gameboy1234 Posted Saturday at 04:11 AM Posted Saturday at 04:11 AM BTW I just noticed this, thanks very much for adding it! (Can we blame this on Arcanum as well?) Quote The Hive Added a Black Helicopter line destination so this zone can be accessed by villains.
Jiro Ito Posted Saturday at 04:14 AM Posted Saturday at 04:14 AM Can you help me find the place in the patch notes that notes that NPCs have received additional mez resistance, or mez times have been reduced? Play my AE Adventures, listed under @Jiro Ito, including award winners: "The Headless Huntsman of Salamanca" #43870 **Scrapbot AE Contest Winner May 2022** "On the Claw-Tipped Wings of Betrayal" #43524 **November 2021 Dev's Choice** "The Defenders of Talos" #44578 **Mission Architect Competition Winner for October 2021: REBIRTH**
Wavicle Posted Saturday at 05:39 AM Posted Saturday at 05:39 AM 1 hour ago, Jiro Ito said: Can you help me find the place in the patch notes that notes that NPCs have received additional mez resistance, or mez times have been reduced? Which mobs? Which mezzes? Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
Jiro Ito Posted Saturday at 05:54 AM Posted Saturday at 05:54 AM 14 minutes ago, Wavicle said: Which mobs? Which mezzes? AVs and GMs vs confuse Play my AE Adventures, listed under @Jiro Ito, including award winners: "The Headless Huntsman of Salamanca" #43870 **Scrapbot AE Contest Winner May 2022** "On the Claw-Tipped Wings of Betrayal" #43524 **November 2021 Dev's Choice** "The Defenders of Talos" #44578 **Mission Architect Competition Winner for October 2021: REBIRTH**
Wavicle Posted Saturday at 05:57 AM Posted Saturday at 05:57 AM 2 minutes ago, Jiro Ito said: AVs and GMs vs confuse Which Confuse Power specifically? Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
Jiro Ito Posted Saturday at 06:01 AM Posted Saturday at 06:01 AM 2 minutes ago, Wavicle said: Which Confuse Power specifically? Mind Control for doms, both single target and aoe. I don't see anything in the notes regarding it being less effective, but so far it is much less so on high level enemies. Tested on LRSF, Eden Trial, Aeon SF so far. Play my AE Adventures, listed under @Jiro Ito, including award winners: "The Headless Huntsman of Salamanca" #43870 **Scrapbot AE Contest Winner May 2022** "On the Claw-Tipped Wings of Betrayal" #43524 **November 2021 Dev's Choice** "The Defenders of Talos" #44578 **Mission Architect Competition Winner for October 2021: REBIRTH**
Wavicle Posted Saturday at 06:05 AM Posted Saturday at 06:05 AM 1 minute ago, Jiro Ito said: Mind Control for doms, both single target and aoe. I don't see anything in the notes regarding it being less effective, but so far it is much less so on high level enemies. Tested on LRSF, Eden Trial, Aeon SF so far. To my knowledge, the duration of those powers was not altered...be sure you are taking into account any level differences, enemy resistances, or changes to enhancements... The only thing that occurs to me is this, possibly: "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." Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
Wavicle Posted Saturday at 06:06 AM Posted Saturday at 06:06 AM So if the confuse resistance of those mobs was significantly altered, it could be a bug, maybe Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
Jiro Ito Posted Saturday at 06:15 AM Posted Saturday at 06:15 AM 8 minutes ago, Wavicle said: To my knowledge, the duration of those powers was not altered...be sure you are taking into account any level differences, enemy resistances, or changes to enhancements... The only thing that occurs to me is this, possibly: "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." can we see the details on these "minor changes?" we are playings vs lvl 54 mobs, but changes feel more than minor, enough to warrant more info please? 1 Play my AE Adventures, listed under @Jiro Ito, including award winners: "The Headless Huntsman of Salamanca" #43870 **Scrapbot AE Contest Winner May 2022** "On the Claw-Tipped Wings of Betrayal" #43524 **November 2021 Dev's Choice** "The Defenders of Talos" #44578 **Mission Architect Competition Winner for October 2021: REBIRTH**
