DOOOMMM!!!!

The apocalypse is upon us!! The Doom is Here!! It's the End of the world as we know it. (And I feel fine. BTW)

Issue 5 is now live!!!

circeus's picture

Yes, #5 is

Yes, #5 is alive...

Quote:

08.31.05

Issue #5: Forest of Dread


New Zone : Croatoa

Croatoa is a three hour train ride upstate from Paragon
City , and was once the favorite lakeside vacation spot
for city dwellers. For the past three years, the train
service has been closed due to the Rikti Invasion, but
due to recent events the government have reopened the
line.

  • To get to Croatoa, heroes can take a train from
    any Green Line station.
  • Locals are asking for heroes of security levels
    25 to 34 to investigate recent strange goings on.


New Powers

  • Sonic Attacks (Blaster Primary and Defender Secondary)
  • Sonic Resonance (Defender Primary and Controller
    Secondary)
  • Archery (Blaster Primary and Defender Secondary)
  • Trick Arrow (Defender Primary and Controller Secondary)
  • Electric Mastery (Blaster Ancillary Power Set)



Mission Customization

  • Many existing missions have been updated with hostage
    escorts, friendly heroes who fight by your side, waves
    of attacking villains and more.



Updated Zone: The Shadow Shard

  • Shadow Shard Maps show the location of each Jump
    Pad. A dotted line connects the Jump Pad with its
    end point.
  • A teleporter on Firebase Zulu takes players to any
    of the other three zones in the Shadow Shard (works
    both ways).
  • Dr. Scott Wachhorst, a prominent xenobiologist and
    Portal Corp. leader, willingly purchases Enhancements
    from heroes in Firebase Zulu.
  • A renegade Brute, Kallarn, purchases Enhancements
    with the hope that he might gain enough power to overthrow
    Ruladak. It can be found in the Cascades.
  • Slarrah, a Wisp who has been converted by Faathim
    the Kind, relieves heroes of excess Enhancements in
    the Chantry.
  • The Nameless Mystic, an interdimensional being who
    feeds off the energy kicked off by the dreaded Lanaru,
    happily accepts Enhancements from heroes. Can be found
    lurking near the Storm Palace .



Updated Zone: Rikti Crash Site

  • The military controls a teleporter in Peregrine
    Island that connects to one in the entrance of the
    Rikti Crash Site. Heroes can go back and forth from
    this point.
  • Col. Barry Woodhouse works for Military Intelligence,
    gathering info on the Rikti activities. heroes can
    sell excess Enhancements to him.



Updated Zone: Club Zero

  • There are now NPCs in the Paragon Dance Party who
    will sell Inspirations to heroes.



Updated Zone: Outbreak

  • The tutorial has been modified.



New Badges

  • In addition to new badges associated with Croatoa
    and the new Zone Events, many new Achievement badges
    have been added for those who have exceeded the existing
    ones.



Experience System Changes

  • Heroes will not start receiving experience debt
    for defeats until level 10.
  • Defeats in missions will only result in half the
    usual debt.
  • Experience awards for defeating level 25+ enemies
    have been increased.



New Zone Events

  • Steel Canyon : The Hellions are living up to their
    name and have taken to arson.
  • Skyway City : The Trolls are starting raves (Troll-style)
    when they find a new supply of Superadine.



Game Balance

  • We have made great efforts (as seen in the Powers
    changes below) to make sure that the ‘conning'
    system for how tough your enemies are still holds
    its meaning in the higher (level 25+) game. Enemies
    whose names appear in red or purple should present
    a legitimate challenge to heroes, both solo and in
    groups.
  • Some heroes may find themselves having to fight
    things closer to their level now, so Experience rewards
    have been increased for those enemies to offset the
    increased difficulty of fighting higher level foes.
  • Please note that you may need to vary your soloing
    and group tactics to account for this increase in
    difficulty.



Free Respec

  • All heroes will be receiving a free respec due to
    these balance changes. This will be awarded
    24 hours after Issue 5 is released.
    To use
    this simply type /respec – you will be able to reselect
    all your character's Powers and Enhancement slots.
  • We strongly recommend that you
    spend some time playing with your current character
    in this new version of the game before
    using your free respec. You only get one free respec,
    so make sure that your character is exactly how you
    want them before you commit – our GMs are unable to
    grant additional respecs if you make a mistake.
  • If in doubt, remember that you can copy your hero
    to the Test server to try out the respec command and
    see the results before using it on the Live servers.
    (See the Training Room message board for full details
    of how to set up and access the Test server.)
  • Free respecs do not ‘stack'. If you already have
    one that you have not used, you will not receive an
    additional one. Free respecs are counted separately
    from the respecs granted for completing the Terra
    Volta trial.



Powers - General

  • All Archetypes will now be able to reach their Defense
    cap at sooner (was level 40, now level 20). Tankers
    now have a higher Defense cap than Scrappers and Kheldians.
    Scrappers and Kheldians have a higher Defense cap
    than all other archetypes.

    • This refers to the max Defense that a character
      can be buffed to. This cap increases as a character
      levels. Rather than waiting until level 40, the
      highest cap is now reached at level 20. Tankers,
      Scrappers and Kheldians now have a higher maximum
      Defense cap than other Archetypes.

  • Set a maximum number of targets that can be affected
    by most offensive powers:

    AoE Debuffs, Ranged cones, and Melee AoE (PBAoE) are
    set to 10.

    Some Large PBAoE (like Nova) are set to 16.

    Ranged AoE damage powers are set to 16.

    All AoE crowd control powers are set to 16.

    Melee Cones are set to 5.

    Taunts (including Tanker inherent Taunt - 'PunchVoke')
    are set to 5.

    Buffs are unaffected.

    • This will limit the amount of 'herding'
      done by players to a more reasonable and realistic
      level.

  • Powers and Inspirations that resurrect will now
    leave the target protected from XP Debt (duration
    dependent upon the power).

    • Change to make these powers more useable
      in combat.

  • Travel powers will no longer be suppressed by toggle
    powers. Flyspeed of Fly, Speed Buff of Super Speed
    and JumpHeight/Distance buff of Super Leap will now
    only suppress if you use a ‘click' attack powers (toggles
    like Enervating Field and Invincibility will no longer
    cause Suppression).

    • The penalty was too great for players who
      rely on toggle powers to protect themselves.

  • Using a power that completely drains your endurance
    (such as Nova, Thunderous Blast, Inferno, and so on)
    will now cause all toggle powers to drop.

    • These powers did not always drain 100% of
      endurance before, and with the addition of Stamina
      or other Endurance regen buffs, it was possible
      to maintain toggle powers through the endurance
      crash. This change makes these powers work as
      described.

  • Cone Enhancements removed from the game. Increased
    Range Enhancements now have the same effect on Cone
    powers.

    • The difference between Cone enhancement
      and Range enhancement was confusing. Now one Enhancement
      works to increase the reach of all powers.

  • Inherent Powers of Archetypes (such as the Scrapper's
    Critical Hit ability and the new Blaster and Controller
    Inherent Powers introduced in this Issue) now appear
    in a character's Powers menu.

    • Quality of life feature, making these powers
      and their effects more obvious to new players.

