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The Curator

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Posts posted by The Curator

  1.  


    Enemies

    Spoiler

    Arachnos

    • Arachnos NPCs in various zones now use Arachnos mugs when using the /drink emote.
    • Black Scorpion: Fixed a missing FX that was causing his tail to go missing.
    • Scirocco: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Awakened

    • Mobs that summon in this group no longer do so unless inside a mission instance.
    • Subjugator: Removed text regarding consuming a Seer, as this power doesn't hurt players and doesn't warrant an urgent float warning.

     

    Carnival of Shadows

    • Added glowmask to the masks of the various female enemies in this group.
    • Added glowmask to the mask of Vanessa Devore.

    spooke.PNG.e743fc8580c6458df285a4f220c48943.PNGvanessa.PNG.f88eab28494581d02866ecc726fad840.PNG

    Council

    • Galaxies
      • Boss Stygian Return activation chance reduced from 100% to 50%.
      • All versions of Stygian Return now have text popup warning on activation, delay before resurrection extended from 2s to 5s.
      • Removed Stygian Return from 50% of high level Galaxy Adjutants.
      • Removed Stygian Circle from Galaxy Archons, removed Stygian Return from Eclipse Galaxy Archons.
    • Archon Kruger
      • Increased Bone Smasher dmg from scale 0.7 to scale 1.64.
      • Decreased Cybernetic Blade dmg from scale 1.25 to scale 1.2, decreased recharge from 12s to 3.5s.
      • Decreased Energy Torrent dmg from scale 1.4 to scale 0.96, decreased recharge from 14s to 12s.
      • Increased Explosive Blast dmg from scale 0.7 to scale 1.0, decreased recharge from 6s to 4s.
      • Increased Power Blast dmg from scale 1.2 to scale 1.64, decreased recharge from 10s to 8s.
      • Reduced Power Bolt animation from 2s to 1s, increased dmg from scale 0.5 to scale 1.0.
      • Increased Power Burst dmg from scale 0.9 to scale 2.12, increased recharge from 8s to 10s.
      • Reduced Total Focus animation from 3.3s to 2.53s, increased dmg from scale 1.6 to scale 2.56, removed taunt.
      • Fixed some fx errors for his custom attacks.
      • Archon Burkholder
      • Increased Cybernetic Blade dmg from scale 1.0 to scale 1.2, increased recharge from 3s to 4s.
      • Increased Whirling Hands animation from 1.67s to 2.5s.
      • Trimmed attacks from high level version to allow AI to use power suite more intelligently.
      • Added Energize to high level version.
      • Fixed some fx errors for his custom attacks.
    • Vandal
      • Adjusted high version Missile Launch from scale 1.9 damage over time to scale 1.0 dmg, increased accuracy from 1.0x to 1.05x, increased recharge from 3s to 4s.
      • Increased high version Power Blast dmg from scale 1.1 to scale 1.64, increased recharge from 3s to 8s.
      • Increased Power Shot dmg from scale 0.75 to scale 1.0.
      • Increased Power Thrust dmg from scale 0.6 to scale 0.8, decreased recharge from 12s to 6s, decreased accuracy from 1.2x to 1.0x.
      • Increased Total Focus dmg from scale 1.5 to scale 2.56, removed taunt, decreased accuracy from 1.4x to 1.2x.
      • Adjusted Drill Strike from scale 0.633 damage over time to scale 1.42 dmg, increased recharge from 15s to 20s, decreased accuracy from 1.6x to 1.4x, increased knockup chance from 75% to 100%, now only works near ground.
      • Increased Whirling Hands dmg from scale 0.8 to scale 1.18, adjusted disorient from 100% chance, scale 8.0 mag 1, to 30% chance, scale 5.0 mag 2.
      • Decreased EM Pulse accuracy from 1.4x to 1.0x, decreased radius from 80ft to 60ft, adjusted end drain from -37.5 points to -33.75%, added special dmg vs robots.
      • Standardized Overload effect durations to all be 60s, increased defense buff from scale 3.0 to scale 6.0, increased maxhp buff from scale 2.0 to scale 4.0.
      • Removed duplicate AV resistance from high level Vandal.
    • Council Empire
      • Increased Missile Launcher dmg from scale 1.0 to scale 1.32, increased recharge from 1s to 6s.
      • Decreased Grenade Launcher dmg from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Crippling Axe Kick dmg from scale 1.0 to scale 2.12, increased recharge from 3.83s to 11s, added fly and defense debuffs.
      • Fixed Dragons Tail checking melee instead of AoE defense, increased dmg from scale 1.0 to scale 1.18.
      • Increased Eagles Claw dmg from scale 1.96 to scale 2.28, increased recharge from 10s to 12s, increased disorient from 60% chance to 100%.
      • Decreased Thunder Kick dmg from scale 1.0 to scale 0.84, decreased recharge from 4s to 3s, adjusted disorient from 100% chance mag 1, to 10% chance mag 2.
      • Added chance for critical hit to all martial arts attacks.
      • Increased Brawl dmg from scale 0.68 to scale 1.0, increased recharge from 2s to 4s.
    • Miscellanous
      • All (non-AV, non-GM) critical knockback is no longer flagged to be unresistable.
      • Removed chance for critical knockback from werewolves, robots.
      • Applied updated weapon and martial arts animations to Council Empire enemies.
      • Fixed some AI flags for powers.
      • Adjusted spawndefs to reduce the appearance rates of transforming enemies.

