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  • Developer
Posted

Issue 26, Page 4 (Release Candidate 1)

This is a Release Candidate. This means that this patch contains files as they would go to the Live servers; because of this, several Pineapple features like all the Merit recipes being free and a bunch of badges being awarded at character creation are disabled. Those features will come back once the Release Candidate set of patches is done and we go back to regular Experimental or Beta patches. Commands such as levelupxp, influence and boostset should still be available.

 

The Pineapple database has been reset. Use the Beta Account Center to copy characters from the Live servers into Pineapple.

 

Safe Mode

This patch includes a new version of Safe Mode that is based on the 32-Bit client but with a different launch configuration. If you are unable to launch the 32-Bit client normally, try this version of Safe Mode and report the results in the relevant thread.

 

Tanker & Brute Changes

Scaling & Stats

  • Tanker:
    • Ranged damage modifier increased from 0.5 to 0.8, Melee damage modifier increased from 0.8 to 0.95,
      • Bruise has been removed in favour of a flat damage scale increase.
    • Buff modifiers increased to match Controller values.
    • Damage buff cap increased from 400% to 500%.
  • Brute:
    • Ranged and Melee damage modifiers are now equal at 0.75.
    • Damage buff cap lowered from 775% to 700%.
  • All Brute and Tanker Epic pools now use ranged damage modifiers.
    • Note that due to the above changes, Epic Pools should see no damage change at all.

 

AoEs

  • Most Tanker Melee AoE powers have had their target caps increased. 
    • Most cones now have a 10 target cap. 
    • Most PBAoEs now have a 16 target cap.
  • Tanker now gets an inherent buff to the radius of AoE attacks and arc of cones.
    • +50% for AoEs.
    • +100% for cones.
    •  Some powers are unaffected by this buff. This is noted on the power description.

 

Brute Fury Generation

  • Hitting AVs no longer gives bonus Fury, but Fury generation for attacking has been increased in a variety of ways:
  • Brute Fury generation now takes into account the cast time of the attack for successful hits.
    • Any attack slower than brawl will now generate bonus Fury if it lands a hit.
  • Brutes now get bonus fury generation in teams - the larger the team, the larger the bonus.
  • Fury now takes 10 seconds without attacking to start its accelerated decay, instead of 5 seconds.
  • The goal of these changes is to improve Fury generation in teams when the Brute is not the only brute, or is in the company of another tanking AT.


Gauntlet & PunchVoke

  • Gauntlet is now applied via a global proc.
    • Any single target power that takes accuracy enhancements will trigger an AoE taunt.
    • Every AoE power that takes accuracy enhancements will taunt the enemies it hit.
    • Radius is now the same for all attacks (10ft, 5 targets max)
    • Taunt scale is now 10% higher than the Brute's.
  • Brute PunchVoke is now also applied via a global proc.
    • Any power that either inflicts damage or takes accuracy enhancements will trigger PunchVoke.

 
Power Acquisition Levels

To improve Tanker AoE capability during level up progression, the following powers had their acquisition levels changed:

  • Battle Axe > Whirling Axe = 20, Swoop = 28
  • Martial Arts > Dragon Tail = 20, Focus Chi = 28, Crippling Axe Kick = 35
  • Stone Melee> Tremor = 28, Hurl Boulder = 35 
  • War Mace > Whirling Mace = 20, Clobber = 28


Taunt Auras

  • The following Taunt Auras now have a built-in scale 1 Taunt (approximately 13.6s at level 50), as the global Gauntlet / PunchVoke proc doesn't apply to them: 
    • Invincibility, Against All Odds, Rise to the Challenge (Brute and Tank only).
  • Brute and Tanker Ice Armor powers no longer have built-in Taunt, they are now instead covered by the inherent global proc.

 

Other Changes

  • The following tanker and brute powers should now accept regular Taunt Enhancements:
    • Oppressive Gloom, Cloak of Fear, Burn (note that burn patches don't taunt, only the up-front damage does.)
  • Spines: Spine Burst> No longer ignores Radius buffs.
  • Spines: Quills > Now ignore Radius buffs.
  • Burn for Brute and Tankers should also accept Taunt Sets (note that any proc on burn will not pass through to the patch.)
  • Brute > Martial Arts > Taunt / Crane Kick: Fixed incorrect power order.

