Patch 2.1 has a lot of good stuff for everyone, with the main focus being a comprehensive review and upgrade of each game system and hero to bring everyone to the level of the newer reworked heroes when it comes to power without having to wait for their level 52 reviews.
The goal is extremely simple: Every hero should be fun now and in the future.
Along the way, we’ve identified many systems to improve, a few systems to add and a couple of systems to cut completely to make the game easier to understand, more rewarding and easier to balance for years to come.
All of this work is being done with help from the public via the Tuning Corner forum and with a group of the most active and thoughtful players nominated by all of us who play the game.
New Asgard Content: Siege!
The Marvel Heroes story continues! Malekith and his army have besieged Asgard, resulting in a huge public combat zone allowing dozens of players to team up and battle Malekith, himself. Once heroes have defeated Malekith himself, players must battle Loki in Odin's Throne Room for the fate of Asgard!
Ghost Rider Overview
The patch also contains Ghost Rider, a hero that not only looks good, but has a wide array of powers and concepts. Previous to Ghost Rider, Emma Frost and Squirrel Girl had the most complicated engineering concepts. Now Ghost Rider is the new bar, with a completely new driving animation system, the ability to heat his chains with molten metal and a higher number of animation and VFX details for each of his powers. Various teams went all out on Ghost Rider, as you will notice.
Ghost Rider’s team affiliations are: S.H.I.E.L.D., Fantastic Four and Thunderbolts (he is joining the team next month in the Marvel universe).
(Test Center Note: Several animations are still not quite complete and many sound effects are still placeholder in the Sunday’s test center build, including all of the Ride power technology which is just a placeholder until tomorrow).
Some Holiday Cheer
To celebrate the holidays, the team has put together a few “presents” for players:
Free Holiday Hulk! All players will receive the Santa Hulk costume as a celebration for the first 6 months anniversary month of Marvel Heroes. This will be granted on December 24th.
Daily holiday gifts! Every day of the holidays, players receive a special Holiday gift that will contain either Eternity Splinters, Cube Shards or Odin Marks. They will be delivered automatically the first time you log in each day, beginning on December 20th.
Collector’s Bounty! Free for all heroes and described in greater detail further in the patch notes.
Hero Synergy Bonus XP
We've added a new system which will give percent-based XP bonuses for each hero you level up!
1 Level 60 Hero = +30% xp bonus.
2 Level 60 Heroes = +20% xp bonus (50% total).
3 Level 60 Heroes = +15% xp bonus (65% total).
4 Level 60 Heroes = +10% xp bonus (75% total).
5+ Level 60 Heroes = +5% xp bonus for each hero (in addition to the 75% bonus from the first 4 heroes you have at level 60).
Additionally, each level 30 hero grants a 1% XP bonus and each level 50 hero grants a 2.5% XP bonus. The maximum bonus that can be achieved with this system is 200%.
Powers Tuning System
Hero powers now have a vastly upgraded back-end tuning and balancing system thanks to a large software engineering system upgrade.
All powers now have consistently applied modifiers based on their area, range, speed, animation time, extra effects on hit, conditional requirements, cooldowns, spirit cost and many other factors. All modifiers are applied consistently across the entire game within the tuning system, which accounts for much more consistent damage across heroes.
Example: If we find that “charge-up” powers are slightly too weak and never used, one quick change can change their scaling across all heroes who have them, ensuring no hero is ever undertuned.
Because of these improvements, it’s much easier to buff heroes who are not enjoying the TTK (time to kill) and TTL (time to live) performance of other heroes by adjusting the numbers of their TTK and TTL enhancers in their kit. We never need to touch a power directly, simply buff the various passive powers, temporary steroid powers, pets, damage-over-time powers and other damage enhancers that a hero has to bring their TTK in line with other heroes. Very, very much improved system that will lead to quicker iteration when a hero is underperforming.
Because of this system, heroes should be within 20% of each other under various scenarios, which is a vast difference than the current live performance, where some heroes are literally twice as fast as other heroes. Every hero still works differently and has strengths and weaknesses, but on average a hero should be able to completely clear out a red terminal, including all trash and the boss with 20% of the time of another hero, assuming the same gear.
Respecs and Retcons
With most powers having increased damage and hundreds of small quality of life changes, bug fixes and new powers, heroes will have completely new build options available to them. It will take awhile for players to figure out which builds are now the most fun for them.
To help players with this process all heroes will receive a free respec when patch 2.1 launches.
In addition, because of the large increase in the number of viable hero builds after this patch, we’ll be providing an additional two free respec potion codes that players may redeem (in addition to the respec for every hero) and reducing the price of Retcon potions in the store throughout the December holiday period and into the new year.
Easy Item Unbindings
We will be offering almost-free item unbinding and artifact blessing swapping for the durations of the holidays, until January.
With so many changes to powers, many artifacts will no longer be considered best in slot and we want to give players several weeks of freedom to change them.
All unbinding recipes will take a significant price drop for the length of the holidays.
With so many builds opening up and systems changing, there is going to be a mad rush to find new loot with different power bonuses, different affixes, etc.
With that in mind, all players will receive a complimentary boost from an infamous Marvel character called The Collector (aka Taneleer Tivan).
The Collector’s Bounty is a 200% rarity boost for 12 hours of game time and is free for all players for the holidays to help with the gear hunt. It will be provided by a key sent to your email!
We’re planning a solid revamp of the attribute system in January, with reviews of some of the worst attributes (Speed and Intellect) and a general reworking on the system to be cooler.
For this patch, we’ve removed all penalties for having an attribute of one, which hurt a few heroes unnecessarily, particularly if they happened to have an energy power in their kit.
Damage Power Scaling with Ranks and Level!
Hero powers now scale their damage on both power ranks and your hero’s level.
This means powers will naturally scale in a more rewarding, immediate manner, since gaining levels will determine a portion of your damage output. Rank 1 of a Level 1 power may still be somewhat viable at level 60, due to this change. This change smoothes the benefit that placing power points gives to damage powers, making every point rewarding.
This resolves issues with higher level unlocked powers scaling in a weaker way than lower level powers. Players will be able to assign their power points with freedom, without needing to factor in power unlock level and relative value of power points when choosing which powers they want to rank up. Intermediate and advanced players will note that this change alone will open up more build options for every hero.
These scaling improvements also extend to any power that provides simple stat-based ratings, such as Damage Rating or Defense Rating, as well as powers that affected Health Regeneration or Maximum Health.
This change also affects summoned allies, who now receive their base damage based on your level, ranks in the summon power and any items you have that provide bonus damage to summoned allies. This will be a buff to summoned ally damage for heroes who want to invest in those powers.
The maximum rank of a power is now strictly determined by your hero level, allowing you to put a large chunk of points into powers that unlock at higher levels and be instantly rewarding. Example: If you unlock a power at level 47, you can put 15 points into it immediately, if desired.
In January, we will be adding a new UI option to show the damage and ratings per level directly in power tooltips, called “Advanced Tooltips”. This will default to “off” since it’s a lot of numbers.
Power Unlock Levels
Most heroes have had a few powers adjusted to unlock earlier so their play experience is more fun, starting right at level one. In particular, a lot of heroes will now get a movement power of some kind immediately at level one and a flavorful spirit-spending power at level one.
With the new scaling system allowing power unlock level to be unhooked from damage, this is a solid upgrade for the game.
Tooltips - Complete Pass
Literally every power tooltip has been updated in a variety of ways to make powers easier to understand and improve clarity. This should greatly assist players in quickly understanding the damage, scaling and utility that their powers offer.
