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Jimmy

City Council
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  1. This is a Focused Feedback Thread 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. Changes from the previous build will be listed in green. Any changes or fixes that are only relevant to the beta builds (as in, not changes relevant to the live version of the game) will be listed in blue. New Origin Power Pool: Experimentation "Experimentation gives you access to poisonous ranged attacks as well as powers that boost your attack power and the survivability of your allies. This pool's travel power is Speed of Sound. While active, this power allows you to run at incredible speeds and also gives you access to the Jaunt power. Jaunt allows you to quickly teleport long distances once every so often." As a reminder: Only one Origin Pool (Sorcery, Force of Will, Experimentation) can be active in a build at any one time. Powers T1: Experimental Injection (Melee Ranged, Ally +Regeneration, +Recovery, +Res(Status)) You inject an ally with a compound that greatly boosts their regeneration, recovery and resistance to status effects for a short time. Recharge: Long T2: Toxic Dart (Ranged, Minor DMG(Lethal), High DMG(Toxic)) You fire a toxic dart at your target causing an very minor amount of immediate lethal damage followed by a High amount of toxic damage over time. Recharge: Moderate Recharge reduced from 6s to 4s, damage and endurance cost reduced accordingly T3: Speed of Sound (Toggle: Self +Speed, (Special)) Your experiments have yielded incredible results. By activating this power, you're able to run at incredible speeds. In fact, while this power is active, you gain access to the Jaunt power. Jaunt allows you to teleport to a distant location once every short while. Jaunt (Click, Self Teleport) Clicking on this power and then selecting a location will cause the caster to vanish and reappear at their target location. Recharge: Moderate Jaunt can now be activated 3 times in a row before going on cooldown T4: Corrosive Vial (Ranged (Targeted AoE), High DoT(Toxic), -Defense) You hurl a vial of toxic fluid that explodes upon impact leaving a corrosive puddle at your target's feet. Any foe that stands within the puddle will take toxic damage and have their defense reduced for a short while. Corrosive Vial requires you to have 2 powers from the Experimentation power pool. Damage: High (DoT), Recharge: Slow T5: Adrenal Booster (Self, +To Hit, +Recharge, +Damage, +Special) You inject yourself with a concentrated experimental serum that boosts your damage, recharge, chance to hit and secondary effects for a short time. Adrenal Booster requires you to have 2 powers from the Experimentation power pool. Recharge: Very Long
  2. This is a Focused Feedback Thread 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. Changes from the previous build will be listed in green. Any changes or fixes that are only relevant to the beta builds (as in, not changes relevant to the live version of the game) will be listed in blue. New IO Sets Synapse's Shock (Endurance Modification, Rare, 21-50) The first of two new Endurance Modification sets with a damage focus, designed to be useful in endurance-draining attack powers. Enhancements: Endurance Modification Damage / Recharge Endurance Modification / Recharge Damage / Recharge / Accuracy Damage / Accuracy / Endurance Reduction UNIQUE: Endurance Modification / 15% Increased Run Speed Set Bonuses: 2: 7.5% Movement Speed 3: 10% Slow Resistance 4: 8% Regeneration 5: 6.25% Recharge 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance Power Transfer (Endurance Modification, Rare, 21-50) The second damage-focused Endurance Modification set. Enhancements: Endurance Modification Damage / Recharge Endurance Modification / Damage Damage / Accuracy / Endurance Reduction Damage / Recharge / Accuracy / Endurance Reduction Chance to Heal Self (3 PPM) Set Bonuses: 2: 6% Regeneration 3: 1.35% Max Endurance 4: 1.875% Max Health 5: 9% Accuracy 6: 7.5% Recharge Preemptive Optimization (Endurance Modification, Uncommon, 21-50) An Endurance Modification set with a focus on ally buff abilities that don't deal damage. Enhancements: Accuracy / Recharge Endurance Modification / Endurance Reduction Endurance Modification / Recharge Endurance Modification / Accuracy / Endurance Reduction Endurance Modification / Accuracy / Recharge Endurance Modification / Endurance Reduction / Recharge Set Bonuses: 2: 1.8% Max Endurance 3: 1.5% Max Health 4: 3% Toxic / Psionic Resistance + 5% Mez Resistance 5: 3.75% Recharge 6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense Bombardment (Targeted AoE, Rare, 30-50) Enhancements: Damage Accuracy / Recharge / Endurance Damage / Recharge Accuracy / Damage / Recharge Accuracy / Damage / Recharge / Endurance Reduction Chance for Fire Damage (3.5 PPM) Set Bonuses: 2: 5% Increased Range 3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance 4: 7% Accuracy 5: 5% Recharge 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance Artillery (Targeted AoE, Uncommon, 30-50) Targeted AOE set with a Range component and two sources of Ranged Defense. New icon added. Enhancements: Accuracy / Damage Damage / Endurance Damage / Recharge Accuracy / Damage / Recharge Accuracy / Recharge / Range Endurance / Recharge / Range Set Bonuses: 2: 8% Regeneration 3: 1.88% Energy / Negative Defence + 0.94% Ranged Defence 4: 2% Damage Buff 5: 9% Accuracy 6: 3.13% Ranged Defence + 1.565% Energy / Negative Defence
