Issue 27 Page 7: Difference between revisions

From Unofficial Homecoming Wiki
Jump to navigation Jump to search
m (tidying up some icon names to match the game-correct icons)
Line 171: Line 171:
** Teams that meet the criteria described are automatically granted the badge upon the content's completion.
** Teams that meet the criteria described are automatically granted the badge upon the content's completion.
** Qualifying teams for these badges will be notified by a small icon appearing near their challenge status icons.
** Qualifying teams for these badges will be notified by a small icon appearing near their challenge status icons.
***  [[File:Icon_role_diversity_hero.png]] / [[File:Icon_role_diversity_villain.png]] Role Diversity - Complete the content on a team with Archetypes that fulfill all five roles.
***  [[File:ChallengeStat_ATDiversity_h.png]] / [[File:ChallengeStat_ATDiversity_v.png]] Role Diversity - Complete the content on a team with Archetypes that fulfill all five roles.
***  [[File:Icon_archetype_duplication.png]] Archetype Duplication - Complete the content with a team of 4 or more using only the same Archetype.
***  [[File:ChallengeStat_ATDuplication.png]] Archetype Duplication - Complete the content with a team of 4 or more using only the same Archetype.
* This feature is only for associated badges and does not change any other rewards granted by the content.
* This feature is only for associated badges and does not change any other rewards granted by the content.


Line 294: Line 294:
** The Tranquilizing Dart is the perfect tool to sideline a single foe. It deals some toxic damage and can render the target unconscious, allowing you to focus on more important targets. The target remains asleep for some time, but will awaken if attacked.
** The Tranquilizing Dart is the perfect tool to sideline a single foe. It deals some toxic damage and can render the target unconscious, allowing you to focus on more important targets. The target remains asleep for some time, but will awaken if attacked.
** The Sleep component of this power is Auto Hit against regular enemies, but a To Hit check is required to against AVs and players, as well as to make secondary effects apply
** The Sleep component of this power is Auto Hit against regular enemies, but a To Hit check is required to against AVs and players, as well as to make secondary effects apply
* [[File:ArsenalControl_CryoFreezeRay.png]] '''Cryo Freeze Ray''' ''Ranged, DMG(Cold), Foe Hold, -Recharge, -SPD, -Fly''
* [[File:ArsenalControl_Beanbag.png]] '''Cryo Freeze Ray''' ''Ranged, DMG(Cold), Foe Hold, -Recharge, -SPD, -Fly''
** The Cryo Freeze Ray encases your foe in a block of ice, holding him helpless in place for a while and dealing some cold damage.
** The Cryo Freeze Ray encases your foe in a block of ice, holding him helpless in place for a while and dealing some cold damage.
* [[File:ArsenalControl_SleepGrenade.png]] '''Sleep Grenade''' ''Ranged (Location AoE), DMG(Smashing), Foe Sleep, -Recharge, -SPD, -Fly''
* [[File:ArsenalControl_SleepGrenade.png]] '''Sleep Grenade''' ''Ranged (Location AoE), DMG(Smashing), Foe Sleep, -Recharge, -SPD, -Fly''
Line 302: Line 302:
* [[File:ArsenalControl_CloakingDevice.png]] '''Cloaking Device''' ''Toggle: Self Stealth, +DEF(All)''
* [[File:ArsenalControl_CloakingDevice.png]] '''Cloaking Device''' ''Toggle: Self Stealth, +DEF(All)''
** This Cloaking Device is the ultimate in infiltration technology. It uses an LCD body coating to become all but impossible to detect. While concealed you can only be seen at very close range. If you attack while concealed, you will be discovered. Even if discovered, you are hard to see but will retain some of your Defense bonus to all attacks.
** This Cloaking Device is the ultimate in infiltration technology. It uses an LCD body coating to become all but impossible to detect. While concealed you can only be seen at very close range. If you attack while concealed, you will be discovered. Even if discovered, you are hard to see but will retain some of your Defense bonus to all attacks.
* [[File:ArsenalContorl_SmokeCanister.png]] '''Smoke Canister''' ''Ranged (Location AoE), Foe -Perception, -To Hit, Confuse''
* [[File:ArsenalControl_SmokeGrenade.png]] '''Smoke Canister''' ''Ranged (Location AoE), Foe -Perception, -To Hit, Confuse''
** The Smoke Canister is a powerful infiltration tool. Fling it at a target location and it will quickly cover the area in smoke. While engulfed within this smoke, most enemies will not be able to see past normal melee range, although some may have better perception. If the foes are attacked, they will become confused and might attack their allies.
** The Smoke Canister is a powerful infiltration tool. Fling it at a target location and it will quickly cover the area in smoke. While engulfed within this smoke, most enemies will not be able to see past normal melee range, although some may have better perception. If the foes are attacked, they will become confused and might attack their allies.
* [[File:ArsenalControl_FlashBang.png]] '''Flash Bang''' ''Ranged (Targeted AoE), DMG(Energy), Disorient, -To Hit''
* [[File:ArsenalControl_FlashBang.png]] '''Flash Bang''' ''Ranged (Targeted AoE), DMG(Energy), Disorient, -To Hit''
Line 308: Line 308:
* [[File:ArsenalControl_TearGas.png]] '''Tear Gas''' ''Ranged (Targeted AoE), Foe Hold, -DMG''
* [[File:ArsenalControl_TearGas.png]] '''Tear Gas''' ''Ranged (Targeted AoE), Foe Hold, -DMG''
** The Tear Gas canister serves as the ultimate crowd control tool, rendering enemies incapacitated and choking, thereby preventing them from taking any action while also debuffing their damage output.
** The Tear Gas canister serves as the ultimate crowd control tool, rendering enemies incapacitated and choking, thereby preventing them from taking any action while also debuffing their damage output.
* [[File:ArsenalControl_TriCannon.png]] '''Tri-Cannon''' ''Build Tri-Cannon: Ranged, DMG(Lethal)''
* [[File:ArsenalControl_GunTurret.png]] '''Tri-Cannon''' ''Build Tri-Cannon: Ranged, DMG(Lethal)''
** The Tri-Cannon is the perfect companion in the field. It has an extremely fast fire rate and is equipped with a customized tracking system. Once locked on, it will continue to unload a volley of lead into the target until it is destroyed. Enemies hit by the Tri-Cannon, as well as those near it, will prioritize attacking it over it's owner. It is armored and can take significant amounts of damage.
** The Tri-Cannon is the perfect companion in the field. It has an extremely fast fire rate and is equipped with a customized tracking system. Once locked on, it will continue to unload a volley of lead into the target until it is destroyed. Enemies hit by the Tri-Cannon, as well as those near it, will prioritize attacking it over it's owner. It is armored and can take significant amounts of damage.


Line 318: Line 318:


;Powers:
;Powers:
* [[File:ArsenalAssault_Burst.png]] '''Burst''' ''Ranged, DMG(Lethal), Foe -DEF''
* [[File:AssaultWeapons_ARBurst.png]] '''Burst''' ''Ranged, DMG(Lethal), Foe -DEF''
** Quickly fires a Burst of rounds at a single target at very long range. Damage is average, but the fire rate is fast. Can also reduce the target's defense.
** Quickly fires a Burst of rounds at a single target at very long range. Damage is average, but the fire rate is fast. Can also reduce the target's defense.
* [[File:ArsenalAssault_Buttstroke.png]] '''Buttstroke''' ''Melee, DMG(Smash), Foe Disorient''
* [[File:AssaultWeapons_RifleButt.png]] '''Buttstroke''' ''Melee, DMG(Smash), Foe Disorient''
** A smash with the butt of your rifle with a high chance of disorienting.  
** A smash with the butt of your rifle with a high chance of disorienting.  
* [[File:ArsenalAssault_Buckshot.png]] '''Buckshot''' ''Ranged (Cone), DMG(Lethal), Foe Knockback''
* [[File:AssaultWeapons_ShotgunBuckShot.png]] '''Buckshot''' ''Ranged (Cone), DMG(Lethal), Foe Knockback''
** Good at close range. Fires a cone of Buckshot pellets and can knock some foes down.
** Good at close range. Fires a cone of Buckshot pellets and can knock some foes down.
* [[File:ArsenalAssault_ElbowStrike.png]] '''Elbow Strike''' ''Melee, DMG(Smash), Foe Knockback''
* [[File:AssaultWeapons_HeavyBlow.png]] '''Elbow Strike''' ''Melee, DMG(Smash), Foe Knockback''
** You strike your foe with a powerful punch dealing Smashing damage and knocking the target back.
** You strike your foe with a powerful punch dealing Smashing damage and knocking the target back.
* [[File:ArsenalAssault_PowerUp.png]] '''Power Up''' ''Self +Special, +DMG(All)''
* [[File:AssaultWeapons_PowerUp.png]] '''Power Up''' ''Self +Special, +DMG(All)''
** Boosts the damage and secondary effects of your powers. Your powers' effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes and more, are all improved. The effects of Power Up last a short while, and only the next couple of attacks will be boosted.
** Boosts the damage and secondary effects of your powers. Your powers' effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes and more, are all improved. The effects of Power Up last a short while, and only the next couple of attacks will be boosted.
* [[File:ArsenalAssault_TripMine.png]] '''Trip Mine''' ''Place Mine: PBAoE, DMG(Fire), Foe Knockback''
* [[File:AssaultWeapons_TripMine.png]] '''Trip Mine''' ''Place Mine: PBAoE, DMG(Fire), Foe Knockback''
** You can place a Trip Mine on the ground. Any villains that pass near the Trip Mine will cause it to explode, damaging all nearby foes and sending them flying.
** You can place a Trip Mine on the ground. Any villains that pass near the Trip Mine will cause it to explode, damaging all nearby foes and sending them flying.
* [[File:ArsenalAssault_TargetingDrone.png]] '''Targeting Drone''' ''Toggle: Self +To Hit, +Perception, Res(DeBuff To Hit)''
* [[File:AssaultWeapons_TargetingDrone.png]] '''Targeting Drone''' ''Toggle: Self +To Hit, +Perception, Res(DeBuff To Hit)''
** When this device is activated, the small Targeting Drone hovers around your head and emits targeting laser sights. The lasers can dramatically improve your chance to hit, and increase your perception, allowing you to better see stealthy foes. Targeting Drone also grants you resistance to powers that debuff your chance to hit.
** When this device is activated, the small Targeting Drone hovers around your head and emits targeting laser sights. The lasers can dramatically improve your chance to hit, and increase your perception, allowing you to better see stealthy foes. Targeting Drone also grants you resistance to powers that debuff your chance to hit.
* [[File:ArsenalAssault_SniperRifle.png]] '''Sniper Rifle''' ''Sniper, DMG(Lethal), Foe Knockback''
* [[File:AssaultWeapons_SniperRifle.png]] '''Sniper Rifle''' ''Sniper, DMG(Lethal), Foe Knockback''
** Sniper Rifle is a powerful piece of hardware. It is very accurate and has a very long range. The impressive round can knock down its target. Like most sniper attacks, you must take your time to aim, so this attack can be interrupted. If you are engaged in battle this attack becomes instant-cast. If you are not engaged, it will do bonus damage.
** Sniper Rifle is a powerful piece of hardware. It is very accurate and has a very long range. The impressive round can knock down its target. Like most sniper attacks, you must take your time to aim, so this attack can be interrupted. If you are engaged in battle this attack becomes instant-cast. If you are not engaged, it will do bonus damage.
* [[File:ArsenalAssault_Igite.png]]  '''Ignite''' ''Range, DoT(Fire)''
* [[File:AssaultWeapons_DOT.png]]  '''Ignite''' ''Range, DoT(Fire)''
** Sprays a target with accelerant from your flamethrower, igniting it and causing extreme damage over time. Also sets the location on fire if the target is grounded, inflicting damage to additional foes that step in the area.
** Sprays a target with accelerant from your flamethrower, igniting it and causing extreme damage over time. Also sets the location on fire if the target is grounded, inflicting damage to additional foes that step in the area.