     

    Crey

    • Paragon Protectors: Variants with Moment of Glory, Unstoppable, and Elude can now be stripped of these defensive powers by being Held before reaching 25%.
      • Will play a yellow electric FX when they lose their defensive T9 power.
      • If they activate their T9 it can no longer be stripped from them.
    • Crey Crisis Unit/Eliminator/Juggernaut:
      • Decreased Grenade Launcher damage from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Sleep Gas accuracy from 0.8x to 1.05x, increased recharge from 22s to 45s, increased sleep magnitude from 2 to 3.
      • Increased Hallucinogenic Gas recharge from 36s to 240s, increased radius from 10ft to 20ft.
      • Increased Tear Gas Grenade recharge from 25s to 30s, increased radius from 15ft to 35ft, increased debuff duration from 12s to 20s, increased tohit debuff from scale 0.5 to scale 0.7, removed unresistable flag.
      • Decreased Missile Launcher recharge from 8s to 6s.
      • Fixed Taunt having swapped radius and target cap.
      • Added missing root time to Personal Force Field.
      • Increased Brawl damage from scale 0.72 to scale 1.0.
      • Fixed Kick applying disorient instead of knockdown.
    • Crey Gamma Tank:
      • Fixed melee attacks not properly dealing split energy/smashing damage.
      • Fixed Radiation Siphon missing self heal.
      • Fixed Positron Cell using copypasted blaster hold mechanic.
    • Crey Protector:
      • Increased Cryo Rifle accuracy from 1.0x to 1.2x, increased slow debuffs from scale 0.2 for 10s to scale 0.3 for 12s, added missing continuingFX
      • Fixed AI issue with Force Bolt
      • Deflection Shield now applies up to 3 targets per cast.
    • Cryogenicist:
      • Decreased Cryogenic Shot damage from scale 1.6 to scale 1.0, decreased recharge from 8s to 4s, fixed immobilization fx, increased from 66% .chance to 100%, increased slow debuff duration from 6s to 15s.
      • Decreased Cryogenic Beam damage from scale 1.2 to scale 0.92, decreased recharge from 12s to 10s.
      • Decreased Absolute-Zero Beam damage from scale 2.6 to scale 2.17, decreased recharge from 17.6s to 14s.
      • Added missing AI flag to Benumb, decreased debuff duration from 20s to 15s.
      • Ice Shield now applies up to 3 targets per cast, fixed ugly ice cube FX.
      • Fixed Serum using wrong AI flag, decreased heal from scale 8.0 to scale 4.0, removed unresistable flag.
    • Added glowmask to visors of Crey Scientists when worn.
    • Added glowmask to eyes of Crey Tank enemies.

    gloweyesscientist.PNG.1a66d8c8f80df1086991cf346559fc03.PNGgloweyestank.PNG.92bc64840e7e26af0021395f23d84ea5.PNG

     

    Drudges

    • Fixed Trap Soul attack healing an enemy instead of damaging them.

