Tribe of Judah Membership Administrator
Pretty good changes over all. Going to have to check out a TK character now.Release Notes: July, 27, 2011
Magic Carpet Flight (Available at 6 AM PST.)
Show your friends the world on a magic carpet ride.
The Disciple (Available at 6 AM PST.)
This Telekinetic Blades archetype has many powerful melee attacks, as well as close range group attacks. You will have the ability to dish out tons of damage immediately around you, and can use your mental prowess to gain energy while defeating foes in combat.
Players moving to static maps from mission maps will now always join their teammates.
Enemies defeated with a knockback powers will no longer rubberband back to player.
Post-processing effects have been revisited.
Setting challenge levels should now work properly.
Perks now will update as they progress instead of updating on character data refresh.
Moreau's Lab: The AI of rats and Moreau in the White Rhino fight has been adjusted. Now, more than one rat can get the boost at a time. Also, the Draysha cannister locations have been spread out around the cave and the Draysha boost on Moreau's rats now has an icon.
Conqueror's HQ: Holograms should now stand properly on their bases.
Server'd: This mission will now always properly restart.
This new Archetype primarily utilizes Telekinesis Ego Blade attacks in the Brawler role.
The innate talent for The Impulse has been changed to properly match his Super Stats.
Due to the Stat changes (see Stats), all players are granted a free Retcon. To redeem this Retcon, please speak to a trainer in the Powerhouse and select "Remove powers".
Rank point limitation display on many travel powers now updates properly.
Player pets no longer sometimes stop attacking in combat.
Melee Passives (This includes Way of the Warrior, Unstoppable, and the new Id Mastery.): The formula being used to determine the damage bonus provided by this power has been adjusted. Previously, it started off slightly higher than it should have, and fell off far too quickly as you ranked up the power and increased your Super Stats, up to the point where it was providing less of a benefit than a comparable ranged passive. This was not intended, and has been corrected. The new formula means that at Rank 1 with low Super Stat values, you may see as much as a 5-6% reduction in damage bonus provided by this power. However, at Rank 3, you will see an increase of at least 6%, climbing up to much, much higher increases as you increase your Super Stats. This new formula ensures that the melee passives will always stay competitive with their ranged counterparts.
Aggressor, Aspect of the Bestial, and Aspect of the Infernal now all state that they are "Form" powers, and list that only one Form power can be active at a time in their description. This is just a description correction, the powers already behaved this way.
Several advantages that had missing or incorrect icons have been corrected.
Ego Leech: This effect has been reworked. It no longer provides a debuff on foes and a buff on you, it only provides you with a buff. Instead of granting a small amount of Energy every few seconds, it now grants a Power Cost Discount to all Mentalist powers for each stack you have. It no longer grants Energy when defeating a target affected by Ego Leech, as targets are no longer affected by Ego Leech.
Ego/Id Blades: Being in Id Blade mode no longer provides bonus damage scaling with your Ego. Instead, this Ego damage scaling is included in the base version of all Ego Blade attacks, such that all Ego Blade attacks now always scale with Ego exactly like other melee attacks scale with Strength. Dual Id Blades vs a single Ego Blade is now an entirely cosmetic choice, and is selected via a 0 point advantage on the Ego Form power or from either of the new powers Id Mastery or Mental Discipline.
Ego/Id Blades: You should now be able to select which costume you would like to use for your Ego/Id blades powers.
Id Mastery (New!): A new Offensive Passive, this power increases your Paranormal Melee damage, and increases all other Paranormal damage by half that amount. It also provides a small amount of damage resistance to all damage, and reduces the cost of all Mentalist powers.
Mental Discipline (New!): This toggle power increases all Ego damage you deal while it is on, while increasing the Energy cost of your powers. It also increases your Crit Chance with all powers for every stack of Ego Leech you have. Has access to the Id Blades 0-point advantage, which grants dual Id Blade FX and animations for all Ego Blade attacks while the power is active.
Telekinetic Assault (New!): This new Tier 0 power emits a maintained stream of TK blasts directed at your foe. Has access to the Accelerated Metabolism and Crippling Challenge advantages, as well as the custom advantage Explosive Potential, which adds an AoE damage component to the power.
