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Messages - brw316

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1
Expanding AE sets to include all newly added powersets is on the agenda. It just takes a bit of time :)

2
General Suggestions and Feedback / Re: FOCUSED FEEDBACK: Costume Additions
« on: February 08, 2023, 10:27:39 am »
It has been corrected.

3
General / Re: Attempt: Developing Web Mids
« on: January 24, 2023, 02:37:42 pm »
Hey, Joshex! Glad to see someone working on this project for the community. I have tossed a link on the Discord with a small description of the project to give it some more visibility. Good luck!

4
General Suggestions and Feedback / Re: [Issue 5] /altinvite
« on: January 21, 2023, 01:05:42 am »
The altinvite command has no changes beyond a fix for a DB crash bug that I discovered a while back that accidentally killed the live server...twice.

6
General Suggestions and Feedback / FOCUSED FEEDBACK: Costume Additions
« on: January 20, 2023, 10:37:58 am »
Costumes


Issue 5 brings many Quality of Life improvements and fixes to the costume creator.


Costume Presets

Costume presets have been fixed on Rebirth! Use them to kickstart your imagination
or to quickly pull up a base template when making a new suit!

We've even added a number of Rebirth-specific presets and upgraded some old ones with Rebirth-specific parts on male and female models (huge versions coming later, with the final chapter of the asymmetric torso revamp). Look for the following new presets:

Dia de los Muertos, Golden Age, Hippie, Incandescence, Neon, Pilot, Pirate 1, Pirate 2, Prismatic, Radium, Sand, Spectral, Super Spy, Winged 1, and Winged 2.

Extended Natural Skin Tones



We've added 4 new carefully crafted and curated rows of natural skin tones to the character creator. There is now a much better range of golden, olive, and ruddy hues available! All have been tested for in-game performance by our dev team.

Random Color Selection on New Characters

Ever feel creatively blocked by seeing the peach skin tone and black and white tights colors upon making a new character? Us too. So we decided to randomize the initial color selections suggested by the character creator when making a new character. This with the fixed costume presets should make new character creation a breeze!

Surgical Four Color Support



No longer do you need to do the global color workaround to tweak the inside colors of cape-driven costume parts. Pieces that use cape technology but are not cataloged as capes now pull up the 4-color customization options. Now you can easily recolor the Wedding Tux and Cybertech coattails, the cloth details on your Cosmic Corsair, Tech Knight, Gunslinger belts, and Wedding Veil--all with quick, convenient ease!


New Emblem Packs

Rebirth Emblem Pack 3



Get your animals, meta-domino masks, sweet treats, green thumb, and retro gamer on with this latest chest and shield emblem pack!

Options include popsicles, popcorn, cupcakes, cacti, koi, squid, elephants, rabbits, single-button joysticks, health vials, and more!

Look for them at the bottom of the Symbol sub-category of Chest Details or Shield Emblems, starting with Angel's Food and ending with Unicorns.

Graffiti Emblem Pack



After something a little grittier or with an improvised vibe? Look for the new Graffiti Symbols sub-category on Chest Details or Shield Emblems.

Many familiar favorites, including lightning bolts, mystic symbols, and clenched fists have been given the graffiti treatment. Also look for Rebirth-specific graffiti symbols like the twin rats, rabbit, and smiley face here as well!

Note that the new crossed-out Arachnos emblem is unlocked via the Spider Smasher badge in-game. If you want to sport that one, you have to earn it!


Integrated Tights

New Undertights Options



All existing male and female integrated tights options have been updated to include ALL of Issue 4's glowing and animated skins. Want a halter top on your specter? Or a pair of modesty briefs over your plasma being? You can do that now.

For easier identification of integrated tights options, the first sub-entry on each integrated tights bundle now shines out with Neon underskin! The remaining glowing skins have been sandwiched between the natural skin options and Bioluminescence. Animated Sand can be found next to Stone.

Additionally, all female integrated tights have had the legacy Cryptic female Muscular texture added to their under-tights sub-options.

Lastly, a new high-hipped Bikini 2 has been added to female options, fully integrated. This pairs with the High Hipped Leotard texture for a complete bathing suit look or can be mixed and matched with other pant options for a more saucy, youthful vibe!

Classic Cryptic and Paragon Options now integrated



Multiple classic tights options from the Cryptic and Paragon era have been retrofitted with the full integrated tights library, including glowing underskins!

On male chests, look for newly integrated Tank Top, Tanker, and Tee Shirt options. On females, look for integrated chest and hip versions of Angelic Plus, Excess Plus, and Imperial Dynasty. Female chest-only legacy items now integrated include the Leather corset and Tank Top.

(Some redundant top-level tattoo options have been consolidated under the new integrated options.)

Diversified Gloves

A majority of diversified gloves, which permit customization of wrist textures and colors independently from gloves, now include all Rebirth Issue 4 glowing and animated skins. Each can be found alphabetically amongst the sub-options on each diversified glove.

Gloves supported include Barbarian Ring, Spines, Cloud Bracer, Dragon Bracer, Overguard, Plant with Leaves, Small Flared, Small Padded, Small Pointed, Tai, Tied, and Wristband.

Misc.

The female Gunslinger belt with bustle and cape detail now offers an alternate version without stripes and a solid tintable bib.

7
New Pool Power Set: Experimentation
Experimentation gives you access to poisonous ranged attacks as well as powers that boost your attack power and the survivability of your allies. This pool's travel power is Speed of Sound. While active, this power allows you to run at incredible speeds and also gives you access to the Jaunt power. Jaunt allows you to quickly teleport long distances once every so often.



Experimental Injection
Short Ranged, Ally +Regeneration, +Recovery, +Res(Status)

You inject an ally with a compound that greatly boosts their regeneration, recovery and resistance to status effects for a short time. Recharge: Long

Toxic Dart
Ranged, Minor DMG(Lethal), High DMG(Toxic)

You fire a toxic dart at your target causing a very minor amount of immediate lethal damage followed by a High amount of toxic damage over time. Recharge: Moderate

Speed of Sound
Toggle: Self +Speed, (Special)

Your experiments have yielded incredible results. By activating this power, you're able to run at incredible speeds. In fact, while this power is active, you gain access to the Jaunt power. Jaunt allows you to teleport to a distant location once every short while. Recharge: Moderate
  • Jaunt
    • Click, Self Teleport
    • Clicking on this power and then selecting a location will cause the caster to vanish and reappear at their target location. Recharge: Moderate

Corrosive Vial
Ranged (Targeted AoE), High DoT(Toxic), -Defense

You hurl a vial of toxic fluid that explodes upon impact leaving a corrosive puddle at your target's feet. Any foe that stands within the puddle will take toxic damage and have their defense reduced for a short while. Corrosive Vial requires you to have 2 powers from the Experimentation power pool. Damage: High (DoT), Recharge: Long

Adrenal Booster
Self, +To Hit, +Recharge, +Damage

You inject yourself with a concentrated serum that boosts your damage, recharge, and chance to hit by a large amount for a short time. Adrenal Booster requires you to have 2 powers from the Experimentation power pool. Recharge: Very Long



Travel Pool Powersets Revamp

Running, Jumping, and Flying speed caps have all been raised by 400%!



Speed

Flurry
Melee (Cone), High DoT(Smash), Self +Def(Melee, Lethal), Special
  • Attack type changed from single-target melee to narrow melee cone. It now accepts PbAoE enhancements instead of Melee enhancements.
  • Added a short duration +Def(Melee, Lethal) similar to Parry.  Flurry now accepts Defense enhancements.
  • Increased damage from .143 to .2695 per tick
  • Increased endurance cost from 5.46 to 14.01
  • Increased recharge time from 3s to 14s
  • Removed chance for stun
  • Burnout Special Effect: Flurry instantly recharges for 10s immediately after Burnout is activated

Hasten
Self +Recharge, +SPD
  • Added moderate move speed increase.  Hasten now accepts Run and Universal Travel enhancements.

Whirlwind
Toggle: PBAoE, Moderate DMG(Smash/Energy), Foe Attract, Knockback, Stun, (Special)
  • Expanded PBAoE radius to 25 and added Attract to pull enemies into the center
  • In PBAoE center added Moderate Smashing/Energy damage
  • Foes that enter the center will also be Knocked back and be very briefly stunned (~2s)
  • Reduced additional endurance cost per foe hit from 1.5 to 1.0
  • Whirlwind now automatically shuts off when your endurance reaches 25% or less
  • Recharge Time increased to 105s
  • Burnout Special Effect: Whirlwind costs no endurance per foe hit for 10s immediately after Burnout is activated
  • You may not train this power if you have already trained Blink Blitz, Dive Attack, or Spring Attack

Burnout
Self +Recharge, +SPD, Res (Slow), +DEF(All), Special
  • Added a large move speed and jump increase for 60sec.  Burnout now accepts Run and Universal Travel enhancements.  The jump height increase is not enhanceable.
  • Added 40% resistance to slow effects for 60sec
  • Added moderate Defense(All) for 60sec.  Burnout now accepts Defense enhancements
  • Reduced recharge time from 1800s to 600s
  • Added Special effect: Burnout Acceleration.  This effect grants brief bonuses to Flurry and Whirlwind for a short time immediately after Burnout is activated.




