Issue 27 Page 2

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Issue 27

This information is about features that are currently in testing in the Beta Testing Shards and is subject to change before release.

March 13th, 2021

Tour Guide Missions

Issue 27, Page 2 introduces a brand new type of mission: Tour Guide Missions. These are special tip missions which drop when street sweeping in most zones, and will direct you to any exploration badges that you haven't yet earned in that zone. This is especially helpful for unlocking destinations for the Long Range Teleporter without needing to rely on VidiotMaps.

Detailed Info

  • Enemies in most zones now have a small chance to drop a Tour Guide Mission Tip
    • The tips will only drop when street sweeping, by defeating enemies out on the streets (critters spawned through other means will not count)
    • The tips will drop regardless of your level - grey conned mobs will still drop tips - however, the tip drop rate increases based on the rank of the enemy you're fighting (ie: bosses are more likely to drop tips)
    • Tour Guide Missions are classed as Tips, and will show up in the Tips tab of the Contacts window
    • You can only hold one tip per zone at a time, but can carry a total of three.
  • Investigating this tip will direct you to one of the exploration badges in that zone
    • Once accepted, these missions cannot be abandoned, autocompleted, or team completed - you must visit the badge location, which will auto-complete the mission
    • If you earn the exploration badge for a specific tip before investigating it, it will change to point you towards a different exploration badge in that zone
    • If you earn the exploration accolade before investigating the tip, you will only be able to dismiss it
  • They do not grant any additional rewards beyond the badge
  • All zones which can be unlocked in the Long Range Teleporter have Tour Guide Missions set up (apart from Pocket D and Kallisti Wharf), which is a total of 288 missions!

Travel Power Updates

This update brings a wide range of buffs for travel pools, a brand new travel power (as part of an update to the Concealment pool), and some mechanical improvements to how travel powers work. Our goals with these changes were as follows:

  1. Real travel powers (ie: actual power picks) should always be a significant step up over the free options (free jet packs should not be almost the same speed as Fly at level 50)
  2. Real travel powers should never cause you to lose something you've already got (turning on Super Speed shouldn't cause you to lose Ninja Run's jump buff)
  3. Classic travel powers (Fly, Super Speed, etc) should be on even footing with Origin Pool travel powers - and ideally, be better at the core thing they do (running, flying, jumping)
  4. Slotting travel powers for speed should actually matter (looking at you, Fly)
  5. Free (prestige / temporary) travel powers shouldn't be made any slower than they are currently, but the gap between free and real travel powers needs to be made clear - the result being that real travel powers are now much faster (by boosting you above the standard speed caps), and free travel powers now cost more endurance than real travel powers

Note: This pass is primarily aimed at the mobility of each set - other aspects (ie: the attacks) were not in the scope of these changes, but may be looked at in the future

Travel Power Stacking

  • Almost all travel powers are no longer mutually exclusive and can be activated at the same time, but only the strongest buff of each type (run speed, jump speed, jump height, fly speed) will apply
    • This ensures that every power you pick or activate will only ever improve your mobility
  • Examples:
    • Super Speed + Ninja Run
      • Previously: These powers couldn't be used together - if you turned on Super Speed, you lost the jump buff from Ninja Run
      • Now: You'll gain the run speed bonus of Super Speed and the jump bonus of Ninja Run (along with the cool pose!)
    • Mighty Leap + Beast Run
      • Previously: These powers couldn't be used together - if you turned on Mighty Leap, you lost the run speed buff from Beast Run
      • Now: You'll gain the jump bonus of Mighty Leap and the run speed bonus of Beast Run (along with the cool pose!)
    • Super Jump + Combat Jumping
      • Previously: These powers couldn't be used together - you had to choose between Super Jump's speed and Combat Jumping's defensive buff
      • Now: You'll gain the jump bonus of Super Jump along with the defensive buffs of Combat Jumping
    • Fly + Hover
      • Previously: These powers couldn't be used together - you had to choose between Fly's speed and Hover's defensive buff
      • Now: You'll gain the fly speed of Fly, along with the air control and defensive bonus of Hover
  • Some exceptions:
    • Prestige Run powers (Ninja Run, Beast Run, Athletic Run) are still mutually exclusive with each other
    • Temporary jetpacks are still mutually exclusive with each other
    • Sprint powers still stack with other run speed buffs and are still mutually exclusive with each other
  • Click buffs (eg: Inertial Reduction), external buffs (eg: Speed Boost), and auto powers (eg: Swift) still stack as they did before

Level Scaling

  • Travel powers no longer increase in strength as you level up, the previous level 50 values now apply at all levels
  • Travel speed caps no longer increase in strength as you level up, the previous level 50 values now apply at all levels