  • Blasters have a new Inherent Ability called Defiance
    . As a Blaster's health falls, their damage begins
    to dramatically increase. The lower their health,
    the greater the damage boost. There is a new ‘Defiance
    Meter' below the Endurance bar on the User Interface
    to show this effect.

    • Makes the Blaster into a more comic-booky
      Archetype to play. As they begin to lose a battle,
      their power increases dramatically, giving them
      the edge they need to defeat powerful foes.

  • Blaster hit points increased.

    • Overall increase in the survivability of
      Blasters.

  • Blaster damage cap increased.

    • Overall increase in the damage output (and
      thus survivability) of Blasters. Blasters may
      need Buffs from other Archetypes in order to reach
      the new caps.

  • Controllers have a new Inherent Ability called Containment.
    All Controllers will do double damage (+100% unenhanced
    base Damage) to a target (non pvp) that is Immobilized,
    Disoriented, Slept or Held.

    • Increasing the non-Pet damage potential
      of all Controllers. This change is intended to
      give them a more balanced and even game-play experience
      throughout all of their levels.

  • Controller AoE Holds, Disorients and Sleeps (and
    a few others like Quicksand and Ice Slick) recharge
    times have been increased and duration reduced.

    AoE Immobilize and Phase Shift powers were not affected.


    Volcanic Gasses duration was not affected.

    • Game balance change due to the new increased
      damage of Controllers.

  • Controller Pets, Dark Miasma/Dark Servant and Electrical
    Blast/Voltaic Sentinel can no longer ‘stack'. Reusing
    these summon powers before your pet has expired will
    remove the old pets and spawn new ones.

    Illusion Control/Phantasm can still summon multiple
    decoys.

    Fire Control/Fire Imps now always summons 3 Imps at
    your level.

    Illusion Control/Phantom Army now always summons 3
    Decoys.

    • Pet powers were too strong with multiple
      instances out at once. Once a Controller or Defender
      had pets, their play style and balance completely
      changed. Pets remain a powerful tool for heroes,
      but are no longer class-defining. Due to the change
      in the powers, we removed the randomness in the
      number of pets you get with Fire Imps and Phantom
      Army.

  • Significantly increased duration of Controller high
    level pets. They are effectively permanent until you
    zone, log out or are defeated.

    • Quality of life change.

  • Gave Animate Stone resistance to KnockBack.

    • Improves the ability of the pet to tank.

  • Reduced Singularity's damage resistance.

    • These pets were virtually indestructible.
      They remain quite tough after the change.

  • Reduced Duration of Earth Control/Earthquake and
    Ice Control/Ice Slick.

    • Changed to bring these powers more in line
      with other AoE control powers.

  • Increased Recharge time of Ice Control/Shiver.

    • Change to bring this power more in line
      with other AoE control powers.

  • Slightly decreased duration of Disorient from Gravity
    Control/Wormhole, but added a chance to Disorient
    Bosses to be consistent with similar powers. (Disorient
    duration for Wormhole is still higher than other Controller
    AoE Disorient powers.)

    • Change to make Wormhole more like other
      AE disorient powers.

  • Fixed Gravity Control/Wormhole so the Disorient
    improves over level, like other Controller Disorient
    powers.

    • Bug fix.

  • Animation time of Gravity Control/Crush decreased.

    • Power slightly rebalanced.

  • Increased the Recharge time of Radiation Emmision/Lingering
    Radiation.

    • Change to bring this power in line with
      other AoE control powers.

  • Reduced Hold Duration of Ice Blast/Freeze Ray, Ice
    Blast/Bitter Freeze Ray and Electrical Blast/Tesla
    Cage (to bring it into line with other non-controller
    single-target Hold powers).

    • These hold powers were stronger than other
      non-controller holds, so they were rebalanced
      to bring them in line.

  • Scrapper damage increased for all powers.

    • Our goal is to increase the overall 'Scrappery'
      nature of Scrappers, making them melee combat
      masters, but without Tanker-level defense. This
      change counters some of the general reduction
      in defense that Scrappers are seeing with this
      update.

  • Changed Regeneration/Instant Healing from a Toggle
    Power to a Click power. Gave it a new animation so
    it activates faster.

    • The power was simply too strong as a toggle
      that could be kept on all the time. Rather than
      further increase the end cost or decrease the
      healing ability of the power, we made it a click
      power to be used when really needed. As a click
      with a long recharge, its Endurance cost can remain
      low, and its Regeneration boost can stay high.

  • Slightly reduced the non-enhanceable health regeneration
    buff of Regeneration/Integration.

    • The health regeneration component was slightly
      too high when combined with the other effects
      of the power.

  • Broadsword/Parry animation time reduced.

    • Power slightly rebalanced.

  • Reduced the Duration of the Fire Damage Boost for
    Fiery Aura/Fiery Embrace (it is now 20 seconds. Boost
    to other damage types is still 10 seconds).

    • Slight rebalancing of the power.

  • Increased the recharge time of Fiery Aura/Burn.
    Decreased its damage.

    • Burn was one of the most damaging powers
      in the game. It is still quite strong after the
      change.

  • All versions of Hibernate (Tanker/Ice Armor, Controller/Ancillary/Ice
    Mastery and Blaster/Ancillary/Cold Mastery) will no
    longer disable your toggle powers when activated.
    You cannot, however, activate new powers once Hibernate
    is on, and your powers will still not affect anyone
    else.

    Hibernate will now give you an Endurance Recovery
    boost.

    Hibernate will automatically switch off after 30 seconds.

    Hibernate will now activate instantly.

    • Faster activation makes the power much more
      useful as a defense. Not dropping toggles makes
      it more viable to turn the power off while still
      in combat. Endurance boost also makes it more
      useful. The duration the power can be maintained
      was lowered to help balance out some of the improvements.

  • Ice Armor/Frozen Armor and Ice Armor/Wet Ice will
    no longer accept Damage Resistance Enhancements (This
    to help avoid confusion and prevent players from Slotting
    Enhancements sub-optimally).

    • These powers only give resistance to Fire
      and Cold attacks. Many players slotted these
      powers for resistance, thinking that they were
      getting a bonus against the same attacks the powers
      give Defense against.

  • Slightly increased the Fire Damage Resistance of
    Ice Armor/Frozen Armor and Ice Armor/PermaFrost.

    • To compensate for the change to Frozen Armor
      and Wet Ice, above.

  • Ice Armor/Permafrost now gives resistance to Slow.

    • Improvement to the power to make it more
      attractive.

  • Ice Armor/Chilling Embrace now reduces the Damage
    of affected foes.

    • Improvement to the power to make it more
      attractive.

  • Fixed Ice Armor/Energy Absorption so it no longer
    grants less Endurance and Slow protection if used
    against a higher level foe.

    • This is a Bug fix. When used against a higher
      level foe, your buff was lower than normal. Your
      Endurance Buff and Slow protection will now always
      be the same, regardless of what foe you use this
      power on.

  • Increased Super Reflexes/Evasion Defense buff.

    • This will help Super Reflexes Scrappers
      against foes that tend to use AoE powers, like
      Bosses (who typically have a higher accuracy than
      minions).

  • Slightly reduced end cost of the Dark Armor powers
    Dark Embrace, Murky Cloud and Obsidian Shield.

    • Change to help decrease Endurance problems
      with this power set.

  • Reduced Dark Armor/Cloak of Fear's Accuracy Debuff.

