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Champions Online

Patch Notes: May 4th, 2010

By admin | Mon 03 May 2010 11:50:35 PM PDT

Patch Notes for FC.11.201000419.5 The Super Powers Patch

New Features

UNITY 2 Missions

UNITY 2 has been added to the game!

You may begin Unity missions for Vibora Bay by talking with Akako at the UNITY Headquarters in Millennium City. This will lead to an additional set of daily UNITY missions. The missions granted randomize every night at midnight, but the missions can be repeated every 20 hours.

A few highlights:

  • Whisper grants a Most Wanted mission for Therakiel's lair. Like the other UNITY lair missions, it costs 6 UNITY Intelligence.
  • It is possible to get both the Therakiel mission and the Millennium City Most Wanted mission in the same day.
  • New "Apocalyptic" UNITY gear has been added to Mentiac's store. This gear is also available from Whisper.

To qualify for the first mission in the UNITY 2 series, you need to have previously completed the following Vibora Bay missions:

  • Assembling The Antidote
  • Of Serums And Secrets
  • There And Bat Again
  • Burn 'Em Out

Team Mission Journal

The Champions mission journal now includes a new tab called "Team" from which you can access all of the missions that anybody on your team has. The tab is only visible when you're on a team. The mission list is down the left side, and all the players on the team are across the top. In the middle is a grid of symbols representing each player's status with respect to that mission. The status can be one of six things, as per the key at the bottom of the window:

  • Opaque green dot – Player has the full mission.
  • Opaque white dot – Player has the mission as a crossover.
  • Transparent green dot – Player does not have the mission, but is eligible for it. The mission will be shared as a full mission.
  • Transparent white dot - Player does not have the mission and are not eligible for it. The mission will be shared as a crossover mission.
  • Green check mark – Player has previously completed the mission.
  • Red X - Player has previously failed the mission.

The meaning of these symbols is documented both by the key at the bottom, and in more detail in tooltips.

The window also has the same "Make Primary", "Share" and "Drop" buttons that exist on the active mission journal. Note that, just like on the active mission journal, "Make Primary" will only show up if you are the team leader.

Patchnotes

General

  • All players have been granted a free Retcon. The retcon will be available starting at 3AM on 5/4 PDT.
  • Civilian AI will not offer missions while the player is in combat or interacting with a vendor or contact. Note: There are some additional changes that need to go in to fully resolve the Civilian Mission Spamming. This is the first part of the work.
  • The Buy Back Button no longer fails to buy back an item from a vendor if the players’ 1st inventory bag is full.
  • Free for All Loot Mode now drops all items, even those below threshold, when team members are off the map.
  • Players will no longer see "Server Not Responding" in Nemesis Confrontation after the first orb is destroyed. The server lag was due to a beacons recalculating when the room shifted.
  • The server time display now takes into account daylight savings time.
  • Descriptions have been added to critters! Have fun checking them out!
  • Updated Caliburn’s info page to correct typos.
  • Corrected typos in most of the VIPER descriptions.
  • Effects such as fire-breath from beasts like Qwyjibo no longer have a visible triangle surrounding them.
  • Players that use bloom will see less flickering on their character.
  • Objects that are missing their vertex lighting data will now render without vertex lighting instead of not rendering at all.
  • Players attempting to share missions from players that are out of range will now see an appropriate out of range message.
  • The headshots on the team mission journal will now update properly.
  • Players with trial accounts are no longer able to join Super Groups.
  • Fixed a client crash some users were experiencing when the tapfoot sound played.
  • Users who turn off Landmarks on the map will no longer crash.
  • French Only: Demo: "SPAN ALIGN=CENTER)" will no longer show up in the "Continuez L'Aventure" window.
  • Sentinel and protector descriptions had been switched at the Power House and are now shown with proper role.

Audio

  • Lemuria: Added viscous liquid sounds to the Aegir.
  • Incoming team messages will now play a sound.
  • The Heroes, Inc. room in Millennium City now has audio.

Critters

  • Ranged critters will now not attempt to retreat until 30 seconds have passed.
  • Ranged critters will now only retreat to 15 feet.
  • Ranged critters will now only retreat once during their lifetime.
  • Corrected a typo that resulted in Lemurian Dark Sorcerers and Ionic Sorcerers having their names switched.

Items

  • Vibora Bay costume unlocks are now BOE. Users will need to double-click the item to unlock it in their inventory. Note: If the user tries to unlock a previously unlocked Costume unlock, the user will receive an error message.
  • Primal, Atom and Catalyst Enhancements now clearly state in their descriptions that they reduce the cost of all powers and provide a bonus to Offense.
  • Increased the health granted for all items that grant health on defeat of enemies.
  • Changed the formula for endurance granted by items. It is now a fixed number based on the character's level. This will generally be significantly higher for characters that do not specialize to have large pools of energy, and slightly smaller for characters that do.
  • Energy Pistol Item: no longer continually disables the target. The item power now has a % chance to stun the target. The usual diminishing returns are applied.
  • Updated Experimental Teleiosaurus Injection, so that duration is 10 instead of forever.
  • Items that require a specific crafting school are now clearly labeled with the requirement.
  • Items that can't be sold to stores for resources will stop displaying their resource value in the tooltip and instead display "Can't be sold".
  • A message will now display when players attempt to bind a previously bound costume unlock.
  • Corrected several grammar and spelling errors on various Items and Costume Drops throughout the game.
  • Corrected description for Gertz's Nightvision Goggles, to read "Major" instead of "Colonel".

Missions

Canada

  • Argent Thrush: Villain spawns that come out of the mine should now spawn regardless if there are players around or not.
  • Dead Alive: Reworked some of the mission steps to prevent farming of Mr. Zombie.
  • Defeat Von Schoultz: Fixed text errors in the mission.
  • Divert Director's Dispatches: The courier will spawn correctly to allow the mission to be completed. Also, addressed a problem where some critters would get stuck in the geo.
  • Hiker's Horror: Can now be completed! The mission is granted by Lt. McKenzie.
  • Hiker Mazza: The Critters are no longer interactable.
  • Hunters Hunting: The mission will now allow completion should the player drop and retake the mission halfway through.
  • Off to Canada: Updated the mission text to refer to the jet instead of the old helicopters.
  • Precog Subverion: The mission has been updated to have regular accept/decline text that fits in the UI window.
  • Spies Like Us: The mission grant/return is now to Clayton Griswold. Also, attached a waypoint for the mission.
  • Spirits in a Material World: The mission will now count group defeats instead of single critters and changed mission text to reflect the change.
  • VIPER Cache: The mission has been updated to have regular accept/decline text that fits in the UI window.

Desert

  • Coffin Caper: Mission clickies should now grant team credit.

Hero Games

  • Stronghold Apocalypse: The scoreboard now correctly reports the number of regular NPCs killed.
  • Several places with bad geo have been corrected in BASH.

Lemuria

  • Caliginous Depths: The turn in text has been updated.
  • Ship of Fouls: The correct ship will now spawn and the Open Mission now works as designed.
  • Ship of Fouls: Made additional changes to this mission by removing the ship’s invisibility factor. The ship is now easier to find.

