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Booper

City Council
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Everything posted by Booper

  1. I'm not against "more interesting" set bonuses, so long as it's thematic (no offensive bonuses). There just aren't that many "interesting" set bonuses to choose from. A 5% Slow Resistance could be one, 4.5%-6% Movement Speed could be another. Those two fit thematically with a Travel set. Even for the sustains, a Max Endurance of 1.35% could be considered. Now, all of these numbers are assuming the resistance is still the T5, so these are of the T2 variety. I did asked earlier if anyone would rather have a different set of bonuses from the three I considered (where resistance became a T2 3-set bonus) but there have been no suggestions for those other options.
  2. Adding Recharge would decrease the scale. Also, in your examples, I don't know why anyone would want to slot a travel/recharge enhancement. For Kuji-Rin, the travel speed buff is only 5 mph. I think players who would wish to enhance that would rather use Universal Travel sets that way they buff both the run speed and jump speed. If recharge is desired, they should be looking at Damage Resistance sets where they can buff the 22.5% psionic resistance while also decreasing the cooldown of the power. As for Speed Boost, the recharge time is already 2 seconds. I hope nobody ever feels the need to slot it with recharge reduction, especially now that it's an AoE buff. Teleport Target (more specifically, Teleport Foe) could take advantage of recharge reduction, however I don't believe it's enough to justify giving a set the capability for a power that is not a travel power. I would recommend slotting the new Threat/Accuracy/Recharge DSOs instead (Accuracy/Range is available too).
  3. All the unique IOs were designed to be used in Travel Powers to benefit travel while also providing a utility if engaged in combat (either actively or passively. However, I agree with the concerns on Thrust. The benefit it provides when traveling out of combat is primarily an edge-case scenario. The advantage it gives in combat is mostly mitigated by your travel speed being suppressed when you attack. This would require you to use Sprint for in-combat speed while Super Speed is active and provides run resistance, which is a lot to ask of a player. I have an idea for replacing this effect, but it might not be available in the next patch. As for the others, I will highlight what the unique IOs do for travel powers, but I'll also share other use-cases: Hypersonic gives +2 Fly when flying and can be used in Mystic Flight, Fly, Hover, Group Fly, Evasive Maneuvers, etc. The +2.0 Fly will benefit any of these powers; however, it has the most efficient benefit in Mystic Flight and Fly. These powers go from having 1.0 Fly protection to 3.0 Fly protection, which is significant if this is the only form of Flight you are using (typically the case for Mystic Flight). Essentially, this is enough to absorb most -Fly debuffs (most -Fly debuffs are -2.0 or less). The split enhancement is also helpful in this case as you'll benefit most from enhanced fly speed in Flying travel powers. Others may look at Hover and see the benefit of going from 4.0 Fly protection to 6.0 Fly protection, which is nice as some critter attacks do -5.0 Fly (not many, and most of them are melee attacks). This is a good use of the protection; however, the flying speed enhancement will not do much for Hover. Some may look to pair the +2.0 Fly in Evasive Maneuvers. When Flying, this will make the Hover+EvMa combine for 10.0 Fly protection (nice try Web Grenades!), or you can pair Fly+EvMa for 7.0 Fly protection. No matter what slotting choice is taken, all options are beneficial, which opens up many build choice options. Launch gives +8' Jump Height and +40' Max Jump Height (200' is normally the cap). The Max Jump Height buff is beneficial to anyone who slots this IO into Super Jump or Mighty Leap. That's an extra 20% of hang-time that you'll have when traversing the map. The 8' Jump Height may not matter much to these powers given their large base values, but FWIW it is equivalent to 7.2% enhancement. On the flip-side of that, Infiltration is unlikely to benefit from the Max Jump Height as its base jump height is only 30.6'. Even with buffs and enhancements, you'll probably remain below the traditional 200' cap. However, the flat 8' jump height is equivalent to a 26.2% jump height buff (almost a free enhancement). Others may look to two-slot wonder Combat Jumping with this IO. The base jump height of CJ is 8', so the IO would be equivalent to a 100% enhancement. Folks might slot the IO in CJ and leave it active while using Super Jump. This will provide the same benefits; however, at the cost of possibly being underslotted in SJ to reach the new 240' cap. Warp gives +100' Perception. This effect should give you enough perception to detect enemies even at your max teleport range. Also, the split enhancement will go farther in buffing Teleport (base 350') than Combat Teleport (base 100'). The Warp IO is also useful for environments where perception debuffs are used. One of the common themes of superheroes who use teleportation, they often are accompanied by a secondary power of enhanced spatial awareness (helpful in avoiding telefraging). Anyways, in environments where your perception is debuffed significantly (e.g. 50'), still having an extra 100' of perception will almost feel like they never debuffed you. Common in this Feedback thread (too many to quote), there has been feedback regarding "why not just make them global set bonuses"? A few reasons for that: One, if you get a +2.0 Fly as a set bonus, you're never touching the ground again. Two, these unique IOs should not be treated as things you slot into mule powers. If you want the benefit, you have to use the power. Three, I wanted to allow those who do wish to "one-slot wonder" to boost the enhancement of the unique without fear of losing the bonus if they exemplar. Finally, I wanted the buff to always work from level 1 to level 50. As long as you have the power, you can have the buff. One of the other common feedback responses (too many to quote, so I'll speak to it generally and hope it finds you), these sets were not designed to become automatically better options than what was already available. They were designed purposely to allow players additional build options while not adding to power-creep. The intent was to have these sets fall between the Universal Travel sets (Blessing, Winter's) and the non-universal Travel IO sets (e.g. Freebird, Unbounded Leap, Celerity, etc). The two-slot and three-slot set bonuses are purposely weak to perform in-line with the non-universals while offering a significant four-slot set bonus to reward anyone willing to invest that many slots into a travel power. When designing the set bonuses, the goal was to be thematic across sets by providing a Sustain (Regen, +HP, Recovery, EndDiscount), a Resistance, and a Defense. There are too many defense set bonus options in the game so I chose to make the Resistance the big reward and the others small rewards. This being said, I am always willing to listen to others' opinions. Below I will list out the three set bonus breakdowns that I considered. 2-piece | 3-piece | 4-piece T2 Sustain | T2 Resistance (2.25%) | T3 Positional/Type Defense (2.5% / 1.25%) T2 Sustain | T2 Resistance (2.25%) | T4 Type/Positional Defense (3.13% / 1.565%) T2 Sustain | T1 Positional/Type (1.25% / 0.625%) | T5 Resistance (4.5%) (Current implementation) If one of the other two options seems more appealing, I'll listen to those arguments and consider them; however they will have to be very good arguments to merit introducing more large defensive set bonuses into the game.
  4. Up to 3 ticks in 1s intervals, 80% chance that cancels on miss. Tick damage scale is 0.2 x min(Cast Time, 3) / AreaFactor If the base range of the power is 20+ feet, the Ranged_Damage scale is used. Less than 20 feet uses Melee_Damage scale. Brutes apply another multiplier to damage ticks: 1 + Fury. At 100% Fury, it is double damage. At 50% Fury it is 1.5x damage. Scrappers can get critical hits that do scale 0.6 x min(Cast Time, 3)/AreaFactor of upfront damage.
  5. The Empower combo only no longer stacks for Stalkers, it still stacks for other ATs. The Stalker version of Empower does 20% Damage and 10% To-Hit for 20s, but requires the use of Placate which has a 60s cooldown. For other versions of Empower, the buff is only 10% damage (12.5% for scrappers) and 3.3% To-Hit for 10s, but uses Bleinding Feint which has a rapid recycle rate.
