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General Feedback: Page 5 Build 5
The Curator replied to Jimmy's topic in [Open Beta] Focused Feedback
This is incorrect. There are no new pseudopets, and the existing pseudopets for these powers is not being used anymore; that is, Pets_Twilight and Pets_TarPatch are no longer used; and if you look at the bin files, you will not find new versions of those pets for the various Archetypes. The powers engine in i26 allows the target of powers to execute other powers, as well as produce the same effect as pseudopets without actually summoning a hardcoded pet; all of this originates from the player, and therefore uses the player's AT tables. Twilight is no longer a pseudopet at all, instead it executes a new power, Redirects.Dark_Miasma.Twilight, which inherits AT tables. Tar Patch uses the new effect that mimics pseudopets while using the power Redirects.Dark_Miasma.Tar. No new powers will use pseudopets that require a different version for each AT; many powers have already been modified to use the new power attributes, but the change is invisible unless the pseudopet is using the wrong AT modifiers, as seen here. Pseudopets are considered a hack to work around the limitations of the i24 engine; one good example is chain powers, which were implemented as a succession of pseudopet summons in i24, but are a native engine feature in i26.- 290 replies
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[Beta] Patch Notes for March 10th, 2020
The Curator replied to The Curator's topic in [Open Beta] Patch Notes
Can you post the actual costume file so we can take a look, @Ariamaki? -
General Just a minor patch today; continue using the existing threads for feedback and discussion. Brainstorm, Aeon, Shadow and Reflection now share the same authentication server with the Live shards. This means that an account sync is no longer needed; your Live account will work on the Beta and Staging shards by default, and password changes will now be reflected immediately across all shards. Fixed an issue where unlinking Asymmetric parts for some costume pieces and then switching to a different Costume Set would not reset the asymmetry mode. Improved backwards compatibility when saving costume files that have no asymmetric parts or path auras. The game client will prefer to save costume files that can be loaded by Issue 24 clients if possible. The Random costume button will occasionally generate costumes with asymmetrical parts. Safe Mode has been removed from the Staging servers.
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Focused Feedback: New IO Sets (Build 4)
The Curator replied to Jimmy's topic in [Open Beta] Focused Feedback
The original AOE Chance for Heal Self proc (Call of the Sandman) had only a 10% chance to trigger. Slotting it in an AOE that hit 16 enemies meant you had 16 individual 1/10 chances to be healed. Triggering multiple heals from a single power activation was rare. When Issue 24 introduced the Procs-Per-Minute system, Call of the Sandman was set to 2 PPM. Because of how PPM works, that means if your AOE takes 30 seconds to recharge, you'll get a 90% chance to hit on every target, making multiple heals extremely likely. This is way too powerful for a single proc. This had not been noticed until now because Call of the Sandman is not a popular set, but Power Transfer brought the problem to light. On the next patch, both Power Transfer and Call of the Sandman will be changed to 3 PPM, but will not stack on the same power tick. -
Focused Feedback: New IO Sets (Build 4)
The Curator replied to Jimmy's topic in [Open Beta] Focused Feedback
Uh, sure? I would like to get more feedback on this before changing the set yet again. Preemptive Optimization Accuracy / Recharge Endurance Modification / Endurance Reduction Endurance Modification / Recharge Endurance Modification / Accuracy / Range Endurance Modification / Accuracy / Recharge Endurance Modification / Recharge / Range Post-ED: 68.9% Accuracy, 26.5% Endurance Reduction, 91.78% Recharge, 97.49% Endurance Modification, 25.6% Range. -
Focused Feedback: New IO Sets (Build 4)
The Curator replied to Jimmy's topic in [Open Beta] Focused Feedback
Well, I'm going to lower the regeneration of Artillery to 8% to make @r0y happy (and because I forgot to nerf anything when buffing defense on the second bonus) but other than that, they should be done. -
Focused Feedback: New IO Sets (Build 3)
The Curator replied to Jimmy's topic in [Open Beta] Focused Feedback
No, it never was and it was never supposed to be. -
Bug Fixes Improved the loading of power customization files with invalid colors and tokens. This should resolve the issue of some of the files not showing up in the list. Fixed an issue that could cause the list of powersets in a character to become desynced and crash the client.
