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Patch Notes
Posts posted by The Curator
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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.
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Water Blast
Water Jet
- Enhanced Water Jet will do 3 extra ticks of scale 0.4433 cold damage increased over 4.5 seconds (totaling scale 2.8) (PvE only)
Dehydrate
- This power's DoT will do extra ticks of damage if used against a foe that has been recently hit by other water-based attacks, Dehydrate excluded (PvE only)
QuoteDesign Notes:
Although water Blast is a well performing set in the AoE department, it's ST leaves a lot to be desired for, especially if the player attempts to build around the set's own attacks. These changes seek to give a slight bump in single target DPS while focusing on a water-only attack chain.
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1
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Darkness Manipulation
Touch of the Beyond.
- This power can now be activated without a targeting an enemy.
- If used without an enemy target, the power will not root and apply all the sustain effects.
- Improved usability when target is out of range.
QuoteDesign Notes:
We understand the desire to move the sets sustain to a toggle, but we are not looking to homogenize all Blaster Manipulation sustain powers that way. With this change we are attempting to alleviate the need to start a fight without the sustain being active. With this change, players should be able to refresh the sustain effects while having no target or if the targeted enemy is far enough away.
This is not part of a set-wide revamp, only a QoL improvement on the power.
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Sonic Attack
Simplified the -res stacking
The following powers now apply a scale -1.5 resistance debuff for various durations:
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Shriek - 8s
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Scream - 8s
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Howl - 8s
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Shout - 10s
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Screech - 15s
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Dreadful Wail - 20s
QuoteDesign Notes:
This changes should make it much easier to understand Sonic Blast's -res effects. Each power is simply independent of each other and has their stacking set to replace. Players should be able to see slightly higher average -res than live with most builds, but the effects will continue to be much lower than they used to be before the last pass.
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2
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Tankers
- Self damage buff lowered from 1.0x to 0.875x.
- -Res modifiers lowered to match other melee ATs.
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Diminishing returns:
- In powers that had their target cap increased from 10 to 16, each target above 10 will take 25% less damage than the previous target
- In powers that had their target cap increased from 5 to 10, each target above 5 will take 44% less damage than the previous target
- Gauntlet is immune to these diminishing returns
- Removed passive global Arc/Radius buff
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Increased the radius and range of all tanker Primary and Secondary Cones by 50%
- Cones no longer have their arc boosted
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Increased the radius of all tanker Primary and Secondary Sphere AoEs by 50%
- The increase wont push radius above 15ft
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Controllers
- Containment now allows Controllers to command their Tier 9 pets.
- Containment now also triggers on critters that are Terrified.
- Containment now also triggers on critters that have been asleep in the last 3 seconds.
- Containment damage now has an additional "Containment" float message across all sets.
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The following controller pets now have a 33.33% chance to proc containment damage:
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Darkness Control > Shades
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Darkness Control > Umbra Beast
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Earth Control > Volcanic Gases
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Earth Control > Animated Stone
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Electric Control > Gremlins
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Fire Control > Bonfire
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Fire Control > Fire Imps
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Gravity Control > Singularity
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Ice Control > Ice Slick
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Ice Control > Jack Frost
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Illusion Control > Phantasm
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Plant Control > Carrion Creepers (Entangle attack only)
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Plant Control > Fly Trap
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Pyrotechnic Control > Catherine Wheel
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Symphony Control > Reverberant
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QuoteDesign Notes:
These changes should make many control sets a lot more viable for controllers, especially Electric and Arsenal control.
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Sleep Revamp
Stacking
- Sleep is no longer canceled by damage or any canceling event unless the target is already asleep. This allows for sleep to be stacked even if the sleep-casting power does damage, and sleep stacks that don't render the target asleep won't vanish if the target is hurt but awake.
Deep Sleep- This is a new variant of sleep. Deep Sleep is stickier than regular sleep. Enemies under its effect don't instantly wake up if damaged, instead the duration of their sleep is shortened. How much the sleep is shortened depends on the enemy rank, with minions taking more attacks to wake up and AVs being woken up by a single hit.
The following powers have been flagged as Deep Sleep:
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Arsenal Control > Tranquilizer
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Earth Control > Salt Crystals
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Ice Control > Flash Freeze
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Mind Control > Mesmerize
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Mind Control > Mass Hypnosis
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Plant Control > Spore Burst
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Pyrotechnic Control > Hypnotizing Lights
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Symphony Control > Enfeebling Lullaby
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Epic > Arsenal Mastery > Sleep Grenade
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Epic > Earth Mastery > Salt Crystals
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Epic > Ice Mastery > Flash Freeze
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Epic > Psionic Mastery > Mass Hypnosis
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Epic > Psionic Mastery > Mesmerize
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New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers)
You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will!
Psychic Wall
- Toggle: Self +Res(Smash, Lethal, Psionic)
- You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.
Psionic Shield
- Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain)
- This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.
Impenetrable Mind
- Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback).
- When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Indomitable Will also grants moderate resistance to Psionic based attacks.
Consume Psyche
- PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
- Only available to Tankers and Brutes
- You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 8.5 seconds for a maximum total of 90 seconds.
Devour Psyche
- Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
- Only available to Scrappers, Sentinels and Stalkers
- You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 8.5 seconds for a maximum total of 90 seconds.
Precognition
- Auto: Self Def(Melee, Ranged, AoE, Psionic)
- Precognition allows you to read your enemies minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.
- Fixed description typo.
Psychokinetic Barrier
- Self, +Absorb, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
- You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.
Impose Presence
- Toggle: Self +DEF(All), +To Hit, Foe -Recharge
- Only available to Tankers and Brutes
- Impose your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.
- Tankers and Brutes should now be able to slot taunt enhancements and sets on this power.
- Tanker radius increased to 12ft.
Mask Presence
- Toggle: Self Stealth, +DEF(Melee, Ranged, AoE)
- Only Available to Scrappers and Sentinels
- Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense.
- Fixed a bug where some of this power's defense buff was suppressing in combat.
Aura of Insanity
- Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
- You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.
- Fixed description typo.
- Tankers and Brutes should now be able to slot taunt enhancements and sets on this power.
- Tanker radius increased to 12ft.
Memento Mori
- Self Rez, +Max HP, Special
- Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge.
Tanker/Brute:
Psychic Wall
Psionic Shield
Impenetrable Mind
Consume Psyche
Impose Presence
Psychokinetic Barrier
Precognition
Aura of Insanity
Memento Mori
Scrapper/Sentinels:
Psychic Wall
Psionic Shield
Mask Presence
Impenetrable Mind
Devour Psyche
Precognition
Psychokinetic Barrier
Aura of Insanity
Memento Mori
Stalkers:
Hide
Psychic Wall
Psionic Shield
Impenetrable Mind
Devour Psyche
Precognition
Psychokinetic Barrier
Aura of Insanity
Memento Mori
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New Powerset: Pyrotechnic Control (Controllers, Dominators)
You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.
Sparkling Cage
- Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
- Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
- This power has a chance of Blasting Off targets into the air.
Dazzle
- Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
- Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
- This power has a chance of Blasting Off targets into the air.
Sparkling Chain
- Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
- Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
- This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.
- Fixed typo in description.
Glittering Column
- You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction.
- When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.
- Now properly triggers containment damage.
- Total base damage increased from scale 1.3 to 1.4.
- Explosion now hits 16 targets like with the rest of the power's effects.
Hypnotizing Lights
- Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
- You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to six enemies within 20 feet of the display are Confused and receive Psionic damage over time.
- Now properly triggers containment damage.
- Added clarification to the description.
Multipurpose Missiles
- Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
- With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.
- Now properly triggers containment damage.
- Added clarification to the description.
Incendiary Aura
- Toggle: PBAoE, Chance for Blast Off. -TohiT, -Defense
- You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.
- Removed duplicate -ToHit debuff from Dominator version of the power.
- Fixed typo in short help.
Explosive Bouquet
- Ranged (AoE), Foe Hold, Blast Off
- You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
- Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.
Catherine Wheel
- Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
- You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.
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Kallisti Wharf Repeatable Missions - Levels 40-50
- Players can take repeatable tasks from either of Kallisti Wharf's two mission brokers, depending on alignment:
- CONTACT: Blackwing Liason (Hero) or Broker Chip (Villain)
- LOCATION: Kallisti Wharf /thumbtack 5816 46 2511 or /thumbtack 1829 43 2458
- ALIGNMENT / LEVEL: Any, Level 40-50
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Hunting the Hunters - Adelard Ziegler (Level 40-50)
“Adelard Ziegler has contacted you to work on his behalf as the acting force behind his investigation into the Council. The Council’s Void Hunter division has been a subject of much controversy and rumor, and now have suddenly withdrawn from active duty. On top of that, the black market sales of their Void Rifles to other factions seem to be drying up or delivering ‘Dead on Arrival’.
Players will aid Adelard is determining what has happened to the most dangerous and notorious cadre within the Council to see if they are retiring, mutinying, or worse…”
- CONTACT: Adelard Ziegler
- LOCATION: Kallisti Wharf /thumbtack 6072 65 1304
- ALIGNMENT / LEVEL: Hero, Level 40-50
- OUROBOROS / ARC: 28.06
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Know Thy Enemy - Alexander the Great (Level 40-50)
“Alexander the Great asks you to engage in strategic strikes against Warrior outposts and supply routes, to get to the bottom of their current operations in Kallisti Wharf. He suspects that something is terribly wrong with the upper ranks of the Warriors, but he can’t prove anything.”
- CONTACT: Alexander the Great
- LOCATION: Kallisti Wharf /thumbtack 2147.2 11.9 -423.5
- ALIGNMENT / LEVEL: Hero, Level 40-50
- OUROBOROS / ARC: 28.05
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The Sunlight and the Spotlight - Robert Kogan (Level 40-50)
“Crey's new super group, Altruist Division, has been gaining fame for their fight against crime in Kallisti Wharf. Though not everyone buys Crey's intentions, the heroes themselves seem forthright. When they beat you to investigating a tip about the Skulls and Family, Robert Kogan, an investigative reporter for a progressive, independent newspaper, introduces himself. He also doesn't believe Altruist Division is all they claim to be and wants your help in finding concrete proof... Or, if nothing else, causing the public to question their existence."
- CONTACT: Robert Kogan (The contact requires completing the tip mission "Skulls vs Family" first.)
- LOCATION: Kallisti Wharf /thumbtack 1789 57 3436
- ALIGNMENT / LEVEL: Vigilante, Level 40-50
- OUROBOROS / ARC: 28.04
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Cutting Back Old Growth - Erin West (Level 40-50)
“'Crey CARES!' That's the tagline of Crey's newest PR campaign, engineered by their rising marketing star, Erin West. Now she's got a new plan... hire a 'rogue with a heart of gold' to lead Alpha Team, the premiere subteam of the Altruist Division, Crey's new supergroup of unmasked Paragon Protectors known as the 'Real-ID Protectors'. And you are just the rogue to play the role, regardless of the actual makeup of your heart."
- CONTACT: Erin West
- LOCATION: Kallisti Wharf /thumbtack 7213 55 2649
- ALIGNMENT / LEVEL: Rogue, Level 40-50
- OUROBOROS / ARC: 28.03
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Mergers and Acquisitions - Dap-Dap the Deal-Maka (Level 40-50)
“Once ‘Down with the street’, Dap-Dap the Deal-Maka’ has exhausted his fifteen minutes of fame for being quotable in the replays of his arrest video where he got pinched for a weapons deal with Nemesis. Since leaving the spotlight, he’s found new purpose selling his services to the Freaklok in a bid to help establish them.
In this madcap escapade that resembles kayfabe more than negotiation, Dap-Dap will direct you to interface with nearly every faction in the Wharf as the Freaklok establish legitimacy and a foothold in the Old Slough.”
- CONTACT: Dap-Dap the Deal-Maka
- LOCATION: Kallisti Wharf /thumbtack 1578 47 4995
- ALIGNMENT / LEVEL: Villain, Level 40-50
- OUROBOROS / ARC: 28.02
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- Critters with Excelsion armor given a new on-hit visual FX shield.
New Enemy Group: Blackwing Industries
- Now available in Architect Entertainment!
These men & women ensure that the Kallisti Wharf citizenry remain protected from super threats!
Who Are They?
- Blackwing Industries is a private military company that has been contracted by Emil Christie to replace the Paragon Police in protecting Kallisti Wharf. The branch of their company that is responsible for this task is known as: P.E.A.C.E. (Police Emergency Action & Crisis Engagement).
- They've been specially-trained and armed with cutting-edge technology to excel in suppressing meta human threats! These men & women are dedicated to maintaining peace and order in the zone that is their jurisdiction.
What Can They Do?
- Most Blackwing Industries personnel are decked out in the group's trademarked Excelsion armor, nano-carbon kinetic dampening interlocking hex plates. This armor gives them resistance to conventional weaponry, but also leaves them vulnerable to Toxic!
- Most of the group gets access to more attacks when below 75% HP!
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The group deals a variety of damage types, however the most notable are:
- Range: Cold/Toxic (major), Fire/Psionic (minor)
- Melee: Smashing/Energy (major), Lethal/Fire/Toxic (minor)
- AoE: Fire/Psionic (major), Cold (minor)
The following Blackwing Industries critters are noteworthy threats for their powers and behaviors! (Spoilers for those who wish to fight them blind!) This is only a partial list, detailing some parts of the enemy group's roster:
Spoiler
P.E.A.C.E. Medic (Lieutenant)
Armed in red/white with warp packs, these teleporting medics keep Blackwing personnel healthy. Prone to dropping Triage Beacons and zipping away, they try to avoid direct combat while also keeping their allies supported.
Best to target them early!
Target the white & red or you might end up black & blue!
P.E.A.C.E. Phantom (Lieutenant)
Armed in purple with impervium katanas, these operatives can see through stealth with specular implants in their eyes.
Watch out, they will utilize a particularly dangerous Assassin's Strike combo when cornered!
You may not see them, but they can definitely see you!
P.E.A.C.E. Ballistier (Boss)
Boasting a pair of rocket boots and jet wings, these airborne agents will rain down a variety of grenades, creating damage and debuff patches players will have to avoid.
Counters melee threats with thruster-boosted kicks!
Really putting the 'wing' in Blackwing!
P.E.A.C.E. Commander (Boss)
These armored tanks boast distinctive rounded shoulder pads and are fully decked out head-to-toe in Excelsion body armor. They utilize the only weaponized application of the Excelsion system, compressing kinetic energy into an array of deadly blows.
Commander's lead the charge and will zip into the fray with a Burst of Speed!
These guys are straight-up fighters, tough with no tricks!
P.E.A.C.E. Coordinator (Boss)
The most enigmatic operatives amongst Blackwing's ranks, the Coordinators are bionic psychics who link P.E.A.C.E. squads together mentally, granting them shared senses mentally, creating their second-to-none coordination on the field.
These support units will prefer to stay in the back lines and buff their team. When engaged, they can direct nearby Blackwing personnel to target a specific player!
Mentally-linked Blackwing agents? Dangerous! Take these guys out quick!
P.E.A.C.E. Neutralizer (Elite Boss)
These Elite Bosses are without a doubt, the most dangerous of Blackwing Industries' P.E.A.C.E. units. The Neutralizer carries back-mounted heavy weapons and suppressive cannons that are designed to (You guessed it!) neutralize superhuman targets.
Fortunately, due to prohibitive costs, these operatives are not widespread in deployment.
If Blackwing is sending these guys into the field, you've been deemed a top level threat!
P.E.A.C.E. Keeper (???)
There are rumors that Blackwing Industries has an even more impressive mobile weapon platform, but details on it have been scarce. If the group feels like they're losing their control over Kallisti Wharf, they might be forced to deploy their secret weapon!
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Kallisti Wharf Zone Comes To Life!
