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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
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Focused Feedback: New IO Sets (Build 1)
The Curator replied to Jimmy's topic in [Open Beta] Focused Feedback
It is actually 3.5 ppm, which is standard for damage procs in Rare sets. The patch notes were wrong. -
Focused Feedback: New IO Sets (Build 1)
The Curator replied to Jimmy's topic in [Open Beta] Focused Feedback
It's intended for frankenslotting. The early bonuses are nice enough that you'll want to slot two or three in a power where you need to fill a specific hole, but the late bonuses (and the set's name) are a hint that you shouldn't be focusing on this one too much. In general , expect any future Uncommon sets to follow this design philosophy. -
Focused Feedback: New IO Sets (Build 1)
The Curator replied to Jimmy's topic in [Open Beta] Focused Feedback
Remember that this is a Rare set; the change you proposed (Dam/Add and Dam/Rech/End) makes the enhancement distribution 2/2/3/3/4/proc, which is more in line with purple/pvp/mtx sets. To have those numbers in a rare set, the bonuses need to come down a lot. Current numbers for the set, before ED: 108.7% Damage 92.8% Recharge 66.3% Accuracy 18.6% Endurance Reduction Bonuses: 9% accuracy, 6.25% recharge We can change the Acc/Rech to Acc/Rech/End, which would leave it with these numbers: 108.7% Damage 87.5% Recharge 61.0% Accuracy 39.8% Endurance Reduction Bonuses: 7% accuracy, 5% recharge -
Focused Feedback: New IO Sets (Build 1)
The Curator replied to Jimmy's topic in [Open Beta] Focused Feedback
For IO set design, set bonuses have different tier numbers and you have to stay within certain constraints (unless you are making purple / pay-to-win microtransaction sets, which we're not). Synapse's Shock cheats two high tier bonuses early on (Increased Move tier 4, Slow Resist tier 5) so it needs to balance it out by having a tier-1 bonus somewhere; that's why the Regeneration bonus is so low. To increase the Regeneration bonus, something else needs to drop down a tier. -
Focused Feedback: New IO Sets (Build 1)
The Curator replied to Jimmy's topic in [Open Beta] Focused Feedback
The lack of Endurance Reduction is an intentional downside to balance the set bonuses being all pretty good. If that hole is filled, the set bonuses need to come down a little; 6.25% recharge > 5% recharge for sure. The 9% accuracy can be changed to 2.5% damage or 2.5% endurance discount. -
Issue 26, Page 5 (Build 1) Testing Notes 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. 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. Please use these focused feedback threads: Focused Feedback: Experimentation Focused Feedback: Shock Therapy Focused Feedback: New IO Sets Focused Feedback: Dark Melee Update 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: Shock Therapy (Feedback Thread) "You are able to control and manipulate electricity to aid your allies and weaken your enemies. Some Shock Therapy powers build Static, which increases the number of targets your Circuit powers can chain to. Others consume Static to increase their effectiveness while also restoring a small amount of your health and endurance." 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. Shock Therapy 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. 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 yourself and 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. Each successive jump along the chain will heal the next target for less. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate T3: Discharge (Ranged (Targeted AoE), Foe -Dmg, -End, Self -Static) Discharge all stacks of Static to unleash a field of electricity around the targeted foe. This will drain endurance from nearby enemies and reduce the damage that they deal for a short while. The endurance drain effect of this power increases in strength with the number of stacks of Static you have. Discharge will consume all stacks of Static, and each stack consumed in this way will restore a small amount of your health and endurance. Recharge: Slow T4: Empowering Circuit: (Ranged (Special), Ally +DMG, +Special, Self +Static) Create a circuit of empowering energy between yourself and two nearby allies, increasing their damage output and the secondary effects of their powers. Every stack of Static you have will cause this power to chain to an additional ally. Each successive jump along the chain will empower the next target for less. Empowering Circuit grants 1 stack of Static. Recharge: Slow T5: Faraday Cage (Location (PBAoE), Team +Res(Status, Knockback, Energy, Negative, Psi, -Rech, -Rec, -End)) Create a large energy barrier at your location which protects allies from status effects, knockbacks, energy, negative and psionic damage, and recharge and recovery debuffs. Recharge: Slow T6: Insulating Circuit (Ranged (Special), Ally +Absorb, Self +Static) Create a circuit of protective energy between yourself and 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. Each successive jump along the chain will shield the next target for less. Insulating 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, and each stack consumed in this way will restore a small amount of your health and endurance. Recharge: Long T8: Energizing Circuit (Ranged (Special), Ally +End, Self +Static) Create a circuit of pure energy between yourself and 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. Each successive jump along the chain will restore less endurance to the next target. Energizing 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. 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 Discharge, Defibrillate or Amp Up will consume all stacks of Static. Consuming stacks of Static will 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 Movement Speed Set Bonuses: 2: 7.5% Movement Speed 3: 15% Slow Resistance 4: 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 Damage / Recharge Accuracy / Damage / Recharge Accuracy / Damage / Recharge / Endurance Reduction Chance for Fire Damage (3 PPM) Set Bonuses: 2: 5% Increased Range 3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance 4: 9% Accuracy 5: 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 14 seconds. Cast Time reduced from 3.07 to 2.35 seconds. Damage lowered from scale 2.156 to 1.588. DPS reduction is minor, it has only been lowered from scale 0.653 to scale 0.633. 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) has been reworked into a Lightning Rod-style mini-nuke, with its damage scaling based on your current Endurance percentage. At full Endurance, Dark Consumption will now deal similar damage to 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, dealing damage equal to scale 2.2525 multiplied by the caster's current Endurance percentage. Example: Caster at 75% endurance deals scale 2.25 * 0.75 = 1.6875 scale damage. Enemies within a 3ft radius will take bonus damage equal to scale 0.9275 multiplied by the caster's current Endurance percentage. This replicates the behaviour of Lightning Rod which also deals bonus damage to targets within 3ft. 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 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. 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 Bug Fixes Fixed crashes relating to backend costume storage changes.
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Powers Player Buffing Procs like Chance for Build Up should no longer proc on pseudo-pets, most of the time they did nothing and simply added confusion. Panacea no longer grants +Regen in PvP, instead it has the same Chance for +Heal as in PvE Bug Fixes Doc Buzzsaw was not aware of the decreased level range for Positron Part 1. She now spawns all the way down to level 8. Powers Bug Fixes Fixed the Tanker and Brute Global Taunt Proc not triggering on aura powers. Fixed bug with Gauntlet not triggering main-hit taunt messages. Clockwork Reassembly power should again calculate the chance for each individual spawned Gear, instead of only once at death. Average spawn count over time will not change, but it will be rare to get no Gears out of a defeated boss. Fixed many missing PStrings on crafting windows and mail attachments. Proton Volley's Fast-Snipe sphere FX should now tint properly in the Dark Theme. Fixed an issue with many powers displaying duplicate effects in their power info window. Addressed a bug where sometimes, after zoning, Bio Armor would have two both, offensive and defensive Adaptations active simultaneously. Many Lore Pet powers were not subject to PvP Mez suppression, this has been fixed. Players should no longer see a debuff icon when Carnival Master Illusionists summons pets. Players should no longer see a debuff icon when Tuatha Bosses use Animated Stone. Fixed short tool tip for Sirocco's Dervish to clarify it is a chance for damage. Mind Control > Terrify: This power no longer states it accepts Accurate ToHit Debuff sets. This power has never had a ToHit Debuff component. Fiery Melee > Breath of Fire: Fixed an animation bug when the power is used with Shield Defense. Energy Blast > Sniper Blast: Fixed sound sync issues with the tintable fast cast version of the power. Sentinel > Dark Blast > Antumbral Beam: Fixed missing sound FX. Dominator > Martial Assault > Masterful Throw (Quick Version): Adjusted the projectile and hit timing. Blaster > Devices > Caltrops: Enhancements and Procs should now work on this power. Dominator > Assault > Martial Assault > Caltrops: Enhancements and Procs should now work on this power. Dominator > Assault > Thorns > Thorntrops: Enhancements and Procs should now work on this power. Brute > Fury: Fixed a bug where some auras would passively grant the brute