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Messages - MuonNeutrino

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16
Patch Notes / PTS Patch Notes - Mar 25, 2023 (Test Server) - Ri5
« on: March 25, 2023, 03:37:16 pm »
- Fixed effect over-stacking in travel power toggles that was causing server lag in certain circumstances.
- Implemented further fixes for teleport effects failing to go off, by adding server-side checks to attempt to correct invalid target locations. If the location cannot be corrected, an error message will be displayed to notify players.
- Recall can now correctly teleport defeated ally players.
- Disable teleport prompt option now works properly.
- 'Bikini 2' entry in Female Tops with Skin category is now named and categorized correctly.
- Signature story arcs now properly offer Vigilante and Rogue merits as reward options for players of those alignments.
- Fixed various mission-related bugs:
-- Leonard's arc and contact should now properly complete and award its souvenir.
-- Psimon Omega has finally decided to help villains that reach out to him during Mr. G's arc after calling him.
-- The souvenir and Title/Subtitle texts for "Wu Yin's Personal Story" no longer reference events in the "Dream Doctor's Personal Story".
-- After decades of avoiding the Freakshow, Trey Belcleff has finally been captured. He will now be held hostage by Blahpunk in Hardcase's "Pied Piper" arc.
-- "Chaos Affair" from Hardcase now completes upon failure of the last mission with a new souvenir.
-- "Powers at Play" from Wavelength should now award a souvenir at the end of the arc.

17
Patch Notes / LIVE - Mar 9 2023
« on: March 09, 2023, 09:51:43 pm »
Bugfixes:
- Fixed a bug preventing recipes from dropping in Dark Astoria. Recipe drop rates there should be normal once again.
- Added missing graffiti emblem options to round shields and PPD riot shield

18
Patch Notes / LIVE - Mar 5 2023
« on: March 05, 2023, 10:39:36 pm »
Bug Fixes:
- Fixed back-end issue that was causing some zones to lag under certain circumstances
- Fixed issue with Synapse's Agility and Rolling Barrage recipes vanishing after changing zones
- Admiral Sutter Task Force and Mortimer Kal Strike Force are now properly eligible for speed run rewards
- Fixed issues with other tasks that send you to speak with Synapse breaking after the change to his task force
- Fixed captions in Synapse Task Force cutscene so that they credit lines to the correct character speaking
- Fixed incorrect coloring on Catsuit integrated tights option for females
- Force Field's Barrier Field now accepts accurate healing IO sets

19
Patch Notes / LIVE SERVER - Feb 26 2023 - Ri5: Clockstoppers
« on: February 26, 2023, 08:31:53 pm »
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
Check out the official Rebirth Issue 5 announcement: https://cityofheroesrebirth.com/public/rebirth_issue_5.phtml

Rebirth Issue 5: Clockstoppers



The Clockwork King is back and bent on world domination peace using his enhanced mind control powers.  Can the heroes stop help his twisted brilliant vision on the verge of becoming reality?

Rebirth Issue 5: Clockstoppers is jam-packed with new features including a brand NEW Synapse Task Force, a New Pool Power Set: Experimentation, a Speed Run Exclusive Enhancement Set, and so much more.  We are excited to reveal the highly anticipated Travel Pool Powers Revamp, along with Speed Run Challenges, Integrated Glowing Costume Expansion, and new all-new and amazing Grafiti & Emblem Costume Packs.

But wait, there's more!  A beloved classic power set, Force Fields has been revamped. There's a new Force Composition set, plus Assault Power Set Proliferations for Dominators, and even more amazing costume expansions and QoL.  Keep reading for details.





NEW Synapse Task Force: King's Gambit (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 under the effects of the drug Rage or by avoiding its use entirely. Rage has long plagued the streets of Steel Canyon. As the Tsoo expand their operations into Skyway City, they find new markets for their designer drug. Those that aren't careful may discover...unexpected side effects of exposure to the drug.

    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, +SPD, +Special

You inject yourself with a concentrated serum that boosts your damage, recharge, running speed, and chance to hit by a large amount for a short time. The Adrenaline grants your Jaunt instant recharges while under its effect. Adrenal Booster requires you to have 2 powers from the Experimentation power pool. Recharge: Very Long






New Enhancement Sets

Rolling Barrage

Rolling Barrage is an uncommon Targeted AoE set available from level 25 to 50. Rolling Barrage offers new combinations of enhancements within this category, while also expanding the set bonus variety for Targeted AoEs. This set's recipes drop from normal content and can also be obtained at various merit vendors.

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

Synapse's Agility

The Synapse's Agility Universal Travel set adds new recharge enhancement options in this category and is available from level 10 to 50. 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.

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, 1.25% Smashing/Lethal/Fire/Cold/Energy/Negative Defense







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 the 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.
  • Increased crash cost from 15 to 25 endurance to bring it in line with other crashes.

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 Force Move
  • 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. Leaps 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. Movement control and friction will suppress when Super Jump is active.
  • 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.
  • Added increased movement control and friction that stack with other jump powers. These effects can be disabled by visiting Null the Gull.
  • 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
  • Reduced Fly magnitude from 4 to 2, to offset the ability to stack with other Fly powers
  • 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.
  • The Flight control in Aerobatics can be disabled by talking to Null the Gull
  • 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 now applies mag 2 flight protection
    • 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 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
  • The stationary hover effect will now be negated if you have any other travel power (or Hover) active
  • 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 in 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 turns Teleport into Team Teleport.  Enhancing Teleport also enhances the 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
  • Reduced Fly magnitude from 4 to 2, to offset the ability to stack with other Fly powers
  • 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.
  • The Flight control in Solar Glide can be disabled by talking to Null the Gull
  • 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
    • Now applies magnitude 2 flight protection
    • 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

Extinguish Light (formerly Starless Step)
PBAoE High DMG(Negative); Self Teleport, +DEF(All)
  • This power has been replaced with Extinguish Light.  An extremely quick teleportation power that launches an AoE attack the blink of an eye.
  • You may not train this power if you have already trained Blink Blitz, Dive Attack, Spring Attack, or Whirlwind.
  • 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
  • The stationary hover effect will now be negated if you have any other travel power (or Hover) active
  • Added a passive Range buff if you have trained Shadow Slip

Starless Gateway (formerly Shadow Slip)
Ranged (Targeted AoE), Foe Teleport
  • Starless Gateway now occupies the former Shadow Slip power.
  • Shadow Slip
    • Obtaining Starless Gateway 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 Starless Gateway and Shadow Slip powers.




Force Field Revamp
Force Field is being revamped to let it properly shine in today's game. This update brings a variety of improvements, and particularly gives the set's most underused and lackluster powers effects better suited to supporting the team, while still preserving the original capabilities and feel of 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, for the first 30 seconds of use. After 30 seconds, the OnlyAffectsSelf status will enable.
  • Once PFF has been activated, you will not be able to activate it again for 120 seconds. Recharge time increased to 140 seconds.
  • Animation time reduced from 2.03 to 1.03 seconds, and removed endurance cost.

