LotRO – Into the West …

Uninstalled LotRO this evening. It’s a beautifully crafted world, an expansion of Tolkien’s writings that deserves accolades. I just didn’t find it a gripping enough game to stick with it (esp. compared to City of Heroes).

I will continue to peer over Doyce & Kate’s shoulder to see what wonders they discover, but the road, for the moment, doesn’t go on and on. Except to Rhode Island …

CoX – I13 News

Via Greppo, it’s the I13 sneak peak! Hightlights:

Mission Architect: design your own missions and story arcs. Very spiffy (and, I suspect, a lot harder to make something interesting than it will seem). On the other hand, on a low level, this now means an unlimited pool of new (user-rated) content.

Day Jobs: While you’re offline, depending on where you park, you go to your “day job” — e.g., if you park in City Hall, you work as a City Official, which earns you extra influence; if you log out in a University, you’re working as a Scholar, which earns you salvage. Keep doing it, and Day Job Badges and Titles result in a higher “salary,” etc. 

This is CoX’s version of other games which give you “stuff” even while you’re not on with your toon, which is kind of nice.

Power Sets: Shields! Pain Domination! The former is open to both sides; the latter is only for Villains (the opposite of Empathy).

More Cimerora Missions. That reminds me — we need to run some.

Merit Rewards: Okay, this sounds interesting:

A new game system that allows players to earn tokens by completing Trials, Task Forces, Strike Forces, Raids, etc. The most challenging and time consuming tasks grant the most reward tokens, which can be redeemed throughout Hero and Villain zones for recipes, enhancements, salvage, costume pieces, badges, inspirations and other game items.

 

Hmmm. And how is that going to differ from Influence? And if there is a distinct difference, is that fair to folks who solo/duo and never run in Trials/TFs/SFs/,etc?

Etc.: New IO sets, Costume sets, Patron Power respec, Zone Refinements, and more.

Nothing earth-shattering, but a nice release. The boards have it that it may not go live until after the Winter Event kicks in, but they are trying to make it still happen in 2008.

CoX – Making … and losing … money

Okay, I confess, I’m spending a goodly time hanging at Wentworths and doing crafting and all that. I’m not as fanatical about it as some, and sometimes it’s an “I have some free time but don’t want to sign off, so let’s just do something” activity, but I’m still at least mildly hooked. Honestly speaking, it’s the money/influence. Even though everyone swears up and down you don’t need XOs and IOs to make an effective character, I still feel like I’m missing out on something when I don’t actually sell that Deific Weapon for 4 million at auction. And as long as I’m doing that … well, heck, I got this recipe dropped on me and I have almost all the ingredients … and …

Yeah.

The problem is, of course, I’m an altaholic, which means I have plenty of characters to do this with. Even just looking at my main duos with Margie, we have several that we cycle between.

It is a little-known fact that auction stuff gets flushed after, oh, something like 30 days of inactivity.

You see where I’m going.

Yes, with various hiatuses in playing, there have been times when I’ve returned to a character — “45 day ago” — only to discover that all that money I had invested in bidding on stuff has essentially vanished. Basically, if a transaction was accomplished (as they almost always are over time), then that “bought” or “sold” has vanished after the expiry date, taking with it the item or the influence.

*sigh*

Now we know why I’m not a Day Trader in Real Life.

Phasing

Doyce points to a cool article on “phasing” content in MMOs. The idea is to strike a balance between a static world and a heavily instanced one.

Brack gives the example of a quest where a player needs to rescue villagers from a Scourge-infested town. Players who complete the quest will see the villagers they’ve rescued back at the quest hub whereas players who haven’t done the quest will not. WoW Insider’s Alex Ziebart experienced the same after doing a series of quests involving the Wind Serpent Goddess, who appeared for him in town after completing her quests. She was there only for him and wasn’t visible to other players (who presumably haven’t done the quest series). It’s a new way to bring a new experience to players without having to load anything (such as in instances).

 

It’s an interesting idea to fight an age-old problem in MMOs — how do players know that they are having an impact? Taking CoX as an example, no matter what I do as a hero (or villain), the only thing that really changes is myself. Yes, I get passers-by discussing my virtues/vices, and, yes, the contacts may mention something based on the last mission I fought. But, really, the world around me and the NPCs I interact with don’t really change one whit no matter what I do.

The previous alternative to this was to deal with instances. This could be small-scale — in CoX, something that happens at the end of a mission — or it could be large-scale — the wholesale change in the world in LotRO when you complete initial half-dozen levels (the best example of which is the one for humans/hobbits, where the town is now recovering from the fires and bloodshed of the brigand raid).

Phasing, instead, “simply” tailors what characters see and hear based on stuff they’ve done. A simple example in CoX (were this implemented there) would be if, after the Ernesto Hess TF, the big central “mountain” on Striga was a broken-topped smoking ruin … for you. For someone who hadn’t done the TF, it would still look intact.

That points out the key problem with phasing, which is that two players, side by side, might experience very different things.  If I’m teaming with some folks who haven’t done the Hess TF, and make reference to that cool smoking ruin, they’d think I was nuts. It would (further) strain the suspension of belief for doing the TF a second time (either while at level, or mentored down).

I can imagine it being used in more subtle ways, though, that would be less jarring. Perhaps a “Thank You, Captain Ultra” banner over a building (that each person might see with their own name). Maybe if you’ve gotten certain hunt badges, the text that those hunted groups use in dialog with you changes. Or perhaps a mission that changes how you (graphically) see certain bad guys (or good guys) — as more or less menacing — in future encounters.

Anything that helps tailor the MMO experience more to the individual, while still maintaining that “mass” community, is a good thing.

 

 

CoX – Poking at bad guys

More Kitsune/Ex-Terra action over the weekend, up around 34, which means Bricks into Founders, zone-wise. We’re picking and choosing our story arcs and generally having a good time. 

As a pair, we’re sort of like a Regen Scrapper … everything golden until it goes into the toilet fast. Ninety-nine percent of the mobs we engage we simply carve through like butter (we’re running on Unyielding at the moment). But there was some death involved over the weekend. Aside from the one case of “gosh, I guess ambushes will come after me if I stand in the train station while on bio break just after I’ve taken a hunt mish,” the rest were all about drawing too much aggro, too quickly. For all my smacky-smack controlling with Illusion, it’s also easy to draw a lot of unwanted attention with the Rad secondary. And a lot of my powers have a long cast time, so it’s easy to watch the health bar drop-drop-drop-gone while waiting to get power X fired so that I can throw a heal.

Biggest regular problem was in the Bricks (Talos) Safeguard mish on the side mission to stop the jail break. Eleventy zillion Tsoo bosses. We both took some temporary dirt naps with those.

Still, fun times.

Margie’s been doing soloing with Old Star, who’s a Fire/Rad Controller, and evidently quite soloable. I rolled a clone of Al McGordo as the same (instead of a Rad/Rad Defender), but didn’t get any play time.

What makes for a successful RP SG?

A few days ago, one of my three faithful readers sent me a note.

I’ve been following your City of Heroes blog for some time, and wanted to pick your brains on the RP SG that I’ve been invited to run on Virtue. The SG in question was once a fairly strong SG with lots of players and a rich RP environment, but attrition in leadership coupled with poor recruiting (and other dramas) has lead to its considerable decline in the last six months. The current status is that the SG is basically dead, but has a ton of prestige and a long history. My goal is to reverse its fortunes in relative short order.

