Marvel Heroes MMO

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So wait,there is proof of this coming on ps4? Read some rumblings on the web.
the plan is to have it on as many platforms as possible and yes the ps4 is one of them. they've went and re hidden the code on the marvel heroes forum after massively op the MMO' and now general RPG site found out via data miner's on the MH forums .

it's supposed to be more ps4. but yes they stated it from jump there would be console versions . the thing is when? they went quiet cause they still aren't ready to talk about it yet.
 
I wonder when this will happen. Can't wait,I love playing on my Pro.
they'll mention it when they're ready . they might want on all systems at once or they are still looking into things. there is the switch now and even though some people might write it off. there's the chance it might happen cause of what was done with square with dragon quest MMO of ten (X)

which square streamed that game there. so I don't know. there's alot of factor's they maybe deciding. they'll announce when they'll announce it.

they know I've one of those asking it since being founder after beta. and it's one of the few games that putting all the characters in as much as possible.
 



Matt Man shared a link to the group: Marvel Heroes.

5 hrs ·








Guess what's coming THIS WEEK?!?! In 2 days the biggest update in Marvel Heroes history goes live!!
Hulk and Cyclops Default VUs and one for the Spiderman Modern Costume will be coming with the patch as well! Also after this patch Uniques to Credits will be gone but the costumes you earn by prestige won't be leaving yet.
Please note that this is the plan, but it is all subject to change.





[FONT=&quot]Free-to-play Diablo-like Marvel Heroes getting 'biggest update ever' this week
The Marvel action RPG is overhauling its heroes, items, endgame, and more.
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A patch seven months in the making, free-to-play action RPG Marvel Heroes is getting its "biggest update ever" this Thursday, January 19th. First announced last September, the update will overhaul all 59 heroes, as well as tweak its items, replace the current endgame progression system, and introduce a new difficulty slider that lets you increase difficulty for increased reward.

The core of the update is really the changes being made to Marvel Heroes's entire roster of characters all at once. Every hero in the game is being touched in one way or another—some simply being moved over to the new talent tree system (which, in itself, will add ways to modify each hero's abilities) while others might be getting more major revisions to their kit. Developer Gazillion is also using this as an opportunity to revamp older characters with some of the tech they've developed for newer ones, which makes sense as the game nears its fourth birthday.


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Gazillion game designer Brian Waggoner told me another one of the main drives behind the hero changes was about removing "false choice," or the illusion that you have options in how to level-up your character when really there's an optimal route that would be a mistake not to use. The new talent system is more about giving each hero different playstyle options, rather than transparent power spikes.


The game's previous endgame progression, the Omega System, is being scrapped entirely and replaced with the Infinity System, the goal of which is to create a more streamlined, easier to understand way to progress. The Omega System had roughly 170 different upgrade options you could put points into, while the Infinity System has just 30. Once you hit level 60 with any hero you start gathering Infinity Points, which can then be used to improve the stats of specific heroes. Players who still have Omega Points from the old system will see them converted to the new one when it switches over later this week.

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Waggoner said Gazillion generally prides itself on very frequent updates, but felt it was important to get all of these changes done at once. Gazillion slowed its usual updates for the last seven months to work on this patch and during that time built new heroes with the changes in mind, so Thursday has been a long time coming for fans of the game.



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Three other articles for tonight





‎Matt Man‎toMarvel Heroes

10 hrs ·








Costume Visual Updates on TC: Hulk, Cyclops, and Spiderman Default VU's.
I think they all look awesome! Great job by the art team! On a side note I do love the new Hulk, but I will miss the old default as I really loved the comic cartoonish look.





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Matt Man shared a link to the group: Marvel Heroes.

4 hrs ·








I think these are one of the longest patch note posts I've ever seen on game, if not the longest.




[FONT=&quot][Test Center] Preliminary Patch Notes (1/18)

Note: These patch notes are still in progress at this time and may be subject to further changes. Index
Read more

[/FONT][/FONT][FONT=&quot]entVapor

Staff

January 18
NOTE: THESE PATCH NOTES ARE STILL IN PROGRESS AT THIS TIME AND MAY BE SUBJECT TO FURTHER CHANGES.

INDEX

As this is our biggest game update ever, it's only fitting that these are also our biggest patch notes ever!
To help you navigate these enormous patch notes, you can reference the index below. Simply click the link and it will take you directly to the post that contains that section:
Lunar New Year Event
Difficulty Slider
Story Mode Changes
Infinity System
Talents & Traits
Team-Up Changes
Gamepad Changes
Movement Powers Changes
Hero Stat Changes
Character Panel Changes
Items Changes
New Mission Tracker
Achievements Changes
Hero Changes (Angela - Captain Marvel)
Hero Changes (Colossus - Gambit)
Hero Changes (Ghost Rider - Iron Fist)
Hero Changes (Iron Man - Magneto)
Hero Changes (Moon Knight - Rogue)
Hero Changes (Scarlet Witch - Storm)
Hero Changes (Taskmaster - Vision)
Hero Changes (War Machine - X-23)
Miscellaneous Changes & Bug Fixes

LUNAR NEW YEAR EVENT

The Lunar New Year Event has come with tons of great bonuses for you acquire! This event officially begins Sunday, January 22nd and ends on Sunday, January 29th!
Enemies will have a chance of dropping a Lucky Red Envelope which can hold items from Catalysts, Elements, Uniques, and much more. You even have a chance to grab some rare boxes in the Envelopes!
You can also find Lunar Dragons and Lunar Lanterns by defeating enemies anywhere in the game which can be sold for additional credits!
Daily Log-in Gifts:

  • 8 Cube Shards
  • Two Hour Credit Find Boost potions (+20 credits per potion)
  • A stack of 50 Festive Fireworks
DIFFICULTY SLIDER

With the launch of this update, the Difficulty Slider is now available in Marvel Heroes! Now you can customize your experience even further to suit your gameplay preference.
The Difficulty Slider can be accessed at the bottom of the Waypoint “M.A.P.” window. To use it, simply select the desired region, then the difficulty setting (Normal, Heroic, Cosmic), and finally “Warp To Location”. Note that not all modes are accessible in all difficulties - some game modes, such as Raids, can only be played in Heroic difficulty for example.
Difficulty Modes Available at Launch:

  • Story - Normal, Heroic
  • Terminals - Normal, Heroic, Cosmic
  • Midtown - Normal, Cosmic*
  • Industry City Patrol - Heroic, Cosmic*
  • Hightown - Normal, Heroic, Cosmic*
  • One-Shots - Normal, Heroic
  • Holo-Sim - Heroic
  • Muspelheim Raid - Heroic, Cosmic
  • Axis Raid - Heroic
  • Danger Room - Heroic for the Danger Room Hub, the scenarios themselves determine the difficulty. Should be about the same as live.
  • X-Defense - Heroic
  • Age of Ultron - Heroic
  • PvP - difficulty slider does not affect this mode
  • Rotating Events (e.g. Limbo) - Normal, Heroic
  • Cow/Doop Levels - Heroic
*Cosmic Gate required. The gate still grants access to all 3 Cosmic Patrol Zones, which have their own Waypoint, separate from their Normal and Heroic versions. The Cosmic Gate itself is locked to Heroic difficulty.
Each increase in difficulty increases enemy Health and damage, but also brings with it increased rewards:

  • Heroic: 90% increased XP and Credits
  • Cosmic: 200% increased XP and Credits
With the release of the Difficulty Slider, Terminals will no longer be separated in the Waypoint menu by difficulty, such as Green, Red, or Cosmic Terminals. Difficulty settings will be entirely controlled by the Difficulty Slider setting. Patrol modes will continue to be separated in the Challenges tab and will still need to be unlocked via the Cosmic Trial. Danger Room will also not be affected by the Difficulty Slider, as the difficulty within Danger Room is determined by the Scenario itself rather than your Difficulty Slider setting.
Note that when playing in a group, only the Party Leader can change the Difficulty Slider settings for your group. If the party leader attempts to change the difficulty, all group members are notified and will have the option to change with the leader, or leave the group and remain in the current region & difficulty.
STORY MODE UPDATES

The following Story Chapters have all received significant updates:

  • Chapter 2
  • Chapter 3
  • Chapter 5
  • Chapter 6
Similar to our Chapter 1 update, each of these Chapters has been overhauled with new areas, missions, Super Villain Showdowns and even some new items to hunt down!
Try them out with your favorite max level Heroes in higher difficulties using the new Difficulty Slider for a whole new experience!
Boss Updates
In addition to the Story Chapter updates mentioned above, a number of Bosses seen throughout the game have received some significant changes to make them more challenging and fun to encounter!
Tombstone boss changes:

  • Sped up animations for Tombstone's punches
  • Crushing Leap attack now has a telegraph
  • New power: Spinning Lariat
  • New power: Disengaging Bulletspray
Bullseye boss changes:

  • Added more daggers to Bullseye’s triple dagger throw and warning indicator
  • New Power: Side Roll evasive maneuver
Green Goblin boss changes:

  • Fixed telegraphs on Bombing Run power - they will properly display now
  • Added telegraph to Explosive Pumpkin Bomb, removed it from Poison Pumpkin Bomb
  • Increased time between all attacks (delay in between activating each one)
  • Razor Bats will now seek out enemies rather than pierce, but can be easily outrun
  • Rocket telegraph lengthened and made wider, and the amount of time before activation increased
  • Shock Gloves anti-melee attack knockback effect increased
  • In the Raft, Green Goblin will not use his aerial pumpkin barrage (signature) attack
Living Laser boss changes:

  • Laser Shield and ranged basic attacks have been removed from Living Laser's boss kit
  • The channeled laser beams now track the target very slowly, and come in 3 second and 6 second channeled variations. When fighting laser, stay out of his beams and you'll do fine, but he shouldn't sweep beams where there aren't potential target any longer
  • "Laser From Above" now has a 'new style' warning decal
Blob & Toad boss changes:

  • Blob no longer knocks back with his melee combo
  • Blob’s Bellyflop now knocks back further and has a telegraph
  • Toad’s leap now leaves a cloud of poisonous gas where he lands
  • New Power (Toad): Poisonous Frog Swarm


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INFINITY SYSTEM

Removal of Omega System
The Omega System was originally designed to serve as an end game progression system offering max level players more depth and interest, as well as something more to advance towards with their Heroes. While such intentions are sound, the specifics and presentation of the Omega System became overly complex and difficult to parse. It takes a long time to read all of your options and determine a tactical path for assigning your Omega points. Some of the Omega bonuses were certainly enticing to build towards and achieve, while others were less so. And how do you know which are better for one Hero versus another? The options presented themselves as a veritable beehive of paths, encompassing 170 nodes across 14 pages, leading to analysis paralysis and an undue burden of reading material to sift through.
Introducing the Infinity System
The new Infinity System offers added value to your Heroes in a clean, streamlined, and intuitive interface. In it, you will be presented six Infinity Gems, themed accordingly from the Marvel Universe:

  • Mind Gem
  • Power Gem
  • Reality Gem
  • Soul Gem
  • Space Gem
  • Time Gem
Within each of the six Infinity Gems, you will be presented with five options, and you will allot your points based on what you want to emphasize in your play style. You will be able to understand the whole system at a glance, and easily allocate points in a succinct way.
In the Infinity System, the themes are stronger, the benefits are better, and your decisions will feel more meaningful and thematically interesting.
Getting Started
Level 60 status for any Hero fully unlocks the Infinity System, and it is never locked again–even your level 1 Heroes will be able to spend your accrued Infinity points. If you are already level 60 with any Hero, the Infinity System will be available to you immediately.
This new Infinity System will offer a more direct value for your Heroes in both the short and long run. It will be easier to try out new Heroes you’ve never played before. And the new system will address the endcaps on nodes, making the game more engaging for longer for heavily-invested veteran players. Each of the six pages that correspond to a Gem will have an infinite option. You will never reach a state where they are no longer earning experience.
Conversion from Omega
For those who have accumulated a large number of existing Omega points, you may be wondering if this will be a proportional change and how it will affect your points.
With the launch of the Infinity System, we are converting all points that are currently in circulation using division by 10 (rounding up), and adjusting experience requirements accordingly (i.e. the total amount of XP you have accrued in the Omega system will carry over to the amount of XP accrued in Infinity). For example, if you had 1,825 points in the Omega system already, you will start in the new Infinity system with 183 Infinity points, which will then be distributed evenly into each of the six Gems.
The Infinity system uses smaller costs with bigger impacts–some nodes can cost merely a single point while still retaining a valuable increase to your power. Likewise, a very strong node, such as +1 to an Attribute, may cost only 25 points as compared to 200+ previously in Omega. This change makes it easy to readjust your Infinity points, as there are bigger benefits at the cost of fewer points.
TALENTS & TRAITS

Power Points
One of our main design goals for this suite of Hero updates is to offer more meaningful choices in character builds, and we want players to be able to understand and make those choices easily. In other words, we want to enable you to more quickly dive into playing your Heroes the way you want to play them, without spending a lot of time “balancing your Power Point checkbook.”
With that in mind, we’ve made things as direct and simple as possible. Powers will now have the benefits of maximum Power Points allotment incorporated directly into their base stats (scaling with your level), rendering Power Points obsolete. With this change, all Powers will be fully viable immediately upon unlock. When you unlock a Power, you don’t need to re-allocate Power Points to try it out at full potency. With this system, just slot it on your Power bar and go to town!
But what about Items? With the removal of Powers Points from Heroes, those types of bonus are being removed from all items, and all of those items are being updated with other types of bonuses to ensure that their relative power stays fairly constant.
Talents
One of the most successful features in Heroes is Specializations, which you may recall are modifiers to Powers that can radically change the way a Power functions, both mechanically and visually. In this update, we’re taking that notion a step further by introducing Talents. Instead of one or two Specializations, every Hero will have 5 sets of Talents. The combination of Talents you choose from each set will result in all new customization possibilities for each Hero.
So with the update, Talents have effectively replaced Specializations, ensuring all Heroes have an enticing number of progression and customization options available, though the details of what their Talents do will vary wildly from Hero to Hero.
Talents will unlock as you level your Hero, offering choices over time as you learn the nuances of your abilities. They can range from passive bonuses, to mechanic changes, to completely removing a Power from your Power tree and replacing it with a new one. These Talents occupy the Hero’s third Power tree, with all Active skills being migrated to the first two trees.
Traits
Traits are passives “native” to a Hero at level one and remain constant throughout their progression. These serve to help reinforce the theme of the character by outlining their power set, and also serve as itemization vectors by giving you an idea of what item affixes you should seek out. All Heroes will have one Defensive and Offensive Trait. In the last year or more of Hero updates, we’ve been trending toward this system already, merging passives together so the source of passive power for a given goal (DPS or survivability) is visible in one place. Traits are the new expression of these passives, but are in a common location for all heroes, easing the understanding of a new character.

  • Defensive Traits contain the defensive “archetype” of a Hero, which was established in the Defense System Update last year–a bonus multiplier to two scaling defensive layers (Defense, Deflect, Dodge), and a bit of those ratings to get you started. They also house the Melee or Hybrid damage reduction mechanics normally found in defensive passives. Lastly, each Defensive Trait will also contain one flavorful affix for the Hero, reinforcing the character theme.
  • Offensive Traits contain a new offensive “archetype”, similar to the defensive ones that were set up last year. Each Hero will have two Attributes selected for them, and all damage output will be increased based on how high you are able to scale those two Attributes. This means that Heroes will be able to itemize for the Attributes that are flavorful to the Hero and be rewarded for doing so. While Fighting will still be the baseline best for pure offense, characters like The Hulk should probably itemize for Durability and Strength since he will get much more damage as a result, which makes the most sense for the character. The values for Attributes will also be changing with this update, with the goal of making all Attributes useful for all Heroes, so you don’t mind if you end up focusing on something other than Fighting.
  • Offense Traits will also contain a flavorful offensive affix based on the Hero’s former offensive passives. Critical Rating will not be included as part of these Traits – instead, all Heroes now have a base chance to critically hit at level 1.
  • Finally, some Heroes may also have a Mechanic Trait, which serves as a better method of explaining alternate Primary Resources, Secondary Resources, or just complicated mechanics that deserve a dedicated Power to explain them. These Mechanic Traits only serve to establish how a Hero's unique mechanics work, and do not confer any actual stats or effects.
Streamlined Design
While we’re in the process of such a broad update, this is a perfect time to streamline a major base underlying system to enhance the usability of these brand new Talent choices, while simultaneously shepherding our Heroes into a far better state of balance.
In the last year or more of Hero designs, we have been using a combination of shared cooldowns, Power effects that do not stack (damage over time, buffs, debuffs), antirequisite Powers, and Specializations that lock layers behind them in order to put a skill cap on Hero Power rotations. To put it simply, we do not feel that needing to press more than 8 active buttons in a rotation is enjoyable for the vast majority of players, and it needlessly adds complexity without adding any real depth. It also makes balance impossible when some Heroes have access to far more layers of damage than others in a given build. Let me explain that last bit with a design question:
“Ignoring melee/ranged differences and mobility, purely theoretically - If Doctor Strange uses 11 different power buttons, and Colossus uses 6, should Doctor Strange deal more damage?”
Either answer to this question is unhealthy for the game’s balance. If the answer is yes, Doctor Strange will always be strictly better than Colossus. If the answer is no, then Doctor Strange has to utilize more brainspace and perfect skill in order to get the same output as Colossus, since his maximum damage potential is only realized if he uses all 11 buttons given to him. Real balance becomes nigh impossible to attain so long as this problem is present. We want to make awesome Powers for every Hero, but we don’t want you to feel like you have to use every single one in order to be at maximum effectiveness.
The solution was clear, and has been clear for some time, but it could only be paired with a very large-scale Hero design change such as these Hero Talent Updates. The restrictions we had been trying to install on a per-Hero basis needed to be a clear part of the game’s mechanics, so we can freely design Heroes without trying to solve core game issues in the Powers system.
The intended play dynamic from the Hero Talent Updates is to choose and slot eight Powers that you enjoy and want to use, and five Talents that will support those decisions. This will get you to the meat of the game much faster than tediously assigning Power points and scrolling through multiple action bars during combat.

With those things in mind, we have removed the second and third action bars, but in the same breath, removed almost all cases of shared cooldowns, non-stacking effects, Specializations locking Powers, and antirequisites. You have full freedom to choose the 8 Powers you want to use, and the Talents to create your build in total. We’ve already removed Travel Powers as a Power bar slot, and in this pass, have also done the same with Cleanse Powers. Movement Powers (such as Dashes and Teleports) will now immediately free you of crowd control effects, so there is no more need for a dedicated active slot for Cleanse effects.
 
fallowing that

TEAM-UP CHANGES

Team-Up Power Points
In parity with the changes to Hero power points, Team-Ups also no longer use them - instead, as your Team-Up levels up, the will unlock all of their skills automatically. Whether you use the Team-Up in Assist mode, Companion mode, or Support mode, he or she will have access to their entire suite of abilities at maximum level. Additionally, as your Team-Up levels up, they will increase the power of their Synergy bonus, described below.
Team-Up Synergies
All Team-Ups now have a Synergy passive found in their power tree, which increases their Base Damage by 1% for every Mastery level they have achieved, and upon reaching Mastery Level 60, the Team-Up will provide 2% Base Damage to every single Team-Up in your Roster. Up to fifty Team-Ups can provide this Level 60 Mastery bonus.
Team-Up Inventory
One other minor change to Team-Ups is the behavior of the Team-Up Inventory. Your Hero’s Inventory and your Team-Up Inventory are now linked, so that if you attempt to pick up a new item when your Hero’s Inventory is full, it will now automatically be placed in your Team-Up Inventory if there is free space.
Note: Due to some of the backend changes involved with this feature, on your first login in the new update, items that were in your Team-Up Inventory may automatically shift into your Hero’s inventory. This should only occur once, and you can move those items back into your Team-Up Inventory if desired.
GAMEPAD CHANGES

Gamepad has several updates and new features. It’s important to us that we don't overwrite your custom settings so, you must reset gamepad settings to defaults to see all the new changes.
Reset to Defaults
To ensure proper gamepad functionality in the new update, please be sure to use the Reset to Default option before attempting to use a gamepad:

  • ESC Menu → Options → Gamepad → RESET
General Improvements

  • Shared Primary Power/Interact Button - A single button shares the primary power slot and contextual interact functionality. This facilitates using a single “Button Modifier” trigger (Default Right Trigger) for all 8 power slots on the 4 primary face buttons.
  • Melee range cushion - A pass on melee powers adding a short melee range “cushion”, pulling the Hero into effective range when starting a melee attack that’s “close-enough”.
  • Respect the Stick - Some powers did not respect a redirection of the analog stick if the attack was being continuously fired. Previously it was necessary to momentarily stop the attack, then switch direction and then resume the attack. Hulk’s Tremor Fist was a good example.
  • Throw Stuff - Throwing is now a much more fluid “grab it”, “throw it”, “hit it” experience. Slow and precise positioning of the throw is sacrificed in preference of speed and effectiveness.
  • Travel Toggle - Defaults as a modified Travel power press. (Right Trigger+Left Trigger). T single press spins up travel. Toggle again to turn it off, or firing any power exits travel toggle.
  • Hero Cam - Cycle through camera distances with Hero Cam. (Default: D-Pad Up)
Target Indicator, Target Lock, and Target Assist

  • Target Indicator - A red arrow now indicates what enemy a hero is focused on. Most attacks are directed at that indicated Target. The indicator finds a target in respect to a hero’s facing.
  • Target Lock - Pressing the “Target Lock” button while the indicator is over a target will affix a lock on that target. The Target indicator will stay on that target until the target is either defeated, Target Lock is Toggled “off”, or the player uses Target Assist.
  • Target Assist - Target Assist (toggle on in gamepad options) utilized by the right analog stick will reposition the Lock to another enemy if available. Repositioning a Locked Target with Target Assist first requires a Locked Target.
  • Lock to a target behind your hero - Pressing and holding Right-Stick in a direction prior to activating Target Lock, will attempt to find an available target in that direction. For example, while strafing around Doc Oc, it’s not necessary to move towards his scary arms to lock on. Just press and hold Right-Stick towards Doc Oc before activating Target Lock.
Note: Target Assist will not move the target indicator unless there is already an active “Lock”.
Bind More Buttons
A pass has been done on button binds to include all the new options and old ones for new button combos and old ones.
MOVEMENT POWERS CHANGES