     

    Gold Brickers

    • AU-Rifter:
      • Fixed Barrage checking smashing defense instead of negative defense.
      • Decreased Energy Punch damage from scale 1.64 to scale 1.16, decreased recharge from 8s to 5s.
      • Increased Whirling Hands damage from scale 0.7538 to scale 1.18, increased recharge from 10s to 14s.
      • Added missing immobilize to Total Focus, Whirling Hands.
      • Decreased Power Bolt damage from scale 1.64 to scale 1.0, decreased recharge from 8s to 4s.
      • Decreased Power Blast damage from scale 2.28 to scale 1.64, decreased recharge from 12s to 8s.
      • Increased Explosive Blast damage from scale 0.6041 to scale 0.9, increased recharge from 10s to 16s.
      • Removed disorient FX from melee immobilization.
    • AU-Bricker/AU-Bomber
      • Removed Barrage, Power Blast, Explosive Blast from AU-Bricker, removed Barrage from AU-Bomber to reduce power bloat.
      • Increased Energy Punch damage from scale 1.0 to scale 1.16, increased recharge from 4s to 5s.
      • Increased Whirling Hands damage from scale 1.0 to scale 1.18.
    • Boomer:
      • Decreased Knockout Blow damage from scale 3.0 to scale 2.56.
      • Increased Heavy Sonic Blast Cannon resistance debuff from 5s to 8s.
      • Increased Heavy Sonic Wave Cannon resistance debuff from 5s to 8s.
      • Fixed Resonator not debuffing psionic resistance, fixed resistance debuff using incorrect table, decreased from 14s to 8s.
      • Increased Sonic Cannon attacks' accuracy from 1.0x to 1.05x.
    • Breaker:
      • Decreased Bash damage from scale 1.3 to scale 1.0.
      • Decreased Pulverize damage from scale 2.0 to scale 1.64.
      • Fixed Shatter checking melee defense instead of AoE, decreased damage from scale 3.5 to scale 2.28.
      • Decreased Throwing Wrench damage from scale 2.0 to scale 1.64, increased recharge from 4s to 8s.
    • Rocketman/Bombardier:
      • Increased Sonic Gun resistance debuff from scale 0.27 for 4s to scale 0.5 for 5s.
      • Increased Heavy Sonic Blast Gun resistance debuff from 5s to 8s.
      • Decreased Sonic Grenade recharge from 20s to 16s, decreased resistance debuff from scale 1.5 for 10s to scale 1.0 for 8s.
      • Increased Rifle Butt damage from scale 1.3 to scale 1.32, increased recharge from 4s to 6s.
      • Increased Sonic Rifle attacks' accuracy from 1.0x to 1.05x.
      • Fixed Ripple Resonator missing AI flag, decreased recharge from 120s to 60s.
      • Removed duplicate Gold Skin resistance from Bombardiers.
    • Smelter:
      • Reduced Fire Blast animation from 1.67s to 1.2s
      • Fixed Char having controller overpower
      • Fire Shield now applies up to 3 targets per cast
      • Decreased Forge buff from 120s to 60s

     

    Longbow

    • Longbow NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Malta Operatives

    • Added glowmask to the night-vision goggles on enemies in this group.

    glowmalta.PNG.ed7d0b40784d1810f1d48986478bcb01.PNG  

     

    Paragon Police

    • PPD NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Rikti

    • Fixed Rikti Headman Gunman blast FX not synced with animation.

     

    Seers

    • Fixed a few sequencers/animations related to Seer powers.

     

    Sky Raiders

    • Jump Bots: Updated Maneuvers from auto to toggle, reduced activateperiod from 60s to 2s.

