City Council Arcanum Posted March 28, 2021 City Council Share Posted March 28, 2021 (edited) 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. Patch Notes for March 28th, 2021 - Issue 27: Second Chances, Page 2 (Build 3) Travel Power Updates This update brings a wide range of buffs for travel pools, a brand new travel power (as part of an update to the Concealment pool), and some mechanical improvements to how travel powers work. Our goals with these changes were as follows: Real travel powers (ie: actual power picks) should always be a significant step up over the free options (free jet packs should not be almost the same speed as Fly at level 50) Real travel powers should never cause you to lose something you've already got (turning on Super Speed shouldn't cause you to lose Ninja Run's jump buff) Classic travel powers (Fly, Super Speed, etc) should be on even footing with Origin Pool travel powers - and ideally, be better at the core thing they do (running, flying, jumping) Slotting travel powers for speed should actually matter (looking at you, Fly) Free (prestige / temporary) travel powers shouldn't be made any slower than they are currently, but the gap between free and real travel powers needs to be made clear - the result being that real travel powers are now much faster (by boosting you above the standard speed caps), and free travel powers now cost more endurance than real travel powers The result of which is these key changes: Real travel powers now increase your travel speed caps when they are toggled on Multiple travel powers can be active at once, allowing you to mix and match the benefits Classic travel powers have received a number of tweaks and improvements Note: This pass is primarily aimed at the mobility of each set - other aspects (ie: the attacks) were not in the scope of these changes, but may be looked at in the future. Check out Bopper's detailed breakdown of these changes here Gotta Go Fast Travel Power Stacking Almost all travel powers are no longer mutually exclusive and can be activated at the same time, but only the strongest buff of each type (run speed, jump speed, jump height, fly speed, air control) will apply This ensures that every power you pick or activate will only ever improve your mobility Examples: Super Speed + Ninja Run Previously: These powers couldn't be used together - if you turned on Super Speed, you lost the jump buff from Ninja Run Now: You'll gain the run speed bonus of Super Speed and the jump bonus of Ninja Run (along with the cool pose!) Mighty Leap + Beast Run Previously: These powers couldn't be used together - if you turned on Mighty Leap, you lost the run speed buff from Beast Run Now: You'll gain the jump bonus of Mighty Leap and the run speed bonus of Beast Run (along with the cool pose!) Super Jump + Combat Jumping Previously: These powers couldn't be used together - you had to choose between Super Jump's speed and Combat Jumping's defensive buff Now: You'll gain the jump bonus of Super Jump along with the defensive buffs of Combat Jumping Note that this is not an exhaustive list - everything not covered by the exceptions below will stack Some exceptions: Click buffs (eg: Inertial Reduction), external buffs (eg: Speed Boost), and auto powers (eg: Swift) still stack as they did before Prestige Run powers (Ninja Run, Beast Run, Athletic Run) are still mutually exclusive with each other Temporary jetpacks are still mutually exclusive with each other Sprint powers still stack with other run speed buffs and are still mutually exclusive with each other Some Peacebringer flight powers and effects are mutually exclusive with their vanilla counterparts Level Scaling Travel powers no longer increase in strength as you level up, the previous level 50 values now apply at all levels Travel speed caps no longer increase in strength as you level up, the previous level 50 values now apply at all levels Inherent Fitness All Inherent Fitness powers are now gained at level 1 rather than level 2 Travel Stances Inherent > Stance Added Ninja, Beast and Slide Travel Power Only customization options Selecting one of these options will cause the stance to only become active if any of the following powers are active: Super Speed Speed of Sound Super Jump Mighty Leap Infiltration Pool Powerset Update: Concealment Concealment has been updated to include a new sneaky & versatile travel power: Infiltration Concealment is now classed as a travel pool - the first 3 powers in the pool are available immediately instead of just the first 2 Invisibility and Stealth have been merged together, the best parts of both powers are now available with just Stealth Infiltration now sits where Invisibility used to be in the T3 slot Stealth Stealth radius increased to match the numbers Invisibility had before this patch PvE radius has increased from 36ft to 55ft PvP radius has increased from 389ft to 611ft Out of combat defense increased from 3.5% to 7% The defense bonuses suppression in this power has been cleaned up, and will now suppress if the user attacks, heals or buffs an ally, commands a pet, is hit by a foe or the user