 

Pets & Henchmen Updates

  • Mastermind pets which have been commanded to Stay or to Go To a location will hold that position and will not chase after targets or move closer to use powers that are out of range. Be aware this also means they will not move out of damage patches on their own.
  • Mastermind pets in Follow mode will now always stay within a 100' radius of their owner, regardless if they are in Defensive or Aggressive stance. Pets that are primarily ranged attackers will try to stay in the Supremacy radius.
  • The pet AI now ignores the aggro cap. This should prevent pets from standing around twiddling their thumbs in Incarnate Trials and other situations where many pets are attacking the same target.
  • Pets now give a strong preference to selecting targets that are within 50' of the pet's owner. This helps melee-oriented Mastermind pets stay in Supremacy range more often, while still allowing them to move and effectively engage targets outside the range.
  • A number of pets have been classified as "Ranged Only" pets. The AI for these pets will no longer change position in order to use melee powers such as Brawl. They still possess these powers and will use them opportunistically if a target is in range, but will not move in order to do so.
  • The pets that no longer move in to use melee attacks are:
    • Mercenaries > Soldiers
    • Mercenaries > Medic
    • Mercenaries > Spec Ops
    • Mercenaries > Commando
    • Necromancy > Lich
    • Robotics > Battle Drones
    • Robotics > Protector Bots
    • Robotics > Assault Bot
    • Thugs > Thugs
    • Thugs > Arsonist
    • Thugs > Enforcers

 

Powers

Combat Log

  • Combat log output has been standardized. Many powers used to report the wrong damage type and effects in the combat log, this process has fixed that, in addition to making the combat log a lot easier to parse.

 

Phantom Army

  • Added new customisation options for Phantom Army
    • Mirror (copy of current character costume)
    • Phantom Mirror (copy of current character costume with Phantom Army VFX)


Other

  • Pool > Teleportation > Long Range Teleport: This power now grants a popup tray power that allows a second chance at teleporting should you fail to teleport the first time. The Second Chance power will remain for 2 minutes or until you zone.
  • Lowered Weaken Resolve's -res debuff from scale -1.5 to scale -1.0.

 

PvP Powers Changes

  • Global Damage Procs like Hybrid Double Hit, Plant Manipulation's Toxins and  Bio Armor's Offensive Adaptation should now use PvP damage formula in PvP instead of the PvE damage formula.
  • Misc power changes:
  Reveal hidden contents
  • Mez Duration and Suppression rules have been enforced for the following enhancements:
  Reveal hidden contents
  • Mez Duration and Suppression rules have been enforced for the following powers:
  Reveal hidden contents
  • Mez Duration and Suppression rules have been enforced for the following player pet powers:
  Reveal hidden contents
  • Knockback Suppression rules have been enforced for the following powers:
  Reveal hidden contents
  • Knockback Suppression rules have been enforced for the following enhancements:
  Reveal hidden contents

 

Bases

  • Renamed "Bathroom" tab to "Bath & Kitchen"
  • Added 38 new base items created by @Naomi:
  Reveal hidden contents

 

User Interface

  • Switch to a different method of hooking the Print Screen key. This should fix the issues with using modifier keys in conjunction with it, as well as allow it to pass through to the OS so the traditional "copy to clipboard" functionality works again.
  • Resynchronize modifier key state in certain edge cases (mostly involving the numeric keypad) to try and resolve issues of the shift key rarely getting stuck.

 

Bug Fixes

  • Fix the team window showing "On mission map" when a teammate is in their Supergroup Base and vice versa.
  • Prevent immediate crash when passing a -patchdir parameter to a nonexistent directory. This seems to be happening on certain Macs.
  • Fixes for many Mapserver crashes unearthed by the new crash handler
  • Various fixes and stability improvements to the client
    • This should allow some users that were previously stuck on the Safe Mode client to now use the new client
  • Fixed a bug that allowed players to inadvertently delete the geometry of entire zones

 