Telekinetic Burst (New!): This new Tier 1 power causes a burst of Telekinetic Blades on top of your foe, dealing AoE damage and potentially Disorienting your targets. Has access to the Accelerated Metabolism and Challenging Strikes advantages, as well as the custom advantage Sudden Impact, which adds Knock Down to the power.
Telekinetic Lance (New!): This new tier 3 power launches a large TK Lance at your foe, dealing high damage and consuming your stacks of Ego Leech for an additional burst of damage to and around your target, as well as a short term buff based on the number of stacks consumed. Has access to the Accelerated Metabolism and Crippling Challenge advantages, as well as the custom advantage Id Infusion, which increases the effectiveness of the buff provided by consuming stacks of Ego Leech.
Ego Blade: Damage variance reduced from 10% to 5%.
Ego Blade: The initial attack of this Energy Builder now has a 15% chance to grant you a stack of Ego Leech.
Ego Blade: Leeching Strikes (New!): This advantage gives every strike of your Ego Blade Energy Builder a 15% chance to grant Ego Leech, instead of just the initial attack.
Ego Blade/Kinetic Darts: Both of these powers now have access to both custom advantages: Incisive Wit, and Leeching Strikes. In addition, Incisive Wit has been updated, and now has a more accurate description (it previously stated it had BreakFree effects and would activate the Active Offense recharge, but neither of these were true).
Ego Blade/Kinetic Darts: Incisive Wit: The Id Surge caused by this advantage no longer counts as an Energy Form, nor does having an Energy Form on prevent it from applying. It now can only occur once every 20 seconds, down from once every 30 seconds.
Ego Blade Annihilation: Damage variance reduced from 10% to 7.5%.
Ego Blade Annihilation: Now has a charge time of 0.5 seconds. The tap version of this power still does the same damage and has the same cost, but charging the power increases damage and cost like most charge powers.
Ego Blade Annihilation: No longer deals additional damage to targets with low health. Instead, fully charged this power now consumes all stacks of Ego Leech for a damage increase for every stack consumed. In addition, applies a debuff to your target based on how many stacks you consumed.
Ego Blade Annihilation: Mindful Inversion: This advantage has been renamed Mental Acuity and the effect has been changed to work with the new version of the power. It now increases the bonus damage this power gets for consuming stacks of Ego Leech and the effect of the debuff on your target.
Ego Blade Breach: Damage variance reduced from 10% to 5%.
Ego Blade Breach: Damage increased very slightly, cost reduced ~1 Energy at tap, and ~2 Energy at full charge.
Ego Blade Breach: Due to the changes to Ego Leech behavior, this power no longer guarantees an application of Ego Leech. Instead, it has a scaling chance to apply Ego Leech, from 34% at tap to 100% at full charge.
Ego Blade Dash: Damage variance reduced from 10% to 5%.
Ego Blade Dash: Head Shot (New!): This advantage causes Ego Blade Dash to Disorient your target when you lunge from more than 20 feet away.
Ego Blade Frenzy: Damage variance reduced from 10% to 5%.
Ego Weaponry: Damage variance reduced from 10% to 5%.
Ego Weaponry: Costing/damage for this power has been reworked. Damage was increased, cost was reduced. Net result is that this combo is ~30% higher DPS and has considerably better DPE.
Ego Weaponry: Previously, the base damage for the Id Blade version of this power was slightly lower DPS than the Ego Blade version due to the differences in activation timing for attacks. To remedy this, we have reworked the timing of the attacks to match in both versions. This changes the total activation time of both from 1.4 seconds to 1.5 seconds, but the damage was increased to compensate for this change.
Ego Weaponry: The third hit of the combo now has a 100% chance to apply Ego Leech, up from 50%.
Ego Weaponry: Instead of gaining increased damage for each stack of Ego Leech, this power now gets additional chance to Crit for each stack of Ego Leech.
Ego Weaponry: Thought Sever: In addition to reducing your targets Energy, this advantage now causes your Ego Weaponry to deal an additional 20% damage to targets below 50% Energy.
Ego Weaponry: The single Ego Blade version of this power now only strikes once for full damage on the third attack of the combo, instead of splitting the damage between 2 strikes.
Ego Weaponry: Siphoning Strikes (New!): This 3 point advantage changes the behavior of your critical strikes with this power. Instead of dealing additional damage with critical strikes, they now heal you for the amount of additional damage you would have done.
Ego Form: Now increases all of your Paranormal (Dimensional, Ego, Magic) damage, instead of just your Ego damage.