Millennium City

  • New! Added a new mission titled "The Early Worm Gets the Bird," a level 29 mission in downtown MC granted by SOCRATES.
  • Bank Job: The door should now properly grant the maniacs mission and the mission map should now be populated correctly.
  • Bullet for Biselle: Changed the open mission to require players to only talk with one contact to get the metal detector.
  • PSI-chonauts: A door has been added to the MIL Argent Headquarters, so players who fail to defeat the boss can get out of the instance.
  • Robots and Relics: Moved the last chest so it is no longer stuck below the ground.
  • Westside: Moved Cobra Lord Gang member so he is no longer stuck in the wall.

Millennium City Tutorial

  • Made Sapphire unkillable. This should resolve the problem users were reporting where Sapphire was missing from the tutorial.

Monster Island

  • Echinocos Shores: Most Evil of Elder Worms: The last two objectives can now be completed in any order.
  • I Smell a Rat: Players can now re-enter the map to get the mission.
  • The Rat King: Players can now re-enter the map to get the mission.

Monster Island Crisis

  • Battle of Ironclad: Changed the level on the Open Mission from 1 to 30. This will prevent Level 1 items from dropping for the mission completion.

Nemesis

  • Deathray Demolition: Addressed one possible case where the Nemesis could become stuck on the ground in the final room. Note: We could not reproduce this issue internally, so the issue may/may not be fixed.
  • Deathray Demolition: Rocket Hawk and Lady Rocket Hawk are now much less chatty. They say less overall and are much less likely to talk over each other.
  • Deathray Demolition: Corrected several lines of audio for Shadow Destroyer.
  • Goldmine Showdown: Completed minor text and AI updates.
  • Hot off the Wire: A prompt has been added to step in front of the camera after the end of the Open Mission.

Vibora Bay

  • Amphibian Sewers: Made a change to allow players that didn't get to complete Lamb to the Slaughter to enter the mission completion and complete it.
  • Argent Acquisition: Added an exit to the end of the map.
  • Bad Juju: Removed self rez power from Baba Kifo.
  • Baptism by Ire: Holy Water Bomb will now stacks in sets of 3.
  • Bauble (Blood) Bath: Players can now complete the mission if they leave the museum before talking to the museum curator.
  • Blast to the Past: The jet will now allow reentry to Vibora Apocalypse if this mission has not been turned in.
  • Burn 'Em Out: The critters should now target the closest player and attack when the door blasts open.
  • Caliburn Baby Burn: The mission should now give group credit and grant the gem to the team.
  • King’s Throng: Updated the warding FX at the center of the summoning circle.
  • Of Serums and Secrets: Players can now re-enter the map as long the mission has not been completed.
  • Jewel of Denial: Players can now re-enter the mission if they have not completed the handoff mission Shun Away Pride.
  • Lamb to the Slaughter: Added a waypoint for the door so players that leave before completing the mission can find their way back.
  • Plan for the Fan: Players who leave the room before taking the next mission will now be able to talk to the contact.
  • Shun Away Pride: Changed the mission level to level 39 instead of 40.
  • The Demons in the Details: Added an exit to the end of the map.
  • Therakiel's Lair: Mission-grant items from Therakiel's Lair (i.e. The Baron's Delivery Schedule, Draycul's Letter, Valerian's Sewer Map, and Black Fang's Crypt Key) will no longer be removed from players' inventories when they turned in the related mission. Players will only lose items when starting the mission, and only one each time.
  • Therakiel's Lair: Corrected the collision on one of the barriers after the Baron.
  • Therakiel's Lair: The doors to Therakiel's Sanctuary will now lock when he is in combat, making the final battle with him much more challenging.
  • Therakiel’s Lair: Closed several geometry holes in the waterfall room.
  • Therakiel’s Lair: Players will no longer float slightly above the ground during the first stage of the Therakiel fight.
  • There and Bat Again: Foxbat will no longer say "It's about time you showed up hero." After the player fails and returns to the mission. Also, removed repeatable mission option.
  • There and Bat Again: Foxbat should now grant team credit.
  • Who Stole the Soul: Players will no longer get stuck in the instance. Also, the boss will not spawn before he is supposed to.

Vibora Bay Crisis

  • Dr. Ka's Brownstone: The entrance should no longer be blazingly bright.

Perks Review

General Perks

  • New! Melee role perk!
  • New title! Treed is awarded for completing “A tree grown in Westside”. The title will be awarded to players who have already completed this perk the first time they load in to Champions.
  • New! Added a new Character Perks Category. Moved Character perks to the Character Category.
  • New! Added a new Signature Villain category. Moved the appropriate missions to the Signature Villain category.
  • New! Player Defeated Perks!
  • Updated Perk Icons.
  • Argent Historian: All the signs will now award the Perk.
  • Crisis Beneath the Sea: The perk will award immediately on completion.
  • Demons and Netherdemons are both deprecated groups. The titles from Demon are now awarded for Great Demon. All the costume pieces are awarded for this perk as well.
  • Firewalker: Volumes were under lava geo. They have been moved up. A new title of "Firewalker" was also added.
  • Hiker's Horror: The perk will now properly complete.
  • I'd Rather be Sailing: Sail Volumes had been moved well out of position. They are now properly on the sailboats.
  • Ironclad Offensive: Will now rewarded for finishing the tutorial mission.
  • Lemurian Sub Perks: Perks were out of order. Perks now correctly will award at 10, 30 and 50.
  • Monster Island History: Feral Tangle has been fixed and will correctly grant.
  • Nadir of the Invaders: The perk will now properly complete.
  • Nemesis Minions: Soldiers will now give out the correct titles.
  • Pacify the Spirits: Freki and Geri now correctly register when killed.
  • Plunder the Sea: The perk will correctly grant the when the mission is completed.
  • Qularr "Insect Wings" item in the Perks store was incorrectly named. It has been corrected to be "Qularr Insect Orb".
  • Scoping the Skies: Volume was misplaced. This is fixed.
  • Sentinel and protector Labels had been switched and are now properly shown with proper role.
  • Torpedo Run: Volume removed from LEM which prevented completion of this perk. New Aegis art has two torpedo tubes so two new volumes were set up for this.
  • Undead on Arrival: The perk will now properly complete.
  • Vanquished Buzzard: The perk will now properly complete.
  • Vanquished Clyde Von Schoultz: The perk will now properly complete.
  • Vanquished Hi Pan: Hi Pan is now an uncommon spawn in West Side.
  • Vanquished Lionel Benjamin: He now exists again in Canada.