  6. Tasks The Future of Freedom (Flashback) The original version of Lord Recluse's Future of Freedom strike force can now be found in Ouroboros. It is located under the 'Made (Level 50)' category and is designated Arc 7.54. This version is true to the original release, with none of the nerfs that the content received later. Mission 4's Vindicators fight has all five heroes returned to their original level of 54. Mission 5's Freedom Phalanx fight has all eight heroes returned to their original level of 54. Shares reward cooldowns with the currently existing version of the content. The Ouroboros version rewards all the same defeat badges you would normally get. This content can be run for the 'Master of Recluse's Strike Force' badge, though it is obviously more difficult to do so. Completion of the Ouroboros version of this strike force with the "Old School Challenge" selected (no Incarnate powers, no Set Bonuses) rewards the new Worthy Opponent badge. The Future of Freedom (Both versions) You must now defeat the Vindicators and secure the base code to complete Mission 4. The Graveyard Shift Fixed an issue which could result in players skipping the Rusty Rivet mission entirely. Added killstat credit to Cortex when you defeat him. Will award in Abandoned Sewer spawn of Cortex and Positron Part 2 finale. Zoombies will no longer persist after exploding Zoombies now knockback friend and foe alike when they explode. Mission 2: Fixed Ambush code. Mission 3 (Rave): Promoted JunkShot to Mayor of Ravertown. Added Nav dialog to rescue all three hostages in Rusty Rivet. Mission 4: Adjusted caption positioning in post-task rewards for Investigation Mission chain. Mission 6 (Pathogen): Added a locked door requiring Dr. Meinst's defeat to get the key. Added more Team Leader only Requires parameters in the radio chat. Changed up Pathogen's AI a bit and changed where he spawns. Freakish Lab of Dr. Vahzilok Added IgnoreRadius flag to many Buzzsaw arc spawndefs to avoid the off-chance of something important not spawning. Added killstat credit to Cortex when you defeat him. Will be awarded in either Mission 1 or Mission Finale. Mission 3: Fixed being able to click on Pierce and getting an empty dialog window Eden Trial You must now defeat the Rock Wall and Mold Wall to complete the Eden Trial. Greater Devoured in the Eden trial will now drop Ambrosia at level 53 and 54. Pandora's Box Completing the last mission of SSA2 Pandora's Box will trigger a Nemesis invasion in a zone matching the arc's alignment. Tip Missions Fixed Stardusk being accidentally killable before rescue in "Make a Deal with Stardusk" tip mission. Broker / Detective Contacts These contacts can now be Dismissed by talking. This will remove all current progress towards a Mayhem / Safeguard mission. On re-entering the zone, a new Broker / Detective contact will be randomly issued, which allows you to switch your assigned Detective if you really want to. Turnstile / LFG Queue Added a confirmation prompt to exiting the Cathedral of Pain trial and instanced Rikti Mothership raid.
  7. Earth Manipulation New Secondary Powerset for Blasters You can control the forces of the Earth. You can manipulate earth and stone to defeat your foes. The crushing force of many Earth Powers can reduce a target's Defense, while most Stone attacks will knock foes off their feet. Stone Prison Ranged, Moderate DoT(Smash), Foe Immobilize, -DEF, -Fly Immobilizes a single target within an earthy formation and deals some Smashing damage over time. Some more resilient foes may require multiple attacks to Immobilize. Stone Prison can also reduce a target's Defense. Heavy Mallet Melee, High DMG(Smashing), Knockback Your control over the earth allows you to form a mallet of solid stone. This Stone Mallet deals high damage and can knock down weak foes. Salt Crystals PBAoE, Foe Sleep, -DEF Attempts to encrust all nearby foes in a Pillar of Salt. The victims will remain encased within the salt for quite a while, but will automatically break free if attacked. Affected targets have reduced defense for a while, even if they break free. This power is Auto-Hit. The power still requires a ToHit check to apply its -Defense Debuff. Build Up Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increases your chance to hit. Tremor PBAoE, Light DMG(Smashing), Knockback You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. Mud Bath Toggle: PBAoE, -SPD, Self +Heal Over Time, +Recovery While this power is active, you draw upon the geothermal power of the Earth to create a bubbling pool of hot mud around you. All foes in melee range will become snared and entrapped in the mud, slowing them down. You recover a small amount of health every few seconds while this power is active. Beryl Crystals Toggle: Self Res(Confuse, Perception, ToHit), +Perception, Accuracy Activating this power summons several rare Beryl Crystals to orbit around you. These Crystals can bring clarity of the mind and increase your Accuracy, Perception to see hidden foes, and grant resistance to Confusion and ToHit debuffs. Fracture Ranged (Targeted AoE), Foe Disorient, -DEF You can Fracture the ground around an enemy, disorienting all affected targets for a good while. You must be on the ground to activate this power. Seismic Smash Melee, Extreme DMG(Smashing), Foe Hold This massive attack hits with all the force of the Earth itself. It deals tremendous amounts of damage and may Hold the target if they are not defeated outright.
  8. Seismic Blast New primary for Blasters and Corruptors, new secondary for Defenders. You can manipulate earth and stone to defeat your foes. The crushing force of many Earth Powers can reduce a target's Defense. Being of the Earth, you are the most powerful while on the ground. While grounded, your attacks increase Seismic Pressure. As your Seismic Pressure increases, the cooldown of other Seismic Blast attacks is reduced and your chances of triggering Seismic Shockwaves around you also increase. These Seismic Shockwaves will have a chance of knocking back foes and, while standing on the ground, empower some of your attacks. Rock Shards will have its area and damage increased. Seismic Force will cooldown in half the time. Stalagmite will deal a large amount of damage. Encase Ranged, Light DMG(Smash), Foe -Jump, -Fly, -DEF Encase a foe in stone for a short moment, dealing damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Encase grants one stack of Seismic Pressure. Shatter Ranged, Light DMG(Smash), Foe -Jump, -Fly, -DEF Cover a foe in stone shards and shatter them, inflicting light damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Shatter grants one stack of Seismic Pressure. Rock Shards Ranged Cone, Light DMG(Lethal), -Defense, Special You launch a volley of stone shards at your target in a sweeping cone. These shards stab into the target, causing lethal damage. They will also continue to suffer additional lethal damage over time. If affected by Seismic Shockwaves, this power will halt the shockwaves, the up front damage will be increased and damage over time accelerated, foes will be knocked down, range will be increased to 80ft and arc to 50 degrees. Rock Shards grants one stack of Seismic Pressure. Entomb Ranged, High DMG(Smash), Foe -Jump, -Fly, -DEF Entomb foes in a big boulder, dealing high damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Entomb grants one stack of Seismic Pressure. Seismic Force Self +To Hit, +DMG, +Special Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage. If affected by Seismic Shockwaves, this power will halt the shockwaves and Seismic Force will recharge in half the time. Upthrust Targeted AoE, Light DMG(Smashing), -Fly, -Defense, Chance to Knockdown You channel seismic energy into the earth, causing a micro-fault to erupt under your target. This causes a shard of rock to thrust upward out of the ground, dealing smashing damage and lowering their defense. Affected foes will become heavy, limiting their ability to jump and fly for a short time. The force of the eruption can knockback enemies. Upthrust grants one stack of Seismic Pressure. Tombstone Sniper, High DMG(Smash), Foe -Jump, -Fly Create a giant pillar of stone, creating a Tombstone around your target dealing extreme damage and limiting their ability to jump and fly for a short time. This is a sniper attack, and is best fired from a distance as it can be interrupted. If you are engaged in battle this attack becomes instant-cast. If you are not engaged, it will do bonus damage. Tombstone grants one stack of Seismic Pressure. Stalagmite Ranged, Variable DMG(Smash), Foe Disorient, Special You can cause a Stalagmite to erupt under an enemy dealing minimal Lethal damage and Disorienting them for a good while. You must be on the ground to activate this power. If affected by Seismic Shockwaves, this power will halt the shockwaves and deal extreme damage. Bonus Damage is only 2/3rds enhanceable. Stalagmite grants one stack of Seismic Pressure. Meteor Ranged (Location AoE), Extreme DMG(Smashing) Foe Knockback You call down a meteor strike from the sky at a specified location. All targets within 30' are caught in the blast radius, taking extreme damage and being knocked back. Note: This power uses the knock vector system. You'll notice the foes will be knocked up and back.