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.
  • Now inflicts -Fly
  • 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, without hindering their ability to attack.
  • 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.
  • Radius increased from 12 to 15 feet for Controllers and Masterminds, to match the radius on the Defender version.
  • The power's damage can benefit from Scourge and Containment.

Force Bubble
Toggle: PBAoE Foe -Speed, -DMG(All), Knockdown, Repel (Special)
  • 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 (0.65 for Masterminds).
  • Repulsion Field
    • Toggle: PBAoE Knockback OR Repel (Special)
    • 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.



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 revamps). 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 eras 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.





Misc and 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 the 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
  • Energy Composition Inertial Siphon can now be enhanced for flight and allows Run, Jump, Fly and Universal Travel sets
  • Kinetics Speed Boost can now be enhanced for flight and Fly sets
  • 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.
  • Stone Armor's Mud Pots now have a small -fly effect.

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.
  • Null the Gull now has the ability to disable the popup power trays for travel power sub-abilities.
  • Teleport and Universal Travel IO sets now offer the same range enhancement percentage boost as other travel enhancements (schedule A instead of Schedule B)

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 the given named power (or blank to shut it off, or toggles if it's on already).






Bug Fixes

Enhancements
  • Triumphant Insult disorient proc is now mag 2 instead of mag 1 so that it actually functions
  • Vampire's Bite A and B pieces now correctly state that they are unique (they always have been unique, the descriptions were just wrong)
  • Vampire's Bite B piece (dam/end) will no longer incorrectly transform into dam/rech when being converted to the Superior version

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
  • Martial Manipulation's Inner Will no longer erroneously applies positive mez magnitude to the user in certain situations.
  • Energy Composition Inertial Siphon movement speed buffs will now actually be increased by enhancements
  • Fixed incorrect radius on Infiltrator Training Blinding Powder
  • 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.
  • Guardian Gun-fu pistol attacks will no longer incorrectly play redraw animations/sounds even when the pistols are already drawn.
  • Guardian Gun-fu pistol attacks will no longer sometimes animate with invisible pistols in certain circumstances.
  • Sorcery power pool sound fx now correctly play for the dark customized versions of the powers
  • Fixed missing animation on Telekinetic Blow for all Psionic Melee versions and Guardian Psionic Assault (again).
  • 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
  • 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.

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.
  • Fixed ambient occlusion layer of non-striped Gunslinger belt/skirt pieces to better match the original.

Misc.
  • Fixed the sg "altinvite" slash command.  Names with spaces can now be invited but must be wrapped in " ".
  • Fixed a bug that could cause a crash while loading the supergroup colors screen
  • 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.
  • Fixed the order of Peacebringer and Warshade primary powers to appear by level unlock.  This is a missed leftover from the Kheldian revamp where certain powers' levels changed when they became free with shapeshift forms. This is a visual change only.
  • Restored the Cavern of Transcendence trial min team size to 8 so its objectives can be completed.
  • Guardians will now receive the Power of Black Scorpion temp power during the Barracuda strike force.
  • Dopplegangers of players with Dominator/Controller Water Control will now have appropriate powers.
  • Dopplegangers of players with Guardian Mace Assault will now correctly use Arachnos mace attacks instead of crab spider attacks
  • Dopplegangers of players with Guardian Stone Composition will now correctly use stone-themed powers instead of having a shield

20
Patch Notes / PTS Patch Notes - Feb 19, 2023 (Test Server) - Ri5
« on: February 19, 2023, 01:35:25 pm »
Synapse task force:
- Cutscene in last mission and final fight now have background music
- Clockwork king must be engaged before teleport timer will start
- Thresholds for bonus time in the mindscape have been reduced
- LFG queue entry will now show the appropriate description

Bugfixes:
- Fly animations and fly poses should no longer have jerky transitions and delays
- Guardians now receive the Power of Black Scorpion temporary power in the Barracuda strike force
- Triumphant Insult disorient proc is now mag 2 instead of mag 1 so that it actually functions
- Vampire's Bite A and B pieces now correctly state that they are unique (they always have been unique, the descriptions were just wrong)
- Vampire's Bite B piece (dam/end) will no longer incorrectly transform into dam/rech when being converted to the Superior version
- Super Reflexes autopowers will no longer have their resistance values incorrectly increased by damage buffs on the character
- Dopplegangers now have appropriate powers when mimicing players with the following power sets: Corruptor Force Field, Dominator Military Assault, Ninja Assault, and Water Control, Controller Water Control, and Guardian Force Composition
- Dopplegangers of players with Guardian Mace Assault will now correctly use arachnos mace attacks instead of crab spider attacks
- Dopplegangers of players with Guardian Stone Composition will now correctly use stone-themed powers instead of having a shield

21
Patch Notes / PTS Patch Notes - Feb 2, 2023 (Test Server) - Ri5
« on: February 02, 2023, 09:53:32 pm »
Synapse Task Force:
- Added new visual transition for teleport in final fight
- Captions now last longer for readability
- Waypoint in mission 4 will no longer try to lead you back out of the cutscene room
- Fixed Rage side effects so they are properly delayed after initial exposure
- Rage side effects will no longer stack more times than they are supposed to
- Chances for periodic Rage side effects will now properly continue for the duration of the task force instead of often stopping completely
Apparently now broken in a different way instead, will be fixed.
 
Other Changes:
- Null the Gull can now disable/enable travel and/or origin pool pop trays This is currently non-functional due to a bug and will be fixed in a future patch
- The Peacebringer flight popup tray is now associated with Null's ability to disable/enable Kheldian popup trays
- Teleport IO sets and Universal Travel IO sets now offer the same range enhancement percentage boost as other travel enhancements (schedule A instead of schedule B)
- Stone Armor, Mud Pots now includes a small -Fly effect
- Hover fly protection has been reduced from 4 to 2. Two standard -flight attacks hits will cause you to drop. This offsets Hover's new stackability with other flight powers and newly introduced flight protections.
- Afterburner now has a flight protection of 2 points

Bug Fixes:
- Teleport attack powers (e.g. Blink) and forced move attack powers (e.g. Jump Kick) should now be more reliable in moving you to the target point
- Jump Kick now has a tighter burst of movement to prevent speed bonus momentarily lingering after the movement finishes

22
Patch Notes / PTS Patch Notes - Jan 28, 2023 (Test Server) - Ri5
« on: January 28, 2023, 05:57:08 pm »
Synapse TF:

- Restored invincibility phases to the boss in mission 3
- Hostages in Mission 2 are now Untargetable and Invincible
- Removed extraneous objective texts to reduce Nav Window clutter
- Mission 3/4 compound task is no longer Abandonable
- Adjusted some verbiage in the Clockwork King UI script

Rage Exposure now has a chance to cause any the following side effects after being exposed a while:
- Sick: -Regen
- Lethargic: -Recovery
- Weaken: -Dam(All)
- Woozy: -ToHit
- Slow: -Recharge, -Movement Speed
While you continue to Rage with these side effects, eventually the side effects wear off (at least for a while).
The more Rage Exposures you've had the higher number of the changes of receiving side effects become.
After completing the Task Force you'll evacuate the Rage inside your body.