Revision as of 08:31, 21 February 2024

Issue27p6.png

See also: Issue 27

February 20th, 2024

General

Marquee Features

  • Piecemeal's Personal Story - Issue 27 Finale
  • Co-Op Striga Isle & New Villain / Rogue Story Arcs
  • Rikti War Zone Revamp - Vanguard Base Expansion
  • Advanced Mode - Lady Grey's Task Force

Powers & Gameplay Adjustments

  • New Player Experience Improvements
  • New Powersets: Arsenal Control & Arsenal Assault
  • New Epic / Ancillary Power Pools and Epic Balancing Pass
  • Arachnos Soldier / Arachnos Widow Updates & Power Customization
  • Sheathed / Holstered Weapons - Now available on all weapon powersets!
  • High-Level Council & Circle of Thorns Revamps
  • Giant Monster Balancing Pass

Various Adjustments, Improvements & Fixes

  • Aether Reward Shop Preview Images + Wave 4
  • Team Badges - Task Forces
  • New Costume Parts
  • New Vanity Pet Invention Recipes
  • New Supergroup Base Items
  • Loads of bug fixes
  • ...and much, much more!

Marquee Features

Piecemeal Issue 27 Finale

'A Second Chance At A First Impression' - Issue 27 Finale - Personal Story, Piecemeal

A strange, archaic and outdated device in the Rikti War Zone has been asking for you by name. If you are ready, you will step into the shoes of Paragon City's newest and most notorious villain as she comes face-to-face with a situation that (for once) she cannot handle. The amount of humble pie she consumes as a result has yet to be accurately calculated.

A new take on the Personal Story, you and your teammates will be forced to assume to the identity of Piecemeal as you navigate a reconstructed simulation of her experience trying to circumvent the protocols in the Paragon City teleport grid - an event that sends her from one place to another uncontrollably before placing you in the heart of a burgeoning apocalypse. Carefully reconstructed from her 360-degree sensor tech and optical recordings by her M.C. of Information, Bile, you will engage in a bit of banter before witnessing the horror hands-on in this Abomination Simulation.

Enjoy some of the canonical reasons for notorious changes, and a heaping bathtub full of foreshadowing!

  • CONTACT: Pay Phone
    • Accessing this story arc requires having completing Doc Buzzsaw's newest arc.
  • LOCATION: Rikti War Zone, /thumbtack 3230.6 0.1 -513.9
  • ALIGNMENT / LEVEL: Any - Level 50
  • OUROBOROS / ARC: Hero of the City / Made - 27.95

Co-Op Striga Isle & New Story Arcs

  • Striga Isle is now a co-op zone that villains can enter using the Smuggler's Submarine line.
  • Added ability for villain characters to queue in LFG for Ernesto Hess and Moonfire's Task Forces.
  • Arbiter Mudd has been deployed to just outside the Bog to assist villains in training their powers.
'Buried Secrets' - Oberst Straxt

Oberst Straxt of the 5th Column is seeking unscrupulous villains to infiltrate Striga Isle in order to collect old caches left behind by that organization when the Council took control of the island.

  • CONTACT: Oberst Straxt
  • LOCATION: Striga Isle, /thumbtack -293.2 -25.5 -1028.0
  • ALIGNMENT / LEVEL: Villain, Rogue - Level 20-24
  • OUROBOROS / ARC: Insider - 27.90
  • Will offer repeatable tasks in addition to their story arc.
'Just Prototypical' - Dr. Francois

Dr. Francois, the famous roboticist, has been freed from his recent bout as a Sky Raider prisoner, working on a giant mech project. Easily intimidated, the doctor can aid an enterprising villain in a daring heist against the Sky Raiders.

  • CONTACT: Dr. Francois
  • LOCATION: Striga Isle, /thumbtack 104.5 -0.0 -1209.6
  • ALIGNMENT / LEVEL: Villain, Rogue - Level 20-24
  • OUROBOROS / ARC: Insider - 27.91
  • Will offer repeatable tasks in addition to their story arc.
'Negotiations of the Living Dead' - Night Widow Ragana

With the Council in shambles there's a power vacuum on Striga. The Warriors, Family and Sky Raiders want to split the Council territory among themselves, and plan to meet to negotiate terms. Arachnos prefers to have the Council in charge and have sent a Night Widow to handle the situation. Night Widow Ragana needs some expendable and deniable resources to break up the negotiations - permanently.

'The Most Dangerous Prey' - Orpheus

Orpheus, a Warrior bard of some repute, has specialized in hunting the undead. He is now offering his expertise to those he deem worthy. Since you have recently contracted a mysterious ghost-related curse upon your name, you seek out his help.

  • CONTACT: Orpheus
  • LOCATION: Striga Isle, /thumbtack -2376.0 0.8 -1957.3
  • ALIGNMENT / LEVEL: Villain, Rogue - Level 25-29
  • OUROBOROS / ARC: Undesirable - Arc 27.93
  • Will offer repeatable tasks in addition to their story arc.
'The Last Witch of Striga' - Mage-Killer Tatiana

Mage-Killer Tatiana is hunting a powerful witch. In order to draw out the near-mythical protector of the island, Tatiana needs someone to stir up trouble among the Banished Pantheon and deal with the local chapter of the Legacy Chain.

Rikti War Zone Revamp

Vanguard Base Expansion
  • The Vanguard base in the zone has been expanded and revamped with several additional new sections added and the base now directly connects to the surface from several points.
  • The Architect Entertainment functionalities within the zone have been moved inside one of the Vanguard base's new areas.
  • The AE building has been replaced by a Vanguard vehicle depot with lifts that connect to the base underground.
  • The Rikti Pylons found throughout the zone now con as Level 54 rather than ignoring level mods.
  • Added training Rikti Pylon dummies found outside the Vanguard base that match the old pylons.
  • Also added four training dummies that con 50 through 54 found outside the Vanguard base on the surface.
    • The color of the lights near the dummies helps inform how they con.
  • Added script to all Vanguard training dummies that reports on death how long it took to defeat them from 100% HP.
    • This includes the summonable Vanguard MDC accolade dummy.
  • Vanguard Quartermaster and Combat Nurse added near the training dummies on the surface.
  • Merit vendor NPC has been replaced by a merit vendor kiosk.
  • Benevolabs hologram vendor has been added near the merit kiosk's location.
  • Portal mission doors in the zone have been changed to use the new Portal Corp section of the Vanguard base.
  • This Portal Corp section also houses connection to the new travel network for Shadow Shard access from Rikti War Zone.
  • Vanguard shooting range targets are once again target-able and can be attacked by players for role playing purposes.
  • Info NPC by the base exit now using a Vanguard outfit.