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Focused Feedback: New IO Sets (Build 3)
The Curator replied to Jimmy's topic in [Open Beta] Focused Feedback
Something to explicitly mention is that ATO and Winter sets were originally cash shop items, and their bonuses are intentionally too good because they sold for real money. There's no intention to make new sets to hit that level of power. Instead, at least for now, we are focusing explicitly on sets that fill specific holes (no damage in EndMod sets, bad Targeted AOE sets) without falling into powercreep. @oedipus_tex made an extremely good case why the original Bombardment was too good, and the comparisons being mostly to unique sets just proves their point. We want to add flexibility without taking the easy route of making a set that is just better than anything else available. This is obviously going to be frustrating at times, but I think there's enough room for new sets that will open up build choices without being obvious must-have choices. -
Focused Feedback: New IO Sets (Build 3)
The Curator replied to Jimmy's topic in [Open Beta] Focused Feedback
Damage procs aren't unique (outside of sets where all pieces are unique) so the proc would need to change to something like chance for Immobilize or chance for KnockUp (but there's already a TAOE set with Chance to KnockDown) or some other effect. -
Focused Feedback: New IO Sets (Build 3)
The Curator replied to Jimmy's topic in [Open Beta] Focused Feedback
Unfortunately the set bonuses come in a limited number of combinations, so for 3.75% defense it's either everything in one boost, 2.5/1.5 or 3.13/0.625. I assumed that being able to stack with Thunderstike was more important. I could change the third bonus to 0.94% ranged, leave the final bonus alone (increasing the set to 4.07% ranged defense total) and lower the damage and/or accuracy bonuses to compensate. But yes, if the set is getting Range enhancement and lots of Range defense, it could use a different name. I'm open to suggestions. Regarding Bombardment, is ranged def is too much and aoe defense is too little, what about smashing/lethal/melee defense? Sounds odd for a ranged set, but there's nowhere else to go. 3.75 sm/l + 1.875% melee would at least put the focus in the damage type. The existing bonus could also be flipped to 3.75% fire/cold + 1.875% AOE. -
Focused Feedback: New IO Sets (Build 3)
The Curator replied to Jimmy's topic in [Open Beta] Focused Feedback
We could swap the first bonus between Bombardment and Shrapnel, but I actually feel like having a set with a range bonus and one with range enhancement makes more sense. We can change Shrapnel's to include more range this way: Proposal A: Change Dmg/End/Rech to End/Rech/Range Change Acc/End/Rech to Acc/End/Rech/Range Post ED: 66.3% Acc, 97.49% Dmg, 39.8% End, 85.75% Rech, 24.06% Range Changes from current version: -2.6% Acc, -3.18% Dmg, -2.60% End, -2.32% Rech, +24.06% Range Proposal B: Change Dmg to Dmg/End Change Dmg/End/Rech to End/Rech/Range Change Acc/End/Rech to Acc/Rech/Range Post ED: 68.9% Acc, 95.11% Dmg, 47.7% End, 88.07% Rech, 26.5% Range Changes from current version: -5.57% Dmg, +5.30% End, +25.6% Range -
Focused Feedback: New IO Sets (Build 3)
The Curator replied to Jimmy's topic in [Open Beta] Focused Feedback
Let's see if we can make some changes that leave more people happy here. This is just proposals being written down while looking at the spreadsheets. Bombardment (Proposal A) Change Acc/Dmg/Rech to Dmg/End/Rech, and Acc/Dmg/End/Rech to Acc/Dmg/Rech. New set pieces: Dmg, Dmg/Rech, Acc/End/Rech, Acc/Dmg/Rech, Dmg/End/Rech, Proc. Post ED: 42.4% Acc, 96.7% Dmg, 42.4% End, 88.07% Rech. Change from current version: -18.6% Acc, +0.39% Dmg, +2.6% End, +2.32% Rech Increase fifth set bonus to 6.25% recharge. This trades some accuracy to bring the recharge back to the first revision. Bombardment (Proposal B) Change Acc/End/Rech to Acc/Rech. New set pieces: Dmg, Dmg/Rech, Acc/Rech, Acc/Dmg/Rech, Dmg/End/Rech, Proc. Post ED: 66.3% Acc, 96.31% Dmg, 18.6% End, 89.96% Rech. Change from current version: +5.3% Acc, -21.2% End, +4.21% Rech Increase fifth set bonus to 6.25% recharge. This trades some endurance reduction to bring the recharge back to the first revision. Shrapnel Remove the Resistance bonus, split the Defense bonus, and increase the damage bonus. The new bonuses would look like this: 2: Improves your Regeneration by 10%. 3: Increases energy and negative energy defense by 1.25% and ranged defense by 0.625%. 4: Increases damage by 3%. 5: Improves the accuracy of all of your powers by 9%. 6: Increases ranged defense by 3.13% and energy and negative energy defense by 1.565%. This makes it possible to get some Ranged Defense by 3-slotting this set, and leaves the option to fully slot it if you want to get all of it, making this set the choice for characters building towards Ranged Defense. The 0.625%/3.13% split was chosen so this set could stack with Thunderstrike bonuses without triggering the rule of 5; that set uses a 1.25%/2.5% split. -
Focused Feedback: New IO Sets (Build 3)
The Curator replied to Jimmy's topic in [Open Beta] Focused Feedback
Remember that it's better to suggest changes, rather than just say that you don't like the current version. Most (all?) of the changes to the sets have been the result of feedback from previous threads. -
Supergroups We are tracking some sporadic crash reports related to the costume backend changes and Supergroups. Some of the things that could be triggering the crashes are: Entering/Leaving Supergroup mode and triggering a costume palette change. Changing costumes while in Supergroup mode. Modifying settings and colors in the Supergroup options window. Editing a Supergroup base with items that contain the Supergroup logo. Possibly other things. Because it is currently difficult to nail down the problem, it would be greatly appreciated for testers to create or join a Supergroup and play with those features to try to trigger the crash. If you do crash, please send a crash with memory dump attached as well as description of what you're doing when the crash happened. Please use this thread to discuss this topic.