attacks or interacts with a mission objective In-combat defence is unchanged Added a new 'Invisible' customization theme that makes the player barely visible when active Infiltration Grants a run and jump bonus similar to Ninja Run Grants out-of-combat stealth 36ft in PvE, 389ft in PvP (the same values as Stealth before this patch) Grants 1.75% out of combat defense Pool: Sorcery Mystic Flight Now increases your fly speed cap by 50% while toggled on (from 58.6mph to 87.9mph) See Fly above for more information on this speed cap increase This increased cap doesn't apply in PvP Base flight speed has been increased slightly (matching Fly) Mystic Flight > Translocation Range increased from 300ft to 350ft Note: Rune of Protection has received some unrelated changes - see the Powers Changes section for more info Pool: Speed Super Speed Now increases your run speed cap by 30% while toggled on (from 92.5mph to 120.25mph) This increased cap doesn't apply in PvP Now has a new momentum leap mechanic Running will build up momentum, allowing you to perform a single very high, very long jump after approximately 4 seconds of running Jumping will cause you to expend your momentum - after landing, you'll need to remain grounded and running in order to perform another momentum jump Super Speed's icon will gain a yellow ring when you are at maximum momentum Super Speed > Speed Phase New free secondary (server tray) power that doesn't require a power pick Toggle, moderate endurance cost Removes collision with characters (ie: phase shift without being untargetable), and sets you to Only Affect Self This allows you to pass through enemies, allies, civilians, cars, and even the Atlas Park blimp! The effects of this power (including the OAS component) will suppress if you are attacked or damaged by an enemy Note: as this power doesn't actually make you intangible, it doesn't trigger (and isn't affected by) the No Phase timer Null the Gull will allow you to hide Speed Phase's pop-up tray Pool: Experimentation Speed of Sound Now increases your run speed cap by 30% while toggled on (from 92.5mph to 120.25mph) This increased cap doesn't apply in PvP Pool: Leaping Super Jump Now increases your jump speed cap by 30% while toggled on (from 78.2mph to 101.8mph) This increased cap doesn't apply in PvP Super Jump > Double Jump New free secondary (server tray) power that doesn't require a power pick Timed toggle, 30 second duration (10s in PvP), 30 second cooldown shared with Jump Pack and Steam Jump Fixed the 10s PvP timer not applying Allows you to jump to an unlimited height and jump again mid-air Null the Gull will allow you to hide Double Jump's pop-up tray Pool: Force of Will Mighty Leap Now increases your jump speed cap by 30% while toggled on (from 78.2mph to 101.8mph) This increased cap doesn't apply in PvP Mighty Leap > Takeoff Now increases jump speed cap by a further 10% (to 110.39mph) and boosts Mighty Leap to put you at the jump speed cap for 30 seconds Previously this bonus was just under 20%, but it now stacks with the 30% bonus from Mighty Leap Pool: Teleportation Teleport Target The following changes have been made when teleporting allies only (the teleport foe component remains unchanged); Removed the 4s interrupt window, significantly speeding up the activation time Increased the recharge by 4s These two changes combined result in the total time between teleports being the same if you have no recharge buffs or enhancements - but it will much faster if you slot for (or are buffed for) recharge Teleport Base range increased from 300ft to 350ft Enhanced range (2x level 50 IOs) increased from 449.1ft to 523.95ft The post-teleport hover buff has been adjusted Now lasts up to 15s, rather than 6s The hover buff will cancel if you move, interact with an objective, attack a foe or are attacked by a foe The actual teleport now happens at 0.6s rather than 1.17s into the 2s activation This doesn't allow you to teleport again sooner, but it does allow you slightly more time to select the location of your next teleport Location targeting has also received some improvements which also affect Teleport, see "Teleportation Targeting & /powexec_location" in the Miscellaneous section Warshade Shadow Recall Mirrored all i27, Page 2 changes for Teleport Target Shadow Step Mirrored all i27, Page 2 changes for Teleport Nebulous Form Endurance cost reduced from 2.6/s to 0.65/s This puts the endurance cost in line with Phase Shift Prestige & Temporary Powers Ninja Run + Beast Run + Athletic Run + Temporary Jetpacks All travel speeds remain unchanged Normalized endurance costs to 0.57/s (slightly higher than Fly at 0.46/s) These weren't consistent before - most were lower, some were higher The PvP jetpack has not been modified and still has a 2.0/s endurance cost These powers no longer benefit from global endurance discounts Edited March 28, 2021 by GM Arcanum 1 Please contact me on the Homecoming Discord for a faster response! Arcanum#7164 Got time to spare? Want to see Homecoming thrive? Consider volunteering as a Game Master! Link to comment Share on other sites More sharing options...
