Quote from: Suitably Ironic Moniker on May 12, 2013, 04:27:40 AM
Well, Rhino isn't exactly an evil genius.
The 2001-2002 era Best of Spider-Man Volume #1 (I've been perusing it of late) has a very cool Rhino story -- well, it's a ripoff of the 1968 Cliff Robertson movie Charly to some extent -- where he undergoes experimental brain surgery to become a Genius, including at law, appreciating arts, etc. And instead of fighting Spidey, he files a restraining order against him, preventing him from being X distance of Rhino. And he becomes more of a Robin Hood type criminal, keeping some money but sending the rest to charity, to fight hunter etc.
But they find the brain surgery's side effect is you get So Smart that everything in the world bothers you and gnaws at you (including people) to the point you become suicidal. So, eventually he has the surgery un-done, requesting that he be made "even stupider than before," and returns to being "old" Rhino. It's a fun story, and perhaps the movie is cribbing from it in some way.
I do question doing these movies two years apart unless they're in fact trying to film everything sort of at once, and then space out the releases like that. If you start rushing to meet an every-2 year deadline, things can get messy.
Game Update Notes 6/17/2013 – 184.108.40.206 Content Additions
New costumes: Two new costumes have been added to the in-game store, and as random drops:
· Colossus - Outback
· Ms Marvel - Binary
Survival Challenges: Limbo is now available for play on a 30-minute timer (up from 20 minutes).
Survival Challenges: The experience bonus multiplier for Survival Challenges has been slightly reduced to be more in line with other endgame modes.
Players joining a Survival Challenge will no longer be placed in a challenge that is near completion (Wave 3 or later).
Amulet of Agamotto: Now has an additional attack speed affix.
MODOK medal/medallion: Reduced damage bonus.
Talisman of Hoggoth: Reduced cooldown on energy damage ability to zero.
Bloodstone Porcupine: Now has an additional defense affix.
Darkhold Scroll: Now does bonus damage to taunted foes.
Idol of Khonshu: Fixed an issue where the melee power buff would be removed if you hit with a ranged power twice. Buff now does three times the damage.
Vita-Ray Projector: Now grants a dodge bonus on critical hits.
Mole Man medal: Moloids summoned no longer grant experience.
Plandanium Graft: Changed tooltip and numbers on artifact, which now adds to the maximum percentage of damage that can be blocked by defense. This stat, called 'Max Defense Reduction', now appears on your character sheet. In the future more things will modify this stat.
‘Transfer Costume Affixes’ recipe now unlocks at crafter level 4 instead of 15.
Reduced credit cost of all potion recipes.
Captain America changes:
Quick Block: Added damage shield effect that lasts for duration even after blocking first attack (a guaranteed block). Removed ‘next basic power’ damage buff.
Radar Sense: Now grants a chance to dodge incoming skillshot-based ranged attacks in addition to the minimap functionality.
Ninja Reflexes: Attack speed bonus duration reduced to 4 seconds from 7 seconds, and no longer falls off when scoring a hit. Storm changes:
Goddess of Weather: While still randomized, increased the size of both hail and lightning hits while clustering them more tightly around the center of the storm - should result in more coverage.
Quickening Tempest: Animation removed to facilitate movement.
Adrenaline Rush: Fury boosted duration has been increased to 2x base from 1.5x.
Brutal Slash: Attack speed increased to 1.8 from 1.4.
Berserker Fury: Buff duration increased to 6 seconds from 4 seconds. Slashing Leap: Now allows Wolverine to clear low obstacles when moving.
Smell Weakness: Now debuffs enemy resistances as intended.
Removed the glowing hands effect from Fortune Card experience and rarity boosts.
Fixed an issue where using a bodyslider could potentially restart an instance.
Fixed an issue where the bodyslider button would not grey out when it is unavailable
Supergroup UI tab should now update when players switch heroes.
Destructible cars in Public Combat Zones should appear more frequently in highly populated areas.
The Red 'Abandoned Subway' Daily Mission from the S.H.I.E.L.D. Helicarrier now takes you to the correct location.
Creatures summoned by artifacts no longer spawn on top of your hero.
It should now be possible to attain rank 40 in a power (20 points allocated, plus up to 20 ranks from items).
Cable - Psychic Haze: Fixed an issue where damage from synergies was being incorrectly applied. Corrected a tooltip that incorrectly stated the power slows attack speed.
Iron Man – Automated Missiles: Added a cooldown (that decreases with additional power ranks) when the power is toggled off to prevent excessive use.