  3. Issue 26, Page 5 (Build 5) Changes from the previous build are listed in green. Any changes or fixes that are only relevant to the beta builds (as in, not changes relevant to the live version of the game) are listed in blue. Known issues are listed in purple. Be sure to read the Homecoming Beta FAQ to get started! Costume Editor Update (Feedback Thread) Now that the back-end costume changes have receiving enough stability testing, we're happy to bring you some long-awaited updates to the costume editor! Please give these updates a thorough test and let us know if anything looks out of place! Auras have been separated into two slots: Auras and Path Auras Boots and gloves now have an asymmetrical toggle, which can be toggled off to allow separate left and right glove and boot selection Not every set of gloves and boots are available in asymmetrical mode - some have been intentionally omitted, please do not report these as bugs More pieces will be added as they pass internal testing and QA All sets of gloves and boots remain available in symmetrical mode Changes in this build: Added asymmetrical options (complete with relevant VFX) for the following: Ascension boots Black Knight boots Rocket boots Piston boots Winged boots Cosmic Corsair peg legs The random button will now occasionally make use of asymmetrical parts The pre-made costume sets will now reset the asymmetry flag Fixed some issues with exporting legacy-compatible costumes (with no asymmetry) for use in i24-based programs (such as Titan Icon) Fixed the asymmetry toggle tooltips being reversed New Support Powerset: Electrical Affinity (Feedback Thread - Powers, Feedback Thread - Name) You are able to control and manipulate electricity to aid your allies and weaken your enemies. Some Electrical Affinity powers build Static, which increases the number of targets your Circuit powers can chain to. The set has been built around chaining powers and a stacking / combo system that's similar to those found in many of the more modern melee and ranged damage sets, with a focus on wide variety of buffs for the whole team as well as damage and endurance debuffs for your enemies. Electrical Affinity also introduces and makes use of a brand new mechanic which allows powers to dynamically change the number of targets they can hit - in this case, the four Circuit powers hit more targets for every stack of Static that you currently have. Electrical Affinity is now available for Defenders, Corruptors, Controllers and Masterminds. Electrical Affinity now has both a Hero (blue) and Villain (red) default theme available for all ATs, along with the light and dark customisable themes. Powers T1: Shock (Ranged, Foe -DMG, -End, -Recovery, -Regen) Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery, regeneration and damage output. Recharge: Slow T2: Rejuvenating Circuit (Ranged (Chain), Ally Heal, Self +Static) Create a circuit of healing energy between several nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate T3: Galvanic Sentinel (Summon Galvanic Sentinel: Ranged Debuff Special) Summons a Galvanic Sentinel to your aid. The Galvanic Sentinel shocks and weakens your foes, draining some endurance and reducing their regeneration, recovery, and damage output. The Galvanic Sentinel can be buffed and healed, and may be targeted with your Circuit powers. Recharge: Slow Now has a much larger hitbox to click on (still has no collision) The Galvanic Sentinel's powers will now show up in the info window of the summon power T4: Energizing Circuit (Ranged (Chain), Ally +End, +Recharge, Self +Static) Create a circuit of pure energy between several nearby allies, restoring a small amount of their endurance and significantly increasing their attack rate for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Energizing Circuit grants 1 stack of Static. Recharge: Slow T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End)) Create a large energy barrier at your location which provides all allies within resistance to all damage except Toxic. They are also protected from status effects, knockbacks, endurance drain, recovery debuffs and recharge debuffs. Casting this power again will move the energy barrier to your location. Standing inside your own Faraday Cage will grant you a stack of Static every 5 seconds. Recharge: Moderate Standing inside your own Faraday Cage will now grant you a stack of Static every 5 seconds The protective buff from Faraday Cage will now persist for 5 seconds after leaving the cage No longer grants toxic resistance (this was an error) Now grants protection from KB, TP, KU, -rech and -end in PvP (this was also an error) The looping sound effect will now quieten down after a few seconds T6: Empowering Circuit: (Ranged (Chain), Ally +DMG, +Tohit, Self +Static) Create a circuit of empowering energy between several nearby allies, increasing their damage output and chance to hit for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Empowering Circuit grants 1 stack of Static. Recharge: Slow T7: Defibrillate (Melee (Targeted AoE), Ally Rez, Foe Sleep, -End, -Recovery) Strike a target with a highly-charged jolt of electricity, reviving all nearby allies and draining all nearby foes. Any enemies affected will be drained of some endurance, have their recovery reduced and be put to sleep for a short time. Defibrillate consumes all stacks of Static, and the strength of the offensive component of this power scales with the number of stacks consumed. Allies will always be revived with full health and endurance regardless of the number of Static stacks consumed. Recharge: Long Can now be activated on any target, friend or foe Now drains all stacks of Static Any dead ally caught in the AoE will be revived as before Any enemy caught in the AoE will have some endurance drained, be put to sleep, and have their recovery reduced The strength of the endurance drain and duration of the sleep / debuff scales with the number of stacks of Static you currently have T8: Insulating Circuit (Ranged (Chain), Ally +Absorb, Self +Static) Create a circuit of protective energy between several nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Insulating Circuit grants 1 stack of Static. Recharge: Slow T9: Amp Up (Ranged, Ally +Special, +Recharge) Empower an ally with raw energy, causing all of their abilities to unleash chained bolts of electricity at nearby foes. These bolts drain a small amount of endurance and have a chance to knock up the target. Amp Up also moderately increases their attack rate and greatly boosts the secondary effects of their powers. Their power effects like heals, defense debuffs, endurance drains, disorients, holds, immobilizes and more, are all improved. Recharge: Very Long The tooltip no longer states that this power boosts defense buffs (it never did, this in line with other long-duration +special powers such as Adrenal Booster) Static (Circuit Boost) Every stack of Static you have increases the number of targets your Circuit powers can chain to by 3. New Origin Power Pool: Experimentation (Feedback Thread) "Experimentation gives you access to poisonous ranged attacks as well as powers that boost your attack power and the survivability of your allies. This pool's travel power is Speed of Sound. While active, this power allows you to run at incredible speeds and also gives you access to