Leaping

Jump Kick
Melee, High DMG(Smash), Foe Knockdown, Stun Self Teleport
  • This power can now be used slightly out of melee distance.  When activated while out of melee you'll leap toward the target while attacking.
  • Range increased from 7 to 30.  TPs to target when distance is further than 7 ft.
  • Now has a 20% chance for a Mag 2 Stun
  • Increased damage from 1 to 1.64
  • Increased endurance cost from 5.46 to 10.66
  • Increased recharge time from 2.8s to 8s

Combat Jumping
Toggle: Self +Jump, +Def(All), Res(Immobilization)
  • This power now stacks with other Jump powers
  • Increased endurance cost from 0.07/s to 0.16/s
  • Effects will suppress while Hovering or Flying

Super Jump
Toggle: Self Long Jump
  • New fast travel switching mechanic: Activating this power automatically switches off Fly and vice versa

Acrobatics
Toggle: Self +Jump, +DEF(All), +Res(Knockback, Hold)
  • Added moderate Defense(All) on par with Weave.  Acrobatics now accepts Defense enhancements.
  • Added moderate Jump height/speed.  Acrobatics now accepts Jump and Universal Travel enhancements.
  • Increased endurance cost from 0.26/s to 0.33/s.
  • Effects will suppress while Aerobatics (Flight) is active.
  • Weave will suppress while Acrobatics is active.

Spring Attack
PBAoE High DMG(Smashing), Foe Knockdown; Self Teleport, +Jump
  • Using this power significantly increases Jumping Speed and Jumping Height for 30s.
  • Reduced recharge time from 120s to 34s
  • Increased endurance cost from 13.52 to 14.352
  • You may not train this power if you have already trained Blink Blitz, Dive Attack, or Whirlwind




Flight

Hover
Toggle: Self Fly, +DEF(All)
  • This power now stacks with other Flight powers
  • Added the original Fly pose as a power customizable option.
  • The Hover pose will always show over the default fly pose due to having a higher priority.
  • Decreased endurance cost from 0.19/s to 0.16/s
  • While this power is active Combat Jumping will suppress

Air Superiority
Melee, High DMG(Smash), Foe -Fly
  • Increased damage from 1 to 1.64
  • Increased endurance cost from 6.5 to 10.66
  • Increased recharge time from 4s to 8s

Fly
Toggle: Self Fly
  • New fast travel switching mechanic: Activating this power automatically switches off Super Jump and vice versa

Aerobatics (formerly Group Fly)
Toggle: Self +FlySpeed, Res(-Fly), +Def(All), +Flight Control
  • Aerobatics now occupies the former Group Fly power in the Flight pool.
  • While Aerobatics is active, Acrobatics and Weave will suppress.
  • Group Fly
    • Obtaining Aerobatics now unlocks Group Fly mode for Fly.
    • If you previously had Group Fly you will now have both Aerobatics and Group Fly powers.

Dive Attack (formerly Afterburner)
PBAoE Superior DMG(Smashing), Foe Knockdown; Self Teleport
  • Dive Attack now occupies the former Afterburner power in the Flight pool.
  • You may not train this power if you have already trained Blink Blitz, Spring Attack, or Whirlwind.
  • Afterburner
    • Obtaining Dive Attack now unlocks Afterburner for Fly
    • Transferred defense to Aerobatics and while not quite as high it can now be used in combat
    • Removed Only Affect Self
    • Afterburner toggle now has a 30s duration and 120s cooldown
    • If you previously had Afterburner you will now have both Dive Attack and Afterburner powers.




Teleportation

Recall (formerly Recall Friend)
Teleport Target
  • This power has been renamed Recall.  It can teleport either an ally or an enemy to you.
  • Depending on whether your target is a friend or foe this power will either function as Recall Friend or Teleport Foe.
  • Training both Recall and Blink will enable you to teleport NPC foes without any interruption window.
  • If you previously had Recall Friend you will now have Recall

Blink (formerly Teleport Foe)
Ranged, High DMG(Smash), Self Teleport, +DEF(All)
  • This power has been replaced with Blink.  An extremely quick teleportation power that attacks the foe in the blink of an eye.
  • Damage Scale 1
  • Endurance Cost from 6.5
  • Recharge Time 4s
  • This power also grants a short-duration Defense(All) buff.
  • If you previously had Teleport Foe you will now have Blink

Teleport
Ranged (Location), Self Teleport
  • Added a passive Endurance Discount if you have trained Team Teleport
  • Added a passive Range buff if you have trained Long Range Teleport

Blink Blitz (formerly Team Teleport)
PBAoE High DMG(Smashing); Self Teleport, +DEF(All)
  • Blink Blitz now occupies the former Team Teleport power in the Teleportation pool.
  • You may not train this power if you have already trained Dive Attack, Spring Attack, or Whirlwind.
  • Team Teleport
    • Obtaining Blink Blitz now unlocks Team Teleport mode for Teleport.
    • This power has become a toggle. While toggled on it that turns Teleport into Team Teleport.  Enhancing Teleport also enhances Team Teleport power.
    • Team Teleport also provides a passive Endurance Discount to the solo Teleport power mode.
    • If you previously had Team Teleport you will now have both Blink Blitz and Team Teleport powers.

Mass Translocate (formerly Long Range Teleport)
Ranged (Targeted AoE), Foe Teleport
  • Mass Translocate now occupies the former Long Range Teleport power in the Teleportation pool.
  • Long Range Teleport
    • Obtaining Mass Translocate now unlocks Long Range Teleport.
    • Long Range Teleport also provides a passive Range buff to the normal teleportation range of Teleport.
    • If you previously had Long Range Teleport you will now have both Mass Translocate and Long Range Teleport powers.




Peacebringer

Combat Flight
Toggle: Self Fly, +DEF(All)
  • This power now stacks with other Flight powers, sans Hover
  • Added the original Fly pose as a power customizable option.
  • Combat Flight's hover pose will always show over the default fly pose due to having a higher priority.
  • Decreased endurance cost from 0.19/s to 0.16/s
  • While this power is active Combat Jumping will suppress

Energy Flight
Toggle: Self Fly
  • Reduced endurance cost from 1.0/s to 0.36/s
  • New fast travel switching mechanic: Activating this power automatically switches off Super Jump and vice versa

Solar Glide (formerly Group Energy Flight)
Toggle: Self +FlySpeed, Res(-Fly), +Def(All), +Flight Control
  • Solar Glide now occupies the former Group Energy Flight power.
  • While Solar Glide is active, Acrobatics and Weave will suppress.
  • Group Energy Flight
    • Obtaining Solar Glide now unlocks Group Energy Flight.
    • If you previously had Group Energy Flight you will now have both Solar Glide and Group Energy Flight powers.

Starfall (formerly Quantum Acceleration)
PBAoE Superior DMG(Smashing), Foe Knockdown; Self Teleport
  • Starfall now occupies the former Quantum Acceleration power.
  • You may not train this power if you have already trained Blink Blitz, Dive Attack, Spring Attack, or Whirlwind.
  • Quantum Acceleration
    • Obtaining Starfall now unlocks Quantum Acceleration
    • Transferred Defense to Solar Glide
    • Removed Only Affect Self
    • Afterburner toggle now has a 30s duration and 120s cooldown
    • If you previously had Quantum Acceleration you will now have both Starfall and Quantum Acceleration powers.




