City Council Jimmy Posted March 8, 2020 City Council Posted March 8, 2020 Issue 26, Page 5 (Build 4) Changes from the previous build are listed in green. Any changes or fixes that are only relevant to the beta builds (as in, not changes relevant to the live version of the game) are listed in blue. Known issues are listed in purple. Be sure to read the Homecoming Beta FAQ to get started! Costume Editor Update (Feedback Thread) Now that the back-end costume changes have receiving enough stability testing, we're happy to bring you some long-awaited updates to the costume editor! Please give these updates a thorough test and let us know if anything looks out of place! Auras have been separated into two slots: Auras and Path Auras Boots and gloves now have an asymmetrical toggle, which can be toggled off to allow separate left and right glove and boot selection Not every set of gloves and boots are available in asymmetrical mode - some have been intentionally omitted, please do not report these as bugs More pieces will be added as they pass internal testing and QA All sets of gloves and boots remain available in symmetrical mode The tooltips are reversed, this should read "switch to symmetrical". This will be resolved in the next build. New Support Powerset: Electrical Affinity (Feedback Thread - Powers, Feedback Thread - Name) You are able to control and manipulate electricity to aid your allies and weaken your enemies. Some Electrical Affinity powers build Static, which increases the number of targets your Circuit powers can chain to. The set has been built around chaining powers and a stacking / combo system that's similar to those found in many of the more modern melee and ranged damage sets, with a focus on wide variety of buffs for the whole team as well as damage and endurance debuffs for your enemies. Electrical Affinity also introduces and makes use of a brand new mechanic which allows powers to dynamically change the number of targets they can hit - in this case, the four Circuit powers hit more targets for every stack of Static that you currently have. The set is currently available only as a Defender Primary. It will be ported to other support ATs after testing and feedback. General Changes Static stacks now fall off after 30 seconds (down from 60 seconds), but the number of Stacks you can have is now uncapped Circuit powers now hit 4 targets by default, with an additional 3 targets for each stack of Static Powers T1: Shock (Ranged, Foe -DMG, -End, -Recovery, -Regen) Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery, regeneration and damage output. Recharge: Slow No longer grants 1 stack of Static T2: Rejuvenating Circuit (Ranged (Chain), Ally Heal, Self +Static) Create a circuit of healing energy between several nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate T3: Galvanic Sentinel (Summon Galvanic Sentinel: Ranged Debuff Special) Summons a Galvanic Sentinel to your aid. The Galvanic Sentinel shocks and weakens your foes, draining some endurance and reducing their regeneration, recovery, and damage output. The Galvanic Sentinel can be buffed and healed, and may be targeted with your Circuit powers. Recharge: Slow No longer consumes Static Duration is now always 120s Now has basic pet resistances Fixed the Sentinel not actually debuffing enemies Galvanic Sentinel is now actually classed as a Pet, not a Defender T4: Energizing Circuit (Ranged (Chain), Ally +End, +Recharge, Self +Static) Create a circuit of pure energy between several nearby allies, restoring a small amount of their endurance and significantly increasing their attack rate for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Energizing Circuit grants 1 stack of Static. Recharge: Slow No longer grants a boost to max Endurance Recharge time increased from 12s to 35s Now grants a +125% recharge buff for 5 seconds (to the primary target - this falls off to 62.5% by the 3rd jump in the chain) This power should feel like a very condensed Speed Boost T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End)) Create a large energy barrier at your location which provides all allies within resistance to all damage except Toxic. They are also protected from status effects, knockbacks, endurance drain, recovery debuffs and recharge debuffs. Casting this power again will move the energy barrier to your location. Recharge: Slow Recharge time reduced from 32s to 10s Fixed missing VFX T6: Empowering Circuit: (Ranged (Chain), Ally +DMG, +Tohit, Self +Static) Create a circuit of empowering energy between several nearby allies, increasing their damage output and chance to hit