    • With the previous changes to Fear effects,
      Cloak of Fear's Accuracy Debuff was too powerful.

  • Movement penalty removed from Storm Summoning/Steamy
    Mist.

    Power slightly rebalanced.
  • Reduced Duration on Dark Miasma/Fearsome Stare.
    Increased its recharge time.

    • Originally, the recharge and duration of
      this power were balanced against the old Fear
      effect (run away). Fear is now more of a control
      power and much more effective (targets are essentially
      Held). As such the old recharge time and duration
      were too powerful for what is now essentially
      a ‘control' power.

  • Reduced Duration on Dark Miasma/Petrifying Gaze
    and increased its recharge time. (Dark Servant version
    as well.)

    • This power was stronger than most Controller
      Hold powers, and thus too powerful for a Defender
      power.

  • Reduced duration of Ancillary/Darkness Mastery/Petrifying
    Gaze to match changes made to the Defender version.

    • Change to assure that the Ancillary version
      of the power is not stronger than the original
      version.

  • Added Psionic Defense to Force Field/Dispersion
    Bubble.

    • Improvement to the power to make it more
      attractive.

  • Increased the recharge time and decreased the duration
    of Pool/Presence/Intimidate. It only affects Lieutenants
    on a Critical.

    • Originally, the recharge and duration of
      this power were balanced against the old Fear
      effect (run away). Fear is now more of a control
      power and much more effective (targets are essentially
      Held). As such the old recharge time and duration
      were too powerful for what is now essentially
      a ‘control' power.

  • Increased the Recharge Time and decreased the Duration
    of Pool/Presence/Invoke Panic.

    • Originally, the recharge and duration of
      this power were balanced against the old Fear
      effect (run away). Fear is now more of a control
      power and much more effective (targets are essentially
      Held). As such the old recharge time and duration
      were too powerful for what is now essentially
      a ‘control' power.

  • Pool/Medicine/Aid Self: now also grants you some
    resistance to Disorient.

    • Change to make this power more useful and
      attractive to take.

  • Pool/Fitness/Health: now also grants you some resistance
    to Sleep.

    • Change to make this power more useful and
      attractive to take.

  • Pool/Fighting/Weave: now also grants you some resistance
    to Immobilize.

    • Change to make this power more useful and
      attractive to take.

  • Pool/Leadership/Assault: now also grants some resistance
    to Taunt (mostly for PvP).

    • Change to make this power more useful and
      attractive to take.

  • Pool/Leadership/Vengeance: now also grants high
    resistance to Sleep, Hold, Disorient, Immobilize,
    Confuse, Taunt and Knockback.

    • Change to make this power more useful and
      attractive to take.

  • Pool/Concealment/Phase Shift: Although still a Toggle
    power, Phase Shift will deactivate if you leave it
    on for more than 30 seconds. Increased its Recharge
    Time.

    • This power was rebalanced to limit its effectiveness
      in PvE and PvP.

  • Pool/Flight/Air Superiority now accepts Recharge
    Reduction Enhancements.

    • Bug fix.

  • Added an f/x to Regeneration/Moment of Glory when
    it expires to indicate your Regeneration is debuffed
    (this is a visual f/x change only).

    • Quality of Life feature.

  • Added an f/x to Elude when it expires to indicate
    your Recovery is debuffed (this is a visual f/x change
    only).

    • Quality of Life feature.

  • Fixed missing sticky f/x for Radiation Blast/Cosmic
    Burst Defense Debuff (visual f/x only, no power change).

    • Quality of Life feature.

  • Accolade power icons changed.

    • Quality of life feature.

  • Fixed Kheldian Dwarf-form healing powers to heal
    an appropriate amount of HP (were not healing enough).


    • Powers rebalanced.

  • Fixed typo in Peacebringer/Cosmic Balance.

    • Bug fix.

  • Fixed some help text for Empathy/Fortitude (text
    change only).

    • Bug fix.

  • Kinetics/Fulcrum Shift Icon was displaying as Kinetic
    Transfer. Changed the name to the correct one in display

    • Bug fix.

  • Kinetics/Siphon Power Icon now displays properly.

    • Bug fix.

  • Removed Debuff Defense Enhancements from Spines/Impale
    (this power does not debuff Defense, so Debuff Defense
    Enhancements were not doing anything).

    • Bug fix.

  • Removed Range Enhancements from Spines/Spine Burst
    (this power is a PBAoE and has no 'range' to increase,
    so Range Enhancements were not doing anything).

    • Bug fix.

  • Scrapper/Spines: characters will no longer go through
    a ‘redraw' animation between attacks.

    • Bug fix.

  • Fixed Warshade Stygian Circle so it no longer gives
    you less Endurance when you drain an enemy that is
    higher level than you. Also, it no longer accepts
    Accuracy Enhancements (they were unnecessary because
    Stygian Circle is an auto-hit power).

    • Bug fix.

  • Marked Quicksand summonable to not show duplicate
    icon in the buff tray.

    • Bug fix.

  • Fixed excessive long immobilization effect when
    casting or getting hit by Transfusion, Transference,
    Twilight Grasp, and Howling Twilight.

    • Bug fix.

  • Updated Energy Blast/Power Burst help (text only,
    no power changes).

    • More accurately describes the power.

  • Some Combat system chat message fixes for Spines
    powers (text only, no power changes).

    • More accurately describes what's going on.

  • Fixed Hydra Travel Enhancement (Theta Exposure).
    It was not boosting travel speeds enough.

    • Bug fix.

  • Fixed Giant Crystal Titans Travel Enhancement (Selenite
    Shard). It was not boosting travel speeds enough.

    • Bug fix.

  • Fixed bug with minimap where ‘fog of war' would
    reset after returning to a level by an elevator.

    • Bug fix.



Powers – PVP

  • Controller/Gravity Control/Lift now does extra damage
    in PvP.

    • Bug fix.

  • Fixed Ice Blast/Frost Breath damage in PvP (it was
    set too low).

    • Bug fix.

  • All Taunts (pool, Tanker and Scrapper) will now
    only be effective 50% of the time when used in PvP
    (not an accuracy decrease, so it cannot be modified
    with enhancements).

    • Taunt powers were too effective in PvP.



Powers - Global Defense Decrease

In order to facilitate a more balanced game for higher
level characters (Level 25 and up), the defensive abilities
of several powersets have been adjusted so that they
are more in line with one another. Villains have had
their To Hit values reduced accordingly to work with
these defensive changes (see Powers – Villains
, below).