Inherent Fitness

  • All Inherent Fitness powers are now gained at level 1 rather than level 2

Pool: Concealment

  • Concealment has been updated to include a new sneaky & versatile travel power: Infiltration
    • Concealment is now classed as a travel pool - the first 3 powers in the pool are available immediately instead of just the first 2
    • Invisibility and Stealth have been merged together, the best parts of both powers are now available with just Stealth
    • Infiltration now sits where Invisibility used to be in the T3 slot
  • Stealth
    • Stealth radius increased to match the numbers Invisibility had before this patch
      • PvE radius has increased from 36ft to 55ft
      • PvP radius has increased from 389ft to 611ft
    • Out of combat defence increased from 3.5% to 7%
  • Infiltration
    • Grants a run and jump bonus similar to Ninja Run
    • Grants out-of-combat stealth
      • 36ft in PvE, 389ft in PvP (the same values as Stealth before this patch)
    • Grants 1.75% out of combat defence

Pool: Flight

  • Fly
    • Now increases your fly speed cap by 50% while toggled on (from 58.6mph to 87.9mph)
      • This increase means Fly speed buffs and enhancements actually matter!
      • This increase doesn't apply in PvP
    • Afterburner
      • Now built into Fly as a secondary (server tray) power
      • Timed toggle, 30 second duration, 60 second cooldown
      • Increases flight speed cap by another 25% (to 102.27mph), and speeds you up to the cap
      • No longer applies any other effects - Evasive Maneuvers has inherited most of Afterburner's old effects
  • Group Fly
    • This power now applies to all pets regardless of their distance to the caster
    • No longer inaccurately claims it applies -Acc
  • Evasive Maneuvers
    • Replaces the old version of Afterburner as Flight's tier 5 power
    • Toggle with moderate endurance cost, aimed at providing you with excellent airborne combat mobility
    • Whilst flying, this power provides:
      • Protection against -fly and immobilize, and some resistance to knockback
      • A small amount of flight speed
        • This flight speed is not affected by travel suppression, allowing you to remain mobile in combat
      • Good air control (the same level that Afterburner previously provided)
    • Also provides the same level of defence as old Afterburner out of combat, but this is removed while in combat
      • This follows the same 4s suppression timer as movement speed


Pool: Sorcery

  • Mystic Flight
    • Now increases your fly speed cap by 50% while toggled on (from 58.6mph to 87.9mph)
      • This increase doesn't apply in PvP
    • Translocation
      • Range increased from 300ft to 350ft
  • Note: Rune of Protection has received some unrelated changes - see the Powers Changes section for more info

Pool: Speed

  • Super Speed
    • Now increases your run speed cap by 30% while toggled on (from 92.5mph to 120.25mph)
      • This increase doesn't apply in PvP
    • Now has a new momentum leap mechanic
      • Running will build up momentum, allowing you to perform a single very high, very long jump after approximately 4 seconds of running
      • Jumping will cause you to expend your momentum - after landing, you'll need to remain grounded and running in order to perform another momentum jump
      • Super Speed's icon will gain a yellow ring when you are at maximum momentum
    • Speed Phase
      • New secondary (server tray) power
      • Toggle, moderate endurance cost
      • Removes collision with characters (ie: phase shift without being untargetable), and sets you to Only Affect Self
        • This allows you to pass through enemies, allies, civilians, cars, and even the Atlas Park blimp!
        • Note: as this power doesn't actually make you intangible, it doesn't trigger (and isn't affected by) the No Phase timer

Pool: Experimentation

  • Speed of Sound
    • Now increases your run speed cap by 30% while toggled on (from 92.5mph to 120.25mph)
      • This increase doesn't apply in PvP

Pool: Leaping

  • Super Jump
    • Now increases your jump speed cap by 30% while toggled on (from 78.2mph to 101.8mph)
      • This increase doesn't apply in PvP
    • Double Jump
      • New secondary (server tray) power
      • Timed toggle, 30 second duration (10s in PvP), 30 second cooldown shared with Jump Pack and Steam Jump
      • Allows you to jump to an unlimited height and jump again mid-air

Pool: Force of Will

  • Mighty Leap
    • Now increases your jump speed cap by 30% while toggled on (from 78.2mph to 101.8mph)
      • This increase doesn't apply in PvP
    • Takeoff
      • Now increases jump speed cap by a further 10% (to 110.39mph) and boosts Mighty Leap to put you at the jump speed cap for 30 seconds
        • Previously this bonus was just under 20%, but it now stacks with the 30% bonus from Mighty Leap

Pool: Teleportation

  • Teleport Target
    • The following changes have been made when teleporting allies only (the teleport foe component remains unchanged);
      • Removed the 4s interrupt window, significantly speeding up the activation time
      • Increased the recharge by 4s
      • These two changes combined result in the total time between teleports being the same if you have no recharge buffs or enhancements - but it will much faster if you slot for (or are buffed for) recharge
  • Teleport
    • Base range increased from 300ft to 350ft
      • Enhanced range (2x level 50 IOs) increased from 449.1ft to 523.95ft
    • The post-teleport hover buff has been adjusted
      • Now lasts up to 15s, rather than 6s
      • The hover buff will cancel if you move, interact with an objective, attack a foe or are attacked by a foe
    • The actual teleport now happens at 0.6s rather than 1.17s into the 2s activation
      • This doesn't allow you to teleport again sooner, but it does allow you slightly more time to select the location of your next teleport
    • Location targeting has also received some improvements which also affect Teleport, see "Teleportation Targeting & /powexec_location" in the Miscellaneous section

