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Arcanum

City Council
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  1. This is a Focused Feedback Thread Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic. Any off-topic posts in these threads will be removed without warning. The thread will be locked when no more feedback is required, but you are more than welcome to continue the discussion in a new thread. The most up-to-date version of the changes will be listed in the first post. The changes in each build will be posted as replies. Most changes from the previous beta build are listed in green. Green text will become white text in the next set of patch notes. Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue. Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not a changes from live. Known issues are listed in purple. Patch Notes for April 10th, 2021 - Issue 27: Second Chances, Page 2 (Release Candidate 1) PvP Changes Arena Maps Lowered the max height on the Last Bastion arena map to 1150 Animation Rooting In PvP only, all powers will only root for 75% of their total cast time Mez Protection The following powers now provide mez protection in PvP: Storm Summoning > O2 Boost (stun/sleep only, 60s) Sonic Resonance > Clarity (confuse/terrorize/held/immob/stun/sleep, 90s) Empathy > Clear Mind (confuse/terrorize/held/immob/stun/sleep, 90s) Force Fields > Insulation Shield (confuse/terrorize/held/immob/stun/sleep, 90s, main target only) Kinetics > Increase Density (held/immob/stun only, 60s) Pain Domination > Enforced Morale (confuse/terrorize/held/immob/stun/sleep, 90s) Poison > Antidote (confuse/terrorize/held/immob/stun/sleep, 90s) Thermal Radiation > Thaw (confuse/terrorize/held/immob/stun/sleep, 90s) Electrical Affinity > Faraday Cage (held/immob/stun/sleep, while inside the static sphere) Trick Arrow > EMP Field (generated by EMP Arrow, held/immob/stun/sleep, while inside the sphere) Magnitude protection will not stack from multiple casters, but the strongest protection will always be active Protection granted by these powers per AT: Defender 10.81 Mag (requires 4 to 6 successful equal type mez to break through [based on the mez being mag 2 or mag 3]) Controller 8.65 Mag (requires 3 to 5 successful equal type mez to break through) Corruptor 8.65 Mag (requires 3 to 5 successful equal type mez to break through) Mastermind 6.49 Mag (requires 3 to 4 successful equal type mez to break through) Other PvP Power Changes Scrapper ATOs and Shinobi-Iri Fixed a bug that prevented most Epic pool attacks from having their crit rate increased by these in PvP Temp Powers > Raptor Pack Duration reduced from 2 minutes to 45 seconds Radiation Emission > Enervating Field (All Versions) Increased -Resistance debuff from scale 2 to scale 3 (30% to 40% in the case of Defenders) Empathy > Absorb Pain (All Versions) Self Debuffs have been increased from 20s to 25s Pain Domination > Share Pain (All versions) Self Debuffs have been increased from 15s to 20s Super Reflexes > Elude (All Versions) This power now grants 20% Elusivity(AoE/Melee/Ranged) in PvP Ninjutsu > Kuji-In_Retsu This power now grants 20% Elusivity(AoE/Melee/Ranged) in PvP Pool > Experimentation > Jaunt In PvP, this power now recharges in 30s Poison > Envenom Resist Debuff lowered from 40% to 30% (defender values) Pain Domination > Soothing Aura (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Water Blast > Dehydrate (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Time Manipulation > Temporal Mending (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Time Manipulation > Chrono Shift (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Nature Affinity > Regrowth (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Stalker > Dark Melee > Shadow Maul Hidden PvP Crit chance lowered from 100% to 50% Stalker > Dual Blades >Ablating Strike PvP damage chance against held/sleep foes lowered from 100% to 20% Stalker > Staff Melee > Sky Splitter PvP critical damage against held/sleep foes increased from 1.4905 to 2.9810
  2. This is a Focused Feedback Thread Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic. Any off-topic posts in these threads will be removed without warning. The thread will be locked when no more feedback is required, but you are more than welcome to continue the discussion in a new thread. The most up-to-date version of the changes will be listed in the first post. The changes in each build will be posted as replies. Most changes from the previous beta build are listed in green. Green text will become white text in the next set of patch notes. Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue. Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not a changes from live. Known issues are listed in purple. Patch Notes for April 10th, 2021 - Issue 27: Second Chances, Page 2 (Release Candidate 1) Story Arc Updates The Graveyard Shift (Agent Watkins, Blueside) Intro Made a more obvious note that "Ask about available missions" bypasses the intro text when starting it organically in the 20-30 range Mission 1 (Forum Brawl) Zoombies Ambushes all reduced to 1 (From 2) More susceptible to control effects - Sleep, Hold, Stun, Immob and Confusion Slowed them down slightly Made them spawn from further away to give players a moment of reaction time Explosion damage decreased, accuracy increased, radius increased (15ft > 22ft), target cap increased (12 > 30) 1s activation added to explosion - there will not be a telegraphed animation. Added -fly to their vomit -Fly should now actually take it away instead of gifting it -Fly potency increased, duration 15s Zoombies can barf from a range of 30 (was 10) Barf animation changed to the quick projectile barf Zoombies will disappear properly whether the explosion hits or not Zoombie explosion autohits entities friendly to it AI issues resolved Zoombie backpack solved Mission 2 (Cannibal Corpses) Moved mission location to Steel Canyon Added dialog to explain that Dubstitch was the brains behind the Zoombies Added additional context mob for more flavor text Zoombie ambush should show up during, not after, the Dubstitch fight Added resistances and sonic resistance field to Dubstitch Dubstitch's Zoombies should not spawn directly on top of you I mean, in theory anyway Bring inspirations just in case! Dubstitch ambush properly functions Mission 3 (Freak Rave) Rebalanced entry mob density in front room after lobby Replaced one instance of an LT spawn with a Minion, which should make the spawns more in line in terms of expectation of difficulty Mission 4 (Investigation) Added a Bypass dialog function that will allow you to skip the entire investigation and move forward to the next mission in the Rivet For people who don't want to read, or teams of people who don't want to stand around Mission 5 (Rusty Rivet) Added additional UsePower functions for Salamander and Grey Matter (DNA Siphon and Psychic Shockwave, respectively) Added some additional dialog to the mission intro explaining Mander is Salamander Added an objective on Nav to rescue hostages Mission 6 (Pathogen) Added more lab equipment to the Pathogen fight room, made all of them throughout mission much easier to destroy Debuffed the Viral Cocktail and added an element of randomness to the power: ALWAYS: -Regen, -MaxHP, -Def No longer debuffs Max Endurance or Recovery by default. However... 10% chance every 10.5s for each of the following debuffs: -End, -Recovery, 15s -ToHit, 15s -Recharge, 15s 2.5% chance every 10.5s for... A chance to stop and vomit for a moment. Heroes get upset tummies too! To offset this change, the lab equipment will now: ALWAYS: +Regen, +MaxHP, +Def, 60s (Double what the debuff was taking away, 4x the duration of the debuff) 85% chance for: +MaxEnd, +Recovery, 40s 80% chance for: +Recharge, 40s 75% chance for: +ToHit, 40s The fires are now friendly to NOBODY and do half the previous damage, or 1/4 of the first iteration (for those keeping track) Rewrote the "I failed the timer" mission branch to the finale, including CDC Commander dialog Players should not feel miserable for failing that mission now Softened and altered Watkins' dialog to accommodate an improvement to his personality Pathogen now applies -Fly with several of their attacks Mission 7 (Finale) Cortex confuse recharge increased to 30s from 20s Souvenirs Adjusted all souvenirs to reflect changes Freakish Lab of Dr. Vahzilok (Doc Buzzsaw, Redside) Mission 3 (Vah's Lab) Fixed some hostage code errors Mission 4_1 (Council Base) Vandal No longer has Detention Field Added an occasional repel power Added an AOE Knockup power called Drill Strike Added status protection PBAoE Smashing Damage with 75% chance for Knockup All remaining powers in his toolkit have been reduced by a decent margin Coded down to Elite Boss in redside encounter (Other versions are unchanged) Fixed his KB/KD/Repel resistance only existing for 5s Changed AI and attack power priorities on Vandal Vandal should now use both his ranged and melee attacks more frequently Ranged attacks should be seen more often in rotation Drill Strike recharge lowered to 15s Mission 4_2 (Crey Lab) Hopkins Damage needs to be evaluated in teams, solo, and against various build types and ATs Coded down to Elite Boss in redside encounter (Manticore TF unchanged) Removed overlapping resistance powers Should be easier to fight now Gave in to my dark temptations anyway, so: Total Focus removed Whirling Hands removed Spinning Strike added Crushing Uppercut added Initial Strike added Changed AI and attack power priorities on Hopkins Should now use both his ranged and melee attacks more frequently Ranged attacks should be seen more often in rotation Fixed bug causing loop between just Initial Strike and Barrage Hopkins should no longer have the Street Justice combo system factoring into his attacks Tavish Bell Resistances buffed Immature Paragon Protectors Death Gas removed from their powersets within the mission Death Gas will return to their future incarnations Mission 4_3 (Bile's Hideout) TechDeck given additional insurance to not be accidentally killed before you can interrogate him