- Kallisti Wharf has been given a substantial amount of work to bring the zone to life/parity with other city zones!
At last! Kallisti Wharf is a fully realized zone!
Zone Improvements
- As stated on the tram/submarine destination, Kallisti Wharf is a Level 40-50 co-op zone.
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Kallisti Wharf now has eight standard exploration badges and an accolade, same as other zones.
- New Tour Guides are available to help people locate all the new badges!
- Many areas of the zone were given expansive polish passes and detail work.
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All neighborhoods given music. No more silence!
- The zone is using a mix of new Homecoming-original compositions, a few previously unused tracks, and a couple of favorite older classics!
Enemies Encountered
- Added ambient atmospheric/combat spawns to the entirety of the zone.
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The following are the main enemy groups found in Kallisti Wharf:
- Blackwing Industries [NEW]
- Freaklok
- Crey
- Freakshow
- Warriors
- Skulls
- The Awakened
- Unified People's Army (UPA)
- Wyvern
Watch out, the Freaklok are out in force!
Giant Monster Event
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New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
- The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
- Only one P.E.A.C.E. Keeper can be spawned at any moment.
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Drops six (6) Reward Merits, two (2) Monstrous Aether on defeat, and a low chance (10%) for Pet: Mini P.E.A.C.E. Keeper invention recipe.
- This recipe can be freely traded like other Giant Monster vanity pet recipes, and also drops from the randomized pet recipe pool found on the Benevolabs vendors located inside Vault Reserve locations.
- P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.
Blackwing Industries is dedicated to ensuring the safety and security of Kallisti Wharf!
Kallisti Wharf
- Zone now has eight standard exploration badges and an accolade, same as other zones.
- Many areas of the zone were given expansive polish passes and detail work.
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All neighborhoods given music. No more silence!
- The zone is using a mix of new Homecoming-original compositions, a few unused tracks, and a couple of favorite older classics!
- Added ambient atmospheric/combat spawns to the entirety of the zone.
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New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
- The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
- Only one P.E.A.C.E. Keeper can be spawned at any moment.
- P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.
- Relocated 200th Anniversary Plaque in Kallisti Wharf to Theatre Row. New coordinates are [2380, 56, 1132].
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Mini-map markers added for the following locations:
- Crey Towers
- Vanguard Outpost
- Langston Corp Factory
- A Vanguard Merit invention station has been added to the Vanguard Outpost location near the helipad.
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Enemies
Miscellaneous
- Fixed legacy Hurl hitfx desynced from animation.
Tasks
Erin West - 'Cutting Back Old Growth'
- Erin West: Fixed clues not being awarded properly.
- Fixed Tavish Bell tree requirements.
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Fixes to arcvar checking for the Truth Seeker badge.
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Fixes to clues and some dialog happening in the wrong spots.
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Fixes to the requirements to talk about Brown.
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Fix to allow Slaughterscape to spawn if tackle the tunnel alone.
Blackwing Liason - Repeatable Tasks
- Fixing defeat bosses in warehouses being switched with bosses in tech maps.
- Fixed Paragon Protector names.
Powers
Pyrotechnic Control
- Glittering Column now properly detonates on time and will no longer deal "grey" damage
- Blast Off's -Resistance debuff duration increased from 3s to 5s
- Removed a bright flash in Intercept FX
- Reduration of projectile trails
- Added more flames to Catherine Wheel
- Fixed typo in main powerset description
- Updated description to say "enemies" instead of "villains".
Storm Blast
- Fixed bug with Storm Blast due to copy/paste error.
- This was an issue introduced in an earlier page 2 patch that caused Direct Strike to proc its lightning differently and has been fixed.
Radiation Armor
-
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.
- Base -Regeneration Res is now flat 25% per target for all ATs.
-
Ground Zero
- The offensive components of this power now can only hit 16 foes.
- Power still can hit up to 255 allies.
-
Meltdown
- Power now has a visual indicator that the power is going to crash in the next 10 seconds.
Fixes
- Masterminds > Mercenaries > Commando: Fixed Commando missing rifle in Full Auto. Fixed Commando Full Auto with fx attached to hand instead of rifle barrel.
- Fiery Aura > Cauterizing Blaze: Fixed Cauterizing Blaze Dark Fire customization missing entire FX file.
- Dark Melee > Obscure Sustenance: Fixed a bug where the Soul Noir theme would execute the wrong animation
- Fixed Tesla Coil's pet entity name.
- Aura of Insanity: Fixed -ToHit debuff scale
- Gravity Control > Gravity Distortion Field: Now accepts damage enhancements and sets (Dominator bug fix)
- Gravity Control power text cleanup
- Electricity Control > Tesla Coil: Fixed the Enhancement Set options from Ranged ST sets to Ranged AoE sets on Dominators
- Electricity Control > Tesla Coil: Fixed Domination should no longer proc on Controllers
- Dark Armor > Soul Transfer: Fixed an issue where only Tankers were able to use the power while alive. Sentinels and other Melee ATs should now be able to do so too.
- Dark Armor > Soul Transfer: Fixed an issue where the HP buff was not ignoring combat modifiers.
Events
Winter Event
- Remove the Holiday Cheer reward from the sentinel badge for the Winter Event, it appears to be revoked and regranted repeatedly.
- Gave a proper description to the Let It Snow power.
-
💥 Patch Notes - Issue 28: Legacy, Page 2 💥
What's New in Issue 28, Page 2?
Marquee Features
- The Kallisti Wharf Zone Comes To Life! 💫
- Five (5) Brand New Kallisti Wharf Story Arcs + Repeatable Missions! 💬
- New Enemy Group: Blackwing Industries 🚓
-
New Control Powerset:
Pyrotechnic Control
-
New Armor Powerset:
Psionic Armor
Powers & Gameplay Adjustments
- New Control Mechanic: Deep Sleep 💤
- Controller & Tanker Inherent Changes
- Armor Powerset Balancing Pass
- Balance Tweaks & Fixes
Various Adjustments, Improvements & Fixes
- New Costume Parts (65), Aether Rewards, Vanity Pets and more! 👁️🗨️
- Twenty-five (25) new Badges! 🎖️
- Many bug fixes! 🐞
- ...and much, much more!
Marquee Features
Kallisti Wharf Zone Comes To Life!
- Kallisti Wharf has been given a substantial amount of work to bring the zone to life/parity with other city zones!
At last! Kallisti Wharf is a fully realized zone!
Zone Improvements
- As stated on the tram/submarine destination, Kallisti Wharf is a Level 40-50 co-op zone.
-
Kallisti Wharf now has eight standard exploration badges and an accolade, same as other zones.
- New Tour Guides are available to help people locate all the new badges!
- Many areas of the zone were given expansive polish passes and detail work.
-
All neighborhoods given music. No more silence!
- The zone is using a mix of new Homecoming-original compositions, a few previously unused tracks, and a couple of favorite older classics!
Enemies Encountered
- Added ambient atmospheric/combat spawns to the entirety of the zone.
-
The following are the main enemy groups found in Kallisti Wharf:
- Blackwing Industries [NEW]
- Freaklok
- Crey
- Gold Brickers
- Freakshow
- Warriors
- Skulls
- The Awakened
- Unified People's Army (UPA)
- Wyvern
Watch out, the Freaklok are out in force!
Giant Monster Event
-
New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
- The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
- Only one P.E.A.C.E. Keeper can be spawned at any moment.
-
Drops six (6) Reward Merits, two (2) Monstrous Aether on defeat, and a low chance (10%) for Pet: Mini P.E.A.C.E. Keeper invention recipe.
- This recipe can be freely traded like other Giant Monster vanity pet recipes, and also drops from the randomized pet recipe pool found on the Benevolabs vendors located inside Vault Reserve locations.
- P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.
Blackwing Industries is dedicated to ensuring the safety and security of Kallisti Wharf!
New Story Arc
Mergers and Acquisitions - Dap-Dap the Deal-Maka (Level 40-50)
“Once ‘Down with the street’, Dap-Dap the Deal-Maka’ has exhausted his fifteen minutes of fame for being quotable in the replays of his arrest video where he got pinched for a weapons deal with Nemesis. Since leaving the spotlight, he’s found new purpose selling his services to the Freaklok in a bid to help establish them.
In this madcap escapade that resembles kayfabe more than negotiation, Dap-Dap will direct you to interface with nearly every faction in the Wharf as the Freaklok establish legitimacy and a foothold in the Old Slough.”
- CONTACT: Dap-Dap the Deal-Maka
- LOCATION: Kallisti Wharf /thumbtack 1578 47 4995
- ALIGNMENT / LEVEL: Villain, Level 40-50
- OUROBOROS / ARC: 28.02
Cutting Back Old Growth - Erin West (Level 40-50)
“'Crey CARES!' That's the tagline of Crey's newest PR campaign, engineered by their rising marketing star, Erin West. Now she's got a new plan... hire a 'rogue with a heart of gold' to lead Alpha Team, the premiere subteam of the Altruist Division, Crey's new supergroup of unmasked Paragon Protectors known as the 'Real-ID Protectors'. And you are just the rogue to play the role, regardless of the actual makeup of your heart."
- CONTACT: Erin West
- LOCATION: Kallisti Wharf /thumbtack 7213 55 2649
- ALIGNMENT / LEVEL: Rogue, Level 40-50
- OUROBOROS / ARC: 28.03
The Sunlight and the Spotlight - Robert Kogan (Level 40-50)
“Crey's new super group, Altruist Division, has been gaining fame for their fight against crime in Kallisti Wharf. Though not everyone buys Crey's intentions, the heroes themselves seem forthright. When they beat you to investigating a tip about the Skulls and Family, Robert Kogan, an investigative reporter for a progressive, independent newspaper, introduces himself. He also doesn't believe Altruist Division is all they claim to be and wants your help in finding concrete proof... Or, if nothing else, causing the public to question their existence."
- CONTACT: Robert Kogan (The contact requires completing the tip mission "Skulls vs Family" first.)
- LOCATION: Kallisti Wharf /thumbtack 1789 57 3436
- ALIGNMENT / LEVEL: Vigilante, Level 40-50
- OUROBOROS / ARC: 28.04
Know Thy Enemy - Alexander the Great (Level 40-50)
“Alexander the Great asks you to engage in strategic strikes against Warrior outposts and supply routes, to get to the bottom of their current operations in Kallisti Wharf. He suspects that something is terribly wrong with the upper ranks of the Warriors, but he can’t prove anything.”
- CONTACT: Alexander the Great
- LOCATION: Kallisti Wharf /thumbtack 2147.2 11.9 -423.5
- ALIGNMENT / LEVEL: Hero, Level 40-50
- OUROBOROS / ARC: 28.05
Hunting the Hunters - Adelard Ziegler (Level 40-50)
“Adelard Ziegler has contacted you to work on his behalf as the acting force behind his investigation into the Council. The Council’s Void Hunter division has been a subject of much controversy and rumor, and now have suddenly withdrawn from active duty. On top of that, the black market sales of their Void Rifles to other factions seem to be drying up or delivering ‘Dead on Arrival’.
Players will aid Adelard is determining what has happened to the most dangerous and notorious cadre within the Council to see if they are retiring, mutinying, or worse…”
- CONTACT: Adelard Ziegler
- LOCATION: Kallisti Wharf /thumbtack 6072 65 1304
- ALIGNMENT / LEVEL: Hero, Level 40-50
- OUROBOROS / ARC: 28.06
Kallisti Wharf Repeatable Missions - Levels 40-50
- Players can take repeatable tasks from either of Kallisti Wharf's two mission brokers, depending on alignment:
- CONTACT: Blackwing Liason (Hero) or Broker Chip (Villain)
- LOCATION: Kallisti Wharf /thumbtack 5816 46 2511 or /thumbtack 1829 43 2458
- ALIGNMENT / LEVEL: Any, Level 40-50
New Enemy Group: Blackwing Industries
- Now available in Architect Entertainment!
These men & women ensure that the Kallisti Wharf citizenry remain protected from super threats!
Who Are They?
- Blackwing Industries is a private military company that has been contracted by Emil Christie to replace the Paragon Police in protecting Kallisti Wharf. The branch of their company that is responsible for this task is known as: P.E.A.C.E. (Police Emergency Action & Crisis Engagement).
- They've been specially-trained and armed with cutting-edge technology to excel in suppressing meta human threats! These men & women are dedicated to maintaining peace and order in the zone that is their jurisdiction.
What Can They Do?
- Most Blackwing Industries personnel are decked out in the group's trademarked Excelsion armor, nano-carbon kinetic dampening interlocking hex plates. This armor gives them resistance to conventional weaponry, but also leaves them vulnerable to Cold!
- Most of the group gets access to more attacks when below 75% HP!
-
The group deals a variety of damage types, however the most notable are:
- Range: Cold/Toxic (major), Fire/Psionic (minor)
- Melee: Smashing/Energy (major), Lethal/Fire/Toxic (minor)
- AoE: Fire/Psionic (major), Cold (minor)
The following Blackwing Industries critters are noteworthy threats for their powers and behaviors! (Spoilers for those who wish to fight them blind!) This is only a partial list, detailing some parts of the enemy group's roster:
Spoiler
P.E.A.C.E. Medic (Lieutenant)
Armed in red/white with warp packs, these teleporting medics keep Blackwing personnel healthy. Prone to dropping Triage Beacons and zipping away, they try to avoid direct combat while also keeping their allies supported.
Best to target them early!
Target the white & red or you might end up black & blue!
P.E.A.C.E. Phantom (Lieutenant)
Armed in purple with impervium katanas, these operatives can see through stealth with specular implants in their eyes.
Watch out, they will utilize a particularly dangerous Assassin's Strike combo when cornered!
You may not see them, but they can definitely see you!
P.E.A.C.E. Ballistier (Boss)
Boasting a pair of rocket boots and jet wings, these airborne agents will rain down a variety of grenades, creating damage and debuff patches players will have to avoid.
Counters melee threats with thruster-boosted kicks!
Really putting the 'wing' in Blackwing!
P.E.A.C.E. Commander (Boss)
These armored tanks boast distinctive rounded shoulder pads and are fully decked out head-to-toe in Excelsion body armor. They utilize the only weaponized application of the Excelsion system, compressing kinetic energy into an array of deadly blows.
Commander's lead the charge and will zip into the fray with a Burst of Speed!
These guys are straight-up fighters, tough with no tricks!
P.E.A.C.E. Coordinator (Boss)
The most enigmatic operatives amongst Blackwing's ranks, the Coordinators are bionic psychics who link P.E.A.C.E. squads together mentally, granting them shared senses mentally, creating their second-to-none coordination on the field.
These support units will prefer to stay in the back lines and buff their team. When engaged, they can direct nearby Blackwing personnel to target a specific player!
Mentally-linked Blackwing agents? Dangerous! Take these guys out quick!
P.E.A.C.E. Neutralizer (Elite Boss)
These Elite Bosses are without a doubt, the most dangerous of Blackwing Industries' P.E.A.C.E. units. The Neutralizer carries back-mounted heavy weapons and suppressive cannons that are designed to (You guessed it!) neutralize superhuman targets.
Fortunately, due to prohibitive costs, these operatives are not widespread in deployment.
If Blackwing is sending these guys into the field, you've been deemed a top level threat!
P.E.A.C.E. Keeper (???)
There are rumors that Blackwing Industries has an even more impressive mobile weapon platform, but details on it have been scarce. If the group feels like they're losing their control over Kallisti Wharf, they might be forced to deploy their secret weapon!
New Powerset: Pyrotechnic Control (Controllers, Dominators)
You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.
Sparkling Cage
- Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
- Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
- This power has a chance of Blasting Off targets into the air.
Dazzle
- Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
- Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
- This power has a chance of Blasting Off targets into the air.
Sparkling Chain
- Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
- Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
- This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.
