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Author Topic: Issue 7 is on test  (Read 5923 times)
Llava
Contributor
Posts: 4602

Rrava roves you rong time


on: May 02, 2006, 12:39:15 AM

Quote
COMBINED NOTES

New PvP Zone

• Recluse’s Victory – new high level PvP zone, open to players level 40 and up.


New Base Items:

• Inspiration Receptacle: This item allows all members of the Supergroup to store Inspirations that they may not be using, but other members can use to greater benefit. A permission set in the SG Permissions allows a character to withdraw Inspirations from the Receptacle.

• Super Reflexes Passive Defense abilities have been increased in effectiveness by 1/3rd.

• Defense will now apply to all Taunt powers in Player versus Player combat (Ranged, or AoE, where appropriate). This replaces the previous 50% chance to work. Players now have more control over how their taunt affects targets.

• Increased chance to Taunt for Pool/Manipulation/Challenge in PvP.

• Energy and Ranged defense will now apply to Teleport Foe. (Negative Energy and Ranged defense will now apply to Warshade/Starless Step)

• Smashing Defense will now also apply to Earth Control/Fossilize (Ranged Defense still also applies).

• All Melee powers are now exempt from Range Debuffs.

• Removed Melee ATs’ exemption from Hurricane's -Range debuff.

• Oil Slick Arrow should no longer have the odd failure to ignite condition.

• Modified Gravity Control Hold, Immobilize and Slow visual f/x so they more accurately reflect the control f/x.

• Removed Legacy Target and Self holds from some Buff powers. This means that when you use Twilight Grasp, Howling Twilight, Transference or Transfusion, you will not set up a condition on yourself that allows Containment to have its damage modifier apply.

• Freakshow Noise Tanks had incorrect level ranges assigned. They now exist in the 40-45 range.

• Reduced End costs on Claws high end powers.

• Rain of Arrows, Fistful of Arrows and Ranged Shot animations shortened.

• Fire Sword Circle has had the delay after animation removed.

• Greater Fire Sword has had the delay after animation removed.

• Confuse has had the delay after animation removed.

• Arcane Elite Turrets will now accept the same number of Auxiliary items as Tech Elite Turrets.

• Base Field defenses will now affect all enemies within the field. In other words, Field powers do not check To Hit.

• Current changes implemented to Defender, Controller and Mastermind Trick Arrow sets:

1. Added 0.1 Slow to Entangling Arrow. Included Run Speed cap reduction as per other slow powers.
2. Changed Flash Arrow to Auto Hit in PvE. In PvP, a tohit check is still required.
3. Glue Arrow recharge time cut by 50% to 60 seconds.
4. Disruption Arrow recharge time cut by 50% to 60 seconds.
5. Fixed Continuing FX for Entangling Arrow in PvP -- the FX would never show up on a player target.

• Fixed a bug with Oil Slick -- it was erroneously showing a -SPD debuff on the caster.

• Reduced Cast/Interrupt Time on Archery Ranged Shot

• Corrected End cost for Archery Snap Shot, Aimed Shot, Fistful of Arrows and Blazing Arrow. The Snap Shot, Aimed Shot and Fistful of Arrows changes apply to Mastermind Ninja's powerset as well.

• Fixed some issues with Poison Gas Arrow (Mastermind, Defender and Controller). All versions will now choke the targets more often, will play the proper visual f/x and will affect the proper area.

• Changed Increase Density's Table lookup to improve it's effectiveness. It should now be about 50% more effective at protective from Knockback/Knockup and Repel.

• Fixed a bug with Black Hole and Dimension Shift that was causing the translucency effect to play even though the target was not affected by the power.

• The Claws Power sets for both Scrappers and Stalkers have new animations for the powers Swipe and Strike. The animation for Slash has been replaced with the old Strike animation in order to better match the cast, recharge and damage values.