Damage Multipliers, a.k.a. “Coefficients” Replaced!
Damage Rating now provides a completely consistent percent-based increase multiplier to all of your damage powers, rather than a flat amount of damage that is modified via a behind-the-scenes coefficient for each power.
This system allows powers to scale better with power points and is extremely easy to understand - players will be able to determine at a glance how much benefit they are gaining from Damage Rating by viewing their character sheet.
Powers that previous increased outgoing damage by a percent now provide Damage Rating instead and are folded neatly into this system:
Damage Vulnerability and Weaken Effects
As we’ve discussed in depth in the Tuning Corner of the forums, vulnerability and weaken effects have been revamped in the following ways:
Critical and Brutal Damage Ratings on Powers
Critical Damage / Brutal Strike Damage has been renamed 'Critical Damage Rating' and 'Brutal Damage Rating' and function just like Damage Rating, but for critical and brutal strikes.
These stats increase the critical/brutal damage multiplier of powers rather than increasing base damage.
Rate of Fire Increases to Powers
Powers that increase their base rate of fire with power points have had the rate of fire increase changed to 1% per rank (40% base rate of fire increase at rank 40 prior to being affected by attack speed). This affects the following powers:
Black Widow - Stinging Barrage
Cable - Energy Pulse
Cyclops - Optic Barrage
Deadpool - Bang Bang
Gambit - Stack the Deck
Iron Man - Repulsor Barrage
Spider-Man - Web Barrage
Bonus Damage to Bosses
Powers that deal bonus damage to bosses, elites, and champions, have had that effect reduced with greater damage added to the base powers themselves.
Iron Man - Voltaic Punch
Luke Cage - Crowbar Beatdown
Luke Cage - Colleen Wing (Kenjutsu Aura)
Spider-Man - Spidey Pummel
Squirrel Girl - Hulkbuster Squirrel
Percent Increases to Ratings
Powers that increase ratings by a percent multiplier have been adjusted to no longer do so. That type of scaling is no longer necessary with the power revamps and has been completely removed from the game for hero powers.
These powers have either base damage increased, had new functionality added or other effects increased. This affects the following powers:
Captain America - Quick Block (Defense Multiplier)
Colossus - Heavy Metal (Defense Multiplier)
Hulk - Hulk Tough (Defense Multiplier)
Jean Grey - Omega Level (Defense Multiplier)
Loki - Frost Giant Form (Defense Multiplier)
Luke Cage - Superhuman Leverage (Defense Multiplier)
Spider-Man - Spider-Sense (Dodge Multiplier)
Spider-Man - Web Shield (Defense Multiplier)
Thing - Thick Skin (Defense Multiplier)
Base movement speed of all heroes has been increased so the game feels more fun for people without teleports.
The following heroes have had their base movement speed increased by an even greater amount than others to reflect their agile nature and need to close distance with an enemy while fighting in melee.
Each hero now has a standard amount of base health awarded to them per level. As a result, the following heroes have had their base health increased:
Hulk's base health has been integrated into Hulk Tough to be more visible to players. This is free and only requires the one-point investment.
Every light armor hero has been upgraded to "medium" armor levels!
Charge Up Powers
We've modified the way "charge up" powers such as Iron Man's unibeam control! There is no longer a 1 second minimum charge time for these powers, they can be charged up to a minimum/maximum time, and held to be fired whenever a player desires.
"Whirlwind" type powers such as Colossus' Siberian Express, Emma Frost's Diamond Whirlwind, and Spider-Man's Web Wrecking Ball have had their 'movement' keywords removed.
Ratings-Based Systems and Diminishing Returns
The diminishing return system for Defense Rating, Dodge Rating, Critical Rating, and Brutal Rating have been improved with this patch.
Before the patch, most level 60 players were well into the diminishing returns for most stats. This was a natural result of more item slots and better-quality items available (Team Insignias, Legendary items, Rings, 4 artifacts, Uniques, Blessings, etc). This was a big problem for end-game players since those stats were frustratingly bad to itemize for.
To address that, the following improvements have been made to the system:
The result is that players will have much more options for items with those stats. In addition, the average player will have approximately 10-30%% lower values in those stats (Dodge, Crit, Defense, Brutal), which was cleanly addressed with a 30% flat reduction to enemy health and damage, so Time-To-Kill and Time-To-Live are not affected, and are in fact increased for most heroes. (Updated after another week of testing and tuning).
Some powers which have multiple methods of scaling have been set to a fixed amount to allow these powers to be correctly tuned to be equally strong at all ranks.
Example: Deadpool will always drop 4 Power-Ups per use. Hawkeye will have 6 bounces on Taser Arrow. Human Torch will always release 4 Bouncing Fireballs.
The following powers benefit from this change.
Black Widow - Rolling Grenades
Cyclops - Ricochet Blast
Deadpool - Power Ups
Hawkeye - Taser Arrow
Human Torch - Bouncing Fireballs
Iron Man - Micromissiles
Loki - Bouncing Bolt
Storm - Chain Lightning
Thor - Storm Strike
The amount of reduced damage an enemy receives when it is his multiple times by a single bounce power has been increased to 20% per hit (up from 10%).
Situational Damage Bonuses
Powers that require a situation (such as a buff or debuff) to gain a damage bonus have had their base damages increased, and their situational damage bonus decreased. The result is that these powers will now do respectable damage even if their target is not debuffed.
In testing, we may close the gap of these powers even further, depending on the fun vs. frustration level.
Black Widow - Coup de Grace - Bonuses set to 50%
Colossus - Crushing Smite - Bonus set to 0.5% per 1% of remaining armor
Colossus - Titanic Slam - Bonus set to 0.5% per 1% of remaining armor
Cyclops - Optic Blast - Bonus set to 50%
Daredevil - Club Sweep - Bonus set to 50%
Daredevil - Swinging Assault - Bonus set to 50%
Deadpool - Big Ol' Stab - Bonus set to 50%
Loki - Winter's Breath - Bonus set to 50%
Loki - Lay Waste - Bonuses set to 33%
Punisher - Show No Mercy - Bonuses set to 50%
Spider-Man - Spider to the Fly - Bonus set to 25%
Storm - Lightning Rush - Bonus set to 75%
Wolverine - Blood-Hungry Sweep - Bonus set to 50%
Wolverine - I'm the Best There Is - Bonus set to 50%
Mitigation Shields and Dodge
A big improvement to hero survivability has come in the form of less spikey damage. All enemies have been tuned to deliver smaller packets of damage, allowing for better gameplay.
As a result, large damage negation shields are no longer needed and have been reduced to a maximum of 25%. In addition, dodge will reduce damage by 50%, instead of 100%.
This has been applied consistently across all heroe and affects these powers:
Iron Man - Force Shield
Rocket Raccoon - Personal Defscreen
Human Torch - Manashield
Jean Grey - Manashield
Thing - Granite Defense
Emma Frost - Diamond Armor
Colossus - Armor
The end result of lowering enemy damage and lowering these two mitigation levels will be less spikey damage that rewards players for using a medikit or moving out of an attack’s damage zone, with no players getting killed in two shots from unlucky rolls.
Crowd Control Durations
We are working to improve the tenacity system so crowd control powers feel good. We’re taking a first step with this patch and will finish it up in January.
As an easy improvement, all crowd control durations in excess of 8+ seconds (for hard crowd control effects) to 10+ seconds (for soft crowd control effects) have been reduced. We may reduce this further if their lengths of CC are no longer needed. This will allow the tenacity system to be adjusted downward even further, making the CC powers of a hero even more impactful. We are considering moving crowd control effects further down to 5% and adjust tenacity even more, but would like to see the impact of this first.