AboveTheChemist Posted Saturday at 12:53 PM Posted Saturday at 12:53 PM 6 hours ago, Jiro Ito said: can we see the details on these "minor changes?" Here are some HP changes that I noted. Basically, I noticed a small bump in max HP for level 52-54 compared to pre-i28p2 data. There may be other changes but I was only focused on max HP for some mod work I am doing. These are expected vs actual max HP for the grunt class of minions, lieutenants, and bosses for mob factions that do not use powers-based HP boosts (like Skulls). Expected values pulled from City of Data files, actual values pulled from beta servers using the power analyzer. 1 Popmenus > Badge List | Optimal Paths | Conversion Possibilities | Emotes Wiki Pages > Costume Color Schemes | Set Bonus Comparison Tables Maps > Vidiotmaps | Optimal Paths | Halloween GM Maps | Winter Gift Maps | Offline Map Viewer Sounds > Banshee Sonic Attack Datasets > Recipe Salvage Components | Badge Name & Settitle ID | Exploration Badge & History Plaque Coordinates
Hedgefund2 Posted Saturday at 01:49 PM Posted Saturday at 01:49 PM (edited) Just a note to staff - my regular crew met last night for our first session with p2 and the new box from using LFG that tells you where you're going was a big hit. Very nice. It may have been documented but it's the sort of thing I would have glossed over in reading patch notes. Edited Saturday at 01:49 PM by Hedgefund2 1 1
Black_Assassin Posted Saturday at 03:27 PM Posted Saturday at 03:27 PM 9 hours ago, Jiro Ito said: can we see the details on these "minor changes?" we are playings vs lvl 54 mobs, but changes feel more than minor, enough to warrant more info please? Are you specifically finding issue with your confuse power that has Contagious Confusion proc slotted? because that was changed in the patch @Black Assassin - Torchbearer
City Council Widower Posted Saturday at 03:31 PM City Council Posted Saturday at 03:31 PM 11 hours ago, gameboy1234 said: BTW I just noticed this, thanks very much for adding it! (Can we blame this on Arcanum as well?) No, all bad things were done by Arcanum, and all good things were done by literally anyone else. Such is the way of things on Homecoming. 1 1 Community Manager, Homecoming City Council "We need Widower. He's a drop of sanity in a bowl of chaos - very important." - Cipher Are you also a drop of sanity in a bowl of chaos? Consider applying to be a Game Master!
Jiro Ito Posted Saturday at 05:07 PM Posted Saturday at 05:07 PM 1 hour ago, Black_Assassin said: Are you specifically finding issue with your confuse power that has Contagious Confusion proc slotted? because that was changed in the patch No, just looking at single target confusion vs high level enemies. They are impossible to confuse now. Is there a way to see what confusion resistance was before this update? I'm not great at numbers. Play my AE Adventures, listed under @Jiro Ito, including award winners: "The Headless Huntsman of Salamanca" #43870 **Scrapbot AE Contest Winner May 2022** "On the Claw-Tipped Wings of Betrayal" #43524 **November 2021 Dev's Choice** "The Defenders of Talos" #44578 **Mission Architect Competition Winner for October 2021: REBIRTH**
Wavicle Posted Saturday at 07:14 PM Posted Saturday at 07:14 PM 2 hours ago, Jiro Ito said: No, just looking at single target confusion vs high level enemies. They are impossible to confuse now. Is there a way to see what confusion resistance was before this update? I'm not great at numbers. Ok I asked around and this is a bug that will get fixed, not an unannounced change. 1 Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
Jiro Ito Posted Saturday at 07:32 PM Posted Saturday at 07:32 PM 9 minutes ago, Wavicle said: Ok I asked around and this is a bug that will get fixed, not an unannounced change. Thanks for sharing. Overall the powers changes have been very frustrating and notes regarding have been vague. Anecdotally, my usual crew ran a 2 star, +4 Aeon last night1, what would normally take us 1:302 , but it took 2:30 last night. Again, I don't dive into enemy numbers very often so I don't have hard data to compare vs the game a week ago, but I would like know more about what this is, because the game feels drastically impacted. 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. 1all-corrupter team, which usually feels overpowered 2we screw around a lot, take a leisurely pace, and do a lot of the extras Play my AE Adventures, listed under @Jiro Ito, including award winners: "The Headless Huntsman of Salamanca" #43870 **Scrapbot AE Contest Winner May 2022** "On the Claw-Tipped Wings of Betrayal" #43524 **November 2021 Dev's Choice** "The Defenders of Talos" #44578 **Mission Architect Competition Winner for October 2021: REBIRTH**
