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Posts posted by The Curator
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Mission Maps
SpoilerKallisti Wharf Office Maps
- These mission map tileset pieces have had an extensive decoration pass on all rooms. (This will impact the maps in AE)
- Maps used in the new Kallisti Wharf zone content have had their critter density properly balanced. (Does NOT impact the maps in AE)
Mayhem / Safeguard Maps
- Atlas Park: Mini map has had extents corrected and should now accurately display player's positions on the map.
- Founder's Falls: Mini map sizing corrected and should now accurately display player's positions on the map.
Various - Midnight Club Maps
- Closed a large number of geometry gaps in Midnight Club mission maps using the big round room.
DA_Epilogue
- Added a collision height cap to this map.
IOM_FoundersFalls_DA
- Lowered bubbles FX so they don't appear on the cement floor.
Outdoor_City_03A_Rikti, Outdoor_City_03A, Outdoor_Unique_City_02
- Lowered collision wall that had a gap, allowing players to teleport outside mission boundaries.
P_Tech_Power_45_Layout_03_01
- Fixed this room layout from having an objective spawning inside of an object.
Freak Olympics
- Moved a floor glowie that appeared inside the wall.
Outdoor_Graveyard_01A
- Relocated a fern flying in the air back to the ground.
- Lower floating rocks back to the ground.
AbandonedOffice_To_Rikti
- Fixed ceiling gap on this map where the cave tunnel ends.
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Zones
SpoilerVarious
- Newsies have been updated to shout about much more recent Homecoming-relevant things.
Talos Island
- Relocated a shrubbery that was too close to a mission door, occasionally causing players to exit trapped inside.
- Closed geometry gap near a group of shops nearby the tram plaza.
Independence Port
- Closed geometry gaps around the water foundation of the building near Miss Liberty.
Brickstown
- Fixed two event glowie spawn points that were floating above the ground and not working correctly.
Peregrine Island
- Carnies in Peregrine Island now display more festive behaviors instead of holding sniper rifles and shotguns.
'Crey's Folly'
- Lowered two floating crates near [1715, -21, 1518].
Eden
- Removed rogue piece of canopy geometry from Eden.
Firebase Zulu
- Brought a floating shrub back to ground.
Grandville
- Arachnos has added a quartet of new R.O.T. installations in the Central Holding Block (CHB) to ensure prison security for their highest security prisoners.
- Dr. Quatrexin and Calystix the Shaper have been added to the prisoners found in the CHB.
- Prisoner locations within the Grandville CHB have been moved around slightly in order to facilitate future planned content.
Rikti War Zone
- Removed floating tank markers in the air.
- Fixed indoor lighting when in the vehicle bay south of the Vanguard base.
Nova Praetoria
- Lowered two floating trees.
Imperial City
- Lowered a floating traffic light.
- Removed a random metal door that was poking out of the floor.
First Ward
- Moved Vanessa Devore out of the stairs.
Labyrinth of Fog
- When the zone is at +10 Labyrinth Shifts, The Minotaur In The Fog will instantly teleport to their chosen hunt target, making it much faster for raids to find and engage them in combat.
- The target of the Minotaur at +10 shifts is now announced.
- Doors found in the Orange 5th Column floor of the map have been removed as the Minotaur had issues pathing through them.
- Players inside the Font of Malevolence now receive a minor stealth buff to allow raids to assemble within without aggro'ing the central mobs.
- Fixed a Malevolent Fog spawn point that was misbehaving in the Green Praetorian Lab ceiling.
- High score of the last run now persists until the Minotaur is defeated again/zone resets so players can view it more easily.
- Stuck check timer of the Minotaur reduced from 6 minutes to 60 seconds.
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City Badge Tracker
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Added a City Badge Tracker kiosk to Pocket D at [-234.2 0.0 -908.8].
- This kiosk will display the badges that you're missing, and a Leaderboard with every character who entered Pocket D since the last mapserver reset. There is no persistent storage at the moment, and it might not be possible.
- The player with the most badges will be displayed as a "hologram" next to the City Badge Tracker kiosk. Clicking on this NPC will display their character information and badge progress.
- In the event of a tie, the character who last clicked the City Badge Tracker kiosk (not the NPC!) will be displayed, and there's a 60-second cooldown between switches to avoid spamming back and forth.
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City Badge Tracker also displays progress towards Bicentennial, Dimensional Warder, River Rat and Dreamwalker/Dreamkiller.
- Null the Gull no longer shows progress towards Dimensional Warder, since the City Badge Tracker "Progress" page has that info.
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Added a City Badge Tracker kiosk to Pocket D at [-234.2 0.0 -908.8].
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Mercy Island
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Rubble and debris from the former Architect Entertainment building have finally been cleared away, and construction on the Rogue Isle Police precinct has been completed.
- New building contains an SG Registrar so villains can start Super Groups from their start zone, same as heroes.
- Also contains a Quartermaster who sells enhancements.
Miscellaneous
- The villain Level 10 level-up trainer dialog now mentions the SG Registrar found in Mercy Island.
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Rubble and debris from the former Architect Entertainment building have finally been cleared away, and construction on the Rogue Isle Police precinct has been completed.
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New Badges (22)
Accolade
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The Prettiest One - Obtain this accolade by earning the following Exploration badges: On The Shoulders of Giants, In Their Prime, Protest Too Much, Fueled by Greed, Raving Mad, Marked Out, Quay to the City and Tourist Trapped.