small amounts of +Fury. Blaster > Sonic Attack > Fixed PString messages on Power Customization. Fixed a bug where Targeting Drone's Up-Front damage would not always cancel out in combat. Incarnate > Interface (All Damage over Time Procs): Fixed a bug that resulted in lower than expected chance (thanks @Bopper & @Gulbasaur!) Short Tooltip for the following procs for the following procs changed to clarify they provide a chance for damage: Gladiator's Net Javelin Volley Mako's Bite Defender & Corruptor > Epic > Power Mastery > Power Build Up: This power should no longer have it's strength enhanced by other Power Build Up powers. Stalker > Ice Melee: Attacks in this powerset should now properly display CRITICAL float messages when they crit. Stalker > Ice Melee > Frost: This power should now take range enhancements, same as other versions of Ice Melee > Frost Pool > Sorcery > Rune of Protection: Clicking on this power should not trigger the animation if the power has not recharged. Pool > Hasten: Clicking on this power should not trigger the animation if the power has not recharged. Peacebringer > Light Form: Clicking on this power should not trigger the animation if the power has not recharged.
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Cleaning Up This patch starts the Page 5 testing cycle; nothing new yet, just setting up the servers and preparing for the excitement to come. 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. Two Staging shards have also been brought online; they have temporary names at the moment, but after the next patch they will be known as Shadow and Reflection. They are intended for release candidate patches that are ready to go live, and should prevent bottlenecks where we have patches waiting for testing, but need to wait for fixes to go live first. 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. This update also includes some behind-the-scenes changes for upcoming improvements to the costume editor. Please try editing costumes and editing / playing AE arcs with custom critters, and be sure to submit any crashes that you encounter!
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This is a Release Candidate. Changes since the last patch are highlighted in cyan. Bug fixes (not listed below as they aren't bugs from live): Fixed a bug introduced last build that would make some procs like Theft of Essene not trigger. Fixed a bug introduced last build that would make Interface Confuse, Immobilize and -MaxHP procs not trigger. Powers Player Buffing Procs like Chance for Build Up should no longer proc on pseudo-pets, most of the time they did nothing and simply added confusion. Panacea no longer grants +Regen in PvP, instead it has the same Chance for +Heal as in PvE Bug Fixes Doc Buzzsaw was not aware of the decreased level range for Positron Part 1. She now spawns all the way down to level 8. Powers Bug Fixes Fixed the Tanker and Brute Global Taunt Proc not triggering on aura powers. Fixed bug with Gauntlet not triggering main-hit taunt messages. Clockwork Reassembly power should again calculate the chance for each individual spawned Gear, instead of only once at death. Average spawn count over time will not change, but it will be rare to get no Gears out of a defeated boss. Fixed many missing PStrings on crafting windows and mail attachments. Proton Volley's Fast-Snipe sphere FX should now tint properly in the Dark Theme. Fixed an issue with many powers displaying duplicate effects in their power info window. Addressed a bug where sometimes, after zoning, Bio Armor would have two both, offensive and defensive Adaptations active simultaneously. Many Lore Pet powers were not subject to PvP Mez suppression, this has been fixed. Players should no longer see a debuff icon when Carnival Master Illusionists summons pets. Players should no longer see a debuff icon when Tuatha Bosses use Animated Stone. Fixed short tool tip for Sirocco's Dervish to clarify it is a chance for damage. Mind Control > Terrify: This power no longer states it accepts Accurate ToHit Debuff sets. This power has never had a ToHit Debuff component. Fiery Melee > Breath of Fire: Fixed an animation bug when the power is used with Shield Defense. Energy Blast > Sniper Blast: Fixed sound sync issues with the tintable fast cast version of the power. Sentinel > Dark Blast > Antumbral Beam: Fixed missing sound FX. Dominator > Martial Assault > Masterful Throw (Quick Version): Adjusted the projectile and hit timing. Blaster > Devices > Caltrops: Enhancements and Procs should now work on this power. Dominator > Assault > Martial Assault > Caltrops: Enhancements and Procs should now work on this power. Dominator > Assault > Thorns > Thorntrops: Enhancements and Procs should now work on this power. Brute > Fury: Fixed a bug where some auras would passively grant the brute small amounts of +Fury. Blaster > Sonic Attack > Fixed