Colossus
This represents an initial review pass of Colossus. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback.
These changes for Colossus are based on feedback from the forums, including feedback from the Top 5 changes thread. Overall, we're buffing Colossus to be more relevant in both a melee DPS role and a support/tank role.
Basic Powers have been buffed to be more relevant in end game.
Steel Punch: Damage increased by 20% and damage synergy increased from 2% to 2.5% per point in other basic powers.
Reeling Punch: Damage increased by 20% and damage synergy increased from 2% to 2.5% per point in other basic powers.
Osmium Punch: Damage increased by 20% and damage synergy increased from 2% to 2.5% per point in other basic powers. Also adjusted the amount of Armor regenerated to better match the new Armor strength (see below). Knockdown powers have been buffed to allow for easier flow into double damage with Reeling Punch.
Demolition Stomp: Knockdown increased to 1.5 seconds. Also increased damage by 25% to be competitive with Spinning Fists, and to encourage using this as an opener for his knockdown combos.
Crushing Smite: Knockdown increased to 2 seconds.
Steel Splash: Knockdown increased to 2 seconds. Additionally, this power has been sped up, with both the activation speed and travel speed increased by 15%.
Osmium Charge: Knockdown increased to 1.5 seconds.
Secondary Resource (Armor): We've buffed Colossus' Armor secondary resource, to make it more relevant to end game. The Armor regen rate has been increased by 50%.
Osmium Skin: Power now grants a scaling percent bonus to Armor and Armor regen rate, allowing ranks in the power to be meaningful at all levels.
Auras: Colossus auras have been buffed to provide more team support and encourage use. * Battle Aura: Bonus damage increased by 25%. * Protective Aura: Defense bonus increased by 25%. * Sustaining Aura: Spirit regen increased by 25%. * Stalwart Aura: Tenacity bonus increased by 25%.
Cyclops
This represents an initial review pass of Cyclops. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback.
Combat Roll: Now rolls towards the mouse cursor, not away from it, damaging enemies.
Tactical Kick: Now lowers defenses of enemies.
Sweeping Kick: Now weakens enemies.
Side Roll: Now adds a dodge buff at the end of movement.
Uncanny Focus: Now regenerates 8 spirit per second; this does not scale. Now grants a dodge bonus of 0.5% per rank, and upon successful dodge, restores 0.5% of spirit per rank in the power.
Channeled Blast: Power now animates and rotates faster, and has an additional slow effect. Added synergy with Optic Barrage and changed UI to reflect this.
Optic Barrage: Increased damage bonus awarded by items for Optic Barrage. Added synergy with Channeled Blast.
Optic Devastation: Medals now grant bonuses to this power.
Cunning Blast: Now performs a backwards roll away from the cursor, instead of a slower leap.
Secondary Resource (Command Points): Increased the rate to gain Command Points. There will be more work done on Cyclops secondary resource in the future.
Tactical Command: Duration now increases with rank.
Defensive Tactician: The dodge bonus was unintuitive. It was applied only against targets affected by Tactical Analysis, but that meant it wouldnt show up in the Character Sheet and would be difficult to tell who you could dodge more against.
Made the following changes:
Decreased dodge bonus, made it unconditional so that it is on all the time if you are near Cyclops (and always on Cyclops).
Added flat damage debuff (weaken) to targets affected by Tactical Analysis.
Adjusted dodge bonuses on dodge powers so that you cap out to 50% when all three dodge powers are rank 20.
Increased damage (and bonus damage from items) for several powers:
Channeled Blast
Cunning Blast
Explosive Blast
Maximum Optic Beam (Ultimate Power)
Optic Barrage
Piercing Blast
Wide Beam
Daredevil
This represents an initial review pass of Daredevil. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback.
Statistics: Energy Projection now increases to 2 at level 10.
Club Strike: Attack speed increased by 10%.
Club Sweep: Damage increased by 10%.