Aracknight Posted March 28, 2021 Share Posted March 28, 2021 !!!!!! Inherent > Stance Added Ninja, Beast and Slide Travel Power Only customization options Selecting one of these options will cause the stance to only become active if any of the following powers are active: Super Speed Speed of Sound Super Jump Mighty Leap Infiltration This is awesome!!!! You guys absolutely rule!!!!!! 2 Link to comment Share on other sites More sharing options...
Hartanna Posted March 28, 2021 Share Posted March 28, 2021 (edited) Any chance of the naturally air-born Nova's getting the same buff to flight speed, or are we now the slowest things in the sky? 😞 Edit: A HC team member informed me that Nova/Dwarf is indeed left slower on purpose since Nova/Dwarf form is 'meant for combat rather than travel.' I'd like to suggest that Travel Suppression and Combat Teleport are meant for combat. Also, most of the archetypes are meant for combat and they get to move quickly with multiple Stances even. If Kheldians are already as fast as everyone else with their own inherent travel powers, why make the game punish RPers for wanting to watch a Squid fly or a Dwarf teleport? That's like locking the Ninja/Beast Run animations to a slow temp power. Allowing Nova/Dwarf speed to be on par at this particular point is just like giving everyone else access to Stances. It's just another cosmetic option to move about the city that is not unfair to anyone else. Thanks for the read, and HC team thanks much for the patches! Edited March 28, 2021 by Hartanna 5 Link to comment Share on other sites More sharing options...
ScarySai Posted March 28, 2021 Share Posted March 28, 2021 Stance change is awesome, about to hop on beta to try out all the new stuff. Link to comment Share on other sites More sharing options...
Wavicle Posted March 28, 2021 Share Posted March 28, 2021 Peacebringer Dwarf Form Teleport still does not correctly allow the user to move immediately, Warshade version does. Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon Link to comment Share on other sites More sharing options...
Wavicle Posted March 28, 2021 Share Posted March 28, 2021 Also, Warshades still don't have their own version of Team Teleport. Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon Link to comment Share on other sites More sharing options...
EnjoyTheJourney Posted March 29, 2021 Share Posted March 29, 2021 This has probably been voiced by others, but in case it hasn't ... Can super speed be given a slider to set the run speed anywhere from about 50% of its top speed to "top speed?" Alternatively, if a slider would be too much work then can a toggle be chosen or an alternative version of the power selected (ie: like master / practiced brawler). Super speed is very awkward to use in caverns. It also requires suspension of one's belief in the sense that the runner seems to have zero control over the speed at which they run. Having a "lower speed" option would help to make it more enjoyable to use. Thank you for considering this, as well as for all the work you do make this game fun. 1 Link to comment Share on other sites More sharing options...
Blackfeather Posted March 29, 2021 Share Posted March 29, 2021 Customisation for Ninja Run, very nice, thank you, devs! Though I can't help but post this again. 😅 Hopefully this doesn't get annoying! Just would be neat, is all. Link to comment Share on other sites More sharing options...