Peacebringer

  • Energy Flight
    • Mirrored all i27, Page 2 changes for Fly
    • Quantum Acceleration
      • Now built into Energy Flight as a secondary (server tray) power
      • Mirrored all i27, Page 2 changes for Afterburner
  • Quantum Maneuvers
    • Replaces Quantum Acceleration as a picked power
    • Mechanically identical to Evasive Maneuvers, but prettier

Warshade

  • Shadow Recall
    • Mirrored all i27, Page 2 changes for Teleport Target
  • Shadow Step
    • Mirrored all i27, Page 2 changes for Teleport

Prestige & Temporary Powers

  • Ninja Run + Beast Run + Athletic Run + Temporary Jetpacks
    • All travel speeds remain unchanged
    • Normalized endurance costs to 0.57/s (slightly higher than Fly at 0.46/s)
      • These weren't consistent before - most were lower, some were higher
      • The PvP jetpack has not been modified and still has a 2.0/s endurance cost
    • These powers no longer benefit from global endurance discounts

Powers Changes

Power Animation & Rooting Update

  • Power animation time and rooting time have been decoupled - meaning that powers now decide how long they should root the character for, not the animation
    • This greatly increases our flexibility in making adjustments to power timing, animations, and rooting, and also fixes various issues surrounding animation cancelling
  • The following powers will now never root during their activation:
    • Ally-targeting abilities that do not hit enemies (eg: Healing Aura, but not Twilight Grasp)
    • Self-only abilities that do not hit enemies (eg: Build Up, but not Soul Drain)
  • The following powers will still root during their activation (and will do so more reliably):
    • Any power that applies any kind of effect to enemies (this includes attacks as well as taunt and damage auras)
    • All powers that summon other entities
    • All interruptible powers (snipes/assassinations/etc) will now root for their uninterruptible window
  • In addition, many powers with excessively long cast times have been sped up (listed below)

Mastermind Summons & Henchman Buffs

  • Mastermind Henchmen Summons have had their recharge times reduced:
    • T1 Henchmen: reduced from 60s to 5s
    • T2 Henchmen: reduced from 90s to 10s
    • T3 Henchmen: reduced from 120s to 15s
  • These summon powers are no longer affected by recharge buffs or debuffs
  • Mastermind Henchmen Summons have had their endurance costs reduced:
    • T1 Henchmen: reduced from 19.5 end to 5.46 end
    • T2 Henchmen: reduced from 19.5 end to 9.62 end
    • T3 Henchmen: reduced from 19.5 end to 13.18 end
  • Henchmen upgrade end costs have been reduced from 22.75 to 11.375
  • Note: This were some quick low hanging changes to help Masterminds out a bit, we are currently investigating further improvements to Masterminds for the near future

Demon Summoning

  • Summon Demonlings
    • Cast time reduced from 4s to 2s
  • Summon Demons
    • Cast time reduced from 4s to 2s
  • Hell on Earth
    • Cast time reduced from 4.03s to 2.03s
  • Summon Demon Prince
    • Cast time reduced from 4s to 2s

Assault Rifle & Mercenaries

  • Ignite (All Versions)
    • Cast Time reduced from 4s to 2s
  • Full Auto (All Versions, including Henchmen)
    • Cast Time reduced from 4s (or 6s) to 2.5s (Mercenary Commando actually took a whopping 6s before!)
  • These changes also apply to pets (See Mastermind Powers Changes above)

Stone Armor

  • Stone Armor > Rooted
    • Movement penalties now only apply if Granite Armor is also toggled on
    • No longer suppresses travel powers
    • VFX has been toned down slightly as it no longer represents you being glued to the ground
  • Stone Armor > Granite Armor
    • This power now disables all Flying, Running and Jumping toggle powers

Ninjitsu

  • Scrapper > Shinobi-Iri
    • This power no longer grants movement buffs (as they would be absorbed into the new stacking mechanics)
      • This power no longer accepts Jump, Run and Universal Travel enhancements
    • Stealth crit mechanic has been improved
      • Now kicks in after 8s of no combat, rather than 20s
      • Stealth crit chance for single target attacks is now 65%
      • Stealth crit chance for AoE attacks is now 30%
    • Power icon updated
  • Sentinel > Shinobi-Iri
    • This power no longer grants movement buffs (as they would be absorbed into the new stacking mechanics)
      • This power no longer accepts Jump, Run and Universal Travel enhancements
    • Stealth damage buff has been doubled from +20% to +40%
    • Power icon updated
  • Scrapper | Sentinel | Stalker > Kuji-In Rin
    • This power now grants a small run speed and jumping buff (and as a click power, this will stack with all other movement buffs)
      • This power now accepts Jump, Run and Universal Travel enhancements
    • This power now accepts damage resistance sets (which will improve the psionic resistance component)