Elektra Alliance (Ultimate Power): Elektra is now un-targetable and invulnerable.
Enter the Void: Cost reduced from 10 to 5. Duration increases at every rank, and scales in duration to make the progression per rank better. Tooltip fixed.
Man Without Fear: Now provides 5% more dodge at max rank. Provides slightly more dodge at each rank to make the progression per rank better.
Radar Ping: Cost reduced from 10 to 5.
Restorative Trance: Healing per second increased by 10% at every rank.
Taser Club: Attack speed increased by 10%. Updated VFX.
Whirling Club: Damage increased by 20%.
Deadpool: This represents an initial review pass of Deadpool. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback.
Big Ol' Stab: Damage increased by 10%. Cost reduced from 14 to 10 spirit.
Itty Bitty Boom: Explosion delay decreased by 60%. Projectile speed increased by 50%.
Secondary resource (Pain): No longer decays over time.
Serrated Blade: Attack speed increased by 20%.
Shoot All the Bullets: Damage increased by 20%. Cost reduced from 20 to 15.
Slice n' Dice: Damage increased by 15%. Cost reduced from 25 to 19.
Hawkeye
This represents an initial review pass of Hawkeye. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback.
Destructive Volley (Ultimate Power): Damage over time per rank increased and debuff duration per rank decreased to ensure a net per second gain in overall damage. (The base homing arrow hits remain unchanged.)
Freeze Arrow: Now affects multiple targets in a small area around the point of impact. Shrieking Arrow: Firing speed and range increased.
Taser Arrow: Now arcs to more than one target at higher ranks, although not to quite the same degree as Captain Americas shield bounces or a lightning power.
Tear Gas Arrow: Now calculates its damage per second so that the duration scaling on the area of effect is a pure increase, instead of stretching and scaling higher values to fit. Firing speed and range increased.
Trick Arrows: Several powers in this category have had their spirit costs reduced. Vibranium Arrowheads: Now improves the defense penetration of ALL powers, not just ones on the Archery tab to help open some alternative builds.
Hulk
This represents an initial review pass of Hulk. The defense system upgrade will have a huge impact on Hulk and he will be designed around that system in the coming weeks. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback.
Health: Hulks base health at all levels has been increased by 20%.
Secondary resource (Anger): Now gained more quickly. Removed passive defense buff for hoarding Anger. Removed damage buff on powers for hoarding Anger. When spending Anger, Hulk now gets a heal (10% HP over 3 seconds).
Passives: Buffed Anger gaining passives:
Worldbreaker: Activation chance is now 100% on hit, added bonus crit chance and crit damage.
Short Temper: automatically doubles the Anger gain you get from getting hit; added defense and max HP buffs.
Introduced animation speed difference between Furious Punch and Savage Swing.
Unbridled Rampage: Added damage buff and health regeneration for duration of power. Added flat, non-scaling heal percent per anger spent. Removed restriction on Anger gain. Duration no longer scales with ranks. Movement/Attack speed increase is only applied (at a flat 20%) if you spend more than 3 anger points.
Stances: Stances have been redesigned so they are mostly passive with a short activated ability (passive effects are still on even if the power is not equipped). Activated abilities start with a 20 second cooldown and scale down .25 seconds per rank.
Hulk Tough: Added a damage shield that scales with ranks; activate to become immune to damage for 3 seconds.
Hulk Free: Added a movement speed buff; activate to cleanse CC effects and to become immune to them for 3 seconds.
Hulk Mad: Added a crit chance; activate to guarantee crits for 5 seconds.
Roars:
Mighty Roar: Redesigned to taunt and give damage debuff to enemies.
Terrible Roar: Redesigned to deal damage and give damage vulnerability to enemies.
Rubble Toss: Added a stun on spending Anger point.
Increased damage for the following powers:
Crushing Leap
Demolishing Charge
Furious Punch
Ground Smash
Iron Man:
This represents an initial review pass of Iron Man. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback.
