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No Pain No Gain No Pain No Gain No Pain No Gain No Pain No Gain

10th February 2023

Powers

  • Team Transporter should now be properly unlocked from Lord Recluse’s Strike Force
  • Added Radiation Emission to Masterminds secondary power sets
    • Mastermind Fallout can only be used on henchmen and sacrifices them when used
  • Sonic Resonance Disruption Aura and Disruption Field, Kinetics Repel, Force Field Repulsion Field, Super Speed Whirlwind.
    • with restraint active knock down chance is reduced to 10%
  • Nature Affinity Entangling Aura, Radiation Emission Choking Cloud, World of confusion, Mind Control Confuse.
    • Removed bonus mez chance (including Domination and overpower), increase tick rate from 5s to 1s
  • Mastermind upgrades now slot for pet damage IO sets, MM ATOs, and endurance mod enhancements.

Pain Domination (Corruptor, Mastermind)

  • Powers have been re-ordered

  • Cruelty
    • New passive power that is granted automatically, it grants +damage for a short time when a nearby friend or foe is attacked.
  • Nullify Pain
    • Added +damage to caster when healing friends that are not at full HP
  • Soothe
    • Now damages user and grants a damage buff, heals if used on friends, damage and -damage on foe.
    • In addition to healing it is now a proper attack that accepts damage slotting instead of doing percentage based damage. Switched to a faster more “Offensive” animation.
  • Share Pain
    • Reworked to a toggle that increases the damage done of both you and friendly targets but does damage to both of you, usable on enemies to function as a damage over time and -tohit debuff
    • Significantly increased the damage buff for both the user and friendly target, reduced damage to caster and friendly target.
  • Conduit of pain
    • Can now use on live targets, live friends gain a large heal, +damage, +tohit, +regen, +recovery. live enemies are confused and gain +damage +tohit.
    • Partial revert (removed enemy target effects). Fixed to rez friendly targets, can be cast on live friendly targets as well
  • Enforced Morale
    • Is now a targeted PBAoE, deals damage to anything in the affected area including friends, foes, and the caster. increased movement speed bonuses, can now slot run speed IOs
    • Added knockback resistance (not protection, it just makes you get knocked down instead of back)
  • Soothing aura replaced with Suppress Pain
    • It grants +regen instead of being a Heal over time, this should be more user friendly for when people walk away from the bubble.
  • World of pain
    • Now Deals damage to all targets in its area of effect including friends, foes, and the caster. reduced cooldown, no longer stacks, increased buff numbers, changed +damage to +damage as Psionic Proc.
  • Anguishing Cry
    • Now Deals damage to all targets in its area of effect including friends, foes, and the caster. reduced cooldown.
  • Painbringer
    • Now buffs both friendly targets and the user (user recieves less of a buff), and debuffs foes with -regen.

Nature Affinity

  • Corrosive Enzymes
    • Renamed to Corrosive sap
    • Added stacking AoE Movement slow, debuffs are still single target.
    • Now takes slow enhancements and sets.
  • Living spores (previously defender exclusive)
    • PBAoE toggle that drops lifegiving spores at your feet every 5s
    • Ported to Controllers, corruptors, Masterminds
  • Rebirth
    • Swapped places with Entangling Aura
  • Entangling aura
    • Swapped places with Rebirth

Mastermind Pets

All instances of melee attacks on mercenaries and robotics have been replaced with duplicates of their main ranged attacks.

  • Mastermind Summon Knights
    • Removed extra IO set slotting on pet summon powers, all damage pets now only take pet damage and pet recharge damage sets
    • Replaced Pet Rain of arrows with Fistful of Arrows
  • Mastermind Mercenaries
    • Summon Soldiers
      • Solders
        • Basic machine gun attacks are back to being single target (they had an 80ft 20arc cone, this is a massive area)
      • Medic
        • No longer its own power.
        • Partial reset on powers, medic got his attacks back but kept most of his support improvements.
        • Serum now only affects mercenary pets.
  • Spec ops - Targeting drone switched back to stealth
  • Commando - Summon Mercs - Switched back to Gun drone, changed so its up more often.
  • Mastermind Ninjitsu
    • Jounin
      • Blinding Powder
        • Reduced recharge, edited cone area so they’re more likely to hit things with it, increased confuse chance to 100% (mag 2)
  • Mastermind Robotics
    • Assault bot
    • Summon droids
      • replaced with its original swarm missles
    • Flamethrower
      • increased range, increased cooldown.