Under the new consistently tuned damage system, powers that provide long durations of crowd control deal less damage. Powers that scaled crowd control durations extremely high would deal less damage to compensate, when the crowd control effects in most cases would last longer than a fight, which was bad for players, since most enemies died long before the crowd control duration. This will allow crowd control based powers to have a higher damage, while retaining their high amount of utility.
This is the big patch that brought all heroes to roughly the same level for damage and survivability, albeit with wildly different flavor and gameplay execution. This is in advance of their level 52 hero review, which is planned for every hero in the first quarter of 2014.
Here are some of the highlights:
The bottom 90% of powers have had their damage boost to most powers, following our new power tuning infrastructure. The has resulted in some greatly increased power in certain builds and will be a new experience for some heroes.
Most heroes have damage enhancers added to their kit to bring them up to the damage level of newer/reworked heroes. Example: Cyclops now has a large bonus to Energy damage as part of Concussive Force.
Many heroes have had their defense enhancers buffed or new ones added to their kit, to bring their survivability level up to the level of new heroes. Example: Hawkeye has a chance to completely evade attacks in his Combat Training power.
A few heroes have new powers, where they desperately needed one. Example: Captain America has a new taunt.
Several heroes have had passive powers removed and combined, so they are forced to spend fewer points to get the same effect.
Every hero has 5-10 quality of life improvements based on forum feedback, new technology we have or just more consistent application of certain types of powers. Example: Scarlet Witch’s teleport is now as good as Cable’s teleport.
Important Note: This patch is a massive step towards bringing all heroes closer to the best in terms of TTK (damage) and TTL (survivability). However, it's just a first big step! Over the holiday break, we'll be continuing to test, tune and retest all heroes under many conditions to ensure that everyone who needs additional tuning can get it. Our new tuning systems make this extremely easy to do and much more accurate and efficient than any game could hope for. Thanks to all the testers who helped get this system implemented.
Hulk, Emma Frost, Ms. Marvel, Loki
We've made many improvements over the past few days regarding these heroes' survivability and damage, but we are going to continue polishing and tuning these heroes in January. We'll be interfacing directly with the community on their respective hero forums, so please post any feedback there!
Individual Hero Notes
Summary: With patch 2.1 Black Panther has very solid TTK numbers and survivability. In addition, he has several quality of life changes. His level 52 review will eventually add even more gameplay options for him and some additional high-impact powers.
Predator's Aim now causes all basic attacks to weaken enemies instead of causing vulnerability.
Enervating Slash no longer weakens enemies (now provided by Predator’s Aim)
Jungle Snare - Now deals damage over time to enemies in its range.
Blessing of Bast - Now makes Black Panther immune to CC for the duration of the buff instead of adding tenacity. The duration of the buff has been normalized to similar 'cleanse' powers. Its non-crowd control benefits have been migrated to Panther Soul and Panther Grace.
Panther Speed - This power has been removed from Black Panther in order to free up points. Its benefits have been migrated to Panther Grace and Panther Sight.
Panther Soul - Now grants spirit when you hit, rather than when you are hit in order to trigger more often.
Panther God's Gift - Now makes allies immune to crowd control rather than giving a Tenacity bonus. Now grants flat movement speed and a Critical Strike Rating bonus
Panther Grace: Increased missile evasion.
Panther Leap: Slashing animation sped up.
Summary: Black Widow’s fluidity has increased, along with pure damage output and TTL (time to live). We are very much looking forward to her level 52 review, which will hit before the Captain America movie - we have a couple of special things planned for her.
Master of Munitions - Power has been removed from Black Widow to free up points for her. Spirit regeneration on critical strike has been migrated to Painful Precision. Base spirit regeneration has been migrated to Red Room Reflexes.
Red Room Reflexes - Now has a small chance to evade all damage from an attack.
Plastique - Animation updated, which allows for Black Widow to throw the mine to a target destination. The mine cluster has been replaced with a single mine once again (the audio and visuals had been causing performance issues). The cooldown has been removed, and the spirit cost reduced to 20 (down from 30).
Rolling Grenades - Base attack speed increased ~10% to be more responsive.
Coup de Grace range increased.
Superior Intel - Now increases critical damage rating in addition to its other effects to increase Widow’s TTK (time to kill).
Remote Detonation - No longer has an endurance cost. Mines triggered with the detonator now always stun, and deal bonus damage instead of critically striking. We like that Widow has this unique power and want to make it worth the point investment for the players that enjoy the unique gameplay.
Flash Grenade - Animation updated, Black Widow no longer jumps during the throw. This will make the power more responsive.
Summary: Cable is now one of the most complex heroes to play perfectly, with so many DOTs and powers in his rotation, but is rewarded for skilled play with one of the best TTKs in the game. He can no longer ignore every attack, but has an extremely strong and varied number of abilities at this disposal.
Searing Shot - Base attack speed increase. Power now has increase critical damage rating.
Energy Pulse - No longer has increased critical damage.
Veteran Warrior - Now provides critical damage rating in addition to critical rating.
Eye for Weakness - Now causes weaken in addition to vulnerability.
Defensive Roll - Now provides defense rating for a short duration after the roll. The passive dodge component has been moved to a new passive. Spirit cost no longer reduces with power points. 33% dodge chance while rolling removed (The dodge chance on the tooltip only ever affected Cable while he was performing the combat roll). Instead, Cable now evades all projectiles while rolling.
Quick Bodyslide - Spirit cost now reduces with power points. Passive Tenacity has been migrated to a new passive.
Auras - All auras now reserve maximum spirit and cost no spirit to activate. They no longer stop Cable’s movement on activating. This will make Cable more responsive while moving.
Dynamic Aura - Now provides spirit regeneration in addition to spirit cost reduction.
Vigilant Aura - Now provides projectile deflection in addition to defense.
Kinetic Repulsion - Now deals damage to all targets affected by each pulse. Duration set to a fixed 6 seconds. No longer deflects projectiles.
Techno-Organic Reconstruction - Converted into a passive that restores health over time. When dropping below 30% health, the health restoration is massively increased and Cable deals bonus damage for a short duration.
Telekinetic Mastery (Formerly Telekinetic Shield) - The non-percentage defense buff from Telekinetic Shield has migrated to Defensive Roll. The power is now a passive which increases dodge chance, tenacity, and mental damage rating.
Psychic Trap - Base attack speed doubled to be more responsive.
Summary: Captain America is due for a level 52 review in January, but has received very significant damage and utility upgrades in this patch.
Captain America's secondary resource, shield points were not considered particularly fun by players and have been removed. Powers that spent shield points have, in most cases, been granted their benefits directly into the powers.
Opening Strike (renamed to Heroic Strike) now hits enemies in a small cone instead of single targets. The power now restores spirit per hit instead of causing vulnerability.
Warrior's Heart (now Combat Prowess) - Now increases Cap's critical rating, and grants him bonus damage rating against enemies that are attacking him.
Vibranium Bash - Now deals bonus damage to bosses, champions and elites. Synergy with Shield Bash removed.
NEW Power - Finest Hour - You and your teammates cleanse and become immune to negative effects for a short duration.
NEW Power - Patriot’s Challenge - Challenge nearby enemies to attack you, protecting your teammates while weakening your enemies.
