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Trickshooter

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Everything posted by Trickshooter

  1. for partial or full time? I don't know what you mean by partial or full time. They likely just removed the -100 Knockup effect and then replaced the old effect of -100 Knockback with +9999% Resistance(Knockback) or something.
  2. Even worse, Tar Patch only costs 7.8 endurance. Disruption Arrow on it's own costs double that.
  3. It may actually already be a costume piece that could be given, at least to the Female body type. I think it was originally built on to the Carnie models, but Desdemona has one now and I think that one is a separate piece. It may or may not work with face scales, though.
  4. Level 26 seems way too early for a Brute to invest in the Leadership pool. If you really want these, you should invest in them later. Also, these pools' end costs and effects are balanced for team powers, you should definitely not be running any of them without EndRedux and I question why you'd want them at all, besides like late game Vengeance antics. You should also try to get at least one more slot in to your attacks for now, and change them up to like 1 ACC, 2 DMG, 1 EndRedux. Part of your problem, beyond the Leadership toggles, is probably that you're having to activate too many powers to kill enemies, especially since you've skipped the two highest damage attacks available to you by level 26, both of which are also AoEs. Taunt only needs an ACC for PvP. At your level in PvE, just one Taunt or Recharge enhancement should be okay. For now, you can probably live with converting one EndRedux in each of your SR toggles in to DEF, and Practiced Brawler is good with just 2 Recharge enhancements. Stamina does not need 6 slots unless there some specific EndMod IO set you really want the 6 slot bonuses from, and even so, add those slots late-game. 2-3 slots should be more than sufficient for now. You probably already know, but don't fight with Flight on. Also, consider switching to Leaping as Combat Jumping goes well with most melee +Defense sets, like SR. Injection would also stack with your build better than Aid Other. You can use it on foes for -ToHit.
  5. If it can be done, I'm all for restoring Recharge effects to pets. However, I remember reading that pet AI was just so sensitive to adjustments that it basically broke without careful micromanagement of their power recharge timers.
  6. You mean the mechanical functions of a set where only three powers gain any sort of benefit from the Dominator's inherent power? One would think that in their mass proliferation of powers, the developers would have considered this and done it already had they a mind to. Unless there's another explanation? I remember a dev saying once that if Illusion Control was ever going to be available to a Villain AT, it would be redone and given to Masterminds, but even that was more work than they were normally okay doing to proliferate a set.
  7. Here we are again! I know some of you are thinking "We just got the game back after all these years and you're still not happy with Trick Arrow?" To that I say, of course I'm happy with it! I love it! I used to get on Titan Icon all the time in the last 6 years and be so sad that I couldn't hear that familiar sound effect of firing off each arrow! I worked really hard for several years while the game was live to try and push for a few updates to this, my favorite powerset. It was only in those final 8 months that I finally had had a few conversations with Arbiter Hawk and Synapse about what could be done for the set. Even as the game was approaching sunset, I received a couple of messages from other players who had spoken to the devs privately and said that they agreed the set was in need of an overhaul, though the earliest anything could be done was Issue 25. For those years the game was gone, if I ever thought about what could have been, I was grateful for knowing that, at least. So, as I said, here we are again! I love Trick Arrow, but I would also love for it to get the little bit of help it needs to be a better support set. First and foremost, I would never want to change what people love about this set. None of these suggestions would change the set in such a way that people would no longer be able to enjoy the set as it was before. Second, I understand that this would definitely need testing and some suggestions might be too good, but I feel these definitely move Trick Arrows up the ladder of support sets. It might still be near the bottom, but should be closer in to performance to the other sets this way. Entangling Arrow Increase Endurance Cost to 7.8 (9.75 for MMs) Reduce Accuracy to 1.0 Increase Slow to -62.5% (-50% for MMs and Corruptors) Increase Recharge Slow to -62.5% (-50% for MMs and Corruptors) I've said this before, but the penalty placed on Trick Arrow's -Recharge effects is a relic of the early Issues of the game. To say Trick Arrow could cause too much -Recharge with its one AoE and two ST debuffs is crazy in a game with powersets like Cold Domination and Time Manipulation who can stack -Recharge to higher amount and then layer it with buffs that Trick Arrow has no access to. Flash Arrow Flash Arrow isn't super great as a debuff, but it functions as well, and actually slightly better, than similar powers. I wouldn't want to change this power from the way it is, as there are people that enjoy it as it is, and I also wouldn't want it to be unfairly better than similar powers just because. Glue Arrow Reduce Slow to -62.5% (-50% for MMs and Corruptors) Increase Recharge Slow to -62.5% (-50% for MMs and Corruptors) Trick Arrow as a set has an abundance