for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Empowering Circuit grants 1 stack of Static. Recharge: Slow Buff duration increased from 25s to 60s Damage buff reduced from scale 3.25 to scale 3 Now provides +15% tohit The +tohit is enhanceable, so this power can be slotted with tohit buff sets T7: Defibrillate (Melee (Targeted AoE), Ally Rez) Strike a defeated ally with a highly-charged jolt of electricity, reviving them and any other nearby defeated allies. Recharge: Long No longer consumes Static Allies are now always revived at full Health and Endurance T8: Insulating Circuit (Ranged (Chain), Ally +Absorb, Self +Static) Create a circuit of protective energy between several nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Insulating Circuit grants 1 stack of Static. Recharge: Slow Buff duration increased from 20s to 30s Recharge time increased from 15s to 20s T9: Amp Up (Ranged, Ally +Special, +Recharge) Empower an ally with raw energy, causing all of their abilities to unleash chained bolts of electricity at nearby foes. These bolts drain a small amount of endurance and have a chance to knock up the target. Amp Up also moderately increases their attack rate and greatly boosts the secondary effects of their powers. Their power effects like heals, defense buffs, endurance drains, disorients, holds, immobilizes and more, are all improved. Recharge: Very Long No longer consumes Static Now always provides 50% +recharge and 75% +special Static (Circuit Boost) Every stack of Static you have increases the number of targets your Circuit powers can chain to by 3. Static stacks now fall off after 30 seconds (down from 60 seconds), but the number of Stacks you can have is now uncapped Circuit powers now hit 4 targets by default, with an additional 3 targets for each stack of Static New Origin Power Pool: Experimentation (Feedback Thread) "Experimentation gives you access to poisonous ranged attacks as well as powers that boost your attack power and the survivability of your allies. This pool's travel power is Speed of Sound. While active, this power allows you to run at incredible speeds and also gives you access to the Jaunt power. Jaunt allows you to quickly teleport long distances once every so often." As a reminder: Only one Origin Pool (Sorcery, Force of Will, Experimentation) can be active in a build at any one time. Powers T1: Experimental Injection (Melee Ranged, Ally +Regeneration, +Recovery, +Res(Status)) You inject an ally with a compound that greatly boosts their regeneration, recovery and resistance to status effects for a short time. Recharge: Long T2: Toxic Dart (Ranged, Minor DMG(Lethal), High DMG(Toxic)) You fire a toxic dart at your target causing an very minor amount of immediate lethal damage followed by a High amount of toxic damage over time. Recharge: Moderate T3: Speed of Sound (Toggle: Self +Speed, (Special)) Your experiments have yielded incredible results. By activating this power, you're able to run at incredible speeds. In fact, while this power is active, you gain access to the Jaunt power. Jaunt allows you to teleport to a distant location once every short while. Jaunt (Click, Self Teleport) Clicking on this power and then selecting a location will cause the caster to vanish and reappear at their target location. Recharge: Moderate T4: Corrosive Vial (Ranged (Targeted AoE), High DoT(Toxic), -Defense) You hurl a vial of toxic fluid that explodes upon impact leaving a corrosive puddle at your target's feet. Any foe that stands within the puddle will take toxic damage and have their defense reduced for a short while. Corrosive Vial requires you to have 2 powers from the Experimentation power pool. Damage: High (DoT), Recharge: Slow T5: Adrenal Booster (Self, +To Hit, +Recharge, +Damage, +Special) You inject yourself with a concentrated experimental serum that boosts your damage, recharge, chance to hit and secondary effects for a short time. Adrenal Booster requires you to have 2 powers from the Experimentation power pool. Recharge: Very Long New IO Sets (Feedback Thread) Synapse's Shock (Endurance Modification, Rare, 21-50) The first of two new Endurance Modification sets with a damage focus, designed to be useful in endurance-draining attack powers. Enhancements: Endurance Modification Damage / Recharge Endurance Modification / Recharge Damage / Recharge / Accuracy Damage / Accuracy / Endurance Reduction UNIQUE: Endurance Modification / 15% Increased Run Speed Set Bonuses: 2: 7.5% Movement Speed 3: 10% Slow Resistance 4: 8% Regeneration 5: 6.25% Recharge 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance Power Transfer (Endurance Modification, Rare, 21-50) The