Shouts no longer stop Captain America's movement, and are now toggled powers, resulting in much cleaner gameplay. The 'shout' effects have been combined or merged to prevent players from needing to refresh their buffs. Aggressive and Invigorating Shouts have been merged into one power to free up points and buff Cap overall.
Athletic Leap - Passive crit removed (Moved to Combat Prowess)
Combat Veteran - Now provides defense rating, damage reflection on melee attacks, projectile deflection, and grants a chance to completely block damage from an attack.
Defensive Prowess & Avenging Sentinel - These powers have been removed from Cap. Their benefits have been merged into Combat Veteran to free up points.
Shield Expertise - Now increases the damage of Cap's shield throw powers, and increases the damage of his melee attacks for a short duration after he throws his shield. Shield Toss now always stuns enemies.
Heroic Charge's damage shield on use has been migrated to Quick Block. Heroic Charge has now gained Dynamic Charge's knockdown duration scaling, and Dynamic Charge has been removed from Captain America.
Quick Block's defense bonus duration and cooldown no longer scale. After activation, blocking the next source of damage now has an unlimited duration. Quick Block's defense rating while on the hotbar has been removed.
Fighting Spirit now makes allies immune to crowd control rather than giving a Tenacity bonus.
Throwing Cap's shield no longer locks out any powers except the shield throw powers.
Summary: Colossus had his level 52 review recently and only has a handful of changes.
Colossus’ Aura powers no longer stop movement on activating to allow him to be more responsive.
Heavy Metal now makes allies immune to crowd control rather than giving a Tenacity bonus.
Summary: The main focus for Cyclops was increasing his damage and providing quality of life changes.
Martial Arts: New passive which grants defense rating and bonus crit rating to melee powers Concussive Force now increases energy damage rating in addition to its other effects.
Trained Punch now hits enemies in a small cone instead of single targets.
Sweeping Kick now increases knockdown duration with power points instead of causing weaken. Added an 8 second bonus to damage rating when you hit with this power.
(Note: Cyclops has additional improvements in tomorrow’s test center build)
Summary: Daredevil’s focus was flat out damage and defense increase to improve his TTK and TTL to be top tier. He also received quite a few quality of life and flavor improvements so he just plain feels more fun to use. The result is a hero that feels like a damage machine much more so.
Club Sweep - Now always knocks down enemies.
Taser Club - Now stuns instead of knocks down.
Triple Strike - No longer causes stun against knocked down targets. The second combo hit now deals bonus damage.
Heroic Leap - Passive defense component has been migrated to Relentless Justice. Vault now costs less spirit with ranks.
Radar Ping - Now applies standard Vulnerability and Weaken to targets affected, allowing Daredevil's allies to take advantage of the debuffs. Now also grants minimap visibility.
Club Throw & Rebounding Club now deal higher base damage, and only one projectile may be thrown at a time. Projectile speed and range have been increased.
Rebounding Club now causes enemies struck to bleed for a short duration. No longer has a chance to slow or a synergy with Club Throw.
Restorative Trance is now called “Man Without Fear” Man Without Fear - Has been converted to a potent buff which increases your health and spirit regeneration for a brief duration (moderate cooldown).
The Former Man Without Fear is now called “Radar Sense” - The projectile evasion has been migrated to Man Without Fear, and also provides Dodge Rating and an Attack Speed buff on dodge.
Radar Sense - The minimap visibility has been migrated to Radar Ping.
This allow Daredevil players to get more passive benefits for fewer points.
Enter the Void - Duration has been normalized to similar 'cleanse' powers.
Action Roll - No longer requires a target to be slow to knock them down.
Jumping Strike - Now always knocks down enemies.
Opening Lunge - Now always stuns enemies.
Knockback Kick - Now named Spin Kick, this power no longer knocks back. The base attack speed has been increased.
Swinging Assault - Now stuns and deals bonus damage against slowed targets (instead of knocked down). Travel speed and distance have been improved. Cooldown reduced to 1 second (down from 4).
Devil of Hell’s Kitchen - Now increases Daredevil’s melee damage rating in addition to its other effects.
Summary: Deadpool received a few quality of life changes and a modest damage boost.
Armor Buster now deals bonus damage to bosses instead of dealing bonus damage based on the enemy's maximum health.
More Bullets now grants critical damage rating in addition to its other effects.
Server Lag now provides a damage rating buff to you and your allies instead of causing damage vulnerability.
Bodyslide By One now reduces spirit cost with power points. The passive critical rating component has been removed and added to More Bullets.
Superior Healing Factor and Get Better Fast have been merged into one power. The active portion now activates the increased healing when below 30% health (up from 20%).
Summary: Gambit was released in a much more balanced condition that most new heroes. He was also the most complicated hero ever released if you wanted to maximize TTK and use perfect power rotation. Players certainly noticed and first thought Gambit wasn’t capable of high DPS. That has proven to be wrong with some of the more recent TTK videos as players better understand how to build and play the Ragin’ Cajun. However, we took the time to further improve Gambit’s damage, durability and overall fun in this patch.
Kinetic Charge, Gambit's secondary resource, has been removed! The passive power Kinetic Overcharge has been removed. The bonus to thrown environment objects has been granted to Kinetic Mastery. All other effects of Overcharge have been granted to Ragin' Cajun.
52 Card Pickup is now Gambit's signature power. The power now immobilizes all enemies within the radius when used for 2.5 seconds before exploding. The immobilization effect cannot be resisted by enemies. The power now has a damage synergy with Cherie, deals significantly increased base damage, and has a cooldown.
Bo Vault now allows Gambit to leap over walls and elevated terrain.
Sleight of Hand now provides a chance to evade projectiles.
Red Suits and Black Suits debuffs now ignore proc coefficients. If you hit with a card power, the appropriate suit debuff will always be applied 100% of the time!
Savate Expert: Now contains a chance for a 100% mitigation block.
Teaser: You will be very excited to see Gambit’s new costume which is included free with the Advance Pack to be announced.
Summary: The focus for Hawkeye was simple TTK improvements and a bunch of nice quality of life improvements. His level 52 review is scheduled for January, to be released alongside the Kate Bishop costume.
Vibranium Arrowheads - Has been removed from Hawkeye, merged into Precise Aim to save some points for Hawkeye players and increase overall damage.
Combat Training now increases defense against all types of attacks.
Piercing Arrowheads now provides bonus damage rating to ranged attacks.
Explosive Arrow now causes vulnerability. Players can lead with this arrow, even as a 1-point wonder, if they choose.
Adamantium Arrow now has built-in critical rating.
Masterful Archery - In order to create ease of use and a much clearer tooltip, we've merged the up front damage with bonus damage into a single DoT aspect.
Pinning Arrow's base attack speed and range increased. It now only stuns rather than dealing knockback.
Summary: Working with some of the top Hulk players, we’ve made a large number of quality of life changes for Hulk to make him more fun even before his level 52 review.
Anger is no longer spent in single pips in various powers. It now naturally builds on hitting enemies or taking damage, and evenly builds regardless of the types of powers being used or number of enemies hit. Hulk slowly loses anger when out of combat. The bar will no longer show pips, since they are no longer used in small portions in any of his powers.
Basic attacks have been normalized to 1.8 attack speed (slightly slower Furious Punch, faster Brutal and Savage Swings)
Furious Punch - Now generates additional anger per hit
Brutal Swing - Now deals additional damage if you are at maximum anger. No longer has a chance to knockdown.
Gamma Strike - Damage has been significantly improved - now deals bonus damage at maximum Anger. Gamma Strike no longer knocks back enemies, and its base attack speed has been increased.