the Jaunt power. Jaunt allows you to quickly teleport long distances once every so often." As a reminder: Only one Origin Pool (Sorcery, Force of Will, Experimentation) can be active in a build at any one time. Powers T1: Experimental Injection (Melee Ranged, Ally +Regeneration, +Recovery, +Res(Status)) You inject an ally with a compound that greatly boosts their regeneration, recovery and resistance to status effects for a short time. Recharge: Long T2: Toxic Dart (Ranged, Minor DMG(Lethal), High DMG(Toxic)) You fire a toxic dart at your target causing an very minor amount of immediate lethal damage followed by a High amount of toxic damage over time. Recharge: Moderate Recharge reduced from 6s to 4s, damage and endurance cost reduced accordingly T3: Speed of Sound (Toggle: Self +Speed, (Special)) Your experiments have yielded incredible results. By activating this power, you're able to run at incredible speeds. In fact, while this power is active, you gain access to the Jaunt power. Jaunt allows you to teleport to a distant location once every short while. Jaunt (Click, Self Teleport) Clicking on this power and then selecting a location will cause the caster to vanish and reappear at their target location. Recharge: Moderate Jaunt can now be activated 3 times in a row before going on cooldown T4: Corrosive Vial (Ranged (Targeted AoE), High DoT(Toxic), -Defense) You hurl a vial of toxic fluid that explodes upon impact leaving a corrosive puddle at your target's feet. Any foe that stands within the puddle will take toxic damage and have their defense reduced for a short while. Corrosive Vial requires you to have 2 powers from the Experimentation power pool. Damage: High (DoT), Recharge: Slow T5: Adrenal Booster (Self, +To Hit, +Recharge, +Damage, +Special) You inject yourself with a concentrated experimental serum that boosts your damage, recharge, chance to hit and secondary effects for a short time. Adrenal Booster requires you to have 2 powers from the Experimentation power pool. Recharge: Very Long New IO Sets (Feedback Thread) Synapse's Shock (Endurance Modification, Rare, 21-50) The first of two new Endurance Modification sets with a damage focus, designed to be useful in endurance-draining attack powers. Enhancements: Endurance Modification Damage / Recharge Endurance Modification / Recharge Damage / Recharge / Accuracy Damage / Accuracy / Endurance Reduction UNIQUE: Endurance Modification / 15% Increased Run Speed Set Bonuses: 2: 7.5% Movement Speed 3: 10% Slow Resistance 4: 8% Regeneration 5: 6.25% Recharge 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance Power Transfer (Endurance Modification, Rare, 21-50) The second damage-focused Endurance Modification set. Enhancements: Endurance Modification Damage / Recharge Endurance Modification / Damage Damage / Accuracy / Endurance Reduction Damage / Recharge / Accuracy / Endurance Reduction UNIQUE: Chance to Heal Self (3 PPM) No longer fires off multiple times when used in an AoE PPM increased from 2 to 3 Heal no longer scales with the target's level Set Bonuses: 2: 6% Regeneration 3: 1.35% Max Endurance 4: 1.875% Max Health 5: 9% Accuracy 6: 7.5% Recharge Preemptive Optimization (Endurance Modification, Uncommon, 21-50) An Endurance Modification set with a focus on ally buff abilities that don't deal damage. Enhancements: Accuracy / Recharge Endurance Modification / Endurance Reduction Endurance Modification / Recharge Endurance Modification / Accuracy / Endurance Reduction Endurance Modification / Accuracy / Recharge Endurance Modification / Endurance Reduction / Recharge Set Bonuses: 2: 1.8% Max Endurance 3: 1.5% Max Health 4: 3% Toxic / Psionic Resistance + 5% Mez Resistance 5: 3.75% Recharge 6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense Bombardment (Targeted AoE, Rare, 30-50) Enhancements: Damage Accuracy / Recharge / Endurance Damage / Recharge Accuracy / Damage / Recharge Accuracy / Damage / Recharge / Endurance Reduction Chance for Fire Damage (3.5 PPM) Set Bonuses: 2: 5% Increased Range 3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance 4: 7% Accuracy 5: 5% Recharge 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance Artillery (Targeted AoE, Rare, 30-50) Targeted AOE set with a Range component and two sources of Ranged Defense. The icon will be replaced in a later build. Enhancements: Accuracy / Damage Damage / Endurance Damage / Recharge Accuracy / Damage / Recharge Accuracy / Recharge / Range Endurance / Recharge / Range Set Bonuses: 2: 8% Regeneration Changed from 10% Regeneration 3: 1.88% Energy / Negative Defence + 0.94% Ranged Defence 4: 2% Damage Buff 5: 9% Accuracy 6: 3.13% Ranged Defence + 1.565% Energy / Negative Defence Dark Melee Update Dark Melee was seriously underperforming in the AoE department. These changes are aimed to increase the AoE potential of the set whilst having minimal impact on the single target potential. Shadow Maul (Tanker, Scrapper, Brute, Stalker) is now a much larger, faster cone that's actually capable of easily hitting multiple targets - especially on tanks! Arc increased from 45 to 120 degrees Recharge increased from 8 to 11 seconds Cast Time reduced from 3.07 to 2.35 seconds Damage lowered from scale 2.156 to 1.6184 DPS reduction is minor, it has only been lowered from scale 0.653 to scale 0.645 Target Cap increased from 10 to 16 for Tankers Target Cap increased from 5 to 10 for Scrappers, Brutes and Stalkers Dark Consumption (Tanker, Scrapper, Brute) Changes to Dark Consumption have been reverted to the live version Powers The following Leadership powers have had their activation time reduced from 3.63 seconds to 1.5 seconds: Pools > Leadership > Maneuvers Pools > Leadership >Assault Pools > Leadership >Tactics The following powers now ignore outside buffs (they all provide enhanceable resistance and should've always ignored buffs) Controller > Darkness Affinity > Fade Controller > Poison > Elixir of Life Defender > Poison > Elixir of Life Corruptor > Poison > Elixir of Life Mastermind > Poison > Elixir of Life Sentinel > Bio Armor > Genomic Evolution The following Scrapper and Stalker Epic Pools powers have been modified: Mace Mastery > Web Cocoon: This power now does Toxic Damage over time. Now accept damage enhancements and sets. Leviathan Mastery > Spirit Shark Jaws: This power can now land critical hits. Mu Mastery > Electric Shackles: This power can now land critical hits. Soul Mastery > Soul Storm: This