Developer The Curator Posted Monday at 12:22 PM Developer Posted Monday at 12:22 PM 💥 Patch Notes - Issue 28: Legacy, Page 2 💥 Current notes cumulative, not final page release notes. What's New in Issue 28, Page 2? Marquee Features The Kallisti Wharf Zone Comes To Life! 💫 Five (5) Brand New Kallisti Wharf Story Arcs + Repeatable Missions! 💬 New Enemy Group: Blackwing Industries 🚓 New Control Powerset: Pyrotechnic Control New Armor Powerset: Psionic Armor Powers & Gameplay Adjustments New Control Mechanic: Deep Sleep 💤 Controller & Tanker Inherent Changes Armor Powerset Balancing Pass Balance Tweaks & Fixes Various Adjustments, Improvements & Fixes New Costume Parts (60+), Aether Rewards, Vanity Pets and more! 👁️🗨️ Over twenty (21) new Badges! 🎖️ Many bug fixes! 🐞 ...and much, much more! Marquee Features Kallisti Wharf Zone Comes To Life! [Focused Feedback] Kallisti Wharf has been given a substantial amount of work to bring the zone to life/parity with other city zones! At last! Kallisti Wharf is a fully realized zone! Zone Improvements As stated on the tram/submarine destination, Kallisti Wharf is a Level 40-50 co-op zone. Kallisti Wharf now has eight standard exploration badges and an accolade, same as other zones. New Tour Guides are available to help people locate all the new badges! Many areas of the zone were given expansive polish passes and detail work. All neighborhoods given music. No more silence! The zone is using a mix of new Homecoming-original compositions, a few previously unused tracks, and a couple of favorite older classics! Enemies Encountered Added ambient atmospheric/combat spawns to the entirety of the zone. The following are the main enemy groups found in Kallisti Wharf: Blackwing Industries [NEW] Freaklok [Focused Feedback] Crey Freakshow Warriors Skulls [Focused Feedback] The Awakened Unified People's Army (UPA) Wyvern [Focused Feedback] Watch out, the Freaklok are out in force! Giant Monster Event New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points. The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower. Only one P.E.A.C.E. Keeper can be spawned at any moment. Drops six (6) Reward Merits, two (2) Monstrous Aether on defeat, and a low chance (10%) for Pet: Mini P.E.A.C.E. Keeper invention recipe. This recipe can be freely traded like other Giant Monster vanity pet recipes, and also drops from the randomized pet recipe pool found on the Benevolabs vendors located inside Vault Reserve locations. P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character. Blackwing Industries is dedicated to ensuring the safety and security of Kallisti Wharf! New Story Arc Mergers and Acquisitions - Dap-Dap the Deal-Maka (Level 40-50) [Focused Feedback] “Once ‘Down with the street’, Dap-Dap the Deal-Maka’ has exhausted his fifteen minutes of fame for being quotable in the replays of his arrest video where he got pinched for a weapons deal with Nemesis. Since leaving the spotlight, he’s found new purpose selling his services to the Freaklok in a bid to help establish them. In this madcap escapade that resembles kayfabe more than negotiation, Dap-Dap will direct you to interface with nearly every faction in the Wharf as the Freaklok establish legitimacy and a foothold in the Old Slough.” CONTACT: Dap-Dap the Deal-Maka LOCATION: Kallisti Wharf /thumbtack 1578 47 4995 ALIGNMENT / LEVEL: Villain, Level 40-50 OUROBOROS / ARC: 28.02 Cutting Back Old Growth - Erin West (Level 40-50) [Focused Feedback] “'Crey CARES!' That's the tagline of Crey's newest PR campaign, engineered by their rising marketing star, Erin West. Now she's got a new plan... hire a 'rogue with a heart of gold' to lead Alpha Team, the premiere subteam of the Altruist Division, Crey's new supergroup of unmasked Paragon Protectors known as the 'Real-ID Protectors'. And you are just the rogue to play the role, regardless of the actual makeup of your heart." CONTACT: Erin West LOCATION: Kallisti Wharf /thumbtack 7213 55 2649 ALIGNMENT / LEVEL: Rogue, Level 40-50 OUROBOROS / ARC: 28.03 The Sunlight and the Spotlight - Robert Kogan (Level 40-50) [Focused Feedback] “Crey's new super group, Altruist Division, has been gaining fame for their fight against crime in Kallisti Wharf. Though not everyone buys Crey's intentions, the heroes themselves seem forthright. When they beat you to investigating a tip about the Skulls and Family, Robert Kogan, an investigative reporter for a progressive, independent newspaper, introduces himself. He also doesn't believe Altruist Division is all they claim to be and wants your help in finding concrete proof... Or, if nothing else, causing the public to question their existence." CONTACT: Robert Kogan (The contact requires completing the tip mission "Skulls vs Family" first.) LOCATION: Kallisti Wharf /thumbtack 1789 57 3436 ALIGNMENT / LEVEL: Vigilante, Level 40-50 OUROBOROS / ARC: 28.04 Know Thy Enemy - Alexander the Great (Level 40-50) [Focused Feedback] “Alexander the Great asks you to engage in strategic strikes against Warrior outposts and supply routes, to get to the bottom of their current operations in Kallisti Wharf. He suspects that something is terribly wrong with the upper ranks of the Warriors, but he can’t prove anything.” CONTACT: Alexander the Great LOCATION: Kallisti Wharf /thumbtack 2147.2 11.9 -423.5 ALIGNMENT / LEVEL: Hero, Level 40-50 OUROBOROS / ARC: 28.05 Hunting the Hunters - Adelard Ziegler (Level 40-50) [Focused Feedback] “Adelard Ziegler has contacted you to work on his behalf as the acting force behind his investigation into the Council. The Council’s Void Hunter division has been a subject of much controversy and rumor, and now have suddenly withdrawn from active duty. On top of that, the black market sales of their Void Rifles to other factions seem to be drying up or delivering ‘Dead on Arrival’. Players will aid Adelard is determining what has happened to the most dangerous and notorious cadre within the Council to see if they are retiring, mutinying, or worse…” CONTACT: Adelard Ziegler LOCATION: Kallisti Wharf /thumbtack 6072 65 1304 ALIGNMENT / LEVEL: Hero, Level 40-50 OUROBOROS / ARC: 28.06 Kallisti Wharf Repeatable Missions - Levels 40-50 [Focused Feedback] Players can take repeatable tasks from either of Kallisti Wharf's two mission brokers, depending on alignment: CONTACT: Blackwing Liason (Hero) or Broker Chip (Villain) LOCATION: Kallisti Wharf /thumbtack 5816 46 2511 or /thumbtack 1829 43 2458 ALIGNMENT / LEVEL: Any, Level 40-50 New Enemy Group: Blackwing Industries [Focused Feedback] Now available in Architect Entertainment! These men & women ensure that the Kallisti Wharf citizenry remain protected from super threats! Who Are They? Blackwing Industries is a private military company that has been contracted by Emil Christie to replace the Paragon Police in protecting Kallisti Wharf. The branch of their company that is responsible for this task is known as: P.E.A.C.E. (Police Emergency Action & Crisis Engagement). They've been specially-trained and armed with cutting-edge technology to excel in suppressing meta human threats! These men & women are dedicated to maintaining peace and order in the zone that is their jurisdiction. What Can They Do? Most Blackwing Industries personnel are decked out in the group's trademarked Excelsion armor, nano-carbon kinetic dampening interlocking hex plates. This armor gives them resistance to conventional weaponry, but also leaves them vulnerable to Toxic! Most of the group gets access to more attacks when below 75% HP! The group deals a variety of damage types, however the most notable are: Range: Cold/Toxic (major), Fire/Psionic (minor) Melee: Smashing/Energy (major), Lethal/Fire/Toxic (minor) AoE: Fire/Psionic (major), Cold (minor) The following Blackwing Industries critters are noteworthy threats for their powers and behaviors! (Spoilers for those who wish to fight them blind!) This is only a partial list, detailing some parts of the enemy group's roster: Spoiler P.E.A.C.E. Medic (Lieutenant) Armed in red/white with warp packs, these teleporting medics keep Blackwing personnel healthy. Prone to dropping Triage Beacons and zipping away, they try to avoid direct combat while also keeping their allies supported. Best to target them early! Target the white & red or you might end up black & blue! P.E.A.C.E. Phantom (Lieutenant) Armed in purple with impervium katanas, these operatives can see through stealth with specular implants in their eyes. Watch out, they will utilize a particularly dangerous Assassin's Strike combo when cornered! You may not see them, but they can definitely see you! P.E.A.C.E. Ballistier (Boss) Boasting a pair of rocket boots and jet wings, these airborne agents will rain down a variety of grenades, creating damage and debuff patches players will have to avoid. Counters melee threats with thruster-boosted kicks! Really putting the 'wing' in Blackwing! P.E.A.C.E. Commander (Boss) These armored tanks boast distinctive rounded shoulder pads and are fully decked out head-to-toe in Excelsion body armor. They utilize the only weaponized application of the Excelsion system, compressing kinetic energy into an array of deadly blows. Commander's lead the charge and will zip into the fray with a Burst of Speed! These guys are straight-up fighters, tough with no tricks! P.E.A.C.E. Coordinator (Boss) The most enigmatic operatives amongst Blackwing's ranks, the Coordinators are bionic psychics who link P.E.A.C.E. squads together mentally, granting them shared senses mentally, creating their second-to-none coordination on the field. These support units will prefer to stay in the back lines and buff their team. When engaged, they can direct nearby Blackwing personnel to target a specific player! Mentally-linked Blackwing agents? Dangerous! Take these guys out quick! P.E.A.C.E. Neutralizer (Elite Boss) These Elite Bosses are without a doubt, the most dangerous of Blackwing Industries' P.E.A.C.E. units. The Neutralizer carries back-mounted heavy weapons and suppressive cannons that are designed to (You guessed it!) neutralize superhuman targets. Fortunately, due to prohibitive costs, these operatives are not widespread in deployment. If Blackwing is sending these guys into the field, you've been deemed a top level threat! P.E.A.C.E. Keeper (???) There are rumors that Blackwing Industries has an even more impressive mobile weapon platform, but details on it have been scarce. If the group feels like they're losing their control over Kallisti Wharf, they might be forced to deploy their secret weapon! New Powerset: Pyrotechnic Control (Controllers, Dominators) [Focused Feedback] You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion. Sparkling Cage Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize. This power has a chance of Blasting Off targets into the air. Dazzle Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration. This power has a chance of Blasting Off targets into the air. Sparkling Chain Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets. This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain. Glittering Column You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air. Hypnotizing Lights Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic) You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to six enemies within 20 feet of the display are Confused and receive Psionic damage over time. Multipurpose Missiles Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy) With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified. Incendiary Aura Toggle: PBAoE, Chance for Blast Off. -TohiT, -Defense You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense. Explosive Bouquet Ranged (AoE), Foe Hold, Blast Off You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air. Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds. Catherine Wheel Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage. New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers) [Focused Feedback] You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will! Psychic Wall Toggle: Self +Res(Smash, Lethal, Psionic) You focus to create a psychic wall that dampens the smashing, lethal and psionic damage. Psionic Shield Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain) This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects. Impenetrable Mind Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback). When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Indomitable Will also grants moderate resistance to Psionic based attacks. Consume Psyche PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery Only available to Tankers and Brutes You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 8.5 seconds for a maximum total of 90 seconds. Devour Psyche Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery Only available to Scrappers, Sentinels and Stalkers You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 8.5 seconds for a maximum total of 90 seconds. Precognition Auto: Self Def(Melee, Ranged, AoE, Psionic) Precognition allows you to read your enemies minds, letting you see their attacks before they happen. This power is always on and costs no Endurance. Psychokinetic Barrier Self, +Absorb, +Res(-Regeneration, -Recovery, -Recharge, -Endurance) You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you. Impose Presence Toggle: Self +DEF(All), +To Hit, Foe -Recharge Only available to Tankers and Brutes Impose your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit. Mask Presence Toggle: Self Stealth, +DEF(Melee, Ranged, AoE) Only Available to Scrappers and Sentinels Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. Aura of Insanity Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use. Memento Mori Self Rez, +Max HP, Special Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge. Tanker/Brute: Psychic Wall Psionic Shield Impenetrable Mind Consume Psyche Impose Presence Psychokinetic Barrier Precognition Aura of Insanity Memento Mori Scrapper/Sentinels: Psychic Wall Psionic Shield Mask Presence Impenetrable Mind Devour Psyche Precognition Psychokinetic Barrier Aura of Insanity Memento Mori Stalkers: Hide Psychic Wall Psionic Shield Impenetrable Mind Devour Psyche Precognition Psychokinetic Barrier Aura of Insanity Memento Mori Powers & Gameplay Adjustments Sleep Revamp [Focused Feedback] Stacking Sleep is no longer canceled by damage or any canceling event unless the target is already asleep. This allows for sleep to be stacked even if the sleep-casting power does damage, and sleep stacks that don't render the target asleep won't vanish if the target is hurt but awake. Deep Sleep This is a new variant of sleep. Deep Sleep is stickier than regular sleep. Enemies under its effect don't instantly wake up if damaged, instead the duration of their sleep is shortened. How much the sleep is shortened depends on the enemy rank, with minions taking more attacks to wake up and AVs being woken up by a single hit. The following powers have been flagged as Deep Sleep: Arsenal Control > Tranquilizer Earth Control > Salt Crystals Ice Control > Flash Freeze Mind Control > Mesmerize Mind Control > Mass Hypnosis Plant Control > Spore Burst Pyrotechnic Control > Hypnotizing Lights Symphony Control > Enfeebling Lullaby Epic > Arsenal Mastery > Sleep Grenade Epic > Earth Mastery > Salt Crystals Epic > Ice Mastery > Flash Freeze Epic > Psionic Mastery > Mass Hypnosis Epic > Psionic Mastery > Mesmerize Quote Design Notes: This new mechanic should make many (not all) sleep effects in the game much more powerful as control tools. Note that auto-hit sleep powers will only apply a weaker old-style sleep if they fail their hit-roll. Pulsing sleep powers like Sleep Grenade and Static Field will not be converted to Deep Sleep. Misc Changes There has been an implementation change to critter tables and their maximum levels. This does not change critter maximum level directly, but it gives designers the ability to expand in the future Quote Design Notes: There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. The most obvious impact should be level 54 foes potentially having up to +2% extra HP, something some number crunchers may notice while parsing some optimized farms. Please keep your eyes open for any oddity in behaviors, especially on player pets or critters above level 50. Critters Only: All -regen debufs (not flagged to be irresistible) should now be resisted by magnitude, not duration Reduced the magnitude of many (not all) low recharge -regen debuffs with magnitudes greater than -100% All critters now regenerate health 5% of their health every 12 seconds (does not include GMs or AVs) Archetype Inherent Changes [Focused Feedback] Controllers Containment now allows Controllers to command their Tier 9 pets. Containment now also triggers on critters that are Terrified. Containment now also triggers on critters that have been asleep in the last 3 seconds. Containment damage now has an additional "Containment" float message across all sets. The following controller pets now have a 33.33% chance to proc containment damage: Darkness Control > Shades Darkness Control > Umbra Beast Earth Control > Volcanic Gases Earth Control > Animated Stone Electric Control > Gremlins Fire Control > Bonfire Fire Control > Fire Imps Gravity Control > Singularity Ice Control > Ice Slick Ice Control > Jack Frost Illusion Control > Phantasm Plant Control > Carrion Creepers (Entangle attack only) Plant Control > Fly Trap Pyrotechnic Control > Catherine Wheel Symphony Control > Reverberant Quote Design Notes: These changes should make many control sets a lot more viable for controllers, especially Electric and Arsenal control. Tankers Self damage buff lowered from 1.0x to 0.875x. -Res modifiers lowered to match other melee ATs. OverCap mechanic implemented In powers that had their target cap increased from 10 to 16, each target above 10 will take 25% less damage than the previous target In powers that had their target cap increased from 5 to 10, each target above 5 will take 44% less damage than the previous target Removed arc/radius buff restrictions from powers. Increased the radius and range of all tanker Primary and Secondary Cones by 50% Cones no longer have their arc boosted Increased the radius of all tanker Primary and Secondary Sphere AoEs by 50% The increase wont push radius above 15ft Powers Darkness Manipulation [Focused Feedback] Touch of the Beyond. This power can now be activated without a targeting an enemy. If used without an enemy target, the power will not root and apply all the sustain effects. Quote Design Notes: We understand the desire to move the sets sustain to a toggle, but we are not looking to homogenize all Blaster Manipulation sustain powers that way. With this change we are attempting to alleviate the need to start a fight without the sustain being active. With this change, players should be able to refresh the sustain effects while having no target or if the targeted enemy is far enough away. This is not part of a set-wide revamp, only a QoL improvement on the power. Sonic Attack [Focused Feedback] Simplified the -res stacking The following powers now apply a scale -1.5 resistance debuff for various durations: Shriek - 8s Scream - 8s Howl - 8s Shout - 10s Screech - 15s Dreadful Wail - 20s Quote Design Notes: This changes should make it much easier to understand Sonic Blast's -res effects. Each power is simply independent of each other and has their stacking set to replace. Players should be able to see slightly higher average -res than live with most builds, but the effects will continue to be much lower than they used to be before the last pass. Water Blast [Focused Feedback] Water Jet Enhanced Water Jet cold damage increased from 1 tick of scale 1.47 to 4 ticks of sale 0.7 over 6 seconds (totaling scale 2.8) (PvE only) Dehydrate This power's DoT will do extra ticks of damage if used against a foe that has been recently hit by other water-based attacks, Dehydrate excluded (PvE only) Quote Design Notes: Although water Blast is a well performing set in the AoE department, it's ST leaves a lot to be desired for, especially if the player attempts to build around the set's own attacks. These changes seek to give a slight bump in single target DPS while focusing on a water-only attack chain. Dark Miasma [Focused Feedback] Black Hole This power now applies a trawl (reverse repel) effect. Targets that are immune to the trawl effect will be phased. Staff Fighting [Focused Feedback] Perfection levels are now granted on misses. Increased bonus damage inflicted by Sky Splitter while under level 3 Perfection from scale 0.828 to scale 1.656. Increased bonus damage inflicted by Eye of the Storm while under level 3 Perfection from scale 0.1892 to scale 0.4920. Dark Armor [Focused Feedback] Cloak of Fear Endurance cost lowered from 0.56 per second to 0.26 end per second. Pulse rate changed from every 5s to every 1s. Power is now auto hit (Fear effect still requires a hit roll). Radius increased from 8ft to 15ft (Fear and Taunt still only apply within 8ft). Accuracy increased from 0.67 to 0.8. Power now applies a scale 2 -dmg debuff (equal to Chilling Embrace). Power now applies a -25% kb str debuff on all affected targets. Power now grants + 1.0KB protection for each enemy in range for 5 seconds. This Stacks and refreshes even if only one foe is in range and is capped at 10 for a maximum of 10 kb mez protection. The most foes you have in melee range, the faster you will reach the cap.. Enhancements and resistance now affect magnitude instead of duration. Shadow Dweller (Stalkers) This power now also grants a regeneration buff in addition to all previous effects. Tenebrous Regeneration (Sentinels) Renamed Shadow Dweller This power now grants a small amount of defense in addition to it's regen buff. Soul Transfer Can now be used while alive. Using this power while alive will cost endurance. This power now grants a minor MaxHP buff per foe hit, as well as Mez Protection for 30 seconds. While conscious, the power will apply mag 3 stun on all affected enemies. This power will not inflict damage nor heal the caster if used while conscious. Now accepts accuracy enhancements (only useful for alive usage). Fixed erroneous enhancement issues. Dark Regeneration This power is now available to Sentinels as a mutually exclusive option from Obscure Sustenance. Obscure Sustenance This power is now available to Brutes, Scrappers, Stalkers and Tankers as a mutually exclusive option from Dark Regeneration. Fixed a bug where Soul Nier theme would trigger the incorrect animation Electric Armor [Focused Feedback] Static Shield This power now grants scale 2 Toxic resistance. Grounded This power now grants scale 0.8 resistance to Smash/Lethal/Fire/Cold. Knockback protection should now last for up to 5 seconds after touching ground. Power Sink This power now adds a regeneration buff for each enemy hit. 17.5% regen for the first target hit (only while grounded). +17.5% regen for each additional target. +End per target lowered from 25 to 15. No longer has a chance at lowering enemy recovery. -End lowered from -40 to -35. Energize Regeneration buff duration increased from 30s to 45s. Power Surge Crash removed (EM Pulse remains). Recharge lowered to 350s. All effect durations lowered from 180s to 30s. Power now grants a +400% regen buff. Resistances lowered. Quote Design Notes: We are seeking to upgrade the overall sustainability of this set. Although the set provides some solid resistances (making its burst/alpha survival rather solid) it suffers in sustained survivability. For this reason, we are giving Power Sink some scaling regenerative buffs in trade of some of its endurance drain capabilities. The duration of Energize's regeneration buff is also being extended and Power Surge is getting a makeover that is more in line with the live version of Icy Bastion while retaining it's closing AoE burst. We are going to evaluate the viability of this change based on feedback, there is a high possibility for it to get very minor adjustments or being rolled back to it's live form. Energy Aura [Focused Feedback] Energy Drain Per target +def lowered from scale 0.5 to scale 0.4. Up-front +def lowered from scale 0.1 to scale 0.08. Power Shield Fire and Cold defense lowered from scale 2 to scale 1.7. Overload Added visual indicator of an impending crash within 10s of expiration. Quote Design Notes: The set is getting some minor toning down on its defenses due to some relatively minor over-performance. This also helps the set's portability to tankers, despite the tanker version not being a carbon copy of the set. Energy Aura Proliferated to Tankers [Focused Feedback] Kinetic Shield: Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF) Dampening Field: Auto: Self +Res (Smashing, Lethal, Energy, Endurance Drain) Power Shield: Toggle: Self +DEF(Fire, Cold, Energy, Negative), Res(DeBuff DEF) Entropic Aura: Toggle: Self +Res(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, DeBuff DEF), Self +Recharge, Foe -Recharge. Energy Protection: Auto: Self +Res (Energy, Negative, Toxic, Psionic, Slow) Power Armor Energy Reserve: Auto: Self +MaxHP, +Resist(All DMG) Energize: Self Endurance Discount, Heal, +Regen Energy Drain: PBAoE, Self +End, +Def, Foe -End Overload: Self +DEF(All), +Recovery, +MaxHP, Res(DeBuff DEF) This power is different from other versions of Overload. 