• All powers which have an Endurance Drain component will now drain a percentage of a PvE target’s Endurance, rather than a set number of Endurance Points. This fixes the issues created when enemies’ Endurance Pools were increased.

• The Phase Flight temporary power has had its endurance cost increased to more match a similar power in the Peacebringers set.

• Rebalanced Hurricane’s PvE repel effect. Its effectiveness should be equal to what it was before the last change.

• Tanker, Scrapper and Brute Taunt powers will now accept Accuracy Enhancements. Note that these enhancements will have no effect in PvE, as the powers automatically hit PvE targets. The change is made strictly for PvP purposes.

• All player powers with Forced Toggle Drop effects have had the chance for those effects to go off reduced. The need for these effects is greatly reduced with the advent of Enhancement Diversification. No player power has a 100% chance of dropping toggles with this change.

Badges:

• Defeat Badges now require that you or your team do 10% or more damage to the entity to receive credit for the badge. (The former system required that you deal 25% or more damage to get credit).

• All exploration badges now give a small amount of XP when you find them (based on your level).

• Many new badges added to the game, and some new accolades.

• Fort Knox badge text error fixed.

• Only heroes should now receive the Fire Thorn Caster gladiator.

• Blue Shield badge text error fixed.

• Demonslayer badge is now given for both CoH and CoV versions of Baphomet.

• Only heroes should now receive the Button Man Gunner gladiator.

• Villains will now receive the TacOps gladiator upon reaching level 20.

• Only heroes should now receive the Nebula Buckshot gladiator.

• Villains will now receive the Wolf Spider gladiator upon reaching level 10.

• Smasher Elite badge should now award correctly

• Troll Task Force badge is now given out for spending time in The Hollows.

Graphics

• Added new lower Shader Detail options to disable bumpmaps.

• Added new "recommended low-end" or "performance" option on the Graphics Quality slider that should set graphics detail levels to approximately CoH-launch values.


CITY OF HEROES

City Zones

• Spawns updated and adjusted in several city zones. Street encounters in lower level zones have more variety.

Powers

• Fixed Long Help Description for Blaster Charged Brawl. It described the power as ‘Minor’ damage, when it should have been ‘Moderate’

• Tanker Inherent Gauntlet now works in PvP. Single target powers have a chance of Taunting the target hit, while Area of Effect powers have a much smaller chance of Taunting all targets in the radius.

• Controller and Defender versions of Poison Gas arrow will be more effective now. The chance to Sleep a target has been increased, and the PvP aspect of the Controller version has been fixed (it was not working against players at all.)

Tailor

• For players with both City of Heroes and City of Villains access, Hero characters have access to all formerly Villain-only costume pieces.

CITY OF VILLAINS

Level 41-50 now open to Villains

• New missions, story arcs and new enemies for high level villains.

• New Strike Force – The Future of Freedom

• In order to truly prove yourself the greatest of villains you must take on the greatest of heroes… Statesman! Villains who think they are up to the ultimate challenge should contact Lord Recluse directly in Grandville. Be warned – many have tried to challenge Statesman, and most failed without even getting close to him. Until now, none have succeeded. Only a group of the very strongest villains should attempt this.

New City Zone

• Grandville – The black heart of the Rogue Isles is a dangerous place for even the strongest villains to venture into.

Tailor

• Many new costume pieces are available.

New Power Sets

• Mastermind Primary – Thugs
• Brute Primary – Electric Melee
• Brute Secondary – Electric Shields
• Stalker Primary – Dark Melee
• Stalker Secondary – Dark Armor

Patron Powers

• High level villains may complete a series of missions to gain favor with one of the faction leaders of Arachnos, gaining access to a new power pool. A villain may only have one patron during their career, so choose carefully.

• Level 40+ villains should talk to Arbiter Rein in Grandville to learn about and unlock Patron Powers.


Ghost Widow - Soul Mastery
Ghost Widow will teach you how to corrupt and utilize souls of the dead to damage and hinder your enemies.

