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Jimmy

City Council
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  1. Beta Server FAQ | Feedback Threads | Bug Reports | Character Copy Beta Installation: Homecoming Launcher Staging Patch Notes: Issue 27, Page 2 (Release Candidate 2) Most changes from the previous beta build are listed in green. Green text will become white text in the next set of patch notes. Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue. Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not a changes from live. Known issues are listed in purple. Tour Guide Missions Issue 27, Page 2 introduces a brand new type of mission: Tour Guide Missions. These are special tip missions which drop when street sweeping in most zones, and will direct you to any exploration badges that you haven't yet earned in that zone. This is especially helpful for unlocking Long Range Teleporter destinations without needing to rely on VidiotMaps. Detailed Info Enemies in most zones now have a small chance to drop a Tour Guide Mission Tip The tips will only drop when street sweeping, by defeating enemies out on the streets (critters spawned through other means will not count) The tips will drop regardless of your level - grey conned mobs will still drop tips - however, the tip drop rate increases based on the rank of the enemy you're fighting (ie: bosses are more likely to drop tips) Tour Guide Missions are classed as Tips, and will show up in the Tips tab of the Contacts window You can only hold one tip per zone at a time, but can carry a total of three Investigating this tip will direct you to one of the exploration badges in that zone Once accepted, these missions cannot be abandoned, autocompleted, or team completed - you must visit the badge location, which will auto-complete the mission If you earn the exploration badge for a specific tip before investigating it, it will point you towards a different exploration badge in that zone If you earn the exploration accolade before investigating the tip, you will only be able to dismiss it They do not grant any additional rewards beyond the badge All zones which can be unlocked in the Long Range Teleporter have Tour Guide Missions set up (apart from Pocket D and Kallisti Wharf), which is a total of 288 missions! Step 1: Go. Hunt. Kill Skuls. Step 2: Acquire Tips. Step 3: Collect Badges. Travel Power Updates This update brings a wide range of buffs for travel pools, a brand new travel power (as part of an update to the Concealment pool), and some mechanical improvements to how travel powers work. Check out this thread for a detailed breakdown of these changes and our goals for this update. Travel Power Stacking Almost all travel powers are no longer mutually exclusive and can be activated at the same time, but only the strongest buff of each type (run speed, jump speed, jump height, fly speed, air control) will apply This ensures that every power you pick or activate will only ever improve your mobility Some exceptions: Click buffs (eg: Inertial Reduction), external buffs (eg: Speed Boost), and auto powers (eg: Swift) still stack as they did before Prestige Run powers (Ninja Run, Beast Run, Athletic Run) are still mutually exclusive with each other Temporary jetpacks are still mutually exclusive with each other Sprint powers still stack with other run speed buffs and are still mutually exclusive with each other Some Peacebringer flight powers and effects are mutually exclusive with their vanilla counterparts Level Scaling Travel powers no longer increase in strength as you level up, the previous level 50 values now apply at all levels Travel speed caps no longer increase in strength as you level up, the previous level 50 values now apply at all levels Inherent Fitness All Inherent Fitness powers are now gained at level 1 rather than level 2 Travel Stances Inherent > Stance Added Ninja, Beast and Slide Travel Power Only customization options Selecting one of these options will cause the stance to only become active if any of the following powers are active: Super Speed Speed of Sound Super Jump Mighty Leap Infiltration Concealment Pool Concealment has been updated to include a new sneaky & versatile travel power: Infiltration Concealment is now classed as a travel pool - the first 3 powers in the pool are available immediately instead of just the first 2 Invisibility and Stealth have been merged together, the best parts of both powers are now available with just Stealth Infiltration now sits where Invisibility used to be in the T3 slot Stealth Stealth radius increased to match the numbers Invisibility had before this patch PvE radius has increased from 36ft to 55ft PvP radius has increased from 389ft to 611ft Out of combat defense increased from 3.5% to 7% The defense bonuses suppression in this power has been cleaned up, and will now suppress if the user attacks, heals or buffs an ally, commands a pet, is hit by a foe or the user attacks or interacts with a mission objective In-combat defence is unchanged Added a new 'Invisible' customization theme that makes the player barely visible when active Infiltration Replaces Invisibility as Concealment's T3 power If you previously had Invisibility, you will now have Infiltration Grants a run and jump bonus similar to Ninja Run Grants out-of-combat stealth 36ft in PvE, 389ft in PvP (the same values as Stealth before this patch) Grants 1.75% out of combat defense Flight Pool Hover Added new "No Pose" customization themes that allows you to remove the Hover stance Note that the Hover stance has a higher priority than the default fly stance, meaning if Hover is active it will always apply even if other flight powers are also active, unless it's been disabled in power customisation Fly Now increases your fly speed cap by 50% while toggled on (from 58.6mph to 87.9mph) This increased cap is the equivalent of fully slotting the old version of Afterburner This increased cap doesn't apply in PvP Fly > Afterburner Now built into Fly as a free secondary (server tray) power that doesn't require a power pick If you already had Fly, you will now also have Afterburner for free Now a timed toggle (30s duration, 60s cooldown) which increases your flight speed cap by a further 25% (to 102.27mph), and speeds you up significantly No longer applies Only Affect Self or any other effects Evasive Maneuvers has inherited most of Afterburner's old defensive effects Added a Minimal FX customisation theme Null the Gull will allow you to hide Afterburner's pop-up tray Group Fly This power now applies to all pets regardless of their distance from the caster No longer inaccurately claims it applies -Acc Evasive Maneuvers Replaces the old version of Afterburner as Flight's tier 5 power If you previously had Afterburner, you now have Evasive Maneuvers Note that if you previously had Fly, the speed bonus previously given by Afterburner is built into Fly for free, and you'll get the new version of Afterburner as a free popup tray power Evasive Maneuvers is a defensive toggle with moderate endurance cost (0.26/s), aimed at providing you with excellent airborne combat mobility Provides the following effects whilst another Flight pool power (Fly, Hover or Group Fly) is also active: -Fly and immobilize protection Knockback resistance Significant air control Some unsuppressed flight speed (allowing you to fly much faster during combat) Also provides the same level of defense as old Afterburner while out of combat, but this is removed while in combat This bonus is suppressed for 10s when entering combat (the same as Stealth's out-of-combat defence) The defense bonuses will suppress if the user attacks, heals or buffs an ally, commands a pet, or interacts with a mission objective Sorcery Pool Mystic Flight Now increases your fly speed cap by 50% while toggled on (from 58.6mph to 87.9mph) This increased cap doesn't apply in PvP Mystic Flight > Translocation Range increased from 300ft to 350ft Cast time reduced from 2.07s to 1.57s Endurance cost reduced from 13 to 9.75 Note: The rest of Sorcery has received an overhaul, see the Sorcery Pool Updates thread for more details Speed Pool Super Speed Now increases your run speed cap by 30% while toggled on (from 92.5mph to 120.25mph) This increased cap doesn't apply in PvP Now has a new momentum leap mechanic Running will build up momentum, allowing you to perform a single very high, very long jump after approximately 4 seconds of running Jumping will cause you to expend your momentum - after landing, you'll need to remain grounded and running in order to perform another momentum jump Super Speed's icon will gain a yellow ring when you are at maximum momentum Super Speed > Speed Phase New free secondary (server tray) power that doesn't require a power pick Toggle, moderate endurance cost Removes collision with characters (ie: phase shift without being untargetable), and sets you to Only Affect Self This allows you to pass through enemies, allies, civilians, cars, and even the Atlas Park blimp! The effects of this power (including the OAS component) will suppress if you are attacked or damaged by an enemy Note: as this power doesn't actually make you intangible, it doesn't trigger (and isn't affected by) the No Phase timer Null the Gull will allow you to hide Speed Phase's pop-up tray Experimentation Pool Speed of Sound Now increases your run speed cap by 30% while toggled on (from 92.5mph to 120.25mph) This increased cap doesn't apply in PvP Leaping Pool Super Jump Now increases your jump speed cap by 30% while toggled on (from 78.2mph to 101.8mph) This increased cap doesn't apply in PvP Super Jump > Double Jump New free secondary (server tray) power that doesn't require a power pick Timed toggle, 30 second duration (10s in PvP), 30 second cooldown shared with Jump Pack and Steam Jump Allows you to jump to an unlimited height and jump again mid-air Null the Gull will allow you to hide Double Jump's pop-up tray Force of Will Pool Mighty Leap Now increases your jump speed cap by 30% while toggled on (from 78.2mph to 101.8mph) This increased cap doesn't apply in PvP Mighty Leap > Takeoff Now increases jump speed cap by a further 10% (to 110.39mph) and boosts Mighty Leap to put you at the jump speed cap for 30 seconds Previously this bonus was just under 20%, but it now stacks with the 30% bonus from Mighty Leap Teleportation Pool Teleport Target The following changes have been made when teleporting allies only (the teleport foe component remains unchanged); Removed the 4s interrupt window, significantly speeding up the activation time Increased the recharge by 4s These two changes combined result in the total time between teleports being the same if you have no recharge buffs or enhancements - but it will much faster if you slot for (or are buffed for) recharge Teleport Base range increased from 300ft to 350ft Enhanced range (2x level 50 IOs) increased from 449.1ft to 523.95ft The post-teleport hover buff has been adjusted Now lasts up to 15s, rather than 6s The hover buff will cancel if you move, interact with an objective, attack a foe or are attacked by a foe Teleport's endurance cost is reduced by 50% while this hover buff is active, allowing you to use much less endurance when chaining teleports over long distances Activation time reduced from 2s to 1.5s The actual teleport now happens at 1.0s into the activation, rather than 1.97s into the activation This allows you slightly more time to select the location of your next teleport Location targeting has also received some improvements which also affect Teleport, see "Teleportation Targeting & /powexec_location" in the Miscellaneous section Peacebringer Energy Flight Mirrored all i27, Page 2 changes for Fly Energy Flight > Quantum Acceleration Now built into Energy Flight as a free secondary (server tray) power that doesn't require a power pick Mirrored all i27, Page 2 changes for Afterburner Note that Quantum Acceleration shares a cooldown with Afterburner Combat Flight Combat Flight's defensive buff is mutually exclusive with Hover's defensive buff Quantum Flight Endurance cost reduced from 2.6/s to 0.65/s This puts the endurance cost in line with Phase Shift Quantum Maneuvers Replaces Quantum Acceleration as a picked power If you previously had Quantum Acceleration, you now have Quantum Maneuvers Note that you will also still have Quantum Acceleration as it's now built into Energy Flight Mechanically identical to Evasive Maneuvers, but prettier Note that Quantum Maneuvers cannot be active at the same time as Evasive Maneuvers White Dwarf Step The post-teleport Hover buff can now be cancelled by moving Warshade Shadow Recall Mirrored all i27, Page 2 changes for Teleport Target Shadow Step Mirrored all i27, Page 2 changes for Teleport apart from the animation time adjustment Shadow Step already has a 1.67s activation time Nebulous Form Endurance cost reduced from 2.6/s to 0.65/s This puts the endurance cost in line with Phase Shift Black Dwarf Step The post-teleport Hover buff can now be cancelled by moving Prestige & Temporary Powers Ninja