  3. This is a Focused Feedback Thread Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic. Any off-topic posts in these threads will be removed without warning. The thread will be locked when no more feedback is required, but you are more than welcome to continue the discussion in a new thread. The most up-to-date version of the changes will be listed in the first post. The changes in each build will be posted as replies. Most changes from the previous beta build are listed in green. Green text will become white text in the next set of patch notes. Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue. Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not a changes from live. Known issues are listed in purple. Powers Changes Power Animation & Rooting Update Power animation time and rooting time have been decoupled - meaning that powers now decide how long they should root the character for, not the animation This greatly increases our flexibility in making adjustments to power timing, animations, and rooting, and also fixes various issues surrounding animation cancelling The following powers will now never root during their activation: Ally-targeting abilities that do not hit enemies (eg: Healing Aura, but not Twilight Grasp) Self-only abilities that do not hit enemies (eg: Build Up, but not Soul Drain) The following powers will still root during their activation (and will do so more reliably): Any power that applies any kind of effect to enemies (this includes attacks as well as taunt and damage auras) All powers that summon other entities All interruptible powers (snipes/assassinations/etc) will now root for their uninterruptible window In addition, many powers with excessively long cast times have been sped up (listed below) Fixed various issues with rooting time for interruptible powers Mastermind Summons & Henchmen Buffs Mastermind Henchmen Summons have had their recharge times reduced: T1 Henchmen: reduced from 60s to 5s T2 Henchmen: reduced from 90s to 10s T3 Henchmen: reduced from 120s to 15s These summon powers are no longer affected by recharge buffs or debuffs Mastermind Henchmen Summons have had their endurance costs reduced: T1 Henchmen: reduced from 19.5 end to 5.46 end T2 Henchmen: reduced from 19.5 end to 9.62 end T3 Henchmen: reduced from 19.5 end to 13.18 end Henchmen upgrade end costs have been reduced from 22.75 to 11.375 Note: This were some quick low hanging changes to help Masterminds out a bit, we are currently investigating further improvements to Masterminds for the future Demon Summoning Summon Demonlings Cast time reduced from 4s to 2s Summon Demons Cast time reduced from 4s to 2s Hell on Earth Cast time reduced from 4.03s to 2.03s Summon Demon Prince Cast time reduced from 4s to 2s Assault Rifle & Mercenaries Ignite (All Versions) Cast Time reduced from 4s to 2s Full Auto (All Versions, including Henchmen) Cast Time reduced from 4s (or 6s) to 2.5s (Mercenary Commando actually took a whopping 6s before!) Stone Armor Stone Armor > Rooted No longer applies any movement debuffs to the caster No longer suppresses travel powers VFX has been toned down slightly as it no longer represents you being glued to the ground Stone Armor > Granite Armor This power now disables all Flying, Running and Jumping toggle powers Ninjitsu Scrapper > Shinobi-Iri This power no longer grants movement buffs (as they would be absorbed into the new stacking mechanics) This power no longer accepts Jump, Run and Universal Travel enhancements The buff has been toned down and moved to Kuji-In Rin Stealth crit mechanic has been significantly improved Now kicks in after 8s of no combat, rather than 20s This allows the bonus to be used every encounter without requiring you to stop for 20s Stealth crit chance for single target attacks is now 65% Stealth crit chance for AoE attacks is now 30% Power icon updated Sentinel > Shinobi-Iri This power no longer grants movement buffs (as they would be absorbed into the new stacking mechanics) This power no longer accepts Jump, Run and Universal Travel enhancements The buff has been toned down and moved to Kuji-In Rin Stealth damage buff has been doubled from +20% to +40% Power icon updated Scrapper | Sentinel | Stalker > Kuji-In Rin This power now grants a small run speed and jumping buff (and as a click power, this will stack with all other movement buffs) This power now accepts Jump, Run and Universal Travel enhancements This power now accepts damage resistance sets (which will improve the psionic resistance component) Dual Pistols Dual Pistols > Hail of Bullets (All Versions) Cast time reduced from 4.17s to 2.47s Adjusted Hail of Bullets animation Fixed timing issues with VFX The text description for Dual Pistols powers have been updated for readability, if no issues are found with these descriptions, other powers will follow similar formatting Other Powers Changes Snipe Powers Fast (in-combat) snipes have had their ranges normalized to 80ft (and 100ft for Psi) Slow snipes are unaffected and retain their increased range Scrapper & Stalker epic snipes only: Internal cooldown reduced from 24s to 12s The internal cooldown is only used for PPM calculations, the actual power cooldown is still 24s Phase Powers No Phase suppression window for all powers (PvE and PvP) has been reduced from 2 minutes to 90 seconds Inherent > Rest This power no longer has a recharge, making it easier to use at low levels No longer accepts recharge reduction enhancements It should now be a bit harder to accidentally move and interrupt Rest before it begins properly Can now be activated in the air, but you will fall to the ground once Rest is fully active Hibernate (All Versions) This power no longer de-toggles flight powers, but will still suppress flight Sorcery > Rune of Protection Duration reduced from 90s to 60s to match the other Origin pool tier 5 powers This power now grants damage resistance even if you use it whilst mezzed (previously only the mez resistance component would be granted) Sentinel > Mace Mastery > Focused Accuracy Coordinated Targeting Unlike other versions of Focused Accuracy, this power is a team buff To distinguish it from other versions of Focused Accuracy, it has been renamed to Coordinated Targeting and now has a new icon Electrical Blast > Thunderous Blast (All Versions) Cast Time reduced from 3.7s to 2.93s Radiation Emission > Choking Cloud Cast Time reduced from 3.47s to 1s Darkness Manipulation | Dark Armor > Death Shroud (All Versions) Cast Time reduced from 3.47s to 2.47s Ice Manipulation | Ice Melee > Ice Patch (All Versions) Cast Time reduced from 3.47s to 1.57s Beast Mastery > Summon Dire Wolf Cast Time reduced from 4.67s to 2s Sentinel > Bio Armor > Athletic Regulation The stance benefits of this power have been modified Defensive: Before: 65% Speed Strength Now: 40% -Speed Resistance (prevents / weakens speed debuffs, making it harder to slow you down) Offensive: Before: +227.5% Run Strength / +88.7% Fly Strength Now: +14mph Run Speed (a flat increase to movement speed in and out of combat) Known issue: Fly speed increase is currently missing Efficient: Before: +113.75% Run Strength / +44.36% Fly Strength / 32.5% -Speed Resistance Now: +33% Run / Fly Speed Strength (increases the strength of all your travel powers - essentially a free SO in every run / fly power) Jump Pack + Steam Jump + Double Jump Improved the reliability of the mutual exclusivity mechanics for these powers Trick Arrow > Disruption Arrow The visual FX for this power has been changed to alleviate headaches being induced by the old FX Further adjustments have been made to this FX This FX is no longer customisable to in order to prevent problematic configurations which re-create the old problem Due to the health implications of the old FX, this is not an optional change Freedom Corps > Nullifier > Sonic Grenade The visual FX for this power has been changed to alleviate headaches being induced by the old FX
  4. This is a Focused Feedback Thread Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic. Any off-topic posts in these threads will be removed without warning. The thread will be locked when no more feedback is required, but you are more than welcome to continue the discussion in a new thread. The most up-to-date version of the changes will be listed in the first post. The changes in each build will be posted as replies. Most changes from the previous beta build are listed in green. Green text will become white text in the next set of patch notes. Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue. Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not a changes from live. Known issues are listed in purple. Build 2 - March 20th Travel Power Updates This update brings a wide range of buffs for travel pools, a brand new travel power (as part of an update to the Concealment pool), and some mechanical improvements to how travel powers work. Our goals with these changes were as follows: Real travel powers (ie: actual power picks) should always be a significant step up over the free options (free jet packs should not be almost the same speed as Fly at level 50) Real travel powers should never cause you to lose something you've already got (turning on Super Speed shouldn't cause you to lose Ninja Run's jump buff) Classic travel powers (Fly, Super Speed, etc) should be on even footing with Origin Pool travel powers - and ideally, be better at the core thing they do (running, flying, jumping) Slotting travel powers for speed should actually matter (looking at you, Fly) Free (prestige / temporary) travel powers shouldn't be made any slower than they are currently, but the gap between free and real travel powers needs to be made clear - the result being that real travel powers are now much faster (by boosting you above the standard speed caps), and free travel powers now cost more endurance than real travel powers Note: This pass is primarily aimed at the mobility of each set - other aspects (ie: the attacks) were not in the scope of these changes, but may be looked at in the future. Check out Bopper's detailed breakdown of these changes here Gotta Go Fast Travel Power Stacking