Brute

• Gloom - Slowly drains a target of life, while reducing his Accuracy. Slower than Dark Blast, but deals more damage over time.

• Soul Tentacles - You can create a cone-shaped rift to the Netherworld that allows the souls of the damned to slip into our reality. These Soul Tentacles will snare all foes within range, Immobilizing them while they drain their life.

• Dark Obliteration - You hurl a large blast of negative energy that violently explodes on impact, exposing the dark power of the Netherworld to all foes near the target. Dark Obliteration can reduce the Accuracy of all affected targets. You must have one other Soul Mastery power before selecting this power.

• Summon Widow - Ghost Widow will assign a beautiful and deadly Blood Widow assassin for you to command. Her weapons of choice include wrist retractable mounted razors and darts, all tipped in deadly poison.

Stalker

• Dark Blast - A long range blast of dark energy. Deals moderate Negative Energy damage and reduces the target's Accuracy.

• Moonbeam - An extremely long range and accurate beam of Negative Energy that deals tremendous damage and reduces the target's Accuracy. This is a sniper attack, and like most sniper attacks, is best fired from a distance as it can be interrupted.

• Soul Storm - Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, holding them while their life-force is drained from their body. You must have one other Soul Mastery power before selecting this power.

• Summon Widow - Ghost Widow will assign a beautiful but deadly Blood Widow assassin for you to command. Her weapons of choice include wrist retractable mounted razors and darts, all tipped in deadly poison.

Corruptor

• Soul Drain - Using this power, you can drain the essence of all nearby foes' souls, thus increasing your own strength. Each affected foe will lose some Hit Points and add to your Damage and Accuracy.

• Dark Embrace - You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damage.

• Soul Storm - Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, Holding them while their life-force is drained from their body. You must have one other Soul Mastery power before selecting this power.

• Summon Mistress - Ghost Widow will assign a Fortunata Mistress for you to command. Arguably, the most powerful of the Fortunatas, these rare few have mastered numerous psychic abilities and have risen to the top of Lord Recluse's beautiful Black Widows.

Dominator

• Dark Consumption - The dark power of the Netherworld allows you to tap the essence of your foe's soul and transfer it to yourself. This will drain Hit Points of your enemy and add to your Endurance.

• Dark Embrace - You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy and Toxic damage.

• Dark Obliteration - You hurl a large blast of Negative Energy that violently explodes on impact, exposing the dark power of the Netherworld to all foes near the target. Dark Obliteration can reduce the Accuracy of all affected targets. You must have one other Soul Mastery power before selecting this power.

• Summon Seer - Ghost Widow will assign a Fortunata Seer for you to command. Fortunata Seers can glimpse moments into the future. They use this ability to increase the Perception of their teammate.

Mastermind

• Night Fall - Unleashes a cone-shaped burst of particles from the Netherworld. All targets within the modest range of this power take Negative Energy damage and have a reduced Accuracy.

• Dark Embrace - You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damage.

• Soul Tentacles - You can create a cone-shaped rift to the Netherworld that allows the souls of the damned to slip into our reality. These Soul Tentacles will snare all foes within range, Immobilizing them while their drain their life. You must have one other Soul Mastery power before selecting this power.

• Soul Storm - Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, Holding them while their life-force is drained from their body. You must have two other Soul Mastery powers before selecting this power.

Black Scorpion - Mace Mastery
Black Scorpion will give you access to an Arachnos Mace, and teach you how to use it in battle.

Brute

• Mace Blast - The Executioner's Mace is capable of firing a powerful bolt of kinetic energy. The blast is powerful enough that it may knock down some foes. Arachnos Bane Spider Troopers call this the Mace Blast. The Arbiters who invented it scoff at this simple term.

• Web Envelope - The Executioner's Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.

• Disruptor Blast - Fires a tremendous charge of kinetic energy from your Executioner's Mace. This charge is so powerful it will explode on impact, blasting all nearby foes. Some affected foes may be knocked down by the force of the blast. You must have one other Mace Mastery power before selecting this power.