     

    Trolls

    • Added super leap to Supa Trolls/raving Trolls to fix being unable to reach the Troll Rave event.

     

    Unified People's Army (UPA)

    • DUST: Fixed Force Punch and Force Smash using broken sequencers and not animating.
    • IDF Heavy Troopers: Fixed Missile Volley not using new fixed FX.

     

    Vanguard

    • Hero 1: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Warriors

    • Crystal Arrow updated from Hold to Sleep, increased damage from scale 1.0 to scale 1.32.
    • Heightened Senses, Practiced Brawler, Active Defense mez protection decreased by 33% (at level 50, mag 5.19 down to 3.46).

     

    Wyvern

    • Disruption Arrow now uses collective stacking instead of normal stacking, decreased resistance debuff from 40% to 20%.
    • Removed tohit buff fx from Eagle Eye.
    • Removed damage debuff and special debuff from Ice Arrow.

     

    Various

    • Fixed a bunch of NPC attacks missing InitialAttackFXFrameDelay value, causing some weapon attacks to desync weapon FX with redraw 2.0.
    • Fixed various powers using TempDamage table instead of appropriate normal damage table.
    • Standardized melee range to 7ft, fixed endurance costs, bad target caps, data cleanup.

     

     


     

  2.  


    Mission Maps

    Spoiler

    Kallisti 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.

     

     


     


  3. Zones

    Spoiler

    Various

    • 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.

     

     


     


  4. City Badge Tracker

    • 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.
    • 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.

     


     


  5. Mercy Island

    • 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.

     

    screenshot_240626-08-22-39.thumb.jpg.8a1c348cca3114720aeb008588706d25.jpg

     


    Miscellaneous

    • The villain Level 10 level-up trainer dialog now mentions the SG Registrar found in Mercy Island.
    • Like 8
    • Thanks 1

  6. New Badges (22)

    Accolade

    • Badge_HeroExploreAccolade.png.c73fd9d2ddb06414cd99a6058fff73df.png 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

    • mission_i28_staringintotheabyss.png.23b9f3528e564fc0773df5eb1ec38a2a.png Staring Into The Abyss - Complete Adelard Ziegler's story arc to earn this badge.
    • badge_i28_storyarc_businesssavvy.png.9a581990dbe05b0b38a95a31f8f0680c.png Business Savvy - Complete Dap-Dap the Deal-Maka's story arc to earn this badge.
    • mission_i28_frontperson.png.b31ebf922acb6a75622118fb29fdf348.png Front Person - Complete Erin West's story arc to earn this badge.
    • mission_i28_justifiedends.png.91566004afc06acbf0f205c28369c9b1.png Justified Ends - Complete Robert Kogan's story arc to earn this badge.
    • mission_i28_thickerthanwater.png.251617fe853d0594708b890a742c31bc.png Thicker than Water - Complete Alexander the Greats's story arc to earn this badge.
    • mission_i28_generationaldamage.png.98b2b6445b900a495973a78284dd2189.png Generational Trauma - Earned from completing bonus objectives within Adelard Ziegler's story arc.
    • mission_i28_uncomfortabletruth.png.5890acd13e1f6f71e719a83551a51be2.png Uncomfortable Truths - Earned from completing bonus objectives within Erin West's story arc.
    • mission_i28_truthseeker.png.8634c29802a3bcb70cfb680a7b2edab1.png Truth Seeker - Earned from completing bonus objectives within Erin West's story arc.
    • badge_i28_accomplishment_brasstax.png.d2eeb5d0964faf98bb57f2d899bd0aa3.png Brass Tax - Earned from completing bonus objectives within Dap-Dap the Deal-Maka's story arc.

     

    Defeat

    • badge_i28_defeat_blackwing.png.ebc42da97b66309719ed7b2b031fc1aa.png Two Birds One Stone - Defeat 250 Blackwing Industries enemies to earn this badge.
    • Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png Peacekeeper / Peacemaker - Defeat the P.E.A.C.E. Keeper in Kallisti Wharf to earn this badge.