Warshade

Starless Recall (formerly Shadow Recall)
Teleport Target
  • This power has been renamed Starless Recall.  It can teleport either an ally or an enemy to you.
  • Depending on whether your target is a friend or foe this power will either function as Shadow Recall or Starless Step.
  • Training both Starless Recall and Starless Charge will enable you to teleport NPC foes without any interruption window.
  • If you previously had Shadow Recall you will now have Starless Recall

Starless Charge (formerly Starless Step)
Ranged, High DMG(Negative), Self Teleport, +DEF(All)
  • This power has been replaced with Starless Step.  An extremely quick teleportation power that attacks the foe in the blink of an eye.
  • Damage scale 1.64
  • Endurance cost from 8.528
  • Recharge time 8s
  • This power also grants a short-duration Defense(All) buff.
  • If you previously had Starless Step you will now have Starless Charge

Shadow Step
Ranged (Location), Self Teleport
  • Added a passive Range buff if you have trained Shadow Slip

Extinguish Light (formerly Shadow Slip)
PBAoE High DMG(Negative); Self Teleport, +DEF(All)
  • Extinguish Light now occupies the former Shadow Slip power.
  • You may not train this power if you have already trained Blink Blitz, Dive Attack, Spring Attack, or Whirlwind.
  • Shadow Slip
    • Obtaining Extinguish Light now unlocks Shadow Slip.
    • Shadow Slip also provides a passive Range buff to the normal teleportation range of Teleport.
    • If you previously had Shadow Slip you will now have both Extinguish Light and Shadow Slip powers.





Force Field Revamp
Force Field has long needed improving for the set's most underused and lackluster powers.  Particularly giving those powers effects suited to supporting the team in a way that befits this classic heroic support set. Alongside this revamp, Force Field becomes available to corruptors for the first time as well as to Guardians in the new Force Composition power set.



Force Field

Personal Force Field
Toggle: Self +Def, Res(All except Toxic)
  • Removed the power's OnlyAffectsSelf property, allowing the user to attack and buff normally while it is active.
  • The power now can only be active for up to 30 seconds at a time, and cannot be activated more often than once every 90 seconds. Recharge increased to 120 seconds.
  • Animation time reduced from 2.03 to 1.03 seconds, and removed endurance cost.
  • This change is experimental - we are seeking feedback on it!

Force Bolt
Ranged, Moderate DMG(Smash), Foe Knockback, Disorient, -Fly
  • This power now does splash knockdown, knocking down up to 3 additional nearby targets (these targets do not take damage or become stunned).
  • The power also now inflicts a stackable magnitude 1.5 stun, allowing it to disorient minions with one hit, LTs with two hits, and bosses after three hits.
  • Increased damage scale to 1.0. It can benefit from Scourge and Containment for their respective Archetypes.

Barrier Field (formerly Detention Field)
Ranged, Ally +Absorb OR Foe Capture (Special)
  • This power has been renamed to Barrier Field, and now may be used on either enemy or friendly targets.
  • When used against a friendly target, it grants that target a very large amount of absorption over time for a short period of time.
  • When used against an enemy target, it functions as the current Detention Field power does.
  • The detention effect of the power has also been increased to magnitude 6 (allowing it to affect standard EBs), and the detention'd target is now also able to be affected by knockback, attract, and repel effects (only) from other Force Field (or Force Composition) powers.

Containment Shell (formerly Repulsion Field)
Ranged (Location AoE), Foe Attract, Immobilize, -Jump, -Repel, Knockback to Knockdown
  • This is a new power that fills Repulsion Field's old slot. Repulsion Field has been moved to being a sub-power granted by owning Force Bubble.
  • If you previously owned Repulsion Field, you will now own Containment Shell.
  • This is a location-targeted persistent patch power that immobilizes targets and pulls them inwards using the new Attract effect.
  • This power also prevents contained targets from being repelled and converts knockback to knockdown on those targets.

Repulsion Bomb
Ranged (Targeted AoE), Moderate DMG(Smash), Foe Knockdown, Disorient
  • Chance to stun minions increased to 75%. Now has a 50% chance to stun LTs.
  • The power's damage can benefit from Scourge and Containment.

Force Bubble
Toggle: PBAoE Foe -Speed, -DMG(All), Knockdown, Repel (Special)
  • Repulsion Field
    • Toggle: PBAoE Knockback OR Repel (Special)
    • This Toggle power creates a field that repels nearby foes. If Force Bubble is also active, then when Repulsion Field is active it grants a Repel effect to Force Bubble, but has no effects itself. If used on its own, Repulsion Field violently flings away any foes that get too close, at the cost of some Endurance for each foe repelled. Repulsion Field's knockback can still affect a target that has been captured by Barrier Field. Repulsion Field costs no endurance to run, and is automatically granted by purchasing the Force Bubble power. Recharge: Slow
    • This power is no longer purchased as an independent power, instead it is automatically granted by purchasing Force Bubble.
    • If you previously owned Force Bubble, you will now also own Repulsion Field.
    • When used on its own, Repulsion Field functions as it currently does.
    • When activated while Force Bubble is also active, Repulsion Field has no effects itself, but enables Force Bubble's repel effect. In either case, Repulsion Field no longer has an ongoing endurance cost.
    • Animation time reduced from 2.03 to 1.03 seconds.
  • Now inflicts a significant -damage debuff and movement slow on targets hit.
  • The repel effect is no longer permanently active - toggling on Repulsion Field while Force Bubble is active enables the repel effect, or leave Repulsion Field off to inflict the slow and -damage effects without any repel.
  • Endurance cost reduced to 0.52/sec.



Force Composition

Temp Invulnerability
Toggle: Self +Res(Smash, Lethal)

Force Bolt
Ranged, Moderate DMG(Smash), Foe Knockback, Disorient, -Fly

Force Affinity
Auto: Self +Res(All DMG but Psionics), Endurance Discount

Dispersion Bubble
Toggle: PBAoE, Team +Res(Hold, Immobilize, Disorient)< +DEF(All), Self +Res(Knockback, Sleep)

Force Barrier
PBAOE, Team +Absorb

Containment Shell
Ranged (Location AoE), Foe Attract, Immobilize, -Jump, -Repel, Knockback to Knockdown

Repulsion Bomb
Ranged (Targeted AoE), Moderate DMG(Smash), Foe Knockdown, Disorient

Force Shielding
Auto: Self +DEF(All but Psionics), +Res (Debuff DEF)

Suppression Field
Ranged (Location AoE), Foe -Speed, -Jump, -Fly, Hold, -DMG(All)

8
General Suggestions and Feedback / FOCUSED FEEDBACK: Synapse Task Force
« on: January 20, 2023, 10:25:42 am »
Synapse Task Force: King's Fall (Level 15-20)

As territories shift amongst the gangs of Paragon City, an old threat challenges them all. Witness the power of a king on the rise and a violent crusade to end injustice once and for all.




Collect five new badges by stopping the Clockwork King from taking over the city while either avoiding or under the effects of the mysterious Rage substance:

    Body is a Temple
    First Time Free
    Just a Slip
    Mighty Incapacitated
    All the Rage

Want to enjoy the original Synapse Task Force?  Talk to the Ouroboros crystal and journey back in time to relive the events anytime.

9
Patch Notes / PTS January 20, 2023 (Test Server) - Ri5
« on: January 20, 2023, 09:48:18 am »
New to Rebirth? Interested in checking out our server? Start here: https://play.cityofheroesrebirth.com/
Need help? Join our Discord: https://discord.com/invite/mhkYg2sQPe

PTS Update - Rebirth Issue 5: Clockstoppers





Synapse Task Force: King's Fall (Level 15-20)

As territories shift amongst the gangs of Paragon City, an old threat challenges them all. Witness the power of a king on the rise and a violent crusade to end injustice once and for all.




Collect five new badges by stopping the Clockwork King from taking over the city while either avoiding or under the effects of the mysterious Rage substance:

    Body is a Temple
    First Time Free
    Just a Slip
    Mighty Incapacitated
    All the Rage

Want to enjoy the original Synapse Task Force?  Talk to the Ouroboros crystal and journey back in time to relive the events anytime.





New Pool Power Set: Experimentation
Experimentation gives you access to poisonous ranged attacks as well as powers that boost your attack power and the survivability of your allies. This pool's travel power is Speed of Sound. While active, this power allows you to run at incredible speeds and also gives you access to the Jaunt power. Jaunt allows you to quickly teleport long distances once every so often.