Issue27p7Vanguard1.png Issue27p7Vanguard2.png

The Vanguard are preparing! But for what?
Shadow Shard Portal
  • Now accessible via a new travel network that links: Rikti War Zone, Peregrine Island, and Firebase Zulu.
  • This new travel network has a unique icon that can be found on the mini map as 'Shadow Shard Portal'.

Issue27p7ShadowShardPortal.png

Look for the red icon!

Advanced Mode - Lady Grey's Task Force

  • Advanced Difficulty Mode label shortened to Advanced Mode.
  • Advanced Mode added to the Lady Grey's Task Force, accessible via the Challenge Mode options found before starting the Task Force.
    • This mode significantly changes the content, adding new rewards, enemies, boss encounters, areas, and badges.

Issue27p7AdvancedLGTF.png

This new Advanced Mode is out of this world!

Team Badges - Task Forces

New Badge Checks
  • New category of bonuses added to Task Forces that are always enabled by default. This automatically checks if the team meets any composition criteria to reward the earned badge.
  • Team badges function by checking team members as they enter the mission, if a player does not enter any missions they are not counted for the check.
    • Teams that meet the criteria described are automatically granted the badge upon the content's completion.
    • Qualifying teams for these badges will be notified by a small icon appearing near their challenge status icons.
      • ChallengeStat ATDiversity h.png / ChallengeStat ATDiversity v.png Role Diversity - Complete the content on a team with Archetypes that fulfill all five roles.
      • ChallengeStat ATDuplication.png Archetype Duplication - Complete the content with a team of 4 or more using only the same Archetype.
  • This feature is only for associated badges and does not change any other rewards granted by the content.

Issue27p7TeamBadgeHelp.png

Teamwork makes the dream work!

Powers & Gameplay Adjustments

New Player Experience (NPE) Improvements

With everything finally becoming official, we're at the beginning of a new era for the game, and it is time we become better stewards of the core game itself. The first step is to start making some improvements to the new player experience (or NPE, as the cool kids refer to it) to remove some of the small "pain points" experienced by new players (you may have noticed a large influx of them recently!).

Character Creation Guidance

We cleaned up some of the language and graphics during character creation and tutorial selection to guide new players toward creating their characters in the easier starting areas:

  • Updated text to nudge new players to start in Primal Earth, not Praetoria.
  • Updated text to nudge players towards Breakout or Outbreak, not Galaxy City.
  • RESISTANCE and LOYALIST are now colored blue and gold in the text descriptions (in the same way HERO and VILLAIN are colored blue / red).
  • "City of Heroes: Freedom" and "City of Heroes: Going Rogue" graphics replaced with "Primal Earth" and "Praetorian Earth" graphics.
  • Kheldians now show stats during AT selection (instead of a series of ?s).
  • EAT descriptions updated to state that they are not recommended for new players, cannot access the tutorial, and are locked to (start as) specific alignments.
  • Origin selection guidance text updated to clarify that it's primarily a narrative choice with minimal gameplay significance.
  • Several AT descriptions updated to correct poor grammar and remove needless gendering.
  • Several AT stats updated to better reflect their abilities.
  • Replaced all the ugly dashes (-) with pretty bullets (•).
Access to Travel
  • New characters will automatically start with Athletic Run (players can swap this out at S.T.A.R.T., formerly P2W, for another version).
  • Passport (and Long Range Teleporter) is now unlocked by acquiring any 10 exploration badges, instead of one exploration accolade. This doesn't affect characters who already own Long Range Teleporter, and the Pocket D unlock method is still present.
    • Note: For technical reasons, this only counts exploration badges collected after the patch.
  • New characters are given 30 minutes of the LKT-1700 Rocket Pack when training to level 2. The description informs players how to get more.
Origin Attacks
  • Damage is now more consistent during the early levels.
    • It is now scale 1.00 at levels 1 through 10. This damage declines linearly, starting at level 11, and ending at 0.30 at level 17 (previously the damage began dropping off from level 2).
  • Endurance cost removed.
  • Recharge reduced from 4s to 3s.
  • Range increased from 45 feet to 80 feet to match most ranged attacks.
  • Now added to the tray upon character creation.
  • Power icon colors updated to Inherent color scheme.
    • Note: The existing icons still exist with their old file names if you were using them for macro images.
User Interface Improvements
  • All three main power trays are expanded by default, and pre-set to tray 1, 2, and 3 rather than all being tray 1.
    • Additional trays added with the + button now default to tray 4, 5, 6, etc.
  • The inspiration tray is in its expanded state by default.
  • To avoid confusion with Sprint, Prestige Power Slide is now no longer added to the tray upon character creation.
  • Fixed a bug which sometimes caused power trays to be completely emptied if a new character zoned or logged off before moving powers in or adding extra powers to the tray.
  • Power trays now default to showing the first associated key binding instead of slot numbers.
Options Improvements
  • Power recharge timers now default to on (Center).
    • The power tray timer defaults to shown for powers with an estimated recharge of longer than 15 seconds. This can be changed in the options menu, or a custom value may be set using the /recharge_timer_threshold command.
    • Icons of recharging powers no longer shrink when the recharge timer is enabled, to make them easier to see behind the number.
    • New settings added to control power tray animations and add more customization options (format options, color coding, opacity) for the recharge timer.
  • The game's volume levels have been adjusted to make for a more comfortable experience.
    • The volume sliders now range from 0% - 150%.
    • The 150% setting is equivalent to the former 100% setting.
    • The slider range scales along a curve so that more of the slider results in usable volume levels.
  • The "Show Pet Window Option" setting has been removed and is always enabled.
    • This just provides players with the ability to open the Pets window (by clicking "Pets" at the top of the Team window), it doesn't open the window by default.
  • Added an option to control power tray labels: Can be set to Key Bindings, Slot Numbers, or None.
  • The Auto-accept level changes above or below options now default to level 50 instead of 0, preventing pop-ups from appearing when teaming.
  • What was formerly called "Inverted" mouse is now "Normal" and vice-versa.
  • The Villain Name and Villain Health Bar UI options now include "Always" in the list of settings to cycle through.
  • Upon closer inspection, the existing keybind profile and save/load system turns out to only be half-baked. We put it back in the oven and made the following improvements:
    • Now correctly switches the selected profile in the drop-down when you log out and switch characters, instead of incorrectly showing the profile for the first character logged in.
    • Now saves the current profile name into the keybinds.txt file when saving bindings, so that other characters which load that file will use the correct base profile.
    • No longer saves every single key into keybinds.txt, only the keys which the user has customized. This matches how it's always been handled on the server side when saving characters, and makes the behavior consistent after saving/loading key bindings.
  • Keys can now be unbound by pressing Escape after clicking on a key as if to rebind it. Previously there was not a simple way to unbind a key from the options UI.
  • Changes have been made to the options window to make it more intuitive to use. The various buttons have always been a source of trouble. The "Apply Now" button in particular is extremely unhelpful. Most of the time it doesn't actually do anything, because many options take effect immediately. Some options however require the Apply Now button to take effect. Worse, there is a third class of options that appear to take effect immediately, but don't actually save unless you click Apply Now, and will be lost after logging out if you simply close the window. Future updates to the window are planned to address these issues, but for now the following adjustments have been made:
    • The "Apply Now" button is now a "Close" button and simply closes the window.
    • If an option is changed which must be applied to save it, the "Close" button is replaced with an "Apply Now" button and starts flashing, making it clear to the player that the setting change they made needs to be applied. Once clicked, the settings are saved and it goes back to being a "Close" button.
    • The "Cancel Changes" button no longer closes the window, and has become an "Undo Changes" button that reverts any changes you have made since opening the options window.
Control Scheme

The game's default key bindings and mouse options have been modernized:

  • The default run forward binding now turns the character to face the camera direction. This mostly affects what happens when you press forward after using free look to change the camera angle.
  • Running forward with Left Button + Right Button is now a standard run and does not activate autorun.
  • Left-mouse-button dragging activates Quick Look mode, which is similar to free camera look with the middle mouse button but snaps back to center when the button is released.
  • The default bindings for the top tray (Alt2) changed from Control+# to Shift+# for reduced finger strain on commonly used combinations.
  • The pop-up server tray now has default key bindings of Control+#.
  • Team member selection bindings moved to Shift+F1 - Shift+F8.
  • Default key bindings for collapsing and switching power trays removed. With more trays visible all the time and the extra added trays, having 1 of them change when pressing minus or equals isn't as useful, and it was easy to accidentally press these and cause confusion.
  • The previous bindings are available under the drop-down as the "Classic" preset, and should work just like they always have.
  • These changes only apply to new characters, and are overridden by customized bindings that were previously saved as the default for new characters (the "Save to default file" button).
  • Applying some or all of these settings on existing characters may require either resetting to the default bindings or manually applying the changes.
In-Game Guidance
  • When gaining the free Rocket Pack at level 2, you are presented with a pop-up explaining how to get more at the S.T.A.R.T. Vendor.
  • Finding your first exploration badge now gives a pop-up explaining that you'll get LRT if you collect 10 in total.
  • Fixed and updated the missing Invention tutorial pop-up when reaching level 10 (this pop-up will also automatically unlock the Invention tutorial contact relevant to your faction).
  • Rewrote the "You got a Tip!" Pop-up to be more up-to-date and informative.
Miscellaneous
  • Pay 2 Win (and Transact 4 Victory) have rebranded as S.T.A.R.T.
  • Exploration badges now award a tour guide Tip.
    • The very first exploration badge you pick up does not award a tip (to avoid getting two pop-ups from one badge).
  • Exploration badges now grant Patrol XP instead of regular XP.
    • The amount of Patrol XP gained is dramatically higher than the previous amount of regular XP previously gained.
    • The amount scales with level, starting with 1.5 bars at level 1, down to 0.25 bars at level 50.