Glittering Column
- You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction.
- When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.
Hypnotizing Lights
- Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
- You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to six enemies within 20 feet of the display are Confused and receive Psionic damage over time.
Multipurpose Missiles
- Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
- With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.
Incendiary Aura
- Toggle: PBAoE, Chance for Blast Off. -TohiT, -Defense
- You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.
Explosive Bouquet
- Ranged (AoE), Foe Hold, Blast Off
- You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
- Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.
Catherine Wheel
- Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
- You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.
New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers)
You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will!
Psychic Wall
- Toggle: Self +Res(Smash, Lethal, Psionic)
- You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.
Psionic Shield
- Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain)
- This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.
Impenetrable Mind
- Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback).
- When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Indomitable Will also grants moderate resistance to Psionic based attacks.
Consume Psyche
- PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
- Only available to Tankers and Brutes
- You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 8.5 seconds for a maximum total of 90 seconds.
Devour Psyche
- Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
- Only available to Scrappers, Sentinels and Stalkers
- You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 8.5 seconds for a maximum total of 90 seconds.
Precognition
- Auto: Self Def(Melee, Ranged, AoE, Psionic)
- Precognition allows you to read your enemies minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.
Psychokinetic Barrier
- Self, +Absorb, +Res(-Defense, -ToHit, -Regeneration, -Recovery, -Recharge, -Endurance)
- You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.
Impose Presence
- Toggle: Self +DEF(All), +To Hit, Foe -Recharge
- Only available to Tankers and Brutes
- Impose your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.
Mask Presence
- Toggle: Self Stealth, +DEF(Melee, Ranged, AoE)
- Only Available to Scrappers and Sentinels
- Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense.
Aura of Insanity
- Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
- You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.
Memento Mori
- Self Rez, +Max HP, Special
- Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge.
Tanker/Brute:
Psychic Wall
Psionic Shield
Impenetrable Mind
Consume Psyche
Impose Presence
Psychokinetic Barrier
Precognition
Aura of Insanity
Memento Mori
Scrapper/Sentinels:
Psychic Wall
Psionic Shield
Mask Presence
Impenetrable Mind
Devour Psyche
Precognition
Psychokinetic Barrier
Aura of Insanity
Memento Mori
Stalkers:
Hide
Psychic Wall
Psionic Shield
Impenetrable Mind
Devour Psyche
Precognition
Psychokinetic Barrier:
Aura of Insanity
Memento Mori
Powers & Gameplay Adjustments
Sleep Revamp
Stacking
- Sleep is no longer canceled by damage or any canceling event unless the target is already asleep. This allows for sleep to be stacked even if the sleep-casting power does damage, and sleep stacks that don't render the target asleep won't vanish if the target is hurt but awake.
Deep Sleep- This is a new variant of sleep. Deep Sleep is stickier than regular sleep. Enemies under its effect don't instantly wake up if damaged, instead the duration of their sleep is shortened. How much the sleep is shortened depends on the enemy rank, with minions taking more attacks to wake up and AVs being woken up by a single hit.
The following powers have been flagged as Deep Sleep:
-
Arsenal Control > Tranquilizer
-
Earth Control > Salt Crystals
-
Ice Control > Flash Freeze
-
Mind Control > Mesmerize
-
Mind Control > Mass Hypnosis
-
Plant Control > Spore Burst
-
Pyrotechnic Control > Hypnotizing Lights
-
Symphony Control > Enfeebling Lullaby
-
Epic > Arsenal Mastery > Sleep Grenade
-
Epic > Earth Mastery > Salt Crystals
-
Epic > Ice Mastery > Flash Freeze
-
Epic > Psionic Mastery > Mass Hypnosis
-
Epic > Psionic Mastery > Mesmerize
QuoteDesign Notes:
This new mechanic should make many (not all) sleep effects in the game much more powerful as control tools. Note that auto-hit sleep powers will only apply a weaker old-style sleep if they fail their hit-roll.
Pulsing sleep powers like Sleep Grenade and Static Field will not be converted to Deep Sleep.
Misc Changes
There has been an implementation change to critter tables and their maximum levels. This does not change critter maximum level directly, but it gives designers the ability to expand in the future
QuoteDesign Notes:
There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. The most obvious impact should be level 54 foes potentially having up to +2% extra HP, something some number crunchers may notice while parsing some optimized farms.
Please keep your eyes open for any oddity in behaviors, especially on player pets or critters above level 50.
Critters Only:
All -regen debufs (not flagged to be irresistible) should now be resisted by magnitude, not duration
Reduced the magnitude of many (not all) low recharge -regen debuffs with magnitudes greater than -100%All critters now regenerate health 5% of their health every 12 seconds (does not include GMs or AVs)
Archetype Inherent Changes
Controllers
- Containment now allows Controllers to command their Tier 9 pets
- Containment now also triggers on critters that are Terrified
- Containment now also triggers on critters that have been asleep in the last 3 seconds
- Containment damage now has an additional "Containment" float message across all sets
-
The following controller pets now have a 33.33% chance to proc containment damage:
-
Darkness Control > Shades
-
Darkness Control > Umbra Beast
-
Earth Control > Volcanic Gases
-
Earth Control > Animated Stone
-
Electric Control > Gremlins
-
Fire Control > Bonfire
-
Fire Control > Fire Imps
-
Gravity Control > Singularity
-
Ice Control > Ice Slick
-
Ice Control > Jack Frost
-
Illusion Control > Phantasm
-
Plant Control > Carrion Creepers (Entangle attack only)
-
Plant Control > Fly Trap
-
Pyrotechnic Control > Catherine Wheel
-
Symphony Control > Reverberant
-
QuoteDesign Notes:
These changes should make many control sets a lot more viable for controllers, especially Electric and Arsenal control.
Tankers
- Self damage buff lowered from 1.0x to 0.875x
- -Res modifiers lowered to match other melee ATs
- OverCap mechanic implemented (foes hit above the standard target cap will see diminishing effectiveness on those additional targets)
- Removed arc/radius buff restrictions from powers
- Increased the radius of all tanker Primary and Secondary AoEs to a max of 15ft radius
- Cones no longer have an increase in arc, instead they get increased radius
- Adjusted the bonus on cones to add +50% radius instead of +50% arc
Powers
Darkness Manipulation
Touch of the Beyond
- This power can now be activated without a targeting an enemy
- If used without an enemy target, the power will not root and apply all the sustain effects
QuoteDesign Notes:
We understand the desire to move the sets sustain to a toggle, but we are not looking to homogenize all Blaster Manipulation sustain powers that way. With this change we are attempting to alleviate the need to start a fight without the sustain being active. With this change, players should be able to refresh the sustain effects while having no target or if the targeted enemy is far enough away.
This is not part of a set-wide revamp, only a QoL improvement on the power.
Sonic AttackSimplified the -res stacking
The following powers now apply a scale -1.5 resistance debuff for various durations:
-
Shriek - 8s
-
Scream - 8s
-
Howl - 8s
-
Shout - 10s
-
Screech - 15s
-
Dreadful Wail - 20s
QuoteDesign Notes:
This changes should make it much easier to understand Sonic Blast's -res effects. Each power is simply independent of each other and has their stacking set to replace. Players should be able to see slightly higher average -res than live with most builds, but the effects will continue to be much lower than they used to be before the last pass.
Water Blast
Water Jet
- Enhanced Water Jet cold damage increased from 1 tick of scale 1.47 to 4 ticks of sale 0.7 over 6 seconds (totaling scale 2.8) (PvE only)
Dehydrate
- This power's DoT will do extra ticks of damage if used against a foe that has been recently hit by other water-based attacks, Dehydrate excluded (PvE only)
QuoteDesign Notes:
Although water Blast is a well performing set in the AoE department, it's ST leaves a lot to be desired for, especially if the player attempts to build around the set's own attacks. These changes seek to give a slight bump in single target DPS while focusing on a water-only attack chain.
Dark Miasma
Black Hole
- This power now applies a trawl (reverse repel) effect
- Targets that are immune to the trawl effect will be phased
Staff Fighting
-
Perfection levels are now granted on misses
-
Increased bonus damage inflicted by Sky Splitter while under level 3 Perfection from scale 0.828 to scale 1.656
-
Increased bonus damage inflicted by Eye of the Storm while under level 3 Perfection from scale 0.1892 to scale 0.4920
Bio Armor
Power info screen has been entirely revamped to more easily understand what effects apply under each adaptation.
QuoteNOTE: Bio Armor Changes listed here will not be heading into page 2, but being pushed back to Page 3. There might be some changes that impact the set added to other sections of the notes, but for the time being consider this section as a Page 3 head-start.
Offensive Adaptation
- Recharge reduced from 4s to 0.5s
- Proc damage lowered, reduction depends on activated power's endurance cost
- Now debuffs the caster with irresistible: -13.33%/10% res (on Tanker/Scrapper), * -6.67%/-5% def, -10% Max HP
Defensive Adaptation
- Recharge reduced from 4s to 0.5s
- Cast time reduced from 1s to 0.67s
- Proc healing adjusted, scale now depends on activated power's endurance cost
- Now irresistibly debuffs Damage and Movement Speed
Efficient Adaptation
- Recharge reduced from 4s to 0.5s
Inexhaustible
- -Recharge Resistance now only applies in Defensive Adaptation
- End Drain Resistance now only applies in Efficient Adaptation
- Movement Resistance now only applies in Offensive Adaptation
Evolving Armor:
- Power now only applies -res in Offensive Adaptation
- Power now only taunts in Defensive or Efficient Adaptation
- AT inherent taunts still always apply
Ablative Carapace
- Absorb is now based off base HP instead of Max HP (scale unchanged)
- Base regen buff reduced to 30%
- Bonus Regeneration moved from Efficient to Defensive Adaptation
- [New] Efficient Adaptation now adds End Discount
- [New] Now grants -Movement resistance in offensive mode
DNA Siphon:
- Every subsequent target will yield a 30% weaker effect than the previous target
- Regeneration bonus from unconscious foes moved from Efficient to Defensive adaptation
- Defensive Adaptation now adds bonus regeneration from unconscious foes, in addition to healing from conscious ones
- Efficient Adaptation now adds bonus Endurance from conscious foes, in addition to recovery from unconscious ones
- 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
Genetic Contamination
- Defensive Adaptation: Now applies a Defense Str debuff on targets, reducing foes ability to apply Defense Debuffs
- Efficient Adaptation: Now applies an End/Recovery Str debuff on targets, reducing foes abilities to inflict endurance drain
- Offensive Adaptation: Now inflicts a -50% regeneration debuff
Parasitic Aura/Parasitic Leech
- Duration of all effects reduced to 30 seconds
- Accuracy lowered from 1.5 to 1.2
- Every subsequent target will yield a 30% weaker effect than the previous target
- Absorb is now based off base HP instead of Max HP
- Defensive Absorb 3.3% bonus is now enhanceable
- Bonus regeneration buff moved from Efficient adaptation to Defensive adaptation, increased from 15% non-enhanceable to 15% enhanceable
- Efficient recovery buff is now enhanceable
- Now grants a 10% damage buff in Offensive Adaptation
- 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 300 seconds. First target adds 85 seconds, each additional target adds recharge proportionate to it's buff strength.
Environmental Adaptation > Environmental Modification (Sentinel Only Power)
- Renamed to Environmental Modification
Rebuild DNA (Sentinels)
- Lowered the scale of the endurance recovered outside Efficient Adaptation
- Efficient Adaptation: Increased bonus endurance
QuoteDesign Notes
Bio armor is currently considered to be overperforming to extremely high levels, to the point that it has become a meme between many members of the community. With this pass we are trying to keep as much of the feel of the set as possible while significantly toning down the performance. Some powers may still feel significantly different while under some adaptations, but we are trying very hard to have all the 3 stances provide real value judgements. As a rule of thumb, we are aiming for Offensive Adaptation to provide offensive and mobility bonuses at the expense of significant survivability, Defensive Adaptation to get significant boost in survivability at the cost of Damage and mobility, and Efficient Adaptation to focus on endurance sustenance and recovery with minimal to no penalties.
To achieve these goals, some effects may had been moved from some stances to others, while new effects have been added to many powers with the goal that every single power in the set now has a bonus for each adaptation.
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
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
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
- 50% regen for the first target hit (only while grounded)
- +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 -20
Energize
- Regeneration buff duration increased from 30s to 45s
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
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.
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
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
-
Kinetic Shield: Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF)
-
Dampening Field: Auto: Self +Res (Smashing, Lethal, Energy, Endurance Drain)
-
Power Shield: Toggle: Self +DEF(Fire, Cold, Energy, Negative), Res(DeBuff DEF)
-
Entropic Aura: Toggle: Self +Res(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, DeBuff DEF), Self +Recharge, Foe -Recharge
-
Energy Protection: Auto: Self +Res (Energy, Negative, Toxic, Psionic, Slow)
-
Power Armor
Energy Reserve: Auto: Self +MaxHP, +Resist(All DMG) -
Energize: Self Endurance Discount, Heal, +Regen
-
Energy Drain: PBAoE, Self +End, +Def, Foe -End
-
Overload: Self +DEF(All), +Recovery, +MaxHP, Res(DeBuff DEF)
- This power is different from other versions of Overload
- Has a 300 recharge
- Grants +MaxHP, +def, -def resistance for 30 seconds
- Has no crash
Ice ArmorHibernate (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.
Hoarfrost is being adjusted to provide a similar healing over time, allowing it to be used more regularly although at a lesser strength. Overall, the power should now provide a more achievable uptime and more reliable availability as a heal.
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
- Base -Regeneration Res is now flat 25% per target for all ATs
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.
RegenerationFast Healing
- Now grant 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
-
Fast Healing
-
Reconstruction
-
Quick Recovery
-
Ailment Resistance
-
Integration
-
Resilience
-
Reactive Regeneration
-
Second Wind
-
Moment of Glory
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
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
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.
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.
Ice Control
Glacier
- 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
- 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.
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
Symphony Control
Chords of Despair
- 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.
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.
Plant ControlSpore 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
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
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
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
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.
Arsenal Control
Sleep Grenade
- Pulse timer reduced from 4s to 3s
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.New Powerset: Pyrotechnic Control
New control set for Controllers and Dominators
You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.
Sparkling Cage:
- Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
- Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
- This power has a chance of Blasting Off targets into the air.
Dazzle:
- Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
- Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
- This power has a chance of Blasting Off targets into the air.
Sparkling Chain:
- Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
- Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
- This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.
Glittering Column:
- You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction.
- When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.
Hypnotizing Lights:
- Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
- You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to six enemies within 20 feet of the display are Confused and receive Psionic damage over time.
Multipurpose Missiles:
- Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
- With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.
Incendiary Aura:
- Toggle: PBAoE, Chance for Blast Off. -TohiT, -Defense
- You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.
Explosive Bouquet:
- Ranged (AoE), Foe Hold, Blast Off
- You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
- Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.
Catherine Wheel:
- Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
- You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.
New Powerset: Psionic Armor
New armor set for Tankers, Brutes, Scrappers, Sentinels and Stalkers
QuoteDesign Notes:
Psionic is a type that has been lacking defensively in the game outside a few select Epic Pool powers and the infamous Dominator/Blaster sustain power Drain Psyche. This power was always considered so iconic (and in its heyday, overpowered) that when designing a Psionic Armor set, there was zero doubt a form of this power had to be the cornerstone of the set's performance. As such, each version of this set contains a similar power that help Psionic Armor achieve extremely high levels of regeneration.Given the existence of other psi toggles in Psi mastery pools being resist based, the secondary balance factor for the set is designed around resistances. As a unique power for the set, Aura of Insanity costs no endurance and applies one of 5 random control effects on targets, albeit at the cost of your own health. The aura also applies debuffs that are tied to these control effects. Although chaotic, this opens up many build opportunities. From building for a specific control effect, using HOs to boost them all, or using a variety of enhancement sets be it for set bonuses or procs. The power is extremely versatile on the kind of enhancements that it can accept.