 

The person (who will remain nameless, since it was sent off-list) then proceeded with the brains-picking.

Now, I’m not sure I’m best qualified on the subject. Yes, I’ve done tabletop RP games, and PBeMSs, and, yes, I’ve both played in and run an RP Supergroup in part of an RP Coalition.

On the other hand, the Consortium of Justice was very intentionally an “RP Lite” group (this should be fun, not work), and, of course, the RP Coalition which I was a leader in managed to blow itself up quite nicely over a series of Unfortunate Dramatic Events. So my quals here are a bit sketchy.

That said, I’m a manager in real life, so I’m either qualified to talk about group management, or else am an expert at sounding like I am. So here’s what was asked and what I wrote, just for the record, and to stir up some conversation. I’ve edited it slightly to untangle some of the email thread.

(Ironically, Doyce was just posting about “guild drama,” whence the amusing graphic below. And I suspect a lot of what I write here applies not just to CoX, but to LotRO, WoW, etc.)


Have you ever run an RP SG? Have you ever been in one? What were the qualities that made it successful?

Though I enjoyed doing RP stuff in CoX, I was (and am) too much of an alt-fiend to get tooooo much into the full-time RP character. My goal was to always speak in character, drop some interesting hints about my character in conversation (and follow up with same when someone chose to pull on the threads), and to have a good time. We were one of the “Light RP” groups in the Coalition.

But in the RP groups and the aspects of the Coalition that worked well, hmmmm …

  1. Strong leadership.
  2. Group events/activities (to allow for RPing). A feeling of *community*
  3. A willingness to have *fun*. It can’t be all drama llamas, as much as some folks will try to make it so.
  4. Utter ruthlessness at booting folks who tear down the fabric of the community. Being nice and hoping they’ll be nice too usually meant that problems got worse, not better. If it were to be done, ’twere best done quickly. And be open about what happened and why, and note that it’s not open for argument.
  5. Utter openness and honesty from the leadership. As much as desires for confidentiality and privacy may seem important, nothing can get a group divided against itself than the sense that the Leaders Are Keeping Secrets. Especially if they’re kvetching about the players behind their backs.
  6. A leadership that sets an example (leads) by being around a lot, and offering to play with other SG members when they get on, esp. new ones. Nothing kills an SG faster than it becoming a clique of leaders who simply invite folks in to build a nice base. A part of that is usually having (at least for the leaders) some lower-level alts to be able to shift to.
  7. [Added] People come and people go. Don’t get desperate about forcing the former and avoiding at all costs the latter. It will lead to bad decisions. If it’s a good group, people will join, and stay, If you are too eager to bring folks in, or too eager to appease them from leaving, you’re making compromises that will come back to haunt you.

In short, I think a strong RP SG operates about the same as a strong SG in general, except that some extra care needs to be taken to foster that fragile suspension of disbelief that makes the RP stuff work.

Hmmmm, what else? Themes are good. Some of the better RP SGs had a strong theme or story behind them, and one that drove their “events.”

I’d add in [I did not in the original of this] an in-person, in-character interview for RP groups. If the person can’t RP an SG interview, they won’t do a good job later on. And it gives the leadership a chance to see if the RP concept will actually work with the SG.

CoX is an interesting game in that it still has a relatively strong user base, based on the fact that it’s a superhero MMO where none existed previously. Do you think that SG declines are occurring in general, or do you think that there is room for another RP SG in the world?

Hard to say. Certainly overall CoX population is down. Virtue is a good server for this simply because it has a large population. I’ve been invited to some SGs, but the populations have never been such that there were ever many people around. And my own interest has, honestly, faded enough that I don’t feel the need or have the time to be dedicated enough to be a good, contributing SG member. Alas.

That said, I think there’s always a place for a good RP SG in any world worth playing in. 🙂

I’ve run many organizations before in many games, so the “business” side is familiar to me. The challenge in this one is to run a heavy RP organization and to revive a dormant brand, as it were.

It might be interesting to advance the “story” around the revival of the “brand” for the characters, new and old. In other words, how is it in Paragon City that the Ultra Corps is suddenly being revitalized, or why is Captain Metallo and his cohorts trying to revive the Ultra Corps to its glory days? In other words, it’s not just a change in management, it’s an adventure! (And if there are some multiple layers to the tale — the one for public consumption, and one that only the “leaders” know but about which hints might be dropped to the troops, or newly initiated leaders are let into the know about (“… Statesman is really a Rikti spy, and we’ve re-formed in order to tackle the Freedom Phalanx when they finally turn on humanity?!”)

I’ve been in heavy RP organizations before, so I understand the atmosphere, but this will be the first time I’ll be administering it.

It’s different — and it makes it harder in some ways to maintain RP for yourself (you always have to be sort of monitoring things on a meta level). Best advice is:

1. Find others to share the burden with. Burn-out is the biggest threat.
2. Behave as you’d want a leader in your previous groups to behave.


 Thoughts? Anything else I should have mentioned?

CoX – Ping

Well, I was away for three weeks on business and holiday. And then playing catch-up on stuff at home. And then …

Well, I didn’t fire up CoH until this weekend. Margie’s been doing some solo stuff while I was otherwise engaged, but she was happy to have me hop on and join up with me. Wait, that wasn’t quite the way I wanted to phrase that …

Anyway, we pulled up Kitsune-chan and Ex-Terra. I was surprised we’d gotten them up to 32, which I sort of see as a magic level for characters (perhaps because Velvet, my first successful character, plateaued at). We’re deep into Croatoa stuff right now, which means lots of nice magic salvage, and now that Kitsune has Fred the Phantasm, she has a nice array of pets, Illusion powers, and Rad debuffs to play with. Usually we start off with her turning the biggest bad guy. Then Ex-Terra hops in, and I either drop Scary Sam (Spectral Terror) or drop my Rad debuffs on the Turned guy, or both. I’m usually in close enough at that point for Fred to get involved, and for my own choking Rad cloud to be playing a role, and between spamming Blinds and keeping the heavies turned, and (as a last resort) calling in the Boy (Phantom Army), we rarely run into too much of a problem — unless one or the other of us takes a wave of damage too quickly.

Fun. Probably boring to read about, but fun. This pair could easily be our next 50.

Hit 42 months Vet Reward, by the bye, so we both now have a Team Teleport power, which just makes life a little bit easier.

CoX – Ding ding ding

Did some solo work with Lady Zebra Friday afternoon, and got her leveled to 31 (despite some rather frustrating “The Case of the Vanishing Mentor (and The Subsequent Mission of Plinking Attacks”). So on to Bricks. Auras, too, save that LZ isn’t really an aura sort of character.

Friday night and Saturday pulled out Kitsune-chan and Ex-Terra. Illusion-Rad rocks, though it’s almost an embarrassment of riches in attacks and debuffs. Went through the Midnight Club initiation for the first time, which was mildly frustrating (unless you like puzzles), esp. since it didn’t really lead to anything we can do until 35. Still, got up to 29 by Noon, in time to do some real work for the day.

Huzzah for Double XP weekend, even if the most popular servers (Virtue and Freedom) were red and black (and crash-o-riffic even when only yellow).

CoX – Unappreciated

Was on a large PUG the other evening and we got a police band mission — “Stop Archon Roget and his bodyguards.”

Quoth my character, “Archon Roget — he’s the wordy one, isn’t he?”

