Developer The Curator Posted August 14 Developer Posted August 14 💥 Patch Notes - Issue 28: Legacy, Page 3 💥 What's New in Issue 28, Page 3? Marquee Features New Expanded +5 & Incarnate +6/+7 Difficulty Options! Kallisti Wharf Task Force - Marigold 'Zoe' Langston's Task Force! Labyrinth of Fog Expansion + Repeatable Rank-Shifted Missions! New Story Arc in Kallisti Wharf! Powers & Gameplay Adjustments New Powerset - Sonic Melee! Masterminds - Even-Con Minion and Lieutenant Pets! Various Adjustments, Improvements & Fixes Badge Progress Tracker! Character Info Window Customization! Marquee Features New Expanded +5 & Incarnate +6/+7 Difficulty Options Additions New higher difficulty options +5/+6/+7 have been added. +6 and +7 difficulty will only function when on Incarnate content such as Dark Astoria or Cimerora Incarnate repeatables, otherwise it will default to +5 anywhere else. Difficulty change options have been moved from the chat pop-menu to the Mission/Task tab found under the Navigation window. Visibility of the new higher difficulties require the following: +5 - if you have Apha, Destiny or Lore + Well Drinker or Incarnate +6 - if you have Destiny or Lore + Well Drinker or Incarnate +7 - if you have Destiny + Well Drinker or Incarnate You can still use /setdifficultylevel 7 to ignore those checks, but don't say we didn't warn you! Enemy groups that spawned at Level 54 have had their base level range extended up to Level 55. Mission modifiers can sometimes swing this to spawn to +1s! Incarnate enemy groups (higher base ToHit%) have had their level range extended up to Level 60. Existing content that is not impacted by the difficulty changes: Incarnate Trials LFG Trials Mothership Raids Labyrinth of Fog New Task Force The Golden Rule - Marigold 'Zoe' Langston's Task Force (Level 40-50) “Langston Corporation has been perpetually busy since their arrival in Kallisti Wharf, and it's now been revealed that they've been collaborating on a joint project with Portal Corporation. One that Marigold Langston promises will change the inter-dimensional landscape forever! Unfortunately, an emergency has struck that threatens to throw the whole project into disarray: Nemesis has kidnapped several key Langston Corp scientists in an effort to steal the technology himself, or if nothing else, ensure it can never be used against him. Marigold Langston has received official clearance from Paragon City to assemble a super-powered task force of competent individuals who aren't afraid of the threat posed by the Prussian Prince of Automatons. This job will involve delivering a counter-offensive to Nemesis' operations, something not many can claim to have done, but the Gold Bricker's heiress has some tricks of her own she believes will even the odds." CONTACT: Marigold 'Zoe' Langston /thumbtack 477 -279 3903 LOCATION: Kallisti Wharf ALIGNMENT / LEVEL: Hero (+Co-op), Level 40-50. New Story Arcs Death Resurrected - Wylie Galloway (Level 40-50) "Wylie Galloway is an eccentric archivist for the Midnighters who is highly concerned about the numerous relics being traded throughout Kallisti Wharf. When he sends you to break up a Warriors relic auction, you discover the Skulls are strangely invested in buying magical weapons. Why are the Skulls so interested in these artifacts, when before they never seemed to have much to do with the trade? And how did the Skulls gain so much power in the first place?" CONTACT: Wylie Galloway /thumbtack 3564 84 3295 LOCATION: Kallisti Wharf ALIGNMENT / LEVEL: Hero, Level 40-50 New Labyrinth of Fog Expansion General Every Level Shift at +10 refreshes the decay timer back to the full 5 minutes. This means filling the bar at max level resets the timer. The Benefactor in the Fog has become much more chatty recently, and has a number of new dialog options for those who have reached him inside the mysterious True Core of the Labyrinth. Many strange masses of foggy growths have begun to appear in the zone, they writhe with a supernatural malevolence and possess the ability to infect and corrupt the Labyrinth's phantoms. Gladiators in the Fog can now spawn corrupted 25% of the time, come at Level 55, and will attack on approach with a new powers. Giant Monsters that spawn in this zone are now using more Fog-corrupted visuals and unique names. All zone Giant Monsters now spawn with an internal Level of 54, equalizing their health pools. Example: Kronos Titan will no longer take more time to kill than Jack In Irons. Giant Monsters that spawn in this zone no longer drop their specific individual monster badges in order to promote more diversity without sacrificing other content offerings. On Orange floors, new Fog Arch-villains now appear (3 always spawned concurrently in the zone at any given time). When one is defeated, another spawns instantly somewhere else. These AVs have more health than normal, but standard regen. They spawn at Level 55, and scale to higher HP when more than 8 players are present. They scale with the Labyrinth Shifts of the zone. Defeating one of these AVs grants 2 Labyrinth Shifts to the zone meter. These AVs can be one of over 70+ different recognizable signature characters! Each AV drops 1 Unstable Aether and 2 Reward Merits per defeat. (Not zone-wide, players must hit the AV once for credit.) When the Minotaur In The Fog is currently dead, all critters on floors other than Orange despawn to off-load zone critter logic stress to improve performance during raids. The main door inside the zone has been converted into the Phantom Gateway, a monorail-style door with multiple destinations, depending on what's available to you: Midnighter's Club Labyrinth of Fog - Lobby (Requires being Level 45+ to enter the zone) Labyrinth of Fog - Core (Requires the 'Slayer of the Minotaur' defeat badge. No longer requires 'Conqueror of the Labyrinth' badge.) Labyrinth of Fog - Colonnade (Requires the 'Hidden In The Fog' exploration badge.) Labyrinth of Fog - Font; Will show locked if the Minotaur is alive. (Requires owning the Mini Avatar of Achlys vanity pet.) Labyrinth of Fog - Origin (Requires the new 'Lucid Dreamer' exploration badge.) The 'Conqueror of the Labyrinth' accolade badge no longer grants a teleport power. Instead it now grants a Labyrinth content exclusive accolade buff power that grants +MaxHP and +MaxEnd, and is seen on your tray when in the zone: Essentially a second copy of Portal Jockey to buff your stats even higher while in the Labyrinth! Return From Fog is now available from everywhere in the zone. Core of the Labyrinth The Core of the Labyrinth is now a low-gravity area to make traversal possible without travel powers. The Core of the Labyrinth area is now excluded from the zone-in safety check that moves you to the Lobby, meaning you can safely log out in there and not be moved upon logging back in. This is to ensure players can run the new repeat mission content