  • Reduced all Archetypes' base ability with Damage
    Resistance and Defense powers.
  • Reduced Defense rating of Force Field powers (Deflection
    Shield, Insulation Shield and Dispersion Bubble).
  • Reduced Defense bonus from Pool/Concealment/Stealth.
    Defense bonus is partially suppressed if you attack.
  • Reduced Defense bonus from Pool/Flight/Hover (and
    Kheldian Combat Flight).
  • Reduced Damage Resistance bonus from Pool/Fighting/Tough.
    Increased its Endurance Cost.
  • Reduced Defense bonus from Pool/Fighting/Weave.
    Increased its Endurance Cost.
  • Reduced Defense bonus from Pool/Leadership/Maneuvers.
  • Reduced Defense bonus from Pool/Leaping/Combat Jumping.
  • Pool/Speed/Hasten no longer buffs Defense.
  • Reduced Ice Armor/Frozen Armor Defense Bonus.
  • Reduced Ice Armor/Wet Ice Defense Bonus to around
    1%. Removed the ability to slot Defense Enhancements
    into this power to prevent players from inefficiently
    slotting this power for Defense. Enhancements that
    are currently slotted into this power will continue
    to work until they are outlevelled.
  • Reduced Ice Armor/Glacial Armor Defense Bonus.
  • Reduced Ice Armor/Energy Absorption Defense Bonus
    and set its max number of affected targets to 14.
    Added an Endurance Buff to the Caster for each affected
    target.
  • Reduced Invulnerability/Temporary Invulnerability
    Damage resistance bonus.
  • Reduced Invulnerability/Resist Physical Damage resistance
    bonus.
  • Reduced Invulnerability/Resist Elements Damage resistance
    bonus. Added resistance to Toxic.
  • Reduced Invulnerability/Resist Energies Damage resistance
    bonus.
  • Reduced Invulnerability/Unyielding Damage resistance
    bonus.
  • Reduced Invulnerability/Invincibility Defense and
    Accuracy bonus. Increased its max number of affected
    targets to 14.
  • Reduced Invulnerability/Tough Hide Defense bonus.
  • Reduced Stone Armor/Rock Armor Defense Bonus.
  • Reduced Stone Armor/Brimstone Armor Damage Resistance.
  • Reduced Stone Armor/Crystal Armor Defense Bonus.
  • Reduced Stone Armor/Mineral Armor Defense Bonus.
  • Reduced Dark Armor/Cloak of Darkness Defense bonus.
  • Reduced Super Reflexes/Focused Fighting Defense
    bonus.
  • Reduced Super Reflexes/Focused Senses Defense bonus.
  • Reduced Super Reflexes/Dodge Defense bonus.
  • Reduced Super Reflexes/Agile Defense bonus.
  • Reduced Super Reflexes/Lucky Defense bonus.
  • Reduced Dark Miasma/Shadow Fall defense bonus.
  • Reduced Storm Summoning/Steamy Mist Defense Bonus.
  • Set some of Illusion Control/Superior Invisibility
    Defense bonus to suppress if you attack. Reduced its
    overall Defense bonus.
  • Reduced defense bonus of Illusion Control/Group
    Invisibility.
  • Defense of Devices/Cloaking Device is partially
    suppressed if you attack.
  • Increased Ancillary Pool/Force Mastery/Force of
    Nature recharge time.
  • Reduced Ancillary Pool/Psionic Mastery/Mind Over
    Body Damage Resistance.
  • Reduced Ancillary Pool/Electric Mastery/Charged
    Armor Damage Resistance.
  • Reduced Ancillary Pool/Munitions Mastery/Body Armor
    Damage Resistance.
  • Reduced Umbral Aura/Absorption Damage Resistance.
  • Reduced Umbral Aura/Shadow Cloak Defense bonus.
  • Reduced Luminous Aura/Incandescence damage resistance.
  • Reduced Defense and Damage Resistance values of
    defensive Temporary Powers appropriately based on
    above changes.



Powers - Villains

  • Reduced Lt. base Accuracy to 57.5%.

    Reduced Boss base Accuracy to 65%

    Reduced Elite Boss base Accuracy.

    Reduced ArchVillain base Accuracy from 90% to 75%


    Reduced Giant Monster base Accuracy from 90% to 75%


    Reduced Minion level Turret base Accuracy from 75%
    to 58%

    Reduced Lieutenant level Turret base Accuracy from
    94% to 65%

    Reduced Boss level Turret base Accuracy from 113%
    to 75%

    Reduced Sniper base Accuracy from 75% to 65%

    Reduced Monument Minion base Accuracy from 75% to
    58%

    Reduced Rularuu Boss bas Accuracy from 90% to 75%

    • This is to limit the severity of defensive
      adjustments made to some powersets.

  • There is a new low level Circle of Thorns minion,
    The Guardian.

    • Power sets for CoT minions slightly redesigned.

  • Higher level Circle of Thorns Minions should no
    longer repeatedly cast the same debuffs over and over,
    nor should they stack them on top of already existing
    Debuffs of that type.

    • Bug fix.

  • Some higher level Circle of Thorns minions are exhibiting
    new powers.

    • Power sets for CoT minions slightly redesigned.

  • Banished Pantheon Summoned Husks no longer give
    experience when defeated. The Death Shaman has been
    given a slight increase in experience reward to offset
    this somewhat.

    • Fix to prevent farming of Summoned Husks.

  • Devouring Earth Herders should summon fewer Swarms
    now.

    • Villain slightly rebalanced.



AI

  • Fixed issue where Controller pets were not aggroing
    on villains unless the villains were already attacking.
  • Pets will now follow their master through elevators.
    Pets cannot follow through zone or mission doors.
  • Adjusted the way Confusion powers work with pets.
    Confused villains will no longer attack a player pet.
    Confused player pets may now attack players.
  • Enemies may chase players through elevators.
  • Enemy AI will now be more aware of dangerous areas,
    such as a Burn patch, and will do their best to avoid
    them.



Tasks

  • Moved spawns on many mission maps (especially Warehouse
    maps) to decrease the chance of stacked spawns (two
    or three groups of enemies spawning in the same place).
  • All Task Forces now award badges upon completion.
  • Any character above the maximum level for a Task
    Force will be automatically exemplared to the maximum
    level of that Task Force when they join, and will
    remain exemplared until they leave the Task Force.
  • Eliminated the ‘Grace' level of the following task
    forces: Positron, Synapse, Sister Psyche, Citadel,
    and Manticore. With the new ability to Auto-Exemplar
    yourself to Task Forces, the ability to join the Task
    Force one level after you "passed" it is
    no longer needed. (For example, you used to be able
    to join Synapse's Task Force up until Level 21, now
    that you can join it at any time, you can join it
    after level 20 and be auto-Exemplared to level 20)



UI

  • Contact names now appear a different color from
    other NPC names.
  • There is now a new option to disable dragging powers
    around in the power tray.
  • Options window now allows you to specify additional
    texture quality options, including Anisotropic filtering.
  • Improved ‘World Detail' slider in the options window.
    It no longer requires a restart of the game to apply
  • Right-clicking on a character's status bars will
    bring up an information window showing current totals
    for health, endurance, experience and debt.
  • Improved text editing on Character ID screen.
  • Options menu rearranged slightly for ease of use.
  • The name of the player controlling a pet now appears
    below the pet's name.
  • JPEG screenshots are now automatically tagged with
    information regarding the location of the image and
    the members of your team. This is done using IPTC
    headers.
  • New slash commands:

    /reply - replies to the last person who sent you a
    /tell.

    /tell_last or /tl - sends a tell to the last player
    you sent a /tell to.

    /texAniso - sets the anisotropic filtering level.


    /release_pets - unsummons all of your pets.



    Game

  • Players can now push aside a pet, hostage
    or friendly NPC that blocks their way in a mission.

 

07.13.05

Game

  • Improved game stability.
  • Fixed bug that caused incorrect costume pieces to
    appear in the Supergroup and Tailor windows.
  • Fixed bug that made it impossible to target enemies
    through some open doors.