Jet-Assisted Slam: Adjusted the power to hit as an AoE instead of a forward cone, to make the power easier to use. Added 2% damage synergies with Hyper-Velocity Charge and Death From Above.
Hyper-Velocity Charge: Added 2% damage synergies with Jet-Assisted Slam and Death From Above.
Death From Above: Added 2% damage synergies with Jet-Assisted Slam and Hyper-Velocity Charge.
Our primary goal for Iron Man in this patch was to improve the feel of his basic powers and his trio of micro-missile powers. For his basic powers, we focused on speeding up the attacks and the projectiles so that theyre easier to use against mobile enemies.
Repulsor Beam: Sped up the attack animation by 15% and the projectile speed by 60%.
Freon Ray: Sped up the attack animation by 15% and the projectile speed by 60%.
Disruptor Beam: Sped up the attack animation by 15% and the projectile speed by 60%.
For the micro-missile powers, we improved their targeting methods and gave Micro-Missiles and Missile Salvo a little bit more damage.
Micro-Missiles: Increased starting damage by 33%. Updated the targeting of this power. The power can now be manually targeted by activating while the mouse cursor is over an enemy. When no target is selected, the missiles prioritize enemies in the center of the screen. If there are no enemies in the center of the screen, the missiles target the nearest enemy.
Missile Salvo: Increased the damage scaling by 25% and raised the starting damage to be more competitive with Micro-Missiles.
Automated Missiles: Updated the targeting of this power. The missile prioritizes enemies in the center of the screen. If there are no enemies in the center of the screen, the missile targets the nearest enemy.
Jean Grey
Jean Grey has a significant number of changes in the works for an upcoming patch. For today, we wanted to increase her base move speed as part of a global design review.
Jean Grey's base movement speed has been increased by roughly 10% to be on par with most other heroes.
Ms. Marvel
This represents an initial review pass of Miss Marvel. We intend to further review Ms. Marvels basic mechanics, tankiness and overall power trees. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback.
Statistics: Energy Projection now increases to 6 at level 54.
Photon Punch: Now increases photonic energy with each strike. Now deals physical damage.
Cosmic Haymaker: Slightly increased range, and improved the targeting. Haymakers should not miss as often.
Mighty Punch: Damage increased by 20%, putting it on par with Photon Punch.
Defiant Escape: No longer requires or spends photonic energy to become immune to conditions for a brief duration, and gains 0.25 seconds of immunity per point (up from 0.1 seconds). After activation, players can now move immediately and can activate the power without being under the effects of crowd control.
Photonic Blast: Now a basic power. Now has a 3% damage synergy with Stellar Beam.
Stellar Beam: Now a basic power. Now has a 3% damage synergy with Photonic Blast.
Photonic Wave: Damage increased by 10%. Secondary resource cost removed. Cost reduced from 27 to 20. Now has a 3% damage synergy with Photonic Devastation.
Photonic Devastation: Now has a 2% damage synergy with Photonic Wave. Secondary resource cost removed.
Photonic Regeneration: Secondary resource cost has been removed to activate the instant heal. Photonic Regeneration's healing effects are now increasing by your current level of Photonic Regeneration. Heal over time duration is now 3 seconds (down from 5). Cooldown has increased to 3 seconds. Healing has been slightly reduced to compensate for the reduced activation costs.
Stellar Flare: Maximum charge up time has been reduced by 25%. Ms. Marvel is now immune to all crowd control while channeling Stellar Flare. Now grants a 50% damage reduction buff for a short duration. The duration is based on how much photonic energy you consumed when using the power, up to 10 seconds at maximum photonic energy.
Photonic Defense: Now adds photonic energy for each attack blocked.
Energy Absorption: Now has a chance to gain photonic energy when dealing energy damage.
Kree Toughness: Now has a secondary effect of increasing attack speed for fighting powers, based on how much photonic energy you currently have.