Mighty Smash now deals 75% bonus base damage to knocked down enemies, rather than hitting a second time for 50% damage. This allows critical strikes to hit harder when using these bonuses, since the damage is not split into two separate attacks. The power no longer has a chance to knockdown enemies, and has had its base attack speed increased.
Demolishing Charge now travels through enemies instead of being blocked by collision, and deals damage to enemies that Hulk passes through.
Short Temper is now "Hulk Fast", a passive which grants spirit cost reduction, speed, and tenacity, which all are increased if you are at maximum anger. The former defensive benefits have been merged into Hulk Tough.
Hulk Tough now grants healing over time, defense, and health regeneration, which all are increased if you are at maximum anger.
Hulk Mad now grants damage rating, critical rating, and critical damage rating, which all are increased if you are at maximum anger.
Unbridled Rampage - Now an active power only usable at maximum anger, which temporarily increases your damage, defense, health regeneration, and makes you completely immune to crowd control for the duration. Heal component has been moved to new power: Get Angry!
Worldbreaker - Replaced with 'Get Angry!', a buff which generates anger instantly and doubles the rate at which you gain it for a short duration. Worldbreaker's former passive benefits have been migrated to Hulk Mad.
Hulk Free's passive benefits have been migrated to other passives.
Tremors - This power has been removed from Hulk. Avalanche Leap now performs the Tremor effect.
Avalanche Leap - Damage has been significantly improved.
Hulk’s power unlock levels have shifted slightly to accommodate some of these changes.
Hulk’s unique items will be adjusted to accommodate these changes.
Summary: Torch has always been in a good place, he has always had very solid damage and some of the best defense possible. For this patch he has received a few quality of life changes and adjustments. He remains at the very, very top level of TTK and TTL.
Scattering Blaze & Fiery Uppercut now deal 150% bonus damage against burning targets, rather than hitting a second time for equivalent damage. This allows critical strikes to hit harder when using these bonuses, since the damage is not split into two separate attacks.
Pyrotechnic Burst - Now causes enemies affected to be weakened.
Incinerating Blast - Now causes enemies affected to be vulnerable.
Blazing Retribution's damage effects have been migrated to Thermal Intensity, and now returns a flat amount damage instead of a percentage of damage taken. Blazing Retribution is now named "Blazing Speed". It is a passive that provides dodge rating and movement speed.
Blazing Flight - The movement speed passive portion has migrated to Blazing Speed. Blazing Flight's spirit cost now reduces with additional ranks.
Cleansing Fire - The dodge rating has been removed from this power and migrated to Blazing Speed.
The defense bonus from Fiery Rejuvenation now caps at 20 stacks.
Summary: As always, Iron Man is near the top of the list in every category. With all heroes receiving a damage buff, he is no longer twice as good as most heroes, but he is still the top dog in many areas.
Arc Reactor Enhancement - The damage rating is no longer restricted to energy beams. The minimap radar component has been migrated to Missile Control System. This power is now unlock at level 1.
Missile Control System - The critical rating provided by this power is no longer restricted to missile powers.
Coolant Blast - Redesigned. The power is no longer channeled, and no longer a basic attack. The power now slows enemies with a chance to freeze, and grants some bonus damage to Iron Man's melee attacks to slowed targets, with a larger bonus granted to frozen targets. The melee bonus persists even if the target resists the slow.
Deployable Medic - The medic can no longer be targeted or destroyed. The medic no longer has collision with players or enemies.
Summary: Jean Grey has received a few quality of life improvements to her kit. Expert Jean Grey players understand what she is capable of and know she doesn’t need help in the TTK and TTL departments, but does need more viable builds and cleanup of some powers. Her level 52 review will be important for creating even more variety for Jean players. Although she is no longer twice as good as most heroes, she is definitely still at the very top of the list.
Reinforcing Aura no longer costs spirit to activate. All auras no longer stop movement on activating.
Phoenix Inferno - Phoenix Inferno has been converted to life on hit rather than lifesteal.
Telekinetic Flight’s passive component (knockdown chance on mental damage) has been migrated to Mental Focus.
Kinetic Wave now causes enemies hit to be weakened.
Mind Crush now causes enemies hit to become vulnerable.
Mental Focus: Now provides passive Defense
Kinetic Shield now scales projectile deflection chance.
Summary: Loki remains one of the more innovative and powerful heroes in the game. Some of his game mechanics have been cleaned up to improve his quality of life.
Lord of Lies - No longer increases maximum illusion count. Loki's base illusion maximum has been increased, and the damage of each illusion has also increased. The summon duration bonus effect of Lord of Lies has been decreased in favor of higher base duration of illusions.
Illusion Counter - Loki now has a secondary resource bar which keeps an active track of the number of illusions currently created.
Master Sorceror - Spirit cost reduction base and scaling reduced. Loki’s base power durations increased, Master Sorceror power duration bonus reduced.
Unyielding Power - Base duration increased, duration scaling reduced. No longer stops Loki's movement on activating.
Misdirection now properly removes crowd control effects.
Frost Armor now provides life on hit, instead of lifesteal.
Summary: Luke has received a few changes with each patch. With this patch he has a few damage enhancements in various trees the came along with the various system improvements.
Tactical Defense/Offense - Tactical Defense now weakens enemies on taunting, and has gained the summon-cooldown refreshing function of Tactical Offense. Tactical Offense, now named Natural Leader, has gained the aura components of Tactical Defense. The move speed component of Tactical Offense has been migrated to Business Is Good.
Summary: Frank has a few good quality of life changes, including the removal of his secondary resource in favor of straight buffs in a bunch of areas. With his Pain Tolerance and many sources of TTK enhancement, he currently is one of the best ranged heroes in the game. With his level 52 rework, he will be getting some additional options and more guns to store in the van.
Punisher's secondary resource, Vengeance, has been removed.
Rifle Shot now has increased rate of fire with power points instead of bonus damage at range.
Driven by Vengeance now provides maximum spirit instead of its vengeance cost replacement mechanic.
Killer Instinct now restores spirit instead of vengeance.
Lock and Load now restores additional spirit without the need for vengeance.
Grim Retribution now makes all powers free for the duration rather than restoring vengeance.
Cold-Blooded Crusader & Punish the Guilty now cause enemies to cower in fear at their current location instead of running away.
Summary: Rocket Raccoon’s damage was greatly increased in this patch along with many extremely fun quality of life changes. His level 52 review isn’t for awhile, but will open up a few additional fun options as well.
Tactical Destruction's bonus damage if spending shields no longer scales with power points.
Suppression Turret now weakens enemies it hits.
Gravity Mine now causes vulnerability.
Force Field Generator now scales projectile deflection chance.
Timely Recovery now grants crowd control immunity for a short duration. The movement and attack speed buff has migrated to Burrow. The potency of the buff has been reduced, since it no longer requires you to be crowd controlled to take effect.
Cunning Plan has been removed from Rocket Raccoon. It's benefits have been merged into Shrewd Dude, which now passively grants dodge to both Rocket and his team, with a larger benefit going to Rocket.
Rocket Raccoon's Turrets no longer have an animation, nor stop Rocket's movement when used.
Blaster Turret now has a maximum of 3 turrets. Suppression Turret now has a maximum of 2 turrets.
Burrowing Escape no longer scales in range with power points - its range has been fixed to 700 units (equal to rank 20 of the power previously). The tooltip and visuals have been updated to reflect the stealth mechanic after emerging from the burrow. Burrowing Escape no longer stops your movement when you end the burrow.