Accomplishment
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Staring Into The Abyss - Complete Adelard Ziegler's story arc to earn this badge.
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Business Savvy - Complete Dap-Dap the Deal-Maka's story arc to earn this badge.
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Front Person - Complete Erin West's story arc to earn this badge.
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Justified Ends - Complete Robert Kogan's story arc to earn this badge.
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Thicker than Water - Complete Alexander the Greats's story arc to earn this badge.
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Generational Trauma - Earned from completing bonus objectives within Adelard Ziegler's story arc.
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Uncomfortable Truths - Earned from completing bonus objectives within Erin West's story arc.
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Truth Seeker - Earned from completing bonus objectives within Erin West's story arc.
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Brass Tax - Earned from completing bonus objectives within Dap-Dap the Deal-Maka's story arc.
Defeat
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Two Birds One Stone - Defeat 250 Blackwing Industries enemies to earn this badge.
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Peacekeeper / Peacemaker - Defeat the P.E.A.C.E. Keeper in Kallisti Wharf to earn this badge.
Exploration
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In Their Prime - Explore in Kallisti Wharf to earn this badge.
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Protest Too Much - Explore in Kallisti Wharf to earn this badge.
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Fueled By Greed - Explore in Kallisti Wharf to earn this badge.
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Raving Mad - Explore in Kallisti Wharf to earn this badge.
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Marked Out - Explore in Kallisti Wharf to earn this badge.
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Quay to the City - Explore in Kallisti Wharf to earn this badge.
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Tourist Trapped - Explore in Kallisti Wharf to earn this badge.
History
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Christie Consolidation - Learn more about the brave and bold leadership of Emil Christie.
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Flagtown Memorialist - Learn more about the Flagtown history in Kallisti Wharf.
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Patron of the Arts - Learn more about Theatre Row and Maxwell Stadium to earn this badge.
Badge Adjustments
Changes
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Dreamwalker / Dreamkiller - Quill and The Unnamed One are now required for this badge. No changes to those who already earned the badge.
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Variety Act - Badge art updated to look more like proper badges.
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License to Chill - Badge art updated to help differentiate Winter events by year (2021).
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Home for the Holidays - Badge art updated to help differentiate Winter events by year (2023).
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Hypothermia - Badge art updated to help differentiate Winter events by year (2024).
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Aether Shop Rewards
Reward Additions
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New NPC costumes added to the Tier 1 Aether reward vendor offerings:
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Costume: Devouring Earth Razorvine
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Costume: Devouring Earth Geode
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Costume: Freaklok Boomer
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Costume: Freaklok Tecromancer
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Costume: Mastermind Oni
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Costume: Mastermind Assault Bot
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Costume: Mastermind Lich
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Costume: Mastermind Spec Ops
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Costume: P.E.A.C.E. Ballistier
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Costume: P.E.A.C.E. Commander
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Costume: P.E.A.C.E. Coordinator
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Costume: PPD Guardian
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Costume: PPD Undercover Cop
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Costume: Slag Golem
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Costume: Slag Heap
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- (Mastermind Aether costumes include power customization option to pick their upgraded visuals.)
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New NPC costumes added to the Tier 2 Aether reward vendor offerings:
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Costume: Devouring Earth Lunaflora
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Spoiler(Devouring Earth costume based on the Lunar Agapanthus flowers found in Kallisti Wharf's One Statesman Plaza; This beautiful but deadly theoretical creature gently pulses with a lunar glow at night in-game! Includes power customization option to glow at all times.)
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New NPC costumes added to the Tier 3 Aether reward vendor offerings:
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Effect: P.E.A.C.E. Coordinator
- (Make your character look like one of Blackwing Industry's psychic tacticians! Projects a data display around your character and encapsulates your head in an energy field! Tintable power customization options and data-only or dome-only.)
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Reward Adjustments
- Tier 2 has been renamed from 'Vintage' to 'Vintage/Extra' to include the non-legacy costumes that are Homecoming additions.
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The following costumes have had their names adjusted:
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Costume: Devouring Earth Plant -> Costume: Devouring Earth Bladegrass
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Costume: Devouring Earth Crystal -> Costume: Devouring Earth Quartz
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Costume: Devouring Earth Mushroom -> Costume: Devouring Earth Fungoid
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Costume: Devouring Earth Rock -> Costume: Devouring Earth Bedrock
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The following costumes have had customization options expanded:
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Effect: Luminous > Symbiote
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Effect: Luminous > Symbiote Tintable
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Effect: Umbral > Symbiote
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Effect: Umbral > Symbiote Tintable
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Effect: Luminous > Tentacles
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Effect: Luminous > Tentacles Tintable
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Effect: Umbral > Tentacles
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Effect: Umbral > Tentacles Tintable
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Reward Fixes
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Effect: Luminous: Fixed an issue where this effect's eye glow would not appear on Aether costumes that didn't support sheathed weapons.
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Costume: Freakshow Stunner: Ambient sound effects removed from this costume.
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Costume: Freakshow Super Stunner: Ambient sound effects removed from this costume.
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Costume: Longbow Mender: Fixed this costume using the incorrect boots option.
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Costume: Rularuu Wisp Overlord: Ambient sound effects removed from this costume.