Powers Fixes

  • Archery > Ranged Shot Fixed a bug where would not animate in the character customization screen.
  • Blaster Ranged > Electric Blast > Corrected an FXGEO feedback error with this power's FX.
  • Blaster Support > Atomic Manipulation > Beta Decay: Text should no longer state it taunts enemies.
  • Blaster Support > Atomic Manipulation > Electron Shackles: Should no longer accept Endurance Modification enhancements or sets.
  • Blaster Support > Psoinic Manipulation > Drain Psych: -Regeneration effect should no longer be enhanceable.
  • Dark Control > Umbra Beast: Should now accept Fear Enhancement and Sets.
  • Devices > Targeting Drone: The power description for Targeting Drone has been fixed.
  • Dominator > Fire Control > Fire Imps: Should now always summon 3 imps.
  • Dominator > Psionic Assault > Drain Psych: -Regeneration effect should no longer be enhanceable.
  • Dominator > Savage Assault > Call hawk & Feral Charge: Should no longer accept Dominator Archetype Enhancement sets.
  • Pool > Force of Will > Mighty Leap > Takeoff effect can now be cancelled.
  • Pool > Force of Will > Weaken Resolve: Fixed typos. Now accepts Accurate ToHit Debuff enhancements.
  • Gravity Control > Singularity should now apply and take advantage of the Impact mechanic.
  • Ice Melee > Frozen Fists (Brute/Stalker/Scrapper) Power Description should no longer say it adds -res.
  • Incarnate > Hybrid : Should no longer fail to shut down after zoning.
  • Martial Arts > Crippling Axe Kick: now accepts defense debuff enhancements and sets.
  • Poison Weaken and Cold Domination -Special powers should no longer be boosted by +Special powers like Power Boost. As a rule, Str effects should not be affected by other Str effects.
  • Pool > Concealment > Stealth and Invisibility: translucency issues should now, FINALLY be fixed.
  • Pool > Leaping > Spring Attack: should now do damage when used by Sentinels
  • Proton Volley's Fast-Snipe sphere FX should now tint properly.
  • Radiation Armor > Beta Decay: Taunt magnitude should now always be Mag 4
  • Radiation Melee > Contamination AoE should now reliably trigger when hitting a contaminated target.
  • Sentinel > Bio Armor > Athletic Regulation: Should no longer accept travel enhancement sets.
  • Sentinel > Energy Aura > Power Armor:  Should now accept Healing Enhancement Sets
  • Sentinel > Fire Blast > Blazing Blast: Should now do 13 ticks of damage over time.
  • Temporary Powers > Ethereal Shift should shut down automatically as other Phase Shift powers.
  • Boosts > Performance Shifter > Chance for +Endurance: Should now have a chance to grant the caster Endurance if used on an offensive attack.
  • Arachnos Soldiers > Summoned Spiders should no longer play a teleport fx every 10 seconds.
  • AE Critter > Sonic Resonance > Liquefy: This power had a range of zero. It has been changed to 60ft.
  • AE Critter > Pain Domination > Soothing Aura: This power is now an Auto, as most AE versions of Toggle powers.
  • AE Critter > Force Fields > Personal Force Fields now lasts 30 seconds instead of 0.75 seconds.
  • AE Critter > Assault Rifle > Ignite: Should now properly do damage.
  • Like 3
  • Thanks 1
Posted

Curious in the list of powers that have had their mez duration fixed in pvp, there doesn't seem to be mention of corruptor > beam rifle > lancer shot? Though we've had a few games on the test server with beam corruptors and am 98% sure it is actually fixed.

Posted

While it is nice that MM pet AI got fixed it would be cool if the Phantasm AI got something similar so that he no longer runs in for a hug after blasting mobs with a ranged attack. At least, I assume that's what he is doing since he doesn't even HAVE any melee attacks.

  • Lead Game Master
Posted
  On 1/15/2020 at 1:21 PM, quixoteprog said:

While it is nice that MM pet AI got fixed it would be cool if the Phantasm AI got something similar so that he no longer runs in for a hug after blasting mobs with a ranged attack. At least, I assume that's what he is doing since he doesn't even HAVE any melee attacks.

Expand  

You might like this post from our Pets & Henchmen feedback thread:

 

  • Like 3

Interested in supporting Homecoming? Consider applying to become a Game Master!

Posted
  On 1/14/2020 at 7:49 PM, The Curator said:

Bug Fixes

  • Fix the team window showing "On mission map" when a teammate is in their Supergroup Base and vice versa.
Expand  

The mastermind pet improvements are what I'm looking forward to the most, but I wanted to make special note of this fix. It's representative of how dedicated the Homecoming team is to making the game as perfect as possible, and conveys a "no problem too small" attitude. Much love to the team!