Warbird Charge: Now adds photonic energy for each enemy that is hit.
Crashdown Strike: Finishing animation is now shorter, and can be cancelled immediately after Ms. Marvel has landed. Now grants a 50% damage reduction buff for a short duration. The duration is based on how much photonic energy you consumed when using the power, up to 10 seconds at maximum photonic energy.
Binary Overdrive (Ultimate Power): Now increases all types of damage.
Secondary resource (Photonic Energy): has been converted to a 'pip' system, to make it easier for players to see how much energy they have at a quick glance. Photonic Energy now grants percent damage reduction, up to 30% at maximum photonic energy (3% per pip.)
Increased damage scaling for these powers:
Flying Knee
Roundhouse Kick
Uppercut Blast
Warbird Charge
Punisher
Movement speed has been increased by roughly 10% to be on par with most other heroes.
Chemical Mine: Explosion delay timer reduced by 25%. No longer reduces the defenses of affected enemies.
Explosive Rocket: now deals double damage to targets at the center of its effect.
Pain Tolerance: Now reduces damage by a flat percentage. This mitigation amount increases when Punisher has low health.
Proximity Mine: explosion delay timer reduced by 25%. Now reduces the defenses of affected enemies. Secondary resource (Vengeance): No longer decays. Show No Mercy: Can now be used against any target. Base damage reduced by 38%. Now deals double damage against stunned or knocked down targets. Sticky Mine: Explosion delay timer reduced by 25%.
Scarlet Witch
Weve made some improvements to Scarlet Witch in light of the global change to damage over time powers. We focused on improving her speed and the strength of her direct damage spells.
Movement speed has been increased by roughly 10% to be on par with most other heroes.
We also increased the attack speed and damage on her basic powers and Hex Orb:
Hex Bolt: Damage increased by 20% and projectile speed increased by 60%.
Menacing Hex: Attack speed increased by 20% and projectile speed increased by 60%.
Bewitching Hex: Attack speed increased by 20% and projectile speed increased by 60%.
Hex Orb: Damage increased by 20%.
Chaos Tempest: Sped up power activation and recovery by 25% to make the power easier to use in dense combat.
Secondary resource (Chaos Flux): Added a decay and made it do something all the time. It now it gives % damage bonus based on current amount. A larger redesign for this secondary resource is in development that involves some cool new engineering.
Unmake Reality (Ultimate Power): Now allows loot to drop from enemies killed by it!
Spider-Man
Spider-Man just has some simple changes in this patch before a larger review.
Corrosive Web Fluid: Increased damage scaling, and added a damage synergy with Web Spray in addition to the duration synergy.
Leaping Assault: Now knocks down enemies rather than knocks back. Also now flags enemies as webbed to combo with Sticky Strike.
Storm
Due to changes in Storm's power trees, all Storm players have been given a free respec for their power points.
Chain Lightning/Thundering Bolt: Chain Lightning is now unlocked at level 6. Thundering Bolt is now unlocked at level 16. Chain Lightning is a fun, iconic skill and should be available at a lower level. Thundering Bolt was swapped since Storm has access to other crowd control methods in early levels. Damage on these powers have been adjusted appropriately for their new positions in the power tree.
Crashing Hail: Damage scaling has been massively increased. Synergy has been converted to damage rather than duration. The duration scaling per level has been lowered in favor of higher damage scaling for more power interactivity.
Storms tempest powers have been divided into two categories to allow Storm players more flexibility over the buffs they want to activate. Two tempest powers Thundering Tempest and Quickening Tempest have been renamed and moved.
Gusting Tempest and Freezing Tempest: Still classified tempest powers, and only one of the two can be active at once. They now drain spirit over time while active, are both located in the Stormcrafter tree, and have gained additional effects.