300 second recharge, 30 second duration 25% def against all but toxic/psi 20% def against toxic/psi +30% MaxHP Scale 1 Res(-Defense) +100% Recovery Has no crash. Ice Armor [Focused Feedback] Hibernate (Tanker/Brute) This power has been converted to Icy Bastion. Icy Bastion (Scrapper/Sentinel/Stalker) This power now is a toggle. It will make you untouchable and give high regeneration rate. It will deactivate automatically after 30s. It can be deactivated early, keeping reduced effects for the remainder of the window. If under the effects of No Phase, the power will automatically deactivate and just provide the reduced +regen/+recovery and +Res. Note: After shutting this toggle down, the power will be identical to the previous version of Icy Bastion. Icicles Now inflicts cold damage instead of lethal. Rime New power, mutually exclusive from Hoarfrost. 90s recharge, 30s 30% Absorb, +100% regen, & 60s +Scale 2 Res(Toxic). Quote Design Notes: We are seeking to consolidate the T9 power between Tankers/Brutes and Scrapper/Stalker/Sentinels. The new consolidated power should have the benefit of both versions, with the minor inconvenience of having to double-click it if the player rather not enter a period of invulnerability and inability to attack. We area also giving the power an alternate power option to Hoarfrost: Rime, that should provide a more active mitigation choice for players that prefer a more involved defensive play style over the long duration/high heal of Hoarfrost. Radiation Armor [Focused Feedback] Ground Zero The offensive components of this power now can only hit 16 foes. Power still can hit up to 255 allies. Radiation Therapy This power now has Adaptive Recharge. It has a base recharge of 25 seconds, and each affected foe will increase the recharge by varying amounts to a maximum total of 90 seconds. First target adds 20 seconds, each additional target adds recharge proportionate to it's buff strength. Every subsequent target will yield a 30% weaker effect than the previous target Accuracy lowered from 3x to 1.2 Heal per enemy increased from scale 2.2% to scale 11%. Heal with no enemy in range lowered from scale 11% to scale 6% Total maximum heal with all targets increased from 33% to 38% Regeneration buff reduced from +100% to 50%, duration reduced from 60s to 45s Meltdown Power now has a visual indicator that the power is going to crash in the next 10 seconds. Quote Design Notes: Ground Zero is a power that should had never been released in its current form. It's high cap was set so it could reliably cover allies and still be able to hit some foes. This ideally should had been split into two independent components when finalizing the set, but was not done due to how hard it was to create such powers at that time. Making an armor power affect more enemies than even incarnate nukes was never the intended goal. These days we have new tools to properly split these components without the legacy headaches. We should had done this long ago, but that does not give the power a pass. Radiation Therapy is another power that has other issues. It does too many things at once. The original version left by the devs never had such a high accuracy, nor did it grant endurance to the caster. These are things that were added later in an experiment and resulted in the power being too overloaded. The accuracy was never meant to be increased to 3, but to 1.13 (would had resulted in about 85% acc against even level foes). The original power, as left by the dev team, had an accuracy of 1.0x. We are compromising with 1.2 in this pass, but at 3x we may as well make the power auto hit. Such an incarnation would lose access to accurate healing enhancement sets. Despite this we still feel the power does a lot for it the set out of a single power, and that should be reflected somehow, either by removing effects or increasing recharge. Simply increasing recharge did not seem like a good compromise since it would make the power way less useful in boss encounters so decided to use the new Adaptive Recharge technique with the power. This means the power has a very low recharge that scales with it's usage. At maximum saturation, the power will have a higher recharge than it does currently live, but with fewer foes around the power will recharge much faster up to the point where 1v1 fights the player will be able to continually use the power. The power can now be used anywhere between every 25 seconds and 90 seconds depending on how many enemies (if any) were in range. We understand nerfs are never popular, but sometimes we need to tone some sets down. Regeneration [Focused Feedback] Fast Healing Now grants 20% fixed regen resistance at all levels, for all ATs. (Stalker only) Now grants 15% recovery buff and 20% recovery debuff resistance. Resilience Power icon updated to represent its effects. Quick Recovery Now grants 20% recovery debuff resistance. Dull Pain > Second Wind Converted to Second Wind. Grants a 20% Max HP buff, this buff is retained even if the caster is defeated. Provides a 40% heal. This heal ignores resistances. Recharge increased from 300s to 360s, matching Dull Pain's recharge. Cast time lowered from 1.5s to 0.73s (same as live Dull Pain). While during the effects of Second Wind, should the player be defeated, they will be given a chance to get back up and keep fighting. Reactive Regeneration [New power for scrappers/brutes/stalkers] Mutually exclusive power from Instant Healing. This power is a toggle, pulses every 2 seconds. Grants a 200% enhanceable regeneration buff. Grants an additional 25% non-enhanceable regeneration for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times. Grants a 5.5% regen debuff resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times. Grants a 3% recovery and end drain resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times. Sentinel's Reactive Regeneration power will follow this implementation of the power. Revive > Ailment Resistance Converted this power to Ailment Resistance. This power is now an auto power. Grants a 24% MaxHP buff, half enhanceable. Grants -15% resistance to heals (making all heals on you 15% stronger). Grants 20% resistance to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit. Power no longer accepts endurance or recharge enhancements. Moment of Glory Cast time reduced from 2.57s to 1.5s. Now grants a small damage buff that decays over time. Now grants a small amount of Psionic and Toxic defense. Power order changed to: Stalker: Hide Reconstruction Fast Healing Ailment Resistance Integration Resilience Instant Healing/Reactive Regeneration Second Wind Moment of Glory Scrapper/Brute: Fast Healing Reconstruction Quick Recovery Ailment Resistance Integration Resilience Instant Healing/Reactive Regeneration Second Wind Moment of Glory Sentinel/Tanker: Fast Healing Reconstruction Quick Recovery Ailment Resistance Integration Resilience Reactive Regeneration Second Wind Moment of Glory Quote Design Notes: Existing builds will now have access to an option that let them opt into more reliable and constant performance at the expense of occasional spike survivability with the new toggle alternative to Instant Healing: Reactive Regeneration. The set is also gaining new debuff resistances. The new MaxHP passive should allow low recharge builds access to more constant/reliable source of mitigation as well as constant debuff resistances. This should also give even more breathing room to, if desired, hold back the use of the HP buff click (now Second Wind) for moments of more danger. Most ATs should also be able to reach their current MaxHP caps only with Second Wind, if only temporarily, via very high recharge builds or combination of Second Wind and Burnout in addition to accolade powers and set bonuses. Some players should likely find Ailment Resistance optional to their builds if all they want is to retain live functionality, unless they highly desire the additional passive benefits. The power is still intended to be highly desirable. Regeneration proliferated to Tankers Fast Healing Reconstruction Quick Recovery Ailment Resistance Integration Resilience Reactive Regeneration Second Wind Moment of Glory Electric Control [Focused Feedback] Static Field Converted into a true pseudopet. Domination should now work on this power even if activated when the patch is already out Jolting Chain This power has been turned into a real chain. Damage increased from scale 0.3 to scale 1.2 against primary target. All jumps now take full advantage of caster inherents. Endurance drain is now auto hit. Conductive Aura Target cap increased from 8 to 16. After the 8th target hit, the power will yield diminishing returns. Synaptic Overload This power has been turned into a real chain. All jumps now take full advantage of caster inherents. Recharge increased from 60s to 90s. Endurance drain is now auto hit. Max Target Cap 10. Domination now reliably works on this power. Paralyzing Blast > Tesla Coil Power renamed to Tesla Coil. Creates a pseudopet that continuously holds enemies over 45 seconds. Can now do damage over time, accepts damage enhancements and sets. Now a location based power. Gremlins Pets now spawn as even level. Gremlins have been given a new attack. Gremlin's Jolting Chain power is now a true chain. Damage resistances against non-smash/lethal/energy increased. Quote Design Notes: Paralyzing Blast is getting a complete makeover as a static pet that constantly chain-zaps enemies near its area, as well as inflict damage to held enemies. The chain powers have been adjusted with an auto-hit component that should make the powers immune to critical failure where the chain dies on its first target. Fire Control [Focused Feedback] Bonfire This power is now a true pseudopet. Cinders Endurance cost reduced from 15.6 to 8.528. This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. Ice Control [Focused Feedback] Glacier Endurance cost reduced from 15.6 to 8.528. This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. Illusion Control [Focused Feedback] Flash Endurance cost reduced from 15.6 to 8.528. This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. Gravity Control [Focused Feedback] Gravity Distortion Field Changed to location based power. Now summons an area of effect pseudopet that lasts up to 45s and will hold random enemies within. Power now inflicts smashing damage when it holds enemies. Now takes damage enhancements and sets. Symphony Control [Focused Feedback] Chords of Despair Endurance cost reduced from 15.6 to 8.528. This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. Quote Design Notes: Early feedback about Adaptive Recharge has been mostly positive outside it's impact on procs, perhaps one of the most positive feedbacks we have received for a change to existing powers in a long time. Based on this, we will be expanding this system to more sets. We still are aiming to not homogenize every set into this schema. We are aiming to keep a rather even split between Adaptive Recharge 240s holds and area of denial ones. We will be applying these as it makes most thematic and playable sense for the individual set. Mind Control [Focused Feedback] Terrify Accuracy increased from 0.9 to 1.0. Total Domination Endurance cost reduced from 15.6 to 8.528. This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. Mass Confusion Accuracy increased from 0.8 to 1.0. Endurance cost reduced from 26 to 8.528. This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. Quote Design Notes: Total Domination and Mass Confuse recharge are being adjusted to have a lower endurance cost and base recharge. Each foe affected will increase its recharge by 14.5s resulting in a maximum recharge of 240s at maximum saturation. This allows the power usage to scale with the encounter, increasing its value in smaller fights without making Confuse redundant, at the same time it lowers the penalty of missing with the power. Plant Control [Focused Feedback] Spore Burst Upgraded to Deep Sleep. Seeds of Confusion Recharge increased to 90s. Scale reduced from scale 20 to scale 12. Target cap lowered from 16 to 10. Spirit Tree Cast time lowered from 3.2s to 1.67s. Recharge reduced from 200s to 120s. Duration reduced from 90s to 60s. Spirit tree can now be attacked. Spirit tree now taunts and has a scaling defense and resist aura. Even after being defeated, spirit tree's regen aura should remain. Vines Now summons a Pseudopet that will continue to hold enemies for its duration. Now inflict