Powers:

Teleportation:
- Recall:
   - Range of NPC Teleport decreased to slightly over standard attack distance from 200 ft to 100 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.
   - Range of PvP Teleport decreased to long-range attack distance from 200 ft to 150 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.
- Blink:
   - Range decreased to standard attack distance from 100 ft to 80 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.
   - Defense scale increased from 0.25 to 0.58. This power's defense no longer stacks with itself. Removed Psi Defense.
- Blink Blitz:
   - Range decreased to standard attack distance from 100 ft to 80 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.
   - Defense scale increased from 0.5 to 0.725. Removed Psi Defense. Its defense was never able to stack and still doesn't.
- Mass Translocate:
   - Range decreased to long-range attack distance from 200 ft to 150 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.

Warshade:
- Shadow Recall:
   - Range of NPC Teleport decreased to slightly over standard attack distance from 200 ft to 100 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.
   - Range of PvP Teleport decreased to long-range attack distance from 200 ft to 150 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.
- Extinguish Light:
   - Now replaces Starless Charge in Umbral Blast.
   - Range decreased to standard attack distance from 100 ft to 80 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.
   - Defense scale increased from 0.5 to 0.725. Removed Psi Defense. Its defense was never able to stack and still doesn't.
- Starless Gateway:
   - Ranged (Targeted AoE), Foe Teleport
   - This power occupies the place in Umbral Aura where Extinguish Light previously was.

Afterburner/Aerobatics/Quantum Acceleration/Solar Glide:
- Returned additional Movement Friction and Control to Afterburner/Quantum Acceleration that was placed in Aerobatics/Solar Glide.

Power Bug Fixes:

- Corrosive Vial now accepts the correct enhancements.
- Corrosive Vial now deals damage for Guardians.
- Fixed Dive Attack pool restriction so that it works correctly.
- Improved implementation of Movement and Friction Control for Combat Jumping.  Still works the same as last patch.
- Fixed the order of Peacebringer and Warshade primary powers to appear by level unlock.  This is a missed leftover from the Kheldian revamp where certain power's levels changed when they became free with shapeshift forms. This is a visual change only.
   - Proton Scatter now appears before Radiant Strike
   - Luminous Detonation now appears before Inner Light
   - Dark Matter Detonation now appears before Shadow Blast
   - Gravitic Emanation now appears before Starless Step
- Fixed gunfu weapon draw
  - Gunfu pistol attacks will no longer play redraw animations/sounds even when the pistols are already drawn
  - Gunfu pistol attacks will no longer sometimes animate with invisible pistols in certain situations

Costume Bug Fixes:

Fixes ambient occlusion layer of non-striped Gunslinger belt/skirt pieces to better match original.
Include missing graffiti emblems on female single-panel tights (for real this time)

23
General Suggestions and Feedback / Re: [Issue 5] Rolling Barrage set
« on: January 28, 2023, 11:52:57 am »
Being cheaper certainly isn't meant to be the set's only selling point, or even the main one, but it is still *an* upside. There'll still be more of them ending up on the market than a rare set, and every merit that doesn't go towards the recipes and every inf that doesn't go towards rare salvage to craft them are still more merits and inf available for other things. Many of us do have merits and inf coming out of our ears, but not everyone, and the cost savings is still particularly relevant for newer players, those who spend more time playing at lower levels than at 50, or those who play less frequently. Ease of acquisition by itself wouldn't make up for a set just not being worth using, but it's also not *meant* to, it's just meant as another factor in the cost-benefit evaluation.

24
General Suggestions and Feedback / Re: [Issue 5] Rolling Barrage set
« on: January 27, 2023, 03:28:06 pm »
Rolling Barrage
= 1.625 SO Accuracy ... 2.25 SO Damage ... 1.625 SO Endurance ... 2.125 SO Recharge = 7.625 SO enhancements equivalence

Annihilation
= 2.0625 SO Accuracy ... 2.6875 SO Damage ... 0.9375 SO Endurance ... 1.5625 SO Recharge + Proc = 7.25 SO enhancement equivalence + Proc

I think you may want to check your math, you seem to have left out one of the dual-aspect damage components for rolling barrage. The set has three dual-aspect damage enhancements (0.625 each = 1.875) and two triple-aspect damage components (0.5 each = 1) for a total of 2.875 SO equivalent damage, not 2.25, and 8.25 SO total enhancement equivalent, not 7.625.

I agree completely that a set ought to get enough damage to reach the ED caps, because you *do* get the most efficiency out of damage slotting, and so I did that. If I had traded out damage for other enhancement types I would completely agree with your conclusion here, but that's not what I did. It's got equivalent or better damage slotting as the other taoe sets. You may want to reconsider your evaluation in light of this.

The situations where a full set of rolling barrage is intended be desirable over a full set of one of the other non-special taoe sets are ones where you are interested in rolling barrage's greater enhancement in accuracy (vs detonation or posi's), endurance (vs annihilation or posi's), recharge (vs all three sets), or total combined enhancement (vs all three sets), or ease of acquiring pieces (vs annihilation or posi's), or rolling barrage's unique set bonuses of +range (not otherwise available outside of ATOs or PvP sets in pvp) or S/L/melee def (not otherwise available in taoe *or* ranged sets), more than you are interested in the other advantages of those other sets.

And yes, it's also meant to be an attractive option for frankenslotting if you want to do that - not to the detriment of also being attractive to slot the full set, but it's got triples that can fill holes (like acc/end/rech which is *perfect* for the 6th slot in a power that's got 5 posi in it already) and it's also why I put the range bonus as the first one so you still get one of the unique bonuses even when using only a couple enhancements from the set.

Rolling barrage's niche is meant to be that it provides more total enhancement percentage than any other non-superior taoe set, has a couple of set bonus types that you otherwise can't get from slotting up taoes *or* blasts, and is also useful for frankenslotting as well as slotting the full set, while being cheaper and easier to acquire than a rare set like posi's or annihilation. It may not be what you in particular are looking for since it's not meant to offer range enhancement, but it does have a role it fills.

25
For PFF, I actually did put in a float text that pops up over your character's head when you go back into OnlyAffectsSelf so that you can tell it's happened, though I suppose that doesn't give you *advance* warning. I could add a '5 4 3 2 1' countdown in float text I guess, though I wonder how far that sort of thing could go before it feels too over the top.

For the stun in repulsion bomb, that's not how the level modifiers work on this type of effect. Almost all mez effects are typed as 'duration' effects, which means that adjustments from enhancements, buffs, level differences, etc alter the duration of the effect rather than its magnitude. Most other effects like debuffs, damage, etc are typed as 'magnitude' effects, where such adjustments affect the strength of the effect instead. So while level differences can scale down the strength of debuffs or the damage of an attack, they only scale down the duration of a mez. Against uplevel targets repulsion bomb won't stun for as long, but it'll still stun things, and the duration degrading is the expected and intended reduction in strength against such foes in this case.