without issue. Visuals on the core have received polish such as lighting on torches and additional detail work. The Violet Portal has been moved to the back and a new Chromatic Portal has taken its place. A new trainer NPC has been added to the area: Warmaster Pentalabyrs /thumbtack 558 10 2639 Does not provide tailoring services. Added an infinitely-respawning NPC who servers the purpose of a pylon DPS test and will report defeat times. A new shop NPC has been added to the area: Dealer of Death /thumbtack 446 -254 2441 Provides START vendor services. Sells inspirations out of a coffin. Can sell items to them to open inventory space. Has a special shop that exchanges goods for a new currency A new repeat mission NPC has been added: The Watcher, Teleute /thumbtack 412 -205 2783 Is added to your contacts upon first interaction and can be called at any time after. Located near where the Violet portal used to be. Offers repeat missions that scale on difficulty and feature Rank-shifted enemies. Font of Malevolence Raid Rewrote how the Mythic Fog anchors are handled, now spawned and despawned by Lua, off-loading power system stress to hopefully improve zone performance during raids. The weighting on the Font's Giant Monster spawn chances has been standardized. The following have been added to the possible spawn pool, bringing the total GMs found up to 9: P.E.A.C.E. Keeper Kraken Psychic Babbage Eochai At 1000 total points a foggy version of Lusca and eight tentacles will spawn. All the tentacles must be defeated before the head can be damaged. Defeating the new fog Lusca grants a bonus 1000 points to the score counter. New Labyrinth Currency - Nightmare Obols Nightmare Obol: New currency exclusive to Labyrinth activities that serves a purpose analogous to Vanguard Merits. The currency drops from the following at these specific amounts: Defeating a Gladiator In The Fog -> 1 Obol Defeating a Corrupted Gladiator In The Fog -> 2 Obols Defeating a Fog Arch-villain -> 3 Obols Defeating a Labyrinth Guardian > 3 Obols Defeating a Corrupted Labyrinth Guardian -> 4 Obols Defeating a Fog Giant Monster -> 5 Obols Completing a Trial of Combat mission (R/B/G/Y) -> 10 Obols Defeating the Minotaur in the Fog / Avatar of Achlys -> 10 Obols Completing a Trial of Combat mission (V/O) -> 15 Obols Completing a Trial of Combat mission (W) -> 25 Obols These are then spent in a shop offered by the Dealer of Death from his ship in the Core of the Labyrinth to purchase the following items: Gladiator Mote Attunement: 1 Obol (Requires the Costume: Gladiator In the Fog power. Lasts until you leave the zone.) Draught of Fog: Inspirations in bulk for 2 Obols each. Convert to Reward Merits: 50 Obols -> 5 Reward Merits. Phantom Costume Parts: 10 Obols each, 19 costume pieces total. Oathsworn Gladiator: 1 summon charge for 200 Obols, 5 charges max (Labyrinth of Fog zone only.) Pull Through Fog: 5 uses of an Auto-hit Fold Space-like power for 100 Obols, 50 charges max. (Labyrinth of Fog zone and missions only.) Shroud of Shadows: 30 minutes of Stealth toggle for 5 Obols, 5 hour charge max. (Labyrinth of Fog zone and missions only.) Soulbound Armor: 30 minutes of +Def(Negative) and +Res(Negative) toggle for 20 Obols, 5 hour charge max. (Labyrinth of Fog zone and missions only.) Pet: Mini Dealer of Death: Vanity pet reward for 10,000 Obols. New Labyrinth Repeat Missions - Tests of Combat New infinitely repeatable missions are offered by the new NPC added to the Core of the Labyrinth: The Watcher, Teleute Once spoken to, is added to the player's contact list and can receive missions from them via call button. Offers two missions, one from the Red/Blue/Yellow/Green pool, and the other from the Orange/Violet/White pool. Each colored Test of Combat corresponds to enemies found on the various Labyrinth floors, and you'll encounter the same color-grouped enemies mixed together with Rank-shifts when playing these missions. These Test of Combat missions respect players difficulty settings and will spawn at the size and level of the team leader. At the end of each Test of Combat mission is one of the Four Generals of Achlys who serve as the mission's boss. These spawn at Arch-villain rank, but can be lowered to Elite Boss via difficulty settings. All of these missions use the new Phantom Gateway transit door found throughout the Labyrinth of Fog zone. Meant as a means to farm Nightmare Obols that doesn't involve raiding and to be an alternative repeat content offering. Test of Apathy offered by The Watcher, Teleute in the Core of the Labyrinth. Is added to the bottom rotation of Tests offered once the player owns the new 'Tested By Combat' badge for completing the first six Test types. Can be on any of the maps seen in all Tests of Combat. This mission sees you fight all four Generals of Achlys at the same time. (They should respect difficulty settings.) All enemies in the mission are Rank-Shifted to Boss or Elite Boss rank. Gladiators In The Fog spawn at x8 Difficulty. These count for the badge/vanity pet, drop 1 Obol per player, and a Drought of Fog Inspiration. Completing this mission awards the new 'Chromatic Combatant' badge. Rewards 25 Obols for completion. Adjustments Players cannot Follow Through Fog to targets who are in darkness. Escape From Fog power cannot be activated if you're already in the Entrance. Tasks General - Ouroboros All Incarnate missions (that allow +3 Incarnate Shifts) are now in their own bucket in Ouroboros. General - Task Forces In all Task Force mission content, all enemies will respect the difficulty setting, no longer occasionally spawning +1's from room to room. General - Advanced Mode Standardized the rank names of the super AVs found in Advanced Mode and their reward payout amounts: Monster -> Monstrosity Arch-Villain -> Super Villain Hero -> Super Hero This visual change impacts the following AVs on Advanced Mode: Emperor Requiem (Aeon Strike Force) Terra, The All-Mother (Aeon Strike Force) Hero 1 (Aeon Strike Force) Ripplesurge (Aeon Strike Force) King Midas (Aeon Strike Force) Emperor Romulus Augustus (Imperious Task Force) Clockwork King (Lady Grey Task Force) Delta K'ong (Lady Grey Task Force) Omega K'ong (Lady Grey Task Force) Hro'Dohtz (Lady Grey Task Force) Flashfreeze (Zoe Task Force) Golden Roller (Zoe Task Force) Ye'ti (Zoe Task Force) Paragon Subjugator 'Enlightenment' (Zoe Task Force) Nemesis (Zoe Task Force) Lady Grey's Task Force - Advanced Mode Removed the check on the final mission that was misbehaving and removing the Hamidon Essence power. Citadel's Task Force The three Council missions in Independence Port are now assigned doors that are closer to the tram. Dap-Dap's Story Arc - 'Mergers & Acquisitions' Fixed graphical fallback on Dinner Spoon's chrome textures if reflections were turned off. Badges New Badges Accolades Mazebreaker - Obtain the following badges: Tested By Combat and