As mentioned in our developer blog series here, with the launch of this update, Hero movement powers have received significant changes. In general, all movement-focused powers will now operate under the following rules:

  • All Dash Powers now have a fixed distance and travel speed, uniform across all heroes (with a few minor exceptions).
  • Dash Powers (such as Combat Rolls, Lunges, Teleports, and Charges) have 3 charges and generate a charge every 4 seconds (again, with a few heroes being exceptions to the standard).
  • Teleports still begin their travel instantly, but move across the world at the same rate of Dashes rather than disappearing from one location and instantly reappearing at the next. They are comparable in distance per second to any other Dash Power.
  • Dash Powers now cleanse crowd control effects, and make the user completely invulnerable while travelling.
  • Travel Powers (such as Sprint or Flight powers) have a .75-second channel time before they start.
  • Travel Powers reduced in speed from 1000 to 800.
  • Flight Travel powers no longer notify, “You can’t use powers in flight”, and simply exits flight and fires the power instead.
  • Ziggurat of Kargul has received a new ability to replace its former active power.
While these changes form the foundation for how movement powers now operate in Marvel Heroes, each individual Hero may have Talents or even baseline effects that tweak how their specific movement powers work to better fit that Hero’s playstyle. Nightcrawler for example, being an iconic teleport-focused Hero, has more charges and a shorter cooldown on generating charges for his base teleport “Bamf!”, as well as Talents that further increase his ability to teleport more frequently.
 
fallow that also

HERO STAT CHANGES

Attributes
One of the other significant changes to Heroes in this update is a change to how core Attributes affect your Hero.
Attributes will no longer offer any kind of base damage bonuses towards any form of damage types. While some Attributes will still offer secondary offensive affixes (such as Critical Damage Rating from Intelligence), these bonuses will be universally useful to all Heroes rather than offering bonuses only to specific damage types like Energy or Physical Damage.
Damage multipliers will instead come strictly from your Hero's Primary Attributes mentioned within your Hero's Offensive Trait, so there will no longer be any possible conflict between increasing your Primary Attributes or increasing an Attribute that grants bonus damage to one of your Hero's specific damage types.
To reiterate our goal with these changes: Itemizing for a hero's Attributes should thematically make sense. This is the primary reason we are opting for a more universally useful attribute system.
With this change, all Attributes will be condensed into 2 bonuses instead of 3:

  • Durability - Defense Rating Multiplier & Maximum Health
  • Strength - Deflect Rating Multiplier & reduced damage from Deflected attacks
  • Fighting - Critical Rating Multiplier & reduced damage from Melee attacks
  • Speed - Dodge Rating Multiplier & reduced damage from Area attacks
  • Energy - Spirit cost reduction & reduced damage from Ranged attacks
  • Intelligence - Critical Damage Rating & Reduced Medkit Cooldown
With these changes, all Heroes should be able to gain some benefit from increasing any of their base Attributes, but will be able to focus on their Primary Attributes for the purposes of increasing their overall damage.
Power Cost Reduction
One of the changes to core stats involves the Power Cost Reduction affix. With the introduction of the Infinity system and the potential for Power Cost Reduction to stack to extreme levels, we have now introduced a cap of 50% to this stat.
Critical Hit and Brutal Strike Formulas
As many game systems have changed, the formulas for Critical Hit Chance and Brutal Strike Chance have also been updated to better fit in the updated systems:

  • New Critical Hit Chance % = 10 + 89R/(R + 80L)
  • New Brutal Strike Chance % = 89R/(R + 80L)
R = Rating
L = Enemy Level

What this means is that all heroes will have a 10% chance to Critically Hit even without any other source of Critical Hit Rating.
For Brutal Strikes, it means the hard cap is now 14% higher than previously, so Brutal Strike Rating is strictly better than it previously was at the top end.
CHARACTER PANEL CHANGES

Two new item slots have been introduced with this update: the Catalyst and Flourish slots.
Catalysts
The slot to the left of the Insignia is now the Catalyst slot. The Catalyst item is not necessarily a new item, but what Costume Cores previously were. In an effort to make our costume system more user friendly, we are working on a solution to make the often discussed “Costume Closet”. While that system is still in development, the first thing we need to do is remove all the things that players currently craft onto the costume.
Source of Power
When making this change, we knew we wanted to improve the system a bit, especially from a new player perspective. Some of the core types we had weren’t as clear as we might have liked. We really love the idea of giving heroes items that reflect their source of super powers. We used that basis as our focal point when reviewing the different types of Catalysts to make them feel much more central to the hero.
We now have the following types of Catalyst items:
Genetic Mutation Catalysts (Previously X-Gene Costume Cores)

  • There are different types of genetic mutation, not only the X-Gene. Mutations have happened from science, Terrigen Mists and other events.
  • Heroes: Cable, Colossus, Cyclops, Deadpool, Emma Frost, Gambit, Iceman, Kitty Pryde, Magneto, Nightcrawler, Psylocke, Rogue, Squirrel Girl, Storm, Beast, Wolverine, X-23, Black Bolt
Cosmic Spirit Catalysts (Previously M’Kraan Shard Costume Cores)

  • Want to give heroes with Cosmic origins a strong feeling of that power rather than tie it to a specific item.
  • Heroes: Captain Marvel, Jean Grey, Nova, Rocket Raccoon, Silver Surfer, Star-Lord, Venom
Mystical Energies Catalysts (Previously Promethium Fragment Costume Cores)

  • Same as with Cosmic Spirit, want to give heroes with Mystical origins a much more thematic feel that was easier to convey.
  • Heroes: Blade, Doctor Doom, Doctor Strange, Ghost Rider, Iron Fist, Juggernaut, Loki, Magik, Scarlet Witch, Thor
Radioactive Isotope Catalysts (Previously Radioactive Isotope Costume Cores)

  • We spent days trying to come up with a better thematic item for these heroes, but since the group is one of the more varied in terms of hero origins(Cosmic Radiation, Radioactive Spider, Radioactive Experiments, etc) we figured it was best to leave the name as is.
  • Heroes: Daredevil, Captain America, Green Goblin, Hulk, Human Torch, Invisible Woman, Luke Cage, Mr. Fantastic, She-Hulk, Spider-Man, Thing
Advanced Technological Systems Catalysts (Previously Vibranium Ore Costume Cores)

  • We got rid of Adamantium Alloy and tried to combine all the tech based heroes under this type and move some of the others like Wolverine and Deadpool to where they most make sense.
  • Heroes: Black Panther, Black Widow, Hawkeye, Taskmaster, Winter Soldier, Iron Man, Moon Knight, Punisher, Ultron, Vision, War Machine, Ant-Man, Black Cat, Elektra
HOW DO THEY WORK?

Catalysts function in the rarity system - Now, instead of wondering how many affixes are on a core when you picked them up, you’ll know now by what rarity the Catalyst is. They distribute affixes in the following way:

  • Uncommon - 1 Affix
  • Rare - 2 Affixes
  • Epic - 3 Affixes
  • Cosmic - 4 Affixes and a Cosmic Affix
Affixes are rarity locked - The affixes you see on the Catalyst items are through a new system we use called “Affix Categories”. This allows us to create affix pools for specific rarities. Each Catalyst will have one of each rarity affix.
Bonus Rarity Affixes - Just like with existing cosmic items, Cosmic Catalysts will have their own additional cosmic affix outside of the normal affixes. This will also allow us to make Omega cores down the line with more cool new powers!
Catalyst Type Specific Affixes - We really wanted to make these items give players the feeling that the origin of the hero’s powers gives them an edge that other heroes may not have. Each Catalyst type has 3 affixes that they can roll that are specific to that Catalyst type.
Invulnerability Affix Change
One of the most controversial aspects regarding Costume Cores has been the affix that grants Invulnerability for 2 seconds whenever you use your Medkit. It has impacted boss and enemy design in great amounts since these affixes were added, much like unlimited movement powers. Rather than just get rid of the affix altogether, we are converting it to instead grant a damage shield equal to 50% of your health. It will still be a very useful affix, however, will not negate one shot mechanics as it has previously.
Crafting
Crafting affixes, including costume visuals (such as Spotlight effects) now will be directly crafted onto the Catalyst instead of the costume.
Costume Core Conversion
Costume Cores that you have already applied to costumes will be pulled off the costume and put on a Catalyst type used by the hero for you to equip. This will include all crafting affixes and costume visual effects applied to it.
Cores you’ve collected that are in your inventory or S.T.A.S.H. will be converted to the new Catalyst type automatically.
FLOURISH SLOT

Now, on the right side of the Insignia is a new slot that we are calling the Flourish slot. The Flourish is a new slot that is meant to give players a keybound visual effect that they can use to show off their own personal style! This slot originally came about as a request from players for a way to keybound the different spray paint items that we have released over the course of the last year, however, going forward, expect to see new and exciting different types of Flourishes to be added to the game!
Items that function in the Flourish slot:

  • Spray Paints (Civil War Spray Paints, Heroes For Hire Event, Spider-Man, etc)
  • Party In a Box
  • Festive Fireworks
  • Fun Fireworks
This slot is incredibly simple to use, slot the item and use the keybind as set in your game options.
 
fallowing that


ITEMS CHANGES

Power Point Bonuses
As this update has removed Power Points across all Heroes, many items have had affix changes to replace the old Power Point bonuses with different affixes:
Cybernetics:

  • +1 to Basic Powers: When you Deflect an attack, gain 4% Brutal Damage Rating and 4% Damage to enemies attacking you for 12s (15s Cooldown)
  • +1 to Movement Powers: When you stop moving, gain 4% Defense Rating and 4% Dodge for 12s (15s Cooldown)
  • +1 to Ranged Powers: When you use a Signature Power, gain 15% Power Radius and 4% Base Damage Rating for 10s (15s Cooldown)
  • +2 to Area Powers: Gain 4% Critical Damage Rating + 4% Attack Speed On Hit for 12s (15s Cooldown)
  • +2 to Basic Powers: When you Dodge an attack gain 4% Basic Damage Rating + 4% Brutal Damage Rating for 12s (15s Cooldown)
  • +2 to Melee Powers: When you get hit, gain 4% Base Defense and 4% Base Damage to Melee Attacks for 12s (15s Cooldown)
  • +2 to Movement Powers: When you move gain 4% Area Damage Rating and 4% Base Defense for 12s (15s Cooldown)
  • +2 to Ranged Powers: When you Critically Hit gain 4% Ranged Damage Rating + 4% Critical Damage Rating for 12s (15s Cooldown)
  • +2 to Signature Powers: When you use an Energy Power, gain 4% Deflect Rating and 4% Base Damage to Ranged Attacks for 12s (15s Cooldown)
  • +2 to Summon Powers: When you use a Summon Power, gain 4% Dodge Rating and 4% Summoned Ally Damage for 12s (15s Cooldown)
Insignias:

  • +1 to All Powers: +1 Fighting
  • +1 to Ranged Powers: +1 Speed
  • +1 to Melee Powers: +1 Durability
  • +1 to Mental Powers: +1 Intelligence
  • +1 to Energy Powers: +1 Energy
  • +1 to Physical Powers: +1 Strength
  • Cosmic Insignia Affix (+1 to All Powers): When you attack, gain +1 to all Attributes for 5s (8s Cooldown)
Rings:

  • Cosmic Ring Affix (+1 to All Powers): 5% chance to avoid fate, evading all attacks for 5s (60s Cooldown)
  • Stone of Jordan (+1 to All Powers): +90-110 Spirit
  • Midtown Guardian’s Signet (+1 to Movement & Melee Powers): When you hit with a Movement Power there is a 30% next Movement Power is a critical hit (8s Cooldown)
  • Industry City Signet (+1 to All Powers): Increase Total Health by 1,700
  • Xavier’s School for Gifted Youngster’s Class Ring (+1 to All Powers): 5% Chance when you hit to surround yourself with a Damage Shield that absorbs 5% damage for 5s (30s Cooldown)
Medallions:

  • Epic Medallions (+1 to All Powers): When you use your Med Kit, there is a 10% chance for critical success, resulting in 50% more effective healing
  • Cosmic Medallions (+2 to All Powers): When you use your Med Kit, there is a 20% chance for critical success, resulting in 50% more effective healing
  • Red Onslaught Medallion (+2 to All Powers): 5% chance when you defeat an enemy to create a Damage Amplification Field, which creates a field in which you and your allies deal 25% and take 10% more damage for 10s (60s Cooldown)
  • Skrull Medallion of Bravery (+2 to All Powers): Your Critical Hit Rating and Critical Damage Rating increase by 100 for 5s each time you defeat an enemy (Stacks up to 5 times)
Artifacts

  • Midtown Patrol Badge (+1 to All Powers): -1 Second on Med Kit cooldown, +300 Damage Rating
  • Maximum Midtown Patrol Badge (+1 to All Powers): -1 Second on Med Kit cooldown, +300 Damage Rating
  • Idol of Khonshu (+1 to All Powers): +122 - 288 Critical Hit Rating
  • Monkey Figurine (+1 to Mental Powers): +660 Dodge Rating, +1 Intelligence
  • Polar Bear Figurine (+1 to Physical Powers): +1 Strength
  • Rhinoceros Figurine (+1 to Melee Powers): +660 Defense Rating, +1 Energy
  • Shark Figurine (+1 to Energy Powers): +1 Fighting
Runewords:

  • God of Mischief (+1 to All Powers): +300 Damage Rating, +300 Health, 1% chance when you hit to summon 10 Loki Illusions to obliterate your enemies for 10s (1m cooldown)
  • Storm Giant Magi (+4 to All Powers proc): 4% chance when you hit to grow to the size of a Storm Giant and gain +1000 Damage Rating for 15s (60s cooldown)
StarkTech Power Cubes
With the removal of Power Points, StarkTech Power Cubes have become redundant in the world of Marvel Heroes. As such, all StarkTech Power Cubes on your account will be converted to Ancient Forgotten Devices. These items can be sold for Credits, or traded in to Clea in Avenger’s Tower for various goodies!
S.H.I.E.L.D. Med Kits
The S.H.I.E.L.D. Med Kit has now been integrated into your Hero's core ability set with this update - with this change, you will no longer need to have any S.H.I.E.L.D. Med Kit consumable items in your inventory to be able to heal, it will simply now be a cooldown always available to your Hero. As such, S.H.I.E.L.D. Med Kits will no longer drop in the world, and vendors will no longer sell them in their inventories.
This change does not affect any item affixes or Hero powers that activate when using a Med Kit, they will still function as they did prior to this change.
Uniques
With the changes to Attributes and Hero Power Points being removed, Uniques have undergone a review to ensure they are still useful to Heroes.
All Hero-specific Uniques will now roll with Attributes according to that Heroes’ Archetype and Primary Attributes, which can be found in each Hero’s Offensive Trait at the top of the Talent tree.
Some Hero-specific Uniques have also been updated with entirely new affixes - be sure to take a look over your Hero’s Uniques to see what has changed!
Artifacts
Artifacts game-wide have been reworked to better fit with the new Archetypes and Traits changes for Heroes.
Artifacts, especially endgame “chase” artifacts have undergone a balance pass as well to ensure that they were all within a certain budget threshold. This does mean that some have been brought down, but most have been brought up.
Remember that while Attributes still give the same types of bonuses that they did previously (but in lesser amounts), Attribute attractiveness is now mainly focused on your Hero. So while some of Artifacts may look very different than they did previously, they may be better fits for some Heroes than they were before.
Crafting Recipe Changes
We've condensed the Unbind Item recipes into just to recipes that accept different components. You will find the new Unbind Item and Unbind Item 2 recipes in the Misc. Crafting Tab.
These recipes now cover Armor, Weapons, Insignias, Rings, Relics, Medallions, Uru-Forged, Team-Up Items, and Artifacts.

  • Unbind Item cost is a short amount of credits, Any Element, and a Matrix of Unbinding
  • Unbind Item 2 cost is a larger amount of credits, Any Elements, and 2 Unstable Molecules
As a result of frequent player feedback Uru-Forged pieces have been added to these recipes and can now be unbound. They can no longer be traded or dropped.
Additionally, the following crafting recipes have been removed with this update:

  • Gear: Cosmic Rarity Upgrade, Unique Transformation 1, 2, 3
  • Misc: Craft S.H.I.E.L.D. Med Kits (5 & 10)
  • Exchange: Random Unique Exchange, Random Usable Unique, Random Any Hero Unique, 50k Credit Chest, 200k Credit Chest, 500k Credit Chest, Relic Exchange (8, 20 & 50), Small Box of Runes, Large Box of Runes




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fallowing all that
HERO CHANGES


ANGELA

Angela has been in a good place since her introduction, and as a result she did not require a major overhaul. Her Talents now give you more control over which style of play suits you. If you prefer laying waste to enemies with Xiphos or letting your ribbons slice and dice you are covered. Fans of the Huntress of Heven will be pleased that her core gameplay remains constant as a straight-forward melee/ranged Hybrid hero.
New Tree - Talents
Angela’s passive stats have been moved from her powers into the Traits Asgardian Assassin and Angelic Warrior. As for her Talents, we wanted to give the player choices that had an impact on her powers and the ability to change them depending on the circumstances. Her Talents focus mostly on specific powers, augmenting them with new abilities, utility, or damage.
Power Changes

  • Living Ribbons is now a passive always-on effect at no cost to Angela.
ANT-MAN

Ant-Man is another one of our ‘newer’ generation of heroes, and thusly hasn’t had the need for large-scale changes. Our favorite shrinking hero retains the overwhelming bulk of his powers, with a couple of wrinkles thrown in thanks to Pym Particles. He still relies on his tiny friends as a secondary resource, allowing him to tackle any situation big or small.
New Tree - Talents
Ant-Man has had the passives from Think Small and Clothes Make the Man rolled into his Traits. His Talents have a variety of uses for his ants or his suit such as a stun proc for Red Hots or extra target hits for Bouncing Bullet. He still retains the potent One-Two punch of Inch-High Goodbye and Fistfull of Ants as a Talent as well. There is also a Talent that gives a small chance to have ant powers activate for free.
New Powers

  • Car Throw- This new power has Ant-Man toss a car that explodes in an area, which can be Talented into a tanker truck which causes a burning damage over time effect.
  • What Was That?- This is the shrink toggle that remains from Clothes Make the Man which allows Ant-Man to stay small.
Power Changes

  • Tiny Takedown’s bonus damage to targets affected by Drone Strike or Red Hots has been moved to a Talent.
  • The Definite Particle’s buff effects have been moved to a Talent.
  • As mentioned, Fistful of Ants and Inch-High Goodbye have their damage bonus moved to a Talent.
BLACK CAT

Black Cat has been in a very solid position since her post-launch tuning updates, and has a unique niche in the form of her traps and stealth mechanics. We’re pretty satisfied with where she stood, so we focused her Talent update more on allowing for more build diversity by way of splitting up her rather cramped specializations and removing former shared cooldown / shared DoT power restrictions. If you want to take the The Cat’s Meow but don’t want to devote to a full trap build, or you want to include one trap in your mostly-melee build, those are now options available to you.
New Tree - Talents
Black Cat has received Traits & Talents, which have replaced Cat Suit, Bad Luck, and the passive effects and specializations of Master Thief. Her Talents include many former mechanics found in Master Thief’s specializations, divided up into more choices in order to further promote build diversity.
Power Changes

  • Land on Your Feet and Claw Out bleed effects now stack.
  • C’Mere Kitty and Foe Fillet no longer share a cooldown.
  • Explosive Trap, Gas Trap, Glue Trap no longer share a cooldown by default, and their charges per trap has been reduced to 2. A Talent can increase the max charges to 6, but return the shared cooldown mechanic.
  • The Cat’s Meow is now a Talent replacement to Cat Scratch Fever rather than a shared cooldown.
BLACK PANTHER

T’Challa has been put in a great spot in terms of his powerset after his last review. As a result, his powers have been largely left intact and no sweeping changes were made. We did move his specializations from Unseen Predator and the Dora Milaje into Talents to give the players diversity in their builds. The King of Wakanda retains his style of combat through claws, knives and technology.
New Tree - Talents
Black Panther has two Traits in Panther Soul and Panther Grace, which borrow the passive bonuses from their previous power iterations. In addition, several of the perks that had been locked into Unseen Predator’s specializations are now able to be taken in order to provide a better focus. We wanted players to have more freedom in choosing Talents where previously they had to take an entire specialization even for one or two bonuses that would benefit their playstyle. As an example, you can now make Mobile Mine Field into a melee power while also choosing to have Panther Leap gain 200% damage and an execute. The Doras also have their own tier of Talents which function similarly to their specializations.
Power Changes

  • Unseen Predator gives a flat crit chance percent for its duration. The bonuses from its specializations are now in Talents.
  • Dora Milaje damage is increased through Black Panther’s offensive stats rather than through Summon Ally Damage.
  • Dora Milaje are no longer a dedicated power, but can be reacquired through Talent choices.
BLACK WIDOW

Natasha’s been reviewed a couple of times over the last few years, but never really hit her stride. She’s got plenty of powers, but was really looking for something to tie them all together in a rewarding way. At one point, we tried out the Widowmaker mechanic, and although it produced big red numbers, it wasn’t integrated well enough into Widow’s overall power kit, and ended up no different than a shared cooldown with an extra UI bar.
With the old Widowmaker’s general playstyle in mind, we introduced a new Primary Resource, themed around the battery charge of her high-tech Widow’s Bite gauntlet. This resource is only spent on a small handful of powers in massive chunks for big damage spikes, with all other powers having no resource costs at all. If you end up enjoying the mechanics of the resource, you can enhance powers through Talents to become Charge spenders, or keep it simple and straightforward as it is by default.
New Primary Resource - Charge
Black Widow has received a new primary resource with unique mechanics. Charge represents the current charge remaining in her Widow’s Bite tactical gauntlet, and is spent on various powers that utilize it, including both melee and ranged attacks. Charge does not naturally regenerate normally. When it has been fully depleted, it will begin to rapidly recharge until it is full, but during this recharge state, powers that spend Charge cannot be used.
New Tree - Talents
Black Widow has received Traits & Talents, which have replaced Red Room Reflexes and Kevlar Reinforced Bodysuit. Widow’s Talents involve making more powers able to spend Charge in exchange for bonuses, amplifying her stealth abilities, augmenting her hand to hand combat, and more.
New Powers