  9. 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. 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 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. Power Changes Earth Control [Focused Feedback] All versions of the following Earth Control powers will reflect these changes, including critter and epic pool versions: Stone Prison Cast time reduced from 1.93s to 1.23s Note this will also affect PvP damage Stalagmites Cast time reduced from 2.1s to 1s Note this will also affect PvP damage Electrical Affinity Slimmed down hit effects on Electrical Affinity powers than can affect a large number of targets to improve performance on machines that struggle with a lot of particle effects. Gravity Control The power FX system has been enhanced to be able to synchronize certain RNG-dependent effects. The most visible effect of this is that Gravity Control's Propel will summon the same object on everyone's screen. Robotics [Focused Feedback] Protector Bots > Force Field Protector Bots will only target their owners. Only one of them will ever buff, and buffing the owner will result in the owner, and all its henchmen, being protected by the Force Shield. Scale increased from 0.75 to 1.3, this is slightly weaker than having the two Protector Bots slowly buff everyone, but at the same time, now both Protector Bots get to benefit from the same buff as everyone else, and don't waste time refreshing buffs on every target they see. Sonic Manipulation [Focused Feedback] Power Changes Strident Echo This power should now be able to hold lieutenants Deafening Wave This power can now hold most bosses and lieutenants for either its duration or until attacked again. Earsplitter This power can now hold most bosses for either its duration or until attacked again. Savage Melee Bug Sweep Numerous bugs were recently discovered. The main summary of these bug fixes is this: If a power had an extra DoT, it was removed If a power was doing the wrong damage, it was fixed (per the design formula). This includes PvE, PvP, modifier tables, Fiery Embrace, and Critical Hits. Fixes Hemorrhage Fiery Embrace was only doing 45% of the upfront 0.76 scale damage (0.342). However, this effect should be using the design formula's scale (2.6) when calculating its 45% damage effect. Changed Fiery Embrace effect's damage scale from 0.342 to 1.170. Savage Strike Fiery Embrace was only doing 45% of a single tick of damage. The Fiery Embrace effect was changed to perform the same 2-tick DoT as Savage Strike at 45% scale. This power also has an extra DoT effect in PvP which it should not have had. Finally, Scrapper's crit damage was only doing the equivalent of 1 tick of damage as opposed to the full 2 ticks of damage. Changed Fiery Embrace effect's duration to 0.4s and its period to 0.35s (2 ticks of damage instead of 1 tick) Removed the extra PvP DoT. (Scrapper Only) Critical Hit damage increased from 0.380 scale to 0.760 scale. Shred The damage was set too low per the design formula. Also, the PvP damage was set to nearly half of what it should have been set to. Changed PvE damage scale from 0.195 to 0.210 (6 ticks total: 1.17 scale to 1.26) Changed PvP damage scale from 0.1479 to 0.2991 (6 ticks total: 0.8874 to 1.7946) Rending Flurry For some ATs, the endurance cost on the redirect versions of Rending Flurry (Normal and Large) was set too high. Also, some of the PvP damage effects were still using the wrong modifier table. Finally, some versions of Rending Flurry had an extra DoT effect that it should not have had. Changed endurance cost from 20.8 to 13.52. Changed PvP Damage to 1.127 (Melee_PvPDamage) Changed PvP tick damage from 0.095 scale to 0.0901 scale (per the design formula) Maiming Slash (Scrapper only) PvP damage was set too low. Changed PvP damage scale from 1.2839 to 1.4188 (per the design formula) Changed the PvP tick damage from 0.1025 scale to 0.1135 scale (per the design formula) Portable Workbench This is now a mobile NPC that will follow the player around. No longer uses world collision. Can't be used to trap NPCs. No longer has a funky hitbox / hand icon to open the crafting interface. Is a pushable pet, so players don't collide with it and just shove it out of the way. Doesn't explode and leave debris when dismissed.
  10. 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. 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 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. Villain Groups Fixed a bug in the AI of Critters that have foe-targeted summons. Fixes Devoured bosses not summoning swarms, and probably other things. Critter Changes AV, and Giant Monsters should now be able to use their weakest attacks when fully end-drained. AVs should be able to use attacks that cost less than 10 end to cast. Giant Monsters should be able to use attacks that cost less than 15 end to cast. EB and Arch Villain min recovery is now capped at 25% instead of 0% Giant Monster min recovery is now capped at 50% instead of 0% Crey The Crey enemy group has been adjusted at high level, as the group was majorly lacking in diversity above level 40. The armored Crey lieutenant mobs (Eliminator, Crisis Unit, Juggernaut) that only existed from levels 30-34, have been extended up to 54. At levels 40+ a lieutenant version of the Crey Protector can spawn. These adjusted lieutenant enemies have had their attack chains and powers redone, fixing issues previously where if they engaged in melee without their weapon drawn they would only cycle Brawl infinitely. Psychic and Radiation Paragon Protectors that are seen at lower levels inexplicably stopped spawning after level 34, these have had their level range expanded up to 54, making them consistent with other types of Paragon Protectors who appear at all level ranges. Lieutentants: Crey Eliminator: Chain Gun: Ranged Lethal, High Dam, +Acc Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) (Level 35+ only) Tear Gas Grenade: Targeted AoE, -Perception, -ACC Crey Crisis Unit: Grenade Launcher: Targeted AoE, Lethal/Smash, Knockback Sleep Gas: Targeted AoE, Sleep Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) (Level 35+ only) Hallucinogenic Gas: Targeted AoE, Confuse Crey Juggernaut: Missile Launcher: Ranged Lethal/Smash, +KB Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) Personal Force Field: Self Toggle Invulnerable, Special New FX, can now attack while protected. (Level 35+ only) Taunt: Ranged (Targeted AoE), Foe Taunt Targets Ranged defense, 1.4 Accuracy Crey Protector: Cryo Rifle: Ranged, Light DMG(Cold), -Recharge, -Speed, Sleep Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) Dispersion Bubble: Team AoE Toggle +Res(Special) (Level 40+ only) Deflection Shield: Ranged, Ally +DEF(Smash, Lethal, Melee), Res(Toxic) (Level 40+ only) Force Bolt: Ranged, Minor DMG(Smash), Foe Knockback New Enemies: Cryogenicist bosses added, spawning at levels 35-54, limit 1 per spawn group: Cryogenic Shot: Ranged, Moderate DMG(Cold), Foe Immobolize, Foe Slow, Foe -Rech Cryogenic Beam: Ranged (Cone), Moderate DMG(Energy), Foes -Def(All), Foes Slow, Foes -Rech Absolute-Zero Beam: Narrow Ranged (Cone), High DMG(Cold), Foes -Res, Foes Slow, Foes -Rech Ice Shield: Ranged, Ally +DEF(Melee, Smash, Lethal), Res(Cold, Fire) Benumb: High Accuracy, Ranged Foe -DMG, -END, -Regeneration, -Special Serum: Self Heal, +Max HP Hypo: Ally Heal, Mez Protection Reanimate: Ally Rez, Special Crey Gamma Tank minions added, spawning at levels 46-54, limit 2 per spawn group: Contaminated Strike: Melee, Light DMG(Energy/Smash), Foe -Def Radioactive Smash: Melee, Moderate DMG(Energy/Smash), Foe -Def, Knockdown Radiation Siphon: Melee, High DMG(Energy/Smash), Foe, -Def Neutrino Bolt: Ranged, Minor DMG(Energy), Foe -DEF Positron Cell: Ranged, Light DMG(Energy), Foe Hold, -Def Arachnos Arachnos continues to evolve as the supreme villainous organization! Limitations have been lifted, allowing certain career paths within the group to accommodate stand-out individuals in their ranks regardless of gender. This brings them to canonical parity with the existence of the Villain Epic ATs. These new genders (female soldiers, male widows) have a 12.50% chance of spawning. The divisions that have expanded their ranks are Wolf Spiders Crab Spiders Bane Spiders Blood Widows Night Widows Fortunatas (Mistress rank remains female-only) 5th Column Added new max level Lycanthrope LTs and Bosses to the standard 5th Column at SpawnLimit 1. They previously only spawned on LTs between 24-29 and Bosses 20-24, this change will make obtaining The Beast Within defeat badge more reasonable. Shivans Fixed erroneous name of Shivan lieutenants from 'Shivan Smashers' to 'Shivan Smasher'. Knives of Artemis Fixed incorrect texture on the Knives of Artemis' broadsword weapon. Fixed minor visual issue on Knives of Artemis broadsword blade tip.