Chromatic Combatant. Self: +Max Endurance (Labyrinth of Fog Only) Accomplishments Heart of Gold - Complete Marigold 'Zoe' Langston's Task Force to earn this badge. Tested By Combat - Complete all six standard Tests of Combat offered by The Watcher, Teleute in the Core of the Labyrinth of Fog. Chromatic Combatant - Complete the Test of Apathy offered by The Watcher, Teleute in the Core of the Labyrinth of Fog. Psychopomp - Complete Wylie Galloway's Story Arc to earn this badge. Achievements Snow Warning - Defeat Flashfreeze in Marigold 'Zoe' Langston's Task Force on Advanced Mode without anybody on the team being hit by her Cryonic Judgement special attack.Complete Marigold 'Zoe' Langston's Task Force to earn this badge. Jailbreaker - Defeat all five unique CHB prisoner arch-villains encountered during Marigold 'Zoe' Langston's Task Force to earn this badge. Subterranean Striker - Defeat all three arch-villain enemies while exploring underground in Marigold 'Zoe' Langston's Task Force on Advanced Mode to earn this badge. Knockback King / Queen - Defeat 50 enemies via [CRUNCH] on the final mission of Marigold 'Zoe' Langston's Task Force. Master of Zoe's Task Force - Achieve the following special achievements during Marigold 'Zoe' Langston's Task Force: Snow Warning, Jailbreaker, Subterranean Striker, and Knockback King/Queen. Defeats Mutated Marauder - Defeat 100 Hydra enemies to earn this badge. Exploration Lucid Dreamer - Reach the Origin of Apotheosis inside the Labyrinth of Fog to earn this badge. Adjustments Conqueror of the Labyrinth - Adjusted perk description in badge text to mention its new perk. Self: +Max HP, +Max Endurance (Labyrinth of Fog Only) Badge Tracker & Profile Customization Badge Tracker New functionality added to track the progress of individual badges has been added via new window. This can be accessed by selecting a badge you don't own and then clicking the track button. Pin badge art to Personal Info window. Hinted badges no longer show their name as "Unknown". Profile Customization Clicking on a badge in the Badges window no longer sets it as a title. Changed the "Clear Badge Title" button to a Set/Clear toggle. Pin the selected badge art to your Personal Info window. If no badge is selected, displays the City of Heroes promotional Origin images for the character! Add /info_pin_badge to pick a specific badge. 0 to follow the selected one -1 to always use the origin art -2 to remove the art entirely. The badge title of a targeted character will now update when their Info window is opened. Costumes New Costume Parts Huge > Hats > Face > Troll* *Hats and details that clip too much with this head are mutually exclusive when selecting it. Rewards Vanity Pets The Four Generals of Achlys drop mini pet recipes of themselves at 1% (1 in 100) chance per defeat. These recipes are tradeable on the Auction House. The Giant Monster Nemesis that spawns during Nemesis Invasion zone events now drops 2 Unstable Aether and a 10% (1 in 10) drop chance at a mini pet recipe for a Mini Nemesis. This recipe is tradeable on the Auction House. Nemesis Bosses now drop a mini pet recipe for a Nemesis Jaeger at 0.1% (1 in 1000) chance per defeat. This recipe is tradeable on the Auction House. Salvage Renamed 'Enhancement Converters' shop category to 'Enhancement Salvage' on Merit Vendors for clarity. The following Invention Salvage have had their icons tweaked so that no salvage from the same category reuses the same icon twice: Temporal Sands Mathematic Proof Chemical Formula Conspiratorial Evidence Spell Scroll Demonic Blood Sample Blood of the Incarnate Monstrous Aether salvage has been renamed to -> Unstable Aether and now primarily serves the purpose of being a sub-currency (3 to 1) of Prismatic Aether. The Benevolabs vendor option for Monster Pet recipes has been retired as the buffed drop rates on recipes has rendered this option unneeded. Combat Dummies Combat Dummies are now their own category of power, and display on the player's information page. The existing combat dummy accolade, the Vanguard MDC has already been converted into this new category. Events Nemesis Invasion The Invasion Nemesis Giant Monster that spawns during the Nemesis Invasion event is now a Nemesis Cavalier. Invasion Nemesis drops a mini pet recipe for a Mini Nemesis at a 10% (1 in 10) drop rate like other Giant Monsters. Recipe can be traded and sold on the Auction House. Enemies 5th Column Reichsman's Fist of Tyranny now only targets players. Arachnos Fixed Ghost Widow's Etherealise with bad AIFlag (kHeal instead of kHealAlly). Fixed some Arachnos weapon attacks desynced FX on initial attack. Carnival of Shadows When Illusionists and Master Illusionists are Held, they now lose access to Phase Shift with a float that says 'Power Lost!'. This is visualized with a black 'World of Confusion' bubble popping on them after being held. Circle of Thorns Mage Archus, the finale Arch-villain for the Ice Mistral Strike Force, now has a wholly unique powerset, instead of using a generic Mage boss powerset. Coralax Calystix the Shaper now has a new unique powerset when encountered at higher level such as in Captain Mako's Patron Arc. Council When Ascendants are Held, they now lose access to Shield with a float that says 'Power Lost!' Freedom Phalanx Numina now has the Ghost and Undead power tags. Nemesis Soldiers Reduced Nemesis Rifle animation from 3.83s to 2.17s. Reduced Bayonet animation from 2s to 1.67s, decreased recharge from 6s to 4s. Removed interrupt from Triage, increased recharge from 8s to 10s. Reduced Storm Rifle animation from 3.83s to 2.17s. Reduced Flamethrower animation from 6s to 2.33s, decreased recharge from 10s to 8s. Converted Gatling Gun from single target to cone, decreased damage from scale 2.856 to scale 1.989, decreased recharge from 10s to 6s. Added Cutlass melee attack to Cuirasseur/Hussar/Dragoon critters. Added Surgeon variants to Cuirasseur/Hussar/Dragoon critters with Triage, spawnlimit 4. Jaegers Increased Jaeger Mace disorient from mag 1 to mag 2. Fixed Jaeger Saw checking melee instead of AoE defense, decreased recharge from 14s to 4s. Reduced Jaeger Gun animation from 2s to 1.83s. Reduced Jaeger Cannon animation from 2s to 1.83s, decreased recharge from 10s to 8s. Reduced Gas Grenade animation from 2s to 1.83s. Fixed Explode knockback not targeting foes. Adjusted Resistance to 20% Lethal/Fire resistance, 30% Psionic resistance, 20% Smashing/Cold vulnerability. Removed 10% reward scale penalty. Officers Reduced Lance Rifle animation from 3.83s to 2.17s, fixed checking lethal instead of fire defense, decreased recharge from 6s to 4s. Converted Lance from pseudopet to primary/secondarytarget setup, reduced animation from 2s to 1.67s. Vengeance now only affects Nemesis and Nemesis Automatons, added AoE type to defense, decreased defense buff from scale 2.0 to scale 1.75, decreased tohit and damage