Ego Form: Instead of granting some resistance to Paranormal and Physical damage, it now grants a slightly reduced amount of resistance to all damage. The large amount of bonus resistance to Ego damage is unchanged.
Ego Form: In addition to the bonus Paranormal damage this power grants, it now also grants half of that bonus to Physical damage.
Ego Reverberation: Instead of granting Energy based on how many stacks of Ego Leech you have whenever you attack, it now grants Energy whenever you gain a stack of Ego Leech. The amount of Energy gained is roughly the same as how much Energy was gained when you had 5 stacks of Ego Leech.
Ego Reverberation: Should now properly be exclusive with other Energy Unlocks in all cases.
Ego Surge: Now affects all damage, instead of just Ego Damage.
Ego Surge: Now grants an amount of Ego, based on your level.
Ego Surge: No longer grants Id Blade mode, as this is now a purely cosmetic feature granted via other means.
Telekinesis: The amount of Ego required to lift objects with this power has been reduced at all ranks by a substantial amount. At Rank 3, the amount of Ego required to lift an object should be equivalent to the amount of Strength required to lift it as well.
Telekinesis: This power has been reworked. It is now performed by targeting a nearby foe, and the power will automatically grab a nearby object and launch it at that target. Due to the changes to the power, and the fact it no longer needs to be activated twice (thus halving the total activation time... assuming you were really fast at swapping targets) the Energy cost has been increased from 20 to 30 Energy.
Telekinesis: Updated tooltip to say something more meaningful.
Telekinesis: Destructible mission objects destroyed with this power are now correctly counted towards mission objectives.
Telekinetic Eruption: Max charge time reduced from 2.33 seconds to 1.83 seconds, but DPS increased ~10%.
Telekinetic Eruption: Cost at tap reduced ~9 Energy. Full charge cost reduced ~16 Energy.
Telekinetic Eruption: Damage variance reduced from 20% to 10%.
Telekinetic Eruption: Due to the changes to Ego Leech, the way this power applies Ego Leech has changed. It now has a 30% chance to give you a stack of Ego Leech for each target hit.
Telekinetic Maelstrom: This power now deals half its damage as Ego, and half as Crushing. Damage increased ~6%. Cost at tap reduced ~7 Energy. Full charge cost reduced ~15 Energy.
Telekinetic Maelstrom: Damage variance reduced from 20% to 10%.
Telekinetic Maelstrom: This power grants you a stack of Ego Leech for each target you hit.
Telekinetic Shield: Telekinetic Reinforcement: The amount of resistance this advantage gives has been reduced slightly, but now affects all damage instead of just physical.
Telekinetic Wave: Tap cost reduced by ~3 Energy, max charge cost reduced by ~5 Energy.
Telekinetic Wave: Due to the changes to Ego Leech, the way this power applies Ego Leech has changed. It now has a 30% chance to give you a stack of Ego Leech for each target hit.
Telekinetic Wave: Damage variance reduced from 20% to 10%.
Telekinetic Wave: Now has access to the Nailed to the Ground advantage.
Telekinetic Wave: Psychic Tides: The duration of the Equilibrium Debuff has been reduced to 16 seconds, down from 20. However, this advantage now also Snares your targets for the same duration.
Telepathic Reverberation: Corrected the tooltip to state "Holding a target with your Mentalist powers" instead of "Telepathy power". This correctly matches the long description and functionality of the power. This is just a tooltip change.
Ice Sheath: The description now states "increase to all damage" instead of "increase to Elemental Damage". This was just a tooltip change, the power already behaved this way.
Lock N Load: Instead of granting bonus damage to all Ranged Technology Attacks, it now grants that bonus damage to all attacks. The crit chance buff and power cost discount have been reduced slightly.
Lock N Load: Two Smoking Barrels: Due to the changes to Lock N Load, this advantage has been changed. It now causes the damage bonus granted by Lock N Load to stop affecting melee damage, thus causing the affect of Lock N Load with this advantage to still function similarly to how it did before these changes.
Lock N Load: Two Smoking Barrels: Fixed a bug that allowed the cooldown reduction to occur multiple times when hitting more than one target. This advantage now properly reduces the cooldown by 2 seconds each time a melee power hits, but not for each target that melee power hits.
Lock N Load: Two Smoking Barrels: Now properly has an icon.
