With all the CO-love around here, I haven’t done much CoX writing (or playing). But let’s not let this new issue pass by:
First off, we have Power Customization. Though you’re still in fixed frameworks (in CO-speak), I find the CoX color-choosing setup to be much more useful than CO’s color choices — if nothing else, it allows white and black and light and dark, not to mention being able to see how the power looks being fired off. In some ways, it’s more convenient (to see the look) than CO’s Powerhouse, with it’s Power-Up / Try / Respec cycle.
Note also it’s not just colors, but animations and themes.
New Themes of Spines and Thorny Assault available, including themes of Thorns, Metal Spines, Crystal Spines, and Slate Spines.
New Animation Themes for Super Strength and Martial Arts.Huge variety of customizable powersets, including Cold Domination, Dark Armor, Dark Blast, Dark Melee, Dark Miasma, Devices, Earth Control, Earth Melee, Electric Armor, Electric Assault, Electric Blast, Electric Melee, Electricity Manipulation, Empathy, Energy Assault, Energy Aura, Energy Blast, Energy Manipulation, Energy Melee, Fiery Aura, Fire Assault, Fire Blast, Fire Control, Fire Manipulation, Fire Melee, Force Field, Gravity Control, Ice Armor, Ice Assault, Ice Blast, Ice Control, Ice Manipulation, Ice Melee, Illusion, Invulnerability, Kinetics, Mental Manipulation, Mind Control, Necromancy, Plant Control, Psionic Assault, Psychic Blast, Radiation Blast, Radiation Emission, Regeneration, Sonic Resonance, Sonic Blast, Spines, Stone Armor, Storm Summoning, Super Reflexes, Thermal Radiation, Thorny Assault, Traps, and Willpower.
As far as costs (if you’re talking about going to the Tailor rather than during character creation):
- Characters created before Issue 16 will no longer need to change a costume piece in order for customized power changes to update
- Adjusted tailor costs for powers customization changes.
- The cost for changing each individual power’s theme is 1/9th the cost of changing your upper or lower body.
- There is a Power Fee for changing powers customization. It is the same amount as the Tailor Fee for changing costume pieces.
- Changing the primary or secondary color for a power charges 1/10th the Powers Fee for each power changed. This is only charged once per power, instead of once for each color.
The second biggie is the new power proliferation sets:
Archetype – Blasters
Archetype – Brutes
Archetype – Controllers
Archetype – Corruptors
Archetype – Defenders
Archetype – Dominators
Archetype -Masterminds
Archetype -Scrappers
- Electric Melee
- Electric Armor
Archetype -Tankers
- Electric Melee
- Electric Armor
Archetype -Stalkers
Nice.
The full patch notes are here. Some noteworthy notes …
- Lots of badge requirements reduced.
- Improvements to the sidekicking system has removed the minimal entry level for most hazard zones.
- “There is now an in-game email setting to block all email except from those on your friends list or in your supergroup.” HUZZAH!
- More tweaking (nerfing) of experience for unbalanced custom opponents in the Mission Architect.
- “All dismissable pets will now zone with you, but will lose their buffs.” HUZZAH!
- Brawl now costs no Endurance. The intial origin powers cost reduced End.
- Faster advancing (due to increased XP rewards) at levels 5-24. Which is … nice, but that’s not the area that most folks complain about, grind-wise.
- The costume you log out in is what shows up on the character selection screen.
There’s a new Enhanced Difficulty System. I liked the old one, but regardless, this remains a good differentiator from CO. (On the other hand, in CO you an easily choose missions above your level). The difficulty settings are done via Hero Corps and Fateweavers, as before:
- Choose to fight monsters between a -1 to +4 level difference from the player’s level.
- Choose to set your personal team size (1-8).
- Choose if you want bosses to scale down to Lieutenants when soloing or not
- Choose to have AVs scale down to EBs.
The difficulty settings of the mission owner dictate how the mission is handled. Actual team size overrides any difficulty setting, so you will always get Arch-Villains if the team has 6 or more members. The difficulty setting is per task, so personal team member sizes do not add together.
There is also, as noted above, a new Sidekicking system. The main difference is that a single player can SK/Exemp as many (to a full team size of 8) as they want. No more fumbling around for a match of equal high/low toons.
- Each player in the group’s level is set to the level of the owner of the active team task. If no team task is selected, everyone in the group’s level will be set to the level of the team leader.
- When the team level changes, players will be notified via a dialog and have the option to quit the team or immediately accept. The dialog will time out after 30 seconds at which point acceptance is implied.
- While in the pending state, players cannot receive rewards and any critters they damage will be worth no experience.
- Players can choose to auto-accept team level changes 0 to 50 levels above or below their current level.
- Exemplars will now earn XP and a level capped person will get XP converted into influence like exemplars used to.
Power-wise:
Blasters
- Radiation Blast – All AoE powers in this set will no longer give a damage bonus per target hit. Like other Blaster AoE powers, only a single damage buff will be granted per use of the power
- Radiation Blast/Neutrino Bolt – This power now has a 4 second recharge, which increases base damage from scale 0.6 to scale 1.0 and increases endurance cost from 3.12 to 5.2
- Radiation Blast/X-Ray Beam – This power now has an 8 second recharge, which increases base damage from scale 1.0 to scale 1.64 and increases endurance cost from 5.2 to 8.53
- Electricity Manipulation – Power Sink: This power should no longer have a lingering icy effect on the caster.