Finally, Memento Mori is a discrete power. It can be used to come back from defeat, but it's primary usage is to boost your Maximum HP while applying fear on its targets. With Adaptive Recharge, you can either boost yourself in a large feed, granting some solid survivability for its duration. If facing fewer foes, the power can be used more casually to get a smaller HP buff more regularly.You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will.
Psychic Wall
- Toggle: Self +Res(Smash, Lethal, Psionic)
- You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.
Psionic Shield
- Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain)
- This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.
Impenetrable Mind
- Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
- When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.
Consume Psyche
- PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
- Only available to Tankers and Brutes
-
You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. This power has Adaptive Recharge. It has a base recharge of 5 seconds, and each affected foe will increase the recharge by 8.5 seconds for a maximum total of 90 seconds.
Devour Psyche
- Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
- Only available to Scrappers, Sentinels and Stalkers
- You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. This power has Adaptive Recharge. It has a base recharge of 5 seconds, and each affected foe will increase the recharge by 8.5 seconds for a maximum total of 90 seconds.
Precognition
- Auto: Self +DEF(Melee, Ranged, AoE, Psionic), +Perception
- Precognition allows you to read your enemies minds, letting you see their attacks before they happen and increasing your perception. This power is always on and costs no Endurance.
Psychokinetic Barrier
- Self, +Absorb, +Res(-Defense, -ToHit, -Regeneration, -Recovery, -Recharge, -Endurance)
- You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.
Impose Presence
- Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
- Only available to Tankers and Brutes
- Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.
Mask Presence
- Toggle: Self Stealth, +DEF(Melee, Ranged)
- Only Available to Scrappers and Sentinels
- Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense.
Aura of Insanity
- Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
- You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.
Memento Mori
- Self Rez, +Max HP, Special
- Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge.
Tanker/Brute:
Psychic Wall
Psionic Shield
Impenetrable Mind
Consume Psyche
Impose Presence
Psychokinetic Barrier
Precognition
Aura of Insanity
Memento Mori
Scrapper/Sentinels
Psychic Wall
Psionic Shield
Mask Presence
Impenetrable Mind
Devour Psyche
Precognition
Psychokinetic Barrier
Aura of Insanity
Memento Mori
Stalkers
Hide
Psychic Wall
Psionic Shield
Impenetrable Mind
Devour Psyche
Precognition
Psychokinetic Barrier:
Aura of Insanity
Memento Mori
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
-
Following heals will ignore Heal Resistances:
-
Regeneration > Second Wind
-
Invulnerability > Dull Pain
-
Ice Armor > Hoarfrost
-
Empathy > Absorb Pain
-
Pain Domination > Share Pain
-
-
The following armored AT Heal Resistance caps have been lowered to:
-
Tanker: 75%
-
Brute: 75%
-
Scrapper: 85%
-
Stalker: 85%
-
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.
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 cue should show up informing of the impending crash
Shield Defense > One with the Shield
- A visual cue should 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
-
Enhancements > Performance Shifter: Chance for +Endurance: Fixed a bug where the ally buff could potentially be weaker based on level differences
-
Enhancements > Coercive Persuasion: Contagious Confusion: This proc no longer ignores combat modifiers
-
Tactical Arrow > Glue Arrow: Fixed power short description
-
No Phase: Fixed a bug where No Phase would disable Jump Pack and Steam Jump
-
Pool > Fighting: Changes to the attacks power info screen to clarify the conditional effects
-
Mace Mastery > Web Envelope: Fixed this power's description to denote the power does toxic damage over time
-
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
-
Plant Manipulation > Wild Fortress: Fixed a bug where the power's vfx would fade away if the player selected color customization options
-
Atomic Manipulation > Metabolic Acceleration: This power no longer accepts Endurance Discount enhancements. The power costs no endurance
-
Dark Mastery > Possess: Fixed a bug where the debuff applied to the caster instead of the target.
-
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 > Temporal Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
-
Accolades > Mark and Recall: Name changed from 'Mark & Recall' so the power can be functionally linked in chat.
Character Customization Improvements
Costumes
New Costume Parts (65)
- 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 > 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
Costume Proliferation
-
Missing costume options added to missing categories:
- 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/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
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.
Power Customization
Force Field
- Epic > Personal Force Field > Excelsion customization option added.
- Personal Force Field > Excelsion customization option added.
- Deflection Shield > Excelsion customization option added.
- Dispersion Bubble > Excelsion customization option added.
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.
Aether Shop Rewards
Reward Additions
-
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
-
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
-
- (Mastermind Aether costumes include power customization option to pick their upgraded visuals.)
-
New NPC costumes added to the Tier 2 Aether reward vendor offerings:
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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.)
-
New NPC costumes added to the Tier 3 Aether reward vendor offerings:
-
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:
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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
-
-
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
-
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
-
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:
-
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.
-
Pet: Mini P.E.A.C.E. Keeper
-
- As with other recipes, these can be traded to other players or on the Auction House.
Various Additions, Enhancements, & Fixes
New Badges (25)
Accolade
-
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.
-
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.
Event
-
Winter Weathered - Log in during the annual Winter Event, 2025.
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Snow Angel - Log in during the annual Winter Event, 2026.
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Icebreaker - Defeat Lord Winter without letting his Winter Essence ever reach 100%.
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Very Naughty - Earned from opening a Suspicious Gift during the Winter Event and summoning a Winter Lord.
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.
-
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
-
Christie Consolidation - Learn more about the brave and bold leadership of Emil Christie.
-
Flagtown Memorialist - Learn more about the Flagtown history in Kallisti Wharf.
-
Patron of the Arts - Learn more about Theatre Row and Maxwell Stadium to earn this badge.
Badge Adjustments
Changes
-
Dreamwalker / Dreamkiller - Quill and The Unnamed One are now required for this badge. No changes to those who already earned the badge.
-
Variety Act - Badge art updated to look more like proper badges.
-
License to Chill - Badge art updated to help differentiate Winter events by year (2021).
-
Home for the Holidays - Badge art updated to help differentiate Winter events by year (2023).
-
Hypothermia - Badge art updated to help differentiate Winter events by year (2024).
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.
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.
Kallisti Wharf
- Zone now has eight standard exploration badges and an accolade, same as other zones.
- Many areas of the zone were given expansive polish passes and detail work.
-
All neighborhoods given music. No more silence!
- The zone is using a mix of new Homecoming-original compositions, a few unused tracks, and a couple of favorite older classics!
- Added ambient atmospheric/combat spawns to the entirety of the zone.
-
New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
- The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
- Only one P.E.A.C.E. Keeper can be spawned at any moment.
- P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.
- Relocated 200th Anniversary Plaque in Kallisti Wharf to Theatre Row. New coordinates are [2380, 56, 1132].
-
Mini-map markers added for the following locations:
- Crey Towers
- Vanguard Outpost
- Langston Corp Factory
- A Vanguard Merit invention station has been added to the Vanguard Outpost location near the helipad.
'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.
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.
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.
Contacts
SpoilerWes Schnabel
- Fixed legacy contact from stopping giving missions too early.
Tasks
SpoilerIncarnate Trial - 'Minds of Mayhem'
- Minds of Mayhem script has been re-written from SZE to Lua.
-
In general, the trial should play exactly as before, just with better performance. The following are the only intentional changes:
- Added a swirly teleporter FX when using Desdemona's portals.
- Some of the UI advice was moved to the top of the UI window rather than the bottom, and the stage names are shown in the title bar.
- Malaise's Nightmare summons will dynamically select the nightmare based on which is most needed by the league for badge credit and hasn't been summoned yet.
- Added Quill and The Unnamed One to the Malaise Nightmares pool.
- A Perfect Storm, Daylight Saver and Lost Connection to Server are now awarded as soon as the relevant stage is completed.
-
Suffer in Silence and Shared Suffering will not deal damage after Mother Mayhem is defeated.
- Remove the "Time until Debilitation" timer, since the power is a click used by an object and not in sync with the timer at all.
- Desdemona will offer a free rez at the beginning of the final fight, after becoming trapped in Shalice's mind.
- Increased the time limit of the final fight from three to five minutes.
General - Task & Strike Forces
- The minimum level of Task/Strike Force content is no longer enforced, except for Ms. Liberty and Lord Recluse's.
General - Advanced Mode
- The combat levels on Challenge Arch-villain rank enemies (King Midas, Emperor Romulus, K'ong, etc) can now be seen in their name plate.
- Nectanebo's Curse Breaker: Can now be used during Advanced Mode content to cleanse Curse of Weariness.
Positron Task Force - Part 1
- On the finale mission, saving the four heroes and defeating the Circle of Thorns ambush can no longer be skipped.
Ms. Liberty Task Force
- Add a text to the task force intro that mentions the minimum level is always set to 50.
Lord Recluse Strike Force
- Add a text to the strike force intro that mentions the minimum level is always set to 50.
Dr. Aeon Strike Force - 'Chasing Fool's Gold'
- Dimensional ripple doors in the finale mission now have connecting (invisible) door exits, which should help Battle Becky and other pets path through them with more consistency.
Christine Lansdale - 'The Mysterious General Z'
- Fixed clue not granting during arc.
- Misc typo/misnaming fixes.
Doc Buzzsaw - 'The Freakish Lab of Dr. Vahzilok, Act 2'
- Fix for possibly bypassing the "Bile Powers Down" trigger in Buzzsaw finale.
- Trigger location moved to pipe exit at radius of 100ft. Should be much better now for him.
Sister Valeria - 'Glory and Dark Tidings'
- Sibyl that was named 'Achlys' has been renamed 'Astraia' to prevent unintended Labyrinth of Fog association.
Repeatable Kallisti Wharf Missions
- The Blackwing Liaison will provide heroes with opportunities to fight crime in Kallisti Wharf.
- Chip will provide villains lucrative criminal ventures in Kallisti Wharf.
- Both contacts are currently easiest to find via the Contact Finder feature.
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.
Enemies
SpoilerArachnos
- 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.
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.
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.
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.
- Fixed mismatched initialattackbits and attackbits sequencers for Cryo Freeze Ray.
- Fixed Energy Torrent Laser Beam Sweep and Cryo Freeze Ray with desynced hit fx.
Architect Entertainment
Blackwing Industries
- This group is now available to be used in Architect Entertainment content.
Freaklok
- This group is now available to be used in Architect Entertainment content.
Kallisti Wharf Office Maps
-
These mission map tileset pieces have had an extensive decoration pass on all rooms which will automatically apply to existing AE arcs using these maps.
- Spawn density and all other map specifics are unchanged for the AE versions of these maps.
Miscellaneous
- Updated the UI of the City Info Terminal kiosks in order to improve legibility.
- Fixed the respec counter from becoming negative when a character earns 128+ respecs.
-
Switching alignments will no longer remove the Event Messages channel for that alignment. It will still add the new one.
- For example, if you're a villain and switch to hero, the Hero Zone Event Messages channel will be added to whichever tab contains Villain Zone Event Messages, but Villain Zone Event Messages will be retained unless manually removed.
Inspirations
- Corrected the description in Greater Protection Imbuement and Superior Protection Imbuement to no longer claim they last 3 minutes.
LFG
- Fixed incorrect merit payout award listed in Katie Hannon's Task Force in the LFG tab.
- Fixed inaccurate level ranges displayed on Summer Blockbuster, Kane's House of Horror, and SSA 1.1.
Anniversary Event
- Event script has been rewritten in Lua and the legacy script discontinued.
- Automatically starts on April 28th and ends on June 1st.
- Ambushes will now spawn using the player level, capped to the level range of the zone.
- Ambushes have a 50% chance of being an enemy group that the player needs for badge credit.
- Decreased ambush chance from 75% to 65%.
- Ambushes only reward the player with one Anniversary Merit.
- Temporary Powers, Inspirations, Pet Summons and Minipet rewards can only drop from capsules without an ambush.
- Fixed two glowie spawn points in Brickstown that were floating above the ground and not working correctly.
Winter Event
- Event script has been rewritten in Lua and the legacy script discontinued.
- Automatically starts on December 1st and ends on January 1st.
- Ambushes will now spawn using the player level, capped to the level range of the zone.
- The Winter Lord is no longer a random spawn from a Mysterious Gift.
-
Instead, a large Suspicious Gift can appear which is guaranteed to spawn Winter Lord.
- After a Suspicious Gift appears, there's a one-hour cooldown before another can appear in the same zone.
-
New Badge -
Very Naughty - Earned from opening a Suspicious Gift during the Winter Event and summoning a Winter Lord.
- Uses the new EventContacts script for introducing Father Time.
- Fixed two glowie spawn points in Brickstown that were floating above the ground and not working correctly.
Lord Winter's Realm Trial
- This trial has been rewritten in Lua and majorly revamped.
- All enemies inside the trial now spawn at internal level 30.
- Trial can now be started with 8 players and allows a maximum of 16 players.
- Added a prelude stage to defeat Winter Horde before Lord Winter spawns.
-
Winter Guardians no longer make Winter Lord invulnerable by default.
- Each Guardian now has a different name and grants Lord Winter a different buff while they're alive.
- Elemental Guardian: 20% defense to Fire, Cold and Toxic damage.
- Ethereal Guardian: 20% defense to Negative, Negative Energy and Psionic damage.
- Corporeal Guardian: 20% defense to Smashing and Lethal damage.
-
Six Winter Essence Crystals spawn in predefined locations in the map.
- Each Winter Horde critter within 30 units of a crystal adds 3% to the meter, up to 75%.
- Summoned pets don't count towards the meter, only critters from map spawns.
- Each Guardian alive adds their HP to the Winter Essence meter, up to 50% each.
-
When Winter Essence reaches 100%, Lord Winter becomes invulnerable.
- The meter must be brought down to below 25% to make Lord Winter vulnerable again.
-
Every 30 seconds, a random group will run to the nearest crystal if Winter Essence is below 75%.
- This will not happen if Winter Lord is currently invulnerable.
- Trial ends when Winter Lord is defeated.
-
New Badge -
Icebreaker: Defeat Lord Winter without letting his Winter Essence ever reach 100%.
Spring Fling Event
- Uses the new EventContacts script for introducing the event contacts.
-
3
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💥 Patch Notes - Issue 28: Legacy, Page 2 💥
What's New in Issue 28, Page 2?
Marquee Features
- The Kallisti Wharf Zone Comes To Life! 💫
- Five (5) Brand New Kallisti Wharf Story Arcs + Repeatable Missions! 💬
- New Enemy Group: Blackwing Industries 🚓
-
New Control Powerset:
Pyrotechnic Control
-
New Armor Powerset:
Psionic Armor
Powers & Gameplay Adjustments
- New Control Mechanic: Deep Sleep 💤
- Controller & Tanker Inherent Changes
- Armor Powerset Balancing Pass
- Balance Tweaks & Fixes
Various Adjustments, Improvements & Fixes
- New Costume Parts (65), Aether Rewards, Vanity Pets and more! 👁️🗨️
- Twenty-five (25) new Badges! 🎖️
- Many bug fixes! 🐞
- ...and much, much more!
Marquee Features
Kallisti Wharf Zone Comes To Life!
- Kallisti Wharf has been given a substantial amount of work to bring the zone to life/parity with other city zones!
At last! Kallisti Wharf is a fully realized zone!
Zone Improvements
- As stated on the tram/submarine destination, Kallisti Wharf is a Level 40-50 co-op zone.
-
Kallisti Wharf now has eight standard exploration badges and an accolade, same as other zones.
- New Tour Guides are available to help people locate all the new badges!
- Many areas of the zone were given expansive polish passes and detail work.
-
All neighborhoods given music. No more silence!