  • New Power - Spider Bite - Widow shoots out a series of tethers around herself, electrifying them with her Widow’s Gauntlet, dealing a large amount of damage to nearby enemies.
Power Changes

  • Electric Batons - Now located as a Talent option.
  • Deadly Blade - Now located as a Talent option.
  • Acrobatic Assault - Now located as a Talent option.
  • Backflip Bomb - Rethemed as Backflip Kick. The Bomb portion has been migrated to a Talent option. This power now grants Stealth.
  • Deadly Kick & Coup de Grace - Bonus damage buff effects migrated to a Talent option.
  • Cover Sniper - Cooldown reset mechanic migrated to a Talent option.
  • Twillight Cloaking Device - Cooldown & Duration lowered.
  • Rolling Grenades - Grenade count by default reduced to 3. A Talent option can raise this to 9. This power now has a 3 second cooldown baseline.
  • Widow’s Line - Removed from Black Widow.
  • Timed Explosive / Remote Detonator - Merged into one power. Timed Explosive now has a charge counter cooldown system, and when all charges are spent, the power becomes Remote Detonator, and returns to Timed Explosive after detonating, or after 3 seconds.
  • Micro-Drones - All drones now impact a small area around a targeted location, rather than heat seeking to enemies.
BLADE

The Daywalker gets his time in the sun with a few new tweaks to his arsenal. Whether you prefer his gunplay and grenades, getting up close and personal, or something in-between, Blade has the right tool for the job. We have kept his Thirst mechanic intact, giving him a unique risk-reward style of play. Blade’s original kit leaned towards a ‘loadout’, comparable to a first person shooter, and this build selection style has been mirrored in his Talents.
New Tree - Talents
Blade has had his passive stats from Long Lived and The Serum rolled into his Traits. The specializations that were once a part of The Serum’s power have been moved into their own Talent tier. We also have a tier that impacts his Signature power My Namesake. With it, you can gain spirit through its use, get a damage boost, or change it into his other previous Signature, Advanced Technique. Blade can also gain an Unbreakable team buff by using Party Crasher when Talented. Another Talent addition has toxin powers causing fear in an area after an affected target explodes.
Power Changes

  • Advanced Technique is now a Talent and replaces My Namesake.
  • Hyper-Toxin Grenade is a Talent that replaces Toxin-Loaded Gauntlets.
  • Stake Through the Heart is a Talent that replaces Stake Thrower.
  • UV Grenade no longer shares a cooldown with Party Crasher.
  • The Serum gains an extra 15% to attack speed, move speed and damage upon activation.
CABLE

Cable proved to be one of the most successful level 52 reviews, and one of the most rewarding to see players enjoy, since his various builds use vastly different powers. One thing we did notice frequently in the feedback was the resistance to his ‘cookie cutter’ nature, where although the builds did look different, if you did not want to devote 100% to one particular build, you did not gain access to any of the cool new mechanics or powers we added.
Solving that was the primary focus of Cable’s Talent review - his former specializations have been split into many different choices, and no power is locked behind choosing a particular Talent, allowing you to pick and choose your power bonuses and loadout to your liking. For those who really want to diversify, there is a Talent choice that rewards you only if you have chosen one Talent from each of the three major builds - hybrid players, go to town.
New Tree - Talents
Cable has received Traits & Talents, which have replaced his Specializations, Techno-Organic Virus, Telekinetic Repulsion, and the passive effects of Veteran Warrior. Cable’s Talents have mostly broken up the former Specializations of Veteran Warrior into multiple separate choices, allowing Cable players to have far more definition over which additional layers they wish to play with.
Power Changes

  • Veteran Warrior is now Eye for Weakness - a powerful debuff cooldown which makes enemies take much more and deal much less to Cable than traditional Weaken & Vulnerability sources for a short duration.
  • Vortex Grenade - Damage over Time effect migrated to Talent option.
  • Particle Accelerator - Does not require a Talent or Specialization. Any build can now use it. Buff effect migrated to Talent option.
  • Psimitar Slam - Does not require a Talent or Specialization. Any build can now use it. Buff effect migrated to Talent option.
  • Telekinetic Overload - Does not require a Talent or Specialization. Any build can now use it. Buff effect migrated to Talent option.
  • Swift Roll - No longer a part of Cable’s powers. Swift Lunge is now available for all builds in its place.
  • Psychokinetic Barrier - Damage over Time effect migrated to Talent option.
CAPTAIN AMERICA

Cap was left in a good place after his recent review, and we haven't given him new marching orders yet. He has awesome group buffs and leads the charge with his shield at the ready. A capable melee fighter, he truly shines with his shield combat, which continues to be the focus of his kit. Without the specializations that other heroes have gained in their reviews, Steve has had more room in the Talents to expand on his shield powers and the Super Soldier Serum mechanic.
New Tree - Talents
The previous mainstays Patriotic Soldier and Indestructible Shield have been moved into his Traits, which carry over their passive stats. He has one tier dedicated to his group buffs, which can grant Guarded, Strengthened, or Inspired. Those Talents also give passive stats, as well as a bonus when Patriotic Taunt is activated. One even transforms Patriotic Taunt into Patriotic Speech which Empowers your allies. Another tier deals with the Super Soldier Serum, allowing you to double the maximum amount, or remove it completely. In addition to those, many of the other Talents bring utility to Cap’s shield powers in the form of bleeds, bonus damage or procs.
New Powers

  • Patriotic Taunt - An active taunt taken from Patriotic Soldier.
  • Shield Block - The active power from Indestructible Shield.
Power Changes

  • Shield Swipe is now part of a Talent which grants a Shield Swipe every third hit from Heroic Strike.
  • Shield Strike gains bonus damage from Deflect chance.
  • Vibranium Bash has been changed to 1 serum as a default.
  • Shield Bash now strikes in a full circle (instead of wide cone), and enjoys a slightly increased area of effect.
  • Stunning Backflip now has a cooldown of 3s and has no Spirit cost.
CAPTAIN MARVEL

Captain Marvel has been in need of a mechanic overview for awhile now. Although she has fair range of powers, she was missing some solid mechanical foundations to tie those powers together. In this update, we’ve replaced her Spirit, Signature, and Ultimate powers, and along with the Talent system, Carol should feel like a whole new hero.
New Primary Resource - Photonic Energy
Captain Marvel’s former secondary resource has now become a primary, replacing Spirit. It functions fundamentally the same, but has powers that can spend at different intervals. Her core photonic blasting powers spend Photonic Energy as a standard resource. Her Melee powers may spend all of it for a massive bonus, or a smaller percentages for moderate bonuses. Photonic Energy rapidly regenerates at all times.
New Tree - Talents
Captain Marvel has received Traits & Talents, which have replaced Kree Toughness, Energy Absorption, and the passive effect of Infused Regeneration. Her Talents include augments to make more powers spend Photonic Energy, ways to reduce her consumption of the energy, alterations to various powers, and more.
New Ultimate Power - Second Sun
Captain Marvel emits enough energy to create a temporary star above the battlefield, which will spit solar flares on enemies. Captain Marvel is infused with energy from the sun, gaining massive health and photonic energy from its rays. The mechanics of her former Signature have been repurposed as a new Signature, Glimpse of Binary.
New Signature Power - Glimpse of Binary
A retrofitted version of Captain Marvel’s former Ultimate. Carol exudes a planet’s worth of energy, dealing massive damage in an area around her, and gains a powerful buff effect. Glimpse of Binary can be augmented through Talent options to further enhance it.
Power Changes

  • Infused Uppercut - Now spends 50% Photonic Energy.
  • Cosmic Haymaker - Now a potent Photonic Energy spending cooldown power, located in Talents.
  • Photon Punch - Removed.
  • Photonic Wave - Now costs a flat amount of Photonic Energy. Damage over time effect migrated to Talents.
  • Photonic Blast - Now spends a flat amount of Photonic Energy.
  • Photonic Devastation - Now spends a flat amount of Photonic Energy.
  • Stellar Beam - Now spends a flat amount of Photonic Energy.
  • Radiant Cascade - No longer a signature power.
  • Stellar Flare - Now rapidly generates Photonic Energy while channeling and can be held indefinitely before exploding.
  • Warbird Charge - Now a charge-and-release power, increasing damage if fully charged.
  • Crashdown Strike - Damage over Time effect migrated to Talent options.
  • Defiant Escape - Removed as a power.










 
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COLOSSUS

Colossus had been in need of a little bit of TLC for a while, and this was an opportunity to trim his passives and toggles while preserving much of his unique powerset. Piotr keeps his Armor mechanic as a basis for his defense and damage output, however with this new iteration he now uses it as a primary resource. This allows his former spirit and spirit regeneration to function as bonus health through Armor. Lastly, we do also enjoy his call-in powers, and expanded upon them to give him a few more friends to help in the fight!
New Tree - Talents
Colossus has Talents and Traits which take passive stats from Osmium Champion and Bulwark of Steel. Within the Talents are several options to enhance his Armor generation or benefit gained from it. There is also a tier that can provide his Call-In powers a lower cooldown, a shared cooldown with a damage boost, or remove them entirely. Others can buff his Signature power.
New Powers

  • Call Kurt - Nightcrawler teleports in to drop down upon your enemies and fight alongside Colossus for a bit.
  • Call Kitty - Colossus’ former love joins his side by phasing in to trap their enemies and then assist in cleaning them up.
  • Call Illyana - Magik answers the call of her brother by granting Eldritch Armor and following him into battle.
  • Titan Throw - This power lifts up a chunk of terrain and hurls it in a line, damaging enemies in the path. The animation and art for this is still in progress.
Power Changes

  • Colossus’ secondary resource bar is removed, and Armor is in place of Spirit.
  • Osmium Charge’s area damage moved to Talents.
  • Fissure’s area of effect damage changed to a cone. This power has received a new animation.
  • Call-In summons now inherit Colossus' properties and are not treated as 'summons' for purposes of itemization. The X-Men now are invulnerable and untargetable by enemies - they merely provide additional damage for Colossus, and he is responsible for tanking for them.
  • Steel Punch's art and name have been changed to Colossal Punch. It uses some of the former animations from Colossal Punch, along with some unused animations from Crushing Smite.
CYCLOPS

Scott Summers has always been a jack-of-all-trades in the past, often leading to many a player torn on what style to focus on. Ranged? Melee? Summons? Powers bloat was a problem for his trees, and changes were needed in order to cut down on the excessive amount of choices necessary. This makes the inclusion of Talents such a help for a hero like Cyke. Without worrying about which powers to invest in, the more streamlined approach lets players adapt to different combat situations, choosing the Talents that clearly help a particular build.
New Tree - Talents
Cyclops has received Traits, which have replaced many of his passive powers. These function as his offensive and defensive passives. We also moved his melee powers into spots in the Talent tiers to remap some of his beams, keeping the Legend of Punchclops alive and well. His Call-In powers have a series of All-New Upgrades, allowing him to pair up with mutants more in line with his recent comic runs. There is also a tier of Talents devoted to his leadership abilities, giving you and your allies different group buffs.
New Powers

  • Ruby Quartz Prism - New large-area cooldown power for all Cyclops players, damaging all enemies nearby.
  • All-New Strike Team: Magneto - Functionally replaces Iceman with a Talent, allowing Magneto to come instead, pulling up metal into a shrapnel field.
  • All-New Strike Team: Magik - Functionally replaces Beast with a Talent, allowing Magik to join the fight instead, placing an Eldritch Armor defensive buff on Cyclops upon arrival.
  • All-New Strike Team: Emma Frost - Functionally replaces Jean Grey with a Talent, allowing Emma to drop in, damaging and taunting enemies away from Cyclops.
Power Changes