Dual Pistols

  • Dual Pistols > Hail of Bullets (All Versions)
    • Cast time reduced from 4.17s to 2.47s
    • Adjusted Hail of Bullets animation
  • The text description for Dual Pistols powers have been updated for readability, if no issues are found with these descriptions, other powers will follow similar formatting

Other Powers Changes

  • Snipe Powers
    • Fast (in-combat) snipes have had their ranges normalized to 80ft (and 100ft for Psi)
      • Slow snipes are unaffected and retain their increased range
    • Scrapper & Stalker epic snipes only: Internal cooldown reduced from 24s to 12s
      • The internal cooldown is only used for PPM calculations, the actual power cooldown is still 24s
  • Phase Powers
    • No Phase suppression window for all powers (PvE and PvP) has been reduced from 2 minutes to 90 seconds
  • Inherent > Rest
    • This power no longer has a recharge, making it easier to use at low levels
    • No longer accepts recharge reduction enhancements
    • It should now be a bit harder to accidentally move and interrupt Rest before it begins properly
  • Hibernate (All Versions)
    • This power no longer de-toggles flight powers, but will still suppress flight
  • Sorcery > Rune of Protection
    • Duration reduced from 90s to 60s to match the other Origin pool tier 5 powers
    • This power now grants damage resistance even if you use it whilst mezzed (previously only the mez resistance component would be granted)
  • Sentinel > Mace Mastery > Focused Accuracy Coordinated Targeting
    • Unlike other versions of Focused Accuracy, this power is a team buff
    • To distinguish it from other versions of Focused Accuracy, it has been renamed to Coordinated Targeting and now has a new icon
  • Electrical Blast > Thunderous Blast (All Versions)
    • Cast Time reduced from 3.7s to 2.93s
  • Radiation Emission > Choking Cloud
    • Cast Time reduced from 3.47s to 1s
  • Darkness Manipulation | Dark Armor > Death Shroud (All Versions)
    • Cast Time reduced from 3.47s to 2.47s
  • Ice Manipulation | Ice Melee > Ice Patch (All Versions)
    • Cast Time reduced from 3.47s to 1.57s
  • Beast Mastery > Summon Dire Wolf
    • Cast Time reduced from 4.67s to 2s
  • Trick Arrow > Disruption Arrow
    • The visual FX for this power has been changed to alleviate headaches being induced by the old fx.
    • Due to the health implications of the old fx, this is not an optional change.
  • Freedom Corps > Nullifier > Sonic Grenade
    • The visual FX for this power has been changed to alleviate headaches being induced by the old fx.

Story Arc Updates

The Graveyard Shift (Agent Watkins, Blueside)

  • Intro
    • Made a more obvious note that "Ask about available missions" bypasses the intro text when starting it organically in the 20-30 range
  • Mission 1 (Forum Brawl)
    • Zoombies
      • Ambushes all reduced to 1 (From 2)
      • More susceptible to control effects - Sleep, Hold, Stun, Immob and Confusion
      • Slowed them down slightly
      • Made them spawn from further away to give players a moment of reaction time
      • Explosion damage decreased, accuracy increased, radius increased (15ft > 22ft), target cap increased (12 > 30)
      • Added -fly to their vomit
      • -Fly should now actually take it away instead of gifting it.
      • -Fly potency increased, duration 15s
      • Zoombies can barf from a range of 30 (was 10)
      • Barf animation changed to the quick projectile barf
      • Zoombies will disappear properly whether the explosion hits or not
      • Zoombie explosion autohits entities friendly to it
      • AI issues resolved
      • Zoombie backpack solved
  • Mission 2 (Cannibal Corpses)
    • Moved mission location to Steel Canyon
    • Added dialog to explain that Dubstitch was the brains behind the Zoombies
    • Added additional context mob for more flavor text.
    • Zoombie ambush should show up during, not after, the Dubstitch fight
    • Added resistances and sonic resistance field to Dubstitch
    • Dubstitch's Zoombies should not spawn directly on top of you
      • I mean, in theory anyway
      • Bring inspirations just in case!
    • Dubstitch ambush properly functions
  • Mission 3 (Freak Rave)
    • Rebalanced entry mob density in front room after lobby
    • Replaced one instance of an LT spawn with a Minion, which should make the spawns more in line in terms of expectation of difficulty
  • Mission 4 (Investigation)
    • Added a Bypass dialog function that will allow you to skip the entire investigation and move forward to the next mission in the Rivet
      • For people who don't want to read, or teams of people who don't want to stand around
  • Mission 5 (Rusty Rivet)
    • Added additional UsePower functions for Salamander and Grey Matter (DNA Siphon and Psychic Shockwave, respectively)
    • Added some additional dialog to the mission intro explaining Mander is Salamander
    • Added an objective on Nav to rescue hostages
  • Mission 6 (Pathogen)
    • Added more lab equipment to the Pathogen fight room, made all of them throughout mission much easier to destroy
    • Debuffed the Viral Cocktail and added an element of randomness to the power:
      • ALWAYS:
        • -Regen, -MaxHP, -Def
          • No longer debuffs Max Endurance or Recovery by default. However...
      • 10% chance every 10.5s for each of the following debuffs:
        • -End, -Recovery, 15s
        • -ToHit, 15s
        • -Recharge, 15s
      • 2.5% chance every 10.5s for...
        • A chance to stop and vomit for a moment. Heroes get upset tummies too!
    • To offset this change, the lab equipment will now:
      • ALWAYS:
        • +Regen, +MaxHP, +Def, 60s (Double what the debuff was taking away, 4x the duration of the debuff)
      • 85% chance for:
        • +MaxEnd, +Recovery, 40s
      • 80% chance for:
        • +Recharge, 40s
      • 75% chance for:
        • +ToHit, 40s
    • The fires are now friendly to NOBODY and do half the previous damage, or 1/4 of the first iteration (for those keeping track)
    • Rewrote the "I failed the timer" mission branch to the finale, including CDC Commander dialog
      • Players should not feel miserable for failing that mission now
      • Softened and altered Watkins' dialog to accommodate an improvement to his personality
    • Pathogen now applies -Fly with several of their attacks
  • Mission 7 (Finale)
    • Cortex confuse recharge increased to 30s from 20s
  • Souvenirs
    • Adjusted all souvenirs to reflect changes

