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- ===================================
- ===/coxg/ Patch Notes ==============
- =====================================
- ===========================
- ===Vendor Changes ========
- =========================
- Merit Vendors now offer new recipes!
- Merit Vendor costs have been, by large, cut by a factor of 10. Most items have also had their Influence/Infamy cost entirely removed.
- Merit Vendors in Ouroboros have also had their prices adjusted.
- ===========================
- ===Powers Changes ========
- =========================
- Various powerset changes have been released in this patch.
- Bear in mind that not all descriptions and IO sets are hooked up yet.
- We just wanted to get this playable in the hands of the public as soon as possible.
- As with all powers, you can check the exact values of the changes listed in each power's respective detail window.
- ======================
- ===Kheldians ========
- ====================
- Kheldians at large have receieved a major buff across the board. Most of their attacks now deal more damage, some attacks have even been outright doubled.
- Their sustainability has also gotten an improvement, suited to each of the archetype's own needs and playstyles. Both Kheldians also gained innate Mez protection.
- Kheldian Transforms, and the associated powers, no longer accept any Enhancements, but in return their efficacy has been improved to roughly match a fully IO'd out power.
- They still need to be chosen at their respective unlock levels.
- This will allow for more viable and more varied build setups, and an entirely end-game viable Human-shape Kheldian.
- ============
- Peacebringer
- ============
- Peacebringers received a design overhaul. Unlike their protracted Warshade relatives, Peacebringers are very up front and simple.
- Changes to their powers reflect this a little more than they used to.
- In addition to the above, Peacebringers received the following changes;
- Offense:
- +Glinting Eye had its accuracy increased to 3x. Eye lasers should not miss (often).
- +Radiant Strike, Incandescent Strike, and Solar Flare have been converted into knockup abilities. Their cooldowns have also been lowered to indirectly increase their DPS.
- +Proton Scatter had its range and targeting arc slightly increased, not quite as large as Nova's version. This change is to simply make the power more fun.
- +Bright Nova had its damage bonus baked into its newly buffed attacks. It may also now use Inner Light.
- +Pulsar had its cooldown slightly lowered. It was already a decent enough power, but never saw much use.
- +Glowing Touch now applies in a decent sized AoE around the primary target. Secondary targets receive half as much healing as the main target.
- +Photon Seekers had their cooldown greatly lowered to encourage their use.
- +Dawn Strike had its code simplified, it works the same as before, but with slightly improved damage and slightly more endurance cost. (Seriously, this power was a MESS)
- Defense:
- +Incandescence gained innate Mez protection equal to a Widow of the same level.
- +Shining, Thermal, and Quantum Shield can now all be used while in Dwarf form.
- +White Dwarf, in addition to gaining access to the Shields, can now use Reform Essence.
- +Reform Essence has been changed to a strong toggled HoT. It still applies its +Max HP effects as well.
- +Conserve Energy has been changed into a toggled global Endurance discount. It consumes HP to maintain.
- +Light Form had its crash removed. You'll no longer get one-shot immediately after it ends.
- ========
- Warshade
- ========
- Warshades are backloaded murder machines. They excel in tricky AoE combat against hordes of targets, with damage drawn out over time.
- Changes to their powers reflect this, giving them a higher ceiling of power than Peacebringers, but requiring more thought, timing, and positioning.
- In addition to the above, Warshades received the following changes;
- Offense:
- +Ebon Eye had its accuracy increased to 3x. Eye lasers should NOT miss!
- +Gravimetric Snare had its DoT vastly improved and now afflicts enemies near the primary target. It's still considered a single target attack, however.
- +Dark Nova had its damage bonus baked into its newly buffed attacks. It may also now use Sunless Mire.
- +Starless Step now affects up to 10 targets, centered around your primary target and may disorient enemies caught in the wake. Its cooldown has been greatly lowered.
- +Sunless Mire now affects up to 16 targets, enabling a greater boost in power than possible previously.
- +Gravity Well changed into a medium-range attack. Its DoT has been greatly improved, putting it on par with, or even slightly above, Incandescent Strike.
- +Essence Drain has been changed into a medium-range attack to facilitate more ease of use.
- +Gravitic Emanation had its damage roughly tripled.
- +Unchain Essence and Dark Extraction had their cooldowns drastically reduced to enable a more fluid approach to combat.
- +Quasar had its code simplified, but still works as before. It now features slightly improved damage and slightly more endurance cost.