Jean Grey – Psychic Lethargy: Fixed an issue that caused the power to incorrectly gain bonus damage from synergies. (Slightly increased damage to compensate.)
Spider-Man: Fixed an issue where bonus damage to slowed and immobilized enemies was being applied multiple times.
I'm not sure if the car is strictly a camera car with rollbars, or if it's something Cap it racing away from. The shield's still its familiar red, white and blue at least.
I did read some of the comics where he switched to a more subdued uniform and at times skipped the mask altogether. I guess it works for the darker, conspiracy-type storyline, but I'm still with those fans who found the last uniform in the first movie -- which I didn't initially like in set photos -- really grew on me. I dunno. I of course loved The Avengers, I just thought the sleeker costume there almost diminished Cap in stature. He seemed more like a dancer.
Body Odor Mojo updated its foreign numbers mostly as of June 9, and ST passed the $200M mark in foreign markets. Yes, I know Man of Steel will make more than that in a week or so. Comic book films for the most part seem to bring in a "much wider tent" right now into theaters.
So I'm a broken record on this but it remains that Darkness' domestic take will be seen as disappointing compared to the first film's $257M take; but the foreign box office numbers look like they could well double that of the first film's $128M take.
I don't know what that means. Is it the Cumberbatch Effect? Or is it just even more evident now than in 2009 how much foreign markets eat up CGI extravaganzas? ------------
As far as the Kirk-Spock friendship, keep in mind Darkness is set quite a bit after the end of the first film. So yeah, there's supposed to have been a friendship there built between the two. I liked that, but the early part of the movie, one thing that bothered me was -
Spoiler for Hiden:
Well if some Red Shirt nobody was in the volcano trying to detonate the fusion freeze bomb, would Kirk have just told him to "go hang" because the Red Shirt wasn't Kirks's friend?
I think sometimes to me the real test of leadership isn't how you treat your friends, it's if you do the right thing even if it involves someone you don't really know, or even someone you dislike.
That didn't bother me until I thought about it much later.
On the friendship stuff, I would liken it it to the start of The Empire Strikes back, where the characters have spent a lot of time together since the first movie but unless you read the SW novels set in that time, you don't really know about that. It's more like, "Hey Han and Luke are best buds now, and Han would risk freezing to death to save him."
As far as Karl Urban goes, I enjoy his performances. If I felt like JJ and co. forced him to do something closer to an impersonation, maybe it would bother me, but it's clear from Urban's interviews that it was His Own Choice, and he actually had to sort of convince JJ it was the right choice. I only wish he was maybe a bit more integrated into the 2nd film; perhaps the third film will do that.
My only real wish for film #3 is to move past Personal Vengeance as the main plot. We're approaching the 40th anniversary of ST's TV debut, so why not finally have a movie with some exploration/discovery focus. It doesn't mean it can't have pew-pew, doesn't mean the Enterprise has to go face God (Shatner's lousy directorial effort already did that) or save the whales. It's just, ST is all about exploration/discovery, so please let's have the reboot tackle that at some point instead of Revenge Movie #3.
I tried out Black Widow (Natasha) yesterday. Although she's one of the cheapest heroes in the store at 600g, she's pretty cool to play. The dual pistols will never really be mega high damage but are fun to use. She's very acrobatic. While I tend to use the "slide/roll" powers on other heroes more as a travel thing, with her it feels much more like a part of general combat.
So far I've taken Captain America, Punisher and Cable up through the storyline and the early-late 20s. Although I enjoy Cap, I think maybe in retrospect I chose the wrong Premium Pack. The only reason I say that matters is because each pack hero got one free "hero-specific" stash page. And yet the heroes I've enjoyed most weren't included in said pack. I probably should've paid more attention to my pew-pew preferences in action RPGs, rather than going, "ooooh, Avengers!"
I'm not really a big fan of the whole terminal thing as being about the only non-PVP thing to do after the early-mid 20s. Brevik has talked in the most recent interviews about simply running out of time to add more storyline stuff, so I hope that's in the cards sooner than later.
IBM is executing a few thousand "Resource Actions" as they like to call them
That's almost as good as "workforce asset reallocation."
Sorry, man - good luck!
My only advice from my limited "workforce asset reallocation" experience (laid off twice by the same newspaper in 1991, in August and November) is to keep in touch with friends/colleagues/relatives etc. by whatever means you prefer (e-mail, texting, LinkedIn, Facebook etc.). I actually had NONE of those options in 1991. I did spend a lot of time calling people.