Experimental Injection
Short Ranged, Ally +Regeneration, +Recovery, +Res(Status)

You inject an ally with a compound that greatly boosts their regeneration, recovery and resistance to status effects for a short time. Recharge: Long

Toxic Dart
Ranged, Minor DMG(Lethal), High DMG(Toxic)

You fire a toxic dart at your target causing a very minor amount of immediate lethal damage followed by a High amount of toxic damage over time. Recharge: Moderate

Speed of Sound
Toggle: Self +Speed, (Special)

Your experiments have yielded incredible results. By activating this power, you're able to run at incredible speeds. In fact, while this power is active, you gain access to the Jaunt power. Jaunt allows you to teleport to a distant location once every short while. Recharge: Moderate
  • Jaunt
    • Click, Self Teleport
    • Clicking on this power and then selecting a location will cause the caster to vanish and reappear at their target location. Recharge: Moderate

Corrosive Vial
Ranged (Targeted AoE), High DoT(Toxic), -Defense

You hurl a vial of toxic fluid that explodes upon impact leaving a corrosive puddle at your target's feet. Any foe that stands within the puddle will take toxic damage and have their defense reduced for a short while. Corrosive Vial requires you to have 2 powers from the Experimentation power pool. Damage: High (DoT), Recharge: Long

Adrenal Booster
Self, +To Hit, +Recharge, +Damage

You inject yourself with a concentrated serum that boosts your damage, recharge, and chance to hit by a large amount for a short time. Adrenal Booster requires you to have 2 powers from the Experimentation power pool. Recharge: Very Long






New Enhancement Sets

Rolling Barrage
This uncommon Targeted AoE set is available from level 25 to 50, and offers new combinations of enhancements. Additionally, Rolling Barrage expands the set bonus variety for Targeted AoEs.
Enhancements:
  • Accuracy/Damage
  • Damage/Endurance
  • Damage/Recharge
  • Accuracy/Endurance/Recharge
  • Accuracy/Damage/Recharge
  • Damage/Endurance/Recharge
          Set Bonuses:
  • 2-piece: 7.5% Range
  • 3-piece: 1.125% Maximum HP
  • 4-piece: 2.5% Damage
  • 5-piece: 3.75% Recharge Time
  • 6-piece: 2.5% Smashing/Lethal Defense, 1.25% Melee Defense

This set's recipes drop from normal content and can be obtained at various merit vendors.

Synapse's Agility

Enhancements:
  • Run Speed, Jump, Flight Speed, Range
  • Run Speed, Jump, Flight Speed, Range/Recharge
  • Run Speed, Jump, Flight Speed, Range/Recharge/Endurance
  • Recharge/Endurance
  • Run Speed, Jump, Flight Speed, Range/Endurance
  • Proc: Endurance Drain Resistance (20%)
          Set Bonuses:
  • 2-piece: 10.5% Movement Speed
  • 3-piece: 5% Slow Resist
  • 4-piece: 8% Regeneration
  • 5-piece: 7.5% Recharge Time
  • 6-piece: 2.5% Melee/Ranged/AoE Defense, 1.5% Smashing/Lethal/Fire/Cold/Energy/Negative Defense

This set's recipes can be obtained by successfully completing Task Forces or Strike Forces with Time Limit challenges enabled.  Learn more in the Speed Run Challenges section.






Speed Run Challenge Rewards

Upon successfully completing Task Forces or Strike Forces with Speed Run challenges enabled you'll receive a random travel recipe.

Different types of travel recipes appear more or less frequently depending on whether the Speed Run Challenge was set to Gold, Silver, or Bronze.
  • Bronze features the highest chance for Running, Jumping, Flying, and Teleporting recipes
  • Silver features improved chances for Universal Travel recipes
  • Gold features improved chances for exclusive Speed Run Challenge recipes

Task Forces and Strike Forces have new times for challenge settings to make each one more obtainable while still presenting a reasonable challenge.

Synapse's Agility recipes are an exclusive Speed Run Challenge reward.






Travel Pool Powersets Revamp

Running, Jumping, and Flying speed caps have all been raised by 400%!



Speed

Flurry
Melee (Cone), High DoT(Smash), Self +Def(Melee, Lethal), Special
  • Attack type changed from single-target melee to narrow melee cone. It now accepts PbAoE enhancements instead of Melee enhancements.
  • Added a short duration +Def(Melee, Lethal) similar to Parry.  Flurry now accepts Defense enhancements.
  • Increased damage from .143 to .2695 per tick
  • Increased endurance cost from 5.46 to 14.01
  • Increased recharge time from 3s to 14s
  • Removed chance for stun
  • Burnout Special Effect: Flurry instantly recharges for 10s immediately after Burnout is activated

Hasten
Self +Recharge, +SPD
  • Added moderate move speed increase.  Hasten now accepts Run and Universal Travel enhancements.

Whirlwind
Toggle: PBAoE, Moderate DMG(Smash/Energy), Foe Attract, Knockback, Stun, (Special)
  • Expanded PBAoE radius to 25 and added Attract to pull enemies into the center
  • In PBAoE center added Moderate Smashing/Energy damage
  • Foes that enter the center will also be Knocked back and be very briefly stunned (~2s)
  • Reduced additional endurance cost per foe hit from 1.5 to 1.0
  • Whirlwind now automatically shuts off when your endurance reaches 25% or less
  • Recharge Time increased to 105s
  • Burnout Special Effect: Whirlwind costs no endurance per foe hit for 10s immediately after Burnout is activated
  • You may not train this power if you have already trained Blink Blitz, Dive Attack, or Spring Attack

Burnout
Self +Recharge, +SPD, Res (Slow), +DEF(All), Special
  • Added a large move speed and jump increase for 60sec.  Burnout now accepts Run and Universal Travel enhancements.  The jump height increase is not enhanceable.
  • Added 40% resistance to slow effects for 60sec
  • Added moderate Defense(All) for 60sec.  Burnout now accepts Defense enhancements
  • Reduced recharge time from 1800s to 600s
  • Added Special effect: Burnout Acceleration.  This effect grants brief bonuses to Flurry and Whirlwind for a short time immediately after Burnout is activated.




Leaping

Jump Kick
Melee, High DMG(Smash), Foe Knockdown, Stun Self Teleport
  • This power can now be used slightly out of melee distance.  When activated while out of melee you'll leap toward the target while attacking.
  • Range increased from 7 to 30.  TPs to target when distance is further than 7 ft.
  • Now has a 20% chance for a Mag 2 Stun
  • Increased damage from 1 to 1.64
  • Increased endurance cost from 5.46 to 10.66
  • Increased recharge time from 2.8s to 8s

Combat Jumping
Toggle: Self +Jump, +Def(All), Res(Immobilization)
  • This power now stacks with other Jump powers
  • Increased endurance cost from 0.07/s to 0.16/s
  • Effects will suppress while Hovering or Flying

Super Jump
Toggle: Self Long Jump
  • New fast travel switching mechanic: Activating this power automatically switches off Fly and vice versa

Acrobatics
Toggle: Self +Jump, +DEF(All), +Res(Knockback, Hold)
  • Added moderate Defense(All) on par with Weave.  Acrobatics now accepts Defense enhancements.
  • Added moderate Jump height/speed.  Acrobatics now accepts Jump and Universal Travel enhancements.
  • Increased endurance cost from 0.26/s to 0.33/s.
  • Effects will suppress while Aerobatics (Flight) is active.
  • Weave will suppress while Acrobatics is active.

Spring Attack
PBAoE High DMG(Smashing), Foe Knockdown; Self Teleport, +Jump
  • Using this power significantly increases Jumping Speed and Jumping Height for 30s.
  • Reduced recharge time from 120s to 34s
  • Increased endurance cost from 13.52 to 14.352
  • You may not train this power if you have already trained Blink Blitz, Dive Attack, or Whirlwind




Flight

Hover
Toggle: Self Fly, +DEF(All)
  • This power now stacks with other Flight powers
  • Added the original Fly pose as a power customizable option.
  • The Hover pose will always show over the default fly pose due to having a higher priority.
  • Decreased endurance cost from 0.19/s to 0.16/s
  • While this power is active Combat Jumping will suppress

Air Superiority
Melee, High DMG(Smash), Foe -Fly
  • Increased damage from 1 to 1.64
  • Increased endurance cost from 6.5 to 10.66
  • Increased recharge time from 4s to 8s

Fly
Toggle: Self Fly
  • New fast travel switching mechanic: Activating this power automatically switches off Super Jump and vice versa

Aerobatics (formerly Group Fly)
Toggle: Self +FlySpeed, Res(-Fly), +Def(All), +Flight Control
  • Aerobatics now occupies the former Group Fly power in the Flight pool.
  • While Aerobatics is active, Acrobatics and Weave will suppress.
  • Group Fly
    • Obtaining Aerobatics now unlocks Group Fly mode for Fly.
    • If you previously had Group Fly you will now have both Aerobatics and Group Fly powers.

Dive Attack (formerly Afterburner)
PBAoE Superior DMG(Smashing), Foe Knockdown; Self Teleport
  • Dive Attack now occupies the former Afterburner power in the Flight pool.
  • You may not train this power if you have already trained Blink Blitz, Spring Attack, or Whirlwind.
  • Afterburner
    • Obtaining Dive Attack now unlocks Afterburner for Fly
    • Transferred defense to Aerobatics and while not quite as high it can now be used in combat
    • Removed Only Affect Self
    • Afterburner toggle now has a 30s duration and 120s cooldown
    • If you previously had Afterburner you will now have both Dive Attack and Afterburner powers.