Beat. Beat. I’m waiting for the LOLs.

“I dunno – we’ll have to see,” someone finally said.

Man, a line like that would get dice thrown at me at a tabletop game. I know — it has.

CoX – Game play report

So I did end up doing some CoX playing over the past few days, getting some good time in with Lady Zebra, Woe Nellie, and Miss Crackle.

I also took up Arty’s invitation to join up with the Repeat Offenders global group — consist of a global channel and a bunch of SGs in coalition spreading across the Hero and Villain side of Freedom and Virtue. I had mixed luck with actually leveraging Lady Zebra getting into one of the alt RO SGs and from there actually getting gameplay with the group — but I did end up with lots of time with Woe Nellie playing alongside Arty and some of his other cohorts, which was kind of fun.

I also spent $10 and transferred Miss Crackle over from Victory to Freedom, just because things have been serously dead on the former server for PUGging. And I then had a great time in two different groups for the next few hours, which probably means it was a worthwhile investment.

Overall, good times. But I’m looking forward to duoing with my favorite gaming partner real soon now.

CoX – Roots

Current rules on what sort of powers will root (keep you from doing other things during activation) and which ones won’t:

Toggle Powers:

  • Any toggle that damages, debuffs, or applies a status effect to an enemy is considered an attack and will root the player while activating. (Toggles that only Taunt will not root)
  • Any toggle that affects yourself and/or allies will not root you while activating.
  • Any toggle that only affects yourself will not cause you to be rooted while activating.

Toggle powers that root should all only root for 45 frames (1.5 seconds), after which the animation should be interruptible by movement or other power animations.

Click Powers:

  • Any click power that damages, debuffs, applies a status effect, or taunts an enemy is considered an attack and will root the player while activating.
  • Any click power that is a PBAOE ally buff, single target ally buff, or single target ally heal will root the player while activating.
  • Any click power that is an PBAOE ally heal will not root.
  • Any click power that is a self only buff or self only heal will not root.
  • Any click power that is a ‘placed’ effect (pet summon, Teleport, Rain of Fire, etc) will root while activating.
  • Any click power that is a ‘tier 9’ power (Unstoppable, Moment of Glory, Elude, etc) will root the player while activating. These powers should only root for 45 frames before being interruptible.

There can be exceptions to any of the above rules as deemed necessary.

CoX – No, really!

Have been playing — not scads, but a decent amount. Over the weekend focused on Kitsune-chan and Ex-Terra — got them up to 26 over the course days. I figured they’d be good — as an Ill/Rad Controller and Spine Scrapper — doing the Rikti raids over the weekend, and they were indeed (and, in the meantime, managed to finish off getting the Wedding Band and the Talos safeguard mission, too). Good times.

Next up … hmmm … Margie mentioned there’s some Midnight Club content at our level. I’m interested in giving it a try.

State of the Gameplay

A few notes about this and that in my online gaming life:

  1. Health check: left elbow (and compensating for it) make it painful for me to use the standard QWE movement keys and power numbers for any great length of time — meaning that Margie and I don’t play more than an hour or two tops at any given sitting. Which should be helping our sleep, but not our gaming. It’s annoying.
  2. CoX: We’ve spent most of our time playing a Fire/Fire scrapper (fun, but a bit squishy) and a Mind/Mind blaster. The latter is a delicate trick — I’m still trying to get a good set of attacks and tactics to use with her. At 15 or so, of course, things are limited, and I also foresee a lot of secondary pool setups for her. But at the moment, balancing a bit of attack, a bit of knockback, a sleep and an immobilize is proving challenging. 
    I’m seriously looking at shifting to a couple of other alts for a bit. We did do a bit of play with a new scrapper duo, a couple of Jaegermonsters, but I didn’t feel any buzz.
  3. LotRO: Haven’t touched it in a couple. Not feeling any great desire to. Not sure what’s going on there with me.

CoX: Speedy auras

Noticed a Forum entry (now no longer up) complaining about the Hasten effect (and, peripherally) the Superspeed effect. Hasten wreathes your hands (up to the elbows in a burning yellow glow. Superspeed gives you a bright flashy area all around your feet — and, of course, as a trail when you run.

The Superspeed effect can be a little irksome — but Hasten is one of those that’s bugged me practically since I started the game. If it would have any good I would have added the following:


 

I’ll toss in my vote to significantly tone down the Hasten effect (hey, if you want flaming hands, take an Energy power, a Fire power, or an Aura). Superspeed is a bit annoying, too, but while it makes no sense that your feet/running would be glowing at only 90mph, it’s at least a canonical sign of, well, superspeed.

The problems/differences are:

1. Superspeed is a toggle. If I want to appear without Superspeed’s aura, I turn it off. If I want to appear without Hasten obscuring my hands and arms, I have to wait a minute or two (and be sure I turn off the auto-fire).

2. Superspeed is a power. Hasten is a character mechanic enhancement, like Focus and Build-Up, only with less justification for the effect. People take it, mostly, not because they think glowing hands fit their concept, but because their build will be helped by faster recovery. So obtrusive an effect for an enhancement used by people of all Origins and ATs and Builds makes little sense.

(Of course, I find the dust kickup from Sprint and the trailing dustfall from Combat Jump to be mildly annoying, esp. when flying or standing still, so I may be oversensitive.)

(I’ll also note that it makes more sense for Hasten to be a whole-body thing, since the recharge effect works on kicks, mental powers, pretty much everything, not just swiftness of hands.)

I am not a Dev, nor do I want to be one on TV, but it seems to me that this effect could be toned down quite a bit without a lot of development effort. Ironically, its ubitiquity means it much less likely that’s going to happen, since it would affect the appearance of so many players.

That said, if we could get a toned-down “Custom Hasten” similar to the “Custom Sprints,” I would be very happy.


 

The impression given from the replies form BAB and his forum supporters was (a) it’s not broke, so it ain’t gonna be fixed; (b) if it ever does get fixed, it will be with powers customization; so (c) it’s not likely to get fixed any time soon.

Which may all be true, but it’s still an annoyingly bad choice of effect for most characters, and I wish it was different.

 

 

CoX: I12 Patch Notes

Patch notes! Comments in italics.


 

The Midnight Squad story arcs (Hero and Villain)


For generations, the Midnight Squad has dedicated their lives to protect the world from worldly and dimensional threats. Now, they need the help of the Heroes of Paragon City and the Villains of the Rogue Isles to finally rid the world of Rikti. Heroes and Villains must cross through time and journey to an ancient land to find knowledge long forgotten and battle ancient foes. — New content is always nice, though I’m not wildly ravenous to get to it. Margie’s played a bit of it, considers it a “fun little set of stuff.”

New Zone : Cimerora
Cimerora is a hub zone (like Ouroboros) with features such as:

  • Task ForceContact : Imperious – who gives out the “Time’s Arrow” Task Force
  • Atmosphere spawns around the perimeter and out-of-the-way areas so that players are not attacked while interacting with contacts
  • Functional Contacts: store, trainer, notoriety contacts for Villains and Heroes
  • Senator Aquila provides a simple introduction story arc and Marcus Valerius gives out repeatable missions

New Task Force : “Time’s Arrow”  

  • Co-Op TaskForce (35-50)

Character Origin Missions (Hero and Villain)
Where did Origins come from? How are they connected? How long have they existed? — Glad to hear we’re getting something with Origins other than just different stores and trainee powers. 