I was out of work about 6 months. What I found helpful was to spend a lot of time in the public library a few days a week. I think it helped just being around people, and having a routine. It was tempting to play my Sega Genesis 8 hours a day, but not really conducive to my mental health.
My 1992 job came from applying to the same place my brother worked at in 1985-1987. I helped an out-of-work friend get a job at the same place early the next year.
My current job that I got in Oct. 2006 came my way because of someone I worked with for a matter of weeks in summer 1990 but who had good memories of me. We didn't keep in touch at all, but his wife invited me to a surprise b-day party for him in spring 2006, which seemed to refreshen his memory of me.
It might well have been 25 years since I got a job without some sort of personal connection like that. Life is funny-strange that way. Which goes back to just keeping in touch with people. And I wouldn't necessarily recommend telling them "hey, I need a job." Just, this is what's happening with me, what's happening with you?, etc. Sometimes job leads come from unexpected places.
Cable is so much damn fun to play as in Marvel Heroes (despite my knowing zilch about the comic), that I find myself wishing he would become an Avenger. Probably not happening though.
And the game just again reminds me that it KILLS me that movie rights shenanigans mean you'll likely never see Dr. Doom in an Avengers' film. Done right, I think he could be an awesome villain for one.
There, I've added nothing constructive to the Avengers 2 thread at all. Someone moderate me!
As promised I have had the Burger King rib sandwich. I have yet to have their pulled pork sandwich, which to be honest I am more interested in.
The rib sandwich was pretty meh - the pork "slice" was pretty thin and was mostly overpowered by pickles and barbeque sauce. You can probably take a pass. It is also much smaller than a McRib, served on a round bun.
I will say that Burger King shakes are damn good now - very thick and creamy.
Though I'm finding Twitch recordings a bit coarse rez for my tastes, if you edit "highlights" and upload to YouTube, they'll show closer to their original rez there.
Here's: Fisk Tower Instance in Marvel Heroes (about 10 minutes) http://youtu.be/XZSTcsxxDQ4 *Click the gear icon for higher rez options.
That and the Hand Tower instance are probably among my favorite group levels because of the crazy environmental destructibility environs, and the way the wide corridor layouts accommodate any party size (5 is max).
As far as Man of Steel goes, Wash. Post trashed it, EW panned it, haven't really seen too many reviews that had much enthusiasm for it, and am surprised at how many basically think it's a stinker or just plain underwhelming.
I'm not saying it's "not any good," or it won't make a zillion dollars (all the Transformers sequels show how pointless reviews are at predicting audience acceptance of a movie). I do get the sinking feeling the best scenes are all in the trailer, and now I'm not even certain I really need to see the full movie.
And for all David Goyer's involvement in Nolan's Batman films, they leave out that Jonah Nolan probably did a heavier share of the actual scripting on those, esp. the first two. In fact, there's this running complaint about just how Clark Kent travels from one place to another in Man of Steel that sounds identical to a certain complaint in The Dark Knight Rises. Very weird. Perhaps I should just go see Star Trek into Darkness a 5th time.
imho, my advice is don't watch anything Superman if you're going to see Man of Steel, esp. if you never saw the 1970s/1980s films.
Forget the past, and just try to watch it with a open mind. I envy anyone who didn't see the Christopher Reeve films cause you can walk into Man of Steel with a clear, open mind free of baggage and expectation. I can't.
I would've said the same about Batman Begins in 2005. If you dug up Tim Burton's 1989 take, you'd walk in thinking Heath Ledger couldn't hold a candle to Jack Nicholson (when it was probably the other way around), and why WB thought the guy who directed Memento and Insomnia should direct a Batman movie would beyond you. I love many, many Richard Donner movies btw.
I know there's a way to record streamed footage and share it, still figuring out some of the options OBS. If you're horribly bored late tonight or tomorrow, I'll make a note when I'm streaming. It should be amusing, though I think I'll just stick with the gameplay footage rather than me mouth breathing on my mic.
They fixed the Supergroup creation bug apparently. I bought the Sanction token (War Machine is in Avengers Tower, on the other side of the room from where the crafter and Wonderman are). The Supergroup text character limit seems awfully stingy. I can create something GamingTrend-y but there just isn't room to name it anything particularly creative.
I was hoping for "Destroyers of Inanimate Objects" for fun but no way is that gonna fit.
Right now it's just a private chat channel but given there's no global chat system, I think just that would be helpful.
Initially calling the SG: Chaos Theory
Typing: /g will take you into SG chat mode
In-game, the name appears above your hero's name (other players will see it, you don't).