New Powerset - Arsenal Control

Arsenal Control - New primary for Controllers and Dominators

  • Armed with a state-of-the-art multipurpose rifle, you are able to deliver a wide variety of payloads to control your enemies and render them incapable of responding.
Powers
  • ArsenalControl Tranquilizer.png Tranquilizer Ranged, DMG(Toxic), Foe Sleep, -SPD
    • The Tranquilizing Dart is the perfect tool to sideline a single foe. It deals some toxic damage and can render the target unconscious, allowing you to focus on more important targets. The target remains asleep for some time, but will awaken if attacked.
    • The Sleep component of this power is Auto Hit against regular enemies, but a To Hit check is required to against AVs and players, as well as to make secondary effects apply
  • ArsenalControl Beanbag.png Cryo Freeze Ray Ranged, DMG(Cold), Foe Hold, -Recharge, -SPD, -Fly
    • The Cryo Freeze Ray encases your foe in a block of ice, holding him helpless in place for a while and dealing some cold damage.
  • ArsenalControl SleepGrenade.png Sleep Grenade Ranged (Location AoE), DMG(Smashing), Foe Sleep, -Recharge, -SPD, -Fly
    • The Sleep Grenade can be launched at long range from beneath the barrel of your Assault Rifle. It releases a cloud of gas that will make enemies drowsy, slow, and fall asleep.
  • ArsenalControl LiquidNitrogen.png Liquid Nitrogen Ranged (Location AoE), DoT(Cold), Knockdown, -SPD
    • The Liquid Nitrogen dispenser can spray a target location with liquid nitrogen creating a large patch of ice. Those caught in the patch of ice are dramatically slowed, tend to fall down taking damage, and will be unable to jump.
  • ArsenalControl CloakingDevice.png Cloaking Device Toggle: Self Stealth, +DEF(All)
    • This Cloaking Device is the ultimate in infiltration technology. It uses an LCD body coating to become all but impossible to detect. While concealed you can only be seen at very close range. If you attack while concealed, you will be discovered. Even if discovered, you are hard to see but will retain some of your Defense bonus to all attacks.
  • ArsenalControl SmokeGrenade.png Smoke Canister Ranged (Location AoE), Foe -Perception, -To Hit, Confuse
    • The Smoke Canister is a powerful infiltration tool. Fling it at a target location and it will quickly cover the area in smoke. While engulfed within this smoke, most enemies will not be able to see past normal melee range, although some may have better perception. If the foes are attacked, they will become confused and might attack their allies.
  • ArsenalControl FlashBang.png Flash Bang Ranged (Targeted AoE), DMG(Energy), Disorient, -To Hit
    • The Flash Bang Grenade is ideal to disorient a group of enemies. Even enemies that are not disoriented will have their chance ot hit reduced.
  • ArsenalControl TearGas.png Tear Gas Ranged (Targeted AoE), Foe Hold, -DMG
    • The Tear Gas canister serves as the ultimate crowd control tool, rendering enemies incapacitated and choking, thereby preventing them from taking any action while also debuffing their damage output.
  • ArsenalControl GunTurret.png Tri-Cannon Build Tri-Cannon: Ranged, DMG(Lethal)
    • The Tri-Cannon is the perfect companion in the field. It has an extremely fast fire rate and is equipped with a customized tracking system. Once locked on, it will continue to unload a volley of lead into the target until it is destroyed. Enemies hit by the Tri-Cannon, as well as those near it, will prioritize attacking it over it's owner. It is armored and can take significant amounts of damage.

New Powerset - Arsenal Assault

Arsenal Assault - New secondary for Dominators

  • You use your cutting edge rifle to not only devastate foes from range, but also wield it and other advanced munitions at short range to incapacitate anyone who gets too close.
Powers
  • AssaultWeapons ARBurst.png Burst Ranged, DMG(Lethal), Foe -DEF
    • Quickly fires a Burst of rounds at a single target at very long range. Damage is average, but the fire rate is fast. Can also reduce the target's defense.
  • AssaultWeapons RifleButt.png Buttstroke Melee, DMG(Smash), Foe Disorient
    • A smash with the butt of your rifle with a high chance of disorienting.
  • AssaultWeapons ShotgunBuckShot.png Buckshot Ranged (Cone), DMG(Lethal), Foe Knockback
    • Good at close range. Fires a cone of Buckshot pellets and can knock some foes down.
  • AssaultWeapons HeavyBlow.png Elbow Strike Melee, DMG(Smash), Foe Knockback
    • You strike your foe with a powerful punch dealing Smashing damage and knocking the target back.
  • AssaultWeapons PowerUp.png Power Up Self +Special, +DMG(All)
    • Boosts the damage and secondary effects of your powers. Your powers' effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes and more, are all improved. The effects of Power Up last a short while, and only the next couple of attacks will be boosted.
  • AssaultWeapons TripMine.png Trip Mine Place Mine: PBAoE, DMG(Fire), Foe Knockback
    • You can place a Trip Mine on the ground. Any villains that pass near the Trip Mine will cause it to explode, damaging all nearby foes and sending them flying.
  • AssaultWeapons TargetingDrone.png Targeting Drone Toggle: Self +To Hit, +Perception, Res(DeBuff To Hit)
    • When this device is activated, the small Targeting Drone hovers around your head and emits targeting laser sights. The lasers can dramatically improve your chance to hit, and increase your perception, allowing you to better see stealthy foes. Targeting Drone also grants you resistance to powers that debuff your chance to hit.
  • AssaultWeapons SniperRifle.png Sniper Rifle Sniper, DMG(Lethal), Foe Knockback
    • Sniper Rifle is a powerful piece of hardware. It is very accurate and has a very long range. The impressive round can knock down its target. Like most sniper attacks, you must take your time to aim, so this attack can be interrupted. If you are engaged in battle this attack becomes instant-cast. If you are not engaged, it will do bonus damage.
  • AssaultWeapons DOT.png Ignite Range, DoT(Fire)
    • Sprays a target with accelerant from your flamethrower, igniting it and causing extreme damage over time. Also sets the location on fire if the target is grounded, inflicting damage to additional foes that step in the area.

Epic / Ancillary Power Pools

This feature addresses inconsistencies with Epic Pool powers with regards to rules around their stats and penalties, as well as general bug-fixes. These powers have been swept through in order to consistently follow these rules so that all epic powers are at a shared baseline for their power type. This should mitigate many imbalances between epic pools where arbitrarily one had better or worse versions of a type of power than another due to recharge, damage, or area coverage. This should create more diverse and viable build options available to players instead of them feeling funneled towards the “best” ones even if it is against their chosen theme. This in turn allows us to introduce many new epic pools in this page and in the future that follow these standards across all Archetypes.

New Epic/Ancillary Power Pools

New Dark Mastery Epic pool for Blasters:

  • Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))
  • Fearsome Stare (Ranged (Cone), Foe Fear, -To Hit)
  • Possess (Ranged, Target Confuse)
  • Black Hole (Ranged (Targeted AoE), Foe Intangible)
  • Soul Consumption (PBAoE Foe -Max Hp, -Max End, Self +Max HP, +Max End)

New Dark Mastery Epic pool for Controllers:

  • Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))
  • Dark Blast (Ranged, DMG(Negative), Foe -To Hit)
  • Umbral Torrent (Ranged (Cone), DMG(Smashing), Foe -To Hit, Knockback)
  • Midnight Grasp (ST DMG(Negative, Foe Immob, -To Hit)
  • Soul Consumption (PBAoE Foe -Max Hp, -Max End, Self +Max HP, +Max End)

New Dark Mastery Epic pool for Dominators:

  • Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))
  • Tar Patch (Ranged (Location AoE), Target -Speed, -Res, -Fly)
  • Darkest Night (Toggle: Ranged (Targeted AoE), Foe -DMG -To Hit)
  • Umbral Torrent (Ranged (Cone), DMG(Smashing), Foe -To Hit, Knockback)
  • Soul Consumption (PBAoE Foe -Max Hp, -Max End, Self +Max HP, +Max End)

New Dark Mastery Epic pool for Masterminds:

  • Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))
  • Shadow Binds (Ranged, Moderate DoT(Negative), Foe Immobilize, -To Hit, -Fly)
  • Dark Pit (Ranged (Targeted AoE), Foe Disorient)
  • Possess (Ranged, Target Confuse)
  • Soul Consumption (PBAoE Foe -Max Hp, -Max End, Self +Max HP, +Max End)

New Dark Mastery Epic pool for Tankers and Brutes:

  • Penumbral Grasp (Ranged, DOT(Negative), Foe Immobilize, -To Hit)
  • Petrifying Gaze (Ranged, DMG(Negative), Foe Hold)
  • Dark Blast (Ranged, DMG(Negative), Foe -To Hit)
  • Night Fall (Ranged (Cone), DMG(Negative), Foe -To Hit)
  • Tar Patch (Ranged (Location AoE), Target -Speed, -Res, -Fly)

New Ice Mastery Epic pool for Defenders and Corruptors:

  • Frozen Armor (Toggle: Self +Def(Smash, Lethal), +Res(Cold, Fire))
  • Flash Freeze (Ranged (Targeted AoE), DMG(Cold), Foe Sleep)
  • Hoarfrost (Self Heal, +Max HP, Res(Toxic))
  • Build Up (Self +Damage, +To-Hit)
  • Ice Elemental (Summon Ice Elemental: Melee DMG(Lethal/Cold)

New Ice Mastery Epic pool for Scrappers and Stalkers:

  • Ice Bolt (Ranged, DMG(Cold), Foe -Recharge, -SPD)
  • Frozen Spear (Sniper, DMG(Cold), Foe Sleep, -Recharge, -SPD)
  • Shiver (Ranged (Cone), Foe -SPD, -Recharge)
  • Frigid Wind (Close (Cone), DoT(Cold), Foe -Recharge, -SPD)
  • Ice Elemental (Summon Ice Elemental: Melee DMG(Lethal/Cold))

New Psionic Mastery Epic pool for Brutes and Tankers:

  • Mesmerize (Ranged, DMG(Psionic), Foe Sleep)
  • Dominate (Ranged, DMG(Psionic), Foe Hold)
  • Harmonic Mind (Auto: Self, +Recovery, Endurance Discount)
  • Mental Blast (Ranged, DMG(Psionic), Target -Recharge)
  • Psionic Tornado (Ranged (Targeted AoE), DoT(Psionic), Foe Knockback)

New Psionic Mastery Epic pool for Scrappers and Stalkers:

  • Mental Blast (Ranged, DMG(Psionic), Target -Recharge)
  • Psionic Lance (Sniper, DMG(Psionic), Target -Recharge)
  • Psychic Scream (Ranged (Cone), DMG(Psionic), Foe -Recharge)
  • Harmonic Mind (Auto: Self, +Recovery, Endurance Discount)
  • Psionic Nexus (Summon Psionic Nexus: Ranged DMG(Psionic))
Set Names

Global Epic Pool Thesaurus Nerf:

Leviathan Mastery

New Mechanic for Leviathan Mastery Spirit Shark:

  • When you own Spirit Shark, most actions that cost endurance will have a chance of granting a Leviathan Hunger stack.
  • The damage over time increases the more Hunger stacks you have. All Leviathan Hunger stacks are consumed when you successfully hit an enemy with this power.
  • Total damage ranges from scale 1.56 with no Hunger stacks to scale 3.4 with 5 Hunger stacks
Epic Hold Attacks

Instead of Epic Hold attacks having their standard 4.0x cooldown penalty for hard mez, these attacks will now have a 3.0x cooldown penalty. Previously, this penalty was overlooked for a few hold attacks, but now all should be following the same set of design rules.

Epic Immobilization Attacks

Instead of Epic Immobilization attacks having their standard 2.5x cooldown penalty for soft mez, all these attacks will now have the same 2.0x cooldown penalty as regular attacks. To compensate, damage and endurance costs are lowered. Typically, this change will look like:

  • Single Target Attacks
    • Recharge lowered form 10s to 8s
    • DoT ticks lowered from 0.20 scale to 0.1724 scale
    • End cost lowered from 9.75 to 8.405
  • AoE Attacks
    • Recharge lowered from 20s to 16s
    • DoT ticks lowered from 0.10 scale to 0.0837 scale
    • End cost lowered from 12.74 to 10.751

Dark Mastery Spirit Drain (replaces Soul Drain)

This power replaces Soul Drain from the Dark Mastery epic pool (Defenders, Corruptors). Soul Drain had ignored the standard epic cooldown penalties while also obtaining a larger than standard radius, making it a superior power to even the AT-specific version. Instead of applying the appropriate penalties (which would have made it a 240s cooldown and 10' radius power), we have taken this opportunity to rebalance it into a unique power (separating itself from Soul Mastery which also has the Soul Drain power) that trades some of its former potency for increased utility.

Spirit Drain is a 60' ranged attack that can hit up to 5 targets within a 15' radius. Unlike Soul Drain, these targets can be alive or defeated. The cooldown remains 120s, however the buff duration will now be 15s instead of 30s. This power is still quite potent as it can do the same amount of self-buff as Build Up, while having a longer duration, can be used as an attack from distance, and have a very minor cooldown penalty

Summary of details:

  • 120s cooldown, 2.37s cast time
  • 60 foot range
  • 4.8 scale damage buff from 1 target, 8.0 scale damage buff from 5 targets
  • 1.2 scale to-hit buff from 1 target, 2.0 scale to-hit buff from 5 targets
  • 0.40 scale damage (Negative Energy)
Epic / Ancillary Power Pool Adjustments
  • Epic > Psionic Mastery > Telekinesis: This power should now behave similarly to the new controller/dominator version of the power, albeit with a 5 foe target cap and smaller radius. Recharges in 240s, max toggle duration 20s. Endurance cost per second reduced from 3.9 to 0.65. Now accepts Immobilize and Accuracy enhancements.
  • Epic > Munitions Mastery > Cryo Freeze Ray (Blaster): This power now applies -SPD and -Recharge
  • Epic > Munitions Mastery > Body Armor (Blaster): This power now grants resistance to all damage types expect psionic
  • Epic > Munitions Mastery > LRM Rocket (Blaster): Interrupt reduced from 4s to 2s, if used in mid combat, the power will not have an interrupt window but inflict significantly reduced damage
  • Epic > Electricity Mastery > Lightning Field (Sentinel): Power renamed to Shocking Field. Power now applies an energy DoT for 10s after contact
  • Epic > Dark Mastery > Dark Blast (Scrapper/Stalker) - Recharge increased from 6s to 8s
  • Epic > Dark Mastery > Netherworld Grasp (Sentinel) - Recharge reduced from 32s to 24s
  • Epic > Dark Mastery > Netherworld Tentacles (Sentinel) - Recharge increased from 16s to 20s, endurance cost reduced from 16.25 to 12.74
  • Epic > Dark Mastery > Oppressive Gloom (Defender/Corruptor) - Recharge increased from 8s to 16s
  • Epic > Dark Mastery > Petrifying Gaze (Mastermind) - This power now inflicts damage over time. Range increased from 50ft to 60ft, endurance cost increased from 9.75 to 10.66, recharge lowered from 32s to 24s
  • Epic > Dark Mastery > Petrifying Gaze (Scraper/Stalker) - Range increased from 50ft to 60ft, Endurance cost increased from 9.75 to 10.66, recharge lowered from 32s to 24s
  • Epic > Dark Mastery > Soul Drain (Defender/Corruptor) - Renamed Spirit Drain. Now is Target AoE, accepting Target AoE sets instead of Melee AoE sets. Range is 60', hits up to 5 targets (hits foes both alive and defeated), buffs damage and to-hit for 15s duration. Adjusted VFX to play at the target area instead of the caster's body
  • Epic > Dark Mastery > Tenebrous Tentacles (Scrapper/Stalker): Fixed critical hit damage scales
  • Epic > Dark Mastery > Torrent (Scrapper/Stalker) - Renamed Umbral Torrent. Damage increased from scale 0.4 to scale 1. Recharge increased from 15s to 30s
  • Epic > Earth Mastery > Earth's Embrace (Controller/Mastermind): Renamed Embrace of the Earth
  • Epic > Earth Mastery > Fossilize (Brute/Tanker) - Range reduced from 80ft to 60ft
  • Epic > Earth Mastery > Fossilize (Tanker/Brute) - Recharge reduced from 32s to 24s
  • Epic > Earth Mastery > Hurl Boulder (Controller) - Range increased from 40ft to 80ft, Recharge increased from 10s to 16s, Cast Time reduced from 2.5s to 2.0s, endurance cost decreased from 11.7 to 10.66
  • Epic > Earth Mastery > Quicksand (Brute/Tanker) : Recharge increased from 30s to 50s, end cost increased from 7.8 to 9.75, radius decreased from 25' to 15', target cap reduced from 16 to 10
  • Epic > Earth Mastery > Salt Crystals: Sleep scale reduced from 20 to 10, no longer can overpower
  • Epic > Earth Mastery > Stalagmites (Brute/Tanker) - Recharge reduced from 64s to 32s, Accuracy increased from 0.8 to 1, Endurance Cost increased from 19.5 to 18.98, range increased from 70ft to 80ft
  • Epic > Electricity Mastery > Chain Fences (Sentinel) - Recharge increased from 8s to 16s, Endurance cost lowered from 19.5 to 10.751
  • Epic > Electricity Mastery > Charged Armor (Blaster/Corruptor/Defender) - Recharge increased from 2s to 8s, energy resistance now matches smash/lethal resistances
  • Epic > Electricity Mastery > ESD (Mastermind) - Removed self -recovery penalty, reduced recharge from 800s to 180s, reduced radius from 40ft to 25ft, reduced target cap from 16 to 10, reduced Stun from scale 15 to scale 8, reduced -regen debuff duration from 15s to 5s
  • Epic > Electricity Mastery > Electric Fence (Corruptor/Defender) - Recharge increased from 4s to 8s
  • Epic > Electricity Mastery > Electric Shackles (Mastermind) - Endurance cost increased from 8.58 to 10.66
  • Epic > Electricity Mastery > Electric Shackles (Mastermind) - Recharge reduced from 32s to 24s
  • Epic > Electricity MAstery > Paralizing Jolt - Accuracy lowered from 1.2 to 1.0
  • Epic > Electricity Mastery > Shocking Bolt (Corruptor/Defender) - Recharge increased from 16s to 24s
  • Epic > Electricity Mastery > Shocking Bolt (Blaster/Corruptor/Defender) - Range reduced from 80s to 60s
  • Epic > Electricity Mastery > Shocking Bolt (Blaster/Corruptor/Defender) - Recharge reduced from 32s to 24s
  • Epic > Electricity Mastery > Static Discharge (Blaster/Mastermind) - Recharge increased from 12s to 24s, end cost increased from 14.82 to 27.3, damage increased from scale 0.91 to scale 0.958
  • Epic > Energy Mastery > Energy Transfer (Dominator) - This power no longer accepts Taunt enhancements
  • Epic > Energy Mastery > Explosive Blast (Dominator): Recharge increased from 16s to 32s
  • Epic > Energy Mastery > Focused Accuracy (Brute/Scrapper/Stalker/Tanker) - End Cost reduced from 0.39 to 0.195
  • Epic > Energy Mastery > Temp Invulnerability (Corruptor/Controller/Defender/Dominator/Mastermind) Recharge increased from 2s to 8s
  • Epic > Fire Mastery > Bonfire (Blaster/Mastermind) - Knockdown rate has been reduced while using KB2KD enhancements. Radius lowered from 25ft to 15ft. Pulse rate doubled. Power no longer auto-hit, now accepts Accuracy enhancements
  • Epic > Fire Mastery > Char (Blaster/Corruptor/Defender) - Recharge increased from 16s to 24s, range lowered from 80ft to 60ft
  • Epic > Fire Mastery > Char (Brute/Corruptor/Defender/Scrapper/Stalker/Tanker/Mastermind/Sentinel) - Recharge reduced from 32s to 24s
  • Epic > Fire Mastery > Char (Brute/Mastermind/Scrapper/Sentinel/Stalker/Tanker) - Range increased from 50ft to 60ft
  • Epic > Fire Mastery > Fire Blast (Brute/Scrapper/Stalker/Tanker) - Recharge increased from 6s to 8s
  • Epic > Fire Mastery > Fire Cages (Sentinel) - Recharge increased from 16s to 20s, Endurance cost lowered from 19.5 to 12.74
  • Epic > Fire Mastery > Fire Shield (Blaster/Controller/Coruptor/Defender/Dominator) - Recharge increased from 4s to 8s
  • Epic > Fire Mastery > Melt Armor (Blaster/Brute/Scrapper/Stalker/Tanker) - -res Scale increased from scale 1.5 to scale 3. -Defense scale increased from scale 1 to scale 2
  • Epic > Force Mastery > Repulsion Bomb (Blaster) - Power has been changed into Force Bomb (now has -res component)
  • Epic > Force Mastery > Repulsion Field (Blaster) - Power no longer drains endurance per target hit in PvE. Target cap reduced from 16 to 10
  • Epic > Force Mastery > Temp Invulnerability (Blaster) - Recharge increased from 2s to 8s
  • Epic > Ice Mastery > Block of Ice (Brute/Tanker/Sentinel) - Recharge reduced from 32s to 24s
  • Epic > Ice Mastery > Frostbite (Sentinel) - Recharge increased from 16s to 20s, Endurance cost lowered from 19.5 to 12.74
  • Epic > Ice Mastery > Frozen Armor (Blaster/Controller/Dominator/Mastermind) - Recharge increased from 2s to 8s
  • Epic > Ice Mastery > Sleet (Dominator) - Power was summoning the defender version of Sleet. This has been corrected. Cooldown corrected to 120s
  • Epic > Laser Beam Eyes (Brute/Scrapper/Stalker/Tanker) - Power is now auto-hit, but damage inflicted is randomized based on the hit-roll
  • Epic > Laser Beam Eyes (Brute/Tanker) - Recharge increased from 6s to 8s
  • Epic > Laser Beam Eyes (Scrapper/Stalker) - Endurance Cost reduced from 8.07575 to 6.5
  • Epic > Mace Mastery > Focused Accuracy (Brute/Controler/Corruptor/Defender/Tanker) - End Cost reduced from 0.39 to 0.195
  • Epic > Psionic Mastery > Dominate (Corruptor/Defender/Sentinel) - Recharge increased from 16s to 24s
  • Epic > Psionic Mastery > Mind Over Body (Controller/Corruptor/Defender/Dominator) - Recharge increased from 2s to 8s
  • Epic > Psionic Mastery > Psionic Tornado (Controller/Dominator) - Cast Time reduced from 2.37s to 1.83s, radius decreased from 20ft to 15ft, DoT reduced from scale 5 ticks of 0.175 damage over to 4.1s to 3 ticks of 0.201 damage over 2.1s
  • Epic > Psionic Mastery > Psychic Shockwave (Sentinel) - Recharge increased from 20s to 40s, damage scale increased from scale 0.6031 to scale 1.0954, target cap lowered from 16 to 10
  • Epic > Weapon Mastery > Exploding Shuriken (Scrapper/Stalker) Cast Time reduced from 1.07s to 1.0s
  • Epic > Weapon Mastery > Paralizing Dart (Sentinel) - Recharge reduced from 32s to 24s
  • Epic > Weapon Mastery > Targeting Drone (Scrapper/Stalker) - End Cost reduced from 0.39 to 0.195
  • Epic > Weapon Mastery > Web Grenade (Scrapper/Stalker) - This power now deals smashing damage on impact. Now accepts damage enhancements and sets
  • Patron > Leviathan Mastery > Arctic Breath (Brute/Tanker) - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick
  • Patron > Leviathan Mastery > Arctic Breath (Brute/Tanker/Sentinel/VEAT) - Cast Time lowered from 2.67s to 2.33s
  • Patron > Leviathan Mastery > Arctic Breath (Sentinel) - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick
  • Patron > Leviathan Mastery > Arctic Breath (VEAT) - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick
  • Patron > Leviathan Mastery > Bile Spray (Blaster/Brute/Controller/Dominator/Mastermind/Tanker/VEAT) - Cast time lowered from 2.6 to 1.6s
  • Patron > Leviathan Mastery > School of Sharks (Blaster/Mastermind) - Damage increased from scale 0.935 to scale 1
  • Patron > Leviathan Mastery > School of Sharks (Brute/Tanker) - Damage increased from scale 0.935 to scale 1
  • Patron > Leviathan Mastery > School of Sharks (Corruptor/Defender) - Damage increased from scale 0.935 to scale 1
  • Patron > Leviathan Mastery > School of Sharks (VEAT) - Damage increased from scale 0.935 to scale 1
  • Patron > Leviathan Mastery > Shark Skin (Blaster/Mastermind) - Recharge increased from 4s to 8s
  • Patron > Leviathan Mastery > Shark Skin (Controller/Dominator) - Recharge increased from 4s to 8s
  • Patron > Leviathan Mastery > Shark Skin (Corruptor/Defender) - Recharge increased from 4s to 8s
  • Patron > Leviathan Mastery > Spirit Shark (Brute/Tanker/Scrapper/Stalker/VEAT) - Recharge increased from 9s to 13s, End cost increased from 8.58 to 15.86, Cast Time reduced from 3s to 2s, base damage scale increased from scale 1.4 to 1.56
  • Patron > Leviathan Mastery > Spirit Shark Jaws (Blaster/Mastermind) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1. Immobilize should no longer be irresistible
  • Patron > Leviathan Mastery > Spirit Shark Jaws (Controller/Dominator) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1. Immobilize should no longer be irresistible
  • Patron > Leviathan Mastery > Spirit Shark Jaws (Scrapper/Stalker) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1. Immobilize should no longer be irresistible
  • Patron > Leviathan Mastery > Spirit Shark Jaws (Sentinel) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1. Immobilize should no longer be irresistible
  • Patron > Leviathan Mastery > Summon Coralax (Corruptor/Defender) - Now accepts Immob sets
  • Patron > Leviathan Mastery > Summon Coralax (Sentinel) - Now accepts Universal Damage and Disorient sets
  • Patron > Leviathan Mastery > Summon Guardian (Brute/Tanker) - Now accepts Immob sets
  • Patron > Leviathan Mastery > Summon Guardian (Scrapper/Stalker) - Now accepts Hold sets
  • Patron > Leviathan Mastery > Summon Guardian (VEAT) - Now accepts Immob
  • Patron > Leviathan Mastery > Water Spout (Scrapper/Stalker) - Now accepts Pet sets, no longer accepts Ranged AoE Sets
  • Patron > Leviathan Mastery > Spirit Shark Jaws (Blaster/Corruptor/Defender/Mastermind/Scrapper/Sentinel/Stalker) - Recharge reduced from 32s to 24s
  • Patron > Mace Mastery > Mace Blast (Brute/Tanker/VEAT) - Recharge increased from 9s to 12s
  • Patron > Mace Mastery > Mace Blast (Scrapper/Stalker) - Recharge increased from 6s to 12s, damage increased from scale 1 to scale 1.32
  • Patron > Mace Mastery > Scorpion Shield (Blaster/Controller/Corruptor/Defender/Dominator/Mastermind) - Recharge increased from 4s to 8s
  • Patron > Mace Mastery > Summon Tarantula (Sentinel) - This power now accepts Universal Damage sets
  • Patron > Mace Mastery > Web Cocoon (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker) - This power now inflicts toxic damage over time, accepts Ranged and Universal damage sets, recharge reduced from 32s to 24s
  • Patron > Mace Mastery > Web Envelope (Blaster/Brute/Corruptor/Defender/Mastermind/Sentinel/Tanker/VEAT) - This power now inflicts toxic damage over time. Power now accepts damage enhancement and sets
  • Patron > Mu Mastery > Charged Armor (Blaster/Corrouptor/Defender/Controller/Dominator/Mastermind) - Recharge increased from 4s to 8s
  • Patron > Mu Mastery > Conserve Power (Corruptor/Defender) - Changed to Energize. Recharge lowered from 600 to 240s, end cost increased from 9.75 to 13. Now accept Healing enhancements and sets
  • Patron > Mu Mastery > Electric Shackles (Blaster/Corruptor/Defender/Mastermind/Scrapper/Stalker) - Endurance cost increased from 8.58 to 10.66
  • Patron > Mu Mastery > Electric Shackles (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker) - Recharge reduced from 32s to 24s
  • Patron > Mu Mastery > Mu Bolts (Scrapper/Stalker) - Recharge increased from 6s to 8s
  • Patron > Mu Mastery > Mu Lightning (Brute/Tanker/VEAT) - Recharge increased from 9s to 12s
  • Patron > Mu Mastery > Power Sink (Controller/Corruptor/Defender/Dominator) - No longer accepts Taunt enhancements
  • Patron > Mu Mastery > Summon Adept (Blaseter/Corruptor/Defender/Stalker/Scrapper) - Power now accepts Hold, Sleep and Universal Damage sets, no longer accepts Healing enhancements
  • Patron > Mu Mastery > Summon Guardian (Dominator) - Power now accepts Hold sets, no longer accepts healing enhancements.
  • Patron > Mu Mastery > Summon Striker (Brute/Tanker/VEAT) - Power now accepts Hold sets, no longer accepts healing enhancements
  • Patron > Mu Mastery > Thunder Strike (Mastermind) - No longer accepts Taunt enhancements
  • Patron > Soul Mastery > Dark Blast (Stalker) - Recharge increased from 6s to 8s
  • Patron > Soul Mastery > Dark Consumption (Dominator) - Power should no longer accept Taunt enhancements
  • Patron > Soul Mastery > Dark Embrace (Blaster/Mastermind) - Recharge increased to 8s
  • Patron > Soul Mastery > Dark Embrace (Defender/Corruptor) - Recharge increased to 8s
  • Patron > Soul Mastery > Dark Embrace (Dominator) - Recharge increased to 8s
  • Patron > Soul Mastery > Darkest Night (Brute/Tank) - Recharge increased from 10s to 20s
  • Patron > Soul Mastery > Darkest Night (Sentinel) - Recharge increased to 20s, Radius decreased from 25 to 15 feet, Target cap lowered from 16 to 10
  • Patron > Soul Mastery > Darkest Night (VEAT) - Recharge increased to 20s, Radius decreased from 25 to 15 feet, Target cap lowered from 16 to 10
  • Patron > Soul Mastery > Gloom (Brute/Tank) - Recharge increased from 12s to 16s
  • Patron > Soul Mastery > Gloom (VEAT) - Recharge increased from 12s to 16s
  • Patron > Soul Mastery > Midnight Grasp (Sentinel) - End Cost increased fro 11.96 to 14.95, Recharge decreased from 34s to 30s
  • Patron > Soul Mastery > Oppressive Gloom (Blaster/Mastermind) - Recharge increased from 8s to 16s
  • Patron > Soul Mastery > Soul Drain (Defender/Corruptor) - Moved to T4, target cap increased from 7 to 10
  • Patron > Soul Mastery > Soul Drain (Dominator) - Radius decreased from 15ft to 10ft
  • Patron > Soul Mastery > Soul Storm (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker) - Recharge reduced from 32s to 24s, Post-Held kockdown animation should now be interruptable in PvP
  • Patron > Soul Mastery > Soul Storm (Blaster/Mastermind) - Range reduced from 80 to 60ft
  • Patron > Soul Mastery > Soul Storm (Defender/Corruptor) - Moved to T1, range reduced from 80 to 60ft
  • Patron > Soul Mastery > Soul Storm (Sentinel) - Range reduced from 80 to 60ft
  • Patron > Soul Mastery > Soul Storm (Stalker) - Range reduced from 80 to 60ft
  • Patron > Soul Mastery > Summon Mistress (Defender/Corruptor) - Should now accept Disorient, Immobilize, Sleep and Universal Damage sets
  • Patron > Soul Mastery > Summon Seer (Dominator) - Should now accept Immobilize sets