- Defense:
- +Absorption gained innate Mez protection equal to a Widow of the same level.
- +Gravity, Penumbral, and Twilight Shield can now all be used while in Dwarf form.
- +Stygian Circle had its heal adjusted and now affects living AND dead foes. Living foes caught in the wake will suffer decent Negative Energy damage.
- +Shadow Slip had its cooldown lowered. This is mainly for ease of use and a little bit of flavor.
- +Stygian Return had its cooldown cut nearly in half. A quicker cooldown makes this power a bit more reliable than it was before.
- Miscellaneous
- +Various powers had their Endurance costs adjusted (mostly lowered).
- Warshade has always chugged Endurance, and this, in conjunction with various End drains, puts it roughly equal to Peacebringer's new Conserve Energy.
- +Warshade's innate teleport had its range slightly increased and its endurance cost greatly decreased.
- Warshades are supposed to be master teleporters after all.
- =============================
- ===Melee Archetypes ========
- ===========================
- Various armor sets have been upgraded. Targeted sets were previously considered subpar or un-fun, or sometimes even antithetical to their purpose.
- This patch contains changes to the following sets;
- =============
- Common Powers
- =============
- ---------------------------------------
- Regeneration - Scrapper, Brute, Stalker
- ---------------------------------------
- Regeneration is supposed to be THE healing-based defense set. At first it was God's gift to Supers, but was soon made into a joke.
- The new design philosophy is to make Regeneration an action-oriented set, enabling more rapid fighting, but requiring more management.
- +Fast Healing had its regeneration bonus greatly increased according to the archetype used.
- +Reconstruction changed to a toggled HoT. It ticks every 2 seconds.
- +Dull Pain is now an auto-power. In addition to its Max HP bonus, it causes your regeneration rate to increase as your health falters.
- +Resilience's resist bonus will now grow in strength as your health falters.
- +Instant Healing was changed to exactly what it says on the label. Instead of a regeneration bonus, it now heals you immediately. It has no cooldown, but has a very hefty endurance cost.
- +Moment of Glory was changed from an invulnerability button to a ravenous healing button. When activated, the player gains a strong HoT, some damage resistance, and has their regeneration maxed out.
- -------------------------------------------------
- Super Reflexes - Scrapper, Tanker, Brute, Stalker
- -------------------------------------------------
- Super Reflexes was already in the lower eschelons of "decent", and so only needed a few minor adjustments to make it as good as everything else.
- Super Reflexes, THE dodge set, was missing several flavors of dodge. As a result, they were added to the set, breathing new life into its viability.
- +Focused Fighting gained Smash/Lethal defenses.
- +Focused Senses gained Energy/Negative defenses.
- +Agile received the movement buffs of Quickness.
- +Practiced Brawler was turned into a toggle.
- +Evasion gained Fire/Cold defenses.
- +Lucky received the recharge buff of Quickness.
- +Quickness changed to a PBAoE attack, roughly the strength of Super Strength's stomp. Now steals enemy recharge for 20 seconds and gives you a minor HoT for each enemy hit. (Do note, IO sets are not currently hooked up!)
- +Elude changed to a toggle with high End maintenence. Movement speed bonus slightly increased to facilitate hitting the run speed cap.
- ------------------
- Ice Armor - Tanker (Stalker changes may follow if they seem necessary)
- ------------------
- Ice Armor is meant to be Tanker's own little exclusive defense set (Stalker notwithstanding), but it fell behind in terms of efficacy.
- Ice Armor's new design philosophy took inspiration from its chunky visuals, and it now dabbles in damage absorption.
- +Frozen and Glacial armor now apply a very minor, constantly refreshing, damage absorb shield. This lets them subtract flat damage off of incoming attacks, something completely new to CoH.
- +Hoarfrost, in addition to its heal, now applies a very gracious absorb shield to the user. This power has a long cooldown, but the barrier can be looped even without Enhancements.
- +Wet Ice had its defenses greatly increased.
- +Permafrost now grants the player minor resistances to Smashing, Lethal, and Energy. Fire resist also slightly increased.
- As a signature set, I felt it was fair that Ice Armor pull ahead a little stronger than some other armor sets, in order to encourage its use.
- ------------------
- Ninjitsu - Stalker
- ------------------
- Ninjitsu, Stalker's signature set, has always been somewhat mediocre. There's no warrior as famed as the Ninja, and this set now reflects that.
