City Council Jimmy Posted May 4, 2021 City Council Posted May 4, 2021 Powers Concealment > Infiltration Increased Run Speed buff by 10% Increased Jump Speed buff by 10% Increased Jump Height buff by 10% Removed the continuous humming sound Inherent > Walk No longer disables all powers (you can now use the Disable All Powers P2W power if this effect is desired) Instead, Walk now applies Only Affect Self, caps your speed to the base values, and disables all travel powers Umbral Aura > Stygian Circle This power no longer roots Combat Log Many, many absorb powers were missing their combat log messages - they will now use the following strings: You grant {PlayerDest} {Damage} points of absorption over time with {PowerName} {PlayerSource} grants you {Damage} points of absorption over time with their {PowerName} You receive {Damage} points of absorption over time from your {PowerName} Full list of affected powers: Spoiler Awakened Mindcrasher Psionic_Carapace Blaster_Support Ice_Manipulation Chilling_Embrace Blaster_Support Martial_Manipulation Reaction_Time Blaster_Support Plant_Manipulation Wild_Fortress Blaster_Support Sonic_Manipulation Sound_Barrier Blaster_Support Time_Manipulation Temporal_Healing Boosts Attuned_Sentinels_Ward_F Attuned_Sentinels_Ward_F Boosts Superior_Attuned_Superior_Sentinels_Ward_F Superior_Attuned_Superior_Sentinels_Ward_F Brute_Defense Bio_Organic_Armor Ablative_Carapace Brute_Defense Bio_Organic_Armor Parasitic_Aura Brute_Defense Radiation_Armor Particle_Shielding Controller_Buff Nature_Affinity Wild_Bastion Controller_Buff Shock_Therapy Insulating_Circuit Corruptor_Buff Nature_Affinity Wild_Bastion Corruptor_Buff Shock_Therapy Insulating_Circuit Defender_Buff Nature_Affinity Wild_Bastion Defender_Buff Shock_Therapy Insulating_Circuit DevouringEarth Mini_Hamidon_Powers Decay Magisterium Pendragon Power_of_the_Fae Magisterium Shadowhunter Transform Mastermind_Buff Nature_Affinity Wild_Bastion Mastermind_Buff Shock_Therapy Insulating_Circuit Mission_Maker_Secondary Ice_Manipulation Chilling_Embrace Pets Superior_Vigilant_Assault_Proc Superior_Vigilant_Assault Pets Vigilant_Assault_Proc Vigilant_Assault Pool Gadgetry Force_Barrier Pool Sorcery Spirit_Ward Primal_Gifts Primal_Gift Shifters_Shield Scrapper_Defense Bio_Organic_Armor Ablative_Carapace Scrapper_Defense Bio_Organic_Armor Parasitic_Aura Scrapper_Defense Radiation_Armor Particle_Shielding Sentinel_Defense Bio_Organic_Armor Ablative_Carapace Sentinel_Defense Bio_Organic_Armor Parasitic_Leech Sentinel_Defense Ice_Armor Frigid_Shield Sentinel_Defense Invulnerability Durability Sentinel_Defense Radiation_Armor Particle_Shielding Sentinel_Defense Regeneration Instant_Regeneration Sentinel_Defense Super_Reflexes Master_Brawler Set_Bonus Set_Bonus Entomb_Proc Set_Bonus Set_Bonus Gauntleted_Fist_Proc Set_Bonus Set_Bonus Preventive_Medicine_Proc Set_Bonus Set_Bonus Superior_Entomb_Proc Set_Bonus Set_Bonus Superior_Gauntleted_Fist_Proc Stalker_Defense Bio_Organic_Armor Ablative_Carapace Stalker_Defense Bio_Organic_Armor Parasitic_Aura Stalker_Defense Radiation_Armor Particle_Shielding Tanker_Defense Bio_Organic_Armor Ablative_Carapace Tanker_Defense Bio_Organic_Armor Parasitic_Aura Tanker_Defense Radiation_Armor Particle_Shielding Temporary_Powers Temporary_Powers Absorb_Test Temporary_Powers Temporary_Powers Absorb_Toggle_Test V_Arachnos_Proxy Bio_Armor Ablative_Carapace V_Arachnos_Proxy Bio_Armor Parasitic_Aura V_Arachnos_Proxy Ice_Manipulation Chilling_Embrace V_Arachnos_Proxy Nature_Affinity Wild_Bastion V_Arachnos_Proxy Plant_Manipulation Wild_Fortress V_Arachnos_Proxy Shock_Therapy Insulating_Circuit V_Arachnos_Proxy Sonic_Manipulation Sound_Barrier V_Arachnos_Proxy Temporal_Manipulation Temporal_Healing Enhancements +range set bonuses now have 7 tiers (like all other types), rather than 3 This should have no impact on existing sets Miscellaneous Locking