  11. 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. 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 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. Emotes Added new innertube emote! You can cycle through or select your favorite. This emote requires your character to be in a water volume. /e innertube - cycles through the 6 texture variations /e innertube1 - strawberry donut /e innertube2 - chocolate donut /e innertube3 - neon green sport /e innertube4 - cow /e innertube5 - naval academy /e innertube6 - lifeguard The animation sequencer has been enhanced to be able to synchronize RNG state for certain animations that use randomized props and could appear inconsistent across clients. The following emotes should now have the same prop visible for everyone: alakazamreact eat eatfood food Costumes Costume Additions & Changes All > Standard & Full Mask > Detail 2: Added "Arena Headset" All > Head > Detail 2: Added "Gold Bricker" Male & Huge > Head > Face: Added "Hostile Face 6" Female > Head > Detail 1: Added "Gunslinger 05" Added "Gunslinger 06" Added "Gunslinger 07" Added "Gunslinger 08" Fixed Gunslinger bow transparency issue, which has been broken since live. (If you feel *strongly* against the fix since it affects visuals, please voice your concerns on the feedback thread) Fixed minor tint color bleed on gunslinger bow Adjusted smoothing on gunslinger bow (sharp edges on the bow are gone) All > Gloves: Added "Aeon Tech" Added "Gold Bricker" Added "Gold Bricker (Legacy)" All > Upper Body > Belts: Added "Official (Simple)" Added "Official (Dual Pistol)" Added "Gold Bricker" Added "Gold Bricker (Legacy)" Female > Upper Body > Belts: Added "Carnival of Light 2" Female > Lower Body > Skirts > Bottom: Restored Bikini 2 Restored Bikini 3 All > Lower Body > Tights: Added "Gold Bricker" Added "Gold Bricker (Legacy)" All > Lower Body > Tucked In: Added "Gold Bricker 1" Added "Gold Bricker 1 (Legacy)" Added "Gold Bricker 2" Added "Gold Bricker 2 (Legacy)" All > Boots: Added "Gold Bricker" Added "Gold Bricker (Legacy)" Costume Editor All > Hair > None should no longer result as invalid when entering a tailor a session or loading costume files with that option. Female > Sleeves > None should no longer result as invalid when entering a tailor a session or loading costume files with that option. Supergroup Bases Added three new tab categories: Office Details, Slums & Wastes and Warehouse Tab order has been updated to keep them in alphabetical order Some items have been drained from their generic tabs and placed in tabs with more closely related items. There are no change logs for which items have been moved where, as this may change again in the future. Renamed 'Toolbox' to 'Warehouse Toolbox' Removed '(new)' from previously released items and applied it to this latest batch. Use the search term '(new)' to see the complete list in the editor. Base Detail Additions Added 472 base details from the object library: .22 Ammo Box .45 Single Round 55 Gal Barrel 1 (Float) 55 Gal Barrel 2 (Float) 55 Gal Barrel 3 (Float) 5th Ammo Crate 1 5th Ammo Crate 2 5th Ammo Crate 2 Lid 5th Ammo Crate 2 Open 5th Barrel 5th Big Vent 5th Door Bulb 7.62 Ammo Can 1 7.62 Ammo Can 2 7.62 Ammo Can 3 7.62 Single Round Air Compressor Arachnos Poster 1 Med Arachnos Poster 1 Sm Arachnos Poster 1 XL Arachnos Poster 2 Med Arachnos Poster 2 Sm Arachnos Poster 2 XL Auth Floor Sign Auth Wall Sign Basketball Beer Bot Brown 1 Beer Bot Brown 2 Beer Bot Clear 1 Beer Bot Clear 2 Beer Bot Green 1 Beer Bot Green 2 Binoculars Black Market Warhead Blackbeard Flag Blueprints Briefcase 1 Briefcase 2 Briefcase 3 Broom Camera 1 Camera 2 Camera 3 Camo Netting Ceiling Camo Netting Wall 1 Camo Netting Wall 2 Car Hoist 2 Car Hoist 2 Base Cardboard Box (Float) Cardboard Box 1 Cardboard Box 2 Cardboard Box 3 Cardboard Box 4 Cardboard Box 5 Cardboard Box 6 Cardboard Box 7 Cardboard Box 8 Cardboard Box 9 Casino Card 1 Casino Card 2 Casino Card 3 Casino Card 4 Casino Card 5 Casino Card 6 CD-ROM Ceiling Exit Sign Ceiling Fan Ceiling Fan Off Cellphone Classic Banker's Lamp Clipboard Club Chair Club Table 2 Cocktail Napkin Condiment Hot Sauce 1 Condiment Hot Sauce 2 Condiment Hot Sauce 3 Condiment Ketchup Condiment Mayo Condiment Mustard 1 Condiment Mustard 2 Condiment Pickles Condiment Steak Sauce Corkboard 5 Corkboard 6 Corkboard 7 Corkboard 8 Dirty Cardboard Box 1 Dirty Cardboard Box 2 Dirty Cardboard Box 3 Dirty Cardboard Box 4 Dirty Cardboard Box 5 Dirty Cardboard Box 6 Dirty Cardboard Box 7 Dirty Cardboard Box 8 Dirty Cardboard Box 9 Garbage Rubble 1 Garbage Rubble 2 Garbage Rubble 3 Pothole Oil Stain Dirt Stain Broken Glass Dirty Pallet Duffelbag Dumpster 2 Dumpster Closed 2 Dumpster Open 2 Emergency Exit Sign Emergency Exit Arrow Emergency Sign Erlenmeyer Flask Factory Fan 1 Factory Fan 2 Filing Cabinets 2 Fire Extinguisher 2 Freedom Corps Poster 1 Lg Freedom Corps Poster 1 Sm Freedom Corps Poster 2 Lg Freedom Corps Poster 2 Sm Freedom Corps Poster 3 Lg Freedom Corps Poster 3 Sm Freedom Corps Poster 4 Lg Freedom Corps Poster 4 Sm Freedom Corps Poster 5 Lg Freedom Corps Poster 5 Sm Freedom Corps Poster 6 Lg Freedom Corps Poster 6 Sm Freedom Corps Poster 7 Lg Freedom Corps Poster 7 Sm Freedom Corps Poster 8 Lg Freedom Corps Poster 8 Sm Freedom Phalanx Desk Freedom Phalanx Door Freedom Phalanx Door Handle Garage Workbench Grenade Grenade Launcher Groceries Grocery Cooler Hand Cart 2 Hand Truck Dolly Handcart 1 Horizontal Hazard Sign 1 Horizontal Hazard Sign 10 Horizontal Hazard Sign 11 Horizontal Hazard Sign 2 Horizontal Hazard Sign 3 Horizontal Hazard Sign 4 Horizontal Hazard Sign 5 Horizontal Hazard Sign 6 Horizontal Hazard Sign 7 Horizontal Hazard Sign 8 Horizontal Hazard Sign 9 Jackhammer Janitor Sign Junk 55 Gal Barrel 1 Junk 55 Gal Barrel 2 Junk 55 Gal Chem Barrel Junk Bottle 1 Junk Bottle 2 Junk Bucket 1 Junk Bucket 2 Junk Bucket 3 Junk Burnt Mattress Junk Car Junk Chips Bag Junk Cinderblock Junk Couch Junk Hubcap 1 Junk Hubcap 2 Junk Hubcap 3 Junk Lawnchair 1 Junk Lawnchair 2 Junk Oil Drum Junk Paper 1 Junk Paper 2 Junk Paper 3 Street Trash 1 Street Trash 2 Street Trash 3 Street Trash 4 Street Trash 5 Street Trash 6 Street Trash 7 Street Trash 8 Street Trash 9 Street Trash 10 Street Trash 11 Street Trash 12 Street Trash 13 Street Trash 14 Street Trash 15 Junk Plywood 1 Junk Plywood 2 Junk Refrigerator Junk Scrap 1 Junk Scrap 2 Junk Scrap 3 Junk Scrap 4 Junk Scrap 5 Junk Scrap 6 Junk Scrap 7 Junk Scrap 8 Junk Scrap 9 Junk Steel I-Beam Junk Tire Old Junk Wood 2x4 1 Junk Wood 2x4 2 Keep Out Floor Sign Keep Out Wall Sign 1 Keep Out Wall Sign 2 Large Black Trashbag (Float) Large Ceiling Fan Large Ceiling Fan Off Large Plywood Stack Large Shop Box 1 Large Shop Box 2 Large Shop Box 3 Large Shop Box 4 Large Shop Box 5 Large Shop Box 6 Large White Trashbag (Float) Lockers 1 (16x) Lockers 1 (4x) Lockers 1 (8x) Lockers 2 (16x) Lockers 2 (1x) Lockers 2 (4x) Lockers 2 (8x) Magic Box 1 Magic Box 2 Magic Box 3 Magic Box 4 Magic Box 5 Magic Box 6 Magic