of -Speed, having two powers that put enemies at the -Speed cap. Lowering the -Speed of Glue Arrow, while increasing it's -Recharge moves the set a little bit away from being control-heavy and closer to being more debuff-heavy, as it should be as a support set. I feel like Glue Arrow could do more, but I don't want to push it with new effects, and I also don't know what to add that wouldn't be a control and I don't want to add more controls. Also, if any additional effects were added, I would say the Endurance Cost would need to be bumped up to between 13 and 14.56. Ice Arrow Increase Slow to -25% (-20% for MMs and Corruptors) Increase Recharge Slow to -25% (-20% for MMs and Corruptors) The idea here is just that Ice Arrow's debuffs should perform at least as well as other Ice powers in the game. Poison Gas Arrow PGA really has become a great power since the buff it received in Issue 22. I would only say that this is a great place to add an additional debuff effect of some kind. Possibly -150% Regen or a ticking Endurance Drain Acid Arrow Increase Resistance Debuff to -25% (-18.75% for Controllers, MMs and Corruptors) Increase Radius to 15 ft Increase Recharge to 30 seconds Increase Endurance Cost to 10.4 Part of the original benefit to choosing Trick Arrow was that it was a more offensive set, and that was most clear through it's ability to stack two -Resistance powers to achieve more -Resistance more often than other sets. And that was mostly the case until the introduction of the Villain ATs and the sharing of "pseudopets" without adjusting them to be correct values for those ATs. Now, I don't want to get any powersets nerfed, so I feel the simpler way to restore this benefit back to Trick Arrows is to slightly buff the -Resistance put out by it's two resistance debuffing powers. Acid Arrow is also a bit of a weird power compared to similar powers in other sets. It's pretty much overshadowed by Acid Mortar, and the next closest powers are the AoE debuffs in Poison, but it lacks the benefits those powers have (stronger debuff on main target, main debuff and splash effect can self stack, faster recharge) while having similar limitations (8 foot radius). Increasing the radius, along with the recharge and end cost, would give Acid Arrow a benefit over those similar powers, while also leaving them their own benefits over Acid Arrow. Disruption Arrow Increase Resistance Debuff to -25% (-18.75% for Controllers, MMs and Corruptors) Increase MaxTargets to 16 Add ToHit Debuff of -12.5% (-10% for Controllers and Corruptors, -7.5% for MMs) Like Acid Arrow, increasing it's -Resistance debuff improves the set's effectiveness, while also restoring a benefit to the set that's been missing from the other ATs' versions. Regarding it's MaxTarget limit, only 3 Defender AoE debuffs are limited to 10: Fulcrum Shift, Heat Loss and Disruption Arrow. One of these does not belong. Disruption Arrow, even buffed, is not in the same league as these other powers and should not be limited to only 10 enemies. In addition to fixing those inconsistencies, I also feel this power is a good place to add a -ToHit effect to. Trick Arrows as a set needs more defensive debuffs, namely -ToHit, and Flash Arrow's debuff alone can't cut it. Adding -ToHit to Disruption Arrow not only fills that hole in a bit, it also: A) Gives incentive to take Flash Arrow in order to stack both effects B) Fits thematically with the Trick Arrows set, which works best when multiple arrows are used at once C) Fits along the lines of Liquefy and Earthquake, which also reduce ToHit through vibrations D) Offers invention set options to a power which currently can't really be slotted for much Oil Slick Arrow Oil Slick Arrow is amazing power and the only suggestion I have is to allow it to be affected by Range slotting. I didn't even realize it couldn't accept Range enhancements until very recently. EMP Arrow Similar to Oil Slick Arrow, EMP Arrow is practically perfect in every way. I wish it could also be slottable for Range. I think this is leftover from when it was originally copied from EM Pulse in Radiation Emission, as all other Ranged AoE Holds seem to be able to slot for Range.
  8. AFAIK it hasn't changed from the old game. Night Widows' Smoke Grenade (and Tarantula Mistress' Mental Scramble) has always been annoying because of it's -Perception. I can't check in-game myself right now (God, I miss City of Data), but I believe it only lasts about a minute, though that can seem like forever. Unless you have access to specific powers that grant +Perception, all you can really do it wait it out or pop a yellow inspiration.
  9. It's not a bug; it was added in SCoRE's Issue 25. The toggle will stay on and continue to debuff nearby enemies until your target despawns.
  10. ED was a shock at first, but ultimately was necessary for the game to really go anywhere. The game was a year and a half in to it's life and players had already peaked. The only real option for character growth pre-ED was just enhancements that were stronger than Hami-Os, which would mean another raid that was tougher than Hamidon, which you'd probably need Hami-Os to do. Then once we all had those, they'd just start the process all over again, and then again, and then again. Instead, we got ED, which at the time sucked, sure. It was on the heels of the Global Defense Reduction from the previous issue, too, which certainly didn't help. BUT... this combination made players step back and see the value of other enhancements. And when Inventions came around, we were able to see the value in things like Global Recharge bonuses or the Defense and Resistance bonuses, which pre-ED/pre-GDR, we would have been like "3% Defense!? Useless!"
