Issue 24: Difference between revisions
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****Aid Self gives an Endurance Over Time effect | ****Aid Self gives an Endurance Over Time effect | ||
* Additional [[Lore Slot Abilities|Lore pet]] options: [[Banished Pantheon]], [[Knives of Vengeance]], [[Talons of Vengeance]] and [[Tsoo]]. | * Additional [[Lore Slot Abilities|Lore pet]] options: [[Banished Pantheon]], [[Knives of Vengeance]], [[Talons of Vengeance]] and [[Tsoo]]. | ||
== See Also == | |||
*[[Issue 24 Badges]] | |||
{{Navbox Issues}} | {{Navbox Issues}} | ||
[[Category:Game Updates]] | [[Category:Game Updates]] |
Latest revision as of 11:27, 5 February 2021
Overview
Issue 24, Resurgence, (sometimes jokingly referred to as "Issue 24: Fix Everything") was a major revision to City of Heroes Freedom. The title references the continuing storyline associated with the issue. Ironically, it also references the in-game world's resurgence after the community server was opened, even though the name of the issue was chosen long before the sunset.
This article summarizes some of the major features that were expected to be released in Issue 24. For more complete details, see the following Beta patch notes:
- On August 8, 2012, the Beta Server was opened up for VIP Open Beta.
- Issue 24 was never released to the Live Servers due to the game's shutdown on November 30, 2012.
- It was supposedly scheduled to go live in September, early November at the latest.
- On January 7, 2013, City of Heroes Resurgence was released with the third beta build as its base.
Confirmed Content
- Power Pool, Epic Power Pool, and Patron Power Pool f/x customization, including the much-requested minimal f/x option for Hasten.
- New Secondary Power Sets for Blasters (Martial Combat) and Dominators (Martial Assault), which utilize a mix of Martial Arts powers and original ones, will be made available to VIPs.
- Invention System Changes:
- Invention Procs will be converted from flat rates to Procs Per Minute (PPM). Additionally, the PPM mechanics will undergo significant adjustments.[1]
- Four new IO Sets: Annihilation (Targeted AoE), Unbreakable Guard (Damage Resistance), Reactive Defenses (Defense), and Preventive Medicine (Healing)
- Resistance bonuses across the IO system are getting buffed to make them a viable alternative to defense bonuses.
- In addition, MezResist to specific types of mez (i.e. Hold or Immob) will be getting additional effects added to their bonuses.
- Changes to Blasters and ranged attack Power Sets:
- Snipe powers (such as Blazing Bolt and Sniper Blast) will lose the long, interruptable wind-up when the character has at least a 22% To Hit buff.
- Ranged attack sets without Snipe powers (Dual Pistols, Ice Blast, Sonic Attack, and Water Blast) will be looked at to ensure they remain competitive after the Snipe change. Dual Pistols, specifically, will have some of its animation times shortened to increase its damage per activation time in addition to other mechanical improvements.
- Tier 3 Blast powers (such as Blaze and Power Burst) that have traditionally had a 40 foot range will have their range increased to 80 feet.
- All Blaster secondaries (except Mental Manipulation, which already has Drain Psyche) will have a modified power that grants the character additional buffs (typically both Regen and Recovery). All of these powers will be changing names as a result. No functionality will be taken away.
- Cloaking Device (Devices) will be renamed to Field Operative
- Blast Set Nuke powers are being adjusted. The endurance crash is being removed and recharge is being decreased. Damage is being normalized, average damage will go down a bit but the damage is now (mostly) a fixed amount rather than a number of "chance to damage" ticks.
- Snipe powers (such as Blazing Bolt and Sniper Blast) will lose the long, interruptable wind-up when the character has at least a 22% To Hit buff.
- Non-Travel Power Pools are getting revamped with improvements to under-performing powers and the addition of a fifth power to all pools.
- Fighting
- Cross-Cut added as a fifth power (very similar to Sweeping Cross in Street Justice)
- Brawl, Boxing, Kick and Cross-Cut all have increased effects based on the number of Fighting pool attacks you own.
- Presence
- Challenge is replaced with Pacify, a single target Placate power
- Intimidate has its endurance cost reduced and is increased to mag 3 with a chance for mag 4
- Invoke Panic has its endurance cost reduced, it's accuracy and range increased and its magnitude increased to 3
- Unrelenting added as fifth power. A damage, recharge, recovery and heal over time effect on self, also doubles as a self-rez.
- Concealment
- Misdirection added as a fifth power, an AoE Placate and resistance debuff
- Leadership
- Fifth power is Victory Rush, it targets a defeated enemy and gives a Recovery and Endurance Reduction buff to you and your team.
- Medicine
- Stimulant is changed to Injection, is no longer interruptable and can be used on both allies and foes. When used on an ally this has its normal effect. When used on a foe it debuffs their Recharge, Damage and To Hit.
- Field Medic added as Fifth Power, a click power that improves the effectiveness of your heals and decreases your resistance to healing (so that heals done to you are more effective). In addition if you own Field Medic Aid Other and Aid Self get a bonus:
- Aid Other is uninterruptible
- Aid Self gives an Endurance Over Time effect
- Fighting
- Additional Lore pet options: Banished Pantheon, Knives of Vengeance, Talons of Vengeance and Tsoo.