Personal Defscreen: Now provides a passive defense bonus.
Summary: Scarlet Witch needs a lot of powers adjustment in her level 52 rework, but has some solid damage and quality of life improvements in this patch, including consolidating her damage into her powers while temporarily removing her secondary resource.
Chaos Flux, Scarlet Witch's secondary resource, has been removed from the game.
Chthonic Gloom & Ominous Veil now cause enemies to cower in fear at their current location instead of running away.
Ominous & Enfeebling Veil no longer stop movement on activating.
Removed Pre-requisites from Withering Hex and Corrosive Hex
Combusting Hex now deals Mental Damage, instead of Energy damage.
Enfeebling Veil is now called “Obfuscating Veil” and provides a defense bonus, and no longer weakens enemies.
Entropic Warding now scales projectile deflection chance.
Enervating Hex now stuns all enemies in its radius instead of causing vulnerability.
Chaos Magic has been reworked. The activation chance and duration of effects no longer scales. The power can now fire one of three minor hexes - a slow, a damage over time, and a self restoration.
Summary: Squirrel Girl has many quality of life changes in this patch. Internal testing has shown her to have extremely strong TTK and TTL results.
Claw, Claw, Bite's tooltip has been clarified that it deals bonus damage per squirrel attacking a target. The word ‘vulnerability’ has been removed from the tooltip to avoid confusion (the power did not cause enemies to take additional damage).
Squirrelpocalypse - Damage vulnerability removed. The power now applies a small DoT effect.
Squirrel Heart - The passive health bonus has been migrated to Spirit of the Squirrel. The power has been moved to the Moar Squirrels! tree.
Squirrel Girl now has a secondary resource bar which tracks the number of active squirrels. Squirrel summoning powers now share a global maximum of 30 squirrels.
Squirrel Friend - All Squirrel summons' damage is now based on ranks in Squirrel Friend. The duration of all squirrel summons is now 20 seconds (this includes Sic 'Em and Squirrel Special Forces).
Sic 'Em - Now always summons 5 squirrels.
Squirrel Special Forces - Now always summons 8 squirrels. The critical bonuses have been reworked, and now apply to all active squirrels (instead of just the Special Forces) Squirrel Girl
Thousands of Tiny Teeth - This passive has been removed from Squirrel Girl. Its effects are now placed as a non-scaling benefit directly in the Squirrel Friends passive. This allows all squirrel pets to be capable of causing debuffs without Squirrel Girl spending additional power points to do so.
Squirrel Saboteurs - This power has been moved to the Moar Squirrels! tree.
Squirrel Love - The passive life on hit from squirrels no longer scales with power points (base increased).
Summary: Spider-Man is still one of the most powerful heroes in the game on all levels. Not many changes for him beyond the ones involved in the greater system updates.
Infuriating Humor’s passive effect has been migrated to Superior Agility.
Spider To The Fly now grants bonus Damage Rating, instead of % damage, to Melee Powers against webbed targets. This makes a stronger incentive to put ranks into this power, and is more balanced.
Amazing Smash’s dodge buff has been removed. The cooldown has been reduced to 25 seconds (down from 60 seconds).
Corrosive Webbing now provides damage rating to web powers instead of increasing damage based on range.
Summary: Storm is one of the high priority heroes for her level 52 review. She’s in good shape after this patch but could stand to have more options and a lot of power polish.
Crashing Hail no longer causes vulnerability, but is tagged as a Wind power so it may cause Vulnerability via Turbulent Winds.
Gusting & Freezing Tempest no longer stop Storm’s movement on activating.
Summary: Thing’s damage has been increased as part of the system changes and he has received a few quality of life changes in his kit.
Hard as Rock now gives bonus health in addition to its other effects.
Jagged Defender no longer weakens enemies.
Fantastic Haymaker now has an increased chance to critically strike instead of causing weaken.
Pulverizing Fury now makes allies immune to crowd control rather than giving a Tenacity bonus.
Thing’s Aura powers no longer stop movement on activating.
Summary: Thor is a top contender for his level 52 rework, but has received some short-term benefits in this patch. A major change is moving more of his damage mitigation to his regular powers and changing Asgardian Frenzy into Warrior Madness to be a more flavorful and interesting power, with extreme damage increases if used when
Hammer Strike - Base attack speed increased ~10%.
Odinforce, Thor's secondary resource, has been removed.
God Blast (now named Anti-Force) no longer scales on Odinforce. It now has a high amount of innate critical rating and critical damage rating built in to the power. God Blast will return to be more lore accurate as Thor’s signature power.
Asgardian Frenzy (now named Warrior Madness) has been redesigned as a heavy offensive steroid power. The power now grants life on hit, defense, attack speed, movement speed, and percent-based bonus damage based on Thor’s missing health. The power now has a cooldown. The size increase has been removed.
Bring the Thunder no longer stuns enemies and damage has been increased. The duration of the lightning field has been increased.
Hammer Punch is now known as Crushing Hammer. It now deals bonus damage to bosses instead of dealing bonus damage based on the enemy's maximum health. It no longer stuns enemies.
Asgardian Stamina now provides a chance to ignore projectiles. Asgardians don’t have time to bleed.
Immortal Combat now increases damage to all melee attacks (instead of basic attacks).
Lightning Smash is now a ranged basic attack. It no longer stuns enemies.
Mjolnir's Flight - The move speed passive has migrated to a short duration buff that occurs when using Thunderous Charge.
Thunderous Charge - Travel distance slightly increased.
Hammer Smash now weakens enemies hit.
Summary: Wolverine got a strong damage boost in various ways, including speeding up the rate of fury gain. He also received many quality of life improvements. We are looking forward to some very cool animations in his level 52 review.
Fury gains have been increased 150% for non-critical hits, and 20% for critical hits.
Feral Growl - Now causes enemies to become weakened. Animation speed increased.
Rending Sweep - Now causes enemies to become vulnerable.
Adamantium Skeleton now increases defense against all types of attacks and provides bonus damage to physical powers.
Wolverine's active healing power has been merged into Healing Factor (the passive). This power will now give it's passive effects normally, but can be placed on a player's action bar for a quick heal.
Adrenaline Rush - This power has been removed from Wolverine. The dodge component has been replaced moved to Keen Senses.. The movement speed component has been migrated into his base movement speed, and onto Bloody Victory.
Bloody Victory - The damage bonus on critical strike has been migrated to Keen Senses. Now provides damage rating upon defeating an enemy.
I'm The Best There Is - Now hits in a small cone, and the base attack speed has been increased to ensure it never misses.
Brutal Slash - Now has a large amount of brutal damage rating built in to the power.
Keen Senses - Now provides brutal rating in addition to its other effects. Logan can sense enemies weak spots for extremely brutal attacks.
Summary: Emma Frost’s level 52 review was sped up because she was hit the most by the removal of bonus % damage powers. She now has 3 viable builds, plus the ability to build hybrid. She has been going through heavy testing and iteration with some of the top Emma Frost players and will continue to do so over the next few weeks as we continue to tweak and iterate on her design upgrades.
Psi Bolt - Radius of splash increased. Visual changed to match the new size.
Astral Bolt - Visual changed to match the single-target impact nature of the power.
Telepathic Vortex - Renamed to Telepathic Torment. The power has an altered visual, now slows, and causes damage vulnerability.
Psychic Blast - Now causes a lingering damage-over-time effect in addition to the damage from the blast. Damage over-time abilities are big enhancers to TTK, so this will greatly assist her Telepath damage.