For force bolt, I will be completely honest and admit I had not considered making it a line attack during my initial planning, and I like the idea you've presented here. That said, unfortunately, one of the *reasons* I never really considered making it a line attack is because I knew (AFAIK, anyway) that the sort of thing I wanted to do wouldn't work on a cone.

It's possible to tag effects with radius overrides, like the ones I'm using on the current version of force bolt to make the damage/stun/KB only affect the main target while leaving the KD to affect the full aoe. But there isn't an option in the current powers system to give things *arc* overrides that would let the main effects only apply in a narrow central cone while the splash KD applies to a full width. And absent that ability I don't see a good way to implement an effect like what you're suggesting.

A pseudopet summon can be used to apply extra effects like this, but there's a good reason that the overwhelming majority of pseudopet effects are simple pbaoe spheres around the pet - they can be implemented by giving the pet a short-lived autopower with a spherical area that just activates automatically. If you give a pet a *cone* power, now it needs to be a regular power with an activation and recharge etc, and more importantly it needs a *target*. And as far as I know there's no straightforward way to tell a pseudopet 'use this cone power on the same target that the person who summoned you just used their power on'.

So I could make force bolt be a cone, and I could have it also summon a pseudopet at self, but I can't make that pseudopet simultaneously use another cone on the same target to give the 'cone within a cone' effect you're talking about, and I can't combine both cones in the original power like I'm doing with the current version because there's no arc equivalent to the radius override for cones. (Ironically I could *also* do the current version via a pseudopet, so there's two ways to implement this sort of thing, both of which work for taoes but neither of which work for cones!)

I do like the idea, and if I could see a way to implement it I'd at least try to investigate it to see how it plays. Honestly I wish the engine had more tools and options for implementing line-style attacks properly - the 'narrow cone' method is kludgey and lacks versatility in a few different ways including the ones noted here. Unfortunately the game doesn't currently support that sort of thing very well.

26
General Suggestions and Feedback / Re: [Issue 5] Rolling Barrage set
« on: January 26, 2023, 12:16:50 pm »
Question.
Why does a set with No Range Enhancement within the set itself grant a 2-piece global range buff?

More or less, the reason is that, the set bonus notwithstanding, Rolling Barrage isn't intended to be a range-focused set. Rather, it's intended to be the category's equivalent to Thunderstrike or Crushing Impact - the easy-to-acquire uncommon-grade set that covers a wide level range up to max level, with good but not overwhelming set bonuses, that contains a bunch of broadly useful triples.

Right now, in TAoE to get an acc/end/rech or dam/end/rech you have to use a pvp recipe, and acc/dam/rech is available only in a rare set and the winter set, all of which are relatively much more difficult to acquire. That was the hole this set was meant to cover in terms of enhancement pieces. A range-focused set could be an interesting idea, and I'm not opposed to the idea of doing one at some point, but this isn't that set. (The idea of a 'universal ranged attack' set is also an interesting one; merged set categories like that are something we've been playing with lately and I might revisit that one.)

The range set bonus is there partly for flavor (the more times you slot the set - the more guns you have in your barrage - the more range you get - the farther your barrage can roll forward), and partly because range as a set bonus is fairly uncommon so this adds some more variety to set bonus options, rather than because the set is range-focused. The recharge bonus being relatively small is because the set also provides a desirable defense bonus, so I don't want to go overboard on the bonuses on an uncommon-grade set. And yeah, the defense bonus should indeed have a 1.25% melee component, that's just an omission in the patch notes and it does indeed have that component in the game.

27
Sorry to take so long to get back to you, Redlynne.

For PFF, it's a bit of a moot point now that I've changed it again, but at the time it was indeed using that method; a timed toggle that turns itself off after a set period. The reason it's got a lockout on top of that is basically just so that I can give it a short-ish recharge without worrying about the uptime on the effect getting way too high at extreme levels of global recharge.

For example, at the current 140 second recharge, with maxed recharge in the power and permahasten levels of global recharge (180%, i.e. high but achievable) the power would have just a 37 second recharge time, giving the godmode-style effect a 45% uptime, which is a *much* higher performance ceiling than I want this power to have. If I wanted to fix that via the recharge time, I'd probably have to give it something more like a 240-300s recharge time or so, which I don't want to do because of how it would impact less extreme builds.

So instead I gave it a lockout, which means that recharge slotting and/or global recharge can still increase the uptime, but puts a cap on it so that I can give the power a much more reasonable recharge time without having to worry about it getting out of hand.

For repulsion bomb, it actually also does already work sorta like that, albeit with only two levels. It's got a 75% chance for mag 2 and 66% chance for mag 1, which results in a 8.5% chance for no stun at all, a 16.5% chance for just mag 1 (only stuns underlings unless there's another power to stack on), a 25.5% chance for just mag 2 (stuns minions), and a 49.5% chance for mag 3 (stuns minions and LTs). I just didn't give it more levels because there's not really a functional difference between mag 0 and mag 1 of applied stun and I didn't want it to be able to stun bosses, but it basically uses that method.

Force bolt as a narrow cone pseudo-line attack is interesting, but there's a couple of reasons why I don't want to do it that way instead of the TAoE.

The first is that it doesn't really mesh mechanically with the goals of the revamp and set. As you note, hitting multiple targets with a line-style cone tends to be more of an occasional bonus than an effect you can rely on. This would be fine if force bolt was already a widely useful power that just needed a bit to take it over the top, but the main reason the TAoE effect is being added in the first place is that it's a power that was useful but pretty niche and needs stuff to broaden its general usefulness, so the aoe effect kinda needs to be more on the easy-to-use side. Making use of a line-style cone also requires careful positioning to line stuff up, but force field is already a set that needs you to move around a lot to position yourself to direct knockback and/or repel effects in the directions you want, so you're less likely to find yourself free to maneuver to properly exploit a line-style cone.

The second is more of a technical limitation, the mechanic that's being used to limit the power to only deal its full effects to the main target only works on a TAoE. That effect functions by an override that set a separate radus for different effects in the power - the effects that are intended to apply only to the main target have their radius set to 0, which on a TAoE means that they will only affect the central target. On a *cone*, though, that just means they won't affect anything at all since the only thing at radius zero of a cone attack is the player, and there's no other way to differentiate the 'main' target.

For force bubble, a range debuff actually sounds like a pretty interesting idea. I can't make any promises, but I'm going to play around with the idea at least.

28
Patch Notes / PTS Patch Notes - Jan 22, 2023 (Test Server) - Ri5
« on: January 22, 2023, 10:17:09 pm »
Changes:
- Personal Force Field has a new version: instead of turning off after 30 seconds, it instead can be left on indefinitely but re-gains OnlyAffectsSelf after 30 seconds. This restores the old ability to use it indefinitely for pseudo-stealthing, wipe recovery, etc, while preserving the new ability to use it for a 30s period of combat semi-invincibility, and also avoids the issue with the last version of gaining a bunch of aggro and then going splat when the field turns itself off.
- PFF lockout cycle changed from 90s to 120s and recharge increased from 90s to 140s; 33% uptime (30s up, 60s down) on the combat semi-invincibility part was a bit too good.
- Jump Kick now very quickly moves your character towards the foe rather than teleporting to them, for a smoother visual transition.
- Movement and Friction Control for Combat Jumping no longer stacks with other jumping powers. I.E. Super Jump will move exactly the way it did before Combat Jumping could stack with other Jumping powers, rather than having greatly increased movement control compared to live.
- Increased crash cost of Hasten from -15 to -25 endurance to bring it inline with other negatable crashes.
- Quantum Flight's Fly Speed has been brought in line with other flights.