Teleportation

Recall (formerly Recall Friend)
Teleport Target
  • This power has been renamed Recall.  It can teleport either an ally or an enemy to you.
  • Depending on whether your target is a friend or foe this power will either function as Recall Friend or Teleport Foe.
  • Training both Recall and Blink will enable you to teleport NPC foes without any interruption window.
  • If you previously had Recall Friend you will now have Recall

Blink (formerly Teleport Foe)
Ranged, High DMG(Smash), Self Teleport, +DEF(All)
  • This power has been replaced with Blink.  An extremely quick teleportation power that attacks the foe in the blink of an eye.
  • Damage Scale 1
  • Endurance Cost from 6.5
  • Recharge Time 4s
  • This power also grants a short-duration Defense(All) buff.
  • If you previously had Teleport Foe you will now have Blink

Teleport
Ranged (Location), Self Teleport
  • Added a passive Endurance Discount if you have trained Team Teleport
  • Added a passive Range buff if you have trained Long Range Teleport

Blink Blitz (formerly Team Teleport)
PBAoE High DMG(Smashing); Self Teleport, +DEF(All)
  • Blink Blitz now occupies the former Team Teleport power in the Teleportation pool.
  • You may not train this power if you have already trained Dive Attack, Spring Attack, or Whirlwind.
  • Team Teleport
    • Obtaining Blink Blitz now unlocks Team Teleport mode for Teleport.
    • This power has become a toggle. While toggled on it that turns Teleport into Team Teleport.  Enhancing Teleport also enhances Team Teleport power.
    • Team Teleport also provides a passive Endurance Discount to the solo Teleport power mode.
    • If you previously had Team Teleport you will now have both Blink Blitz and Team Teleport powers.

Mass Translocate (formerly Long Range Teleport)
Ranged (Targeted AoE), Foe Teleport
  • Mass Translocate now occupies the former Long Range Teleport power in the Teleportation pool.
  • Long Range Teleport
    • Obtaining Mass Translocate now unlocks Long Range Teleport.
    • Long Range Teleport also provides a passive Range buff to the normal teleportation range of Teleport.
    • If you previously had Long Range Teleport you will now have both Mass Translocate and Long Range Teleport powers.




Peacebringer

Combat Flight
Toggle: Self Fly, +DEF(All)
  • This power now stacks with other Flight powers, sans Hover
  • Added the original Fly pose as a power customizable option.
  • Combat Flight's hover pose will always show over the default fly pose due to having a higher priority.
  • Decreased endurance cost from 0.19/s to 0.16/s
  • While this power is active Combat Jumping will suppress

Energy Flight
Toggle: Self Fly
  • Reduced endurance cost from 1.0/s to 0.36/s
  • New fast travel switching mechanic: Activating this power automatically switches off Super Jump and vice versa

Solar Glide (formerly Group Energy Flight)
Toggle: Self +FlySpeed, Res(-Fly), +Def(All), +Flight Control
  • Solar Glide now occupies the former Group Energy Flight power.
  • While Solar Glide is active, Acrobatics and Weave will suppress.
  • Group Energy Flight
    • Obtaining Solar Glide now unlocks Group Energy Flight.
    • If you previously had Group Energy Flight you will now have both Solar Glide and Group Energy Flight powers.

Starfall (formerly Quantum Acceleration)
PBAoE Superior DMG(Smashing), Foe Knockdown; Self Teleport
  • Starfall now occupies the former Quantum Acceleration power.
  • You may not train this power if you have already trained Blink Blitz, Dive Attack, Spring Attack, or Whirlwind.
  • Quantum Acceleration
    • Obtaining Starfall now unlocks Quantum Acceleration
    • Transferred Defense to Solar Glide
    • Removed Only Affect Self
    • Afterburner toggle now has a 30s duration and 120s cooldown
    • If you previously had Quantum Acceleration you will now have both Starfall and Quantum Acceleration powers.




Warshade

Starless Recall (formerly Shadow Recall)
Teleport Target
  • This power has been renamed Starless Recall.  It can teleport either an ally or an enemy to you.
  • Depending on whether your target is a friend or foe this power will either function as Shadow Recall or Starless Step.
  • Training both Starless Recall and Starless Charge will enable you to teleport NPC foes without any interruption window.
  • If you previously had Shadow Recall you will now have Starless Recall

Starless Charge (formerly Starless Step)
Ranged, High DMG(Negative), Self Teleport, +DEF(All)
  • This power has been replaced with Starless Step.  An extremely quick teleportation power that attacks the foe in the blink of an eye.
  • Damage scale 1.64
  • Endurance cost from 8.528
  • Recharge time 8s
  • This power also grants a short-duration Defense(All) buff.
  • If you previously had Starless Step you will now have Starless Charge

Shadow Step
Ranged (Location), Self Teleport
  • Added a passive Range buff if you have trained Shadow Slip

Extinguish Light (formerly Shadow Slip)
PBAoE High DMG(Negative); Self Teleport, +DEF(All)
  • Extinguish Light now occupies the former Shadow Slip power.
  • You may not train this power if you have already trained Blink Blitz, Dive Attack, Spring Attack, or Whirlwind.
  • Shadow Slip
    • Obtaining Extinguish Light now unlocks Shadow Slip.
    • Shadow Slip also provides a passive Range buff to the normal teleportation range of Teleport.
    • If you previously had Shadow Slip you will now have both Extinguish Light and Shadow Slip powers.





Force Field Revamp
Force Field has long needed improving for the set's most underused and lackluster powers.  Particularly giving those powers effects suited to supporting the team in a way that befits this classic heroic support set. Alongside this revamp, Force Field becomes available to corruptors for the first time as well as to Guardians in the new Force Composition power set.



Force Field

Personal Force Field
Toggle: Self +Def, Res(All except Toxic)
  • Removed the power's OnlyAffectsSelf property, allowing the user to attack and buff normally while it is active.
  • The power now can only be active for up to 30 seconds at a time, and cannot be activated more often than once every 90 seconds. Recharge increased to 120 seconds.
  • Animation time reduced from 2.03 to 1.03 seconds, and removed endurance cost.
  • This change is experimental - we are seeking feedback on it!

Force Bolt
Ranged, Moderate DMG(Smash), Foe Knockback, Disorient, -Fly
  • This power now does splash knockdown, knocking down up to 3 additional nearby targets (these targets do not take damage or become stunned).
  • The power also now inflicts a stackable magnitude 1.5 stun, allowing it to disorient minions with one hit, LTs with two hits, and bosses after three hits.
  • Increased damage scale to 1.0. It can benefit from Scourge and Containment for their respective Archetypes.

Barrier Field (formerly Detention Field)
Ranged, Ally +Absorb OR Foe Capture (Special)
  • This power has been renamed to Barrier Field, and now may be used on either enemy or friendly targets.
  • When used against a friendly target, it grants that target a very large amount of absorption over time for a short period of time.
  • When used against an enemy target, it functions as the current Detention Field power does.
  • The detention effect of the power has also been increased to magnitude 6 (allowing it to affect standard EBs), and the detention'd target is now also able to be affected by knockback, attract, and repel effects (only) from other Force Field (or Force Composition) powers.

Containment Shell (formerly Repulsion Field)
Ranged (Location AoE), Foe Attract, Immobilize, -Jump, -Repel, Knockback to Knockdown
  • This is a new power that fills Repulsion Field's old slot. Repulsion Field has been moved to being a sub-power granted by owning Force Bubble.
  • If you previously owned Repulsion Field, you will now own Containment Shell.
  • This is a location-targeted persistent patch power that immobilizes targets and pulls them inwards using the new Attract effect.
  • This power also prevents contained targets from being repelled and converts knockback to knockdown on those targets.

Repulsion Bomb
Ranged (Targeted AoE), Moderate DMG(Smash), Foe Knockdown, Disorient
  • Chance to stun minions increased to 75%. Now has a 50% chance to stun LTs.
  • The power's damage can benefit from Scourge and Containment.