Psychic Awareness - Renamed to Telepathic Mastery. This power now triggers a small heal-over-time effect to you and your allies when you use a mental power.
Drain Psyche - Drain Psyche now restores health over time when attacking an enemy.
Mental Cloaking - Renamed to "Unlock Potential". Mind Cloud's benefits now affect Emma and her allies, and that power has been renamed to "Mental Cloaking". Unlock Potential retains the damage rating increase from the former Mental Cloaking, and has gained +1 to all skills and attributes in addition! The duration and cooldown have been increased. Mind Cloud (now "Mental Cloaking") now has a brief cooldown.
Psychic Domination - The passive effects applied to your minion are now listed on the tooltip. The visuals on the controlled minion have been converted to the standard minion colored rings rather than the large blue vortex. This will allow uniquely acquired pets to stand out more, since they will not be obscured by the visuals.
Rewards of Loyalty - This passive has been removed from Emma. Its benefits have been merged into Psychic Domination.
NEW Passive - Perfection - While not in Diamond Form, Emma restores Diamond Armor and has increased mental damage. This bonus is lost when Diamond Armor is full. This power will allow a hybrid gameplay style to exist in Emma's builds. A Diamond Paragon player may opt to shift out for awhile to regenerate health (using Drain Psyche or Telepathic Mastery) and Diamond Armor. An Omega Telepath player may want to shift into Diamond Form when Diamond Armor is full and make use of the damage absorption, and shift out when empty to unleash more damage. This power is intended to provide an interesting hybrid build option for Emma and will continue to be tuned to ensure it’s viable.
Mental Overload - The cooldown has been removed from Mental Overload. When Emma uses this power, she gains a buff that lasts until she is defeated, or until the next time she dominates a minion. This change is to allow Emma Frost players to 'opt out' of using a minion, and to allow minion users to not feel as penalized when they use Overload to clear a group of enemies. This change allows a “no minion” Emma build to be viable. The bonus will be monitored and adjusted as needed over the next few weeks to ensure it’s perfect.
Inspire Minion - Cooldown reduced to 12 seconds (down from 30). The damage duration now matches the taunt duration. The health regeneration per second now starts lower and scales with power points.
Sudden Dread - Converted from flat damage to damage over time. The cooldown has been removed, animation speed increased, and radius slightly reduced.
Kneel Before Me - Now Emma Frost's Signature Power. The weaken effect has been removed in favor of percent-based damage negation during the channel. The cooldown has been slightly increased, damage increased, and the power now gains a damage synergy with Grand Nightmare.
Diamond Armor - Gaining Diamond Armor on hit is now built in to all Diamond Form powers instead of the basic attacks. Emma now rapidly regenerates Diamond Armor when out of Diamond Form to help hybrid builds, should players choose to go that route.
Flawless Jewel is now "Diamond Form", unlocks at level 1, and includes both the passive components of Diamond Form and the former Flawless Jewel in the tooltip. This allows Diamond Form to be explained in a clearer manner, while still letting players upgrade the passive benefits.
Gleaming Strike - Gleaming Strike now has bonus damage based on Emma's defense rating, instead of causing vulnerability.
Diamond Heart - Now increases the damage absorbed by Diamond Armor, and allows attacks to restore double the normal amount of Diamond Armor for the duration. Base duration and cooldown increased.
Summary: Ms. Marvel received her level 52 rework in this patch since it was the only way to bring her DPS up to the top levels while still being interesting. She will continue to be iterated as we monitor and measure her power level over the next few weeks.
Ms. Marvel's secondary resource, Photonic Energy, has been redesigned. It now generates rapidly, faster when Ms. Marvel takes damage, and can be spent while full to fuel additional damage or effects into some of Ms. Marvel's powers.
Mighty Punch - Now deals bonus damage to elites, champions, and bosses.
Roundhouse Kick - Now gains extra knockdown duration with power points.
Photon Punch - Now gains bonus damage for a short duration after you spend photonic energy. No longer generates photonic energy.
Kree Toughness - Now provides maximum health instead of attack speed. (Attack speed moved to a new passive.) It also provides critical rating.
Uppercut Blast - No longer fires a conical beam after the uppercut (now named Infused Uppercut). The buff to defense gained after spending photonic energy has been moved to Energy Absorption. The beam has been moved to Evasive Blast.
Defiant Escape - Has moved to the Avionics tree.
Cosmic Haymaker - Base attack speed has been increased.
NEW Power - Cosmic Challenge - Taunt enemies to attack you while lowering their damage output.
Photonic Blast - Base attack speed has been increased.
Energy Absorption - Now provides passive missile absorbtion, and provides damage negation when you spend photonic energy as well as defense rating. The spirit gain has been altered to occur on any type of damage taken by Ms. Marvel.
Photonic Wave - Now can spend all photonic energy to deal bonus damage. The power now has a lingering damage over time effect.
Photonic Defense - This power has been removed from Ms. Marvel.
Photonic Regeneration - Has been converted to a passive. Active portion is removed, but automatically kicks in whenever you spend photonic energy. The power has been moved to the Brawling tree and additionally provides maximum health.
Photonic Devastation - Wind up and wind down times decreased by 60%.
Stellar Flare - The buff to defense gained after spending photonic energy has been moved to Energy Absorption. The taunt portion has been moved to its own independent power in the Brawling tree.
NEW Power - Energy Infusion - This power spends all photonic energy to restore Ms. Marvel's health and spirit.
NEW Signature Power - Radiant Cascade - Ms. Marvel pulses waves of photonic energy from her body, rapidly dealing damage to nearby enemies. While this power is active, Ms. Marvel's photonic energy regenerates rapidly, and she takes half damage from enemies.
Flying Lunge - Now deals bonus damage for a short duration when you spend photonic energy.
Cruising Altitude - Now reduces spirit cost with power points. The passive move speed portion has been moved to a new passive.
Evasive Blast - The piercing blast from Uppercut's combo attack has replaced the energy projectile. The animation has been tuned for faster and crisper movement. The power now knocks back enemies struck.
Warbird Charge - Now gains bonus knockdown duration with power points.
Crashdown Strike - No longer generates photonic energy. Instead, deals bonus damage based on how much photonic energy you currently have. In addition, enemies hit now become vulnerable.
NEW Passive - Flight of the Warbird - This passive grants Ms. Marvel a buff to her movement speed, attack speed, and damage rating to her team whenever she uses a movement power.
Items and Crafting
The following recipes are temporarily almost free for the holidays, to help players move around their gear based on the many hero or system changes in this patch:
Unbind relic recipe is temporarily 1,000 credits!
Unbind artifact recipe is temporarily 1,000 credits!
Swap Blessings recipe is temporarily 1,000 credits!
The following crafting recipes have been added:
Unbind Legendary - You can now unbind Legendary items. This also resets the experience gained on the item.
Swap Blessings - Can transfer a blessing from a blessed artifact to an unblessed one, or swap the blessings between two blessed artifacts.
The following crafting recipes have been reduced in price:
Add Defensive Affix to Costume (Grade 4) and Add Offensive Affix to Costume (Grade 4) are now 60,000 Credits (Down from 75,000)
Rare Item (37-48) now costs 15,000 credits (down from 20,000 credits)
Rare Item (49-60) now costs 30,000 credits (down from4 0,000 credits)
Unique to Level 60 is now 600,000 credits (down from 750,000 credits)
Transform Epic Item (37-48) is now 37,500 credits ( down from 50,000 credits)
Transform Epic Item (49-60) is now 200,000 credits (down from 250,000 credits)
Unbind Any Armor or Weapon now costs 110,000 credits (down from 220,000 credits). This recipe now also unbinds Insignias.