Run + Beast Run + Athletic Run + Temporary Jetpacks All travel speeds remain unchanged Normalized endurance costs to 0.57/s (slightly higher than Fly at 0.46/s) These weren't consistent before - most were lower, some were higher The PvP jetpack has not been modified and still has a 2.0/s endurance cost These powers no longer benefit from global endurance discounts Rocket Board + Magic Carpet + Void Skiff No longer disables all other powers Now applies Only Affecting Self Fly speed reduced to match unslotted Fly Previously you couldn't use anything (even Swift) to increase your fly speed using these powers, so they had a slightly increased speed by default This is no longer the case, you can now stack them with other flight powers to fly at high speeds in style! Can no longer be used in the Arena Panther Travel Power Jump height and speed increased to match Coyote Travel Power More information can be found in the Travel Power Updates thread, please use that thread to discuss these changes Pool Powerset Update: Sorcery Issue 27, page 2 is bringing an overhaul to the Sorcery pool, aimed at making the pool more viable for the widest majority of builds without causing it to be too strong for high-end builds. Check out this thread for a detailed breakdown of these changes and our goals for this update. Spirit Ward This power is now a toggle which can be maintained on an allied target 0.39/s endurance cost Now provides a continually refreshing absorb shield for as long as the toggle is maintained Each tick of the absorb shield lasts for 20s, meaning it will take 20s to max out or fully refresh the shield The initial cast provides a burst of absorb shield This initial burst is the equivalent of a 10s of the refreshing absorb shield The strength of the Absorb shield now scales based on the caster's AT, rather than the target's health ie: Defenders will apply a stronger shield (this is how all other ally buffs and heals work) Cooldown reduced from 60s to 15s Known issue: The sound effects repeat more than we'd like, we'll be resolving this soon Arcane Bolt Cast time reduced from 2.07s to 1.73s PvE damage unchanged, PvP damage updated according to the standard formula If you own Arcane Bolt, any power or inspiration you use has a small chance to grant you an Arcane Power buff Arcane Power will immediately recharge Arcane Bolt and cause it to deal double damage Landing Arcane Bolt will consume Arcane Power (missing will not consume it) Arcane Power will dissipate after 15 seconds if it hasn't been used Arcane Power's visual effect can be customised at the tailor Note: This mechanic is disabled in PvP Mystic Flight Now increases your fly speed cap by 50% while toggled on (from 58.6mph to 87.9mph) See the "Travel Power Updates" section above for more information on this speed cap increase This increased cap doesn't apply in PvP Mystic Flight > Translocation Range increased from 300ft to 350ft Cast time reduced from 2.07s to 1.57s Endurance cost reduced from 13 to 9.75 Enflame This power is now a timed toggle with a max duration of 60s 0.52/s endurance cost Cooldown reduced from 90s to 10s Can now be used on targets in the air The patch no longer causes enemies to run out of the area, but they may still flee if they feel harassed VFX increased in size to more accurately reflect the full area of effect Fixed dark and light customization options not spawning any VFX at all Fixed numerous bugs which resulted in this power not benefiting from enhancements and procs Procs are triggered by the toggle in a radius around the target, rather than by the patches left on the ground Rune of Protection Duration reduced from 90s to 60s Cooldown reduced from 600s to 180s Now ignores all recharge buffs, enhancements, and debuffs No longer accepts recharge enhancements Buff now applies immediately when the power begins activating, instead of 1s~ into the animation Now grants damage resistance even if you use it whilst mezzed (previously only the mez protection component would be applied) Fixed an issue which prevented the continuing VFX from playing More information can be found in the Sorcery Pool Updates thread, please use that thread to discuss these changes Powers Changes Power Animation & Rooting Update Power animation time and rooting time have been decoupled - meaning that powers now decide how long they should root the character for, not the animation This greatly increases our flexibility in making adjustments to power timing, animations, and rooting, and also fixes various issues surrounding animation cancelling The following powers will now never root during their activation: Ally-targeting abilities that do not hit enemies (eg: Healing Aura, but not Twilight Grasp) Self-only abilities that do not hit enemies (eg: Build Up, but not Soul Drain) Scaling auras which do not damage enemies (eg: Invincibility, Beta Decay) The following powers will still root during their activation (and will do so more reliably): Any power that applies any kind of effect to enemies (this includes attacks as well as damage auras), apart from those mentioned above All powers that summon other entities All interruptible powers (snipes/assassinations/etc) will now root for their uninterruptible window Weapon redraw should no longer cancel attack animations In addition, many powers with excessively long cast times have been sped up (listed below) Mastermind Summons & Henchmen Buffs Mastermind Henchmen Summons have had their recharge times reduced: T1 Henchmen: reduced from 60s to 5s (25s in PvP) T2 Henchmen: reduced from 90s to 10s (35s in PvP) T3 Henchmen: reduced from 120s to 15s (50s in PvP) These summon powers are no longer affected by recharge buffs or debuffs Mastermind Henchmen Summons have had their endurance costs reduced: T1 Henchmen: reduced from 19.5 end to 5.46 end T2 Henchmen: reduced from 19.5 end to 9.62 end T3 Henchmen: reduced from 19.5 end to 13.18 end Henchmen upgrade end costs have been reduced from 22.75 to 11.375 Note: This were some quick low hanging changes to help Masterminds out a bit, we are currently investigating further improvements to Masterminds for the future Inspirations Ambrosia This inspiration now applies to the caster and all henchmen (MM pets) The buff will also apply to newly summoned (or resummoned henchmen) until it expires Essence of the Earth This inspiration now applies to the caster and all henchmen (MM pets) The buff will also apply to newly summoned (or resummoned henchmen) until it expires Demon Summoning Summon Demonlings Cast time reduced from 4s to 2s Summon Demons Cast time reduced from 4s to 2s Hell on Earth Cast time reduced from 4.03s to 2.03s Summon Demon Prince Cast time reduced from 4s to 2s Assault Rifle & Mercenaries Ignite (All Versions) Cast Time reduced from 4s to 2s Full Auto (All Versions, including Henchmen) Cast Time reduced from 4s (or 6s) to 2.5s (Mercenary Commando actually took a whopping 6s before!) Stone Armor Rooted Now only applies movement debuffs while Granite Armor is also active No longer suppresses travel powers VFX has been toned down slightly as it no longer represents you being glued to the ground Granite Armor This power now disables all Flying, Running and Jumping toggle powers Ninjitsu Scrapper > Shinobi-Iri This power no longer grants movement buffs (as they would be absorbed into the new stacking mechanics) This power no longer accepts Jump, Run and Universal Travel enhancements The buff has been toned down and moved to Kuji-In Rin Stealth crit mechanic has been significantly improved Now kicks in after 8s of no combat, rather than 20s This allows the bonus to be used every encounter without requiring you to stop for 20s Stealth crit chance for single target attacks is now 65% Stealth crit chance for AoE attacks is now 30% Power icon updated Sentinel > Shinobi-Iri This power no longer grants movement buffs (as they would be absorbed into the new stacking mechanics) This power no longer accepts Jump, Run and Universal Travel enhancements The buff has been toned down and moved to Kuji-In Rin Stealth damage buff has been doubled from +20% to +40% Power icon updated Scrapper | Sentinel | Stalker > Kuji-In Rin This power now grants a small run speed and jumping buff (and as a click power, this will stack with all other movement buffs) This power now accepts Jump, Run and Universal Travel enhancements This power now accepts damage resistance sets (which will improve the psionic resistance component) Dual Pistols Hail of Bullets (All Versions) Cast time reduced from 4.17s to 2.47s Adjusted Hail of Bullets animation The text description for Dual Pistols powers have been updated for readability, if no issues are found with these descriptions, other powers will follow similar formatting Other Powers Changes Snipe Powers Fast (in-combat) snipes have had their ranges normalized to 80ft (and 100ft for Psi) Slow snipes are unaffected and retain their increased range Phase Powers The No Phase suppression window for all powers (PvE and PvP) has been reduced from 2 minutes to 90 seconds Inherent > Rest No longer has a recharge, making it easier to use at low levels No longer accepts recharge reduction enhancements It should now be a bit harder to accidentally move and interrupt Rest before it begins properly Can now be activated in the air, but you will fall to the ground once Rest is fully active Can no longer activate other powers while resting Hibernate (All Versions) This power no longer de-toggles flight powers, but will still suppress flight Sentinel > Mace Mastery > Focused Accuracy Coordinated Targeting Unlike other versions of Focused Accuracy, this power is a team buff To distinguish it from other versions of Focused Accuracy, it has been renamed to Coordinated Targeting and now has a new icon Electrical Blast > Thunderous Blast (All Versions) Cast Time reduced from 3.7s to 2.93s Radiation Emission > Choking Cloud Cast Time reduced from 3.47s to 1s Darkness Manipulation | Dark Armor > Death Shroud (All Versions) Cast Time reduced from 3.47s to 2.47s Ice Manipulation | Ice Melee > Ice Patch (All Versions) Cast Time reduced from 3.47s to 1.57s Beast Mastery > Summon Dire Wolf Cast Time reduced from 4.67s to 2s Sentinel > Bio Armor > Athletic Regulation The stance benefits of this power have been modified Note: this power always provides +3.67mph Run & +2.2mph Fly speed and -Defence resistance, only the stance bonuses have been changed Before: Defensive: 65% Resistance (-Run/-Fly) Offensive: +227.5% Run Strength & +88.7% Fly Strength Efficient: +113.75% Run Strength & +44.36% Fly Strength & 32.5% Resistance (-Run/-Fly) Now: Defensive: 40% Resistance (-Run/-Fly) (reduces the strength of speed debuffs) Offensive: +2.00mph Run Speed & +3.00mph Fly Speed (a flat increase to movement speed in and out of combat) With the always-on bonus from Athletic Regulation, this gives you a total of +5.76mph Run & +3.47mph Fly speed This is similar to Super Reflexes > Quickness, which grants +5.01mph Run & +2.93mph Fly speed Efficient: +33% Run / Fly Speed Strength (increases the strength of all your travel powers - essentially a free SO in every run / fly power) Note: The combat monitor currently lies about +Fly speed bonuses, the +numbers you see are multiplied by 1.5x before being applied to the total (base fly speed and fly speed total are both accurate) Jump Pack + Steam Jump + Double Jump Improved the reliability of the mutual exclusivity mechanics for these powers Gravity Control > Singularity Singularity will now slowly pull enemies towards it, allowing it to make much greater use of the Repel effect Temporary & Prestige Costumes (aka Halloween Costumes) These costumes are no longer mutually exclusive with stealth powers (they never provided stealth) Trick Arrow > Disruption Arrow The visual FX for this power has been changed to alleviate headaches being induced by the old VFX Due to the health implications of the old VFX, this is not an optional change Freedom Corps > Nullifier > Sonic Grenade The visual FX for this power has been changed to alleviate headaches being induced by the old VFX Story Arc Updates Barracuda Strike Force Power of Black Scorpion (the power required to kill Reichsman) is now always granted to the team leader, regardless of Archetype Defenders now receive Power of Ghost Widow Masterminds now receive Power of Captain Mako Removed broken hospital in the first mission of the Barracuda SF which caused you to get stuck outside the map The Graveyard Shift (Agent Watkins, Blueside) Intro Made a more obvious note that "Ask about available missions" bypasses the intro text when starting it organically in the 20-30 range Mission 1 (Forum Brawl) Zoombies Ambushes all reduced to 1 (From 2) More susceptible to control effects - Sleep, Hold, Stun, Immob and Confusion Slowed them down slightly Made them spawn from further away to give players a moment of reaction time Explosion damage decreased, accuracy increased, radius increased (15ft > 22ft), target cap increased (12 > 30) 1s activation added to explosion - there will not be a telegraphed animation. Added -fly to their vomit -Fly should now actually take it away instead of gifting it -Fly potency increased, duration 15s Zoombies can barf from a range of 30 (was 10) Barf animation changed to the quick projectile barf Zoombies will disappear properly whether the explosion hits or not Zoombie explosion autohits entities friendly to it AI issues resolved Zoombie backpack solved Mission 2 (Cannibal Corpses) Moved mission location to Steel Canyon Added dialog to explain that Dubstitch was the brains behind the Zoombies Added additional context mob for more flavor text Zoombie ambush should show up during, not after, the Dubstitch fight Added resistances and sonic resistance field to Dubstitch Dubstitch's Zoombies should not spawn directly on top of you I mean, in theory anyway Bring inspirations just in case! Dubstitch ambush properly functions Mission 3 (Freak Rave) Rebalanced entry mob density in front room after lobby Replaced one instance of an LT spawn with a Minion, which should make the spawns more in line in terms of expectation of difficulty Mission 4 (Investigation) Added a Bypass dialog function that will allow you to skip the entire investigation and move forward to the next mission in the Rivet For people who don't want to read, or teams of people who don't want to stand around Mission 5 (Rusty Rivet) Added additional UsePower functions for Salamander and Grey Matter (DNA Siphon and Psychic Shockwave, respectively) Added some additional dialog to the mission intro explaining Mander is Salamander Added an objective on Nav to rescue hostages Mission 6 (Pathogen) Added more lab equipment to the Pathogen fight room, made all of them throughout mission much easier to destroy Debuffed the Viral Cocktail and added an element of randomness to the power: ALWAYS: -Regen, -MaxHP, -Def No longer debuffs Max Endurance or Recovery by default. However... 