• Summon Blaster - Black Scorpion will grant you an Arachnobot Blaster to command. Arachnobot Blasters were created by Arachnos Orb Weavers to take down particularly powerful super-powered threats.

Stalker

• Mace Blast - The Bane Mace is capable of firing a bolt of kinetic energy. The blast is powerful enough that it may knock down some foes. Arachnos Bane Spider Troopers call this the Mace Blast. The Arbiters who invented it scoff at this simple term.

• Mace Beam - Fires an extremely long range and accurate beam of kinetic energy from the Bane Mace that deals tremendous damage and knocks back the target. This is a sniper attack, and like most sniper attacks, is best fired from a distance as it can be interrupted.

• Web Cocoon - The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed. Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have one other Mace Mastery power before selecting this power.

• Summon Spiderlings - Black Scorpion will grant you access to a small squadron of Arachnobot Spiderlings. Three Spiderlings that are one level less than you will show up when summoned.

Corruptor

• Web Envelope - The Executioner's Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.

• Scorpion Shield - Black Scorpion's technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.

• Web Cocoon - The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed. Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have one other Mace Mastery power before selecting this power.

• Summon Disruptor - Black Scorpion will grant you an Arachnobot Disruptor to command. Arachnobots were created by Arachnos Orb Weavers to take down particularly powerful super-powered threats.

Dominator

• Poisonous Ray - The Bane Mace can fire a nasty Poison Ray. This toxin is suspended in a polarized plasma field and delivered like an energy blast. Upon impact, the toxin directly attacks the immune system, reducing the affected target's Defense and Damage Resistance as it deals Toxic damage.

• Scorpion Shield - Black Scorpion's technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.

• Disruptor Blast - Fires a tremendous charge of kinetic energy from your Bane Mace. This charge is so powerful it will explode on impact, blasting all nearby foes. Some affected foes may be knocked down by the force of the blast. You must have one other Mace Mastery power before selecting this power.

• Summon Tarantula - Black Scorpion will grant you a Toxic Tarantula to command. Weaver One developed the Tarantula Exoskeleton Armor, which so radically transforms an Arachnos troop that hardly anything human is recognizable.

Mastermind

• Web Envelope - The Nullifier Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.

• Scorpion Shield - Black Scorpion's technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.

• Mace Beam Volley - Fires a volley of multiple kinetic energy blasts from your Nullifier Mace. These blasts spread out in a wide cone and are powerful enough to knock down some foes. You must have one other Mace Mastery power before selecting this power.

• Web Cocoon - The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed. Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have one other Mace Mastery power before selecting this power.

Captain Mako - Leviathan Mastery
Captain Mako will embolden you with the knowledge of the Coralax and their mysterious powers over the seas.

Brute

• Spirit Shark - You are empowered with Spirit of the Mako Shark. You can project this spirit to attack and maul your opponent. The Shark Spirit Energy will manifest and attack your foe, quickly dealing heavy Lethal damage over time.

• School of Sharks - You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.

• Bile Spray - Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time. You must have one other Leviathan Mastery power before selecting this power.

• Summon Guardian - Captain Mako will show you how to summon a Coralax Guardian Sentinel to do your bidding. These creatures are composed of living coral made from the sea-goddess Merulina.

Stalker

• Spirit Shark - You are empowered with Spirit of the Mako Shark. You can project this spirit to attack and maul your opponent. The Shark Spirit Energy will manifest and attack your foe, quickly dealing heavy Lethal damage over time.

• Water Spout - Conjures up a Water Spout at a targeted location. The Water Spout will chase down your foes, tossing them into the air and hurling them great distances. The victims are left Disoriented and with reduced Defense. The Water Spout is a menacing sight, and can even cause panic among your foes.

• Spirit Shark Jaws - You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time. Flying targets will likely be pulled to the ground. You must have one other Leviathan Master power before selecting this power.