  • Like 6
Posted
  On 1/14/2020 at 7:49 PM, The Curator said:

The pets that no longer move in to use melee attacks are:

  • Mercenaries > Soldiers
  • Mercenaries > Medic
  • Mercenaries > Spec Ops
  • Mercenaries > Commando
  • Necromancy > Lich
  • Robotics > Battle Drones
  • Robotics > Protector Bots
  • Robotics > Assault Bot
  • Thugs > Thugs
  • Thugs > Arsonist
  • Thugs > Enforcers
Expand  

Perhaps Necromancy > Soul Extraction's Ghost should have this as well? At least according to Paragon Wiki, it doesn't seem to have any melee attacks attached to it.

Posted

Looking forward to this going live.  My Robotics MM thanks all of you (and the players that are testing this) for this change.  I will actually want to play that character again after this.

Posted
  On 1/14/2020 at 7:49 PM, The Curator said:

Fixed a bug that allowed players to inadvertently delete the geometry of entire zones

Expand  

That was a bug?  I thought it meant I had unlocked a "Super Mega Incarnate" power.  Darn. 😞

  • Like 1

@Rathstar

Energy/Energy Blaster (50+3) on Everlasting

Energy/Temporal Blaster (50+3) on Excelsior

Energy/Willpower Sentinel (50+3) on Indomitable

Energy/Energy Sentinel (50+1) on Torchbearer

  • City Council
Posted
  On 1/15/2020 at 2:25 PM, Blackfeather said:

Perhaps Necromancy > Soul Extraction's Ghost should have this as well? At least according to Paragon Wiki, it doesn't seem to have any melee attacks attached to it.

Expand  

I believe Soul Extraction is classed as a normal pet rather than a Henchmen (ie: controllable persistent MM pet), so it'll be covered in the pass that also deals with Controller / Dominator pets.

  • Like 3

Got time to spare? Want to see Homecoming thrive? Consider volunteering as a Game Master!

Posted

Release candidate?  Aw yiss, it's happening!

 Everlasting's Actionette and Street Ninja

Also Wolfhound, Starwave, Blue Gale, Relativity Rabbit, and many more!

Posted
  On 1/14/2020 at 7:49 PM, The Curator said:

Issue 26, Page 4 (Release Candidate 1)

 

Tanker & Brute Changes

Scaling & Stats

  • Brute:
    • Ranged and Melee damage modifiers are now equal.
Expand  

This should probably state that the Ranged modifier was increased to match the Melee modifier, and what that modifier is (0.75).

  • Like 2
Posted

Awesome !! I can't wait for this to finally hit the live servers !

This is IMO the most important patch Homecoming team will have released to date and is really the beginning of a new era in City of Heroes awesomeness 😄

  • Like 2
Posted
  On 1/15/2020 at 10:44 AM, MJB said:

Curious in the list of powers that have had their mez duration fixed in pvp, there doesn't seem to be mention of corruptor > beam rifle > lancer shot? Though we've had a few games on the test server with beam corruptors and am 98% sure it is actually fixed.

Expand  

Also doesn’t mention defender paralytic poison but I believe someone here told me that was fixed too.

  • Developer
Posted

The way the change was done, its very unlikely any power was missed, but it's possible that they got missed in the patch notes. Please, if you see a known problem power not listed, double check if its fixed and let us know so we can update the notes. 

  • Like 1

image.png.92a3b58fceeba87311219011193ecb00.png

 

Posted
  On 1/15/2020 at 1:21 PM, quixoteprog said:

While it is nice that MM pet AI got fixed it would be cool if the Phantasm AI got something similar so that he no longer runs in for a hug after blasting mobs with a ranged attack. At least, I assume that's what he is doing since he doesn't even HAVE any melee attacks.

Expand  

From what Jimmy said earlier, PA is a normal pet rather than a henchman, meaning it has a different AI and isn't covered by this change, but could be changed in the future. However, the main point of PA is to draw aggro, and they'll do that better in melee, so it probably shouldn't be changed.