Massive update went in early this morning. I suspect from the forums many players are still unhappy, but it's progress on some things. One key one badly needed is an increase in chances for Heroes to drop as loot through the game. Notes below explain the best situations to get those, and also that if you get a hero drop for a hero you're already playing as, you can use that drop to improve your hero's Ultimate Power (the one at the bottom of the powers tree, below the three types)
Supergroups (AKA guilds) are now available in Marvel Heroes. This is the first iteration of supergroups, with more features coming in the future.
To create a supergroup, purchase a supergroup sanction from War Machine in Avengers Tower. A supergroup is a way to create a persistent social group with other players. Most supergroup commands are currently accessed via / commands with the ‘guild’ prefix – this will be updated in the future.
Supergroup sanctions (the ability to create a supergroup) cost 10,001 credits. This grants you an item that can be traded with other players if you wish. Right click the item to unlock supergroup commands. To create your supergroup, type /guildcreate [name]
Supergroup names may only contain the letters A-Z, one apostrophe, one hyphen, and have a limited number of spaces. Certain words are restricted from use in supergroup names.
Supergroups are limited to 100 members in total.
Upon creating a supergroup you will gain access to a supergroup chat channel for your supergroup. To access it, type /guild or /g in the chat channel.
Other supergroup related commands are as follows – type these into the chat channel, substituting [username] or [name]:
/guildcreate – Create your supergroup. You can only create one supergroup per account.
/guildinvite [username] – Invite a player to your supergroup. You can also right-click their name in the Social panel (press U) if they are a friend or nearby.
/guildpromote [username] – As a leader or office, promote a member of your supergroup to the rank of officer. Officers can invite other players to join the supergroup.
/guilddemote [username] – As a leader or officer, demote an officer of your supergroup to the rank of member, or remove a member from the supergroup.
/guildleader – This command is currently non-functional, but will eventually allow a supergroup leader to be changed.
/guildrename [supergroup name] – Rename your supergroup. All guild renames are logged for Customer Support purposes.
/guildleave – Leave your current supergroup.
The overall chance for heroes to drop as loot throughout Marvel Heroes has been increased.
As a reminder, heroes can drop as loot from:
Standard enemies (Any enemy in the game) Elite enemies (Enemies with a blue/yellow aura) Bosses (Supervillains found inside instances (eg Shocker, Doctor Octopus, The Hood, etc), and in Public Combat Zone Event Missions (eg Venom, Rhino, Green Goblin etc)) Endgame bosses (Found at the end of in Daily Missions, Group Challenges and Survival Challenges)
The highest chance to get heroes or costumes is from Survival Challenge endgame bosses, who have a significantly higher drop rate. You also will have a better chance of getting heroes and costumes as drops from enemies that have a green or orange ‘threat level’ (see the nameplate above an enemy’s head to check). Green-level enemies will be slightly below or slightly above your hero’s level; orange level enemies will be even further above your hero’s level.
Endgame bosses now have a bonus chance to drop a hero token for the character you are currently playing, in addition to a random hero token. These can be used to upgrade your Ultimate Power.
Gameplay Changes: Defense
We’ve heard community feedback on defense, and have begun making changes with this patch. Defense has not been helping tanks enough, especially against higher level content.
With this patch we are improving defense for all heroes, but heroes that do not have dodge and/or do not have any ranged attacks will benefit more from the change.
To improve defense further, we will be adjusting powers and items and tweaking how defense works slightly in the future. This first step buffs items that provide defense:
Defense has been increased on items for all heroes by +30%. Defense on items for Deadpool, Wolverine, Captain America, Iron Man, Ms Marvel and Thor has been doubled (x2). Defense on items for Thing, Hulk and Colossus has been quadrupled (x4). Defense on artifacts and medals has been significantly increased.
In an effort to make it clearer that additional S.T.A.S.H. tabs cost Gs, the size of the G symbol and button have been increased to make them more readable.
Administrative announcements (talking about game servers going offline, for the most part) have been made more noticeable in chat.
Artifacts: Some artifacts have been renamed:
· Bannertech Force Field is now called Fantastic Force Field · Flames of the Faltine is now called Flames of Zarathos · Cyttorak Torch is now called Flames of the Faltine · Personal Arc Reactor is now called Mark of the Odinborn · Smoke of Zarathos is now called Fog of Wundagore
S.H.I.E.L.D. Motion Tracker: The bonus damage given by this artifact has been slightly reduced.
Tombstone Medal/Medallion: Armor bonus has been increased. Added health bonus.