Tasks

  • All Task Forces and Trials will now accept any player
    who has reached at least the minimum level of the
    Task Force or Trial to play it. Players above the
    maximum level of the Task Force or Trial will be auto-exemplared
    to the highest level of the Task Force or Trial. They
    will remain exemplared until they are no longer a
    member of the taskforce or trial.
  • Fixed bug in Terra Volta Trial that made it difficult
    for players to target the Coolant Belts.
  • Fixed bug that occasionally allowed unlimited numbers
    of Rikti to spawn from portals in some mission maps.

Chat

  • The /hide and /ghide commands are no longer linked.
    /hide makes you appear offline to others in local
    chat. /ghide makes you appear offline in global chat.
    The commands are canceled by /unhide and /gunhide
    respectively.


 

06.21.05

Game

  • Improved game stability.
  • Fixed several minor text error.

Powers

  • Reduced the effectiveness of Hamidon
    Enhancements. They now act as multiple Single Origin
    enhancements. For example, instead of a Damage/Accuracy
    Hamidon Enhancement boosting both attributes by 50%,
    it will now boost those attributes by 33% each.

06.16.05

Game

  • Added fix to increase mapserver stability.

 

06.15.05

Game

  • Added fix to increase game stability.

Sidekicks/Exemplars

  • Fixed bug that caused a Mentor to lose any pets
    when his sidekick moved out of range.
  • Fixed bug that caused a Sidekick to lose any pets
    immediately upon moving out of range of their Mento,
    rather than after 60 seconds. Generally improved code
    for Sidekicking and Exemplaring.

06.10.05

Game

  • Added fix to increase game stability.

06.07.05

Game

  • Fixed bug in ICON that made some costume changes
    not be saved.
  • Search comments no longer remain the same when switching
    between different characters.
  • Fixed bug that could ground players with Hover
    or Fly turned on as they zone.
  • Fixed bug that caused the wrong mission tobe selected
    in groups.
  • Fixed bug causing text in some Powers' descriptions
    to become very small and unreadable.

06.01.05

Powers

  • Set Defender Fallout debuff to be unresistable in
    PvP.
  • Reverted out the change to the Hamidon enhancement
    "Enzyme Exposure".
  • Fixed Hamidon con color. The Hamidon will no
    longer con blue to level 50 characters.  The
    Hamidon's actual powers and level are unchanged.
  • Claws/Follow Up now displays an icon for the buff
    it gives.
  • Warshade pets will now be dismissed when their
    caster becomes an exemplar, like other pets.
  • Siphon Speed now correctly displays a buff icon
    Game Stability Fixed occasional crash when a Peacebringer
    changed costumes in Bright Nova or White Dwarf form.

Chat

  • Fix for bug that could cause chat to go to the incorrect
    channel after zoning.
  • In Coalition Chat, All Supergroup members can see
    the channel options.  If they are not eligible
    to change the options, the options are grayed out.

UI 

  • Dragging Inspirations into full Powers slots will
    no longer delete them.

05.25.05

Powers

  • Fixed bug in Transference that was causing you
    to resist the Endurance gain from this power if
    you had resistance to Endurance Drain.

  • Fixed some CoT Earth Mage powers.

  • Soul Transfer now accepts Recovery Enhancements.

  • Limited the number of Rikti Communication Officers
    that may spawn.

  • Fixed a bug that was causing enhancements in Wormhole
    not to work.

  • Fixed a bug that was causing Black Dwarf Strike
    and Black Dwarf Smite to deal Energy damage instead
    of Negative Energy damage.

  • All powers that debuff flight will now affect villains
    up to three levels higher than the caster. Previously,
    these powers would only affect villains that were
    equal level or lower than the caster.

  • Changed Enzyme Exposure +Defense boost to match
    the +Defense given by other Hamidon Enhancements.

  • Fixed a typo in the Titan Citrine Shard enhancement.
    It was marked as increasing accuracy, while it actually
    increases To Hit buffs

  • Corrected the Text of Soaring Dragon in the Katana
    set. The long description conflicted with the short
    description. No numerical data was altered.

  • Fixed a grammatical error in the Cyclone Elemental's
    description

  • Banished Pantheon Death Shaman in Portal Missions
    should summon zombies of the appropriate level now.

  • Fixed bug that allowed suppression to be avoided
    by restarting a power

  • Fixed bug where taunts would continue after taunter
    died

  • Fixed issue with pets returning to their caster
    rather than attacking.

Rewards

  • Increased xp award for defeating Giant Monsters.

Game Stability

  • Fixed mapserver crash when taunter leaves map

  • Fixed memory leak 

  • Fix for most common client crash (game crashes
    at startup)

  • Fixed random shadow crash bug

  • Fix for crash involving very long messages

U I

  • Fixed issue where screenshots would not work for
    users running ATI cards with anti-aliasing turned
    on

05.12.05

Powers

  • Lightning Storm cast by villains will no longer
    cause player toggles to be shut off.
  • AI was improved on the following villains so that
    they cycle through their powers better:

    • Envoy of Shadow, Baphomet, Behemoth, Behemoth
      Master, Behemoth Lord, Behemoth Overlord, Fire
      Thorn Caster, Possessed Scientist, Far Fire, Fire
      Dagger, FrostFire, Damned, Infernal, Demon Overlord,
      Lead Scorcher, Scorcher, Lead Quantum Scorcher,
      Rikti Magus

  • Fixed Tanker/Ice Armor/Hoarfrost so that it no
    longer attempts to Animate when unavailable.
  • Added Taunt HitFX to Mace/Taunt
  • Martial Arts/Storm Kick no longer uses the old multiple
    kick sound effect
  • Defeated players will no longer continue to affect
    other players with Taunt powers.  The duration
    of Taunt powers ends with defeat. (this bug only
    happened in PvP.  No change to PvE.)

Tasks

  • Modified Rank of Nictus Crystal Shard. Also,
    it will no longer appear in Kheldian missions randomly.

    • These enemies were set as a Giant Monster level
      threat as opposed to a Boss level threat. 
      This has been fixed.  Also, they were sometimes
      appearing in random Nictus Hunter spawns.  Now they
      will only show up in specific high level Kheldian
      missions.

  • Fixed crash in Terra Volta Trial if players failed
    the Trial and did not go to the Hospital.

UI

  • Fixed bug in Character Creation where if you switched
    from Male to Female or Huge body type, a Male body
    appeared on the Create Your Costume screen.

City Zones

  • Skyway City: Hero Corp Field Analyst is no longer
    floating in the air.

Arena

  • Fixed graphical problems with temp power vendors.
  • Fixed bug that made Peacebringers in Light Form
    who left an Arena match invisible when they left the
    Arena and reentered the city.

Game

  • Peacebringers in White Dwarf form can now change
    /boombox music selections.
  • Rewards for defeating Giant Monsters have been
    adjusted across all levels. 
  • If the source of a power is a Giant Monster,
    then the effect on an individual target is as if the Giant
    Monster was the target's combat level.  Thus,
    it will hit a level 10 as if it is level 10, and hit
    a level 50 as if it is level 50.  This affects
    both accuracy and base damage of all attacks.
  • If the target of a power is a Giant Monster,
    then the effect is as if the caster were the monster's
    combat level if the monster's combat level is below
    that of the caster.  Otherwise, the effect is
    at the caster's combat level.  Example:
    against the Kraken (a level 14 Giant Monster), all
    powers cast against it by characters of 14th level
    and above do the same base effect as if the caster
    was 14th level.  Characters below 14th level
    have the same base effect as if they used the power
    against a target of their level.