Sovera Posted March 29, 2021 Share Posted March 29, 2021 1 hour ago, EnjoyTheJourney said: This has probably been voiced by others, but in case it hasn't ... Can super speed be given a slider to set the run speed anywhere from about 50% of its top speed to "top speed?" Alternatively, if a slider would be too much work then can a toggle be chosen or an alternative version of the power selected (ie: like master / practiced brawler). Super speed is very awkward to use in caverns. It also requires suspension of one's belief in the sense that the runner seems to have zero control over the speed at which they run. Having a "lower speed" option would help to make it more enjoyable to use. Thank you for considering this, as well as for all the work you do make this game fun. This is not what you've asked, but consider Sprint and Athletic Running. You can obtain the last one for free from the P2W. You can save SS for outdoors and Athletic Running for indoors. - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds. Link to comment Share on other sites More sharing options...
arthurh35353 Posted March 29, 2021 Share Posted March 29, 2021 5 hours ago, Sovera said: This is not what you've asked, but consider Sprint and Athletic Running. You can obtain the last one for free from the P2W. You can save SS for outdoors and Athletic Running for indoors. Even better, take the prestige sprints and athletic run and you can look super speedish! Link to comment Share on other sites More sharing options...
firelightx Posted March 30, 2021 Share Posted March 30, 2021 On 3/29/2021 at 7:52 AM, EnjoyTheJourney said: This has probably been voiced by others, but in case it hasn't ... Can super speed be given a slider to set the run speed anywhere from about 50% of its top speed to "top speed?" Alternatively, if a slider would be too much work then can a toggle be chosen or an alternative version of the power selected (ie: like master / practiced brawler). Super speed is very awkward to use in caverns. It also requires suspension of one's belief in the sense that the runner seems to have zero control over the speed at which they run. Having a "lower speed" option would help to make it more enjoyable to use. Thank you for considering this, as well as for all the work you do make this game fun. The answer is to pick a different power. There are plenty of sprint powers that go roughly half the speed of Super Speed already - Ninja Run, Athletic Run, the new Infiltration travel power in the Concealment line, etc. 1 Everlasting server Main Characters: Vigilance, Firelight, Chameleon Link to comment Share on other sites More sharing options...
Jacke Posted March 30, 2021 Share Posted March 30, 2021 35 minutes ago, firelightx said: The answer is to pick a different power. There are plenty of sprint powers that go roughly half the speed of Super Speed already - Ninja Run, Athletic Run, the new Infiltration travel power in the Concealment line, etc. Some of those replacement powers, the P2W ones, are more limited in game than Pool travel powers like Super Speed and Infiltration. I think they're considered like "temporary powers" and are disabled on some Masters runs and in iTrials. 1 Remember! Let's be careful out there! City Global @Jacke, @Jacke2 || Discord @jacke4913 @TheUnnamedOne's BadgeReporter Popmenu Commands Popmenu including Long Range Teleport Available Zones Finding Your City Install Root on Windows for HC Launcher, Tequila, Island Rum Link to comment Share on other sites More sharing options...
Apparition Posted March 30, 2021 Share Posted March 30, 2021 1 hour ago, Jacke said: Some of those replacement powers, the P2W ones, are more limited in game than Pool travel powers like Super Speed and Infiltration. I think they're considered like "temporary powers" and are disabled on some Masters runs and in iTrials. Yeah. If Super Speed is too fast, then I'd consider Infiltration instead as it won't be disabled in Master runs and iTrials. 1 Link to comment Share on other sites More sharing options...
Razor Cure Posted March 31, 2021 Share Posted March 31, 2021 (edited) Just testing the SS mechanic. The 'super jump' after running a bit is SO awesome. But there is no visual indicator to show when I have the momentum built up. Wasn't there meant to be a yellow ring on the SS icon? Oh duh. Nevermind, now I see it. The yellow ring around a yellow icon (that also has the usual circling toggle animation) is not really obvious. I was looking for it, and missed it at first! Perhaps it should be a ring on contrasting color? Bright red or orange maybe. Edited March 31, 2021 by Razor Cure 1 Link to comment Share on other sites More sharing options...
Grouchybeast Posted March 31, 2021 Share Posted March 31, 2021 I've been testing the new Infiltrate travel power, and loving it, EXCEPT for the deep, pulsing hum that plays all the time while it's running. It actually makes me feel queasy after a while. I know that it's fairly easy to mod out sounds, but I thought that I'd mention how incredibly unpleasant I found it. Reunion player, ex-Defiant. AE SFMA: Zombie Ninja Pirates! (#18051) Regeneratio delenda est! Link to comment Share on other sites More sharing options...