Mastermind Personal Attacks

t1 attacks set to 6s recharge, t2 attacks set to 10s recharge, AoEs are variable but all have had their endurance costs reduced. this should result in a notable damage increase on these attacks and also effectively removes the endurance penalty they had

Radiation Melee

  • Reset to default and modified from there.

  • Irradiated ground
    • Is back to being a toggle that drops a patch of radiation at your feet every couple of seconds, this power does not benefit from any proc slotting.
  • Proton Sweep
    • Now a longer, wider cone with new FX.
  • Devastating blow
    • Animation speed and cast time sped up from 3.3 to 2.5

Peacebringer/Warshade

  • Cosmic Burn, Orbiting death
    • Added taunt while Dwarf form is active
  • All Dwarf Melee attacks now do tanker style AoE “punchvoke” taunt

stone armor, earth assault

Added in missing immobilize enhancement tagging on Mud Pots.

Radiation Emission

Changed Fallout back to only be castable on dead friendly targets except for Masterminds.

Radiant Blast

Mote of light is now a toggle power, it summons a mote that lasts 60s every 30s.

Kinetics

Capped the damage debuff on Siphon Power at four stacks per individual. (this power was allowing solo kinetics characters to damage floor enemies)

Radiation Emission

Fallout reset to only works on dead allies.

Assault Rifle (all archetypes)

Assault Rifle for all archetypes is reset to vanilla, but with faster animations. Resistance Rifle alt FX are also added.

  • Powers reordered to get better low level tools.
    • Moved beanbag to level 1
    • Moved Slug to level 6
    • Moved M30 to lvl 8
    • Moved Ignite to level 12
    • Moved Sniper rifle to level 28
  • Full Auto is the t9 again
  • Napalm and Flamethrower are separate powers again
  • No more Lucky Bullet
  • Faster animation times
  • Beanbag
    • Reworked to Single shot, minor damage spammable attack with defense debuff.
  • Burst
    • Mild damage increase
  • Buckshot
    • Range increased from 40 to 60
  • Slug
    • Added stun, increased damage.

Power Customizations

  • Added No transparency customization option to Illusion Control’s Superior Invisiblity and Group Invisibility.
  • Added No transform customization option to Stone Armor Granite

Powers NPC

  • All Devouring earth support summons (Cairn, fungi, tree of life, quartz)
    • Added significant AoE Defenses

Backend

  • Cleanup various code with likely minor performance benefits due to better inlining, etc..
  • Address multiple OG Dev TODOs in the code regarding old crash workarounds or improvements
  • Implement system for detecting custom pets on powers in order to bring back Upgrade costume pieces and the likes

Bug Fixes

  • Issues with our CI setup were addressed, which should fix missing base items in Apartments, such as Windows
  • TUNNEL in Kallisti should hopefully also function now

Incarnate System

  • The following SF/TFs give Incarnate salvage for Master Of and Master Of Attempts
    • Apex, Tin Mage, Lady Grey, Imperious, Ms. Liberty, Lord Recluse, Barracuda, and Dr. Kahn
    • Master Of in this case means “No Temporary Powers” and turning on the “No Deaths” setting. Without Incarnates means using the “No Incarnates” in addition to the other settings.
  • Completing Master Of guarantees a Rare or Very Rare Incarnate Salvage
  • Completing No Incarnates Master Of will guarantee a Very Rare Incarnate Salvage
  • Completing a failed Master Of with a death has a higher weight towards Rare and Very Rare, but can still drop Common and Uncommon
  • Completing a failed No Incarnates Master Of with a death has a higher weight than a Master Of with a death towards Rare and Very Rare, but can still drop Common and Uncommon