damage over time on its targets. Now applies a -DMG debuff on targets. Now accepts damage set and enhancements. Carrion Creepers VFX now moves along with the pet patch. Carrion Creepers can now proc Domination, Containment and Overpower. This power should no longer execute an excessive proc cascade. Fly Trap AI mode changed from Pet_Base to Pet_Ranged. Quote Design Notes: We are aware this will initially stir some reactions. Please test these changes before making your final judgements. With the introduction of Deep Sleep, we are seeking to re-adjust the set balance so its not as focused on 2 powers. You may have noticed, we are standardizing confuse powers to 90s recharge with a lower scale. Spirit Tree will continue to work as it always did, but now also can dub as a pseudo-tank, at least for limited window. This will not come at any cost, as even if defeated the +regen portion will persists for its standard duration. Similar to some of the other sets we mentioned above, Vines is getting a pseduopet revamp. We are not looking to homogenize all the 240s holds into the same form, instead we are trying to give them a some flavor, but some may be a bit similar. You should find this new incarnation much more useful. Finally, Carrion Creepers was implemented in a way that interacted with multiple procs in an abusive way. The pet had many powers that created other pets that executed other powers resulting in sometimes triple proc rates, bypassing all safeguards the game has to prevent such things. This is being finally adjusted in this iteration. We expect all the additional buffs to other powers, especially in controller containment capabilities, to result in a much more well rounded set. Arsenal Control [Focused Feedback] Sleep Grenade Pulse timer reduced from 4s to 3s. Quote Design Notes: Although relatively a minor change, this should have significant impact when combined with the new 3s rules for Controller Containment triggers after sleep is broken. In the previous configuration, a 4s pulse, the 3s of containment on sleep foes left about 25% chance for no containment damage. You likely wont notice this impact, but having it at 3s pulses will make containment work smoother and have a nearly unnoticeable buff to the regularity enemies fall asleep again after being disturbed. New Powerset: Pyrotechnic Control [Focused Feedback] New control set for Controllers and Dominators. You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion. Sparkling Cage: Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize. This power has a chance of Blasting Off targets into the air. Dazzle: Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration. This power has a chance of Blasting Off targets into the air. Sparkling Chain: Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets. This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain. Glittering Column: You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air. Hypnotizing Lights: Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic) You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to six enemies within 20 feet of the display are Confused and receive Psionic damage over time. Multipurpose Missiles: Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy) With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified. Incendiary Aura: Toggle: PBAoE, Chance for Blast Off. -TohiT, -Defense You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense. Explosive Bouquet: Ranged (AoE), Foe Hold, Blast Off You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air. Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds. Catherine Wheel: Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage. New Powerset: Psionic Armor [Focused Feedback] New armor set for Tankers, Brutes, Scrappers, Sentinels and Stalkers Quote Design Notes: Psionic is a type that has been lacking defensively in the game outside a few select Epic Pool powers and the infamous Dominator/Blaster sustain power Drain Psyche. This power was always considered so iconic (and in its heyday, overpowered) that when designing a Psionic Armor set, there was zero doubt a form of this power had to be the cornerstone of the set's performance. As such, each version of this set contains a similar power that help Psionic Armor achieve extremely high levels of regeneration. Given the existence of other psi toggles in Psi mastery pools being resist based, the secondary balance factor for the set is designed around resistances. As a unique power for the set, Aura of Insanity costs no endurance and applies one of 5 random control effects on targets, albeit at the cost of your own health. The aura also applies debuffs that are tied to these control effects. Although chaotic, this opens up many build opportunities. From building for a specific control effect, using HOs to boost them all, or using a variety of enhancement sets be it for set bonuses or procs. The power is extremely versatile on the kind of enhancements that it can accept. Finally, Memento Mori is a discrete power. It can be used to come back from defeat, but it's primary usage is to boost your Maximum HP while applying fear on its targets. With Adaptive Recharge, you can either boost yourself in a large feed, granting some solid survivability for its duration. If facing fewer foes, the power can be used more casually to get a smaller HP buff more regularly. You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will. Psychic Wall: Toggle: Self +Res(Smash, Lethal, Psionic) You focus to create a psychic wall that dampens the smashing, lethal and psionic damage. Psionic Shield Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain) This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects. Impenetrable Mind Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback) When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks. Consume Psyche PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery Only available to Tankers and Brutes You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. This power has Adaptive Recharge. It has a base recharge of 5 seconds, and each affected foe will increase the recharge by 8.5 seconds for a maximum total of 90 seconds. Devour Psyche Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery Only available to Scrappers, Sentinels and Stalkers You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. This power has Adaptive Recharge. It has a base recharge of 5 seconds, and each affected foe will increase the recharge by 8.5 seconds for a maximum total of 90 seconds. Precognition Auto: Self +DEF(Melee, Ranged, AoE, Psionic), +Perception Precognition allows you to read your enemies minds, letting you see their attacks before they happen and increasing your perception. This power is always on and costs no Endurance. Psychokinetic Barrier Self, +Absorb, +Res(-Regeneration, -Recovery, -Recharge, -Endurance) You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you. Impose Presence Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge Only available to Tankers and Brutes Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit. Mask Presence Toggle: Self Stealth, +DEF(Melee, Ranged) Only Available to Scrappers and Sentinels Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. Aura of Insanity Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use. Memento Mori Self Rez, +Max HP, Special Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge. Tanker/Brute: Psychic Wall Psionic Shield Impenetrable Mind Consume Psyche Impose Presence Psychokinetic Barrier Precognition Aura of Insanity Memento Mori Scrapper/Sentinels Psychic Wall Psionic Shield Mask Presence Impenetrable Mind Devour Psyche Precognition Psychokinetic Barrier Aura of Insanity Memento Mori Stalkers Hide Psychic Wall Psionic Shield Impenetrable Mind Devour Psyche Precognition Psychokinetic Barrier Aura of Insanity Memento Mori Misc Power Changes [Focused Feedback] Epic > Dark Mastery > Black Hole This power now applies a trawl (reverse repel) effect. Targets that are immune to the trawl effect will be phased. Epic > Psionic Mastery > Telekinesis Target cap increased from 5 to 10. Toggle duration reduced from 20s to 10s. Armor Sets > Self heals (all) Self heal click powers no longer are irresistible Following heals will ignore Heal Resistances: Regeneration > Second Wind Invulnerability > Dull Pain Ice Armor > Hoarfrost Empathy > Absorb Pain Pain Domination > Share Pain The following armored AT Heal Resistance caps have been lowered to: Tanker: 75% Brute: 75% Scrapper: 85% Stalker: 85% Sentinel: 90% All other ATs remain at 100% Quote Design Notes: This should allow self heals to become stronger while using Field Medic and Incandescence Destiny actually impact players. This will potentially force some changes in Hamidon tanking strategies, but the encounter should still be possible even with the HealRes debuffs. The heal resistance caps will prevent armored classes to ever be debuffed to the point they are entirely immune to healing. With this change, Armored ATs should never be able to become immune to healing unless they are on an Untouchable state. Battle Axe > Axe Cyclone Cast time increased from 1.76s to 2.1s. Pull distance is now resistible. Battle Axe > Swoop Cast time increased from 1.23s to 1.37s. Quote Design Notes: Last round of buffs to Battle Axe were potentially too good, we are doing a minor bump-back on Axe Cyclone's and Swoop due to the unexpected boost. Axe Cyclone will continue to pull enemies, but foes will be able to resist the effect where resistances apply. Street Justice > Sweeping Cross (All versions) Arc increased from 50 degrees to 75 degrees. Pre-combo damage scale reduced from 1.5 to 1.444. Max combo damage reduced from 1.875 to 1.805. Invulnerability > Unstoppable A visual cue should show up informing of the impending crash. Ninjitsu > Kuji-In Retsu A visual cueshould show up informing of the impending crash. Shield Defense > One with the Shield A visual cueshould show up informing of the impending crash. Stone Armor > Geode Cleaned up power info screen. 25% of this power's regen and recovery buffs will persist for the full 30 second window even if the power is shut down or if the Geode is destroyed. Super Reflexes > Elude A visual cue should show up informing of the impending crash. Willpower > Strength of Will A visual cue should show up informing of the impending crash. Bug Fixes Enhancements > Performance Shifter: Chance for +Endurance: Fixed a bug where the ally buff could potentially be weaker based on level differences. Enhancements > Coercive Persuasion: Contagious Confusion: This proc no longer ignores combat modifiers. Dark Armor > Obscure Sustenance: Fixed a bug where Soul Nier theme would trigger the incorrect animation Tactical Arrow > Glue Arrow: Fixed power short description. No Phase: Fixed a bug where No Phase would disable Jump Pack and Steam Jump. Pool > Fighting: Changes to the attacks power info screen to clarify the conditional effects. Mace Mastery > Web Envelope: Fixed this power's description to denote the power does toxic damage over time. Prestige Travel > Jump Pack/Steam Jump: These powers buff should now flash when the 30 second timer is about to run out, as well as give a "low fuel" warning. Plant Manipulation > Wild Fortress: Fixed a bug where the power's vfx would fade away if the player selected color customization options. Atomic Manipulation > Metabolic Acceleration: This power no longer accepts Endurance Discount enhancements. The power costs no endurance. Dark Mastery > Possess: Fixed a bug where the debuff applied to the caster instead of the target. Devices > Remote Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation. Traps > Temporal Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation. Accolades > Mark and Recall: Name changed from 'Mark & Recall' so the power can be functionally linked in chat. Energy Mastery > Energy Torrent: Fixed Laser Beam Sweep customization option's hitfx desynced from attack. Arsenal Control > Cryo Freeze Ray: Fixed VFX timing errors in attack and hit FX. Fiery Aura > Cauterizing Blase: Fixed Dark Fire customization option missing FX. Mercenaries > Commando: Fixed Commando's Full Auto attack FX attached to their hand instead of their Assault Rifle. Character Customization Improvements Costumes [Focused Feedback] New Costume Parts (61) Male/Female/Huge > Head > Various > Detail 1 > Blackwing Female > Head > Various > Detail 1 > Seer Visor Male/Female/Huge > Head > Various > Detail 2 > Blackwing Female > Head > Various > Detail 2 > Seer Male/Female/Huge > Arachnos Soldier > Detail 2 > Blackwing