Game Stability

  • Fixed bug that caused the client to crash if a
    player changed zones while defeated, and then prevented
    the player from logging back on.
  • Improved game stability

NPCs

  • Trainers no longer refer to Citadel as Bastion.

Global Chat

  • Fixed bug that occasionally caused the chat server
    to overload and crash.

05.11.05

Arena

  • Players can no longer use Inspirations to resurrect
    in Arena battles.
  • Fixed rare bug that allowed players in Observer
    mode to die, resulting in a client crash.
  • An event creator's Ready button no longer shows
    placeholder text.
  • The Troll Tunnels map has been removed from the
    arena map list.
  • Fixed issue where an event creator who quit
    out of an event could not drop the event in the Arena
    terminals.
  • Fixed bug on Tech maps where observers would
    spawn in the ceiling.
  • Fixed issue where the Arena Chat channel could not
    be set as the default channel.

Game

  • Fixed bug that made the Friends window difficult
    to resize.
  • Fixed bug that allowed the /respec command to be
    used to remove all holds and debuffs from a player.

Powers

  • Removed ToHit penalty from Super Speed, Super Leap,
    Fly and Peacebringer Fly.
  • If you attack a target while you have Super Speed
    on, you will be reduced to your base run speed for
    4 seconds.
  • If you attack a target while you have Super Leap
    on, you will be reduced to your base jumping for 4
    seconds.
  • If you attack a target while you have Flight on,
    you will be reduced to Hover flight speed for 4 seconds.
  • The following powers can now significantly affect
    enemies with Super Speed and Super Leap: Chilling
    Embrace (Tanker, Blaster and Jack Frost), Mud Pots,
    Ice Patch (Tanker, Blaster), Caltrops, Rain of Fire,
    Ice Storm, Blizzard, Shiver (Blaster, Controller),
    Arctic Air, Tar Patch, Snow Storm (Defender, Controller),
    Freezing Rain, Lingering Radiation, Siphon Speed,
    QuickSand, Ice Slick.
  • Fixed Epic/Telekinesis to match the effect of Mind
    Control/Telekinesis in PvP.
  • Fixed AV Infernal so he is no longer 100% resistant
    to Fire.
  • Fixed Assault Rifle FlameThrower PvP damage. It
    was incorrectly set much higher than its PvE damage.
  • Fixed Nemesis Staff Short Help (it used to say Minor
    damage. Text now says High damage).
  • Fixed the KnockBack on some Battle Axe, Super Strength
    and Earth Melee powers. Many were changed to KnockBACK
    and should have stayed KnockDOWN. This was a bug and
    all affected powers have been reverted.
  • Set up a fix to reduce the chance of single targeted
    Tanker Melee powers from affecting multiple targets
    (e.g. Energy Transfer bug).
  • Updated Snow Storm Help text to indicate it can
    bring down flying foes (power did not change).
  • Fixed Nemesis Staff. It was working as an AoE, when
    it was supposed to be single targeted. Decreased the
    lifetime of this Temp power to 3 days. Increased its
    chance to Knock Back.
  • Added combat text for the Nemesis Staff temporary
    power.
  • Fixed an issue with the Web Grenade and Stun Grenade
    purchasable Temporary powers. The number of uses was
    increased from 1 to 6.
  • Fixed an issue with Controller/MindControl/Mesmerize
    -- The Magnitude of the power for PvP was set too
    low. It should now be possible to sleep your opponents.
  • Fixed Controller/Kinetics/Transfusion so that it
    properly debuffs the targets Regeneration Rate instead
    of Buffing it. This bug was not in evidence in the
    Defender version of the power.
  • Fixed Knockback in PvP for Power Push
  • Fixed Suppression on Spines/Barb Swipe Immobilization.
  • Fixed issue where pet icons remained in the status
    window even after the pet was destroyed.
  • Fixed issue with missing tooltip information for
    all Kheldian Dwarf and Nova powers.

Costumes

  • ICON: fixed bug that charged players for body and
    face scaling although no changes were made.

Chat

  • Super Group Chat: Fixed bug that prevented players
    on a channel from logging on if the Message of the
    Day was too long.

Tasks

  • Fixed level 45 ambush spawn in Taskforce Numina

05.04.05

Issue 4: Colosseum

Arenas!

Construction of the Arenas is complete, and heroes
of all Security Levels are encouraged to check them
out.

  • Arenas are located in Galaxy City, Talos Island,
    and Peregrine Island.
  • All events are interlinked. This means players
    joining events in Galaxy City’s arena can play
    against players who joined in Talos Island or Peregrine
    Island.
  • Joining events is as easy as entering the arena
    lobbies and clicking on any available Battle Terminal.
  • Events are broken down into Weight Classes, ensuring
    a more even fight between the heroes involved.
  • You can join events in weight classes lower than
    your current Security Level allows. Doing this will
    automatically Exemplar you down to the appropriate
    level for the Weight Class.
  • Stores inside the arenas sell small Inspirations
    as well as some useful Temporary Powers. These powers
    can only be used during Arena matches.
  • Event Creators can set their own ground rules for
    events that they initiate. These include No Travel
    Powers, No Pool Powers, Max Recovery (extremely fast
    Endurance recovery), Limit Stealth Powers, and Tactical
    Start (all players start the match with 0 Endurance).
    Some ground rules will disable PVP Rating.
  • Duels are one on one battles. These do not count
    towards PVP Rating.

    Team Duels are battles with 2 or more people per side.
  • Battle Royals and Team Battle Royals are battles
    with three or more sides.
  • Pentad Challenges are Team Duels that require one
    Blaster, one Controller, one Defender, one Scrapper,
    and one Tanker on each team (no more, no less).
  • Supergroup Rumbles are set up between the leaders
    of two Supergroups, and limit combatants to belonging
    to one or the other Supergroup in order to participate.
    This means that the largest possible battle is 65
    people versus 65 people. Once we fix a technical problem,
    we want to increase this to 75 vs 75 to match the
    maximum supergroup size.
  • The default Arena matches are 10 minute Deathmatch.
    You have 10 minutes to defeat your opponent(s) as
    many times as possible. 20 and 30 minute matches are
    also available.
  • Other Arena possibilities are Last Man Standing,
    which are single elimination matches or Domination
    Matches, where teams share a pool of “lives�,
    and when they are all used up, the entire team loses
    the match.
  • When you are defeated in a Last Man Standing match,
    you can come back as a floating camera and watch the
    action. Cameras are invisible to other players, and
    intangible (so they can pass through you without incident).
    Outside observers can also watch matches in progress
    as cameras, as long as the Event Creator allows it.
    Cameras are not allowed to chat to any other player
    in the game.
  • A Chess-style ranking system has been implemented
    to track your skill in PvP. All players begin with
    a 1500 Rating. Defeating someone of a higher rating
    than you will give you more points added on your Rating
    than defeating someone of a lower rating than yourself.
    Inversely, losing to someone of a lower rating than
    you will cost you more points off your rating than
    losing to someone of a higher rating than yourself.
    You can see any other player’s rating on the
    Battle Terminals or by right clicking on them.

