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Jimmy

City Council
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Everything posted by Jimmy

  1. For the personal base teleporter day job power (Monitor Duty Teleporter), you just log off next to a base portal. No badges are required to earn the power, but if you own the Monitor Duty badge, the rate at which you earn charges whilst logged off is increased (this mirrors the behaviour of all basic day job powers). For the base portal day job power (Rapid Response Portal), you just log off next to a base portal after earning the Rapid Response Member badge. Once you have this badge you'll earn both powers when logging off next to a base portal (this mirrors the behaviour of all accolade day job powers). (Those wiki pages will need updating once i27 goes live) You won't have to earn it again. If you have the Pocket D VIP power and/or badge when this patch goes live you will automatically unlock LRTP with Pocket D as a destination. New characters can earn it either by gaining one exploration accolade or by earning the Pocket D VIP badge for spending an hour in Pocket D. Unfortunately the timers will not be present in the popmenu. It would be nice but it's just not feasible right now.
  2. This is working as intended. Athletic Run deliberately has no impact on your stance.
  3. Some posts hidden. No politics please.
  4. Most of the NPC stances aren’t usable as they don’t have a full movement set (left, right, and back - NPCs only ever move forwards). This includes Zombies and I think also Ghouls. If you ever see a GM turn someone into one of those models and they step sideways or backwards, they just awkwardly slide along the ground.
  5. Default just means you've not chosen another stance - If you don't want it to be overridden then you can use Athletic Run instead. Yup. If you don't own Ninja Run or Beast Run it's free. If you own either then it costs 1m inf (exactly the same way that Ninja / Beast run work right now).
  6. It may surprise you to learn that we don't have time to work on every feature between every build 🙂
  7. @Glacier Peak they use GM scaling which means a level isn't displayed, but they will now have the health of a level 52 mob, rather than a 54 mob.
  8. This is now fixed, will be resolved in the next build.
  9. Just fixed this. Enjoy the wonky animations until the next build 😄
  10. Sadly it's going to need to change. I didn't realise it was actually a brand when I wrote that 😄 I have only just been informed.
  11. Build 3 - November 7th, 2020 Map Changes Minor tweaks and additions to Steel Canyon, Skyway City and Faultline for the new story arcs (contacts, mission locations, etc) Pocket D War Witch has been relocated to the ground floor of the club, just underneath her previous location This change was made in order to minimize disruption to any roleplay going on in the upper floor An entrance to Recluse's Victory has been added to the Pocket D arena DJ Zero doesn't approve of fighting, so if you use this exit, there's no way back to the club from Recluse's Victory - you're on your own Kings Row Under advisement from Vanguard, the Paragon City Council has demolished and sealed shut the former tunnel connecting Kings Row to Galaxy City and reinforced that section of the War Wall to protect the citizens of Kings Row after the strange energy spike that destroyed the teleporter network. The Kelly Graham Foundation has commissioned a new statue of Galaxy Girl to stand in the former location of the Hazard Zone gate, and a small ceremony was held with the former residents of Paragon Heights. The tunnel that previously connected Kings Row to Galaxy City has been sealed A new statue of Galaxy Girl stands where the tunnel used to be This also fixes this area of the War Wall not turning off during Rikti Invasions Minor updates and additions for the new story arcs Independence Port Minor updates and additions for the new story arcs The power lines above Admiral Sutter's helicopter have been moved All PvP Zones Accolades, most Incarnate powers and various temporary powers are now disabled See the PvP Updates section above Recluse's Victory Support AVs now spawn at level 52 instead of level 54 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 A rooftop access door has been added Peregrine Island Added a Free Fire Zone Helicopter near the Arena Perez Park Hazard lights added to the Galaxy City gate Ouroboros Can now be accessed at any level through an Ouroboros Portal Cimerora Can now be accessed at any level (rather than 35+) as long as you can access The Midnighter Club Echo: Galaxy City Closed the Perez Park gate Added an Echo transporter (was previously using the monorail as an exit) City Map The old city cartographer has... retired After 15 years, Brickstown is now the correct shape on the city map
  12. Build 3 - November 7th, 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 No longer revokes Rampage when purchased, instead they now share a cooldown Rampage Copy of Frenzy, the Villain alignment power No longer revokes Justice when purchased, instead they now share a cooldown Updated the names of these powers 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 New Arena Map: Liberty Town (2-32 players) A new arena map using an area from Founder's Falls 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 Added new minimaps for 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 Fixed being able to activate Incarnate powers after respawning 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: New powers in this update at the bottom of the list Other PvP Powers Changes Trick Arrow See the Trick Arrow thread Fast Snipes No longer grant a 50% range buff in PvP Empathy Absorb 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 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) Added a Free Fire Zone Helicopter to 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