Male/Female/Huge > Arachnos Soldier > Detail 1 > Blackwing Female > Arachnos Soldier > Detail 1 > Seer Visor Female > Arachnos Soldier > Detail 2 > Seer Male/Female/Huge > Arachnos Widow > Detail 2 > Blackwing Male/Female/Huge > Arachnos Widow > Detail 1 > Blackwing Female > Arachnos Widow > Detail 1 > Seer Visor Female > Arachnos Widow > Detail 2 > Seer Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Clean Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1 Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1 Flipped Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2 Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2 Flipped Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Clean Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1 Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1 Flipped Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2 Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2 Flipped Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Clean Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1 Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1 Flipped Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2 Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2 Flipped Notice: The Awakened chest options are mutually exclusive with shoulder pads that clip and they will not appear. Likewise, if you currently have incompatible shoulder pads selected, the Awakened chest options will not appear. Male/Female/Huge > Upper > Jackets > Blackwing Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light Original Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy Original Male/Female/Huge > Upper > Chest Details > Special Symbols > Blackwing Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light Original Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy Original Female > Upper > Gloves > Blackwing > Custom Female > Upper > Gloves > Blackwing > Original Male/Huge > Upper > Various > Gloves > Blackwing Light > Custom Male/Huge > Upper > Various > Gloves > Blackwing Light > Original Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Custom Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Original Female > Upper > Tight > Belt > Seer Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Clean Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1 Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1 Flipped Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2 Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2 Flipped Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Clean Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1 Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1 Flipped Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2 Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2 Flipped Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Clean Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1 Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1 Flipped Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2 Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2 Flipped Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Custom Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Original Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Custom Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Original Male/Female/Huge > Backpacks > Blackwing Light Male/Female/Huge > Backpacks > Blackwing Heavy Male/Female/Huge > Cape > Full Mantle > Brooch > Blackwing Male/Female/Huge > Cape > Half Mantle > Brooch > Blackwing Male/Female/Huge > Cape > Asymmetrical Mantle > Brooch > Blackwing Male/Female/Huge > Cape > Single Shoulder Mantle > Brooch > Blackwing Male/Female/Huge > Cape > Over Shoulder Mantle > Brooch > Blackwing Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump Male, Female, Huge > Auras > Path Auras > Rocket Boots - Fly Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump & Fly Male/Female/Huge > Costume Presets > Blackwing Light Male/Female/Huge > Costume Presets > Blackwing Heavy Costume Proliferation Missing costume options added to missing categories: Male/Female/Huge > Standard > Detail 2 > Samurai Menpo Male/Female/Huge > Standard > Detail 2 > Oni Mask Male/Female/Huge > Masks w/Hair > Detail 2 > Samurai Menpo Male/Female/Huge > Masks w/Hair > Detail 2 > Oni Mask Male/Huge > Upper > Various > Chest > Yakuza Male/Huge > Upper > Various > Chest > Yakuza 1 Glow Male/Huge > Upper > Various > Chest > Yakuza 2 Glow Female/Huge > Back > Backpacks > Circle of Thorns Male > Upper > Sleeveless Robes > Chest > Spectrum Costume Fixes Various skirt models have had poor/non-functional LOD models that cause them to appear broken at distance; Skirt models should now always render the higher detail model. Female > Upper > Various > Asymmetrical Shoulders > Skull 1: Fixed this option being listed twice. Male/Huge > Lower > Various > Boots > Flat > Spectrum: Fixed this option using the wrong texture. Female > Lower > Various > Boots > Flat > Spectrum: Fixed this option being listed twice. Power Customization [Focused Feedback] Force Field Epic > Personal Force Field > Excelsion customization option added. Personal Force Field > Excelsion customization option added. Deflection Shield > Excelsion customization option added. Dispersion Bubble > Excelsion customization option added. Oh hex! That's pretty cool! Traps Force Field Generator > Excelsion customization option added. Broadsword Swordfish custom weapon option added. Rifles Shotgun custom weapon option added. Advanced Shotgun custom weapon option added. Grenade Launcher custom weapon option added. Advanced Grenade Launcher custom weapon option added. Custom Weapon Fixes Fix to rifle weapons appearing on the back when they should be in the hand at the time. Fixed broken Munitions Rifle model FX for Devastator, Shard Cannon, and Shock Rifle options on all three body types. Fixed broken base Munitions Rifle FX on Huge body type. Aether Shop Rewards [Focused Feedback] Reward Additions New NPC costumes added to the Tier 1 Aether reward vendor offerings: Costume: Devouring Earth Razorvine Costume: Devouring Earth Geode Costume: Freaklok Boomer Costume: Freaklok Tecromancer Costume: Mastermind Oni Costume: Mastermind Assault Bot Costume: Mastermind Lich Costume: Mastermind Spec Ops Costume: P.E.A.C.E. Ballistier Costume: P.E.A.C.E. Commander Costume: P.E.A.C.E. Coordinator Costume: PPD Guardian Costume: PPD Undercover Cop Costume: Slag Golem Costume: Slag Heap (Mastermind Aether costumes include power customization option to pick their upgraded visuals.) New NPC costumes added to the Tier 2 Aether reward vendor offerings: Costume: Devouring Earth Lunaflora Spoiler (Devouring Earth costume based on the Lunar Agapanthus flowers found in Kallisti Wharf's One Statesman Plaza; This beautiful but deadly theoretical creature gently pulses with a lunar glow at night in-game! Includes power customization option to glow at all times.) New NPC costumes added to the Tier 3 Aether reward vendor offerings: Effect: P.E.A.C.E. Coordinator (Make your character look like one of Blackwing Industry's psychic tacticians! Projects a data display around your character and encapsulates your head in an energy field! Tintable power customization options and data-only or dome-only.) Reward Adjustments Tier 2 has been renamed from 'Vintage' to 'Vintage/Extra' to include the non-legacy costumes that are Homecoming additions. The following costumes have had their names adjusted: Costume: Devouring Earth Plant -> Costume: Devouring Earth Bladegrass Costume: Devouring Earth Crystal -> Costume: Devouring Earth Quartz Costume: Devouring Earth Mushroom -> Costume: Devouring Earth Fungoid Costume: Devouring Earth Rock -> Costume: Devouring Earth Bedrock The following costumes have had customization options expanded: Effect: Luminous > Symbiote Effect: Luminous > Symbiote Tintable Effect: Umbral > Symbiote Effect: Umbral > Symbiote Tintable Reward Fixes Effect: Luminous: Fixed an issue where this effect's eye glow would not appear on Aether costumes that didn't support sheathed weapons. Costume: Freakshow Stunner: Ambient sound effects removed from this costume. Costume: Freakshow Super Stunner: Ambient sound effects removed from this costume. Costume: Longbow Mender: Fixed this costume using the incorrect boots option. Costume: Rularuu Wisp Overlord: Ambient sound effects removed from this costume. Vanity Pets New Pets Recipes The following Rare recipe has been added with a 0.1% (1 in 1000) chance to drop from any Blackwing Industries enemy group Boss or Elite Boss rank defeats: Pet: P.E.A.C.E. Drone The following Uncommon recipe has been added with a 10% (1 in 10) chance to drop from the P.E.A.C.E Keeper Giant Monster when defeated. Pet: Mini P.E.A.C.E. Keeper As with other recipes, these can be traded to other players or on the Auction House. Various Additions, Enhancements, & Fixes New Badges (21) [Focused Feedback] Accolade The Prettiest One - Obtain this accolade by earning the following Exploration badges: On The Shoulders of Giants, In Their Prime, Protest Too Much, Fueled by Greed, Raving Mad, Marked Out, Quay to the City and Tourist Trapped. Accomplishment Staring Into The Abyss - Complete Adelard Ziegler's story arc to earn this badge. Business Savvy - Complete Dap-Dap the Deal-Maka's story arc to earn this badge. Front Person - Complete Erin West's story arc to earn this badge. Justified Ends - Complete Robert Kogan's story arc to earn this badge. Thicker than Water - Complete Alexander the Greats's story arc to earn this badge. Generational Trauma - Earned from completing bonus objectives within Adelard Ziegler's story arc. Uncomfortable Truths - Earned from completing bonus objectives within Erin West's story arc. Truth Seeker - Earned from completing bonus objectives within Erin West's story arc. Brass Tax - Earned from completing bonus objectives within Dap-Dap the Deal-Maka's story arc. Defeat Two Birds One Stone - Defeat 250 Blackwing Industries enemies to earn this badge. Peacekeeper / Peacemaker - Defeat the P.E.A.C.E. Keeper in Kallisti Wharf to earn this badge. Exploration In Their Prime - Explore in Kallisti Wharf to earn this badge. Protest Too Much - Explore in Kallisti Wharf to earn this badge. Fueled By Greed - Explore in Kallisti Wharf to earn this badge. Raving Mad - Explore in Kallisti Wharf to earn this badge. Marked Out - Explore in Kallisti Wharf to earn this badge. Quay to the City - Explore in Kallisti Wharf to earn this badge. Tourist Trapped - Explore in Kallisti Wharf to earn this badge. History Christie Consolidation - Learn more about the brave and bold leadership of Emil Christie. Flagtown Memorialist - Learn more about the Flagtown history in Kallisti Wharf. Patron of the Arts - Learn more about Theatre Row and Maxwell Stadium to earn this badge. Badge Adjustments Changes Dreamwalker / Dreamkiller - Quill and The Unnamed One are now required for this badge. No changes to those who already earned the badge. Variety Act - Badge art updated to look more like proper badges. License to Chill - Badge art updated to help differentiate Winter events by year (2021). Home for the Holidays - Badge art updated to help differentiate Winter events by year (2023). Hypothermia - Badge art updated to help differentiate Winter events by year (2024). City Badge Tracker [Focused Feedback] Added a City Badge Tracker kiosk to Pocket D at [-234.2 0.0 -908.8]. This kiosk will display the badges that you're missing, and a Leaderboard with every character who entered Pocket D since the last mapserver reset. There is no persistent storage at the moment, and it might not be possible. The player with the most badges will be displayed as a "hologram" next to the City Badge Tracker kiosk. Clicking on this NPC will display their character information and badge progress. In the event of a tie, the character who last clicked the City Badge Tracker kiosk (not the NPC!) will be displayed, and there's a 60-second cooldown between switches to avoid spamming back and forth. City Badge Tracker also displays progress towards Bicentennial, Dimensional Warder, River Rat and Dreamwalker/Dreamkiller. Null the Gull no longer shows progress towards Dimensional Warder, since the City Badge Tracker "Progress" page has that info. Zones [Focused Feedback] Spoiler Various Newsies have been updated to shout about much more recent Homecoming-relevant things. Talos Island Relocated a shrubbery that was too close to a mission door, occasionally causing players to exit trapped inside. Closed geometry gap near a group of shops nearby the tram plaza. Independence Port Closed geometry gaps around the water foundation of the building near Miss Liberty. Brickstown Fixed two event glowie spawn points that were floating above the ground and not working correctly. Peregrine Island Carnies in Peregrine Island now display more festive behaviors instead of holding sniper rifles and shotguns. Kallisti Wharf Zone now has eight standard exploration badges and an accolade, same as other zones. Many areas of the zone were given expansive polish passes and detail work. All neighborhoods given music. No more silence! The zone is using a mix of new Homecoming-original compositions, a few unused tracks, and a couple of favorite older classics! Added ambient atmospheric/combat spawns to the entirety of the zone. New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points. The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower. Only one P.E.A.C.E. Keeper can be spawned at any moment. P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character. Relocated 200th Anniversary Plaque in Kallisti Wharf to Theatre Row. New coordinates are [2380, 56, 1132]. Mini-map markers added for the following locations: Crey Towers Vanguard Outpost Langston Corp Factory A Vanguard Merit invention station has been added to the Vanguard Outpost location near the helipad. 