- The zone is using a mix of new Homecoming-original compositions, a few previously unused tracks, and a couple of favorite older classics!
Enemies Encountered
- Added ambient atmospheric/combat spawns to the entirety of the zone.
-
The following are the main enemy groups found in Kallisti Wharf:
- Blackwing Industries [NEW]
- Freaklok
- Crey
- Gold Brickers
- Freakshow
- Warriors
- Skulls
- The Awakened
- Unified People's Army (UPA)
- Wyvern
Watch out, the Freaklok are out in force!
Giant Monster Event
-
New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
- The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
- Only one P.E.A.C.E. Keeper can be spawned at any moment.
-
Drops six (6) Reward Merits, two (2) Monstrous Aether on defeat, and a low chance (10%) for Pet: Mini P.E.A.C.E. Keeper invention recipe.
- This recipe can be freely traded like other Giant Monster vanity pet recipes, and also drops from the randomized pet recipe pool found on the Benevolabs vendors located inside Vault Reserve locations.
- P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.
Blackwing Industries is dedicated to ensuring the safety and security of Kallisti Wharf!
New Story Arc
Mergers and Acquisitions - Dap-Dap the Deal-Maka (Level 40-50)
“Once ‘Down with the street’, Dap-Dap the Deal-Maka’ has exhausted his fifteen minutes of fame for being quotable in the replays of his arrest video where he got pinched for a weapons deal with Nemesis. Since leaving the spotlight, he’s found new purpose selling his services to the Freaklok in a bid to help establish them.
In this madcap escapade that resembles kayfabe more than negotiation, Dap-Dap will direct you to interface with nearly every faction in the Wharf as the Freaklok establish legitimacy and a foothold in the Old Slough.”
- CONTACT: Dap-Dap the Deal-Maka
- LOCATION: Kallisti Wharf /thumbtack 1578 47 4995
- ALIGNMENT / LEVEL: Villain, Level 40-50
- OUROBOROS / ARC: 28.02
Cutting Back Old Growth - Erin West (Level 40-50)
“'Crey CARES!' That's the tagline of Crey's newest PR campaign, engineered by their rising marketing star, Erin West. Now she's got a new plan... hire a 'rogue with a heart of gold' to lead Alpha Team, the premiere subteam of the Altruist Division, Crey's new supergroup of unmasked Paragon Protectors known as the 'Real-ID Protectors'. And you are just the rogue to play the role, regardless of the actual makeup of your heart."
- CONTACT: Erin West
- LOCATION: Kallisti Wharf /thumbtack 7213 55 2649
- ALIGNMENT / LEVEL: Rogue, Level 40-50
- OUROBOROS / ARC: 28.03
The Sunlight and the Spotlight - Robert Kogan (Level 40-50)
“Crey's new super group, Altruist Division, has been gaining fame for their fight against crime in Kallisti Wharf. Though not everyone buys Crey's intentions, the heroes themselves seem forthright. When they beat you to investigating a tip about the Skulls and Family, Robert Kogan, an investigative reporter for a progressive, independent newspaper, introduces himself. He also doesn't believe Altruist Division is all they claim to be and wants your help in finding concrete proof... Or, if nothing else, causing the public to question their existence."
- CONTACT: Robert Kogan (The contact requires completing the tip mission "Skulls vs Family" first.)
- LOCATION: Kallisti Wharf /thumbtack 1789 57 3436
- ALIGNMENT / LEVEL: Vigilante, Level 40-50
- OUROBOROS / ARC: 28.04
Know Thy Enemy - Alexander the Great (Level 40-50)
“Alexander the Great asks you to engage in strategic strikes against Warrior outposts and supply routes, to get to the bottom of their current operations in Kallisti Wharf. He suspects that something is terribly wrong with the upper ranks of the Warriors, but he can’t prove anything.”
- CONTACT: Alexander the Great
- LOCATION: Kallisti Wharf /thumbtack 2147.2 11.9 -423.5
- ALIGNMENT / LEVEL: Hero, Level 40-50
- OUROBOROS / ARC: 28.05
Hunting the Hunters - Adelard Ziegler (Level 40-50)
“Adelard Ziegler has contacted you to work on his behalf as the acting force behind his investigation into the Council. The Council’s Void Hunter division has been a subject of much controversy and rumor, and now have suddenly withdrawn from active duty. On top of that, the black market sales of their Void Rifles to other factions seem to be drying up or delivering ‘Dead on Arrival’.
Players will aid Adelard is determining what has happened to the most dangerous and notorious cadre within the Council to see if they are retiring, mutinying, or worse…”
- CONTACT: Adelard Ziegler
- LOCATION: Kallisti Wharf /thumbtack 6072 65 1304
- ALIGNMENT / LEVEL: Hero, Level 40-50
- OUROBOROS / ARC: 28.06
Kallisti Wharf Repeatable Missions - Levels 40-50
- Players can take repeatable tasks from either of Kallisti Wharf's two mission brokers, depending on alignment:
- CONTACT: Blackwing Liason (Hero) or Broker Chip (Villain)
- LOCATION: Kallisti Wharf /thumbtack 5816 46 2511 or /thumbtack 1829 43 2458
- ALIGNMENT / LEVEL: Any, Level 40-50
New Enemy Group: Blackwing Industries
- Now available in Architect Entertainment!
These men & women ensure that the Kallisti Wharf citizenry remain protected from super threats!
Who Are They?
- Blackwing Industries is a private military company that has been contracted by Emil Christie to replace the Paragon Police in protecting Kallisti Wharf. The branch of their company that is responsible for this task is known as: P.E.A.C.E. (Police Emergency Action & Crisis Engagement).
- They've been specially-trained and armed with cutting-edge technology to excel in suppressing meta human threats! These men & women are dedicated to maintaining peace and order in the zone that is their jurisdiction.
What Can They Do?
- Most Blackwing Industries personnel are decked out in the group's trademarked Excelsion armor, nano-carbon kinetic dampening interlocking hex plates. This armor gives them resistance to conventional weaponry, but also leaves them vulnerable to Cold!
- Most of the group gets access to more attacks when below 75% HP!
-
The group deals a variety of damage types, however the most notable are:
- Range: Cold/Toxic (major), Fire/Psionic (minor)
- Melee: Smashing/Energy (major), Lethal/Fire/Toxic (minor)
- AoE: Fire/Psionic (major), Cold (minor)
The following Blackwing Industries critters are noteworthy threats for their powers and behaviors! (Spoilers for those who wish to fight them blind!) This is only a partial list, detailing some parts of the enemy group's roster:
Spoiler
P.E.A.C.E. Medic (Lieutenant)
Armed in red/white with warp packs, these teleporting medics keep Blackwing personnel healthy. Prone to dropping Triage Beacons and zipping away, they try to avoid direct combat while also keeping their allies supported.
Best to target them early!
Target the white & red or you might end up black & blue!
P.E.A.C.E. Phantom (Lieutenant)
Armed in purple with impervium katanas, these operatives can see through stealth with specular implants in their eyes.
Watch out, they will utilize a particularly dangerous Assassin's Strike combo when cornered!
You may not see them, but they can definitely see you!
P.E.A.C.E. Ballistier (Boss)
Boasting a pair of rocket boots and jet wings, these airborne agents will rain down a variety of grenades, creating damage and debuff patches players will have to avoid.
Counters melee threats with thruster-boosted kicks!
Really putting the 'wing' in Blackwing!
P.E.A.C.E. Commander (Boss)
These armored tanks boast distinctive rounded shoulder pads and are fully decked out head-to-toe in Excelsion body armor. They utilize the only weaponized application of the Excelsion system, compressing kinetic energy into an array of deadly blows.
Commander's lead the charge and will zip into the fray with a Burst of Speed!
These guys are straight-up fighters, tough with no tricks!
P.E.A.C.E. Coordinator (Boss)
The most enigmatic operatives amongst Blackwing's ranks, the Coordinators are bionic psychics who link P.E.A.C.E. squads together mentally, granting them shared senses mentally, creating their second-to-none coordination on the field.
These support units will prefer to stay in the back lines and buff their team. When engaged, they can direct nearby Blackwing personnel to target a specific player!
Mentally-linked Blackwing agents? Dangerous! Take these guys out quick!
P.E.A.C.E. Neutralizer (Elite Boss)
These Elite Bosses are without a doubt, the most dangerous of Blackwing Industries' P.E.A.C.E. units. The Neutralizer carries back-mounted heavy weapons and suppressive cannons that are designed to (You guessed it!) neutralize superhuman targets.
Fortunately, due to prohibitive costs, these operatives are not widespread in deployment.
If Blackwing is sending these guys into the field, you've been deemed a top level threat!
P.E.A.C.E. Keeper (???)
There are rumors that Blackwing Industries has an even more impressive mobile weapon platform, but details on it have been scarce. If the group feels like they're losing their control over Kallisti Wharf, they might be forced to deploy their secret weapon!
New Powerset: Pyrotechnic Control (Controllers, Dominators)
You have the ability to incapacitate villains with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.
Sparkling Cage:
- Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
- Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
- This power has a chance of Blasting Off targets into the air.
Dazzle:
- Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
- Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
- This power has a chance of Blasting Off targets into the air.
Sparkling Chain:
- Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
- Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
- This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.
Glittering Column:
- You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction.
- When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.
Hypnotizing Lights:
- Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
- You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to six enemies within 20 feet of the display are Confused and receive Psionic damage over time.
Multipurpose Missiles:
- Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
- With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.
Incendiary Aura:
- Toggle: PBAoE, Chance for Blast Off. -TohiT, -Defense
- You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.
Explosive Bouquet:
- Ranged (AoE), Foe Hold, Blast Off
- You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
- Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.
Catherine Wheel:
- Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
- You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.
New Powerset: Psionic Armor (Scrappers, Tankers, Brutes, Stalkers)
You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will!
Psychic Wall:
- Toggle: Self +Res(Smash, Lethal, Psionic)
- You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.
Psionic Shield
- Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain)
- This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.
Impenetrable Mind
- Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback).
- When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Indomitable Will also grants moderate resistance to Psionic based attacks.
Consume Psyche
- PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
- Only available to Tankers and Brutes
- You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 8.5 seconds for a maximum total of 90 seconds.
Devour Psyche
- Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
- Only available to Scrappers, Sentinels and Stalkers
- You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 8.5 seconds for a maximum total of 90 seconds.
Precognition
- Auto: Self Def(Melee, Ranged, AoE, Psionic)
- Precognition allows you to read your enemies minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.
Psychokinetic Barrier
- Self, +Absorb, +Res(-Defense, -ToHit, -Regeneration, -Recovery, -Recharge, -Endurance)
- You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.
Impose Presence
- Toggle: Self +DEF(All), +To Hit, Foe -Recharge
- Only available to Tankers and Brutes
- Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.
Mask Presence
- Toggle: Self Stealth, +DEF(Melee, Ranged, AoE)
- Only Available to Scrappers and Sentinels
- Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense.
Aura of Insanity
- Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
- You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.
Memento Mori
- Self Rez, +Max HP, Special
- Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge.
Tanker/Brute:
Psychic Wall
Psionic Shield
Impenetrable Mind
Consume Psyche
Impose Presence
Psychokinetic Barrier
Precognition
Aura of Insanity
Memento Mori
Scrapper/Sentinels:
Psychic Wall
Psionic Shield
Mask Presence
Impenetrable Mind
Devour Psyche
Precognition
Psychokinetic Barrier
Aura of Insanity
Memento Mori
Stalkers:
Hide
Psychic Wall
Psionic Shield
Impenetrable Mind
Devour Psyche
Precognition
Psychokinetic Barrier:
Aura of Insanity
Memento Mori
Powers & Gameplay Adjustments
Sleep Revamp
Stacking
- Sleep is no longer canceled by damage or any canceling event unless the target is already asleep. This allows for sleep to be stacked even if the sleep-casting power does damage, and sleep stacks that don't render the target asleep won't vanish if the target is hurt but awake.
Deep Sleep- This is a new variant of sleep. Deep Sleep is stickier than regular sleep. Enemies under its effect don't instantly wake up if damaged, instead the duration of their sleep is shortened. How much the sleep is shortened depends on the enemy rank, with minions taking more attacks to wake up and AVs being woken up by a single hit.
The following powers have been flagged as Deep Sleep:
-
Arsenal Control > Tranquilizer
-
Earth Control > Salt Crystals
-
Ice Control > Flash Freeze
-
Mind Control > Mesmerize
-
Mind Control > Mass Hypnosis
-
Plant Control > Spore Burst
-
Pyrotechnic Control > Hypnotizing Lights
-
Symphony Control > Enfeebling Lullaby
-
Epic > Arsenal Mastery > Sleep Grenade
-
Epic > Earth Mastery > Salt Crystals
-
Epic > Ice Mastery > Flash Freeze
-
Epic > Psionic Mastery > Mass Hypnosis
-
Epic > Psionic Mastery > Mesmerize
QuoteDesign Notes:
This new mechanic should make many (not all) sleep effects in the game much more powerful as control tools. Note that auto-hit sleep powers will only apply a weaker old-style sleep if they fail their hit-roll.
Pulsing sleep powers like Sleep Grenade and Static Field will not be converted to Deep Sleep.
Misc Changes
There has been an implementation change to critter tables and their maximum levels. This does not change critter maximum level directly, but it gives designers the ability to expand in the future
QuoteDesign Notes:
There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. The most obvious impact should be level 54 foes potentially having up to +2% extra HP, something some number crunchers may notice while parsing some optimized farms.
Please keep your eyes open for any oddity in behaviors, especially on player pets or critters above level 50.
Critters Only:
All -regen debufs (not flagged to be irresistible) should now be resisted by magnitude, not duration
Reduced the magnitude of many (not all) low recharge -regen debuffs with magnitudes greater than -100%All critters now regenerate health 5% of their health 12 seconds (does not include GMs or AVs)
Archetype Inherent Changes
Controllers
- Containment now allows Controllers to command their Tier 9 pets
- Containment now also triggers on critters that are Terrified
- Containment now also triggers on critters that have been asleep in the last 3 seconds
- Containment damage now has an additional "Containment" float message across all sets
-
The following controller pets now have a 33.33% chance to proc containment damage:
-
Darkness Control > Shades
-
Darkness Control > Umbra Beast
-
Earth Control > Volcanic Gases
-
Earth Control > Animated Stone
-
Electric Control > Gremlins
-
Fire Control > Bonfire
-
Fire Control > Fire Imps
-
Gravity Control > Singularity
-
Ice Control > Ice Slick
-
Ice Control > Jack Frost
-
Illusion Control > Phantasm
-
Plant Control > Carrion Creepers (Entangle attack only)
-
Plant Control > Fly Trap
-
Symphony Control > Reverberant
-
QuoteDesign Notes:
These changes should make many control sets a lot more viable for controllers, especially Electric and Arsenal control.
Tankers
- Self damage buff lowered from 1.0x to 0.875x
- -Res modifiers lowered to match other melee ATs
- OverCap mechanic implemented (foes hit above the standard target cap will see diminishing effectiveness on those additional targets)
- Removed arc/radius buff restrictions from powers
- Increased the radius of all tanker Primary and Secondary AoEs to a max of 15ft radius
- Cones no longer have an increase in arc, instead they get increased radius
- Adjusted the bonus on cones to add +50% radius instead of +50% arc
Powers
Darkness Manipulation
Touch of the Beyond
- This power can now be activated without a targeting an enemy
- If used without an enemy target, the power will not root and apply all the sustain effects
QuoteDesign Notes:
We understand the desire to move the sets sustain to a toggle, but we are not looking to homogenize all Blaster Manipulation sustain powers that way. With this change we are attempting to alleviate the need to start a fight without the sustain being active. With this change, players should be able to refresh the sustain effects while having no target or if the targeted enemy is far enough away.