icons in power trays now also locks macros in power trays Added missing bio for Digiwrench from Sgt. Schorr's arc Atlas Park & Mercy Island Reverted enemy spawning changes introduced in Issue 27, Page 2 Echo Plaza Added Luna near the TUNNEL portal in order to allow Praetorians to purchase past Anniversary badges Added P2W vendor by the hospital in order to easily get the new Only Affect Self and Disable All powers Logging off near the Hospital will now award credit towards the Caregiver / Pain Specialist day job Logging off near the Tailor will now award credit towards the Fashion Designer day job This is the only Fashion Designer location available to Praetorians Removed fall damage Sewer Network & Abandoned Sewer Network Updated the Abandoned Sewer Network minimap to correctly display Vahzilok's lab This area was added to the zone in i25 but the minimap was never updated Updated the Sewer Network minimap to remove the trial room (which is only present in the Abandoned Sewers, not the regular sewers) Updated both maps to show the Skyway City entrance The "Living Dark" badge in the Abandoned Sewer Network has been moved into Vahzilok's lab From left to right: old minimap for both zones, new minimap for Sewer Network, new minimap for Abandoned Sewer Network Bug Fixes Fixed an issue with minimap compass textures scaling incorrectly if Cimerora was the first map you loaded into Minor LoD fixes in Atlas Park Fix basic Freakshow Tank Swipers and Freakshow Tank Smashers counting twice for the Tankbuster badge Fix basic Watchers and Overseers counting twice for the Visionary badge ("Basic" in this context means that they're not special versions used in the Catheral of Pain or alternate looks) Fixed Vespillo's Pass (ITF mission 3) minimap freaking out at the entrance and in the final area Powers Bug Fixes Fixed a bug that would cause some oddities while running various stance-setting powers (like Ninja Run + Power Slide) Fixed a bug that was causing Low-G Pack and Zero-G Pack temp powers to break travel powers Dual Pistols (all versions): Addressed some issues with animations not executing for the next power right after a weapon redraw attack Peacebringer > Luminous Aura > Quantum Maneuvers: Fixed a bug that caused intermittent vfx Minor text fixes for Inherent powers 9 3 Got time to spare? 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Apparition Posted May 4, 2021 Posted May 4, 2021 (edited) 2 minutes ago, ZaranBlack said: What’s the reason for reverting the spawn changes? The mob spawn rates in Atlas Park and Mercy Island were so low that the people running the blue or red side Issue 21 story arcs respectively were competing with each other for mobs. Sometimes you had to wait around for the mobs to respawn, making the story arcs take much longer to complete than before. Edited May 4, 2021 by Apparition 3 1
UberGuy Posted May 4, 2021 Posted May 4, 2021 27 minutes ago, ZaranBlack said: What’s the reason for reverting the spawn changes? What @Apparition said, but the devs have said they still want to improve the spawn behavior to not be so crazy, but doing so requires modifying the missions that rely on you clearing them. That will take more time than they wanted to leave people having to deal with the side effects of the reduced spawn rates, so the reversion was the best course for now. 2
Glacier Peak Posted May 4, 2021 Posted May 4, 2021 Whoo hoo! Star Wars reference and a fresh patch! I lead weekly Indom Badge Runs / A newer giant monster guide by Glacier Peak / A tour of Pocket D easter eggs! / Arena All-Star Accolade Guide! Best Post Ever....
Dispari Posted May 4, 2021 Posted May 4, 2021 I don't know if this was intentional or what, but the new jumping speed while Walking is slower than it used to be. It's currently capped at 3.15 mph just like the walking speed is, but before the patch you could move faster by hopping.