PString messages on Power Customization. Fixed a bug where Targeting Drone's Up-Front damage would not always cancel out in combat. Incarnate > Interface (All Damage over Time Procs): Fixed a bug that resulted in lower than expected chance (thanks @Bopper & @Gulbasaur!) Short Tooltip for the following procs for the following procs changed to clarify they provide a chance for damage: Gladiator's Net Javelin Volley Mako's Bite Defender & Corruptor > Epic > Power Mastery > Power Build Up: This power should no longer have it's strength enhanced by other Power Build Up powers. Stalker > Ice Melee: Attacks in this powerset should now properly display CRITICAL float messages when they crit. Stalker > Ice Melee > Frost: This power should now take range enhancements, same as other versions of Ice Melee > Frost Pool > Sorcery > Rune of Protection: Clicking on this power should not trigger the animation if the power has not recharged. Pool > Hasten: Clicking on this power should not trigger the animation if the power has not recharged. Peacebringer > Light Form: Clicking on this power should not trigger the animation if the power has not recharged.
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This is a Release Candidate. Changes since the last patch are highlighted in cyan. Powers Player Buffing Procs like Chance for Build Up should no longer proc on pseudo-pets, most of the time they did nothing and simply added confusion. Panacea no longer grants +Regen in PvP, instead it has the same Chance for +Heal as in PvE Bug Fixes Doc Buzzsaw was not aware of the decreased level range for Positron Part 1. She now spawns all the way down to level 8. Powers Bug Fixes Fixed the Tanker and Brute Global Taunt Proc not triggering on aura powers. (In the latest patch this fix has also been applied to Quills) Fixed bug with Gauntlet not triggering main-hit taunt messages. Clockwork Reassembly power should again calculate the chance for each individual spawned Gear, instead of only once at death. Average spawn count over time will not change, but it will be rare to get no Gears out of a defeated boss. Fixed many missing PStrings on crafting windows and mail attachments. Proton Volley's Fast-Snipe sphere FX should now tint properly in the Dark Theme. Fixed an issue with many powers displaying duplicate effects in their power info window. Addressed a bug where sometimes, after zoning, Bio Armor would have two both, offensive and defensive Adaptations active simultaneously. Many Lore Pet powers were not subject to PvP Mez suppression, this has been fixed. Players should no longer see a debuff icon when Carnival Master Illusionists summons pets. Players should no longer see a debuff icon when Tuatha Bosses use Animated Stone. Fixed short tool tip for Sirocco's Dervish to clarify it is a chance for damage. Mind Control > Terrify: This power no longer states it accepts Accurate ToHit Debuff sets. This power has never had a ToHit Debuff component. Fiery Melee > Breath of Fire: Fixed an animation bug when the power is used with Shield Defense. Energy Blast > Sniper Blast: Fixed sound sync issues with the tintable fast cast version of the power. Sentinel > Dark Blast > Antumbral Beam: Fixed missing sound FX. Pool > Sorcery > Rune of Protection: Clicking on this power should not trigger an animation if the power has not recharged. Dominator > Martial Assault > Masterful Throw (Quick Version): Adjusted the projectile and hit timing. Blaster > Devices > Caltrops: Enhancements and Procs should now work on this power. Dominator > Assault > Martial Assault > Caltrops: Enhancements and Procs should now work on this power. Dominator > Assault > Thorns > Thorntrops: Enhancements and Procs should now work on this power. Brute > Fury: Fixed a bug where some auras would passively grant the brute small amounts of +Fury. Blaster > Sonic Attack > Fixed PString messages on Power Customization. Fixed a bug where Targeting Drone's Up-Front damage would not always cancel out in combat. Incarnate > Interface (All Damage over Time Procs): Fixed a bug that resulted in lower than expected chance (thanks @Bopper & @Gulbasaur!) Short Tooltip for the following procs for the following procs changed to clarify they provide a chance for damage: Gladiator's Net Javelin Volley Mako's Bite Defender & Corruptor > Epic > Power Mastery > Power Build Up: This power should no longer have it's strength enhanced by other Power Build Up powers. Stalker > Ice Melee: Attacks in this powerset should now properly display CRITICAL float messages when they crit. Stalker > Ice Melee > Frost: This power should now take range enhancements, same as other versions of Ice Melee > Frost Pool > Hasten: Clicking on this power should not trigger an animation if the power has not recharged.. Peacebringer > Light Form: Clicking on this power should not trigger an animation if the power has not recharged.