This is not part of a set-wide revamp, only a QoL improvement on the power.
Sonic AttackSimplified the -res stacking
The following powers now apply a scale -1.5 resistance debuff for various durations:
-
Shriek - 8s
-
Scream - 8s
-
Howl - 8s
-
Shout - 10s
-
Screech - 15s
-
Dreadful Wail - 20s
QuoteDesign Notes:
This changes should make it much easier to understand Sonic Blast's -res effects. Each power is simply independent of each other and has their stacking set to replace. Players should be able to see slightly higher average -res than live with most builds, but the effects will continue to be much lower than they used to be before the last pass.
Water Blast
Water Jet
- Enhanced Water Jet cold damage increased from 1 tick of scale 1.47 to 4 ticks of sale 0.7 over 6 seconds (totaling scale 2.8) (PvE only)
Dehydrate
- This power's DoT will do extra ticks of damage if used against a foe that has been recently hit by other water-based attacks, Dehydrate excluded (PvE only)
QuoteDesign Notes:
Although water Blast is a well performing set in the AoE department, it's ST leaves a lot to be desired for, especially if the player attempts to build around the set's own attacks. These changes seek to give a slight bump in single target DPS while focusing on a water-only attack chain.
Dark Miasma
Black Hole
- This power now applies a trawl (reverse repel) effect
- Targets that are immune to the trawl effect will be phased
Staff Fighting
-
Perfection levels are now granted on misses
-
Increased bonus damage inflicted by Sky Splitter while under level 3 Perfection from scale 0.828 to scale 1.656
-
Increased bonus damage inflicted by Eye of the Storm while under level 3 Perfection from scale 0.1892 to scale 0.4920
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.
- (experimental) 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
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
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
- 50% regen for the first target hit (only while grounded)
- +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 -20
Energize
- Regeneration buff duration increased from 30s to 45s
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
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.
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
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
-
Kinetic Shield: Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF)
-
Dampening Field: Auto: Self +Res (Smashing, Lethal, Energy, Endurance Drain)
-
Power Shield: Toggle: Self +DEF(Fire, Cold, Energy, Negative), Res(DeBuff DEF)
-
Entropic Aura: Toggle: Self +Res(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, DeBuff DEF), Self +Recharge, Foe -Recharge
-
Energy Protection: Auto: Self +Res (Energy, Negative, Toxic, Psionic, Slow)
-
Power Armor
Energy Reserve: Auto: Self +MaxHP, +Resist(All DMG) -
Energize: Self Endurance Discount, Heal, +Regen
-
Energy Drain: PBAoE, Self +End, +Def, Foe -End
-
Overload: Self +DEF(All), +Recovery, +MaxHP, Res(DeBuff DEF)
- This power is different from other versions of Overload
- Has a 300 recharge
- Grants +MaxHP, +def, -def resistance for 30 seconds
- Has no crash
Ice ArmorHibernate (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.
Hoarfrost is being adjusted to provide a similar healing over time, allowing it to be used more regularly although at a lesser strength. Overall, the power should now provide a more achievable uptime and more reliable availability as a heal.
RegenerationFast Healing
- Now grant 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
- The power grants a 20% Max HP buff, this buff is retained even if the caster is defeated
- Heal is now a flat base 40% heal, ignores resistances (same as live Dull Pain). 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
-
Fast Healing
-
Reconstruction
-
Quick Recovery
-
Ailment Resistance
-
Integration
-
Resilience
-
Reactive Regeneration
-
Second Wind
-
Moment of Glory
Electric Control
Static Field
- Converted into a true pseudopet.
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
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
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.
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.
Ice Control
Glacier
- 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
- 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.
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
Symphony Control
Chords of Despair
- 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.
Reverberant
- (Controller): Fixed ST immob and AoE sleep not having buff/enhance-able damage.
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.
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.
Plant ControlSpore 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
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 defeated, spirit tree's regen aura should remain
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
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
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 had 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.
Arsenal Control
Sleep Grenade
- Pulse timer reduced from 4s to 3s
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.New Powerset: Pyrotechnic Control
New armor set for Controllers and Dominators
You have the ability to incapacitate villains with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.
Sparkling Cage:
- Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
- Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
- This power has a chance of Blasting Off targets into the air.
Dazzle:
- Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
- Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
- This power has a chance of Blasting Off targets into the air.
Sparkling Chain:
- Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
- Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
- This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.
Glittering Column:
- You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction.
- When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.
Hypnotizing Lights:
- Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
- You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to six enemies within 20 feet of the display are Confused and receive Psionic damage over time.
Multipurpose Missiles:
- Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
- With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.
Incendiary Aura:
- Toggle: PBAoE, Chance for Blast Off. -TohiT, -Defense
- You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.
Explosive Bouquet:
- Ranged (AoE), Foe Hold, Blast Off
- You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
- Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.
Catherine Wheel:
- Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
- You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.
New Powerset: Psionic Armor
New armor set for Tankers, Brutes, Scrappers, Sentinels and Stalkers
QuoteDesign Notes:
Psionic is a type that has been lacking defensively in the game outside a few select Epic Pool powers and the infamous Dominator/Blaster sustain power Drain Psyche. This power was always considered so iconic (and on its heyday, overpowered) that when designing a Psionic Armor set, there was zero doubt a form of this power had to be the cornerstone of the set's performance. As such, each version of this set contains a similar power that help Psionic Armor achieve extremely high levels of regeneration.Given the existence of other psi toggles in Psi mastery pools being resist based, the secondary balance factor for the set is designed around resistances. As a unique power for the set, Aura of Insanity costs no endurance and applies one of 5 random control effects on targets, albeit at the cost of your own health. The aura also applies debuffs that are tied to these control effects. Although chaotic, this opens up many build opportunities. From building for a specific control effect, using HOs to boost them all, or using a variety of enhancement sets be it for set bonuses or procs. The power is extremely versatile on the kind of enhancements that it can accept.
Finally, Memento Mori is a discrete power. It can be used to come back from defeat, but it's primary usage is to boost your Maximum HP while applying fear on its targets. With Adaptive Recharge, you can either boost yourself in a large feed, granting some solid survivability for its duration. If facing fewer foes, the power can be used more casually to get a smaller HP buff more regularly.You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will.
Psychic Wall:
- Toggle: Self +Res(Smash, Lethal, Psionic)
- You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.
Psionic Shield
- Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain)
- This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.
Impenetrable Mind
- Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
- When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.
Consume Psyche
- PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
- Only available to Tankers and Brutes
-
You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. This power has Adaptive Recharge. It has a base recharge of 5 seconds, and each affected foe will increase the recharge by 8.5 seconds for a maximum total of 90 seconds.
Devour Psyche
- Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
- Only available to Scrappers, Sentinels and Stalkers
- You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. This power has Adaptive Recharge. It has a base recharge of 5 seconds, and each affected foe will increase the recharge by 8.5 seconds for a maximum total of 90 seconds.
Precognition
- Auto: Self +DEF(Melee, Ranged, AoE, Psionic), +Perception
- Precognition allows you to read your enemies minds, letting you see their attacks before they happen and increasing your perception. This power is always on and costs no Endurance.
Psychokinetic Barrier
- Self, +Absorb, +Res(-Defense, -ToHit, -Regeneration, -Recovery, -Recharge, -Endurance)
- You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.
Impose Presence
- Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
- Only available to Tankers and Brutes
- Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.
Mask Presence
- Toggle: Self Stealth, +DEF(Melee, Ranged)
- Only Available to Scrappers and Sentinels
- Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense.
Aura of Insanity
- Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
- You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.
Memento Mori
- Self Rez, +Max HP, Special
- Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge.
Tanker/Brute:
Psychic Wall
Psionic Shield
Impenetrable Mind
Consume Psyche
Impose Presence
Psychokinetic Barrier
Precognition
Aura of Insanity
Memento Mori
Scrapper/Sentinels
Psychic Wall
Psionic Shield
Mask Presence
Impenetrable Mind
Devour Psyche
Precognition
Psychokinetic Barrier
Aura of Insanity
Memento Mori
Stalkers
Hide
Psychic Wall
Psionic Shield
Impenetrable Mind
Devour Psyche
Precognition
Psychokinetic Barrier:
Aura of Insanity
Memento Mori
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
-
Following heals will ignore Heal Resistances:
-
Regeneration > Second Wind
-
Invulnerability > Dull Pain
-
Ice Armor > Hoarfrost
-
Empathy > Absorb Pain
-
Pain Domination > Share Pain
-
-
The following armored AT Heal Resistance caps have been lowered to:
-
Tanker: 75%
-
Brute: 75%
-
Scrapper: 85%
-
Stalker: 85%
-
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.
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 queue should show up informing of the impending crash
Ninjitsu > Kuji-In Retsu
- A visual queue should show up informing of the impending crash
Shield Defense > One with the Shield
- A visual queue should 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 queue should show up informing of the impending crash
Willpower > Strength of Will
- A visual queue should show up informing of the impending crash
Bug Fixes
-
Enhancements > Performance Shifter: Chance for +Endurance: Fixed a bug where the ally buff could potentially be weaker based on level differences
-
Enhancements > Coercive Persuasion: Contagious Confusion: This proc no longer ignores combat modifiers
-
Tactical Arrow > Glue Arrow: Fixed power short description
-
No Phase: Fixed a bug where No Phase would disable Jump Pack and Steam Jump
-
Pool > Fighting: Changes to the attacks power info screen to clarify the conditional effects
-
Mace Mastery > Web Envelope: Fixed this power's description to denote the power does toxic damage over time
-
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
-
Plant Manipulation > Wild Fortress: Fixed a bug where the power's vfx would fade away if the player selected color customization options
-
Atomic Manipulation > Metabolic Acceleration: This power no longer accepts Endurance Discount enhancements. The power costs no endurance
-
Dark Mastery > Possess: Fixed a bug where the debuff applied to the caster instead of the target.
-
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 > Temporal Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
-
Accolades > Mark and Recall: Name changed from 'Mark & Recall' so the power can be functionally linked in chat.
Character Customization Improvements
Costumes
New Costume Parts (65)
- 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 > 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
Costume Proliferation
-
Missing costume options added to missing categories:
- 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/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
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.
Power Customization
Force Field
- Epic > Personal Force Field > Excelsion customization option added.
- Personal Force Field > Excelsion customization option added.
- Deflection Shield > Excelsion customization option added.
- Dispersion Bubble > Excelsion customization option added.
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.
Aether Shop Rewards
Reward Additions
-
New NPC costumes added to the Tier 1 Aether reward vendor offerings:
-
Costume: Devouring Earth Razorvine
-
Costume: Devouring Earth Geode
-
Costume: Freaklok Boomer
-
Costume: Freaklok Tecromancer
-
Costume: Mastermind Oni
-
Costume: Mastermind Assault Bot
-
Costume: Mastermind Lich
-
Costume: Mastermind Spec Ops
-
Costume: P.E.A.C.E. Ballistier
-
Costume: P.E.A.C.E. Commander
-
Costume: P.E.A.C.E. Coordinator
-
Costume: PPD Guardian
-
Costume: PPD Undercover Cop
-
Costume: Slag Golem
-
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:
-
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.)
-
New NPC costumes added to the Tier 3 Aether reward vendor offerings:
-
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:
-
Costume: Devouring Earth Plant -> Costume: Devouring Earth Bladegrass
-
Costume: Devouring Earth Crystal -> Costume: Devouring Earth Quartz
-
Costume: Devouring Earth Mushroom -> Costume: Devouring Earth Fungoid
-
Costume: Devouring Earth Rock -> Costume: Devouring Earth Bedrock
-
-
The following costumes have had customization options expanded:
-
Effect: Luminous > Symbiote
-
Effect: Luminous > Symbiote Tintable
-
Effect: Umbral > Symbiote
-
Effect: Umbral > Symbiote Tintable
-
Reward Fixes
-
Effect: Luminous: Fixed an issue where this effect's eye glow would not appear on Aether costumes that didn't support sheathed weapons.
-
Costume: Freakshow Stunner: Ambient sound effects removed from this costume.
-
Costume: Freakshow Super Stunner: Ambient sound effects removed from this costume.
-
Costume: Longbow Mender: Fixed this costume using the incorrect boots option.
-
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:
-
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.
-
Pet: Mini P.E.A.C.E. Keeper
-
- As with other recipes, these can be traded to other players or on the Auction House.
Various Additions, Enhancements, & Fixes
New Badges (25)
Accolade
-
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
-
Staring Into The Abyss - Complete Adelard Ziegler's story arc to earn this badge.
-
Business Savvy - Complete Dap-Dap the Deal-Maka's story arc to earn this badge.
-
Front Person - Complete Erin West's story arc to earn this badge.
-
Justified Ends - Complete Robert Kogan's story arc to earn this badge.
-
Thicker than Water - Complete Alexander the Greats's story arc to earn this badge.
-
Generational Trauma - Earned from completing bonus objectives within Adelard Ziegler's story arc.
-
Uncomfortable Truths - Earned from completing bonus objectives within Erin West's story arc.
-
Truth Seeker - Earned from completing bonus objectives within Erin West's story arc.
-
Brass Tax - Earned from completing bonus objectives within Dap-Dap the Deal-Maka's story arc.
Defeat
-
Two Birds One Stone - Defeat 250 Blackwing Industries enemies to earn this badge.
-
Peacekeeper / Peacemaker - Defeat the P.E.A.C.E. Keeper in Kallisti Wharf to earn this badge.
Event
-
Winter Weathered - Log in during the annual Winter Event, 2025.
-
Snow Angel - Log in during the annual Winter Event, 2026.
-
Icebreaker - Defeat Lord Winter without letting his Winter Essence ever reach 100%.
-
Very Naughty - Earned from opening a Suspicious Gift during the Winter Event and summoning a Winter Lord.
Exploration
-
In Their Prime - Explore in Kallisti Wharf to earn this badge.
-
Protest Too Much - Explore in Kallisti Wharf to earn this badge.
-
Fueled By Greed - Explore in Kallisti Wharf to earn this badge.
-
Raving Mad - Explore in Kallisti Wharf to earn this badge.
-
Marked Out - Explore in Kallisti Wharf to earn this badge.
-
Quay to the City - Explore in Kallisti Wharf to earn this badge.
-
Tourist Trapped - Explore in Kallisti Wharf to earn this badge.
History
-
Christie Consolidation - Learn more about the brave and bold leadership of Emil Christie.
-
Flagtown Memorialist - Learn more about the Flagtown history in Kallisti Wharf.
-
Patron of the Arts - Learn more about Theatre Row and Maxwell Stadium to earn this badge.
Badge Adjustments
Changes
-
Dreamwalker / Dreamkiller - Quill and The Unnamed One are now required for this badge. No changes to those who already earned the badge.
-
Variety Act - Badge art updated to look more like proper badges.
-
License to Chill - Badge art updated to help differentiate Winter events by year (2021).
-
Home for the Holidays - Badge art updated to help differentiate Winter events by year (2023).
-
Hypothermia - Badge art updated to help differentiate Winter events by year (2024).
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.
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.
Kallisti Wharf
- Zone now has eight standard exploration badges and an accolade, same as other zones.
- Many areas of the zone were given expansive polish passes and detail work.
-
All neighborhoods given music. No more silence!
- The zone is using a mix of new Homecoming-original compositions, a few unused tracks, and a couple of favorite older classics!
- Added ambient atmospheric/combat spawns to the entirety of the zone.
-
New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
- The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
- Only one P.E.A.C.E. Keeper can be spawned at any moment.
- P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.
- Relocated 200th Anniversary Plaque in Kallisti Wharf to Theatre Row. New coordinates are [2380, 56, 1132].
-
Mini-map markers added for the following locations:
- Crey Towers
- Vanguard Outpost
- Langston Corp Factory
- A Vanguard Merit invention station has been added to the Vanguard Outpost location near the helipad.