Controllers
- Kinetics/Fulcrum Shift: This power will now correctly use Controller buff modifiers instead of Defender buff modifiers, resulting in a 20% damage buff per target and a 40% damage buff on self, instead of a 25% damage buff per target and a 50% damage buff on self.
- Cold Domination: All of these powers should now accept the correct IO Sets.
Defenders
- Traps – Trip mine – Fixed repeating animation
Peacebringers and Warshades
- Players in White or Black Dwarf form will now play the updated version of the AlakazamReact emote
Scrappers
- Electric Melee – Removed the ability to slot powers within this set with Taunt enhancements as these powers do not have a taunt component.
- Electric Armor – Lightning Field: Removed the ability to slot this power with Taunt enhancements as this power does not have a taunt component.
- Electric Armor/ Power Sink: This power should no longer accept taunt enhancements.
- Spines – Ripper: Removed extraneous sound effect from Barb Swipe.
- Electric Melee – Chain Induction correctly jumps to additional targets when slotted with proc IOs.
- Spines – Quills. The body spines will now appear when this toggle is activated. However, they will go away if the player enters and then exits spines combat mode while the toggle is on.
Tankers
- Electric Armor – Lightning Field: This power will no longer accept Taunt IO sets to be consistent with other taunt auras.
- Electric Melee – Chain Induction correctly jumps to additional targets when slotted with proc IOs.
- Invulnerability – Invincibility no longer accepts Taunt IO sets. This makes it match similar powers available to other ATs.
- Electric Melee – Fixed Gauntlet for Charged Brawl, Havoc Punch, and Chain induction to not allow procing on all nearby targets.
Brutes
- Claws – Corrected a decimal shift error in the Recharge Time of Slash. Now recharges in 6.4 seconds, not 0.64 seconds.
- Claws/Slash – Slightly increased this power’s damage to be in line with its recharge time
- Claws – Eviscerate: Corrected this power\ss long help, it erroneously stated that this power had a chance to critically hit, which it does not
- Claws – Powers in this set are now slottable for Taunt enhancements and Taunt IO sets.
- Claws and Stone Armor are now mutually exclusive at character creation due to animation issues.
- Electrical Melee – Jacob’s Ladder: Re-enabled FX for this power.
- Electric Melee – Chain Induction correctly jumps to additional targets when slotted with proc IOs.
Corruptors
- Archery/Rain of Arrows – This power will now correctly Scourge enemies allowing for critical hits on enemies with low health
- Kinetics/Fulcrum Shift: This power will now correctly use Corruptor buff modifiers instead of Defender buff modifiers, resulting in a 20% damage buff per target and a 40% damage buff on self, instead of a 25% damage buff per target and a 50% damage buff on self.
- Trick Arrow/Acid Arrow – Fixed a bug that caused this power to deal additional damage to immobilized, held, or disoriented targets
- Pain Domination – Soothing Aura is properly suppressed when the recipient is mezzed.
- Trick Arrow – Glue Arrow: This power’s ground based glue effect will no longer fade once the initial target is defeated, instead it will last its full intended duration.
Dominators
- Earth Assault/Mud Pots – This power’s long help will no longer get cut off at the end
- Earth Assault/Fissure – This power’s long help will no longer get cut off at the end
- Earth Assault – Tremor, Slightly reduced chance of knockdown.
- Earth Assault – Fissure, Adjusted damage, recharge, and endurance cost down moderately. Slightly reduced chance of knockdown and stun.
- Earth Assault – Fissure: This power’s disorient effect is now enhanced by Domination.
- Earth Assault – Seismic Smash – Corrected normal hold magnitude to 3, and the hold is now affected by Domination
Masterminds
- Dark Miasma – Removed erroneous Jump Speed slow effect from Shadow Fall.
- Mastermind Pets now correctly keep their level 6 and level 32 upgrade power buffs when zoning
- Pets will now zone with their Mastermind owner and will keep their buffs
- Necromancy – Zombies, Skeletons and Lich should use the selected custom colors for their enchanted and empowered particle effects.
- Pain Domination – Soothing Aura is properly suppressed when the recipient is mezzed.
- Thugs/Gang War now summons the Posse correctly
- Trick Arrow – Glue Arrow: This power’s ground based glue effect will no longer fade once the initial target is defeated, instead it will last its full intended duration.
Soldiers of Arachnos and Widows
- Mace Mastery – Focused Accuracy: This power was replaced with a new power called Shatter Armor.
- Mace Mastery – Shatter Armor (NEW): This power has replaced Focused Accuracy in the Villain Epic Archetype Mace Mastery epic power set. Shatter Armor is a heavy hitting melee Arachnos Melee attack that reduces the target’s damage resistance.
Stalkers
- Electric Melee – Chain Induction correctly jumps to additional targets when slotted with proc IOs.
- Stalker Melee/Broad Sword/Head Splitter – Fixed a bug that caused this power to have a 100% chance to critically hit while hidden. This power will now critically hit 50% of the time
Let me just note with joy that Mastermind pets now zone.
The EPPs/VEAPS have been changed to have 5 powers instead of 4.
All in all, a very solid Issue, even if there’s no content to go with it. Well done, Paragon!