The overall range at which players get experience from enemies has been increased.
Auto-Party is now turned on for Green Daily Missions if you have auto-party enabled in your Options (it is on by default).
Endgame bosses now have a bonus chance to drop a hero token for the character you are currently playing, in addition to a random hero token. These can be used to upgrade your Ultimate Power.
Cosmic Cube Shards now drop once per boss, per day, per account.
’Base’ costumes (which are equipped on a character when they are purchased) will no longer drop as loot in the game.
Magneto: Magnetic Blast - damage reduced.
Magneto: Metal Storm - damage reduced.
Maggia Gangsters now attack faster. Maggia Thugs now attack faster.
Chapter 1, Hell’s Kitchen: The number of enemies you must defeat in the ‘Save the Police’ and ‘Arson’ Discovery missions has been reduced. However, all enemies are now elite.
Chapter 2, Jersey Docks: The number of A.I.M. robots you must defeat in the ‘Unfriendly Cargo’ event has been reduced. However, all robots are now elite.
Cable’s statistics progression has been updated.
Bold Aura: Now gains an increased effect from other aura powers.
Concussion Blast: Now gains duration synergy from Vortex Grenade.
Devastating Beam: Increased damage. Increased cost from 20 to 25.
Dynamic Aura: Now gains an increased effect from other aura powers.
Eye For Weakness: Reduced cost from 17 to 15.
Kinetic Repulsion: Now gains duration synergy from Telekinetic Shield and Psychokinetic Barrier.
Plasma Barrage: Increased damage.
Psychic Trap: Reduced cost from 40 to 36.
Psychokinetic Barrier: Reduced damage. Now gains duration synergy from Kinetic Repulsion and Telekinetic Shield. Reduced cost from 30 to 27. Now unlocks at level 8.
Quick Bodyslide: Slightly increased starting range. Reduced cost from 25 to 21.
Telekinetic Shield: Now gains duration synergy from Kinetic Repulsion and Psychokinetic Barrier. Now unlocks at level 18.
Vigilant Aura: Now gains an increased effect from other aura powers. Slightly increased cost reduction scaling with ranks.
Vortex Grenade: Now gains duration synergy from Concussion Blast.
Battle Aura: Now gains an increased effect from other aura powers.
Bulwark of Steel: Now gains defense synergy from Metallic Warrior.
Colossal Punch: Lowered damage synergy from Crushing Smite and Osmium Champion from 2.5% to 2%.
Crushing Smite: Lowered damage synergy from Colossal Punch and Osmium Champion from 2.5% to 2%.
Metallic Warrior: Now gains damage synergy from Bulwark of Steel.
Osmium Champion: Now gains duration synergy from Crushing Smite and Colossal Punch.
Osmium Charge: Lowered damage synergy from Steel Splash and Spinning Fists from 2.5% to 2%.
Osmium Punch: Lowered damage synergy from other basic powers from 2.5% to 2%.
Protective Aura: Now gains an increased effect from other aura powers.
Reeling Punch: Lowered damage synergy from other basic powers from 2.5% to 2%.
Spinning Fists: Lowered damage synergy from Steel Splash and Osmium Charge from 2.5% to 2%.
Stalwart Aura: Now gains an increased effect from other aura powers.
Steel Punch: Lowered damage synergy from other basic powers from 2.5% to 2%.
Steel Splash: Lowered damage synergy from Spinning Fists and Osmium Charge from 2.5% to 2%.
Sustaining Aura: Now gains an increased effect from other aura powers. Slightly increased regen scaling with ranks. Deadpool Changes:
Shoot All the Bullets: Now properly deals extra damage with synergy.
Meteor Strike (Ultimate Power): Now costs 25 spirit.
Jean Grey Changes:
Bolstering Aura: Now gains an increased effect from other aura powers.
Dark Phoenix Wrath: Explosion now hits full 360 around the player and causes enemies to burn, taking damage over time. Also grants +2 bonus ranks in all powers at power rank 1.
Psychic Lethargy: Now deals damage over time instead of making enemies more vulnerable to damage. Now gains damage synergy from Mind Crush and Neural Panic. Increased cost from 13 to 20.
Psychokinetic Implosion: Reduced cost from 33 to 31. Lowered damage synergy from Kinetic Wave and Kinetic Tempest from 2.5% to 2%. Now unlocks at level 14.
Reinforcing Aura: Now gains an increased effect from other aura powers. Now unlocks at level 18.
Rejuvenating Aura: Now gains an increased effect from other aura powers. Slightly increased regeneration scaling with ranks.