Bug Fixes:
- Mastermind Force Field, Repulsion Field will now correctly be granted by purchasing Force Bubble.
- Travel pool and kheldian travel powers: Updated requirements for Spring Attack, Dive Attack, Whirlwind, Blink Blitz, Starfall, and Extinguish Light so they correctly are mutually exclusive.
- Teleport pool's Blink Blitz and Mass Translocate now correctly disable when in kheldian forms.
- Non-defender versions of Force Field's Barrier Field will now correctly have FX when used on an ally.
- Peacebringer Combat Flight now uses the correct FX.
- Dominator Military Assault, Incendiary Round can now correctly slot ranged damage sets.
- Flight pool and peacebringer flight powers: Dive Attack/Starfall and Aerobatics/Solar Glide no longer have incorrectly swapped IO set options.
- Peacebringer Quantum Flight now accepts fly enhancements.
- Fixed/updated power names and descriptions both in the Teleport pool and other powers.
- Graffiti Symbols are now correctly available in Chest Details for Single Panel Tights on female models.

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Force Field Revamp and Force Composition



Force Field is one of the oldest sets in the game, dating back to the original launch of City of Heroes, but this classic set hasn't quite been able to keep up in today's game. In Rebirth Issue 5 this iconic powerset will be getting a long-deserved set of improvements to let it shine as the support set it deserves to be. As a bonus, Force Field is also being proliferated to Corruptors in Rebirth Issue 5. Elements of this revamp are also part of the new Force Composition set, letting Guardians play around with force fields too!

Force Field Revamp

Unlike many other Issue 0 era powersets, Force Field has remained substantially unchanged since its release. This power set dates to a time when the original Cryptic Studios developers were first getting their feet under themselves, and before the many early revamps that settled the game on a final vision for the types of capabilities different categories of sets 'ought' to provide.

As a result, many of the set's powers have designs and effects that don't really fit in with the 'modern' understanding of how a support set provides benefits to its team. Due to this, even in the cases where these powers are quite effective at what they do - for example, controlling enemy positioning - the things that they do don't really add up to the same level of contribution to the team's effectiveness as other support sets. This has left the set leaning heavily on the few powers that do provide 'standard' support effects - the three main defense-granting bubbles - with the other powers relegated to novelties or niche use cases.

Yet, at the same time these unusual powers are what grant the set its own unique identity. Trying to simply shove Force Field into the same mold as everything else would be a gross disservice to the set and to the players that have enjoyed it over the years. The challenge of revamping Force Field is to make its underused powers more viable and improve the set's support capabilities while still preserving its unique playstyles and legacy.

This revamp rests on several core pillars:
  • Improvements should be directed towards the powers that are currently considered most lackluster and skippable - every power should be able to compete for a spot in your build.
  • These changes should act to improve the support capability of the powers, relative to their current state where many are good at things that just aren't very useful for supporting the team.
  • Whenever possible, these changes should mesh with, augment, or complement those powers' existing playstyles rather than replacing them, particularly in terms of the set's secondary theme of controlling enemy positioning.
  • Whenever possible, these changes should not remove those powers' current capabilities, and existing uses of those powers should remain.



Deflection Shield, Insulation Shield, Dispersion Bubble
  • No changes

These powers are already good! The only problem they have is that they've been unfairly expected to carry the set's entire load by themselves. With the improvements to the rest of the set, they can step back and continue to do their job as well as they have always done.

Personal Force Field
  • No longer has OnlyAffectsSelf, allowing the user to buff and attack normally while active
  • Does not have OnlyAffectsSelf for 30 seconds after activation, allowing the user to buff and attack normally. After 30 seconds OnlyAffectsSelf will activate.
  • Personal Force Field cannot be activated more often than once every 120 seconds
  • Activation time reduced from 2.03 to 1.03 seconds
  • ]Recharge increased to 140 seconds

Personal Force Field is a strong self-protection power, but fundamentally a selfish one - to take advantage of it the user must withdraw their support from the rest of the team, which is a tradeoff a support set should not have to make. This change reverses that - by allowing the user to 'bubble up' while still affecting enemies, it lets them temporarily gain strong survivability in a dangerous situation so they can focus on helping salvage that situation for their team. The activation time has also been reduced to make it a more responsive panic button.

Obviously one cannot allow near-invincibility in toggle form without OnlyAffectsSelf indefinitely! The original version shut off after 30 seconds, but after discussion and feedback from players, the ability to leave PFF on indefinitely was restored and it simply regains the OnlyAffectsSelf status after 30 seconds. This gives the best of both worlds - the new ability to use it for a burst of in-combat invincibility while still attacking, and also the ability for long periods of use for travel or emergency use.


Force Bolt
  • Now does splash knockdown on up to 3 secondary targets within 15 feet of the main target
  • Now inflicts a stacking magnitude 1.5 stun (main target only)
  • Damage increased to scale 1.0 (main target only)

Force bolt is an effective power at what it does - single target soft control - so this update rewards and expands on this support capability while also broadening the power's overall usefulness. Since it is often used repeatedly to juggle targets, the stacking stun effect (which disorients minions in one hit, LTs in two, and bosses in three) rewards this while allowing you to perhaps cut back on how many times you have to hit things to keep them under control! Increasing the damage of the power to match a standard tier 1 blast also means that this repeated use doesn't represent as much of an interruption to your attack chain. Finally, the splash knockdown gives the power additional usefulness against groups as well as single hard targets, or you can slot a knockback-to-knockdown enhancement in the power to convert it to a small-area group knockdown attack.



Barrier Field (formerly Detention Field)
  • This power has been renamed from Detention Field to Barrier Field, and may now be used on either enemy or friendly targets
  • When used against a friendly target, it grants that target a large amount of absorb over time for a short time, without hindering their ability to attack
  • When used against an enemy target, it functions as the current Detention Field power
  • Detention effect increased to mag 6, allowing it to affect standard EBs, and it will also more reliably Immobilize the captured target
  • Knockback, Attract, and Repel effects from other Force Field (or Force Composition!) powers can now move the captured target

Detention Field's effects were powerful, but only useful in very niche cases. We don't want to change or remove these effects since they are useful in some situations, so instead we are broadening the usefulness of the power by adding an alternate support function. The original function of the power is also being made more reliable, while also allowing some interaction with the detained target so you can have them right where you want them when it expires.