10% chance every 10.5s for each of the following debuffs: -End, -Recovery, 15s -ToHit, 15s -Recharge, 15s 2.5% chance every 10.5s for... A chance to stop and vomit for a moment. Heroes get upset tummies too! To offset this change, the lab equipment will now: ALWAYS: +Regen, +MaxHP, +Def, 60s (Double what the debuff was taking away, 4x the duration of the debuff) 85% chance for: +MaxEnd, +Recovery, 40s 80% chance for: +Recharge, 40s 75% chance for: +ToHit, 40s The fires are now friendly to NOBODY and do half the previous damage, or 1/4 of the first iteration (for those keeping track) Rewrote the "I failed the timer" mission branch to the finale, including CDC Commander dialog Players should not feel miserable for failing that mission now Softened and altered Watkins' dialog to accommodate an improvement to his personality Pathogen now applies -Fly with several of their attacks Mission 7 (Finale) Cortex confuse recharge increased to 30s from 20s Souvenirs Adjusted all souvenirs to reflect changes Freakish Lab of Dr. Vahzilok (Doc Buzzsaw, Redside) Mission 3 (Vah's Lab) Fixed some hostage code errors Mission 4_1 (Council Base) Vandal No longer has Detention Field Added an occasional repel power Added an AOE Knockup power called Drill Strike Added status protection PBAoE Smashing Damage with 75% chance for Knockup All remaining powers in his toolkit have been reduced by a decent margin Coded down to Elite Boss in redside encounter (Other versions are unchanged) Fixed his KB/KD/Repel resistance only existing for 5s Changed AI and attack power priorities on Vandal Vandal should now use both his ranged and melee attacks more frequently Ranged attacks should be seen more often in rotation Drill Strike recharge lowered to 15s Mission 4_2 (Crey Lab) Hopkins Damage needs to be evaluated in teams, solo, and against various build types and ATs Coded down to Elite Boss in redside encounter (Manticore TF unchanged) Removed overlapping resistance powers Should be easier to fight now Gave in to my dark temptations anyway, so: Total Focus removed Whirling Hands removed Spinning Strike added Crushing Uppercut added Initial Strike added Changed AI and attack power priorities on Hopkins Should now use both his ranged and melee attacks more frequently Ranged attacks should be seen more often in rotation Fixed bug causing loop between just Initial Strike and Barrage Hopkins should no longer have the Street Justice combo system factoring into his attacks Tavish Bell Resistances buffed Immature Paragon Protectors Death Gas removed from their powersets within the mission Death Gas will return to their future incarnations Mission 4_3 (Bile's Hideout) TechDeck given additional insurance to not be accidentally killed before you can interrogate him PvP Changes Arena Maps Lowered the max height on the Last Bastion arena map to 1150 Animation Rooting In PvP only, all powers will only root for 75% of their total cast time Mez Protection The following powers now provide mez protection in PvP: Storm Summoning > O2 Boost (stun/sleep only, 60s) Sonic Resonance > Clarity (confuse/terrorize/held/immob/stun/sleep, 90s) Empathy > Clear Mind (confuse/terrorize/held/immob/stun/sleep, 90s) Force Fields > Insulation Shield (confuse/terrorize/held/immob/stun/sleep, 90s, main target only) Kinetics > Increase Density (held/immob/stun only, 60s) Pain Domination > Enforced Morale (confuse/terrorize/held/immob/stun/sleep, 90s) Poison > Antidote (confuse/terrorize/held/immob/stun/sleep, 90s) Thermal Radiation > Thaw (confuse/terrorize/held/immob/stun/sleep, 90s) Electrical Affinity > Faraday Cage (held/immob/stun/sleep, while inside the static sphere) Trick Arrow > EMP Field (generated by EMP Arrow, held/immob/stun/sleep, while inside the sphere) Magnitude protection will not stack from multiple casters, but the strongest protection will always be active Protection granted by these powers per AT: Defender 10.81 Mag (requires 4 to 6 successful equal type mez to break through [based on the mez being mag 2 or mag 3]) Controller 8.65 Mag (requires 3 to 5 successful equal type mez to break through) Corruptor 8.65 Mag (requires 3 to 5 successful equal type mez to break through) Mastermind 6.49 Mag (requires 3 to 4 successful equal type mez to break through) Other PvP Power Changes Scrapper ATOs and Shinobi-Iri Fixed a bug that prevented most Epic pool attacks from having their crit rate increased by these in PvP Temp Powers > Raptor Pack Duration reduced from 2 minutes to 45 seconds Radiation Emission > Enervating Field (All Versions) Increased -Resistance debuff from scale 2 to scale 3 (30% to 40% in the case of Defenders) Empathy > Absorb Pain (All Versions) Self Debuffs have been increased from 20s to 25s Pain Domination > Share Pain (All versions) Self Debuffs have been increased from 15s to 20s Super Reflexes > Elude (All Versions) This power now grants 20% Elusivity(AoE/Melee/Ranged) in PvP Ninjutsu > Kuji-In_Retsu This power now grants 20% Elusivity(AoE/Melee/Ranged) in PvP Pool > Experimentation > Jaunt In PvP, this power now recharges in 30s Poison > Envenom Resist Debuff lowered from 40% to 30% (defender values) Pain Domination > Soothing Aura (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Water Blast > Dehydrate (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Time Manipulation > Temporal Mending (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Time Manipulation > Chrono Shift (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Nature Affinity > Regrowth (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Stalker > Dark Melee > Shadow Maul Hidden PvP Crit chance lowered from 100% to 50% Stalker > Dual Blades >Ablating Strike PvP damage chance against held/sleep foes lowered from 100% to 20% Stalker > Staff Melee > Sky Splitter PvP critical damage against held/sleep foes increased from 1.4905 to 2.9810 Miscellaneous Coordinates & /thumbtack Added a /thumbtack <x> <y> <z> command to set the thumbtack in the minimap with world coordinates The /loc command now displays the current position as a thumbtack link Writing a location in chat surrounded by square brackets will generate a thumbtack link to that position They will only be considered valid if they consist of exactly three numbers, separated by spaces or commas Added the $loc chat variable which translates to your current coordinates into a clickable thumbtack link The /whereami command will now also display your current position as a thumbtack link Signature Story Arcs in LFG Signature Story Arcs are now available in the "Story Arcs" tab of the Looking For Group window Note that you will only see the Signature Story Arcs for your current alignment Enhancement Boosters & Catalysts Enhancement Boosters and Catalysts can now be applied directly by clicking on them, without using the Combine button The confirmation dialog box is optional and can be enabled or disabled from the Options window Applying an Enhancement Booster that doesn't make the Enhancement +5 will have a faster animation Teleportation Targeting & /powexec_location Added a "cursor" targeting mode to /powexec_location It behaves as if the power was activated with a click at the current mouse cursor location This will allow you to quickly activate teleport with a hotkey without needing to click Significantly improved the targeting cursor for teleportation powers and it's now much easier to reliably choose the desired destination The 'red ring of doom' should rarely appear now, and it should be almost impossible to have it fall back to the character's feet Fixed issues with two-side polygon collision that prevented the use of teleportation powers in a few places, the most notable being the outer ring of the Chantry / Storm Palace New Command: /powers_togglealloff Added a new /powers_togglealloff command which will toggle off all currently active toggle Badges Added the "Complicated" badge to Frostfire's story arc This will be granted retroactively to characters that already have the arc's souvenir Corrected the badge art for many "stature level" missions that were using the wrong level range or duplicate art Hero badges; Negotiator, Spelunker, Plague Stopper, Spirit Warrior, Pwnz, Do No Harm, Emancipator, Meteorologist, True Nemesis, Bodyguard, Agent Villain badges: Stone Cold, Bone Collector, Plague Carrier, Mask Maker Null the Gull Simplified the dialogue options for hiding pop-up trays All travel powers now use the same option for hiding trays Previously they all used the same flag, but presented as different dialog options - this was fine when only Origin pools had pop-up powers and you could only ever have one With the standard travel powers gaining pop-up powers it was necessary to simplify this Atlas Park & Mercy Island Enemies in Atlas Park and Mercy Island should no longer reproduce like rabbits and spawn in on top of players User Interface "Current Absorb" can now be monitored in the combat attributes window Note: This change may mean your currently tracked combat attributes need to be re-selected Power details screens should no longer mix up PvP and PvE attributes Changed the wording of defense and defense debuff attributes in power details screens so players can more accurately distinguish between them Improved the readability of power descriptions with the addition of paragraphing and text colours to break up the information PvP IO recipes can no longer be sold to vendors Bug Fixes The inter-dimensional Katana and Bow thief has finally be caught and brought to justice! (fixed Katanas and Bows frequently being invisible to other players) Improved the validation of certain chat links; things like [Recipe:Boresight] or [Salvage:Tactics] will no longer be considered valid Fixed a crash relating to buds spawning during Hamidon raids Fixed a crash bug when trying to open detail info for any power that granted or revoked other powers Fixed "Medium Arcane Supergroup Banner 1", "Medium Tech Supergroup Banner 1" texture issue Fixed the Merit vendor display name for Encouraged Accuracy: To Hit Buff (Recipe) Fixed malformed .fx file causing debug client errors ("FXGEO: Failed to alloc a child fx") when drawing a katana Fixed a crash bug that caused a crash while hovering power info for some powers (example: Bio Armor > Evolving Armor) Fixed an issue which allowed multiple emotes to be combined to trigger NPC-only animations and VFX Fixed Veluta Lunata's story arcs requiring the Pirate badge in Ouroboros (this requirement was removed from the non-Ouroboros version of the arc a long time ago) Made another attempt at fixing the Duray encounter in Admiral Sutter's Task Force Fixed a non-existent version of Ouroborus appearing in the /search map list instead of the real version Costume Fixes Fixed "Lebeaux" top not tinting correctly for "Robotic Arm 1" and "Robotic Arm 3" Fixed Arachnos Soldier "Wolf Collar" from interfering with ear selection when "Wolf" helmet style is selected Restored "Wolf 2" collar option Fixed "Praetorian Police" boot option for males not appearing in asymmetry mode for the right boot Fixed missing texture on "Impervium Katana" for Dual Blade models Fixed Huge 'Cyborg 1' Asymmetric Shoulder Pad Adjusted Female 'Fashion Tight' boots to lessen