buffs from scale 3.0 to scale 1.75, added scale 1.0 heal. Snipers Increased range of all sniper ranged attacks to 310 ft. Reduced Gas Grenade animation from 3.83s to 2.17s. Removed 10% reward scale penalty. War Hulks Converted Pummel from single target to cone, fixed checking smashing instead of lethal defense, decreased recharge from 4s to 3s. Increased Explode damage from scale 1.4 to scale 1.5. Adjusted Resistance to 20% Lethal/Fire resistance, 30% Psionic resistance, 20% Smashing/Cold vulnerability. Fake Nemesis Refined Nemesis Staff power suite; added resistance debuffs to Staff Bolt and Staff Bomb. Adjusted Protection Shield to buff up to 3 ally targets, added scale 4.0 Toxic resistance, added end drain resistance. Decreased Dispersion Bubble defense from 30% to 15%, increased mez protection from mag 2.0 to mag 5.19. Adjusted Personal Force Field from Untouchable/OnlyAffectSelf to 75% Smashing/Lethal/Fire/Cold/Energy/Negative defense, 40% resistance to all, added recovery and regeneration, now can be cancelled with mez. Adjusted Resistance to 30% Psionic resistance, 20% Cold vulnerability, mag 4.0 sleep protection, mag 2.0 confuse/terrorize protection. All Increased melee range to 7ft standard. Corrected endurance costs and clarified power descriptions, short help. Paragon Heroes War Witch in her ghostly incarnation now has the Ghost and Undead power tags. Praetorians Diabolique now has the Ghost and Undead power tags. Rikti Restored Rikti enemy costume variety at lower levels. Rogues Gallery Dr. Quatrexin now displays as Rogues Gallery, as they were never an actual member of Arachnos. Dr. Quatrexin now has a more unique powerset to set him further apart from Black Scorpion. Sky Raiders Crimson Prototype's Support now only targets players. Talons Of Vengeance Fixed Siren missing custom continuing/conditional FX in various attacks. Fixed some Talons of Vengeance Snake women sequencers not having proper weapon draw into attack animations, fixed some attacks having shorter animation time displays than the minimum allowed sequencers. Tsoo Brown Ink Men Created new Brown Ink Men as minions for levels 40+, with kinetic melee attacks as an evolution of Green Ink Men. Ancestor Spirit, Chi Master, Sorcerer Increased max levels from 40 to 54. Copper Crane, Lightning Leopard, River Dragon, Steel Serpent Expanded power suites to be proper bosses for level 35+. Powers Fixed Sky Fall unable to cast Lightning Storm. Added missing AI flag to Sorcerer Darkest Night. Removed legacy archetype exclusion from Sorcerer Hurricane debuff. Removed Brawl from 40+ Sorcerers, gain Punch and Wolf Punch. Added scale 1.0 psionic damage to Yellow Ink Man Dominate, decreased recharge from 20s to 16s, increased accuracy from 1.0x to 1.2x. Increased Yellow Ink Man Mesmerize damage from scale 0.8 to scale 1.0, decreased recharge from 16s to 12s, increased accuracy from 1.0x to 1.1x. Reduced Poison Dart animation from 2s to 1.5s, decreased recharge from 15s to 8s, standardized debuffs and DoT to be same duration. Increased Caltrops recharge from 30s to 45s. Reduced Kama animation from 2.87s to 2.17s. Reduced Sai animation from 2.87s to 1.7s. Increased Siphon Power recharge from 8s to 20s, updated to use redirect instead of pseudopet. Reduced Siphon Speed recharge and duration from 60s to 20s. Added inherent flavor resistance to all human Tsoo; 20% smashing resistance, 20% lethal vulnerability. Reduced Ink Men/boss toxic resistance from 50% to 30%. Removed some powers from Tub Ci's power suite to reduce bloat for the AI. All 100% chance hold and disorient effects from powers like Dominate, Petrifying Gaze and -- Cobra Strike now use experimental formula more closely resembling PVP scales; high magnitude, low duration (typically 2-3 scale duration, 4-6 magnitude). Fixed up melee ranges, defense checks, endurance costs, short help and description texts for all powers. Tsoo Endgame/Dark Astoria All single target powers now use traditional damage formula at a 20% damage penalty (AoEs use normal formula). Replaced Brawl with Thunder Kick for Blue Ink Men. Replaced Brawl with Wolf Punch for Sorcerers/Sorceresses. Added missing damage debuff to Ancestral Warden and Ancestral Sorcerer Quick Strike. Removed ToHit and Damage buffs from Ancestral Guardian Sky Splitter, added Form bonus energy damage. Spirit Ink Archer Poison Gas Arrow now applies sleep instead of hold. Miscellaneous Added all new Tsoo to Architect Entertainment. Tsoo can now spawn in dealings and arrests in southwest Kallisti Wharf. Adjusted legacy Tsoo mission spawndefs to incorporate Chi Masters to not predominantly spawn Sorcerers as the only lieutenant. Added spawnlimit 1 to each Yellow Ink Man variant (4 total). Quantum Ink Men can now spawn up to 54, and now visually match the other Ink Men in their level range instead of only being Red Ink Men. Vindicators Woodsman now has the Ghost and Undead power tags. Zone Kings Row New zone gate leading to Perez Park added to the north-east corner of the zone. The Galaxy City connecting tunnel has been restored. Secured by Vanguard, some familiar-looking heroes fight to ensure the danger brewing in Galaxy City can't leak out onto the streets of King's Row! Independence Port Added Perez Park destination to the freeway sign near the King's Row exit for this zone. Skyway City Fixed freeway sign heading to King's Row stating it goes to Overbrook and added the Perez Park exit marker. Kallisti Wharf The Langston Corp Factory has received numerous visual enhancements and updates, and can now be entered! Added three new submarine doors to the zone for future content purposes. Perez Park New zone gate leading to King's Row added to the south-west corner of the zone. Rikti War Zone Added a new 'Vanguard IDC' combat dummy temporary power to the Vanguard Worktables for 50 Vanguard Merits per charge, 10 charges max. Works identically to the Vanguard MDC accolade dummy power. Grandville The CHB area brought up to same detail level as the ZTF mission. Maps Fixes Fixed missing end room minimap on Tech_45_Layout_07_04. Fixed out of bounds mission spawn on the IOM_Farm_Land_Destroyed map. Supergroup Bases Removed the star texture from the Surface Tile (Col) base objects. Base editor items have been reorganized and re-categorized. Added Base Editor Help and Search keywords. Control Points for base raids and enhanced Lua raid functionality added. Search now works off DisplayHelp and uses a comma-separated list of tokens. Search field now has a placeholder text to indicate its purpose. Add Help and Tips to the Options menu Fix the "Category" display for items always showing an error string. Add a Help button to the Base Raid window. Supergroup Raid window has been revamped. Arena Disabling Large Inspirations also disables Super Inspirations. Architect Entertainment Architect Entertainment enemies have been extended up to a cap of 55. Added