     

    Exploration

    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png In Their Prime - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Protest Too Much - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Fueled By Greed - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Raving Mad - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Marked Out - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Quay to the City - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Tourist Trapped - Explore in Kallisti Wharf to earn this badge.

     

    History

    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Christie Consolidation - Learn more about the brave and bold leadership of Emil Christie.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Flagtown Memorialist - Learn more about the Flagtown history in Kallisti Wharf.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Patron of the Arts - Learn more about Theatre Row and Maxwell Stadium to earn this badge.

     

    Badge Adjustments

    Changes

    •  Badge_it_mom_achievement.png.7e8169e9e651b235b0d454a654829bb2.png Dreamwalker / Dreamkiller - Quill and The Unnamed One are now required for this badge. No changes to those who already earned the badge.
    • badge_i27_rolediversity_hero.png.fa28b69791905bc7d4c220ee2214cd06.pngbadge_i27_rolediversity_villain.png.6623758c04f8a651ea43541e168b0445.png Variety Act - Badge art updated to look more like proper badges.
    • Badge_Winter2021.png.bf9846273ef57efd715bd956d1841c2a.png License to Chill - Badge art updated to help differentiate Winter events by year (2021).
    • Badge_Winter2023.png.4c566f97f4ad614f8764c1b2cf08f647.png Home for the Holidays - Badge art updated to help differentiate Winter events by year (2023).
    • Badge_Winter2024.png.fd88f046bea950b0ff24177e8cc5702e.png Hypothermia - Badge art updated to help differentiate Winter events by year (2024).

     


     


  7.  Aether Shop Rewards

    Reward Additions

    • New NPC costumes added to the Tier 1 Aether reward vendor offerings:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Razorvine
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Geode
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Boomer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Tecromancer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Oni
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Assault Bot
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Lich
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Spec Ops
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Ballistier
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Commander
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Coordinator
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Guardian
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Undercover Cop
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Golem
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Heap
    • (Mastermind Aether costumes include power customization option to pick their upgraded visuals.)

     

    • New NPC costumes added to the Tier 2 Aether reward vendor offerings:
      • Uncommon_Costume_Power.png.bc7ff6dadfa303a8a03f48f795acb4c5.png Costume: Devouring Earth Lunaflora

     

    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.)

    Lunaflora.png.3570515f491abc0bcbff01cbb6b45f4f.png

     

    • New NPC costumes added to the Tier 3 Aether reward vendor offerings:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png 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.)

     

    Reward Adjustments

    • Tier 2 has been renamed from 'Vintage' to 'Vintage/Extra' to include the non-legacy costumes that are Homecoming additions.
    • The following costumes have had their names adjusted:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Plant -> Costume: Devouring Earth Bladegrass
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Crystal -> Costume: Devouring Earth Quartz
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Mushroom -> Costume: Devouring Earth Fungoid
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Rock -> Costume: Devouring Earth Bedrock

     

    • The following costumes have had customization options expanded:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles Tintable

     

    Reward Fixes

    • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous: Fixed an issue where this effect's eye glow would not appear on Aether costumes that didn't support sheathed weapons.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Super Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Longbow Mender: Fixed this costume using the incorrect boots option.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Rularuu Wisp Overlord: Ambient sound effects removed from this costume.

     


    Vanity Pets

    New Pets Recipes

    • 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:
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: P.E.A.C.E. Drone
    • 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.
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: Mini P.E.A.C.E. Keeper
    • As with other recipes, these can be traded to other players or on the Auction House.

     


    • Like 1

  8. 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.

     

    excelsion_bubble.PNG.4b6d61308964c8282f25a54b6c050e3f.PNG

     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.

     


     

    • Like 1

  9. 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
    • 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

    • 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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  10.  


    Misc Power Changes

    dark_mastery_blackhole.png 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.