The following perks now give their proper Perk Points:

  • Stop and smell the...
  • Vanquished Dr. Moreau
  • Vanquished Kevin Poe
  • Vanquished Tachyon
  • Vanquished White Rhino
  • Vanquished Dr. Destroyer
  • Vanquished Ferd
  • Vanquished Gigaton
  • Vanquished Leech
  • Vanquished Teleiosaurus Hatchling
  • Vanquished Director
  • Vanquished Dr. Timothy Blank
  • Vanquished Galeforce

Lore Perks

  • Destroyerology 101: Shadow Destroyer. The case was under the terrain. It is now accessible.
  • Mayhem on Monster Island: The Lore will now complete.
  • Mechanon Lore: Added text to the Lore Perk.
  • Of Two Minds: The mission was scoped to the wrong map, which prevented any missions from registering. The mission now properly registers and gives the perk.
  • Phoenix's Orders: Phoenix's orders were beneath the terrain. They have been raised so they can be interacted with again.
  • Qularr Operations: The "Suitability of humanity as warrior-race" clickie was incorrect which prevented the Perk from being able to be completed.
  • Telios' Experiments: Qularr Technology notes and Teleiosaurus Vs Qwyjibo now correctly register for the Perk.
  • The Good, The Bad and the Undead: The mission was scoped to the wrong map, which prevented any missions from registering. The mission now properly registers and gives the Perk.
  • Viper's Supersoldier Program: The Perk was looking for an extra submission that had been cut. The Perk now properly completes.

Titles and points have been added to the Loremaster missions. All the Loremaster Perks will give out 200 perk points and the following titles:

  • "Crowned in Glory" for the Crowns of Krim
  • "Alien Invader" for the Istvatha V'Han
  • "Supreme Serpent" for VIPER
  • "Edomite "for the Kings of Edom
  • "Destroyer of Worlds" for Dr. Destroyer
  • "Mechanical Revolution" for Mechanon
  • "Perfect Being" for Teleios

Powers

  • All Energy Form type passive offenses: These powers now always provide their full benefit. Previously, these powers did not “turn on” until after you entered combat. It is still the case that the visual FX for these powers still only activate when you are in combat, but the damage bonus is considered “on” as long as the power is slotted. In addition, the damage bonus for these powers has been increased.
  • Confuse effects no longer work on players. Instead, they now get a damage debuff in place of the confuse effects.
  • You should no longer sometimes play an incorrect animation when applying Confuse to a target.
  • Knockback Resistance now shows an icon and properly provides immunity to knockups.
  • Knock Resistance will now make targets immune to further knocks for the first 2 seconds in addition to applying regular resistances.
  • All Lunges: Control effects now only affect targets not currently controlled.
  • All lunges now apply a snare regardless of range lunged.

Archery

  • Explosive Arrow: Where's the Kaboom?: Fixed an issue that caused Rank 2 of this power to display an extra explosion for 0 damage on impact in addition to the correct explosion.

Celestial

  • The powerset has a new power, Vengeance! It is essentially the same power as Condemn from Supernatural - Infernal except it uses the old Condemn FX and causes dimensional damage instead of toxic.
  • Iniquity: Fixed a bug with Ranks 2 and 3 (non-advantaged) that would cause this power to heal for very small amounts on a target at low health.

Darkness

  • Life Drain: Robots, zombies, and other non-living critters have found their essence and can now be affected by this power.
  • Shadow Blast: Crippling Challenge now correctly costs 3 advantage points.
  • Updated the FX for the powers. This is an aesthetic change only.

Electricity

  • Gigabolt: Clarified the autotooltip.

Fire

  • Fire Snake: Updated all three ranks of the power. When summoned the snake will attempt to attack the target the player has selected. Once that target is defeated the critter will check your current target and attack it. If you don't have a current target the Fire Snake will attack the nearest critter in range. If the Fire Snake can't find a target, it will go away.

Force

  • Force Cascade: Clarified autotooltip.
  • Players can now adjust the hue of Personal Force Field.
  • Force Eruption: Now properly applies knockback resistance.

Gadgeterring

  • Resurrection Serum: Reanimator Advantage: Rank 1 of the advantaged power will continue to summon a ghoul for 60 seconds. Rank 2 of the advantaged power will now summon a ghoul for 120 seconds (up from 60).
  • Gauntlet Chainsaw: Power now targets in a melee cylinder. 5ft diameter, 10ft range, max of 5 targets.
  • Gauntlet Chainsaw: Cost slightly reduced.
  • Gauntlet Chainsaw: Damage reduced.

Ice

  • Ice Form: Has the appropriate FX again.
  • Ice Form: Cold Snap will no longer cause Shatter to go on recharge. Note that Cold Snap still does not function as described, and we are looking into resolving the rest of the issues as well.

Melee Review

  • Range increased to 10ft.
  • All melee energy builders can now build energy from up to 50ft away.
  • STR required to reach 20% bonus to melee damage reduced from 100 to 70.
  • Added "Brawler" role. While in the Brawler role your melee attacks do more damage and your ranged attacks do less damage. Your single target melee attacks snare your opponents. Your energy decays to equilibrium faster and you gain no energy from blocking, but your powers cost slightly less and you gain a slight buff to energy generation.
  • Player melee damage increased by roughly 12%.
  • Melee Energy Builders: Taunt animation now has a 20% chance to play per tick.

Might

Note: The Might Power Set is still under review. More changes will be coming to this power set very soon.

