Developer The Curator Posted July 8 Developer Posted July 8 Patch Notes - Issue 28: Legacy, Page 1 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. Developer commentary in pink. Only on beta releases. Only looking for what changed in Build 3? Check here! All changes are also in the full patch notes found below. BUILD 3 CHANGES: Spoiler Labyrinth of Fog Message that plays 'The minotaur hunts for prey' and 'The minotaur emerges from the fog' have been changed to use red text to note urgency. Minotaur In The Fog now uses scaling +MaxHP/-Regen based on how many players are in the zone currently, up to a maximum of strength of 36 players, after which the buff will not scale up further. This should make the Minotaur scale better for smaller-sized raids but also last a more satisfying amount of time against very large-sized raids, with maximum-sized raids having an advantage in the growth scaling falling off after 36 players. Minotaur In The Fog's inherent resistances reduced from 70% to 50%. Draughts of Fog now have text in their descriptions that allude to their Endless Colonnade hint function. Doubled how long the Endless Colonnade maze hint displays for when a Draught of Fog inspiration is used in the zone. Ambient wandering Gladiators In The Fog are now selectable and activated by clicking on them instead of by standing near one. Total amount of Malevolent Fog present in the zone increased to 20, up from 12. Malevolent Fog now drop 2 Reward Merits instead of 3. Malevolent Fog is now worth 50 points on the meter, instead of 100 for an entire Level Shift buff. Malevolent Fog's inherent resistances reduced from 75% to 30%. Malevolent Fog now has scaling HP based on how many players are within 100ft instead of using a base x10 HP modifier. This should make them more reasonable to find/defeat for explorers not in raids, but last long enough when attacked by a League to allow people to get credit. Improved click-ability of 5th Column/Council metal doors. The Secret Minotaur Door is now open to all qualifying Minotaurs! Fixed an issue with the Gate of Shadow stalling out due to one of the exit point placements. Fixed a bug where the Minotaur could inflict negative -MaxHP and become afraid of themselves permanently. Fixed a bug where Level Shifts on mobs were not displaying correctly. Fixed an issue where players were being sent to Orange floors via the randomizer before having defeated the Minotaur once. Power Customization Teleport Increased the size of the Goop teleport geometry so it obscures more of the player model. Costume Parts Auras Positioning offsets on many reported eye auras has been improved/corrected. Badges 'Protector of Paragon City / Traitor to Paragon City' Badge and power icon art have been fixed. 'Duplicitous' badge name changed to 'Adept'. Marine Affinity Bug Fixes: Corrected Shoal Rush slotting options for Controllers and Masterminds Toned down combat log spam for continuing powers Masterminds now have the correct endurance costs per power Shoal Rush No longer lowers stealth Now lowers max run speed of enemies in PvE When hitting enemies in a Tide Pool, it will trigger a brief Frenzy (6s) Whitecap Recharge lowered from 60s to 30s Endurance cost lowered from 26.09 to 16.9 -Res debuff duration decreased from 40s to 30s Sweet-spot -Res debuff duration increased from 20s to 30s When hitting enemies in a Tide Pool, it will trigger a brief Frenzy (6s) Tide Pool Now correctly shows all stats in the info window with tags noting which stats are enemy only and during frenzy Correctly states it is a Click and not a Toggle Now lowers stealth for enemies inside the Tide Pool Frenzied Tide Pool knockdown accuracy increased from 1.0 to 1.4. Debuffs are still auto-hit Brine Decaying -Res debuff now more evenly lowers each second Decaying -Res debuff duration increased from 30s to 60s Shifting Tides Rising Tide duration increased from 8s to 10s per stack Proc chances now increase per stack, independant of allies Barrier Reef Renamed from Wellspring to Barrier Reef Altered FX and Sound to be less intrusive Recharge lowered from 60s to 30s Duration increased from 120s to 240s Endurance cost lowered from 25 to 15 Summoning Range reduced from 80ft to 40ft Defense buff increased from scale 0.5 to 0.7 on Defenders Defense buff increased from scale 0.375 to 0.525 on Non-Defenders Defense buff now only lingers while in range of the Barrier Reef Power of the Depths Decaying buffs now more evenly lower each second Decaying buffs durations increased from 30s to 60s Developer Notes: Shoal Rush and Whitecap are now options to trigger a frenzy for a fraction of the average duration of one caused by a defeated enemy. In situations without cannon fodder this allows it to be triggered every so often + gives Shoal Rush a bit more utility. Frenzy itself cannot be enhanced for accuracy, thus the bump to base acc. Shoal Rush losing -Stealth to Tide Pool due to not being able to target stealthed targets while Tide Pool can be placed in an area you may suspect stealthed enemies to be. Whitecap's stats have been adjusted to be more comparable to Force Field's Force Bomb in use. Barrier Reef's stats have been adjusted to be more comparable to Traps' Force Field Generator. Both are intended to be pets with a buff aura that follows you. The Barrier Reef trades mez protection for more raw damage mitigation. Shifting Tides has been made a bit easier to use while moving group to group with longer stack duration. The odds now scale per stack alone and do not require allies, though having allies allows the stacks to build much more quickly Brine and Power of the Depths decay values were a bit fast, and have been smoothed out over time. This is still being monitored for performance. What's New in Issue 28, Page 1? Marquee Features New Raid Zone: The Labyrinth of Fog 🐄 New Story Arc: Ashling Corlett - 'Only Love Can Hurt Like This' 💙 New Powerset: Marine Affinity 🌊 Enemy Group Revamp: The Warriors ⚔️ Powers & Gameplay Adjustments New Power