Gusting Tempest: Now deflects all projectiles upon turning the skill on or off, and has gained a passive chance while active to deflect projectiles in addition to knocking back enemies. Freezing Tempest: Now deals energy damage to all enemies in the tempest area while active, and has gained a damage synergy with Crashing Hail.
Refreshing Breeze and Quickening Breeze (formerly Quickening Tempest): Now classified as breeze powers, and only one of the two may be active at a time. They now reserve a percentage of your maximum spirit.
You may have a breeze power and a tempest power active simultaneously.
Thundering Maelstrom (formerly Thundering Tempest): Will no longer disable tempest powers (or breeze powers) and is not classified as either. Players may use a tempest power, breeze power, and Thunder Maelstrom all at once.
Lightning Rush: Now part of the Skybreaker tree, and unlocks at level 28 (up from level 10). The damage of the skill has been accordingly increased. Storm already has mobility skills at early and mid levels, and we wanted to open up the level 10 Windrider unlock spot for a new passive (see below).
Turbulent Winds: A new passive power unlocked at level 10, Turbulent Winds adds a damage vulnerability debuff to Buffeting Zephyr, Sirocco Rush, and Sudden Tornado. This passive will bring more utility and gameplay to the wind powers, and give Storm players more combo potential with their builds.
Crashing Hail and Blizzard have been combined into one power. The new Crashing Hail now unlocks at level 20 (down from 28), and slows enemies in its area of effect in addition to the damage and armor reduction. The damage and damage scaling of the skill has been increased, and it now has a damage synergy with Freezing Tempest. Blizzard did not provide enough impact, and this change will solidify Hail as debuff-centric AoE with solid damage.
Lightning Rush: Now deals double damage against stunned targets.
Thundering Bolt: Gained a small amount of scaling on the stun duration with power ranks.
Sirocco Rush: No longer has a synergy with Lightning Rush. Instead, Sirocco Rush now gains stun duration with power ranks.
Sudden Tornado: Now knocks foes back (instead of knockup), and fires three tornadoes per cast. The damage of each tornado has been reduced to compensate, but the end result is an overall increase in the damage and utility of the power. Quickening Breeze now scales by a flat amount with each power point. This will result in higher ranks of the power becoming more effective than previously.
Spirited: Now scales by a flat amount with each power point. This will result in higher ranks of the skill becoming more effective than previously. Spirited now increases your maximum spirit by a percentage in addition to restoring spirit per second.
Lightning Storm: now has an upfront burst of damage when cast. The lingering DoT field's damage has been scaled down roughly 20% to compensate, the result of this will be an overall increase in the damage of the power.
Slow effects on Freezing Tempest, Crashing Hail, and Thundering Maelstrom have had their scaling increased per power point, rather than slow bonus synergies with each other. Gusting Tempest and Freezing Tempest reserve a flat amount of spirit to keep active, have gained additional effects, and now share a damage synergy.
Gusting Tempest has gained light physical damage and is now tagged as a Wind Power, and its deflection chance has been retuned to be higher at rank 1.
Freezing Tempest has gained a chance to freeze enemies within its area.
Crashing Hail, Thundering Maelstrom, and Lightning Storm now share a damage synergy with each other.
Quickening Breeze and Refreshing Breeze now reserve 20% spirit to maintain. Refreshing Breeze now restores light health over time in addition to increasing defenses and cleansing on toggle.
Lightning Rush has gained synergy with stunning Lightning powers - Stunning Bolt, Thunderstrike, and Lightning Column.
Turbulent Winds grants a short burst of movement speed when Storm dodges an attack. Increased the slow and slow scaling of Thundering Maelstrom and Crashing Hail. Increased the damage scaling of Ball Lightning.
Thing
Thing will receive a full review in the coming weeks.
Steadfast Aura: Now grants healing per second. This improvement, and the defense improvement to Guardian Aura, were made to help offset the reduction in bonus damage granted by Aggressive Aura, which was granting multiple times the bonus that other similar powers were.