Almost all travel powers are no longer mutually exclusive and can be activated at the same time, but only the strongest buff of each type (run speed, jump speed, jump height, fly speed) will apply This ensures that every power you pick or activate will only ever improve your mobility Examples: Super Speed + Ninja Run Previously: These powers couldn't be used together - if you turned on Super Speed, you lost the jump buff from Ninja Run Now: You'll gain the run speed bonus of Super Speed and the jump bonus of Ninja Run (along with the cool pose!) Mighty Leap + Beast Run Previously: These powers couldn't be used together - if you turned on Mighty Leap, you lost the run speed buff from Beast Run Now: You'll gain the jump bonus of Mighty Leap and the run speed bonus of Beast Run (along with the cool pose!) Super Jump + Combat Jumping Previously: These powers couldn't be used together - you had to choose between Super Jump's speed and Combat Jumping's defensive buff Now: You'll gain the jump bonus of Super Jump along with the defensive buffs of Combat Jumping Fly + Hover Previously: These powers couldn't be used together - you had to choose between Fly's speed and Hover's defensive buff Now: You'll gain the fly speed of Fly, along with the air control and defensive bonus of Hover Some exceptions: Prestige Run powers (Ninja Run, Beast Run, Athletic Run) are still mutually exclusive with each other Temporary jetpacks are still mutually exclusive with each other Sprint powers still stack with other run speed buffs and are still mutually exclusive with each other Click buffs (eg: Inertial Reduction), external buffs (eg: Speed Boost), and auto powers (eg: Swift) still stack as they did before Level Scaling Travel powers no longer increase in strength as you level up, the previous level 50 values now apply at all levels Travel speed caps no longer increase in strength as you level up, the previous level 50 values now apply at all levels Inherent Fitness All Inherent Fitness powers are now gained at level 1 rather than level 2 Pool: Concealment Concealment has been updated to include a new sneaky & versatile travel power: Infiltration Concealment is now classed as a travel pool - the first 3 powers in the pool are available immediately instead of just the first 2 Invisibility and Stealth have been merged together, the best parts of both powers are now available with just Stealth Infiltration now sits where Invisibility used to be in the T3 slot Stealth Stealth radius increased to match the numbers Invisibility had before this patch PvE radius has increased from 36ft to 55ft PvP radius has increased from 389ft to 611ft Out of combat defense increased from 3.5% to 7% The defense bonuses suppression in this power has been cleaned up, and will now suppress if the user attacks, heals or buffs an ally, is hit by a foe or the user attacks or interacts with a mission objective Added a new 'Invisible' customization theme that makes the player barely visible when active Infiltration Grants a run and jump bonus similar to Ninja Run Grants out-of-combat stealth 36ft in PvE, 389ft in PvP (the same values as Stealth before this patch) Grants 1.75% out of combat defense Pool: Flight Hover Added new customization themes that allows you to remove the hover animation Fly Now increases your fly speed cap by 50% while toggled on (from 58.6mph to 87.9mph) This increased cap is the equivalent of fully slotting the old version of Afterburner You now get this for free, without picking two more powers, and without old Afterburner's Only Affect Self component This means Fly speed buffs and enhancements actually matter, as you won't hit the new cap without them This increased cap doesn't apply in PvP Afterburner Now built into Fly as a free secondary (server tray) power that doesn't require a power pick If you already had Fly, you will now also have Afterburner for free Now a timed toggle with a 30 second duration and a 60 second cooldown Increases flight speed cap by a further 25% (to 102.27mph), and speeds you up to the cap This allows Fly to match Super Jump's new speed cap for short bursts of time (it wouldn't be appropriate to have Fly match that speed permanently) Note that the old speed cap that fully-slotted Afterburner previously allowed you to reach is now built into Fly for free, you don't need to use this new version of Afterburner to reach that speed No longer applies Only Affect Self or any other effects - Evasive Maneuvers has inherited most of Afterburner's old defensive effects Null the Gull will allow you to hide Afterburner's pop-up tray Group Fly This power now applies to all pets regardless of their distance from the caster No longer inaccurately claims it applies -Acc Evasive Maneuvers Replaces the old version of Afterburner as Flight's tier 5 power If you previously had Afterburner, you now have Evasive Maneuvers Note that if you previously had Fly, you will now have the new version of Afterburner for free Toggle with moderate endurance cost, aimed at providing you with excellent airborne combat mobility Evasive Maneuvers is not intended as a travel power, it is a defensive combat mobility power Whilst flying, this power provides: Protection against -fly and immobilize, and some resistance to knockback The knockback resistance has been reduced from the previous iteration (it was an erroneously extremely strong) A small amount of flight speed This flight speed is not affected by travel suppression, allowing you to remain mobile in combat Good air control (the same level that Afterburner previously provided) Also provides the same level of defense as old Afterburner while out of combat, but this is removed while in combat This bonus is suppressed for 10s when entering combat (the same as Stealth's out-of-combat defence) The defense bonuses will suppress if the user attacks, heals or buffs an ally, or interacts with a mission objective No longer cancels when being hit by a foe Fixed a bug where the speed buffs on this power would be intermittent while used only with Group Fly Endurance cost reduced from 0.52/s to 0.26/s Pool: Sorcery Mystic Flight Now increases your fly speed cap by 50% while toggled on (from 58.6mph to 87.9mph) See Fly above for more information on this speed cap increase This increased cap doesn't apply in PvP Translocation Range increased from 300ft to 350ft Note: Rune of Protection has received some unrelated changes - see the Powers Changes section for more info Pool: Speed Super Speed Now increases your run speed cap by 30% while toggled on (from 92.5mph to 120.25mph) This increased cap doesn't apply in PvP Now has a new momentum leap mechanic Running will build up momentum, allowing you to perform a single very high, very long jump after approximately 4 seconds of running Jumping will cause you to expend your momentum - after landing, you'll need to remain grounded and running in order to perform another momentum jump Super Speed's icon will gain a yellow ring when you are at maximum momentum Speed Phase New free secondary (server tray) power that doesn't require a power pick Toggle, moderate endurance cost Removes collision with characters (ie: phase shift without being untargetable), and sets you to Only Affect Self This allows you to pass through enemies, allies, civilians, cars, and even the Atlas Park blimp! The effects of this power (including the OAS component) will suppress if you are attacked or damaged by an enemy Note: as this power doesn't actually make you intangible, it doesn't trigger (and isn't affected by) the No Phase timer Null the Gull will allow you to hide Speed Phase's pop-up tray Pool: Experimentation Speed of Sound Now increases your run speed cap by 30% while toggled on (from 92.5mph to 120.25mph) This increased cap doesn't apply in PvP Pool: Leaping Super Jump Now increases your jump speed cap by 30% while toggled on (from 78.2mph to 101.8mph) This increased cap doesn't apply in PvP Double Jump New free secondary (server tray) power that doesn't require a power pick Timed toggle, 30 second duration (10s in PvP), 30 second cooldown shared with Jump Pack and Steam Jump Allows you to jump to an unlimited height and jump again mid-air Null the Gull will allow you to hide Double Jump's pop-up tray Pool: Force of Will Mighty Leap Now increases your jump speed cap by 30% while toggled on (from 78.2mph to 101.8mph) This increased cap doesn't apply in PvP Takeoff Now increases jump speed cap by a further 10% (to 110.39mph) and boosts Mighty Leap to put you at the jump speed cap for 30 seconds Previously this bonus was just under 20%, but it now stacks with the 30% bonus from Mighty Leap Fixed a bug that was causing the power to display multiple icons when it hit foes Pool: Teleportation Teleport Target The following changes have been made when teleporting allies only (the teleport foe component remains unchanged); Removed the 4s interrupt window, significantly speeding up the activation time Increased the recharge by 4s These two changes combined result in the total time between teleports being the same if you have no recharge buffs or enhancements - but it will much faster if you slot for (or are buffed for) recharge Teleport Base range increased from 300ft to 350ft Enhanced range (2x level 50 IOs) increased from 449.1ft to 523.95ft The post-teleport hover buff has been adjusted Now lasts up to 15s, rather than 6s The hover buff will cancel if you move, interact with an objective, attack a foe or are attacked by a foe The actual teleport now happens at 0.6s rather than 1.17s into the 2s activation This doesn't allow you to teleport again sooner, but it does allow you slightly more time to select the location of your next teleport Location targeting has also received some improvements which also affect Teleport, see "Teleportation Targeting & /powexec_location" in the Miscellaneous section Peacebringer Energy Flight Mirrored all i27, Page 2 changes for Fly Quantum Acceleration Now built into Energy Flight as a free secondary (server tray) power that doesn't require a power pick Mirrored all i27, Page 2 changes for Afterburner Note that Quantum Acceleration shares a cooldown with Afterburner Combat Flight Combat Flight's defensive buff is mutually exclusive with Hover's defensive buff Quantum Flight Endurance cost reduced from 2.6/s to 0.65/s This puts the endurance cost in line with Phase Shift Quantum Maneuvers Replaces Quantum Acceleration as a picked power If you previously had Quantum Acceleration, you now have Quantum Maneuvers Note that you will also still have Quantum Acceleration as it's now built into Energy Flight Mechanically identical to Evasive Maneuvers, but prettier Note that Quantum Maneuvers cannot be active at the same time as Evasive Maneuvers Fixed incorrect power icon Fixed various VFX bugs with Peacebringer fly powers Warshade Shadow Recall Mirrored all i27, Page 2 changes for Teleport Target Shadow Step Mirrored all i27, Page 2 changes for Teleport Nebulous Form Endurance cost reduced from 2.6/s to 0.65/s This puts the endurance cost in line with Phase Shift Prestige & Temporary Powers Ninja Run + Beast Run + Athletic Run + Temporary Jetpacks All travel speeds remain unchanged Normalized endurance costs to 0.57/s (slightly higher than Fly at 0.46/s) These weren't consistent before - most were lower, some were higher The PvP jetpack has not been modified and still has a 2.0/s endurance cost These powers no longer benefit from global endurance discounts