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Focused Feedback: New IO Sets (Build 3)
The Curator replied to Jimmy's topic in [Open Beta] Focused Feedback
Addressing some previous feedback: Synapse's Shock continues to not have the greatest damage values. This is by design; you can still use it on a damage power by spending another slot to fill the hole in this set, but damage powers are not its main intended target. Power Transfer, on the other hand, is intended to be used in damage powers, and the enhancement values reflect that. Preemptive Optimization used to have a Range component, but previous feedback made a good case that the list of powers that would benefit from range without requiring accuracy was negligible to non-existent, so the set has been reorganized to provide Accuracy instead. Bombardment has gone through the most changes so far, possibly because it was the only new Targeted AOE set. The addition of Shrapnel is intended to provide another Targeted AOE set so the feeback can be better balanced between the two. It may be worth considering removing some of the Endurance Reduction that was added to Bombardment in order to restore the Recharge set bonus to 6.25%. Shrapnel does not currently have a proc, as the intention is to provide solid enhancement values that make it worth six-slotting in order to reach the Ranged damage bonus. Its current post-ED values are 68.9% accuracy, 100.67% damage, 42.4% endurance reduction, and 88.07% recharge. If a proc is desired, it would not be a Damage proc (Bombardment already got one) but rather a Chance for Immobilize, Chance for Knockdown, Chance for -Defense or something else not exceedingly common. -
Issue 26, Page 5 (Build 3) Testing Notes Changes from the previous build will be listed in green. Any changes or fixes that are only relevant to the beta builds (as in, not changes relevant to the live version of the game) will be listed in blue. Known issues that will be fixed in a future build will be listed in purple. Be sure to read the Homecoming Beta FAQ to get started! The beta server is now called Brainstorm and will be joined by Aeon once testing starts next week so we're able to ensure comparability with Homecoming's multi-shard live environment (remember when a patch caused character transfers to break everything? never again!). Cheats have been re-enabled. All characters on Brainstorm and Aeon will be granted badges to unlock Accolades, Epics, Incarnates, Ouroboros access and Vanguard merits; in addition, the Salvage ingredients have been removed from all recipes. The Safe Mode client is now gone from the Beta shards. If you are unable to play the game on the 32-Bit or 64-Bit clients, please post in the relevant support threads for it (Windows support thread, Mac support thread) as Safe Mode will no longer be available when Page 5 hits the live servers. Please use these feedback threads to discuss the changes in this build: Focused Feedback: Experimentation Focused Feedback: Electrical Affinity - Powers Focused Feedback: Electrical Affinity - Name Focused Feedback: New IO Sets General Feedback: Page 5, Build 3 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. New Origin Power Pool: Experimentation (Feedback Thread) "Experimentation gives you access to poisonous ranged attacks as well as powers that boost your attack power and the survivability of your allies. This pool's travel power is Speed of Sound. While active, this power allows you to run at incredible speeds and also gives you access to the Jaunt power. Jaunt allows you to quickly teleport long distances once every so often." As a reminder: Only one Origin Pool (Sorcery, Force of Will, Experimentation) can be active in a build at any one time. Powers T1: Experimental Injection (Melee Ranged, Ally +Regeneration, +Recovery, +Res(Status)) You inject an ally with a compound that greatly boosts their regeneration, recovery and resistance to status effects for a short time. Recharge: Long T2: Toxic Dart (Ranged, Minor DMG(Lethal), High DMG(Toxic)) You fire a toxic dart at your target causing an very minor amount of immediate lethal damage followed by a High amount of toxic damage over time. Recharge: Moderate T3: Speed of Sound (Toggle: Self +Speed, (Special)) Your experiments have yielded incredible results. By activating this power, you're able to run at incredible speeds. In fact, while this power is active, you gain access to the Jaunt power. Jaunt allows you to teleport to a distant location once every short while. Jaunt (Click, Self Teleport) Clicking on this power and then selecting a location will cause the caster to vanish and reappear at their target location. Recharge: Moderate This power is no longer affected by global recharge buffs Recharge increased from 8 to 10 seconds. T4: Corrosive Vial (Ranged (Targeted AoE), High DoT(Toxic), -Defense) You hurl a vial of toxic fluid that explodes upon impact leaving a corrosive puddle at your target's feet. Any foe that stands within the puddle will take toxic damage and have their defense reduced for a short while. Corrosive Vial requires you to have 2 powers from the Experimentation power pool. Damage: High (DoT), Recharge: Slow T5: Adrenal Booster (Self, +To Hit, +Recharge, +Damage, +Special) You inject yourself with a concentrated experimental serum that boosts your damage, recharge, chance to hit and secondary effects for a short time. Adrenal Booster requires you to have 2 powers from the Experimentation power pool. Recharge: Very Long New Support Powerset: Electrical Affinity (Feedback Thread - Powers, Feedback Thread - Name) "You are able to control and manipulate electricity to aid your allies and weaken your enemies. Some Electrical Affinity powers build Static, which increases the number of targets your Circuit powers can chain to. Others consume Static to increase their effectiveness." The set has been built around chaining powers and a stacking / combo system that's similar to those found in many of the more modern melee and ranged damage sets, with a focus on wide variety of buffs for the whole team as well as damage and endurance debuffs for your enemies. Electrical Affinity also introduces and makes use of a brand new mechanic which allows powers to dynamically change the number of targets they can hit - in this case, the four Circuit powers hit more targets for every stack of Static that you currently have. The set is currently available only as a Defender Primary. It will be ported to other support ATs after testing and feedback. General Changes Fixed several "Shock Therapy" powers are appearing in the powers window under Inherent Fitness Fixed Static not building up while exemplared Powers T1: Shock (Ranged, Foe -DMG, -End, -Recovery, -Regen, Self +Static) Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery, regeneration and damage output. Shock grants 1 stack of Static. Recharge: Slow Now applies -75% recovery and -75% regeneration for 25 seconds T2: Rejuvenating Circuit (Ranged (Chain), Ally Heal, Self +Static) Create a circuit of healing energy between two nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will heal the next target for less. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate T3: Galvanic Sentinel (Summon Galvanic Sentinel: Ranged Debuff Special) Summons a Galvanic Sentinel to your aid. The Galvanic Sentinel shocks and weakens your foes, draining some endurance and reducing their regeneration, recovery, and damage output. The Galvanic Sentinel can be buffed and healed, and may be targeted with your Circuit powers. The duration of the Galvanic Sentinel scales with the number of stacks of Static you have. Casting Galvanic Sentinel will consume all stacks of Static. Recharge: Slow Galvanic Sentinel's debuff now applies -50% recovery and -50% regeneration for 10 seconds Will no longer inherit +recharge, +range and -end cost buffs from the caster Can no longer be slotted for +range Fixed dark theme summon VFX Base duration increased from 30 seconds to 60 seconds Additional duration per stack increased from 10 seconds to 15 seconds Max duration increased from 80 seconds to 135 seconds T4: Energizing Circuit (Ranged (Chain), Ally +End, +Max End, Self +Static) Create a circuit of pure energy between two nearby allies, restoring a small amount of their endurance and increasing their total endurance pool for a short time. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will restore less endurance to the next target. Energizing Circuit grants 1 stack of Static. Recharge: Slow Now grants +5 max endurance (enhanceable) for 30 seconds Fixed this power not jumping back to the caster T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End)) Create a large energy barrier at your location which provides all allies within resistance to all damage except Toxic. They are also protected from status effects, knockbacks, endurance drain, recovery debuffs and recharge debuffs. Casting this power again will move the energy barrier to your location. Recharge: Slow Fixed +Resistance enhancements not actually improving the power T6: Empowering Circuit: (Ranged (Special), Ally +DMG, +Special, Self +Static) Create a circuit of empowering energy between two nearby allies, increasing their damage output for a short time. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will empower the next target for less. Empowering Circuit grants 1 stack of Static. Recharge: Slow T7: Defibrillate (Melee (Targeted AoE), Ally Rez, Self -Static) Strike a defeated ally with a highly-charged jolt of electricity, reviving them and any other nearby defeated allies. The amount of health and endurance allies revive with scales with the number of stacks of Static you have. Defibrillate will consume all stacks of Static. Recharge: Long T8: Insulating Circuit (Ranged (Special), Ally +Absorb, Self +Static) Create a circuit of protective energy between two nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will shield the next target for less. Insulating Circuit grants 1 stack of Static. Recharge: Slow T9: Amp Up (Ranged, Ally +Special, +Recharge, Self -Static) Empower an ally with raw energy, causing all of their abilities to unleash chained bolts of electricity at nearby foes. These bolts drain a small amount of endurance and have a chance to knock up the target. Amp Up also moderately increases their attack rate and greatly boosts the secondary effects of their powers. Their power effects like heals, defense buffs, endurance drains, disorients, holds, immobilizes and more, are all improved. This power increases in strength with the number of stacks of Static you have. Amp Up will consume all stacks of Static. Recharge: Very Long Static (Circuit Boost) Every stack of Static you have increases the number of targets your Circuit powers can chain to, up to a maximum of 5 stacks. At 5 stacks, the number of targets your Circuit powers can chain to is doubled. Casting Galvanic Sentinel, Defibrillate or Amp Up will consume all stacks of Static. Static no longer grants passive movement speed New IO Sets (Feedback Thread) Synapse's Shock (Endurance Modification, Rare, 21-50) The first of two new Endurance Modification sets with a damage focus, designed to be useful in endurance-draining attack powers. Enhancements: Endurance Modification Damage / Recharge Endurance Modification / Recharge Damage / Recharge / Accuracy Damage / Accuracy / Endurance Reduction UNIQUE: Endurance Modification / 15% Increased Run Speed Set Bonuses: 2: 7.5% Movement Speed 3: 10% Slow Resistance 4: 8% Regeneration 5: 6.25% Recharge 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance Power Transfer (Endurance Modification, Rare, 21-50) The second damage-focused Endurance Modification set. Enhancements: Endurance Modification Damage / Recharge Endurance Modification / Damage Damage / Accuracy / Endurance Reduction Damage / Recharge / Accuracy / Endurance Reduction UNIQUE: Chance to Heal Self (2 PPM) Set Bonuses: 2: 6% Regeneration 3: 1.35% Max Endurance 4: 1.875% Max Health 5: 9% Accuracy 6: 7.5% Recharge Preemptive Optimization (Endurance Modification, Uncommon, 21-50) An Endurance Modification set with a focus on ally buff abilities that don't require accuracy or deal damage. Enhancements: Accuracy / Recharge Endurance Modification / Endurance Reduction Endurance Modification / Recharge Endurance Modification / Accuracy / Endurance Reduction Endurance Modification / Accuracy / Recharge Endurance Modification / Endurance Reduction / Recharge All enhancement values have been adjusted to replace the Range component with an Accuracy component Set Bonuses: 2: 1.8% Max Endurance 3: 1.5% Max Health 4: 3% Toxic / Psionic Resistance + 5% Mez Resistance 5: 3.75% Recharge 6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense Bombardment (Targeted AoE, Rare, 30-50) Enhancements: Damage Accuracy / Recharge / Endurance Damage / Recharge Accuracy / Damage / Recharge Accuracy / Damage / Recharge / Endurance Reduction Chance for Fire Damage (3.5 PPM) Set Bonuses: 2: 5% Increased Range 3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance 4: 7% Accuracy 5: 5% Recharge 6: Increases area effect defense by 3.75% AoE Defence + 1.875% Fire / Cold Defense This set had its Ranged Defense swapped for AOE Defense set bonus instead, as the combination of Recharge and Ranged Defense is considered slightly too strong in a set that can be slotted multiple times easily Shrapnel (Targeted AoE, Rare, 30-50) This new AOE set provides the Ranged Defense set bonus that was removed from Bombardment. This is the first pass and is currently using the same icon as Bombardment. Enhancements: Damage Accuracy / Damage Damage / Recharge Accuracy / Damage / Recharge Damage / Endurance / Recharge Accuracy / Endurance / Recharge Set Bonuses: 2: Improves your Regeneration by 10% 3: Increases Energy and Negative Energy resistance by 2.25% and Mez Resistance by 3.75% 4: Increases damage by 2%. 5: Improves the accuracy of all of your powers by 9%. 