Bopper Posted May 4, 2021 Posted May 4, 2021 27 minutes ago, Dispari said: I don't know if this was intentional or what, but the new jumping speed while Walking is slower than it used to be. It's currently capped at 3.15 mph just like the walking speed is, but before the patch you could move faster by hopping. I think it was. Now that powers are no longer disabled, I bet you could have had some silly jump speeds while in Walk. But if it is being capped at 3.15 mph, the patch notes should be updated to reflect that as "capped at base speed" technically would mean capped at 14.32 mph. PPM Information Guide Survivability Tool Interface DoT Procs Guide Time Manipulation Guide Bopper Builds +HP/+Regen Proc Cheat Sheet Super Pack Drop Percentages Recharge Guide Base Empowerment: Temp Powers Bopper's Tools & Formulas Mids' Reborn
Carnifax Posted May 4, 2021 Posted May 4, 2021 Sigh. More work for me. Mind you I just looked at Static field and Confuse Chain in Elec Control as part of my Mez update and they're making me cry. What the hell does this mean? 1 My level 50 builds [Bullitt Time : DP/Kin Corruptor] [Carnifax : Ill/Dark Controller] [Kerriae : Plant/Storm Controller] [Echinoderm : Bio/Spines Tank] [Iron Brew : Mace/Rad Brute] [Snookered : Staff/NRG Brute] [iScream : Ice/Ice Scrapper] [Binman : Savage/Shield Stalker] [Modul-8 : Time/Sonic Defender] [Concussion Blast : Fire/NRG Domi] [Orblivion : Dark/Martial Domi] [Mombie : Necro/Nature MM] [Tempore : Water/Time Blaster] [Thermodynamic Flux : Ice/Fire Blaster] [Carni's Online CombatLog Parser Alpha]
Dispari Posted May 4, 2021 Posted May 4, 2021 31 minutes ago, Bopper said: I think it was. Now that powers are no longer disabled, I bet you could have had some silly jump speeds while in Walk. But if it is being capped at 3.15 mph, the patch notes should be updated to reflect that as "capped at base speed" technically would mean capped at 14.32 mph. Right, it should be capped at a higher speed, is what I was trying to say.
Hyperstrike Posted May 4, 2021 Posted May 4, 2021 Nanu nanu! If you want to be godlike, pick anything. If you want to be GOD, pick a TANK!
Arbegla Posted May 4, 2021 Posted May 4, 2021 24 minutes ago, Carnifax said: Sigh. More work for me. Mind you I just looked at Static field and Confuse Chain in Elec Control as part of my Mez update and they're making me cry. What the hell does this mean? This thread might help with that question: It looks like that might be the pseudo-pet procing. Next time, stand near the mobs inside your static field, and see if you are given some endurance after the "Energy build up from the Static Field causes X to shake uncontrollably." triggers.
Carnifax Posted May 4, 2021 Posted May 4, 2021 (edited) Oh I know it's the Static Field pseudo. I'm just annoyed it doesn't say Static Field: You Sleep Metal Smasher with your Static Field. Like most other mezzes do. Edited May 4, 2021 by Carnifax My level 50 builds [Bullitt Time : DP/Kin Corruptor] [Carnifax : Ill/Dark Controller] [Kerriae : Plant/Storm Controller] [Echinoderm : Bio/Spines Tank] [Iron Brew : Mace/Rad Brute] [Snookered : Staff/NRG Brute] [iScream : Ice/Ice Scrapper] [Binman : Savage/Shield Stalker] [Modul-8 : Time/Sonic Defender] [Concussion Blast : Fire/NRG Domi] [Orblivion : Dark/Martial Domi] [Mombie : Necro/Nature MM] [Tempore : Water/Time Blaster] [Thermodynamic Flux : Ice/Fire Blaster] [Carni's Online CombatLog Parser Alpha]
Arbegla Posted May 4, 2021 Posted May 4, 2021 5 minutes ago, Carnifax said: Oh I know it's the Static Field pseudo. I'm just annoyed it doesn't say Static Field: You Sleep Metal Smasher with your Static Field. Like most other mezzes do. Thing is, its not the sleep portion of the pseudo-pet.. its the secondary pet that grants you endurance (not the original one that puts things to sleep)
Carnifax Posted May 4, 2021 Posted May 4, 2021 1 minute ago, Arbegla said: Thing is, its not the sleep portion of the pseudo-pet.. its the secondary pet that grants you endurance (not the original one that puts things to sleep) Don't think so, the sleep pulses and these are the log entries for them 2021-04-22 23:06:23 Static Field: You hit Metal Swiper with your Static Field for 2.39 points of their endurance. <-- End Drain 2021-04-22 23:06:23 Static Field: Energy built up from the Static Field causes Tank Smasher to shake uncontrollably! <-- Sleep 2021-04-22 23:06:23 Static Field: Energy built up from the Static Field causes Metal Smasher to shake uncontrollably! <-- Sleep There's nothing else in the logs mentioning Sleep so it has to be these oddball lines. My level 50 builds [Bullitt Time : DP/Kin Corruptor] [Carnifax : Ill/Dark Controller] [Kerriae : Plant/Storm Controller] [Echinoderm : Bio/Spines Tank] [Iron Brew : Mace/Rad Brute] [Snookered : Staff/NRG Brute] [iScream : Ice/Ice Scrapper] [Binman : Savage/Shield Stalker] [Modul-8 : Time/Sonic Defender] [Concussion Blast : Fire/NRG Domi] [Orblivion : Dark/Martial Domi] [Mombie : Necro/Nature MM] [Tempore : Water/Time Blaster] [Thermodynamic Flux : Ice/Fire Blaster] [Carni's Online CombatLog Parser Alpha]
ZorkNemesis Posted May 4, 2021 Posted May 4, 2021 8 hours ago, Jimmy said: Removed fall damage My work here is done. *swooshes cape* Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.