Box 7 Magic Box 8 Manhole Medium Dirty Box 1 Medium Dirty Box 2 Medium Used Box 1 Medium Used Box 2 Mens Sign Metal Crate 1 Med Metal Crate 1 Small Metal Crate 1 Tiny Metal Crate 2 Med Metal Crate 2 Small Metal Crate 2 Tiny Metal Crate 3 Med Metal Crate 3 Small Metal Crate 3 Tiny Metal Warehouse Barrel Metal Warehouse Pallet Barrels Military Cargo Military Generator Money Bag (Tintable) Money Bag Black Money Bag Canvas Money Bag Olive Newspaper (Float) Office Ashtray Office Computer Tower Office Desk Executive 1 Office Desk Executive 2 Office Desk Metal Office Keyboard Office Monitor 1 Office Monitor 2 Office Paper 1 Office Paper 2 Office Paper 3 Office Paper 4 Office Paper 5 Office Phone 2 Oil Drum (Float) Paper 1 (Float) Paper 2 (Float) Paper 3 (Float) Paper Towel 1pk Parked Semi Cab (Tintable) Parked Semi Cab Gear Parked Semi Trailer 1 (Tintable) Parked Semi Trailer 2 (Tintable) Parked Semi Truck 1 (Tintable) Parked Semi Truck 2 (Tintable) Pawn Shop Rifle Rack Pen Pencil Pepper Shaker Piece of Rebar Pint Glass 1 Pint Glass 2 Pistol Ammo Box Plastic Warehouse Barrel Plastic Warehouse Pallet Barrels Plastic Warehouse Pallet Barrels 2 Pool Ball 1 Pool Ball 10 Pool Ball 11 Pool Ball 12 Pool Ball 13 Pool Ball 14 Pool Ball 15 Pool Ball 2 Pool Ball 3 Pool Ball 4 Pool Ball 5 Pool Ball 6 Pool Ball 7 Pool Ball 8 Pool Ball 9 Pool Ball Rack 1 Pool Ball Rack 2 Pool Chalk Pool Cue Stick 1 Pool Cue Stick 2 Pool Cue Stick 3 Pool Cue Stick Rack 1 Pool Cue Stick Rack 2 Power Transformer 1 Praetorian Basketball Hoop Praetorian Manhole Praetorian Street Box Praetorian Trash Can 1 Praetorian Trash Can 2 Ration Cam Med Ration Can Lg Ration Can Sm Ration MRE Rifle Ammo Box Ruined Compact Ruined Luxury 1 Ruined Luxury 2 Ruined Rail Container Closed Ruined Rail Container Door Ruined Rail Container Open 1 Ruined Rail Container Open 2 Ruined Rail Container Open Bent Ruined Rail Container Trash 1 Ruined Rail Container Trash 2 Ruined Sport 1 Ruined Sport 2 Ruined Truck Rusted Warehouse Barrel Salt Shaker Security Pad Shop Cash Register Shop Counter 1 Shop Counter 2 Shop Counter 3 Shopping Bag Shopping Cart Shot Glass 1 Shot Glass 2 Shotgun Ammo Box 1 Shotgun Ammo Box 2 Shotgun Shell Sleek Generator Small Cardboard Box (Float) Small Dirty Box Small Dumpster 2 Small Filing Cabinets Small Shop Box 1 Small Shop Box 2 Small Shop Box 3 Small Shop Box 4 Small Shop Box 5 Small Shop Box 6 Small Toolbox Small Trashbag (Float) Small Used Box Small Wood Crate 1 Small Wood Crate 2 Smartphone Soccer Ball (Float) Soccer Ball Stacked Drywall 1 Stacked Drywall 2 Stacked Plywood 1 Stacked Plywood 2 Stacked Sheet Metal 1 Stacked Sheet Metal 2 Steel Shop Shelf Tech Lamp 1 Tech Lamp 2 Television 1 Television 2 Tied Warehouse Box 1 Tied Warehouse Box 2 Tied Warehouse Box 3 Tied Warehouse Box 4 Tied Warehouse Box 5 Tied Warehouse Box 6 Tied Warehouse Box 7 Time Bomb Tire (Float) Tire 1 Tire 2 Tire 3 Tire 4 Tire 5 Tire 6 Tire 7 Tire 8 Tire Rack 1 Tire Rack 2 Tire Rack 3 Tire Rack 4 Tire Rack 5 TNT Crate Arms Crate Toolbox 1 Toolbox Rolling 1 Toolbox Rolling 2 Triangle Hazard Sign 1 Triangle Hazard Sign 2 Triangle Hazard Sign 3 Triangle Hazard Sign 4 Triangle Hazard Sign 5 Vertical Hazard Sign 1 Vertical Hazard Sign 2 Warehouse Ammo Crate Warehouse Cargo 1 Warehouse Cargo 2 Warehouse Cargo 3 Warehouse Cargo 4 Warehouse Cargo 5 Warehouse Case 1 Warehouse Crate 1 Warehouse Crate 2 Warehouse Crate 3 Warehouse Crate 4 Warehouse Crate 5 Warehouse Pallet Warehouse Wire Spool 1 Warehouse Wire Spool 2 Warhead Water Fountain 2 Whiteboard 5 Womens Sign Wood Crate 1 Large Wood Crate 1 Large Opened 1 Wood Crate 1 Large Opened 2 Wood Crate 1 Large Opened 3 Wood Crate 1 Large Opened 4 Wood Crate 1 Large Top Wood Crate 1 Med Wood Crate 1 Med Opened 1 Wood Crate 1 Med Opened 2 Wood Crate 1 Med Opened 3 Wood Crate 1 Med Top Wood Crate 1 Small Wood Crate 1 Tiny Wood Crate 2 Large Wood Crate 2 Med Wood Crate 2 Small Wood Crate 2 Tiny Wood Crate 3 Large Wood Crate 4 Large Wood Crate 5 Med Wood Crate 5 Small Wood Crate 5 Tiny Wrapped Warehouse Box 1 Wrapped Warehouse Box 2 Wrapped Warehouse Box 3 Wrapped Warehouse Box 4 Wrapped Warehouse Box 5 Wrapped Warehouse Box 6 WWII M1 Garand Rifle Z6 Mainframe Computer
  12. 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. 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 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. City Zones Cimerora The zone now includes Castellum Quarter and Phoebas Point. Many, many geometry issues with the zone have been fixed, and the assets tweaked to appear less blocky and remove flickering. Mission doors in the zone (boats, buildings and Castellum Quarter) should now be clickable while open. Sister Solaris has been moved to Phoebas Point. Sister Solaris' story arc now uses Incarnate versions of Minotaur, Cyclops and Romulus. Added Sister Valeria, currently a placeholder contact with no missions. Abandoned Sewer Network Added various Elite Bosses related to The Graveyard Shift story arc. Each pair below spawns in the same set locations, looking for the Lost Lab before the events of said arc. Pathogen & Malady Salamander & Newt Cortex & Grey Matter Raverobber & Dubstitch Added thematic mobs to accompany the above EBs: Decaying Eidolons with Cortex and Grey Matter Regenerating Cadavers with Newt and Salamander Diseased Abominations with Pathogen and Malady Sneaky Freaks with Raverobber and Dubstitch Replaced the majority of the Freakshow spawns leading to Dr. V's lost lab with Rikti, searching for Gav'ril. First Ward & Night Ward Fixed shadowed and lighted paths that were missing the entity phasing and sky change triggers. Underground Neutropolis The Resistance Hub door will now open for Villains running Praetorian missions on Flashback.
  13. 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. 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 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. Dr. Aeon Strike Force New Strike Force: Chasing Fool’s Gold [Dr. Aeon] (Villain, Level 35-50) The supervillain genius, Dr. Aeon has begun to take notice of suspicious unscientific activity going on within Aeon City! Such things are inconceivable! None can be permitted to befoul the glory of his utopia! In his unparalleled brilliance, he has decided to enlist the service of local villains for the purpose of helping him maintain and enforce order! Definitely not to deflect any potential responsibility or liabilities from himself! Never! However, even his immaculate mind couldn’t predict the culmination of this plot. Decades of planning sees the rise of an unexpected threat of which Dr. Aeon played no small part in helping create, in more ways than one! Strike Force Contact: Dr. Aeon, Aeon City, Cap Au Diable Located atop the balcony of the Arachnos administrative building in Aeon City; This location can be reached through the elevators with rounded doors located inside the lobby. The Dr. Aeon Strike Force also features brand new musical compositions, created specifically for it!