Telekinetic Flight: Now unlocks at level 20.
Telepathic Detection: Now also adds bonus damage to all Mental powers when not in Phoenix Form. Now unlocks at level 12.
Deadly Barrage: Increased damage.
Rocket Raccoon Changes:
Big Flarkin' Gun: Increased tick rate. Fixed a bug that caused the power to tick more often per second than intended.
Spider-Man’s fighting and strength statistics progression has been updated.
Corrosive Web Fluid: Now gains duration synergy from Web Spray.
Evasive Websling: Now gains duration synergy from Sensational Escape.
Sensational Escape: Now gains duration synergy from Evasive Websling.
Web Spray: Now gains duration synergy from Corrosive Web Fluid. Storm Changes:
Storm’s fighting statistic progression has been updated.
Sirocco Rush: Now gains stun duration synergy from Lightning Rush.
Thundering Tempest: Screen darkening effect now only occurs on Storm player’s screen.
========================== Endgame Fixes
The Red Daily Mission against Doctor Doom now spawns and completes correctly.
Moondragon, Rogue and Invisible Woman will now accept Cosmic Cube Shards in exchange for Fortune Cards.
Rhino will no longer have a sliver of infinite health in PvE endgame modes.
The Red Daily Mission Terminal now correctly takes you to Hydra Island.
The Green Daily Mission Terminal on the S.H.I.E.L.D. Helicarrier will no longer deposit you outside the boss room.
Only missions that require Cosmic Keys should have the ‘Requires item: Cosmic Key’ tooltip displayed now.
Elite (Blue/Yellow) enemies now have their correct, as designed, health.
Enemies will no longer attack summoned crafters and vendors.
Fixed an issue where enemies would switch targets unnecessarily.
Fixed an issue where affixes prevented some enemies from using their normal powers.
The ‘Freezing’ enemy affix’s effects no longer fire prematurely during certain powers.
Fixed some enemies that spawned within an area of effect not being affected until they left the AoE’s radius and returned. Boss Fixes
Bullseye: Fixed an issue where Marked for Death could still target entities summoned by players.
Doctor Doom: Fixed an issue where he would become invisible and untargetable.
Doctor Doom: Fixed an issue where ricocheting shots would not work in his final battle.
Doctor Doom: Fixed an issue with medal and medallion that was allowing an inaccurately long duration increase on heroes' powers.
Mr Sinister: Energy storm power now correctly does damage repeatedly throughout its duration.
Shocker: Fixed an issue where Shocker would switch targets too frequently.
Venom: Fixed an issue where Venom would leave battles early. Hero/Power Fixes
Black Panther's Savage Strike, Black Widow's Elusive Kick, and Daredevil's Evasive Kick can no longer knock turrets (and certain other resistant enemies) into the air.
Tumbling powers such as Black Widows Tumbling Assault and Spider-Man's Agile Attack will more accurately place you behind targets.
Cable: Fixed a visual bug with new duration synergies on Kinetic Repulsion.
Cable: Fixed an issue with Plasma Barrage that caused the damage synergy to not apply.
Cable: Fixed an issue with Psychic Haze that caused the damage synergy to not apply.
Cable: Removed the ‘Fighting Power’ keyword from Veteran Warrior as it was confusing on a passive power.
Cable: Removed the fire rate tooltip on Vortex Grenade’s tooltip, as the cooldown on the power made it confusing.
Captain America: Buffs from Fighting Spirit no longer stack from other players using the same power in the same area.
Captain America: Fixed an issue with Quick Block which could make Cap invulnerable when repeatedly using the power.
Captain America: Shield Bounce and other bouncing powers should no longer target invisible entities in Doctor Doom's battle area.
Captain America: Shield Swipe can no longer be used while shield is thrown.
Colossus: Fixed an issue with Stalwart Aura where the knock resistance was not being correctly calculated.
Colossus: Osmium Punch no longer disables spirit regeneration when used.
Hawkeye: Ronin Assault (24) and Ronin Lunge (30) should now unlock at the intended levels.
Iron Man: Fixed an issue with Reflective Shield where the tooltip did not display the percentage of damage reflected.
Jean Grey: Fixed a minor animation hitch when repeatedly using Psychic Lethargy.
Jean Grey: Interplay voiceover will now trigger correctly.
Punisher: Movement is no longer interrupted when he gains Vengeance.
Rocket Raccoon: Clarified duration tooltip on Burrow.