  13. Build 3 - November 7th, 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 250 Malta Sappers Womp Womp Defeat 100 Immature Paragon Protectors Assault and Battery Defeat 50 Freakshow Super Stunners New Exploration Badges On the Shoulders of Giants Located in Kallisti Wharf New Story Arc Badges Existing Badges 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) 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 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) 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
  14. Build 3 - November 7th, 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 is no longer available for players to use unconditionally, and can now only be used: Within 45 feet of a base portal (including the new summoned portals) Anywhere inside a Supergroup base After using the Base Transporter / Base Teleporter power The command remains available until you move 20 feet from the location you used the power, or if you activate another power Two new powers which summon portable base portals have been added, and base teleporter powers have received some improvements (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 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 in 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 Unlock the Long Range Teleporter power 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) 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 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) Duration increased from 90s to 2 minutes 10 minute cooldown, unaffected by global recharge buffs Cannot be used in Tutorial or PvP Zones Can now be used in Ouroboros 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) Duration increased from 90s to 2 minutes 90 second cooldown Cannot be used in Tutorial or PvP Zones Can now be used in Ouroboros 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) Ouroboros Portal Can now be summoned and entered from level 1, rather than level 14 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 Duration increased from 90s to 2 minutes Can no longer be used inside mission maps while the "No Temporary Powers" flag is enabled (eg: during Master Of attempts) 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) Summoning an Ouroboros Portal will now remove other summoned Ouroboros Portals within a 15ft radius (to avoid blocking contacts, doors, etc) 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) Added a Free Fire Zone Helicopter to 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
  15. Build 3 - November 7th, 2020 Other Powers Changes (Focused Feedback Thread) Dark Melee Shadow Maul Target cap reduced from 10 to 5 (16 to 10 for Tankers) Touch of Fear Now a melee targeted AoE with a 10 target cap (16 for Tankers) Now deals negative energy damage over time Fear duration reduced by roughly 50% Cast time increased from 1.17s to 1.97s Only the main target will be affected by the Fear and ToHit debuff Now accepts Targeted AoE Damage sets Taunt (Tanker / Brute) Now has the correct icon border AE versions of these powers have been updated with missing powers and to match current power effects Energy Assault Whirling Hands No longer yields double damage with Energy Focus active Instead it will instantly recharge the power Energy Focus Previously Energy Focus could only be acquired once every 15 seconds, regardless of if you used it or not - you can now regain it again immediately after it has been spent Cleaned up some timing issues Now shows up on the buff bar AE versions of these powers have been updated with missing powers and to match current power effects Kinetics All versions of the following powers have been converted from old pseudopet mechanics to new execute power mechanics Transfusion Siphon Power Transference Fulcrum Shift Player powers should notice no difference beyond faster application Some NPC powers may become weaker or stronger depending on their rank AE versions of these powers have been updated with missing powers and to match current power effects Movement Buffs 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 Summon Workbench Can now be summoned while flying (but must still target the ground) 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
  16. Build 3 - November 7th, 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 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 jump bonus, a movement speed buff and some slow / mez protection If you previously had Agility, you now have Gymnastics 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 No longer knocks foes down once it has been ignited 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 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 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) 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 Now provides movement buffs similar to Scrapper's Shinobi-Iri See note on Movement Buffs in "Other Powers Changes" for more info 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 1.23s Was 1.17s in the previous build 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 This change was missed in the last build 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 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