Vanity Pets
New Pets Recipes
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The following Rare recipe has been added with a 0.1% (1 in 1000) chance to drop from any Blackwing Industries enemy group Boss or Elite Boss rank defeats:
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Pet: P.E.A.C.E. Drone
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The following Uncommon recipe has been added with a 10% (1 in 10) chance to drop from the P.E.A.C.E Keeper Giant Monster when defeated.
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Pet: Mini P.E.A.C.E. Keeper
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- As with other recipes, these can be traded to other players or on the Auction House.
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New NPC costumes added to the Tier 1 Aether reward vendor offerings:
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Power Customization
Force Field
- Epic > Personal Force Field > Excelsion customization option added.
- Force Field > All > Excelsion customization options added to every power available in the powerset.
Oh hex! That's pretty cool!
Traps
- Force Field Generator > Excelsion customization option added.
Broadsword
- Swordfish custom weapon option added.
Rifles
- Shotgun custom weapon option added.
- Advanced Shotgun custom weapon option added.
- Grenade Launcher custom weapon option added.
- Advanced Grenade Launcher custom weapon option added.
Custom Weapon Fixes
- Fix to rifle weapons appearing on the back when they should be in the hand at the time.
- Fixed broken Munitions Rifle model FX for Devastator, Shard Cannon, and Shock Rifle options on all three body types.
- Fixed broken base Munitions Rifle FX on Huge body type.
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Costumes
New Costume Parts (61)
- Male/Female/Huge > Head > Various > Detail 1 > Blackwing
- Female > Head > Various > Detail 1 > Seer Visor
- Male/Female/Huge > Head > Various > Detail 2 > Blackwing
- Female > Head > Various > Detail 2 > Seer
- Male/Female/Huge > Arachnos Soldier > Detail 2 > Blackwing
- Male/Female/Huge > Arachnos Soldier > Detail 1 > Blackwing
- Female > Arachnos Soldier > Detail 1 > Seer Visor
- Female > Arachnos Soldier > Detail 2 > Seer
- Male/Female/Huge > Arachnos Widow > Detail 2 > Blackwing
- Male/Female/Huge > Arachnos Widow > Detail 1 > Blackwing
- Female > Arachnos Widow > Detail 1 > Seer Visor
- Female > Arachnos Widow > Detail 2 > Seer
- Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Clean
- Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1
- Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1 Flipped
- Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2
- Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2 Flipped
- Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Clean
- Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1
- Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1 Flipped
- Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2
- Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2 Flipped
- Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Clean
- Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1
- Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1 Flipped
- Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2
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Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2 Flipped
- Notice: The Awakened chest options are mutually exclusive with shoulder pads that clip and they will not appear. Likewise, if you currently have incompatible shoulder pads selected, the Awakened chest options will not appear.
- Male/Female/Huge > Upper > Jackets > Blackwing
- Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light
- Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light Original
- Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy
- Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy Original
- Male/Female/Huge > Upper > Chest Details > Special Symbols > Blackwing
- Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light
- Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light Original
- Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy
- Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy Original
- Female > Upper > Gloves > Blackwing > Custom
- Female > Upper > Gloves > Blackwing > Original
- Male/Huge > Upper > Various > Gloves > Blackwing Light > Custom
- Male/Huge > Upper > Various > Gloves > Blackwing Light > Original
- Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Custom
- Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Original
- Female > Upper > Tight > Belt > Seer
- Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Clean
- Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1
- Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1 Flipped
- Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2
- Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2 Flipped
- Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Clean
- Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1
- Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1 Flipped
- Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2
- Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2 Flipped
- Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Clean
- Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1
- Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1 Flipped
- Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2
- Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2 Flipped
- Male/Female/Huge > Lower > Skirts > Pants > Awakened Beholder
- Male/Female/Huge > Lower > Skirts > Pants > Awakened Scryer
- Male/Female/Huge > Lower > Skirts > Pants > Awakened Seeker
- Male/Female/Huge > Lower > Monstrous > Pants > Awakened Beholder
- Male/Female/Huge > Lower > Monstrous > Pants > Awakened Scryer
- Male/Female/Huge > Lower > Monstrous > Pants > Awakened Seeker
- Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Custom
- Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Original
- Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Custom
- Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Original
- Male/Female/Huge > Backpacks > Blackwing Light
- Male/Female/Huge > Backpacks > Blackwing Heavy
- Male/Female/Huge > Cape > Full Mantle > Brooch > Blackwing
- Male/Female/Huge > Cape > Half Mantle > Brooch > Blackwing
- Male/Female/Huge > Cape > Asymmetrical Mantle > Brooch > Blackwing
- Male/Female/Huge > Cape > Single Shoulder Mantle > Brooch > Blackwing
- Male/Female/Huge > Cape > Over Shoulder Mantle > Brooch > Blackwing
- Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump
- Male, Female, Huge > Auras > Path Auras > Rocket Boots - Fly
- Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump & Fly
- Male/Female/Huge > Costume Presets > Blackwing Light
- Male/Female/Huge > Costume Presets > Blackwing Heavy
- Male/Female/Huge > Costume Presets > Paragon Protector
Costume Proliferation
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Missing costume options added to missing categories:
- Male/Female/Huge > Arachnos Soldier > Wolf > Detail 1 > Parity Pass - Many missing options added.
- Male/Female/Huge > Arachnos Soldier > Wolf > Detail 2 > Parity Pass - Many missing options added.