clipping around knees while standing and walking Map Fixes Various geometry fixes in the following zones: Kings' Row The Hive The Hollows Skyway City Terra Volta Eden Peregrine Island Pocket D Dark Astoria Siren's Call Grandville Dark Astoria (Echo) Rikti Crash Site (Echo) Storm Palace: Closed holes in the collision boundary of the zone Renamed a warehouse door in Kallisti Wharf to fix issues with CityZone Any Warehouse missions breaking co-op teams Powers Bug Fixes The following Enhancements should no longer be weaker when hitting higher level enemies: Impervious Skin Numina's Convalescence Sentinel's Ward Miracle Aegis Dominating Grasp Enhancement > Power Transfer > Chance to Heal Self: Should be able to stack when slotted in multiple passive powers regardless of server timing Enhancements > Overwhelming Force > Knockback to Knockdown: Fixed this proc not always converting to knockdown when stacked with other knockback effects Pool > Fighting > Cross Punch: Fixed critical damage values Pool > Fighting > Boxing: Fixed this power missing it's 35% synergy chance for stun in PvP Pool > Leaping > Spring Attack: Reimplemented this power with new tools, should address some odd bugs with this power Pool > Speed > Burnout: Fixed this power causing toggles to flicker when activated Prestige > Athletic Run: Icon no longer continuously flashes Titan Weapons (All versions): Fixed a bug with some Titan Weapon powers starting Momentum too early, most notably Crushing Blow Shield Defense > Phalanx Fighting (All Versions): Fixed a bug that caused the self buff in this power to be intermittent Blaster > Mace Mastery > Summon Spiderlings: Fixed an error in the power description that claimed you required 2 powers to acquire (only one power is required) Stalker > Rad Melee > Radiation Siphon: Power had the wrong level requirement. Now properly set to be available at level 18 Electric Blast > Thunderous Blast (All Versions): Fixed a bug where the two chances for -end were not doing independent chance checksr example) Stalker > Ice Melee > Assassin's Ice Sword: This power's stealth bonus damage should no longer be resisted in PvP Sentinel > Epic > Mace Mastery > Focused Accuracy: This power should no longer detoggle when mezzed Sentinel > Ice Armor > Frigid Shield: This power should no longer detoggle when mezzed Beast Mastery > Summon Lions: Fixed a bug where this power was never actually playing the summoning animation Beast Mastery > Summon Dire Wolf: Fixed a bug where this power was never actually playing the summoning animation Trick Arrow > Glue Arrow: Fixed the short help text (for reals this time) Electricity Assault > Static Discharge: Should no longer list Endurance Modification enhancements twice Scrapper > Mu Mastery > Zapp: Fixed a bug that was causing the fast version of this power inflict slow-version criticals Dominator > Psionic Mastery > World of Confusion: Fixed this power triggering Controller Overpower instead of Domination Blaster > Electricity Manipulation > Dynamo: Fixed a bug where this power would do damage to the caster Dark Servant > Twilight Grasp: Fixed a bug where this power was doing -damage instead of -regen in PvE Radiation Blast > Radioactive Assault > Proton Volley (All versions): Fixed a bug where these powers were doing 20% less than intended damage in PvP Stalker > Fiery Melee > Fire Sword Circle: Fixed this power now granting Assassin's Focus Stalker > Ice Melee > Frozen Aura: Fixed this power now granting Assassin's Focus Dominator > Savage Assault > Spot Prey: The perception buff on this power was lasting only 0.75s instead of 10s, this has been corrected Blaster > Temporal Manipulation > Time Wall: Fixed this power not accepting Blaster, Ranged Damage and Universal Damage sets Fixed this power using melee damage modifiers instead of ranged damage modifiers (damage has increased slightly as a result) Sentinel > Bio Armor > Genomic Evolution: Fixed a bug which prevented the Offensive Adaptation range bonus from applying Brute > Regeneration > Fast Healing: This version of the power should no longer ignore healing enhancements Corruptor > Dual Pistol > Hail of Bullets: Fixed a on bug on this version of the power that made chemical ammunition have a lower chance to do damage than intended Electric Blast > Thunderous Blast: Fixed bugs in the blaster and defender versions that made them grant endurance instead of drain endurance Epic > Mu Mastery > Zapp: Fixed a bug where this version of Zapp would have a projectile delay on it's damage despite the power not using a projectile Blaster > Ninja Training > Shinobi:: Fix critical proc not working while exemplared The following powers had their attack types corrected (this only impacts defense types):
  2. That's certainly possible and is totally fine. There's other ways to get that speed, and the main point is allowing it to be accessed in the same way players can boost any other power - through enhancements. High-end builds are very specific about their needs, but that doesn't mean others won't enjoy the options!
  3. A few reasons: To make the lower level experience smoother (ie: allowing players to get places faster without having to resort to fast travel if they don't want to) To make exemplaring less painful To allow the real travel powers (specifically Fly) to be much more worthwhile to pick earlier on As for your slotting preferences - that's certainly valid, and right now on live it's also usually the only valid option. Previously all of the travel powers could easily hit their speed caps with minimal slotting (or in the case of Fly, no slotting). Allowing speed enhancements to actually speed you up was one of the goals for this set of changes.
  4. Changes in Release Candidate 2: Spirit Ward Fixed the initial burst applying again if LoS was broken and then restored Fixed the refreshing absorb shield not applying if LoS was broken
  5. Changes in Release Candidate 2: Peacebringer White Dwarf Step The post-teleport Hover buff can now be cancelled by moving Warshade Black Dwarf Step The post-teleport Hover buff can now be cancelled by moving
  6. 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: General Feedback: Issue 27, Page 2 Focused Feedback: Tour Guide Missions Developer's Corner: Travel Power Updates Developer's Corner: Sorcery Pool Updates Focused Feedback: Power Changes Focused Feedback: Story Arc Updates Focused Feedback: PvP Changes 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.
  7. Beta Server FAQ | Feedback Threads | Bug Reports | Character Copy Beta Installation: Homecoming Launcher Beta Patch Notes: Issue 27, Page 2 (Release Candidate 2) Most changes from the previous beta build are listed in green. Green text will become white text in the next set of patch notes. Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue. Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not changes from live. Known issues are listed in purple. Tour Guide Missions (Focused Feedback Thread) Issue 27, Page 2 introduces a brand new type of mission: Tour Guide Missions. These are special tip missions which drop when street sweeping in most zones, and will direct you to any exploration badges that you haven't yet earned in that zone. This is especially helpful for unlocking Long Range Teleporter destinations without needing to rely on VidiotMaps. Detailed Info Enemies in most zones now have a small chance to drop a Tour Guide Mission Tip The tips will only drop when street sweeping, by defeating enemies out on the streets (critters spawned through other means will not count) The tips will drop regardless of your level - grey conned mobs will still drop tips - however, the tip drop rate increases based on the rank of the enemy you're fighting (ie: bosses are more likely to drop tips) Tour Guide Missions are classed as Tips, and will show up in the Tips tab of the Contacts window You can only hold one tip per zone at a time, but can carry a total of three Investigating this tip will direct you to one of the exploration badges in that zone Once accepted, these missions cannot be abandoned, autocompleted, or team completed - you must visit the badge location, which will auto-complete the mission If you earn the exploration badge for a specific tip before investigating it, it will point you towards a different exploration badge in that zone If you earn the exploration accolade before investigating the tip, you will only be able to dismiss it They do not grant any additional rewards beyond the badge All zones which can be unlocked in the Long Range Teleporter have Tour Guide Missions set up (apart from Pocket D and Kallisti Wharf), which is a total of 288 missions! Step 1: Go. Hunt. Kill Skuls. Step 2: Acquire Tips. Step 3: Collect Badges. Travel Power Updates This update brings a wide range of buffs for travel pools, a brand new travel power (as part of an update to the Concealment pool), and some mechanical improvements to how travel powers work. Check out this thread for a detailed breakdown of these changes and our goals for this update. Travel Power Stacking Almost all travel powers are no longer mutually exclusive and can be activated at the same time, but only the strongest buff of each type (run speed, jump speed, jump height, fly speed, air control) will apply This ensures that every power you pick or activate will only ever improve your mobility Some exceptions: Click buffs (eg: Inertial Reduction), external buffs (eg: Speed Boost), and auto powers (eg: Swift) still stack as they did before Prestige Run powers (Ninja Run, Beast Run, Athletic Run) are still mutually exclusive with each other Temporary jetpacks are still mutually exclusive with each other Sprint powers still stack with other run speed buffs and are still mutually exclusive with each other Some Peacebringer flight powers and effects are mutually exclusive with their vanilla counterparts Level Scaling Travel powers no longer increase in strength as you level up, the previous level 50 values now apply at all levels Travel speed caps no longer increase in strength as you level up, the previous level 50 values now apply at all levels Inherent Fitness All Inherent Fitness powers are now gained at level 1 rather than level 2 Travel Stances Inherent > Stance Added Ninja, Beast and Slide Travel Power Only customization options Selecting one of these options will cause the stance to only become active if any of the following powers are active: Super Speed Speed of Sound Super Jump Mighty Leap Infiltration Concealment Pool Concealment has been updated to include a new sneaky & versatile travel power: Infiltration Concealment is now classed as a travel pool - the first 3 powers in the pool are available immediately instead of just the first 2 Invisibility and Stealth have been merged together, the best parts of both powers are now available with just Stealth Infiltration now sits where Invisibility used to be in the T3 slot Stealth Stealth radius increased to match the numbers Invisibility had before this patch PvE radius has increased from 36ft to 55ft PvP radius has increased from 389ft to 611ft Out of combat defense increased from 3.5% to 7% The defense bonuses suppression in this power has been cleaned up, and will now suppress if the user attacks, heals or buffs an ally, commands a pet, is hit by a foe or the user attacks or interacts with a mission objective In-combat defence is unchanged Added a new 'Invisible' customization theme that makes the player barely visible when active Infiltration Replaces Invisibility as Concealment's T3 power If you previously had Invisibility, you will now have Infiltration Grants a run and jump bonus similar to Ninja Run Grants out-of-combat stealth 36ft in PvE, 389ft in PvP (the same values as Stealth before this patch) Grants 1.75% out of combat defense Flight Pool Hover Added new "No Pose" customization themes that allows you to remove the Hover stance Note that the Hover stance has a higher priority than the default fly stance, meaning if Hover is active it will always apply even if other flight powers are also active, unless it's been disabled in power customisation Fly Now increases your fly speed cap by 50% while toggled on (from 58.6mph to 87.9mph) This increased cap is the equivalent of fully slotting the old version of Afterburner This increased cap doesn't apply in PvP Fly > Afterburner Now built into Fly as a free secondary (server tray) power that doesn't require a power pick If you already had Fly, you will now also have Afterburner for free Now a timed toggle (30s duration, 60s cooldown) which increases your flight speed cap by a further 25% (to 102.27mph), and speeds you up significantly No longer applies Only Affect Self or any other effects Evasive Maneuvers has inherited most of Afterburner's old defensive effects Added a Minimal FX customisation theme Null the Gull will allow you to hide Afterburner's pop-up tray Group Fly This power now applies to all pets regardless of their distance from the caster No longer inaccurately claims it applies -Acc Evasive Maneuvers Replaces the old version of Afterburner as