Customization Options Various Adjustments, Improvements & Fixes New Left/Right Eye Auras New Aether Shop Rewards + WST Aether at all levels New Pocket D Friend: Blarf New vanity pet recipe drops New Badges; Four New Accolades + Powers Numerous bug fixes and improvements 🐄💙 Marquee Features 🌊⚔️ New Raid Zone: The Labyrinth Of Fog (Level 45-50) [Focused Feedback] Message that plays 'The minotaur hunts for prey' and 'The minotaur emerges from the fog' have been changed to use red text to note urgency. Minotaur In The Fog now uses scaling +MaxHP/-Regen based on how many players are in the zone currently, up to a maximum of strength of 36 players, after which the buff will not scale up further. This should make the Minotaur scale better for smaller-sized raids but also last a more satisfying amount of time against very large-sized raids, with maximum-sized raids having an advantage in the growth scaling falling off after 36 players. Minotaur In The Fog's inherent resistances reduced from 70% to 50%. Draughts of Fog now have text in their descriptions that allude to their Endless Colonnade hint function. Doubled how long the Endless Colonnade maze hint displays for when a Draught of Fog inspiration is used in the zone. Ambient wandering Gladiators In The Fog are now selectable and activated by clicking on them instead of by standing near one. Total amount of Malevolent Fog present in the zone increased to 20, up from 12. Malevolent Fog now drop 2 Reward Merits instead of 3. Malevolent Fog is now worth 50 points on the meter, instead of 100 for an entire Level Shift buff. Malevolent Fog's inherent resistances reduced from 75% to 30%. Malevolent Fog now has scaling HP based on how many players are within 100ft instead of using a base x10 HP modifier. This should make them more reasonable to find/defeat for explorers not in raids, but last long enough when attacked by a League to allow people to get credit. Improved click-ability of 5th Column/Council metal doors. The Secret Minotaur Door is now open to all qualifying Minotaurs! Fixed an issue with the Gate of Shadow stalling out due to one of the exit point placements. Fixed a bug where the Minotaur could inflict negative -MaxHP and become afraid of themselves permanently. Fixed a bug where Level Shifts on mobs were not displaying correctly. Fixed an issue where players were being sent to Orange floors via the randomizer before having defeated the Minotaur once. The secret vault of the Midnight Club is a vast trove and holds countless artifacts, most kept locked away for the safety of the world. One artifact the Midnighters have utilized for many years in the training of their new magicians: A pocket dimension contained within an ancient cube created by the Cimeroran inventor Daedalus known only as the Labyrinth of Fog. This labyrinth was a place constructed by the tools of the divine, housing an endless maze filled with visages of nightmare, borne from the memories of those who entered, and hunted by a monstrous beast that roamed its endless halls. It was a place where intelligence, strength, and wit could be tested to ensure the Midnighters who make rank can control the vast magics they command. However, with the whole of humanity's safety at risk, the Dream Doctor has vowed to strengthen Earth's defenders by any means, and to this end sought to see the Labyrinth of Fog opened to any powerful hero or villain, to allow them to test themselves against superior versions of their greatest foes with no risk of death, a metaphysical danger room sustained by the arcane. This would be the most promising method they had in their arsenal towards quickly building champions who could defend their world, and the need had never been greater. Any risks pertaining to the Labyrinth's original purpose would have to be dismissed in favor of the benefits it could provide to the world's strongest, after all, the Dream Doctor had himself trained in this Labyrinth. Now, with the doors to this ancient dungeon opened to all, the Midnighters are providing support to those who are willing to face the worst of themselves and humanity's nightmares. Much hope was placed on those entering the Labyrinth of Fog and conquering its dangers that they might emerge as great champions. "Imagine the birth of an army of heroes... Where each carried the might of Perseus, amongst history's strongest. Earth would be secure." "...If you truly believe that the benefits outweigh the risks, let us test humanity's champions of today." What new adventures lie in store? Like The Hive and The Abyss, The Labryinth of Fog is a raid zone with a low player cap (50), therefore any multi-boxing will not be allowed within. Homecoming's CoC will be updated upon feature release to state clearly that any multi-boxing within this zone is not allowed. An Artifact In The Midnighter Club? This new co-op raid zone is accessed via an artifact cube found in the Midnighter Club. All players are automatically set to Level 50 while in the zone. An info NPC ghost found near the zone's entrance provides additional information on the specifics of the zone. Touch the artifact cube and enter The Labyrinth of Fog! A trainer, merit vendor, nurse, and buff crafting station have been added to the Midnighter Club zone to help facilitate adventuring activities within the Labyrinth of Fog. The Midnighter Club has been added to Long Range Teleport unlocked by owning the 'Midnight Squad' badge. The Labyrinth of Fog added to the LFG queue where it's found under the 'Trials & Raids' tab if you can access the Midnighter Club and are over Level 45. The zone has a 50-player population cap. Additional instances will generate if one fills. Many Floors & Corridors! The raid zone begins with the labyrinth's entrance lobby. Reviving at the hospital while in this zone will return you to the entrance lobby. Idle players are returned to the Midnighter Club after 15 minutes of inactivity. Logging out while in the zone will return you to the entrance lobby upon