Homecoming Team Jimmy Posted October 24, 2020 Homecoming Team Share Posted October 24, 2020 This is a Focused Feedback Thread Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic. Any off-topic posts in these threads will be removed without warning. The thread will be locked when no more feedback is required, but you are more than welcome to continue the discussion in a new thread. The most up-to-date version of the changes will be listed in the first post. The changes in each build will be posted as replies. Most changes from the previous beta build are listed in green. Green text will become white text in the next set of patch notes. Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue. Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not a changes from live. Known issues are listed in purple. Other Powers Changes Dark Melee Shadow Maul Target cap reduced from 10 to 5 (16 to 10 for Tankers) Touch of Fear Now a melee targeted AoE with a 10 target cap (16 for Tankers) Now deals negative energy damage over time Fear duration reduced by roughly 50% Cast time increased from 1.17s to 1.97s Only the main target will be affected by the Fear and ToHit debuff Now accepts Targeted AoE Damage sets Taunt (Tanker / Brute) Now has the correct icon border AE versions of these powers have been updated with missing powers and to match current power effects Energy Assault Whirling Hands No longer yields double damage with Energy Focus active Instead it will instantly recharge the power Energy Focus Previously Energy Focus could only be acquired once every 15 seconds, regardless of if you used it or not - you can now regain it again immediately after it has been spent Cleaned up some timing issues Now shows up on the buff bar AE versions of these powers have been updated with missing powers and to match current power effects Kinetics All versions of the following powers have been converted from old pseudopet mechanics to new execute power mechanics Transfusion Siphon Power Transference Fulcrum Shift Player powers should notice no difference beyond faster application Some NPC powers may become weaker or stronger depending on their rank AE versions of these powers have been updated with missing powers and to match current power effects Movement Buffs This change has been reverted This will be looked at again in the future, potentially Page 2, as we look into proliferating Ninjitsu The following travel powers will suppress Primary/Secondary equivalent power travel buffs: Pool > Leaping > Combat Jumping Pool > Leaping > Super Jump Pool > Force of Will > Mighty Leap Pool > Speed > Super Speed Pool > Experimentation > Speed of Sound Prestige Travel > Ninja Run Prestige Travel > Beast Run Prestige Travel > Athletic Run Primary/Secondary powers impacted by this: Scrapper Defence > Ninjitsu > Shinobi-Iri Sentinel Defence > Ninjitsu > Shinobi-Iri Blaster Support > Ninja Training > Shinobi-Iri Blaster Support > Tactical Arrow > Gymnastics Taunt Aura Slotting The following powers now accept Taunt Enhancement Sets: Spoiler Bio Armor Evolving Armor Genetic Contamination (Tanker/Brute only) Dark Armor Death Shroud (Tanker/Brute only) Cloak of Fear (Tanker/Brute only) Oppressive Gloom (Tanker/Brute only) Electric Armor Lightning Field (Tanker/Brute only) Energy Aura Entropic Aura Fiery Aura Blazing Aura (Tanker/Brute only) Ice Armor Chilling Embrace (Tanker/Brute only) Icicles (Tanker/Brute only) Invulnerability Invincibility Radiation Armor Beta Decay (Tanker/Brute only) Regeneration Integration (Brute only) Shield Defense Against All Odds Stone Armor Mud Pots (Tanker/Brute only) Super Reflexes Evasion (Tanker/Brute only) Willpower Rise to the Challenge Accolades All active combat Accolade powers now recharge in 10 minutes (down from 25 minutes), but are no longer affected by global recharge buffs - this affects the following powers: Crey CBX-9 Pistol / Stolen Immobilizer Ray Eye of the Magus / Demonic Aura Geas of the Kind Ones / Force of Nature Vanguard Medal / Megalomaniac Elusive Mind Accolade powers with different alignment versions (eg: Vanguard Medal / Megalomaniac) can now be activated regardless of alignment, but will force the other version of the power into cooldown P2W Powers Summon Workbench Can now be summoned while flying (but must still target the ground) Jump Pack / Steam Jump These powers were intended to have a 30s lockout timer, but it never worked properly (on initial release, they had a 5 minute cooldown) They sometimes were locked out permanently until you zoned, and sometimes could be used back-to-back They also detoggled Intangibility powers on expiration, and were locked out for 2 minutes by NoPhase, despite having nothing to do with intangibility The not-working lockout timer has been removed, and instead these powers now share a 30 second cooldown (which fixes all the above issues) using the new shared cooldown code tech developed for the accolades above Renewal of Light (P2W) / Return to Battle These powers are no longer mutually exclusive - you can own both at the same time Instead they share a cooldown The Winter Event version of Renewal of Light has been renamed to Light of Renewal to prevent confusion with the P2W version Got time to spare? 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Posted by Jimmy,
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