  5. This is a Focused Feedback Thread Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic. Any off-topic posts in these threads will be removed without warning. The thread will be locked when no more feedback is required, but you are more than welcome to continue the discussion in a new thread. The most up-to-date version of the changes will be listed in the first post. The changes in each build will be posted as replies. Most changes from the previous beta build are listed in green. Green text will become white text in the next set of patch notes. Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue. Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not a changes from live. Known issues are listed in purple. Patch Notes for April 10th, 2021 - Issue 27: Second Chances, Page 2 (Release Candidate 1) Tour Guide Missions Issue 27, Page 2 introduces a brand new type of mission: Tour Guide Missions. These are special tip missions which drop when street sweeping in most zones, and will direct you to any exploration badges that you haven't yet earned in that zone. This is especially helpful for unlocking Long Range Teleporter destinations without needing to rely on VidiotMaps. Detailed Info Enemies in most zones now have a small chance to drop a Tour Guide Mission Tip The tips will only drop when street sweeping, by defeating enemies out on the streets (critters spawned through other means will not count) The tips will drop regardless of your level - grey conned mobs will still drop tips - however, the tip drop rate increases based on the rank of the enemy you're fighting (ie: bosses are more likely to drop tips) Tour Guide Missions are classed as Tips, and will show up in the Tips tab of the Contacts window You can only hold one tip per zone at a time, but can carry a total of three Investigating this tip will direct you to one of the exploration badges in that zone Once accepted, these missions cannot be abandoned, autocompleted, or team completed - you must visit the badge location, which will auto-complete the mission If you earn the exploration badge for a specific tip before investigating it, it will point you towards a different exploration badge in that zone If you earn the exploration accolade before investigating the tip, you will only be able to dismiss it They do not grant any additional rewards beyond the badge All zones which can be unlocked in the Long Range Teleporter have Tour Guide Missions set up (apart from Pocket D and Kallisti Wharf), which is a total of 288 missions! Step 1: Go. Hunt. Kill Skuls. Step 2: Acquire Tips. Step 3: Collect Badges.
  6. Beta Server FAQ | Feedback Threads | Bug Reports | Character Copy Beta Installation: Homecoming Launcher Beta Patch Notes: Issue 27, Page 2 (Build 1) Most changes from the previous beta build are listed in green. Green text will become white text in the next set of patch notes. Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue. Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not a changes from live. Known issues are listed in purple. Tour Guide Missions (Focused Feedback Thread) Issue 27, Page 2 introduces a brand new type of mission: Tour Guide Missions. These are special tip missions which drop when street sweeping in most zones, and will direct you to any exploration badges that you haven't yet earned in that zone. This is especially helpful for unlocking Long Range Teleporter destinations without needing to rely on VidiotMaps. Detailed Info Enemies in most zones now have a small chance to drop a Tour Guide Mission Tip The tips will only drop when street sweeping, by defeating enemies out on the streets (critters spawned through other means will not count) The tips will drop regardless of your level - grey conned mobs will still drop tips - however, the tip drop rate increases based on the rank of the enemy you're fighting (ie: bosses are more likely to drop tips) Tour Guide Missions are classed as Tips, and will show up in the Tips tab of the Contacts window You can only hold one tip per zone at a time, but can carry a total of three Investigating this tip will direct you to one of the exploration badges in that zone Once accepted, these missions cannot be abandoned, autocompleted, or team completed - you must visit the badge location, which will auto-complete the mission If you earn the exploration badge for a specific tip before investigating it, it will point you towards a different exploration badge in that zone If you earn the exploration accolade before investigating the tip, you will only be able to dismiss it They do not grant any additional rewards beyond the badge All zones which can be unlocked in the Long Range Teleporter have Tour Guide Missions set up (apart from Pocket D and Kallisti Wharf), which is a total of 288 missions! Step 1: Go. Hunt. Kill Skuls. Step 2: Acquire Tips. Step 3: Collect Badges. Travel Power Updates (Focused Feedback Thread) This update brings a wide range of buffs for travel pools, a brand new travel power (as part of an update to the Concealment pool), and some mechanical improvements to how travel powers work. Our goals with these changes were as follows: Real travel powers (ie: actual power picks) should always be a significant step up over the free options (free jet packs should not be almost the same speed as Fly at level 50) Real travel powers should never cause you to lose something you've already got (turning on Super Speed shouldn't cause you to lose Ninja Run's jump buff) Classic travel powers (Fly, Super Speed, etc) should be on even footing with Origin Pool travel powers - and ideally, be better at the core thing they do (running, flying, jumping) Slotting travel powers for speed should actually matter (looking at you, Fly) Free (prestige / temporary) travel powers shouldn't be made any slower than they are currently, but the gap between free and real travel powers needs to be made clear - the result being that real travel powers are now much faster (by boosting you above the standard speed caps), and free travel powers now cost more endurance than real travel powers Note: This pass is primarily aimed at the mobility of each set - other aspects (ie: the attacks) were not in the scope of these changes, but may be looked at in the future. Gotta Go Fast Travel Power Stacking Almost all travel powers are no longer mutually exclusive and can be activated at the same time, but only the strongest buff of each type (run speed, jump speed, jump height, fly speed) will apply This ensures that every power you pick or activate will only ever improve your mobility Examples: Super Speed + Ninja Run Previously: These powers couldn't be used together - if you turned on Super Speed, you lost the jump buff from Ninja Run Now: You'll gain the run speed bonus of Super Speed and the jump bonus of Ninja Run (along with the cool pose!) Mighty Leap + Beast Run Previously: These powers couldn't be used together - if you turned on Mighty Leap, you lost the run speed buff from Beast Run Now: You'll gain the jump bonus of Mighty Leap and the run speed bonus of Beast Run (along with the cool pose!) Super Jump + Combat Jumping Previously: These powers couldn't be used together - you had to choose between Super Jump's speed and Combat Jumping's defensive buff Now: You'll gain the jump bonus of Super Jump along with the defensive buffs of Combat Jumping Fly + Hover Previously: These powers couldn't be used together - you had to choose between Fly's speed and Hover's defensive buff Now: You'll gain the fly speed of Fly, along with the air control and defensive bonus of Hover Some exceptions: Prestige Run powers (Ninja Run, Beast Run, Athletic Run) are still mutually exclusive with each other Temporary jetpacks are still mutually exclusive with each other Sprint powers still stack with other run speed buffs and are still mutually exclusive with each other Click buffs (eg: Inertial Reduction), external buffs (eg: Speed Boost), and auto powers (eg: Swift) still stack as they did before Level Scaling Travel powers no longer increase in strength as you level up, the previous level 50 values now apply at all levels Travel speed caps no longer increase in strength as you level up, the previous level 50 values now apply at all levels Inherent Fitness All Inherent Fitness powers are now gained at level 1 rather than level 2 Pool: Concealment Concealment has been updated to include a new sneaky & versatile travel power: Infiltration Concealment is now classed as a travel pool - the first 3 powers in the pool are available immediately instead of just the first 2 Invisibility and Stealth have been merged together, the best parts of both powers are now available with just Stealth Infiltration now sits where Invisibility used to be in the T3 slot Stealth Stealth radius increased to match the numbers