  • Buff duration for Overwatch reduced to 5 seconds, and its cooldown reduced to 20 seconds, revive ally moved into a Talent. This power now grants the Empowered buff to Cyclops and all nearby allies, rather than increasing Damage Rating.
  • Tactical Analysis is now a powerful debuff effect for Cyclops with a cooldown.
  • Punch Combo, Sweeping Kick, and Tactical Kick are Talented powers.
  • After using Strike Team: Beast, Beast will join you in combat for a short duration.
  • Focus Beam will now increase in power after channeling for a duration. A Talent can increase the effectiveness, allowing for yet another increase in power after more channeling.
  • Shotgun Beam - increased the area of effect by 25% and reduced cooldown to 4s.
  • Tactical Disengage now has a 4s cooldown and gives Cyclops a 3s Dodge chance buff.
DAREDEVIL

After the review of Daredevil, we were very pleased with how he played. He was left in a great spot for both combat and survivability, making his conversion to our new Talent system fairly seamless. HIs kit is intact, and all of his powers have been retained. Veterans of the Man Without Fear will have no trouble dealing justice to those who would do harm in Hell’s Kitchen. New players will also find Daredevil to be easy to pick up with layers of complexity rewarding different approaches to his gameplay.
New Tree - Talents
Devil of Hell’s Kitchen and Honed Senses are Daredevil’s passive Traits, providing him with offensive and defensive passive stats carried over from active powers. We moved his specializations into the Talent tree, creating a tier for his combo point generation or the option to remove them entirely. His openers are also given a tier, much like the specializations from his Radar Senses power. There is a tier to enhance his Devil’s Due signature power, doubling damage to enemies directly in the center of the impact zone, or one Talent that will give you and your allies the Empowered buff.
Power Changes

  • Staff Strike now has Deflect Rating on hit for 4s, migrated from Assault and Battery.
DEADPOOL

The Merc with a Mouth had an awesome review, which turned him into a powerhouse hero. We wanted to keep him in that spot, and fortunately his powers were left intact despite having such a varied kit. Wade wouldn't feel comfortable having any of his powers taken away, and far be it for us to make him mad. He even has a Talent that turns healing orbs into Chimichanga orbs! Really, what more could he want?
New Tree - Talents
Deadpool doesn’t have any powers that were flat out removed, but instead what you see is a trimming down of some of his previous specializations and retooling of them into various Talents. The desire here is to provide the same flavor his Talents used to bring, alongside even more options of how to mix and match them together. An example of this is that you can now take his explosive hammer and combine that with a hammer that hits a greater radius, two things that were previously on separate specializations. Get your big, explodey hammer on!
Power Changes

  • Bazooka now has a smaller radius by default but you can Talent into a larger radius that does more damage and always crits.
  • Foot Gougers, Lunge, and STabby Flip all share a bleed layer that does not stack now. If you spec into Self Destruct and have the bleed Talent on, it leaves enemies burning.
  • Canadian Devil can be Talented into to allow increased deflect, dodge, and movement speed while channeling.
  • Merc With a Mouth is now just a taunt active. No passive bonuses.
  • Rapid Healing is now just an active heal, no passive bonuses.
  • Lil' Deadpool was proven to be abusive if spammed. Our options here were to remove the taunt, or give the power a cooldown. We opted for the latter - it now has a 4s cooldown, and can store up to 3 charges. This still allows it to be used as a potent distraction tool, even in a longer fight, but no longer makes enemies permanently distracted.
DOCTOR DOOM

Doom cares not for the inner workings of his powers. All that concerns him is that they perform at peak capacity to crush his enemies and assert his dominance. With such simple yet steadfast parameters, we took care to not upset his vast array within his powerset. The result was to divide many of the beneficial power specialization augmentations into Talents, and to give players a few extra choices. Doom is a top tier hero (when he chooses to fight on the side of good) and he will remain in that spot.
New Tree - Talents
The passive stats from WIll of Doom and Ingenious Defense have been moved to his Traits. We also moved his specializations from the Will of Doom and spread them out into different Talent tiers. Doom’s signature power(s) have been retained with one as the standard, and the other two becoming choices through Talents. A couple of other nice additions is a Talent to make Unthinkable chase enemies, or to have Declaration of War summon flying Drones while granting you and your allies the Strengthened buff.
Power Changes

  • No shared cooldown for Latverian Blockade, Latverian Inferno, and Latverian War Drums.
  • Declaration of War’s Doombots have 50% of Doom’s max health (down from 100%). Doombots summoned via Declaration of War now persist through region changes.
DOCTOR STRANGE

Doctor Strange aged quite well over the years, but his complex playstyle made him too intimidating for some more casual players. We’ve taken this opportunity to allow those players to turn the Mystic Energy mechanic into something more usable, while still bringing up Dr. Strange to the modern era with lots of builds, rotation options, and new functionality.
New Tree - Talents
Doctor Strange has received Traits & Talents, which have replaced Ancient Training, Orb of Agamotto, Astral Legion, Seven Rings of Raggadorr, and Dreamwalking. His Talents include mechanical changes to how Mysticism work (including removing the cooldown resets if desired), enhancements to almost all of his Incantations (including summoning otherworldly creatures), options to enhance his ability to support teammates, and more.
Power Changes

  • Mysticism now fully resets cooldowns rather than reducing by 15s.
  • Vapors of Valtorr cooldown reduced to 15s, duration now 6s.
  • Based on feedback, we've swapped the functions and progression places of Fangs of Farallah and Bolts of Balthakk. Bolts is now the spirit spender with the Incantation-based damage bonus, and Fangs is now the basic.
  • Bolts of Balthakk now displays new visuals in the Doctor Strange Movie costume.
  • Daggers of Daveroth has been redesigned. It is now a charge-based power which gains charges over time, and 1 charge instantly whenever an Incantation is used. When the spell is activated, all charges are consumed to create a Dagger for each charge spent.
  • Astral Projection has been slightly redesigned. It is no longer a toggle power, but a duration-based summon with a cooldown that increases the spirit cost of the powers the projection mirrors, rather than constantly draining Spirit.
  • Shield of the Seraphim now only affects Dr. Strange as originally designed. The spell’s ability to affect teammates has now been officially supported as a Talent.
  • Seal of the Vishanti no longer provides team-wide buff effects, but its potency on Dr. Strange is extremely enhanced.
  • Astral Legion is now located as a Talent option, creating 2 additional projections and increasing the spirit cost of mirrored powers by an additional 100%.
  • Seven Rings of Raggadorr is now located as a Talent option, as an enhancement to Shield of the Seraphim.
  • Images of Ikonn now properly take damage and block enemy projectiles.
ELEKTRA

Elektra is another of our recently released heroes, leaving her in a spot where her mechanics and playstyle were largely left untouched. Many players enjoy her stealth approach and the ability to go in and out of combat effortlessly. Her Mark ability is a unique and powerful tool, one that is at the core of her kit. The assassin-turned-hero had only a few of her powers adjusted as a result, and her Talents provide some added flexibility.
New Tree - Talents
Elektra has had her passive stats from her Hand Training and Master Assassin Traits. Her specializations from At My Bidding have been moved to the Talents, with a couple of wrinkles. One Talent doesn't break stealth upon using At My Bidding, and another gives her a permanent Ninja ally. We also gave her different Talents that focus on each of her weapons and give them charges as well as critical damage bonuses.
Power Changes

  • Silent Scream has been moved to Talents, and can replace From the Shadows.
  • Flow Like Water grants Stealth on use (the passive effect from Slip Into the Shadows).
  • From the Shadows now requires a target, and has a slightly larger area radius, making this power easier to hit with.
  • Shadowstrike's damage has been increased and cooldown increased to 8 seconds, giving her one larger impact cooldown in her kit, and increasing synergy potential with Relentless Assassin.
GAMBIT

Gambit has had a few turns of mechanics since his original implementation, and for his Talent update, we wanted to let him be more free-form and unrestricted, as Gambit should be. Now, no power is ever restricted from being used outside of any cooldowns - you can use every power without worrying about a resource restriction. His new primary resource is focused on strictly augmenting his powers with bonus effects, and the powers can be used even if there’s no resource to spend.
New Resource - Kinetic Energy
Kinetic Energy is a unique resource that augments most of Gambit’s powers. If you have Kinetic Energy available, powers will consume a portion in order to deal an enhanced effect. This does not regenerate until it completely drained, then rapidly recharged. While it is recharging, those powers will not trigger the bonus effect.
New tree - Talents
Many of Gambit’s passives have been converted into Traits and Talents. This allows players to better customize their builds to fit their playstyle, rather than taking passives that might not wholly benefit them. They also open up a variety of unique interactions for players to experiment with and find what suits them.
New Powers
To help better fill out his two main playstyles, Gambit has received two new powers:

  • Batter Up - A large cooldown power where Gambit charges a piece of ground, causing it to fly up in front of him. Then charges his staff and strikes the rock like a baseball, causing it to splinter out in front of him. This power stuns enemies if you have at least 50 Kinetic Energy available.
  • Ace of Spades (new version) - A charge power where Gambit steadily kinetically charges a single card. The longer you charge the power, the more intense the explosion when he finally throws it. The former Ace of Spades “sticky card” power still remains, and has been renamed to Trick Card.
Power Changes

  • Bo Strike - This power now gains bonus damage for 5 seconds after spending Kinetic Energy, similar to Wild Card. Updated animations for this power.
  • Bo Vault - If you have Kinetic Energy, this now deals bonus damage. Cooldown increased to 4 seconds.
  • Bo Beatdown - This power now deals bonus damage in exchange for consuming Kinetic Energy if it is available.
  • Street Sweep - Missile now deals damage in addition to stunning enemies. If you have Kinetic Energy, the missile also leaves a lingering trail of kinetic energy
  • Grand Slam - No longer shares a cooldown with Trick Card (Formerly Ace of Spades). If you have Kinetic Energy, this resets the cooldown of Bo Vault and Batter Up
  • Royal Flush - If you have Kinetic Energy, the cards explode at the end of their path (previously happens all the time). Increased the responsiveness of this power. Royal Flush now does explosion damage in an area equal to the art represented to the player.
  • Ace of Spades - Renamed to Trick Card. If you have Kinetic Energy, the card explodes after 1 second (previously happens all the time)
  • Dead Man’s Hand - Now only throws two cards. If you have Kinetic Energy, this ramps up to a total of five cards thrown at a time.
  • Fold ‘Em - Now has a 6 second cooldown. If you have Kinetic Energy, this also stuns enemies.
  • 52 Pickup - The bonus effects now change through various Talents
  • House of Cards - If you have Kinetic Energy, the blanket of cards explode at the end of the duration (previously happens all the time)
  • Ragin’ Cajun - This power has been moved to Talents, and now triggers a Kinetic Surge dealing bonus damage when you hit with any power, in exchange for consuming a small amount of Kinetic Energy.
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GHOST RIDER