Powers

  • Team Transporter should now be properly unlocked from Lord Recluse’s Strike Force
  • Added Radiation Emission to Masterminds secondary power sets
    • Mastermind Fallout can only be used on henchmen and sacrifices them when used
  • Sonic Resonance Disruption Aura and Disruption Field, Kinetics Repel, Force Field Repulsion Field, Super Speed Whirlwind.
    • with restraint active knock down chance is reduced to 10%
  • Nature Affinity Entangling Aura, Radiation Emission Choking Cloud, World of confusion, Mind Control Confuse.
    • Removed bonus mez chance (including Domination and overpower), increase tick rate from 5s to 1s
  • Mastermind upgrades now slot for pet damage IO sets, MM ATOs, and endurance mod enhancements.

Pain Domination (Corruptor, Mastermind)

  • Powers have been re-ordered

  • Cruelty
    • New passive power that is granted automatically, it grants +damage for a short time when a nearby friend or foe is attacked.
  • Nullify Pain
    • Added +damage to caster when healing friends that are not at full HP
  • Soothe
    • Now damages user and grants a damage buff, heals if used on friends, damage and -damage on foe.
    • In addition to healing it is now a proper attack that accepts damage slotting instead of doing percentage based damage. Switched to a faster more “Offensive” animation.
  • Share Pain
    • Reworked to a toggle that increases the damage done of both you and friendly targets but does damage to both of you, usable on enemies to function as a damage over time and -tohit debuff
    • Significantly increased the damage buff for both the user and friendly target, reduced damage to caster and friendly target.
  • Conduit of pain
    • Can now use on live targets, live friends gain a large heal, +damage, +tohit, +regen, +recovery. live enemies are confused and gain +damage +tohit.
    • Partial revert (removed enemy target effects). Fixed to rez friendly targets, can be cast on live friendly targets as well
  • Enforced Morale
    • Is now a targeted PBAoE, deals damage to anything in the affected area including friends, foes, and the caster. increased movement speed bonuses, can now slot run speed IOs
    • Added knockback resistance (not protection, it just makes you get knocked down instead of back)
  • Soothing aura replaced with Suppress Pain
    • It grants +regen instead of being a Heal over time, this should be more user friendly for when people walk away from the bubble.
  • World of pain
    • Now Deals damage to all targets in its area of effect including friends, foes, and the caster. reduced cooldown, no longer stacks, increased buff numbers, changed +damage to +damage as Psionic Proc.
  • Anguishing Cry
    • Now Deals damage to all targets in its area of effect including friends, foes, and the caster. reduced cooldown.
  • Painbringer
    • Now buffs both friendly targets and the user (user recieves less of a buff), and debuffs foes with -regen.

Nature Affinity

  • Corrosive Enzymes
    • Renamed to Corrosive sap
    • Added stacking AoE Movement slow, debuffs are still single target.
    • Now takes slow enhancements and sets.
  • Living spores (previously defender exclusive)
    • PBAoE toggle that drops lifegiving spores at your feet every 5s
    • Ported to Controllers, corruptors, Masterminds
  • Rebirth
    • Swapped places with Entangling Aura
  • Entangling aura
    • Swapped places with Rebirth

Mastermind Pets

All instances of melee attacks on mercenaries and robotics have been replaced with duplicates of their main ranged attacks.

  • Mastermind Summon Knights
    • Removed extra IO set slotting on pet summon powers, all damage pets now only take pet damage and pet recharge damage sets
    • Replaced Pet Rain of arrows with Fistful of Arrows
  • Mastermind Mercenaries
    • Summon Soldiers
      • Solders
        • Basic machine gun attacks are back to being single target (they had an 80ft 20arc cone, this is a massive area)
      • Medic
        • No longer its own power.
        • Partial reset on powers, medic got his attacks back but kept most of his support improvements.
        • Serum now only affects mercenary pets.
  • Spec ops - Targeting drone switched back to stealth
  • Commando - Summon Mercs - Switched back to Gun drone, changed so its up more often.
  • Mastermind Ninjitsu
    • Jounin
      • Blinding Powder
        • Reduced recharge, edited cone area so they’re more likely to hit things with it, increased confuse chance to 100% (mag 2)
  • Mastermind Robotics
    • Assault bot
    • Summon droids
      • replaced with its original swarm missles
    • Flamethrower
      • increased range, increased cooldown.