login. There is no mini map in the labyrinth except for the entrance lobby. The entrance lobby contains four color-coded portals that each are used to enter into the labyrinth. Each goes to a color-coded floor. There are six floor colors total: Red, Yellow, Blue, Green, Violet, Orange The color of the floor determines what set of grouped enemies populate that floor. Violet Floors contain the most dangerous groups and Giant Monster event channel spawns. Orange floors contain completely randomized enemies. Here is a complete list of the various enemy groups that populate the labyrinth and their floor color: Arachnos Council Freakshow Gold Brickers Hydra Devouring Earth Drudges Imperial Defense Force Nemesis Rikti Carnival of Shadows Circle Of Thorns Cimeroran Traitors Malta Operatives Tsoo Crey The Family Praetorian Resistance Psychic Clockwork Sky Raiders Snakes The Awakened Arachnoids Nictus + Void Hunters Soldiers Of Rularuu Talons Of Vengeance Vanguard Sword Fight For Rewards & Gain Level Shifts! Zonewide: Experience & Influence earned in the zone increased by 25% This stacks with other power such as Experience Boosters or Windfall. Labyrinth of Fog is an extremely vast (40+ floors) mission-style zone filled with Level 54+1 enemies to battle for increased rewards. It is intended this zone be tackled with a Team or League. All enemies in the zone are Rank Shifted (Minion -> Lieutenant, etc.) up to a maximum rank of Elite Boss. Enemies behave identically to standard content and drop all the same rewards they would normally. As Elite Bosses are defeated, a meter on your navigation will fill up, eventually granting a zone-wide Level Shift buff! Elite Bosses have a foggy aura to make them easier to identify as the targets in the zone. Elite Bosses increase in Level Shifts alongside the players. Pets (including Mastermind and Lore) also receive the zone-wide Level Shift buffs. Fear The Minotaur! Avoid the Minotaur until you've got a team or league that can coordinate gathering Level Shifts to take him down! While in The Labyrinth of Fog, players are hunted continuously by The Minotaur In The Fog, a Monster that's Level 54+(5 to 10) and periodically (every 2-3 minutes) moves to the location of a player on the map (higher odds for the zone's oldest occupants, excludes those in the entrance lobby which is always safe), navigating the labyrinth's maze at inhuman speeds to find prey. For every 8 players in the zone after the first, the Minotaur will gain another +1 Level Shift (min +5, max +10). The navigation window will display the Minotaur's current level, or, if they're currently dead, will show a timer to their next respawn time: 1-8 players on the map: Minotaur = 54(+5) 9-16 players on the map: Minotaur = 54(+6) 17-24 players on the map: Minotaur = 54(+7) 25-32 players on the map: Minotaur = 54(+8) 33-40 players on the map: Minotaur = 54(+9) 41+ players on the map: Minotaur = 54(+10) Defeating the Minotaur will award the new 'Slayer of the Minotaur' badge and the Minotaur will vanish from the zone for one hour, allowing people to adventure and battle enemies within without danger. The Minotaur rewards a choice table with 5 Prismatic Aether + 10 Monstrous Aether to all who participated in the defeat on an 18 hour cool-down. Additional defeats within that time will only reward half the payout. Alternatively, can select 3 Draught of Fog inspirations with no cool-down. The Minotaur will spawn with one of five different weapon power sets; All weapon powers deal 100% Negative Energy damage exclusively. All variants of the Minotaur come with the Unholy Plague Howl, Netted Pilums, Hoof Stomp, Trial By Combat, and Fog Given Form powers. Search for Malevolent Fog! Special 'Malevolent Fog' pinata enemies (no attacks, no regeneration) can be found in the labyrinth that, when defeated, increases the zone's Level Shift navigation bar meter by 50% and grants 2 Reward Merits to any who participated in downing the critter. A single player who participated in the defeat will receive a 'Draught of Fog' inspiration. These special inspirations provide the user with 15 minutes of a single Level Shift stack exclusive to them and their pets, as well as immunity to the Diseased debuff. These Inspirations are not bound and can be freely traded or stored in Super Group bases. Malevolent Fog are most commonly found in rooms that are dead ends, and their FX makes them stands out in the foggy environment. Once defeated, another Malevolent Fog will spawn somewhere else in the labyrinth to take its place. This should naturally filter them down to lesser visited places over time while ensuring there is always some to be found. Find & defeat Malevolent Fog to earn Reward Merits + Level Shifts! The zone-wide buff grants +1 Level Shift, +DMG/ToHit/Recharge/Recovery for each stack. It can be stacked up to ten times from either Malevolent Fog defeats or cumulative Elite Boss defeats. The current Level Shift total can be seen on your buff bar as a black icon with a white number: The Labyrinth's Level Shifts stack up to a max of 10! The Level Shift buffs decay at a rate of once per 5 minutes, each decay will reduce the total stack of Level Shifts by 1. But Not Without Assistance! Players are given two pop-tray powers while in the labyrinth to assist them: Escape From Fog: Teleports yourself back to the entrance lobby of the labyrinth. 1 second cool-down. Follow Through Fog: Teleport yourself to a target Team or League mate. May fail if the target does not have space nearby or is going through a door. Intended to help teams stick together. 