- Male/Female/Huge > Standard > Detail 2 > Samurai Menpo
- Male/Female/Huge > Standard > Detail 2 > Oni Mask
- Male/Female/Huge > Masks w/Hair > Detail 2 > Samurai Menpo
- Male/Female/Huge > Masks w/Hair > Detail 2 > Oni Mask
- Male/Female/Huge > Full Mask > Detail 2 > Samurai Menpo
- Male/Female/Huge > Full Mask > Detail 2 > Oni Mask
- Male/Female/Huge > Hats > Detail 2 > Samurai Menpo
- Male/Female/Huge > Hats > Detail 2 > Oni Mask
- Male/Female/Huge > Hoods > Detail 2 > Samurai Menpo
- Male/Female/Huge > Hoods > Detail 2 > Oni Mask
- Male/Huge > Upper > Various > Chest > Yakuza
- Male/Huge > Upper > Various > Chest > Yakuza 1 Glow
- Male/Huge > Upper > Various > Chest > Yakuza 2 Glow
- Female/Huge > Back > Backpacks > Circle of Thorns
- Male > Upper > Sleeveless Robes > Chest > Spectrum
- Male/Female/Huge > Lower > Monstrous > Pants > Spectrum
- Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker
- Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker (Legacy)
Costume Fixes
- Various skirt models have had poor/non-functional LOD models that cause them to appear broken at distance; Skirt models should now always render the higher detail model.
- Female > Upper > Various > Asymmetrical Shoulders > Skull 1: Fixed this option being listed twice.
- Male/Huge > Lower > Various > Boots > Flat > Spectrum: Fixed this option using the wrong texture.
- Female > Lower > Various > Boots > Flat > Spectrum: Fixed this option being listed twice.
- The Seer Detail 2 and Seer Belt options can now tint the color of their glow using Color 2.
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Misc Power Changes
Epic > Dark Mastery > Black Hole
- This power now applies a trawl (reverse repel) effect.
- Targets that are immune to the trawl effect will be phased.
Epic > Psionic Mastery > Telekinesis
- Target cap increased from 5 to 10.
- Toggle duration reduced from 20s to 10s.
Armor Sets > Self heals (all)
- Self heal click powers no longer are irresistible
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Following heals will ignore Heal Resistances:
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Regeneration > Second Wind
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Invulnerability > Dull Pain
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Ice Armor > Hoarfrost
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Empathy > Absorb Pain
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Pain Domination > Share Pain
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The following armored AT Heal Resistance caps have been lowered to:
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Tanker: 75%
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Brute: 75%
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Scrapper: 85%
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Stalker: 85%
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Sentinel: 90%
- All other ATs remain at 100%
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Quote
Design Notes:
This should allow self heals to become stronger while using Field Medic and Incandescence Destiny actually impact players. This will potentially force some changes in Hamidon tanking strategies, but the encounter should still be possible even with the HealRes debuffs. The heal resistance caps will prevent armored classes to ever be debuffed to the point they are entirely immune to healing.
With this change, Armored ATs should never be able to become immune to healing unless they are on an Untouchable state.
Battle Axe > Axe Cyclone
- Cast time increased from 1.76s to 2.1s.
- Pull distance is now resistible.
Battle Axe > Swoop
- Cast time increased from 1.23s to 1.37s.
QuoteDesign Notes:
Last round of buffs to Battle Axe were potentially too good, we are doing a minor bump-back on Axe Cyclone's and Swoop due to the unexpected boost. Axe Cyclone will continue to pull enemies, but foes will be able to resist the effect where resistances apply.
Street Justice > Sweeping Cross (All versions)
- Arc increased from 50 degrees to 75 degrees.
- Pre-combo damage scale reduced from 1.5 to 1.444.
- Max combo damage reduced from 1.875 to 1.805.
Invulnerability > Unstoppable
- A visual cue should show up informing of the impending crash.
Ninjitsu > Kuji-In Retsu
- A visual cueshould show up informing of the impending crash.
Shield Defense > One with the Shield
- A visual cueshould show up informing of the impending crash.
Stone Armor > Geode
- Cleaned up power info screen.
- 25% of this power's regen and recovery buffs will persist for the full 30 second window even if the power is shut down or if the Geode is destroyed.
Super Reflexes > Elude
- A visual cue should show up informing of the impending crash.
Willpower > Strength of Will
- A visual cue should show up informing of the impending crash.
Bug Fixes
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Enhancements > Performance Shifter: Chance for +Endurance: Fixed a bug where the ally buff could potentially be weaker based on level differences.
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Enhancements > Coercive Persuasion: Contagious Confusion: This proc no longer ignores combat modifiers.
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Dark Armor > Obscure Sustenance: Fixed a bug where Soul Nier theme would trigger the incorrect animation
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Tactical Arrow > Glue Arrow: Fixed power short description.
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No Phase: Fixed a bug where No Phase would disable Jump Pack and Steam Jump.
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Pool > Fighting: Changes to the attacks power info screen to clarify the conditional effects.
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Mace Mastery > Web Envelope: Fixed this power's description to denote the power does toxic damage over time.
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Prestige Travel > Jump Pack/Steam Jump: These powers buff should now flash when the 30 second timer is about to run out, as well as give a "low fuel" warning.
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Plant Manipulation > Wild Fortress: Fixed a bug where the power's vfx would fade away if the player selected color customization options.