• Summon Guardian - Captain Mako will show you how to summon a Coralax Guardian Sentinel to do your bidding. These creatures are composed of living coral made from the sea-goddess Merulina.

Corruptor

• School of Sharks - You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.

• Shark Skin - The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage.

• Spirit Shark Jaws - You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time. Flying targets will likely be pulled to the ground. You must have one other Leviathan Master power before selecting this power.

• Summon Coralax - Captain Mako will show you how to summon a Coralax Red Hybrid to do your bidding. The Coralax are humans who have been infected with living coral.

Dominator

• Water Spout - Conjures up a Water Spout at a targeted location. The Water Spout will chase down your foes, tossing them into the air and hurling them great distances. The victims are left Disoriented and with reduced Defense. The Water Spout is a menacing sight, and can even cause panic among your foes.

• Bile Spray - Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time. You must have one other Leviathan Mastery power before selecting this power.

• Shark Skin - The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage.

• Summon Coralax - Captain Mako will show you how to summon a Coralax Blue Hybrid to do your bidding. The Coralax are humans who have been infected with living coral.

Mastermind

• School of Sharks - You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.

• Bile Spray - Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time. You must have one other Leviathan Mastery power before selecting this power.

• Shark Skin - The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage.

• Spirit Shark Jaws - You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time. Flying targets will likely be pulled to the ground. You must have one other Leviathan Master power before selecting this power.

Scirocco - Mu Mastery
Scirocco will instruct you on the Way of Mu, ancient techniques that give access to the lightning-based powers of the ancient race.

Brute

• Mu Lightning - You can send a large blast of Mu energy at a foe, dealing heavy damage and draining some Endurance. Some of this Endurance may transfer back to you.

• Electrifying Fences - Electrifying Fences attempts to Immobilize a group of foes in an area. This power deals some Energy damage over time as it slowly drains some Endurance.

• Ball Lightning - Hurls a highly charged ball of Mu lightning that explodes on contact. Ball Lightning deals good damage in an area of effect, and drains some Endurance from each target it hits. You must have one other Mu Mastery power before selecting this power.

• Summon Striker - Scirocco will show you how to call upon a mystical Mu Striker to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts.

Stalker

• Mu Bolts - You can quickly hurl small bolts of Mu electricity at foes, dealing some damage and draining some Endurance. Some of this Endurance may transfer back to you. Mu Bolts deals light damage, but recharges quickly.

• Zapp - A focused blast of Mu electrical energy that can travel great distances with high Accuracy. Zapp drains Endurance, and is best fired from a distance as it can be interrupted. Some of the Endurance you drain may transfer back to you.

• Electric Shackles - Electric Shackles binds a foe's limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have one other Mu Mastery power before selecting this power.

• Summon Adept - Scirocco will show you how to call upon a mystical Mu Adept to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts.

Corruptor

• Power Sink - Power Sink leeches Energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your Endurance. If there are no foes within range, you will not gain Endurance.

• Charged Armor- When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.

• Electric Shackles - Electric Shackles binds a foe's limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have one other Mu Mastery power before selecting this power.

• Summon Adept - Scirocco will show you how to call upon a mystical Mu Adept to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts.

Dominator

• Power Sink - Power Sink leeches Energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your Endurance. If there are no foes within range, you will not gain Endurance.

• Charged Armor - When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.

• Ball Lightning - Hurls a highly charged ball of Mu lightning that explodes on contact. Ball Lightning deals good damage in an area of effect, and drains some Endurance from each target it hits. You must have one other Mu Mastery power before selecting this power.

• Summon Guardian - Scirocco will show you how to call upon a mystical Mu Guardian to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts.

Mastermind

• Static Discharge - Hurls multiple bolts of Mu electricity in an arc that deals damage and drains Endurance from all affected foes in the area.

• Charged Armor - When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.

• Electrifying Fences - Electrifying Fences attempts to Immobilize a group of foes in an area. This power deals some Energy damage over time as it slowly drains some Endurance.