'Crey's Folly' Lowered two floating crates near [1715, -21, 1518]. Eden Removed rogue piece of canopy geometry from Eden. Firebase Zulu Brought a floating shrub back to ground. Mercy Island Rubble and debris from the former Architect Entertainment building have finally been cleared away, and construction on the Rogue Isle Police precinct has been completed. New building contains an SG Registrar so villains can start Super Groups from their start zone, same as heroes. Also contains a Quartermaster who sells enhancements. Grandville Arachnos has added a quartet of new R.O.T. installations in the Central Holding Block (CHB) to ensure prison security for their highest security prisoners. Dr. Quatrexin and Calystix the Shaper have been added to the prisoners found in the CHB. Prisoner locations within the Grandville CHB have been moved around slightly in order to facilitate future planned content. Rikti War Zone Removed floating tank markers in the air. Fixed indoor lighting when in the vehicle bay south of the Vanguard base. Nova Praetoria Lowered two floating trees. Imperial City Lowered a floating traffic light. Removed a random metal door that was poking out of the floor. First Ward Moved Vanessa Devore out of the stairs. Labyrinth of Fog When the zone is at +10 Labyrinth Shifts, The Minotaur In The Fog will instantly teleport to their chosen hunt target, making it much faster for raids to find and engage them in combat. The target of the Minotaur at +10 shifts is now announced. Doors found in the Orange 5th Column floor of the map have been removed as the Minotaur had issues pathing through them. Players inside the Font of Malevolence now receive a minor stealth buff to allow raids to assemble within without aggro'ing the central mobs. Fixed a Malevolent Fog spawn point that was misbehaving in the Green Praetorian Lab ceiling. High score of the last run now persists until the Minotaur is defeated again/zone resets so players can view it more easily. Stuck check timer of the Minotaur reduced from 6 minutes to 60 seconds. Contacts Spoiler Wes Schnabel Fixed legacy contact from stopping giving missions too early. Tasks [Focused Feedback] Spoiler Incarnate Trial - 'Minds of Mayhem' Minds of Mayhem script has been re-written from SZE to Lua. In general, the trial should play exactly as before, just with better performance. The following are the only intentional changes: Added a swirly teleporter FX when using Desdemona's portals. Some of the UI advice was moved to the top of the UI window rather than the bottom, and the stage names are shown in the title bar. Malaise's Nightmare summons will dynamically select the nightmare based on which is most needed by the league for badge credit and hasn't been summoned yet. Added Quill and The Unnamed One to the Malaise Nightmares pool. A Perfect Storm, Daylight Saver and Lost Connection to Server are now awarded as soon as the relevant stage is completed. Suffer in Silence and Shared Suffering will not deal damage after Mother Mayhem is defeated. Remove the "Time until Debilitation" timer, since the power is a click used by an object and not in sync with the timer at all. Desdemona will offer a free rez at the beginning of the final fight, after becoming trapped in Shalice's mind. Increased the time limit of the final fight from three to five minutes. General - Task & Strike Forces The level bracket maximum of Task/Strike Force content is no longer enforced, except for Ms. Liberty and Lord Recluse's (Level 50+ only). Example: Previously the Manticore Task Force was always set at 35, but allowed 30+ characters. Now the Manticore TF's missions would be set at 30 if that's the leader's level, rather than 35+, and presenting those players with +5 or higher enemies. General - Advanced Mode The combat levels on Challenge Arch-villain rank enemies (King Midas, Emperor Romulus, K'ong, etc) can now be seen in their name plate. Nectanebo's Curse Breaker: Can now be used during Advanced Mode content to cleanse Curse of Weariness. Positron Task Force - Part 1 On the finale mission, saving the four heroes and defeating the Circle of Thorns ambush can no longer be skipped. Ms. Liberty Task Force Add a text to the task force intro that mentions the minimum level is always set to 50. Lord Recluse Strike Force Add a text to the strike force intro that mentions the minimum level is always set to 50. Dr. Aeon Strike Force - 'Chasing Fool's Gold' Dimensional ripple doors in the finale mission now have connecting (invisible) door exits, which should help Battle Becky and other pets path through them with more consistency. Christine Lansdale - 'The Mysterious General Z' Fixed clue not granting during arc. Misc typo/misnaming fixes. Doc Buzzsaw - 'The Freakish Lab of Dr. Vahzilok, Act 2' Fix for possibly bypassing the "Bile Powers Down" trigger in Buzzsaw finale. Trigger location moved to pipe exit at radius of 100ft. Should be much better now for him. Sister Valeria - 'Glory and Dark Tidings' Sibyl that was named 'Achlys' has been renamed 'Astraia' to prevent unintended Labyrinth of Fog association. Repeatable Kallisti Wharf Missions The Blackwing Liaison will provide heroes with opportunities to fight crime in Kallisti Wharf. Chip will provide villains lucrative criminal ventures in Kallisti Wharf. Both contacts are currently easiest to find via the Contact Finder feature. Mission Maps [Focused Feedback] Spoiler Kallisti Wharf Office Maps These mission map tileset pieces have had an extensive decoration pass on all rooms. (This will impact the maps in AE) Maps used in the new Kallisti Wharf zone content have had their critter density properly balanced. (Does NOT impact the maps in AE) Mayhem / Safeguard Maps Atlas Park: Mini map has had extents corrected and should now accurately display player's positions on the map. Founder's Falls: Mini map sizing corrected and should now accurately display player's positions on the map. Various - Midnight Club Maps Closed a large number of geometry gaps in Midnight Club mission maps using the big round room. DA_Epilogue Added a collision height cap to this map. IOM_FoundersFalls_DA Lowered bubbles FX so they don't appear on the cement floor. Outdoor_City_03A_Rikti, Outdoor_City_03A, Outdoor_Unique_City_02 Lowered collision wall that had a gap, allowing players to teleport outside mission boundaries. P_Tech_Power_45_Layout_03_01 Fixed this room layout from having an objective spawning inside of an object. Freak Olympics Moved a floor glowie that appeared inside the wall. Outdoor_Graveyard_01A Relocated a fern flying in the air back to the ground. Lower floating rocks back to the ground. AbandonedOffice_To_Rikti Fixed ceiling gap on this map where the cave tunnel ends. SmoothCave_To_Rikti Fixed most of these maps containing invisible details in the hallways that were mis-grouped. Abandoned_Warehouse_45_Layout_02_01 Removed a locked door in this map that could never be opened. Enemies [Focused Feedback] Spoiler Arachnos Arachnos NPCs in various zones now use Arachnos mugs when using the /drink emote. Black Scorpion: Fixed a missing FX that was causing his tail to go missing. Scirocco: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers. Awakened Mobs that summon in this group no longer do so unless inside a mission instance. Subjugator: Removed text regarding consuming a Seer, as this power doesn't hurt players and doesn't warrant an urgent float warning. Carnival of Shadows Added glowmask to the masks of the various female enemies in this group. Added glowmask to the mask of Vanessa Devore. Council Galaxies Boss Stygian Return activation chance reduced from 100% to 50%. All versions of Stygian Return now have text popup warning on activation, delay before resurrection extended from 2s to 5s. Removed Stygian Return from 50% of high level Galaxy Adjutants. Removed Stygian Circle from Galaxy Archons, removed Stygian Return from Eclipse Galaxy Archons. Archon Kruger Increased Bone Smasher dmg from scale 0.7 to scale 1.64. Decreased Cybernetic Blade dmg from scale 1.25 to scale 1.2, decreased recharge from 12s to 3.5s. Decreased Energy Torrent dmg from scale 1.4 to scale 0.96, decreased recharge from 14s to 12s. Increased Explosive Blast dmg from scale 0.7 to scale 1.0, decreased recharge from 6s to 4s. Increased Power Blast dmg from scale 1.2 to scale 1.64, decreased recharge from 10s to 8s. Reduced Power Bolt animation from 2s to 1s, increased dmg from scale 0.5 to scale 1.0. Increased Power Burst dmg from scale 0.9 to scale 2.12, increased recharge from 8s to 10s. Reduced Total Focus animation from 3.3s to 2.53s, increased dmg from scale 1.6 to scale 2.56, removed taunt. Fixed some fx errors for his custom attacks. Archon Burkholder Increased Cybernetic Blade dmg from scale 1.0 to scale 1.2, increased recharge from 3s to 4s. Increased Whirling Hands animation from 1.67s to 2.5s. Trimmed attacks from high level version to allow AI to use power suite more intelligently. Added Energize to high level version. Fixed some fx errors for his custom attacks. Vandal Adjusted high version Missile Launch from scale 1.9 damage over time to scale 1.0 dmg, increased accuracy from 1.0x to 1.05x, increased recharge from 3s to 4s. Increased high version Power Blast dmg from scale 1.1 to scale 1.64, increased recharge from 3s to 8s. Increased Power Shot dmg from scale 0.75 to scale 1.0. Increased Power Thrust dmg from scale 0.6 to scale 0.8, decreased recharge from 12s to 6s, decreased accuracy from 1.2x to 1.0x. Increased Total Focus dmg from scale 1.5 to scale 2.56, removed taunt, decreased accuracy from 1.4x to 1.2x. Adjusted Drill Strike from scale 0.633 damage over time to scale 1.42 dmg, increased recharge from 15s to 20s, decreased accuracy from 1.6x to 1.4x, increased knockup chance from 75% to 100%, now only works near ground. Increased Whirling Hands dmg from scale 0.8 to scale 1.18, adjusted disorient from 100% chance, scale 8.0 mag 1, to 30% chance, scale 5.0 mag 2. Decreased EM Pulse accuracy from 1.4x to 1.0x, decreased radius from 80ft to 60ft, adjusted end drain from -37.5 points to -33.75%, added special dmg vs robots. Standardized Overload effect durations to all be 60s, increased defense buff from scale 3.0 to scale 6.0, increased maxhp buff from scale 2.0 to scale 4.0. Removed duplicate AV resistance from high level Vandal. Council Empire Increased Missile Launcher dmg from scale 1.0 to scale 1.32, increased recharge from 1s to 6s. Decreased Grenade Launcher dmg from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s. Increased Crippling Axe Kick dmg from scale 1.0 to scale 2.12, increased recharge from 3.83s to 11s, added fly and defense debuffs. Fixed Dragons Tail checking melee instead of AoE defense, increased dmg from scale 1.0 to scale 1.18. Increased Eagles Claw dmg from scale 1.96 to scale 2.28, increased recharge from 10s to 12s, increased disorient from 60% chance to 100%. Decreased Thunder Kick dmg from scale 1.0 to scale 0.84, decreased recharge from 4s to 3s, adjusted disorient from 100% chance mag 1, to 10% chance mag 2. Added chance for critical hit to all martial arts attacks. Increased Brawl dmg from scale 0.68 to scale 1.0, increased recharge from 2s to 4s. Miscellanous All (non-AV, non-GM) critical knockback is no longer flagged to be unresistable. Removed chance for critical knockback from werewolves, robots. Applied