power can now land critical hits. Weapon Mastery > Shuriken: This power was erroneously set at half the intended recharge for it's damage. Recharge has now been increased from 3 to 6 seconds. Weapon Mastery > Explosive Shuriken: This power was doing 85% the damage it was meant to do in PvE, damage has been increased. The following powers are now disabled whilst in Arena matches: Mystic Fortune (and buffs) Secondary Mutation (and buffs) Jump Pack Steam Jump Call of the Sandman: Chance to Heal Self: This proc should no longer trigger more than once when used on AoE powers PPM increased from 2 to 3 A behind-the-scenes change to the way Knockback works has been implemented Assuming all is well, there should be no perceivable change to any existing Knockback powers - please let us know if anything seems off! Power Customization Updated Electrical Blast for Blasters and Corruptors to be able to select from both the default Hero (blue) and Villain (red) options, along with other customisation options Fixed the default Villain (red) theme Electrical Blast having a Hero (blue) Voltaic Sentinel Powers Bug Fixes The following powers were using Defender modifiers, they have been fixed to use their own AT modifiers Controller > Darkness Affinity > Twilight Grasp Controller > Darkness Affinity > Tar Patch Corruptor > Dark Miasma > Twilight Grasp Corruptor > Dark Miasma > Tar Patch Mastermind > Dark Miasma > Twilight Grasp Mastermind > Dark Miasma > Tar Patch Pets > Dark Servant > Twilight Grasp Tanker > Super Reflexes > Evasion: Fixed a bug where this power would not maintain its Defense Resistance 100% of the time. Fixed several villain powers being tagged as both Ranged and AoE: 5thColumn.Fifth_Column_Minion_Soldier_Heavy.Missile_Launcher BanishedPantheon.Banished_Minion_Ranged.Musket Crey.Crey_Lt_Boss_Armored_GrenadeLauncher.Sleep_Gas Event.Zombie_Ranged.Musket Guns.Grenade_Launcher.Grenade_Launcher_Sleep_Grenade Portal.Axis_America_Missile.Missile_Launcher Temporary_Powers.Temporary_Powers.Particle_Cannon Vahzilok.Facemaker.Venomous_Spray V_ParagonPolice.Grenade_Launcher.Smoke_Grenade V_Snakes.Boss_Low.Venomous_Spray V_Snakes.Elder_Cobra.Venomous_Spray V_Snakes.Stheno.Venomous_Spray General Powers with redirects will now display numbers properly in the detailed information window. Standardized combat spam for heal and endurance modification attributes. Standardized the text description denoting the recharge time of player powers: Less or equal to 3s: Very Fast More than 3s, less or equal to 6s: Fast More than 6s less or equal to 10s: Moderate More than 10s, less or equal to 60s: Slow More than 60s, less or equal to 240s: Long More than 240s, less or equal to 600s: Very Long More than 600s: Extremely Long All players can now move through Mastermind henchmen and push them out of the way, not just their owners. General Chat Channel A new 'General' channel has been added to the game. This is a new shard-wide channel like LFG and Help. The goal with adding this is to ensure that LFG and Help remain focused on their specific topics, with everything else being discussed in General. /general, /gen and /z can be used to send messages to General. Mastermind Henchmen AI Updates Mastermind Henchmen set to Go To are now free to move within a 30' radius of the selected position in order to attack foes. This previously only affected melee pets - it now applies to all pets. Mastermind Henchmen set to Go To strongly prefer targets closer to the location they are supposed to be guarding. When Mastermind pets are teleported to their owner due to being out of range, they now now reset their orders to Follow to avoid odd Stay/Goto behavior. Login Screen Update The login screen has been updated to feature the new Homecoming logo Goldie's red sleeve has finally been fixed and is now actually gold Bug Fixes Alpha > Vigor Boost: Icon replaced with a colour corrected version that matches the rest of the Vigor powers Sorcery > Rune of Protection: VFX no longer persists after the power expires Fixed an issue preventing some power customisation files from loading properly Fixed Medium Dual Team inspirations being tagged as Small inspirations in AE Positron should no longer teleport all over the place in the Mortimer Kal Strike Force Potentially fixed a crash relating to combining enhancements Fixed an issue that could cause boosters and catalysts to not show up in the combination screen AE Damage Fix This fix has been reverted for now and will be revisited in a future update
  4. Rumours of course. I'm sure @Lines would agree.
  5. The Static granting component is a new power that the pseudopet has, unrelated to the defensive buff. The buff still ticks every second and lasts for 5 seconds (non-stacking) if you leave.
  6. Heads-up on what will likely be the final set of changes: Faraday Cage Standing inside your own Faraday Cage will grant you a stack of Static every 5 seconds This is to help build up larger stack counts for iTrials and raids The buff will persist for 5 seconds after you leave the bubble Defibrillate Now drains Static again, and will apply a debuff to all nearby enemies that scales off your current stacks (the specifics of the debuff are still being decided) We feel the Static spending mechanic makes sense on this power only - it's very much an "oh crap" moment power, so sacrificing stacks to turn the tide of a battle will create some exciting moments This also gives the power a slight downside to counterbalance the fact it's an AoE rez that can be used at any time The rez is always max strength regardless of stacks Can now be triggered on both enemies and allies (but the AoE only impact dead allies and living enemies) Plus a bunch of fixes With one more potential improvement that's still TBD. Assuming all is well after this round of updates we'll then likely move on to proliferating the set 🙂
  7. The safe mode client does actually have an annoying popup already 🙂
  8. In general we're quite happy with how Faraday works right now. As pointed out in several other posts, it is a bit stronger than other comparable powers, and has its downsides too. Nice idea - I'll take a look at this tonight.
  9. It's the damn Cosmic Corsair hooks 😡 There's a phantom remnant of the fact they used to be a premium item that sometimes disallows them from being used - it can occur on live too under certain circumstances. Seeing more circumstances in which it occurs may help us fix it though!