     

    mentalcontrol_telekinesis.png 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
    • Following heals will ignore Heal Resistances:
      • Regeneration DullPain.png Regeneration > Second Wind
      • Invulnerability DullPain.png Invulnerability > Dull Pain
      • IceArmor HP.png Ice Armor > Hoarfrost
      • Empathy AbsorbPain.png Empathy > Absorb Pain
      • PainDomination SharePain.png Pain Domination > Share Pain
    • The following armored AT Heal Resistance caps have been lowered to:
      • Archetypeicon tanker.png Tanker: 75%
      • V archetypeicon brute.png Brute: 75%
      • Archetypeicon scrapper.png Scrapper: 85%
      • V archetypeicon stalker.png Stalker: 85%
      • Archetypeicon sentinel.png Sentinel: 90%
      • All other ATs remain at 100%
    • 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.

     

     

    BattleAxe WhirlingAxe.png Battle Axe > Axe Cyclone

    • Cast time increased from 1.76s to 2.1s.
    • Pull distance is now resistible.

     

    BattleAxe Swoop.png Battle Axe > Swoop

    • Cast time increased from 1.23s to 1.37s.

     

    Quote

    Design 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.

     

    Brawling SweepingCross.png 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.png Invulnerability > Unstoppable

    • A visual cue should show up informing of the impending crash.

     

    Ninjitsu KujInZen.png Ninjitsu > Kuji-In Retsu

    • A visual cueshould show up informing of the impending crash.

     

    ShieldDefense OneWithTheShield.png Shield Defense > One with the Shield

    • A visual cueshould show up informing of the impending crash.

     

    StoneArmor Geode.png 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.

     

    SuperReflexes Elude.png Super Reflexes > Elude

    • A visual cue should show up informing of the impending crash.

     

    Willpower StrengthOfWill.png Willpower > Strength of Will

    • A visual cue should show up informing of the impending crash.

     

    Bug Fixes

    • image.png.9936dc55f32104495f61aed4ed2c2e27.png Enhancements > Performance Shifter: Chance for +Endurance: Fixed a bug where the ally buff could potentially be weaker based on level differences.
    • image.png.951a0e5925a9e451e0e7cc3e627e388b.png Enhancements > Coercive Persuasion: Contagious Confusion: This proc no longer ignores combat modifiers.
    • DarkArmor DarkRegeneration.png Dark Armor >  Obscure Sustenance: Fixed a bug where Soul Nier theme would trigger the incorrect animation
    • TacticalArrow Slow.png Tactical Arrow > Glue Arrow: Fixed power short description.
    • image.png.c5a73173fa197b50a952e1fbdef0e233.png No Phase: Fixed a bug where No Phase would disable Jump Pack and Steam Jump.
    • Fighting Boxing.png Pool > Fighting: Changes to the attacks power info screen to clarify the conditional effects.
    • Arachnos Patron RangedAoEImmobilize.png Mace Mastery > Web Envelope: Fixed this power's description to denote the power does toxic damage over time.
    • Inherent SteamJump.png 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.
    • PlantManipulation WildFortress.png Plant Manipulation > Wild Fortress: Fixed a bug where the power's vfx would fade away if the player selected color customization options.
    • AtomicManipulation Metabolism.png Atomic Manipulation > Metabolic Acceleration: This power no longer accepts Endurance Discount enhancements. The power costs no endurance.
    • Dark Mastery Possess.png Dark Mastery > Possess: Fixed a bug where the debuff applied to the caster instead of the target.
    • Gadgets_RemoteBomb.png.b5a170280bd811274f31ab0f9623c44b.png 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.
    • Traps_RemoteBomb.png.41034d4f78a751ad56a1ccf511af9918.png 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.
    • Accolade_Mark.png.84eed7619a7f298b2d57b1dbbec70b20.pngAccolade_Recall.png.1192b93f42352ead5548d0f0491fc4aa.png Accolades > Mark and Recall: Name changed from 'Mark & Recall' so the power can be functionally linked in
    • chat.
    • PowerBlast_EnergyTorrent.png.2c97b062821bba9d74379d95bcc60151.png BodyMastery_EnergyTorrent.png.140dfd569fb9910f29bd2a5c570ee059.png Energy Mastery > Energy Torrent: Fixed Laser Beam Sweep customization option's hitfx desynced from attack.
    • ArsenalControl_Beanbag.png.2502d8d0a4999105383d94fb53c6b000.png Arsenal Control > Cryo Freeze Ray: Fixed VFX timing errors in attack and hit FX.
    • FlamingShield_Cauterizing.png.605e70e7f735412ac95540cd327da52d.png Fiery Aura > Cauterizing Blase: Fixed Dark Fire customization option missing FX.
    • Paramilitary_SuperSoldier.png.1846973c9b135b9c81d810510b7e4e5c.png Mercenaries > Commando: Fixed Commando's Full Auto attack FX attached to their hand instead of their Assault Rifle.
    • dark_mastery_blackhole.png 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).