Mastermind Personal Attacks

t1 attacks set to 6s recharge, t2 attacks set to 10s recharge, AoEs are variable but all have had their endurance costs reduced. this should result in a notable damage increase on these attacks and also effectively removes the endurance penalty they had

Radiation Melee

  • Reset to default and modified from there.

  • Irradiated ground
    • Is back to being a toggle that drops a patch of radiation at your feet every couple of seconds, this power does not benefit from any proc slotting.
  • Proton Sweep
    • Now a longer, wider cone with new FX.
  • Devastating blow
    • Animation speed and cast time sped up from 3.3 to 2.5

Peacebringer/Warshade

  • Cosmic Burn, Orbiting death
    • Added taunt while Dwarf form is active
  • All Dwarf Melee attacks now do tanker style AoE “punchvoke” taunt

stone armor, earth assault

Added in missing immobilize enhancement tagging on Mud Pots.

Radiation Emission

Changed Fallout back to only be castable on dead friendly targets except for Masterminds.

Radiant Blast

Mote of light is now a toggle power, it summons a mote that lasts 60s every 30s.

Kinetics

Capped the damage debuff on Siphon Power at four stacks per individual. (this power was allowing solo kinetics characters to damage floor enemies)

Radiation Emission

Fallout reset to only works on dead allies.

Assault Rifle (all archetypes)

Assault Rifle for all archetypes is reset to vanilla, but with faster animations. Resistance Rifle alt FX are also added.

  • Powers reordered to get better low level tools.
    • Moved beanbag to level 1
    • Moved Slug to level 6
    • Moved M30 to lvl 8
    • Moved Ignite to level 12
    • Moved Sniper rifle to level 28
  • Full Auto is the t9 again
  • Napalm and Flamethrower are separate powers again
  • No more Lucky Bullet
  • Faster animation times
  • Beanbag
    • Reworked to Single shot, minor damage spammable attack with defense debuff.
  • Burst
    • Mild damage increase
  • Buckshot
    • Range increased from 40 to 60
  • Slug
    • Added stun, increased damage.

Power Customizations

  • Added No transparency customization option to Illusion Control’s Superior Invisiblity and Group Invisibility.
  • Added No transform customization option to Stone Armor Granite

Powers NPC

  • All Devouring earth support summons (Cairn, fungi, tree of life, quartz)
    • Added significant AoE Defenses

Backend

  • Cleanup various code with likely minor performance benefits due to better inlining, etc..
  • Address multiple OG Dev TODOs in the code regarding old crash workarounds or improvements
  • Implement system for detecting custom pets on powers in order to bring back Upgrade costume pieces and the likes

Bug Fixes

  • Issues with our CI setup were addressed, which should fix missing base items in Apartments, such as Windows
  • TUNNEL in Kallisti should hopefully also function now

Incarnate System

  • The following SF/TFs give Incarnate salvage for Master Of and Master Of Attempts
    • Apex, Tin Mage, Lady Grey, Imperious, Ms. Liberty, Lord Recluse, Barracuda, and Dr. Kahn
    • Master Of in this case means “No Temporary Powers” and turning on the “No Deaths” setting. Without Incarnates means using the “No Incarnates” in addition to the other settings.
  • Completing Master Of guarantees a Rare or Very Rare Incarnate Salvage
  • Completing No Incarnates Master Of will guarantee a Very Rare Incarnate Salvage
  • Completing a failed Master Of with a death has a higher weight towards Rare and Very Rare, but can still drop Common and Uncommon
  • Completing a failed No Incarnates Master Of with a death has a higher weight than a Master Of with a death towards Rare and Very Rare, but can still drop Common and Uncommon
Help us translate!