updated weapon and martial arts animations to Council Empire enemies. Fixed some AI flags for powers. Adjusted spawndefs to reduce the appearance rates of transforming enemies. Crey Paragon Protectors: Variants with Moment of Glory, Unstoppable, and Elude can now be stripped of these defensive powers by being Held before reaching 25%. Will play a yellow electric FX when they lose their defensive T9 power. If they activate their T9 it can no longer be stripped from them. Crey Crisis Unit/Eliminator/Juggernaut: Decreased Grenade Launcher damage from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s. Increased Sleep Gas accuracy from 0.8x to 1.05x, increased recharge from 22s to 45s, increased sleep magnitude from 2 to 3. Increased Hallucinogenic Gas recharge from 36s to 240s, increased radius from 10ft to 20ft. Increased Tear Gas Grenade recharge from 25s to 30s, increased radius from 15ft to 35ft, increased debuff duration from 12s to 20s, increased tohit debuff from scale 0.5 to scale 0.7, removed unresistable flag. Decreased Missile Launcher recharge from 8s to 6s. Fixed Taunt having swapped radius and target cap. Added missing root time to Personal Force Field. Increased Brawl damage from scale 0.72 to scale 1.0. Fixed Kick applying disorient instead of knockdown. Crey Gamma Tank: Fixed melee attacks not properly dealing split energy/smashing damage. Fixed Radiation Siphon missing self heal. Fixed Positron Cell using copypasted blaster hold mechanic. Crey Protector: Increased Cryo Rifle accuracy from 1.0x to 1.2x, increased slow debuffs from scale 0.2 for 10s to scale 0.3 for 12s, added missing continuingFX Fixed AI issue with Force Bolt Deflection Shield now applies up to 3 targets per cast. Cryogenicist: Decreased Cryogenic Shot damage from scale 1.6 to scale 1.0, decreased recharge from 8s to 4s, fixed immobilization fx, increased from 66% .chance to 100%, increased slow debuff duration from 6s to 15s. Decreased Cryogenic Beam damage from scale 1.2 to scale 0.92, decreased recharge from 12s to 10s. Decreased Absolute-Zero Beam damage from scale 2.6 to scale 2.17, decreased recharge from 17.6s to 14s. Added missing AI flag to Benumb, decreased debuff duration from 20s to 15s. Ice Shield now applies up to 3 targets per cast, fixed ugly ice cube FX. Fixed Serum using wrong AI flag, decreased heal from scale 8.0 to scale 4.0, removed unresistable flag. Added glowmask to visors of Crey Scientists when worn. Added glowmask to eyes of Crey Tank enemies. Drudges Fixed Trap Soul attack healing an enemy instead of damaging them. Gold Brickers AU-Rifter: Fixed Barrage checking smashing defense instead of negative defense. Decreased Energy Punch damage from scale 1.64 to scale 1.16, decreased recharge from 8s to 5s. Increased Whirling Hands damage from scale 0.7538 to scale 1.18, increased recharge from 10s to 14s. Added missing immobilize to Total Focus, Whirling Hands. Decreased Power Bolt damage from scale 1.64 to scale 1.0, decreased recharge from 8s to 4s. Decreased Power Blast damage from scale 2.28 to scale 1.64, decreased recharge from 12s to 8s. Increased Explosive Blast damage from scale 0.6041 to scale 0.9, increased recharge from 10s to 16s. Removed disorient FX from melee immobilization. AU-Bricker/AU-Bomber Removed Barrage, Power Blast, Explosive Blast from AU-Bricker, removed Barrage from AU-Bomber to reduce power bloat. Increased Energy Punch damage from scale 1.0 to scale 1.16, increased recharge from 4s to 5s. Increased Whirling Hands damage from scale 1.0 to scale 1.18. Boomer: Decreased Knockout Blow damage from scale 3.0 to scale 2.56. Increased Heavy Sonic Blast Cannon resistance debuff from 5s to 8s. Increased Heavy Sonic Wave Cannon resistance debuff from 5s to 8s. Fixed Resonator not debuffing psionic resistance, fixed resistance debuff using incorrect table, decreased from 14s to 8s. Increased Sonic Cannon attacks' accuracy from 1.0x to 1.05x. Breaker: Decreased Bash damage from scale 1.3 to scale 1.0. Decreased Pulverize damage from scale 2.0 to scale 1.64. Fixed Shatter checking melee defense instead of AoE, decreased damage from scale 3.5 to scale 2.28. Decreased Throwing Wrench damage from scale 2.0 to scale 1.64, increased recharge from 4s to 8s. Rocketman/Bombardier: Increased Sonic Gun resistance debuff from scale 0.27 for 4s to scale 0.5 for 5s. Increased Heavy Sonic Blast Gun resistance debuff from 5s to 8s. Decreased Sonic Grenade recharge from 20s to 16s, decreased resistance debuff from scale 1.5 for 10s to scale 1.0 for 8s. Increased Rifle Butt damage from scale 1.3 to scale 1.32, increased recharge from 4s to 6s. Increased Sonic Rifle attacks' accuracy from 1.0x to 1.05x. Fixed Ripple Resonator missing AI flag, decreased recharge from 120s to 60s. Removed duplicate Gold Skin resistance from Bombardiers. Smelter: Reduced Fire Blast animation from 1.67s to 1.2s Fixed Char having controller overpower Fire Shield now applies up to 3 targets per cast Decreased Forge buff from 120s to 60s Longbow Longbow NPCs in various zones now use Paragon mugs when using the /drink emote. Malta Operatives Added glowmask to the night-vision goggles on enemies in this group. Paragon Police PPD NPCs in various zones now use Paragon mugs when using the /drink emote. Rikti Fixed Rikti Headman Gunman blast FX not synced with animation. Seers Fixed a few sequencers/animations related to Seer powers. Skulls Gravediggers Revolver damage scale decreased from 1.216 to 0.95, base accuracy increased from 0.625x to 0.8x Submachine Gun damage scale decreased from 1.2 to 0.87 Focused Burst animation increased from 1s to 1.67s, damage scale decreased from 1.75 to 1.38, recharge increased from 5s to 6s, chance for knockdown replaced with 5s defense debuff Pistols damage scale increased from 0.9 to 1.0 Dual Shot damage scale increased from 1.2 to 1.32, recharge increased from 5s to 6s, damage over time replaced with chance for knockdown Death Heads Shotgun damage scale increased from 0.82 to 0.91, arc increased from 20 degrees to 30 degrees Burst damage scale decreased from 1.6 to 1.08, base accuracy increased from 1.0x to 1.05x Slug base accuracy increased from 1.0x to 1.05x Reduced Automatic Fire animation from 4s to 2.5s, damage scale increased from 1.0557 to 1.0899, base accuracy increased from 1.0x to 1.1x, added 12s def debuff, range/radius adjusted from 80ft/20 degrees to 50ft/30 degrees Bone Daddy Siphon Life damage scale increased from 1.0 to 1.96, recharge decreased from 15s to 10s Removed chance for critical hit from Soul Drain, frontloaded damage and tohit buffs Death Walkers/Death Dolls Dark Grasp damage scale decreased from 1.15 to 1.0, decreased hold from 70% chance to 50%, increased duration from scale 6.0 to scale 12, fixed incorrect power icon Moonbeam damage scale increased from 1.3 to 1.96 Night Fall damage scale decreased from 2.0 to 1.1 Sky Raiders Jump Bots: Updated Maneuvers from auto to toggle, reduced activateperiod from 60s to 2s. Trolls Added super leap to Supa Trolls/raving Trolls to fix being unable to reach the Troll Rave event. Unified People's Army (UPA) DUST: Fixed Force Punch and Force Smash using broken sequencers and not animating. Vanguard Hero 1: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers. Warriors Crystal Arrow updated from Hold to Sleep, increased damage from scale 1.0 to scale 1.32. Heightened Senses, Practiced Brawler, Active Defense mez protection decreased by 33% (at level 50, mag 5.19 down to 3.46). Various Fixed a bunch of NPC attacks missing InitialAttackFXFrameDelay value, causing some weapon attacks to desync weapon FX with redraw 2.0. Fixed various powers using TempDamage table instead of appropriate normal damage table. Standardized melee range to 7ft, fixed endurance costs, bad target caps, data cleanup. Fixed legacy Hurl hit fx desynced from damage Architect Entertainment [Focused Feedback] Blackwing Industries This group is now available to be used in Architect Entertainment content. Freaklok This group is now available to be used in Architect Entertainment content. Kallisti Wharf Office Maps These mission map tileset pieces have had an extensive decoration pass on all rooms which will automatically apply to existing AE arcs using these maps. Spawn density and all other map specifics are unchanged for the AE versions of these maps. Miscellaneous Fixed the respec counter from becoming negative when a character earns 128+ respecs. Switching alignments will no longer remove the Event Messages channel for that alignment. It will still add the new one. For example, if you're a villain and switch to hero, the Hero Zone Event Messages channel will be added to whichever tab contains Villain Zone Event Messages, but Villain Zone Event Messages will be retained unless manually removed. Inspirations Corrected the description in Greater Protection Imbuement and Superior Protection Imbuement to no longer claim they last 3 minutes. LFG Fixed incorrect merit payout award listed in Katie Hannon's Task Force in the LFG tab. Fixed inaccurate level ranges displayed on Summer Blockbuster, Kane's House of Horror, and SSA 1.1. Anniversary Event Event script has been rewritten in Lua and the legacy script discontinued. Automatically starts on April 28th and ends on June 1st. Ambushes will now spawn using the player level, capped to the level range of the zone. Ambushes have a 50% chance of being an enemy group that the player needs for badge credit. Decreased ambush chance from 75% to 65%. Ambushes only reward the player with one Anniversary Merit. Temporary Powers, Inspirations, Pet Summons and Minipet rewards can only drop from capsules without an ambush. Fixed two glowie spawn points in Brickstown that were floating above the ground and not working correctly. 18 12 1 4 1 1 1 1 1 2
MoonSheep Posted Tuesday at 02:37 PM Posted Tuesday at 02:37 PM some interesting changes here adaptive recharge really changes things for dominators and controllers command-able controller pets a huge upgrade too If you're not dying you're not living
Anyad Posted Tuesday at 02:39 PM Posted Tuesday at 02:39 PM Love the customized Bubbles.. played with a color blind player on hard mode Lady Grey with a Bubble troller on the team. Added a whole new level of difficulty assisting that player through the TF
Troo Posted Tuesday at 03:10 PM Posted Tuesday at 03:10 PM Design Notes are greatly appreciated. Let the flame wars begin.. you get a ban, you get a ban 9 2 1 1 "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
Snokle Posted Tuesday at 03:18 PM Posted Tuesday at 03:18 PM 40 minutes ago, MoonSheep said: some interesting changes here adaptive recharge really changes things for dominators and controllers command-able controller pets a huge upgrade too Yeah the adaptive recharge is really interesting for doms and controllers. I am really interested in tested getting some reps on that, as I know on Doms, the AOE hold most people are not a fan of those due to the long recharge on them due to dependability on them. Having something like this makes it more swiss knife style which is fantastic. 1 Psicy Chill - Ice/Psi/Psi | Sive Ni Brielan - Plant/Earth/Fire | Elemental Elder Lord - Earth/Fire/Fire | Selinia Baneheart - Dark/Therm/Fire | Mylia Stenetch - Necro/Dark/Soul | Radiated Shot - Rad/Arch/Mace | Nameless Witch - Storm/Water/Mu | Phantom Racer - Fire/Cold/Scorp | Neera Darkspar - Beam/Temp/Soul | Neera Etra - Dark/SR | Shieldbreaker - Elec/Shield/Mu | Frozen Tombstress Ice/Rad/Ice | Subliminal Darkness - Psi/Dark/Psi | Mirana Darkblade - Katana/Regen/Soul | Máistir Fiach - SoA Huntmaster | Night Reaver - SoA Widow | Sweet Senpai - SoA Bane
UltraAlt Posted Tuesday at 03:19 PM Posted Tuesday at 03:19 PM (edited) On 5/26/2025 at 8:22 AM, The Curator said: New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers) On 5/26/2025 at 8:22 AM, The Curator said: Dazzle Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration. This power has a chance of Blasting Off targets into the air. The inside core of the dazzle effect is too bright for me, and I can't tone it down. Coloring has an impact on my vision issues. If it was more blue or magenta it wouldn't affect my eyes as much as the yellow tone it has currently. Freebie menu missing Edited Tuesday at 03:25 PM by UltraAlt 1 If someone posts a reply quoting me and I don't reply, they may be on ignore. (It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications) Some players know that I have them on ignore and are likely to make posts knowing that is the case. But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable. Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.