  10. Annoyingly that was fixed just after the build got made. It'll be there in the next build.
  11. Yes, thank you (also this thread should be locked - oops!)
  12. Please use this thread to discuss any changes not covered by the focused feedback threads: Focused Feedback: Costume Editor Updates Focused Feedback: Electrical Affinity - Powers Focused Feedback: Electrical Affinity - Name Focused Feedback: Experimentation Focused Feedback: New IO Sets
  13. This is a Focused Feedback Thread 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. Changes from the previous build will be listed in green. Any changes or fixes that are only relevant to the beta builds (as in, not changes relevant to the live version of the game) will be listed in blue. New Support Powerset: Electrical Affinity You are able to control and manipulate electricity to aid your allies and weaken your enemies. Some Electrical Affinity powers build Static, which increases the number of targets your Circuit powers can chain to. The set has been built around chaining powers and a stacking / combo system that's similar to those found in many of the more modern melee and ranged damage sets, with a focus on wide variety of buffs for the whole team as well as damage and endurance debuffs for your enemies. Electrical Affinity also introduces and makes use of a brand new mechanic which allows powers to dynamically change the number of targets they can hit - in this case, the four Circuit powers hit more targets for every stack of Static that you currently have. The set is currently available only as a Defender Primary. It will be ported to other support ATs after testing and feedback. General Changes Static stacks now fall off after 30 seconds (down from 60 seconds), but the number of Stacks you can have is now uncapped Circuit powers now hit 4 targets by default, with an additional 3 targets for each stack of Static Powers T1: Shock (Ranged, Foe -DMG, -End, -Recovery, -Regen) Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery, regeneration and damage output. Recharge: Slow No longer grants 1 stack of Static T2: Rejuvenating Circuit (Ranged (Chain), Ally Heal, Self +Static) Create a circuit of healing energy between several nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate T3: Galvanic Sentinel (Summon Galvanic Sentinel: Ranged Debuff Special) Summons a Galvanic Sentinel to your aid. The Galvanic Sentinel shocks and weakens your foes, draining some endurance and reducing their regeneration, recovery, and damage output. The Galvanic Sentinel can be buffed and healed, and may be targeted with your Circuit powers. Recharge: Slow No longer consumes Static Duration is now always 120s Now has basic pet resistances Fixed the Sentinel not actually debuffing enemies Galvanic Sentinel is now actually classed as a Pet, not a Defender T4: Energizing Circuit (Ranged (Chain), Ally +End, +Recharge, Self +Static) Create a circuit of pure energy between several nearby allies, restoring a small amount of their endurance and significantly increasing their attack rate for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Energizing Circuit grants 1 stack of Static. Recharge: Slow No longer grants a boost to max Endurance Recharge time increased from 12s to 35s Now grants a +125% recharge buff for 5 seconds (to the primary target - this falls off to 62.5% by the 3rd jump in the chain) This power should feel like a very condensed Speed Boost T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End)) Create a large energy barrier at your location which provides all allies within resistance to all damage except Toxic. They are also protected from status effects, knockbacks, endurance drain, recovery debuffs and recharge debuffs. Casting this power again will move the energy barrier to your location. Recharge: Slow Recharge time reduced from 32s to 10s Fixed missing VFX T6: Empowering Circuit: (Ranged (Chain), Ally +DMG, +Tohit, Self +Static) Create a circuit of empowering energy between several nearby allies, increasing their damage output and chance to hit for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Empowering Circuit grants 1 stack of Static. Recharge: Slow Buff duration increased from 25s to 60s Damage buff reduced from scale 3.25 to scale 3 Now provides +15% tohit The +tohit is enhanceable, so this power can be slotted with tohit buff sets T7: Defibrillate (Melee (Targeted AoE), Ally Rez) Strike a defeated ally with a highly-charged jolt of electricity, reviving them and any other nearby defeated allies. Recharge: Long No longer consumes Static Allies are now always revived at full Health and Endurance T8: Insulating Circuit (Ranged (Chain), Ally +Absorb, Self +Static) Create a circuit of protective energy between several nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Insulating Circuit grants 1 stack of Static. Recharge: Slow Buff duration increased from 20s to 30s Recharge time increased from 15s to 20s T9: Amp Up (Ranged, Ally +Special, +Recharge) Empower an ally with raw energy, causing all of their abilities to unleash chained bolts of electricity at nearby foes. These bolts drain a small amount of endurance and have a chance to knock up the target. Amp Up also moderately increases their attack rate and greatly boosts the secondary effects of their powers. Their power effects like heals, defense buffs, endurance drains, disorients, holds, immobilizes and more, are all improved. Recharge: Very Long No longer consumes Static Now always provides 50% +recharge and 75% +special Static (Circuit Boost) Every stack of Static you have increases the number of targets your Circuit powers can chain to by 3. Static stacks now fall off after 30 seconds (down from 60 seconds), but the number of Stacks you can have is now uncapped Circuit powers now hit 4 targets by default, with an additional 3 targets for each stack of Static
  14. This is a Focused Feedback Thread 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. Changes from the previous build will be listed in green. Any changes or fixes that are only relevant to the beta builds (as in, not changes relevant to the live version of the game) will be listed in blue. New IO Sets Synapse's Shock (Endurance Modification, Rare, 21-50) The first of two new Endurance Modification sets with a damage focus, designed to be useful in endurance-draining attack powers. Enhancements: Endurance Modification Damage / Recharge Endurance Modification / Recharge Damage / Recharge / Accuracy Damage / Accuracy / Endurance Reduction UNIQUE: Endurance Modification / 15% Increased Run Speed Set Bonuses: 2: 7.5% Movement Speed 3: 10% Slow Resistance 4: 8% Regeneration 5: 6.25% Recharge 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance Power Transfer (Endurance Modification, Rare, 21-50) The second damage-focused Endurance Modification set. Enhancements: Endurance Modification Damage / Recharge Endurance Modification / Damage Damage / Accuracy / Endurance Reduction Damage / Recharge / Accuracy / Endurance Reduction UNIQUE: Chance to Heal Self (2 PPM) This proc should not be firing off multiple times in an AoE Set Bonuses: 2: 6% Regeneration 3: 1.35% Max Endurance 4: 1.875% Max Health 5: 9% Accuracy 6: 7.5% Recharge Preemptive Optimization (Endurance Modification, Uncommon, 21-50) An Endurance Modification set with a focus on ally buff abilities that don't require accuracy or deal damage. Enhancements: Accuracy / Recharge Endurance Modification / Endurance Reduction Endurance Modification / Recharge Endurance Modification / Accuracy / Endurance Reduction Endurance Modification / Accuracy / Recharge Endurance Modification / Endurance Reduction / Recharge Set Bonuses: 2: 1.8% Max Endurance 3: 1.5% Max Health 4: 3% Toxic / Psionic Resistance + 5% Mez Resistance 5: 3.75% Recharge 6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense Bombardment (Targeted AoE, Rare, 30-50) Enhancements: Damage Accuracy / Recharge / Endurance Damage / Recharge Accuracy / Damage / Recharge Accuracy / Damage / Recharge / Endurance Reduction Chance for Fire Damage (3.5 PPM) Set Bonuses: 2: 5% Increased Range 3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance 4: 7% Accuracy 5: 5% Recharge 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance Changed from 3.75% AoE Defence + 1.875% Fire / Cold Defense Artillery (Targeted AoE, Uncommon, 30-50) Targeted AOE set with a Range component and two sources of Ranged Defense. Renamed from Shrapnel. The icon will be replaced in a later build. Enhancements: Accuracy / Damage Changed from Damage Damage / Endurance Changed from Accuracy / Damage Damage / Recharge Accuracy / Damage / Recharge Accuracy / Recharge / Range Changed from Damage / Endurance / Recharge Endurance / Recharge / Range Changed from Accuracy / Endurance / Recharge Set Bonuses: 2: 10% Regeneration 3: 1.88% Energy / Negative Defence + 0.94% Ranged Defence Changed from 2.25% Energy / Negative Resistance + 3.75% Mez Resistance 4: 2% Damage Buff 5: 9% Accuracy 6: 3.13% Ranged Defence + 1.565% Energy / Negative Defence Changed from 3.75% Ranged Defence + 1.875% Energy / Negative Defence
  15. This is a Focused Feedback Thread 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. Changes from the previous build will be listed in green. Any changes or fixes that are only relevant to the beta builds (as in, not changes relevant to the live version of the game) will be listed in blue. Costume Editor Update Now that the back-end costume changes have receiving enough stability testing, we're happy to bring you some long-awaited updates to the costume editor! Please give these updates a thorough test and let us know if anything looks out of place! Auras have been separated into two slots: Auras and Path Auras Boots and gloves now have an asymmetrical toggle, which can be toggled off to allow separate left and right glove and boot selection Not every set of gloves and boots are available in asymmetrical mode - some have been intentionally omitted, please do not report these as bugs More pieces will be added as they pass internal testing and QA All sets of gloves and boots remain available in symmetrical mode The tooltips are reversed, this should read "switch to symmetrical". This will be resolved in the next build.