Powers

  • Team Transporter should now be properly unlocked from Lord Recluse’s Strike Force
  • Added Radiation Emission to Masterminds secondary power sets
    • Mastermind Fallout can only be used on henchmen and sacrifices them when used
  • Sonic Resonance Disruption Aura and Disruption Field, Kinetics Repel, Force Field Repulsion Field, Super Speed Whirlwind.
    • with restraint active knock down chance is reduced to 10%
  • Nature Affinity Entangling Aura, Radiation Emission Choking Cloud, World of confusion, Mind Control Confuse.
    • Removed bonus mez chance (including Domination and overpower), increase tick rate from 5s to 1s
  • Mastermind upgrades now slot for pet damage IO sets, MM ATOs, and endurance mod enhancements.

Pain Domination (Corruptor, Mastermind)

  • Powers have been re-ordered

  • Cruelty
    • New passive power that is granted automatically, it grants +damage for a short time when a nearby friend or foe is attacked.
  • Nullify Pain
    • Added +damage to caster when healing friends that are not at full HP
  • Soothe
    • Now damages user and grants a damage buff, heals if used on friends, damage and -damage on foe.
    • In addition to healing it is now a proper attack that accepts damage slotting instead of doing percentage based damage. Switched to a faster more “Offensive” animation.
  • Share Pain
    • Reworked to a toggle that increases the damage done of both you and friendly targets but does damage to both of you, usable on enemies to function as a damage over time and -tohit debuff
    • Significantly increased the damage buff for both the user and friendly target, reduced damage to caster and friendly target.
  • Conduit of pain
    • Can now use on live targets, live friends gain a large heal, +damage, +tohit, +regen, +recovery. live enemies are confused and gain +damage +tohit.
    • Partial revert (removed enemy target effects). Fixed to rez friendly targets, can be cast on live friendly targets as well
  • Enforced Morale
    • Is now a targeted PBAoE, deals damage to anything in the affected area including friends, foes, and the caster. increased movement speed bonuses, can now slot run speed IOs
    • Added knockback resistance (not protection, it just makes you get knocked down instead of back)
  • Soothing aura replaced with Suppress Pain
    • It grants +regen instead of being a Heal over time, this should be more user friendly for when people walk away from the bubble.
  • World of pain
    • Now Deals damage to all targets in its area of effect including friends, foes, and the caster. reduced cooldown, no longer stacks, increased buff numbers, changed +damage to +damage as Psionic Proc.
  • Anguishing Cry
    • Now Deals damage to all targets in its area of effect including friends, foes, and the caster. reduced cooldown.
  • Painbringer
    • Now buffs both friendly targets and the user (user recieves less of a buff), and debuffs foes with -regen.

Nature Affinity

  • Corrosive Enzymes
    • Renamed to Corrosive sap
    • Added stacking AoE Movement slow, debuffs are still single target.
    • Now takes slow enhancements and sets.
  • Living spores (previously defender exclusive)
    • PBAoE toggle that drops lifegiving spores at your feet every 5s
    • Ported to Controllers, corruptors, Masterminds
  • Rebirth
    • Swapped places with Entangling Aura
  • Entangling aura
    • Swapped places with Rebirth

Mastermind Pets

All instances of melee attacks on mercenaries and robotics have been replaced with duplicates of their main ranged attacks.

  • Mastermind Summon Knights
    • Removed extra IO set slotting on pet summon powers, all damage pets now only take pet damage and pet recharge damage sets
    • Replaced Pet Rain of arrows with Fistful of Arrows
  • Mastermind Mercenaries
    • Summon Soldiers
      • Solders
        • Basic machine gun attacks are back to being single target (they had an 80ft 20arc cone, this is a massive area)
      • Medic
        • No longer its own power.
        • Partial reset on powers, medic got his attacks back but kept most of his support improvements.
        • Serum now only affects mercenary pets.
  • Spec ops - Targeting drone switched back to stealth
  • Commando - Summon Mercs - Switched back to Gun drone, changed so its up more often.
  • Mastermind Ninjitsu
    • Jounin
      • Blinding Powder
        • Reduced recharge, edited cone area so they’re more likely to hit things with it, increased confuse chance to 100% (mag 2)
  • Mastermind Robotics
    • Assault bot
    • Summon droids
      • replaced with its original swarm missles
    • Flamethrower
      • increased range, increased cooldown.