Rocket Raccoon: Increased the tick rate of Big Flarkin' Gun. Fixed an issue that caused the power to tick more often per second than intended.
Spider-Man: Clarified description on Stick Around to indicate that the enemies need to be currently under the effect of a web power to be stunned.
Spider-Man: Fixed an issue where bonus damage was not being applied to Amazing Smash. Added missing cooldown tooltip.
Spider-Man: Fixed an issue with Web 'Em All that caused the damage synergy to not apply.
Spider-Man: Fixed an issue with Web Spray where the slow effect would fall off early when the ground webs disappeared.
Thing: Fixed an issue with Jagged Defender where the tooltip did not display the percentage of damage reflected.
Wolverine: Adrenaline Rush should now display the standard haste trail VFX for the duration of the buff.
Some artifacts with visual effects were not allowed in crafting recipes that wanted an artifact with visuals. This has been fixed.
Clarified effect of Transfer Costume Affixes recipe - destination costume loses existing affixes.
Clarified effect of Transform Epic Item recipe - can't use it on items already useable by your hero. UI/VFX Fixes
Hero tokens can now be stored in the appropriate S.T.A.S.H. tab for that hero, if that tab has been purchased.
Fixed an issue where /reply in chat was behaving strangely in some circumstances.
Fixed an issue that caused Storm’s powers to be too transparent when graphics settings were set to ‘low’.
Toggled powers that are slotted in the left/right mouse button slots will now show their toggle state properly.
Certain Iron Man costumes in lower graphic settings will no longer show incorrect thruster VFX while flying.
Fixed an issue where power tooltips would not display the damage bonuses from buff powers (Colossus' auras, etc.)
Base defense values (white text) including bonuses given by defense affixes will now display correctly in item tooltips.
Fixed an issue where players have completed missions, but they show the "in progress" stripes in the mission log, not the expected "completed" check mark.
Fixed an issue with the ‘Show Party Member Arrows’ option. When turned on, this will now correctly show arrows for all party members in your zone.
Fixed an issue where newly added entries in the Social Panel would take a long time to show up.
Items for sale at a Vendor which cannot fit their entire name in the list will now be truncated with a "...". The full name is always visible in the tooltip.
Clea's door now has a minimap icon.
Correct VFX/SFX will now play when gaining a Boost buff from a Fortune Card.
When switching between characters your character sheet will now show the correct equipment for the character.
Keybindings should now persist between patches.
Cancelling out of the keybindings menu with pending changes will now cancel all changes.
Changing an existing keybinding will now be properly displayed.
Marvel Heroes will now correctly refuse to run on all graphics cards that don’t fully support Shader Model 3.0. Previously, the game was trying to run on these cards and crashing.
Bodysliders will now immediately be usable after their cooldown expires.
Rested experience will now be deducted correctly.
Fixed an issue that could cause Retcon Devices to fail to refund mission-awarded Power Points until you next logged in to the game.
Many fixes for erroneous collisions when flying over environmental objects.
Items that increase the duration of powers now do not affect consumables.
When being revived in Hydra Island, you will now appear in the correct location.
Players can no longer use flight to leave the level in the Subway.
Artifact Yukio's Charm now boosts ranged attacks instead of melee attacks.
Fixed an issue that made the travel confirmation dialog from NPCs stay on-screen forever.
Fixed an issue that caused players to be stuck ‘behind the world’ in Mutate Caves. ========================
Known Major Issues
French and German localization is almost, but not entirely complete; some English text may be found.
Store icon for Spider-Man displays an incorrect costume; Spider-Man comes equipped with his Modern costume, not the Classic costume shown.
Powers that deal damage over time currently cannot score critical hits.
After being defeated by Pyro, there is a chance that players will be brought back to Xavier’s School rather than the beginning of the instance where Pyro is found.
Cars may not respawn in city environments.
Sound may be lost intermittently after changing locations.
Find Agent Baker: Agent Baker does not spawn, so mission cannot be completed.
Some ‘Discovery’ missions may not trigger correctly.
The Army Base sewer Treasure Room has no Treasure Chest.
Some of the Missile Silo Treasure Rooms have no enemies.
Some versions of the Cliffwalker Shrine Treasure Rooms have no enemies.
UI and In-Game Store
Red Mission Arrows do not trigger until getting extremely close to the appropriate mission objective.
When buying Gs, the United States state selection list cannot be scrolled past ‘Tennessee’ without using the keyboard.
o Green Daily – Castle Doom – Mini Map appears to be unpopulated and shows nothing. o Red Daily – Abandoned Subway - Shocker's AI intermittently stops working. He won't attack, but he'll turn to face you.