Force Bubble
Toggle: PBAoE Foe -Speed, -DMG(All), Knockdown, Repel (Special)
  • Repulsion Field
    • Toggle: PBAoE Knockback OR Repel (Special)
    • This Toggle power creates a field that repels nearby foes. If Force Bubble is also active, then when Repulsion Field is active it grants a Repel effect to Force Bubble, but has no effects itself. If used on its own, Repulsion Field violently flings away any foes that get too close, at the cost of some Endurance for each foe repelled. Repulsion Field's knockback can still affect a target that has been captured by Barrier Field. Repulsion Field costs no endurance to run, and is automatically granted by purchasing the Force Bubble power. Recharge: Slow
    • This power is no longer purchased as an independent power, instead it is automatically granted by purchasing Force Bubble.
    • If you previously owned Force Bubble, you will now also own Repulsion Field.
    • When used on its own, Repulsion Field functions as it currently does.
    • When activated while Force Bubble is also active, Repulsion Field has no effects itself, but enables Force Bubble's repel effect. In either case, Repulsion Field no longer has an ongoing endurance cost.
    • Animation time reduced from 2.03 to 1.03 seconds.
  • Now inflicts a significant -damage debuff and movement slow on targets hit.
  • The repel effect is no longer permanently active - toggling on Repulsion Field while Force Bubble is active enables the repel effect, or leave Repulsion Field off to inflict the slow and -damage effects without any repel.
  • Endurance cost reduced to 0.52/sec.



Force Composition

Temp Invulnerability
Toggle: Self +Res(Smash, Lethal)

Force Bolt
Ranged, Moderate DMG(Smash), Foe Knockback, Disorient, -Fly

Force Affinity
Auto: Self +Res(All DMG but Psionics), Endurance Discount

Dispersion Bubble
Toggle: PBAoE, Team +Res(Hold, Immobilize, Disorient)< +DEF(All), Self +Res(Knockback, Sleep)

Force Barrier
PBAOE, Team +Absorb

Containment Shell
Ranged (Location AoE), Foe Attract, Immobilize, -Jump, -Repel, Knockback to Knockdown

Repulsion Bomb
Ranged (Targeted AoE), Moderate DMG(Smash), Foe Knockdown, Disorient

Force Shielding
Auto: Self +DEF(All but Psionics), +Res (Debuff DEF)

Suppression Field
Ranged (Location AoE), Foe -Speed, -Jump, -Fly, Hold, -DMG(All)





Costumes


Issue 5 brings many Quality of Life improvements and fixes to the costume creator.


Costume Presets

Costume presets have been fixed on Rebirth! Use them to kickstart your imagination
or to quickly pull up a base template when making a new suit!

We've even added a number of Rebirth-specific presets and upgraded some old ones with Rebirth-specific parts on male and female models (huge versions coming later, with the final chapter of the asymmetric torso revamp). Look for the following new presets:

Dia de los Muertos, Golden Age, Hippie, Incandescence, Neon, Pilot, Pirate 1, Pirate 2, Prismatic, Radium, Sand, Spectral, Super Spy, Winged 1, and Winged 2.

Extended Natural Skin Tones



We've added 4 new carefully crafted and curated rows of natural skin tones to the character creator. There is now a much better range of golden, olive, and ruddy hues available! All have been tested for in-game performance by our dev team.

Random Color Selection on New Characters

Ever feel creatively blocked by seeing the peach skin tone and black and white tights colors upon making a new character? Us too. So we decided to randomize the initial color selections suggested by the character creator when making a new character. This with the fixed costume presets should make new character creation a breeze!

Surgical Four Color Support



No longer do you need to do the global color workaround to tweak the inside colors of cape-driven costume parts. Pieces that use cape technology but are not cataloged as capes now pull up the 4-color customization options. Now you can easily recolor the Wedding Tux and Cybertech coattails, the cloth details on your Cosmic Corsair, Tech Knight, Gunslinger belts, and Wedding Veil--all with quick, convenient ease!


New Emblem Packs

Rebirth Emblem Pack 3



Get your animals, meta-domino masks, sweet treats, green thumb, and retro gamer on with this latest chest and shield emblem pack!

Options include popsicles, popcorn, cupcakes, cacti, koi, squid, elephants, rabbits, single-button joysticks, health vials, and more!

Look for them at the bottom of the Symbol sub-category of Chest Details or Shield Emblems, starting with Angel's Food and ending with Unicorns.

Graffiti Emblem Pack



After something a little grittier or with an improvised vibe? Look for the new Graffiti Symbols sub-category on Chest Details or Shield Emblems.

Many familiar favorites, including lightning bolts, mystic symbols, and clenched fists have been given the graffiti treatment. Also look for Rebirth-specific graffiti symbols like the twin rats, rabbit, and smiley face here as well!

Note that the new crossed-out Arachnos emblem is unlocked via the Spider Smasher badge in-game. If you want to sport that one, you have to earn it!


Integrated Tights

New Undertights Options



All existing male and female integrated tights options have been updated to include ALL of Issue 4's glowing and animated skins. Want a halter top on your specter? Or a pair of modesty briefs over your plasma being? You can do that now.

For easier identification of integrated tights options, the first sub-entry on each integrated tights bundle now shines out with Neon underskin! The remaining glowing skins have been sandwiched between the natural skin options and Bioluminescence. Animated Sand can be found next to Stone.

Additionally, all female integrated tights have had the legacy Cryptic female Muscular texture added to their under-tights sub-options.

Lastly, a new high-hipped Bikini 2 has been added to female options, fully integrated. This pairs with the High Hipped Leotard texture for a complete bathing suit look or can be mixed and matched with other pant options for a more saucy, youthful vibe!

Classic Cryptic and Paragon Options now integrated



Multiple classic tights options from the Cryptic and Paragon era have been retrofitted with the full integrated tights library, including glowing underskins!

On male chests, look for newly integrated Tank Top, Tanker, and Tee Shirt options. On females, look for integrated chest and hip versions of Angelic Plus, Excess Plus, and Imperial Dynasty. Female chest-only legacy items now integrated include the Leather corset and Tank Top.

(Some redundant top-level tattoo options have been consolidated under the new integrated options.)

Diversified Gloves

A majority of diversified gloves, which permit customization of wrist textures and colors independently from gloves, now include all Rebirth Issue 4 glowing and animated skins. Each can be found alphabetically amongst the sub-options on each diversified glove.

Gloves supported include Barbarian Ring, Spines, Cloud Bracer, Dragon Bracer, Overguard, Plant with Leaves, Small Flared, Small Padded, Small Pointed, Tai, Tied, and Wristband.

Misc.

The female Gunslinger belt with bustle and cape detail now offers an alternate version without stripes and a solid tintable bib.





Quality of Life Changes


Fly and Afterburner Power Customizations (and Energy Flight and Quantum Acceleration)
  • Added 4 new power customization poses (Classic, Heroic, Soaring, and Driven) to Fly and Energy Flight
  • You can also pick another of the added 4 new power customization poses (Classic, Heroic, Soaring, and Driven) when you activate Afterburner and Quantum Acceleration


Movement Power Stacking:
  • Inertial Jump can now stack jump speed and jump height
  • Super Reflexes Elude can now stack running speed and jump height
  • Widow Elude can now stack running speed and jump height
  • Kuji-In Retsu can now stack running speed and jump height


Power Sets

Ninja Assault and Military Assault proliferated to Dominators.


Stone Armor (Tanker/Brute)
  • Toggles (Stone Armor, Brimstone Armor, Crystal Armor, and Minerals) will no longer detoggle when Granite Armor is active.  While Granite Armor is active these toggle's effects will suppress and they will grant endurance to offset their toggle costs.

Unrelenting
  • This power now has its ability to prevent crashes from other powers. Activate this power before initiating most crash powers in order to prevent their crashes from occurring. The tier 9 powers from Melee Defense sets are automatically negated just by training this power.

Super Reflexes (Tanker/Brute/Scrapper/Stalker)
  • Agile, Dodge, and Lucky now accept resistance enhancements.

Mystic Flight and Jetpack
  • New fast travel switching mechanic: Activating this power automatically switches off Super Jump and vice versa

Energy Gauntlet
  • Increased Damage Scale from 1.160 to 1.64
  • Increased Recharge Time from 5s to 8s
  • Increased Endurance Cost from 6.032 to 8.528

Turbo Boost
  • Turning off Jetpack now causes you to stop flying. Note: the flight speed increase from Turbo Boost will last for 30 seconds regardless of flying or not.


Powers
  • Added Attract mechanic to the game.  Wait till you see what we have in store for this. 🤯
  • Walk now disables set bonuses.  Movement set bonuses no longer circumvent Walk.
  • Martial Arts and Gun-Fu Crippling Axe Kick can now be enhanced for Defense Debuff
  • Ninjitsu and infiltrator training mez protection can now be enhanced for Resist
  • Arachnos Soldier Wide-Area Web Grenade can now be enhanced for Slow
  • Added Attract protection to powers that should negate this effect, such as doors, objects, etc.
  • The knockback aura toggles in Sonic Resonance and Kinetics (Sonic Repulsion and Repel) now have no ongoing endurance cost, matching the change to Force Field's Repulsion Field.
  • Endurance cost on Martial Manipulation's Inner Will changed from 0.52 to 0.