Mastermind Personal Attacks

t1 attacks set to 6s recharge, t2 attacks set to 10s recharge, AoEs are variable but all have had their endurance costs reduced. this should result in a notable damage increase on these attacks and also effectively removes the endurance penalty they had

Radiation Melee

  • Reset to default and modified from there.

  • Irradiated ground
    • Is back to being a toggle that drops a patch of radiation at your feet every couple of seconds, this power does not benefit from any proc slotting.
  • Proton Sweep
    • Now a longer, wider cone with new FX.
  • Devastating blow
    • Animation speed and cast time sped up from 3.3 to 2.5

Peacebringer/Warshade

  • Cosmic Burn, Orbiting death
    • Added taunt while Dwarf form is active
  • All Dwarf Melee attacks now do tanker style AoE “punchvoke” taunt

stone armor, earth assault

Added in missing immobilize enhancement tagging on Mud Pots.

Radiation Emission

Changed Fallout back to only be castable on dead friendly targets except for Masterminds.

Radiant Blast

Mote of light is now a toggle power, it summons a mote that lasts 60s every 30s.

Kinetics

Capped the damage debuff on Siphon Power at four stacks per individual. (this power was allowing solo kinetics characters to damage floor enemies)

Radiation Emission

Fallout reset to only works on dead allies.

Assault Rifle (all archetypes)

Assault Rifle for all archetypes is reset to vanilla, but with faster animations. Resistance Rifle alt FX are also added.

  • Powers reordered to get better low level tools.
    • Moved beanbag to level 1
    • Moved Slug to level 6
    • Moved M30 to lvl 8
    • Moved Ignite to level 12
    • Moved Sniper rifle to level 28
  • Full Auto is the t9 again
  • Napalm and Flamethrower are separate powers again
  • No more Lucky Bullet
  • Faster animation times
  • Beanbag
    • Reworked to Single shot, minor damage spammable attack with defense debuff.
  • Burst
    • Mild damage increase
  • Buckshot
    • Range increased from 40 to 60
  • Slug
    • Added stun, increased damage.

Power Customizations

  • Added No transparency customization option to Illusion Control’s Superior Invisiblity and Group Invisibility.
  • Added No transform customization option to Stone Armor Granite

Powers NPC

  • All Devouring earth support summons (Cairn, fungi, tree of life, quartz)
    • Added significant AoE Defenses

Backend

  • Cleanup various code with likely minor performance benefits due to better inlining, etc..
  • Address multiple OG Dev TODOs in the code regarding old crash workarounds or improvements
  • Implement system for detecting custom pets on powers in order to bring back Upgrade costume pieces and the likes

Bug Fixes

  • Issues with our CI setup were addressed, which should fix missing base items in Apartments, such as Windows
  • TUNNEL in Kallisti should hopefully also function now

Incarnate System

  • The following SF/TFs give Incarnate salvage for Master Of and Master Of Attempts
    • Apex, Tin Mage, Lady Grey, Imperious, Ms. Liberty, Lord Recluse, Barracuda, and Dr. Kahn
    • Master Of in this case means “No Temporary Powers” and turning on the “No Deaths” setting. Without Incarnates means using the “No Incarnates” in addition to the other settings.
  • Completing Master Of guarantees a Rare or Very Rare Incarnate Salvage
  • Completing No Incarnates Master Of will guarantee a Very Rare Incarnate Salvage
  • Completing a failed Master Of with a death has a higher weight towards Rare and Very Rare, but can still drop Common and Uncommon
  • Completing a failed No Incarnates Master Of with a death has a higher weight than a Master Of with a death towards Rare and Very Rare, but can still drop Common and Uncommon
Help us translate!