1 second cool-down. Gladiators In The Fog? Throughout the colored floors, players can encounter Gladiators In The Fog. Standing next to one will prompt the Gladiator to respond. Depending on how many badges from the Labyrinth you currently have, the Gladiator will do one of the following: Respond with hints/tips/lore dialog about the Labyrinth. Gift a Draught of Fog inspiration. Become hostile and attack the player. (More Labyrinth badges = higher chance of attack) Each Gladiator will only interact with the same player once ever. Defeated Gladiators drop a single Draught of Fog inspiration to one participating player. Blood and strength unseen, Gladiator! Explore the Labyrinth! There are many secrets and prizes to be discovered within the Labyrinth of Fog. Including many not detailed at all in the patch notes! Finding a secret area will reward the 'Hidden In Fog' exploration badge. Secret area doors have a confirmation box when clicked to enter them. Some secret areas are easy to find, others more difficult. All secret areas reward the same exploration badge. The secret areas show up as '???' locations and immediately grant the badge upon discovery. New Story Arc [Focused Feedback] 'Only Love Can Hurt Like this' - Ashling Corlett (Level 41-49) Ashling Corlett is a veteran of Paragon City, even if you've never heard of her. When the Shivan attack hit Galaxy City she was in the thick of the Hero Corps rescue detail, only leaving after directly ordered to despite suffering serious injury. As a result she moved to the Hero Corps reserves, but she hasn't been idle. There's things left undone and she means to finish them, even if it means crossing a few lines to do it. Reach out to Ashling and her Hero Corps reserves, there's work to be done! CONTACT: Ashling Corlett LOCATION: Steel Canyon (/thumbtack -4736.0 0.0 395.4) ALIGNMENT / LEVEL: Hero - Level 41+ OUROBOROS / ARC: Captain (40-49) - 28.01 New Support Powerset - Marine Affinity - Defender, Controller, Corruptor, Mastermind [Focused Feedback] Marine Affinity allows players to command the power of the Oceans to buff their friends and wash away their enemies. This set focuses on turning the tides of battle with several area-based buffs and debuffs, specifically bolstering ally damage while dampening enemy damage potential. Thematically, the set's area coverage allows you to either spread out areas of effect in a wide but shallow pool, or dive deep in one spot to bowl over enemies. Surf & Turf is on the menu this Page! Bug Fixes: Corrected Shoal Rush slotting options for Controllers and Masterminds Toned down combat log spam for continuing powers Masterminds now have the correct endurance costs per power Powers: Shoal Rush - By sensing the water in an area, you can direct a shoal of marine life to harass your foes. This lowers the defense and movement speeds of all enemies struck. No longer lowers stealth Now lowers max run speed of enemies in PvE When hitting enemies in a Tide Pool, it will trigger a brief Frenzy (6s) Soothing Wave - Send forth a calming wave of water, washing over friend and foe alike. Allies will be healed by this power, while enemies will have their offensive power watered down. Toroidal Bubble - You create a ring of Bubbles that encase your allies, constantly hydrating them to replenish endurance and reducing the effects of endurance drain. The bubble also reduces all incoming damage, providing extra resistance to Fire and Smashing damage, and also increases jump height thanks to added buoyancy. Whitecap- Summon and ride a wave of water towards your target, crashing down to knock over all enemies in the radius and staggering them, lowering their damage resistance! Enemies close to where you crash will receive harsher debuffs for a brief time. Recharge lowered from 60s to 30s Endurance cost lowered from 26.09 to 16.9 -Res debuff duration decreased from 40s to 30s Sweet-spot -Res debuff duration increased from 20s to 30s When hitting enemies in a Tide Pool, it will trigger a brief Frenzy (6s) Tide Pool- Create a large pool of water at a targeted location to swell the damage that your allies deal, while reducing the damage , movement speeds, and stealth of enemies within the Tide Pool. If an enemy is defeated in the pool, or they are targeted by Shoal Rush or Whitecap, the marine life present will be thrown into a frenzy! While frenzied, the Tide Pool has a chance to knock over enemies and the damage buff and debuff is stronger. Now correctly shows all stats in the info window with tags noting which stats are enemy only and during frenzy Correctly states it is a Click and not a Toggle Now lowers stealth for enemies inside the Tide Pool Frenzied Tide Pool knockdown accuracy increased from 1.0 to 1.4. Debuffs are still auto-hit Brine - You coat an enemy in an extremely salinated layer of deep-sea brine that reduces your foe's maximum hit points, and resistance to damage. The lowered resistance to damage will degrade over time to a lower value. Decaying -Res debuff now more evenly lowers each second Decaying -Res debuff duration increased from 30s to 60s Shifting Tides - Select a target to create a field of shifting waters around them. Enemies within the shifting waters have a chance take bonus damage when any power hits them, as well as provide you and your allies a stacking Rising Tide buff that increases ToHit, Damage, and Recharge time. The more allied players effected, the higher the odds to proc bonus damage! Rising Tide duration increased from 8s to 10s per stack Proc chances now increase per stack, independant of allies Barrier Reef - Create a Barrier Reef teeming with life at your target location. The Barrier Reef will emit an aura that washes over allies in range, providing them with a defensive cover of water that will absorb and deflect some damage. Renamed from Wellspring to Barrier Reef Altered FX and Sound to be less intrusive Recharge lowered from 60s to 30s Duration increased from 120s to 240s Endurance cost lowered from 25 to 15 Summoning Range reduced from 80ft to 40ft Defense buff increased from scale 0.5 to 0.7 on Defenders Defense buff increased from scale 0.375 to 0.525 on Non-Defenders Defense buff now only lingers while in range of the Barrier Reef Power of the Depths - Becoming a conduit of the ocean itself, you boost the max hit points and endurance of allies within range. This power will also increase the Regeneration rate of