Posted (edited)
  On 1/15/2020 at 7:47 PM, Vanden said:

From what Jimmy said earlier, PA is a normal pet rather than a henchman, meaning it has a different AI and isn't covered by this change, but could be changed in the future. However, the main point of PA is to draw aggro, and they'll do that better in melee, so it probably shouldn't be changed.

Expand  

I am fine with PA jumping into melee, because the members of Phantom Army are invulnerable. Phantasm on the other hand, is not PA. 😄

 

It can die in a couple swipes from a boss and DOES. It would be nice if the decoy he summons jumped into melee and he did not. But if I had my preferences I would have them both stay at ranged. (by both here I mean Phantasm and his decoy, not PA. PA, as you said, should jump in there and mix it up.)

Edited by quixoteprog
Posted
  On 1/15/2020 at 8:19 PM, quixoteprog said:

I am fine with PA jumping into melee, because the members of Phantom Army are invulnerable. Phantasm on the other hand, is not PA. 😄

 

It can die in a couple swipes from a boss and DOES. It would be nice if the decoy he summons jumped into melee and he did not. But if I had my preferences I would have them both stay at ranged. (by both here I mean Phantasm and his decoy, not PA. PA, as you said, should jump in there and mix it up.)

Expand  

Well that's on me. Yeah, Phantasm should probably stay at range.

Posted
  On 1/14/2020 at 7:49 PM, The Curator said:

 

  • Lowered Weaken Resolve's -res debuff from scale -1.5 to scale -1.0.

Bug Fixes

  • Fix the team window showing "On mission map" when a teammate is in their Supergroup Base and vice versa.

 

Powers Fixes

 

  • Blaster Ranged > 
Expand  


I like the Tank, Brute, and MM changes.


Weaken Resolve was too good???  What?  I don't even use it on the characters that take it.

Nice bug fix, thanks.

 

Still no fix for Energy Blast Fast Snipe Sound FX bug that didn't exist before the change to fast snipe...
 

Posted
  On 1/15/2020 at 9:12 PM, sacredlunatic said:

Still no fix for Energy Blast Fast Snipe Sound FX bug that didn't exist before the change to fast snipe...

Expand  

Yeah, I was hoping that would be fixed soon, too.  I guess now it's just Soon™. 😒

@Rathstar

Energy/Energy Blaster (50+3) on Everlasting

Energy/Temporal Blaster (50+3) on Excelsior

Energy/Willpower Sentinel (50+3) on Indomitable

Energy/Energy Sentinel (50+1) on Torchbearer

Posted (edited)

Was checking the tanker damages vs live and something happened to Rad Melee.

 

Live lvl 50 damage --Test lvl 50 damage

Tier1 57.27----53.25

Tier2  98.53----93.83

Tier3  63.62----109.55 (aoe cone)

Tier5  124.38---124.26

Tier7  4.89----4.89 (damage toggle)

Tier8 197.70----178.35

Tier9 68.96----81.89 (aoe)

 

I did not go through all the sets but checked a couple more (Axe, Broadsword) and those seemed to have a consistent increase on each power but with Rad Melee, some are higher, some are lower and they are not the same percentage change and the damage toggle had no change at all.

 

Edit, Hah! I think I figured it out.  On the live version it lists the contaminated damage in addition to regular damage and on the Test version it does not.  

 

Now that being said, no increase for Irradiated Ground?  Quills gets an increase but Rad does not?  Is the pet mechanic causing that?  Can this be addressed?

Edited by HelenCarnate
Posted (edited)
  On 1/15/2020 at 7:47 PM, Vanden said:

From what Jimmy said earlier, PA is a normal pet rather than a henchman, meaning it has a different AI and isn't covered by this change, but could be changed in the future. However, the main point of PA is to draw aggro, and they'll do that better in melee, so it probably shouldn't be changed.

Expand  

Besides which they're often not brawling in melee but using melee powers. 

No it's my fucking arsonist, my battle drones, and my assault bot that are like WOOOOO WE SMART NOW!

 

:Edit: sorry excited doublepost

:Edit2: If possible please fix demons getting stuck in teh floor and having to be dismissed when knocked back! Like just fought dominatrix and like she took all of my pets but the T1s out of comission forcing me to resummon and return to the fight. Couldn't kill her because demons bug out when knocked back

 

Edited by TheSpiritFox
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