Powers

  • Team Transporter should now be properly unlocked from Lord Recluse’s Strike Force
  • Added Radiation Emission to Masterminds secondary power sets
    • Mastermind Fallout can only be used on henchmen and sacrifices them when used
  • Sonic Resonance Disruption Aura and Disruption Field, Kinetics Repel, Force Field Repulsion Field, Super Speed Whirlwind.
    • with restraint active knock down chance is reduced to 10%
  • Nature Affinity Entangling Aura, Radiation Emission Choking Cloud, World of confusion, Mind Control Confuse.
    • Removed bonus mez chance (including Domination and overpower), increase tick rate from 5s to 1s
  • Mastermind upgrades now slot for pet damage IO sets, MM ATOs, and endurance mod enhancements.

Pain Domination (Corruptor, Mastermind)

  • Powers have been re-ordered

  • Cruelty
    • New passive power that is granted automatically, it grants +damage for a short time when a nearby friend or foe is attacked.
  • Nullify Pain
    • Added +damage to caster when healing friends that are not at full HP
  • Soothe
    • Now damages user and grants a damage buff, heals if used on friends, damage and -damage on foe.
    • In addition to healing it is now a proper attack that accepts damage slotting instead of doing percentage based damage. Switched to a faster more “Offensive” animation.
  • Share Pain
    • Reworked to a toggle that increases the damage done of both you and friendly targets but does damage to both of you, usable on enemies to function as a damage over time and -tohit debuff
    • Significantly increased the damage buff for both the user and friendly target, reduced damage to caster and friendly target.
  • Conduit of pain
    • Can now use on live targets, live friends gain a large heal, +damage, +tohit, +regen, +recovery. live enemies are confused and gain +damage +tohit.
    • Partial revert (removed enemy target effects). Fixed to rez friendly targets, can be cast on live friendly targets as well
  • Enforced Morale
    • Is now a targeted PBAoE, deals damage to anything in the affected area including friends, foes, and the caster. increased movement speed bonuses, can now slot run speed IOs
    • Added knockback resistance (not protection, it just makes you get knocked down instead of back)
  • Soothing aura replaced with Suppress Pain
    • It grants +regen instead of being a Heal over time, this should be more user friendly for when people walk away from the bubble.
  • World of pain
    • Now Deals damage to all targets in its area of effect including friends, foes, and the caster. reduced cooldown, no longer stacks, increased buff numbers, changed +damage to +damage as Psionic Proc.
  • Anguishing Cry
    • Now Deals damage to all targets in its area of effect including friends, foes, and the caster. reduced cooldown.
  • Painbringer
    • Now buffs both friendly targets and the user (user recieves less of a buff), and debuffs foes with -regen.

Nature Affinity

  • Corrosive Enzymes
    • Renamed to Corrosive sap
    • Added stacking AoE Movement slow, debuffs are still single target.
    • Now takes slow enhancements and sets.
  • Living spores (previously defender exclusive)
    • PBAoE toggle that drops lifegiving spores at your feet every 5s
    • Ported to Controllers, corruptors, Masterminds
  • Rebirth
    • Swapped places with Entangling Aura
  • Entangling aura
    • Swapped places with Rebirth

Mastermind Pets

All instances of melee attacks on mercenaries and robotics have been replaced with duplicates of their main ranged attacks.

  • Mastermind Summon Knights
    • Removed extra IO set slotting on pet summon powers, all damage pets now only take pet damage and pet recharge damage sets
    • Replaced Pet Rain of arrows with Fistful of Arrows
  • Mastermind Mercenaries
    • Summon Soldiers
      • Solders
        • Basic machine gun attacks are back to being single target (they had an 80ft 20arc cone, this is a massive area)
      • Medic
        • No longer its own power.
        • Partial reset on powers, medic got his attacks back but kept most of his support improvements.
        • Serum now only affects mercenary pets.
  • Spec ops - Targeting drone switched back to stealth
  • Commando - Summon Mercs - Switched back to Gun drone, changed so its up more often.
  • Mastermind Ninjitsu
    • Jounin
      • Blinding Powder
        • Reduced recharge, edited cone area so they’re more likely to hit things with it, increased confuse chance to 100% (mag 2)
  • Mastermind Robotics
    • Assault bot
    • Summon droids
      • replaced with its original swarm missles
    • Flamethrower
      • increased range, increased cooldown.