Wavicle Posted Saturday at 08:58 PM Posted Saturday at 08:58 PM (edited) 4 hours ago, Jiro Ito said: Thanks for sharing. Overall the powers changes have been very frustrating and notes regarding have been vague. Anecdotally, my usual crew ran a 2 star, +4 Aeon last night1, what would normally take us 1:302 , but it took 2:30 last night. Again, I don't dive into enemy numbers very often so I don't have hard data to compare vs the game a week ago, but I would like know more about what this is, because the game feels drastically impacted. 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. 1all-corrupter team, which usually feels overpowered 2we screw around a lot, take a leisurely pace, and do a lot of the extras Gonna need a lot more detail to have any idea of the source of the issues you are encountering. EDIT: I am not aware of any changes in this patch that could possibly account for an HOUR difference in clear times for a TF. Edited Sunday at 12:19 AM by Wavicle Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
Wavicle Posted Monday at 12:53 AM Posted Monday at 12:53 AM On 6/21/2025 at 10:07 AM, Jiro Ito said: No, just looking at single target confusion vs high level enemies. They are impossible to confuse now. Is there a way to see what confusion resistance was before this update? I'm not great at numbers. This bug appears to be fixed in the bugfix patch on open beta right now. 1 Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
VulnaviaPhibes Posted Monday at 09:54 PM Posted Monday at 09:54 PM Just commenting to say I finished the redside arc and it was fantastic. I love the Freakalok so much– they've got so much personality and such a cool aesthetic, and I like the feeling of ownership and sometimes even leadership I have over this NPC faction. It genuinely feels like the player villain is creating something strange and new that's spiraling out of their control more and more as it evolves and changes. It's ominous. I will also throw in a dissenting voice against an opinion I saw previously expressed– I really like the amount of effort that goes into the NPC dialogue, clues, and especially the NPC bios (I've had the info option hotkeyed for RP, and it's nice to be able to use it on NPCs too and get something cool). Sure, in the moment it can be confusing to keep up with, or overlap with itself in a way that's hard to read, just as a consequence of how the game handles dialogue, but it's still nice to read it afterwards. I can feel the passion put into the game and how much fun the devs are having and I can't help but smile too. ^w^ And finally, on that same note, the amount of detail work that went into Kallisti is incredible. It feels four times bigger than it is because of all the weird little secrets and NPC conversations and varied neighbourhoods and such. Big fan. Excited to try the rogue and vigilante arcs, since I really liked the writer's previous work on Shauna Braun et al. If there's one thing I think is definitely overall better in this era of City of Heroes, it's the writing. Keep it up! <3 5
CaffieneNirvana Posted Tuesday at 10:52 AM Posted Tuesday at 10:52 AM (edited) On 6/20/2025 at 9:18 AM, Glacier Peak said: This was a good read. After participating in a few Hami raids, I found my unresistable MaxHP buff (Frostwork) still gives the same HP buff to the main tank. And Incandescence Destiny is still giving that 50% heal resistance. Even with those two things being true, I was surprised at the impact of the heal resistance on the armored ATs when they were hit by the attacks during the raid. This might be a case of something needing tested but there were enough players to do so on beta, so it's being live tested. Good feedback that I think will help the dev team understand the impact of the change. Yep, 100%. While it is really nice we have the open beta server, it's true that certain issues/situations will only come up in casual play. Like, say, someone running x6+ against mobs that induce heal resistance as a non-Emp or Pain Dom healer (I used Cauterize for a reason, I flippin' love Thermal Radiation) with their tank (or in my case, Warshade) buddy, and having a bad time. It IS obvious they tried to give us ways around it. But that also means taking away options in favor of optimization, and in a game so ripe with creativity and creative options... It's a sad thing to contemplate. Oh, and it's kind of rude Kheldians didn't get at least Sentinel levels of healing resistance caps. C'mon now. Peacebringers can admittedly skirt by this a little, but then again, that + Light Form HP crash could prove...problematic. Edited Tuesday at 10:54 AM by CaffieneNirvana PHRASIIIIING