all nearby allies, while also increasing the Range of all of their powers. A portion of these effects will decay over time. Decaying buffs now more evenly lower each second Decaying buffs durations increased from 30s to 60s Developer Notes: Shoal Rush and Whitecap are now options to trigger a frenzy for a fraction of the average duration of one caused by a defeated enemy. In situations without cannon fodder this allows it to be triggered every so often + gives Shoal Rush a bit more utility. Frenzy itself cannot be enhanced for accuracy, thus the bump to base acc. Shoal Rush losing -Stealth to Tide Pool due to not being able to target stealthed targets while Tide Pool can be placed in an area you may suspect stealthed enemies to be. Whitecap's stats have been adjusted to be more comparable to Force Field's Force Bomb in use. Barrier Reef's stats have been adjusted to be more comparable to Traps' Force Field Generator. Both are intended to be pets with a buff aura that follows you. The Barrier Reef trades mez protection for more raw damage mitigation. Shifting Tides has been made a bit easier to use while moving group to group with longer stack duration. The odds now scale per stack alone and do not require allies, though having allies allows the stacks to build much more quickly Brine and Power of the Depths decay values were a bit fast, and have been smoothed out over time. This is still being monitored for performance. Unleash the power of the ocean! Enemy Group Revamp: The Warriors [Focused Feedback] Warriors, come out and play! All New costumes and visuals for all Warrior enemies except Odysseus. Standardized melee range to 7ft. Base accuracy for weapon attacks increased from 1.0x to 1.05x. Base accuracy for Bow/Crossbow attacks increased to 1.2x. Warriors with Hand Crossbows levels 20-39 replaced with Aimed Shot at 40+. Warriors with Bow levels 20-39 replaced with Blazing Arrow at 40+. Warriors with Crossbow levels 20-39 replaced with Crystal Arrow at 40+. Warriors with Exploding Bolt levels 20-39 replaced with Explosive Arrow at 40+. Updated critter names to follow traditional Warrior naming conventions. Added Archery minion/lieutenant/boss critters. Created new base Warrior resistance scaling by critter rank. Updated descriptions and help text for all new Warriors powers. Updated legacy missions and spawndefs with Warriors to use New Warriors. Created new custom spawndefs for Warriors. Crushers Bash animation reduced from 1.37s to 1.33s, disorient increased from 5% chance to 10%. Pulverize animation reduced from 1.83s to 1.5s. Clobber animation reduced from 1.83s to 1.23s, damage scale increased from 0.25 to 2.92, recharge decreased from 20s to 16s, disorient decreased from scale 10 duration to scale 5.0. Shatter damage scale increased from 1.96 to 2.28, increased arc from 10 to 45 degrees. Crowd Control added to bosses levels 40+. Custom Willpower auto power added to minions/lieutenants/bosses levels 40+, custom Willpower toggle for lieutenants/bosses levels 40+. Hewers Gash animation reduced from 1.83s to 1s, damage scale decreased from 1.16 to 1.0, recharge decreased from 5s to 4s. Chop animation reduced from 1.83s to 1.2s, damage scale decreased from 1.96 to 1.64, recharge decreased from 10s to 8s. Beheader animation reduced from 1.37s to 1.27s, damage scale decreased from 2.28 to 1.96, recharge decreased from 12s to 10s. Pendulum converted from 5ft radius/180 degree cone to 7ft radius melee TAoE, animation reduced from 2.27s to 2s, damage scale decreased from 1.9 to 1.35. Swoop added to bosses levels 40+. Custom Willpower auto power added to minions/lieutenants/bosses levels 40+, custom Willpower toggle for lieutenants/bosses levels 40+. Slashers Hack animation reduced from 1.83s to 1.33s, damage scale increased from 0.84 to 1.64, recharge increased from 3s to 8s, defense debuff duration increased from 6s to 10s. Slash animation reduced from 2.27s to 1.33s, damage scale decreased from 1.32 to 1.0, recharge decreased from 6s to 4s, defense debuff duration decreased from 10s to 6s. Parry animation reduced from 2s to 1.33s, added lethal defense to self defense buff. Whirling Sword animation reduced from 2.87s to 2.67s. Minion Hack replaced with Slash. Head Splitter added to bosses levels 40+. Custom Willpower auto power added to minions/lieutenants/bosses levels 40+, custom Willpower toggle for lieutenants/bosses levels 40+. Brawlers Added 10% chance for recharge and tohit debuff to Brawl. Boxing damage scale increased from 0.76 to 0.874, disorient increased from 5% chance mag 2 to 35% chance mag 3. Kick damage scale increased from 0.84 to 0.966, knockdown chance increased from 20% to 40%. Added Lieutenant and Boss critters with Street Justice attacks. Minions levels 40+ have Fighting suite replaced with Street Justice. Bosses levels 40+ gain Crushing Uppercut. Custom Super Reflexes auto power added to minions/lieutenants/bosses levels 40+, custom Super Reflexes toggle for lieutenants/bosses levels 40+. Staff Fighting Created new class for Staff Fighting users with Pilum ranged attacks; use Super Reflexes at high levels. Powers & Gameplay Adjustments Power Customization [Focused Feedback] Energy Mastery: Laser Beam Sweep alt animation/fx for Energy Torrent (only applies to versions of Energy Mastery with Laser Beam Eyes). Teleport: The following customization options have been added to the Teleport / Combat Teleport customization offerings: Goop (Tintable) Increased the size of the Goop teleport geometry so it obscures more of the player model. Customization Adjustments Added ability to color the power customization of the following Teleport / Combat Teleport options: Smoke Bomb (Tintable) Rikti (Original + Tintable) Tornado (Tintable) Murder of Crows (Tintable) Character Customization Improvements New Costume Parts [Focused Feedback] Auras The following customization options have been added to costume aura offerings: Alpha (Right Eye, Left Eye, +Combat) Atomic (Right Eye, Left Eye, +Combat) Battle