Developer The Curator Posted February 8 Developer Posted February 8 Patch Notes: Issue 27, Page 7 Current notes cumulative, not final page release notes. 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 Only looking for what changed in Release Candidate 1? Check here! All changes are also in the full patch notes found below. RELEASE CANDIDATE 1 CHANGES: Spoiler Powers Doppelganger sets for Arsenal Control and Arsenal Assault added. Arsenal Control and Arsenal Assault are now available for custom critters in the AE. Arsenal Control > All Pseudopets should now be spawned with the caster's current buffs. As usual, they will last for about the same time as the buff lasts in the caster. Arsenal Control > Cryo Freeze Ray: Now applies -Fly. Arsenal Control > Smoke Canister: No longer requires to target the ground. Fire Control > Fire Control > Bonfire: Increased knockdown chance while kb2kd, damage now requires a to-hit check. Power now accepts Accuracy enhancements. Epic > Fire Mastery > Bonfire: Increased knockdown chance while kb2kd, power no longer auto-hit. Power now accepts Accuracy enhancements. Epic > Dark Mastery > Tar Patch: Duration increased to 45s, no longer auto-hit, now a foe targeted power. Patron > Leviathan Mastery > Water Spout: enhancement set change reverted. Patron > Leviathan Mastery> Spirit Shark: Fixed not setting combat stance when activated Patron > Mace Mastery > Web Envelope (Def/Cor): Now does damage (bug fix) All Player and Critter powers that did immobilize while also applying kb resistance and kb protection have now had the kb protection removed. This protection made all foes practically immune from kb. Now foes will be knocked down. Customization Sheathed / Holstered Weapons Slightly adjusted the positioning of holstered bows to better rest on the back and clip less. Task Forces Dr. Aeon's Strike Force - 'Chasing Fool's Gold' Mission 7 Increased Battle Becky's follow detection radius and gave her no collision to promote cooperative movement pathing. NPC Enemies Circle of Thorns Pass over new powers to ensure they have the proper critter target cap. Vanguard Renamed Hero 1's 'Rune of Protection' to 'Aid From The Fae'. Zones Kallisti Wharf Another several dozen geometry errors fixed. Port Oakes Fixed both Mayhem Mission submarine hatch doors from being unselectable while open. Rikti War Zone Fixed an AE logo sign floating off the wall. Striga Isle Arbiter Mudd has been deployed to just outside the Bog to assist villains in training their powers. Please bear in mind that the Arbiter is a terribly busy man and an important figure within Arachnos, and he's not there because he *wants* to be, but because he *has* to be. Architect Entertainment Mission Maps Fixed four glowies that were inside geometry in the AE version of the Smelting Cauldron warehouse map. New Player Experience The first time the game is launched, existing volume settings will automatically be mapped to their equivalent level on the new sliders. Sorry beta testers, if you adjusted the settings in a previous beta build it will probably be too loud now. To test this change, client.json can be copied from the live server install folder to beta, and the game should sound the same, though the slider values will be different. What's New in Issue 27, Page 7 Marquee Features Piecemeal's Personal Story - Issue 27 Finale Co-Op Striga Isle & New Villain / Rogue Story Arcs Rikti War Zone Revamp - Vanguard Base Expansion Advanced Mode - Lady Grey's Task Force Team Badges - Task Forces Powers & Gameplay Adjustments New Player Experience Improvements New Powersets: Arsenal Control & Arsenal Assault New Epic / Ancillary Power Pools and Epic Balancing Pass Arachnos Soldier / Arachnos Widow Updates & Power Customization Sheathed / Holstered Weapons - Now available on all weapon powersets! High-Level Council & Circle of Thorns Revamps Giant Monster Balancing Pass Various Adjustments, Improvements & Fixes Aether Reward Shop Preview Images + Wave 4 New Costume Parts New Vanity Pet Invention Recipes New Supergroup Base Items Loads of bug fixes ...and much, much more! Marquee Features Piecemeal Issue 27 Finale [Focused Feedback: Issue 27 Finale - Piecemeal's Personal Story] 'A Second Chance At A First Impression' - Issue 27 Finale: Personal Story, Piecemeal A strange, archaic and outdated device in the Rikti War Zone has been asking for you by name. If you are ready, you will step into the shoes of Paragon City's newest and most notorious villain as she comes face-to-face with a situation that (for once) she cannot handle. The amount of humble pie she consumes as a result has yet to be accurately calculated. A new take on the Personal Story, you and your teammates will be forced to assume to the identity of Piecemeal as you navigate a reconstructed simulation of her experience trying to circumvent the protocols in the Paragon City teleport grid - an event that sends her from one place to another uncontrollably before placing you in the heart of a burgeoning apocalypse. Carefully reconstructed from her 360-degree sensor tech and optical recordings by her M.C. of Information, Bile, you will engage in a bit of banter before witnessing the horror hands-on in this Abomination Simulation. Enjoy some of the canonical reasons for notorious changes, and a heaping bathtub full of foreshadowing! This Personal Story can be played together with a full team of 8 players! CONTACT: Pay Phone Accessing this story arc requires having completing Doc Buzzsaw's newest arc. Those missing it can use /badgegrant mission_i27_buzzsaw to unlock it. LOCATION: Rikti War Zone, /thumbtack 3230.6 0.1 -513.9 ALIGNMENT / LEVEL: Any - Level 50 OUROBOROS / ARC: Hero of the City / Made - 27.95 Co-Op Striga Isle & New Story Arcs [Focused Feedback: Co-Op Striga Isle & New Story Arcs] Striga Isle is now a co-op zone that villains can enter using the Smuggler's Submarine line. Added ability for villain characters to queue in LFG for Ernesto Hess and Moonfire's Task Forces. Arbiter Mudd has been deployed to just outside the Bog to assist villains in training their powers. Please bear in mind that the Arbiter is a terribly busy man and an important figure within Arachnos, and he's not there because he *wants* to be, but because he *has* to be. 'Buried Secrets' - Oberst Straxt Oberst Straxt of the 5th Column is seeking unscrupulous villains to infiltrate Striga Isle in order to collect old caches left behind by that organization when the Council took control of the island. CONTACT: Oberst Straxt LOCATION: Striga Isle, /thumbtack -293.2 -25.5 -1028.0 ALIGNMENT / LEVEL: Villain, Rogue - Level 20-24 OUROBOROS / ARC: Insider - 27.90 Will offer repeatable tasks in addition to their story arc. 'Just Prototypical' - Dr. Francois Dr. Francois, the famous roboticist, has been freed from his recent bout as a Sky Raider prisoner, working on a giant mech project. Easily intimidated, the doctor can aid an enterprising villain in a daring heist against the Sky Raiders. CONTACT: Dr. Francois LOCATION: Striga Isle, /thumbtack 104.5 -0.0 -1209.6 ALIGNMENT / LEVEL: Villain, Rogue - Level 20-24 OUROBOROS / ARC: Insider - 27.91 Will offer repeatable tasks in addition to their story arc. 'Negotiations of the Living Dead' - Night Widow Ragana With the Council in shambles there's a power vacuum on Striga. The Warriors, Family and Sky Raiders want to split the Council territory among themselves, and plan to meet to negotiate terms. Arachnos prefers to have the Council in charge and have sent a Night Widow to handle the situation. Night Widow Ragana needs some expendable and deniable resources to break up the negotiations - permanently. CONTACT: Night Widow Ragana LOCATION: Striga Isle, /thumbtack -507.2 8.0 -1079.6 ALIGNMENT / LEVEL: Villain, Rogue - Level 20-24 OUROBOROS / ARC: Insider - 27.92 'The Most Dangerous Prey' - Orpheus Orpheus, a Warrior bard of some repute, has specialized in hunting the undead. He is now offering his expertise to those he deem worthy. Since you have recently contracted a mysterious ghost-related curse upon your name, you seek out his help. CONTACT: Orpheus LOCATION: Striga Isle, /thumbtack -2376.0 0.8 -1957.3 ALIGNMENT / LEVEL: Villain, Rogue - Level 25-29 OUROBOROS / ARC: Undesirable - Arc 27.93 Will offer repeatable tasks in addition to their story arc. 'The Last Witch of Striga' - Mage-Killer Tatiana Mage-Killer Tatiana is hunting a powerful witch. In order to draw out the near-mythical protector of the island, Tatiana needs someone to stir up trouble among the Banished Pantheon and deal with the local chapter of the Legacy Chain. CONTACT: Mage-Killer Tatiana LOCATION: Striga Isle, /thumbtack -2640.7 66.7 -3346.5 ALIGNMENT / LEVEL: Villain, Rogue - Level 25-29 OUROBOROS / ARC: Undesirable - Arc 27.94 Rikti War Zone Revamp [Focused Feedback: Rikti War Zone Revamp] Vanguard Base Expansion The Vanguard base in the zone has been expanded and revamped with several additional new sections added and the base now directly connects to the surface from several points. The Architect Entertainment functionalities within the zone have been moved inside one of the Vanguard base's new areas. The AE building has been replaced by a Vanguard vehicle depot with lifts that connect to the base underground. Fixed an AE logo sign floating off the wall. The Rikti Pylons found throughout the zone now con as Level 54 rather than ignoring level mods. Added training Rikti Pylon dummies found outside the Vanguard base that match the old pylons. Also added four training dummies that con 50 through 54 found outside the Vanguard base on the surface. The color of the lights near the dummies helps inform how they con. Added script to all Vanguard training dummies that reports on death how long it took to defeat them from 100% HP. This includes the summonable Vanguard MDC accolade dummy. Vanguard Quartermaster and Combat Nurse added near the training dummies on the surface. Merit vendor NPC has been replaced by a merit vendor kiosk. Benevolabs hologram vendor has been added near the merit kiosk's location. Portal mission doors in the zone have been changed to use the new Portal Corp section of the Vanguard base. This Portal Corp section also houses connection to the new travel network for Shadow Shard access from Rikti War Zone. Vanguard shooting range targets are once again target-able and can be attacked by players for role playing purposes. Info NPC by the base exit now using a Vanguard outfit. The Vanguard are preparing! But for what? Shadow Shard Portal Now accessible via a new travel network that links: Rikti War Zone, Peregrine Island, and Firebase Zulu. This new travel network has a unique icon that can be found on the mini map as 'Shadow Shard Portal'. Look for the red icon! Advanced Mode - Lady Grey's Task Force [Focused Feedback: Advanced Mode - Lady Grey's Task Force] Advanced Difficulty Mode label shortened to Advanced Mode. Advanced Mode added to the Lady Grey's Task Force, accessible via the Challenge Mode options found before starting the Task Force. This mode significantly changes the content, adding new rewards, enemies, boss encounters, areas, and badges. This new Advanced Mode is out of this world! Completing Lady Grey's Task Force on Advanced Mode will reward players with an added choice of 40 Reward Merits or a random Hamidon Origin enhancement from a pool including expanded combos that match the D-Sync Origin's enhancement selection. Enhancements are weighted so chances are higher (2:1) to receive one of the new combos: Vesicle Exposure (End Mod/Rech) Stereocilia Exposure (Slow/Rech/End) Microtubule Exposure (End Mod/Acc) Karyoplasm Exposure (Dam/End) Microvillus Exposure (Acc/Range) Chromatin Exposure (Dam/Rech) Ectosome Exposure (Threat/Acc/Rech) Amyloplast Exposure (Rech/Heal/Absorb) Chloroplast Exposure (Acc/Heal/Absorb) Team Badges - Task Forces [Focused Feedback: Team Badges] New Badge Checks New category of bonuses added to Task Forces that are always enabled by default. This automatically checks if the team meets any composition criteria to reward the earned badge. Team badges function by checking team members as they enter the mission, if a player does not enter any missions they are not counted for the check. Teams that meet the criteria described are automatically granted the badge upon the content's completion. Qualifying teams for these badges will be notified by a small icon appearing near their challenge status icons. / Role Diversity - Complete the content on a team with Archetypes that fulfill all five roles. Archetype Duplication - Complete the content with a team of 4 or more using only the same Archetype. This feature is only for associated badges and does not change any other rewards granted by the content. Teamwork makes the dream work! Powers & Gameplay Adjustments New Player Experience (NPE) Improvements [Focused Feedback: New Player Experience (NPE) Improvements] With everything finally becoming official, we're at the beginning of a new era for the game, and it is time we become better stewards of the core game itself. The first step is to start making some improvements to the new player experience (or NPE, as the cool kids refer to it) to remove some of the small "pain points" experienced by new players (you may have noticed a large influx of them recently!). Character Creation Guidance We cleaned up some of the language and graphics during character creation and tutorial selection to guide new players toward creating their characters in the easier starting areas: Updated text to nudge new players to start in Primal Earth, not Praetoria. Updated text to nudge players towards Breakout or Outbreak, not Galaxy City. RESISTANCE and LOYALIST are now colored blue and gold in the text descriptions (in the same way HERO and VILLAIN are colored blue / red). "City of Heroes: Freedom" and "City of Heroes: Going Rogue" graphics replaced with "Primal Earth" and "Praetorian Earth" graphics. Kheldians now show stats during AT selection (instead of a series of ?s). EAT descriptions updated to state that they are not recommended for new players, cannot access the tutorial, and are locked to (start as) specific alignments. Villain EAT descriptions updated to correct poor grammar and remove needless gendering. Arachnos Soldiers now have a pets rating of "5" (instead of "3"). Replaced all the ugly dashes (-) with pretty bullets (•). Access to Travel New characters will automatically start with Athletic Run (players can swap this out at S.T.A.R.T, formerly P2W, for another version). Passport (and Long Range Teleporter) is now unlocked by acquiring any 10 exploration badges, instead of one exploration accolade. This doesn't affect characters who already own Long Range Teleporter, and the Pocket D unlock method is still present. Note: For technical reasons, this only counts exploration badges collected after the patch. New characters are given 30 minutes of the S.T.A.R.T Jet Pack when training to level 2. The description informs players how to get more. Origin Attacks Damage is now more consistent during the early levels. It is now scale 1.00 at levels 1 through 10. This damage declines linearly, starting at level 11, and ending at 0.30 at level 17 (previously the damage began dropping off from level 2). Endurance cost removed (like Brawl). Recharge reduced from 4s to 3s. Range increased from 45 feet to 80 feet to match most ranged attacks. Now added to the tray upon character creation. Power icon colors updated to Inherent color scheme. Note: The existing icons still exist with their old names if you were using them for macro images. User Interface Improvements All three main power trays are expanded by default, and pre-set to tray 1, 2, and 3 rather than