Wavicle Posted Tuesday at 03:03 PM Posted Tuesday at 03:03 PM 4 hours ago, CaffieneNirvana said: Yep, 100%. While it is really nice we have the open beta server, it's true that certain issues/situations will only come up in casual play. Like, say, someone running x6+ against mobs that induce heal resistance as a non-Emp or Pain Dom healer (I used Cauterize for a reason, I flippin' love Thermal Radiation) with their tank (or in my case, Warshade) buddy, and having a bad time. It IS obvious they tried to give us ways around it. But that also means taking away options in favor of optimization, and in a game so ripe with creativity and creative options... It's a sad thing to contemplate. Oh, and it's kind of rude Kheldians didn't get at least Sentinel levels of healing resistance caps. C'mon now. Peacebringers can admittedly skirt by this a little, but then again, that + Light Form HP crash could prove...problematic. Kheldians aren’t included yet because they currently don’t have the ability to give Dwarf a different heal resistance cap than human form. Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
VulnaviaPhibes Posted Tuesday at 10:09 PM Posted Tuesday at 10:09 PM Update, having played the Rogue arc: Oh My God. I thought the attention to detail in the Villain arc was good but this blew me away. The individual descriptions for all the reporters at the press conference! The dialogue trees with genuine consequences in future dialogues! The affinity system that determined what allies would stick with you and which would turn coat! And my favorite piece of mission tech– going back to talk to old contacts! (It just adds a lot to them, makes them feel more alive, imo.) This feels so, so close to the machinery needed for Master Plans. (The white whale of redside, I know, but just imagine...) And beyond the technical attention it was genuinely really well written. Erin West is such a fantastic face for Crey, not a 90s yuppie but a believable 2020s sellout with some real depth to her, and of course her pet "reporter." (The corporate land acknowledgement line of questioning with him stood out in particular.) Even in the 00s Crey felt a little dated in its criticism of corporate capitalism and I'm genuinely impressed with how much better this is than vanilla. Excited to try the Vigilante arc tomorrow. ❤️ 1
CaffieneNirvana Posted yesterday at 04:57 AM Posted yesterday at 04:57 AM (edited) 13 hours ago, Wavicle said: Kheldians aren’t included yet because they currently don’t have the ability to give Dwarf a different heal resistance cap than human form. That...would be a bit ick to do that, especially for Warshades, since their major self-heal power can ONLY be used in Human form. Hence why I said at least Sentinel-level heal res cap. Unless you mean they'd want to give Dwarf form a bit lower/better of one for ally heals/Peacebringers (unless you want to slot the life drain melee for heal, maybe, but ANY heal resistance would make that borderline useless for any such purpose). Edited yesterday at 04:58 AM by CaffieneNirvana i cannot for the life of me get the vernacular correct when it comes to describing heal res help
Wavicle Posted yesterday at 05:17 AM Posted yesterday at 05:17 AM 16 minutes ago, CaffieneNirvana said: That...would be a bit ick to do that, especially for Warshades, since their major self-heal power can ONLY be used in Human form. Hence why I said at least Sentinel-level heal res cap. Unless you mean they'd want to give Dwarf form a bit lower/better of one for ally heals/Peacebringers (unless you want to slot the life drain melee for heal, maybe, but ANY heal resistance would make that borderline useless for any such purpose). Right now (and in the previous page as well) ALL PB self heals, and the WS Dwarf self heal attack, provide Unresistable Heals. The human form WS heals, including Stygian Circle, are not unresistable. I don't know for sure, but I am guessing that a Kheldian revamp might include (assuming the technology is created to do this) near Tanker level Heal resistance cap ONLY while in Dwarf Form, and near Sentinel level while in human form, but that it would ALSO include making some of those aforementioned unresistable self heals no longer unresistable. 1 Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
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