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Bug Fixes Fixed Taunt Auras. Probably.
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Bug Fixes Doc Buzzsaw was not aware of the decreased level range for Positron Part 1. She now spawns all the way down to level 8. Powers Bug Fixes Clockwork Reassembly power should again calculate the chance for each individual spawned Gear, instead of only once at death. Average spawn count over time will not change, but it will be rare to get no Gears out of a defeated boss. Fixed many missing PStrings on crafting windows and mail attachments. Proton Volley's Fast-Snipe sphere FX should now tint properly in the Dark Theme. Further fixes to the Taunt global proc. Fixed an issue with many powers displaying duplicate effects in their power info window. Addressed a bug where sometimes, after zoning, Bio Armor would have two both, offensive and defensive Adaptations active simultaneously. Many Lore Pet powers were not subject to PvP Mez suppression, this has been fixed. Players should no longer see a debuff icon when Carnival Master Illusionists summons pets. Players should no longer see a debuff icon when Tuatha Bosses use Animated Stone. Fixed short tool tip for Sirocco's Dervish to clarify it is a chance for damage. Mind Control > Terrify: This power no longer states it accepts Accurate ToHit Debuff sets. This power has never had a ToHit Debuff component. Fiery Melee > Breath of Fire: Fixed an animation bug when the power is used with Shield Defense Energy Blast > Sniper Blast: Fixed sound sync issues with the tintable fast cast version of the power. Sentinel > Dark Blast > Antumbral Beam: Fixed missing sound FX. Pool > Sorcery > Rune of Protection: Clicking on this power should not trigger an animation if the power has not recharged. Dominator > Martial Assault > Masterful Throw (Quick Version): Adjusted the projectile and hit timing.
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Bug Fixes * Improved the reliability of Gauntlet and Fury's global proc. * Blaster > Devices > Caltrops: Enhancements and Procs should now work on this power * Dominator > Assault > Martial Assault > Caltrops: Enhancements and Procs should now work on this power * Dominator > Assault > Thorns > Thorntrops: Enhancements and Procs should now work on this power * Brute > Fury: Fixed a bug where some auras would passively grant the brute small amounts of +Fury * Blaster > Sonic Attack > Fixed PString messages on Power Customization
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Bug Fixes Fixed very old memory corruption bug that could randomly cause crashes or other strange behavior while loading into a map Resolved a longstanding issue that would cause a crash if the game is installed in a folder with a path name longer than around 130 characters Both of these are thanks to the new crash reporting infrastructure introduced with Page 4. Please keep the reports coming!