all being tray 1. Additional trays added with the + button now default to tray 4, 5, 6, etc. The inspiration tray is in its expanded state by default. To avoid confusion with Sprint, Prestige Power Slide is now no longer added to the tray upon character creation. The "Show Pet Window Option" setting has been removed and is always enabled. This just provides players with the ability to open the Pets window (by clicking "Pets" at the top of the Team window), it doesn't open the window by default. Fixed a bug which sometimes caused power trays to be completely emptied if a new character zoned or logged off before moving powers in or adding extra powers to the tray. The game's volume levels have been adjusted to make for a more comfortable experience. The volume sliders now range from 0% - 150%. The 150% setting is equivalent to the former 100% setting. The slider range scales along a curve so that more of the slider results in usable volume levels. The first time the game is launched, existing volume settings will automatically be mapped to their equivalent level on the new sliders. Sorry beta testers, if you adjusted the settings in a previous beta build it will probably be too loud now. To test this change, client.json can be copied from the live server install folder to beta, and the game should sound the same, though the slider values will be different. Guidance When gaining the free Jet Pack at level 2, you are presented with a pop-up explaining how to get more at the P2W vendor. Finding your first exploration badge now gives a pop-up explaining that you'll get LRT if you collect 10 in total. When training to level 10, a pop-up will inform you how to begin the Invention tutorial (this pop-up will also automatically unlock the Invention tutorial contact relevant to your faction). Rewrote the "You got a Tip!" Pop-up to be more up-to-date and informative. Miscellaneous Pay 2 Win (and Transact 4 Victory) have rebranded as S.T.A.R.T. Exploration badges now award a tour guide tip. The very first exploration badge you pick up does not award a tip (to avoid getting two pop-ups from one badge). Exploration badges now grant Patrol XP instead of regular XP. The amount of Patrol XP gained is dramatically higher than the previous amount of regular XP previously gained. The amount scales with level, starting with 1.5 bars at level 1, down to 0.25 bars at level 50. New Powerset - Arsenal Control [Focused Feedback: Arsenal Control] New primary for Controllers and Dominators Armed with a state-of-the-art multipurpose rifle, you are able to deliver a wide variety of payloads to control your enemies and render them incapable of responding. Powers: Tranquilizer Ranged, DMG(Toxic), Foe Sleep, -SPD The Tranquilizing Dart is the perfect tool to sideline a single foe. It deals some toxic damage and can render the target unconscious, allowing you to focus on more important targets. The target remain asleep for some time, but will awaken if attacked. The Sleep component of this power is Auto Hit against regular enemies, but a To Hit check is required to against AVs and players, as well as to make secondary effects apply. Cryo Freeze Ray Ranged, Minor DMG(Cold), Foe Hold, -Recharge, -SPD, -Fly The Cryo Freeze Ray encases your foe in a block of ice, holding him helpless in place for a while and dealing some cold damage. Now applies -Fly Sleep Grenade Ranged (Targeted AoE), DMG(Smash), Foe Sleep, -Recharge, -SPD The Sleep Grenade can be launched at long range from beneath the barrel of your Assault Rifle. It releases a cloud of gas that will make enemies drowsy, slow, and fall asleep. Should now be spawned with the caster's current buffs. Liquid Nitrogen Ranged, Target DoT(Smashing), -Fly The Liquid Nitrogen dispenser can spray a target location with liquid nitrogen creating a large patch of ice. Those caught in the patch of ice are dramatically slowed, take cold damage over time, tend to fall down and will be unable to jump. Should now be spawned with the caster's current buffs. Cloaking Device Toggle: Self Stealth, +DEF(All) This Cloaking Device is the ultimate in infiltration technology. It uses an LCD body coating to become all but impossible to detect. While concealed you can only be seen at very close range. If you attack while concealed, you will be discovered. Even if discovered, you are hard to see but will retain some of your Defense bonus to all attacks. Smoke Canister Ranged (Location AoE), Foe -Perception, -To Hit, Confuse The Smoke Canister is a powerful infiltration tool. Fling it at a target location and it will quickly cover the area in smoke. While engulfed within this smoke, most enemies will not be able to see past normal melee range, although some may have better perception. If the villains are attacked, they will become confused and might attack their allies. Should now be spawned with the caster's current buffs. No longer requires to target the ground. Flash Bang Disorient, -To Hit The Flash Bang Grenade is ideal to disorient a group of enemies. Even enemies that are not disoriented will have their chance to hit reduced. Tear Gas Ranged (Targeted AoE), Foe Hold, -DMG The Tear Gas canister is the ultimate crowd control tool, it will make enemies choke and unable to take any action as well as debuffing their damage output. Should now be spawned with the caster's current buffs. Tri-Cannon Build Tri-Cannon: Ranged, DMG(Lethal) The Tri-Cannon is the perfect companion in the field. It has an extremely fast fire rate and is equipped with a customized tracking system. Once locked on, it will continue to unload a volley of lead into the target until it is destroyed. Enemies hit by the Tri-Cannon, as well as those near it, will prioritize attacking it over it's owner. It is armored and can take significant amounts of damage. New Powerset - Arsenal Assault [Focused Feedback: Arsenal Assault] New secondary for Dominators You use your cutting edge rifle to not only devastate foes from range, but also wield it and other advanced munitions at short range to incapacitate anyone who gets too close. Powers: Burst Ranged, DMG(Lethal), Foe -DEF Quickly fires a Burst of rounds at a single target at very long range. Damage is average, but the fire rate is fast. Can also reduce the target's defense. Buttstroke Melee, DMG(Smash), Foe Disorient A smash with the butt of your rifle with a high chance of disorienting. Buckshot Ranged (Cone), DMG(Lethal), Foe Knockback Good at close range. Fires a cone of Buckshot pellets and can knock some foes down. Elbow Strike Melee, Moderate DMG(Smash), Foe Knockback You strike your foe with a powerful punch dealing Smashing damage and knocking the target back. Power Up Self +Special, +DMG(All) Boosts the damage and secondary effects of your powers. Your powers' effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes and more, are all improved. The effects of Power Up last a short while, and only the next couple of attacks will be boosted. Trip Mine Place Mine: PBAoE, DMG(Fire), Foe Knockdown You can place a Trip Mine on the ground. Any villains that pass near the Trip Mine will cause it to explode, damaging all nearby foes and sending them flying. Targeting Drone Toggle: Self +To Hit, +Perception, Res(DeBuff To Hit) When this device is activated, the small Targeting Drone hovers around your head and emits targeting laser sights. The lasers can dramatically improve your chance to hit, and increase your perception, allowing you to better see stealthy foes. Targeting Drone also grants you resistance to powers that debuff your chance to hit. Sniper Rifle Sniper, DMG(Lethal), Foe Knockback Sniper Rifle is a powerful piece of hardware. It is very accurate and has a very long range. The impressive round can knock down its target. Like most sniper attacks, you must take your time to aim, so this attack can be interrupted. If you are engaged in battle this attack becomes instant-cast. If you are not engaged, it will do bonus damage. Ignite Range, DoT(Fire) Sprays a target with accelerant from your flamethrower, igniting it and causing extreme damage over time. Also sets the location on fire if the target is grounded, inflicting damage to additional foes that step in the area. Epic / Ancillary Power Pools [Focused Feedback: Epic / Ancillary Power Pools] This feature addresses inconsistencies with Epic Pool powers with regards to rules around their stats and penalties, as well as general bug-fixes. These powers have been swept through in order to consistently follow these rules so that all epic powers are at a shared baseline for their power type. This should mitigate many imbalances between epic pools where arbitrarily one had better or worse versions of a type of power than another due to recharge, damage, or area coverage. This should create more diverse and viable build options available to players instead of them feeling funneled towards the “best” ones even if it is against their chosen theme. This in turn allows us to introduce many new epic pools in this page and in the future that follow these standards across all Archetypes. New Epic/Ancillary Power Pools New Dark Mastery Epic pool for Blasters: Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative)) Fearsome Stare (Ranged (Cone), Foe Fear, -To Hit) Possess (Ranged, Target Confuse) Black Hole (Ranged (Targeted AoE), Foe Intangible) Soul Consumption (PBAoE Foe -Max Hp, -Max End, Self +Max HP, +Max End) New Dark Mastery Epic pool for Controllers: Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative)) Dark Blast (Ranged, DMG(Negative), Foe -To Hit) Umbral Torrent (Ranged (Cone), DMG(Smashing), Foe -To Hit, Knockback) Midnight Grasp (ST DMG(Negative, Foe Immob, -To Hit) Soul Consumption (PBAoE Foe -Max Hp, -Max End, Self +Max HP, +Max End) New Dark Mastery Epic pool for Dominators: Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative)) Tar Patch (Ranged (Target AoE), Target -Speed, -Res, -Fly) Darkest Night (Toggle: Ranged (Targeted AoE), Foe -DMG -To Hit) Umbral Torrent (Ranged (Cone), DMG(Smashing), Foe -To Hit, Knockback) Soul Consumption (PBAoE Foe -Max Hp, -Max End, Self +Max HP, +Max End) New Dark Mastery Epic pool for Masterminds: Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative)) Shadow Binds (Ranged, Moderate DoT(Negative), Foe Immobilize, -To Hit, -Fly) Dark Pit (Ranged (Targeted AoE), Foe Disorient) Possess (Ranged, Target Confuse) Soul Consumption (PBAoE Foe -Max Hp, -Max End, Self +Max HP, +Max End) New Dark Mastery Epic pool for Tankers and Brutes: Penumbral Grasp (Ranged, DOT(Negative), Foe Immobilize, -To Hit) Petrifying Gaze (Ranged, DMG(Negative), Foe Hold) Dark Blast (Ranged, DMG(Negative), Foe -To Hit) Night Fall (Ranged (Cone), DMG(Negative), Foe -To Hit) Tar Patch (Ranged (Target AoE), Target -Speed, -Res, -Fly) New Ice Mastery Epic pool for Defenders and Corruptors: Frozen Armor (Toggle: Self +Def(Smash, Lethal), +Res(Cold, Fire)) Flash Freeze (Ranged (Targeted AoE), DMG(Cold), Foe Sleep) Hoarfrost (Self Heal, +Max HP, Res(Toxic)) Build Up (Self +Damage, +To-Hit) Hibernate (Toggle: Self +Regeneration, +Recovery, Invulnerable; Self Hold) New Ice Mastery Epic pool for Scrappers and Stalkers: Ice Bolt (Ranged, DMG(Cold), Foe -Recharge, -SPD) Frozen Spear (Sniper, DMG(Cold), Foe Sleep, -Recharge, -SPD) Shiver (Ranged (Cone), Foe -SPD, -Recharge) Frigid Wind (Close (Cone), DoT(Cold), Foe -Recharge, -SPD) Ice Elemental (Summon Ice Elemental: Melee DMG(Lethal/Cold)) New Psionic Mastery Epic pool for Brutes and Tankers: Mesmerize (Ranged, DMG(Psionic), Foe Sleep) Dominate (Ranged, DMG(Psionic), Foe Hold) Harmonic Mind (Auto: Self, +Recovery, Endurance Discount) Mental Blast (Ranged, DMG(Psionic), Target -Recharge) Psionic Tornado (Ranged (Targeted AoE), DoT(Psionic), Foe Knockback) New Psionic Mastery Epic pool for Scrappers and Stalkers: Mental Blast (Ranged, DMG(Psionic), Target -Recharge) Psionic Lance (Sniper, DMG(Psionic), Target -Recharge) Psychic Scream (Ranged (Cone), DMG(Psionic), Foe -Recharge) Harmonic Mind (Auto: Self, +Recovery, Endurance Discount) Psionic Nexus (Summon Psionic Nexus: Ranged DMG(Psionic)) Set Names Global Epic Pool Thesaurus Nerf: Flame Mastery Renamed to Fire Mastery. Heat Mastery Renamed to Fire Mastery. Pyre Mastery Renamed to Fire Mastery. Blaze Mastery Renamed to Fire Mastery. Darkness Mastery renamed to Dark Mastery. Stone Mastery renamed to Earth Mastery. Electrical Mastery renamed to Electricity Mastery. Charge Mastery renamed to Electricity Mastery. Primal Forces Mastery renamed to Energy Mastery. Power Mastery renamed to Energy Mastery. Body Mastery renamed to Energy Mastery. Cold Mastery renamed to Ice Mastery. Chill Mastery renamed to Ice Mastery. Arctic Mastery renamed to Ice Mastery. Psychic Mastery renamed to Psionic Mastery. Ninja Tool Mastery renamed to Weapon Mastery. Munitions Mastery renamed to Arsenal Mastery Leviathan Mastery New Mechanic for Leviathan Mastery > Spirit Shark: When you own Spirit Shark, most actions that cost endurance will have a chance of granting a Leviathan Hunger stack. The damage over time increases the more Hunger stacks you have. All Leviathan Hunger stacks are consumed when you successfully hit an enemy with this power. Total damage ranges from scale 1.56 with no Hunger stacks to scale 3.4 with 5 Hunger stacks Epic Hold Attacks Instead of Epic Hold attacks having their standard 4.0x cooldown penalty for hard mez, these attacks will now have a 3.0x cooldown penalty. Previously, this penalty was overlooked for a few hold attacks, but now all should be following the same set of design rules. Epic Immobilization Attacks Instead of Epic Immobilization attacks having their standard 2.5x cooldown penalty for soft mez, all these attacks will now have the same 2.0x cooldown penalty as regular attacks. To compensate, damage and endurance costs are lowered. Typically, this change will look like: Single Target Attacks Recharge lowered form 10s to 8s DoT ticks lowered from 0.20 scale to 0.1724 scale End cost lowered from 9.75 to 8.405 AoE Attacks Recharge lowered from 20s to 16s DoT ticks lowered from 0.10 scale to 0.0837 scale End cost lowered from 12.74 to 10.751 Dark Mastery > Spirit Drain (replaces Soul Drain) This power replaces Soul Drain from the Dark Mastery epic pool (Defenders, Corruptors). Soul Drain had ignored the standard epic cooldown penalties while also obtaining a larger than standard radius, making it a superior power to even the AT-specific version. Instead of applying the appropriate penalties (which would have made it a 240s cooldown and 10' radius power), we have taken this opportunity to rebalance it into a unique power (separating itself from Soul Mastery which also has the Soul Drain power) that trades some of its former potency for increased utility. Spirit Drain is a 60' ranged attack that can hit up to 5 targets within a 15' radius. Unlike Soul Drain, these targets can be alive or defeated. The cooldown remains 120s, however the buff duration will now be 15s instead of 30s. This power is still quite potent as it can do the same amount of self-buff as Build Up, while having a longer duration, can be used as an attack from distance, and have a very minor cooldown penalty Summary of details: 120s cooldown, 2.37s cast time 60 foot range 4.8 scale damage buff from 1 target, 8.0 scale damage buff from 5 targets 1.2 scale to-hit buff from 1 target, 2.0 scale to-hit buff from 5 targets 0.40 scale damage (Negative Energy) Epic / Ancillary Power Pool Adjustments Spoiler Epic > Psionic Mastery > Telekinesis: This power should now behave similarly to the new controller/dominator version of the power, albeit with a 5 foe target cap and smaller radius. Recharges in 240s, max toggle duration 20s. Endurance cost per