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Atomic Manipulation > Metabolic Acceleration: This power no longer accepts Endurance Discount enhancements. The power costs no endurance.
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Dark Mastery > Possess: Fixed a bug where the debuff applied to the caster instead of the target.
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Devices > Remote Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
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Traps > Temporal Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
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Accolades > Mark and Recall: Name changed from 'Mark & Recall' so the power can be functionally linked in
- chat.
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Energy Mastery > Energy Torrent: Fixed Laser Beam Sweep customization option's hitfx desynced from attack.
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Arsenal Control > Cryo Freeze Ray: Fixed VFX timing errors in attack and hit FX.
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Fiery Aura > Cauterizing Blase: Fixed Dark Fire customization option missing FX.
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Mercenaries > Commando: Fixed Commando's Full Auto attack FX attached to their hand instead of their Assault Rifle.
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Dark Mastery > Black Hole: Fixed this power range (was erroneously set to 10ft instead of 50ft).
- Changed the buy requirements for Possess (no player visible change, but make sure you can still level into this power).
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Arsenal Control
Sleep Grenade
- Pulse timer reduced from 4s to 3s.
Tear Gas
- Increased duration from 45s to 60s, set stacking to replace.
QuoteDesign Notes:
Although relatively a minor change, this should have significant impact when combined with the new 3s rules for Controller Containment triggers after sleep is broken. In the previous configuration, a 4s pulse, the 3s of containment on sleep foes left about 25% chance for no containment damage. You likely wont notice this impact, but having it at 3s pulses will make containment work smoother and have a nearly unnoticeable buff to the regularity enemies fall asleep again after being disturbed.
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Plant Control
Spore Burst
- Upgraded to Deep Sleep.
Seeds of Confusion
- Recharge increased to 90s.
- Scale reduced from scale 20 to scale 12.
- Target cap lowered from 16 to 10.
- Endurance cost lowered from to 15.6 to 8.528.
- This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 8.2 seconds for a maximum total of 90 seconds.
Spirit Tree
- Cast time lowered from 3.2s to 1.67s.
- Recharge reduced from 200s to 120s.
- Duration reduced from 90s to 60s.
- Spirit tree can now be attacked.
- Spirit tree now taunts and has a scaling defense and resist aura.
- Even after being defeated, spirit tree's regen aura should remain.
- The taunting pet component has been made sturdier.
Vines
- Now summons a Pseudopet that will continue to hold enemies for its duration.
- Now inflict damage over time on its targets.
- Now applies a -DMG debuff on targets.
- Now accepts damage set and enhancements.
- Added missing true pseudopet flags.
- Increased duration from 45s to 60s, set stacking to replace.
Carrion Creepers
- VFX now moves along with the pet patch.
- Carrion Creepers can now proc Domination, Containment and Overpower.
- This power should no longer execute an excessive proc cascade.
- Adjusted the vines spawn timing, should spawn more fluidly now.
- Vines should now be able to proc Containment damage (33% chance).
Fly Trap
- AI mode changed from Pet_Base to Pet_Ranged.
QuoteDesign Notes:
We are aware this will initially stir some reactions. Please test these changes before making your final judgements. With the introduction of Deep Sleep, we are seeking to re-adjust the set balance so its not as focused on 2 powers.
You may have noticed, we are standardizing confuse powers to 90s recharge with a lower scale. Spirit Tree will continue to work as it always did, but now also can dub as a pseudo-tank, at least for limited window. This will not come at any cost, as even if defeated the +regen portion will persists for its standard duration.
Similar to some of the other sets we mentioned above, Vines is getting a pseduopet revamp. We are not looking to homogenize all the 240s holds into the same form, instead we are trying to give them a some flavor, but some may be a bit similar. You should find this new incarnation much more useful.
Finally, Carrion Creepers was implemented in a way that interacted with multiple procs in an abusive way. The pet had many powers that created other pets that executed other powers resulting in sometimes triple proc rates, bypassing all safeguards the game has to prevent such things. This is being finally adjusted in this iteration. We expect all the additional buffs to other powers, especially in controller containment capabilities, to result in a much more well rounded set.
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Mind Control
Terrify
- Accuracy increased from 0.9 to 1.0.
Total Domination
- This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds.
Mass Confusion
- Accuracy increased from 0.8 to 1.0.
- Endurance cost reduced from 26 to 8.528.
- This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds.
QuoteDesign Notes:
Total Domination and Mass Confuse recharge are being adjusted to have a lower endurance cost and base recharge. Each foe affected will increase its recharge by 14.5s resulting in a maximum recharge of 240s at maximum saturation. This allows the power usage to scale with the encounter, increasing its value in smaller fights without making Confuse redundant, at the same time it lowers the penalty of missing with the power.
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Gravity Control
Gravity Distortion Field
- Changed to location based power.
- Now summons an area of effect pseudopet that lasts up to 45s and will hold random enemies within.
- Power now inflicts smashing damage when it holds enemies.
- Now takes damage enhancements and sets.
- Should now apply the Gravity Distortion effect to all enemies that enter its area of effect.
- Increased duration from 45s to 60s, set stacking to replace.
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Fire Control
Cinders
- Endurance cost reduced from 15.6 to 8.528.
- This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds.
Ice Control
Glacier
- Endurance cost reduced from 15.6 to 8.528.