'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.
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.
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.
Contacts
SpoilerWes Schnabel
- Fixed legacy contact from stopping giving missions too early.
Tasks
SpoilerIncarnate Trial - 'Minds of Mayhem'
- Minds of Mayhem script has been re-written from SZE to Lua.
-
In general, the trial should play exactly as before, just with better performance. The following are the only intentional changes:
- Added a swirly teleporter FX when using Desdemona's portals.
- Some of the UI advice was moved to the top of the UI window rather than the bottom, and the stage names are shown in the title bar.
- Malaise's Nightmare summons will dynamically select the nightmare based on which is most needed by the league for badge credit and hasn't been summoned yet.
- Added Quill and The Unnamed One to the Malaise Nightmares pool.
- A Perfect Storm, Daylight Saver and Lost Connection to Server are now awarded as soon as the relevant stage is completed.
-
Suffer in Silence and Shared Suffering will not deal damage after Mother Mayhem is defeated.
- Remove the "Time until Debilitation" timer, since the power is a click used by an object and not in sync with the timer at all.
- Desdemona will offer a free rez at the beginning of the final fight, after becoming trapped in Shalice's mind.
- Increased the time limit of the final fight from three to five minutes.
General - Task & Strike Forces
- The minimum level of Task/Strike Force content is no longer enforced, except for Ms. Liberty and Lord Recluse's.
General - Advanced Mode
- The combat levels on Challenge Arch-villain rank enemies (King Midas, Emperor Romulus, K'ong, etc) can now be seen in their name plate.
- Nectanebo's Curse Breaker: Can now be used during Advanced Mode content to cleanse Curse of Weariness.
Positron Task Force - Part 1
- On the finale mission, saving the four heroes and defeating the Circle of Thorns ambush can no longer be skipped.
Ms. Liberty Task Force
- Add a text to the task force intro that mentions the minimum level is always set to 50.
Lord Recluse Strike Force
- Add a text to the strike force intro that mentions the minimum level is always set to 50.
Dr. Aeon Strike Force - 'Chasing Fool's Gold'
- Dimensional ripple doors in the finale mission now have connecting (invisible) door exits, which should help Battle Becky and other pets path through them with more consistency.
Christine Lansdale - 'The Mysterious General Z'
- Fixed clue not granting during arc.
- Misc typo/misnaming fixes.
Doc Buzzsaw - 'The Freakish Lab of Dr. Vahzilok, Act 2'
- Fix for possibly bypassing the "Bile Powers Down" trigger in Buzzsaw finale.
- Trigger location moved to pipe exit at radius of 100ft. Should be much better now for him.
Sister Valeria - 'Glory and Dark Tidings'
- Sibyl that was named 'Achlys' has been renamed 'Astraia' to prevent unintended Labyrinth of Fog association.
Repeatable Kallisti Wharf Missions
- The Blackwing Liaison will provide heroes with opportunities to fight crime in Kallisti Wharf.
- Chip will provide villains lucrative criminal ventures in Kallisti Wharf.
- Both contacts are currently easiest to find via the Contact Finder feature.
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.
Enemies
SpoilerArachnos
- 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.
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.
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.
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.
Architect Entertainment
Blackwing Industries
- This group is now available to be used in Architect Entertainment content.
Freaklok
- This group is now available to be used in Architect Entertainment content.
Kallisti Wharf Office Maps
-
These mission map tileset pieces have had an extensive decoration pass on all rooms which will automatically apply to existing AE arcs using these maps.
- Spawn density and all other map specifics are unchanged for the AE versions of these maps.
Miscellaneous
- Updated the UI of the City Info Terminal kiosks in order to improve legibility.
- Fixed the respec counter from becoming negative when a character earns 128+ respecs.
-
Switching alignments will no longer remove the Event Messages channel for that alignment. It will still add the new one.
- For example, if you're a villain and switch to hero, the Hero Zone Event Messages channel will be added to whichever tab contains Villain Zone Event Messages, but Villain Zone Event Messages will be retained unless manually removed.
Inspirations
- Corrected the description in Greater Protection Imbuement and Superior Protection Imbuement to no longer claim they last 3 minutes.
LFG
- Fixed incorrect merit payout award listed in Katie Hannon's Task Force in the LFG tab.
- Fixed inaccurate level ranges displayed on Summer Blockbuster, Kane's House of Horror, and SSA 1.1.
Anniversary Event
- Event script has been rewritten in Lua and the legacy script discontinued.
- Automatically starts on April 28th and ends on June 1st.
- Ambushes will now spawn using the player level, capped to the level range of the zone.
- Ambushes have a 50% chance of being an enemy group that the player needs for badge credit.
- Decreased ambush chance from 75% to 65%.
- Ambushes only reward the player with one Anniversary Merit.
- Temporary Powers, Inspirations, Pet Summons and Minipet rewards can only drop from capsules without an ambush.
- Fixed two glowie spawn points in Brickstown that were floating above the ground and not working correctly.
Winter Event
- Event script has been rewritten in Lua and the legacy script discontinued.
- Automatically starts on December 1st and ends on January 1st.
- Ambushes will now spawn using the player level, capped to the level range of the zone.
- The Winter Lord is no longer a random spawn from a Mysterious Gift.
-
Instead, a large Suspicious Gift can appear which is guaranteed to spawn Winter Lord.
- After a Suspicious Gift appears, there's a one-hour cooldown before another can appear in the same zone.
-
New Badge -
Very Naughty - Earned from opening a Suspicious Gift during the Winter Event and summoning a Winter Lord.
- Uses the new EventContacts script for introducing Father Time.
- Fixed two glowie spawn points in Brickstown that were floating above the ground and not working correctly.
Lord Winter's Realm Trial
- This trial has been rewritten in Lua and majorly revamped.
- All enemies inside the trial now spawn at internal level 30.
- Trial can now be started with 8 players and allows a maximum of 16 players.
- Added a prelude stage to defeat Winter Horde before Lord Winter spawns.
-
Winter Guardians no longer make Winter Lord invulnerable by default.
- Each Guardian now has a different name and grants Lord Winter a different buff while they're alive.
- Elemental Guardian: 20% defense to Fire, Cold and Toxic damage.
- Ethereal Guardian: 20% defense to Negative, Negative Energy and Psionic damage.
- Corporeal Guardian: 20% defense to Smashing and Lethal damage.
-
Six Winter Essence Crystals spawn in predefined locations in the map.
- Each Winter Horde critter within 30 units of a crystal adds 3% to the meter, up to 75%.
- Summoned pets don't count towards the meter, only critters from map spawns.
- Each Guardian alive adds their HP to the Winter Essence meter, up to 50% each.
-
When Winter Essence reaches 100%, Lord Winter becomes invulnerable.
- The meter must be brought down to below 25% to make Lord Winter vulnerable again.
-
Every 30 seconds, a random group will run to the nearest crystal if Winter Essence is below 75%.
- This will not happen if Winter Lord is currently invulnerable.
- Trial ends when Winter Lord is defeated.
-
New Badge -
Icebreaker: Defeat Lord Winter without letting his Winter Essence ever reach 100%.
Spring Fling Event
- Uses the new EventContacts script for introducing the event contacts.
-
Costumes
New Costume Parts
- Female > Head > Various > Detail 1 > Seer Visor
- Female > Head > Various > Detail 2 > Seer
- Female > Upper > Tight > Belt > Seer
NPCs
Blackwing Industries
- P.E.A.C.E. Commander: Now only uses Combat Readiness when below 50% HP.
-
P.E.A.C.E. Medic:
- Now only uses Fortitude and Adrenaline Boost when below 75% HP.
- Fixed an issue with their AI that would prevent them intelligently using their full power suite.
Zones
Kallisti Wharf
- Fixed a few typos reported with the new zone's Tour Guides.
Aether Shop Rewards
Reward
-
Costume: Mastermind Oni: 'Alternate' power customization now 'Upgraded'.
-
Costume: Mastermind Assault Bot: 'Alternate' power customization now 'Upgraded'.
-
Costume: Mastermind Lich: 'Alternate' power customization now 'Upgraded'.
-
Costume: Mastermind Spec Ops: 'Alternate' power customization now 'Upgraded'.
Mission Maps
Kallisti Wharf Office
- Fixed the spawn density of the medium-sized maps. (Does not impact AE)
Badges
Adjustments
- New art for various Winter badges to help differentiate them by year.
Powers
Fixes
- Fixed a bug where Vigilance was yielding too high of a damage buff.
Inspirations
Fixes
- Corrected the description in Greater Protection Imbuement and Superior Protection Imbuement to no longer claim they last 3 minutes.
-
2
-
Costumes
New Costume Parts
- Female > Head > Various > Detail 1 > Seer Visor
- Female > Head > Various > Detail 2 > Seer
- Female > Upper > Tight > Belt > Seer
NPCs
Blackwing Industries
- P.E.A.C.E. Commander: Now only uses Combat Readiness when below 50% HP.
-
P.E.A.C.E. Medic:
- Now only uses Fortitude and Adrenaline Boost when below 75% HP.
- Fixed an issue with their AI that would prevent them intelligently using their full power suite.
Zones
Kallisti Wharf
- Fixed a few typos reported with the new zone's Tour Guides.
- Fixed a behavior so Gold Brickers will not attack players unless attacked first.
Labyrinth of Fog
- The volume-based safety protection added for Page 2 has been rolled back until further troubleshooting, as it was causing the Minotaur In The Fog to become stuck door walk-warping through space indefinitely.
Tasks
Chip - Repeatable Tasks
- Tone/text color correction for Flashfreeze's dialog in introduction mission.
Aether Shop Rewards
Reward Fixes
-
Effect: Luminous: Once again plays SFX.
- Tier 3 are meant to be cosmetic power effects, which include SFX as part of their high-cost value.
- Standardization regarding no passive sounds remains true for Tier 1 and Tier 2 costumes.
-
Costume: Mastermind Oni: 'Alternate' power customization now 'Upgraded'.
-
Costume: Mastermind Assault Bot: 'Alternate' power customization now 'Upgraded'.
-
Costume: Mastermind Lich: 'Alternate' power customization now 'Upgraded'.
-
Costume: Mastermind Spec Ops: 'Alternate' power customization now 'Upgraded'.
Mission Maps
Kallisti Wharf Office
- Fixed the spawn density of the medium-sized maps. (Does not impact AE)
Badges
Event
-
Winter Weathered - Log in during the annual Winter Event, 2025.
-
Snow Angel - Log in during the annual Winter Event, 2026.
-
Icebreaker - Defeat Lord Winter without letting his Winter Essence ever reach 100%.
-
Very Naughty - Earned from opening a Suspicious Gift during the Winter Event and summoning a Winter Lord.
Adjustments
-
License to Chill - Badge art updated to help differentiate Winter events by year (2021).
-
Home for the Holidays - Badge art updated to help differentiate Winter events by year (2023).
-
Hypothermia - Badge art updated to help differentiate Winter events by year (2024).
Miscellaneous (These changes were a few patches back but notes were missed so here they are now.)
Winter Event 2025
- Event script has been rewritten in Lua and the legacy script discontinued.
- Automatically starts on December 1st and ends on January 1st.
- Ambushes will now spawn using the player level, capped to the level range of the zone.
- The Winter Lord is no longer a random spawn from a Mysterious Gift.
-
Instead, a large Suspicious Gift can appear which is guaranteed to spawn Winter Lord.
- After a Suspicious Gift appears, there's a one-hour cooldown before another can appear in the same zone.
-
New Badge -
Very Naughty - Earned from opening a Suspicious Gift during the Winter Event and summoning a Winter Lord.
- Uses the new EventContacts script for introducing Father Time.
- Fixed two glowie spawn points in Brickstown that were floating above the ground and not working correctly.
Lord Winter's Realm Trial
- This trial has been rewritten in Lua and majorly revamped.
- All enemies inside the trial now spawn at internal level 30.
- Trial can now be started with 8 players and allows a maximum of 16 players.
- Added a prelude stage to defeat Winter Horde before Lord Winter spawns.
-
Winter Guardians no longer make Winter Lord invulnerable by default.
- Each Guardian now has a different name and grants Lord Winter a different buff while they're alive.
- Elemental Guardian: 20% defense to Fire, Cold and Toxic damage.
- Ethereal Guardian: 20% defense to Negative, Negative Energy and Psionic damage.
- Corporeal Guardian: 20% defense to Smashing and Lethal damage.
-
Six Winter Essence Crystals spawn in predefined locations in the map.
- Each Winter Horde critter within 30 units of a crystal adds 3% to the meter, up to 75%.
- Summoned pets don't count towards the meter, only critters from map spawns.
- Each Guardian alive adds their HP to the Winter Essence meter, up to 50% each.
-
When Winter Essence reaches 100%, Lord Winter becomes invulnerable.
- The meter must be brought down to below 25% to make Lord Winter vulnerable again.
-
Every 30 seconds, a random group will run to the nearest crystal if Winter Essence is below 75%.
- This will not happen if Winter Lord is currently invulnerable.
- Trial ends when Winter Lord is defeated.
-
New Badge -
Icebreaker: Defeat Lord Winter without letting his Winter Essence ever reach 100%.
Power Changes
Vigilance
- Fixed a bug where vigilance was yielding an extreme damage buff
Sleep Revamp
Stacking
- Sleep is no longer canceled by damage or any canceling event unless the target is already asleep. This allows for sleep to be stacked even if the sleep-casting power does damage, and sleep stacks that don't render the target asleep won't vanish if the target is hurt but awake.
Deep Sleep- This is a new variant of sleep. Deep Sleep is stickier than regular sleep. Enemies under its effect don't instantly wake up if damaged, instead the duration of their sleep is shortened. How much the sleep is shortened depends on the enemy rank, with minions taking more attacks to wake up and AVs being woken up by a single hit.
The following powers have been flagged as Deep Sleep:
-
Arsenal Control > Tranquilizer
-
Earth Control > Salt Crystals
-
Ice Control > Flash Freeze
-
Mind Control > Mesmerize
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Mind Control > Mass Hypnosis
-
Plant Control > Spore Burst
-
Pyrotechnic Control > Hypnotizing Lights
-
Symphony Control > Enfeebling Lullaby
-
Epic > Arsenal Mastery > Sleep Grenade
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Epic > Earth Mastery > Salt Crystals
-
Epic > Ice Mastery > Flash Freeze
-
Epic > Psionic Mastery > Mass Hypnosis
-
Epic > Psionic Mastery > Mesmerize
QuoteDesign Notes:
This new mechanic should make many (not all) sleep effects in the game much more powerful as control tools. Note that auto-hit sleep powers will only apply a weaker old-style sleep if they fail their hit-roll.
Pulsing sleep powers like Sleep Grenade and Static Field will not be converted to Deep Sleep.
Misc Changes
There has been an implementation change to critter tables and their maximum levels. This does not change critter maximum level directly, but it gives designers the ability to expand in the future
QuoteDesign Notes:
There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. The most obvious impact should be level 54 foes potentially having up to +2% extra HP, something some number crunchers may notice while parsing some optimized farms.
Please keep your eyes open for any oddity in behaviors, especially on player pets or critters above level 50.