  • The powerset has 3 new Tier 1 powers: Iron Chain, Iron Cyclone, and Iron Lariat! These powers are essentially the same powers as Lash, Vicious Cyclone, and Vile Lariat from the Supernatural - Infernal set, except the 3 new powers in Might use the old chain FX and cause crushing damage instead of toxic.
  • Clobber: Now generates energy and threat from up to 50ft away.
  • Clobber: Sucker Punch: Changed description to state that it can only occur once every 4 seconds.
  • Beatdown: Change the stun duration to scale with rank. Slight nerf at R1, slight buff at R3.
  • Mighty Leap: Charge removed.
  • Mighty Leap: Cooldown reduced to 3 seconds.
  • Mighty Leap: Stuns target if activated greater than 20ft from target.
  • Mighty Leap: Added "Nailed to the Ground" travel power removal advantage.
  • Mighty Leap: Increased cost.
  • Mighty Leap: Increased strength of hold.
  • Mighty Leap: Added the Nailed to the Ground advantage.
  • Mighty Leap: Nailed to the Ground: Extended travel power disable duration.
  • Hurl: Activate Time reduced to 0.5.
  • Hurl: Damage decreased in relation to new timing.
  • Hurl: Added a snare effect.
  • Hurl: Cost increased.
  • Hurl: Add "Nailed to the Ground" travel power removal advantage.
  • Hurl: Added "Crippling Challenge" taunt advantage.
  • Hurl: Rubble Trouble: This advantage now causes Hurl to deal damage in an AoE around the primary target.
  • Hurl: Added 3s cooldown.
  • Defensive Combo: Cost lowered slightly.
  • Defensive Combo: Damage increased.
  • Retaliation: Punitive Pummeling: Now properly applies knock resistance.
  • Retaliation: Punitive Pummeling: Now punches with a fist.
  • Roomsweeper: Increased cone to 120 degrees.
  • Roomsweeper: Fixed knock resistances in this power.
  • Roomsweeper: Targets under any control effects will be knocked up instead of back.
  • Roomsweeper: Updated advantage description to indicate that it can occur once every 20 seconds PER target.
  • Roomsweeper: Can now only grant one stack of Enrage per activation regardless of number of targets hit (that behavior was a bug).
  • Roomsweeper: When greater than 50% charged, now has a 20% chance per target hit to grant you additional stacks of Enrage in addition to the guaranteed stack.
  • Haymaker: Removed lockdown while charging.
  • Haymaker: Max charge time reduced to 1.83 seconds.
  • Haymaker: Increased knock scaling so the same max knock is possible.
  • Haymaker: Fixed knock resistances in this power.
  • Haymaker: Cost increased.
  • Haymaker: Knock scaled to be the same at max charge (as before, max knock still unchanged).
  • Haymaker: Using a fully charged Haymaker on a target who has recently been hit with a fully charged Uppercut will grant you 2 stacks of Enrage.
  • Haymaker: Activation time slightly increased.
  • Thunderclap: Radius increased to 15ft at all ranks.
  • Thunderclap: Cost increased.
  • Thunderclap: Grants one stack of Enrage if it hits 3 or more targets.
  • Thunderclap: Now does crushing damage.
  • Thunderclap: Damage increased.
  • Thunderclap: Cost slightly decreased.
  • Uppercut: Removed lockdown while charging.
  • Uppercut: Now knocks 100% of the time.
  • Uppercut: Max charge reduced to 1.33.
  • Uppercut: Increased knock scaling so the same max knock is possible.
  • Uppercut: Fixed knock resistances in this power.
  • Uppercut: Head Trauma: Updated description to indicate that it can only occur once every 20 seconds.
  • Havoc Stomp: Power now does a knock up unless charged greater than 90%. If charged greater than 90% it does a knock back as it used to.
  • Havoc Stomp: Fixed knock resistances in this power.
  • Havoc Stomp: Change to use ranged damage tables. Damage decreased.
  • Havoc Stomp: Fixed error in power causing charged damage to increase.
  • Havoc Stomp: Max charge time reduced to 1 second.
  • Hacov Stomp: Cost slightly increased.
  • Havoc Stomp: Cannonball: Advantage removed.
  • Havoc Stomp: Cry Havoc: New advantage. Targets knocked by Havoc Stomp are also Feared.
  • Havoc Stomp: Now gains damage from Strength like other melee powers.
  • Havoc Stomp: Enrage generation now requires greater than 50% charge.
  • Havoc Stomp: Enrage generation chance increased to 50% per target hit.
  • Havoc Stomp: Range reduced to 10ft.
  • Havoc Stomp: Now does melee damage.
  • Havoc Stomp: Cost reduced.
  • Havoc Stomp: Cry Havoc: Fixed typo.
  • Shockwave: Cooldown removed.
  • Shockwave: Cost slightly increased.
  • Shockwave: Fixed bug causing power to grant knockback resistance to targets it hit for 16 seconds.
  • Demolish: Cooldown removed.
  • Demolish: Base cost slightly increased.
  • Demolish: Cost now scales with charge.
  • Demolish: Increased cost and damage.

Martial Arts Shared Powers

  • Updated the following powers to be hue-shift-able:
  • Bountiful Chi Resurgence
  • Form of the Unleashed Tempest
  • Form of the Unfettered Master
  • Form of the Untamed Warrior
  • Form of the Unconquered Swordsman
  • Parry
  • Way of the Enlightened Warrior
  • Momentum: The Momentum mechanic has been removed from Martial Arts.
  • All Martial Arts melee energy builder advantages now only work in melee range.
  • Advantages on MA Energy Builders: The advantages for these attacks now grant a flat 10% chance of granting a single stack of the appropriate Focus if you are not currently affected by it.
  • Focus: All "Focuses" now called "Focus".
  • Focus: Updated description to indicate that energy gain from Focus scales with Dexterity.
  • Focus: Energy from Focus stacks now have a higher base value.
  • Focus: Damage bonus now scales with your Dexterity.
  • Martial Arts Forms: Updated descriptions.
  • Martial Arts Energy Builder Advantages: If you have an active Form, it has a 10% chance to grant stacks of Focus from that Form.
  • Martial Arts Dragon Attacks: Updated descriptions to include the Rush mechanic.
  • Fury of the Dragon: This power is now considered to be a melee power, and is improved by all powers and abilities that improve melee attacks.
  • Rush: Energy-over-time buff gained by using a fully charged Dragon attack while affected by Focus. Consumes Focus stacks. Duration is based on amount of Focus stacks consumed. Duration is based on the number of stacks of Focus on you. Energy gain scales with Dexterity.
  • Rush: Energy from Rush now has a higher base value.
  • Rush: Now grants a 15% cost discount to melee powers.
  • The Descriptions of MA Dragon attacks have been updated to reflect new functionality of the Rush buff.
  • Parry: New power!
  • Parry: Enhanced block for all Martial Arts trees.
  • Parry: For the first 2 seconds of blocking, you will reflect one attack back at the attacker (not literally, but the damage scales up to a cap).
  • Parry: You can block indefinitely as usual, but the "Parry" buff can only be applied once every 10 seconds.
  • Parry: Reduced cooldown to 6 seconds.
  • Parry: The Elusive Monk: If you have the Parry power slotted, this advantage will cause it to activate when you make a melee attack, increasing your dodge, avoidance, and knock resistance for a few seconds, but slightly lowering the attack's damage.
  • Parry: Now has a unique icon.
  • Parry: Max damage increased. Damage scaling increased.
  • Parry: The Elusive Monk: Dodge/Avoidance increased.
  • Shuriken Throw: Cooldown removed.
  • Shuriken Throw: Updated description to include the knockback component of the power, and that it can only occur once every 5 seconds.
  • Shuriken Throw: Fixed knock resistances in this power.
  • Shuriken Throw: Reduced Activate Time to 0.5.
  • Shuriken Throw: Cost increased.
  • Shuriken Throw: Chained Kunai: Added icon. This will allow you to see which version of the power you will be using when you activate the power.
  • Shuriken Throw: Chained Kunai: Updated description to include the 5 second cooldown on the advantage.
  • Sneak: Changed activation animation.
  • Smoke Bomb: The mechanics of this power have been significantly reworked. Previously, activating this power automatically wiped agro, resetting enemies. This power now grants perfect invisibility for a very short time, followed by very good invisibility for a longer period. Nearby enemies will not leash during this time, or for a short period thereafter, though they will attempt to hunt you down. The invisibility granted by this power is now only broken by taking or dealing damage.
  • Thunderbolt Lunge: Laughing Zephyr (backflip / reverse lunge) component removed.
  • Thunderbolt Lunge: Knock back on crit component removed.
  • Thunderbolt Lunge: Added root component.
  • Thunderbolt Lunge: Cooldown reduced to 3 seconds.
  • Thunderbolt Lunge: Power incorrectly had a "50ft range" that would allow you to activate the power from 100ft away. This has been removed.
  • Thunderbolt Lunge: Removed line in the description that stated the base power removed travel powers.
  • Thunderbolt Lunge: Added "Nailed to the Ground" travel removal power.
  • Thunderbolt Lunge: Essence Assault: This advantage now causes Thunderbolt Lunge to disable your target for a few seconds if you lunge more than 10ft.
  • Thunderbolt Lunge: Cost decreased.
  • Thunderbolt Lunge: Added Crippling Challenge advantage.
  • Thunderbolt Lunge: Now gains a damage bonus from Strength (like all other melee powers).
  • Thunderbolt Lunge: Essence Assault: Reduced disable duration.
  • Inexorable Tides: Power is now a 120 degree cone with a max targets of 5 at all ranks.
  • Inexorable Tides: Cooldown removed.
  • Inexorable Tides: Charge time removed.
  • Inexorable Tides: Activation Time reduced to 0.5.
  • Inexorable Tides: Removed snare component.
  • Inexorable Tides: Removed undocumented "knock up on crit" component of power.
  • Inexorable Tides: Added knock up as part of standard power.
  • Inexorable Tides: Cost slightly increased and damage slightly decreased.
  • Inexorable Tides: Instep Crush: Advantage now correctly applies a root instead of root resistance.
  • Inexorable Tides: Instep Crush: Advantage only affects the powers primary target.
  • Bountiful Chi Resurgence: Activation time removed.
  • Bountiful Chi Resurgence: Healing reduced.
  • Bountiful Chi Resurgence: Cost increased.
  • Bountiful Chi Resurgence: Base damage reduction reduced.
  • Bountiful Chi Resurgence: Multiple applications of this power will now stack, if you have an effect that reduces the cooldown.
  • Bountiful Chi Resurgence: Resurgent Reiki: Old version removed. Advantage now provides additional ticks of healing whenever you dodge.
  • Bountiful Chi Resurgence: Advantage no longer removes damage reduction.
  • Bountiful Chi Resurgence: Updated advantage description.
  • Bountiful Chi Resurgence: Duration increased.
  • Bountiful Chi Resurgence: Cooldown increased.
  • Way of the Enlightened Warrior: New offensive passive power. New Description follows:
  • Can be slotted in an Offensive or Balanced passive power slot.
  • Increases all of your physical melee damage (slashing, piercing, and crushing). This increase scales with your Strength and Dexterity.
  • Increases your dodge and avoidance ratings. This effect scales with your Dexterity.
  • Generates a small amount of energy when your opponent dodges your attacks.