Enemies Page 3's Tsoo additions added to AE. Added Maps Map "Containment Tech Lab" added to AE map offerings. Map "Inactive Tech Lab" added to AE map offerings. Map "Port Oakes - Docks & Ship" added to AE map offerings. Map "Port Oakes - Fort Hades" added to AE map offerings. Map Fixes Fixed missing beacons generator on the lowest floor of the 'Rikti Space Station' map. Miscellaneous User Interface Fixed the Sentinel AT icon from appearing slightly blurry in the League UI window due to texture size. Highlight active task in the Mission window. The button panel in the Missions window remains visible, but dimmed, when the player is not the team leader. This allows players to change their difficulty or abandon a mission when they are not the leader. Powers New Melee Set Sonic Melee New Melee Set for Brutes, Tankers, Scrappers and Stalkers Sonic Melee lets you use the power of sound waves to damage your foes with devastating close range sonic attacks that can inflict Migraines, debuffing their resistance to multiple debuffs, and holding foes for a short hold. This can be dramatically increased by using Sound Booster. With the ability to Attune your frequency to your target's, your single target attacks can trigger powerful reverberating damage over time, helping you quickly bring enemies to their knees. Sonic Thrust - Melee, DMG(Energy/Smash), Foe -Res(Debuffs), Knockback/Repel A focused attack of intense sonic power with high chance to violently knock a nearby foe off their feet. Deals minimal damage, but can be very effective. If used in conjunction with Attune, you will match your frequency with the target's resonance increasing Attunes damage over time. This power's highlight icon indicates the last application of it's effects is about to expire or has expired. Strident Echo - Melee, DMG(Energy/Smash), Foe -Res(Debuffs), Chance for Hold Strident Echo deals minor damage over time. It has a low chance of causing a migraine, leaving the target shaking in pain and helpless. If used in conjunction with Attune, you will match your frequency with the target's resonance increasing Attunes damage over time. This power's highlight icon indicates the last application of it's effects is about to expire or has expired. Attune - Melee Toggle, DMG(Energy), +Special A high-intensity sound wave that matches the resonant frequency of your target. This power does not inflict much damage but can be sustained for continued damage over time that will be boosted if you strike the target with Sonic Thrust or Strident Echo. Each of these attacks will further increase the strength of the damage over time. Sound Booster [Tanker/Brute/Scrapper only] - Self +DMG, +To Hit, +Special Greatly boosts your attacks for a few seconds. Slightly increases chance to hit. Moderately increases the duration of mez effects. Moderately increases the chance for Sound Manipulation powers to induce migraines. Build Up [Stalker only] - Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your chance to hit. Sonic Clap - Melee (Cone), DMG(Energy), Foe Disorient, Knockdown You generate a powerful sonic wave that damage foes in front of you with a decent chance to stun and knock them down. Sandman's Whisper [Tanker/Brute/Scrapper only] - Melee, DMG(Smashing/Energy), Foe Sleep, -Res(DMG) You whisper on your foes ear with a slumbering effect. Foes affected might fall asleep and will have their resistance to damage lowered. This power's highlight icon indicates the last application of it's effects is about to expire or has expired. Assassin's Whisper [Stalker only] - Melee, DMG(Energy/Smashing), Sleep, -Res(DMG) A signature Stalker attack. This attack does superior energy and smashing damage on its own as a frontal attack and cannot be interrupted. However, if it is executed while you are Hidden, this attack will do tremendous damage, as you whisper at your unsuspecting foe. Affected target is likely to fall asleep and have their damage resistances lowered. This attack may be interrupted if you move or are attacked while executing this power and are hidden. Using this power while not hidden has a chance to critically hit equal to 33.3% times the number of stacks of Assassin's Focus. Using Assassin's Strike when not hidden will remove all stacks of Assassin's Focus regardless if you critically hit or not. Deafening Wave - PBAoE Melee, DMG(Energy/Smash), Foe Chance for Hold You create a large field of sonic waves, causing damage to all foes around you. It has a moderate chance of causing migraines, leaving them shaking in pain and helpless. Earsplitter - Melee, DMG(Energy/Smash), Foe -Res(Debuffs), Chance for Hold You generate an earsplitting sound wave right in the face of your foe, inflicting great damage. It has a good chance of causing a migraine, leaving them shaking in pain and helpless. Earsplitter will inflict 10% bonus damage for each attuned power against the main target: Sonic Thrust and Strident Echo. Brute Scrapper Stalker Tanker 1: Sonic Thrust 1: Strident Echo 2: Attune 6: Sound Booster 8: Sonic Clap 12: Taunt 18: Sandman's Whisper 22: Deafening Wave 26: Earsplitter 1: Sonic Thrust 1: Strident Echo 2: Attune 6: Sonic Clap 8: Sound Booster 12: Confront 18: Sandman's Whisper 22: Deafening Wave 26: Earsplitter 1: Sonic Thrust 1: Strident Echo 2: Attune 6: Assassin's Whisper 8: Build Up 12: Placate 18: Sonic Clap 22: Deafening Wave 26: Earsplitter 1: Sonic Thrust 1: Strident Echo 4: Attune 10: Taunt 16: Sonic Clap 20: Sound Booster 24: Sandman's Whisper 28: Deafening Wave 30: Earsplitter General Adjustments Set Bonuses Standard Set Bonuses should now last for the full duration of most summoned pseudopets. 40% of your Standard Set Bonuses now applies to henchmen that are within range of Supremacy. Standard Set Bonuses are those granted by multiple enhancements of a set. Archetype Adjustments Masterminds Mastermind summon powers no longer ignore recharge buffs (they still don't accept recharge enhancements, Henchmen still ignore recharge buffs) All T7 powers now accept ATOs Known Issue: ATO Icons have changed colors from red to blue 40% of your Set Bonuses now applies to henchmen that are within range of Supremacy Mastermind Henchmen now all spawn even level Henchmen modifiers and stat values have been adjusted in order of keeping them about as effective as before on +2 encounters. Henchmen proc damage modifiers have been adjusted in order of keeping them about as effective as before on +3 foes. Tier 1 and 2 henchmen should be expected to have lower DPS against even level and +1, about the same against +2 and perform much better against anything +3 and higher. Tier 1 and 2 henchmen should be somewhat more survivable as they will be hit less often and for less damage. Tier 1 henchmen max HP decreased from 574 to 448 Tier 2 henchmen max HP decreased from 768 to 654 Supremacy now grants a bonus to lower level T1 and T2 henchmen regardless