Arachnos Soldier / Arachnos Widow Updates & Power Customization

New Widow Powers
  • WidowTeamwork PainTolerance.png Pain Tolerance Auto: Self Res(All DMG but Psi), +MaxHealth
    • Available to Night Widows at Level 1 (after respec).
    • Night Widows who possess Pain Tolerance are resistant to most damage types, and gain additional hit points. This power is always on and costs no Endurance.
  • FortunataTeamwork FateSealed.png Fate Sealed Auto: Self +Str(Mez), +Res(Mez), +Special
    • Available to Fortunatas at Level 1 (after respec)
    • Fortunatas who possess Fate Sealed gain resistance to all control effects, empowers their own control attacks, and guarantees their psychic power's secondary effects. This power is always on and costs no Endurance.
    • Owning this power guarantees the secondary effects of Subdue, Telekinetic Blast, and Psionic Tornado
"Hidden" Changes
  • Mask Presence and Cloaking Device can now stack with other stealth toggles (similar to Hide for Stalkers)
    • Bane and Night Widow's stealth radius is now 55' in PvE and 500' in PvP (no change for Fortunatas)
  • Critical Damage from Hidden for Bane attacks now do 100% scale damage (previously 67%)
  • Critical Damage from Hidden for Night Widow branch attacks now do 100% scale damage (previously 67%). This affects Slash and Eviscerate, only
  • Placate's cooldown reduced to 35s.
Alternate Animations Feature
  • Several powers from the base Arachnos Soldier kit now have alternate animations available in the power customization menu, to visually utilize the Bane Nullifier Mace, or Crab Spider backpack, IF the player has spec'd into the appropriate tree. For example, if a Bane spider chooses the Bane animation for Wide Area Web Grenade, it will use their mace weapon for the attack. However, if a Bane spider chooses the Crab animation for Wide Area Web Grenade, it will instead default to using the rifle animation. This feature has been extended to the following powers:
    • Burst - Now has Crab Longfang alt animation.
    • Wide Area Web Grenade - Now has Bane Grenade and Crab Grenade alt animations.
    • Heavy Burst - Now has Crab Longfang alt animation.
    • Venom Grenade - Now has Bane Grenade and Crab Grenade alt animations (still mutually exclusive to Crab Spider's Venom Grenade).
    • Frag Grenade - Now has Bane and Crab Grenade alt animation (still mutually exclusive to Crab Spider's Frag Grenade).
Animation Changes
  • All Mace attack's cast times reduced to 1.67s.
  • Pummel's cast time reduced to 1.17s.
  • Channelgun's cast time reduced to 1s.
  • Longfang's cast time reduced to 1.33s.
  • Psychic Scream's cast time reduced to 2s.
  • Scramble Thought's cast time reduced to 2s.
  • Mind Link's cast time reduced to 2.97s.
  • Frenzy's cast time reduced to 2.23s.
  • Heavy Burst's cast time reduced to 2.5s.
  • PvP Damage adjusted to reflect these cast time changes.
Other VEAT Changes
  • Mace Beam's cooldown increased to 6s and damage increased to 1.32 scale.
  • Mace Beam Blast's cooldown increased to 10s and damage increased to 0.784 scale. Now has 100% chance for knockback.
  • Mace Beam Volley's cooldown increased to 10s and damage increased to 0.824 scale.
  • Wide Area Web Grenade's cooldown decreased from 30s to 20s. End cost increased from 7.28 to 15.6. Radius increased from 10 ft to 25 ft. Target cap increased from 10 to 16.
  • Summon Spiderlings and Call Reinforcements now set to Replace stack type, instead of Ignore (summoning while pets are still alive will now destroy the current pets and replace with new ones).
  • Channelgun's cooldown increased to 5s and damage increased to 1.16 scale.
  • Slice's cooldown increased to 6s and damage increased to 1.32 scale.
  • Longfang's cooldown increased to 10s and damage increased to 1.96 scale.
  • Suppression's defense debuff increased to 10s duration.
  • Arm Lash's defense debuff increased to 10s duration.
  • Frenzy's defense debuff increased to 10s duration. Radius increased to 10' and damage reduced to 1.424 scale, per design formula.
  • Omega Maneuver
    • Cooldown reduced to 240s.
    • Explosion and Taunt subpowers now both have 20' radius and can hit 16 max targets.
    • Stun duration from explosion increased by 25%.
    • Taunt effect now properly enhances (Bug Fix).
    • Taunt effect now works in PvP.
    • Base Accuracy increased from 1.0x to 1.5x.
  • Confront now applies a -75% Range debuff on target for 12s.
  • Mental Blast's cooldown increased to 6s, damage and endurance cost increased accordingly.
  • Scramble Thought's damage is now a growing DoT. It will do 5 ticks for a total of 1.75 scale damage, with the tick's damage sequence set to 0.25, 0.30, 0.35, 0.40, 0.45. Also, this power now does PvP damage.
  • Total Domination's hold duration increased by 50%.
  • Psychic Wail now has a 1.4x accuracy modifier.
  • Night Widow's Psychic Scream
    • Cooldown increased to 20s.
    • Debuff duration doubled to 20s.
    • Max targets increased to 12.
    • Arc widened to 45 degrees, range reduced to 50' and damage increased to 1.4931 scale.
  • Fixed PvP effects in Soldier armors that had their duration set too low (Bug Fix).