Freakish Lab of Dr. Vahzilok (Doc Buzzsaw, Redside)

  • Mission 4_1 (Council Base)
    • Vandal
      • No longer has Detention Field
      • Added an occasional repel power
      • Added an AOE Knockup power called Drill Strike
      • Added status protection
      • PBAoE Smashing Damage with 75% chance for Knockup
      • All remaining powers in his toolkit have been reduced by a decent margin
      • Coded down to Elite Boss in redside encounter (Other versions are unchanged)
      • Fixed his KB/KD/Repel resistance only existing for 5s
  • Mission 4_2 (Crey Lab)
    • Hopkins
      • Damage needs to be evaluated in teams, solo, and against various build types and ATs
      • Coded down to Elite Boss in redside encounter (Manticore TF unchanged)
      • Removed overlapping resistance powers
      • Should be easier to fight now
      • Gave in to my dark temptations anyway, so:
        • Total Focus removed
        • Whirling Hands removed
        • Spinning Strike added
        • Crushing Uppercut added
        • Initial Strike added
    • Tavish Bell
      • Resistances buffed
    • Immature Paragon Protectors
      • Death Gas removed from their powersets within the mission
      • Death Gas will return to their future incarnations
  • Mission 4_3 (Bile's Hideout)
    • TechDeck given additional insurance to not be accidentally killed before you can interrogate him

PvP Changes

Animation Rooting

  • In PvP only, all powers will only root for 75% of their total cast time

Mez Protection

  • The following powers now provide mez protection in PvP:
    • Storm Summoning > O2 Boost (stun/sleep only, 60s)
    • Sonic Resonance > Clarity (confuse/terrorize/held/immob/stun/sleep, 90s)
    • Empathy > Clear Mind (confuse/terrorize/held/immob/stun/sleep, 90s)
    • Force Fields > Insulation Shield (confuse/terrorize/held/immob/stun/sleep, 90s, main target only)
    • Kinetics > Increased Density (held/immob/stun only, 60s)
    • Pain Domination > Enforced Morale (confuse/terrorize/held/immob/stun/sleep, 90s)
    • Poison > Antidote (confuse/terrorize/held/immob/stun/sleep, 90s)
    • Thermal Radiation > Thaw (confuse/terrorize/held/immob/stun/sleep, 90s)
    • Electrical Affinity > Faraday Cage (held/immob/stun/sleep, while inside the static sphere)
    • Trick Arrow > EMP Field (generated by EMP Arrow, held/immob/stun/sleep, while inside the sphere)
  • Magnitude protection will not stack from multiple casters, but the strongest protection will always be active
  • Protection granted by these powers per AT:
    • Defender 10.81 Mag (requires 4 to 6 successful equal type mez to break through [based on the mez being mag 2 or mag 3])
    • Controller 8.65 Mag (requires 3 to 5 successful equal type mez to break through)
    • Corruptor 8.65 Mag (requires 3 to 5 successful equal type mez to break through)
    • Mastermind 6.49 Mag (requires 3 to 4 successful equal type mez to break through)

Epic Snipes

After investigating many reported bugs on Epic snipes, we found a large number of implementation inconsistencies introduced during the snipe revamp done a while back. Example: snipes should have always had 50% damage crits, some powers did, mostly on PvE, some didn't. This has resulted in the following changes:

  • Epic > Soul Mastery > Moonbeam
    • Internal Recharge reduced from 24s to 12s, power still recharges in 24s
    • PvP Base Damage (fast) lowered from 129.2401 to 102.16
    • PvP Base Damage (slow) lowered from 247.7055 to 181.14
    • Hidden and crit damage lowered to 50% of base damage for slow version
    • Quick Snipe range lowered from 150ft to 80ft
  • Epic > Mace Mastery > Mace Beam
    • Internal Recharge reduced from 24s to 12s, power still recharges in 24s
    • PvP Base Damage (fast) lowered from 155.6974 to 128.62
    • PvP Base Damage (slow) lowered from 274.1628 to 207.6
    • Hidden and crit damage lowered to 50% of base damage for slow version
    • Quick Snipe range lowered from 150ft to 80ft
  • Epic > Mu Mastery > Zapp
    • Internal Recharge reduced from 24s to 12s, power still recharges in 24s
    • PvP Base Damage (fast) lowered from 129.2401 to 102.16
    • PvP Base Damage (slow) lowered from 247.7055 to 181.14
    • Hidden and crit damage lowered to 50% of base damage for slow version
    • Quick Snipe range lowered from 150ft to 80ft

Other PvP Power Changes

  • Scrapper ATOs and Shinobi-Iri
    • Fixed a bug that prevented most Epic pool attacks from having their crit rate increased by these in PvP
  • Temp Powers > Raptor Pack
    • Duration reduced from 2 minutes to 45 seconds
  • Radiation Emission > Enervating Field (All Versions)
    • Increased -Resistance debuff from scale 2 to scale 3 (30% to 40% in the case of Defenders)
  • Empathy > Absorb Pain (All Versions)
    • Self Debuffs have been increased from 20s to 25s
  • Pain Domination > Share Pain (All versions)
    • Self Debuffs have been increased from 15s to 20s
  • Super Reflexes > Elude (All Versions)
    • This power now grants 20% Elusivity(AoE/Melee/Ranged) in PvP
  • Ninjutsu > Kuji-In_Retsu
    • This power now grants 20% Elusivity(AoE/Melee/Ranged) in PvP
  • Pool > Experimentation > Jaunt
    • In PvP, this power now recharges in 30s
  • Poison > Envenom
    • Resist Debuff lowered from 40% to 30% (defender values)
  • Pain Domination > Soothing Aura (All Versions)
    • In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE
  • Water Blast > Dehydrate (All Versions)
    • In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE
  • Time Manipulation > Temporal Mending (All Versions)
    • In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE
  • Time Manipulation > Chrono Shift (All Versions)
    • In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE
  • Nature Affinity > Regrowth (All Versions)
    • In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE
  • Experimentation > Jaunt
    • Now has a 20s cooldown in PvP
  • Stalker > Dark Melee > Shadow Maul
    • Hidden PvP Crit chance lowered from 100% to 50%
  • Stalker > Dual Blades > Ablating Strike
    • PvP damage chance against held/sleep foes lowered from 100% to 20%
  • Stalker > Staff Melee > Sky Splitter
    • PvP critical damage against held/sleep foes increased from 1.4905 to 2.9810


Miscellaneous

Coordinates & /thumbtack

  • Added a /thumbtack <x> <y> <z> command to set the thumbtack in the minimap with world coordinates
  • The /loc command now displays the current position as a thumbtack link
  • Writing a location in chat surrounded by square brackets will generate a thumbtack link to that position
    • They will only be considered valid if they consist of exactly three numbers, separated by spaces or commas
  • Added the $loc chat variable which translates to your current coordinate into a clickable thumbtack link
  • The /whereami command will now also display your current position as a thumbtack link

Teleportation Targeting & /powexec_location

  • Added a "cursor" targeting mode to /powexec_location
    • It behaves as if the power was activated with a click at the current mouse cursor location
    • This will allow you to quickly activate teleport with a hotkey without needing to click
  • Significantly improved the targeting cursor for teleportation powers and it's now much easier to reliably choose the desired destination
    • The 'red ring of doom' should rarely appear now, and it should be almost impossible to have it fall back to the character's feet
  • Fixed issues with two-side polygon collision that prevented the use of teleportation powers in a few places, the most notable being the outer ring of the Chantry / Storm Palace

Inspirations

  • Ambrosia
    • This inspiration now applies to the caster and all pets
  • Essence of the Earth
    • This inspiration now applies to the caster and all pets

Barracuda Strike Force

  • Power of Black Scorpion (the power required to kill Reichsman) is now always granted to the team leader, regardless of archetype
    • Defenders now receive Power of Ghost Widow
    • Masterminds now receive Power of Captain Mako