- Ninjitsu didn't get any major design changes, but instead received key buffs to make it more desireable than other sets.
- +Ninja Reflexes now provides defense to all damage types. It also gained a strong boost to mobility that increases as you level up.
- +Danger Sense now provides defense to all placement types.
- +Kuji-In-Rin is now a pseudo-toggle. Once toggled on, it will cast itself every 2 minutes for 10% max Endurance.
- +Kuji-In-Sha, when toggled, will recast every 2 minutes for 20% max Endurance. It now has a HoT effect that grows weaker over time. The first tick is very strong, and can be re-toggled anytime for a quick heal.
- +Smoke Flash now places the user into stealth like other placate powers. Its range was vastly increased to simulate disappearing in smoke. Smoke Flash is now the greatest placate in the game.
- +Blinding Powder had its -tohit effect doubled. Its range was also improved.
- +Kuji-In-Retsu had its crash removed. Cooldown lowered to 5 minutes.
- ------------
- Savage Melee
- ------------
- Savage Melee's stacking mechanic now works properly.
- =======
- Tankers
- =======
- Gauntlet now grants damage resistance when Tankers take damage (up to 20% resistance at 1% health).
- This change was brought about largely due to Tankers being more or less deprecated by Brutes.
- The new bonus will make it easier for Tankers to max out their resistances, furthering the gap between them and Brutes.
- ===============================
- ===Support Archetypes ========
- =============================
- Support archetypes received many changes, mostly oriented at Dominators.
- =============
- Common Powers
- =============
- -----
- Traps
- -----
- +Changed Web Grenade to small AoE, slightly increased range
- +Significantly reduced the recharge time of Triage Beacon (200s to 90s)
- +Increased summon range of Seeker Drones
- +Removed interrupt time from Trip Mine
- +Removed interrupt time from Time bomb
- ------
- Poison
- ------
- +Alkaloid: Added half strength AoE "splash" heal
- +Envenom and Weaken: Added single target -regen debuff to envenom, doubled the size of the "splash" radius
- +Neurotoxic breath: slighly Widened cone of Neurotoxic breath
- +Elixir of Life: Removed crash
- ==========
- Dominators (Excerpted from Deverger's notes)
- ==========
- "My goals with Dominators was to undo a very old nerf to control powers and help improve their early game by making the pet powers available at the start, eventually some of these changes will be mirrored to controllers."
- -t. Deverger, 2019
- The following changes apply to all Dominator control sets
- +Moved all pet powers from level 32 to level 0
- +Moved all control set single target Immobilize powers to level 32, pending reworks
- +Standardized all single target hold animations to 1 second
- +Proliferated Illusion control
- ------------
- Dark control
- ------------
- +Living Shadows: Changed from a cone to a targetted AoE
- +Fearsome Stare: Slightly increased range, Slightly widened cone
- +Heart of Darkness: Reduced cooldown from 90 to 60, Increased duration scale from 10 to 20
- +Haunt: Reduced cooldown from 210 to 120
- +Shadow Field: Reduced cooldown from 240 to 120
- -------------
- Earth Control
- -------------
- +Stone Cages: Changed Knockback immunity to knockback protection, this should enable earthquake to do its thing to immobilized targets (needs testing)
- +Salt Crystals: Moved from level 8 to 12
- +Stlagmites: Moved from level 12 to 8, Accuracy set from .8 to 1, duration scale increased from 8 to 20
- +Volcanic Gasses: Reduced cooldown from 240 to 120
- ----------------
- Electric Control
- ----------------
- +Chain Fences: Increased Accuracy from 0.9 to 1
- +Paralyzing Blast: Increased accuracy from 0.8 to 1, Reduced cooldown from 240 to 120, Increased duration scale from 8 to 15
- ------------
- Fire Control
- ------------
- +Reordered the availability of powers
- Old
- lvl 0 Ring of Fire
- lvl 0 Char
- lvl 2 Fire Cages
- lvl 6 Smoke
- lvl 8 Hot Feet
- lvl 12 Flashfire
- lvl 18 Cinders
- lvl 26 Bonfire
- lvl 31 Fire Imps
- New
- lvl 0 Fire Imps
- lvl 0 Char
- lvl 2 Fire Cages
- lvl 6 Hot Feet
- lvl 8 Flashfire
- lvl 12 Smoke
- lvl 18 Bonfire
- lvl 26 Cinders
- lvl 32 Ring of Fire
- +Fire Cages: Changed Knockback immunity to knockback protection, Increased accuracy from 0.9 to 1.0
- +Smoke: Moved power from level 6 to level 12, Added 20% chance for duration scale 10 mag 3 confuse.