  14. 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. 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 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. Advanced Difficulty Options With the release of the Dr. Aeon Strike Force, we’ve completely rewritten the challenge settings code and greatly expanded what we can do with future content in terms of accommodating difficulty options and delivering curated challenges to players seeking that type of gameplay experience. These optional difficulty settings are accessed from the Challenge Settings menu for content that has been added to the feature (as of Page 3 this will only include the Dr. Aeon Strike Force). These options require being level 50 to select, and change the content in various ways. These new difficulty modes were hand-crafted and balanced, and are not based on the previous Challenge Settings that exist currently. Facing content with these Advanced Difficulty Settings enabled will grant the team more rewards for overcoming challenges, additionally, some badges may only be available by going above the normal difficulty setting. The design goal of these options was to ensure all roles on a team (tank, damage, control, support) could contribute in a rewarding way, and give Incarnate level characters using Invention-Origin enhancements something to test their fully-built characters against. For the new Advanced Difficulty Settings, the difficulty levels are named after the old reputation difficulties and each changes the content in various ways. The specifics below are the current settings for the Dr. Aeon Strike Force: Villainous: Normal difficulty, this is what the option is set to by default, and doesn’t change the content at all. Malicious: Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in-place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. Arch-villains have Praetorian base to-hit (63.75%). Certain powerful Arch-villains have double base health (with normalized regeneration numbers). No other additional stats, defeat rewards, or restrictions. In addition to all standard rewards, completion of this difficulty will reward 1 Empyrean merit. Vicious: The minimum mission difficulty is locked at +2 and the team size at x8. Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in-place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. All enemies receive the following baseline buffs: +10% Resistance[All], +15% Defense[All], +20% Damage[All], +10% ToHit, 66ft Perception radius Arch-villain ranked enemies have Praetorian base to-hit (63.75%). Arch-villain ranked enemies will reward 1 Astral merit per defeat. Certain powerful Arch-villains have double base health (with normalized regeneration numbers) and will reward 2 Astral merits per defeat. Players will be unable to use non-revive large/super Inspirations. In addition to all standard rewards, completion of this difficulty will reward 2 Empyrean merits and an Incarnate reward table containing your choice of: A random Incarnate salvage, an Empyrean merit, or two super Inspirations. Ruthless: The minimum mission difficulty is locked at +3 and the team size at x8. Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in-place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. All enemies receive the following baseline buffs: +15% Resistance[Lethal/Smashing], +20% Resistance[All, but S/L], +20% Defense[All], +30% Damage[All], +20% ToHit, 66ft Perception radius Arch-villain ranked enemies have Praetorian base to-hit (63.75%). Arch-villain ranked enemies will reward 2 Astral merits per defeat. Certain powerful Arch-villains have double base health (with normalized regeneration numbers) and will reward 3 Astral merits per defeat. Players will be unable to use Temporary Powers or non-revive medium/large/super Inspirations. In addition to all standard rewards, completion of this difficulty will reward 3 Empyrean merits and an Incarnate reward table containing your choice of: A random Incarnate salvage, an Empyrean merit, or two super Inspirations. Relentless: The mission difficulty is locked at +4 and the team size at x8. Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in-place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. All enemies receive the following baseline buffs: +20% Resistance[Lethal/Smashing], +30% Resistance[All, but S/L], +30% Defense[All], +40% Damage[All], +30% ToHit, 66ft Perception radius Arch-villain ranked enemies have Praetorian base to-hit (63.75%). Arch-villain ranked enemies will reward 3 Astral merits per defeat. Certain powerful Arch-villains have double base health (with normalized regeneration numbers) and will reward 1 Empyrean merits per defeat. Players will be unable to use Temporary Powers or any non-revive Inspirations. In addition to all standard rewards, completion of this difficulty will reward 4 Empyrean merits and an Incarnate reward table containing your choice of: A random Incarnate salvage, an Empyrean merit, or two super Inspirations. Challenge Modes The old TF and Flashback challenges have been rewritten using the above code. This has resulted in a number of changes to the way certain badges are obtained: The various Flashback badges for completing challenges at various levels now do it based on the storyarc maximum level, instead of the hidden Stature Level which made it difficult to know which storyarcs counted for what. Only storyarcs that reward 5 merits or more will count towards the challenge badges. Options for 'No Incarnate Powers' and 'Only Alpha Slot' added to the powers options for any arc in the SL9 (Level 45-50) categories. Completing a Flashback arc using these two new options rewards two new Ouroboros category badges. Task Forces & Strike Forces that have a "Master of X" badge associated with them now have a dedicated challenge option for the badge. The individual power restriction and defeat limit options no longer work for receiving these badges. Selecting the "Master of" challenge for a given TF will set the team size to 8, maximum defeats to 0, disable temporary powers, and disable Incarnate powers. When successfully completed, the challenge will award the "Master of" badge and a Rare Incarnate Component.
  15. 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. 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 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. Threat Duration Ehancements Taunt enhancement categories are being renamed "Threat Duration Enhancements". These enhancements now will all boost Taunt and Placate duration. This has no impact on multi-enhancement set strength. The following powers now accept Threat Duration Enhancements and sets: Bane Spider Soldier> Placate Blaster > Ninja Training > Smoke Flash Mastermind > Ninjas > Call Jounin Sentinel Epic > Ninja Tool Mastery > Kemuridama Pool > Concealment > Misdirection Pool > Presence > Pacify Stalker > Ninjitsu > Smoke Flash Stalker > Broad Sword > Placate Stalker > Claws > Placate Stalker > Dark Melee > Placate Stalker > Dual Blades > Placate Stalker > Electrical Melee > Placate Stalker > Energy Melee > Placate Stalker > Fiery Melee > Placate Stalker > Ice Melee > Placate Stalker > Kinetic Melee > Placate Stalker > Martial Arts > Placate Stalker > Ninja Blade > Placate Stalker > Psionic Melee > Placate Stalker > Radiation Melee > Placate Stalker > Savage Melee > Placate Stalker > Spines > Placate Stalker > Staff Fighting > Placate Stalker > Street Justice > Placate Widow Teamwork > Placate
  16. 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. 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 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. Sleep Player sleep powers are now Auto Hit. This only impacts powers that have a 100% chance for sleep and are not Sleep over Time. This change impacts all player versions of the following powers (unless noted otherwise) : Blind (AoE segment, main target still needs a hit check before this can trigger) Blinding Powder Chilling Ray (Sentinel only power) Flash Freeze Frozen Aura Mass Hypnosis Mesmerize Salt Crystals Siren Song Sleep Grenade Spore Burst Placate The Placate targeted power, typically found in Stalker power sets has been changed to meet the following standards: Range 60ft (some versions were set at 50ft) Cast time 0.8s, down from 1.5s (sometimes 1.67s) Instant Hit (down from 0.5s delay upon activation) Changed from Single Target into 15ft radius Sphere AoE Target Cap increased from 1 to 5 This applies to the following set categories: Stalker Melee Bane Spider Soldier Widow Teamworks
  17. 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. 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 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. Stone Melee Changes Fault This power now is capable of dealing damage against up to 5 targets (10 for tankers) in a cone area between the caster and the Tremor area of effect. Note that although this damage is dealt in a cone, the power is still a Targeted AoE that can knockdown/disorient up to 10 targets (16 for tankers) Tremor Cast time lowered from 3.3s to 2.53s Brute Damage increased from scale 1 to scale 1.04 Tanker damage lowered from scale 1.1818 to scale 1.04 (the damage of this version of the power was erroneously set too high during the Tanker changes a few pages back) Proliferation This powerset has been proliferated for Scrappers. Unlike the Brute/Tanker versions, Seismic Smash hold is mag 3, not 4. The power has an increased critical hit rate (20%) but does not crit for full damage. Instead, it crits for +28% damage and inflicts double mag hold. You can use the powers of earth and stone to do battle with your foes. Stone Melee allows you to strike with fists of stone, summon earthen weapons, and even quake the very ground itself. Stone Fist Melee Light DMG(Smashing), Foe Minor Disorient Your stone-covered fists attack swiftly for moderate damage and may Disorient your opponent. Stone Mallet Melee, Moderate DMG(Smashing), Knockback Your control over the earth allows you to form a mallet of solid stone. This Stone Mallet deals heavy damage, and can knock down weak foes. Heavy Mallet Melee, High DMG(Smashing), Knockback A more impressive form of Stone Mallet, the Heavy Mallet deals more damage, but is slower to swing. It has a greater chance of knocking down opponents. Build Up Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increases your chance to hit. Fault Close (Targeted AoE), Minor DMG(Smashing), Foe Knockback, Disorient This powerful stomp can cause a seismic disturbance. This will crack the Earth itself and send a Fault towards a targeted foe, throwing him and nearby enemies into the air and possibly Disorienting them. Fault has a chance of dealing damage to foes in between you and your target. Confront Ranged, Foe Taunt Challenges a foe to attack you. Useful to pull a villain off an ally who finds themselves in over their head. A To Hit check is required to Taunt enemy players, but is not needed against critter targets. Seismic Smash Melee, Extreme DMG(Smashing), Foe Hold This massive attack hits with all the force of the Earth itself. It deals tremendous amounts of damage, and may Hold the target (mag 3) if they are not defeated outright. Seismic Smash has an increased critical rate but does not inflict double damage on a critical hit, instead, it adds +28% bonus damage and double Hold magnitude (mag 6). Hurl Boulder Ranged, Moderate DMG(Smashing), Foe Knockback, -Fly You are able to tear up a chunk of the ground beneath your feet and Hurl it at an enemy. This attack deals high damage, and can knock foes back and even drop them out of the air if they are flying. Tremor PBAoE, Light DMG(Smashing), Knockback You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back.