  11. I don't think the SCORE guys would've gone back and manually changed these all back from the I24 version they started with. The other original difference between the crafted IOs and the paragon market IOs was that the market ones were already attuned and were account bound. If I had to guess, I'd say that's the main difference between the two now, and they're probably both still PPM.
  12. "Also, as an added bonus, simply purchasing it gives your pets a 2% chance to critically hit per stack of Pack Mentality." From the Intrepid Informer when Beast Mastery was released.
  13. Doesn't appear to have been a change made during the game's original lifetime. City of Data shows the Defense debuff as not stackable in Issue 24 still, so if you activate a second Rage before the original one ends, it should reset the 120 second delay on the debuff. If it doesn't work like this on Homecoming, I'd say it's likely a SCoRE change.
  14. I disagree with a few things and see this as mostly being confusing to anyone trying Support for the first time. First, I don't like the way it's tiered. While I agree that Rad would be near the top and TA would be closer to the bottom, the other sets seem all kinds of out of place. Time and Dark should definitely be top tier with Rad and Kin. Storm I would probably consider right under those 4; it's incredibly potent, just too chaotic for some people. But the rest of the sets are pretty much on equal footing except TA and Poison, which are like Support Hard Mode. Second, the Targeting column is not really intuitive. What is the real difference between "Friendly" and "Mobs"? And why are sets like Time, that only have 1 power that targets an ally, considered "Ally Focused", but Poison, a set that has 3 powers that can only target allies, is considered "Friendly"? I think it would just be easier to just state the number of powers that require an ally to be activated, so 1/9 for Time or 3/9 for Poison. Third, for the Solo Rating, maybe the categories would be simpler to understand as "Solos Easily" or "Better with Allies", that way you aren't defining a set as un-solo-able, just suggesting that it's not the best choice if that is someone's playstyle.
  15. I don't believe any of the initial Origin contacts are, well, contacts anymore. Pretty sure Matthew Habashy is the only contact for levels 1-4 now. No, they still work, you can still walk up to them if you have the "right" origin and level range, and they'll still give you missions. They just aren't handed to you as initial contacts anymore. Good to know. Paragonwiki states they were disabled in Issue 21, so I guess SCORE reenabled them?
  16. I don't believe any of the initial Origin contacts are, well, contacts anymore. Pretty sure Matthew Habashy is the only contact for levels 1-4 now.
  17. Issue 13: Power And Responsibility • Merit Rewards • Day jobs • Multiple builds • Mac Version • New Powers Shield Defense for Tankers, Scrappers and Brutes Pain Domination for Corruptors and Masterminds • Leveling Pacts • Patron Power Respecs • Supergroup base repricing • Base Raiding is disabled • Infamous Issue 13 PvP Changes • Elusivity • Defensive toggle suppression when mezzed, rather than shutting off • 5th power added to Ancillary/Patron power pools • Invulnerability/Unyielding Self Defense debuff removed, Invincibility Defense buff lower to offset, debuff resistances added to passives • War Mace buffs • New Invention Set Types Recharge Intensive Pets Accurate Healing Accurate Defense Debuff Accurate To-Hit Debuff Universal Travel • Peacebringer buffs Dwarf form can be activated while mezzed Melee Damage mod increased from 0.75 to 0.85 Ranged Damage mod increased from 0.625 to 0.8 Dwarf Form Melee Damage mod increased from 0.85 to 1.0 Epic ATs now affect Cosmic Balance Cosmic Balance now affects Nova and Dwarf forms • Warshade buffs Dwarf form can be activated while mezzed Melee Damage mod increased from 0.75 to 0.85 Ranged Damage mod increased from 0.625 to 0.8 Dwarf Form Melee Damage mod increased from 0.85 to 1.0 Epic ATs now affect Dark Sustenance Dark Sustenance now affects Nova and Dwarf forms • Dark Melee buffs • First pass of Energy Aura buffs • Assault Rifle buffs • Melee range increased to 7 feet Issue 14: Architect • Mission Architect/Architect Entertainment • BUTTCAPES • PvP Invention Sets • +/- Recharge no longer affects Pet attack power Issue 15: Anniversary • New Task/Strike Forces Thus Spoke the Reichsman – Barracuda in Grandville Return of the Reichsman – Dr. Kahn in Founders’ Falls • Dominator Revamp Damage bonus