Fury (Right Eye, Left Eye, +Combat) Beastly Rage (Right Eye, Left Eye, +Combat) Binary (Right Eye, Left Eye, +Combat) Cryo (Right Eye, Left Eye, +Combat) Electricity (Right Eye, Left Eye, +Combat) Fairy Dust (Right Eye, Left Eye, +Combat) Fire (Right Eye, Left Eye, +Combat) Fire Flies (Right Eye, Left Eye, +Combat) Gaseous (Right Eye, Left Eye, +Combat) Glow (Right Eye, Left Eye, +Combat) Omega (Right Eye, Left Eye, +Combat) Pixels (Right Eye, Left Eye, +Combat) Smouldering (Right Eye, Left Eye, +Combat) Snow (Right Eye, Left Eye, +Combat) Sparkle (Right Eye, Left Eye, +Combat) Sparks (Right Eye, Left Eye, +Combat) Starburst Glow (Right Eye, Left Eye, +Combat) Tendrils (Right Eye, Left Eye, +Combat) Thunderhead (Right Eye, Left Eye, +Combat) Volcanic (Right Eye, Left Eye, +Combat) Positioning offsets on many reported eye auras has been improved/corrected. Aether Shop Rewards [Focused Feedback] Prismatic Aether salvage now drops from the Weekly Strike Target at all levels, no longer requires being Level 50. 🎉 Tier 1 Reward Additions New NPC costumes added to the Tier 1 Aether reward vendor offerings: Costume: Banished Pantheon Totem Costume: Luddite Costume: Luddite Crusader Costume: Malta Tac Ops Commander Costume: Malta Hercules Titan Costume: Rikti Ambassador Costume: Rikti Scientist Costume: Rikti Specialist Costume: Talons Sibyl (Earth) Costume: Talons Sibyl (Fire) Costume: Talons Sibyl (Ice) Costume: Talons Sibyl (Shadow) Costume: Talons Sibyl (Storm) Costume: Rogue Arachnos Blood Widow Costume: Warrior Hewer Gladiator Costume: Warrior Hoplite Gladiator Costume: Warrior Pankratiast Gladiator Tier 2 Reward Adjustment The following costume power is being moved from Tier 1 to Tier 2: Costume: Legacy Warrior Thug Tier 3 Reward Additions New cosmetic effects added to the Tier 3 Aether reward vendor offerings: Effect: Vision Filter (Monochrome and Sepia Tone screen filters) This power requires the game client's 'Desaturation Effects' graphic option be enabled in order to function! Applies a screen filter to your game client: Just like the old days... Wait, that doesn't seem right... Tier 4 Reward Additions New premium costume added to the Tier 4 Aether reward vendor offerings: Costume: Block Mode + Costume: Block Mini Mode Grants both power regular and mini versions with singular purchase! This power has five customization options: Cutting-edge high-definition costumes, quality assured by GM_Bot itself! Vanguard Merit Reward Additions New NPC costumes added to the Vanguard Merit worktable offerings: Costume: Vanguard Shield HVAS Costume: Vanguard Sword HVAS Various Additions, Enhancements, & Fixes New Pocket D Friend: Blarf [Focused Feedback] Abnormal or adorable? You decide! Spoiler After the infamously dubbed 'Pocket D Barfer' had been safely placed into in-hospice care, an unknown contamination emerged. Pocket D's official health & safety inspectors recommend caution when interacting with the contaminant as its chemical composition appears to be beyond mortal comprehension. DJ Zero has dubbed this anomaly contaminant as: 'Blarf'. Blarf is a for-fun zone mini pet that spawns near the unique wet floor sign on the red-side ground floor where the former nauseous man used to be. Clicking on Blarf will engage in affection-giving physical contact. WARNING: DJ ZERO & POCKET D ARE NOT RESPONSIBLE FOR ANY INCIDENTS RELATED TO HEALTH DEGRADATION FROM CONTACT WITH UNIDENTIFIED MATTER, PLEASE EXERCISE CAUTION AND RESTRAINT WHEN ENGAGING WITH BLARF! DO NOT FEED BLARF UNDER ANY CIRCUMSTANCES! Blarf's location within Pocket D is tracked on the mini-map with a blue-green dot, and updated in real-time. Blarf will become friends with the first person who clicks them, becoming attached and following them around anywhere they go within Pocket D for a while. Blarf has a short attention span. After 3-minutes it can be distracted and become attached to a new person who clicks on them. If you move too far away from Blarf for too long (>20ft, for 5 seconds), they will lose interest in their current friend. Blarf does not have any collision, but is fast and affectionate. Blarf doesn't like to go to the certain locations, and will return to their spawn if their current friend goes into any of the following places: Architect Entertainment Ski Chalet VIP Lounge Hospitals Elevator Entrance Hallways Blue-side Upstairs Bar Blarf can fly! Airborne friends are supported by Blarf. Blarf will give a "gift" to anybody who clicks them, even if they don't become their next friend. These "gifts" are on a 10-minute cool-down timer. Vanity Pets [Focused Feedback] New Pets Recipes The following Very Rare recipes have been added and have a 0.1% (1 in 1000) chance to drop one from any Nictus or Void Hunter group Boss rank defeat: Pet: Mini Kheldian Bright Nova Pet: Mini Kheldian Black Dwarf Pet: Mini Kheldian Dark Nova Pet: Mini Kheldian White Dwarf Like other pet recipes, these can be traded or sold on the Auction House. Pet Adjustments Peacebringers and Warshades can now use vanity pets while transformed. New Badges (15) [Focused Feedback] Accolade 'Conqueror of the Labyrinth' - Collect the following badges in order to unlock this accolade: Grants: 'Core Attunement' - Self: Teleport between the Labyrinth of Fog's lobby and the Core of the Labyrinth. (Only available from those locations) Collect the following badges in order to unlock this accolade: Slayer of the Minotaur (New, The Minotaur In The Fog defeat) Malevolent Intoxication (New, 5 Malevolent Fog defeats) Greek Philosopher (New, History) Hidden In Fog (New, Labyrinth of Fog exploration) 'Between Realities' - Collect the following badges in order to unlock this accolade: Grants: 'Mark' & 'Recall' - Instant cast. First usage records your current position as the Mark. Second usage return teleports caster to the location they originally set their Mark. Mark is not consumed until used or the owner leaves the zone. 10 minute cool-down. Unable to be activated on missions where it could cause soft