Villain Epic Archetypes: — more below on this. 

  • Arachnos Soldier
  • Arachnos Widow

Hollows Revamp
The Hollows has received a game-play upgrade including: — Yay! Hooray! 

  • Completely redesigned spawn encounters (ranging from city-sized spawns to hazard-sized spawns) — Good. Easier soloing.
  • Added Meg Mason, a new contact who gives out repeatable missions — Thus letting folks do something other than the standard Wincott arc, though Margie says that’s more interesting now.
  • Added stores (one at either entrance) and a trainer (Foreshadow) — Yay! No more running back to Atlas!
  • Added a mobile hospital — Yay! No more running back from Atlas!
  • Did a complete mission-door revamp so most missions should have the neighborhood-appropriate doors to match — No more running across the zone as a noob!
  • Added some new Villain groups for variety and flavor

Loading Screen Tips 

  • Loading screen tips will now appear on the loading screens for mission maps.
  • There is an option to disable loading tips in the options window.

Powerset Proliferation  

While researching the energy strands that all super powered beings tap into, Dr. Brainstorm caused a massive release of energy that imbalanced the energy grid surrounding the powers nexus.

As a result, it appears that heroes and villains now have access to powers that previously were unavailable to them.

Blaster 

  • New Primary – Psychic Blast — Probably what I’ll be playing with. Nice damage enhancement. Definitely not overpowered. Not a lot of AoE.
  • New Secondary – Mental Manipulation — PBAoE Confuse! Yay! But not as control-heavy as other blaster secondaries.

Brute 

  • New Primary – Battle Axe
  • New Primary – War Mace
  • New Secondary – Super Reflexes

Controller 

  • New Primary – Plant Control — Margie really wanted to like this, but found it frustrating in a lot of ways (Mass Sleep + AoE Attacks = Huh?)
  • New Secondary – Thermal Radiation — Margie says a nice utility set.

Corruptor 

  • New Primary – Electrical Blast
  • New Secondary – Storm Summoning

Defender 

  • New Primary – Cold Domination
  • New Secondary – Ice Blast

Dominator 

  • New Primary – Earth Control
  • New Secondary – Electricity Assault

Mastermind 

  • New Secondary – Storm Summoning — Margie had a blast … worked really well with Mercs. Great for soloing. Tank for your pets!

Scrapper 

  • New Primary – Fiery Melee — Margie opines this is *very* fun. Kind of blappy. A bit endurance-heavy.
  • New Secondary – Fiery Aura

Stalker 

  • New Primary – Electric Melee
  • New Secondary – Electric Armor

Tanker 

  • New Primary – Dark Armor — Annoying. Better, maybe, with a team. Endurance pig. Very expensive self-heal.
  • New Secondary – Dark Melee

Optional Character Slots PurchasesThis is nice. 

  • Players can now purchase optional character slots on each server with a one-time fee, and not an addition to your monthly subscription fee.
  • Players can have up to 36 slots perserver.
  • Purchases of a single character slot may be allocated to any single server of your choice, subject to the maximum server limit. 
  • Purchases of multiple slots may be allocated to any single server or split between multiple servers of your choice, subject to the maximum server limit.
  • For a limited time, all accounts that log into the Live Servers will receive 2 free Character Slots. This is for a *Limited* time only. — Yay!
  • For every 12 month cumulative period that an account has been subscribed, players will receive1 free slot. — Yay!

User Interface: 

  • Character slots in the character selection screen can now be reorganized by dragging and dropping. The sort order is stored in a file on the client, but only if “Remember Account Name” is checked on the Log-in Screen. — Sweet! Also, lurking somewhere, the ability to see when a character was last played.
  • Added Hide Delete Recipe prompt option to Options window.
  • Added option to display a rating from a Player Note above the players head in the options window. (Note: All ratings or notes you create about other players are only viewable by the writer. Others do not see them.)
  • Added option to disable loading tips in the options window.
  • The mouse scroll wheel will now affect scrollbars when the mouse is over a scrollable area. This can be disabled in the options window. — Scrolling has always been a bitch. This may help.
  • Missions’ headers now show the level of the mission. — Yay!
  • Auction house inventory now shows count of slots used / slots total.
  • Kicking a member from supergroup or removing a global friend via button-click will present a confirmation dialog.
  • Disable Camera Shake Option Added (found in options window)
  • Contact List Improvements — All of these are very nice.
    • Contacts can now be sorted by the contact’s name, name of the zone, and contact relationship. All contacts that are active will appear in the “active” tab.
    • Added Broker Tab for Villains and a Detective Tab for Heroes to Contact User Interface.
    • When sorting Contacts by Zone, contacts in the current zone will always appear at the top.
    • In all sorts, Contacts with missions you are currently on will always appear at the top.
  • Fixed a rare bug that could cause the main “health bar” window to vanish.
  • A couple small additions to help improve performance for dial-up users:
    • Added Option to disable combat numbers on power buff icons
    • Added Option to disable sending buff information altogether

Email 

  • Added “Spam” Button to email window. It will ignore the sender as a spammer and delete the email. — Yay!

Power Trays 

  • Eight additional power trays added which can be accessed by clicking the “+” sign on the upper-right of the Power Tray Interface or via commands (/show tray1, /show tray2, show tray3, etc). — Those who like that sort of thing will find it the sort of thing they like.
  • These trays have no jelly to click on, but can be dragged about by clicking on non-occupied slots or dead space.
  • These trays are deformable.
  • Added command /clear_tray which will remove all non-macros from all power trays.

Player Notes: 

  • You may now rate players and write notes about them. — Not terribly meaningful for me, but …
    • The notes are stored by global name.
    • The note list is stored locally on your computer and will bring up the same notes for any character you play with.
    • Only you will see the Player Notes that you write and ratings you give. Since these notes are stored locally on your computer, other players cannot see your notes and ratings. 

      Conversely, you will not be able to see any Player Notes or ratings that other players may have written about you.

    • It can be invoked by typing /playernote <name> or by clicking “Add Note” on context menus.
    • There is a new option to display the rating you’ve given a player above their name.
    • Additionally, you can enable private message logging to store private message logs on a per global name basis.

In-Depth Power Information 

Detailed Power Information is now available at Power Selection, Level up, Respec, and Enhancement placing screen as well as a new tab in the info window. This information shows the powers basic data along with every effect the power has. — Folks who like numbers will love all this. 

  • There is a slider to see the effect of the power across all levels.
  • There is a class selector to see how the power would perform for each class.
  • There is a PvP toggle to see how powers will change in PvP.
  • Powers that spawn pets will show all powers the pets use and their effects.

Improved Character Creator 

Players may now select a costume set theme from the new “Costume Sets” drop down menu in the Character creation process and the Tailor (for Heroes) or Facemaker (for Villains). — Very convenient to start with a “baseline” costume set. 

The Costume Sets revolve around existing and new Costume sets. Some Costume Sets are unlocked through gameplay achievements, Veteran Rewards (i.e. the Boxer set) or by Costume Pack purchase (i.e. the “Good Versus Evil” Justice and Sinister costumes or the Wedding Pack).

Local Settings 

Most user options can now be saved to file and loaded from file. If a default setting file is saved, all newly created characters will use the default file to set initial options. The options window has buttons added to save and load default files. Non-default files can be saved and loaded via slash commands. — Yay! 