removed from Domination Ranged damage mod increased from 0.65 to 0.95 Melee damage mod increased from 0.75 to 1.05 Assault sets rebalanced • Many AE badges removed • Hall of Fame and Dev’s Choice in Mission Architect • Arachnos Soldier animation buffs Issue 16: Power Spectrum • Revamped Character Creator • POWERSET CUSTOMIZATION! • Second round of POWERSET PROLIFERATION Blaster - Radiation Blast Controller - Cold Domination Defender - Traps, Assault Rifle Scrapper - Electric Melee, Electric Armor Tanker - Electric Armor, Electric Melee Brute – Claws Corruptor - Archery, Trick Arrow Dominator - Earth Assault Mastermind - Thermal Radiation Stalker - Broad Sword • Blaze Mastery Ancillary Power Pool added to Scrappers • Enhanced mission difficulty settings • Pets can zone! • Electric Armor/Conserve Power replaced with Energized for all ATs • Super Sidekicking • Many Badge requirements lowered • Minimum levels removed from Hazard and Trial Zones • Brawl endurance cost removed • Corruptor Trick Arrow endurance costs reduced (previously used the MM end costs) • Controller Kinetics/Fulcrum Shift now uses Controller Damage Buff Mods • Walk... • All references to ‘Talsorian’ in-game changed to ‘Vanguard’ • “Cape Mission” updated • New Powerset Dual Pistols for Blasters, Corruptors and Defenders (for those that preordered Going Rogue) Issue 17: Dark Mirror • New Powerset Demon Summoning for Masterminds (for those that preordered Going Rogue) • New Enemy Group Doppelgangers • ULTRA MODE • Positron Task Force split in two • Silver Mantis Strike Force no longer restricted to Supergroups • Animated Tails • Vigilance 2.0 Vigilance now grants a 30% (by level 20) damage buff to Defenders that scales down by 1/3 for each teammate to a minimum of 0%. • Epic ATs now unlocked by getting a character to level 20, rather than level 50 Issue 18: Shades of Gray • Launch of Going Rogue! • Alignment System • New Alignments Rogue Vigilante • New Powersets Kinetic Melee for Stalkers, Scrappers, Brutes and Tankers Electric Control for Dominators and Controllers • New Zones Fort Trident (only for Heroes) The Crucible (only for Villains) Nova Praetoria Underground Nova Praetoria Imperial City Underground Imperial City Neutropolis Precinct Five (Praetorian Tutorial) • New Enemy Groups Ghouls Praetorian Police Department Praetorian Clockwork The Resistance Seers Syndicate Destroyers • Auction houses merged for all sides • The Cathedral of Pain Trial relaunches, no longer tied to Base Raids or Items of Power • Archery/Trick Arrow powers sped up • Brute Fury Updated Upper end of Fury generation harder to achieve, lower end easier to maintain Higher rank enemies generate more Fury • Fiery Embrace now adds Fire damage to all attacks in PvE instead of a damage buff • Base flight speed of all flight powers increased by 50% • Pop Help! • Ancillary Powers for all! Villains and Heroes now both have access to the Ancillary Pools, and can choose to take the Patron Pools optionally • Martial Arts buffs • Stalker Offensive toggles suppress while Hidden • Oil Slick Arrow finally works 100% of the time • Combat Mode option for Auras Issue 19: Alpha Strike • INHERENT FITNESS • THE INCARNATE SYSTEM The Alpha Slot is now partially available Cardiac, Musculature, Nerve and Spiritual are the original 4 Alpha Slot trees • New Incarnate Task Forces Alpha Strike – Apex in the Rikti War Zone The Praetorian Offensive – Tin Mage Mark II in the Rikti War Zone • New Enemy Group Imperial Defense Force • Alternate animations for some powersets • Merged Monorail Lines, Ferries and Helicopters • Hospitals are now available in most zones, with someone selling Inspirations • Primal Earth characters can now get to Praetoria through Pocket D • New Auras Fireflies Snow • Calvin Scott’s Task Force is readded as a Flashback Arc • New Zone Events The Protest – Nova Praetoria Syndicate Takedown – Imperial City The Great Escape – Neutropolis • Praetorians now have Repeatable Missions • Third Build available Issue 19.5: Strike Pack • Weekly Strike Targets • The upper tiers of the Alpha Slot are now available • New Aura Wisp Issue 20: Incarnates • New Incarnate Slots Interface Judgement Lore Destiny • Black Helicopter available in all Villain zones • Team Up Teleporter • Leagues (up to 6 teams of 8 characters) • Incarnate Trials (accessed via Team Up Teleporter) Behavioral Adjustment Facility Trial Lambda Sector • New Task/Strike Forces The Sky is Falling – Admiral Sutter in Independence Port The Fire and the Flames – Mortimer Kal in Sharkhead Island Issue 20.5: Incarnates Ascend • New Incarnate Trial (accessed via Team Up Teleporter) Keyes Island • More Lore Pets added • New Merit Vendors to trade Astral and Empyrean Merits for new costume parts, emotes, super inspirations and IO recipes • Leagues can now be Open Leagues or Closed Leagues • Some ST buffs are now AoE to be easier for League use Cold Domination/Ice Shield and Glacial Shield Force Field/Deflection Shield and Insulation Shield Kinetics/Speed Boost and Increase Density (only the +Res is AoE, Mez Res/Prot is ST) Sonic Resonance/Sonic Barrier and Sonic Haven Thermal Radiation/Fire Shield and Plasma Shield • Null the Gull Allows players to select whether or not they are affected by the movement-affecting components of certain player powers (Speed Boost, Increase Density, Inertial Reduction, Enforced Morale and Accelerate Metabolism) Offers control options for Mystic Fortune Informs players which Praetorian AVs they need to defeat for Dimensional Warder Offers control options for Group Fly, Team Teleport, and similar powers • Cut-scene Skipping! • ToHit Penalty removed from Group Fly/Group Energy Fly • Mastermind Upgrade powers endurance cost halved • Mastermind Pets now gain Incarnate Shifts from Supremacy Issue 21: Convergence • Launch of City of Heroes Freedom Free accounts Subscription accounts now “VIP” and gain access to all Going Rogue content without having to buy the expansion • Introduction of the Paragon Market • Metric Analyzing Reward Throttle • VIP Server: Exalted • Revamped Tutorial Characters now begin as Neutral alignment in the ruins of a destroyed Galaxy City • Atlas Park/Mercy Island Makeover Tailors New Contacts New Music •New Trial Death from Below • Ongoing Training Missions Twinshot for Heroes Dr. Graves for Villains • Ancillary/Patron Pools levels adjusted • Travel Power Pool adjustments Tier 1-3 powers now available at level 4 Tier 4 powers available at level 14 Tier 5 power added • Other Power Pool adjustments Tier 1-2 powers available at level 4 Tier 4 powers available at level 14 • Improvements to Contacts Floating Icons Contact Finder • Veteran Rewards replaced with Paragon reward Program • Circle of Thorns revamped • New Incarnate Trial (accessed via Team Up Teleporter) The Underground Trial •New Powersets Time Manipulation for Defenders, Controllers, Corruptors and Masterminds Beam Rifle for Blasters, Corruptors and Defenders Street Justice for Scrappers, Tankers, Brutes and Stalkers Titan Weapons for Scrappers, Tankers and Brutes • Third round of POWERSET PROLIFERATION Blaster - Dark Blast, Darkness Manipulation Controller - Poison Defender - Thermal Radiation, Fire Blast Scrapper - War Mace, Battle Axe, Energy Aura Tanker - Super Reflexes, Martial Arts Brute - Katana, Broadsword, Regeneration Corruptor - Psychic Blast, Poison Dominator - None  Mastermind - Sonic Resonance Stalker - Ice Armor • Energy Aura revamped (now pretty AND strong) • Earth Control, Earth Assault and Plant Control now work on all flying creatures • Peacebringers and Warshades revamped • Cancelable Buffs • Poison revamped • New Zone First Ward • New Enemy Groups Apparitions Carnival of Light Carnival of Vengeance Carnival of War D.U.S.T. Talons of Vengeance The Awakened • Leveling Pacts are disabled • New Incarnate Abilities Alpha – Vigor Alpha – Agility Alpha – Intuition Alpha – Resilient Interface – Cognitive Interface – Degenerative Interface – Preemptive Interface – Spectral Judgement – Vorpal Destiny – Incandescence Issue 21.5: Media Blitz • New Incarnate Trials (accessed via Team Up Teleporter) The TPN Campus Trial Minds of Mayhem Trial Issue 22: Death Incarnate • Dark Astoria Zone revamp Now a co-op Incarnate zone • New Trial Drowning in Blood Trial • Adamastor moved out of Dark Astoria, summoned with crafted recipe • New Incarnate Trial (accessed via Team Up Teleporter) Dilemma Diabolique • Incarnate Solo content in Dark Astoria • New Powersets Darkness Control for Controllers and Dominators Darkness Affinity for Controllers Dark Assault for Dominators Beast Mastery for Masterminds Staff Fighting for Tankers, Scrappers, Brutes and Stalkers • Stalker revamp • Gravity Control revamp • Trick Arrow/Poison Gas Arrow revamp • Enhancement Converters Issue 23: Where Shadows Lie • New Zone Night Ward • New Enemy Groups Animus Arcana Black Knights The Drudges Spirit Stalkers • New Incarnate Slot Hybrid • New Incarnate Trial Magisterium Incarnate Trial • New Powerset Water Blast for Blasters, Corruptors and Defenders Nature Affinity for Defenders, Corruptors, Controllers and Masterminds • “Absorb” Mechanic • The