locks. Collect the following badges in order to unlock this accolade: Germinator Terminator (Seed of Hamidon defeat) Full Spectrum (Seedling defeats) Show's Over (Carnival defeats) Lawbreaker (Drudge defeats) Multifacted (New, 25 Alignment Tip missions) The Last Word (History) Eye of the Vortex (First Ward exploration) Stargazer (Night Ward exploration) Dead but Dreaming (Night Ward exploration) 'Protector of Paragon City / Traitor to Paragon City' Badge and power icon art have been fixed. Grants: 'Sheer Willpower' - Self: Resist Mez Effects for 30 seconds, 10 minute cool-down. Collect the following badges in order to unlock this accolade: 'Force of Justice' (Safeguard Mission accolade) 'Guardian of Forever' (Laura Lockhart story arc) 'The Greater Good' (Agent Watkins story arc) 'Beyond Reasonable Doubt' (Shauna Braun story arc) 'Gallant' (Hero Morality Mission) 'Bicentennial' (History) 'Strike Force Commander / Deep Strike Agent' Now obtainable by Vigilantes and Rogues, not locked to Villains. Grants: 'Sheer Willpower' - Self: Resist Mez Effects for 30 seconds, 10 minute cool-down. Collect the following badges in order to unlock this accolade: 'Binder of Beasts' (Tarikoss Strike Force) 'Leviathan' (Operative Renault Strike Force) 'Air Pirate' (Silver Mantis Strike Force) 'Crystal Keeper' (Ice Mistral Strike Force) 'Gold Standard' (Dr. Aeon Strike Force) Accomplishment 'Bound By NDA' - Complete Ashling Corlette's story arc to earn this badge. 'Nutrient-Rich' - Feed Blarf to earn this badge. Achievement 'Uncommitted' - Complete 5 Alignment Tip missions to earn this badge. Alignment Tip mission complete credit is team-wide for all three badges. 'Adept' - Complete 10 Alignment Tip missions to earn this badge. 'Duplicitous' badge name changed to 'Adept'. 'Multifaceted' - Complete 25 Alignment Tip missions to earn this badge. Defeat 'Slayer of the Minotaur' - Defeat The Minotaur In The Fog to earn this badge. 'Malevolent Intoxication' - Defeat 5 of the Malevolent Fog pinatas to earn this badge. 'Phantom Gladiator' - Defeat 25 Gladiators In The Fog to earn this badge. Exploration 'Hidden In Fog' - Locate any of the Labyrinth of Fog's secret areas to earn this badge. 'Lab Rat' - Cross the maze found in the Endless Colonnade to earn this badge. History 'Greek Philosopher' - Discover all five history plaques found in the Core of the Labyrinth to earn this badge. Badge Changes Day Jobs 'Arachnos Official / Arachnos Traitor' - Fixed this badge using the hero version text when on a villain character. Defeats 'Mythical' - Incarnate Nictus Minotaurs and The Minotaur In The Fog now also count for this badge. 'Gear Smasher' - Psychic Clockwork Gears now count for this badge. Zones Spoiler Atlas Park - Fall Removed some fallen leaf decals from sloped areas that are not flat enough for decals. Fixed a telephone box who's light had floated away from it's body. 'Boomtown' Closed three geometry gaps that could be used to get under the map. Brickstown Corrected the AE building's power suppression room. 'Crey's Folly' Returned a box to the earth that superseded gravity itself. Croatoa Fixed mis-rendering shore around main pond area of Misty Woods. Lowered floating tombstone. 'Eden' Closed geometry gap that allowed getting under the map. Faultline Lowered two floating boxes on top of buildings. Kallisti Wharf Removed floating power lines in the stands of the stadium. King's Row Corrected the AE building's power suppression room. Perez Park Lowered floating box on top of building. Steel Canyon Removed a power pole that was isolated and didn't connect to anything. Striga Isle Lowered grave and dirt that was floating in the cemetery. Moved Night Widow Ragana away from the boxes she stands on to prevent clipping. Talos Island Closed gap by misaligned building foundation. Terra Volta Removed trash cans that were on top of power lines. Grandville Closed gap by misaligned wall strut. Lowered Captain Mako's Patron statue as it was floating slightly above the podium. Improved clickable collision on the Arachnos Flyer door used during Lord Recluse's Strike Force. Port Oakes Fixed a bunch of random plant details floating above the ocean. Fixed a gap near a staircase by the east ferry. Fixed hill geometry mis-alignments and closed gaps in northern side of zone. Nerva Archipelago Fixed a door that could place Mission Teleport destinations behind the geometry. Rikti War Zone Anchored some floating AC units to the roof of their buildings. Ouroboros Closed gap by lowering the inner ring of tree planters. Midnighter Club Now can be reached using Long-Range Teleport if accessible. Dream Doctor has returned and can be found in the main hall, serving as the zone's trainer. Hospital and nurse NPC added to the eastern wing. Empowerment station and merit vendor NPC added to the western wing. The zone now displays lobby links and NPCs on the mini map. Kadabra Kill & Sigil now display their proper names when found as ambient spawns in the main Midnighter Club room. Imperial City Fixed a rendering group on clickable jukebox found in Studio 55. Praetoria & Kallisti Wharf Fixed a road tileset piece that had a broken NAV_DIR marker that was causing traffic flow in zones using these geometry pieces to not flow correctly and jam unexpectedly. Miscellaneous Locations using the Physx McLouis Investments sign should swing better. Custom Weapons Holstered Assault / Arsenal / Pulse / Arachnos Rifles Adjusted rifle sequencers to fix an issue where holstered rifle models would jump between back and hand when observed by somebody other than the rifle's owner. Contacts Mercedes Sheldon (Midnighter Club) Moved from her confusing position in one of the duplicate entrance hallways, now found in the main Midnighter Club hall. Mercedes Sheldon (Pocket D) Corrected the event version of Mercedes Sheldon from appearing in contact introductions. Tasks Spoiler Dr. Aeon's Strike Force - 'Chasing Fool's Gold' Mission 7: Battle Becky's pet AI has been enhanced with Mastermind controls