- This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds.
Illusion Control
Flash
- Endurance cost reduced from 15.6 to 8.528.
- This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds.
Symphony Control
Chords of Despair
- Endurance cost reduced from 15.6 to 8.528.
- This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds.
Mind Control
Total Domination
- Endurance cost reduced from 15.6 to 8.528.
- This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds.
QuoteDesign Notes:
Early feedback about Adaptive Recharge has been mostly positive outside it's impact on procs, perhaps one of the most positive feedbacks we have received for a change to existing powers in a long time. Based on this, we will be expanding this system to more sets. We still are aiming to not homogenize every set into this schema. We are aiming to keep a rather even split between Adaptive Recharge 240s holds and area of denial ones. We will be applying these as it makes most thematic and playable sense for the individual set.
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Fire Control
Bonfire
- This power is now a true pseudopet.
Cinders
- This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds.
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Electric Control
Static Field
- Converted into a true pseudopet.
- Domination should now work on this power even if activated when the patch is already out
Jolting Chain
- This power has been turned into a real chain.
- Damage increased from scale 0.3 to scale 1.2 against primary target.
- All jumps now take full advantage of caster inherents.
- Endurance drain is now auto hit.
Conductive Aura
- Target cap increased from 8 to 16.
- After the 8th target hit, the power will yield diminishing returns.
Synaptic Overload
- This power has been turned into a real chain.
- All jumps now take full advantage of caster inherents.
- Recharge increased from 60s to 90s.
- Endurance drain is now auto hit.
- Max Target Cap 10.
- Domination now reliably works on this power.
- Cast Time lowered from 2.37s to 2.0s.
- This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 8.2 seconds for a maximum total of 90 seconds.
Paralyzing Blast > Tesla Coil
- Power renamed to Tesla Coil.
- Creates a pseudopet that continuously holds enemies over 45 seconds.
- Can now do damage over time, accepts damage enhancements and sets.
- Now a location based power.
- Added missing true pseudopet flags
- Increased duration from 45s to 60s, set stacking to replace
Gremlins
- Pets now spawn as even level.
- Gremlins have been given a new attack.
- Gremlin's Jolting Chain power is now a true chain.
- Damage resistances against non-smash/lethal/energy increased.
QuoteDesign Notes:
Paralyzing Blast is getting a complete makeover as a static pet that constantly chain-zaps enemies near its area, as well as inflict damage to held enemies.
The chain powers have been adjusted with an auto-hit component that should make the powers immune to critical failure where the chain dies on its first target.
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Regeneration
Fast Healing
- Now grants 20% fixed regen resistance at all levels, for all ATs.
- (Stalker only) Now grants 15% recovery buff and 20% recovery debuff resistance.
Resilience
- Power icon updated to represent its effects.
Quick Recovery
- Now grants 20% recovery debuff resistance.
Dull Pain > Second Wind
- Converted to Second Wind.
- Grants a 20% Max HP buff, this buff is retained even if the caster is defeated.
- Provides a 40% heal.
- This heal ignores resistances.
- Recharge increased from 300s to 360s, matching Dull Pain's recharge.
- Cast time lowered from 1.5s to 0.73s (same as live Dull Pain).
- While during the effects of Second Wind, should the player be defeated, they will be given a chance to get back up and keep fighting.
Reactive Regeneration [New power for scrappers/brutes/stalkers]
- Mutually exclusive power from Instant Healing.
- This power is a toggle, pulses every 2 seconds.
- Grants a 200% enhanceable regeneration buff.
- Grants an additional 25% non-enhanceable regeneration for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
- Grants a 5.5% regen debuff resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
- Grants a 3% recovery and end drain resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
- Sentinel's Reactive Regeneration power will follow this implementation of the power.
Revive > Ailment Resistance
- Converted this power to Ailment Resistance.
- This power is now an auto power.
- Grants a 24% MaxHP buff, half enhanceable.
- Grants -15% resistance to heals (making all heals on you 15% stronger).
- Grants 20% resistance to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit.
- Power no longer accepts endurance or recharge enhancements.
Moment of Glory
- Cast time reduced from 2.57s to 1.5s.
- Now grants a small damage buff that decays over time.
- Now grants a small amount of Psionic and Toxic defense.
Power order changed to:
Stalker:
- Hide
- Reconstruction
- Fast Healing
- Ailment Resistance
- Integration
- Resilience
- Instant Healing/Reactive Regeneration
- Second Wind
- Moment of Glory
Scrapper/Brute:
- Fast Healing
- Reconstruction
- Quick Recovery
- Ailment Resistance
- Integration
- Resilience
- Instant Healing/Reactive Regeneration
- Second Wind
- Moment of Glory
Sentinel/Tanker:
- Fast Healing
- Reconstruction
- Quick Recovery
- Ailment Resistance
- Integration
- Resilience
- Reactive Regeneration
- Second Wind
- Moment of Glory
QuoteDesign Notes:
Existing builds will now have access to an option that let them opt into more reliable and constant performance at the expense of occasional spike survivability with the new toggle alternative to Instant Healing: Reactive Regeneration. The set is also gaining new debuff resistances.