Martial Arts: Dual Blade

  • Rain of Steel: Now generates energy and threat from up to 50ft away.
  • Rain of Steel: Increased max targets to 5.
  • Blade Tempest: Increased max targets to 5.
  • Blade Tempest: Increased damage.
  • Blade Tempest: Crashing Crescendo: Will now only grant one stack of crit buff per activation regardless of number of targets hit.
  • Blade Tempest: Crashing Crescendo: Added buff icon.
  • Blade Tempest: Crashing Crescendo: Buff timer reduced to 20s.
  • Storm's Harvest: Damage increased.
  • Storm's Harvest: Cost increased.
  • Dragon's Wrath: Cooldown removed.
  • Dragon's Wrath: Cost to charge increased.
  • Dragon's Wrath: Cost reduced.
  • Dragon's Wrath: Tap cost slightly increased.
  • Dragon's Wrath: Charge cost dramatically decreased.
  • Dragon's Wrath: Charged damage scaling slightly decreased.
  • Eye of the Storm: Damage increased.
  • Eye of the Storm: Activation Time reduced to 0.5.
  • Eye of the Storm: Cost reworked. Costs more upfront and more overall.
  • Eye of the Storm: Cost reduced.
  • Eye of the Storm: Damage reduced.
  • Eye of the Storm: Blade Beyond the Veil Advantage: The damage is no longer irresistible.
  • Eye of the Storm: Blade Beyond the Veil: Increased range to 10ft.
  • Sword Cyclone: Damage increased.
  • Sword Cyclone: Cost increased.
  • Sword Cyclone: Activation time decreased to 0.5.
  • Sword Cyclone: Activation period increased to 0.5, max periods decreased to 11. These two changes cancel each other out. (Ticks less often but for more damage.)
  • Sword Cyclone: Butcher's Blades: Cost now scales with charging.
  • Sword Cyclone: Butcher's Blades: Update description to indicate that the power will become a charge power.
  • Sword Cyclone: Butcher's Blades: Max charge time decreased to 2 seconds.
  • Sword Cyclone: Cost reduced.
  • Sword Cyclone: Damage reduced.
  • Form of the Unleashed Tempest: Formerly Way of the Unleashed Tempest. Power is now a toggle. New description follows:
  • This power can grant you stacks of the Focus buff, increasing your melee damage and granting you a small amount of energy. You may gain energy in this way at most once every 4 seconds.
  • While you maintain this Form, you will gain another instance of Focus whenever you critically hit an opponent. You can gain up to eight stacks of this buff.
  • This power, while out of combat, will passively grant you stacks of Focus up to the rank of the power.
  • You must fully charge this power to activate it.
  • While this power is active, the energy cost of all of your other powers is slightly increased.
  • You may only have ONE Form type power active at a time! Activating a Form power immediately ends any pre existing Forms.

Martial Arts: Fighting Claws

  • Shredded: Now reduces resistance against all damage (at half the amount it reduces resistance of slashing damage, slashing damage debuff is the same).
  • Shredded: Stacking Shredded will now extend the duration.
  • Hawk's Talons: Now generates energy and threat from up to 50ft away.
  • Viper's Fangs: Damage increased.
  • Rend and Tear: Cooldown removed.
  • Rend and Tear: Changed knock back to knock up.
  • Rend and Tear: Fixed knock resistances in this power.
  • Rend and Tear: Cost increased.
  • Rend and Tear: Drake's Deliverance: This advantage now causes Rend and Tear to do 30% bonus damage, but does so over time after the initial hit.
  • Rend and Tear: This power can now be charged.
  • Dragon's Claws: Cooldown removed.
  • Dragon's Claws: Removed lockdown while charging.
  • Dragon's Claws: Increased charged damage.
  • Dragon's Claws: Cost increased.
  • Dragon's Claws: Vertebreak: Fixed knock resistances in this power.
  • Dragon's Claws: Cost reduced.
  • Dragon's Claws: Vertebreak: Now applies knock resistance.
  • Tiger's Bite: Bonus damage for consuming "Shredded" increased.
  • Tiger's Bite: Cost increased.
  • Tiger's Bite: Damage increased.
  • Form of the Untamed Warrior: Formerly Way of the Untamed Warrior. Power is now a toggle. New description follows:
  • This power can grant you stacks of the Focus buff, increasing your melee damage and granting you a small amount of energy. You may gain energy in this way at most once every 4 seconds.
  • While you maintain this Form, you will gain another instance of Focus whenever you charge a power at least half way. You can gain up to eight stacks of this buff.
  • This power, while out of combat, will passively grant you stacks of Focus up to the rank of the power.
  • You must fully charge this power to activate it.
  • While this power is active, the energy cost of all of your other powers is slightly increased.
  • You may only have ONE Form type power active at a time! Activating a Form power immediately ends any pre existing Forms.