  16. Testing Notes Cheats have been re-enabled. All characters on Brainstorm and Aeon will be granted badges to unlock Accolades, Epics, Incarnates, Ouroboros access and Vanguard merits; in addition, the Salvage ingredients have been removed from all recipes. The Safe Mode client is now gone from the Beta shards. If you are unable to play the game on the 32-Bit or 64-Bit clients, please post in the relevant support threads for it (Windows support thread, Mac support thread) as Safe Mode will no longer be available when Page 5 hits the live servers. Accolades Accolades are no longer automatically awarded You can use the /badge_grant command to award yourself the following badges: For example "/badge_grant AtlasSet" will grant you The Atlas Medallion Please use these feedback threads to discuss the changes in this build: Focused Feedback: Costume Editor Updates Focused Feedback: Electrical Affinity - Powers Focused Feedback: Electrical Affinity - Name Focused Feedback: Experimentation Focused Feedback: New IO Sets General Feedback: Page 5, Build 4 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.
  17. Issue 26, Page 5 (Build 4) Changes from the previous build are listed in green. Any changes or fixes that are only relevant to the beta builds (as in, not changes relevant to the live version of the game) are listed in blue. Known issues are listed in purple. Be sure to read the Homecoming Beta FAQ to get started! Costume Editor Update (Feedback Thread) Now that the back-end costume changes have receiving enough stability testing, we're happy to bring you some long-awaited updates to the costume editor! Please give these updates a thorough test and let us know if anything looks out of place! Auras have been separated into two slots: Auras and Path Auras Boots and gloves now have an asymmetrical toggle, which can be toggled off to allow separate left and right glove and boot selection Not every set of gloves and boots are available in asymmetrical mode - some have been intentionally omitted, please do not report these as bugs More pieces will be added as they pass internal testing and QA All sets of gloves and boots remain available in symmetrical mode The tooltips are reversed, this should read "switch to symmetrical". This will be resolved in the next build. New Support Powerset: Electrical Affinity (Feedback Thread - Powers, Feedback Thread - Name) You are able to control and manipulate electricity to aid your allies and weaken your enemies. Some Electrical Affinity powers build Static, which increases the number of targets your Circuit powers can chain to. The set has been built around chaining powers and a stacking / combo system that's similar to those found in many of the more modern melee and ranged damage sets, with a focus on wide variety of buffs for the whole team as well as damage and endurance debuffs for your enemies. Electrical Affinity also introduces and makes use of a brand new mechanic which allows powers to dynamically change the number of targets they can hit - in this case, the four Circuit powers hit more targets for every stack of Static that you currently have. The set is currently available only as a Defender Primary. It will be ported to other support ATs after testing and feedback. General Changes Static stacks now fall off after 30 seconds (down from 60 seconds), but the number of Stacks you can have is now uncapped Circuit powers now hit 4 targets by default, with an additional 3 targets for each stack of Static Powers T1: Shock (Ranged, Foe -DMG, -End, -Recovery, -Regen) Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery, regeneration and damage output. Recharge: Slow No longer grants 1 stack of Static T2: Rejuvenating Circuit (Ranged (Chain), Ally Heal, Self +Static) Create a circuit of healing energy between several nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate T3: Galvanic Sentinel (Summon Galvanic Sentinel: Ranged Debuff Special) Summons a Galvanic Sentinel to your aid. The Galvanic Sentinel shocks and weakens your foes, draining some endurance and reducing their regeneration, recovery, and damage output. The Galvanic Sentinel can be buffed and healed, and may be targeted with your Circuit powers. Recharge: Slow No longer consumes Static Duration is now always 120s Now has basic pet resistances Fixed the Sentinel not actually debuffing enemies Galvanic Sentinel is now actually classed as a Pet, not a Defender T4: Energizing Circuit (Ranged (Chain), Ally +End, +Recharge, Self +Static) Create a circuit of pure energy between several nearby allies, restoring a small amount of their endurance and significantly increasing their attack rate for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Energizing Circuit grants 1 stack of Static. Recharge: Slow No longer grants a boost to max Endurance Recharge time increased from 12s to 35s Now grants a +125% recharge buff for 5 seconds (to the primary target - this falls off to 62.5% by the 3rd jump in the chain) This power should feel like a very condensed Speed Boost T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End)) Create a large energy barrier at your location which provides all allies within resistance to all damage except Toxic. They are also protected from status effects, knockbacks, endurance drain, recovery debuffs and recharge debuffs. Casting this power again will move the energy barrier to your location. Recharge: Slow Recharge time reduced from 32s to 10s Fixed missing VFX T6: Empowering Circuit: (Ranged (Chain), Ally +DMG, +Tohit, Self +Static) Create a circuit of empowering energy between several nearby allies, increasing their damage output and chance to hit for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Empowering Circuit grants 1 stack of Static. Recharge: Slow Buff duration increased from 25s to 60s Damage buff reduced from scale 3.25 to scale 3 Now provides +15% tohit The +tohit is enhanceable, so this power can be slotted with tohit buff sets T7: Defibrillate (Melee (Targeted AoE), Ally Rez) Strike a defeated ally with a highly-charged jolt of electricity, reviving them and any other nearby defeated allies. Recharge: Long No longer consumes Static Allies are now always revived at full Health and Endurance T8: Insulating Circuit (Ranged (Chain), Ally +Absorb, Self +Static) Create a circuit of protective energy between several nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Insulating Circuit grants 1 stack of Static. Recharge: Slow Buff duration increased from 20s to 30s Recharge time increased from 15s to 20s T9: Amp Up (Ranged, Ally +Special, +Recharge) Empower an ally with raw energy, causing all of their abilities to unleash chained bolts of electricity at nearby foes. These bolts drain a small amount of endurance and have a chance to knock up the target. Amp Up also moderately increases their attack rate and greatly boosts the secondary effects of their powers. Their power effects like heals, defense buffs, endurance