Invisibility had before this patch PvE radius has increased from 36ft to 55ft PvP radius has increased from 389ft to 611ft Out of combat defence increased from 3.5% to 7% Infiltration Grants a run and jump bonus similar to Ninja Run Grants out-of-combat stealth 36ft in PvE, 389ft in PvP (the same values as Stealth before this patch) Grants 1.75% out of combat defence Pool: Flight Note: This section has been rewritten to be clearer Fly Now increases your fly speed cap by 50% while toggled on (from 58.6mph to 87.9mph) This increased cap is the equivalent of fully slotting the old version of Afterburner You now get this for free, without picking two more powers, and without old Afterburner's Only Affect Self component This means Fly speed buffs and enhancements actually matter, as you won't hit the new cap without them This increased cap doesn't apply in PvP Afterburner Now built into Fly as a free secondary (server tray) power that doesn't require a power pick If you already had Fly, you will now also have Afterburner for free Now a timed toggle with a 30 second duration and a 60 second cooldown Increases flight speed cap by a further 25% (to 102.27mph), and speeds you up to the cap This allows Fly to match Super Jump's new speed cap for short bursts of time (it wouldn't be appropriate to have Fly match that speed permanently) Note that the old speed cap that fully-slotted Afterburner previously allowed you to reach is now built into Fly for free, you don't need to use this new version of Afterburner to reach that speed No longer applies Only Affect Self or any other effects - Evasive Maneuvers has inherited most of Afterburner's old defensive effects Group Fly This power now applies to all pets regardless of their distance from the caster No longer inaccurately claims it applies -Acc Evasive Maneuvers Replaces the old version of Afterburner as Flight's tier 5 power If you previously had Afterburner, you now have Evasive Maneuvers Note that if you previously had Fly, you will now have the new version of Afterburner for free Toggle with moderate endurance cost, aimed at providing you with excellent airborne combat mobility Evasive Maneuvers is not intended as a travel power, it is a defensive combat mobility power Whilst flying, this power provides: Protection against -fly and immobilize, and some resistance to knockback A small amount of flight speed This flight speed is not affected by travel suppression, allowing you to remain mobile in combat Good air control (the same level that Afterburner previously provided) Also provides the same level of defence as old Afterburner out of combat, but this is removed while in combat This follows the same 4s suppression timer as movement speed Pool: Sorcery Mystic Flight Now increases your fly speed cap by 50% while toggled on (from 58.6mph to 87.9mph) This increase doesn't apply in PvP Translocation Range increased from 300ft to 350ft Note: Rune of Protection has received some unrelated changes - see the Powers Changes section for more info Pool: Speed Super Speed Now increases your run speed cap by 30% while toggled on (from 92.5mph to 120.25mph) This increase doesn't apply in PvP Now has a new momentum leap mechanic Running will build up momentum, allowing you to perform a single very high, very long jump after approximately 4 seconds of running Jumping will cause you to expend your momentum - after landing, you'll need to remain grounded and running in order to perform another momentum jump Super Speed's icon will gain a yellow ring when you are at maximum momentum Speed Phase New secondary (server tray) power Toggle, moderate endurance cost Removes collision with characters (ie: phase shift without being untargetable), and sets you to Only Affect Self This allows you to pass through enemies, allies, civilians, cars, and even the Atlas Park blimp! Note: as this power doesn't actually make you intangible, it doesn't trigger (and isn't affected by) the No Phase timer Pool: Experimentation Speed of Sound Now increases your run speed cap by 30% while toggled on (from 92.5mph to 120.25mph) This increase doesn't apply in PvP Pool: Leaping Super Jump Now increases your jump speed cap by 30% while toggled on (from 78.2mph to 101.8mph) This increase doesn't apply in PvP Double Jump New secondary (server tray) power Timed toggle, 30 second duration (10s in PvP), 30 second cooldown shared with Jump Pack and Steam Jump Allows you to jump to an unlimited height and jump again mid-air Pool: Force of Will Mighty Leap Now increases your jump speed cap by 30% while toggled on (from 78.2mph to 101.8mph) This increase doesn't apply in PvP Takeoff Now increases jump speed cap by a further 10% (to 110.39mph) and boosts Mighty Leap to put you at the jump speed cap for 30 seconds Previously this bonus was just under 20%, but it now stacks with the 30% bonus from Mighty Leap Pool: Teleportation Teleport Target The following changes have been made when teleporting allies only (the teleport foe component remains unchanged); Removed the 4s interrupt window, significantly speeding up the activation time Increased the recharge by 4s These two changes combined result in the total time between teleports being the same if you have no recharge buffs or enhancements - but it will much faster if you slot for (or are buffed for) recharge Teleport Base range increased from 300ft to 350ft Enhanced range (2x level 50 IOs) increased from 449.1ft to 523.95ft The post-teleport hover buff has been adjusted Now lasts up to 15s, rather than 6s The hover buff will cancel if you move, interact with an objective, attack a foe or are attacked by a foe The actual teleport now happens at 0.6s rather than 1.17s into the 2s activation This doesn't allow you to teleport again sooner, but it does allow you slightly more time to select the location of your next teleport Location targeting has also received some improvements which also affect Teleport, see "Teleportation Targeting & /powexec_location" in the Miscellaneous section Peacebringer Energy Flight Mirrored all i27, Page 2 changes for Fly Quantum Acceleration Now built into Energy Flight as a secondary (server tray) power Mirrored all i27, Page 2 changes for Afterburner Quantum Maneuvers Replaces Quantum Acceleration as a picked power Mechanically identical to Evasive Maneuvers, but prettier Warshade Shadow Recall Mirrored all i27, Page 2 changes for Teleport Target Shadow Step Mirrored all i27, Page 2 changes for Teleport Prestige & Temporary Powers Ninja Run + Beast Run + Athletic Run + Temporary Jetpacks All travel speeds remain unchanged Normalized endurance costs to 0.57/s (slightly higher than Fly at 0.46/s) These weren't consistent before - most were lower, some were higher The PvP jetpack has not been modified and still has a 2.0/s endurance cost These powers no longer benefit from global endurance discounts Powers Changes (Focused Feedback Thread) Power Animation & Rooting Update Power animation time and rooting time have been decoupled - meaning that powers now decide how long they should root the character for, not the animation This greatly increases our flexibility in making adjustments to power timing, animations, and rooting, and also fixes various issues surrounding animation cancelling The following powers will now never root during their activation: Ally-targeting abilities that do not hit enemies (eg: Healing Aura, but not Twilight Grasp) Self-only abilities that do not hit enemies (eg: Build Up, but not Soul Drain) The following powers will still root during their activation (and will do so more reliably): Any power that applies any kind of effect to enemies (this includes attacks as well as taunt and damage auras) All powers that summon other entities All interruptible powers (snipes/assassinations/etc) will now root for their uninterruptible window In addition, many powers with excessively long cast times have been sped up (listed below) Mastermind Summons & Henchmen Buffs Mastermind Henchmen Summons have had their recharge times reduced: T1 Henchmen: reduced from 60s to 5s T2 Henchmen: reduced from 90s to 10s T3 Henchmen: reduced from 120s to 15s These summon powers are no longer affected by recharge buffs or debuffs Mastermind Henchmen Summons have had their endurance costs reduced: T1 Henchmen: reduced from 19.5 end to 5.46 end T2 Henchmen: reduced from 19.5 end to 9.62 end T3 Henchmen: reduced from 19.5 end to 13.18 end Henchmen upgrade end costs have been reduced from 22.75 to 11.375 Note: This were some quick low hanging changes to help Masterminds out a bit, we are currently investigating further improvements to Masterminds for the future Demon Summoning Summon Demonlings Cast time reduced from 4s to 2s Summon Demons Cast time reduced from 4s to 2s Hell on Earth Cast time reduced from 4.03s to 2.03s Summon Demon Prince Cast time reduced from 4s to 2s Assault Rifle Ignite (All Versions) Cast Time reduced from 4s to 2s Full Auto (All Versions, including Henchmen) Cast Time reduced from 4s (or 6s) to 2.5s (Mercenary Commando actually took a whopping 6s before!) These changes also apply to pets (see Mastermind Powers Changes above) Stone Armor Stone Armor > Rooted Movement penalties now only apply if Granite Armor is also toggled on No longer suppresses travel powers VFX has been toned down slightly as it no longer represents you being glued to the ground Stone Armor > Granite Armor This power now disables all Flying, Running and Jumping toggle powers Ninjitsu Scrapper > Shinobi-Iri This power no longer grants movement buffs (as they would be absorbed into the new stacking mechanics) This power no longer accepts Jump, Run and Universal Travel enhancements The buff has been moved to Kuji-In Rin Stealth crit mechanic has been improved Now kicks in after 8s of no combat, rather than 20s Stealth crit chance for single target attacks is now 65% Stealth crit chance for AoE attacks is now 30% Power icon updated Sentinel > Shinobi-Iri This power no longer grants movement buffs (as they would be absorbed into the new stacking mechanics) This power no longer accepts Jump, Run and Universal Travel enhancements The buff has been moved to