- +Hot Feet: Reduced endurance cost from 2.08 to 1.5, Changed to be able to activate while in the air
- +Flashfire: Increased accuracy from 0.8 to 1.0 Reduced cooldown from 90s to 60s, Increased duration scale from 8 to 20
- +Cinders: Increased accuracy from 0.8 to 1.0, reduced cooldown from 240 to 120, increased hold duration scale from 8 to 15
- ---------------
- Gravity control
- ---------------
- +Lift: Added 10m AoE Knockup
- +Propel: increased range of knockdown
- +Dimension Shift: Moved to level 26
- +Gravity Distortion Field: Increased accuracy from 0.8 to 1.0, reduced cooldown from 240 to 120, increased hold duration scale from 8 to 15
- +Wormhole: Moved to level 12 Reduced cooldown from 90s to 60s, Increased duration scale from 8 to 20
- -----------
- Ice control
- -----------
- +Frostbite: Increased accuracy from 0.9 ti 1.0, Changed Knockback immunity to knockback protection, this should enable Ice Slick to do its thing to immobilized targets (needs testing)
- +Artic Air: Reduced Endurance cost from 2.08 per second to 1.5 per second.
- +Glacier: Increased accuracy from .8 to 1.0, reduced cooldown from 240 to 120, increased duration scale from 8 to 15
- ------------
- Mind Control
- ------------
- Reordered the availability of powers
- Old
- lvl 0 Mesmerize
- lvl 0 Levitate
- lvl 2 Dominate
- lvl 6 Confuse
- lvl 8 Mass Hypnosis
- lvl 12 Telekinesis
- lvl 18 Total Domination
- lvl 26 Terrify
- lvl 31 Mass Confusion
- New
- lvl 0 Confuse (reworked)
- lvl 0 Dominate
- lvl 2 Levitate
- lvl 6 Mass Hypnosis
- lvl 8 Terrify
- lvl 12 Mass Confusion
- lvl 18 Telekinesis
- lvl 26 Total Domination
- lvl 32 Mesmerize (to be reworked)
- +Confuse is now a mag 4 toggle with a 20% chance for a mag 3 confuse in a small AoE. this is to compensate for not having a pet
- +Levitate: Added 10m AoE Knockup
- +Mass Hypnosis: reduced cooldown from 45 to 30, added mag 4 sleep on primary target.
- +Telekinesis: Reduced end cost from 1.56 to 1.0
- +Total Domination: Increased accuracy from 0.8 to 1.0, reduced recharge from 240 to 120, increased duration scale from 8 to 15
- +Terrify: Increased Accuracy from 0.9 to 1.0
- +Mass Confusion: Increased accuracy from 0.8 to 1.0, reduced cooldown from 240 to 60
- ----------------
- Illusion Control
- ----------------
- Proliferated Illusion Control to Dominators.
- lvl 0 Phantasm
- lvl 0 Blind
- lvl 2 Deceive
- lvl 6 Flash
- lvl 8 Spectral Terror
- lvl 12 Superior Invisibility
- lvl 18 Phantom Army
- lvl 26 Group Invisibility
- lvl 32 Spectral Wounds (to be reworked)
- +Flash: Increased accuracy from 0.8 to 1.0, reduced recharge from 240 to 120
- +Phantom Army: Reduced cooldown from 240 to 120
- -------------
- Plant control
- -------------
- +Roots: Increase accuracy from 0.9 to 1.0, Changed Knockback immunity to knockback protection.
- +Spore Burst: Changed to no long aggro enemies
- +Spirit Tree: reduced cooldown from 200 to 90
- +Vines: Increased accuracy from 0.9 to 1.0, reduced cooldown from 240 to 120, increased duration from 8 to 15
- +Carrion Creepers: reduced cooldown from 360 to 240
- --------------
- Energy Assault
- --------------
- +Changed Power Boost to Power Build Up
- +Changed Power Push to a cone AoE
- ====================================
- ===Miscellaneous Changes =========
- ================================
- +Ninja Run and Beast Run now unlock at character creation.
- +Fixes for Unrelenting (Presence pool)
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