Badges

  • Added the "Complicated" badge to Frostfire's storyarc
    • This will be granted retroactively to characters that already have the arc's souvenir
  • Corrected the badge art for many "stature level" missions that were using the wrong level range or duplicate art
    • Hero badges: Negotiator, Spelunker, Plague Stopper, Spirit Warrior, Pwnz, Do No Harm, Emancipator, Meteorologist, True Nemesis, Bodyguard, Agent
    • Villain badges: Stone Cold, Bone Collector, Plague Carrier, Mask Maker

User Interface

  • Enhancement Boosters and Catalysts can now be applied directly by clicking on them, without using the Combine button
    • The confirmation dialog box is optional and can be enabled or disabled from the Options window
    • Applying an Enhancement Booster that doesn't make the enhancement +5 will have a faster animation.
    • Known issue: the enhancement returns to the power after a fast Booster application. The intention is that it stays selected so you can spam-click to +5 it, and only then it returns to the power
  • "Current Absorb" can now be monitored in the combat attributes window
  • Power details screens should no longer mix up PvP and PvE attributes
  • Changed the wording of defense and defense debuff attributes in power details screens so players can more accurately distinguish between them


Bug Fixes

  • The inter-dimensional Katana and Bow thief has finally be caught and brought to justice! (fixed Katanas and Bows frequently being invisible to other players)
  • Improved the validation of certain chat links; things like [Recipe:Boresight] or [Salvage:Tactics] will no longer be considered valid.
  • Fixed a crash relating to buds spawning during Hamidon raids
  • Fixed a crash bug when trying to open detail info for any power that granted or revoked other powers
  • Fixed "Medium Arcane Supergroup Banner 1", "Medium Tech Supergroup Banner 1" texture issue
  • Fixed the Merit vendor display name for Encouraged Accuracy: To Hit Buff (Recipe)
  • Fixed malformed .fx file causing debug client errors ("FXGEO: Failed to alloc a child fx") when drawing katana
  • Fixed a crash bug that caused a crash while hovering power info for some powers (example: Bio Armor > Evolving Armor)

Costume Fixes

  • Fixed "Lebeaux" top not tinting correctly for "Robotic Arm 1" and "Robotic Arm 3"
  • Fixed Arachnos Soldier "Wolf Collar" from interfering with ear selection when "Wolf" helmet style is selected
  • Restored "Wolf 2" collar option
  • Fixed "Praetorian Police" boot option for males not appearing in asymmetry mode for the right boot
  • Fixed missing texture on "Impervium Katana" for Dual Blade models