of distance. T1 between lvl 1 and 5: +17 ToHit T1 between lvl 6 and 17: +9 ToHit T2 between lvl 1 and 23: +8 ToHit Henchmen -res debuff modifiers have been adjusted Bosses from 0.1250 to 0.075 at level 50 Lts from 0.1 to 0.609 at level 50 Minions from 0.075 to 0.045 at level 50 Note many other modifiers and stats will have also changed due to the class level adjustments Summoning Powerset Adjustments Beast Mastery Fortify Pack This power no longer locks out Pack Mentality stack gain Now has a highlight ring when Pack Mentality stacks reach 10 This power now accepts ATOs Call Ravens Power can now only grant one stack of Pack Mentality Personal attacks Call Swarm, Call Hawk, Call Ravens Now grant a 30 second +3% accuracy buff to summoned beasts and the caster when used. Now grant a 30 second +32.128 Max HP buff to summoned beasts and the caster when used. Summon Dire Wolf No longer accepts Resistance enhancements or sets No longer accepts Healing enhancements or sets No longer accepts Defense enhancements Summon Lions No longer accepts Defense Enhancements or sets No longer accepts Healing enhancements or sets Summon Wolves No longer accepts Healing enhancements No longer accepts ToHit enhancements Train Beasts Now Accepts ToHit enhancements and sets No longer has a recharge time No longer grants Lick Wounds to Lioness No longer grants Growl to Alpha Wolf Now grants Ferocious Growl to Lioness Now grants Howl to Howler Wolf Now grants Howl to Alpha Wolf ToHit enhancements in this power should improve ToHit buffs in Howl of Alpha and Howler Wolves Tame Beasts Now Accepts Resistance enhancements and sets No longer has a recharge time No longer grants Howl to Howler Wolf No longer grants Howl to Alpha Wolf No longer grants Ferocious Growl to Lioness Now grants Lick Wounds to Lioness No longer grants Growl to Alpha Wolf Dire Wolf Will of the Wild now can be enhanced for resistance Healing enhancements in this power should improve Healing of Alpha Wolf and Lioness' Lick Wounds Healing enhancements in this power should improve Healing of Dire Wolf's Will of the Wild Demons Corruption Recharge reduced from 4s to 3s. Endurance cost reduced from 6.5 to 4.368. Damage has not been changed, the power had higher recharge than intended. Toxic DoT should properly display its percentage chance in the power window Lash Recharge reduced from 8s to 5s. Endurance cost reduced from 10.66 to 6.032. Damage has not been changed, the power had higher recharge than intended. Toxic DoT should properly display its percentage chance in the power window Crack Whip Recharge reduced from 15s to 11s. Endurance cost reduced from 17.94 to 11.024. Damage has not been changed, the power had higher recharge than intended. Toxic DoT should properly display its percentage chance in the power window Summon Demons This power no longer accepts Heal enhancements or sets This power no longer accepts Resist enhancements or sets Enchant Demons Now takes Resistance enhancement and Sets No longer has a recharge time No longer grants Abyssal Mending to the Ember Demon Resist enhancements in this power should improve Ember Demon's Ember Shield Abyssal Empowerment Now takes Healing Enhancements and Sets No longer has a recharge time Now grants Abyssal Mending to the Ember Demon Healing enhancements in this power should improve Ember Demon's Abyssal Mending and Abyssal Reconstruction Necromancy Specters summoned by personal attacks now last a maximum of 30s Personal attacks now have a 100% chance to summon Specters if the specter summoned by that power is dead or expired. Personal attacks should now have a discrete highlight ring when they are able to summon a specter Enchant Undead This power no longer has a recharge Dark Empowerment This power no longer has a recharge Thugs Pistols Recharge increased from 3s to 4s, damage has not changed Pistols, Dual Wield and Empty Clips Using these powers will now build Street Cred. Each attack can build Street Cred every 30 seconds. You can have up to 10 stacks of Street Cred As you accumulate Street Cred: The recharge of Gang War is reduced by 10s The chance of summoning additional Posses increases. A posse will show to assist for up to 30s Each stack of Street Cred increases the chances to summon Posses by +9% At 10 stacks, using Gang War will result in all 13 possies showing up All stacks are consumed when Gang War is activated. Street Cred requires owning Gang War and being level 18 or higher Gang War 7th, 8th and 9th possies now have a 75% chance to show up (down from 100%) Recharge lowered from 600s to 300s Duration lowered from 120s to 60s Punks They now have minor resistances against Smash, Lethal, Cold, Toxic and Psionic damage. Arsonist Now has resistances against Lethal, Fire, Cold and Toxic damage. Enforcers They now have minor resistances against Smashing and Lethal damage. Call Enforcer This power no longer takes ToHit Enhancements or Sets This power no longer takes Defense Enhancements or Sets Equip Thugs This power now takes ToHit Enhancements and Sets This power no longer has a recharge This power no longer grants Tactics to the Enforcer This power now grants Assault to the Enforcer ToHit enhancements and sets should now improve the Enforcer's Tactics Upgrade Equipment This power now takes Defense Enhancements and Sets This power no longer has a recharge This power no longer grants Assault to the Enforcer This power now grants Tactics to the Enforcer Defense enhancements and sets should now improve the Enforcer's Maneuvers Mercenaries All Henchmen should now have some base damage resistances even before enhancing them via upgrade Equip Equip Mercenary This power no longer has a recharge Tactical Upgrade This power no longer has a recharge Serum This power now accepts ATOs Ninjas Train Ninjas This power no longer has a recharge Kuji In Zen This power no longer has a recharge Smoke Flash This power now accepts ATOs Robotics Equip Robot This power no longer has a recharge Upgrade Robot This power no longer has a recharge Maintenance Drone This power now accepts ATOs Other Powerset Adjustments Miscellaneous Temporary Powers/Prestige > Nemesis Staff: Cast time reduced from 2.5 seconds to 2 seconds. Temporary Powers > Divining Rod: Does not deal bonus damage against Arch-Villain class enemies. Ice Mastery > Frozen Spear: Fixed this power's projectile firing from the wrong hand. Force Field > Damping Bubble > Excelsion: Fixed using wrong sized bubble FX. Bug Fixes Energy Aura > Overload (Sentinels): Fixed a bug where the Sentinel version of this power was not applying it's crash Plant Control > Spirit Tree: Fixed a bug in the duration of the pet's status resistances Poison > Venomous Gas: Power info should no longer claim it has 70ft range, the power is a PBAoE Psionic Armor > Aura of Insanity: Fixed a PvP bug where suppression was not properly being triggered by Held or Sleep events Psionic Armor > Aura of Madness: Fixed a PvP bug where suppression was not properly being triggered by Held or Sleep events Psionic Armor > Mask Presence: Fixed power description Radiation Melee > Atom Smasher: Fixed a bug where the Scrapper version of this power had a target cap of 16 instead of 10 Radiation Melee > Proton Sweep: Fixed a bug where the Scrapper version of this power had a target cap of 10 instead of 5 Regeneration > Integration (Tanker/Brute): Fixed an issue where this power was only affecting 9 targets, as the caster counted as a target Regeneration > Second Wind: Fixes to the combat spam text Thermal Radiation > Power of the Phoenix (Defenders): Fixed a bug that was preventing this power from activating while targeting an ally player Critters > Malta > Titan: Plasma Blast and Quad Plasma Blast should now properly be resisted by magnitude instead of duration (note the high debuff is still intended in these enemies) Titan Weapons > All ATs & Enemies: Fixed some Titan Weapons hit fx desynced from animations, causing damage to lag after animation completed. 12 1 3
Vanden Posted 13 hours ago Posted 13 hours ago No aether wave? A Cheat Sheet for efficient Endurance Recovery slotting Invention Set Designer Tool Spreadsheet with every Ancillary Power Pool
Glacier Peak Posted 13 hours ago Posted 13 hours ago Time to test! I lead weekly Indom Badge Runs / A newer giant monster guide by Glacier Peak / A tour of Pocket D easter eggs! / Arena All-Star Accolade Guide! Best Post Ever....
Sovera Posted 13 hours ago Posted 13 hours ago Lets goooooooooooooo! - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
Game Master GM Crumpet Posted 12 hours ago Game Master Posted 12 hours ago Patience please, we published the patch notes, but are still doing some last minute tweaks before we open it up to the public 2
mechahamham Posted 12 hours ago Posted 12 hours ago I'm really sad that we've crossed back over into the 'Here are costume parts you've got to grind for' territory. We were already headed that way with hologram powers, but now I can't tell people that all costume parts are unlocked on character creation any more. 11 1
Developer The Curator Posted 12 hours ago Author Developer Posted 12 hours ago 37 minutes ago, Vanden said: No aether wave? That'll likely pop-up either sometime in Open Beta, or in the first post-release patch. Page 3 will have a wave of new rewards. 1
Kistulot Posted 12 hours ago Posted 12 hours ago 13 minutes ago, mechahamham said: I'm really sad that we've crossed back over into the 'Here are costume parts you've got to grind for' territory. We were already headed that way with hologram powers, but now I can't tell people that all costume parts are unlocked on character creation any more. I definitely get the argument that it gives a reason to do content, but it basically necessitates some concepts be farmed to 50 and farm the content for the unlocks, which just ain't particularly fun. 3 2
Nayeh Posted 12 hours ago Posted 12 hours ago Can't even get Sonic Blast and Sonic Assault right but we're already moving on to Sonic Melee? 🤨 1 2 1
MTeague Posted 12 hours ago Posted 12 hours ago Quite nice, thank you. I'm still holding out hopes for dreams on additional MM powersets / new henchmen types, but what we get in this patch is Very Welcome, and ticks off several wish list boxes for lots of people, I'm sure. This one alone: 40% of your Set Bonuses now applies to henchmen that are within range of Supremacy Will be game-changing for several henchmen (Ninjas immediately leap to mind with Defense++), though the MM may need to maintain a solid awareness of Supremacy Range and keep pets on a leash as much as possible. also: The Galaxy City connecting tunnel has been restored. Secured by Vanguard, some familiar-looking heroes fight to ensure the danger brewing in Galaxy City can't leak out onto the streets of King's Row! *Hoooooorb!!* 1 .
Developer Dev Unitas Posted 12 hours ago Developer Posted 12 hours ago 2 minutes ago, Kistulot said: I definitely get the argument that it gives a reason to do content, but it basically necessitates some concepts be farmed to 50 and farm the content for the unlocks, which just ain't particularly fun. New costume unlocks are a valuable element of the game's reward structure, but this concern is equally valid. A compromise I personally aim to hit with any future costume unlocks in future (and one I believe is achieved here) is to ensure that the costume creator has at least a thematically equivalent piece always available at level 1 that can act as a stand-in for the unlockable piece until it can be properly obtained and unlocked. To make up an example, I'd point to the Witch Hat. In a hypothetical world where I developed the Katie Hannon Task Force in 2025 as a Homecoming original TF, and the Witch Hat wasn't in the game, I'd have added a 'generic', more thematically broad Witch Hat to the costume creator, while also making an unlockable variant of it available from the KH Task Force that closer matches the theme of the Task Force specifically. This preserves the piece as a desirable unlock and encourages some level of visual design progression in a player's costume as they level and progress their character, without forcing the player to entirely abandon their design concept at level 1. (Disclaimer: This unlock wasn't my work, but we've had, and continue to have a lot of internal conversation about things like this and the pros and cons of costumes as a reward, among other unlockables.) 10 4 5 2 ❤️🧡💛💚💙💜🤎
ScarySai Posted 12 hours ago Posted 12 hours ago On 8/14/2025 at 6:24 AM, The Curator said: Pistols, Dual Wield and Empty Clips Using these powers will now build Street Cred. Each attack can build Street Cred every 30 seconds. You can have up to 10 stacks of Street Cred As you accumulate Street Cred: The recharge of Gang War is reduced by 10s The chance of summoning additional Posses increases. A posse will show to assist for up to 30s Each stack of Street Cred increases the chances to summon Posses by +9% At 10 stacks, using Gang War will result in all 13 possies showing up All stacks are consumed when Gang War is activated. Street Cred requires owning Gang War and being level 18 or higher Can we just make the power good without these gimmicks? 3 1 1
Maelwys Posted 12 hours ago Posted 12 hours ago 5 minutes ago, MTeague said: This one alone: 40% of your Set Bonuses now applies to henchmen that are within range of Supremacy Will be game-changing for several henchmen (Ninjas immediately leap to mind with Defense++), though the MM may need to maintain a solid awareness of Supremacy Range and keep pets on a leash as much as possible. Bear in mind that it only applies to actual "IO Set" Set Bonus. So if you have an effect from something like the Unbreakable Guard +7.5% MaxHP IO (which FUNCTIONS as a "Set Bonus" but isn't one of the Set bonuses listed at the bottom of the IO Set whenever you hover over it) then it won't work. Same reason that "KB Protection" inherits from 3x Gladiator's Armor IOs but not from a Steadfast Protection, a Karma or a Blessing of the Zephyr IO etc. (And yes, henchmen getting reliable knockback protection is one of the biggest winners from this patch, even if it's just -1.2mag per 3x Gladiators Armor!!) 1