Ghost Rider got some much needed polish and a couple new powers in his most recent review. We took that work and expanded it a bit to keep him close to where he was put before. We wanted to break up the bunches of stats and bonuses from his specializations to create more options and playstyle flexibility. None of his powers were cut, and only a few tweaks were made to existing powers.
New Tree - Talents
As with our other heroes, Ghost Rider’s passive stats have been rolled into his Traits, Spirit of Vengeance and Protect the Innocent. Ghost RIder can gain the ability to ride during Whirling Chain, making it perform similarly to his old Ultimate power. He also gets a group Protected buff through the use of Vengeance. Other Talents can affect Vengeance to change it into Infernal Contract or Chains Ablaze, previously available in his specializations.
New Powers

  • Reaping Day - Ghost Rider has a new Ultimate, with his former Ultimate now being able to be used all the time as a normal power via Talents. Who doesn’t want to ride around flinging chains at people all day? His new ultimate summons spinning chains that seek enemies, instantly reaping non-elites. The explosions of Hellfire still occur, taken from the previous Ultimate. As a special bonus, when using the Alejandra costume, these spinning chains will be replaced with whirling Scythes!
Power Changes

  • Chain Flechette and Flay no longer share a cooldown.
  • Hellfire now gains Spirit on hit.
  • Vengeance now is the Terrify portion of the former Protect the Innocent.
  • Judgement is now an always-crit power, and can be Talented to be a Brutal Strike.
HULK

Hulk has no reason to be angry with his spot among the heroes. With our transition into the Talents and Traits, Hulk was able to keep most of his powers intact and very little disruption was given to his power trees. His Anger resource mechanic was kept, and the move to Talents gave us an opportunity to add utility to his destruction. You wouldn’t like him when he’s angry, oh wait, of course you would! That’s the best way to have Hulk!
New Tree - Talents
Unbridled Rampage and Hulk Tough! Are his Traits, keeping the offensive and defensive passives from those powers. We devoted a tier to his Anger, giving it the option to gain at a faster rate, or the unique risk-reward of dealing more damage but taking more damage. He is also given some interesting cooldown reduction choices, such as Meteor Strike spending Anger to reduce its cooldown, or getting 1 second off of all other cooldown powers when one is used. Since Hulk is a relatively mobile hero (leaping and crashing on enemies), one Talent will allow Demolishing Charge to gain a charge if Cratering Stomp or Avalanche Leap are used. In return, using Demolishing Charge will reduce the cooldown of either of those powers by 1 second.
Visual Update
With this patch, Hulk's Classic Costume appearance has received a visual update!
Power Changes

  • Reduced the charge time for Hulk Smash!
  • Meteor Strike cooldown increased to 1.3 minutes.
HUMAN TORCH

Johnny has been in need of a modern mechanical update, and we wanted to come up with something that didn’t feel restrictive. At his core, endlessly flinging fire is what Torch is all about, and that is something we wanted to enhance in his gameplay. His all-new primary resource Heat is almost the exact opposite of spirit - nearly nothing in his power kit actually requires Heat to fire, instead only gaining more benefits if Heat is available to spend. Between his new Heat mechanics and a series of Talents that allow for more focused, niche build creation, Torch players will find him like a brand new character.
New Primary Resource - Heat
Heat is a new type of resource unique to Human Torch. By default, no powers ever spend heat - you can use anything at any time, unrestricted. Heat starts off empty, and slowly builds over time when any enemy is burning from Human Torch’s burn effects. When Heat reaches maximum, Torch enters an Overheat state, and most of his powers will now spend heat to perform additional effects. While Overheated, Torch moves faster and leaves behind a trail of fire wherever he goes, but while in this state, cannot generate Heat. When Heat has been completely spent, Torch returns to normal and begins building up towards Overheat again.
New Tree - Talents
Torch has received Traits & Talents, which have replaced Thermal Intensity, Fuel for the Flame, and Blazing Speed. Torch’s Talents include mechanic alterations to Heat, power enhancements for various powers, bonus effects applied while in Overheat, and more.
New Powers

  • Flame Tornado - Fiery Uppercut has been upgraded to Flame Tornado, causing a larger area effect around Torch as a followup to his Uppercut.
  • Flame Wave - A powerful tidal wave of flame can replace Scorching Wall via a Talent option.
Power Changes

  • Scattering Blaze - No longer applies a burning effect. While Overheated, Scattering Blaze leaves behind a trail of fire which burns enemies.
  • Burning Volley - While overheated, the area of effect is doubled.
  • Incinerating Blast - While overheated, the beam will toss out fireballs to areas around Torch.
  • Homing Flares - By default, projectile count per activation is reduced to 1 (damage tuned accordingly). While overheated, a second projectile is shot. Range slightly increased.
  • Fallback Blast - Now has a cooldown, always stuns enemies, and is more responsive
  • Bouncing Fireballs - No longer a default power for Torch, but a more potent variation of it can now be located in Torch’s Talents.
  • Blazing Charge - No longer heals by default. While overheated, every activation will spend heat to heal Torch (does not require Torch to hit a burning enemy).
  • Fiery Rejuvenation - Now provides a health regeneration and movement speed buff to Torch, which is increased in duration based on the number of burning effects consumed, rather than reducing the cooldown.
  • Flame On - Now instantly places Human Torch into Overheat mode. Movement speed bonus and fire trail migrated to the Overheat buff effect.
  • Pyrotechnic Burst - Now rapidly generates Heat, but cannot be used while Overheated.
  • Extreme Combustion - Now only usable while overheated, and expends all remaining heat to deal additional damage.
  • Cleansing Fire has been removed.
ICEMAN

Our coolest hero needed only a few tweaks to his power trees in order to make the transition into Talents and Traits smooth as ice. Bobby Drake keeps his unique Chill, Deep Freeze and Shatter mechanics at the core of his style of play. The one change is that Freeze becomes Deep Freeze, replacing the need for older Chill powers to reach 5 stacks before becoming Frozen. The effect is largely the same - the aim is to Shatter Frozen enemies for bonus damage. We also changed his ice golems to be a hybrid attacker in that they can use melee and ranged attacks, replacing the old summon system that could be less than ideal.
New Tree - Talents
Ice Mutation and Ice Armor are the Traits given to Iceman. He was introduced before the implementation of actual power specializations, but instead had mutually exclusive powers like Beam Focus, Weapon Focus and Construct Focus. The beneficial effects have been put into their own Talents, eliminating the need to lock yourself out at the expense of a different power. A Talent has been added that can summon an Iceman clone (similar to the ones from his Ultimate) on hit while buffing his summoned ally damage by 15%. We also changed his ice melee weapon powers into a Talent that remaps his ranged ice powers.
Power Changes

  • Chill no longer stacks up to 5 times, and does not freeze enemies.
  • A new mechanic, Deep Freeze, has been added, which when used on Chilled enemies, will increase the duration of the freeze effect.
  • Shatter now deals direct damage to Frozen enemies, rather than increasing the amount of damage of the power that Shattered. This makes the Shatter mechanic more consistent in the amount of damage it provides.
  • The Deep Freeze effect has been added to Absolute Zero, Ice Slick, Flash Freeze, and Frozen Orb.
  • Ice Golems are both melee and ranged.
  • Snow Plow changed to be a Shatter power rather than a Chill power.
  • Glacial Wall now has a Summon power tag.
INVISIBLE WOMAN

Invisible Woman’s Talent review focused on cleaning up her mechanics to use more modern techniques, such as using Charge Counters instead of a secondary resource to manage Focus. As part of our effort to allow for more dynamic team play, we’ve made sure to include powers and Talent options that open up a more support style build for players who play in a group setting. Overall, Sue’s power set was already well-rounded, but fell behind a bit on hitting her fantasy of playing a support hero.
Altered Resource - Focus
Invisible Woman’s secondary resource, Focus, has been removed. See Invisibility and Seeker Orbs patch notes.
New Tree - Talents
Invisible Woman has received Traits & Talents, which have replaced Personal Force Field and the passive effects of Invisible Combat. Sue’s Talents include adding charge counters and cooldowns to various powers in exchange for effects, swapping out powers for different versions, gaining many options to support her teammates, and more.
New Powers


  • Boomerang Spike Ball - A Talent replacement for the Crusher. Invisible Woman projects a Crusher that rolls straight forward for a long distance, then rolls back to her location.
  • Hamster Ball - A Talent replacement for the Crusher. Sue creates the Crusher around herself, moving through and damaging enemies while being shielded from harm.
Power Changes

  • Quantum Compression has been redesigned. It is now a charge counter based cooldown power, and performs both the Implosion and Explosion portion with each activation, as well as generating a damage absorbing buff effect (which is no longer consumed by the power). Each activation restores a charge of Invisibility and Seeker Orbs.
  • Seeker Orbs and Invisibility now use Charge Counter cooldown mechanics rather than Focus. Invisibility base duration slightly reduced in exchange for a lower expected recharge time compared to previous Focus pip recharge rate.
  • Shield Dome has been returned to its original Channeled incarnation by default. A Talent option can make the power once again instant cast with no animation.
  • Invisibility movement speed buff now located in a Talent option.
  • The Crusher AI greatly improved. Their damage once again stacks if all 3 make their way to the same target. Previously, we’d wanted this power to get its full damage against single targets due to its key position in rotations as a high cooldown, however, there are now Talent options to completely change The Crusher into a different “giant spike force bubble of doom” power if you don’t enjoy the AI-controlled version.
  • Bouncing Discs bounce count slightly reduced by default (it was quite high compared to other similar powers). Bounce count can be increased again in a Talent option.
  • Wall of Force now has a Summon power tag.
IRON FIST

Iron Fist has had a few tweaks since he was introduced as a playable hero. Since then, we hope he has been performing well and didn’t want to upset his balance. He has a bit of a learning curve, and we wanted to make his powers have a good feel and pace. As a result, we kept his powers in a similar spot and used the Talents to make his openers and combo powers flow better. Fans of Danny will find that he is a strong and capable melee fighter.
New Tree - Talents
Iron Fist has two Traits in Champion of K’un-Lun and Immortal Weapon. These use the passive stats that were a part of the old Immortal Weapon power and from Chi Overload. We took the Stance specializations from Chi Overload and moved them to their own tier. We also introduced a new mechanic in one of the Talents called Flow. With the Talent selected, Stance Combo powers when used in a stance will grant a stack of flow. This can stack up to 5 times, and increases attack speed, movement speed and dodge rating. In addition to that Talent, there are others that increase the damage and cooldown of several powers or impact his Openers.
New Powers

  • Meditation - this power is a channeled heal that grants damage reduction while channeling (the active part of Immortal Weapon). It can be Talented into an offensive steroid, an instant cooldown refresh and reduction, or into a group heal.
Power Changes

  • Stance Openers no longer have their burst upon activation, this has been moved to Talents.



source:
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Far More inside the article it's self. Like the mission tracker I'm not putting it all up.
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from Massively op




Touring Marvel Heroes with Gazillion before January 19's big update

January 17, 2017 35 Comments

While it's true that you can see a good share of Marvel Heroes' mega January 2017 update for yourself on the test server, who could pass up a walkthrough and interview with Brian Waggoner, game designer at Gazillion? Besides, with such a massive change incoming to many of the systems (this may be one of the only times that BIGGEST UPDATE EVER is used legitimately), having a dev on hand to explain various alterations can be a definite plus.