Martial Arts: Single Blade

  • Bleed (Global): Duration of Bleed effects has been increased from 10s to 16s.
  • Bleeding: Changed to Melee damage tables.
  • Bleeding: Reviewed all bleeds. All bleeds should now be rupture-able with Reaper's Embrace.
  • Reaper's Touch: Now generates energy and threat from up to 50ft away.
  • Reaper's Caress: Damage increased.
  • Reaper's Caress: Cost increased.
  • Reaper's Caress: Activation Time on initial attack reduced.
  • Reaper's Caress: "Bleed on third hit" component added to description.
  • Reaper's Caress: Vicious Vigor: Advantage removed.
  • Reaper's Caress: Cleaving Strikes: New advantage. Power becomes 120 degree cone that can hit up to 5 targets. Increases cost by 50%. Bleed on third hit will still only hit your primary target.
  • Scything Blade: Swallowtail Cut: Updated description to clarify that it works on master villains.
  • Dragon's Bite: Cooldown removed.
  • Dragon's Bite: Cost increased.
  • Dragon’s Bite: The damage from this attack now does piercing damage.
  • Dragon's Bite: Cull the Weak: Fixed bug causing advantage to give a 30% bonus regardless of critter rank.
  • Dragon's Bite: Cull the Weak: Lowered threshold for kill to 20%.
  • Dragon's Bite: Cull the Weak: Now works on Master Villains.
  • Reaper's Embrace: Costs slightly less at tap, but costs more to charge.
  • Reaper's Embrace: Flourish: Advantage removed.
  • Reaper's Embrace: No Mercy: New advantage. 5-50% chance (based on charge time) to cause two bleeds to your target.
  • Reaper's Embrace: Costs less to charge.
  • Reaper's Embrace: Damage scales better with charge.
  • Reaper's Embrace: Rupture: Decreased damage.
  • Form of the Unconquered Swordsman: Formerly Way of the Unconquered Swordsman. Power is now a toggle. New description follows:
  • This power can grant you stacks of the Focus buff, increasing your melee damage and granting you a small amount of energy. You may gain energy in this way at most once every 4 seconds.
  • While you maintain this Form, you will gain another instance of Focus whenever you apply or rupture a bleed. You can gain up to eight stacks of this buff.
  • This power, while out of combat, whill passively grant you stacks of Focus up to the rank of the power.
  • You must fully charge this power to activate it.
  • While this power is active, the energy cost of all of your other powers is slightly increased.
  • You may only have ONE Form type power active at a time! Activating a Form power immediately ends any pre existing Forms.

Martial Arts: Unarmed

  • Righteous Fists: Now generates energy and threat from up to 50ft away.
  • Thundering Kicks: Damage increased.
  • Thundering Kicks: Activation Times reduced.
  • Thundering Kicks: Cost increased.
  • Thundering Kicks: Floating Lotus Blossom: Buff duration reduced to 20 seconds.
  • Crashing Wave Kick: Damage increased.
  • Crashing Wave Kick: Cost increased.
  • Crashing Wave Kick: Subtlety of the Tides: New functionality: For 8 seconds after using Crashing Wave Kick, all of your melee attacks have a 50% chance to grant a stack of "Ebb and Flow" which is a small Dodge and Avoidance buff.
  • Crashing Wave Kick: Subtlety of the Tides: Changed to use ratings.
  • Dragon Kick: Cooldown removed.
  • Dragon Kick: Max targets now 5.
  • Dragon Kick: Stun now scales with rank of power.
  • Dragon Kick: Activation Time reduced to 0.67.
  • Dragon Kick: Initial cost increased, cost to charge decreased.
  • Dragon Kick: Lashing Dragon Tail: Now has a maximum of one stack.
  • Dragon Kick: Lashing Dragon Tail: Now requires a full charge.
  • Dragon Kick: Cost reduced.
  • Dragon Kick: No longer multiplies the amount of Rush it grants by the number of targets it hits.
  • Burning Chi Fist: Cooldown removed.
  • Burning Chi Fist: Damage increased.
  • Burning Chi Fist: Cost increased.
  • Burning Chi Fist: Fist of Righteous Flame: Fixed bug causing advantage to go off even when the power was not fully charged.
  • Burning Chi Fist: Fist of Righteous Flame: Duration reduced.
  • Burning Chi Fist: Fist of Righteous Flame: Damage increased.
  • Form of the Unfettered Master: Formerly Way of the Unfettered Warrior. Power is now a toggle. New description follows:
  • This power can grant you stacks of the Focus buff, increasing your melee damage and granting you a small amount of energy. You may gain energy in this way at most once every 4 seconds.
  • While you maintain this Form, you will gain another instance of Focus whenever you successfully dodge an enemies attack. You can gain up to eight stacks of this buff.
  • This power, while out of combat, will passively grant you stacks of Focus up to the rank of the power.
  • You must fully charge this power to activate it.
  • While this power is active, the energy cost of all of your other powers is slightly increased.
  • You may only have ONE Form type power active at a time! Activating a Form power immediately ends any pre existing Forms.

Munitions

  • Bullet Ballet: Now gains bonus damage from STR.
  • Bullet Ballet: Standardized all ranges to 10ft.
  • Bullet Ballet: Standardized all damage to melee damage.
  • Bullet Ballet: Now Without Incident: Increased AoE to 10ft.
  • Smoke Grenade: Escape Artist Advantage: The advantage has been rebuilt.
  • You know how to take advantage of the momentary blindness created by your smoke cloud. The target of your smoke grenade and anyone nearby will be unable to find you for 10 seconds, or until you damage them. A target may be affected by this effect no more than once every 30 seconds.
  • Submachine Gun: Aggression: Uses the new melee range to determine which proc to use. Updated description to indicate that it only applies bleeds to targets who are not already bleeding.

Power Armor

  • Laser Sword: Cost reduced.
  • Laser Sword: Damage reduced.
  • Laser Sword: Activation Times standardized at 0.5.
  • Laser Sword: Particle Acceleration: Reduced resistance debuff.
  • Laser Sword: Particle Acceleration: Now only debuffs Particle damage resistance.

Sorcery

  • Eldritch Blast: Crippling Challenge now correctly costs 3 advantage points.