  17. Build 3 - November 7th, 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 15s in PvP Flash Arrow Can now be slotted with Range enhancements -ToHit increased from -6.25% to -18.76% Half this debuff is now irresistible This was previously erroneously listed as an increase to -15%, but it is in fact -18.76% Glue Arrow -Recharge debuff increased from -20% to -40% Debuff duration increased from 30s to 60s Fixed this power not being location based Ice Arrow Increased the -Recharge debuff from -12.% to 25% Now applies a 60s -Special and -Damage debuff 10s in PvP Poison Gas Arrow -Damage debuff now lasts 60 seconds Debuff now only lasts for 3s after you leave the cloud in PvP -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) Halved in PvP Now applies a -special resistance debuff (Endurance, ToHit, Regen, Recovery, Recharge Time, and Endurance Discount debuffs against the target will be stronger) Reduced to -20% in PvP Debuff duration increased from 20s to 45s 20s in PvP 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 Fixed this buff not actually working
  18. Build 3 - November 7th, 2020 New Blaster Secondary: Sonic Manipulation Sonic Manipulation lets you control sonic forces to manipulate your foes, inflict damage and protect yourself. Powers T1: Sonic Thrust (Melee, Minor DMG(Smash/Energy), Foe Knockback) A focused attack of intense sonic power that violently sends a nearby foe flying. Deals minimal damage, but can be very effective. Recharge: Fast T2: Strident Echo (Melee, Moderate DMG(Smashing/Energy), chance for Hold) Strident Echo deals minor damage over time. It has a low chance of causing a migraine, leaving the target shaking in pain and helpless. Recharge: Slow DoT has been accelerated to deliver its damage in 2.1s instead of 5.1s T3: Echo Chamber (Ranged, Minor DMG(Energy), Foe Hold) Encases the target in a field of sonic waves, dealing energy damage and holding them in place. Recharge: Slow T4: Sound Booster (Self +DMG, +To Hit, +Special) Greatly boosts your attacks for a few seconds. Slightly increases chance to hit. Moderately increases the duration of mez effects. Moderately increases the chance for Sound Manipulation powers to induce migraines. Recharge: Long T5: Deafening Wave (Melee (AoE), High DMG(Sonic/Energy), chance for Hold) You create a large field of sonic waves, causing damage to all foes around you. It has a moderate chance of causing migraines, leaving them shaking in pain and helpless. Recharge: Slow T6: Sound Barrier (Toggle: Self +Absorb, +Recovery, +Res(Smashing, Energy, Sleep)) Creates a barrier around the caster which reduces incoming energy and smashing damage, provides protection against sleep effects and grants an absorption shield. Recovery is also increased. Recharge: Moderate T7: Disruption Aura (Toggle: Foe -Res) You emit a constant wave of sonic energy around yourself, weakening the Damage Resistance of all nearby foes. Recharge: Moderate T8: Sound Cannon (Ranged (Cone), Foe Stun, Knockback) You generate a powerful sonic wave that will knock back and disorient foes in front of you for a short time. Recharge: Long T9: Earsplitter (Melee, Heavy DMG(Smashing/Energy), chance for Hold) You generate an earsplitting sound wave right in the face of your foe, inflicting great damage. It has a good chance of causing a migraine, leaving them shaking in pain and helpless. Recharge: Slow
  19. Some examples of the new customisation options, with and without some path auras:
  20. Build 3 - November 7th, 2020 Power Customisation Update The following powers can now be customised in the "Inherent" tab: Inherent Sprint Prestige Power Slide Prestige Power Surge Prestige Power Rush Prestige Power Quick Prestige Power Dash The above all have original, light, dark, and minimal FX themes, and the customised versions of the prestige sprints have the dust cloud removed Support for customising Temporary, Day Job and Accolade powers has been added. In this update only a few powers are supported, but we are looking to expand this in the future. The following powers can now be customised in the "Other" tab: Accolades Long Range Teleporter Prestige Travel Supergroup Portal Base Transporter Mission Transporter Day Job Powers Rapid Response Portal Monitor Duty Teleporter Temporary Powers Boon of the Ancestor Spirits (from Graeme Easton's arc) Nictus Shadow Step (from Dr. Shelly Percy's arc) Nictus Gravitic Emanation (from Dr. Shelly Percy's arc) Nictus Fragment (from the Moonfire Task Force) Smoke Flash (from P2W) Knight Errant (from the Paladin event in Kings Row)
  21. Build 3 - November 7th, 2020 Costume Editor Update: Asymmetrical Shoulders Shoulders now have an asymmetrical toggle, which can be toggled on to allow separate left and right shoulder selection Not every set of shoulders are available in asymmetrical mode, more will be added in future updates All shoulder options remain available in symmetrical mode The Kitten and Panda shoulder options are now available for Male and Huge characters Changes in this build: Fixed a subtle smoothing issue in Justice pads for Male and Female
  22. Build 3 - November 7th, 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: Mission 1 Cortex will only talk to the task owner Mission 3 Solved the issue of Pierce spinning around and leaving the crate she was on behind, while still sitting.