ElementCentral Posted May 4, 2021 Posted May 4, 2021 (edited) Respec keeps failing since this patch, still unsure if its something my end or related to the patch itself ***Quit game, relogged in appears to have fixed the respec issue. Working now as intended Edited May 4, 2021 by ElementCentral ***UPDATE***
Pouncy Posted May 4, 2021 Posted May 4, 2021 2 hours ago, Dispari said: I don't know if this was intentional or what, but the new jumping speed while Walking is slower than it used to be. It's currently capped at 3.15 mph just like the walking speed is, but before the patch you could move faster by hopping. I used to follow NPCs around town in walk mode just for the fun of it. Some walk much faster than walk speed. I would refresh the distance by a few hops. Guess I'll have to toggle now. 9 hours ago, Jimmy said: Fixed a bug that would cause some oddities while running various stance-setting powers (like Ninja Run + Power Slide) I have a few toons that would do a little Parkinson's maneuver and finally traced it to this to slide and Ninja combo. An Ounce of Pounce is worth a Pound of Bounce.
Luminara Posted May 4, 2021 Posted May 4, 2021 9 hours ago, Jimmy said: Concealment > Infiltration Removed the continuous humming sound Thank you. Thank you so much. ❤️ 3 Get busy living... or get busy dying. That's goddamn right.
Ohsirus Posted May 4, 2021 Posted May 4, 2021 Enhancements +range set bonuses now have 7 tiers (like all other types), rather than 3 This should have no impact on existing sets So does that mean we got some IO changes? If so are the changes listed somewhere?
Bopper Posted May 4, 2021 Posted May 4, 2021 (edited) 40 minutes ago, Ohsirus said: Enhancements +range set bonuses now have 7 tiers (like all other types), rather than 3 This should have no impact on existing sets So does that mean we got some IO changes? If so are the changes listed somewhere? It's probably not that interesting. There previously were only 3 set bonuses for range, and it was set to (paraphrasing names): Range_Bonus_1 = 5% (referred to as Tiny) Range_Bonus_2 = 7.5% (referred to as Large) Range_Bonus_3 = 10% (referred to as Ultimate) Normally there are 7 tiers where you have the following: _1 = tiny _2 = small _3 = moderate _4 = large _5 = huge _6 = gargantuan _7 = ultimate So they seem to just be fixing range bonuses to match their normal standard. It could mean future sets get these new bonuses, but that would purely be speculative. Edit: a change like this normally wouldn't warrant a patch note, so I suspect it's only being mentioned because there could be a risk of player set bonuses getting messed up during standardization. If the old set bonus was called _3 (ultimate) and now it's called _7, you might want to make sure you still have your set bonus and that it didn't change in value (so 10% stays 10%, basically) Edited May 4, 2021 by Bopper PPM Information Guide Survivability Tool Interface DoT Procs Guide Time Manipulation Guide Bopper Builds +HP/+Regen Proc Cheat Sheet Super Pack Drop Percentages Recharge Guide Base Empowerment: Temp Powers Bopper's Tools & Formulas Mids' Reborn
Gunrunner Posted May 4, 2021 Posted May 4, 2021 (edited) Thank you! The hum from Infiltrate was icepick-into-eardrum annoying, and the spawn rates in Mercy were... well... there were no mobs! I can't imagine how tough the bluesiders must have had it. On the downside, the stalker weapon redraw AS bug is still with us. Other then that, good stuff all around. I am proud and confident to have such an excellent dev team. Huzzah! Edited May 4, 2021 by Gunrunner
xl8 Posted May 4, 2021 Posted May 4, 2021 11 hours ago, Jimmy said: Walk now applies Only Affect Self, caps your speed to the base values, and disables all travel powers Is there a game mechanic reason I can’t walk menacingly slowly after a target, a la generic horror villain, and hit them with my melee weapon?
PhantomoftheFPS Posted May 4, 2021 Posted May 4, 2021 I like the infiltration changes - to consider it a travel power was pretty weak. Maybe 10 more percent? 😈
kelika2 Posted May 4, 2021 Posted May 4, 2021 5 minutes ago, PhantomoftheFPS said: I like the infiltration changes - to consider it a travel power was pretty weak. Maybe 10 more percent? 😈 Try a Universal set in it like Zephyer or Winter. run+jump combo is great Also 85ish mph runspeed with 2 slot sprint and 2 slot infiltration. not bad considering the jumping allows me to hurdle a train station And those alts with [Quickness] or [Mental Training] at at cap or near cap.
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