Character Creation

  • New body scaling feature allows you much more ability
    to customize your character’s appearance.
  • Body scaling can be modified at Icon stores, along
    with your costume. This costs influence (rate varies
    depending on character’s Combat Level).
  • New costume pieces have been added to give your
    character a wider range of choices.

Powers

  • Numerous changes have been made to powers specifically
    for player-vs-player situations, as well as many changes
    that affect all parts of the game.

Power Changes (PvE and PvP):

  • Improved Max Stealth capability (High stealthy
    powers like Superior Invisibility can now better protect
    against foes with high Perception, like Snipers).
    • Gives more improvement to powers like Superior
      Invisibility.

  • Enemies can now knock you back, instead of just
    knocking you down.

    • Makes for more comic-book like gameplay.

  • Removed the base -30% Damage Resistance debuff
    from Kheldians and decreased their base HP by 12.5%
    (this gives them an effective net increase in HP).

    • This was to solve an issue with non-grouped
      Kheldians taking too much damage.

  • Increased Kheldians Base Range Damage. This gives
    them 4% less base damage than Defenders when solo.

    • This was to increase the damage potential of
      a solo Kheldian.

  • Increased the Damage Bonus Kheldians get from the
    appropriate teammates to +20% each. This makes their
    damage equivalent to Blasters with 3 teammates of
    the appropriate archetype, and +50% greater damage
    than Blasters with 7 teammates of the appropriate
    archetype.

    • Gives a better incentive for Kheldians to group.

  • Defenders and Controllers will now drain more Endurance
    when using powers that drain Endurance. More specifically,
    Defenders will drain more Endurance when using Electricity
    Blast than a Blaster using the same power. Controllers
    will now drain more endurance with powers such as
    Transfusion, but Defenders will still drain more than
    Controller.

    • Defenders Secondary Effects (debuffs) should
      be better than a Blaster’s or a Controller’s.

  • Increased Damage resistance of Singularity, and
    decreased the Endurance cost.

    • Bring Singularity more in-line with other pets.

  • Increased Damage resistance of Animate Stone.

    • Bring Animate Stone more in-line with other
      pets.

  • Increased Jack Frost's resistance to Cold. Jack
    Frost now has a permanent Chilling Embrace. Jack Frost
    Power now accepts Slow Enhancements. Jack Frost is
    now highly resistant to Slow effects (recharge and
    movement).

    • Bring Jack Frost more in-line with other pets.

  • Decreased the Endurance cost of Jack Frost.

    • Bring Jack Frost more in-line with other pets.

  • Added Fear visual f/x to Manipulation fear powers.

    • Graphical improvement

  • Increased Gravity Control/Propel damage.

    • To compensate for its long activation time.

  • Significantly increased the Max HP of Kheldians
    while in Dwarf form.

    • To make them more Tanker-like in this form.

  • Radiation Emission/EM Pulse now also drains Endurance
    and accepts Endurance Drain Enhancements.

    • Normalizing what EMP powers should do.

  • Radiation Emission/EM Pulse now also debuffs targets’
    Regeneration rate.

    • Normalizing what EMP powers should do.

  • Increased the Damage buff of Leadership/Assault
    and Vengeance by 50%.

    • Improved the powers to compensate for the fact
      that it can not take Enhancements.

  • Doubled the effectiveness of the Recharge Boost
    of Empathy/Adrenaline boost.

    • Improved the power to make it better than previous
      ones in the set.

  • Kheldian Dwarf Form now resists Confuse and Fear.

    • Villains can now Confuse and Fear players,
      so characters will get some resistance to them.

  • Modification to Perception attribute: Increased
    Perception will now allow you to see stealthy foes
    or resist powers that reduce your Perception (like
    Smoke Grenade).

    • Enemies can reduce your Perception, so characters
      will get some resistance to such effects.

  • Accuracy Inspirations now increase Perception.

    • Enemies can reduce your Perception, so characters
      will get some resistance to such effects.

  • Leadership/Tactics now offers increased Perception
    and resistance to Confuse.

    • Enemies can now Confuse and Fear and reduce
      your Perception, so characters will get some resistance
      to such effects.

  • Leadership/Vengeance now offers resistance to Fear.

    • Villains can now Confuse and Fear players, so
      characters will get some resistance to them.

  • Medicine/Stimulant now offers resistance to Fear
    and Confuse.

    • Villains can now Confuse and Fear players, so
      characters will get some resistance to them.

  • Ice Armor/Glacial Armor now offers increased Perception.

    • Enemies can reduce your Perception, so characters
      will get some resistance to such effects.

  • Stone Armor/Minerals now offers increased Perception
    and resistance to Confuse.

    • Villains can now Confuse and Fear players, so
      characters will get some resistance to them.

  • Removed Resistance Enhancements from Crystal Armor,
    as they had no effect.

    • It’s a Defense power, it was never supposed
      to take Resistance Enhancements.

  • Dark Armor/Obsidian Shield now offer resistance
    to Fear.

    • Villains can now Confuse and Fear players, so
      characters will get some resistance to them.

  • Dark Armor/Cloak of Darkness now offers increased
    Perception.

    • Enemies can reduce your Perception, so characters
      will get some resistance to such effects.

  • Super Reflexes/Focused Fighting now offers resistance
    to Confuse.

    • Villains can now Confuse and Fear players, so
      characters will get some resistance to them.

  • Super Reflexes/Focused Senses now offers increased
    Perception.

    • Enemies can reduce your Perception, so characters
      will get some resistance to such effects.

  • Dark Miasma/Shadow Fall now offer resistance to
    Fear.

    • Villains can now Confuse and Fear players, so
      characters will get some resistance to them.

  • Empathy/Clear Mind now offer resistance to Fear
    and Confuse, and grants increased Perception.

    • Villains can now Confuse and Fear players, so
      characters will get some resistance to them.

  • Storm Summoning/Steamy Mist now offers resistance
    to Confuse.

    • Villains can now Confuse and Fear players, so
      characters will get some resistance to them.

  • Fixed a bug in Hasten that was allowing its attack
    rate boost to be resisted. The result was powers like
    Wet Ice and Energy Absorption were resisting the recharge
    boost of Hasten.

    • Bug fix.

  • Updated Short and system help of Hoarfrost (no power
    change).

    • Text change

  • Increased base movement of pets.

    • So they can keep up with you better.

  • Modified Spectral Terror attack power so it tends
    to make foes run away less.

    • To reduce the “scatterâ€? effect.

  • Added Confuse and Fear protection to Kheldian Cosmic
    Balance and Dark Sustenance.

    • Villains can now Confuse and Fear players, so
      characters will get some resistance to them.

  • Fixed Super Strength/Rage animation.

    • Animation bug fix

  • Fixed a bug that would cause a bad shield graphic
    f/x error to appear if you used Unyielding and Stone
    Mallet.

    • Graphic bug fix.

  • Fixed Cryonic Armor missing ice armor f/x.

    • Graphic bug fix.

  • Fixed Earthquake (hero and villain version) from
    continuing to affect foes even if they leave the affected
    area

    • Bug fix.

  • Gravity Control/Wormhole is now an AoE (Wormhole
    applied a Disorient, so now Gravity Control has another
    AoE Control power). Recharge Time was increased to
    compensate.