  18. 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. 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 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. Stone Armor Revamp Power Customization Stone Armor powers now have a set of Minimal themes. These themes still display geometry on the character while the powers are running, but are significantly less obtrusive. Stone Skin The following stats were moved to Stone Skin from Granite: Added Resistance against Fire, Cold, Energy, Negative and Toxic damage. +10%/7.5% for Tankers and Brutes respectively. Added Defense to all but toxic. +5%/3.75% for Tankers and Brutes respectively. This power should now accept Defense enhancements and sets. Rock Armor Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Brimstone Armor This power now grants the caster a fire damage proc This proc is based on attacks cast time, instead of their recharge This proc scales with Brute Fury Increased Fire/Cold resistance from scale 2.5 to scale 3.0 Added scale 2.0 Toxic resistance Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Crystal Armor This power now grants a 20% recovery buff while its active Cast time reduced from 2.01s to 1.0s Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Minerals This power now grants a 15% recharge buff while its active Power can now be enhanced for end modification sets and enhancements Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Mud Pots Endurance cost for this power has been reduced from 0.78 end per second to 0.52 end per second Earth's Embrace Recharge lowered from 360 seconds to 120 seconds Cast time reduced from 2.1 seconds to 1.0 seconds Duration reduced from 120 seconds to 60 seconds The Max HP buff can no longer be stacked with itself Heal scale reduced from scale 4 to scale 1.35 Granite Players should now be able to do small 1.5ft high jumps while in granite form. This is high enough to jump some small bench-sized ledges, but not enough to jump over enemies or fences. The following stats were moved to Stone Skin from Granite: Resistance against Fire, Cold, Energy, Negative and Toxic damage reduced by 10%/7.5% for Tankers and Brutes respectively. Defense lowered by 5%/3.75 for Tankers and Brutes respectively. Proliferation (Scrappers) This powerset has been proliferated for Scrappers. This version of the set does not get access to Granite. Instead, it has a new power called Geode. Geode is similar to Hibernate, creating a protective structure where you can regenerate and recover endurance. The power has some big differences from Hibernate: While Geode is active, you accumulate Geothermal Power stacks that increase the damage inflicted by Brimstone's fire proc. Geode does not trigger NoPhase locks, nor is it blocked by them. Enemies can target and attempt to destroy the Geode structure, once destroyed, the toggle will drop. Any buff aura the player has will remain active and will continue to buff allies. You can transform your skin into various forms of rock and stone. Stone Armor is one of the few Scrapper Defensive Power Sets that offers defense to Psionics. Rock Armor Toggle: Self +DEF(Lethal, Smashing), Res(DeBuff DEF) Your skin becomes stone while this power is active. Stone Armor protects you from Smashing and Lethal attacks. They are less likely to land and affect you. Stone Armor also grants you resistance to Defense DeBuffs. Stone Skin Auto: Self +Res(All but Psionics), +DEF(All but Psionics) Your tough skin is naturally resistant to most types of damage. This power is always on and costs no Endurance. Earth's Embrace Self +HP, Res(Toxic) You are so connected to the Earth, you can draw upon its power to add to your health. Activating this power increases your maximum Hit Points, and grants you resistance to Toxic Damage. Mud Pots Toggle: PBAoE, Minor DoT(Fire), Foe Immobilize, -SPD While this power is active, you draw upon the geothermal power of the Earth to create a bubbling pool of hot mud around you. All foes in melee range will become snared and entrapped in the mud, Immobilizing some and slowing others. The boiling heat from Mud Pots may also deal some damage over time to the snared foes. Rooted Toggle: Self +Res(Knockback, Sleep, Disorient, Hold, End Drain, DeBuff DEF), +Regeneration While this power is active, you merge with the Earth and draw forth its power to become resistant to Knockback, Sleep, Hold, Disorient and Endurance Drain effects, and increase your Hit Point Regeneration rate. Rooted also grants you resistance to Defense DeBuffs. Crystal Armor Toggle: Self +Recovery, +DEF(Energy, Negative), Res(DeBuff DEF) While this power is active, your skin becomes encrusted in various quartz crystals. Crystal Armor makes Energy and Negative Energy attacks less likely to hit. This power also grants you an Endurance recovery buff and resistance to Defense DeBuffs. Crystal Armor also adds an Elusivity defense bonus to Energy and Negative Energy Attacks in PVP zones. Minerals Toggle: Self +Recharge, +DEF(Psionic), Res(Confuse), +Perception Activating this power summons several rare earth rock Minerals to orbit around you. These Minerals can disperse thought patterns and make Psionic attacks less likely to hit. They also bring clarity of the mind increasing the recharge time of your powers, your Perception to see hidden foes, and making you resistant to Confusion. Brimstone Armor Toggle: Self +Res(Fire, Cold, Toxic), +Special While this power is active, your skin becomes encrusted in cracked magma. Brimstone Armor makes you highly resistant to Fire, Cold and Toxic damage, and helps your attacks set enemies on fire, delivering damage over time. Notes on the damage over time from Brimstone Proc: The DoT damage uses AT modifiers: Ranged_Damage for attacks with base ranges > 20 ft and Melee_Damage otherwise. The DoT damage is scaled based on the attack's cast time (scales between 0 and 3 seconds). This mostly ensures a constant DPS increase despite the speed of one's attacks. The DoT effect has a chance to critical hit for Scrappers. Geode Toggle: Self +Regeneration, +Recovery, Invulnerable; Self Hold When you activate this power, you encase yourself in various protective mineral layers that can absorb incoming damage while you heal and recover endurance at an incredible rate. You can emerge at will by deactivating the power, but you cannot stay in this Geode for more than 30 seconds. If enemies inflict enough damage, they might break you out of this effect. If Brimstone Armor is owned, this power will also grant Geothermal Power every 2 seconds, increasing the damage inflicted by Brimstone's Fire by 8% per stack. Note: The Geothermal Powers should last for 60s and can stack up to 15 times. This gives the Brimstone Proc damage a 2.2x boost at max strength.
  19. 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. 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 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. Dual Blades Quality of Life Improvements Combo-Builders no longer require a successful hit to build up the combo The CancelMods effect replaces the UnsetMode effect to improve the reliability of the combo system. This fixes multiple bugs such as random highlight rings popping up and combos breaking unintentionally. Dual Blades' power descriptions have added their relevant combo sequence information. All combos will now have a 6s window to continue/finish a combo-chain. However, this timer will always start at activation. One exception: Stalker's slow Assassin's Blades which will have an 8s duration to offset its 2s interruptible period. Power Changes Placate's Empowered combo effect no longer stacks. Bug Fixes Typhoon's Edge (Scrapper) - added missing Fiery Embrace effect for Bonus AoE finisher Vengeful Slice (Tanker) - corrected Fiery Embrace to apply its damage as a DoT to mirror how the power applied its damage (Brutes already did this). Ablating Strike (non-Stalker) - power now cancels the Weaken2 and Empower2 combos when used. Ablating Strike (Stalker) - power now cancels the Weaken2 combo when used. Power Slice (Stalker) - power now cancels the Weaken2 combo when used.
  20. 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. 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 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. PVP Changes General The command /powexec_location now requires line of sight in PVP in order to be used in target mode with teleport powers. This change only applies in PVP zones and arenas, does not affect its usage with non-teleport powers, and does not impact the use of other modes such as forward:20 or up:max. All travel power speed cap increases from Issue 27, Page 2 now also apply in PvP Modified the PvP diminishing return curves for travel speeds SpeedRunning set to 0.45, SpeedFlying set to 0.60, SpeedJumping set to 0.45 (previously all of these parameters were set to 0.55) Powers Sorcery > Arcane Bolt / Arcane Power Arcane Power can now trigger Arcane Bolt can proc for double damage Super Reflexes: Lowered the activation period of powers with scaling resistance from 2s to 0.5s (all ATs). The duration of these effects have been set to 0.75s to compensate. NOTE: This affects PvE as well. Increased PvP Elusivity in Focused Fighting, Focused Senses and Evasion to 25%. Added Toxic Resistance to all scaling resistance powers Bug Fix: Corrected Brute's Evasion elusivity duration. It was set to 0.75s when it was supposed to be 2.25s. This resulted in AoE elusivity dropping out between each 2s tick application. Electrical Affinity: Rejuvenating Circuit: Increased the Main Target heal to do an extra 0.41 scale in PvP only. This makes the main target get the equivalent of a 1.96 scale heal (same as Heal Other from Empathy). The chain heal still works off of the 1.55 scale heal, so no change for the healing of secondary targets. Defibrillate: Reduced the Endurance Drain from Scale -30 to Scale -20 in PvP. Faraday Cage: Increased the duration of PvP-only effects to 20s (up from 5s). This will allow players to buff themselves inside the Faraday Cage, then exit for up to 20s of protection. These effects only include the following: Resistance to Mez, Teleport Protection to Mez, Knock, and Repel Faraday Cage: Decreased the activation period from 1 second to 0.2 second. The faster rate should allow for the Faraday Cage buffs to apply more quickly/reliably when moving through the Faraday Cage bubble. Note: This does not affect Static build up, which will still use a 5s activation period. NOTE: This affects PvE as well. Trick Arrow > EMP Arrow: EMP Field: Increased the duration of all PvP effects to 20s (up from 0.65s). This will allow players to buff themselves inside the EMP Field, then exit for up to 20s of protection. These effects only include the following: Resistance to Mez, Teleport Protection to Mez, Knock, and Repel EMP Field: Decreased the activation period from 0.5 second to 0.2 second. The faster rate should allow for the EMP Field buffs to apply more quickly/reliably when moving through the EMP Field bubble. NOTE: This affects PvE as well. Devices > Toxic Web Grenade: Set the stacking on the -Recharge effect to kReplace in PvP. This will still stack in PvE. Gravity Control > Dimension Shift: Reduced duration from 20s to 3s in PvP only. Singularity's Gravitation Pull: Set a PvEOnly flag on the pull effect that requires Player targets. This should prevent pulling in PvP, but allow critters who summon a Singularity to still utilize the power on players in PvE.