Kuji-In Rin Stealth damage buff has been doubled from +20% to +40% Power icon updated Scrapper | Sentinel | Stalker > Kuji-In Rin This power now grants a small run speed and jumping buff (and as a click power, this will stack with all other movement buffs) This power now accepts Jump, Run and Universal Travel enhancements This power now accepts damage resistance sets (which will improve the psionic resistance component) Dual Pistols Dual Pistols > Hail of Bullets (All Versions) Cast time reduced from 4.17s to 2.47s Adjusted Hail of Bullets animation The text description for Dual Pistols powers have been updated for readability, if no issues are found with these descriptions, other powers will follow similar formatting Other Powers Changes Snipe Powers Fast (in-combat) snipes have had their ranges normalized to 80ft (and 100ft for Psi) Slow snipes are unaffected and retain their increased range Scrapper & Stalker epic snipes only: Internal cooldown reduced from 24s to 12s The internal cooldown is only used for PPM calculations, the actual power cooldown is still 24s Phase Powers No Phase suppression window for all powers (PvE and PvP) has been reduced from 2 minutes to 90 seconds Inherent > Rest This power no longer has a recharge, making it easier to use at low levels No longer accepts recharge reduction enhancements It should now be a bit harder to accidentally move and interrupt Rest before it begins properly Hibernate (All Versions) This power no longer de-toggles flight powers, but will still suppress flight Sorcery > Rune of Protection Duration reduced from 90s to 60s to match the other Origin pool tier 5 powers This power now grants damage resistance even if you use it whilst mezzed (previously only the mez resistance component would be granted) Sentinel > Mace Mastery > Focused Accuracy Coordinated Targeting Unlike other versions of Focused Accuracy, this power is a team buff To distinguish it from other versions of Focused Accuracy, it has been renamed to Coordinated Targeting and now has a new icon Electrical Blast > Thunderous Blast (All Versions) Cast Time reduced from 3.7s to 2.93s Radiation Emission > Choking Cloud Cast Time reduced from 3.47s to 1s Darkness Manipulation | Dark Armor > Death Shroud (All Versions) Cast Time reduced from 3.47s to 2.47s Ice Manipulation | Ice Melee > Ice Patch (All Versions) Cast Time reduced from 3.47s to 1.57s Beast Mastery > Summon Dire Wolf Cast Time reduced from 4.67s to 2s Trick Arrow > Disruption Arrow The visual FX for this power has been changed to alleviate headaches being induced by the old FX Due to the health implications of the old FX, this is not an optional change Freedom Corps > Nullifier > Sonic Grenade The visual FX for this power has been changed to alleviate headaches being induced by the old FX Story Arc Updates (Focused Feedback Thread) The Graveyard Shift (Agent Watkins, Blueside) Intro Made a more obvious note that "Ask about available missions" bypasses the intro text when starting it organically in the 20-30 range Mission 1 (Forum Brawl) Zoombies Ambushes all reduced to 1 (From 2) More susceptible to control effects - Sleep, Hold, Stun, Immob and Confusion Slowed them down slightly Made them spawn from further away to give players a moment of reaction time Explosion damage decreased, accuracy increased, radius increased (15ft > 22ft), target cap increased (12 > 30) Added -fly to their vomit -Fly should now actually take it away instead of gifting it. -Fly potency increased, duration 15s Zoombies can barf from a range of 30 (was 10) Barf animation changed to the quick projectile barf Zoombies will disappear properly whether the explosion hits or not Zoombie explosion autohits entities friendly to it AI issues resolved Zoombie backpack solved Mission 2 (Cannibal Corpses) Moved mission location to Steel Canyon Added dialog to explain that Dubstitch was the brains behind the Zoombies Added additional context mob for more flavor text. Zoombie ambush should show up during, not after, the Dubstitch fight Added resistances and sonic resistance field to Dubstitch Dubstitch's Zoombies should not spawn directly on top of you I mean, in theory anyway Bring inspirations just in case! Dubstitch ambush properly functions Mission 3 (Freak Rave) Rebalanced entry mob density in front room after lobby Replaced one instance of an LT spawn with a Minion, which should make the spawns more in line in terms of expectation of difficulty Mission 4 (Investigation) Added a Bypass dialog function that will allow you to skip the entire investigation and move forward to the next mission in the Rivet For people who don't want to read, or teams of people who don't want to stand around Mission 5 (Rusty Rivet) Added additional UsePower functions for Salamander and Grey Matter (DNA Siphon and Psychic Shockwave, respectively) Added some additional dialog to the mission intro explaining Mander is Salamander Added an objective on Nav to rescue hostages Mission 6 (Pathogen) Added more lab equipment to the Pathogen fight room, made all of them throughout mission much easier to destroy Debuffed the Viral Cocktail and added an element of randomness to the power: ALWAYS: -Regen, -MaxHP, -Def No longer debuffs Max Endurance or Recovery by default. However... 10% chance every 10.5s for each of the following debuffs: -End, -Recovery, 15s -ToHit, 15s -Recharge, 15s 2.5% chance every 10.5s for... A chance to stop and vomit for a moment. Heroes get upset tummies too! To offset this change, the lab equipment will now: ALWAYS: +Regen, +MaxHP, +Def, 60s (Double what the debuff was taking away, 4x the duration of the debuff) 85% chance for: +MaxEnd, +Recovery, 40s 80% chance for: +Recharge, 40s 75% chance for: +ToHit, 40s The fires are now friendly to NOBODY and do half the previous damage, or 1/4 of the first iteration (for those keeping track) Rewrote the "I failed the timer" mission branch to the finale, including CDC Commander dialog Players should not feel miserable for failing that mission now Softened and altered Watkins' dialog to accommodate an improvement to his personality Pathogen now applies -Fly with several of their attacks Mission 7 (Finale) Cortex confuse recharge increased to 30s from 20s Souvenirs Adjusted all souvenirs to reflect changes Freakish Lab of Dr. Vahzilok (Doc Buzzsaw, Redside) Mission 4_1 (Council Base) Vandal No longer has Detention Field Added an occasional repel power Added an AOE Knockup power called Drill Strike Added status protection PBAoE Smashing Damage with 75% chance for Knockup All remaining powers in his toolkit have been reduced by a decent margin Coded down to Elite Boss in redside encounter (Other versions are unchanged) Fixed his KB/KD/Repel resistance only existing for 5s Mission 4_2 (Crey Lab) Hopkins Damage needs to be evaluated in teams, solo, and against various build types and ATs Coded down to Elite Boss in redside encounter (Manticore TF unchanged) Removed overlapping resistance powers Should be easier to fight now Gave in to my dark temptations anyway, so: Total Focus removed Whirling Hands removed Spinning Strike added Crushing Uppercut added Initial Strike added Tavish Bell Resistances buffed Immature Paragon Protectors Death Gas removed from their powersets within the mission Death Gas will return to their future incarnations Mission 4_3 (Bile's Hideout) TechDeck given additional insurance to not be accidentally killed before you can interrogate him PvP Changes (Focused Feedback Thread) Animation Rooting In PvP only, all powers will only root for 75% of their total cast time Mez Protection The following powers now provide mez protection in PvP: Storm Summoning > O2 Boost (stun/sleep only, 60s) Sonic Resonance > Clarity (confuse/terrorize/held/immob/stun/sleep, 90s) Empathy > Clear Mind (confuse/terrorize/held/immob/stun/sleep, 90s) Force Fields > Insulation Shield (confuse/terrorize/held/immob/stun/sleep, 90s, main target only) Kinetics > Increase Density (held/immob/stun only, 60s) Pain Domination > Enforced Morale (confuse/terrorize/held/immob/stun/sleep, 90s) Poison > Antidote (confuse/terrorize/held/immob/stun/sleep, 90s) Thermal Radiation > Thaw (confuse/terrorize/held/immob/stun/sleep, 90s) Electrical Affinity > Faraday Cage (held/immob/stun/sleep, while inside the static sphere) Trick Arrow > EMP Field (generated by EMP Arrow, held/immob/stun/sleep, while inside the sphere) Magnitude protection will not stack from multiple casters, but the strongest protection will always be active Protection granted by these powers per AT: Defender 10.81 Mag (requires 4 to 6 successful equal type mez to break through [based on the mez being mag 2 or mag 3]) Controller 8.65 Mag (requires 3 to 5 successful equal type mez to break through) Corruptor 8.65 Mag (requires 3 to 5 successful equal type mez to break through) Mastermind 6.49 Mag (requires 3 to 4 successful equal type mez to break through) Epic Snipes After investigating many reported bugs on Epic snipes, we found a large number of implementation inconsistencies introduced during the snipe revamp done a while back. Example: snipes should have always had 50% damage crits, some powers did, mostly on PvE, some didn't. This has resulted in the following changes: Epic > Soul Mastery > Moonbeam Internal Recharge reduced from 24s to 12s, power still recharges in 24s PvP Base Damage (fast) lowered from 129.2401 to 102.16 PvP Base Damage (slow) lowered from 247.7055 to 181.14 Hidden and crit damage lowered to 50% of base damage for slow version Quick Snipe range lowered from 150ft to 80ft Epic > Mace Mastery > Mace Beam Internal Recharge reduced from 24s to 12s, power still recharges in 24s PvP Base Damage (fast) lowered from 155.6974 to 128.62 PvP Base Damage (slow) lowered from 274.1628 to 207.6 Hidden and crit damage lowered to 50% of base damage for slow version Quick Snipe range lowered from 150ft to 80ft Epic > Mu Mastery > Zapp Internal Recharge reduced from 24s to 12s, power still recharges in 24s PvP Base Damage (fast) lowered from 129.2401 to 102.16 PvP Base Damage (slow) lowered from 247.7055 to 181.14 Hidden and crit damage lowered to 50% of base damage for slow