Flight's tier 5 power If you previously had Afterburner, you now have Evasive Maneuvers Note that if you previously had Fly, the speed bonus previously given by Afterburner is built into Fly for free, and you'll get the new version of Afterburner as a free popup tray power Evasive Maneuvers is a defensive toggle with moderate endurance cost (0.26/s), aimed at providing you with excellent airborne combat mobility Provides the following effects whilst another Flight pool power (Fly, Hover or Group Fly) is also active: -Fly and immobilize protection Knockback resistance Significant air control Some unsuppressed flight speed (allowing you to fly much faster during combat) Also provides the same level of defense as old Afterburner while out of combat, but this is removed while in combat This bonus is suppressed for 10s when entering combat (the same as Stealth's out-of-combat defence) The defense bonuses will suppress if the user attacks, heals or buffs an ally, commands a pet, or interacts with a mission objective Sorcery Pool Mystic Flight Now increases your fly speed cap by 50% while toggled on (from 58.6mph to 87.9mph) This increased cap doesn't apply in PvP Mystic Flight > Translocation Range increased from 300ft to 350ft Cast time reduced from 2.07s to 1.57s Endurance cost reduced from 13 to 9.75 Note: The rest of Sorcery has received an overhaul, see the Sorcery Pool Updates thread for more details Speed Pool Super Speed Now increases your run speed cap by 30% while toggled on (from 92.5mph to 120.25mph) This increased cap doesn't apply in PvP Now has a new momentum leap mechanic Running will build up momentum, allowing you to perform a single very high, very long jump after approximately 4 seconds of running Jumping will cause you to expend your momentum - after landing, you'll need to remain grounded and running in order to perform another momentum jump Super Speed's icon will gain a yellow ring when you are at maximum momentum Super Speed > Speed Phase New free secondary (server tray) power that doesn't require a power pick Toggle, moderate endurance cost Removes collision with characters (ie: phase shift without being untargetable), and sets you to Only Affect Self This allows you to pass through enemies, allies, civilians, cars, and even the Atlas Park blimp! The effects of this power (including the OAS component) will suppress if you are attacked or damaged by an enemy Note: as this power doesn't actually make you intangible, it doesn't trigger (and isn't affected by) the No Phase timer Null the Gull will allow you to hide Speed Phase's pop-up tray Experimentation Pool Speed of Sound Now increases your run speed cap by 30% while toggled on (from 92.5mph to 120.25mph) This increased cap doesn't apply in PvP Leaping Pool Super Jump Now increases your jump speed cap by 30% while toggled on (from 78.2mph to 101.8mph) This increased cap doesn't apply in PvP Super Jump > Double Jump New free secondary (server tray) power that doesn't require a power pick Timed toggle, 30 second duration (10s in PvP), 30 second cooldown shared with Jump Pack and Steam Jump Allows you to jump to an unlimited height and jump again mid-air Null the Gull will allow you to hide Double Jump's pop-up tray Force of Will Pool Mighty Leap Now increases your jump speed cap by 30% while toggled on (from 78.2mph to 101.8mph) This increased cap doesn't apply in PvP Mighty Leap > Takeoff Now increases jump speed cap by a further 10% (to 110.39mph) and boosts Mighty Leap to put you at the jump speed cap for 30 seconds Previously this bonus was just under 20%, but it now stacks with the 30% bonus from Mighty Leap Teleportation Pool Teleport Target The following changes have been made when teleporting allies only (the teleport foe component remains unchanged); Removed the 4s interrupt window, significantly speeding up the activation time Increased the recharge by 4s These two changes combined result in the total time between teleports being the same if you have no recharge buffs or enhancements - but it will much faster if you slot for (or are buffed for) recharge Teleport Base range increased from 300ft to 350ft Enhanced range (2x level 50 IOs) increased from 449.1ft to 523.95ft The post-teleport hover buff has been adjusted Now lasts up to 15s, rather than 6s The hover buff will cancel if you move, interact with an objective, attack a foe or are attacked by a foe Teleport's endurance cost is reduced by 50% while this hover buff is active, allowing you to use much less endurance when chaining teleports over long distances Activation time reduced from 2s to 1.5s The actual teleport now happens at 1.0s into the activation, rather than 1.97s into the activation This allows you slightly more time to select the location of your next teleport Corrected some numbers (no change, just a mistake in the patch notes) Location targeting has also received some improvements which also affect Teleport, see "Teleportation Targeting & /powexec_location" in the Miscellaneous section Peacebringer Energy Flight Mirrored all i27, Page 2 changes for Fly Energy Flight > Quantum Acceleration Now built into Energy Flight as a free secondary (server tray) power that doesn't require a power pick Mirrored all i27, Page 2 changes for Afterburner Note that Quantum Acceleration shares a cooldown with Afterburner Combat Flight Combat Flight's defensive buff is mutually exclusive with Hover's defensive buff Quantum Flight Endurance cost reduced from 2.6/s to 0.65/s This puts the endurance cost in line with Phase Shift Quantum Maneuvers Replaces Quantum Acceleration as a picked power If you previously had Quantum Acceleration, you now have Quantum Maneuvers Note that you will also still have Quantum Acceleration as it's now built into Energy Flight Mechanically identical to Evasive Maneuvers, but prettier Note that Quantum Maneuvers cannot be active at the same time as Evasive Maneuvers White Dwarf Step The post-teleport Hover buff can now be cancelled by moving Warshade Shadow Recall Mirrored all i27, Page 2 changes for Teleport Target Shadow Step Mirrored all i27, Page 2 changes for Teleport apart from the animation time adjustment Shadow Step already has a 1.67s activation time Nebulous Form Endurance cost reduced from 2.6/s to 0.65/s This puts the endurance cost in line with Phase Shift Black Dwarf Step The post-teleport Hover buff can now be cancelled by moving Prestige & Temporary Powers Ninja Run + Beast Run + Athletic Run + Temporary Jetpacks All travel speeds remain unchanged Normalized endurance costs to 0.57/s (slightly higher than Fly at 0.46/s) These weren't consistent before - most were lower, some were higher The PvP jetpack has not been modified and still has a 2.0/s endurance cost These powers no longer benefit from global endurance discounts Rocket Board + Magic Carpet + Void Skiff No longer disables all other powers Now applies Only Affecting Self Fly speed reduced to match unslotted Fly Previously you couldn't use anything (even Swift) to increase your fly speed using these powers, so they had a slightly increased speed by default This is no longer the case, you can now stack them with other flight powers to fly at high speeds in style! Can no longer be used in the Arena Panther Travel Power Jump height and speed increased to match Coyote Travel Power More information can be found in the Travel Power Updates thread, please use that thread to discuss these changes Pool Powerset Update: Sorcery Issue 27, page 2 is bringing an overhaul to the Sorcery pool, aimed at making the pool more viable for the widest majority of builds without causing it to be too strong for high-end builds. Check out this thread for a detailed breakdown of these changes and our goals for this update. Spirit Ward This power is now a toggle which can be maintained on an allied target 0.39/s endurance cost Now provides a continually refreshing absorb shield for as long as the toggle is maintained Each tick of the absorb shield lasts for 20s, meaning it will take 20s to max out or fully refresh the shield The initial cast provides a burst of absorb shield This initial burst is the equivalent of a 10s of the refreshing absorb shield The strength of the Absorb shield now scales based on the caster's AT, rather than the target's health ie: Defenders will apply a stronger shield (this is how all other ally buffs and heals work) Cooldown reduced from 60s to 15s Fixed the initial burst applying again if LoS was broken and then restored Fixed the refreshing absorb shield not applying if LoS was broken Arcane Bolt Cast time reduced from 2.07s to 1.73s PvE damage unchanged, PvP damage updated according to the standard formula If you own Arcane Bolt, any power or inspiration you use has a small chance to grant you an Arcane Power buff Arcane Power will immediately recharge Arcane Bolt and cause it to deal double damage Landing Arcane Bolt will consume Arcane Power (missing will not consume it) Arcane Power will dissipate after 15 seconds if it hasn't been used Arcane Power's visual effect can be customised at the tailor Note: This mechanic is disabled in PvP Mystic Flight Now increases your fly speed cap by 50% while toggled on (from 58.6mph to 87.9mph) See the "Travel Power Updates" section above for more information on this speed cap increase This increased cap doesn't apply in PvP Mystic Flight > Translocation Range increased from 300ft to 350ft Cast time reduced from 2.07s to 1.57s Endurance cost reduced from 13 to 9.75 Enflame This power is now a timed toggle with a max duration of 60s 0.52/s endurance cost Cooldown reduced from 90s to 10s Can now be used on targets in the air The patch no longer causes enemies to run out of the area, but they may still flee if they feel harassed VFX increased in size to more accurately reflect the full area of effect Fixed dark and light customization options not spawning any VFX at all Fixed numerous bugs which resulted in this power not benefiting from enhancements and procs Procs are triggered by the toggle in a radius around the target, rather than by the patches left on the ground Rune of Protection Duration reduced from 90s to 60s Cooldown reduced from 600s to 180s Now ignores all recharge buffs, enhancements, and debuffs No longer accepts recharge enhancements Buff now applies immediately when the power begins activating, instead of 1s~ into the animation Now grants damage resistance even if you use it whilst mezzed (previously only the mez protection component would be applied) Fixed an issue which prevented the continuing VFX from playing More information can be found in the Sorcery Pool Updates thread, please use that thread to discuss these changes Powers Changes (Focused Feedback Thread) Power Animation & Rooting Update Power animation time and rooting time have been decoupled - meaning that powers now decide how long they should root the character for, not the animation This greatly increases our flexibility in making adjustments to power timing, animations, and rooting, and also fixes various issues surrounding animation cancelling The following powers will now never root during their activation: Ally-targeting abilities that do not hit enemies (eg: Healing Aura, but not Twilight Grasp) Self-only abilities that do not hit enemies (eg: Build Up, but not Soul Drain) Scaling auras which do not damage enemies (eg: Invincibility, Beta Decay) The following powers will still root during their activation (and will do so more reliably): Any power that applies any kind of effect to enemies (this includes attacks as well as damage auras), apart from those mentioned above All powers that summon other entities All interruptible powers (snipes/assassinations/etc) will now root for their uninterruptible window Weapon redraw should no longer cancel attack animations In addition, many powers with excessively long cast times have been sped up (listed below) Scaling auras which do not damage enemies (eg: Invincibility, Beta Decay) no longer root when activating Mastermind Summons & Henchmen Buffs Mastermind Henchmen Summons have had their recharge times reduced: T1 Henchmen: reduced from 60s to 5s (25s in PvP) T2 Henchmen: reduced from 90s to 10s (35s in PvP) T3 Henchmen: reduced from 120s to 15s (50s in PvP) These summon powers are no longer affected by recharge buffs or debuffs Mastermind Henchmen Summons have had their endurance costs reduced: T1 Henchmen: reduced from 19.5 end to 5.46 end T2 Henchmen: reduced from 19.5 end to 9.62 end T3 Henchmen: reduced from 19.5 end to 13.18 end Henchmen upgrade end costs have been reduced from 22.75 to 11.375 Note: This were some quick low hanging changes to help Masterminds out a bit, we are currently investigating further improvements to Masterminds for the future Inspirations Ambrosia This inspiration now applies to the caster and all henchmen (MM pets) The buff will also apply to newly summoned (or resummoned henchmen) until it expires Essence of the Earth This inspiration now applies to the caster and all henchmen (MM pets) The buff will also apply to newly summoned (or resummoned henchmen) until it