• Electric Shackles - Electric Shackles binds a foe's limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have one other Mu Mastery power before selecting this power.

Mayhem Missions

• Mayhem missions allow villains to enter a large instanced outdoor mission map and create chaos. The eventual goal is to rob a bank – but there are lots of other things going on, too. Mayhem missions are set up for single players and teams. Extra mission time is awarded for destroying property and defeating police. Side missions that appear within the mission map award more extra time and other rewards.

• The old Heists (Bank and Casino) are now available as normal Newspaper missions.

Powers

• Mastermind Bodyguards – a new defensive feature

• Setting to Bodyguard - You can set any Mastermind pet to Bodyguard by selecting the Defensive Stance and the Follow Orders. Your pets must be within Supremacy range for this function to work.

• Damage Mitigation - When set to Bodyguard mode, the Mastermind and his pets share damage from any attack that the Mastermind takes damage from. Each pet takes one “Share” of the damage, and the Mastermind himself takes 2 “Shares”. This is in addition to any damage that the pets themselves might incur from Area attacks.

• Example: If a Mastermind has 3 pets set to Def/Fol, and he gets hit with a 100 point attack, each pet will take 20 points of damage, and he himself will take 40 points. (total of 100 points of damage).

• Example2: If a Mastermind has 3 pets set to Def/Fol, and he gets hit with an Area Effect attack for 10 points of damage, then each pet will take 2 points of damage, and he himself will take 4 points. Pets that were also in the Area of Effect will take an additional 10 points each.

• Mastermind Poison Poison Gas Trap has been improved. Now, in addition to the instant sleep attack, the gas will linger up to 30 seconds and give a chance of holding any enemies in the area of effect.

• Decreased the recharge time for Mastermind Minion Henchmen summon powers.

• Increased the recharge time for Mastermind Boss Henchmen summon powers.

• Dramatically decreased the recharge time for Mastermind Second Tier Upgrade powers.

• Dominators Domination inherent ability will charge much more quickly when fighting PvP.

• Domination recharge time reduced from 300 to 200.

• Player Pets should no longer attack the lava in the Batzul mission.

• Dominator Psionic Assault Drain Psyche now accepts Accuracy enhancements. The power was intended to accept them originally, but was unintentionally left off.

• Targets. Each attack from the Assault secondary power sets adds a bonus of 8 points toward filling the Domination bar over the normal value.

There are still some things I'd like to see in this Issue, but this is the first one I've seen where I don't disagree with a single change.  Those Dominator changes will help my Ice/Ice a LOT in PvP.

Still a little disappointed at the Patron sets, though.  They don't work with a lot of concepts, there's not a lot of variety between them for the ATs, they're not all that powerful according to posted numbers, they don't offer much "new" stuff for most of the ATs, and you're forever stuck with what you picked.

Altogether regarding Patron pools... I wouldn't quite say the ball was DROPPED, but it certainly wasn't a touchdown.

To back up my gripes:
1) How many times in a comic book have you read about a villain doing something like hurling sharks because of powers given by another villain?  Not all that frequently, and many villains would never DREAM of becoming indebted/subservient to another.
2) Check out Ghost Widow and Scirocco for Dominators.  PBAE Endurance Drain/Recovery, Toggle Shield, AE Blast, Pet.  Identical except for graphics and details (energy VS negative energy, and mechanics of the pets in question).
3) Positron indicated these would be more powerful than hero Ancillary Pools in an interview, but in reality the numbers are pretty much equivalent.  They were supposed to be more powerful for a number of reasons, not the least of which was the villain's permanent commitment to a given set.
4) Take another look at Ghost Widow or Scirocco for Dominators.  Okay, well, Dominators already get a pet unless they're Mind, so scratch that one.  And all Dominators have access to some form of AE damage, so scratch that one. Fiery Assault has access to Consume, which is exactly like Dark Consumption except... fiery.  In fact, Psionic Assault has Drain Psyche, Energy Assault has Conserve Power,  so endurance management powers aren't exactly new to Dominators.  Of everything they get, the toggle shields are the most unlike anything they already have.  So it's not so much a "here's some stuff to round out the weaknesses in your AT" as it is "here's some stuff that's like what you already have, but not as good".