Repulsion Field
  • This power is no longer purchased independently, but rather is automatically granted by purchasing Force Bubble
  • Ongoing endurance cost removed
  • Activation time reduced from 2.03 to 1.03 seconds
  • When used alone, acts as the current Repulsion Field power
  • When used while Force Bubble is active, has no effects itself but enables Force Bubble's repel effect

Repulsion Field and Force Bubble are too conceptually similar, and Repulsion Field is not a strong enough support power, to take up two independent slots in the power set. This change frees up a slot for us to broaden the set's variety of available support powers, while still preserving the use of Repulsion Field for those who like this power (particularly now that it does not have a cripplingly high ongoing endurance cost when it isn't even doing anything), and also lets us lean into the conceptual similarities between it and Force Bubble with their toggle interaction. Since the user will likely be toggling it on and off more frequently than before, the activation time has been reduced to make this gameplay more fluid.

Containment Shell
  • New power, takes Repulsion Field's old slot in the set - if you previously had Repulsion Field, you will now have Containment Shell
  • Location targeted persistent patch that immobilizes targets and Attracts them inwards
  • Prevents repel and converts KB to KD on affected targets

Containment Shell gives the set a new type of support ability that uses the new Attract mechanic to contribute to Force Field's theme of controlling mob positioning. The repel protection and KB-to-KD conversion also allows it to act as a 'sticky trap', where the player can use the set's other positioning tools to knockback or repel targets into it and it will keep them there.



Repulsion Bomb
  • Chance to stun minions increased to 75%
  • Now has a 50% chance to stun LTs

Repulsion Bomb was already an effective attack, so this is simply a touchup to increase the power's support value by making its stun more reliable.

Force Bubble
  • Now automatically grants Repulsion Field on purchase - if you previously had Force Bubble, you will now have both Force Bubble and Repulsion Field
  • Now inflicts significant -damage debuff and movement slow
  • Repel is no longer permanently active - toggle on Repulsion Field to enable repel, or leave it off to inflict only the debuffs with no repel
  • Endurance cost decreased from 0.69 to 0.52 end/sec (0.86 to 0.65 for Masterminds)

Similar to Detention Field, Force Bubble's effects were strong in specific cases but overall had a relatively niche use. Adding additional debuff effects makes it a more broadly useful general support power, the slow makes the repel more reliable and controllable, and the repel effect being optional allows for the power's original use to still exist without forcing an effect which can be disruptive in other situations.




Force Composition for Guardians



Revamping Force Field also allows for Guardians to join in on the fun! Force Composition melds classic Force Field-throwing shenanigans with Invulnerability's resiliency and the Guardian's self-and-allies-alike take on support powers. Both stalwart bastion and battering ram, Force Composition will allow you to bowl over your enemies in style.

Temp Invulnerability
Toggle: Self +Res(Smash, Lethal)
When you toggle on this power, you imbue yourself with force to become highly resistant to Smashing and Lethal damage.

All Guardian secondaries open with a basic armor toggle, and Force Composition is no different. Temp Invulnerability gives the set a solid base of Smashing and Lethal resistance to build on.

Force Bolt
Ranged, Moderate DMG(Smash), Foe Knockback, Disorient, -Fly
Discharges a bolt of force that deals a decent amount of Smashing Damage and knocks foes back a good distance. If the target is currently Flying they will also be knocked out of the air. The target may also be disoriented by the impact, though stronger targets may require multiple impacts to be affected. The force of this attack is so strong that it can also knock down other nearby enemies, though they will not take any damage or be disoriented.

The second power in a Guardian secondary is always the set's most basic support power, and ideally should be one the player can rely on from level 1 to 50 to give a solid, reliable core of support capability. The newly revamped Force Bolt is perfect for this slot, providing a solid multifunctional version of the set's support capabilities in the areas of enemy positioning, knockdown, and mez effects.

Force Affinity
Auto: Self +Res(All DMG but Psionics), Endurance Discount
Your affinity for manipulating force enables you to redirect and streamline the forces in and around your body, allowing you to weaken the impact of attacks and make your own motions more efficient. This gives you a small amount of Resistance to all damage except Psionics and reduces the endurance cost of your powers.

Force Affinity brings in a portion of Invul's broad-spectrum resistances, borrowing from Unyielding to build on the base provided by Temp Invulnerability. As mez protection is covered by Dispersion Bubble below, those effects are replaced with an endurance discount effect to help keep endurance use under control.

Dispersion Bubble
Toggle: PBAoE, Team +Res(Hold, Immobilize, Disorient)< +DEF(All), Self +Res(Knockback, Sleep)
Creates a large bubble which protects all allies inside. While active, the Dispersion Bubble gives all allies within increased Defense against all attack types. The Dispersion Bubble also protects allies from Immobilization, Disorient, and Hold effects. The user is also granted protection from Knockback and Sleep, but this additional protection does not apply to allies.

Giving a good amount of protection of varied types to both the user and allies, Dispersion Bubble is a classic 'Guardian-style' support power and a natural choice for the set. For teammates, this iconic power gives a portion of the defense and mez protection expected from a Force Field style set. For the user, this power both acts as the set's mez protection and mimics the role of Invul's Invincibility by providing the user with solid layered mitigation of defense on top of resistance.

Force Barrier
PBAOE, Team +Absorb
Projects a strong protective Force Barrier over yourself and nearby allies. This grants you and all nearby allies a significant amount of damage absorption for a short time.

Force Barrier is the conceptual child of Invul's Dull Pain and Force Field's new Barrier Field, with a Guardian-style PBAoE twist. This provides the user with a measure of health sustain, while allowing that mitigation to extend to allies in standard Guardian fashion. It wouldn't be a Force Field set if you couldn't cast some sort of bubble on your allies, after all!



Containment Shell
Ranged (Location AoE), Foe Attract, Immobilize, -Jump, -Repel, Knockback to Knockdown
Projects a Containment Shell to pull in and capture foes in a targeted location. This hollow force field shell immobilizes and exerts a strong attractive force on any foe that attempts to cross its boundary, pulling them into the shell's interior, though more powerful foes may be able to resist. The attractive force also prevents foes from being pushed out of the shell, preventing jumping, making affected foes immune to Repel effects, and causing Knockback effects to be reduced to Knockdown.

Containment Shell is another power from the new version of Force Field that naturally makes the jump to the Guardian version of the set. Controlling enemy positioning is not a strong support theme in any existing guardian set, so this adds to the variety available to the archetype.

Repulsion Bomb
Ranged (Targeted AoE), Moderate DMG(Smash), Foe Knockdown, Disorient
A powerful Repulsion Bomb is hurled at your foes dealing a moderate amount of damage and knocking them off of their feet. Foes struck by Repulsion Bomb have a good chance to become disoriented.

Repulsion Bomb's nature as a combination offense-and-defense power makes it another natural choice for inclusion, as this sort of melding of support and offense is a microcosm of the archetype as a whole.

Force Shielding
Auto: Self +DEF(All but Psionics), +Res (Debuff DEF)
Your abilities allow you to surround your body with a protective layer of force, causing some attacks to deflect away from you. This grants you Defense to all types of attacks except Psionics, as well as resistance to Defense Debuff effects.