second reduced from 3.9 to 1.3. Epic > Munitions Mastery > Cryo Freeze Ray (Blaster): This power now applies -SPD and -Recharge Epic > Munitions Mastery > Body Armor (Blaster): This power now grants resistance to all damage types expect psionic. Epic > Munitions Mastery > LRM Rocket (Blaster): Interrupt reduced from 4s to 2s, if used in mid combat, the power will not have an interrupt window but inflict significantly reduced damage. Epic > Electricity Mastery > Lightning Field (Sentinel): Power renamed to Shocking Field. Power now applies an energy DoT for 10s after contact. Epic > Dark Mastery > Dark Blast (Scrapper/Stalker) - Recharge increased from 6s to 8s Epic > Dark Mastery > Netherworld Grasp (Sentinel) - Recharge reduced from 32s to 24s Epic > Dark Mastery > Netherworld Tentacles (Sentinel) - Recharge increased from 16s to 20s, endurance cost reduced from 16.25 to 12.74 Epic > Dark Mastery > Oppressive Gloom (Defender/Corruptor) - Recharge increased from 8s to 16s Epic > Dark Mastery > Petrifying Gaze (Mastermind) - This power now inflicts damage over time. Range increased from 50ft to 60ft, endurance cost increased from 9.75 to 10.66, recharge lowered from 32s to 24s Epic > Dark Mastery > Petrifying Gaze (Scraper/Stalker) - Range increased from 50ft to 60ft, Endurance cost increased from 9.75 to 10.66, recharge lowered from 32s to 24s Epic > Dark Mastery > Soul Drain (Defender/Corruptor) - Renamed Spirit Drain. Now is Target AoE, accepting Target AoE sets instead of Melee AoE sets. Range is 60', hits up to 5 targets (hits foes both alive and defeated), buffs damage and to-hit for 15s duration. Adjusted VFX to play at the target area instead of the caster's body. Epic > Dark Mastery > Tenebrous Tentacles (Scrapper/Stalker): Fixed critical hit damage scales. Epic > Dark Mastery > Torrent (Scrapper/Stalker) - Renamed Umbral Torrent. Damage increased from scale 0.4 to scale 1. Recharge increased from 15s to 30s. Epic > Earth Mastery > Earth's Embrace (Controller/Mastermind): Renamed Embrace of the Earth. Epic > Earth Mastery > Fossilize (Brute/Tanker) - Range reduced from 80ft to 60ft Epic > Earth Mastery > Fossilize (Tanker/Brute) - Recharge reduced from 32s to 24s Epic > Earth Mastery > Hurl Boulder (Controller) - Range increased from 40ft to 80ft, Recharge increased from 10s to 16s, Cast Time reduced from 2.5s to 2.0s, endurance cost decreased from 11.7 to 10.66 Epic > Earth Mastery > Quicksand (Brute/Tanker) : Recharge increased from 30s to 50s, end cost increased from 7.8 to 9.75, radius decreased from 25' to 15', target cap reduced from 16 to 10. Epic > Earth Mastery > Salt Crystals: Sleep scale reduced from 20 to 10, no longer can overpower. Epic > Earth Mastery > Stalagmites (Brute/Tanker) - Recharge reduced from 64s to 32s, Accuracy increased from 0.8 to 1, Endurance Cost increased from 19.5 to 18.98, range increased from 70ft to 80ft Epic > Electricity Mastery > Chain Fences (Sentinel) - Recharge increased from 8s to 16s, Endurance cost lowered from 19.5 to 10.751 Epic > Electricity Mastery > Charged Armor (Blaster/Corruptor/Defender) - Recharge increased from 2s to 8s, energy resistance now matches smash/lethal resistances Epic > Electricity Mastery > ESD (Mastermind) - Removed self -recovery penalty, reduced recharge from 800s to 180s, reduced radius from 40ft to 25ft, reduced target cap from 16 to 10, reduced Stun from scale 15 to scale 8, reduced -regen debuff duration from 15s to 5s Epic > Electricity Mastery > Electric Fence (Corruptor/Defender) - Recharge increased from 4s to 8s Epic > Electricity Mastery > Electric Shackles (Mastermind) - Endurance cost increased from 8.58 to 10.66 Epic > Electricity Mastery > Electric Shackles (Mastermind) - Recharge reduced from 32s to 24s Epic > Electricity MAstery > Paralizing Jolt - Accuracy lowered from 1.2 to 1.0 Epic > Electricity Mastery > Shocking Bolt (Corruptor/Defender) - Recharge increased from 16s to 24s Epic > Electricity Mastery > Shocking Bolt (Blaster/Corruptor/Defender) - Range reduced from 80s to 60s Epic > Electricity Mastery > Shocking Bolt (Blaster/Corruptor/Defender) - Recharge reduced from 32s to 24s Epic > Electricity Mastery > Static Discharge (Blaster/Mastermind) - Recharge increased from 12s to 24s, end cost increased from 14.82 to 27.3, damage increased from scale 0.91 to scale 0.958 Epic > Energy Mastery > Energy Transfer (Dominator) - This power no longer accepts Taunt enhancements Epic > Energy Mastery > Explosive Blast (Dominator): Recharge increased from 16s to 32s. Epic > Energy Mastery > Focused Accuracy (Brute/Scrapper/Stalker/Tanker) - End Cost reduced from 0.39 to 0.195 Epic > Energy Mastery > Temp Invulnerability (Corruptor/Controller/Defender/Dominator/Mastermind) Recharge increased from 2s to 8s Epic > Fire Mastery > Bonfire (Blaster/Mastermind) - Knockdown rate has been reduced while using KB2KD enhancements. Radius lowered from 25ft to 15ft. Pulse rate doubled. Increased knockdown chance while kb2kd. Power no longer auto-hit, now accepts Accuracy enhancements. Epic > Fire Mastery > Char (Blaster/Corruptor/Defender) - Recharge increased from 16s to 24s, range lowered from 80ft to 60ft Epic > Fire Mastery > Char (Brute/Corruptor/Defender/Scrapper/Stalker/Tanker/Mastermind/Sentinel) - Recharge reduced from 32s to 24s Epic > Fire Mastery > Char (Brute/Mastermind/Scrapper/Sentinel/Stalker/Tanker) - Range increased from 50ft to 60ft Epic > Fire Mastery > Fire Blast (Brute/Scrapper/Stalker/Tanker) - Recharge increased from 6s to 8s Epic > Fire Mastery > Fire Cages (Sentinel) - Recharge increased from 16s to 20s, Endurance cost lowered from 19.5 to 12.74 Epic > Fire Mastery > Fire Shield (Blaster/Controller/Coruptor/Defender/Dominator) - Recharge increased from 4s to 8s Epic > Fire Mastery > Melt Armor (Blaster/Brute/Scrapper/Stalker/Tanker) - -res Scale increased from scale 1.5 to scale 3. -Defense scale increased from scale 1 to scale 2. Epic > Force Mastery > Repulsion Bomb (Blaster) - Power has been changed into Force Bomb (now has -res component) Epic > Force Mastery > Repulsion Field (Blaster) - Power no longer drains endurance per target hit in PvE. Target cap reduced from 16 to 10 Epic > Force Mastery > Temp Invulnerability (Blaster) - Recharge increased from 2s to 8s Epic > Ice Mastery > Block of Ice (Brute/Tanker/Sentinel) - Recharge reduced from 32s to 24s Epic > Ice Mastery > Frostbite (Sentinel) - Recharge increased from 16s to 20s, Endurance cost lowered from 19.5 to 12.74 Epic > Ice Mastery > Frozen Armor (Blaster/Controller/Dominator/Mastermind) - Recharge increased from 2s to 8s Epic > Ice Mastery > Sleet (Dominator) - Power was summoning the defender version of Sleet. This has been corrected. Cooldown corrected to 120s. Epic > Laser Beam Eyes (Brute/Scrapper/Stalker/Tanker) - Power is now auto-hit, but damage inflicted is randomized based on the hit-roll Epic > Laser Beam Eyes (Brute/Tanker) - Recharge increased from 6s to 8s Epic > Laser Beam Eyes (Scrapper/Stalker) - Endurance Cost reduced from 8.07575 to 6.5 Epic > Mace Mastery > Focused Accuracy (Brute/Controler/Corruptor/Defender/Tanker) - End Cost reduced from 0.39 to 0.195 Epic > Psionic Mastery > Dominate (Corruptor/Defender/Sentinel) - Recharge increased from 16s to 24s Epic > Psionic Mastery > Mind Over Body (Controller/Corruptor/Defender/Dominator) - Recharge increased from 2s to 8s Epic > Psionic Mastery > Psionic Tornado (Controller/Dominator) - Cast Time reduced from 2.37s to 1.83s, radius decreased from 20ft to 15ft, DoT reduced from scale 5 ticks of 0.175 damage over to 4.1s to 3 ticks of 0.201 damage over 2.1s Epic > Psionic Mastery > Psychic Shockwave (Sentinel) - Recharge increased from 20s to 40s, damage scale increased from scale 0.6031 to scale 1.0954, target cap lowered from 16 to 10. Epic > Weapon Mastery > Exploding Shuriken (Scrapper/Stalker) Cast Time reduced from 1.07s to 1.0s Epic > Weapon Mastery > Paralizing Dart (Sentinel) - Recharge reduced from 32s to 24s Epic > Weapon Mastery > Targeting Drone (Scrapper/Stalker) - End Cost reduced from 0.39 to 0.195 Epic > Weapon Mastery > Web Grenade (Scrapper/Stalker) - This power now deals smashing damage on impact. Now accepts damage enhancements and sets Patron > Leviathan Mastery > Arctic Breath (Brute/Tanker) - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick Patron > Leviathan Mastery > Arctic Breath (Brute/Tanker/Sentinel/VEAT) - Cast Time lowered from 2.67s to 2.33s Patron > Leviathan Mastery > Arctic Breath (Sentinel) - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick Patron > Leviathan Mastery > Arctic Breath (VEAT) - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick Patron > Leviathan Mastery > Bile Spray (Blaster/Brute/Controller/Dominator/Mastermind/Tanker/VEAT) - Cast time lowered from 2.6 to 1.6s Patron > Leviathan Mastery > School of Sharks (Blaster/Mastermind) - Damage increased from scale 0.935 to scale 1 Patron > Leviathan Mastery > School of Sharks (Brute/Tanker) - Damage increased from scale 0.935 to scale 1 Patron > Leviathan Mastery > School of Sharks (Corruptor/Defender) - Damage increased from scale 0.935 to scale 1 Patron > Leviathan Mastery > School of Sharks (VEAT) - Damage increased from scale 0.935 to scale 1 Patron > Leviathan Mastery > Shark Skin (Blaster/Mastermind) - Recharge increased from 4s to 8s Patron > Leviathan Mastery > Shark Skin (Controller/Dominator) - Recharge increased from 4s to 8s Patron > Leviathan Mastery > Shark Skin (Corruptor/Defender) - Recharge increased from 4s to 8s Patron > Leviathan Mastery > Spirit Shark (Brute/Tanker/Scrapper/Stalker/VEAT) - Recharge increased from 9s to 13s, End cost increased from 8.58 to 15.86, Cast Time reduced from 3s to 2s, base damage scale increased from scale 1.4 to 1.56 Patron > Leviathan Mastery > Spirit Shark Jaws (Blaster/Mastermind) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1. Immobilize should no longer be irresistible. Patron > Leviathan Mastery > Spirit Shark Jaws (Controller/Dominator) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1. Immobilize should no longer be irresistible. Patron > Leviathan Mastery > Spirit Shark Jaws (Scrapper/Stalker) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1. Immobilize should no longer be irresistible. Patron > Leviathan Mastery > Spirit Shark Jaws (Sentinel) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1. Immobilize should no longer be irresistible. Patron > Leviathan Mastery > Summon Coralax (Corruptor/Defender) - Now accepts Immob sets Patron > Leviathan Mastery > Summon Coralax (Sentinel) - Now accepts Universal Damage and Disorient sets Patron > Leviathan Mastery > Summon Guardian (Brute/Tanker) - Now accepts Immob sets Patron > Leviathan Mastery > Summon Guardian (Scrapper/Stalker) - Now accepts Hold sets Patron > Leviathan Mastery > Summon Guardian (VEAT) - Now accepts Immob Patron > Leviathan Mastery > Water Spout (Controller/Dominator) - Now accepts Pet and recharge intensive sets, no longer accepts Ranged AoE Sets Reverted Patron > Leviathan Mastery > Water Spout (Scrapper/Stalker) - Now accepts Pet sets, no longer accepts Ranged AoE Sets Patron > Leviathan Mastery > Spirit Shark Jaws (Blaster/Corruptor/Defender/Mastermind/Scrapper/Sentinel/Stalker) - Recharge reduced from 32s to 24s Patron > Mace Mastery > Mace Blast (Brute/Tanker/VEAT) - Recharge increased from 9s to 12s. Patron > Mace Mastery > Mace Blast (Scrapper/Stalker) - Recharge increased from 6s to 12s, damage increased from scale 1 to scale 1.32 Patron > Mace Mastery > Scorpion Shield (Blaster/Controller/Corruptor/Defender/Dominator/Mastermind) - Recharge increased from 4s to 8s Patron > Mace Mastery > Summon Tarantula (Sentinel) - This power now accepts Universal Damage sets Patron > Mace Mastery > Web Cocoon (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker) - This power now inflicts toxic damage over time, accepts Ranged and Universal damage sets, recharge reduced from 32s to 24s Patron > Mace Mastery > Web Envelope (Blaster/Brute/Corruptor/Defender/Mastermind/Sentinel/Tanker/VEAT) - This power now inflicts toxic damage over time. Power now accepts damage enhancement and sets. Patron > Mu Mastery > Charged Armor (Blaster/Corrouptor/Defender/Controller/Dominator/Mastermind) - Recharge increased from 4s to 8s Patron > Mu Mastery > Conserve Power (Corruptor/Defender) - Changed to Energize. Recharge lowered from 600 to 240s, end cost increased from 9.75 to 13. Now accept Healing enhancements and sets Patron > Mu Mastery > Electric Shackles (Blaster/Corruptor/Defender/Mastermind/Scrapper/Stalker) - Endurance cost increased from 8.58 to 10.66 Patron > Mu Mastery > Electric Shackles (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker) - Recharge reduced from 32s to 24s Patron > Mu Mastery > Mu Bolts (Scrapper/Stalker) - Recharge increased from 6s to 8s Patron > Mu Mastery > Mu Lightning (Brute/Tanker/VEAT) - Recharge increased from 9s to 12s Patron > Mu Mastery > Power Sink (Controller/Corruptor/Defender/Dominator) - No longer accepts Taunt enhancements Patron > Mu Mastery > Summon Adept (Blaseter/Corruptor/Defender/Stalker/Scrapper) - Power now accepts Hold, Sleep and Universal Damage sets, no longer accepts Healing enhancements. Patron > Mu Mastery > Summon Guardian (Dominator) - Power now accepts Hold sets, no longer accepts healing enhancements. Patron > Mu Mastery > Summon Striker (Brute/Tanker/VEAT) - Power now accepts Hold sets, no longer accepts healing enhancements. Patron > Mu Mastery > Thunder Strike (Mastermind) - No longer accepts Taunt enhancements Patron > Soul Mastery > Dark Blast (Stalker) - Recharge increased from 6s to 8s Patron > Soul Mastery > Dark Consumption (Dominator) - Power should no longer accept Taunt enhancements Patron > Soul Mastery > Dark Embrace (Blaster/Mastermind) - Recharge increased to 8s Patron > Soul Mastery > Dark Embrace (Defender/Corruptor) - Recharge increased to 8s Patron > Soul Mastery > Dark Embrace (Dominator) - Recharge increased to 8s Patron > Soul Mastery > Darkest Night (Brute/Tank) - Recharge increased from 10s to 20s Patron > Soul Mastery > Darkest Night (Sentinel) - Recharge increased to 20s, Radius decreased from 25 to 15 degrees, Target cap lowered from 16 to 10 Patron > Soul Mastery > Darkest Night (VEAT) - Recharge increased to 20s, Radius decreased from 25 to 15 degrees, Target cap lowered from 16 to 10 Patron > Soul Mastery > Gloom (Brute/Tank) - Recharge increased from 12s to 16s Patron > Soul Mastery > Gloom (VEAT) - Recharge increased from 12s to 16s Patron > Soul Mastery > Midnight Grasp (Sentinel) - End Cost increased fro 11.96 to 14.95, Recharge decreased from 34s to 30s Patron > Soul Mastery > Oppressive Gloom (Blaster/Mastermind) - Recharge increased from 8s to 16s Patron > Soul Mastery > Soul Drain (Defender/Corruptor) - Moved to T4, target cap increased from 7 to 10 Patron > Soul Mastery > Soul Drain (Dominator) - Radius decreased from 15ft to 10ft Patron > Soul Mastery > Soul Storm (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker) - Recharge reduced from 32s to 24s, Post-Held kockdown animation should now be interruptable in PvP. Patron > Soul Mastery > Soul Storm (Blaster/Mastermind) - Range reduced from 80 to 60ft Patron > Soul Mastery > Soul Storm (Defender/Corruptor) - Moved to T1, range reduced from 80 to 60ft Patron > Soul Mastery > Soul Storm (Sentinel) - Range reduced from 80 to 60ft Patron > Soul Mastery > Soul Storm (Stalker) - Range reduced from 80 to 60ft Patron > Soul Mastery > Summon Mistress (Defender/Corruptor) - Should now accept Disorient, Immobilize, Sleep and Universal Damage sets Patron > Soul Mastery > Summon Seer (Dominator) - Should now accept Immobilize sets Arachnos Soldier / Arachnos Widow