Critters Only:
All -regen debufs (not flagged to be irresistible) should now be resisted by magnitude, not duration
Reduced the magnitude of many (not all) low recharge -regen debuffs with magnitudes greater than -100%All critters now regenerate health 5% of their health 12 seconds (does not include GMs or AVs)
Archetype Inherent Changes
Controllers
- Containment now allows Controllers to command their pets
- Containment now also triggers on critters that are Terrified
- Containment now also triggers on critters that have been asleep in the last 3 seconds
- Containment damage now has an additional "Containment" float message across all sets
-
The following controller pets now have a 33.33% chance to proc containment damage:
-
Darkness Control > Shades
-
Darkness Control > Umbra Beast
-
Earth Control > Volcanic Gases
-
Earth Control > Animated Stone
-
Electric Control > Gremlins
-
Fire Control > Bonfire
-
Fire Control > Fire Imps
-
Gravity Control > Singularity
-
Ice Control > Ice Slick
-
Ice Control > Jack Frost
-
Illusion Control > Phantasm
-
Plant Control > Carrion Creepers (Entangle attack only)
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Plant Control > Fly Trap
-
Symphony Control > Reverberant
-
QuoteDesign Notes:
These changes should make many control sets a lot more viable for controllers, especially Electric and Arsenal control.
Tankers
- Self damage buff lowered from 1.0x to 0.875x
- -Res modifiers lowered to match other melee ATs
- OverCap mechanic implemented (foes hit above the standard target cap will see diminishing effectiveness on those additional targets)
- Removed arc/radius buff restrictions from powers
- Increased the radius of all tanker Primary and Secondary AoEs to a max of 15ft radius
- Cones no longer have an increase in arc, instead they get increased radius
- Adjusted the bonus on cones to add +50% radius instead of +50% arc (Fixed a bug where this was not working as intended)
Powers
Darkness Manipulation
Touch of the Beyond
- This power can now be activated without a targeting an enemy
- If used without an enemy target, the power will not root and apply all the sustain effects
QuoteDesign Notes:
We understand the desire to move the sets sustain to a toggle, but we are not looking to homogenize all Blaster Manipulation sustain powers that way. With this change we are attempting to alleviate the need to start a fight without the sustain being active. With this change, players should be able to refresh the sustain effects while having no target or if the targeted enemy is far enough away.
This is not part of a set-wide revamp, only a QoL improvement on the power.
Sonic AttackSimplified the -res stacking
The following powers now apply a scale -1.5 resistance debuff for various durations:
-
Shriek - 8s
-
Scream - 8s
-
Howl - 8s
-
Shout - 10s
-
Screech - 15s
-
Dreadful Wail - 20s
QuoteDesign Notes:
This changes should make it much easier to understand Sonic Blast's -res effects. Each power is simply independent of each other and has their stacking set to replace. Players should be able to see slightly higher average -res than live with most builds, but the effects will continue to be much lower than they used to be before the last pass.
Water Blast
Water Jet
-
Enhanced Water Jet cold damage increased from 1 tick of scale 1.47 to 4 ticks of sale 0.7 over 6 seconds (totaling scale 2.8) (PvE only)
- Adjusted notes for accuracy
Dehydrate
-
This power's DoT will do extra ticks of damage if used against a foe that has been recently hit by other water-based attacks, Dehydrate excluded (PvE only)
- Adjusted notes for accuracy
QuoteDesign Notes:
Although water Blast is a well performing set in the AoE department, it's ST leaves a lot to be desired for, especially if the player attempts to build around the set's own attacks. These changes seek to give a slight bump in single target DPS while focusing on a water-only attack chain.
Dark Miasma
Black Hole
- This power now applies a trawl (reverse repel) effect
- Targets that are immune to the trawl effect will be phased
Staff Fighting
-
Perfection levels are now granted on misses
-
Increased bonus damage inflicted by Sky Splitter while under level 3 Perfection from scale 0.828 to scale 1.656
-
Increased bonus damage inflicted by Eye of the Storm while under level 3 Perfection from scale 0.1892 to scale 0.4920
Bio Armor
Power info screen has been entirely revamped to more easily understand what effects apply under each adaptation
Offensive stance
- Recharge reduced from 4s to 0.5s
- Proc damage lowered, reduction depends on activated power's endurance cost
- Now debuffs the caster with irresistible: -13.33%/10% res (on Tanker/Scrapper), * -6.67%/-5% def, -10% Max HP
Defensive Adaptation
- Recharge reduced from 4s to 0.5s
- Cast time reduced from 1s to 0.67s
- Proc healing adjusted, scale now depends on activated power's endurance cost
- Now irresistibly debuffs Damage and Movement Speed
Efficient Adaptation
- Recharge reduced from 4s to 0.5s
Inexhaustible
- -Recharge Resistance now only applies in Defensive Adaptation
- End Drain Resistance now only applies in Efficient Adaptation
- Movement Resistance now only applies in Offensive Adaptation
Evolving Armor:
- Power now only applies -res in Offensive Adaptation
- Power now only taunts in Defensive or Efficient Adaptation
- AT inherent taunts still always apply
Ablative Carapace
- Absorb is now based off base HP instead of Max HP (scale unchanged)
- Base regen buff reduced to 30%
- Bonus Regeneration moved from Efficient to Defensive Adaptation
- [New] Efficient Adaptation now adds End Discount
- [New] Now grants -Movement resistance in offensive mode
DNA Siphon:
- Every subsequent target will yield a 30% weaker effect than the previous target
- Regeneration bonus from unconscious foes moved from Efficient to Defensive adaptation
- Defensive Adaptation now adds bonus regeneration from unconscious foes, in addition to healing from conscious ones
- Efficient Adaptation now adds bonus Endurance from conscious foes, in addition to recovery from unconscious ones
- 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. [Known issue: recharge values are not working correctly]
- Removed an undocumented damage buff some versions of this power were providing in offensive mode
Genetic Contamination
- Defensive Adaptation: Now applies a Defense Str debuff on targets, reducing foes ability to apply Defense Debuffs
- Efficient Adaptation: Now applies an End/Recovery Str debuff on targets, reducing foes abilities to inflict endurance drain
- Offensive Adaptation: Now inflicts a -50% regeneration debuff
Parasitic Aura/Parasitic Leech
- Duration of all effects reduced to 30 seconds
- Accuracy lowered from 1.5 to 1.2
- Every subsequent target will yield a 30% weaker effect than the previous target
- Absorb is now based off base HP instead of Max HP
- Defensive Absorb 3.3% bonus is now enhanceable
- Bonus regeneration buff moved from Rested adaptation to Defensive adaptation, increased from 15% non-enhanceable to 15% enhanceable
- Efficient recovery buff is now enhanceable
- Now grants a 10% damage buff in Offensive Adaptation
- 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 300 seconds. First target adds 85 seconds, each additional target adds recharge proportionate to it's buff strength.
-
Defensive Absorb buff increased from 3.3% non-enhanceable to 10% enhanceable -
Base recovery buff per target reduced from 30% to 12.5% -
Efficient recovery buff increased from 12.5% non-enhanceable to 30% enhanceable
Environmental Adaptation > Environmental Modification (Sentinel Only Power)
- Renamed to Environmental Modification
Rebuild DNA (Sentinels)
- Lowered the scale of the endurance recovered outside Efficient Adaptation
-
No longer grants a Perception buff in Offensive Adaptation - Efficient Adaptation: Increased bonus endurance
-
Offensive Adaptation: Now adds a damage buff
QuoteDesign Notes
Bio armor is currently considered to be overperforming to extremely high levels, to the point that it has become a meme between many members of the community. With this pass we are trying to keep as much of the feel of the set as possible while significantly toning down the performance. Some powers may still feel significantly different while under some adaptations, but we are trying very hard to have all the 3 stances provide real value judgements. As a rule of thumb, we are aiming for Offensive Adaptation to provide offensive and mobility bonuses at the expense of significant survivability, Defensive Adaptation to get significant boost in survivability at the cost of Damage and mobility, and Efficient Adaptation to focus on endurance sustenance and recovery with minimal to no penalties.
To achieve these goals, some effects may had been moved from some stances to others, while new effects have been added to many powers with the goal that every single power in the set now has a bonus for each adaptation.
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.
- (experimental) 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
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
Electric Armor
Static Shield
- This power now grants Toxic resistance
Grounded
- This power now grants scale 0.8 resistance to Smash/Lethal/Fire/Cold/Toxic
- 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
- 50% regen for the first target hit (only while grounded)
- +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 -20
Energize
- Regeneration buff duration increased from 30s to 45s
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
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.
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
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
-
Kinetic Shield: Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF)
-
Dampening Field: Auto: Self +Res (Smashing, Lethal, Energy, Endurance Drain)
-
Power Shield: Toggle: Self +DEF(Fire, Cold, Energy, Negative), Res(DeBuff DEF)
-
Entropic Aura: Toggle: Self +Res(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, DeBuff DEF), Self +Recharge, Foe -Recharge
-
Energy Protection: Auto: Self +Res (Energy, Negative, Toxic, Psionic, Slow)
-
Power Armor
Energy Reserve: Auto: Self +MaxHP, +Resist(All DMG)- Power renamed from Energy Reserve to Power Armor
- Removed MaxEnd effects.
- Now adds damage resistance
-
Energize: Self Endurance Discount, Heal, +Regen
-
Energy Drain: PBAoE, Self +End, +Def, Foe -End
-
Overload: Self +DEF(All), +Recovery, +MaxHP, Res(DeBuff DEF)
- This power is different from other versions of Overload
- Has a 300 recharge
- Grants +MaxHP, +def, -def resistance for 30 seconds
- Has no crash
- Renamed to match other versions of the power
- Changed Absorb to +MaxHP
- Lowered defense values from 30% to 25% for all but toxic/psi
- Lowered defense values from 25% to 20% for toxic/psi
- Increased Recovery buff from 50% to 100%
- Increased -Def Protection to 43.25%
- Lowered recharge from 350s to 300s
Ice ArmorHibernate (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)
- Fixed an implementation issue where this power was granting Max HP instead of Absorb
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.
Hoarfrost is being adjusted to provide a similar healing over time, allowing it to be used more regularly although at a lesser strength. Overall, the power should now provide a more achievable uptime and more reliable availability as a heal.
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 is an experimental iteration and recharge/scaling will be rolled back to last version based on feedback)
- 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 (adjusted from previous 50%)
- Accuracy lowered from 3x to 1.2
-
Endurance cost reduced from 13 to 6.032 - Heal per enemy increased from scale 0.22 to scale 1.1.
- Heal with no enemy in range lowered from scale 1.1 to scale 0.6
- Total maximum heal with all targets increased from 33% to 38%
- Regeneration buff reduced from +100% to 50%, duration reduced from 60s to 45s
- Base -Regeneration Res is now flat 25% per target for all ATs
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 5 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.
RegenerationFast Healing
- Now grant 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
- The power grants a 20% Max HP buff, this buff is retained even if the caster is defeated
- Heal is now a flat base 40% heal, ignores resistances (same as live Dull Pain). 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 6% 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
-
Power now grants 5% flat -regen resistance at all levels for all ATs -
Added 2.5% Recovery and Endurance drain resistance to stacks. - Stack icons should no longer continuously flash as they are about to expire.
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
- Icon changed to Res(Effects) icon
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
-
Fast Healing
-
Reconstruction
-
Quick Recovery
-
Ailment Resistance
-
Integration
-
Resilience
-
Reactive Regeneration
-
Second Wind
-
Moment of Glory
Electric Control
Static Field
- Converted into a true pseudopet.
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
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
- Visual FX of patch reworked to be more visible and representative of the area
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.
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.
Ice Control
Glacier
- 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
- 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.
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
Symphony Control
Chords of Despair
- 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.
Reverberant
- (Controller): Fixed a bug where reverberant was not reverberating.
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.
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.
Plant ControlSpore 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
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 defeated, spirit tree's regen aura should remain
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
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
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 had 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.
Arsenal Control
Sleep Grenade
- Pulse timer reduced from 4s to 3s
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.New Powerset: Psionic Armor
New armor set for Tankers, Brutes, Scrappers, Sentinels and Stalkers
QuoteDesign Notes:
Psionic is a type that has been lacking defensively in the game outside a few select Epic Pool powers and the infamous Dominator/Blaster sustain power Drain Psyche. This power was always considered so iconic (and on its heyday, overpowered) that when designing a Psionic Armor set, there was zero doubt a form of this power had to be the cornerstone of the set's performance. As such, each version of this set contains a similar power that help Psionic Armor achieve extremely high levels of regeneration.Given the existence of other psi toggles in Psi mastery pools being resist based, the secondary balance factor for the set is designed around resistances. As a unique power for the set, Aura of Insanity costs no endurance and applies one of 5 random control effects on targets, albeit at the cost of your own health. The aura also applies debuffs that are tied to these control effects. Although chaotic, this opens up many build opportunities. From building for a specific control effect, using HOs to boost them all, or using a variety of enhancement sets be it for set bonuses or procs. The power is extremely versatile on the kind of enhancements that it can accept.
Finally, Memento Mori is a discrete power. It can be used to come back from defeat, but it's primary usage is to boost your Maximum HP while applying fear on its targets. With Adaptive Recharge, you can either boost yourself in a large feed, granting some solid survivability for its duration. If facing fewer foes, the power can be used more casually to get a smaller HP buff more regularly.You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will.
Fixes
- Memento Mori should now require a tohit check to do damage even when used as a rez
- Memento Mori HP buff changed to simple stacking (no longer refreshes old stacks)
- Aura of Insanity no longer heals the caster
- Lowered the damage inflicted by Aura of Insanity
- Impose Presence text clarified
- Added a Perception buff to Precognition
- Clarified the Adaptive Recharge mechanics on Memento Mori and Consume/Devour Psyche
Psychic Wall:
- Toggle: Self +Res(Smash, Lethal, Psionic)
- You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.
Psionic Shield
- Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain)
- This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.
Impenetrable Mind
- Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
- When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.
Consume Psyche
- PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
- Only available to Tankers and Brutes
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You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. This power has Adaptive Recharge. It has a base recharge of 5 seconds, and each affected foe will increase the recharge by 8.5 seconds for a maximum total of 90 seconds.
Devour Psyche
- Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
- Only available to Scrappers, Sentinels and Stalkers
- You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. This power has Adaptive Recharge. It has a base recharge of 5 seconds, and each affected foe will increase the recharge by 8.5 seconds for a maximum total of 90 seconds.
Precognition
- Auto: Self +DEF(Melee, Ranged, AoE, Psionic), +Perception
- Precognition allows you to read your enemies minds, letting you see their attacks before they happen and increasing your perception. This power is always on and costs no Endurance.
Psychokinetic Barrier
- Self, +Absorb, +Res(-Defense, -ToHit, -Regeneration, -Recovery, -Recharge, -Endurance)
- You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.
Impose Presence
- Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
- Only available to Tankers and Brutes
- Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.
Mask Presence
- Toggle: Self Stealth, +DEF(Melee, Ranged)
- Only Available to Scrappers and Sentinels
- Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense.
Aura of Insanity
- Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
- You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.
Memento Mori
- Self Rez, +Max HP, Special
- Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge.
Tanker/Brute:
Psychic Wall
Psionic Shield
Impenetrable Mind
Consume Psyche
Impose Presence
Psychokinetic Barrier
Precognition
Aura of Insanity
Memento Mori
Scrapper/Sentinels
Psychic Wall
Psionic Shield
Mask Presence
Impenetrable Mind
Devour Psyche
Precognition
Psychokinetic Barrier
Aura of Insanity
Memento Mori
Stalkers
Hide
Psychic Wall
Psionic Shield
Impenetrable Mind
Devour Psyche
Precognition
Psychokinetic Barrier:
Aura of Insanity
Memento Mori
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
Electric Melee > Jacob's Ladder (All versions)
- Arc increased from 50 degrees to 75 degrees
- Damage scale reduced from 1.5 to 1.336
Invulnerability > Unstoppable
- A visual queue should show up informing of the impending crash
Ninjitsu > Kuji-In Retsu
- A visual queue should show up informing of the impending crash
Shield Defense > One with the Shield
- A visual queue should 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 queue should show up informing of the impending crash
Willpower > Strength of Will
- A visual queue 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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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.
Focused Feedback: Powerset - Electric Armor
in [Open Beta] Focused Feedback
Posted
Electric Armor
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.