General Options 

  • /option_save, /options_save_file<filename>
  • /option_load, /option_load_file<filename>
  • /option_set <optionname><value>
  • /option_toggle <optionname>
  • /option_list – Lists names allowed for /option_set and /option_toggle
  • /bindload, /bindloadfile /bindsave /bindsavefile display confirmation messages
  • /bindloadfilesilent and /bindsavefilesilent do not display confirmation messages

Window Configuration 

  • Window names are now all exposed, and you can now see a list of valid names with the /window_names command
  • Added commands /wdw_save and /wdw_save_file <filename> to save your current window configuration. — Yay!
  • Added commands /wdw_load and /wdw_load_file <filename> to load your window save file.

Chat Tab Configuration 

  • /chat_save and /chat_save_file<filename> save chat settings locally
  • /chat_load and /chat_load_file<filename> load chat settings on current character

Chat System Revamp 

Player Names are now clickable in the chat window, brings up a menu you can use to: — This is *very* nice. A lot easier to do this stuff via the chat window than retyping names — especially when there’s a stray hyphen or period or apostrophe in them. 

  • Chat
  • Invite to Team
  • Add Friend
  • Get Global or Local name
  • Ignore
  • Ignore Spammer

Clicking the channel name of a global chat channel will give these options:

  • Send Message
  • List Members
  • Set MotD (Message of the Day)
  • Set Description
  • Leave Channel
  • Set Color – allows you to set yourglobal channel display colors.

Right-Clicking a players name in a global chat channel that you are a moderator of will give additional options:

  • Silence/Unsilence
  • Kick

Powers, Enhancements, Recipes, Inspirations, and Salvage are now linkable in chat

  • You can drag/drop those items on to the chat window to create link
  • You can type the name (if you know it)of an item inside a pair of square brackets, for example: [Luck]
  • Clicking the link will bring up the info window for that item
  • Many powers/items in the game have the same name, in those cases additional information is added to the link

Under the chat options section, there is new item “Individual Name Colors” which will display each name in the chat window its own color.

Pet combat messages are now sent to the pet owner. Added channels Pet Damage Inflicted, Pet Combat, Pet Damage Received, Pet Healing Received, Pet Healing Delivered, and Pet Hit Rolls. Newly created Masterminds will have a “Pet Combat” tab added.

 

Global Chat Changes

Global Names and Local Server names are now transparent. The invisible wall between global and local identities has been removed, so that if you know another player’s Local Server Name, then you will be able to find out their Global name by using the following commands : — These changes are all very interesting — and the subject of much angst and worry from some parties on the board. Not something I worry about all that much. 

  • /get_local_name <global name>
  • /get_global_name <local name>

/hide and /ghide will now bring up an option dialog where you can separately choose to hide from Global Chat Channels, Global Friends, Server Friends, Supergroup, and Searches.
In addition there are commands to individually set each of these options:

  • /hide_sg, /unhide_sg – Makes you appear offline in supergroup window
  • /hide_search, /unhide_search – Prevents you from appearing in the looking for group window
  • /hide_friends, /unhide_friends – Makes you appear offline to server friends
  • /hide_gfriends, /unhide_gfriends -Makes you appear offline to global friends
  • /hide_gchannels, /unhide_gchannels -Prevents you from appearing in global channel lists
  • /hide_tell, /unhide_tell – You will still receive tells, but the sender will get error message as if you were offline
  • /hide_invite, /unhide_invite – All invites will be blocked as if you were offline
  • /hide_all, /unhide_all – Sets all hide options on or off

Changed /ignore and /gignore functionality. Using either command will ignore that user on all global channels as well as all local characters and any new characters they create.

Increased Max Friends to 200

Ignore list size had been increased to 200.

Players are now allowed to have 10 Global channels.

 

Zone Event System Message Channels 

  • There are two separate Zone Event System channels, the Hero Zone Event Message and Villain Zone Event Message channel.
    • Warnings will appear in the appropriate event channels for the Clockwork Paladin, Giant Octopus, Ghost Ship, Croatoa Battle, Troll Rave, Hellion Fire, Miner’s Strike, Arachnos Flier, Caleb and Deathsurge zone events. — Nice.

Inspiration Improvements 

You can now combine 3 inspirations of the same type and strength into a different inspiration of the same strength, this is accessible via the context menu for qualified inspirations. — Not sure I’m inclined to do this, or to remember to do it, but a nice feature.
Also added slash commands for inspirations:

  • /insp_delete <name>
  • /insp_combine <sourceName><targetName>

Leveling Up Bonus 

Leveling up will refill health and endurance!

In addition to restoring the player to full health and endurance, leveling up will now greatly inspire the player. — I.e., level up makes someone uber for a brief time … which is kind of nice. 

 

Combat Attribute Window Improvements 

Added commands to add or remove attributes form the Attribute Monitor:

  • /monitor_attribute <name>
  • /stop_monitor_attribute <name>

Per player request, added new fields to the Combat Attribute Window.

  • Experience to Next Level
  • Current Experience Debt
  • Last Hit Chance (from a click power)
  • Endurance Consumption (total from active toggle powers)
  • Influence
  • Healing Bonus

Power Trays 

  • Added command /clear_tray which will remove all non-macros from all power trays.

Trial Account Limitations 

Trial Accounts now have the following restrictions. Characters on Trial Accounts may not:

  • Hold more than 50,000 Influence/Infamy
  • Join a Supergroup
  • Use any chat other than /local, /team,or /friend.
  • Invite characters into a Team (although Trial Account characters can join a team)
  • Use In-Game Mail
  • Level up past level 14
  • Enter any PVP Zone

Combined Notes 

User Interface 

  • Fixed a bug that sometimes prevented selecting a shared mission
  • Fixed a rare bug where the camera would always switch to first person mode when the player’s character entered a zone.

Powers
Accolades 

  • Accolades – Reduced the To Hit bonus provided by the “Geas of the Kind Ones” and “Force of Nature” accolades from +200 to +25.
  • Accolades \ Force of Nature – should now work when exemplared, like other accolade powers.

Attack Powers 

  • Corrected Activation time for Whirling Hands and Spin. These times did not accurately reflect the duration of the rooted portion of the animation.
  • Normalized attack times for PBAOE powers that share the twirl animation, such as Fire Sword Circle, Whirling Sword, and Whirling Axe.
  • Fiery Melee / Scorch: This power now uses a shorter casting time to go along with its new shorter animation.
  • Near ground attacks (like fossilize) will no longer be foiled by continuous jumping
  • All versions of Lift, Propel, Levitate, Repulsion Bomb and Force Bolt now suppress properly versus players.

Defense Powers 

  • Dark Armor/Death Shroud: Increased this power’s activation time from 1.17 seconds to 3.47 seconds. This was changed so that the power’s activation time matched its rooted time.