Zepp Posted March 31, 2021 Share Posted March 31, 2021 Just a question on Infiltration. It does not say that it suppresses in Combat (and doesn't seem like it should), but in the game it does suppress. Is this intentional, and does anyone have thoughts on whether this should be suppressed in combat or nay? Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee -------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Great Archetype Concept Battle: Final Round -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Archetype Proposal Amalgamation Link to comment Share on other sites More sharing options...
Wavicle Posted March 31, 2021 Share Posted March 31, 2021 7 hours ago, Grouchybeast said: I've been testing the new Infiltrate travel power, and loving it, EXCEPT for the deep, pulsing hum that plays all the time while it's running. It actually makes me feel queasy after a while. I know that it's fairly easy to mod out sounds, but I thought that I'd mention how incredibly unpleasant I found it. Sounds like the old Peacebringer whine problem. Should change it fade out like the PB sounds do now. Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon Link to comment Share on other sites More sharing options...
Wavicle Posted March 31, 2021 Share Posted March 31, 2021 Just now, Zepp said: Just a question on Infiltration. It does not say that it suppresses in Combat (and doesn't seem like it should), but in the game it does suppress. Is this intentional, and does anyone have thoughts on whether this should be suppressed in combat or nay? My understanding is that it is considered a Travel Power for the purposes of combat suppression. Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon Link to comment Share on other sites More sharing options...
Zepp Posted March 31, 2021 Share Posted March 31, 2021 34 minutes ago, Wavicle said: My understanding is that it is considered a Travel Power for the purposes of combat suppression. That is unclear in the description and does not answer my latter question, should it be? Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee -------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Great Archetype Concept Battle: Final Round -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Archetype Proposal Amalgamation Link to comment Share on other sites More sharing options...
Wavicle Posted March 31, 2021 Share Posted March 31, 2021 48 minutes ago, Zepp said: That is unclear in the description and does not answer my latter question, should it be? I think it probably should...it's certainly faster than CJ, CT, or Hover, especially slotted. Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon Link to comment Share on other sites More sharing options...
siolfir Posted April 1, 2021 Share Posted April 1, 2021 @Zepp I think that it was supposed to be an equivalent to Ninja/Beast/Athletic Run, which suppress, while also providing defense, stealth, and the option to slot it as bonuses for not being free. And to address @Grouchybeast's point, I don't think it should make any noise just for being toggled on, and should actually reduce the noise of your footsteps while it's active. You're trying to be sneaky, after all. 3 Link to comment Share on other sites More sharing options...
Zepp Posted April 1, 2021 Share Posted April 1, 2021 8 hours ago, Wavicle said: I think it probably should...it's certainly faster than CJ, CT, or Hover, especially slotted. On the other hand, it is somewhat comparable to Evasive Maneuvers, which is a somewhat similar power in the flight pool that doesn't supress. Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee -------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Great Archetype Concept Battle: Final Round -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Archetype Proposal Amalgamation Link to comment Share on other sites More sharing options...
Wavicle Posted April 1, 2021 Share Posted April 1, 2021 (edited) 4 minutes ago, Zepp said: On the other hand, it is somewhat comparable to Evasive Maneuvers, which is a somewhat similar power in the flight pool that doesn't supress. They’re not comparable. EvM doesn’t actually let you fly at all. It improves the speed of your other flight powers. Edited April 1, 2021 by Wavicle Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon Link to comment Share on other sites More sharing options...
InvaderStych Posted April 1, 2021 Share Posted April 1, 2021 Something occurred to me this morning. Why is there still Travel Suppression in PVE? TS was added in the early days of PVP, for PVP, and has since been stripped from PVP - or is at least possible to strip the constraint from matches. Why are we still clinging to it in PVE? You see a mousetrap? I see free cheese and a f$%^ing challenge. Link to comment Share on other sites More sharing options...
Wavicle Posted April 1, 2021 Share Posted April 1, 2021 3 hours ago, InvaderStych said: Something occurred to me this morning. Why is there still Travel Suppression in PVE? TS was added in the early days of PVP, for PVP, and has since been stripped from PVP - or is at least possible to strip the constraint from matches. Why are we still clinging to it in PVE? I am not aware that travel suppression was added just for pvp. Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon Link to comment Share on other sites More sharing options...
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