expires Now only applies to Henchmen, not all pets (this was always intended to be a MM-specific change) Demon Summoning Summon Demonlings Cast time reduced from 4s to 2s Summon Demons Cast time reduced from 4s to 2s Hell on Earth Cast time reduced from 4.03s to 2.03s Summon Demon Prince Cast time reduced from 4s to 2s Assault Rifle & Mercenaries Ignite (All Versions) Cast Time reduced from 4s to 2s Full Auto (All Versions, including Henchmen) Cast Time reduced from 4s (or 6s) to 2.5s (Mercenary Commando actually took a whopping 6s before!) Stone Armor Rooted Now only applies movement debuffs while Granite Armor is also active No longer suppresses travel powers VFX has been toned down slightly as it no longer represents you being glued to the ground Granite Armor This power now disables all Flying, Running and Jumping toggle powers Ninjitsu Scrapper > Shinobi-Iri This power no longer grants movement buffs (as they would be absorbed into the new stacking mechanics) This power no longer accepts Jump, Run and Universal Travel enhancements The buff has been toned down and moved to Kuji-In Rin Stealth crit mechanic has been significantly improved Now kicks in after 8s of no combat, rather than 20s This allows the bonus to be used every encounter without requiring you to stop for 20s Stealth crit chance for single target attacks is now 65% Stealth crit chance for AoE attacks is now 30% Power icon updated Sentinel > Shinobi-Iri This power no longer grants movement buffs (as they would be absorbed into the new stacking mechanics) This power no longer accepts Jump, Run and Universal Travel enhancements The buff has been toned down and moved to Kuji-In Rin Stealth damage buff has been doubled from +20% to +40% Power icon updated Scrapper | Sentinel | Stalker > Kuji-In Rin This power now grants a small run speed and jumping buff (and as a click power, this will stack with all other movement buffs) This power now accepts Jump, Run and Universal Travel enhancements This power now accepts damage resistance sets (which will improve the psionic resistance component) Fixed this power ignoring global recharge Dual Pistols Hail of Bullets (All Versions) Cast time reduced from 4.17s to 2.47s Adjusted Hail of Bullets animation Fixed timing issues with the damage and knockback effects on this power introduced after the cast time reduction The text description for Dual Pistols powers have been updated for readability, if no issues are found with these descriptions, other powers will follow similar formatting Other Powers Changes Snipe Powers Fast (in-combat) snipes have had their ranges normalized to 80ft (and 100ft for Psi) Slow snipes are unaffected and retain their increased range Phase Powers The No Phase suppression window for all powers (PvE and PvP) has been reduced from 2 minutes to 90 seconds Inherent > Rest No longer has a recharge, making it easier to use at low levels No longer accepts recharge reduction enhancements It should now be a bit harder to accidentally move and interrupt Rest before it begins properly Can now be activated in the air, but you will fall to the ground once Rest is fully active Can no longer activate other powers while resting Hibernate (All Versions) This power no longer de-toggles flight powers, but will still suppress flight Sentinel > Mace Mastery > Focused Accuracy Coordinated Targeting Unlike other versions of Focused Accuracy, this power is a team buff To distinguish it from other versions of Focused Accuracy, it has been renamed to Coordinated Targeting and now has a new icon Electrical Blast > Thunderous Blast (All Versions) Cast Time reduced from 3.7s to 2.93s Radiation Emission > Choking Cloud Cast Time reduced from 3.47s to 1s Darkness Manipulation | Dark Armor > Death Shroud (All Versions) Cast Time reduced from 3.47s to 2.47s Ice Manipulation | Ice Melee > Ice Patch (All Versions) Cast Time reduced from 3.47s to 1.57s Beast Mastery > Summon Dire Wolf Cast Time reduced from 4.67s to 2s Sentinel > Bio Armor > Athletic Regulation The stance benefits of this power have been modified Note: this power always provides +3.67mph Run & +2.2mph Fly speed and -Defence resistance, only the stance bonuses have been changed Before: Defensive: 65% Resistance (-Run/-Fly) Offensive: +227.5% Run Strength & +88.7% Fly Strength Efficient: +113.75% Run Strength & +44.36% Fly Strength & 32.5% Resistance (-Run/-Fly) Now: Defensive: 40% Resistance (-Run/-Fly) (reduces the strength of speed debuffs) Offensive: +2.00mph Run Speed & +3.00mph Fly Speed (a flat increase to movement speed in and out of combat) With the always-on bonus from Athletic Regulation, this gives you a total of +5.76mph Run & +3.47mph Fly speed This is similar to Super Reflexes > Quickness, which grants +5.01mph Run & +2.93mph Fly speed Efficient: +33% Run / Fly Speed Strength (increases the strength of all your travel powers - essentially a free SO in every run / fly power) Note: The combat monitor currently lies about +Fly speed bonuses, the +numbers you see are multiplied by 1.5x before being applied to the total (base fly speed and fly speed total are both accurate) This section has been rewritten for clarity and to correct numerous errors and much confusion caused by the magical world of math Jump Pack + Steam Jump + Double Jump Improved the reliability of the mutual exclusivity mechanics for these powers Gravity Control > Singularity Singularity will now slowly pull enemies towards it, allowing it to make much greater use of the Repel effect Temporary & Prestige Costumes (aka Halloween Costumes) These costumes are no longer mutually exclusive with stealth powers (they never provided stealth) Trick Arrow > Disruption Arrow The visual FX for this power has been changed to alleviate headaches being induced by the old VFX Due to the health implications of the old VFX, this is not an optional change Freedom Corps > Nullifier > Sonic Grenade The visual FX for this power has been changed to alleviate headaches being induced by the old VFX Story Arc Updates (Focused Feedback Thread) The Graveyard Shift (Agent Watkins, Blueside) Intro Made a more obvious note that "Ask about available missions" bypasses the intro text when starting it organically in the 20-30 range Mission 1 (Forum Brawl) Zoombies Ambushes all reduced to 1 (From 2) More susceptible to control effects - Sleep, Hold, Stun, Immob and Confusion Slowed them down slightly Made them spawn from further away to give players a moment of reaction time Explosion damage decreased, accuracy increased, radius increased (15ft > 22ft), target cap increased (12 > 30) 1s activation added to explosion - there will not be a telegraphed animation. Added -fly to their vomit -Fly should now actually take it away instead of gifting it -Fly potency increased, duration 15s Zoombies can barf from a range of 30 (was 10) Barf animation changed to the quick projectile barf Zoombies will disappear properly whether the explosion hits or not Zoombie explosion autohits entities friendly to it AI issues resolved Zoombie backpack solved Mission 2 (Cannibal Corpses) Moved mission location to Steel Canyon Added dialog to explain that Dubstitch was the brains behind the Zoombies Added additional context mob for more flavor text Zoombie ambush should show up during, not after, the Dubstitch fight Added resistances and sonic resistance field to Dubstitch Dubstitch's Zoombies should not spawn directly on top of you I mean, in theory anyway Bring inspirations just in case! Dubstitch ambush properly functions Mission 3 (Freak Rave) Rebalanced entry mob density in front room after lobby Replaced one instance of an LT spawn with a Minion, which should make the spawns more in line in terms of expectation of difficulty Mission 4 (Investigation) Added a Bypass dialog function that will allow you to skip the entire investigation and move forward to the next mission in the Rivet For people who don't want to read, or teams of people who don't want to stand around Mission 5 (Rusty Rivet) Added additional UsePower functions for Salamander and Grey Matter (DNA Siphon and Psychic Shockwave, respectively) Added some additional dialog to the mission intro explaining Mander is Salamander Added an objective on Nav to rescue hostages Mission 6 (Pathogen) Added more lab equipment to the Pathogen fight room, made all of them throughout mission much easier to destroy Debuffed the Viral Cocktail and added an element of randomness to the power: ALWAYS: -Regen, -MaxHP, -Def No longer debuffs Max Endurance or Recovery by default. However... 10% chance every 10.5s for each of the following debuffs: -End, -Recovery, 15s -ToHit, 15s -Recharge, 15s 2.5% chance every 10.5s for... A chance to stop and vomit for a moment. Heroes get upset tummies too! To offset this change, the lab equipment will now: ALWAYS: +Regen, +MaxHP, +Def, 60s (Double what the debuff was taking away, 4x the duration of the debuff) 85% chance for: +MaxEnd, +Recovery, 40s 80% chance for: +Recharge, 40s 75% chance for: +ToHit, 40s The fires are now friendly to NOBODY and do half the previous damage, or 1/4 of the first iteration (for those keeping track) Rewrote the "I failed the timer" mission branch to the finale, including CDC Commander dialog Players should not feel miserable for failing that mission now Softened and altered Watkins' dialog to accommodate an improvement to his personality Pathogen now applies -Fly with several of their attacks Mission 7 (Finale) Cortex confuse recharge increased to 30s from 20s Souvenirs Adjusted all souvenirs to reflect changes Freakish Lab of Dr. Vahzilok (Doc Buzzsaw, Redside) Mission 3 (Vah's Lab) Fixed some hostage code errors Mission 4_1 (Council Base) Vandal No longer has Detention Field Added an occasional repel power Added an AOE Knockup power called Drill Strike Added status protection PBAoE Smashing Damage with 75% chance for Knockup All remaining powers in his toolkit have been reduced by a decent margin Coded down to Elite Boss in redside encounter (Other versions are unchanged) Fixed his KB/KD/Repel resistance only existing for 5s Changed AI and attack power priorities on Vandal Vandal should now use both his ranged and melee attacks more frequently Ranged attacks should be seen more often in rotation Drill Strike recharge lowered to 15s Mission 4_2 (Crey Lab) Hopkins Damage needs to be evaluated in teams, solo, and against various build types and ATs Coded down to Elite Boss in redside encounter (Manticore TF unchanged) Removed overlapping resistance powers Should be easier to fight now Gave in to my dark temptations anyway, so: Total Focus removed Whirling Hands removed Spinning Strike added Crushing Uppercut added Initial Strike added Changed AI and attack power priorities on Hopkins Should now use both his ranged and melee attacks more frequently Ranged attacks should be seen more often in rotation Fixed bug causing loop between just Initial Strike and Barrage Hopkins should no longer have the Street Justice combo system factoring into his attacks Tavish Bell Resistances buffed Immature Paragon Protectors Death Gas removed from their powersets within the mission Death Gas will return to their future incarnations Mission 4_3 (Bile's Hideout) TechDeck given additional insurance to not be accidentally killed before you can interrogate him PvP Changes (Focused Feedback Thread) Arena Maps Lowered the max height on the Last Bastion arena map to 1150 Animation Rooting In PvP only, all powers will only root for 75% of their total cast time Mez Protection The following powers now provide mez protection in PvP: Storm Summoning > O2 Boost (stun/sleep only, 60s) Sonic Resonance > Clarity (confuse/terrorize/held/immob/stun/sleep, 90s) Empathy > Clear Mind (confuse/terrorize/held/immob/stun/sleep, 90s) Force Fields > Insulation Shield (confuse/terrorize/held/immob/stun/sleep, 90s, main target only) Kinetics > Increase Density (held/immob/stun only, 60s) Pain Domination > Enforced Morale (confuse/terrorize/held/immob/stun/sleep, 90s) Poison > Antidote (confuse/terrorize/held/immob/stun/sleep, 90s) Thermal Radiation > Thaw (confuse/terrorize/held/immob/stun/sleep, 90s) Electrical Affinity > Faraday Cage (held/immob/stun/sleep, while inside the static sphere) Trick Arrow > EMP Field (generated by EMP Arrow, held/immob/stun/sleep, while inside the sphere) Magnitude protection will not stack from multiple casters, but the strongest protection will always be active Protection granted by these powers per AT: Defender 10.81 Mag (requires 4 to 6 successful equal type mez to break through [based on the mez being mag 2 or mag 3]) Controller 8.65 Mag (requires 3 to 5 successful equal type mez to break through) Corruptor 8.65 Mag (requires 3 to 5 successful equal type mez to break through) Mastermind 6.49 Mag (requires 3 to 4 successful equal type mez to break through) Other PvP Power Changes Scrapper ATOs and Shinobi-Iri Fixed a bug that prevented most Epic pool attacks from having their crit rate increased by these in PvP Temp Powers > Raptor Pack Duration reduced from 2 minutes to 45 seconds Radiation Emission > Enervating Field (All Versions) Increased -Resistance debuff from scale 2 to scale 3 (30% to 40% in the case of Defenders) Empathy > Absorb Pain (All Versions) Self Debuffs have been increased from 20s to 25s Pain Domination > Share Pain (All versions) Self Debuffs have been increased from 15s to 20s Super Reflexes > Elude (All Versions) This power now grants 20% Elusivity(AoE/Melee/Ranged) in PvP Ninjutsu > Kuji-In_Retsu This power now grants 20% Elusivity(AoE/Melee/Ranged) in PvP Pool > Experimentation > Jaunt In PvP, this power now recharges in 30s Poison > Envenom Resist Debuff lowered from 40% to 30% (defender values) Pain Domination > Soothing Aura (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Water Blast > Dehydrate (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Time Manipulation > Temporal Mending (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Time Manipulation > Chrono Shift (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Nature Affinity > Regrowth (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Stalker > Dark Melee > Shadow Maul Hidden PvP Crit chance lowered from 100% to 50% Stalker > Dual Blades >Ablating Strike PvP damage chance against held/sleep foes lowered from 100% to 20% Stalker > Staff Melee > Sky Splitter PvP critical damage against held/sleep foes increased from 1.4905 to 2.9810 Miscellaneous (Focused Feedback Thread) Coordinates & /thumbtack Added a /thumbtack <x> <y> <z> command to set the thumbtack in the minimap with world coordinates The /loc command now displays the current position as a thumbtack link Writing a location in chat surrounded by square brackets will generate a thumbtack link to that position They will only be considered valid if they consist of exactly three numbers, separated by spaces or commas Added the $loc chat variable which translates to your current coordinates into a clickable thumbtack link The /whereami command will now also display your current position as a thumbtack link Signature Story Arcs in LFG Signature Story Arcs are now available in the "Story Arcs" tab of the Looking For Group window Note that you will only see the Signature Story Arcs for your current alignment Enhancement Boosters & Catalysts Enhancement Boosters and Catalysts can now be applied directly by clicking on them, without using the Combine button The confirmation dialog box is optional and can be enabled or disabled from the Options window Applying an Enhancement Booster that doesn't make the Enhancement +5 will have a faster animation Fixed Enhancements not remaining in the slot after a Booster is used before getting the enhancement to +5 Teleportation Targeting & /powexec_location Added a "cursor" targeting mode to /powexec_location It behaves as if the power was activated with a click at the current mouse cursor location This will allow you to quickly activate teleport with a hotkey without needing to click Significantly improved the targeting cursor for teleportation powers and it's now much easier to reliably choose the desired destination The 'red ring of doom' should rarely appear now, and it should be almost impossible to have it fall back to the character's feet Fixed issues with two-side polygon collision that prevented the use of teleportation powers in a few places, the most notable being the outer ring of the Chantry / Storm Palace New Command: /powers_togglealloff Added a new /powers_togglealloff command which will toggle off all currently active toggle Barracuda Strike Force Power of Black Scorpion (the power required to kill Reichsman) is now always granted to the team leader, regardless of Archetype Defenders now receive Power of Ghost Widow Masterminds now receive Power of Captain Mako Removed broken hospital in the first mission of the Barracuda SF which caused you to get stuck outside the map Badges Added the "Complicated" badge to Frostfire's story arc This will be granted retroactively to characters that already have the arc's souvenir Corrected the badge art for many "stature level" missions that were using the wrong level range or duplicate art Hero badges; Negotiator, Spelunker, Plague Stopper, Spirit Warrior, Pwnz, Do No Harm, Emancipator, Meteorologist, True Nemesis, Bodyguard, Agent Villain badges: Stone Cold, Bone Collector, Plague Carrier, Mask Maker Null the Gull Simplified the dialogue options for hiding pop-up trays All travel powers now use the same option for hiding trays Previously they all used the same flag, but presented as different dialog options - this was fine when only Origin pools had pop-up powers and you could only ever have one With the standard travel powers gaining pop-up powers it was necessary to simplify this Atlas Park & Mercy Island Enemies in Atlas Park and Mercy Island should no longer reproduce like rabbits and spawn in on top of players User Interface "Current Absorb" can now be monitored in the combat attributes window Note: This change may mean your currently tracked combat attributes need to be re-selected Power details screens should no longer mix up PvP and PvE attributes Changed the wording of defense and defense debuff attributes in power details screens so players can more accurately distinguish between them Improved the readability of power descriptions with the addition of paragraphing and text colours to break up the information PvP IO recipes can no longer be sold to vendors Bug Fixes The inter-dimensional Katana and Bow thief has finally be caught and brought to justice! (fixed Katanas and Bows frequently being invisible to other players) Improved the validation of certain chat links; things like [Recipe:Boresight] or [Salvage:Tactics] will no longer be considered valid Fixed a crash relating to buds spawning during Hamidon raids Fixed a crash bug when trying to open detail info for any power that granted or revoked other powers Fixed "Medium Arcane Supergroup Banner 1", "Medium Tech Supergroup Banner 1" texture issue Fixed the Merit vendor display name for Encouraged Accuracy: To Hit Buff (Recipe) Fixed malformed .fx file causing debug client errors ("FXGEO: Failed to alloc a child fx") when drawing a katana Fixed a crash bug that caused a crash while hovering power info for some powers (example: Bio Armor > Evolving Armor) Fixed an issue which allowed multiple emotes to be combined to trigger NPC-only animations and VFX Fixed Veluta Lunata's story arcs requiring the Pirate badge in Ouroboros (this requirement was removed from the non-Ouroboros version of the arc a long time ago) Made another attempt at fixing the Duray encounter in Admiral Sutter's Task Force Costume Fixes Fixed "Lebeaux" top not tinting correctly for "Robotic Arm 1" and "Robotic Arm 3" Fixed Arachnos Soldier "Wolf Collar" from interfering with ear selection when "Wolf" helmet style is selected Restored "Wolf 2" collar option Fixed "Praetorian Police" boot option for males not appearing in asymmetry mode for the right boot Fixed missing texture on "Impervium Katana" for Dual Blade models Fixed Huge 'Cyborg 1' Asymmetric Shoulder Pad Adjusted Female 'Fashion Tight' boots to lessen clipping around knees while standing and walking Map Fixes Various geometry fixes in the following zones: Kings' Row The Hive The Hollows Skyway City Terra Volta Eden Peregrine Island Pocket D Dark Astoria Siren's Call Grandville Dark Astoria (Echo) Rikti Crash Site (Echo) Storm Palace: Closed holes in the collision boundary of the zone Renamed a warehouse door in Kallisti Wharf to fix issues with CityZone Any Warehouse missions breaking co-op teams Powers Bug Fixes The following Enhancements should no longer be weaker when hitting higher level enemies: Impervious Skin Numina's Convalescence Sentinel's Ward Miracle Aegis Dominating Grasp Enhancement > Power Transfer > Chance to Heal Self: Should be able to stack when slotted in multiple passive powers regardless of server timing Enhancements > Overwhelming Force > Knockback to Knockdown: Fixed this proc not always converting to knockdown when stacked with other knockback effects Pool > Fighting > Cross Punch: Fixed critical damage values Pool > Fighting > Boxing: Fixed this power missing it's 35% synergy chance for stun in PvP Pool > Leaping > Spring Attack: Reimplemented this power with new tools, should address some odd bugs with this power Pool > Speed > Burnout: Fixed this power causing toggles to flicker when activated Prestige > Athletic Run: Icon no longer continuously flashes Titan Weapons (All versions): Fixed a bug with some Titan Weapon powers starting Momentum too early, most notably Crushing Blow Shield Defense > Phalanx Fighting (All Versions): Fixed a bug that caused the self buff in this power to be intermittent Blaster > Mace Mastery > Summon Spiderlings: Fixed an error in the power description that claimed you required 2 powers to acquire (only one power is required) Stalker > Rad Melee > Radiation Siphon: Power had the wrong level requirement. Now properly set to be available at level 18 Electric Blast > Thunderous Blast (All Versions): Fixed a bug where the two chances for -end were not doing independent chance checksr example) Stalker > Ice Melee > Assassin's Ice Sword: This power's stealth bonus damage should no longer be resisted in PvP Sentinel > Epic > Mace Mastery > Focused Accuracy: This power should no longer detoggle when mezzed Sentinel > Ice Armor > Frigid Shield: This power should no longer detoggle when mezzed Beast Mastery > Summon Lions: Fixed a bug where this power was never actually playing the summoning animation Beast Mastery > Summon Dire Wolf: Fixed a bug where this power was never actually playing the summoning animation Trick Arrow > Glue Arrow: Fixed the short help text (for reals this time) Electricity Assault > Static Discharge: Should no longer list Endurance Modification enhancements twice Scrapper > Mu Mastery > Zapp: Fixed a bug that was causing the fast version of this power inflict slow-version criticals Dominator > Psionic Mastery > World of Confusion: Fixed this power triggering Controller Overpower instead of Domination Blaster > Electricity Manipulation > Dynamo: Fixed a bug where this power would do damage to the caster Dark Servant > Twilight Grasp: Fixed a bug where this power was doing -damage instead of -regen in PvE Radiation Blast > Radioactive Assault > Proton Volley (All versions): Fixed a bug where these powers were doing 20% less than intended damage in PvP Stalker > Fiery Melee > Fire Sword Circle: Fixed this power now granting Assassin's Focus Stalker > Ice Melee > Frozen Aura: Fixed this power now granting Assassin's Focus Dominator > Savage Assault > Spot Prey: The perception buff on this power was lasting only 0.75s instead of 10s, this has been corrected Blaster > Temporal Manipulation > Time Wall: Fixed this power not accepting Blaster, Ranged Damage and Universal Damage sets Fixed this power using melee damage modifiers instead of ranged damage modifiers (damage has increased slightly as a result) Sentinel > Bio Armor > Genomic Evolution: Fixed a bug which prevented the Offensive Adaptation range bonus from applying Brute > Regeneration > Fast Healing: This version of the power should no longer ignore healing enhancements Corruptor > Dual Pistol > Hail of Bullets: Fixed a on bug on this version of the power that made chemical ammunition have a lower chance to do damage than intended Electric Blast > Thunderous Blast: Fixed bugs in the blaster and defender versions that made them grant endurance instead of drain endurance Epic > Mu Mastery > Zapp: Fixed a bug where this version of Zapp would have a projectile delay on it's damage despite the power not using a projectile Blaster > Ninja Training > Shinobi:: Fix critical proc not working while exemplared The following powers had their attack types corrected (this only impacts defense types):
  8. This is going a little off the rails. This thread is to discuss Sorcery, not.... the dozen other random topics in here 🙂
  9. @Dragonsworn @Wavicle Definitely not the first time it's come up. Stealth power stacking is a more complicated beast than travel power stacking due to them having partially suppressed effects in combat. It's something we want to do, but isn't as simple as just propagating it over.
  10. It seems it's currently ignoring all outside recharge buffs. This isn't intentional - thanks for raising it!
  11. Some posts have been hidden. As I mentioned above - please use this thread to discuss the changes to Sorcery. Other topics belong elsewhere.
  12. I can't reproduce this. What specifically is triggering the suppression for you? Keep in mind that CC will suppress the effects of most toggles entirely, including Stealth.
  13. This is that set of changes I mentioned, and we're now very happy with where Sorcery is. If we weren't, this wouldn't be a release candidate. It's had significant attention from both us and testers over the past two weeks. Anyway - I don't want this to devolve into a discussion about process and derail the thread. If you have something to say about the changes themselves that's absolutely welcome, but anything else belongs elsewhere.