All that said, there were some irritating balance/animation changes finally addressed.  Trick Arrow and Archery both got some much needed love, as did Mind Control (in the Confuse change) and Psionic Assault (in the Drain Psyche fix).  Claws will finally be fast and endurance efficient, as promised by their description, and some irritating and useless animation pauses were taken out.  I do have to question, though, why Fire Sword Circle had its animation fixed but there's no mention of Ice Sword Circle, which shares the same problem.

Like I said, more than anything, I'd like to see some more things added to this.  What they've got going so far is good, though.  There aren't any "omg you're breaking the game!!!!" changes in this one.

That the saints may enjoy their beatitude and the grace of God more abundantly they are permitted to see the punishment of the damned in hell. -Saint Thomas Aquinas, Summa Theologica
Trippy
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Posts: 23657


Reply #1 on: May 02, 2006, 01:00:52 AM

New PvP Zone

• Recluse’s Victory – new high level PvP zone, open to players level 40 and up.
Does anybody know how this new zone is working out? It sounded like a Team Fortress-style control point map which would be fun to try assuming you can still get some experience even if you are on the losing side.

Hmm reading the forum is sounds like it just gives out prestige, which is annoying since that would mean I would have to grind regular PvE missions to level up. Oh well...
Llava
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Posts: 4602

Rrava roves you rong time


Reply #2 on: May 02, 2006, 12:29:06 PM


That the saints may enjoy their beatitude and the grace of God more abundantly they are permitted to see the punishment of the damned in hell. -Saint Thomas Aquinas, Summa Theologica
Glazius
Terracotta Army
Posts: 755


Reply #3 on: May 03, 2006, 04:58:19 PM

As always, some undocumented features:

When you interact with a mission object, it suppresses stealth for the normal duration.

Icons for timed power effects will blink 5 seconds before they expire.

Copies of the same power affecting you (like fulcrum shift or leadership from multiple sources) will show up as... uh, for lack of a more descriptive word, like ((O instead of OOO.

When something attacks you and misses due to your increased defense, you get a little "deflected!" message over your head, but I don't think it shows up in combat spam.

--GF
Llava
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Posts: 4602

Rrava roves you rong time


Reply #4 on: May 04, 2006, 12:07:42 AM

Icons for timed power effects will blink 5 seconds before they expire.

Includes inspiration buff effects.

That the saints may enjoy their beatitude and the grace of God more abundantly they are permitted to see the punishment of the damned in hell. -Saint Thomas Aquinas, Summa Theologica
eldaec
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Reply #5 on: May 04, 2006, 02:36:14 PM

Quote
They were supposed to be more powerful for a number of reasons, not the least of which was the villain's permanent commitment to a given set.

Eh? What? As opposed to a hero's unbreakable bond to a single chosen pool you mean?

"People will not assume that what they read on the internet is trustworthy or that it carries any particular ­assurance or accuracy" - Lord Leveson
"Hyperbole is a cancer" - Lakov Sanite
Llava
Contributor
Posts: 4602

Rrava roves you rong time


Reply #6 on: May 04, 2006, 02:50:37 PM

Quote
They were supposed to be more powerful for a number of reasons, not the least of which was the villain's permanent commitment to a given set.

Eh? What? As opposed to a hero's unbreakable bond to a single chosen pool you mean?

Heroes can respec out of one ancillary power pool and into another.

Villains can't.  Whatever you choose is permanently tied to  your character just as much as your archetype, origin, and primary/secondary power sets.