    • Gives Gravity Controllers another AoE control
      power.

  • Fixed bad Disorient Duration for Assault Rifle/Beanbag
    (duration was twice as long as normal at higher levels).

    • Bug fix.

  • Dark Miasma/Howling Twilight now restores Full Hit
    Points and Endurance to those you resurrect. This
    power no longer accepts Heal and Recovery Enhancements
    (it already restores the maximum HP and END, so there
    is nothing to Enhance).

    • This power was hard enough to pull off in combat
      already. Increased its effectiveness appropriately.

  • Slightly reduced the Fear Time of Invoke Panic.

    • New Fear effect is more powerful, this reduction
      is to compensate for the power increase.

  • Spectral Terror now only targets one foe when it
    uses its Terrify attack.

    • To reduce the “scatterâ€? effect that
      could happen.

  • Fixed some bad Disorient durations on Warshade powers
    (Gravitic Emanation and Unchain Essence).

    • Bug fix.

  • Resolve, Strength of Will, and Sheer Willpower Inspiration
    are now removed from the game. Break Free, Emerge,
    and Escape Inspirations will now protect you from
    all effects including Sleep, Hold, Immobilization,
    Disorient, Fear, Knockback and Confuse, and can be
    activated even while under such effects.

    • New Inspiration consolidates all effects into
      one Inspiration. Can be used while under such
      effects. Old Inspirations now all act like the
      new ones.

  • Reduced the duration of Break Free, Emerge, and
    Escape Inspirations.

    • Since the Inspiration is now all-encompassing,
      we reduced the duration to compensate for the
      power increase.

  • Increased the invulnerable time after you cast Rise
    of the Phoenix (Tanker and Ancillary versions)

    • Improved the power to prevent you from dying
      immediately after you rez yourself.

  • Modified powers that protect you from controlling
    effects. They will all now generally improve over
    level.

    • Mez Protection Powers scale more effectively
      over level.

  • Reduced Ice Blast/Blizzard Duration and increased
    its Damage.

    • Improvement to Blizzard.

  • Dark Miasma/Tar Patch now also debuffs affected
    targets’ damage resistance and prevents foes
    from jumping and flying. Recharge time has been increased.

    • Improvement to the power, now gets a Damage
      Resistance debuff. The increase to the recharge
      time prevents stacking of the effect.

  • Dark Miasma/Twilight Grasp now debuff the targeted
    foes’ Regeneration Rate.

    • Improvement to the power.

  • Dark Miasma/Howling Twilight now debuff the targeted
    foes’ Regeneration Rate.

    • Improvement to the power.

  • Kinetics/Transfusion now debuffs the targeted foes’
    Regeneration Rate.

    • Improvement to the power.

  • Kinetics/Siphon Speed now also transfers attack
    rate (debuffs targets attack rate and buffs the casters).

    • Improvement to the power.

  • Radiation Emission/Lingering Radiation now also
    debuffs targets’ Regeneration rate.

    • Improvement to the power.

  • Increased the duration of the Freezing Rain’s
    debuffs.

    • Improvement to the power.

  • Increased Defender’s Freezing Rain Slow debuff.

    • To make it better than the Controller’s
      version. Defender’s increased more.

  • Earth Control/Quicksand now debuffs a target’s
    defense and prevents foes from flying or jumping.

    • Improvement to the power.

  • Tanker Hurl and Hurl Boulder and Scrapper/Spines/Impale
    can now knock flyers down.

    • Improvement to the power.

  • Changed rank of Devouring Earth beacons. They should
    be easier to destroy now.

    • Beacons were too difficult to destroy.

  • Improved/decreased the cast time of siphon speed.

    • Improved the power.

  • Reduced the END cost of Dark Nova Bolt and Dark
    Nova Blast.

    • To bring these more in-line with other comparable
      powers.

  • Reduced the amount of Regeneration Buff that can
    be enhanced in Instant Healing and Integration (base
    values were not changed).

    • A step in bringing Regeneration powerset more
      in-line with other equivalent powersets.

  • Put a cap on the max defense you can gain from Energy
    Absorption.

    • There was no cap. Allowed you to have infinite
      defense.

  • Increase Time Bomb Accuracy.

    • Improvement to the power.

  • Dark Armor/Murky Cloud, Stone Armor/Rooted, Storm
    Summoning/O2 Boost, Radiation Emission/Accelerate
    Metabolism, and Force Field/Insulation Field now offer
    resistance to Endurance Drain effects.

    • Improvement to the power.

  • Increased Immobilization Protection in Combat Jumping.
    Also, Protection now increases over level.

    • Improvement to the power.

  • Increase Range and Decreased Interrupt times of
    Medicine/Aid Other and Stimulant.

    • Improvement to the power.

  • Increased Hit rate of Choking Cloud.

    • Improvement to the power.

  • Added some Immobilization protection to Cloak of
    Darkness.

    • Dark Armor was missing Immobilization Protection.

  • Warshade Shadow Cloak now somewhat protects you
    from Immobilization, and Stealth.

    • Improvement to the power.

  • Warshade/Stygian Circle: Added Endurance gain per
    defeated foe drained. Significantly reduced its Endurance
    activation cost.

    • Improvement to the power.

  • Fixed Rage defense debuff.

    • Was giving a defense buff after Rage wore off
      instead of a debuff

  • Reduced the effect Duration of Terrorize powers.

    • Terrorize improved significantly, so the durations
      needed to be reduced to compensate.

  • Added Accuracy Enhancements to Rain of Fire, Freezing
    Rain, Ice Storm, and Blizzard.

    • Bug Fix

  • Increased recharge time (less often) for Yellow
    Ink Men Holds and Sleeps.

    • So you are not perma-held by Minions.

  • Decreased Chance for DE Fungi men to put you to
    sleep with their Spores.

    • So you are not perma-held by Minions.

  • Increased the recharge time (less often) for Malta
    Tasers and Web Grenades.

    • So you are not perma-held by Minions.

  • Modified Knives of Artemis stealth.

    • They got better.

  • Increased the recharge time (less often) for Modified
    Knives of Artemis sleep dart.

    • So you are not perma-held by Minions.

  • Decreased chance Dominatrix minion can sleep you.

    • So you are not perma-held by Minions.

  • Increased chance Dominatrix Boss can hold you.

    • They got better.

  • Decreased chance Carnival Attendant Energy Rings
    can Disorient you.

    • So you are not perma-held by Minions.

  • Decreased chance Rularuu Brute minions can knock
    you down.

    • So you are not perma-held by Minions.

  • Decreased chance Rularuu Wisp minions can Immobilize
    you.

    • So you are not perma-held by Minions.

  • Decreased amount Rularuu Sentry minions can slow
    you.

    • So you are not perma-held by Minions.

  • Blizzard, Ice Slick, Ice Patch, Earthquake, and
    Freezing Rain will no longer knock lower level minions
    out of the affected area.

    • Bug fix to prevent lower level enemies being
      knocked out of the area of effect.

  • Modified Hydra Head powers. Fixed bug that allowed
    attacks to get through without taking out the shield
    generators.

    • Bug fix.

  • Fixed Sewer Kraken collision/selection.

    • Bug fix.

  • You can now attack targets while Superior Invisibility
    is on. Superior Invisibility is the only self toggle
    invisibility power that allows you to attack while
    it is active.

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