drains, disorients, holds, immobilizes and more, are all improved. Recharge: Very Long No longer consumes Static Now always provides 50% +recharge and 75% +special Static (Circuit Boost) Every stack of Static you have increases the number of targets your Circuit powers can chain to by 3. Static stacks now fall off after 30 seconds (down from 60 seconds), but the number of Stacks you can have is now uncapped Circuit powers now hit 4 targets by default, with an additional 3 targets for each stack of Static New Origin Power Pool: Experimentation (Feedback Thread) "Experimentation gives you access to poisonous ranged attacks as well as powers that boost your attack power and the survivability of your allies. This pool's travel power is Speed of Sound. While active, this power allows you to run at incredible speeds and also gives you access to the Jaunt power. Jaunt allows you to quickly teleport long distances once every so often." As a reminder: Only one Origin Pool (Sorcery, Force of Will, Experimentation) can be active in a build at any one time. Powers T1: Experimental Injection (Melee Ranged, Ally +Regeneration, +Recovery, +Res(Status)) You inject an ally with a compound that greatly boosts their regeneration, recovery and resistance to status effects for a short time. Recharge: Long T2: Toxic Dart (Ranged, Minor DMG(Lethal), High DMG(Toxic)) You fire a toxic dart at your target causing an very minor amount of immediate lethal damage followed by a High amount of toxic damage over time. Recharge: Moderate T3: Speed of Sound (Toggle: Self +Speed, (Special)) Your experiments have yielded incredible results. By activating this power, you're able to run at incredible speeds. In fact, while this power is active, you gain access to the Jaunt power. Jaunt allows you to teleport to a distant location once every short while. Jaunt (Click, Self Teleport) Clicking on this power and then selecting a location will cause the caster to vanish and reappear at their target location. Recharge: Moderate T4: Corrosive Vial (Ranged (Targeted AoE), High DoT(Toxic), -Defense) You hurl a vial of toxic fluid that explodes upon impact leaving a corrosive puddle at your target's feet. Any foe that stands within the puddle will take toxic damage and have their defense reduced for a short while. Corrosive Vial requires you to have 2 powers from the Experimentation power pool. Damage: High (DoT), Recharge: Slow T5: Adrenal Booster (Self, +To Hit, +Recharge, +Damage, +Special) You inject yourself with a concentrated experimental serum that boosts your damage, recharge, chance to hit and secondary effects for a short time. Adrenal Booster requires you to have 2 powers from the Experimentation power pool. Recharge: Very Long New IO Sets (Feedback Thread) Synapse's Shock (Endurance Modification, Rare, 21-50) The first of two new Endurance Modification sets with a damage focus, designed to be useful in endurance-draining attack powers. Enhancements: Endurance Modification Damage / Recharge Endurance Modification / Recharge Damage / Recharge / Accuracy Damage / Accuracy / Endurance Reduction UNIQUE: Endurance Modification / 15% Increased Run Speed Set Bonuses: 2: 7.5% Movement Speed 3: 10% Slow Resistance 4: 8% Regeneration 5: 6.25% Recharge 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance Power Transfer (Endurance Modification, Rare, 21-50) The second damage-focused Endurance Modification set. Enhancements: Endurance Modification Damage / Recharge Endurance Modification / Damage Damage / Accuracy / Endurance Reduction Damage / Recharge / Accuracy / Endurance Reduction UNIQUE: Chance to Heal Self (2 PPM) This proc should not be firing off multiple times in an AoE Set Bonuses: 2: 6% Regeneration 3: 1.35% Max Endurance 4: 1.875% Max Health 5: 9% Accuracy 6: 7.5% Recharge Preemptive Optimization (Endurance Modification, Uncommon, 21-50) An Endurance Modification set with a focus on ally buff abilities that don't require accuracy or deal damage. Enhancements: Accuracy / Recharge Endurance Modification / Endurance Reduction Endurance Modification / Recharge Endurance Modification / Accuracy / Endurance Reduction Endurance Modification / Accuracy / Recharge Endurance Modification / Endurance Reduction / Recharge Set Bonuses: 2: 1.8% Max Endurance 3: 1.5% Max Health 4: 3% Toxic / Psionic Resistance + 5% Mez Resistance 5: 3.75% Recharge 6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense Bombardment (Targeted AoE, Rare, 30-50) Enhancements: Damage Accuracy / Recharge / Endurance Damage / Recharge Accuracy / Damage / Recharge Accuracy / Damage / Recharge / Endurance Reduction Chance for Fire Damage (3.5 PPM) Set Bonuses: 2: 5% Increased Range 3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance 4: 7% Accuracy 5: 5% Recharge 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance Changed from 3.75% AoE Defence + 1.875% Fire / Cold Defense Artillery (Targeted AoE, Rare, 30-50) Targeted AOE set with a Range component and two sources of Ranged Defense. Renamed from Shrapnel. The icon will be replaced in a later build. Enhancements: Accuracy / Damage Changed from Damage Damage / Endurance Changed from Accuracy / Damage Damage / Recharge Accuracy / Damage / Recharge Accuracy / Recharge / Range Changed from Damage / Endurance / Recharge Endurance / Recharge / Range Changed from Accuracy / Endurance / Recharge Set Bonuses: 2: 10% Regeneration 3: 1.88% Energy / Negative Defence + 0.94% Ranged Defence Changed from 2.25% Energy / Negative Resistance + 3.75% Mez Resistance 4: 2% Damage Buff 5: 9% Accuracy 6: 3.13% Ranged Defence + 1.565% Energy / Negative Defence Changed from 3.75% Ranged Defence + 1.875% Energy / Negative Defence Dark Melee Update Dark Melee was seriously underperforming in the AoE department. These changes are aimed to increase the AoE potential of the set whilst having minimal impact on the single target potential. Shadow Maul (Tanker, Scrapper, Brute, Stalker) is now a much larger, faster cone that's actually capable of easily hitting multiple targets - especially on tanks! Arc increased from 45 to 120 degrees Recharge increased from 8 to 11 seconds Cast Time reduced from 3.07 to 2.35 seconds Damage lowered from scale 2.156 to 1.6184 DPS reduction is minor, it has only been lowered from scale 0.653 to scale 0.645 Target Cap increased from 10 to 16 for Tankers Target Cap increased from 5 to 10 for Scrappers, Brutes and Stalkers Dark Consumption (Tanker, Scrapper, Brute) Changes to Dark Consumption have been reverted to the live version Powers The following Leadership powers have had their activation time reduced from 3.63 seconds to 1.5 seconds: Pools > Leadership > Maneuvers Pools > Leadership >Assault Pools > Leadership >Tactics The following powers now ignore outside buffs (they all provide enhanceable resistance and should've always ignored buffs) Controller > Darkness Affinity > Fade Controller > Poison > Elixir of Life Defender > Poison > Elixir of Life Corruptor > Poison > Elixir of Life Mastermind > Poison > Elixir of Life Sentinel > Bio Armor > Genomic Evolution The following Scrapper and Stalker Epic Pools powers have been modified: Mace Mastery > Web Cocoon: This power now does Toxic Damage over time. Now accept damage enhancements and sets. Leviathan Mastery > Spirit Shark Jaws: This power can now land critical hits. Mu Mastery > Electric Shackles: This power can now land critical hits. Soul Mastery > Soul Storm: This power can now land critical hits. Weapon Mastery > Shuriken: This power was erroneously set at half the intended recharge for it's damage. Recharge has now been increased from 3 to 6 seconds. Weapon Mastery > Explosive Shuriken: This power was doing 85% the damage it was meant to do in PvE, damage has been increased. The following powers are now disabled whilst in Arena matches: Mystic Fortune (and buffs) Secondary Mutation (and buffs) Jump Pack Steam Jump General Powers with redirects will now display numbers properly in the detailed information window. Standardized combat spam for heal and endurance modification attributes. Standardized the text description denoting the recharge time of player powers: Less or equal to 3s: Very Fast More than 3s, less or equal to 6s: Fast More than 6s less or equal to 10s: Moderate More than 10s, less or equal to 60s: Slow More than 60s, less or equal to 240s: Long More than 240s, less or equal to 600s: Very Long More than 600s: Extremely Long All players can now move through Mastermind henchmen and push them out of the way, not just their owners. General Chat Channel A new 'General' channel has been added to the game. This is a new shard-wide channel like LFG and Help. The goal with adding this is to ensure that LFG and Help remain focused on their specific topics, with everything else being discussed in General. /general, /gen and /z can be used to send messages to General. Mastermind Henchmen AI Updates Mastermind Henchmen set to Go To which are flagged as melee (Beast Mastery, Demon Summoning, etc) are now free to move within a 30' radius of the selected position in order to attack foes. Mastermind Henchmen set to Go To strongly prefer targets closer to the location they are supposed to be guarding. Bug Fixes Alpha > Vigor Boost: Icon replaced with a colour corrected version that matches the rest of the Vigor powers Sorcery > Rune of Protection: VFX no longer persists after the power expires Fixed an issue preventing some power customisation files from loading properly Fixed Medium Dual Team inspirations being tagged as Small inspirations in AE AE Damage Fix Fixed several issues that caused custom critters in Architect Entertainment to deal damage that's inconsistent with their non-custom counterparts Generally all enemies were dealing less damage than they should apart from ranged minions, this has now been corrected See the tables below for the impact of enemies at level 20, 50, and 54 Level 20 Melee Damage Change Ranged Damage Change Minion +12% -4% Lieutenant +12% +1% Boss -10% -32% Elite Boss No Change No Change AV No Change No Change Level 50 Melee Damage Change Ranged Damage Change Minion +12% -4% Lieutenant +12% +1% Boss +44% +8% Elite Boss +29% +8% AV +82% +47% Level 54 Melee Damage Change Ranged Damage Change Minion +12% -4% Lieutenant +12% +1% Boss +51% +13% Elite Boss +29% +8% AV +95% +58%
  18. I adore my Dark/Dark Controller. It's just amazing, especially if you add Sorcery and Soul Mastery into the mix.
  19. That's what I get for copy/pasting in a rush!
  20. A lot to unpack here. First of all - while I do appreciate the positive sentiment communicated by many players of this thread, some people have been a bit overzealous on both sides of the debate here. Please remember to remain respectful towards each other - everyone is allowed to have an opinion, and they shouldn't be attacked for it. Now, on to the topic at hand. The answer, in short, is "we're getting there". We should break this down into a few things though - there's a difference between engagement, transparency, and following community direction. Engagement We do our best to engage as much as is practical, but time is always the enemy. As has been pointed out countless times in this thread already, we're all volunteers working with limited time. Any time we spend communicating is time that could've been spent working on something else, so we have to strike a balance. This is even a struggle internally, trying to find time to keep everyone update whilst also actually working on stuff can be difficult. Overall, though, I do honestly feel like we are doing a pretty good job as far as community engagement goes, and I do welcome any specific feedback or suggestions on how we could improve in this area (beyond just "more", because, obviously, that costs time we simply don't have). Transparency This is a tougher one. From a development standpoint, it frequently just isn't worth the time to be open about stuff that's early / experimental - the recent Dark Melee changes being a prime example. A quote from another thread to add some context: The amount of frustration around this one change being shelved was proof enough that being fully transparent when it comes to early development just isn't practical. Paragon had a closed beta server for a reason, and even then the changes pushed to that server had already been through rigorous internal testing. We don't have the capacity for anything remotely close to that. We really do need to be able to test early and experimental stuff with players, but in order for that to happen the community needs to come to terms with reality of game development: Most things don't make the cut. From an organizational standpoint, the talks with NC are obviously the elephant in the room here. We're as transparent as we're able to be, and obviously there's a strong desire to dial that transparency up as soon as we're able to. Following Community Direction We absolutely value all the feedback and suggestions we get, and we do go out of our way to seek out feedback on specific topics, but at the end of the day it's a volunteer development team, and the individual volunteers will spend their free time on things they want to spend their time on. Generally those things are going to line up with community requests, but it won't always be what you want. And finally... Believe me when I say experience isn't the problem here. Speaking as someone who works (in my day job) in a team that flagrantly disregards what large publishers see as "best practices" there's a balance to be struck between professionalism and humanity and I do think we're hitting quite close to sweet spot already - but we are being hindered quite heavily by the aforementioned problems (lack of time and large mammals in the room). Where we can improve here is in training more volunteers to help fill in this role, which is something we hope to begin doing in the future.
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