Misc.
  • Signature Story Arcs now reward Vigilante and Rogue merits to those respective alignments.
  • The Hero and Villain Super Pack now has a chance for two new very rare cards: Hero Merit and Villain Merit.
  • The Rogue and Vigilante Super Pack now has a chance for two new very rare cards: Rogue Merit and Vigilante Merit.
  • Hero, Villain, Rogue, and Vigilante Merits can now be traded.
  • Overwhelming Force can now be converted within the set.

Gift of the Ancients: Defense/Increased Run Speed
  • Now grants movement speed increase to Jump and Fly as well
  • Movement Speed has been increased from 7.5% to 10.5%

Zones/Maps
  • Rogue and Vigilante Vendors will now show up on minimaps
  • Fort Trident and the Crucible now have icons that allude to their relation to alignments
  • Gladiator Merit Vendors for the side you are representing in a PvP zone will now show up on the minimap
  • Pocket D bartenders now buy enhancements, recipes, and salvage.

New Slash Commands

  • /screenfile "foldername" - allows you to save images to a custom folder

Abbreviated Slash Commands:
  • /tge_x - Cycles through visible targetable enemies in near-to-far order
  • /tge_p - Cycles through visible targetable enemies in far to near order
  • /tge_n - Targets the nearest enemy
  • /tge_f - Targets the farthest enemy
  • /tgf_n - Targets the nearest friend
  • /tgf_f - Targets the farthest friend
  • /tgf_x - Cycles through visible targetable friends in near-to-far order
  • /tgf_p - Cycles through visible targetable friends in far to near order

Commands that take target params:
  • /tgt_n - Targets the nearest match
  • /tgt_f - Targets the farthest match
  • /tgt_x - Cycles through matching targets in near to far order
  • /tgt_p - Cycles through matching targets in far to near order

Abbreviated parameters for the above commands:
  • em = enemy - Hostile enemies
  • fd = friend - Friendlies (including pets)
  • dd = defeated - 0 HP targets
  • ae = alive - Living targets
  • mp = mypet - Include only your pets
  • np = notmypet - Exclude your pets
  • bc = base - Include only passive base items
  • bn = notbase - Exclude passive base items
  • tm = teammate - Include only teammates
  • tn = notteammate - Exclude teammates

Power Execute Abbreviated Commands:
  • /px_tgon = /powexec_toggleon - Toggles a given power on. If it's already on, does nothing.
  • px_tgof = /powexec_toggleoff - Toggles a given power off. If it's already off, does nothing.
  • px_at1 = /powexec_altslot  - Executes the given power slot from the alternate tray.
  • px_at2 = /powexec_altslot  - Executes the given power slot from the second alternate tray.
  • px_at3 = /powexec_altslot  - Executes the given power slot from the thrid alternate tray.
  • /px_sv = /powexec_serverslot - Executes the given power slot from the server-controlled tray.
  • /px_tr = /powexec_tray - Executes a power in the given slot and tray.
  • /px_ab = /powexec_abort - Cancels the auto-attack power and the queued power.
  • /px_uq = /powexec_unqueue - Cancels the queued power.
  • /px_at = /powexec_auto - Sets the auto-attack power to given named power (or blank to shut it off, or toggles if it's on already).






Bug Fixes

General
  • It is now possible to convert into, and not just out of, Winter's Gift attuned enhancements
  • Attuned purple enhancements earned from super packs can now be converted in and out of set

Powers
  • Corrected Endurance Cost of Energy Flight which was costing twice as much as Flight
  • Scrapper patron pool attacks can now properly crit
  • Guardian temporal reaction mez protection no longer incorrectly detoggles when mezzed
  • Stalker placate will no longer fail to place the user into hide against foes higher level than the user
  • Staff fighting sky splitter's resistance buff is no longer incorrectly affected by enemy level
  • Sorcery power pool sound fx now correctly play for the dark customized versions of the powers
  • Arachnos Soldier and widow mace mastery web envelope can now correctly slot slow and universal debuff set IOs
  • Scrapper and stalker ice melee freezing touch can now properly slot hold set IOs
  • Mastermind robotics protector bots can now correctly slot accurate tohit debuff, defense, stun, and healing set IOs
  • Mastermind leviathan mastery KO blow can no longer incorrectly slot targeted AOE set IOs
  • Fixed missing animation on Telekinetic Blow for all Psionic Melee versions and Guardian Psionic Assault (again).
  • Gadgetry's Nano Net and Force of Will's Weaken Resolve can now correctly slot universal debuff sets.
  • Stalker Willpower can now correctly slot rez sets in Resurgence rather than Reconstruction.
  • Martial Manipulation's Inner Will no longer erroneously applies positive mez magnitude to the user in certain situations.
  • Interface Proc fixes:
    • Damage DoTs should no longer calculate their initial hit chance twice.
    • The End Drain portion of Preemptive's proc should no longer calculate its initial hit chance twice.

Costumes
  • Costume Sets gloves and boots are once again showing their intended pieces.
  • Female metallic pants texture should now display properly.
  • Female Talon and Zombie legs on integrated tights should now display properly.
  • Female Small Padded Gloves, the diversified sub option for Chain wrists should
    now display properly.

Misc.
  • Fixed the sg "altinvite" slash command.  Names with spaces can now be invited but must be wrapped in " ".
  • Fixed a crash that could occur while respecing a Peacebringer or Warshade.
  • Fixed double % signs appearing in Power Info details
  • Fixed powers desync recharge with the server during cutscenes
  • Dark Astoria purple recipe drop rates have been rebalanced to match other zones.
  • Clarified the description on Trick Arrow's Flash Arrow to note that it is autohit in PvE but requires an accuracy check in PvP, matching the descriptions of other similar powers.
  • Restored the Cavern of Transcendence trial min team size to 8 so its objectives can be completed.

10
we are not hostile towards our colleagues.

Knowledge Shared Is Knowledge Multiplied.  8)

Amen.

11
I don't want them combined, that'd just lead to a lot of people being mad. But I do wish the various teams were more friendly toward each other and willing to share resources. Cause I'd love to see stuff like the integrated tights and glowing costumes from here or the mastermind customisation from Thunderspy over on Homecoming, and I'd love to see the things they've made like the Aeon strikeforce and new power sets and such on Rebirth. But that'll never happen cause even if the incompatible code bases could be worked past, there's just too much animosity between the different teams.

While this may have been somewhat true in the past (and still is for some teams), the Rebirth team has a history of cross-server collaboration and cross-pollination of knowledge. While we may disagree with the ways that things are implemented, we have established working relationships with members of the Homecoming team, Thunderspy, and Cake. We are also still active on Ourodev, answering questions and teaching others.That doesn't mean that you should expect asset sharing, but know that we are not hostile towards our colleagues.

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Just dropping in to let you know that I haven't forgotten you or this topic,  Redlynne. I just got busy IRL and haven't had the chance to sit down and give you the response you deserve!

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Aw, c'mon ... I'm not THAT BAD at making Feature Requests™ ...

It was only meant in jest :D

Just to lay it out for you...

Buffing the Leadership and/or Presence pools in the way that you have outlined will require us to create a new version of the pools that would only be available to Masterminds. The way that powers are constructed, adding archetype-specific modifiers to base power properties (End Cost, Accuracy, Recharge, etc) is not possible. AT-specific mods come into play for a power's targeted effects through the use of the archetypes' class tables.

There is a two-phase power pool revamp coming (the first bit will be in Issue 5), so this conversation is actually quite timely. However, the idea of building out an archetype-specific version of a pool set (or two) seems a bit much and could be a hard sell. I'm eager to entertain the discussion and see if there is some common ground on the core ideas even if implementation may differ.

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Counter-proposal.

What about making the global multiplier for Leadership a x1.0 for Masterminds (Maneuvers, Assault, Tactics, Vengeance, Victory Rush) ... which I believe would put them "on par" with Controllers (I'm not well versed with Corruptors or Dominators, so I'll take your word for where those values are set as precedents) ... but my opening bid here is an "on par with Controllers" modification to output performance. This would mean that Defenders "still remain better" (so Masterminds don't suddenly become "the best" option for this Pool in an unchallenged way), upsetting the legacy game balance established in favor of Defenders.

However ... in addition to adjusting the global multiplier ... you also adjust the endurance costs for all the Leadership powers for Masterminds. If that is also controlled by a multiplier, I'm thinking in terms of "change x1.0 into being x0.8" on Leadership Pool endurance costs for Masterminds (basically, a -20% global reduction in endurance cost).