Updates & Power Customization [Focused Feedback: VEAT Updates] Arachnos Soldiers and Arachnos Widows are now able to customize the colors of their powers in the Power Customization menu. New Widow Powers: Pain Tolerance Auto: Self Res(All DMG but Psi), +MaxHealth Available to Night Widows at Level 1 (after respec). Night Widows who possess Pain Tolerance are resistant to most damage types, and gain additional hit points. This power is always on and costs no Endurance. Fate Sealed Auto: Self +Mezz, +Res(Mezz) Available to Fortunatas at Level 1 (after respec). Fortunatas who possess Fate Sealed gain resistance to all control effects and empowers their own control attacks. This power is always on and costs no Endurance. Owning this power guarantees the secondary effects of Subdue, Telekinetic Blast, and Psionic Tornado. "Hidden" Changes: Mask Presence and Cloaking Device can now stack with other stealth toggles (similar to Hide for Stalkers). Bane and Night Widow's stealth radius is now 55' in PvE and 500' in PvP (no change for Fortunatas) Critical Damage from Hidden for Bane attacks now do 100% scale damage (previously 67%). Critical Damage from Hidden for Night Widow branch attacks now do 100% scale damage (previously 67%). This affects Slash and Eviscerate, only Placate's cooldown reduced to 35s Alternate Animations Feature: Several powers from the base Arachnos Soldier kit now have alternate animations available in the power customization menu, to visually utilize the Bane Nullifier Mace, or Crab Spider backpack, IF the player has spec'd into the appropriate tree. For example, if a Bane spider chooses the Bane animation for Wide Area Web Grenade, it will use their mace weapon for the attack. However, if a Bane spider chooses the Crab animation for Wide Area Web Grenade, it will instead default to using the rifle animation. This feature has been extended to the following powers: Burst - Now has Crab Longfang alt animation. Wide Area Web Grenade - Now has Bane Grenade and Crab Grenade alt animations. Heavy Burst - Now has Crab Longfang alt animation. Venom Grenade - Now has Bane Grenade and Crab Grenade alt animations (still mutually exclusive to Crab Spider's Venom Grenade). Frag Grenade - Now has Bane and Crab Grenade alt animation (still mutually exclusive to Crab Spider's Frag Grenade). Animation Changes: All Mace attack's cast times reduced to 1.67s. Pummel's cast time reduced to 1.17s. Channelgun's cast time reduced to 1s Longfang's cast time reduced to 1.33s Psychic Scream's cast time reduced to 2s. Scramble Thought's cast time reduced to 2s. Mind Link's cast time reduced to 2.97s. Frenzy's cast time reduced to 2.23s. Heavy Burst's cast time reduced to 2.5s. PvP Damage adjusted to reflect these cast time changes. Other VEAT Changes: Mace Beam's cooldown increased to 6s and damage increased to 1.32 scale. Mace Beam Blast's cooldown increased to 10s and damage increased to 0.784 scale. Now has 100% chance for knockback. Mace Beam Volley's cooldown increased to 10s and damage increased to 0.824 scale. Wide Area Web Grenade: cooldown decreased from 30s to 20s. End cost increased from 7.28 to 15.6. Radius increased from 10 ft to 25 ft. Target cap increased from 10 to 16. Summon Spiderlings and Call Reinforcements now set to Replace stack type, instead of Ignore (summoning while pets are still alive will now destroy the current pets and replace with new ones). Channelgun's cooldown increased to 5s and damage increased to 1.16 scale. Slice's cooldown increased to 6s and damage increased to 1.32 scale. Longfang's cooldown increased to 10s and damage increased to 1.96 scale Suppression's defense debuff increased to 10s duration. Arm Lash's defense debuff increased to 10s duration. Frenzy's defense debuff increased to 10s duration. Radius increased to 10' and damage reduced to 1.424 scale, per design formula. Omega Maneuver Cooldown reduced to 240s. Explosion and Taunt subpowers now both have 20' radius and can hit 16 max targets. Stun duration from explosion increased by 25%. Taunt effect now properly enhances (Bug Fix). Taunt effect now works in PvP. Base Accuracy increased from 1.0x to 1.5x Confront now applies a -75% Range debuff on target for 12s. Mental Blast's cooldown increased to 6s, damage and endurance cost increased accordingly Scramble Thought's damage is now a growing DoT. It will do 5 ticks for a total of 1.75 scale damage, with the tick's damage sequence set to 0.25, 0.30, 0.35, 0.40, 0.45. Also, this power now does PvP damage. Total Domination's hold duration increased by 50%. Psychic Wail now has a 1.4x accuracy modifier. Night Widow's Psychic Scream Cooldown increased to 20s. Debuff duration doubled to 20s. Max targets increased to 12. Arc widened to 45 degrees, range reduced to 50' and damage increased to 1.4931 scale. Fixed PvP effects in Soldier armors that had their duration set too low (Bug Fix). Various Power Updates [Focused Feedback: Various Power Updates] Storm Blast The changes detailed below make Chain Lightning more consistent of an attack, and the AoE output more consistent while keeping both ST and AoE performance the same as previous. Chain Lightning: Chain decay per jump is 0.18, down from 0.20 Chain decay caps at 0.64, up from 0.60 Chain fork is now 1,1,1,1,2 instead of 2,2 Sentinel fork is now 1,1,2 instead of 2,2 Chain delay is now 0.3, up from 0.2 Chain radius is now 10', down from 15' Damage scale now 1 and 0.04x4 over 2.2s, up from 0.827 and 0.10x4 over 2.2s Recharge 16s, down from 20s Accuracy improved to 1.15, up from 1.0 Category Five: Eye Wall targets up to 16, up from 10 for non-Sentinels Eye Wall is summoned after a 3s delay, down from 5s (same duration, so it now fades out slightly sooner too) Now has 100% proc rate for Storm Cell procs if summoned while active. Storm Cell: Now has 100% proc rate for Category Five lightning if summoned while active. Split between Lightning Split/Focused/Spread is now evenly 33.33% each, instead of 50%/25%/25% Lightning (Split) damage scale now 0.7, up from 0.6 Lightning (Focused) damage scale now 1.0, down from 1.2 Lightning (Spread) damage scale now 0.4, up from 0.3 Lightning Lockout is now 1s for all, down from 4/3/2s (Focused/Split/Spread) Knockdown and End Drain stats for all lightning normalized to 50% and 5%, respectively, regardless of which version hits. Proc Chances: Gust now has 35% chance, up from 20% Hailstones/Jetstream now has 50% chance, up from 40% Chain Lightning/Direct Strike/Cloudburst now has 70% chance, up from 60% Direct Strike (slow) now has 90% chance, up from 80%. Cold Domination This powerset has been using incorrect values for non-Defender archetypes on two key powers, inadvertently boosting its performance beyond what was intended. Additionally, Frostwork, while a unique power, often loses effectiveness in cases where allies are already at their maximum HP cap, rendering the power wasted. Hitting the absorb cap is a significantly rarer event, making it a potentially more useful buff effect. Sleet Turned into a real pseudopet, inheriting AT modifiers Controller/Corruptor: -Res lowered from -30% to -22.5%, -Defense lowered from -30% to -24%, pet effect set to ignore stacking (multiple pets continue to stack) Mastermind/Dominator: -Res lowered from -30% to -22.5%, -Defense lowered from -30% to -18%, pet effect set to ignore stacking (multiple pets continue to stack) Heat Loss No longer a pseudopet, uses AT modifiers Controller/Corruptor/Mastermind: +Recovery increased from 50% to 62.5%, -Res reduced from 24% to -22.5%, Storm Summoning Similarly to Cold Domination, Storm Summoning has been using incorrect values for one of its powers (Freezing Rain). It now is a true pseudopet and will use that caster's AT modifier tables. Summary of changes for each AT is provided below. Freezing Rain Defender: -Res increased from -35% to -40% Controller/Corruptor: -Defense lowered from -30% to -24% Masterminds: -Defense lowered from -30% to -18% Turned into a real pseudopet, inheriting AT modifiers Symphony Control Reverberant Single target damage output increased. Devices - Smoke Grenade -ToHit debuff no longer requires a tohit check. Devices - Remote Bomb [Focused Feedback: Remote/Temporal Bomb] Time Bomb for Blaster > Devices has been replaced with Remote Bomb. This can be placed on either an enemy or the ground, but once placed activating the power again will manually detonate the bomb. Remote Bomb can be set off the moment it is successfully placed. If the mob that the Remote Bomb was attached to is defeated, the Remote Bomb will fall to the ground at that location. Traps - Temporal Bomb Traps for Controllers, Corruptors, and Defenders now has Temporal Bomb instead of Time Bomb. Like with Remote Bomb, this can be placed on Enemies or the floor and then manually detonated. If the mob that the Temporal Bomb was attached to is defeated, the Temporal Bomb will fall to the ground at that location. Unlike Remote Bomb, Temporal Bomb deals much less damage but creates a large Temporal Bubble that slows down enemies and speeds up allies! Temporal Bubble Controller/Corruptor > Buffs Recharge, Recovery, and Movement speeds by 37.5% while active, debuffs enemy Movement and Recharge by 50% while active. Temporal Bubble Defender > Buffs Recharge, Recovery, and Movement speeds by 50% while active, debuffs enemy Movement and Recharge by 67.5% while active. Controller > Deals Scale 0.65 Fire + Scale 0.45 Lethal damage to all enemies (Total 1.1 scale), 100% Chance to knock. Corruptor > Deals Scale 0.9 Fire + Scale 0.6 Lethal damage to all enemies (Total 1.5 scale), 80% Chance to knock. Defender > Deals Scale 0.75 Fire + Scale 0.55 Lethal damage to all enemies (Total 1.3 scale), 80% Chance to knock. Traps (Mastermind) - Detonator Recharge lowered to 300s from 600s, endurance cost also lowered to 16.3 Removed delay from humanoid henchman bomb placement/detonation, all pets now explode when you click! All Henchman now place the pseudo-pet version of the bomb, hitting all targets for max damage regardless of if they are a minion or boss Miscellaneous Thermal Radiation/Melt Armor: Recharge reduced from 150s to 100s Radius increased from 15' to 20' Mind Control/Telekinesis: No longer holds Now Immobilizes Target cap increased to 16 Radius increased to 20' Recharge increased from 60s to 120s Will now keep the targets between 40 and 60 feet from the player Will group enemies close to the main target (i.e. "reverse repel" or "pull towards"). Toggle now lasts a max of 30s before auto-shutdown Mind Control/Levitate: When your Telekinesis is active, your use of levitate on a telekinesis-anchored foe will cause your levitate to hit in an AoE and your telekinesis power will be deactivated. Endurance cost reduced from 3.12 per second to 1.04 per second. Power can now be used on the primary target of Telekinesis regardless if the target is dead or alive. Sonic Resonance/Liquefy: Cooldown reduced from 300s to 150s Turned into a real pseudopet, inheriting AT modifiers Nature Affinity/Lifegiving Spores: Turned into a real pseudopet, inheriting AT modifiers Flight > Evasive Maneuvers and Peacebringer > Quantum Maneuvers: This power has reduced its activation period from 0.5s to 0.2s and reduced the power effects duration from 0.75s to 0.25s. This will make the flight disabling of other powers more responsive, as you don't linger in flight for more than a quarter-second. Fire Control > Bonfire: Knockdown rate has been reduced while using KB2KD enhancements. Pulse rate doubled. Pulse rate doubled. Increased knockdown chance while kb2kd Damage now requires a to-hit check. Power now accepts Accuracy enhancements. Thunder Strike consistency pass (All versions): Recharge increased from 18s to 20s Radius increased from 7' to 10' Endurance cost increased from 10.192 to 18.512 Cast time reduced from 3.3s to 2.53s Main target damage increased from scale 2.38 to scale 2.98 Secondary target damage set to scale 0.42 Epic versions of this power has 40s cooldown and 23.14 endurance cost Dark Miasma > Shadow Fall: Now only affects teammates and leaguemates. Storm Summoning > Steamy Mist: Now only affects teammates and leaguemates. Cold Domination > Arctic Fog: Now only affects teammates and leaguemates. Immobilize Powers: All player and critter immobilize powers that applied both kb resistance and kb protection to their targets will no longer provide kb protection. This protection combined with the resistance made targets practically immune to kb mitigation. Now foes will be knocked down. PvP Changes Main Target Only (MTO) bonus damage: Cones and Targeted AoE attacks for all VEAT powers and Melee powerset powers now do additional damage to the main target. This bonus damage combined with the original AoE damage is equivalent to single target damage per the design formula. Kinetic Melee and Spines: These powersets had many of its powers' damage scales corrected per the design formula. Burn: Now does PvP damage with its upfront burst (Blasters already did this). PvP Recipes: Now uses recipe display names instead of enhancement display names. Miscellaneous: Night Widow's Elude now has an elusivity effect in PvP. Bug Fixes: Cross Punch: Had its MTO bonus damage corrected to no longer include synergy. Various Melee attacks had their PvP damage corrected per design formula. Power Bug Fixes General sweep over endurance costs per formula, defense type checks, cooldowns, and power descriptor texts: Spoiler Endurance Costs Increased Earth Manipulation - Salt Crystals from 13 to 15.6. Increased Martial Combat - Eagles Claw from 11.856 to 16.848. Decreased Mental Manipulation - Subdual from 8.528 to 7.8. Increased Mental Manipulation - Psychic Shockwave from 10.192 to 18.512. Increased Entangle, Electron Shackles, Time Wall from 5.2 to 7.8 (Plant, Atomic, Temporal Manipulation). Decreased Martial Assault - Explosive Shuriken from 15.184 to 11.856. Decreased Seismic Blast - Gravestone from 14.352 to 11.856. Adjusted Broad Sword - Whirling Sword from 13 and scale 1.0 dmg to 13.52 and scale 1.18 dmg to match Tanker version (Scrapper, Brute). Decreased Dark Melee - Siphon Life from 11.96 to 10.192 (Tankers only). Increased Dual Pistols - Pistols from 4.16 to 5.2 (All versions). Decreased Ice Blast - Bitter Ice Blast from 13 to 11.856 (All versions). Increased Ice Blast - Freeze Ray from 6.864 to 10.192 (All versions). Increased Dual Blades - Vengeful Slice from 6.8224 to 8.528 (All versions). Increased Staff Fighting - Innocuous Strikes from 8.528 to 10.192 (All versions). Increased Electrical Affinity - Shock from 8 to 8.528 (All versions except Mastermind, set to 10.66). Decreased Martial Arts - Storm Kick from 7.0044 to 6.864 (All versions). Increased Spines - Impale from 5.2 to 8.528 (All versions). Increased Symphony Control - Confounding Chant from 10.4 to 15.6 (All versions). Miscellaneous Fixed Mind Probe being affected by range buffs/debuffs (Mental Manipulation, Psionic Assault, Sentinel Psionic Mastery). Fixed various patron pool powers accepting/not accepting correct enhancements and/or IO sets. Fixed power icon for Sentinel Mace Mastery - Pulverize. Fixed Tactical Arrow - Electrified Net Arrow not checking energy defense. Fixed Temporal Manipulation - Aging Touch checking energy instead of psionic defense. Corrosive Enzymes, Envenom, Neurotoxic Breath, Paralytic Poison, Weaken now check toxic defense (Nature Affinity, Poison, All versions). Fixed Martial Assault - Masterful Throw checking negative instead of lethal defense. Fixed Energy Blast - Power Blast recharge; was 7s, should be 8s (Sentinels only). Fixed Energy Blast - Power Burst recharge; was 10s, should be 11s (Sentinels only). Fixed Radiation Blast - Cosmic Burst recharge; was 10s, should be 