Buff / Debuff / Status Effect Powers 

  • Boost Range – Removed stacking from all versions of Boost Range.
  • Dark Armor / Soul Transfer, Set untouchable timer to 15 seconds. Removed a small delay before the untouchable portion of power activates, and added an “Untouchable” float text.
  • Dark Melee / Soul Drain: The Tanker and Brute version of this power stated that it could be slotted with to-hit debuff enhancements. It has no to-hit debuff component. This has been corrected.
  • Dark Miasma / Black Hole – should now see “Black Hole” Float text when target is made intangible.
  • Fiery Aura / Rise of the Phoenix – Removed a small delay before the untouchable portion of power activates, and added an “Untouchable” float text.
  • Force Field / Detention Field – Should now see “Detention Field” Float text when target is made untouchable.
  • Gravity Control / Dimension Shift – should now see “Dimension Shift” Float text when a target is made intangible.
  • Power Boost – Reduced strength of all versions of Power Boost by 33%, removed Knockback boost and removed stacking from the power.
  • Radiation Emission / Choking Cloud: Increased this power’s activation time from 2.03 seconds to 3.47 seconds. This was changed so that the power’s activation time match its rooted time
  • Radiation Emission / Fallout now targets only dead Teammates.
  • Sonic Buff / Sonic Cage – Should now see “Sonic Cage” Float text when a target is made untouchable.
  • Storm Summoning / O2 Boost – All versions of O2 Boost now grant a Perception bonus to the target.
  • Thermal Radiation / Power of the Phoenix – Should now see an “Untouchable” float text when target is made untouchable.
  • Normalized Debt protection in all rezzing powers in powersets to 90 seconds. Sets affected: Tanker and Scrapper Fire Aura, Willpower, Dark Armor, and Regen. Controller and Defender buff sets Empathy, Radiation, Dark and Thermal.
  • Powers that do not cause aggro will no longer suppress stealth.
  • Powers that could only affect players on the ground will now affect all players above them as well as standing on them. This is to fix a PVP exploit making ground based powers ineffective. Powers fixed: Tar Patch, Bonfire, Ice Patch, Ice slick, Quicksand, Caltrops, and Volcanic Gasses.
  • Added an enforced 60 second period in which Phase Shift powers cannot be reactivated after a previous activation of the power.
  • “Caging” powers (Sonic Cage, Black Hole, etc) now follow standard suppression rules in PVP.
  • Added Phase suppression to the Phase Flight temporary power
  • Knockback is now affected by suppression in PvP, in the same way as Hold, Sleep and Disorient. This change has been applied to many powers that can cause knockback. Any player affected by a knockback will become immune to further knockback attempts for 10 seconds. The affected powers have been noted in the appropriate detailed Archetype powers sections below.

Travel Powers 

  • Leaping / Acrobatics – Reduced Knockback Protection of Acrobatics from 100 points to 9 points. Note that this means there are certain critters who will occasionally overcome the protection provided.
  • Leaping / Acrobatics – Now accepts Knockback enhancements. These will increase the protection to knockback attacks, however only 2/9ths of the protection is enhanceable.
  • Teleport / Teleport Self – Adjusted the target location code for Teleport Self to reduce the likelihood of getting a red failure reticle

Veteran Reward Powers 

  • Decreased knockback on Prestige Nemesis Staff (from 9 to 4) — Awwwww ….

Values Changes 

  • ToHit was not actually being clamped to max class value and now is.

Status Effect Changes 

  • Confused players will only be able to harm teammates.
  • Repel resist in Break Free and Emerge inspirations improved
  • Increased Disorient Magnitude on Awaken and Bounce Back inspirations to 5, in order to prevent it from causing Rest to fail in conjunction with villain epic archetypes’ status protection.

AI 

  • Pets should no longer become terrifiedand run in terror when their owner’s Oil Slick power fades.

Arena 

  • Changed timing between scheduled arena match rounds from 10 seconds to 120 seconds (where it was supposed to be).

Bases 

  • Robo-Surgery will now attach to Base Reclaimator

Emotes 

  • Added /emote ReadBook
  • Fixed the Boombox emote animation for‘Beat’ so that it loops properly.

Game 

  • Fixed a crash where pressing the Left/Right keyboard arrows or numeric keypad 4 and 6, while viewing the auction window, would cause the client to crash.

Graphical Effects and Animations 

  • Fiery Aura / Blazing Aura – Activating Blazing Aura while moving will now transition properly into moving animations once the rooting period is complete.
  • Fiery Melee / Scorch now has a different, slightly faster animation than Incinerate.
  • Fiery Melee / Scorch: This power now uses a shorter casting time to go along with its new shorter animation.
  • Fixed the rooting problem where certain buff toggles were activated before they were ready.
  • Knockback animation should now play correctly on non-flying targets that use the male, female, or huge models.
  • All of the projectiles in the Flares power Graphical Effects should be killed off at the proper time now.
  • Knockback / Knockup animations will no longer play faster or slower based on the scale of the character.
  • Knockback / Knockup animations for flight mode have been flagged similarly to non-flying versions
  • Corrected error for all powers using the ‘ground summon’ animation. The duration of the portion of the animation flagged as ‘can’t move’ was significantly longer than the reported Activation Time.
  • Modified Mitochondria visibility / targetability. Mitochondria should now be visible form a greater distance away during Hamidon Raids.

Inventions 

  • Added suppression to Invention temppower Ethereal Shift.
  • The debuff from Achilles Heel: Chance for Resistance Debuff will now properly fade after 10 seconds, rather than lingering until a player was defeated or zoned.
  • Kismet: Increased Accuracy Invention Enhancement was giving a scaling bonus based on the level of your target. This has been corrected — it now gives a flat bonus.

Rewards 

  • Characters will no longer stop earning Influence when playing in Supergroup mode after level 34. Players level 29 and up will now earn 50% of the influence they would have received when in Supergroup mode. — Good!
  • Fixed a long-standing bug with Experience Point and Influence distribution in teams with a large range of levels.
  • High Level Family entities have had their reward scale lowered to be commensurate with the risk involved in the encounter.
  • Salvage drops changed to more closely match the villain groups.

Sound 

  • Fiery Aura – Fire Shield & Plasma Shield. Looping sounds will now fade out after a short period of time.

Store 

  • Adjusted price on Rez inspirations to equal 3 regular inspirations.

Tailor  

  • Unlockable weapons for some weapon-based powersets have been added to the game. 
  • Users can nowchoose to pay with influence or free costume token at the Tailor.
  • Standard Head -> Detail1 -> English Monocle added to male, female and huge characters.
  • Many new chest details have beenintroduced:
    • Alien 1
    • Alien 2
    • BullsEye 2
    • Cyber Eye
    • Health
    • Lion
    • Mantis
    • Nuke
    • Power On
    • Question Mark
    • Recycle
    • Skull 3
    • Star 10
    • Star 11
    • Star 12
    • Star 13
    • Star 14
    • Swirl 3
    • Symbol 8
    • Symbol 9
    • Symbol 10
    • Tech Hole
    • Trash
  • New Body Patterns sets
    • Arctic
    • Perplex
    • Thorn
    • Vandal

Tasks 

  • Flashback missions that do not allow players to leave immediately on completion will no longer fade to sepia upon completion.