Lead Game Master GM Solace Posted Tuesday at 03:24 PM Lead Game Master Posted Tuesday at 03:24 PM Just a reminder, please drop feedback for specific issues in the appropriate Focused Feedback thread: https://forums.homecomingservers.com/forum/139-open-beta-focused-feedback/ Thanks 1 1
UltraAlt Posted Tuesday at 03:34 PM Posted Tuesday at 03:34 PM 8 minutes ago, GM Solace said: Just a reminder, please drop feedback for specific issues in the appropriate Focused Feedback thread: Sorry, the links to each "feedback thread" are usually in the beta post thread, if I recall correctly. I checked but I didn't see them in the thread so I figured we were supposed to post here this time for some reason. If someone posts a reply quoting me and I don't reply, they may be on ignore. (It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications) Some players know that I have them on ignore and are likely to make posts knowing that is the case. But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable. Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.
DarkEye86 Posted Tuesday at 03:50 PM Posted Tuesday at 03:50 PM (edited) Saw comment after my post, so moved my feedback to the other forum. Edited Tuesday at 03:51 PM by DarkEye86 1
ScarySai Posted Tuesday at 03:55 PM Posted Tuesday at 03:55 PM Wow. More power stuff I like than dislike. 1
Super Atom Posted Tuesday at 04:04 PM Posted Tuesday at 04:04 PM I am so excited to make new characters for the first time in a long time new melee stuff is ❤️
starro Posted Tuesday at 04:15 PM Posted Tuesday at 04:15 PM Years in the making! Looking forward to the updates 1 Pineapple 🍍 Pizza 🍕 is my thumbs up.
Vinceq98 Posted Tuesday at 04:24 PM Posted Tuesday at 04:24 PM Oh no the plant control nerfs. Look what they did to my boi (carrion creepers). I guess its time to test out how bad the TAOE procs and SLOW procs are nerfed.
WindDemon21 Posted Tuesday at 04:44 PM Posted Tuesday at 04:44 PM On 5/26/2025 at 8:22 AM, The Curator said: Spirit Tree Cast time lowered from 3.2s to 1.67s. Recharge reduced from 200s to 120s. Duration reduced from 90s to 60s. Spirit tree can now be attacked. Spirit tree now taunts and has a scaling defense and resist aura. Even after being defeated, spirit tree's regen aura should remain. No. Add the scaling defense and resist fine (though the scaling options should 20000% be removed from the game as it's the worst mechanic outside of lockouts!! STOP DOING THIS CRAP!!!!!!!!) But do NOT reduce it's duration. From the get go the only main thing that should have been done for the power is to increase it's regen to 250-300% and reduce the recharge time to 30-60s and make non-stackable like disruption arrow or glue arrow are. But it should NOT have it's duration reduced. It's meant to be the long battle regen to help throughout long fights. Reducing the rech/upping regen is to make it more viable mob to mob, and the added mechanics are fine, but do NOT hinder it's "set for long fights and forget" nature of the power! Reduce the recharge further, up the regen, and make it non-stackable then if needed, but keep it's duration longer. Make it last 2 minutes at 250 or 300% regen and make it non-stackable then, and reduce the recharge to 60s or at least 90 so it times in easier for mob-mob which was always it's main issue. 3
Developer Velvet Violet Posted Tuesday at 04:50 PM Developer Posted Tuesday at 04:50 PM I've added links to the Focused Feedback threads for every topic 1 8 1 Storyline/content developer Creator of: Your favorite mission arcs with far too many dialog trees (Bobby Curtin, Shauna Braun, Dr. Stribbling, Erin West, Robert Kogan) Formerly Holymittens
WindDemon21 Posted Tuesday at 04:51 PM Posted Tuesday at 04:51 PM On 5/26/2025 at 8:22 AM, The Curator said: Sleep Revamp Stacking Sleep is no longer canceled by damage or any canceling event unless the target is already asleep. This allows for sleep to be stacked even if the sleep-casting power does damage, and sleep stacks that don't render the target asleep won't vanish if the target is hurt but awake. Deep Sleep This is a new variant of sleep. Deep Sleep is stickier than regular sleep. Enemies under its effect don't instantly wake up if damaged, instead the duration of their sleep is shortened. How much the sleep is shortened depends on the enemy rank, with minions taking more attacks to wake up and AVs being woken up by a single hit. Just please tell me this is for our sleeps only and not NPCs. If it's on NPCS then this game will become literally unplayable for any squishies for the most part. 1 1
Developer Velvet Violet Posted Tuesday at 04:52 PM Developer Posted Tuesday at 04:52 PM 1 minute ago, WindDemon21 said: Just please tell me this is for our sleeps only and not NPCs. If it's on NPCS then this game will become literally unplayable for any squishies for the most part. This is only for player powers, not NPC powers 2 1 3 Storyline/content developer Creator of: Your favorite mission arcs with far too many dialog trees (Bobby Curtin, Shauna Braun, Dr. Stribbling, Erin West, Robert Kogan) Formerly Holymittens
Troo Posted Tuesday at 05:03 PM Posted Tuesday at 05:03 PM 10 minutes ago, Velvet Violet said: This is only for player powers, not NPC powers Just currently? Or for the foreseeable future? "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
WindDemon21 Posted Tuesday at 05:07 PM Posted Tuesday at 05:07 PM On 5/26/2025 at 8:22 AM, The Curator said: Battle Axe > Axe Cyclone Cast time increased from 1.76s to 2.1s. Pull distance is now resistible. Battle Axe > Swoop Cast time increased from 1.23s to 1.37s. FIX PENDULUM!!! It still has nearly double the endurance and recharge values that it should for still being a 5 target cap! And yes, cap should absolutely factor into the balance of the power. 3
victusfate Posted Tuesday at 05:17 PM Posted Tuesday at 05:17 PM (edited) On 5/26/2025 at 8:22 AM, The Curator said: Self damage buff lowered from 1.0x to 0.875x. Just checking is this a 12.5% reduction to current tanker damage (just making sure I understand) *update* heard back from discord folks, this is for self buffs like build up not base damage. ps just finished reading everything, and WOW you folks have been busy I have a lot of respec'ing to do once this goes live. Regen tanks! A smoother regen experience, a little concerned it'll blend too much into willpower's domain, but definitely curious to try it out. Edited Tuesday at 05:48 PM by victusfate
Developer Player-1 Posted Tuesday at 05:19 PM Developer Posted Tuesday at 05:19 PM 1 minute ago, victusfate said: Just checking is this a 12.5% reduction to current tanker damage (just making sure I understand) Specifically to their self damage buff powers like Build Up. 1
Championess Posted Tuesday at 05:39 PM Posted Tuesday at 05:39 PM That's a lot of reading. I thought the super power I wanted was flight but it turns out super reading would be best. From a quick glance this all sound very cool. Adaptive Recharge on aoe holds is a real novel idea. I'll have a looksie at the sleep change and the new control set looks neat. Lots of goodies to poke through thanks.
ZEvalkyrie Posted Tuesday at 05:41 PM Posted Tuesday at 05:41 PM *EXCITED DOMINATOR NOISES* Is it Christmas? I'm so excited to try out all of these!
WindDemon21 Posted Tuesday at 05:41 PM Posted Tuesday at 05:41 PM On 5/26/2025 at 8:22 AM, The Curator said: Controllers Containment now allows Controllers to command their Tier 9 pets. Containment now also triggers on critters that are Terrified. Containment now also triggers on critters that have been asleep in the last 3 seconds. Containment damage now has an additional "Containment" float message across all sets. The following controller pets now have a 33.33% chance to proc containment damage: Darkness Control > Shades Darkness Control > Umbra Beast Earth Control > Volcanic Gases Earth Control > Animated Stone Electric Control > Gremlins Fire Control > Bonfire Fire Control > Fire Imps Gravity Control > Singularity Ice Control > Ice Slick Ice Control > Jack Frost Illusion Control > Phantasm Plant Control > Carrion Creepers (Entangle attack only) Plant Control > Fly Trap Pyrotechnic Control > Catherine Wheel Symphony Control > Reverberant How does the containment work to command the pets? But also, please add singularity to this. It's the only pet that really actually NEEDS the ability to command it so you can make it move into the mob for it's pull in without being forced to taking tp target to move it around. Please fix this!
arcane Posted Tuesday at 05:42 PM Posted Tuesday at 05:42 PM 50 minutes ago, Geoffron said: Counterpoints: This patch is already coming out later than the devs were planning for, and not every armor set even has significant or any changes (of my 3 armored characters, I have shield defense and willpower which received no changes, and electric armor which I may or may not even need to respec). Just because YOU need more time to adjust is not a justification for delaying the patch. Yeah sure fair points. BUT other posters here have also expressed the desire for more open beta testing time before rushed release. So there’s that too. 3
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now