Various Power Updates

Storm Blast

The changes detailed below make Chain Lightning more consistent of an attack, and the AoE output of Storm Cell more consistent.

  • Chain Lightning
    • Chain decay per jump is 0.18, down from 0.20.
    • Chain decay caps at 0.64, up from 0.60.
    • Chain fork is now 1,1,1,1,2 instead of 2,2.
    • Sentinel fork is now 1,1,2 instead of 2,2.
    • Chain delay is now 0.3, up from 0.2.
    • Chain radius is now 12', down from 15'.
    • Damage scale now 1 and 0.04x4 over 2.2s, from 0.827 and 0.10x4 over 2.2s.
    • Recharge 16s, down from 20s.
    • Accuracy improved to 1.15, up from 1.0
  • Category Five
    • Eye Wall targets up to 16, up from 10 for non-Sentinels.
    • Eye Wall is summoned after a 3s delay, down from 5s (same duration, so it now fades out slightly sooner too)
    • Now has 100% proc rate for Storm Cell procs if summoned while active.
    • Delay between Category Five Lightning strikes on the same target increased from 5s to 6s.
  • Storm Cell
    • Now has 100% proc rate for Category Five lightning if summoned while active.
    • Storm Cell Lightning procs have been normalized in Damage and Secondary Effects, the only difference now being their target caps. As you use Storm Blast powers, you gain better and better odds of proccing Split and Spread to consistently hit more targets.
      • Lightning (Split) damage scale now 0.5, down from 0.6.
      • Lightning (Focused) damage scale now 0.5, down from 1.2.
      • Lightning (Spread) damage scale now 0.5, up from 0.3.
    • Delay between Lightning Strikes on the same target is now 1.67s for all, down from 4/3/2s (Focused/Split/Spread).
    • Knockdown and End Drain stats for Lightning normalized to 50% and 5%, respectively.
  • Proc Chances:
    • Gust now has 40% chances to summon Wind or Lightning, up from 20%.
    • Hailstones/Jetstream now has 55% chance, up from 40%.
    • Chain Lightning/Direct Strike/Cloudburst now has 70% chance, up from 60%.
    • Direct Strike (slow) now has 90% chance, up from 80%.
    • Storm Brewing
      • Starting with Lightning (Focused) for 1 target, you have a 30% chance to proc higher target caps that increases per Lightning Proc activated.
      • After about 6 activations, you will guarantee Lightning (Spread) each proc as long as you keep attacking.
Cold Domination

This powerset has been using incorrect values for non-Defender archetypes on two key powers, inadvertently boosting its performance beyond what was intended.

  • Sleet
    • Turned into a real pseudopet, inheriting AT modifiers.
      • Controller/Corruptor: -Res lowered from -30% to -22.5%, -Defense lowered from -30% to -24%, pet effect set to ignore stacking (multiple pets continue to stack).
      • Mastermind/Dominator: -Res lowered from -30% to -22.5%, -Defense lowered from -30% to -18%, pet effect set to ignore stacking (multiple pets continue to stack).
  • Heat Loss
    • No longer a pseudopet, uses AT modifiers
Storm Summoning

Similarly to Cold Domination, Storm Summoning has been using incorrect values for one of its powers (Freezing Rain). It now is a true pseudopet and will use that caster's AT modifier tables. Summary of changes for each AT is provided below.

  • Freezing Rain
    • Defender: -Res increased from -35% to -40%.
    • Controller/Corruptor: -Defense lowered from -30% to -24%.
    • Masterminds: -Defense lowered from -30% to -18%.
    • Turned into a real pseudopet, inheriting AT modifiers.
Symphony Control
  • Reverberant
    • Single target damage output increased.
Devices
  • Smoke Grenade
    • -ToHit debuff no longer requires a tohit check.
  • Remote Bomb
    • Time Bomb for Blaster > Devices has been replaced with Remote Bomb.
    • This can be placed on either an enemy or the ground, but once placed activating the power again will manually detonate the bomb. Remote Bomb can be set off the moment it is successfully placed.
    • If the mob that the Remote Bomb was attached to is defeated, the Remote Bomb will fall to the ground at that location.
Traps
  • Traps for Controllers, Corruptors, and Defenders now has Temporal Bomb instead of Time Bomb.
  • Like with Remote Bomb, this can be placed on Enemies or the floor and then manually detonated.
  • If the mob that the Temporal Bomb was attached to is defeated, the Temporal Bomb will fall to the ground at that location.
  • Unlike Remote Bomb, Temporal Bomb deals much less damage but creates a large Temporal Bubble that slows down enemies and speeds up allies!
    • Temporal Bubble Controller/Corruptor > Buffs Recharge, Recovery, and Movement speeds by 37.5% while active, debuffs enemy Movement and Recharge by 50% while active.
    • Temporal Bubble Defender > Buffs Recharge, Recovery, and Movement speeds by 50% while active, debuffs enemy Movement and Recharge by 67.5% while active.
    • Controller > Deals Scale 0.65 Fire + Scale 0.45 Lethal damage to all enemies (Total 1.1 scale), 100% Chance to knock.
    • Corruptor > Deals Scale 0.9 Fire + Scale 0.6 Lethal damage to all enemies (Total 1.5 scale), 80% Chance to knock.
    • Defender > Deals Scale 0.75 Fire + Scale 0.55 Lethal damage to all enemies (Total 1.3 scale), 80% Chance to knock.
  • Traps for Masterminds Detonator
    • Recharge lowered to 300s from 600s, endurance cost also lowered to 16.3.
    • Removed delay from humanoid henchman bomb placement/detonation, all pets now explode when you click!
    • All Henchman now place the pseudo-pet version of the bomb, hitting all targets for max damage regardless of if they are a minion or boss.
Miscellaneous
  • Thermal Radiation Melt Armor
    • Recharge reduced from 150s to 100s.
    • Radius increased from 15' to 20'.
  • Mind Control Telekinesis
    • No longer holds.
    • Now Immobilizes.
    • Endurance cost reduced from 3.12 per second to 0.52 per second.
    • Target cap increased to 16.
    • Radius increased to 20'.
    • Recharge increased from 60s to 120s.
    • Will now keep the targets between 40 and 60 feet from the player.
    • Will group enemies close to the main target (i.e. "reverse repel" or "pull towards").
    • Toggle now lasts a max of 30s before auto-shutdown.
    • Now has a chance to Overpower and Dominate, depending on the archetype.
  • Mind Control Levitate
    • When your Telekinesis is active, your use of levitate on a Telekinesis-anchored foe will cause your levitate to hit in an AoE and your Telekinesis power will be deactivated.
    • Power can now be used on the primary target of Telekinesis regardless if the target is dead or alive.
  • Sonic Resonance Liquefy
    • Cooldown reduced from 300s to 150s.
    • Turned into a real pseudopet, inheriting AT modifiers.
  • Nature Affinity Lifegiving Spores
    • Turned into a real pseudopet, inheriting AT modifiers.
  • Flight Evasive Maneuvers and Peacebringer Quantum Maneuvers
    • This power has reduced its activation period from 0.5s to 0.2s and reduced the power effects duration from 0.75s to 0.25s. This will make the flight disabling of other powers more responsive, as you don't linger in flight for more than a quarter-second.
  • Fire Control Bonfire
    • Knockdown rate has been reduced while using KB2KD enhancements. Pulse rate doubled.
    • Pulse rate doubled.
    • Damage now requires a to-hit check.
    • Power now accepts Accuracy enhancements.
  • Thunder Strike consistency pass (All versions):
    • Recharge increased from 18s to 20s.
    • Radius increased from 7' to 10'.
    • Endurance cost increased from 10.192 to 18.512.
    • Cast time reduced from 3.3s to 2.53s.
    • Main target damage increased from scale 2.38 to scale 2.98.
    • Secondary target damage set to scale 0.42.
    • Epic versions of this power has 40s cooldown and 23.14 endurance cost.
  • Dark Miasma Shadow Fall Now only affects teammates and leaguemates.
  • Storm Summoning Steamy Mist Now only affects teammates and leaguemates.
  • Cold Domination Arctic Fog Now only affects teammates and leaguemates.
  • Immobilize Powers: All player and critter immobilize powers that applied both kb resistance and kb protection to their targets will no longer provide kb protection. This protection combined with the resistance made targets practically immune to kb mitigation. Now foes will be knocked down.
PvP Changes
  • Main Target Only (MTO) bonus damage: Cones and Targeted AoE attacks for all VEAT powers and Melee powerset powers now do additional damage to the main target. This bonus damage combined with the original AoE damage is equivalent to single target damage per the design formula
  • Kinetic Melee and Spines: These powersets had many of its powers' damage scales corrected per the design formula.
  • Burn Now does PvP damage with its upfront burst (Blasters already did this)
  • PvP Recipes: Now uses recipe display names instead of enhancement display names
  • Miscellaneous:
    • Night Widow's Elude now has an elusivity effect in PvP
  • Bug Fixes:
    • Cross Punch: Had its MTO bonus damage corrected to no longer include synergy
    • Various Melee attacks had their PvP damage corrected per design formula

External Links