second damage-focused Endurance Modification set. Enhancements: Endurance Modification Damage / Recharge Endurance Modification / Damage Damage / Accuracy / Endurance Reduction Damage / Recharge / Accuracy / Endurance Reduction UNIQUE: Chance to Heal Self (2 PPM) This proc should not be firing off multiple times in an AoE Set Bonuses: 2: 6% Regeneration 3: 1.35% Max Endurance 4: 1.875% Max Health 5: 9% Accuracy 6: 7.5% Recharge Preemptive Optimization (Endurance Modification, Uncommon, 21-50) An Endurance Modification set with a focus on ally buff abilities that don't require accuracy or deal damage. Enhancements: Accuracy / Recharge Endurance Modification / Endurance Reduction Endurance Modification / Recharge Endurance Modification / Accuracy / Endurance Reduction Endurance Modification / Accuracy / Recharge Endurance Modification / Endurance Reduction / Recharge Set Bonuses: 2: 1.8% Max Endurance 3: 1.5% Max Health 4: 3% Toxic / Psionic Resistance + 5% Mez Resistance 5: 3.75% Recharge 6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense Bombardment (Targeted AoE, Rare, 30-50) Enhancements: Damage Accuracy / Recharge / Endurance Damage / Recharge Accuracy / Damage / Recharge Accuracy / Damage / Recharge / Endurance Reduction Chance for Fire Damage (3.5 PPM) Set Bonuses: 2: 5% Increased Range 3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance 4: 7% Accuracy 5: 5% Recharge 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance Changed from 3.75% AoE Defence + 1.875% Fire / Cold Defense Artillery (Targeted AoE, Rare, 30-50) Targeted AOE set with a Range component and two sources of Ranged Defense. Renamed from Shrapnel. The icon will be replaced in a later build. Enhancements: Accuracy / Damage Changed from Damage Damage / Endurance Changed from Accuracy / Damage Damage / Recharge Accuracy / Damage / Recharge Accuracy / Recharge / Range Changed from Damage / Endurance / Recharge Endurance / Recharge / Range Changed from Accuracy / Endurance / Recharge Set Bonuses: 2: 10% Regeneration 3: 1.88% Energy / Negative Defence + 0.94% Ranged Defence Changed from 2.25% Energy / Negative Resistance + 3.75% Mez Resistance 4: 2% Damage Buff 5: 9% Accuracy 6: 3.13% Ranged Defence + 1.565% Energy / Negative Defence Changed from 3.75% Ranged Defence + 1.875% Energy / Negative Defence Dark Melee Update Dark Melee was seriously underperforming in the AoE department. These changes are aimed to increase the AoE potential of the set whilst having minimal impact on the single target potential. Shadow Maul (Tanker, Scrapper, Brute, Stalker) is now a much larger, faster cone that's actually capable of easily hitting multiple targets - especially on tanks! Arc increased from 45 to 120 degrees Recharge increased from 8 to 11 seconds Cast Time reduced from 3.07 to 2.35 seconds Damage lowered from scale 2.156 to 1.6184 DPS reduction is minor, it has only been lowered from scale 0.653 to scale 0.645 Target Cap increased from 10 to 16 for Tankers Target Cap increased from 5 to 10 for Scrappers, Brutes and Stalkers Dark Consumption (Tanker, Scrapper, Brute) Changes to Dark Consumption have been reverted to the live version Powers The following Leadership powers have had their activation time reduced from 3.63 seconds to 1.5 seconds: Pools > Leadership > Maneuvers Pools > Leadership >Assault Pools > Leadership >Tactics The following powers now ignore outside buffs (they all provide enhanceable resistance and should've always ignored buffs) Controller > Darkness Affinity > Fade Controller > Poison > Elixir of Life Defender > Poison > Elixir of Life Corruptor > Poison > Elixir of Life Mastermind > Poison > Elixir of Life Sentinel > Bio Armor > Genomic Evolution The following Scrapper and Stalker Epic Pools powers have been modified: Mace Mastery > Web Cocoon: This power now does Toxic Damage over time. Now accept damage enhancements and sets. Leviathan Mastery > Spirit Shark Jaws: This power can now land critical hits. Mu Mastery > Electric Shackles: This power can now land critical hits. Soul Mastery > Soul Storm: This power can now land critical hits. Weapon Mastery > Shuriken: This power was erroneously set at half the intended recharge for it's damage. Recharge has now been increased from 3 to 6 seconds. Weapon Mastery > Explosive Shuriken: This power was doing 85% the damage it was meant to do in PvE, damage has been increased. The following powers are now disabled whilst in Arena matches: Mystic Fortune (and buffs) Secondary Mutation (and buffs) Jump Pack Steam Jump General Powers with redirects will now display numbers properly in the detailed information window. Standardized combat spam