Inter-Dimensional Tunnel System • Summer Blockbuster Event adds –KB IO Issue 24: Resurgence (FIX EVERYTHING) • Epic/Patron/Pool Power Customization • New Powersets Martial Assault for Dominators Martial Combat for Blasters • New Zone Events Prison Break in Brickstown Family Raid in St. Martial Shining Star Showdown in Kings Row • Power Pools Revamped Many powers buffed/changed 5th power added to every pool • Ranged Set “Nukes” Rebalanced Recharge reduced Total End Drain removed Damage scale reduced • Epic AT “Nukes” updated as well • “Sniper” powers activate instantly when at 22% ToHit buff • All “tier 3” blasts with shorter ranges increased to 80 ft • Sustain for Blasters All Blaster secondaries changed to have a “sustain” power • Defender/Corruptor “pseudopets” updated to better reflect AT mods for damage and debuffs • Corruptor “nukes” normalized Scourge damage to 50% • Dual Pistols buffs Animations shortened Tier 1 attack now has Ammo effect • Spines buffs Barb Swipe animation shorted, damage increased, recharge increased and endurance cost increased Lunge damage increased, recharge increased and endurance cost increased • Origin powers significantly stronger, scales down till level 15 • More Lore Slot options • Existing Lore Pets reviewed and rebalanced • Intangible Duration removed from Alpha Slot abilities • Invention Set Bonus Adjustments XP Debt Redux bonuses all replaced Mez Resistance bonuses replaced with combination of Global Mez resistance and Damage Resistance Damage Resistance set bonuses increased New set bonus: Endurance Discount • Procs changed from % Chance to Procs Per Minute • New Enemy Groups The New Praetorians Unified People’s Army • Kings Row neighborhoods updated to align better with leveling Likely planned for Live release during/after Issue 24: • New Powersets Bio Armor for Brutes, Tankers, Scrappers and Stalkers Sorcery Power Pool Psionic Melee for Brutes, Tankers, Scrappers and Stalkers Savage Melee for Brutes, Tankers, Scrappers and Stalkers Radiation Melee for Brutes, Tankers, Scrappers and Stalkers Radiation Armor for Brutes, Tankers, Scrappers and Stalkers Wind Control for Controllers and Dominators Experimentation Power Pool Force of Will Power Pool Gadgetry Power Pool Utility Power Pool • New Zone Kallisti Wharf
  18. Issue 0: Launch! • Launch April 28, 2004 • Gravity Control/Fold Space is replaced by the new Singularity pet. Issue 1: Through the Looking Glass • Level Cap raised to 50 • New Zones Peregrine Island Rikti Crash Site • New Enemy Groups Malta Carnival of Shadows Praetorians • New Trial Abandoned Sewer Trial • Tailor Icon store added Issue 2: A Shadow of the Past • Capes • Auras • Badges! • Respecs • New Zones The Hollows Tunnels of the Trolls Firebase Zulu Cascade Archipelago The Chantry Storm Palace • New Task Forces Explorers and Exploiters – Dr. Quaterfield in Firebase Zulu The Legend of Ruladak – Sara Moore in Cascade Archipelago The Saga of Faathim – Justin Augustine in The Chantry The Saga of Lanaru – Faathim the King in The Chantry • New Enemy Groups Igneous Rularuu • New Trials Terror Volta (Respec Trial) Prisoners of Eden Transcendent Gateway • Exemplaring • The Purple Triangles of Doom! (AV Mez resistance) Issue 3: A Council of War • Official launch in EU • Kheldians! • Ancillary/Epic Power Pools • Zone Events Lusca the Giant Octopus in Independence Port Paladin Construction in Kings Row The Ghost Ship in Independence Port & Talos Island • New Enemy Group The Council is introduced replacing the 5th Column • New Zone Striga Island • New Task Forces The Kheldian War – Moonfire in Striga Isle The MegaMech Cometh – Ernesto Hess in Striga Isle • Notoriety/Mission Difficulty • THE PURPLE PATCH! (GMs always purple) • Fear – Afraid replaced by Terrorized • PunchVoke for Tankers • Toxic Damage • Armor toggles are no longer mutally exclusive • Global Chat • Calvin Scott Task Force Issue 4: Colosseum • PVP • Arenas • Bastion renamed to Citadel • Sister Psyche returned to her own body, Aurora Borealis becomes new trainer in Independence Port (Malaise becomes evil again) • Calvin Scott Task Force removed • Supergroup Coalitions & Coalition Chat Issue 5: Forest of Dread • New Zone Croatoa • New Enemy Groups The Cabal Fir Bolg Red Caps Tuatha de Dannan • New Giant Monsters Jack in Irons Sally Eochai (previously was in the 2004 Halloween Event) • New Powersets Archery for Blasters and Defenders Trick Arrow for Defenders and Controllers Sonic Attack for Blasters and Defenders Sonic Resonance for Defenders and Controllers Electric Mastery (Epic/Ancillary) for Blasters • New Zone Events Hellion Arson – Steel Canyon Troll Rave – Skyway City •New Task Force A Tangled Plot – Katie Hannon in Croatoa • Debt reduced inside mission maps and no debt is earned until level 10 • Cone Enhancements Removed • Blaster’s Defiance 1.0 (As health falls, damage increases) • Controller’s Containment added for more Controller damage, most Controller AoE controls increased in recharge time and reduced in duration • Scrapper’s Critical Hit and Tanker’s Gauntlet given names (but existed before this issue) • Max Targets added to powers that affect foes • Stacking of pets removed, increased duration of most Controller pets, powers that summon multiple pets now always summon 3 • Scrapper damage increased • Regeneration/Instant Healing now a Click Power • GLOBAL DEFENSE DECREASE • Resistance/Orange Inspirations • Defender’s Vigilance 1.0 • Sonic Attack and Sonic Resonance GFX toned down Issue 6: Along Came a Spider • Launch of City of Villains! • ENHANCEMENT DIVERSIFICATION https://paragonwiki.com/wiki/Enhancement_Diversification • PvP Zones Bloody Bay Siren’s Call Warburg • Gladiator PvP • Supergroup Bases! • Base Raid PvP • Aggro Cap (17 enemies on one character) • Recovery & Endurance Drain enhancements merged in to Endurance Modification enhancements • Forcefields/Repulsion Bomb changed to target Foes • Origin Powers (only last till level 10) Taser Dart Mutagen Apprentice Charm Throwing Knives Tranq Dart • Vengeance no longer stackable (or so they thought) • ToHit Debuff enhancements moved to Schedule B • Debt Cap reduced Issue 7: Destiny Manifest • Villain Level Cap raised to 50 • New Zone Grandville • New Strike Force The Future of Freedom – Lord Recluse in Grandville • New PvP Zone Recluse’s Victory • New Powersets Thugs for Masterminds Electric Melee for Brutes Electric Armor for Brutes Dark Melee for Stalkers Dark Armor for Stalkers • Patron Power Pools • Mayhem Missions • PvE accuracy formula modified to better accommodate Defense • OHKO Protection • Origin Powers made permanent • Psuedopet powers now affected by buffs on the caster • Stealth Suppression • First pass of Claws improvements • First pass of Trick Arrow improvements • Archery animations shortened and endurance cost reduced • PvP toggle Drop effects reduced • AVs/Heroes/GMs significantly buffed • Defender Slow Modifier raised to 1.25 • Mastermind Bodyguard mode • First pass of Dominator improvements Domination recharges faster Melee Damage modifier increased Domination now offers protection from Mez and can be used while Held/Slept/Stunned • AVs/Heroes/GMs Regen reduced from previous buff • Costume creator cleaned up, organized and textures improved • Female pronouns added to badges • Mission Dropping every 7 days • Cathedral of Pain Trial is launched, but not for long Issue 8: To Protect And Serve • Veteran Rewards (including WINGS) • Faultline revamped and made a City Zone with 15-25 level range • Police Band Missions for Heroes • Safeguard Missions for Heroes • “Dark” element powers updated visually for Villains • Second pass of Dominator improvements Domination will build faster on teams Base Domination gain increased to 3 points per attack (up from 2 points) • Fire Imps will always be -1 to Caster • Controller Ancillary attacks reduced in Damage Scale • Base Rent Overhaul • Animation rooting changes for Clicks and Toggles • Taunt animation normalization • Targeting Drone will buff damage for Assault Rifle/Sniper Rifle? Issue 9: Breakthrough • THE INVENTION SYSTEM Crafting/Recipes Invention Origin Enhancements MORE WINGS • New Task Force Statesman’s Task Force – Statesman in Independence Port • New Zone The Abyss (Villains) Monster Island (Villains) • Hamidon for Villains! • Hamidon Encounter Revamped • Auction House • Castle added as a Trainer on Peregrine Island Issue 10: Invasion! • Rikti Crash Site revamped in to Rikti War Zone, a Co-Op zone • New Zone Events Rikti Invasion – All Zones Mothership Raid – Rikti War Zone • New Task/Strike Force The Lady Grey Task/Strike Force – Lady Grey in the Rikti War Zone Completing this Task/Strike Force will trigger a Rikti Invasion in a random City Zone • Vanguard Merits Earned in Rikti War Zone content • Rikti Villain Group Revamped (much less naked) • Kheldian inherent now benefits from Villain teammates • Camera shake added to Super Strength powers • New GFX for Sonic Resonance (ORANGE) • Server Transfers Issue 11: A Stitch in Time • THE FLASHBACK SYSTEM • New Zone Ouroboros • New Powersets Dual Blades for Brutes, Scrappers, Stalkers and Tankers Willpower for Brutes, Scrappers, Stalkers