     


     

  11.  


    Arsenal Control

    ArsenalControl SleepGrenade.png Sleep Grenade

    • Pulse timer reduced from 4s to 3s.

     

    arsenalcontrol_teargas.png Tear Gas

    • Increased duration from 45s to 60s, set stacking to replace.

     

    Quote

    Design 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.

     


     

  12.  


    Plant Control

    PlantControl SporeBurst.png Spore Burst

    • Upgraded to Deep Sleep.

     

    PlantControl SeedsConfusion.png 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. 

     

    PlantControl SpiritTree.png 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.

     

    PlantControl Vines.png 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.

     

    PlantControl CarrionCreeper.png 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).

     

    PlantControl VenusFlytrap.png Fly Trap

    • AI mode changed from Pet_Base to Pet_Ranged.

     

    Quote

    Design 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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  13. Mind Control

    MentalControl Terrify.png Terrify

    • Accuracy increased from 0.9 to 1.0.

     

    MentalControl Freeze.png 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. 

     

    MentalControl Confuse.png 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.

     

    Quote

    Design 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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  14. Gravity Control

    image.png.b8f479c80074913cad910dd790237f6a.png 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.

     


     


  15. Fire Control

    FireTrap Cinders.png 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

    IceFormation Glacier.png 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

    Illusions Flash.png 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

    SymphonyControl HoldAoE.png  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

    MentalControl Freeze.png 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. 

     

    Quote

    Design 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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  16.  


    Electric Control

    ElectricControl StaticField.png Static Field

    • Converted into a true pseudopet.
    • Domination should now work on this power even if activated when the patch is already out

     

    ElectricControl JoltingChain.png 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.

     

    ElectricControl StunningAura.png Conductive Aura

    • Target cap increased from 8 to 16.
    • After the 8th target hit, the power will yield diminishing returns.

     

    ElectricControl SynapticOverload.png 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. 

     

    image.png.5f6c36ddaac0e823a3f496a9990bb5f6.png 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

     

    ElectricControl Gremlins.png 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.

     

    Quote

    Design 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.

     


     

  17.  


    Regeneration

    Regeneration FastHealing.png 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.

     

    image.png.f06d6558e448d3200da34a44f59e4288.png Resilience

    • Power icon updated to represent its effects.

     

    Regeneration QuickRecovery.png Quick Recovery

    • Now grants 20% recovery debuff resistance.

     

    Regeneration DullPain.png 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.

     

    Regeneration InstantHealing.png 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.

     

    Regeneration Integration.png 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.

     

    Regeneration MomentOfGlory.png 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

     

     

    Quote

    Design 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

    • Regeneration FastHealing.png Fast Healing
    • Regeneration Reconstruction.png Reconstruction
    • Regeneration QuickRecovery.png Quick Recovery
    • Regeneration Integration.png Ailment Resistance
    • Regeneration Integration.png Integration
    • image.png Resilience
    • Regeneration InstantHealing.png Reactive Regeneration
    • Regeneration DullPain.png Second Wind
    • Regeneration MomentOfGlory.png Moment of Glory

     


     

    • Like 2

  18. Radiation Armor

    RadiationArmor GroundZero.png Ground Zero

    • The offensive components of this power now can only hit 16 foes.
    • Power still can hit up to 255 allies.