Powers Bug Fixes

  • The following Enhancements should no longer be weaker when hitting higher level enemies:
    • Impervious Skin
    • Numina's Convalescence
    • Sentinel's Ward
    • Miracle
    • Aegis
    • Dominating Grasp
  • Titan Weapons (All versions): Fixed a bug with some Titan Weapon powers starting Momentum too early, most notably, Crushing Blow
  • Shield Defense > Phalanx Fighting (All Versions): Fixed a bug that caused the self buff in this power to be intermittent
  • Blaster > Mace Mastery > Summon Spiderlings: Fixed an error in the power description that claimed you required 2 powers to acquire (only one power is required)
  • Stalker > Rad Melee > Radiation Siphon: Power had the wrong level requirement. Now properly set to be available at level 18
  • Electric Blast > Thunderous Blast (All Versions): Fixed a bug where the two chances for -end were not doing independent chance checksr example)
  • Ice Melee > Assassin's Ice Sword: This power's stealth bonus damage should no longer be resisted in PvP
  • Fighting > Boxing: Fixed this power missing it's 35% synergy chance for stun in PvP
  • Sentinel > Epic > Mace Mastery > Focused Accuracy: This power should no longer detoggle when mezzed
  • Sentinel > Ice Armor > Frigid Shield: This power should no longer detoggle when mezzed
  • Beast Mastery > Summon Lions: Fixed a bug where this power was never actually playing the summoning animation
  • Beast Mastery > Summon Dire Wolf: Fixed a bug where this power was never actually playing the summoning animation
  • Weapon Redraw should no longer cancel attack animations
  • Pool > Leaping > Spring Attack: Reimplemented this power with new tools, should address some odd bugs with this power
  • Prestige > Athletic Run: Should no longer flash upon login
  • Trick Arrow > Glue Arrow: Fixed the short help text (for reals this time)
  • Electricity Assault > Static Discharge: Should no longer list Endurance Modification enhancements twice.
  • Pool > Fighting > Cross Punch: Fixed critical damage values
  • Boosts > Power Transfer > Chance to Heal Self: Should be able to stack when slotted in multiple passive powers regardless of server timing
  • Scrapper > Mu Mastery > Zapp: Fixed a bug that was causing the fast version of this power inflict slow-version criticals
  • Dominator > Psionic Mastery > World of Confusion: Fixed this power triggering Controller Overpower instead of Domination
  • Blaster > Electricity Manipulation > Dynamo: Fixed a bug where this power would do damage to the caster
  • Dark Servant > Twilight Grasp: Fixed a bug where this power was doing -damage instead of -regen in PvE
  • Radiation Blast | Radioactive Assault > Proton Volley (All versions): Fixed a bug where these powers were doing 20% less than intended damage in PvP
  • Blaster > Temporal Manipulation > Time Wall:
    • Fixed this power not accepting Blaster, Ranged Damage and Universal Damage sets
    • Fixed this power using melee damage modifiers instead of ranged damage modifiers (damage has increased slightly as a result)
  • The following powers had their attack types corrected (this only impacts defence types):
Arachnos_Soldiers.Arachnos_Soldier.Heavy_Burst
Blaster_Ranged.Archery.Fistful_of_Arrows
Brute_Melee.Kinetic_Attack.Focused_Burst
Brute_Melee.Staff_Fighting.Serpents_Reach
Corruptor_Ranged.Archery.Fistful_of_Arrows
Defender_Ranged.Archery.Fistful_of_Arrows
DilemmaDiabolique.Manticore.Fistful_of_Arrows
Epic.Brute_Leviathan_Mastery.School_of_Sharks
Epic.Corruptor_Leviathan_Mastery.School_of_Sharks
Epic.Mastermind_Leviathan_Mastery.School_of_Sharks
Epic.VEAT_Leviathan_Mastery.School_of_Sharks
Guns.Laser_Rifle.Pulse_Rifle_Burst
Incarnate.Lore_Pet_Banished_Support_Attack.Frigid_Blast
Incarnate.Lore_Pet_Knives_LT.Shockwave_Slice
Magisterium.Chimera.Fistful_of_Arrows
Mastermind_Pets.Droid_3.Full_Auto_Laser
Mastermind_Pets.Howler_Wolf_3.Throat_Bite
Mastermind_Pets.Zombie_2.Projectile_Vomit
Mastermind_Summon.Beast_Mastery.Call_Locusts
Mastermind_Summon.Ninjas.Fistful_of_Arrows
Mastermind_Summon.Robotics.Pulse_Rifle_Burst
Mission_Maker_Attacks.Archery.Fistful_of_Arrows
Mission_Maker_Attacks.Kinetic_Attack.Focused_Burst
Mission_Maker_Attacks.Ninjas.Fistful_of_Arrows
Mission_Maker_Attacks.Robotics.Pulse_Rifle_Burst
Mission_Maker_Attacks.Staff_Fighting.Serpents_Reach
Mission_Maker_Secondary.Archery.Fistful_of_Arrows
Mission_Maker_Secondary.Kinetic_Attack.Focused_Burst
Mission_Maker_Secondary.Staff_Fighting.Serpents_Reach
Pets.ChargeCone.Shield_Charge
Pets.Martial_Manipulation_Burst.Burst_of_Speed
RedCaps.RedCap_Ranged_Cone.Fistful_of_Arrows
Scrapper_Melee.Kinetic_Attack.Focused_Burst
Scrapper_Melee.Staff_Fighting.Serpents_Reach
Sentinel_Ranged.Archery.Fistful_of_Arrows
Signature_Summon.Manticore.Fistful_of_Arrows
SkyRaiders.Sky_Raider_Crimson_Pets.Pulse_Rifle_Burst
Stalker_Melee.Kinetic_Attack.Focused_Burst
Stalker_Melee.Staff_Fighting.Serpents_Reach
Syndicate.Tub_Ci.Fistful_of_Arrows
Tanker_Melee.Kinetic_Attack.Focused_Burst
Tanker_Melee.Staff_Fighting.Serpents_Reach
Tsoo.Endgame_LT_Archer.Fistful_of_Arrows
Tsoo.Endgame_TubCi.Fistful_of_Arrows
Tsoo.Tub_Ci.Fistful_of_Arrows
V_Arachnos_Proxy.Staff_Fighting.Serpents_Reach
V_FreedomPhalanx.Manticore.Fistful_of_Arrows
V_FreedomPhalanx.Manticore_RV.Fistful_of_Arrows
V_GenericVillains.Ninja_Mastermind.Fistful_of_Arrows
V_GenericVillains.Robotics_Mastermind.Pulse_Rifle_Burst
V_Luddites.Boss_Low.Fistful_of_Arrows
V_Snakes.Elder_Mamba.Fistful_of_Arrows
V_Wyvern.Boss_Sting_Low.Talon_Fistful_of_Arrows
V_Wyvern.Elite_Boss_Raptor_Low.Talon_Fistful_of_Arrows
V_Wyvern.Lt_Fang.Talon_Fistful_of_Arrows
Villain_Pets.Kinetic_Melee_Assassins_Strike.Assassins_Strike_Quick
Villain_Pets.Kinetic_Melee_Assassins_Strike.Assassins_Strike_Stealth
Warshade_Offensive.Umbral_Blast.Gravimetric_Snare
Warshade_Offensive.Umbral_Blast.Gravity_Well
Widow_Training.Widow_Training.Dart_Burst