The new MaxHP passive should allow low recharge builds access to more constant/reliable source of mitigation as well as constant debuff resistances. This should also give even more breathing room to, if desired, hold back the use of the HP buff click (now Second Wind) for moments of more danger. Most ATs should also be able to reach their current MaxHP caps only with Second Wind, if only temporarily, via very high recharge builds or combination of Second Wind and Burnout in addition to accolade powers and set bonuses.
Some players should likely find Ailment Resistance optional to their builds if all they want is to retain live functionality, unless they highly desire the additional passive benefits. The power is still intended to be highly desirable.
Regeneration proliferated to Tankers
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Fast Healing
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Reconstruction
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Quick Recovery
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Ailment Resistance
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Integration
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Resilience
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Reactive Regeneration
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Second Wind
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Moment of Glory
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Radiation Armor
Ground Zero
- The offensive components of this power now can only hit 16 foes.
- Power still can hit up to 255 allies.
Radiation Therapy
- This power now has Adaptive Recharge. It has a base recharge of 25 seconds, and each affected foe will increase the recharge by varying amounts to a maximum total of 90 seconds. First target adds 20 seconds, each additional target adds recharge proportionate to it's buff strength.
- Every subsequent target will yield a 30% weaker effect than the previous target
- Accuracy lowered from 3x to 1.2
- Heal per enemy increased from scale 2.2% to scale 11%.
- Heal with no enemy in range lowered from scale 11% to scale 6%
- Total maximum heal with all targets increased from 33% to 38%
- Regeneration buff reduced from +100% to 50%, duration reduced from 60s to 45s
- Fixed power description showing wrong adaptive recharge numbers.
- Fixed a bug where this decay was not working as intended.
Meltdown
- Power now has a visual indicator that the power is going to crash in the next 10 seconds.
QuoteDesign Notes:
Ground Zero is a power that should had never been released in its current form. It's high cap was set so it could reliably cover allies and still be able to hit some foes. This ideally should had been split into two independent components when finalizing the set, but was not done due to how hard it was to create such powers at that time. Making an armor power affect more enemies than even incarnate nukes was never the intended goal. These days we have new tools to properly split these components without the legacy headaches. We should had done this long ago, but that does not give the power a pass.
Radiation Therapy is another power that has other issues. It does too many things at once. The original version left by the devs never had such a high accuracy, nor did it grant endurance to the caster. These are things that were added later in an experiment and resulted in the power being too overloaded. The accuracy was never meant to be increased to 3, but to 1.13 (would had resulted in about 85% acc against even level foes). The original power, as left by the dev team, had an accuracy of 1.0x. We are compromising with 1.2 in this pass, but at 3x we may as well make the power auto hit. Such an incarnation would lose access to accurate healing enhancement sets.
Despite this we still feel the power does a lot for it the set out of a single power, and that should be reflected somehow, either by removing effects or increasing recharge. Simply increasing recharge did not seem like a good compromise since it would make the power way less useful in boss encounters so decided to use the new Adaptive Recharge technique with the power. This means the power has a very low recharge that scales with it's usage. At maximum saturation, the power will have a higher recharge than it does currently live, but with fewer foes around the power will recharge much faster up to the point where 1v1 fights the player will be able to continually use the power. The power can now be used anywhere between every 25 seconds and 90 seconds depending on how many enemies (if any) were in range.
We understand nerfs are never popular, but sometimes we need to tone some sets down.
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Ice Armor
Hibernate (Tanker/Brute)
- This power has been converted to Icy Bastion.
Icy Bastion (Scrapper/Sentinel/Stalker)
- This power now is a toggle.
- It will make you untouchable and give high regeneration rate.
- It will deactivate automatically after 30s.
- It can be deactivated early, keeping reduced effects for the remainder of the window.
- If under the effects of No Phase, the power will automatically deactivate and just provide the reduced +regen/+recovery and +Res.
- Note: After shutting this toggle down, the power will be identical to the previous version of Icy Bastion.
Icicles
- Now inflicts cold damage instead of lethal.
Rime
- New power, mutually exclusive from Hoarfrost.
- 90s recharge, 30s 30% Absorb, +100% regen, & 60s +Scale 2 Res(Toxic).
QuoteDesign Notes:
We are seeking to consolidate the T9 power between Tankers/Brutes and Scrapper/Stalker/Sentinels. The new consolidated power should have the benefit of both versions, with the minor inconvenience of having to double-click it if the player rather not enter a period of invulnerability and inability to attack.
We area also giving the power an alternate power option to Hoarfrost: Rime, that should provide a more active mitigation choice for players that prefer a more involved defensive play style over the long duration/high heal of Hoarfrost.
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Energy Aura
Energy Drain
- Per target +def lowered from scale 0.5 to scale 0.4.
- Up-front +def lowered from scale 0.1 to scale 0.08.
Power Shield
- Fire and Cold defense lowered from scale 2 to scale 1.7.
Overload
- Added visual indicator of an impending crash within 10s of expiration.
Power Armor
- Fixed power description.
QuoteDesign Notes:
The set is getting some minor toning down on its defenses due to some relatively minor over-performance. This also helps the set's portability to tankers, despite the tanker version not being a carbon copy of the set.
Energy Aura Proliferated to Tankers
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Kinetic Shield: Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF)
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Dampening Field: Auto: Self +Res (Smashing, Lethal, Energy, Endurance Drain)
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Power Shield: Toggle: Self +DEF(Fire, Cold, Energy, Negative), Res(DeBuff DEF)
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Entropic Aura: Toggle: Self +Res(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, DeBuff DEF), Self +Recharge, Foe -Recharge.