Force Shielding is a renamed version of Invul's Tough Hide, and rounds out Force Composition's take on that set's signature layered mitigation, giving the set two resistance powers and two defense powers.

Suppression Field
Ranged (Location AoE), Foe -Speed, -Jump, -Fly, Hold, -DMG(All)
Projects a debilitating Suppression Field at a targeted location. This semi-solid force field greatly hampers the movements of all enemies caught in it. Affected enemies will have their movement greatly Slowed and will not be able to fly or jump, and will sometimes be completely Held for brief periods. Their movements will also be weakened to such a degree that their attacks will deal less damage.

Suppression Field takes the revamped Force Bubble's debuff effects and builds on them in a form more suited to the Guardian's nature as a hybrid melee and ranged archetype. A repel effect would not be appropriate for an archetype intended to frequently engage in melee combat, so instead this power allows you to glue opponents in place while mitigating their damage through debuffs and mez.



Check out the revamped Force Field and Guardian Force Composition, along with many more features in Rebirth Issue 5, this week on our Public Test Server (PTS)!

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Developers Diary / Rebirth Issue 5 Dev Diary - Travel Pool Revamp
« on: January 15, 2023, 01:05:16 pm »
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Travel Pool Powersets Revamp


City of Heroes Rebirth Issue 5 is around the corner. This update includes a comprehensive Travel Pool Power Set Revamp. We’re excited to share this detailed rundown of exactly what to expect!

Before we get to those details, I would like to share some of our thinking and process leading to these changes. Planning and staging for the Travel Pool Revamp began over a year ago. Our team set out priorities to encourage build diversity, to allow for depth of concept, to appropriately reward players for investing deeply in any particular pool, and to make certain that every power is worth taking while no single power is ever deemed so essential that it becomes ubiquitous.

In preparing for this revamp, we collected data on what powers players were selecting and in what combinations, we looked at both PvE and PvP play. We learned a lot while completing the code and power balancing of Gadgetry, Force of Will, and Experimentation origin pools. And we laid the foundation for this more significant role for pool powers, giving you all more slotting options via progressive leveling slots awarded to Health and Fitness with Rebirth Issue 3.


Our investigations lead to three key findings:

Finding one: Travel should be fun!

From launch, travel has been one of the basic joys offered by City of Heroes. While there is nothing wrong with enjoying a firefarm in AE, we also want you all out there flying, leaping, porting, and dashing through the beautiful scenery of City of Heroes again like we all did during year 1. We don’t want your need to travel from one zone to another between door missions to feel like a drag. We wanted to bring the pleasure of travel back.

Since launch, when travel was new and exciting, a lot has changed. The game world has grown significantly. Train and ferry lines were consolidated. Universal and convenient means of fast travel were added, first for veterans and premium players, and then later for everyone. All trying to make it easier to get from A to B, without making travel itself significantly faster and enjoyable.

With this in mind, our team felt it was time to increase the caps for all movement types. We have done so with care and consideration. We felt so strongly about the importance of travel in City of Heroes, we decided that hitting the new caps itself should be woven into the metagame. If you want to hit any of those caps, you will need to work for it in your build.

Finding two: All powers should be desirable!

Whether it be via singular performance and utility or via shared synergy, every power choice should offer something to your build. We took a look at highly situational powers and explored creative means to give more function to those powers.

One design solution we’ve embraced is to reward players who decide to “build deep” into a pool. We want selecting 4 or 5 powers within a pool to effectively increase your character’s mastery over that pool. You will now find that many travel powers play some role in that meta-game of trying to hit those elusive speed caps.

We also took a look at monopolies that certain pools had on build choices, such as the need for many archetypes to seek defense and resistance via the fighting pool, and worked to build in balanced alternative routes to give you more options to reach the same goals. In the case of the fighting pool, leaping's Acrobatics and the new flight pool power Aerobatics have been added as new defense-granting options that are mutually exclusive with fighting's Weave, offering more varied thematic options to reach the same goal without increasing the maximum amount of defense stacking or forcing you to make cookie-cutter build selections.

Finding three: Damage matters!

Damage matters, even when it comes to pool powers. While this is arguably a subtopic of our second finding, we felt it was important enough to rise to its own listing. In part because it reverses some design decisions dating back to the Cryptic years.

Prior to this revamp, by design, many travel pool attacks suffered from chronic weakness and if selected as prerequisites are often left out of player attack chains. We have changed this. While primary and secondary attack powers will still outperform pool attack powers, all have been brought into much closer parity. From here forward, players should be able to integrate pool powers into their attack cycles without hindrance or regret.

This concludes our preamble of how we arrived at the changes detailed below. We hope you players are as excited to experience them in-game as we are! Please join us next week on our Public Test Server (PTS) in vetting the changes for bugs and balance concerns.



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



Speed

Flurry
Melee (Cone), High DoT(Smash), Self +Def(Melee, Lethal), Special
You unleash a super fast Flurry of punches to pummel your foe, moving so quickly that you can dodge incoming melee attacks, thus boosting your Melee and Lethal defense briefly. Note: Activating Burnout will cause Flurry to instantly recharge for a brief time while Burnout Acceleration is in effect.  Damage: High(DoT), Recharge: Moderate
  • 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
You can reduce the recharge time of all powers and gain increased run speed for 2 minutes. Although Hasten does not cost any Endurance to activate, you can tire easily since your Endurance does not recover more rapidly. After Hasten wears off, you become tired and will lose some Endurance. This crash can be avoided by training Unrelenting from the Presence pool.
  • 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)
You spin around at an amazing speed to create a Whirlwind around yourself. Any foes that enter Whirlwind's radius will be pulled towards its center, and upon reaching the center will be pummeled and tossed into the air, leaving them very briefly stunned. You must be at least level 14 and have two other Speed Powers before selecting Whirlwind and not have trained Blink Blitz, Dive Attack, or Spring Attack. Note: Activating Burnout will cause Whirlwind to instantly recharge and cost no endurance per foe hit for a brief time while Burnout Acceleration is in effect.
  • 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
Burnout allows you to instantly recharge Flurry, Whirlwind, and all of your Primary and Secondary powers, as well as resist slow effects for 60 seconds. Additionally, your running speed and jump height will greatly increase, while also providing a high amount of defense for 60 seconds. This power places the Burnout Acceleration effect on you. While this is briefly in effect, Flurry will recharge instantly and Whirlwind will cost no endurance per foe hit. Burnout is very expensive in terms of endurance and reduces your maximum endurance slightly for 60 seconds after use. You must be at least level 14 and have two other Speed Powers before selecting Burnout.   Recharge: Very Long
  • 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
A good jumping-kick attack that may knock foes down or stun them. Using this power allows you to jump to a nearby foe to deal heavy smashing damage.
  • 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)
While active, Combat Jumping increases your Defense to all attacks and adds resistance to Immobilization. Moderately increases your jump height and distance while providing good air control. While Hover is active, Combat Jumping will suppress.
  • 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)
While this power is active, you are very nimble and Acrobatic, increasing your Defense to all attacks. Your jump height and distance become moderately increased, and you can avoid most Knockback effects and are resistant to Hold effects. While Aerobatics is active, Acrobatics will suppress. While Acrobatics is active, Weave will suppress. You must be at least level 14 and have two other Leaping Powers before selecting Acrobatics.
  • 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.
  • While Acrobatics is active, Weave will suppress.