11s (Sentinels only). Fixed Spines - Spine Burst recharge; was 15s, should be 16s (Stalkers only). Radiation Emission - Enervating Field power icon exchanged with Radiation Infection's Fixed Fold Space - No longer can be used while shapeshifted Descriptions Fixed Atomic Manipulation - Electron Shackles missing info it does -defense. Fixed Atomic Manipulation - Proton Cell incorrectly describing it does -tohit instead of -defense. Fixed Atomic Manipulation - Radioactive Cloud missing info it does immobilize. Fixed Tactical Arrow - ESD Arrow missing info it does -endurance. Fixed Tactical Arrow - Eagle Eye incorrectly describing it does +special. Fixed Tactical Arrow - Glue Arrow missing info it does Toxic DoT, -fly and -jump. Fixed Tactical Arrow - Ice Arrow missing info it does Cold DoT. Fixed Temporal Manipulation powers using wrong names in descriptions, omitting secondary effects from short help. Fixed Plant Manipulation - Wild Fortress not clarifying it's a toggle. Fixed Plant Manipulation - Ripper incorrectly describing it does -speed. Fixed Dark Armor - Obscure Sustenance missing info it does heal (Sentinel). Fixed Dark Armor - Tenebrous Regeneration incorrectly describing it does immobilization resistance (Sentinel). Fixed Fire Blast - Blazing Blast missing info it does knockback/repel (Sentinel). Fixed Symphony Control - Enfeebling Lullaby missing info it does -damage. Clarified Energy Aura - Repelling Force defense is against typed damage instead of all (Sentinel). Fixed Invulnerability - Durability incorrectly describing it does +maxhp instead of +absorb (Sentinel). Fixed Assault Rifle - Disorienting Shot incorrectly describing it does minor damage and has a long cooldown (Sentinel). Blasters Atomic Manipulation: Proton Cell no longer accepts to-hit debuff/accurate to-hit debuff enhancements and sets. It now takes defense debuff/accurate defense debuff enhancements and sets. This is how the power has always worked, but had wrong slotting options. Electron Shackles now accepts defense debuff/accurate defense debuff enhancements and sets. Ice Manipulation: Restored cold continuing fx to Frozen Fists and Ice Sword. Mental Manipulation: Fixed pstrings displaying for Scare custom fx. Martial Combat/Reaction Time: This power's self buffs are no longer resistible. Brutes Street Justice/Shin Breaker: Added speed and defense debuff effects. Dark Armor/Dark Embrace: Fixed NoFade FX using default FX. Invulnerability/Temp Invulnerability: Lethal resistance not suppressing when mezzed was fixed. Corruptors Dual Pistols/Suppressive Fire Now redirects to correct power Dominators Icy Assault Restored cold continuing fx to Ice Bolt, Ice Sword, Ice Sword Circle, Ice Blast, Frost Breath, and Bitter Ice Blast. Epic Pools Stalkers Epic power info should no longer display Fiery Embrace attributes Scrappers Added missing Fiery Embrace damage to all scrapper epic pools Various Fixed several epic pool powers not disabling during no-pool and no-epic challenge modes Incarnates Judgment powers Fixed a bug where these powers were inheriting procs that were specifically flagged not to work on Judgment powers. Lore Fixed Robotics Drone lore pet displaying in Polar Lights lore pet group. Masterminds Demon Summoning Restored cold continuing fx to Cold Demonling's Ice Bolt, Ice Blast, and Frost Breath, and to Demon Prince's Ice Blast. Peacebringers: Luminous Blast: Fixed Radiant Strike and Incandescent Strike being affected by range buffs/debuffs. Fixed Bright Nova's tail from displaying in Light Form. Fixed Bright Nova's tail displaying briefly after transforming back. Sentinels: Dark Blast/Umbral Torrent: Increased Dark Blast - Umbral Torrent from scale 0.96 to scale 1.28 dmg. Fiery Aura/Molten Embrace: Fixed Molten Embrace using wrong fx causing it to appear white. Fire Blast/Blazing Blast: Increased Fire Blast - Blazing Blast from scale 0.912 dmg to scale 1.0 dmg; also increased DoT from 0.0977 per tick to 0.0985 per tick (Sentinels only). Ice Armor/Frost Protection: Fixed ability to be slotted with recharge enhancements; it is an auto power. Ice Blast/Chilling Ray: Removed smashing self damage defiance buff. Bio Armor/Genomic Evolution: Fixed max endurance buff. Energy Aura/Power Armor Fixed Energy Aura - Power Armor having gap in auto effect where MaxHP and resistance is lost. Stalkers: Ninjitsu/Kuji-In Sha: No longer ignores global recharge buffs. Warshades: Umbral Blast: Fixed Dark Nova's tail displaying briefly after transforming back. Various Archetypes: Savage Leap, Touch of Fear, and Fault These powers use execute power effects in their implementation, which were negatively affected by its "housing" power notifying enemies (e.g. Hidden status would break before the executed attack would fire - causing failure for hidden critical hits). The "housing" power no longer notifies enemies, fixing this bug. Twilight Grasp (Critters and Pets) No longer uses -regen debuff effects intended for PvP. These effects will now always do -50% regeneration. Burn Now does PvP damage with its upfront burst (Blasters already did this). Beam Rifle Fixed Single Shot using wrong animation while flying. Dual Pistols Fixed Piercing Rounds' power description to reflect the resistance debuff is no longer removed when swapping ammo types (not a mechanical change, the resistance debuff mutual exclusivity was removed last page). Elixir of Life No longer flagged to ignore outside buffs. Instead, it will ignore all outside damage buffs. This fixes a bug where outside recharge buffs did not affect this power's cooldown. Fiery Aura Added highlight icon to Phoenix Rising. Shows extreme AoE damage when alive and self-rez when dead. Ice Blast Restored cold continuing fx to Ice Bolt, Ice Blast, Frost Breath, and Bitter Ice Blast. Ice Melee Restored cold continuing fx to Frozen Fists and Ice Sword. Pain Domination Fixed the FX of Enforce Morale attaching to the wrong hand. Shield Defense Fixed Taunt when paired with Shield using beatchest sfx instead of normal taunt sfx. Spines Fixed Ripper animation time not matching minimum sequencer frames (the power was never actually animating at 2.17s) (Spines, Plant Manipulation, Thorny Assault). Scourging Blast (Enhancement Proc) Now ignores combat levels. Storm Blast Direct Strike now accepts interrupt time enhancements. Temporary Powers Toy Bat can no longer be used in Pocket D. Charges for the Toy Bat power can be purchased from P2W vendors for 100,000 influence. Toy Bat now uses the correct power icon: Toy Bat now makes a silly sound when hitting a target. Traps Fixed Web Grenade not accepting slow IO set enhancements for Defenders, Controllers, and Corruptors. Vanity Pets Vanguard MVAS standardized to be unselectable and without collision like all other vanity pets. "Cancel On Damage" Flag Effects flagged to cancel when damaged will now properly cancel. This affects both player and critter powers, most notably: Placate power's Hidden status and stealth effects Perception debuff effects used by critters in PvE and by players in PvP (e.g. Smoke Grenade, Flash Arrow, etc). Related to this, various critter powers were missing Cancel on Damage flags. Fixed Crey Eliminator Tear Gas Grenade, Immunes Engineer Tear Gas Grenade, and Doppelganger Ninja Training Blinding Powder missing their Cancel On Damage flag. Placate (stalker, bane and widow versions) powers now grant hide for 5s that cant be broken by damage in addition to a 10s hide that cancels if damaged. Both of these durations run at once, so the max duration is always 10s. Stalker Guile proc now grant hide for 3s that cant be broken by damage in addition to a 10s hide that cancels if damaged. Both of these durations run at once, so the max duration is always 10s. Also related to this: Stalker's Guile proc now allows 3s to be used without being canceled by damage. Placate now allows 5s where Hidden status can't be canceled by damage. Axe Cyclone has its cancel event flag removed from the repel effect. However, other concerns of this power materialized from a previous bug fix on this power, but those will be addressed in a later page. High-Level Council Revamp [Focused Feedback: High-Level Council Revamp] The Council is stepping up their game! Galaxy Division Overhauled Galaxy critter power suites; now at levels 40-54, they are modeled as Warshade versions of PPD Awakened. Nebula, Penumbra, Vortex Divisions Martial Arts' animations modernized with up-to-date animations and secondary effects, and given chance for critical hit. Added Rocket/Grenade variant minions back to levels 25-54. Shifted Vortex faction level to encourage more group diversity while leveling; Vortex now spawn 20-24, Vortex Elite 25-29, and Vortex Cor Leonis 30+, spawndefs adjusted accordingly. Vampyr Division Updated Dark Equinox Archon powersuite after revamped Galaxy Archon Umbral Blast powers and added to level 35-54 range with spawnlimit 1. Nightwolf Division Added Nightwolf transformation lycanthropy to more bosses/lieutenants at levels 25-54 with spawnlimit 1. Nightwolf transformation now has 10% chance to instead spawn a Nyctwolf with Black Dwarf power suite. Archvillains Maestro's powersuite updated to use Symphony Control powers alongside Sonic Blast. Various Added two new spawndefs to level 40-54 range Council, extended a spawndef with Nightwolves/Vampyr up to 54. Adjusted zone/mission spawndefs to account for new critters. Fixed various Council bosses spawning in TFs at -1 level. Fixed an issue with the Council Supersoldier not properly being granted Hurl. High-Level Circle of Thorns Revamp [Focused Feedback: High-Level Circle of Thorns Revamp] Those darn pesky Oranbegans! Thorn Casters: Two new minion Thorn Casters at level 50+ replace Ice Thorn Casters: Blizzard Thorn Caster with Storm Blast. Magma Thorn Caster with lava-themed Seismic Blast. Spectres New minion Spectres at level 41+ with Spectral Daemon Lord power suite. New lieutenant Spectres at level 41+ with Nerva Spectral Daemon power suite, and some additional attacks. Demons New lieutenant Hellfrost Lords at level 36+ with cold-themed Thorny Assault power suite. Succubus lieutenants now spawn at level 46+, with slightly adjusted Succubus power suite. Bosses Created high-level versions of Madness, Ruin, and Agony Mages at 45+ with additional powers Various Tar, Quick Sand, and Earthquake debuff patches now display a status text string below your buff icons when you're being affected by them. Added new base CoT resistance to all humanoid CoT critters. Created new CoT mission spawndefs and updated existing CoT zone spawndefs. Pass over new powers to ensure they have the proper critter target cap. Giant Monster Balancing Pass [Focused Feedback: Giant Monster Balancing and Rewards] Giant Monsters have been given a comprehensive balance sweep to make them less trivial for groups in Homecoming's power environment. All outdoor Giant Monsters (excluding Lusca) have been granted additional maximum HP. General resistance adjustments. Increased magnitudes on Giant Monster's offensive Mez effects. Model size adjustments to certain Giant Monsters to be bigger and easier to see in groups. Most summon powers now summon an increased number of enemies or calculate based on the amount of participants fighting. Some Giant Monsters have been given additional powers, including telegraphed abilities and other mechanics. Some existing abilities have been re-tuned to provide this same value. New Vanity Pets Giant Monster Mini Pets & Unstable Aether The following Giant Monsters found in city zones now have a 10% chance of dropping an invention recipe of a miniature version of themselves. This chance is rolled individually per character who received credit and is tied to the same drop table as the Reward Merits. Adamastor Arachnos Flyer Babbage Caleb Clockwork Paladin Council Goliath War Walker Deathsurge Eochai Ghost of Scrapyard Jack In Irons Jurassik Kraken Kronos Titan Lusca Sally Seed of Hamidon (Seedling) U'kon Gr'ai NOTE: Only the zone version of these giant monsters drop the pet invention recipes. These invention recipes are not bound and can be freely traded or sold on the Auction House once acquired. Which monster is your favorite? Giant Monsters that drop Reward Merits now also drop up to three(1-3) Monstrous Aether salvage (amount depends on the specific GM defeated). Monstrous Aether Monstrous Aether is account bound and can only be transferred to other characters on the same account and cannot be stored in SG base bins; It can be held one-thousand (1,000) at a time. Monstrous Aether can be converted at any BenevoLabs Hologram vendors into the following: Trade ten(10) Monstrous Aether for one(1) random Giant Monster mini pet invention recipe from any of the listed above. Convert three(3) Monstrous Aether into one(1) Prismatic Aether. P2W Vendor: Added six new non-combat vanity pets to the S.T.A.R.T. vendor's offerings, standard pricing: Pet: Arachnos Drone Pet: Camera Drone (Arena spectator model) Pet: Police Drone Pet: Praetorian Battle Orb Pet: Rikti Drone Pet: Mystic Lantern Hamidon Bud: Hamidon Bud pet invention recipe has been added as a 0.4% chance drop from each Hamidon Mitochondria & Hamidon Bud enemy defeated from Hamidon raids. This drop chance is calculated individually per qualifying player, per defeat. NOTE: The mission versions found in the Lady Grey's Task Force do not drop the recipe. This mini pet recipe is not bound and can be freely traded or sold on the Auction House once acquired. Character Customization Improvements Costumes [Focused Feedback: Costumes] New Costume Parts Added 'Gold Bricker' preset to the costume menu set offerings. Male / Female / Huge: Patterns > Chest, Gloves, Hips, Boots > "Bars" (Contribution by @Marbing) Patterns > Chest, Gloves, Hips, Boots > "Technopath" (Contribution by @Marbing) Patterns > Chest, Gloves, Hips, Boots > "Paragon Protector" Head > Full Helmet > "Paragon Protector" Head > Hats > "Plague Doctor 1" Head > Hats > "Plague Doctor 2" Head > Detail 1 > "Plague Doctor" Head > Half Helmets > Helmets > "Modern Beret" Head > Half Helmets > Helmets > "ACH Helmet Tintable 1" Head > Half Helmets > Helmets > "ACH Helmet Tintable 2" Head > Half Helmets > Helmets > "ACH Helmet 1-8" Head > Half Helmets > Helmet Detail 1 > "Modern Beret Flash" Head > Half Helmets > Helmet Detail 2 > "Modern Beret Detail 1-13" Head > Floating Heads > Eyeball > "Basic" Head > Floating Heads > Eyeball > "Glowing" Head > Floating Heads > Eyeball > "Evil" Head > Floating Heads > Skull 1 > "Glowing" Head > Floating Heads > Skull 1 > "Evil" Head > Floating Heads > Skull 2 > "Glowing" Head > Floating Heads > Skull 2 > "Evil" Head > Floating Heads > Skull 3 > "Glowing" Head > Floating Heads > Skull 3 > "Evil" Head > Think Tank > Eyeball > "Basic" Head > Think Tank > Eyeball > "Glowing" Head > Think Tank > Eyeball > "Evil" Head > Think Tank > Skull 1 > "Basic" Head > Think Tank > Skull 1 > "Glowing" Head > Think Tank > Skull 1 > "Evil" Head > Think Tank > Skull 2 > "Basic" Head > Think Tank > Skull 2 > "Glowing" Head > Think Tank > Skull 2 > "Evil" Head > Think Tank > Skull 3 > "Basic" Head > Think Tank > Skull 3 > "Glowing" Head > Think Tank > Skull 3 > "Evil" Head > Think Tank > Skull 4 > "Basic" Head > Think Tank > Rubber Duck > "Friendly" Head > Think Tank > Rubber Duck > "Evil" Shoulders > Ornate Skulls > "Glow" Shoulders > Ornate Skulls > "Metallic Glow" Shoulders > Half Skulls > "Glow" Shoulders > Half Skulls > "Metallic Glow" Shoulders > Fanged Skulls > "Glow" Shoulders > Fanged Skulls > "Metallic Glow" Shoulders > Large Fanged Skull > "Glow" Shoulders > Large Fanged Skull > "Metallic Glow" Shoulders > Large Skull > "Glow" Shoulders > Large Skull > "Metallic Glow" Shoulders > Ribs + Skulls > "Glow" Shoulders > Ribs + Skulls > "Metallic Glow" Shoulders > Spines + Skulls > "Glow" Shoulders > Spines + Skulls > "Metallic Glow" Shoulders > Ilium + Skulls > "Glow" Shoulders > Ilium + Skulls > "Metallic Glow" Belt > Skull > "Glow" Belt > Skull > "Metallic Glow" Belt > Fanged Skull > "Glow" Belt > Fanged Skull > "Metallic Glow" Belt > Lone Skull > "Glow" Belt > Lone Skull > "Metallic Glow" Belt > Headhunter > "Glow" Belt > Headhunter > "Metallic Glow" Gloves > "Advanced Clockwork Blaster" Various > Clockwork > "Rusted Clockwork" - Texture added to all existing Praetorian Clockwork parts except faces. Backpacks > "Tech Knight Quiver 2" - Offset to the right to allow for a holstered bow to rest on the left shoulder alongside it. Backpacks > "Clockwork" Backpacks > "Rusted Clockwork" Backpacks > "Clockwork Winder" (The capes below require The Mongoose badge for defeating 50 Snakes in order to be used.) Capes > Collars > "Mongoose: Snakeman" Capes > Collars > "Mongoose: Snakeskin" Capes > Collars > "Mongoose: Stheno" Capes > "Mongoose: Snakeman (Viper)" Capes > "Mongoose: Snakeman (Mamba)" Capes > "Mongoose: Snakeman (Cobra)" Capes > "Mongoose: Snakeskin (Viper)" Capes > "Mongoose: Snakeskin (Mamba)" Capes > "Mongoose: Snakeskin (Cobra)" Capes > "Mongoose: Stheno (Viper)" Capes > "Mongoose: Stheno (Mamba)" Capes > "Mongoose: Stheno (Cobra)" VEATS > Capes > "Mongoose: Snakeman (Arachnos)" VEATS > Capes > "Mongoose: Snakeskin (Arachnos)" VEATS > Capes > "Mongoose: Stheno (Arachnos)" Male: Head > Detail 1 > "Sweetheart 1" Head > Detail 1 > "Sweetheart 1 (High)" Head > Detail 1 > "Sweetheart 1 (Low)" Head > Detail 1 > "Sweetheart 1S" Head > Detail 1 > "Sweetheart 1S (High)" Head > Detail 1 > "Sweetheart 1S (Low)" Head > Detail 2 > "Plague Doctor" Female: Upper Body > Roman Sybil > "Roman Sybil 1" Upper Body > Roman Sybil > "Roman Sybil 2" Head > Detail 2 > "Plague Doctor" Huge: Head > Detail 1 > "Sweetheart 1" Head > Detail 1 > "Sweetheart 1 (High)" Head > Detail 1 > "Sweetheart 1 (Low)" Head > Detail 1 > "Sweetheart 1S" Head > Detail 1 > "Sweetheart 1S (High)" Head > Detail 1 > "Sweetheart 1S (Low)" Costume Bug Fixes: Female: Upper Body > Jackets/Sleeveless Jackets > Chest > "Spectrum" was missing and has been added. Upper Body > Jackets > Gloves > "Gold Bricker" can now be used with jacket sleeves and trench coat. Widow > Pants > "Blood Widow" adjusted texture around inner knee. Male: Upper Body > Shirts > Asymmetric Gloves > "Aeon Tech" right glove should now display properly. Male, Huge: Lower Body > Boots (All) > "Victorian Steampunk (Legacy)" was added to restore previous tinting appearance. Upper Body > Baggy > Chest Details > "Resistance Strap" was removed from baggy category as it uses the tights version by mistake (a baggy version does not exist). Male, Female, Huge: Head > Full Helmets > Chitin Helm > "Masks" should now work properly. If you have a lot of Chitin helmet costumes (for those that reported this issue), you can open your .costume files and update the texture path to include '!face_' before the pattern name so it passes validation when loading. Upper Body > Tight > Chest Details > "Resistance Strap" fixed 2 color tint for leather and metal detail. Upper Body > Jackets/Sleeveless Jackets > Chest Detail > Under > "Void Sanction" was missing and has been added. Fixed capitalization typo in "Chaos LEather" pattern name. Custom Weapons [Focused Feedback: Sheathed/Holstered/Custom Weapons] All weapon sets currently in the game now have sheathed/holstered weapon support. Yay! 🎉 Holstered Bows Holstered Bows toggle option now available. Slightly adjusted the positioning of holstered bows to better rest on the back and clip less. Holstered Beam Rifles Holstered Beam Rifles toggle option now available. Holstered Pulse Rifles Pulse Rifle has been folded into the Assault Rifle/Munition Rifle FX and it now has access to all of the same weapon models as those sets. Holstered Pulse Rifles toggle option now available. Holstered Dual Pistols Holstered Dual Pistols toggle option now available. New Custom Weapons The following weapon models have been added as custom weapon options: Arachnos Mace Rikti Bladerifle Arachnos / Assault / Munitions / Pulse Rifles Devastator Shard Cannon Shock Rifle Broadsword Red Cap Dagger Thorn Blade 2 Circle of Thorns Sword Beam Rifle Legacy Assault Rifle Assault Rifle Legacy Merc. Assault Weapon Merc. Assault Weapon Silenced Merc. Assault Weapon Mk. II Merc. Assault Weapon Military Assault Rifle Sniper Rifle Malta Sniper Rifle Tommy Gun Council Assault Weapon Council Sub-Machine Gun Nemesis Rifle Nemesis Rifle 2 Vanguard Rifle w/Bayonet Elite Vanguard Rifle w/Bayonet Crey Laser Rifle Crey Pulse Blaster Rikti Blaster Rikti Cannon Dual Pistols Praetorian Resistance Blaster Rikti Blaster Crey Pistol Circle of Thorns Crossbow Hand Crossbow Customization Options [Focused Feedback: Customization Options] The two accolade powers that have weapon models can now be customized from the Power Customization menu. Crey CBX-9 Pistol Original (Default) Tintable Semi-Automatic Pistol Revolver Malta Sidearm Arachnos Pistol Rikti Blaster Stolen Immobilizer Ray Original (Default) Tintable Shotgun Canister Gun Malta Launcher Orestes Rifle Rikti Entangler Claws & Spines Legacy Spines > Barb Swipe and Claws > Swipe flail animations added as alternative animations for Spines > Ripper and Claws > Eviscerate. Teleport & Combat Teleport Several new alternate Teleport customization options added: Murder of Crows Rikti Smoke Bomb Tornado Customization Fixes Teleport: Restored original colors for "Power Customization > Teleport > Original" Various Additions, Enhancements, & Fixes Badges [Focused Feedback: Badges & Emotes] New Badges Accolade Stowaway - Complete all villain-alignment story arcs on Striga Isle. Accomplishment Doesn't Look At Explosions - Successfully complete the ending sequence of Advanced Mode of the Lady Grey's Task Force. Face Turn - Complete Piecemeal's Personal Story. Achievement Mirror Image - Complete Task Force content on a team that qualifies for Archetype Duplication. / Variety Act - Complete Task Force content on a team that qualifies for Role Diversity. Defeat Zookeeper Omega - Defeat the new boss encounter in the Advanced Mode of the Lady Grey's Task Force. Exploration Party Animal - Visit Pocket D, Studio 55, and the Paragon Dance Party. History Bicentennial - Celebrate the 200 year history of Paragon City with this history badge spanning 20 plaques scattered around the various zones: 1. 200 Years of Paragon - Kings' Row 2. South End Rail Riot - Independence Port 3. World War 2 - Independence Port 4. Statesman - Kings' Row 5. The Great Depression - Kings' Row 6. Terra Volta - Terra Volta 7. Paragon Times - Steel Canyon 8. Rudolph Augustus Seifert - Atlas Park 9. Cold War Paragon - Brickstown 10. Paragon Pride - Kallisti Wharf 11. The Spirit of Freedom - Atlas Park 12. Hamidon - Founders' Falls 13. The Outbreak - The Hollows 14. The Ferry - Peregrine Island 15. Vietnam War - Atlas Park 16. Brass Monday - Steel Canyon 17. Humanitarian Activities - Skyway City 18. Rikti War - Founders' Falls 19. Galaxy City - Perez Park 20. Dark Astoria - Talos Island Badge Fixes & Adjustments Accolades Born in Battle - Fixed badge meter not tracking progress correctly. High Pain Threshold - Fixed accolade referencing needing Relentless badge instead of The Unbroken Spirit. Defeats Spider Smasher - Fixed female Wolf Spider Huntsmen not counting towards badge progress. Cap Buster - Now properly displays the badge's hint after a single Red Cap defeat, instead of after 20. Believer - Now only requires a single Sally defeat, instead of two. Weed Whacker - Badge hint now properly states to defeat 50 Succubus or Hellfrost. Infiltrator - Fixed to count defeats of radiation and psychic Paragon Protector Elites. Hellspawned - Fixed to count the minion Damned in the Dr. Aeon Strike Force. Gravedigger - Fixed to count the Zoombie Bomb Cadavers found in Agent Watkin's Story Arc. Fixed female Skulls not counting towards various Skulls defeat badge progress. Exploration Rookie - Moved from Echo: Atlas Park to Atlas Park (128.7 28.9 -333.7) Silent Sentinel - Moved from Atlas Park to Echo: Atlas Park (-947.6 470.2 -1868.6) Emotes New Emotes /e donut6 (Drenched Donuts has partnered with Choco Mints candy to produce a minty chocolate crumble variety of donut, adding to their line of flavors.) /e PocketDog (/e PocketHotDog, /e JumboDeluxePocketDog). (Dancing the night away requires lots of calories. This juicy, grilled-to-perfection 'Deluxe' Pocket Dog is DJ Zero's latest offering on the Pocket D menu!) /e JumboDog (/e JumboHotDog) /e Onigiri /e PumpkinMug (/e pumpkinmug1) /e Smartphone /e Cameraphone /e Text /e Smartphone2 (legacy model) /e Cameraphone2 (legacy model) /e Text2 (legacy model) Emote Fixes (/e sitchair) alias added for /e Sitchair1 Fixed the right lower leg position on the drinking mug animation, which caused some tall boots to clip into the leg. Vanity Rewards - Aether Vendor Preview Images & Wave 4 [Focused Feedback: Aether Rewards] The name of the Prismatic Aether Particles salvage shortened down to Prismatic Aether. All Aether costume rewards now display a preview picture in the BenevoLabs vendor menu to help customers decide on which costume is best for them. Hmm, might get hunted if I wore these... Tier 1 Reward Additions New NPC costumes added to the Tier 1 Aether reward vendor offerings: Costume: Council Zenith Warcry Costume: Council Zenith MekMan Costume: PPD Assault Suit Costume: PPD Enforcer Costume: Longbow Cataphract Costume: Rularuu Honored Brute Costume: Rularuu Bull Natterling Costume: Rularuu Wisp Overlord Costume: Shivan Destroyer Tier 2 Reward Additions New NPC costumes added to the Tier 2 Aether reward vendor offerings: Costume: Prototype FreedomCorp Heracles Costume: Prototype FreedomCorp Phalanx Suit Sleek & shiny! Tier 3 Reward Additions New cosmetic effects added to the Tier 3 Aether reward vendor offerings: Effect: Luminous (Peacebringer FX, original and tintable) Effect: Umbral (Warshade FX, original and tintable) Effect: Drone (Targetting Drone FX, original and tintable) Effect: Reflection (Shadow Shard Reflection FX, original, tintable, and no transparency) Effect: Entropic (Energy Aura FX, original and tintable) Effect: Darkness (Dark Armor FX; Dark Embrace, Murky Cloud, and Cloak of Fear, originals and tintables) Effect: Organic: (Bio-Armor geometry FX, original and tintable) Effect: Puncture: (Spines geometry FX, original, tintable, thorns, spikes, crystal, and slate) All Tier 3 rewards except for Mini Mode can now be used in PvP. Aether Reward Fixes Fixed incorrect coloration on the right arm and right leg of the Legacy Rikti Chief Soldier costume. Increased the size of several of the larger Aether costumes to match their critters: Fake Nemesis, Prototype Fake Nemesis, Warhulk Supergroup Bases [Focused Feedback: Supergroup Base Items] Lots of fun, new things for base builders! New Supergroup Base Items: (318) Spoiler [Bath & Kitchen] Coffee Mug (Pumpkin) Coffee Mug (Pumpkin Spiced) [Lighting] Chalet Icicle Lights x4 Chalet Icicle Lights x8 Chalet Icicle Lights x16 Chalet Icicle Lights x32 Chalet Icicle Lights x64 Chalet Icicle Lights x128 Winter Icicle Lights x4 Winter Icicle Lights x8 Winter Icicle Lights x16 Winter Icicle Lights x32 Winter Icicle Lights x64 Winter Icicle Lights x128 Festive Icicle Lights x4 Festive Icicle Lights x8 Festive Icicle Lights x16 Festive Icicle Lights x32 Festive Icicle Lights x64 Festive Icicle Lights x128 [Room Details] Complaint Box Holiday Tree 1 Holiday Tree 2 Holiday Tree Skirt 1 Holiday Tree Garland 1 Holiday Tree Ornament 1 Winter 2023 Developer Ornament Winter Present Small 1a Winter Present Small 1b Winter Present Small 1c Winter Present Small 1d Winter Present Small 2a Winter Present Small 2b Winter Present Small 2c Winter Present Small 2d Winter Present Small 3a Winter Present Small 3b Winter Present Small 3c Winter Present Small 3d Winter Present Small 4a Winter Present Small 4b Winter Present Small 4c Winter Present Small 4d Winter Present Small 5a Winter Present Small 5b Winter Present Small 5c Winter Present Small 5d Winter Present Small 6a Winter Present Small 6b Winter Present Small 6c Winter Present Small 6d Winter Present Small 7a Winter Present Small 7b Winter Present Small 7c Winter Present Small 7d Winter Present Small 8a Winter Present Small 8b Winter Present Small 8c Winter Present Small 8d Candle Holder Candle Holder (Unlit) Candle Holder (Lit) Candle Holder Short Candle Holder Short (Unlit) Candle Holder Short (Lit) Tintable Candle Short (Unlit) Tintable Candle Short (Lit) Tintable Candle Short (Lit w/ Light) Festive Stocking 1 Festive Stocking 2 [Nature] Chalet Conifer 1 Chalet Conifer 2 Chalet Conifer 3 Winter Conifer 1a Winter Conifer 1b Winter Conifer 1c Winter Conifer 2a Winter Conifer 2b Winter Conifer 2c Winter Conifer 3a Winter Conifer 3b Winter Conifer 3c Festive Conifer 1a Festive Conifer 1b Festive Conifer 1c Festive Conifer 2a Festive Conifer 2b Festive Conifer 2c Festive Conifer 3a Festive Conifer 3b Festive Conifer 3c [Office Details] Smartphone 2 [Chairs] Club Booth Single 1 Club Booth Outter Corner 1 Club Booth Mid Corner Fill 1 Club Booth Inner Corner 1 Club Booth Inner Corner 2 Club Booth Table 1 Club Booth Table 2 Club Booth Edge Table 1 Club Booth Table 1b Club Booth Table 2b Club Booth Edge Table 1b Club Booth Full 1 Club Booth Full 1a [Casino] Bar Counter 1 (Outter Corner) Bar Counter 1 (Straight) Bar Counter 1 (Inner Corner) Bar Counter 2 (Outter Corner) Bar Counter 2 (Straight) Bar Counter 2 (Inner Corner) Casino Security Camera [Cityscape] Ruined Concrete Barrier 1 Ruined Concrete Barrier 2 Ruined Concrete Barrier 3 Ruined End Table Tech (Large) Ruined End Table Tech (Small) Parking Lot Lamp 1 Ruined Barrier (Short) 1 [Decals] Wall Graffiti 1a Wall Graffiti 1b Wall Graffiti 1c Wide Wall Graffiti 1a Wide Wall Graffiti 1b Wide Wall Graffiti 1c Parking Lot Decal 1 Parking Lot Decal 2 Parking Lot Decal 3 Parking Lot Decal 4 Parking Lot Decal 5 Parking Lot Decal 6 Handicap Parking Decal Chalk Outline Water Puddle 1 Water Puddle 1 (Large) Water Puddle 2 Water Puddle 2 (Large) Water Puddle 3 Water Puddle 3 (Large) Water Puddle 4 Water Puddle 4 (Large) Water Puddle 5 Water Puddle 5 (Large) Tire Tread Marks 1 Tire Tread Marks 2 Tire Tread Marks 3 Oil Stain 1 Oil Stain 1 (Small) Oil Stain 2 Oil Stain 2 (Small) Oil Stain 3 Oil Stain 3 (Small) Oil Stain 4 Oil Stain 4 (Small) Praetoria Ground Dirt 1 Praetoria Ground Dirt 2 Praetoria Ground Dirt 3 Praetoria Ground Dirt 4 Praetoria Ground Dirt 5 Praetoria Ground Dirt 6 Praetoria Ground Dirt 7 Oil Splat 8x8 1 Oil Splat 8x8 2 Oil Splat 16x16 1 Oil Splat 16x16 2 Oil Splat 24x24 1 Oil Splat 24x24 2 Oil Splat 32x32 1 Oil Splat 32x32 2 Oil Splat 48x48 1 Oil Splat 48x48 2 Oil Spill Water 16x16 1 Oil Spill Water 16x16 2 Oil Spill Water 32x32 1 Oil Spill Water 32x32 2 Oil Spill Water 64x64 1 Oil Spill Water 64x64 2 Oil Spill Water 96x96 1 Oil Spill Water 96x96 2 Oil Spill Water 128x128 1 Oil Spill Water 128x128 2 Oil Spill Water Huge [Landscape] Mailbox Letter 1 Mailbox Letter 2 Mailbox Letter 3 Mailbox Letter 4 Pay Phone Coin 1 Pay Phone Coin 2 Pay Phone Coin 3 Ruined Fire Hydrant Ruined Mailbox 1 Ruined Mailbox 2 Ruined News Stand 1 Ruined News Stand 2 Ruined Pay Phone News Stand Newspaper 1 Newspaper 2 Newspaper 3 [Office Details] Casino Ashtray Office Magazine 1 Office Magazine 2 Office Magazine 3 Office Magazine 4 Office Magazine 5 Office Magazine 6 Office Magazine 7 Office Magazine 8 Office Magazine Stack 1 Office Magazine Stack 2 Office Magazine Stack 3 Office Magazine Stack 4 [Shopping] Choco Mint Donut Donut Holes 1 Donut Holes 