  23. Build 3 - November 7th, 2020 New Story Arc: The Graveyard Shift (Hero, Level 20-29) FBSA NetOps Agent Watkins has set up a small command station in North Steel Canyon, as an optimal location to investigate... something. Being somewhat dodgy about his assignment, he has constantly referred heroes to Positron first, to establish a reputation. The tasks that Agent Watkins has for you are no small feats, and involve the clean-up of one of the city's most exciting showdowns. Heroes 20 and above should seek him out, and bring plenty of club soda to wash out any stains. Contact: Agent Watkins, Steel Canyon Listed in Ouroboros under Champion (Level 25-29) > The Graveyard Shift (27.01) This arc features new maps, new environments, the return of the Vahzilok Wasting Disease (it missed you), interaction with the alignment system, an actual investigation with clues and interviews, new badges, three alternate endings depending on the choices you make in earlier missions and... dubstep The Vahzilok enemy group has also been expanded with a wider level range with some additional tweaks for the higher levels Changes in this build: Opening Monologue Typos and pronouns Mission 1 Typos corrected Ambushes had conflicting parameters causing ambushing hordes to ignore their spawn radius donut AND their timers Mission 2 Altered spawn behaviors that sometimes had twin Meat Doctors ruining the aesthetic of entropy Mission 3 Spawns have been added, moved, and spread away from each other GL0_5T1CC now has a glowing gun! Mission 4 Nav bar changed to reflect that you must physically talk to Pierce and not trick the player into wasting a TT on it Clue for Dead Air has been clarified on the nature of the event, and the contact All missions granted based on the investigation now have captions after completing for additional context. Jacob Sloan has some minor dialog changes. Mission 5 Fixed the combat spam again. Moved the entrance slightly so that Interior Design professors don't comment about relative placement of assets and doors. Mission 6 Watkins dialog has been cleaned up, clarified, and softened. He's a good deal further away from the person he was. There are additional contextual conversation pieces for vigilantes A lot of the emotion has been written out (It was all first draft stuff anyway) I believe the logical flow is smoother now Indents! Pathogen given a slight bump to his native resistances. 40% -> 45% Pathogen gains Strength of Will in round 2 fight Pathogen given Lightning Bolt in second round fight to combat hovercheese Caption overlap issue addressed. Caption color slightly more tolerable in text windows. Mission updated to apply new script to revoke the viral cocktail from everyone but the team leader Mission 7 (Finale) Made additional changes to the nav bar for finding and talking to Pierce Fixed the ability to continue talking to Pierce after the mission is over
  24. Build 3 - November 7th, 2020
  25. Testing Cheats Merit vendors sell everything for free Crafting recipes do not require any ingredients Incarnate powers do not require any ingredients Day jobs grant powers at 1000x the normal rate Cheats for character progression can be accessed through the quickchat menu: Please use these feedback threads to discuss the changes in this build: Focused Feedback: The Graveyard Shift (Hero Story Arc, Level 20-29) Focused Feedback: The Freakish Lab of Dr. Vahzilok (Villain Story Arc, Level 30-39) Focused Feedback: Asymmetrical Shoulders Focused Feedback: Stance Selection Focused Feedback: Power Customisation Update Focused Feedback: Sonic Manipulation Focused Feedback: Energy Melee Revamp Focused Feedback: Energy Melee for Scrappers Focused Feedback: Titan Weapons Revamp Focused Feedback: Trick Arrow Revamp Focused Feedback: Teleportation Pool Revamp Focused Feedback: Blaster Secondary Revamp Focused Feedback: Other Powers Changes Focused Feedback: Travel Updates: Base Teleportation, Long Range Teleporter Accolade, Special TP Powers Focused Feedback: Enhancements Focused Feedback: Badges Focused Feedback: PvP Updates Focused Feedback: Enhanced Gamepad Support, /interact and other /commands Focused Feedback: Map Changes General Feedback: Issue 27, Page 1 Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic. Any off-topic posts in these threads will be removed without warning. The thread will be locked when no more feedback is required, but you are more than welcome to continue the discussion in a new thread.
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