short of the full distance Target mode no longer requires line of sight to the target, so long as the target is in a location that is a valid teleport destination Target mode no longer tries to occupy the same space as the target - instead it selects a location as close as possible to the target without being pushed away Fixed being able to teleport inside geometry with this command Now much less likely to fizzle with teleport powers
  24. Release Candidate 1 - November 13th, 2020 Powerset Revamp: Trick Arrow Trick Arrow has suffered with performance issues for a long time, primarily due to the strength of the debuffs against higher level enemies, but also due to redundancy between powers in the set. We've made a comprehensive suite of improvements, impacting almost every power in the set. Power Changes (Numbers provided are Defender values) Entangling Arrow Immobilize duration reduced from scale 15 to scale 7 No longer has a -Recharge debuff Now applies a 30s -Res debuff PvP only: This effect is removed Flash Arrow Can now be slotted with Range enhancements -ToHit increased from -6.25% to -18.76% Half this debuff is now irresistible Glue Arrow -Recharge debuff increased from -20% to -40% Debuff duration increased from 30s to 60s This power is now location based Ice Arrow Increased the -Recharge debuff from -12.% to 25% Now applies a 60s -Special and -Damage debuff PvP only: -Heal, -Absorb and -Damage removed, the remaining debuffs only last 10s Poison Gas Arrow -Damage debuff now lasts 60 seconds PvP only: Debuff only lasts for 3s after you leave the cloud -Damage debuff increased from -31.25% to -50% Half this debuff is now irresistible Acid Arrow Debuff radius increased from 8ft to 15ft (damage still has an 8ft radius) -Res debuff moved to Disruption Arrow This power still has a -25% defence debuff Now applies a heal resistance debuff (heals on the target will be less effective) PvP only: Debuff halved Now applies a -special resistance debuff (Endurance, ToHit, Regen, Recovery, Recharge Time, and Endurance Discount debuffs against the target will be stronger) PvP only: Reduced to -20% Debuff duration increased from 20s to 45s PvP only: Duration is still 20s This power has a new icon Disruption Arrow Target cap increased from 10 to 16 Now applies a -MaxEnd debuff and takes Endurance Modification enhancements and sets -Res debuff doubled (moved from Acid Arrow) Only one Disruption Arrow can be maintained at once Recharge decreased from 60s to 30s Duration increased from 30s to 45s Oil Slick Arrow Can now be slotted with Range enhancements EMP Arrow Can now be slotted with Range enhancements No longer applies -recovery to the caster Half of the -regen debuff now lasts 45 seconds (previously the entire -regen debuff dropped off after 15 seconds, now only half of it does) Hold duration for non-robots reduced by roughly 50% This power is now location based This power now spawns an EMP Field at the target location that acts similarly to Electrical Affinity's Faraday Cage and provides: 15% damage resistance to all but Toxic (not enhanceable) Resistance against End Drain and Recovery Debuffs Protection against status effects and knock back
  25. Release Candidate 1 - November 13th, 2020 New Story Arc: The Freakish Lab of Dr. Vahzilok (Villain, Level 30-39) A notorious and well-admired sociopath of the Rogue Isles has put out a straight-forward distress call through the Broker network, asking individuals of highly dubious moral constitution to save her neck in the name of Science. Doc Buzzsaw is being stalked by a notable ne'er-do-well and the price on her head is significantly less than the value of preserving it. Villains of level 30 and beyond should seek her out in Sharkhead Isle, in the usual place, and relief will wash over you after the discovery that her attachment to bank accounts has disappeared in the face of her mortality, as an added bonus. Contact: Doc Buzzsaw, Sharkhead Isle Listed in Ouroboros under Captain (Level 35-39) > The Freakish Lab of Dr. Vahzilok (27.02) Chronologically this arc takes place after the Hero arc above This arc features new maps, new environments, two new enemy factions, a prison break, new badges, several intricate missions with new spawn behaviours and a very, very cryptic poem Changes in this build: Adjusted several hostages to not die Arc marks as compete when you obtain the souvenir
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