That combination of "a bit more throughput at a bit less cost" would seem to me to be a more reasonable compromise that doesn't wind up stepping on the toes of other Archetypes (by overshadowing them), while at the same time making Leadership an "easier" (or "cheaper" if you prefer) Pool for Masterminds to "manage" due to their extensive experience in leading a pack of Pets, when it comes to the endurance budget. Such a configuration ought to avoid the concern you've (very rightly!) raised about making Leadership "too good" for Masterminds, while still putting them into a "somewhat advantageous" position relative to other Archetypes in a way that is consistent with the Mastermind concept as a matter of First Principles.

That would be my opening bid on the matter of what to do about the Leadership Pool for Masterminds.
Your opinion?

I did a quick comparison between the leadership pool and the Tactical Training powers found on the Soldiers and Widows to ensure there wasn't too much overlap in values. I think that from a conceptual standpoint, this counter-proposal is a reasonable ask.

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Counter-proposal.

What if Provoke was changed ... to be Auto-Hit in PvE for Masterminds only?
Use the precedents of Tanker Taunt coding in terms of Auto-Hit for mobs but still requires a To Hit check against Players in PvP (just like Tankers).
Being able to dump the need for Accuracy enhancement in Provoke for Masterminds would be huge.

Alternatively, a more "uniform" (or simpler) response would be to just adjust the global accuracy modifier for Masterminds for the entire Pool ... again, the purpose is to reduce (but in this case, not eliminate) the need to slot Accuracy into the powers of this Pool. The throughput result is that Masterminds are "more consistent" with their use of Presence Pool powers, rather than making Masterminds "deliver more throughput" in terms of durations. By reducing the "need" for Accuracy in these Pool powers, you increase the potential availability of slotting for duration increase, endurance reduction and recharge reduction as a matter of weighting in demand for enhancement.

I think the Taunt mods for Masterminds need to be increased regardless. Currently, masterminds have a 0.5x modifier to all taunt mods by base. While this keeps in line with other Ranged/Support archetypes, Masterminds were originally intended to be a more tanky class. Having such an innate disadvantage at aggro control flies in the face of this original intent and suggests that mistakes were made when the class was originally created. Considering how highly Taunt Duration is favored in the Threat formula, their abysmal damage mods, and terrible debuff mods, an MM is at a severe disadvantage against any other archetype in terms of Threat Generation and Aggro Control.

Regarding the possibility of an Auto-Hit? I don't see any issues with this. Taunt powers for Brutes, Tankers, Dwarves, Widows and Scrappers are all auto-hit, so normalizing Provoke actually brings it in line with other offerings. Such a change would likely be global and impact all ATs. That being said, an increased accuracy does not sound unreasonable for Masterminds in PVP and could prove an interesting dynamic in team matches.

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Another possibility, which could be combined with the "better Accuracy" approach (so not mutually exclusive), would be to reduce base recharge times on Presence Pool powers so Masterminds can use these powers "more often" than other Archetypes. Again, rather than adjusting the durations of power efects, Masterminds would simply be able to use them "more quickly" so as to be able to better manage the ebb and tide of evolving combat situations over time. Note that such a change would be consistent with a potential goal of being able to stack durations of Presence Pool powers during longer engagements, to better manage "traffic flow" of particularly hard $Targets through improved uptime (same duration, shorter recharge) and potential overlapping of durations before they expire.

[I wish I had a /thinking emote to insert here]

Another interesting proposition. For comparison, AoE Taunt recharges are normalized at 10 seconds for all versions of Taunt, Provoke included. Duration is the key difference between each. Brutes, Tankers, and Peacebringers have a 20 second duration Taunt while Black Dwarf Antagonize and Provoke are reduced to 8 seconds. However, those other ATs have substantially higher modifiers for their Taunt effects (1.0x for Brutes/Tanks, 0.85x for Khelds). I know that I keep bringing up duration, but it is the most important consideration for aggro management. Were we to increase the Taunt mod for MMs and reduce the recharge on Provoke by...let's say 20%...it would allow for MMs to keep their durations up at approximately half the rate of the other ATs. This would allow them to act as a primary tank on a team that doesn't feature a Brute, Tanker, or Kheld and grant them superior aggro control than any other "support" AT. I don't dislike it.

As far as reducing the recharge on the other powers within the pool...I still have some reservations. It is already possible--albeit expensive--to perma-Fear a boss using the powers in the set as-is. I'm not sure that allowing MMs to do this more easily is the best balance decision, though it makes thematic sense. I would need to think on this one more. I really like the idea of Fear becoming more prevalent as it is an underrated status effect, but I'm just not sure on this.

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And yes ... before you ask ... I am suggesting that as part of a global reduction in recharge times ... Unrelenting ought to be included as a part of that global modification of the Pool for Masterminds.
Again, I wouldn't want to provide "too much" of a reduction in recharge time for Unrelenting, but letting Masterminds have "more uptime" relative to other Archetypes with this specific "capstone" Tier 5 Power of the Presence Pool makes a lot of sense to me, particularly if applying a global recharge modifier adjustment to the rest of the Pool like I'm proposing here.

Your opinion?

The knee-jerk reaction is likely to be HELL NO! from most everyone simply due to the fact that this is a tier 5. Although, after giving this some thought, I believe the idea has merit. The overwhelming majority (somewhere in the realm of 75%+?) of a Mastermind's damage output is in its pets, so the 16% damage bonus is comparatively negligible. The 20% recharge not only acts as a not-insignificant buff to the secondary powers (which are significantly worse than other support classes), but also allows for the "TankerMind" to effectively "heal" faster for 30 seconds by summoning its pets more often. And then there's the Heal over Time aspect which, while nice, is also 2% per second for 30 seconds on the archetype with the lowest health pool of any class. Color me intrigued.

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For your benefit, brw316, I will reiterate that my default position is one of (fine) "tuning and tweaks" rather than wholesale revisions that rapidly go beyond the pale and are almost impossible to test and judge for game balance (if the adjustments are too far reaching in their implications). Additionally, I also tend towards a posture of buff the minimum while holding the maximum in which low end performance parameters are intended to be targeted for buffing while the top end sees (and feels) no meaningful adjustment in throughput. That way you "narrow the band" of performance (minimum gets better while maximum does not change) without upsetting the overall game balance already established at the top end ... because that top end performance is where Players and their characters tend to "wind up" at eventually ... and once you destabilize that top end game balance performance profile, it's almost impossible to get back to it.

You are speaking my language, Redlynne. Your position seems to mesh well with my own and with our staff in general. While nerfs will likely happen over time, our goal is for them to be few and far between. Our focus is always on elevating underperformers to close the power gaps without disturbing the top.

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Also, might I impose upon you brw316 to cast the same critical eye towards my other Mastermind proposal ... Mastermind ATOs ... since that would seem to me to be another case of an "easy database fix" that could merit your consideration.

I figured that I would save this for last :) I read through the post and have no rebuttals. The reasoning is sound and if it opens up some additional build diversity, I'm in 100%. That being said, I would not expect to see MM ATOs expanded into their secondaries. While I understand Ignicity's point, the majority of the pets listed are pseudopets and I would not consider them eligible for the ATOs. Off the top of my head, I could see an argument for Dark Servant and Tornado...and that's about it.

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When I was given the heads-up that Redlynne wanted to discuss some thoughts on Masterminds, I braced myself for a two thousand word essay full of data points. This is not quite what I was expecting  :D Keep in mind, nothing that follows is a definite as balance changes are ran through the ringer at the staff level for consensus. I'm genuinely interested in seeing how this conversation develops!

To your point, I do not disagree that Masterminds should have naturally higher values for leadership conceptually. The only issue that I have with this is a concern over homogenizing builds by increasing the modifiers too much. Right now, I'm not sure where the balance point lies. I think that 1.25 is too high as that encroaches on Defender values, but the current 0.75 is way too low. Napkin math suggests 1.125...better than Corruptors/Controllers, but less than Defenders. NOTE: at this time, I'm inclined to think that any potential buffs would only apply to Maneuvers, Assault, and Tactics. I am firmly against henchmen becoming valid targets for Vengeance unless buffs provided were tailored to the rank of the pet (similar to Soul Extraction's varying pet generation).

The Presence pool is an interesting one. Conceptually? Yes, Masterminds should probably have higher modifiers for some powers in that pool. As MMs are actually well-suited for aggro control when built correctly (and when henchmen are kept on a tight leash), I could see increasing the Taunt duration in Provoke (or the MM Taunt mods globally instead). Similarly, I could also see Pacify possibly seeing a duration increase; however, Placate duration is a constant that is AT agnostic so I'm a little on the fence about that one. I'm a little unsure about Invoke Panic and Intimidate . The AT mods for the Fear durations are already fairly average, only surpassed by Controllers. I'm interested to hear your reasoning for why the Presence powers should see a buff for MMs and where you think we should go.

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