version Quick Snipe range lowered from 150ft to 80ft Other PvP Power Changes Scrapper ATOs and Shinobi-Iri Fixed a bug that prevented most Epic pool attacks from having their crit rate increased by these in PvP Temp Powers > Raptor Pack Duration reduced from 2 minutes to 45 seconds Radiation Emission > Enervating Field (All Versions) Increased -Resistance debuff from scale 2 to scale 3 (30% to 40% in the case of Defenders) Empathy > Absorb Pain (All Versions) Self Debuffs have been increased from 20s to 25s Pain Domination > Share Pain (All versions) Self Debuffs have been increased from 15s to 20s Super Reflexes > Elude (All Versions) This power now grants 20% Elusivity(AoE/Melee/Ranged) in PvP Ninjutsu > Kuji-In_Retsu This power now grants 20% Elusivity(AoE/Melee/Ranged) in PvP Pool > Experimentation > Jaunt In PvP, this power now recharges in 30s Poison > Envenom Resist Debuff lowered from 40% to 30% (defender values) Pain Domination > Soothing Aura (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Water Blast > Dehydrate (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Time Manipulation > Temporal Mending (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Time Manipulation > Chrono Shift (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Nature Affinity > Regrowth (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Stalker > Dark Melee > Shadow Maul Hidden PvP Crit chance lowered from 100% to 50% Stalker > Dual Blades >Ablating Strike PvP damage chance against held/sleep foes lowered from 100% to 20% Stalker > Staff Melee > Sky Splitter PvP critical damage against held/sleep foes increased from 1.4905 to 2.9810 Miscellaneous (Focused Feedback Thread) Coordinates & /thumbtack Added a /thumbtack <x> <y> <z> command to set the thumbtack in the minimap with world coordinates The /loc command now displays the current position as a thumbtack link Writing a location in chat surrounded by square brackets will generate a thumbtack link to that position They will only be considered valid if they consist of exactly three numbers, separated by spaces or commas Added the $loc chat variable which translates to your current coordinates into a clickable thumbtack link The /whereami command will now also display your current position as a thumbtack link Teleportation Targeting & /powexec_location Added a "cursor" targeting mode to /powexec_location It behaves as if the power was activated with a click at the current mouse cursor location This will allow you to quickly activate teleport with a hotkey without needing to click Significantly improved the targeting cursor for teleportation powers and it's now much easier to reliably choose the desired destination The 'red ring of doom' should rarely appear now, and it should be almost impossible to have it fall back to the character's feet Fixed issues with two-side polygon collision that prevented the use of teleportation powers in a few places, the most notable being the outer ring of the Chantry / Storm Palace Inspirations Ambrosia This inspiration now applies to the caster and all pets Essence of the Earth This inspiration now applies to the caster and all pets Barracuda Strike Force Power of Black Scorpion (the power required to kill Reichsman) is now always granted to the team leader, regardless of Archetype Defenders now receive Power of Ghost Widow Masterminds now receive Power of Captain Mako Badges Added the "Complicated" badge to Frostfire's story arc This will be granted retroactively to characters that already have the arc's souvenir Corrected the badge art for many "stature level" missions that were using the wrong level range or duplicate art Hero badges; Negotiator, Spelunker, Plague Stopper, Spirit Warrior, Pwnz, Do No Harm, Emancipator, Meteorologist, True Nemesis, Bodyguard, Agent Villain badges: Stone Cold, Bone Collector, Plague Carrier, Mask Maker User Interface Enhancement Boosters and Catalysts can now be applied directly by clicking on them, without using the Combine button The confirmation dialog box is optional and can be enabled or disabled from the Options window Applying an Enhancement Booster that doesn't make the Enhancement +5 will have a faster animation Known issue: the Enhancement returns to the power after a fast Booster application - the intention is that it stays selected so you can spam-click to +5 it, and only then it returns to the power "Current Absorb" can now be monitored in the combat attributes window Power details screens should no longer mix up PvP and PvE attributes Changed the wording of defense and defense debuff attributes in power details screens so players can more accurately distinguish between them Bug Fixes The inter-dimensional Katana and Bow thief has finally be caught and brought to justice! (fixed Katanas and Bows frequently being invisible to other players) Improved the validation of certain chat links; things like [Recipe:Boresight] or [Salvage:Tactics] will no longer be considered valid Fixed a crash relating to buds spawning during Hamidon raids Fixed a crash bug when trying to open detail info for any power that granted or revoked other powers Fixed "Medium Arcane Supergroup Banner 1", "Medium Tech Supergroup Banner 1" texture issue Fixed the Merit vendor display name for Encouraged Accuracy: To Hit Buff (Recipe) Fixed malformed .fx file causing debug client errors ("FXGEO: Failed to alloc a child fx") when drawing a katana Fixed a crash bug that caused a crash while hovering power info for some powers (example: Bio Armor > Evolving Armor) Costume Fixes Fixed "Lebeaux" top not tinting correctly for "Robotic Arm 1" and "Robotic Arm 3" Fixed Arachnos Soldier "Wolf Collar" from interfering with ear selection when "Wolf" helmet style is selected Restored "Wolf 2" collar option Fixed "Praetorian Police" boot option for males not appearing in asymmetry mode for the right boot Fixed missing texture on "Impervium Katana" for Dual Blade models Powers Bug Fixes The following Enhancements should no longer be weaker when hitting higher level enemies: Impervious Skin Numina's Convalescence Sentinel's Ward Miracle Aegis Dominating Grasp Titan Weapons (All versions): Fixed a bug with some Titan Weapon powers starting Momentum too early, most notably Crushing Blow Shield Defense > Phalanx Fighting (All Versions): Fixed a bug that caused the self buff in this power to be intermittent Blaster > Mace Mastery > Summon Spiderlings: Fixed an error in the power description that claimed you required 2 powers to acquire (only one power is required) Stalker > Rad Melee > Radiation Siphon: Power had the wrong level requirement. Now properly set to be available at level 18 Electric Blast > Thunderous Blast (All Versions): Fixed a bug where the two chances for -end were not doing independent chance checksr example) Ice Melee > Assassin's Ice Sword: This power's stealth bonus damage should no longer be resisted in PvP Fighting > Boxing: Fixed this power missing it's 35% synergy chance for stun in PvP Sentinel > Epic > Mace Mastery > Focused Accuracy: This power should no longer detoggle when mezzed Sentinel > Ice Armor > Frigid Shield: This power should no longer detoggle when mezzed Beast Mastery > Summon Lions: Fixed a bug where this power was never actually playing the summoning animation Beast Mastery > Summon Dire Wolf: Fixed a bug where this power was never actually playing the summoning animation Weapon Redraw should no longer cancel attack animations Pool > Leaping > Spring Attack: Reimplemented this power with new tools, should address some odd bugs with this power Prestige > Athletic Run: Should no longer flash upon login Trick Arrow > Glue Arrow: Fixed the short help text (for reals this time) Electricity Assault > Static Discharge: Should no longer list Endurance Modification enhancements twice. Pool > Fighting > Cross Punch: Fixed critical damage values Boosts > Power Transfer > Chance to Heal Self: Should be able to stack when slotted in multiple passive powers regardless of server timing Scrapper > Mu Mastery > Zapp: Fixed a bug that was causing the fast version of this power inflict slow-version criticals Dominator > Psionic Mastery > World of Confusion: Fixed this power triggering Controller Overpower instead of Domination Blaster > Electricity Manipulation > Dynamo: Fixed a bug where this power would do damage to the caster Dark Servant > Twilight Grasp: Fixed a bug where this power was doing -damage instead of -regen in PvE Radiation Blast | Radioactive Assault > Proton Volley (All versions): Fixed a bug where these powers were doing 20% less than intended damage in PvP Blaster > Temporal Manipulation > Time Wall: Fixed this power not accepting Blaster, Ranged Damage and Universal Damage sets Fixed this power using melee damage modifiers instead of ranged damage modifiers (damage has increased slightly as a result) The following powers had their attack types corrected (this only impacts defense types):
  7. I mean, can you blame them? Can't be a big ego booster for them. 😄
  8. ....should we take this outside? *flexes*
  9. Yes! The Architect Interface has been updated.
  10. Yup! You can check out our Privacy Policy here which already specifies an access to chat-logs. These are pulled and reviewed by our Lead Game Masters for any applicants for the purpose of vetting them. Per the policy the data is stored for 30 days (unless its relevant to an ongoing support ticket). This helps us get a better sense of our candidates and their interactions with other players. (Hi Dacy! 😄) It depends on the nature of the contest. If you applied/were brought on as a CH and running an official contest, then no you wouldn't enroll yourself as a contender (including a base you made for someone else). Which is essentially what we're looking for in the role. Someone to help plan and run contests for the community. Also, no. "Giving other players advantages" does not refer to your own personal influence/prizes you handout to others. It refers to using any GM Commands/powers to try and do so. We have a zero tolerance policy for using commands to provide any advantages to any player account (including our own).