Spring Attack
PBAoE High DMG(Smashing), Foe Knockdown; Self Teleport, +Jump
You leap into the air and smash down among ranks of foes in the blink of an eye.  Using this power allows you to jump to a selected area to deal significant smashing damage to all foes near the location you teleport to, most foes that are struck by your Spring Attack will be knocked down.  The impact of this power launches you for a short time which significantly increases your Jumping Speed and Jump Height.  You must be at least level 14 and have two other Leaping Powers before selecting Spring Attack and not have trained Blink Blitz, Dive Attack, or Whirlwind. Damage: High, Recharge: Slow.
  • 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)
For hovering and aerial combat. This power is much slower than Fly, but provides some Defense to all attacks, offers good air control, costs little Endurance, and has none of the penalties associated with Fly. Switch to this mode when fighting other flying foes. While Hover is active, Combat Jumping will suppress.
  • 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
This two-handed overhead melee attack can knock a flying target to the ground.
  • 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
Fly allows you to travel large distances quickly. If you attack a target while this power is on, your flight speed will be temporarily reduced to Hover speed.  Your top Flight speed increases with your Level.
  • 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 moderately increases your flight speed and provides a high amount of defense, flight protection, and additional flight control. If however, you are not flying, you will lose some of your Defense bonus. If you have also trained Fly, this power unlocks Group Fly, a power that endows your nearby teammates with Flight when active. While Aerobatics is active, Acrobatics and Weave will suppress. You must be at least level 14 and have two other Flight Powers before selecting Aerobatics.  This power only grants flight protection while Hover or Fly is active.
  • 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
You dive in the air and smash down among ranks of foes in the blink of an eye. Using this power allows you to dive to a selected area to deal significant smashing damage to all foes near the location you teleport to, most foes that are struck by your Dive Attack will be knocked down. If you have also trained Fly, this power unlocks Afterburner, a power that greatly increases your maximum fly speed. You must be at least level 14 and have two other Flight Powers before selecting Dive Attack and not have trained Blink Blitz, Spring Attack, or Whirlwind. Damage: High, Recharge: Slow.
  • 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
You can Teleport your target, be they friend or foe, to yourself. You can also rescue a fallen teammate who may be in a hostile location, as long as they are on the same map. Range is not infinite, but it's long and can be enhanced.  Allies can be teleported from near Zone-Range distances.  However, foes must be much closer. This power can be interrupted.
  • 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)
You can Teleport nearly instantly to a single foe and launch a surprise attack on them for minor Smashing damage. Blink is so quick that your enemies will find you harder to hit, thus boosting your defense briefly.  Damage: Minor, Recharge: Moderate
  • 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
You can Teleport long distances. Teleport has no recharge time, and can be reactivated without pause, as long as you have Endurance.
  • 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)
You Teleport yourself to a targeted foe and launch a barrage of attacks on any foes near the target's location.  You teleport around the area so quickly that your enemies will find you harder to hit, thus boosting your defense briefly.  If you have also trained Teleport, this power unlocks Team Teleport, a toggle power that expands the capabilities of your Teleport power allowing you to Teleport yourself and your nearby teammates when active.  You must be at least level 14 and have two other Teleportation Powers before selecting Blink Blitz and not have trained Dive Attack, Spring Attack, or Whirlwind.  Damage: High, Recharge: Slow
  • 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 allows you to teleport a group of foes in close proximity to each other to your location.  If you have also trained Teleport, this power unlocks Long Range Teleport, a toggle power that expands the capabilities of your Teleport power when active.  You must be at least level 14 and have two other Teleportation Powers before selecting Long Range Teleport.  Recharge: Long
  • 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)
For hovering and aerial combat. This power is much slower than Energy Flight, but provides some Defense, offers good air control, costs little Endurance, and has none of the penalties associated with Energy Flight. Switch to this mode when fighting other flying foes. While Combat Flight is active, Combat Jumping will suppress. This power can be used while in Bright Nova or White Dwarf form. However, activating it while in either Bright Nova or White Dwarf will transform you back into your original form.
  • 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
Energy Flight allows you to travel large distances quickly.  If you attack a target while this power is on, your flight speed will be temporarily reduced.  Your Energy Flight speed increases with your Level. This power can be used while in Bright Nova or White Dwarf form. However, activating it while in either Bright Nova or White Dwarf will transform you back into your original form.
  • 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 moderately increases your flight speed and provides a high amount of defense, flight protection, and additional flight control. If however, you are not flying, you will lose some of your Defense bonus.  Taking this power also unlocks Group Energy Flight, a power that endows your nearby teammates with Flight when active.  This power only grants flight protection while Combat Flight or Energy Fly is active. While Solar Glide is active, Acrobatics and Weave will suppress.
  • 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
You dive in the air and smash down among ranks of foes in the blink of an eye.  Using this power allows you to dive to a selected area to deal significant smashing damage to all foes near the location you teleport to, most foes that are struck by your Starfall will be knocked down.  This power also unlocks Quantum Acceleration, a power that greatly increases your maximum fly speed.  You may not take this power if have trained Blink Blitz, Dive Attack, Spring Attack, or Whirlwind.  Damage: High, Recharge: Slow.
  • 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
You can Teleport your target, be they friend or foe, to yourself. You can also rescue a fallen teammate who may be in a hostile location, as long as they are on the same map. Range is not infinite, but it's long and can be enhanced.  Allies can be teleported from near Zone-Range distances.  However, foes must be much closer. This power can be interrupted.
  • 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)
You can Teleport to a single foe through a dark matter wormhole directly and launch a surprise attack on them for high Negative Energy damage. Starless Charge is so quick that your enemies will find you harder to hit, thus boosting your defense briefly.  Damage: High, Recharge: Moderate
  • 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
You can Teleport long distances. Shadow Step has no recharge time and can be reactivated without pause, as long as you have Endurance. This power can be used while in Dark Nova or Black Dwarf form. However, activating it while in Dark Nova will transform you back into your original form.
  • Added a passive Range buff if you have trained Shadow Slip

Extinguish Light (formerly Shadow Slip)
PBAoE High DMG(Negative); Self Teleport, +DEF(All)
You can Teleport to a targeted foe through a dark matter wormhole and launch a barrage of attacks on any foes near the target's location.  This teleports you around the area so quickly that your enemies will find you harder to hit, thus boosting your defense briefly. Training this power unlocks Shadow Slip, allowing you to Teleport yourself long distances. You may not take this power if have trained Blink Blitz, Dive Attack, Spring Attack, or Whirlwind.  Damage: High, Recharge: Slow
  • 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.


Look for all these and many more features this week on the Public Test Server (PTS) when we unveil the full Rebirth Issue 5 Clockstoppers.

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