6: Increases ranged defense by 3.75% and energy and negative energy defense by 1.875%. These sets are not yet available for free from the merit vendor for testing purposes. This will be rectified in an upcoming patch. In the meantime you can use the /boost_set command with any of the following names to get a copy of the set: Synapses_Shock Power_Transfer Preemptive_Optimization Bombardment For example, to get a level 50 set of Synapse's Shock: /boost_set Synapses_Shock 50 Dark Melee Update Dark Melee was seriously underperforming in the AoE department. These changes are aimed to increase the AoE potential of the set whilst having minimal impact on the single target potential. Shadow Maul (Tanker, Scrapper, Brute, Stalker) is now a much larger, faster cone that's actually capable of easily hitting multiple targets - especially on tanks! Arc increased from 45 to 120 degrees Recharge increased from 8 to 11 seconds Cast Time reduced from 3.07 to 2.35 seconds Damage lowered from scale 2.156 to 1.6184 DPS reduction is minor, it has only been lowered from scale 0.653 to scale 0.645 Target Cap increased from 10 to 16 for Tankers Target Cap increased from 5 to 10 for Scrappers, Brutes and Stalkers Dark Consumption (Tanker, Scrapper, Brute) Changes to Dark Consumption have been reverted to the live version General Powers with redirects will now display numbers properly in the detailed information window. Standardized combat spam for heal and endurance modification attributes. Standardized the text description denoting the recharge time of player powers: Less or equal to 3s: Very Fast More than 3s, less or equal to 6s: Fast More than 6s less or equal to 10s: Moderate More than 10s, less or equal to 60s: Slow More than 60s, less or equal to 240s: Long More than 240s, less or equal to 600s: Very Long More than 600s: Extremely Long All players can now move through Mastermind henchmen and push them out of the way, not just their owners. You're welcome. Chain powers now have a unique border, courtesy of @GuyPerfect: Beam Rifle (Sentinel) Refractor Beam Electric Control Jolting Chain Synaptic Overload Electric Melee Chain Induction Electricity Mastery (Sentinel) Rehabilitating Circuit Martial Assault Trick Shot General Chat Channel A new 'General' channel has been added to the game. This is a new shard-wide channel like LFG and Help. The goal with adding this is to ensure that LFG and Help remain focused on their specific topics, with everything else being discussed in General. /general, /gen and /z can be used to send messages to General. Mastermind Henchmen AI Updates Mastermind Henchmen set to Go To which are flagged as melee (Beast Mastery, Demon Summoning, etc) are now free to move within a 30' radius of the selected position in order to attack foes. Mastermind Henchmen set to Go To strongly prefer targets closer to the location they are supposed to be guarding. Bug Fixes Fixed crashes relating to backend costume storage changes Fixed even more crashes relating to backend costume storage changes Alpha > Vigor Boost: Icon replaced with a colour corrected version that matches the rest of the Vigor powers Sorcery > Rune of Protection: VFX no longer persists after the power expires Fixed an issue preventing some power customisation files from loading properly Fixed an issue that caused the General chat channel to not send messages without using one of the /slash commands
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issue 26 Patch Notes for March 3rd, 2020 (Hotfix)
The Curator posted a topic in Patch Notes Discussion
Bug Fixes Fixed a major performance issue relating to the Targeting Drone fix from earlier today -
Bug Fixes Soulbound Allegiance's Chance for Build Up proc again proc on Pets. It should not proc on players when summoning pets. Fix for issue with Engagement status that has been keeping Targeting Drone from dropping it's Up-Front damage buff while in combat. Fixed a bug where Degenerative Interface was over-stacking on raid encounters. Fix Rune of Protection FX persisting until zoning. Fix incorrect color of Common Vigor Alpha. General Chain powers now have a unique border, courtesy of @GuyPerfect: Beam Rifle (Sentinel) Refractor Beam Electric Control Jolting Chain Synaptic Overload Electric Melee Chain Induction Electricity Mastery (Sentinel) Rehabilitating Circuit Martial Assault Trick Shot
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Focused Feedback: New IO Sets (Build 2)
The Curator replied to Jimmy's topic in [Open Beta] Focused Feedback
Tempered Readiness (slow) has only 3.75% recharge, while Kinetic Crash (knockback) has the 7.5% recharge bonus on the sixth slot, making it impossible to fix the lack of damage. I don't see either one as fair comparison. In damage powers, Synapse's Shock can be fixed by sixth-slotting a Damage IO to bring its Post-ED damage to 96.7%, or frankenslotting an Acc/Dam or Dam/Rech to bring the Post-ED damage to 91.78% and either the accuracy to 68.9% or the recharge to 95.11%; or even frankenslot a triple to get 63.6% accuracy, 88.07% damage and 91.78% recharge. It is very much not a "Grand Canyon" sized hole. I should note that out of the three sets, Power Transfer is the one with a Damage focus, which is why it has both good enough damage numbers, and a recharge bonus on the sixth slot. Synapse's Shock is intended to be viable in damage powers if you plug the hole, and it should be judged on those terms. Edit: sniped by @Bopper -
Focused Feedback: New IO Sets (Build 2)
The Curator replied to Jimmy's topic in [Open Beta] Focused Feedback
This is certainly doable, just understand that the reason this set was allowed to have three triple pieces and a quad is because Range was a known garbage stat. If the set provides Accuracy instead, then it will change to a more standard layout of three duals and three triples; Acc/Rech, EndMod/EndRedux, EndMod/Rech, EndMod/Acc/EndRedux, EndMod/Acc/Rech, EndMod/EndRedux/Rech. This hole is intentional due to the set bonuses. While the 6.25% recharge figure may not seem to be worth the downside, it was picked both here and originally in Bombardment because it is not very abundant, so you are unlikely to hit the maximum of 5 stacks; unlike the 7.5% recharge bonus, which is everywhere at high levels. -
Focused Feedback: New IO Sets (Build 2)
The Curator replied to Jimmy's topic in [Open Beta] Focused Feedback
A level 50 character slotting a damage proc in Speed Boost could very easily kill low level characters fresh out of the tutorial. It is possible to flag the proc to only trigger on enemies, and we may revisit this idea in the future with enough time to think about it, but it won't happen with these sets. -