  11. Hello my fellow architects! I just wanted to follow up from the post here. Our Dev's Choice selections will be temporarily suspended to give our team a chance to recharge. I highly encourage you to check out the post and (if interested) apply to be one of our AE Community Helpers to assist us in testing and selecting these arcs! All previously posted arcs have been added to our list to review and test. Keep working on those stories, everyone! We look forward to testing them again soon!
  12. Hi everyone! We have some exciting community updates we wanted to share with all of you regarding the following topics. Costume Contests AE Dev's Choice Weekly Discussion Community Helper Applications Game Master Applications If you have no interest in these topics, please continue about your regularly scheduled forum browsing! Costume Contests The Homecoming Costume Contests were designed for us, the Game Masters, to have a fun and exciting way to interact with the community! Continuing to do them every month, we feel has made them a bit mundane. To counteract this, we're going to make an adjustment to how we'll be hosting our official Costume Contests going forward. Costume contests will no longer be held every month. Instead, they will be held four times a year - the dates/themes for which will be announced in advance. The remaining 2021 Costume Contests will be held on the following dates. Saturday, May 15th - 9PM UTC Theme: Anniversary (Any theme or style - bring your best overall) Saturday, July 17th - 9PM UTC Theme: Folklore, Fables, and Fairy Tales Saturday, October 17th - 9PM UTC Theme: Praetorians (Special! 2-player team contest. Come dressed as the primal and praetorian versions of your original character) We will continue to make a separate forum post announcing the Costume Contest and details/examples for that contest at the start of that month. The decision to do Costume Contests this way was made for a few reasons. One reason is this assists our volunteer staff in spreading out their workload - as I'm sure you can imagine, arranging for GMs to cover every shard every month can be a bit challenging due to scheduling conflicts. They often sacrifice time with their families (and are happy to do so), however, we want them to enjoy those weekends as well. In addition (and perhaps primarily) we think they've become a bit too routine. Player attendance has diminished and we wanted to make them special again! Which perfectly segues into my next point. Prizes/changes! MOst importaNtly, be Sure To stick around for thE Results and winners going forward. One never knows what MAy happen at the end of our coStume contests from Here on out. Current Costume Contest Prizes: The 4 runner-up costumes on each shard will win: A permanent golden title: (Theme) Contest Runner-Up The Fashion Victim Badge 150 reward merits 1,000 reward merits 3 Heroes vs. Villains super packs The best costume on each shard will win: A permanent golden title: (Theme) Contest Finalist The Fashion Victim Badge 300 reward merits 5,000 reward merits 5 Heroes vs. Villains super packs The single best overall costume will win: A permanent golden title: (Theme) Contest Winner The Fashion Victim Badge 1,000 reward merits 10,000 reward merits 10 Heroes vs. Villains super packs We look forward to seeing you at our next Costume Contest and we're excited to see what everyone comes up with! AE Dev's Choice, Folding@Home and Weekly Discussion (Forum & Discord Editions) Both the AE Dev's Choice and Weekly Discussions will temporarily be suspended to allow our team some extra free time to recharge, give the devs time to catch up on all the feedback, and to re-vamp how we handle the discussions and the AE Choice prizes! We will update you about this again soon. The prizes for Folding@Home will temporarily be suspended, but that doesn't mean you can't still help! Join the team and find out more info here. Community Helper Applications We are looking to expand our team by taking on some Community Helpers. This role differs from being a Game Master (see below). A lot of players have reached out asking how they can help - well, here it is! A community helper has no official authority in player disciplinary matters, nor access to in-game powers. They are members from the community that are respected, helpful with the player base, and knowledgeable/involved with certain areas of the game (see below for details). If you are an active player and looking to help the Game Masters, please consider applying! Application: CLICK HERE TO APPLY FOR A COMMUNITY HELPER ROLE What we're looking for: Friendly/helpful players Active/knowledgeable with any of the following in-game communities Roleplay PvP Architect Entertainment Base Building Professional demeanor Team oriented Respected member in the game Someone specific come to mind? Send them the application and have them apply! Community Helper Role: Reports to the Game Masters/Lead Game Masters Able to plan and run in-game events for the RP/PvP/AE/Base Building communities Got any ideas/suggestions? We'd love to hear them! Include it in the application. Assist Game Masters in judging Homecoming Costume Contests when needed. Public Persona - As you will not have access to any GM commands, you will be a public facing figure and there will be no separation between your personal game account/Community Helper one. If you're interested, please fill out the application in the link above OR contact any Lead Game Master for any additional questions! Game Master Applications We are also always on the lookout for new Game Masters to join our team. Game Masters, at their core, are player support. Their role is to enforce the Code of Conduct and policies set in place by the Homecoming Team! A Game Master is NOT part of the development team (At present we’re not recruiting additional resources for the development team, but we do hope to open this up later in the year. Please keep an eye on future announcements and we’ll let you know when this changes!). They do not control what is being worked on behind the scenes. If you're the kind of person that is always checking help-chat or the one people turn to for questions, this may be a great role for you! Application: CLICK HERE TO APPLY FOR A GAME MASTER ROLE What we're looking for: Friendly/helpful players Players that can speak at least one language on top of being fluent in English (specifically we’re looking for French, Spanish and German) Mac OS and Linux experts Players that are available outside of peak US hours Players with an in-depth knowledge of the game, common problems (and solutions) as well as troubleshooting techniques Knowledge/awareness of the Code of Conduct Professional demeanor Team oriented Loves the game and wants to be more involved Patient and enjoys helping others Active/Time - The team is entirely volunteer based. We are appreciative of anyone willing to help out, but we request you have the available free time to do so and be active in the team! Game Master Role Reports to Lead Game Masters/Homecoming Team Essentially helps to 'run' the game Player Support - We assist players with a variety of tasks. Being able to assist in any of these areas is an asset. Answering support request tickets (stuck missions, stuck NPCs, Code of Conduct Violations, etc) Helping players with game-related technical difficulties Communicates well with players and is able to de-escalate situations Anonymity - We volunteer because we love to play the game and help the community. We request our GMs keep their personal game identities/GM identities separate which allows us to discipline when necessary but still enjoy playing the game. Costume Contest Game Masters run the Homecoming Costume Contest. Part of joining the team is helping to judge/plan these events! If you're interested, please fill out the application in the link above OR contact any Lead Game Master for any additional questions! Thank You Lastly, I just wanted to add a thank you to both our amazing team of Game Masters and Lead Game Masters who relentlessly volunteer their time to keep things running. They frequently give up evenings and weekends to help out the player base and we couldn't do it without them. Also, to you, the players. Homecoming continues to thrive due to everyone who makes this such an amazing game and community to be a part of. Thank you to everyone who helps other players (in-game, discord, forums, etc), to anyone who donates, to those continuing to support Folding@Home, to those who run MSRs, Incarnates, Hami Raids and all the other weekly contests and events on your shard(s). Thanks for making this the Paragon of the video game community (Hah! See what I did there?). We appreciate you!
  13. It is not. The seeded price will be reset to 25 Million soon. The individual who was going to do it ended up not having time. So if you haven't already, be sure to purchase them soon!
  14. Well done, everyone!! Congrats to our contest winners!
  15. Hi there! Here's my submission for the AE Contest! Arc ID: ##### Arc Name: Arcanum Takes a Holiday! Author: @GM Arcanum Number of Missions: 3 Description: Everyone loves GM Arcanum, and we all know how hard he works! However, he didn't show up to work today, he must've been kidnapped! Join a band of heroes as you travel around Paragon City searching for Arcanum and the culprits behind this nefarious plot! (Spoiler: Arcanum staged the kidnapping himself so he could have a vacation day).
  16. Thank you everyone for playing the Halloween Haunt! I hope you had as much fun playing as we did making it. 🎃 Happy Halloween 👻, everyone!
  17. Nice job, @MrBadman! I thought I had hidden that one well. 😄
  18. Here it is, everyone - the FINAL challenge (read carefully). A character dressed as RED Ghost Widow, /e ReadBook. ^ Not her normal outfit. Look for her in a red one. ^ Remember, only one prize per challenge for the fastest screenshot - you've got to be fast! Happy Haunting!
  19. @precision nice job finding the big bad guy himself! Only one more Halloween Haunt to go. Who will it be!? Where will it be!? When will it be!? Stay tuned to find out! 😄
  20. Next Challenge: A character dressed as Lord Recluse, /e Afraid Remember, only one prize per challenge for the fastest screenshot - you've got to be fast! Happy Haunting!
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