Mastermind Personal Attacks

t1 attacks set to 6s recharge, t2 attacks set to 10s recharge, AoEs are variable but all have had their endurance costs reduced. this should result in a notable damage increase on these attacks and also effectively removes the endurance penalty they had

Radiation Melee

  • Reset to default and modified from there.

  • Irradiated ground
    • Is back to being a toggle that drops a patch of radiation at your feet every couple of seconds, this power does not benefit from any proc slotting.
  • Proton Sweep
    • Now a longer, wider cone with new FX.
  • Devastating blow
    • Animation speed and cast time sped up from 3.3 to 2.5

Peacebringer/Warshade

  • Cosmic Burn, Orbiting death
    • Added taunt while Dwarf form is active
  • All Dwarf Melee attacks now do tanker style AoE “punchvoke” taunt

stone armor, earth assault

Added in missing immobilize enhancement tagging on Mud Pots.

Radiation Emission

Changed Fallout back to only be castable on dead friendly targets except for Masterminds.

Radiant Blast

Mote of light is now a toggle power, it summons a mote that lasts 60s every 30s.

Kinetics

Capped the damage debuff on Siphon Power at four stacks per individual. (this power was allowing solo kinetics characters to damage floor enemies)

Radiation Emission

Fallout reset to only works on dead allies.

Assault Rifle (all archetypes)

Assault Rifle for all archetypes is reset to vanilla, but with faster animations. Resistance Rifle alt FX are also added.

  • Powers reordered to get better low level tools.
    • Moved beanbag to level 1
    • Moved Slug to level 6
    • Moved M30 to lvl 8
    • Moved Ignite to level 12
    • Moved Sniper rifle to level 28
  • Full Auto is the t9 again
  • Napalm and Flamethrower are separate powers again
  • No more Lucky Bullet
  • Faster animation times
  • Beanbag
    • Reworked to Single shot, minor damage spammable attack with defense debuff.
  • Burst
    • Mild damage increase
  • Buckshot
    • Range increased from 40 to 60
  • Slug
    • Added stun, increased damage.

Power Customizations

  • Added No transparency customization option to Illusion Control’s Superior Invisiblity and Group Invisibility.
  • Added No transform customization option to Stone Armor Granite

Powers NPC

  • All Devouring earth support summons (Cairn, fungi, tree of life, quartz)
    • Added significant AoE Defenses

Backend

  • Cleanup various code with likely minor performance benefits due to better inlining, etc..
  • Address multiple OG Dev TODOs in the code regarding old crash workarounds or improvements
  • Implement system for detecting custom pets on powers in order to bring back Upgrade costume pieces and the likes

Bug Fixes

  • Issues with our CI setup were addressed, which should fix missing base items in Apartments, such as Windows
  • TUNNEL in Kallisti should hopefully also function now

Incarnate System

  • The following SF/TFs give Incarnate salvage for Master Of and Master Of Attempts
    • Apex, Tin Mage, Lady Grey, Imperious, Ms. Liberty, Lord Recluse, Barracuda, and Dr. Kahn
    • Master Of in this case means “No Temporary Powers” and turning on the “No Deaths” setting. Without Incarnates means using the “No Incarnates” in addition to the other settings.
  • Completing Master Of guarantees a Rare or Very Rare Incarnate Salvage
  • Completing No Incarnates Master Of will guarantee a Very Rare Incarnate Salvage
  • Completing a failed Master Of with a death has a higher weight towards Rare and Very Rare, but can still drop Common and Uncommon
  • Completing a failed No Incarnates Master Of with a death has a higher weight than a Master Of with a death towards Rare and Very Rare, but can still drop Common and Uncommon
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