  21. 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. 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 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. Invention Origin Sets Ice Mistral's Torment A rare 6-piece Slow Movement IO set that emphasizes the enhancement of damage attacks. This set has a level range of 20-50 and includes a damage proc (cold, 3.5 ppm). Its level 50 pre-E.D. enhancement values are: 39.75% accuracy, 92.75% damage, 66.25% endurance reduction, 45.05% recharge reduction, and 53% slow movement. Enhancements: Endurance Reduction / Slow Damage / Recharge Damage / Slow Accuracy / Damage / Endurance Reduction Accuracy / Damage / Endurance Reduction / Recharge 3.5 PPM Cold Damage Proc Set bonuses: 2-piece: (Small) 1.125% Max HP 3-piece: (Moderate) 7% Accuracy 4-piece: (Large) 10% Slow Resistance 5-piece: (Large) 6.25% Recharge Time 6-piece: (Huge) 3.75% Defense (Area) and 1.875% Defense (Fire/Cold) Hypersonic A rare 4-piece Flying IO set that includes a unique IO that will grant your character a power mod that provides +2.0 fly protection when using the fly power it's slotted in. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% flying speed and 68.9% endurance reduction. Enhancements: Flying Endurance Reduction / Flying Endurance Reduction Flying / +Fly Special Set bonuses: 2-piece: (Small) 1.125% Max HP 3-piece: (Tiny) 1.25% Defense (Ranged) and 0.625% Defense (Energy/Negative) 4-piece: (Huge) 4.5% Damage Resistance (Energy/Negative) and 7.5% Mez Resistance (All) Launch A rare 4-piece Leaping IO set that includes a unique IO that will grant your character incredible leaping potential while using the jump power it's slotted in. This extra leaping effect will grant your character +8 feet of jump height and +40 feet of maximum jump height for 120s (if click power) or until the jump power is toggled off. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% jumping speed/height and 68.9% endurance reduction. Enhancements: Jumping Endurance Reduction / Jumping Endurance Reduction Jumping / +Jump Special Set bonuses: 2-piece: (Small) 6% Regeneration 3-piece: (Tiny) 1.25% Defense (Melee) and 0.625% Defense (Smash/Lethal) 4-piece: (Huge) 4.5% Damage Resistance (Smash/Lethal) and 7.5% Mez Resistance (All) Thrust A rare 4-piece Running IO set that includes a unique IO that will grant your character the ability to resist run speed debuffs when using the run power it's slotted in. This extra run speed resistance is 20% and will last for 120s (if click power) or until when the run power is toggled off. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% running speed and 68.9% endurance reduction. Enhancements: Running Endurance Reduction / Running Endurance Reduction Running / +Run Special Set bonuses: 2-piece: (Small) 1.5% Recovery 3-piece: (Tiny) 1.25% Defense (Area) and 0.625% Defense (Fire/Cold) 4-piece: (Huge) 4.5% Damage Resistance (Fire/Cold) and 7.5% Mez Resistance (All) Warp A rare 4-piece Teleportation IO set that includes a unique IO that will grant your character heightened spatial awareness when using the teleportation power it's slotted in. This extra effect provides a 20% increase to perception radius and will last for 120s. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 53.4% range and 68.9% endurance reduction. Enhancements: Range Endurance Reduction / Range Endurance Reduction Range / +Perception Special Set bonuses: 2-piece: (Small) 2.25% Damage Resistance (Psionic/Toxic) and 3.75% Mez Resistance (All) 3-piece: (Small) 1.75% Endurance Discount 4-piece: (Huge) 7.5% Range D-Sync Origin Enhancements Completion of the Dr. Aeon Strike Force will give players the option of selecting a new enhancement category as a reward called D-Sync Origin Enhancements (DSO) once every 18 hours. These enhancements are parallel to Hamidon/Titan/Hydra Origin in strength and can be combined with those types to increase their level up to a maximum of 53. However, the DSO enhancements have several new combinations of boosts (In addition to previously existing combos). These new combos have a higher drop weight than the older and you will have a higher (but not guaranteed) chance to receive one when selecting this reward option. The new combinations are as follows: Endurance Modification/Accuracy Endurance Modification/Recharge Accuracy/Range Damage/Endurance Damage/Recharge Heal/Accuracy Heal/Recharge Slow/Recharge/Endurance Threat/Accuracy/Recharge
  22. Powers often have effects or effect groups that are specific to PvE or PvP, yet how that's implemented is inconsistent. Some do a requirement check for isPvPMap?, some have a flag for PvPOnly?, and some check if the target is a Player. In the case of Singularity, it uses a requirement check for if target is a critter and if target is a player. Since Singularity is a pet that can be summoned by either players or critters, that "if target is player" requirement is used for both PvP and EvP. This is why a PvEOnly flag was added to this effect. It will retain the EvP aspect of the power while removing the PvP aspect. Another solution could have been to remove the "if target is player" effect entirely, and removed the "if target is critter" requirement from the other effect. In that situation, the same pull mechanics would be used by both player summoned Singularities and critter summoned Singularities (45 foot radius). A PvEOnly flag could be added to this remaining effect, thus removing the pull from PvP.
  23. PvP Powers Changes These changes will not be going live in this patch - they are for testing only. Please provide your feedback if you would or would not like to see these changes go live! All travel power speed cap increases from Issue 27, Page 2 now also apply in PvP Modified the PvP diminishing return curves for travel speeds for testing purposes SpeedRunning set to 0.45, SpeedFlying set to 0.60, SpeedJumping set to 0.45 Sorcery > Arcane Bolt / Arcane Power Arcane Power can now trigger in PvP (Known Bug, it still isn't doing this) Damage bonus in PvP is 50% of the base damage rather than 100% Fortunata Hypnosis (IO proc): PvP placate effect reduced from 5.336s to 4s This puts it in line with the Presence pool's Pacify, which also does 8s PvE and 4s PvP Electrical Affinity: Rejuvenating Circuit: Increased the Main Target heal to do an extra 0.41 scale in PvP only. This makes the main target get the equivalent of a 1.96 scale heal (same as Heal Other from Empathy). The chain heal still works off of the 1.55 scale heal, so no change for the healing of secondary targets. Faraday Cage: Increased the duration of PvP-only effects to 20s (up from 5s). This includes mez protection, mez resistance, kb protection and repel protection. The other effects (PvE and Both) still use 5s. This increase in duration is to allow PvPers to have more time outside of the faraday cage bubble before wearing off. Faraday Cage: Decreased the activation period from 1 second to 0.2 second. The faster rate should allow for the Faraday Cage buffs to apply more quickly/reliably when moving through the Faraday Cage bubble. Note: This does not affect Static build up, that will still use a 5s activation period. Defibrillate: Reduced the Endurance Drain to half. Super Reflexes PvP tweaks (All ATs): Lowered the activation period of powers with scaling resistance from 2s to 0.5s (all ATs) Increased PvP Elusivity in Focused Fighting, Focused Senses and Evasion to 30%. Added Toxic Resistance to all scaling resistance powers (all ATs) Bug Fix: Corrected Brute's Evasion elusivity duration. It was set to 0.75s when it was supposed to be 2.25s. This resulted in AoE elusivity dropping out between each 2s tick application. EMP Arrow PvP tweaks: Increased the duration of all PvP effects to 20s (up from 0.65s). This will allow players to buff themselves inside the EMP field, then exit for up to 20s of protection. These effects only include the following: Resistance to Mez, Teleport Protection to Mez, Knock, and Repel Power Surge and Unstoppable PvP tweaks (All ATs): Removed the HP crash Added Psionic Resistance (2.45 scale). The amount of psionic resistance is 35% of what the T9 typically gives to other damage types. Granite Armor PvP tweaks (All ATs): Added Psionic Resistance (1.75 scale). The amount of psionic resistance is 35% of what Granite Armor gives to other damage types. Singularity's Gravitation Pull: Set a PvEOnly flag on the pull effect that requires Player targets. This should prevent pulling in PvP, but allow critters who summon a Singularity to still utilize the power on players in PvE. Toxic Web Grenade: Set the stacking on the -Recharge effect to kReplace in PvP. This will still stack in PvE.
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