  14. Hey all! As part of Issue 27, Page 2, we're giving travel powers a wide-ranging set of updates and improvements. In this post we'll explore the changes in-depth along with our goals for these updates. If you're just after a list of changes, they can be found at the end of this post or in the main patch notes thread. Before we begin, here's a few terms that I'll be using throughout the post: Real Travel Powers: Travel powers which require a power pick, such as Fly, Super Speed and Mighty Leap Free Travel Powers: Travel powers which do not require a power pick, such as Ninja Run, Beast Run, and the P2W jetpacks Classic Travel Powers: The four original travel powers - Fly, Teleportation, Super Speed, Super Jump Origin Travel Powers: Travel powers from the Origin pools - Mystic Flight, Speed of Sound, Mighty Leap Prestige Run Powers: Beast Run, Ninja Run, Athletic Run Temporary Jetpacks: Temporary jetpacks from P2W, Mayhem Missions, etc Popup Tray Powers: Secondary powers which appear in a popup tray (aka the server tray) - these are free powers that are gained automatically when you own the parent power, and do not require a power pick Goals When approaching these changes we had five main goals: Real travel powers should always be a significant step up over the free options Meaning: Temporary jetpacks should not be almost the same speed as Fly at level 50 Real travel powers should never cause you to lose something you've already got Meaning: Turning on Super Speed shouldn't cause you to lose Ninja Run's jump buff Classic travel powers should be on even footing with Origin Pool travel powers Meaning: Fly and Mystic Flight should be different but equal options Slotting travel powers for speed should actually matter Meaning: Putting a fly speed enhancement in Fly should make you fly faster Prestige Run and Temporary Jetpacks shouldn't be made any slower than they are currently Meaning: A player who just wants to keep Ninja Run shouldn't lose anything Note: This pass on the travel pools is primarily focused on the mobility of each set. The other aspects (such as the attacks) were not in the scope of these changes, but may be looked at in the future. Part 1: Stacking The first major change is the relaxation of stacking restrictions on most travel powers. Previously, you could only have one speed power, one jump power, and one flight power active at once, which often created situations were picking up a new power could cause you to become weaker in certain ways. Now, you are able to freely activate as many travel powers as you want at once (apart from some exceptions - see below), but only the strongest buff of each type (run speed, jump speed, jump height, fly speed and air control) will take effect. Some examples: Super Speed + Ninja Run Previously: These powers couldn't be used together - if you turned on Super Speed, you lost the jump buff from Ninja Run Now: You'll gain the run speed bonus of Super Speed and the jump bonus of Ninja Run (along with the cool pose!) Mighty Leap + Beast Run Previously: These powers couldn't be used together - if you turned on Mighty Leap, you lost the run speed buff from Beast Run Now: You'll gain the jump bonus of Mighty Leap and the run speed bonus of Beast Run (along with the cool pose!) Super Jump + Combat Jumping Previously: These powers couldn't be used together - you had to choose between Super Jump's speed and Combat Jumping's defensive buff Now: You'll gain the jump bonus of Super Jump along with the defensive buffs of Combat Jumping Fly + Hover Previously: These powers couldn't be used together - you had to choose between Fly's speed and Hover's defensive buff Now: You'll gain the fly speed of Fly, along with the air control and defensive bonus of Hover Note: This list is not exhaustive - almost any combination of powers and effects will work outside of the exceptions listed below. This change ensures that any power you acquire will always be an improvement. You'll never have a situation where, for example, you'll pick up (and activate) Super Jump and suddenly run slower due to it being mutually exclusive with Ninja Run. It also introduces interesting combinations such as using Hover with Mystic Flight; providing a mix of defence, air control, speed, and the ability to teleport. The exceptions to this are: Click buffs (eg: Inertial Reduction), ally buffs (eg: Speed Boost) and auto powers (eg: Swift) will still stack with everything, just as they did before Sprint powers will still stack with everything, just as they did before, and all Sprint powers are still mutually exclusive with each other Prestige Run powers are still mutually exclusive with each other, but can now be used with other run and jump powers Temporary Jetpacks are all still mutually exclusive with each other, but can now be used with other flight powers Some Peacebringer flight powers and effects are mutually exclusive with their vanilla counterparts Inherent Stance has also been updated to allow you to select a stance (Beast, Ninja, Slide) which only applies while a travel power is active, meaning you no longer need to use Ninja Run, Beast Run or Prestige Power Slide to use a specific stance while travelling. Rocket Board, Magic Carpet and Void Skiff can now also be stacked with other Fly powers, allowing you to fly quickly and stylishly at the same time. Part 2: Speed & Slotting The second major change is the speed of travel powers - both their maximum potential and how you access that potential. Gotta Go Fast All real travel powers now increase your maximum travel speed caps while they are active: Super Speed and Speed of Sound increase your run speed cap by 30%, from 92.5mph to 120.25mph Super Jump and Mighty Leap increase your jump speed cap by 30%, from 78.2mph to 101.8mph Fly, Mystic Flight and Energy Flight now increase your fly speed cap by 50%, from 58.6mph to 87.9mph This is the bonus previously granted by Afterburner (if it was fully slotted), which has been reworked in this update - see the Flight Pool section below for details Teleport and Shadow Step don't have a speed cap in the traditional sense, but it has has been buffed in other ways: Base range has been increased 300ft to 350ft, which increases its slotted range (with 2x 50 IOs) from 449.1ft to 523.95ft Activation time has been reduced from 2s to 1.5s We've also removed level scaling from these powers, meaning their base and maximum speeds are now fixed (at the previous level 50 values) at all levels. However, you will still increase in speed as you level and gain more slots, more powerful enhancements and eventually set bonuses. If you're after more numbers, take a look at this very detailed breakdown from Bopper. These changes have resulted in the following: Real travel powers now allow you to travel significantly faster than free travel powers (without free travel powers being any weaker than they were before) Speed enhancements and enhancement sets now provide meaningful improvements to real travel powers (but these powers aren't any slower if you choose not to slot them), and the level of investment required to max out each travel power is much more even Getting around the city will be faster in the early levels, regardless if if you use a free or real travel power Fly is now much faster off-the-bat, without needing an additional two power picks for Afterburner One other tweak we've made is to give new characters Inherent Fitness at level 1 instead of level 2. As Swift and Hurdle are now at their level 50 strength immediately, this prevents an awkward speed bump between level 1 and 2. Part 3: Parity & Choice Finally, we've given each of the classic travel powers some additional effects to bring them in line with the origin travel powers, and introduced a brand new travel power as part of a rework of the Concealment pool. The goal with these changes is to ensure that very similar travel powers (eg: Fly and Mystic Flight) are equal, but different choices, with the same basic functionality and unique bonus effects. Speed Pool Super Speed now has two additional effects (along with the run speed cap increase mentioned above): Running will build up Momentum, allowing you to perform a single very high, very long jump Maximum momentum is reached after approximately 4 seconds of running Jumping will cause you to expend your momentum - after landing, you'll need to remain grounded and running in order to re-gain your momentum Super Speed's icon will gain a yellow ring when you are at maximum momentum Speed Phase: A new popup tray toggle power that's available when Super Speed is active Speed Phase removes collision with other entities (ie: phase shift without being untargetable), and sets you to Only Affect Self The effects of this power (including the OAS component) will suppress if you are attacked or damaged by an enemy Note: as this power doesn't actually make you intangible, it doesn't trigger (and isn't affected by) the No Phase timer Leaping Pool Super Jump now has an additional effect (along with the jump speed cap increase mentioned above): Double Jump: A new popup tray timed toggle power that's available while Super Jump is active Allows you to jump to unlimited height and jump again mid-air 30s maximum duration (10s in PvP), 30 second cooldown shared with Jump Pack and Steam Jump Has a lower endurance cost than Jump Pack and Steam Jump, and can be used in situations where temporary powers cannot Teleportation Pool Teleport has received numerous improvements to make it easier to use (along with the range bonus mentioned above): The post-teleport hover window has been adjusted Now lasts 15s, up from 6s Now cancels if you move, attack, interact with an objective or are attacked by a foe Note: Teleport still provides a 4s untouchable window if you do not attack Teleport's endurance cost is reduced by 50% while this hover buff is active, allowing you to use much less endurance when chaining teleports over long distances Activation time reduced from 2s to 1.5s The actual teleport now happens at 1.0s into the activation, rather than 1.97s into the activation This allows you slightly more time to select the location of your next teleport Teleport targeting has also received numerous improvements It's now much easier to reliably choose the desired location and the 'red ring of doom' (ie: invalid target) should rarely appear now, and it should be almost impossible to have the targeting reticule fall back to the character's feet /powexec_location now has a "cursor" targeting mode, allowing you to create a macro/bind to teleport to your cursor location with a single button press All of these changes also apply to Shadow Step (apart from the animation time adjustment - Shadow Step already had a 1.67s activation time) Flight Pool Afterburner's effects have been split up Fly's built-in speed cap boost is the equivalent of fully slotting the old version of Afterburner (+50%, to 87.9mph) 64% of level 50s with Fly did not have Afterburner, so this will be a significant boost for many players For the 36% with Afterburner, you're now free to adjust your build without losing any speed - Fly no longer needs 3 power picks to hit max speed Afterburner's old defensive buffs and air control have been moved into a new power, Evasive Maneuvers, which replaces Afterburner (see below) A brand new version of Afterburner has been added to Fly as a free popup tray power Fly now has an additional effect (along with the fly speed cap increase mentioned above): Afterburner: Now a free popup tray timed toggle power that's available while Fly is active Allows you to fly even faster (up to 102.27mph!) for up to 30 seconds at a time, with a 60 second cooldown This allows Fly to match Super Jump's new speed cap for short bursts of time (it wouldn't be appropriate to have Fly match that speed permanently) Note: This is a free, additional bonus to differentiate Fly from Mystic Flight (which has Translocation as a bonus) The live version of Afterburner took your cap to 87.9mph~ when fully slotted, Fly and Mystic Flight now have this cap by default without the need for additional power picks Evasive Maneuvers is a brand new power which replaces Afterburner as Flight's tier 5 power If you previously had Afterburner, you will now have Evasive Maneuvers Note that if you previously had Fly, the speed bonus previously given by Afterburner is built into Fly for free, and you'll get the new version of Afterburner as a free popup tray power Evasive Maneuvers is geared towards providing excellent combat mobility, keeping you airborne and moving during a fight It provides the following effects whilst another Flight pool power (Fly, Hover or Group Fly) is also active: -Fly and immobilize protection Knockback resistance Significant air control Some unsuppressed flight speed (allowing you to fly much faster during combat) It also provides a large amount of out-of-combat defence in a similar fashion to the old version of Afterburner (and, yes, it can still be slotted with Defence sets!) All of these changes also apply to the Peacebringer versions of these powers: Energy Flight Quantum Acceleration Quantum Maneuvers Concealment Pool The Concealment pool is now classed as a travel pool, with the first three powers being available immediately at level 4 Stealth has had most of the benefits of Invisibility rolled into it Its stealth radius has increased to match Invisibility's old radius Its out-of-combat defence has increased to match Invisibility's old defence values You can choose between the previous transparency levels of Stealth and Invisibility with power customisation Infiltration has replaced Invisibility as Concealment's tier 3 power If you previously had Invisibility, you will now have Infiltration Infiltration provides a decent increase to run speed, jump speed, jump height and air control These values mirror Ninja Run by default, but with Enhancements you will become significantly faster Infiltration also provides a strong stealth buff and some out-of-combat defence Detailed Patch Notes Please use this thread, not the main thread, to discuss these changes. Thank you!
  15. Because this is on you handle, not the rest of the playerbase. If you initiate ERP with someone who hasn't explicitly asked for it, that is an actionable offence. You have no idea who's on the other side of the screen, and them not having a "ERP not welcome" message in their bio doesn't mean they are open to it. Expecting everyone else signal their disinterest to ward you off is, to be frank, a really entitled point of view, and definitely not one that we share. The guidelines are clear: Don't do anything to make us change them 🙂
  16. @Barneysaurus I don't disagree with most of that, but it's outside the scope for Page 2. All our changes were primarily aimed at the core travel powers (or necessary because of those changes - such as EvMa), with a few low hanging fruit tweaks thrown in for other powers. I've had similar thoughts about improving interaction with Group Fly. I'll see if I can figure something out for a future update.
  17. Longer recharge = more damage, per the damage formulas. We don't want it to have a higher base damage as it's already very strong in certain situations (eg: for Controllers with Containment). You can approach Arcane Bolt as a strong blast with a really long cooldown if you like, and only use it with Arcane Power up - or if you're someone with fewer attacks you can use it to flesh out an attack chain.
  18. It's meant to feel surprising! It's magic! As for the rest of your post, you're fairly spot on with several of your assumptions there. This is an ongoing learning process for everyone, we'll continue to work on communication around changes like this.
  19. I'd say that it's definitely stronger than T1 blasts and only a tad weaker than T2 blasts - without the potential bonus damage. With the bonus damage it easily outclasses T2 blasts.
  20. The Arcane Power mechanic exists to allow Arcane Bolt to be a power that's useful to have in your build due to its situational potential, but not be so reliable and powerful that it can become a core part of your attack chain and displace a primary or secondary power. This would run somewhat counter to the powers being strong independent picks. Baseline Arcane Bolt would likely end up being pretty weak if we went ahead and did something like this.
  21. This is a fair concern, although I will say it's somewhat the other way around - Page 2's release is dependant on us being happy with Sorcery, rather than us rushing the Sorcery changes because of an arbitrary timefame. No shareholders or marketing department here, we release when we're happy it's good enough! There's at least one more set of changes for Sorcery coming, and I think with those changes it's going to be in a really good spot.
  22. I know you've read the thread because you've reacted to several posts in it, so to try and make this claim is incredibly disingenuous and is the exemplification of why we go places that aren't this forum. Thank you for proving my point. Anyway, let's get back on topic - which is Sorcrery, not Discord.
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