Craft Artifact recipes are now 80,000 credits (down from 100,000 credits)
Reset an Artifact's Variable Numbers is now 200,000 credits (down from 240,000 credits)
Reroll Unique's Numbers is now350,000 credits (down from 450,000)
Daily Holiday Gifts
Every 24 hours when you log in, you will receive a Daily Holiday Gift! This gift will include either 10 Eternity Splinters, 5 Cube Shards, or 3 Odin Marks.
Ghost Boxes can now be found on the Cube Shard Vendor! They are based on the extra-dimensionsal devices in the Marvel universe discovered by Forge of the X-Men.
These are random mystery boxes that cost 5 cube shards. They contain a wide variety of items, including random epic and cosmic gear, exclusive crafting recipes, stacks of relics, speed and damage boosts, and much more! The gear they give is for a completely random hero, making them very interesting for players with many heroes.
Siege Cases can be purchased with Spirits of Ymir and Spirits of Ivaldi! These random mystery boxes contain random epic gear, medallions, and artifacts!
Spirits of Ymir can be found in Norway, and Spirits of Ivaldi can be found in Lower Asgard.
Epic Gear on Vendors
The armor and weapon vendors now sell an item that gives you a guaranteed epic for a specified level and slot for your current hero. This item has a chance to give you a Cosmic or Unique item instead!
Credits have been replaced with holiday presents! Players will see these gift boxes littering the ground and can pick them up as you would credits, their functionality is unchanged!
Unstable Molecules will now drop slightly more frequently, and will drop in all zones.
A new bevy of unique items have been reported in various regions on Earth and Asgard.
Crown of Lies (Loki Unique): the maximum amount of extra Illusions summoned has been changed to 2 at all item levels. This change is based on the change to Loki's base Illusions having a maximum of 6 Illusions at all character levels.
Several less-popular uniques will likely be receiving upgrades in the next few days, just in time for the holidays!
A new insignia for each team affiliation has been added! This includes the Insignia of Invisible Woman (Fantastic Four) which gives you and your allies a 2-5% chance on becoming invisible when hit, and the Insignia of Dum-Dum Dugan (S.H.I.E.L.D.) which gives you and your allies +1 Strength.
Life Leech on Items and Powers
Every patch that greatly increases player damage requires a drop in the perfect of life leech cores (since they are directly related to damage). They started out at 5%, then went to 3%, then .9% as player damage went up and up (and enemy damage stayed the same).
In January, we will work out a flat amount of life steal per second and replace all existing Life Leech cores so we don’t need to nerf them every few months as more and more item slots get added. For now, they are being reduced to a maximum of 0.5% - they will keep the same roll as before, so the best cores will still be the best. We’ll make sure to keep the “roll” of the item the same when they are changed to a more “inflation proof” mechanic.
Life Leech is also being changed in the same way on hero powers, for the same reason.
We’re working on a large batch of new costume core options for the January patch.
Summary: We now have a dedicated PVP tuning team composed of players and developers. We’ll be including weekly updates to PVP as we progress towards the official release of the mode in Q1 of 2014.
For now, we have the following changes:
PvP Defenders & Guardians now take more damage as the match goes on.
The Respawn timer will now max out at 45s. The rate it increases has not changed.
Giants now move at a faster rate.
Giants now spawn every 55s, down from 65s
Loki now deals 70% damage, down from 80%.
Iron Man's One-Off no longer has a longer cooldown in PvP.
Heroes with secondary resources now have individualized colors for the UI bar which displays the secondary resource.
Many small UI improvements have been added throughout the game, many by player request.
The chat system has been designed to give players more control and a better chatting experience! Players can now clearly toggle the chat menu, expand it, and use the new and improved channel system which allows you to open and close individual chat channels with the tabbed interface.
In addition, party chat will now announce when a party member finds an item above a particular rarity. Be sure to congratulate your fellow heroes on their good luck!
New Zones and Encounters
Avengers Tower has been redecorated with holiday decor!
A new terminal has been added: Fisk Tower
Ascend Fisk tower, battling Maggia and Hand Ninjas before coming face to face with the Kingpin of Crime himself in addition to his deadly assassins, Bullseye and Elektra.
A new terminal has been added: Asgard!
Battle Dark Elf Lieutenants as they attack Odin’s Palace before making your way to KURSE himself!
Updated all boss profiles so they will always use their Affix powers when they are available
The Cosmic Orbs summoned by the affix move faster and deal 20% more damage
Doom's Phase 3 Orbs now only last ~14 seconds, but move faster. They no longer chase players but move randomly. Doom can summon more when they expire. Doom always summons 2 orbs.
We’ve added additional Legendary Quests! Some of these new Legendary Quests will bring you to various Terminals, giving them even more variety.
Players will now always receive Legendary Quests appropriate to their level and receive a free unlock of the appropriate waypoint.
We’ve fixed every reported bug related to Legendary Quests, but we’re going to keep the lower reroll amount for another month just to be sure.
Be sure to report any weirdness with any Legendary Quest in the Mission and Quest feedback forum.
Several new waves have been added to X-Defense, including a swarm of Doops at wave 10, 20 and 30 and a brand new wave of enemies that look a lot like a certain Latverian dictator…
In addition, we’ve added a brand new UI element to X-Defense that allows players to better track which wave they’re on, how many enemies they must defeat, and how many students have been captured!
Sabretooth's Bleed now lasts for 2.5s, down from 5
Sabretooth's Pummel attack no longer causes Stun.
A new training dummy has been added to the training room that can be killed and will respawn shortly after. This can be used for “time-to-kill” testing, allowing a player to determine if their items and builds stack up to others!
Heroes at level 60 should be able to kill the TTK training dummy in under 2 minutes with good gear and under 1 minute with the “test set” of gear (5 gear slots and the test medallion).
Two training dummies have been added to test your defenses - one training dummy uses a ranged energy attack, another uses a physical melee attack.
Performance and Optimization
Various performance optimizations have been made throughout the game to help players load certain areas quicker, particularly on machines closer to the minimum specs.
Our design team has been working nonstop on fixing bugs found both internally and from the community on live servers.
We’ll list a few notable bugs here, but we have addressed every powers feedback thread currently on the forums, with many more fixes for bugs that were found internally.
Fixed a bug with Emma Frost's Mental Overload that was causing it to deal much higher damage than the tooltip indicated under certain circumstances. If you notice scenarios where obviously bugged damage is still occurring, particularly in X-Defense, please report it on the Hero Bug Report forum.
Gambit Bo Vault: Now travels vertically over some obstacles as intended.
When fighting Green Goblin outside of the Raft, he will use powers granted to him by enemy affixes, as intended.
Fixed many instances where Captain America’s shield would not return after the use of a shield throw power.
Ghost Rider has been added to Marvel Heroes! In addition, his Original costume is available in the store!
Hulkbuster Iron Man is now available!
Daredevil's I'm Not Daredevil holiday costume is now available!
Cable's Techno-Organic Virus costume is now available!
Cyclops' Explosive Blast and Daredevil's Rebounding Club are not showing their Damage Over Time effects, but they are working correctly.
There is a rare bug that can cause an item in your inventory to be swapped with an item in the upper-left slot of one of your STASH pages when you right-click it in your inventory. This makes it appear that the original item has been lost or turned into a different item. Please rest assured that there has been no item loss. You will find the original item on one of your STASH pages.