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Powers Brute Melee > Battle Axe > Cleave: Max targets reduced from 10 to 5 Scrapper Melee > Battle Axe > Cleave: Max targets reduced from 10 to 5 Tanker Melee > Battle Axe > Cleave: Max targets reduced from 16 to 10 Tanker and Brute inherent taunt procs now generate a combat message for the caster, to help determine if the taunt proc is currently working. Bug Fixes Fixed several client crashes reported through the Homecoming Crash Handler Fixed Adamastor summoning ritual not actually summoning Adamastor Fixed a bug with many special encounter enemies failing to telegraph their moves or spamming abilities they should not be using all the time (for example, Marauder spamming Nova Fist without warning) Fixed scripting issues in The Magisterium iTrial Fixed scripting issues in the Dilemma Diabolique iTrial Fixed an issue that caused cutscenes to not play Fixed scripting issues with the Propaganda event New characters should no longer see a "SILENT" popup upon first login. Invention > Build Snow Beast: should no longer show as a PString in mail attachments. Invention > Sentinel ATOs should no longer show as a PString in mail attachments. Fix issue with AltGr causing the A key to clear text boxes. Powers Bug Fixes A strange Fury power should no longer show up in the Brute enhancement slotting screen. Fix bug where Brute PunchVoke was not triggering on aura powers. Fixed some procs that had their chance erroneously increased to 100% in the last patch. List of procs affected: Fixed some powers that had their chance to knock back and control effects erroneously increased to 100% in the last patch. List of powers affected: Warshade > Dark Nova: Default color theme activation was not triggering the transformation fx. This has been fixed. Some Kheldian powers were usable while shape-shifted even if the power icon was disabled. This has been fixed. Pool > Grant Invisibility: This power's effect would completely cancel out in combat, requiring buff being re-applied. Now the buff only suppresses in combat, and returns automatically after 10 seconds out of combat, so long the buff has not naturally expired. Sentinel > Willpower > Up To The Challenge> fixed terrible grammar. Incarnate > Lore > Banished Pantheon Radial Superior Ally: Recharge buff should no longer be resisted by player recharge resist buffs. Sonic Attack > Shockwave: Tooltip no longer states -Res. This power has never had -Res. Staff Melee > Sky Splitter: Self Buffs should no longer be affected by the level of the target. Staff Melee > Precise Strike: Brute version should no longer list twice that it accept Taunt enhancements. Dominator > Energy Assault > Bone Smasher: Energy Focus debuff should now apply to the target, not the caster. Dominator > Electricity Assault > Voltaic Sentinel: Fixed a bug where the pet was ignoring enhancements. Impervious Skin > Status Resistance, +Regeneration: Text now clarifies the regeneration rate bonus is unique. Arachnos Soldiers and Widows > Tactical Training: Assault: Fixed an issue where their version of this power was not granting Taunt/Placate resistance. Pools > Sorcery > Arcane Bolt: Should no longer knock foes back. Dual Pistols > Hail of Bullets: Fixed a bug where Lethal DoT chances where being calculated up front instead of on every tick. Inherent > Rest: Should no longer spam the user with Phase messages. Mastermind > Pain Domination > Painbringer: This power had a 1% chance of knocking down a buffed ally. This has been removed. Dual Pistols > Fixed a bug where Standard Ammo Only effects were applying under all Ammo types and Toxic Rounds would do nothing. Mastermind > Beast Mastery > Fixed a bug introduced in last patch where the pets attack chains were not working as designed. Tanker > Electric Armor > Power Sink: Should no longer state it grants the tanker Rage. Tanker Melee > Katana > Sting of the Wasp: Power description no longer shows Ice Melee power description.
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Bug Fixes Invention > Build Snow Beast: should no longer show as a PString in mail attachments. Invention > Sentinel ATOs should no longer show as a PString in mail attachments. New characters should no longer see a "SILENT" popup upon first login. Fixed a bug with many special encounter enemies failing to telegraph their moves or spamming abilities they should not be using all the time. Mastermind > Beast Mastery > Fixed a bug introduced in last patch where the pets attack chains were not working as designed. Tanker > Electric Armor > Power Sink: Should no longer state it grants the tanker Rage.