Supernatural Review

  • Supernatural has been made into 2 sets, Supernatural - Bestial and Supernatural - Infernal. These 2 trees are setup similarly to the Sorcery trees, in that they have shared powers between them. 6 powers remain completely shared between the 2 sets, with the remainder of the powers becoming part of the set that thematically fit.
  • We have also introduced a new ranged Energy Builder for the Infernal set and 5 new powers for the Bestial set. Those 5 powers are:
  • Shred: A melee hit with a chance to make your target Bleed.
  • Pounce: A ranged lunge that knocks down your opponent.
  • Frenzy: A melee cone 3 hit combo that Enrages you on the third strike.
  • Howl: A PBAoE Enrage buff and Fear debuff.
  • Massacre: A hard hitting strike that knocks down your foe.
  • All 6 of these new powers also have corresponding custom advantages.
  • Added a new Origin Talent (named Feral) for Bestial. Infernal keeps the old Supernatural one (named Inhuman).
  • Aspect powers: The 3 existing Aspect powers have been removed from the game. In their place, 2 new Aspects - Aspect of the Bestial and Aspect of the Infernal - can be found. They are both toggle powers with a "cost" of increasing your energy costs and reducing your energy gain, similar to how travel powers function. Aspect of the Bestial increases Slashing damage and lets you get a stacking buff whenever you cause a target to bleed. Aspect of the Infernal increases Toxic damage and lets you get a stacking buff whenever you knock a target.
  • Shared Powers:
  • Supernatural Power: Removed the reference to Aspects from the description. Aspects were not actually needed for the power to function, this is just a description change.
  • Supernatural Power: Corrected the description to state that the power activation must reduce your energy pool to almost empty to trigger, not start almost empty. This is just a description change.
  • Supernatural Power: Now only has 1 Rank, which functions like the old Rank 3 of the power (procs at 10%, restores 35 energy).
  • Infection: The debuff provided by Infernal Bolts, advantaged Venomous Breath, advantaged Bite, etc. is now a stronger hold.
  • Infection: The mouse-over tooltip for Infection has been changed to correctly state "The target may lose control and start vomiting." It previously stated "Adds a chance of inflicting a vomiting condition to Bite." which was incorrect - Bite was not actually needed.
  • Resurgence: Now tagged properly as a Heal.
  • Resurgence: Evanescent Emergence: It is no longer possible to get multiple stacks of Enrage from this power. Instead, it will refresh Enrage if it is already on you.
  • Cloud of Flies: Has been renamed Pestilence.
  • Pestilence: The debuff provided by this power will now show as an icon on affected targets.
  • Pestilence: No longer requires targets to be below 80% health.
  • Pestilence: Range increased to 10 feet.
  • Pestilence: Damage dealt by this power now increases as the targets health decreases.
  • Pestilence: The DoT applied by this power when you hit a target now scales up with rank.
  • Pestilence: The FX for this power have been updated.
  • Pestilence: Only deals damage if you are in combat. This will prevent you from accidentally getting placed in combat by being near low level critters.
  • Pestilence: This power has been reworked so that the damage it deals is always the same DoT. This means that the PBAoE applies the Pestilence DoT, and the ranged enhancer applies the Pestilence DoT. The damage of the DoT is no longer considered ranged or melee damage, and has been increased.
  • Pestilence: Moved from the "Close Area Attack" category to the "Buff Self" category. While this Passive does have a close area attack, it does more than that and is more appropriate in the Buff Self category.
  • Soul Mesmerism: Activate time was reduced from 0.83 to 0.67 seconds.
  • Soul Mesmerism: Completely reworked the type of hold this power applies. Now does a charged hold that gets more powerful the longer you charge it and no longer becomes a confuse when you charge it. Range was reduced to 50 feet and the power was given a 10 second cooldown to make this power comparable to similar holds in game. Cost and charge time have also been changed to work with the new version of the hold. The old version of the power was costed incorrectly, and as such, the new stronger hold costs less than the old one.
  • Soul Mesmerism: Glossolalia: This advantage was updated to work with the new version of the power. It still has the same basic effect, but now applies a slightly weaker version of the main powers hold.
  • Soul Mesmerism: Moved from Tier 3 to Tier 2.
    • Bestial Powers

      • Bestial Fury: Activate times for all 3 attacks were tweaked slightly. The opening attack changed from 0.67 to 0.48 seconds, and the spam attacks changed from 0.3 to 0.32 seconds. Damage and energy gain were adjusted to compensate for these changes.
      • Bestial Fury: Added a small amount of variance to the damage dealt by the opening attack.
      • Bestial Fury: The animation and FX for this power have been updated.
      • Bestial Fury: This energy builder was doing more damage than it was supposed to be doing. Its damage has been reduced to bring it in line with the other energy builders.
      • Bestial: Bestial Fury: Rip and Tear!: Now has a 15% chance to proc the bleed (30% when Enraged)
      • Venomous Breath: Increased max targets hit from 3 to 5.
      • Venomous Breath: Decreased angle from 90 to 45 to bring this in line with the other breath weapons. Cost decreased and damage increased as a result of this change.
      • Venomous Breath: Activate time was reduced from 0.83 to 0.5 seconds.
      • Venomous Breath: Now properly tagged as AoEDmg instead of RangedDmg.
      • Venomous Breath: The FX for this power have been updated.
      • Bite: Moved advantage data out of the base power and into the advantage itself so that the base power tooltip will be less cluttered. Also cleaned up some doubled data from the tooltip.
      • Bite: Tap cost of power reduced slightly.
      • Bite: Reduced charge time from 1.33 seconds to 0.83 seconds and tweaked damage numbers. This has several effects on the power, including an increase to tap damage, an increase to damage per charge time, and an increase to charge cost per time. However, the max damage and cost per usage are decreased as the max charge time is lower than previously. The end result is this power should be higher DPS, slightly worse DPE, and it is easier to get full charge effects (bleed, infection, enrage) from this power now.
      • Bite: Added a small amount of variance to the damage this power deals.
      • Bite: The FX for this power have been updated.
      • Bite: Furor Venenum: No longer removes bleeds. Instead, just provides or refreshes Enrage when you Bite a Bleeding target.