2 Donut Holes 3 Donut Holes 4 Spooky Donut Holes 1 Spooky Donut Holes 2 Spooky Donut Holes 3 Spooky Donut Holes 4 Holiday Donut Holes 1 Holiday Donut Holes 2 Holiday Donut Holes 3 Holiday Donut Holes 4 Jumbo Hotdog 1 Jumbo Hotdog 2 Jumbo Deluxe Pocket Dog 1 Jumbo Deluxe Pocket Dog 2 [Slums & Wastes] Manhole 2 [Wall Details] Dart Board Club Painting 1a Club Painting 1b Club Painting 1c Club Painting 1d Club Painting 1e Club Painting 2a Club Painting 2b Club Painting 2c Club Painting 2d Renamed "Pastel Picture" to "Pastel Picture Large" Renamed "Pointillist Picture" to "Pointillist Picture Large" Pastel Picture Med Pastel Picture Small Pointillist Picture Med Pointillist Picture Small Wide Office Painting 1 (Large), (Med), (Small) Wide Office Painting 2 (Large), (Med), (Small) Wide Office Painting 3 (Large), (Med), (Small) Wide Office Painting 4 (Large), (Med), (Small) Wide Office Painting 5 (Large), (Med), (Small) Wide Office Painting 6 (Large), (Med), (Small) Wide Office Painting 7 (Large), (Med), (Small) Wide Office Painting 8 (Large), (Med), (Small) Wide Office Painting 9 (Large), (Med), (Small) Wide Office Painting 10 (Large), (Med), (Small) Wide Office Painting 11 (Large), (Med), (Small) Wide Office Painting 12 (Large), (Med), (Small) Square Office Painting 1 (Large), (Med), (Small) Square Office Painting 2 (Large), (Med), (Small) Square Office Painting 3 (Large), (Med), (Small) Square Office Painting 4 (Large), (Med), (Small) Square Office Painting 5 (Large), (Med), (Small) Square Office Painting 6 (Large), (Med), (Small) Square Office Painting 7 (Large), (Med), (Small) Square Office Painting 8 (Large), (Med), (Small) Square Office Painting 9 (Large), (Med), (Small) Square Office Painting 10 (Large), (Med), (Small) Square Office Painting 11 (Large), (Med), (Small) Black Market Painting 1 (Large), (Med), (Small) Task Forces [Focused Feedback: Tasks Forces & Story Arcs] Apex's Task Force - 'Alpha Strike' Mission 2 This mission's entry text says you arrive via a helicopter, but the mission door was a portal. This has been corrected and now this mission uses the same door as Apex's first mission. Barracuda's Strike Force - 'Thus Spoke The Reichsman' Mission 3 Fixed door leading into the 5th Column base from being unselectable while open. Dr. Aeon's Strike Force - 'Chasing Fool's Gold' Rewards The weighting on the drop table for the D-Sync Origin enhancements has been adjusted; Players should see the new enhancement combinations drop with more frequency (2:1 or 66% chance). Mission 4 Fixed manhole doors from being unselectable when open. Mission 5 Emperor Requiem has shaken off his mental fog and will now properly try and destroy anybody ambitious enough to disturb his meditations. Mini map added to the Devouring Earth ripple section of this mission. Fixed warehouse doors from being unselectable while open. Mission 7 Increased Battle Becky's follow detection radius and gave her no collision to promote cooperative movement pathing. Advanced Mode - Imperious Task Force - 'Time's Arrow' Mission 4 Romulus' Barrier Novas should now be visible and render from farther away. Rewards The total count of Prismatic Aether salvage awarded by this content has been increased by : Tenacious (1-Star): 4 from 2 Rugged (2-Star): 11 from 7 Unyielding (3-Star): 17 from 13 Invincible (4-Star): 24 from 20 Imperious Task Force - 'Time's Arrow' Mission 3 Fixed a bug that was causing the Romulus Phalanx computer to have a +1 Level Shift applied at all times. Lady Grey's Task Force Fixed issue with most missions in this Task Force displaying all mission objectives immediately at start instead of appearing sequentially as the mission progresses. Hamidon Essence This temporary power is now a Toggle and can now be traded if the leader wants give the Advanced Mode danger immunity to another player. Otherwise this power continues to only be a visual effect on normal mode. This power now has a unique power icon: Mission 1 Removed an invisible map object found near the elevators on the second level that had collision but could not be seen. Mission 2 Rider: Famine's aura and blast attacks changed from Special to Toxic damage. All four Riders now have unique individually colored costumes: How well do you know your Riders? Mission 3 Infernia and Glacia are now found in set locations. Infernia is encountered near the entrance and Glacia at a set position further within the mission, rather than both appearing anywhere randomly which often led to backtracking to find Glacia. This mission now requires at least 2 of the 6 hostages be saved. Mission 4 Weakened Hamidon, Mitochondria Electrolyte, and Mitochondria Antibody attacks changed from Special to Toxic damage. This mission's map now uses the Rikti Invasion skybox. Taking the hospital on this mission will return you to the Vanguard helicopter instead of back to the zone. Mission 5 The Injured Vanguard Soldier at the beginning of this mission will now only say his dialog lines once instead of spamming the chat log for the entire mission's duration. Silver Mantis' Strike Force - 'Pirates of the Sky' Mission 1 Updated Tsoo Artists to better see stealth and increased their leash range. Tin Mage's Task Force - 'The Praetorian Offensive' Mission 1 This mission's door now always defaults to the Vanguard helicopter located next to Tin Mage. Mission 2 Mini map added to Peregrine Island section of this mission. Fixed this mission using the Cimeroran compass on the minimap. Mission 3 This mission's entry text says you arrive via a helicopter, but the mission door was a portal. This has been corrected and now this mission uses the same door as Tin Mage's first mission. Fixed several of the doors in this mission being unselectable while open. Story Arcs Agent G.'s Story Arc - 'A Faultline in the Sands of Time' Fixed Penelope Yin not playing the Disable PCM Device emote in the arc finale. Viridian's Story Arc - 'The Conference of Evil' Sebastian Frost is now using his correct model in all appearances in this arc. Fixed a map issue that caused the finale map Arachnos floors to not have the correct fog. NPC Enemies & Factions [Focused Feedback: NPCs & Factions] Arachnos Incarnate-level Arachnos were missed for the gender parity update, this has been adjusted and now Bane Spiders, Crab Spiders, Night Widows, and Arbiters should have the opposite gender costumes at 1/8th chance. Fixed Scirocco lightning attacks missing animations. Red Widow given a proper description. New costume added for Red Widow's appearances post-revival. Fixed Ghost Widow Etherealise not properly targeting. General adjustments to Wolf Spiders, Bane Spiders, Crab Spiders, Widows, and Fortunatas to more closely mirror their VEAT counterparts High level Crab Spider Webmasters now have access to Venom Grenades in their arsenal. NPC Fortunatas/Widows have had their Mental Training base resistances replaced with Combat Training and Foresight. Fortunata Mistresses' Will Domination replaced with Dominate. High level Blood Widows added to levels 35-54, with new costumes. High level Night Widows now have an Assassins Slash. Fate Sealed added to Kalinda. Pain Tolerance added to Night Widow Nocturne. Tarantula Mistress/Queen claw attacks now deal toxic DoT and slow. Tarantula Mistress Mental Scramble is no longer autohit. Tarantula Queen Scramble Thoughts is no longer autohit. Axis America Restored original costumes to all enemies in this faction to visually distinguish it from Council Empire mobs. Yep, definitely bad guys. Cimeroran Traitors Incarnate-level Minotaurs and Cyclopes re-tuned to make them more manageable in non-Advanced Mode content. Circle of Thorns High-level mobs revamped. Various crossbow-using Circle of Thorns mobs now use the wooden arcane crossbow model. Fixed Madness Mage Scramble Thoughts being level locked outside critter's level range. Master of Ruin / Ruin Mage's defense buff from Dispersion Bubble reduced by 10%. Clockwork Fixed Tesla Clockwork refusing to toggle Lightning Field. Glow mask applied to all Clockwork eye textures to enhance their visual presentation: Those glowing eyes are much more imposing! Council High-level mobs revamped. Restored Maestro's cape which had been missing for some time. Dark Equinox Archons now have purple gloves to make them more identifiable in a group. Crey Elite Paragon Protector variants that use psionic & radiation have had their reward scale decreased to match the Longbow Wardens that use identical power definitions. Crey Gamma Tank minion's spawn limit reduced from 2 per group to 1. Fixed high-level Crey Ice Tank mobs not spawning. Fixed high-level Crey Protector lieutenants not set to spawn limit 1 as intended. Fixed high-level Crey Protector lieutenant from dropping boss rank rewards. Devouring Earth Fixed Cairn, Fungi, Quartz summon pets not affecting Praetorian Devouring Earth. Fixed Cairn not excluding other Cairns from damage resistance. Hamidon, Mitochondria Antibodies, and Mitochondria Electrolytes now have subtle geometry elements that make them always visible even when the game client's particle cap is reached. This will prevent them from ever being completely invisible due to local particle limitations: No more invisible mitos! Dr. Kane's House of Horrors - Black Whip Black Whip is now using a much spooky-scarier unique costume instead of using a generic preset. Freakshow Fixed names for Freakshow Wing Swiper and Wing Smasher critters. Outcasts Fixed Frostfire not properly freezing his loudmouthed goon during cutscene. Tweaked Frostfire’s AI to ensure he properly uses his full power suite. Psychic Clockwork Now have purple glowing eyes that sets them apart from standard Clockwork. Rikti Fixed an FX error that was causing Guardian mobs force field bubbles to not render their FX geometry. Fixed a definition error that was causing a pre-revamp Rikti boss to sometimes spawn amongst Level 38 groups. Magus mobs are now named Chief Magus to properly adhere to high-ranking Rikti naming schemes. Priest mobs are now named War Priest as they occupy a number of different ranks depending on content context. Heavy Assault Suit's Fusion attacks now do not hit pets. Vanguard Renamed Hero 1's 'Rune of Protection' to 'Aid From The Fae'. Fixed Hero 1 lightning attacks missing animations. Fixed the boots on Huge Vanguard mobs having the plate version on the wrong classes. Giant Monster Rewards Adamastor Adamastor now only drops Rewards Merits to the same character once every eighteen hours; Amount of merits earned remains the same as before. Lusca Each of Lusca's eight tentacles now drop 2 Reward Merits each, bringing the total merit count for a complete Lusca clear up to 22. Zones 'The Abyss' Guard drones added nearby the hospital and zone entrance. Atlas Park Added a planter to a tree that was missing it at its base. Added tree to a planter that was missing one. Cap Au Diable Fixed geometry gaps that allowed for getting under the map. Dark Astoria Fixed geometry gaps that allowed for getting under the map. 'Eden' Fixed some forest segments that had escaped gravity and were floating in the air. Fixed the Eden Trial door from being unselectable while open. Firebase Zulu Fixed some floating rocks and plants at Point Sierra. Grandville Grandville enhancements that bring the Arachnos seat of power up to modern story contexts. Central Hold Block added below Grandville's main tower, accessed via new hall at the intersection between the Patron elevators and the Recluse's Victory portal chamber. D-Rifter Installation added which is accessed via an elevator in the Central Holding Block A player must own the Gold Standard badge from completing the Dr. Aeon's Strike Force to access the D-Rifter area. L.R.S. Selenops added south of The Fab. Red Widow added next to Lord Recluse in the Patron chamber. Kallisti Wharf Hundreds of minor zone errors have been corrected. Another several dozen geometry errors fixed. Zone now has a proper height cap and you can no longer fly over the War Walls. The height cap is slightly higher above Statesman One Plaza's tower to allow players to still stand on top of it. Guard drones added to several points of interest in the zone that should be no-mob areas. Detail work in various locations. City backdrop geometry and details added outside the War Walls. Boat gates added to the water-facing parts of the north & south War Walls. Ouroboros Mender Holly added to the zone and provides super tailor services, found under the Tailor mini map icon. Added mini map icons to Luna and Mender Roebuck. Paragon Dance Party Mini map added to zone. Pocket D Moved the stools in the Ski Chalet a little away from the bar so players can sit on them. Fixed a flickering texture near the second floor blueside bar that connects to the AE block. Fixed a flickering texture above the window facing the Ski Chalet on the blueside bar. Port Oakes Fixed both Mayhem Mission submarine hatch doors from being unselectable while open. Skyway City Fixed underside of Synapse's platform exposing back-facing textures. Steel Canyon Deleted a tree clipping into a building at the zone's university. Striga Isle Fixed the volcano-top door from being unclickable while open. Architect Entertainment New Custom Enemy Options Added Bio Armor as Secondary option Added Electrical Affinity as Secondary option Added Martial Assault as Attack and Secondary options Added Nature Affinity as Secondary option Added Ninja Training as Secondary option Added Plant Manipulation as Secondary option Added Psionic Melee as Attack and Secondary options Added Radiation Armor as Secondary option Added Radiation Melee as Attack and Secondary options Added Radioactive Assault as Attack and Secondary options Added Savage Melee as Secondary option Added Savage Assault as Secondary option Added Sonic Assault as Secondary option Added Sonic Manipulation as Secondary option Added Tactical Arrow as Secondary option Added Temporal Manipulation as Secondary option Added Traps as Secondary option Added Water Blast as Attack and Secondary options New NPC Enemy Options Freedom Phalanx Penelope Yin added to available AE critter offerings. Mission Maps Fixed pathing beacon issues with all Arachnoid Warehouse map's second floors. Fixed four glowies that were inside geometry in the AE version of the Smelting Cauldron warehouse map. Miscellaneous Client Fixed a client crash in Ultra Mode when the costume window was opened on a character with all 10 costume slots unlocked while standing close enough to a building with window reflections, while a player or NPC with a reflective costume part was close enough and a water surface was rendering water reflections. Gamma Correction The game now implements gamma correction in the shader programs rather than using the legacy hardware gamma API. The hardware gamma API has been very unreliable since Windows 10 and only works with certain GPU and monitor configurations. The legacy API, when it works, changes the gamma correction for the entire monitor, which may be undesirable when running the game in a window. By moving it to the shader programs that run on the GPU, we can guarantee that the option always works consistently across platforms. The gamma correction slider in the graphics options window has been adjusted so that most useful range of values (100% - 200%) occupies a much larger part of the slider bar, in order to allow for finer control when setting it. Doors Helicopter mission door NPCs have been fixed and should no longer cause long delays before the player starts entering the helicopter. Fixed arched wooden double doors opening inward instead of outwards. Seen at the Midnight Mansion and other locations. Smuggler Ship doors that had NPCs standing nearby should no longer cause long delays before the player starts entering the ship. Error Messages Improved wording on the error message that displayed when attempting to invite an opposite alignment character to a co-op zone team when the current active task is an alignment-locked mission. OLD: "FACTION Only: Currently, you cannot add members to your team who are not in the same faction as you." NEW: "You cannot invite characters from an opposite alignment to the team while the current active task is an alignment-locked mission." Geometry Fixed pixel thin halo around warehouse light cones. Other Fixed PVP enhancement recipes in auction house and inventory using enhancement display names instead of recipe display names. Office Telephones (e.g. Atlas Park Tailor) should ring less frequently (every 4-7 mins over the previous 12-30s). Fixed neighborhood music not playing after logging in or zoning. 2