General This patch is on the Staging servers, Shadow and Reflection. It's intended for patching to Live during the next maintenance window, and contains bug fixes that are not part of the Page 5 patch cycle. Changes from the previous build are listed in green. Bug Fixes Soulbound Allegiance's Chance for Build Up proc again proc on Pets. It should not proc on players when summoning pets. Fix for issue with Engagement status that has been keeping Targeting Drone from dropping it's Up-Front damage buff while in combat. Fixed a bug where Degenerative Interface was over-stacking on raid encounters. Fix Rune of Protection FX persisting until zoning. Fix incorrect colour of Common Vigor Alpha. Minor Change That Was Already Merged And Slipped Through Chain powers now have a unique border, courtesy of @GuyPerfect: Beam Rifle (Sentinel) Refractor Beam Electric Control Jolting Chain Synaptic Overload Electric Melee Chain Induction Electricity Mastery (Sentinel) Rehabilitating Circuit Martial Assault Trick Shot
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Issue 26, Page 5 (Build 2) Testing Notes Changes from the previous build will be listed in green. Any changes or fixes that are only relevant to the beta builds (as in, not changes relevant to the live version of the game) will be listed in blue. Known issues that will be fixed in a future build will be listed in purple. Be sure to read the Homecoming Beta FAQ to get started! The beta server is now called Brainstorm and will be joined by Aeon once testing starts next week so we're able to ensure comparability with Homecoming's multi-shard live environment (remember when a patch caused character transfers to break everything? never again!). Cheats have been re-enabled. All characters on Brainstorm and Aeon will be granted badges to unlock Accolades, Epics, Incarnates, Ouroboros access and Vanguard merits; in addition, the Salvage ingredients have been removed from all recipes. The Safe Mode client is now gone from the Beta shards. If you are unable to play the game on the 32-Bit or 64-Bit clients, please post in the relevant support threads for it (Windows support thread, Mac support thread) as Safe Mode will no longer be available when Page 5 hits the live servers. Please use these focused feedback threads: Focused Feedback: Experimentation Focused Feedback: Electrical Affinity - Powers Focused Feedback: Electrical Affinity - Name Focused Feedback: New IO Sets Focused Feedback: Dark Melee Update 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. New Origin Power Pool: Experimentation (Feedback Thread) "Experimentation gives you access to poisonous ranged attacks as well as powers that boost your attack power and the survivability of your allies. This pool's travel power is Speed of Sound. While active, this power allows you to run at incredible speeds and also gives you access to the Jaunt power. Jaunt allows you to quickly teleport long distances once every so often." As a reminder: Only one Origin Pool (Sorcery, Force of Will, Experimentation) can be active in a build at any one time. Powers T1: Experimental Injection (Melee Ranged, Ally +Regeneration, +Recovery, +Res(Status)) You inject an ally with a compound that greatly boosts their regeneration, recovery and resistance to status effects for a short time. Recharge: Long T2: Toxic Dart (Ranged, Minor DMG(Lethal), High DMG(Toxic)) You fire a toxic dart at your target causing an very minor amount of immediate lethal damage followed by a High amount of toxic damage over time. Recharge: Moderate T3: Speed of Sound (Toggle: Self +Speed, (Special)) Your experiments have yielded incredible results. By activating this power, you're able to run at incredible speeds. In fact, while this power is active, you gain access to the Jaunt power. Jaunt allows you to teleport to a distant location once every short while. Jaunt (Click, Self Teleport) Clicking on this power and then selecting a location will cause the caster to vanish and reappear at their target location. Recharge: Moderate T4: Corrosive Vial (Ranged (Targeted AoE), High DoT(Toxic), -Defense) You hurl a vial of toxic fluid that explodes upon impact leaving a corrosive puddle at your target's feet. Any foe that stands within the puddle will take toxic damage and have their defense reduced for a short while. Corrosive Vial requires you to have 2 powers from the Experimentation power pool. Damage: High (DoT), Recharge: Slow T5: Adrenal Booster (Self, +To Hit, +Recharge, +Damage, +Special) You inject yourself with a concentrated experimental serum that boosts your damage, recharge, chance to hit and secondary effects for a short time. Adrenal Booster requires you to have 2 powers from the Experimentation power pool. Recharge: Very Long New Support Powerset: Electrical Affinity (Feedback Thread - Powers, Feedback Thread - Name) "You are able to control and manipulate electricity to aid your allies and weaken your enemies. Some Electrical Affinity powers build Static, which increases the number of targets your Circuit powers can chain to. Others consume Static to increase their effectiveness." A shocking new support powerset brought to you by @Cipher, @Jimmy, @GuyPerfect and our resident powers guru @Captain Powerhouse. The set has been built around chaining powers and a stacking / combo system that's similar to those found in many of the more modern melee and ranged damage sets, with a focus on wide variety of buffs for the whole team as well as damage and endurance debuffs for your enemies. Electrical Affinity also introduces and makes use of a brand new mechanic which allows powers to dynamically change the number of targets they can hit - in this case, the four Circuit powers hit more targets for every stack of Static that you currently have. The set is currently available only as a Defender Primary. It will be ported to other support ATs after testing and feedback. Known issue, fixed in an upcoming build: Several "Shock Therapy" powers are appearing in the powers under Inherent Fitness. Thank you for all the incredibly helpful feedback on this new powerset! We've heard your concerns about Circuit powers not being able to hit the caster and the set requiring a bit too much clicking, so we've gone ahead and made some changes: Circuit powers can now jump back to the caster Discharge has been replaced with Galvanic Sentinel, a debuffing pet This is actually something of a rewind for us. Earlier versions of this powerset had summons and allowed Circuits to jump back to the caster, but we opted to remove the summons as they were taking over the identity of the set. This resulted in there being no reliable way to have Circuits jump back to the caster, so we then balanced the set around that not being possible (which included things like having a reliable Static spender in Discharge, and having Static heal you when consumed). Now that Circuits are able to jump back to the caster again, we've removed the heal on Static consumption and have been able to replace Discharge with Galvanic Sentinel (a cute little ball of electricity that's BFFs with Voltaic Sentinel) which aids the overall identity of the set instead of eclipsing it. Galvanic Sentinel helps us solve our two key problems: It reduces the number of powers you need to regularly fire off to effectively use the set It enables any AT / Powerset combo to reliably loop Circuit powers