CITY of HEROES 

Powers 

Accolades 

  • Decreased Geas of the Kind ones and Force of Nature defense debuff from 20% to 10%

Blaster 

  • Blaster / Archery / Explosive Arrow now deals full damage to players.
  • Blaster / Archery / Blazing Arrow: Removed text in the long help stating that this power is less accurate than other Archery attacks. Blazing Arrow has the same accuracy bonus that the other Archery powers have.
  • Blaster / Cold Mastery / Hibernate – Changed short help to indicate this power is a self hold, not a foe hold.
  • Blaster / Devices / Auto Turret – Auto Turret for Blasters is now ‘Gun Drone’ — it will fly, follow you around and fight at your side, much like Voltaic Sentinel. Note that enemies who use Auto Turrets have upgraded as well. – Ruh-roh!
  • Blaster / Devices / Cloaking Device – Removed the +DMG from the short help for this power. It offers no damage boost.
  • Blaster / Devices / Smoke Grenade – Added combat spam text for both the attacker and victim.
  • Blaster / Electric Manipulation wasmissing knockback suppression on several powers. Added to bring in linewith powers available to other archetypes.
    • Havoc Punch
    • Lightning Clap
    • Thunder Strike
  • Blaster / Energy Blast / Nova: AddedKnockback suppression vs players.
  • Blaster / Energy Manipulation / TotalFocus: corrected to do smashing damage vs players.
  • Blaster / Ice Manipulation / Chilblainunresistible damage was activating far too often. Changed to a normal 2seconds.
  • Blaster / Ice Manipulation / Ice Patch – Increased this power’s activation time from 2.03 seconds to 3.47 seconds. This was changed so that the power’s activation time match its rooted time.
  • Blaster / Ice Manipulation / Shiver – was generating Defiance per target hit. This has been corrected and it now gives a Defiance buff only once per usage.

Controllers  

  • Controllers have always had a 20% chance for a critical hold. Now Critical Holds will now display a pop up combat message of “Overpower” to let you know they happened.
  • Controller / Force Field / Force bubble – Added Knockback suppression for players.
  • Controller / Ice Mastery / Hibernate – Changed short help to indicate this power is a self hold, not a foe hold.
  • Controller / Sonic Debuff / Sonic Repulsion – Added Knockback suppression for players.

Defender 

  • Defenders level 2 to 49 were using an incorrect multiplier for Damage and Defense Debuff powers. The base value for these effects should now be 25% greater than previously experienced.
  • Defender / Archery / Blazing Arrow – Removed text in the long help stating that this power is less accurate than other Archery attacks. Blazing Arrow has the same accuracy bonus that the other Archery powers have.
  • Defender /Archery / Explosive Arrow – Added knockback suppression vs. players.
  • Defender /Dark Blast / Torrent – Added knockback suppression vs. players.
  • Defender /Energy Blast / Nova – Added knockback suppression vs. players.
  • Defender / Force Field / Force Bolt – AddedKnockback suppression vs players.
  • Defender / Force Field / Force Bubble -Added Knockback suppression for players.
  • Defender /Radiation Blast / Electron Haze – Added knockback suppression vs players.
  • Defender /Sonic Attack / Shockwave – Added knockback suppression vs. players.
  • Defender / Sonic Debuff / SonicRepulsion – Added Knockback suppression for players. Defender / StormSummoning / Gale – Added Knockback suppression vs players.

Peacebringers 

  • Peacebringer / Luminous Blast / Bright Nova / Bright Nova Blast: Added PvP knockback suppression into this power.
  • Peacebringer / Luminous Blast / Bright Nova / Bright Nova Detonation: Added PvP knockback suppression into this power.
  • Peacebringer / Luminous Aura / Restore Essence: Increased the Debt Protection from 60 to 90 seconds.
  • Peacebringer / Quantum Flight – Removed the escalating Endurance cost from Peacebringers’ “Quantum Flight” and added the 30 second timer common to other Phase Shift type powers.
  • Peacebringer / Quantum Flight – QuantumFlight’s 30 second Phase Shift’s cut off has been changed. The Flightaspect of this power will continue, and only the Phase Shift aspect cutsoff after 30 seconds.

Scrappers 

  • Scrapper / Broadsword – Attack times for the Broadsword powerset have been normalized to eliminate pauses between attacks.

Tankers 

  • Tanker / Battle Axe / Gash and Beheader – Animations and Graphical Effects for Gash and Beheader have been exchanged.
  • Tanker / Battle Axe – Attack times for the Battleaxe powerset have been normalized to eliminate pauses between attacks.
  • Tanker / Fiery Aura / Blazing Aura – Activating Blazing Aura while moving will now transition properly into moving animations once the rooting period is complete.
  • Tanker / Ice Melee / Ice Patch: Increased this power’s activation time from 2.03 seconds to 3.47 seconds. This was changed so that the power’s activation time matched its rooted time.

Warshade 

  • Warshade / Umbral Aura / Orbiting Death – Increased this power’s activation time from 1.17 seconds to 2.03 seconds. This was changed so that the power’s activation time matches its rooted time.
  • Warshade / Umbral Aura / Shadow Cloak – Was missing defense to Area of Effect attacks. This has been added.
  • Warshade / Umbral Aura / Stygian Return – Increased the Debt Protection from 60 to 90 seconds.
  • Warshade / Umbral Aura / Stygian Return- Set untouchable timer to 15 seconds, Removed a small delay before the untouchableportion of power activates, and added an ‘”Untouchable” float text.
  • Warshade / Umbral Blast / Gravity Well – Adjusted damage and frequency of damage tick of Gravity well to match Peacebringer / Incandescent Strike, and reduced damage tick time.
  • Warshade / Umbral Blast / Quasar -Added PvP knockback suppression to this power.

Powers Text Changes  

Note: All Heroes’ Powers text underwent scrutiny and many changed to correct typos, and to reflect consistency and accuracy. The power effects, duration and recharge have not changed, only the description and combat log messaging has been updated. All secondary Knockback, Stun, or other status affects will now be noted in combat logs when the effect occurs for all powers.

NPCs 

  • Fixed an issue which would cause Blue Wisps in Croatoa to run out of endurance
  • Chimera from the Praetorian villain group should no longer auto-hit players with his bow.
  • Reduced Duration and strength ofCaptain Mako’s ‘Elude’ power.

Tasks 

  • Cut scenes have been added to the Frostfire and Dr. Vazhilok story arcs
  • Dr. Vazhilok must now be defeated to complete the Vahzilok Plague story arc.

Trial 

  • The Sewer Trial, “Descent to the Hydra” now functions like a Task Force where all high level party members (41+) will exemplar down to the Level 40 Trial cap.
    • Mairenn MacGregor is the NEW Sewer Trial contact and is located in Atlas Park next to the Sewers. The Rikti kill task for Mairenn MacGregor has been lowered.
    • The OLD Trial contact, Maren MacGregor (in Founder’s Falls) will complete any old Sewer Trial missions, but will not give out any new ones.

Zone Events 

  • Trolls in Skyway will now disappear after their party is over.
  • Waypoints will appear on the zone maps for the Troll Rave and Hellion Fire events.

CITY of VILLAINS 

Giant Monsters 

  • Only one Deathsurge will appear at a time.

Zones
Grandville 

  • Arachnos workers who fall off the web will not be stunned into not moving.