and tether. Tin Mage Mk II's Task Force Mission 1: Fixed the minimap being so small it was difficult to use. Added a minimap waypoint to the warehouse door. Mr. G (Primal) - 'Sweeps Week: Character vs. The Rogue Isles' Mission 4: Closed a hole in the blue wall that allowed getting outside the map extents. Number Six - 'Praetoria's Last Gasp' Mission 5: Lowered floating metal debris on the map. Pay Phone - 'Second Chances at a First Impression' Mission 1: Closed a gap in the geometry on the map. Mission Maps Spoiler Abandoned Warehouse Fixed a geometry hole that allowed getting outside the map. Arachnos Fixed a misaligned panel in tray. Office - Hero Fixed a glowie location placed inside of a staircase. Rikti Caves Fixed detail work that was incorrectly grouped and was causing the geometry to not render. Safeguard - Founder's Fall Removed four invisible map move markers under the floor in Founder's Fall Safeguard map that was causing players to get teleported under the map leaving the police station. Tech Lab Fixed a glowie inside overlapping geometry on the wall. Lab Equipment objects that are baked into the map in certain rooms now ignore combat mods. Enemies Spoiler 5th Column Fixed Reichsman Corrupted Lightning Bolt not using minimum animation time of 3.33s. Arachnos Fixed desync between fx and animation for Huntsman Shotgun. Freedom Phalanx Positron's Overcharge power now has a unique costume change effect. All Hero (or Elite Boss, difficulty depending) rank versions of the Freedom Phalanx (except Numina), are now recovered by Longbow after their defeat with a special death animation. This not applied to versions found in Recluse's Victory or the Lord Recluse's Strike Force finale. Ghosts Fixed resistance/vulnerability to energy and negative damage. Ghouls Fixed Jab not using minimum animation time of 1.0s. Infected Fixed Devolved missing animations for Neutrino Bolt and Electron Haze. Longbow / Prisoners Fixed visual distortion in Melt Armor FX. Pets > Phantasm Fixed NPC version of Phantasm unable to spawn Decoy Phantasm. Praetorian Clockwork Fixed Charged Blast not using minimum animation time of 2.33s. Fixed Particle Stunner not using minimum animation time of 1.0s. Fixed Welding Ray not using minimum animation time of 3.83s. Red Caps Fixed Stab missing animation. Fixed Gnome Toss delayed damage applying long after explosion FX. Seers & Seer Lores Fixed all Seers attacks not using minimum animation times, causing powers to appear to animate much faster than they were. Fixed Augur using normal Levitate PFX instead of Seer Levitate PFX. Fixed Diviner Psionic Slash using swapped values for radius and arc. Snakes Fixed FX error in Stheno's Dreadful Wail. Summer Blockbuster Fixed Frank McCain having chance to deal 0 damage in Bullet Rain and Hail of Bullets. Trolls / Outcasts Removed disorient fx from Stone Spears as it has no disorient component. Various Fixed all versions of Electric Armor - Static Shield rooting when activated. Fixed all versions of Energy Aura - Entropy Shield rooting when activated (note: NOT Entropic Aura, which IS enemy affecting). Fixed all versions of Combustion using ContinuingFX on wrong attribute. Fixed some critter cone powers not using same value for range and radius. Fixed some endurance costs and defense type checks. 3 1
50caltech Posted July 13 Posted July 13 please make all the mini pets account tradeable, instead of being character auto bound, it would have been much better if the anniversary event had done the same...
Glacier Peak Posted July 13 Posted July 13 4 minutes ago, 50caltech said: please make all the mini pets account tradeable, instead of being character auto bound, it would have been much better if the anniversary event had done the same... The recipes are already on the Auction House. Go to Recipes, then Other, then scroll down. I lead weekly Indom Badge Runs / A newer giant monster guide by Glacier Peak / A tour of Pocket D easter eggs! / Arena All-Star Accolade Guide! Best Post Ever....
M I Abrahms Posted July 13 Posted July 13 Don't think the badge changes listed made it to test properly. I have a character who's Traitor to Paragon City still uses the wrong badge icon. 'Adept' looks like it swapped out Uncommitted, instead of Duplicitous. 1
arcane Posted July 14 Posted July 14 Y’all better not release this too soon. I still need so many billions to fund everything.
Snugglefundles Posted July 16 Posted July 16 With how delayed Barrier Reef is to follow, it can make going in on fights dangerous, especially if you Whitecap into the mob. The defense buff from the move should linger a bit IMO, just otherwise you'll spend the alpha strike of mobs weaker than normal unless you stick to range. I know for traps the delayed shield generator was always a big turn off for me from using that powerset. Any chance Tide Pool could get KB enhancements? It tends to throw everything around, so being able to do KB>KD IOs would make it way better. Other than that though, absolutely love this new powerset and can't wait to make my storm/marine corr!
City Council Conviction Posted July 16 City Council Posted July 16 10 hours ago, Snugglefundles said: With how delayed Barrier Reef is to follow, it can make going in on fights dangerous, especially if you Whitecap into the mob. The defense buff from the move should linger a bit IMO, just otherwise you'll spend the alpha strike of mobs weaker than normal unless you stick to range. I know for traps the delayed shield generator was always a big turn off for me from using that powerset. Any chance Tide Pool could get KB enhancements? It tends to throw everything around, so being able to do KB>KD IOs would make it way better. Other than that though, absolutely love this new powerset and can't wait to make my storm/marine corr! If you haven't already, I would recommend posting in the [Focused Feedback] thread for Marine Affinity. It is more likely to be seen by the devs there. 1 1
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