Celestial Cleansing: The Offensive version of this power would frequently not work if your target was more than 10 feet away and you had the "Melee can ignore selected target" option set. This should now be fixed.
Way of the Warrior: The formula for the damage increase melee passives grant has been changed. See the General Powers note on Melee Passives for more details.
Lightning Reflexes: The DoT resistance provided by this power at Rank 3 now properly scales with Super Stats, instead of Dexterity, like the first 2 Ranks.
Rebirth: Updated the tooltip to properly state that it "deals X damage every 2 seconds for 30 seconds" instead of "X damage over 30 seconds". This is just a tooltip change.
Electrocute: Now properly increases duration with Rank like other Paralyze powers.
Unstoppable: Fixed an error in the long description. It was missing information about increasing all Melee damage, in additional to the larger increase to Physical Melee damage.
Unstoppable: The formula for the damage increase melee passives grant has been changed. See the General Powers note on Melee Passives for more details.
Previously, the default weapon in the tailor for Heavy Weapon would display as "Axe" and show the Axe geo from the Single/Dual Blade weapon option, but would just use the correct default Heavy Hammer and Blade geo in game. The "Axe" listing in the drop down has been removed, and the default will now correctly display as "Heavy Hammer and Blade".
Haymaker: This powers Knock Back now properly scales with Strength.
Haymaker: Now that proper Knock Back scaling has been added, default max Knock Back range has been decreased slightly. In addition, the cost at tap has been reduced by ~4 Energy while the maximum charge cost has been increased ~4 Energy.
Strength: No longer states that it provides additional break free strength to "Tangible" holds, as the concept of Tangible vs. Intangible holds was removed during the Hold Review.
Strength: No longer increases Ranged Knock Back strength. (This is now provided by the Ego stat.)
Strength: Melee Knock strength provided by this stat now also increases Melee Knock Up strength, though to a lesser degree than Knock Back.
Strength: The tooltip now shows how much bonus Melee damage you are receiving from your Strength. This is just a tooltip change, no change has been made to the bonus Melee damage scaling from Strength.
Strength: The tooltip now states "+ X% all Knock resistance" instead of separate entries for KnockBack and KnockUp resistance, as it also includes resistance to KnockTo. This is just a tooltip change.
Dexterity: Now provides less contribution to your critical chance, but also provides a bonus to your critical severity.
Ego: Now provides less contribution to your critical severity, but also provides a bonus to your critical chance.
Ego: No longer states that it provides additional break free strength to "Intangible" holds, as the concept of Tangible vs. Intangible holds was removed during the Hold Review.
Ego: Now provides some amount of Hold Resistance.
Ego: Now increases Ranged Knock strength. This affects Ranged Knock Back and Knock Up.
Presence: The tooltip now shows how much bonus Healing you are receiving from your Presence. This is just a tooltip change, no change has been made to the bonus Healing scaling from Presence.
Recovery: Now also provides a slight increase to your maximum Energy, at the rate of 1 Energy every 8 Recovery.
Knock Changes: Several powers that were not scaling properly with the recent changes have been corrected, and several have had additional information added to their description to state that they scale with a stat "as if they were a ranged/melee" attack. These powers are:
Force: Force Eruption
Telekinesis: Telekinetic Eruption
Sorcery: Pillar of Poz
In addition, 5 powers now scale with each stat, gaining half the benefit from Ranged Knock Strength and half from Melee Knock Strength, and their descriptions state this. These 5 powers are:
Might: Iron Chain
Might: Iron Cyclone
Infernal: Vicious Cyclone
Toxic Waste Barrels/Radioactive Warheads: These items no longer deal Toxic or Particle damage. Instead, they cause direct loss of life. This will prevent the items from triggering effects based on taking damage. The damage the Toxic Waste Barrel deals has been reduced by 1/3 as well.
Melee Weapon Pack: Heavy Weapon Sakura Sword is now properly available to Heavy Weapon users (free).
"Always let me pick which instance I go to" option is now respected when transferring between maps.
Mail will properly stop looking for attached items once they are removed.
Map number teammates are in is displaying properly once again.
Context menu will now appear properly when right-clicking on teammate's portrait.
Team leader will now receive mission accept dialogue when sharing teammates' missions.
Chat keybinds and context menu can now be used in the Tailor.
Graphics options can now be changed without issue.