for heal and endurance modification attributes. Standardized the text description denoting the recharge time of player powers: Less or equal to 3s: Very Fast More than 3s, less or equal to 6s: Fast More than 6s less or equal to 10s: Moderate More than 10s, less or equal to 60s: Slow More than 60s, less or equal to 240s: Long More than 240s, less or equal to 600s: Very Long More than 600s: Extremely Long All players can now move through Mastermind henchmen and push them out of the way, not just their owners. General Chat Channel A new 'General' channel has been added to the game. This is a new shard-wide channel like LFG and Help. The goal with adding this is to ensure that LFG and Help remain focused on their specific topics, with everything else being discussed in General. /general, /gen and /z can be used to send messages to General. Mastermind Henchmen AI Updates Mastermind Henchmen set to Go To which are flagged as melee (Beast Mastery, Demon Summoning, etc) are now free to move within a 30' radius of the selected position in order to attack foes. Mastermind Henchmen set to Go To strongly prefer targets closer to the location they are supposed to be guarding. Bug Fixes Alpha > Vigor Boost: Icon replaced with a colour corrected version that matches the rest of the Vigor powers Sorcery > Rune of Protection: VFX no longer persists after the power expires Fixed an issue preventing some power customisation files from loading properly Fixed Medium Dual Team inspirations being tagged as Small inspirations in AE AE Damage Fix Fixed several issues that caused custom critters in Architect Entertainment to deal damage that's inconsistent with their non-custom counterparts Generally all enemies were dealing less damage than they should apart from ranged minions, this has now been corrected See the tables below for the impact of enemies at level 20, 50, and 54 Level 20 Melee Damage Change Ranged Damage Change Minion +12% -4% Lieutenant +12% +1% Boss -10% -32% Elite Boss No Change No Change AV No Change No Change Level 50 Melee Damage Change Ranged Damage Change Minion +12% -4% Lieutenant +12% +1% Boss +44% +8% Elite Boss +29% +8% AV +82% +47% Level 54 Melee Damage Change Ranged Damage Change Minion +12% -4% Lieutenant +12% +1% Boss +51% +13% Elite Boss +29% +8% AV +95% +58% 2 2 Got time to spare? Want to see Homecoming thrive? Consider volunteering as a Game Master!
City Council Jimmy Posted March 8, 2020 Author City Council Posted March 8, 2020 Testing Notes Cheats have been re-enabled. All characters on Brainstorm and Aeon will be granted badges to unlock Accolades, Epics, Incarnates, Ouroboros access and Vanguard merits; in addition, the Salvage ingredients have been removed from all recipes. The Safe Mode client is now gone from the Beta shards. If you are unable to play the game on the 32-Bit or 64-Bit clients, please post in the relevant support threads for it (Windows support thread, Mac support thread) as Safe Mode will no longer be available when Page 5 hits the live servers. Accolades Accolades are no longer automatically awarded You can use the /badge_grant command to award yourself the following badges: Spoiler VanguardEnabled OuroborosEnabled AtlasSet CreySet DimensionalHopperSet FreedomPhalanxSet MagusSet RiktiWarSet Marshal HeadlineStealer BornInBattle HighPainThreshold Demonic Megalomaniac MayhemForceOfNature MayhemInvader MiragePatron BloodInTheWaterPatron SpidersKissPatron TheStingerPatron IncarnateAlphaSlot IncarnateJudgementSlot IncarnateInterfaceSlot IncarnateLoreSlot IncarnateDestinySlot IncarnateHybridSlot For example "/badge_grant AtlasSet" will grant you The Atlas Medallion Please use these feedback threads to discuss the changes in this build: Focused Feedback: Costume Editor Updates Focused Feedback: Electrical Affinity - Powers Focused Feedback: Electrical Affinity - Name Focused Feedback: Experimentation Focused Feedback: New IO Sets General Feedback: Page 5, Build 4 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. 1 Got time to spare? Want to see Homecoming thrive? Consider volunteering as a Game Master!
carroto Posted March 8, 2020 Posted March 8, 2020 The first damage table is labeled as Level 50 but I presume it should be 20. 2 Make your own proc chance charts
City Council Jimmy Posted March 8, 2020 Author City Council Posted March 8, 2020 3 minutes ago, carroto said: The first damage table is labeled as Level 50 but I presume it should be 20. Yes, thank you (also this thread should be locked - oops!) 6 Got time to spare? Want to see Homecoming thrive? Consider volunteering as a Game Master!
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