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Energy Protection: Auto: Self +Res (Energy, Negative, Toxic, Psionic, Slow)
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Power Armor
Energy Reserve: Auto: Self +MaxHP, +Resist(All DMG) -
Energize: Self Endurance Discount, Heal, +Regen
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Energy Drain: PBAoE, Self +End, +Def, Foe -End
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Overload: Self +DEF(All), +Recovery, +MaxHP, Res(DeBuff DEF)
- This power is different from other versions of Overload.
- 300 second recharge, 30 second duration
- 25% def against all but toxic/psi
- 20% def against toxic/psi
- +30% MaxHP
- Scale 1 Res(-Defense)
- +100% Recovery
- Has no crash.
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Electric Armor
Static Shield
- This power now grants scale 2 Toxic resistance.
Grounded
- This power now grants scale 0.8 resistance to Smash/Lethal/Fire/Cold.
- Knockback protection should now last for up to 5 seconds after touching ground.
Power Sink
- This power now adds a regeneration buff for each enemy hit.
- 17.5% regen for the first target hit.
- +17.5% regen for each additional target.
- +End per target lowered from 25 to 15.
- No longer has a chance at lowering enemy recovery.
- -End lowered from -40 to -35.
Energize
- Regeneration buff duration increased from 30s to 45s.
Power Surge
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Crash removed (EM Pulse remains).
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Recharge lowered to 350s.
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All effect durations lowered from 180s to 30s.
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Power now grants a +400% regen buff.
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Resistances lowered.
QuoteDesign Notes:
We are seeking to upgrade the overall sustainability of this set. Although the set provides some solid resistances (making its burst/alpha survival rather solid) it suffers in sustained survivability. For this reason, we are giving Power Sink some scaling regenerative buffs in trade of some of its endurance drain capabilities. The duration of Energize's regeneration buff is also being extended and Power Surge is getting a makeover that is more in line with the live version of Icy Bastion while retaining it's closing AoE burst. We are going to evaluate the viability of this change based on feedback, there is a high possibility for it to get very minor adjustments or being rolled back to it's live form.
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Dark Armor
Cloak of Fear
- Endurance cost lowered from 0.56 per second to 0.26 end per second.
- Pulse rate changed from every 5s to every 1s.
- Power is now auto hit (Fear effect still requires a hit roll).
- Radius increased from 8ft to 15ft (Fear and Taunt still only apply within 8ft).
- Accuracy increased from 0.67 to 0.8.
- Power now applies a scale 2 -dmg debuff (equal to Chilling Embrace).
- Power now applies a -25% kb str debuff on all affected targets.
- Power now grants + 1.0KB protection for each enemy in range for 5 seconds. This Stacks and refreshes even if only one foe is in range and is capped at 10 for a maximum of 10 kb mez protection. The most foes you have in melee range, the faster you will reach the cap..
- Enhancements and resistance now affect magnitude instead of duration.
Shadow Dweller (Stalkers)
- This power now also grants a regeneration buff in addition to all previous effects.
Tenebrous Regeneration (Sentinels)
- Renamed Shadow Dweller
- This power now grants a small amount of defense in addition to it's regen buff.
Soul Transfer
- Can now be used while alive.
- Using this power while alive will cost endurance.
- This power now grants a minor MaxHP buff per foe hit, as well as Mez Protection for 30 seconds.
- While conscious, the power will apply mag 3 stun on all affected enemies.
- This power will not inflict damage nor heal the caster if used while conscious.
- Now accepts accuracy enhancements (only useful for alive usage).
- Fixed erroneous enhancement issues.
- Fixed a bug where the power would lockout after used.
Dark Regeneration
- This power is now available to Sentinels as a mutually exclusive option from Obscure Sustenance.
Obscure Sustenance
- This power is now available to Brutes, Scrappers, Stalkers and Tankers as a mutually exclusive option from Dark Regeneration.
- Fixed a bug where Soul Nier theme would trigger the incorrect animation
- This power is now a click, no longer requires foes in range.
- No longer accepts damage or accuracy enhancements or sets
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Staff Fighting
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Perfection: Levels are now granted on misses.
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Sky Splitter: Increased bonus damage inflicted by Sky Splitter while under level 3 Perfection from scale 0.828 to scale 1.656.
- Fixed a bug where the power would grant a new level 1 perfection at the same time it consumed level 3.
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Eye of the Storm: Increased bonus damage inflicted by Eye of the Storm while under level 3 Perfection from scale 0.1892 to scale 0.4920.
- Fixed a bug where this power would not remove perfection stacks when executing a finisher.
- Fixed a bug where the power would grant a new level 1 perfection at the same time it consumed level 3.
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Dark Miasma
Black Hole
- This power now applies a trawl (reverse repel) effect.
- Targets that are immune to the trawl effect will be phased.
Focused Feedback: Enemy Group Changes & Fixes
in [Open Beta] Focused Feedback
Posted
Enemies
Arachnos
Awakened
Carnival of Shadows
Council
Crey
Drudges
Gold Brickers
Longbow
Malta Operatives
Paragon Police
Rikti
Seers
Sky Raiders
Trolls
Unified People's Army (UPA)
Vanguard
Warriors
Wyvern
Various