Vinceq98 Posted 12 hours ago Posted 12 hours ago Damn being stuck at work sucks. I cannot wait to test out these changes. Masterminds are soo back(they never left). I knew that thugs and beasts and demons were going to get some adjustments akin to the Necro,ninja and robots buffs. Beasts with perma fortify pack is going to be bonkers. Especially since you can powerboost it. Don't know the numbers but can easily cap defenses and have high regen numbers too. Also being able to slot all the archetype IOs is going to be a god send in build crafting. Cannot wait to test these out
Unrecognized Posted 12 hours ago Posted 12 hours ago Sounds good, but when are you gonna fix the pathing of the Paladin from the SE spawn through the AE building? That thing gets droned alot. Should remove the drones at the AE building at least so we stop loosing so many. 1
Championess Posted 12 hours ago Posted 12 hours ago 4 minutes ago, Dev Unitas said: New costume unlocks are a valuable element of the game's reward structure, but this concern is equally valid. A compromise I personally aim to hit with any future costume unlocks in future (and one I believe is achieved here) is to ensure that the costume creator has at least a thematically equivalent piece always available at level 1 that can act as a stand-in for the unlockable piece until it can be properly obtained and unlocked. To make up an example, I'd point to the Witch Hat. In a hypothetical world where I developed the Katie Hannon Task Force in 2025 as a Homecoming original TF, and the Witch Hat wasn't in the game, I'd have added a 'generic', more thematically broad Witch Hat to the costume creator, while also making an unlockable variant of it available from the KH Task Force that closer matches the theme of the Task Force specifically. This preserves the piece as a desirable unlock and encourages some level of visual design progression in a player's costume as they level and progress their character, without forcing the player to entirely abandon their design concept at level 1. (Disclaimer: This unlock wasn't my work, but we've had, and continue to have a lot of internal conversation about things like this and the pros and cons of costumes as a reward, among other unlockables.) I agree with this sentiment. Aside from ways to power up your character, by way of enhancements and accolades, individual costume pieces are an extra bit of flair showing some accomplishment and participation in various content. I get both sides of the argument but I lean more towards unlocks for specific content so long as it doesn't feel like an exhorbited amount. For instance the Aeon gloves should only have been available from completing an Aeon. People are running Aeon far more frequently because a reward of an accolade power is tied to it now, plus the reward structure was improved also a while after its implementation. The team does a great job of things with creating content. They're adjusting well where there needs to be more carrot. 1 1 1
Troo Posted 12 hours ago Posted 12 hours ago 31 minutes ago, mechahamham said: I'm really sad that we've crossed back over into the 'Here are costume parts you've got to grind for' territory. I'm really sad to see folks feel this way. It's okay to earn some things rather than have them given. While I'd prefer accomplishment based rewards, I understand the optional transferable currencies and associated purchases. I'm also okay with new options being content completion based, for at least a period of time, and then made available to the wider population. (six months, a year, or more) I do agree difficulty should not solely determine rewards. Doing really hard things should be their own reward. That said, terms "Grinding" and "Gated" have been over used and lost their meaning. Now I mostly see the world's tiniest violin when I read them. 1 2 "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
Championess Posted 12 hours ago Posted 12 hours ago (edited) 5 minutes ago, Maelwys said: Bear in mind that it only applies to actual "IO Set" Set Bonus. So if you have an effect from something like the Unbreakable Guard +7.5% MaxHP IO (which FUNCTIONS as a "Set Bonus" but isn't one of the Set bonuses listed at the bottom of the IO Set whenever you hover over it) then it won't work. Same reason that "KB Protection" inherits from 3x Gladiator's Armor IOs but not from a Steadfast Protection, a Karma or a Blessing of the Zephyr IO etc. (And yes, henchmen getting reliable knockback protection is one of the biggest winners from this patch, even if it's just -1.2mag per 3x Gladiators Armor!!) Good to know uniques wont apply nor things like kb protection IOs thanks! Edited 12 hours ago by Championess 1
Geoffron Posted 12 hours ago Posted 12 hours ago Ideally, costume unlocks would be account wide so you don't have to do grinds multiple times, but I understand if that tech doesn't exist here. 2 1 1
dell56v Posted 11 hours ago Posted 11 hours ago I know it will probably never happen but I still pray the one day we get a new MM primary set of pets... 2 1
VoidSpawn Posted 11 hours ago Posted 11 hours ago The Dev Team is immortal. Cogent augmentations. Well done. -void
Psyonico Posted 11 hours ago Posted 11 hours ago On 8/14/2025 at 4:24 AM, The Curator said: Clicking on a badge in the Badges window no longer sets it as a title. Changed the "Clear Badge Title" button to a Set/Clear toggle. This is such a small thing, but thank you! I have accidentally changed my badge title more times than I'd care to admit. 3 3 What this team needs is more Defenders
Shin Magmus Posted 11 hours ago Posted 11 hours ago So... still doing more new powersets ahead of / instead of buffing the existing underperforming powersets I guess. I'll still wait for the significant buffs or reworks to Badsword, Kinetic Melee, Psionic Melee, and Staff Fighting. Someone else can engage with Sonic Melee, not it. 1 1 1 After reading this comment, you gain Wet. At 5 stacks of Forum Nonsense, your next Bad Argument Power will have an Orange Circle, raising the chance of me not giving a shit to 100%! The Definitive Empathy Rework
Lazarillo Posted 11 hours ago Posted 11 hours ago So y'all saw that Nemesis were lame to fight because Vegeance made them take forever to kill despite but utterly ineffectual at killing players, too, and your solution was to make it so that it makes them even harder to kill while also been even more ineffectual at killing players? Great, super. 1 1
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