Powers
Brutes 

  • Bonus Fury generation for Brutes whenfighting in PVP or against Archvillain or Giant Monster class critters nowworks properly.
  • Brute / Dark Armor / Death Shroud: Increased this power’s activation time from 1.17 seconds to 3.47 seconds. This was changed so that the power’s activation time matched its rooted time.
  • Brute / Dark Armor / Soul Transfer -The target after being revived should be truly invulnerable for 15 seconds. Additionally text should pop over the revived target stating thatthey’re untouchable.
  • Brute / Dual Blades – Added PvP knockdown suppression to all powers and combinations that had a knock down effect.
  • Brute / Electric Armor / Power Surge -When this power’s hold effect is triggered when the Power Surge wears off the hold effect should show up in both the user and the target’s chat log.
  • Brute / Electrical Melee / Jacob’s Ladder – Will now drain endurance from player targets as well as NPCs. Removed erroneous negative energy message from the sleep portion of this power.
  • Brute / Electrical Melee / Thunder Strike – Added an endurance draining component to this power.
  • Brute / Fiery Aura / Fiery Embrace – Allowed this power to improve toxic damage the user deals.
  • Brute / Fiery Aura / Rise of the Phoenix – The targetafter being revived should be truly invulnerable for 15 seconds.Additionally text should pop over the revived target stating that they’re untouchable.
  • Brute / Super Strength / Hurl was not set to allow Knockback Invention Sets. This has been corrected.
  • Brute / Super Reflexes / Evasion – Added radius to Evasion allowing its taunt effect to draw the attention of nearby foes.

Corruptor: 

  • Corruptor / Assault Rifle / M30 Grenade: Added PvP knockback suppression for this power.
  • Corruptor / Cold Domination / Benumb: This power was previously granting endurance to a target in PvP instead of reducing it. This power should now correctly drain the target’s endurance.
  • Corruptor / Dark Blast / Torrent: Added PvP knockback suppression to this power.
  • Corruptor / Energy Blast / Nova: Added pvp knockback suppression into this power. 
  • Corruptor / Radiation Blast / Electron Haze: Added PvP knockback suppression to this power.
  • Corruptor / Radiation Blast / Atomic Blast: Added PvP Hold suppression to this power.
  • Corruptor / Radiation Emission / Choking Cloud: Increased this power’s activation time from 2.03 seconds to 3.47 seconds. This was changed so that the power’s activation time matched its rooted time.
  • Corruptors / Sonic Blast / Shockwave: Added 10 second PvP suppression to this power like all knockback powers.
  • Corruptor / Sonic Resonance / Sonic Repulsion: Added PvP knockback suppression to this power.
  • Corruptor / Storm Summoning / Gale – Gale: Added 10 second PvP suppression to this power like all knockback powers.
  • Corruptor / Storm Summoning / Hurricane – This power’s repel effect is no longer irresistible.
  • Corruptor / Thermal Radiation / Powerof the Phoenix:The target after being revived should be truly invulnerable for 15seconds. Additionally text should pop over the revived target stating thatthey’re untouchable.
  • Corruptor / Traps / Poison Trap: Decreased the frequency in which the hold portion of this power was being triggered from once every quarter of a second to once every second, but increased the chance the effect would actually trigger slightly.

Dominator 

  • Increased Target cap for AoE control powers for Dominators from 10 to 16 to be comparable to controllers.
  • Domination – PvP targets will now build domination at the appropriate rate. Previously powers in this set wouldn’t generate additional domination when fighting PvP targets.
  • Dominator / Energy Assault / PowerBoost – This power no longer enhances knockback, knock up and repelpowers.
  • Dominator / Energy Assault / PowerBoost – Power Boost will no longer be able to stack with itself.
  • Dominator / Energy Assault / PowerBoost – The overall potency of this power was reduced from offering a+100% bonus to all secondary effects to granting a +66% bonus to theseeffects.
  • Dominator / Fiery Assault / Flares – Increased this power’s range from 60 to 80.
  • Dominator / Fiery Assault / Fiery Embrace – Allowed this power to improve toxic damage the user deals.
  • Dominator / Fire Control / Smoke – Added combat spam text for both the attacker and victim.
  • Dominator / Icy Assault / Power Boost – This power no longer enhances knockback, knock up and repel powers.
  • Dominator / Icy Assault / Power Boost – Power Boost will no longer be able to stack with itself.
  • Dominator / Icy Assault / Power Boost – The overall potency of this power was reduced from offering a +100% bonus to all secondary effects to granting a +66% bonus to these effects.
  • Dominator / Mind Control / Telekinesis – Removed the ability to repel players in PvP with this power.
  • Dominator / Plant Control / Carrion Creepers – This power’s effects will affect targets that are not on the ground, but within the radius of the power’s effect.
  • Dominator / Thorny Assault / Ripper -Added PvP knockback suppression for this power.
  • Dominator / Thorny Assault / Thorntrops – This power’s effects will affect targets that are not on the ground, but within the radius of the power’s effect.

Masterminds 

  • Mastermind pets made pushable. Masterminds will no longer be blocked by their pets. Players on the same side as the mastermind will be able to move pets out of the way significantly faster. Enemies’ ability to push pets has remained unchanged. — Oh, yeah!
  • Mastermind / Mercenaries – All pet powers that inflicted a status effect should now have PvP suppression.
  • Mastermind / Ninjas / Call Genin – Henchmen’s Crane Kick power: Added PvP knockback suppression to thispower.
  • Mastermind / Ninjas / Call Jounin – Henchmen’s Soaring Dragon power: Added PvP knockback suppression to thispower
  • Mastermind / Ninjas / Call Jounin – Henchmen’s Golden Dragonfly power: Added PvP knockback suppression to thispower
  • Mastermind / Ninjas / Call Jounin – Henchmen’s Blinding Powder power: Added PvP confuse suppression to thispower.
  • Mastermind / Thugs / Call Thugs – Power no longer accepts Defense Debuff sets. The thugs’ powers did not actually debuff their targets Defense in any way, so this was purely an extraneous entry.
  • Mastermind / Thugs / Call Thugs – This power will now be able to slot for knockback and knockback sets.
  • Mastermind / Thugs / Dual Wield – Added PvP knockdown suppression to this power.
  • Mastermind / Thugs – All pet powers that inflicted a status effect should now have PvP suppression.
  • Mastermind / Robotics / Pulse Rifle Blast – Removed the ability to slot this power with knockback enhancements, it doesn’t have a knockback component.

Stalkers 

  • Placate – All versions of this power should no longer suppress hide.
  • Placate in weapon based sets will now play the correct animations, which include drawing the weapon if not already in hand.
  • Stalker / Claws / Focus – Added PvP mez and knockdown suppression
  • Stalker / Claws / Shockwave – Added PvP mez and knockdown suppression
  • Stalker / Dark Armor / Soul Transfer: The target after being revived should be truly invulnerable for 15 seconds. Additionally text should pop over the revived target stating that they’re untouchable.
  • Stalker / Dual Blades – Knockdown PVP Suppression – Added PvP knockdown suppression to all powers and combinations that had knockdown effects.

Patron Powers.

  • Patron Power Pools: Added PvP suppression for all powers that inflicted a status effect. Several powers previously didn’t have these attributes.
  • Mace Mastery: Arachnobot Blaster’s Energy Blast was previously dealing smashing damage, and will now correctly deal energy damage

Accolades 

  • Force of Nature accolade should now work when malefactored, like other accolade powers.

Graphical Effects 

  • Brute / Invulnerability / Invincibility now uses the correct Graphical Effects
  • Customized Arachnos Assault Rifles should no longer load the default texture, then change to the color-tintable version every time they’re drawn. Also note that the 1 and 2 have been swapped.

Powers Text Changes  

Note: All Villains Powers text underwent scrutiny and many changed to correct typos, and to reflect consistency and accuracy. The power effects, duration and recharge have not changed, only the description and combat log messaging has been updated. All secondary Knockback, Stun, or other status affects will now be noted in combat logs when the effect occurs for all powers.