back to themselves (by targeting the Sentinel) Galvanic Sentinel has a very simple function: It casts Discharge - yes, the power it replaced. The Sentinel will now fire this off at regular intervals so you don't have to. The lifetime of the Sentinel is determined by the number of Static stacks you consume when summoning it - from 30 seconds with no stacks to 80 seconds at 5 stacks. Additionally, we've made Faraday Cage easier to use by halving the cast time and increasing the radius and duration, and Circuit powers will now intelligently prioritise jumping to specific targets depending on the circumstances. Lastly, we've renamed the set from Shock Therapy to Electrical Affinity. We feel this new name is more in-keeping with the current roster of support powersets. If you wish to discuss the name change, please use this thread. Changes to all Circuit Powers Circuit powers can now bounce back to the original caster Each jump will now prioritise the entity type of the original target If you target a player, all jumps will prioritise players If you target a pet, all jumps will prioritise pets The number of targets Circuit powers can hit is doubled at 5 stacks (increasing to 12 total) Powers T1: Shock (Ranged, Foe -End, -Recovery, -DMG, Self +Static) Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery and damage output. Shock grants 1 stack of Static. Recharge: Moderate T2: Rejuvenating Circuit (Ranged (Special), Ally Heal, Self +Static) Create a circuit of healing energy between two nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will heal the next target for less. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate Rejuvenating Circuit will now prioritize jumping to low-health targets T3: Galvanic Sentinel (Summon Galvanic Sentinel: Ranged Debuff Special) Summons a Galvanic Sentinel to your aid. The Galvanic Sentinel shocks and weakens your foes. The duration of the Galvanic Sentinel scales with the number of stacks of Static you have. Galvanic Sentinel will consume all stacks of Static. The Galvanic Sentinel can be buffed and healed, and may be targeted with your Circuit powers. Recharge: Slow This power has replaced Discharge Known issue, fixed in an upcoming build: The Sentinel is inheriting +recharge, +range and -end cost from the summoner Known issue, fixed in an upcoming build: The Sentinel is playing its on-the-ground VFX whilst in the air Known issue, fixed in an upcoming build: Dark theme summon VFX isn't playing correctly T4: Energizing Circuit (Ranged (Special), Ally +End, Self +Static) Create a circuit of pure energy between two nearby allies, restoring a small amount of their endurance. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will restore less endurance to the next target. Energizing Circuit grants 1 stack of Static. Recharge: Slow Energizing Circuit will now prioritize jumping to low-endurance targets This power has been moved from T8 to T4 Known issue, fixed in an upcoming build: Energizing Circuit does not chain back to the caster T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End)) Create a large energy barrier at your location which provides all allies within resistance to all damage except Toxic. They are also protected from status effects, knockbacks, endurance drain, recovery debuffs and recharge debuffs. Casting this power again will move the energy barrier to your location. Recharge: Slow Duration has been increased from 30s to 240s Cast time reduces from 2.07s to 1.03s Radius increased from 20ft to 25ft Now grants resistance to all damage types apart from Toxic (instead of just Energy, Negative and Psionic) The VFX has been softened up a bit to make it easier on the eye inside mission maps The cage will no longer fall to the ground if cast midair This power's icon has been updated Known issue, fixed in an upcoming build: +Resistance enhancement are not functioning T6: Empowering Circuit: (Ranged (Special), Ally +DMG, +Special, Self +Static) Create a circuit of empowering energy between two nearby allies, increasing their damage output for a short time. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will empower the next target for less. Empowering Circuit grants 1 stack of Static. Recharge: Slow Empowering Circuit no longer grants +special This power has been moved from T4 to T6 T7: Defibrillate (Melee (Targeted AoE), Ally Rez, Self -Static) Strike a defeated ally with a highly-charged jolt of electricity, reviving them and any other nearby defeated allies. The amount of health and endurance allies revive with scales with the number of stacks of Static you have. Defibrillate will consume all stacks of Static, and each stack consumed in this way will restore a small amount of your health and endurance. Recharge: Long T8: Insulating Circuit (Ranged (Special), Ally +Absorb, Self +Static) Create a circuit of protective energy between two nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will shield the next target for less. Insulating Circuit grants 1 stack of Static. Recharge: Slow Insulating Circuit will now prioritize jumping to low-health targets This power has been moved from T6 to T8 This power's icon has been updated T9: Amp Up (Ranged, Ally +Special, +Recharge, Self -Static) Empower an ally with raw energy, causing all of their abilities to unleash chained bolts of electricity at nearby foes. These bolts drain a small amount of endurance and have a chance to knock up the target. Amp Up also moderately increases their attack rate and greatly boosts the secondary effects of their powers. Their power effects like heals, defense buffs, endurance drains, disorients, holds, immobilizes and more, are all improved. The recharge bonus of this power increases in strength with the number of stacks of Static you have. Amp Up will consume all stacks of Static, and each stack consumed in this way will restore a small amount of your health and endurance. Recharge: Very Long Static (Circuit Boost, +Movement Speed) Every stack of Static you have increases the number of targets your Circuit powers can chain to, as well as increasing your movement speed by a small amount, up to a maximum of 5 stacks. Casting Galvanic Sentinel, Defibrillate or Amp Up will consume all stacks of Static. Consuming stacks of Static will no longer restore a small amount of your health and endurance. New IO Sets (Feedback Thread) Synapse's Shock (Endurance Modification, Rare, 21-50) The first of two new Endurance Modification sets with a damage focus, designed to be useful in endurance-draining attack powers. Enhancements: Endurance Modification Damage / Recharge Endurance Modification / Recharge Damage / Recharge / Accuracy Damage / Accuracy / Endurance Reduction UNIQUE: Endurance Modification / 15% Increased Run Speed Set Bonuses: 2: 7.5% Movement Speed 3: 10% Slow Resistance Reduced from 15% Slow Resistance 4: 8% Regeneration Increased from 4% Regeneration 5: 6.25% Recharge 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance Power Transfer (Endurance Modification, Rare, 