      Infernal Powers

      • Lash: Removed the extraneous reference to slashing damage in the tooltip of the power.
      • Lash: Fixed the costing display issue on the power purchase window to not display the cost for the advantage version unless you have the advantage.
      • Lash: The FX for this power have been updated.
      • Lash: Now deals Toxic damage.
      • Lash: Meteor Hammer: Now uses the proper charge animation.
      • Lash: Meteor Hammer: Tapping this power no longer applies Knockback diminishing returns. It only applies the DR when it actually applies a knock. (This also applies to Iron Chain in Might).
      • Devour Essence: This power was using an incorrect table for the amount of healing it was doing. It has been corrected to use the same healing tables that other powers are using. This resulted in a reduction in the amount of healing provided by this power. The healing was further reduced now that the power has no cooldown.
      • Devour Essence: Damage increased.
      • Devour Essence: Now has a maximum period of 8, up from 6.
      • Devour Essence: Removed the 15 second cooldown.
      • Devour Essence: Activate time was reduced from 0.67 to 0.5 seconds.
      • Devour Essence: Cost very slightly reduced. (This reduction is fractions of a point of energy, so many players will not notice it).
      • Devour Essence: The snare debuff provided by this power is now mentioned in the power description and provides a debuff icon. This snare already existed on the power, these changes were made just to make it more visible.
      • Devour Essence: Robots, zombies, and other non-living critters have found their essence and can now be affected by this power.
      • Devour Essence: Damage type has been changed from Dimensional to Toxic.
      • Devour Essence: Phlebotomist: Changed the root to use the standard root template that many other powers use. This means it will now have less maximum root potential and can be broken out of, but it will behave more consistently than it previously did. It will also now provide a debuff icon.
      • Devour Essence: Phlebotomist: Changed the way the root applied by this power works. It now roots your target through the duration of the maintain.
      • Iron Cyclone: Renamed Vicious Cyclone, and now deals toxic damage.
      • Vicious Cyclone: No longer tagged as RangedDmg, just PBAoEDmg.
      • Vicious Cyclone: Activate time was reduced from 0.8 to 0.5 seconds.
      • Vicious Cyclone: Moved advantage data out of the base power and into the advantage itself so that the base power tooltip will be less cluttered.
      • Vicious Cyclone: The knockback provided by the base version of this power was not referencing the proper table. It now is, and the base knockback distance has gone from less than 1 foot to approximately 3.5 feet.
      • Vicious Cyclone: The knock to provided by the advantaged version of this power was not setup properly. It is now, and should be knocking enemies very close to the user now.
      • Vicious Cyclone: Removed the 10 second cooldown.
      • Vicious Cyclone: Base cost of the power was reduced slightly and cost per tick was increased some.
      • Vicious Cyclone: Now has a maximum period of 6, up from 4.
      • Vicious Cyclone: The FX for this power have been updated.
      • Vicious Cyclone: Vortex Technique: Now will only apply a maximum of 1 stack of Enrage or refresh a stack of Enrage. This is now applied after maintaining for 4 periods, instead of after a full apply, so the amount of maintain time needed to get a stack of Enrage is unchanged even after the increase in Max Periods this power was given.
      • Vicious Cylcone: Damage no longer decreases as you hit more targets. This has resulted in a substantial damage increase when fighting groups and has increased the cost of the power as well.
      • Vicious Cyclone: Vortex Technique: You should no longer sometimes do a regular knockback with this power, only the Knock To should occur. This applies to the new version of Iron Cyclone in Might as well.
      • Vicious Cyclone: (Also Might: Iron Cyclone) Now tagged as AoEDmg
      • Condemn: This power had an error its damage calculations that caused it to do far less damage than it should have been doing. This error reduced the base (tap) damage of the power, and the new tap damage is greatly increased. As charge damage includes tap damage, the total possible damage of this power has increased as well.
      • Condemn: Cost has been reduced some.
      • Condemn: Damage type has been changed from Dimensional to Toxic.
      • Condemn: The FX for this power have been updated.
      • Condemn: Redemption Denied: Now uses the correct icon!
      • Condemn: Redemption Denied: Now does Toxic damage.
      • Condemn: Redemption Denied: Fixed a typo in the description.
      • Condemn: Redemption Denied: Reworked due to base power changes. Is now: "On a full charge, Condemn now applies a strong hold to your primary target and a weak hold to any other affected targets."
      • Condem: No longer applies a weak hold. Does about 25% more damage instead.
      • Iron Lariat: Renamed Vile Lariat and now deals Toxic damage.
      • Vile Lariat: Removed "applies knockback resistance" from the description as this is something that all knockback powers do, and does not need to be noted.
      • Vile Lariat: Rank 2 of the advantaged version was using an incorrect cost. It is now using the correct (cheaper) cost.
      • Vile Lariat: Now applies the correct knockback resistance. Was previously using an incorrect method, though the results were very similar.
      • Vile Lariat: The FX for this power have been updated.
      • Vile Lariat: Kyoketsu Shoge: Changed the description to state "considerably more damage" instead of "triple damage" as the damage is not actually tripled. This is just a description change.
      • Vile Lariat: Kyoketsu Shoge: Now uses the proper charge animation.
      • Vile Lariat: Kyoketsu Shoge: Fully charging this power no longer applies Knockback diminishing returns. It only applies the DR when it actually applies a knock. (This also applies to Iron Lariat in Might).
      • Crippling Coils: This power was using an incorrect cost. This has been corrected, base cost has been reduced from 30 to roughly 23.
      • Crippling Coils: Barbed Chains: The delay from end of hold to when the bleed was applied has been removed.
      • Crippling Coils: The FX for this power have been updated.
      • Crippling Coils: Barbed Chains: This advantage can no longer stack on a single target.
      • Rebirth: Removed the MeleeDmg tag from the self damage component of this power. The damage you deal to yourself should no longer get benefits based on the melee damage modifying items you may have.
      • Rebirth: The self damage dealt by this power now comes in more frequently but for less damage, still dealing the same total damage over the same amount of time.
      • Rebirth: The rez animation played by this power is now more epic.
      • Rebirth: Grave Consequences: The time for the zombies to spawn has been sped up slightly.

      Telekinesis

      • Ego Blade Frenzy: Cooldown removed.
      • Ego Blade Frenzy: Cone arcs for Ego and Id versions now both 120 degrees.
      • Ego Blade Frenzy: Max targets increased to 5.
      • Ego Blade Frenzy: Lockdown while maintained removed from Ego version.
      • Ego Blade Frenzy: Damage no longer scales with number of targets hit.
      • Ego Blade Frenzy: Cost increased.
      • Ego Blade Frenzy: Unnerving Rage: Duration reduced to 1 second per tick.
      • Ego Blade Frenzy: Unnerving Rage: Duration extends per tick, and diminishing returns will only apply once when this stack expires.
      • Ego Blade Annihilation: Cost greatly increased.
      • Ego Blade Annihilation: Damage greatly increased.
      • Ego Blade Annihilation: Activation time increased to 1.
      • Ego Blade Annihilation: Now only deals bonus damage to targets under 20% health.
      • Ego Blade Annihilation: Mindful Inversion: Now only deals bonus damage to targets over 90% health.
      • Ego Blade Breach: Damage debuff reduced.
      • Ego Blade Breach: Damage debuff duration reduced.
      • Ego Blade Breach: Cost decreased.
      • Ego Blade Annihilation: Bonus damage from health %s decreased.
      • Ego Blade Annihilation: Cost decreased.
      • Ego Form has been updated. New description below:
      • Can be slotted in an Offensive or Balanced passive power slot
      • Increases all of your Ego damage. This increase scales with your Ego.
      • Increases your resistance to all Physical and Paranormal effects, and greatly increases your resistance to Ego effects. These resistances scale with your Constitution.
      • Generates a small amount of energy when you are struck with Ego attacks.
      • Empowers your Ego Blade attacks, transforming them into dual Id Blade attacks which deal increased damage.
      • Counts as an Energy Form
      • Damage buff for Id Blades now functions similar to the melee Strength bonus, but scales with Ego.

      Telepathy

      • Ego Blast: Corrected the emanation point of the power so it only emits from the head of the character.
      • Collective Will: Updated description to accurately describe how power functions.
      • Collective Will: Consume Will: Damage debuff reduced.
      • Collective Will: Consume Will: Damage debuff duration slightly increased.
      • Collective Will: Consume Will: Damage debuff no longer scales with superstats.
      • Collective Will: Consume Will: Damage debuff no longer stacks from the same entity.
      • Telepathic Reverberation: It w

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