That the saints may enjoy their beatitude and the grace of God more abundantly they are permitted to see the punishment of the damned in hell. -Saint Thomas Aquinas, Summa Theologica
Valmorian
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Reply #7 on: May 04, 2006, 02:53:35 PM

Heroes can respec out of one ancillary power pool and into another.

Until respeccing your character is trivial and infinitely repeatable, using it as an argument to playbalance is somewhat silly.

Llava
Contributor
Posts: 4602

Rrava roves you rong time


Reply #8 on: May 04, 2006, 03:25:45 PM

Heroes can respec out of one ancillary power pool and into another.

Until respeccing your character is trivial and infinitely repeatable, using it as an argument to playbalance is somewhat silly.



http://mmorpg.com/gamelist.cfm/setview/features/loadFeature/588/gameID/194/from/features

Quote
MMORPG.com:   In terms of balance, is there an equivalent power set available to the heroes in CoH, or is this a villainous advantage?

Matt Miller:    The Patron Powers are stronger and more powerful than the “equivalent” powers in City of Heroes (the Ancillary Power Pools), because there is less diversification and the fact that Patron choices are permanent alterations to your character.

That the saints may enjoy their beatitude and the grace of God more abundantly they are permitted to see the punishment of the damned in hell. -Saint Thomas Aquinas, Summa Theologica
Valmorian
Terracotta Army
Posts: 1163


Reply #9 on: May 04, 2006, 03:38:16 PM

Matt Miller:    The Patron Powers are stronger and more powerful than the “equivalent” powers in City of Heroes (the Ancillary Power Pools), because there is less diversification and the fact that Patron choices are permanent alterations to your character.
Quote

Oh I realize that is what they said.  I'm just pointing out that "you can't change them" is a bad rationalization for making a power stronger, if the other power sets (heroes) cannot be changed trivially. 

Llava
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Posts: 4602

Rrava roves you rong time


Reply #10 on: May 04, 2006, 04:11:12 PM

Okay.

Then we'll say that they should be more powerful because they offer less diversity.

That the saints may enjoy their beatitude and the grace of God more abundantly they are permitted to see the punishment of the damned in hell. -Saint Thomas Aquinas, Summa Theologica
Glazius
Terracotta Army
Posts: 755


Reply #11 on: May 06, 2006, 07:54:47 PM

Mayhem Missions are pretty sweet so far. Break random stuff to get time bonuses, fight off ambushes from Longbow, get random tips from other villains in the zone, and rob a bank and KO a hero before time runs out.

I've just run newb ones, though. Apparently higher levels are nasty, with nasty end-bosses includting Statesman himself showing up in some of the high-end ones, and stacking Glue Arrows replicating the stacking Quicksand problem, and bugged Flash Grenades which are apparently broken the same way Smoke Grenade was.

Hopefully these will be ironed out.

Blowing up a car and watching the chain reaction take out exploding barrels and newstaands and sending debris everywhere is pretty fun, though.

--GF
waylander
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Posts: 526


Reply #12 on: May 12, 2006, 07:14:26 AM

Here's how its working out from a PVP viewpoint

We haven't tried the PVE much because we really don't want to have to slosh through that on test, and then again when it goes live.

Lords of the Dead
Gaming Press - Retired
Horik
Terracotta Army
Posts: 63


Reply #13 on: May 13, 2006, 04:26:06 PM

Do the Mayhem missions take the place of the old bank heists? What is it every 3 newspaper missions?
Llava
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Posts: 4602

Rrava roves you rong time


Reply #14 on: May 13, 2006, 06:14:15 PM

Do the Mayhem missions take the place of the old bank heists? What is it every 3 newspaper missions?


Bingo.  Every 3 missions in lower level zones, every 5 in the higher levels.  Bank heists are now generic newspaper missions, which offers a nice bit of variety when doing them.

That the saints may enjoy their beatitude and the grace of God more abundantly they are permitted to see the punishment of the damned in hell. -Saint Thomas Aquinas, Summa Theologica
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