     

    RadiationArmor RadiationTherapy.png 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.

     

    RadiationArmor Meltdown.png Meltdown

    • Power now has a visual indicator that the power is going to crash in the next 10 seconds.

     

    Quote

    Design 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.


     


     

  19.  


    Ice Armor

    IceArmor Hybernate.png Hibernate (Tanker/Brute)

    • This power has been converted to Icy Bastion.

     

    IceArmor Hybernate.png 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.

     

    IceArmor Icicles.png Icicles

    • Now inflicts cold damage instead of lethal.

     

    image.png.3c1e25ea6d85b5d455bb0935bfa069a2.png Rime

    • New power, mutually exclusive from Hoarfrost.
    • 90s recharge, 30s 30% Absorb, +100% regen, & 60s +Scale 2 Res(Toxic).

     

    Quote

    Design 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.

     


     


  20. Energy Aura

    EnergyAura Drain.png 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.

     

    EnergyAura PowerShield.png Power Shield

    • Fire and Cold defense lowered from scale 2 to scale 1.7.

     

    EnergyAura Overload.png Overload

    • Added visual indicator of an impending crash within 10s of expiration.

     

    EnergyAura PowerArmor.png Power Armor

    • Fixed power description.

     

    Quote

    Design 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

    • EnergyAura KineticShield.png Kinetic Shield: Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF)
    • EnergyAura PowerShield.png Dampening Field: Auto: Self +Res (Smashing, Lethal, Energy, Endurance Drain)
    • EnergyAura PowerShield.png Power Shield: Toggle: Self +DEF(Fire, Cold, Energy, Negative), Res(DeBuff DEF)
    • EnergyAura Entropy.png Entropic Aura: Toggle: Self +Res(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, DeBuff DEF), Self +Recharge, Foe -Recharge.
    • EnergyAura Protection.png Energy Protection: Auto: Self +Res (Energy, Negative, Toxic, Psionic, Slow)
    • EnergyAura PowerArmor.png Power Armor Energy Reserve: Auto: Self +MaxHP, +Resist(All DMG)
    • EnergyAura Energize.png Energize: Self Endurance Discount, Heal, +Regen
    • EnergyAura Drain.png Energy Drain: PBAoE, Self +End, +Def, Foe -End
    • EnergyAura Overload.png 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.

     


     

    • Thanks 1

  21. Electric Armor

    ElectricArmor SelfResistMez.png Static Shield

    • This power now grants scale 2 Toxic resistance.

    ElectricArmor SelfResistEnergies.png 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.

    ElectricArmor PBAoEEnduranceDrain.png 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.

    ElectricArmor SelfBuffRecovery.png Energize

    • Regeneration buff duration increased from 30s to 45s.

    ElectricArmor SelfBuffDefense.png Power Surge

    • Crash removed (EM Pulse remains).

    • Recharge lowered to 350s.

    • All effect durations lowered from 180s to 30s.

    • Power now grants a +400% regen buff.

    • Resistances lowered.

     

    Quote

    Design 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.

      


     


  22. Dark Armor

    DarkArmor FearfulAura.png 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.

     

    DarkArmor SelfBuffDefense.png Shadow Dweller (Stalkers)

    • This power now also grants a regeneration buff in addition to all previous effects.

     

    DarkArmor SelfBuffDefense.png Tenebrous Regeneration (Sentinels)

    • Renamed Shadow Dweller
    • This power now grants a small amount of defense in addition to it's regen buff.

     

    DarkArmor SoulTransfer.png 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.

     

    DarkArmor DarkRegeneration.png Dark Regeneration

    • This power is now available to Sentinels as a mutually exclusive option from Obscure Sustenance.

     

    DarkArmor DarkRegeneration.png 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

     


     


  23. Staff Fighting

    • StaffFighting StaffMastery.png Perfection: Levels are now granted on misses.
    • StaffFighting SkySplitter.png 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.
    • StaffFighting EyeoftheStorm.png 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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