Maris Posted February 13 Posted February 13 (edited) Ooh 👀 Very nice! Good to see Arsenal Assault/Control added to AE, though I did check and Assault's only in as a secondary, would be nice to have as a primary set there too! EDIT: Actually, it appears Arsenal Assault isn't showing in the power lists as either a primary or secondary, unfortunately. Edited February 13 by Maris
RabbitUp Posted February 13 Posted February 13 I don't understand the Telekinesis cooldown increase. The power now has two uses, you either keep the toggle rolling for an AoE immob, or you "consume" it for AoE damage. Both are things the set lacked and are very appreciated. However, it is gated behind an enormous cooldown. Either way you use it, we are talking about an immob that does no damage in exchange for the mob grouping utility, when other sets (except Illusion) get a spammable immob that does damage and has bigger radius. Or a total of more than 3s of animation for 70(dom)/80(troll) damage. Neither warrantee a 120s cd imo. 4
Kaballah Posted February 13 Posted February 13 (edited) The proposed change to Bonfire currently on Brainstorm are terrible. Generally I'm very supportive of balance changes the HC team have made but this particular one really feels like some bad math is going on. It knocks very infrequently, feels like about 1/5th as much as it does on live version. Please reconsider. e: some more observations: I 6 slotted Bonfire with a full set of Sudden Acceleration on it, and spent some time testing it on Cimerorans. It was only able to KD Surgeons as far as I saw, it literally never knocked anything else at all, not even once. Only Surgeons. e: something is VERY WRONG with knockback/knockdown across the board, Earth Control/Earthquake is also behaving wildly different from how it performs on live. no longer repeatable as of 8:40 US CST 2/13 Edited February 13 by Kaballah 3 1
Doc_Scorpion Posted February 13 Posted February 13 Patch notes still mention the P2W vendor (vice S.T.A.R.T.) in two places... No time like the present to start using the new terminology. 1 Unofficial Homecoming Wiki - Paragon Wiki updated for Homecoming! Your contributions are welcome! (Not the owner/operator - just a fan who wants to spread the word.)
SwitchFade Posted February 13 Posted February 13 1 hour ago, Kaballah said: The proposed change to Bonfire currently on Brainstorm are terrible. Generally I'm very supportive of balance changes the HC team have made but this particular one really feels like some bad math is going on. It knocks very infrequently, feels like about 1/5th as much as it does on live version. Please reconsider. e: some more observations: I 6 slotted Bonfire with a full set of Sudden Acceleration on it, and spent some time testing it on Cimerorans. It was only able to KD Surgeons as far as I saw, it literally never knocked anything else at all, not even once. Only Surgeons. e: something is VERY WRONG with knockback/knockdown across the board, Earth Control/Earthquake is also behaving wildly different from how it performs on live. If this is true, now not only bonfire is borked but earthquake as well. Even if this is a bug and earthquake is "fixed," bonfire is still terrible. Really, now accepts acc enhances? So, I now have more slotting variety to make up for the fact that it's smaller radius, hits so infrequently as to be laughable and is now not auto-hit? What's next, adjust ice slick? How about adjust down volcanic gasses? Also, I think stalagmites, mass confusion, cinders, fearsome stare, singy and seeds are all OP. Can we get these reduced too? Sigh. Well, it was fun while it lasted. 1 1
Jacke Posted February 13 Posted February 13 (edited) Typos in the follow Patron Pool Powers changes. I think "degrees" should be "feet". Patron > Soul Mastery > Darkest Night (Sentinel) - Recharge increased to 20s, Radius decreased from 25 to 15 degrees, Target cap lowered from 16 to 10 Patron > Soul Mastery > Darkest Night (VEAT) - Recharge increased to 20s, Radius decreased from 25 to 15 degrees, Target cap lowered from 16 to 10 Edited February 14 by Jacke 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
twozerofoxtrot Posted February 13 Posted February 13 On 2/8/2024 at 11:28 PM, The Curator said: Fire Control > Bonfire: Knockdown rate has been reduced while using KB2KD enhancements. Pulse rate doubled. Pulse rate doubled. Increased knockdown chance while kb2kd Damage now requires a to-hit check. Power now accepts Accuracy enhancements. What is going on with this part of the patch notes? Pulse rate doubled, doubled? Reduced KB2D then Increased KB2KD?
Maelwys Posted February 13 Posted February 13 (edited) 1 hour ago, twozerofoxtrot said: What is going on with this part of the patch notes? Pulse rate doubled, doubled? Reduced KB2D then Increased KB2KD? The line in blue is new. Earlier versions of the proposed beta patch had reduced the KB/KD rate substantially whenever Knockback-to-Knockdown IOs were slotted in bonfire. Apparently they've reverted part of that (increasing the rate again) in this revision of the patch; but added an accuracy check instead for the damage component (presumably the power is too good if it deals autohit damage *AND* autohit knockdown...) As it happens, I actually tested Bonfire's KD/KB rate on my Bot/Kin/Heat MM (has bonfire via his epic pool) only yesterday. Just before this revision of the patch became available. On LIVE, my MM's Bonfire with either a Sudden Acceleration or Overwhelming Force KB-to-KD IO in it will keep a group of foes in its radius flopping almost constantly. They often don't have time to fully stand up before they're bounced on their rear again, with the result that hardly any of them get attacks off. On Brainstorm yesterday, the same group of foes can stand up and run out of the radius and/or get at least two attacks off before they're bounced again. The change was so drastic that I immobilised a group and checked how often they flopped over the course of a Bonfire patch; then did the same against another player character in Warburg... I've just done another test on Brainstorm today. + On Live, a player always flopped five times over Bonfire's 45 second duration. A critter was likely to flop ten times. + On Brainstorm yesterday, a player always flopped five times over Bonfire's 45 second duration. A critter was likely to flop four times. + On Brainstorm today, a player always flopped three times over Bonfire's 30 second duration. A critter was likely to flop six times. Yesterday I noticed many large spawns that didn't have a single flop before they all made it out of the bonfire. Today was better. Not quite as good as on live, but better. The smaller radius means that critters are rather more likely to make it out of the patch than they are on live; but providing you can keep them within the area of effect then the flop rate is good enough to make bonfire "viable" once again as a CC tool.The shorter duration is annoying however - 120s base recharge, 30s duration, and 3.07s cast time makes it practically impossible to run permanently any longer; even for a /kin with Perma-Hasten, triple-stacked Siphon Speed and a +33% recharge rate T4 Alpha Slot. I don't see anything in the patch notes about a reduced duration, so I'm hoping that's a bug... Notably the ToHit check does indeed appear to only be kicking in for damage. The knockback/knockdown didn't appear to be missing; even vs players. My "hostile" target player in warburg noticed a lot of misses from the damage ticks; but they still got flopped on their rear the same number of times regardless of +defense toggles or insps. Oh, and I should point out that I tested both Sudden Acceleration KB->KD and Overwhelming Force KB->KD individually and combined; as well as adding Ragnarok: Chance for KD. There did not appear to be any noticable difference in flop rate from the additional IOs (e.g. pick any one single KB->KD and don't bother adding a Ragnarok proc) However combining Bonfire with another ability like Whirlwind or Repel (with KB->KD procs in them) made the critter flop rate skyrocket.Bonfire on LIVEBonfire on BRAINSTORM YESTERDAY Bonfire on BRAINSTORM TODAY Edited February 13 by Maelwys 2 4
Sovera Posted February 13 Posted February 13 7 hours ago, Kaballah said: The proposed change to Bonfire currently on Brainstorm are terrible. Generally I'm very supportive of balance changes the HC team have made but this particular one really feels like some bad math is going on. It knocks very infrequently, feels like about 1/5th as much as it does on live version. Please reconsider. e: some more observations: I 6 slotted Bonfire with a full set of Sudden Acceleration on it, and spent some time testing it on Cimerorans. It was only able to KD Surgeons as far as I saw, it literally never knocked anything else at all, not even once. Only Surgeons. e: something is VERY WRONG with knockback/knockdown across the board, Earth Control/Earthquake is also behaving wildly different from how it performs on live. Not to take away from your observation since the complaint about Bonfire is real and has been echoed, but Cimemorians are a bad test subject for that particular power since their shouts make them resistant to CC and KD. 1 1 - 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.
Kaballah Posted February 13 Posted February 13 (edited) My concern isn't about Bonfire specifically, something is drastically different for other powers as well (Earthquake). It's not because they were buffing each other with shouts either, this behavior manifests immediately when you start combat. I strongly encourage anybody with a KB power at all like EQ, Ice Slick etc to go compare how these powers are behaving on this beta/RC patch vs what is on the live servers right now. e: I don't thiiiiink those Cim mobs were buffing each other (I didn't see or hear them doing their shout buff or see the FX of the buff on characters) but I will test this some more with my various controllers with AE mobs too to remove that concern e: not behaving this way as of this morning (even vs. cimerorans) so I guess I could have been stupendously unlucky while testing earlier or something was changed/changing server side without a client update Edited February 13 by Kaballah 1
Braddack Posted February 13 Posted February 13 my beloved Bonfire... what do the bad mans do to you ? *snieeeef*
twozerofoxtrot Posted February 13 Posted February 13 3 hours ago, Maelwys said: The line in blue is new. Earlier versions of the proposed beta patch had reduced the KB/KD rate substantially whenever Knockback-to-Knockdown IOs were slotted in bonfire. I do know how it works 🙂 I'm pointing out that they aren't striking through old lines and that (along with mentioning the pulse rate has been doubled twice), is poor formatting. Perhaps I should have been more obvious about that in my post to save you the trouble of the very lengthy explanation you offered. 1
AboveTheChemist Posted February 13 Posted February 13 The coordinates listed for the new location of Silent Sentinel in Echo: AP are incorrect, the actual coordinates are (-608.0 70.3 -1890.0). Unless, of course, it's been moved in the last day or so. Popmenus > Badge List | Optimal Paths | Conversion Possibilities | Emotes Wiki Pages > Costume Color Schemes | Set Bonus Comparison Tables Maps > Vidiotmaps | Optimal Paths | Halloween GM Maps | Winter Gift Maps | Offline Map Viewer Sounds > Banshee Sonic Attack Datasets > Recipe Salvage Components | Badge Name & Settitle ID | Exploration Badge & History Plaque Coordinates
Six-Six Posted February 13 Posted February 13 is it too late to request for Troller and Dom pets be pass-through like MMs? My Toons
golstat2003 Posted February 13 Posted February 13 8 minutes ago, Six-Six said: is it too late to request for Troller and Dom pets be pass-through like MMs? As a general suggeestion you can always request it. Whether they will do it for this page, since we are no on release candidate, very likely too late for now.
Troo Posted February 13 Posted February 13 So close. A deep thank you to all participants. (it can be hard to come into beta the first time) While we may not always agree on various changes, I at least feel heard. So thank you to the devs, powers folks, staff, and anyone else who contributed. Dutch Bros for everyone! 1 3 "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum
Falling Stargazer Posted February 13 Posted February 13 Incredibly exciting, congrats to all the hard work and consideration by the dev team and to the folk who helped make sure it's seaworthy! I'm maining a Widow presently so the new lick of paint will be a serious breath of fresh air, thank you!
SeraphimKensai Posted February 13 Posted February 13 We forgot to buff the duration of spirit drain to 30 seconds, and lower the recharge of soul drain in epic sets to 120 seconds. 2 1
FairWage Posted February 13 Posted February 13 (edited) I realize it is Very Late in the Beta Process, but this is kind of debilitating to my play style of 'not grinding all the mobs/jumping into DFB' and/or 'I'm five exp away from level and don't want to fight something for it'. EDIT: In addition, doesn't this mean that it caps at 10 bars, which is kind of horrible to lower level folks? Or has the rest state bar limit been lifted? Exploration badges now grant Patrol XP instead of regular XP. The amount of Patrol XP gained is dramatically higher than the previous amount of regular XP previously gained. The amount scales with level, starting with 1.5 bars at level 1, down to 0.25 bars at level 50. Edited February 13 by FairWage 1
Andreah Posted February 13 Posted February 13 It would be awesome if you could have more than 10 bars of patrol xp, so long as you couldn't earn more than that much just from being logged off. 2
Developer Captain Powerhouse Posted February 13 Developer Posted February 13 8 hours ago, twozerofoxtrot said: What is going on with this part of the patch notes? Pulse rate doubled, doubled? Reduced KB2D then Increased KB2KD? Pulse rate double is redundant, the blue notes are things that changed from last patch, the white ones things that changed from live. KD chance increased from last patch but lower from live.
PeregrineFalcon Posted February 13 Posted February 13 I will be respecing a lot of characters to remove the Ancillary power pools from them once this goes live. 2 Being constantly offended doesn't mean you're right, it means you're too narcissistic to tolerate opinions different than your own.
Sovera Posted February 13 Posted February 13 25 minutes ago, PeregrineFalcon said: I will be respecing a lot of characters to remove the Ancillary power pools from them once this goes live. I lucked out. I only use Focused Accuracy and it got buffed 😄 1 - 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.
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