I took advantage of the opportunity, so if you haven't had the chance to delve into the test center yourself, be it from lack of time, inclination, or even hard drive space, you can get a peek under the hood here. And then you can jump in and experience it all for yourself on Thursday, January 19th, when Marvel Heroes's latest update goes live.


MH2016_Rogue_PowerLibrary-150x150.jpg
MH2016_RR_GrootRide_CU2-150x150.jpg
MH2016_SpiderMan_Pose-150x150.jpg
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Source: MASSIVELYOP.COM
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^^

Alright got few thing's from my boy tribal sage aboutthe patch notes last night.






Matt Man shared a link to the group: Marvel Heroes.

5 hrs ·








If you haven't read the patch notes, it's probably a good idea you do. It will prevent you from asking things like I just did to Asros... "where are the visuals I had on my costumes?" He told me, but had I read the patch notes I would of known they are attached to the core(that is now a catalyst), that was on my costume ..which is in my overflow.
I normally read the patch notes but in the excitement of the big update I skipped it lol.. not the best idea. So yeah read the notes, it has all the changes and explains a LOT of things.




[FONT=&quot]Marvel Heroes 2016 2.0 Patch Notes

Index As this is our biggest game update ever, it's only fitting that these are also our biggest patch notes ever! Read more







[/FONT]Also with Details on a live stream tomorrow

Matt Man shared a link to the group: Marvel Heroes.

6 hrs ·

As mentioned in the forums post lots of devs will be making appearances and some nice giveaways will be happening. Tomorrow at 2pm PST be on twitch tomorrow to watch the live stream and celebrate MH's Biggest Update Ever!




[FONT=&quot]Biggest Update Ever Live-Stream Extravaganza! 1/20

Join us on Friday(1/20) at 2:00PM PST on our official Twitch.TV channel for our Biggest Update Ever Live-Stream! Countdown if you need it~Read more
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KomoriManGazillionLocation
Behind a Desk Staff





January 19
Join us on Friday(1/20) at 2:00PM PST on our official Twitch.TV channel for our Biggest Update Ever Live-Stream! Countdown if you need it~

We are going to have tons of guests on from each department to chat about what they worked on for this update along with tons of prizes to giveaway! Prizes like...

  • Random Hero Bundle
  • Beast Hero Bundle (Future Bundle)
  • Bundles of Fortune Cards (Many variations)
Check this link to see how you can win.
Click here to see how to redeem your code and more information you should look into.
We will be in-game on the live servers playing with you so be on the lookout for "To Be Named". There will be a few fun costumes and two new model viewers that will be shown off as well during the live-stream! The link to download them will be available right after the live-stream.
Follow these steps to use the Model Viewer tool on your computer!

Spoiler





  • Download Firefox.
  • Download the files for the Black Cat/Black Panther AND "TBN" Model Viewer.
  • Create a new folder and extract the ZIP file downloaded into that new folder.
  • Right-Click on the .html file for BlackCat_Classic_Leap and/or BlackPanther_UrbanJungle_leap and Open With... Firefox
  • Enjoy!


So stop by and say hi to @Asros @PsiLocke @MichaelMayhem @TacticalCAKE and many many more on Friday(1/20) @ 2:00PM PST!
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lastly



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Matt Man shared Marvel Heroes 2016's photo to the group: Marvel Heroes.

6 hrs ·



It's time!!





Marvel Heroes 20166 hrs ·
Suit up and jump back into Marvel Heroes 2016! Our Servers are back up with the Biggest Update Ever for you to enjoy. Thanks!Read more
















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source:Tribal sage's Marvel Heroes facebook page
 
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Two articles different places




The Biggest Update EVAH Goes Live




Posted Jan 19, 2017


Marvel Heroes 2016 | News | 11 Comments

Marvel Heroes 2016 players will want to jump into what feels almost like a brand new game thanks to today's deployment of the Biggest Update Ever. The new patch brings a boatload of changes to talents, items and brings the new Infinity System and Difficulty Slider into the game as well.Read more







Also with

The Stream Team: Marveling at Marvel Heroes' mega 2017 update

January 19, 2017 3 Comments

[YT]jn4WhL-8prQ[/YT]
Marvel Heroes
mega 2017 update is now live, and Massively OP's MJ is diving in to marvel at all the changes. Just how exactly have her favorite heroes changed? She'll be rebuilding the power sets of Storm, Rogue, and Squirrel Girl, then running out to test those builds. Tune in live at 9:00 p.m. to see how things have evolved. What: Marvel Heroes
Who: MJ Guthrie
When: 9:00 p.m. EST on Thursday, January 19th, 2017
Read more


source: MMORPG.com& Massivelyop.com/
 
They ruined the game with this new update. I think Im going to stop playing now and move onto something else. Hopefully they fix things but considering how much time and effort went into overhauling everything, this nerfed, dumbed down version is here to stay
 
They ruined the game with this new update. I think Im going to stop playing now and move onto something else. Hopefully they fix things but considering how much time and effort went into overhauling everything, this nerfed, dumbed down version is here to stay

Does it feel like a "console" change?
 
I'd say everything they did was to get it on console. I can't stand a single thing they did in this update. It's slower, duller and much more bland. I feel more limited than ever in how I play my characters because of the talent system. I'm very unhappy. I'll probably uninstall and stick to Diablo III.
 
Does it feel like a "console" change?
it's not the final setting. both MMo's and ARPG's of which they are pushing this game as the latter are always changing.

They will be trying their best to make this console worthy. But will getting things back on track for the pc side.

So no one should write this off yet .
 
Does it feel like a "console" change?

they completely dumbed it down to make it more user friendly, while alienating those that have supported it. I really dont feel like this needs to be a console game as to me the ship sailed on that years ago. They should just stick with their bread and butter and continued to add and improve upon it. There really isny anything Ive liked about this update. Beyond the bugs (which are alot), the game has gotten harder and I feel like all the progress Ive put over the alst few years has been for nothing bc its not represented in my character builds. For example I tried a boss event and kept dying with a few hits. Wasnt just me as no one could beat the bosses on the map. The new Infinity system sucks and I prefer the Omega

PC gamers have poured hundreds and in some cases thousands of dollars into this. I dont see the console crowd being as committed and willing to embrace the F2P model

I'd say everything they did was to get it on console. I can't stand a single thing they did in this update. It's slower, duller and much more bland. I feel more limited than ever in how I play my characters because of the talent system. I'm very unhappy. I'll probably uninstall and stick to Diablo III.

IA. I hate what they did with dashes and the added slow animation they've added to flight before you can use it. People have said the game feels like how it was when it launched back in 2013 and I'd agree. MH 2016 was such an amazing improvement "The Biggest Update Ever" has turned into the biggest dissappointment ever
 
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Agree 100% Havok. The game is a mess now. Everything I worked on and all those hours of grinding don't mean ****.
 
IA. I hate what they did with dashes and the added slow animation they've added to flight before you can use it. People have said the game feels like how it was when it launched back in 2013 and I'd agree. MH 2016 was such an amazing improvement "The Biggest Update Ever" has turned into the biggest dissappointment ever
ok I have to tell you about this minor detail. The reason the dash ability's were changed has nothing to do with the console shift. Tribal sage and a large number of others voted for the dash's to be dumbed down.

the real problem there was alot of the founders and newer pc players were pulled into team grouping, cause this games main feature as an MMO or as they like to push it an ARPG is to team up with other players near you and level up that way.

there are "speed run players" that don't tell you they are headed straight to boss battles in game alone.

And for players that want to do the whole experience/ package, especially if they are new players, and they have objective's to complete, those speed run players threw off the game for them.

So the player community on pc had that told the the dev's to dumb that down. Cause the speed runners got out of control.



Sorry.

This was talked about heavily in both the marvel heroes forum and tribal sage's face book group. I still even have the e-mail's of the debates over it. .
 
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Ok so the twitch live steam Video will be in less than 15 minutes 5minutes now.

2:00 Pm PST time translates to 5:00pm eastern time where I'm at. The link's in the detail's below, at top of quote. any questions you have for the dev's ,hopefully you have an account on twitch and you should ask them there. VOD via Youtube will be put up when they make it available on there.







Matt Man shared a link to the group: Marvel Heroes.

6 hrs ·

As mentioned in the forums post lots of devs will be making appearances and some nice giveaways will be happening. Tomorrow at 2pm PST be on twitch tomorrow to watch the live stream and celebrate MH's Biggest Update Ever!




[FONT=&quot]Biggest Update Ever Live-Stream Extravaganza! 1/20

Join us on Friday(1/20) at 2:00PM PST on our official Twitch.TV channel for our Biggest Update Ever Live-Stream! Countdown if you need it~Read more




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[FONT=&quot][FONT="]
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KomoriManGazillionLocation
Behind a Desk Staff





January 19
Join us on Friday(1/20) at 2:00PM PST on our official Twitch.TV channel for our Biggest Update Ever Live-Stream! Countdown if you need it~



We are going to have tons of guests on from each department to chat about what they worked on for this update along with tons of prizes to giveaway! Prizes like...
[/FONT][/FONT][/FONT]
  • Random Hero Bundle
  • Beast Hero Bundle (Future Bundle)
  • Bundles of Fortune Cards (Many variations)
Check this link to see how you can win.
Click here to see how to redeem your code and more information you should look into.
We will be in-game on the live servers playing with you so be on the lookout for "To Be Named". There will be a few fun costumes and two new model viewers that will be shown off as well during the live-stream! The link to download them will be available right after the live-stream.
Follow these steps to use the Model Viewer tool on your computer!

Spoiler





  • Download Firefox.
  • Download the files for the Black Cat/Black Panther AND "TBN" Model Viewer.
  • Create a new folder and extract the ZIP file downloaded into that new folder.
  • Right-Click on the .html file for BlackCat_Classic_Leap and/or BlackPanther_UrbanJungle_leap and Open With... Firefox
  • Enjoy!


So stop by and say hi to @Asros @PsiLocke @MichaelMayhem @TacticalCAKE and many many more on Friday(1/20) @ 2:00PM PST!


source: marvel heroes forum
 
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So what ended up being announced?
 
Originally Posted by MbJ
So what ended up being announced?
I'm going over the video my self now but it was most show casing Beast. I have a few image from tribal sage face book group as well . I'll put some of those up.



Matt Man shared a link to the group: Marvel Heroes.

14 hrs ·








Michael Mayhem posted on the forums last night with some very important information. Please read it.
Hey all - just letting you know of the following Primary Attributes that will be changing immediately in the first update patch.
We wanted to get these in in earlier TC builds, but the timing was such that it was safer to wait until the first patch. Please keep these in mind when starting to reallocate your gear choices.
The following heroes Offensive Traits will been changed to what is listed below:
Black Panther - Fighting / Intelligence
Cable - Fighting / Energy
Jean Grey - Energy / Intelligence
Juggernaut - Durability / Strength
Kitty - Fighting / Intelligence
Psylocke - Fighting / Intelligence
Rocket - Fighting / Energy
She-Hulk - Durability / Strength
Squirrel Girl - Fighting / Speed
War Machine - Durability / Strength
Winter Soldier - Strength / Fighting
It was also mentioned by Winterthur that the characters Uniques will be updated as well.
You can find the forums post in the link below.







[FONT=&quot]First Patch Hero Attribute Adjustments

Hey all - just letting you know of the following Primary Attributes that will be changing immediately in the first update patch Read more
FORUMS.MARVELHEROES.COM



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