21-50) The second damage-focused Endurance Modification set. Enhancements: Endurance Modification Damage / Recharge Endurance Modification / Damage Damage / Accuracy / Endurance Reduction Damage / Recharge / Accuracy / Endurance Reduction UNIQUE: Chance to Heal Self (2 PPM) Set Bonuses: 2: 6% Regeneration 3: 1.35% Max Endurance 4: 1.875% Max Health 5: 9% Accuracy 6: 7.5% Recharge Preemptive Optimization (Endurance Modification, Uncommon, 21-50) An Endurance Modification set with a focus on ally buff abilities that don't require accuracy or deal damage. Enhancements: Endurance Modification / Recharge Endurance Modification / Endurance Reduction Endurance Modification / Recharge / Endurance Reduction Endurance Modification / Recharge / Range Recharge / Endurance Reduction / Range Endurance Modification / Recharge / Endurance Reduction / Range Set Bonuses: 2: 1.8% Max Endurance 3: 1.5% Max Health 4: 3% Toxic / Psionic Resistance + 5% Mez Resistance 5: 3.75% Recharge 6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense Bombardment (Targeted AoE, Rare, 30-50) Enhancements: Damage Accuracy / Recharge / Endurance Swapped from Accuracy / Recharge Damage / Recharge Accuracy / Damage / Recharge Accuracy / Damage / Recharge / Endurance Reduction Chance for Fire Damage (3.5 PPM) Set Bonuses: 2: 5% Increased Range 3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance 4: 7% Accuracy Reduced from 9% Accuracy 5: 5% Recharge Reduced from 6.25% Recharge 6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense These sets are not yet available for free from the merit vendor for testing purposes. This will be rectified in an upcoming patch. In the meantime you can use the /boost_set command with any of the following names to get a copy of the set: Synapses_Shock Power_Transfer Preemptive_Optimization Bombardment For example, to get a level 50 set of Synapse's Shock: /boost_set Synapses_Shock 50 Dark Melee Update (Feedback Thread) Dark Melee was seriously underperforming in the AoE department. These changes are aimed to increase the AoE potential of the set whilst having minimal impact on the single target potential. Shadow Maul (Tanker, Scrapper, Brute, Stalker) is now a much larger, faster cone that's actually capable of easily hitting multiple targets - especially on tanks! Arc increased from 45 to 120 degrees Recharge increased from 8 to 11 seconds Cast Time reduced from 3.07 to 2.35 seconds Damage lowered from scale 2.156 to 1.6184 DPS reduction is minor, it has only been lowered from scale 0.653 to scale 0.645 Target Cap increased from 10 to 16 for Tankers Target Cap increased from 5 to 10 for Scrappers, Brutes and Stalkers Changes from previous build: Recharge reduced from 14 to 11 seconds Endurance cost lowered to 11.024 Damage increased from scale 1.588 to scale 1.6184 Fixed a bug with Tanker and Brute versions of Fiery Embrace damage Fixed a bug where Scrapper Boss Criticals were using PvP damage tables doing too much damage Dark Equilibrium (Tanker, Scrapper, Brute) has been reworked into a mini-nuke with a portion of its damage scaling based on your current Endurance percentage. At full Endurance, Dark Equilibrium will now deal similar damage to other melee mini-nukes (such as Lightning Rod). Recharge lowered from 180 seconds to 90 seconds This brings the cooldown in line with Lightning Rod Endurance recovered per target lowered from 25 to 12.5 This maintains the previous endurance/recharge ratio Damage for this power is now variable, with half the damage now scaling with the caster's current Endurance percentage Changes from previous build: Renamed to Dark Equilibrium No longer crits for Scrappers This brings it in line with other melee mini-nukes (Lightning Rod and Shield Charge) which also do not crit Damage bonus to enemies within 3ft has been removed. Damage formula adjusted: Half the damage will now always apply, and is impacted by buffs and enhancements Half the damage is now bonus damage that scales off of your Max endurance General Powers with redirects will now display numbers properly in the detailed information window. Standardized combat spam for heal and endurance modification attributes. Standardized the text description denoting the recharge time of player powers: Less or equal to 3s: Very Fast More than 3s, less or equal to 6s: Fast More than 6s less or equal to 10s: Moderate More than 10s, less or equal to 60s: Slow More than 60s, less or equal to 240s: Long More than 240s, less or equal to 600s: Very Long More than 600s: Extremely Long All players can now move through Mastermind henchmen and push them out of the way, not just their owners. You're welcome. Chain powers now have a unique border, courtesy of @GuyPerfect: Beam Rifle (Sentinel) Refractor Beam Electric Control Jolting Chain Synaptic Overload Electric Melee Chain Induction Electricity Mastery (Sentinel) Rehabilitating Circuit Martial Assault Trick Shot General Chat Channel A new 'General' channel has been added to the game. This is a new shard-wide channel like LFG and Help. The goal with adding this is to ensure that LFG and Help remain focused on their specific topics, with everything else being discussed in General. /general, /gen and /z can be used to send messages to General. Mastermind Henchmen AI Updates Mastermind Henchmen set to Go To which are flagged as melee (Beast Mastery, Demon Summoning, etc) are now free to move within a 30' radius of the selected position in order to attack foes. Mastermind Henchmen set to Go To strongly prefer targets closer to the location they are supposed to be guarding. Bug Fixes Fixed crashes relating to backend costume storage changes Fixed even more crashes relating to backend costume storage changes Alpha > Vigor Boost: Icon replaced with a colour corrected version that matches the rest of the Vigor powers Sorcery > Rune of Protection: VFX no longer persists after the power expires Potentially fixed an issue preventing some power customisation files from loading properly Fixed an issue that caused the General chat channel to not send messages without using one of the /slash commands
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General This patch is on the Staging servers, Shadow and Reflection. It's intended for patching to Live during the next maintenance window, and contains bug fixes that are not part of the Page 5 patch cycle. Bug Fixes Soulbound Allegiance's Chance for Build Up proc again proc on Pets. It should not proc on players when summoning pets. Fix for issue with Engagement status that has been keeping Targeting Drone from dropping it's Up-Front damage buff while in combat. Fixed a bug where Degenerative Interface was over-stacking on raid encounters. Minor Change That Was Already Merged And Slipped Through Chain powers now have a unique border, courtesy of @GuyPerfect: Beam Rifle (Sentinel) Refractor Beam Electric Control Jolting Chain Synaptic Overload Electric Melee Chain Induction Electricity Mastery (Sentinel) Rehabilitating Circuit Martial Assault Trick Shot