and Tankers • Weapon Powerset Customization • Very Rare (PURPLE) Invention Enhancements • New Invention Set Types Taunt Knockback Endurance Mod ToHit Buff ToHit Debuff Defense Debuff • Respec Recipes • Supergroup Member limit doubled to 150 • Blaster Primary Tier 1 & 2 powers standardized to 1 second and 1.67 second activation times, respectively (carried over to other ATs if it was a buff to animation time) • Stalker Hide endurance cost removed • Defiance 2.0 Old Defiance replaced Blasters can now use tier 1 & 2 blast powers can be used while Helt/Slept/Stunned Every Blaster power used grants a damage buff • Blaster Ranged Damage Modifier increased from 1 to 1.125 • Combat Attribute Window and Attribute Monitoring • XP increased across nearly all levels • Debt lowered by 20% • Mission Dropping every 3 days (down from 7) • Regeneration/Moment of Glory Heal crash and Heal resistance removed, recharge reduced to 4 minutes, but only 15 second duration • Forcefields/Repulsion Bomb increased to a Scale 1 damage attack, knockback changed to Knockdown • Super Strength/Rage crashed changed to Self -Damage • Super Reflexes Res(DefDebuff) made enhanceable • Ice Melee/Frozen Aura now does damage Issue 12: The Midnight Hour • New Zones Midnighter Club Cimerora • New Task Force Time’s Arrow – Imperious in Cimerora • Soldiers of Arachnos! (VEATS) • The Hollows Revamp • First round of POWERSET PROLIFERATION Blaster - Psychic Blast, Mental Manipulation Controller - Plant Control, Thermal Radiation Defender - Cold Domination, Ice Blast Scrapper - Fiery Melee, Fiery Aura Tanker - Dark Armor, Dark Melee Brute - Battle Axe, War Mace, Super Reflexes Corruptor - Electrical Blast, Storm Summoning Dominator - Earth Control, Electricity Assault Mastermind - Storm Summoning Stalker - Electric Melee, Electric Armor • Purchasable Character Slots • Character selection screen reorganization • Player notes/rating • Detailed power information/Real numbers display • Info linking in chat • Leveling up refills health and endurance and applies Inspiration buffs • New, deformable Power Trays • Devices/Auto Turret is now Gun Drone, and can follow you and fly • Float text added for many effects • Unlockable weapons added for weapon sets • Abandoned Sewer Trial revamped • Flight/Hover animation updated, and now resists -Fly • First pass of Stalker improvements Stalker Melee Damage modifier increased from 0.9 to 1.0 Stalker HP modifier increased from 0.95 to 1.125 Stalker attacks have a 10% + 3% chance per teammate within 30’ chance to critical Missing with AS won’t suppress Hide Hide suppression reduced from 10 seconds to 8 seconds AS now causes Demoralize, an AoE ToHit Debuff and Chance to Fear • Corruptor Traps and Storm Summoning endurance costs reduced (previously used the MM end costs) • Martial Arts animation times reduced • Ninjas/Genin Archery powers replaced with Shurikens • Second pass of Claws improvements Animation deadtimes removed, the set is rebalanced around animation times
  19. There are lots of new and returning players who weren't around with the game all the way till sunset, and many of them have questions about when things happened and whether things are SCORE additions or were added after they stopped playing. So I thought I'd make a (not so) short list of all the big features and changes that came with each issue. I know I probably missed a lot (like Paragon Market items that aren't given patch notes), so please feel free to let me know if something is missing and you think it's significant enough to add a bullet point for.
  20. How does that work with corruptors / masterminds going FF? Are their FF only 58% as good as defenders? No, this was specifically relating to damage. All the Archetypes have damage modifiers for ranged and melee damage; for Blasters, their modifier for Ranged damage is 1.125, while Defender's is 0.65. At level 50, this translates to an attack with a damage scale of 1, with no buffs or enhancements, doing 62.56 damage for Blasters and 36.15 for Defenders. Like Adeon said, Mastermind and Corruptor (and Controller) Defense Buffs (so the two shields and Dispersion Bubble) function at 75% of Defender Defense Buffs.
  21. The Vigilance damage buff also scales with level and doesn't reach it's 30%-while-solo value until level 20. It scales down by about 1/3 per teammate; once you have 3 teammates, it's gone.
  22. Just wanted to say that this is no longer the case; Issue 24 added AT-scaled psuedopets for every blast power that used them.
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