Xavier’s School/SHIELD Helicarrier:
o Green Daily – Castle Doom – Doctor Doom’s number of affixes change depending on his form rather than staying constant as intended. o Green Daily – Castle Doom - Doctor Doom’s number of affixes change depending on his form rather than staying constant as intended.
Limbo: If Sabretooth spawns as the end boss in Limbo, he sometimes stops moving and attacking half way through the battle.
Limbo: Players may sometimes be placed upon entry you in an instance that’s almost completed, toward the end of the waves or at the boss. Items/Artifacts:
Phoenix Feather: There is no UI indication on cooldown timer.
Vita-Ray Projector: There is no dodge chance bonus given on critical hit.
Darkhold Scroll: Does not give bonus damage versus taunted enemy.
Latverian Regalia: Pets do not do extra damage when artifact is equipped, as intended.
Green Goblin Medal: Green Goblin Medal poison cloud is invisible.
Some emotes are not working for Cable and Deadpool.
Flight powers can get locked when flying over food trucks.
Acrobatic Assault: This power can miss if the enemy is running towards you.
Some gear icons are black silhouettes – gear can still be equipped. Captain America
Aggressive Shout: The power has both a 10 second buff and an ongoing (lasts until turned off) buff. Only one of them is shown.
Invigorating Shout: The power has a 10-second buff and an ongoing (lasts until turned off) effect, but it does not show either of them. Health regeneration does not show up on character sheet.
Searing Shot: Visual Effects when hitting enemy are not seen.
Lingering Boon: Tooltip is incorrect. Each rank actually extends aura duration by 2 seconds.
Forceful Shot: Power unlocks at level 12 and should unlock at level 10.
Tactical Destruction: Tooltip does not correctly display bonus damage from shield cost.
Evasive Websling: If there is no enemy targeted, power will land in incorrect location.
Regeneration Boost: Tooltip is incorrect. Power does not spend Fury to gain health faster as described.
Smell Weakness: Damage vulnerability is causing the enemy to take less damage rather than more.
Character sheet does not reflect health regeneration from Healing Factor (but displays resistances from passive powers).
LOTS of changes to Heros' powers. I'm not exaggerating this time.
Supergroups are supposedly finally working. Although probably only a few of us, if that, are playing MH right now, I'll explore starting up a "GamingTrend" supergroup (or perhaps I'll be egomaniac and name it Blackjack's Band of Heroes and provide some info here on how to join, if there's any interest. I think right now it's just a chat channel but that is worth something in the game given how crude its chat system is atm. It costs about 10,000g to purchase the "Supergroup sanction" from War Machine in Avengers Tower.
Have had some really fun duo auto-groups last couple nights. I think, if you're willing to stick it out on a really tough instance w/ folks, players respect that and that's how the few "strangers" I've added to my MH friends list have come about. A Daredevil player last night stuck with me through one instance, and then we stayed teamed for the Latveria/Doom finale, and that was quite fun.
Also one guy answered a question about where the training room is (it's in the first storyline chapter's list of waypoint locations), and we ended up talking a lot about the game, City of Heroes and other topics. For better or worse, people are not very chatty in the game for the most part. There's no spam, no foul mouth chatter, just -- even in crowded zones -- relative silence.
NOTE: Bleah. You can buy the SG token from War Machine but currently "Supergroup services are offline."
apparently Cameron gets the rights back in 2019. I wonder if he'll do anything with them at that point.
At the rate Jimmy makes films these days (he'll be 65 in 2019), he'd probably do a 4-D Terminator when he's about 77 years old (not that there's anything wrong with that - Clint Eastwood's directing in his 80s), and tickets will cost $49.99. Because if you charged people $50 for a movie ticket, they'd riot.
Not to sound cynical, I would just love to see the studios try to chase fresh ideas now and then. Give us more District 9, and less Terminator 7 reboot 4.
The only Michael Bay film I ever truly liked was "The Rock" (1996). I tend to remember that being more because of the cast -- even Bay couldn't screw up a movie with Sean Connery, Ed Harris, Nicholas Cage (before Ghost Rider et al seemed to make his career a joke), Michael Biehn, David Morse, etc. in it. Though I don't think it's an accident virtually none of that cast ever worked with Bay again.
So this actually doesn't scare me. If Ghost Recon's cast right and has a decent script, I'd actually like to see what Michael Bay might do with it.
I certainly welcome the 1-swipe to common settings feature but I just don't know why it took 5 years or why they couldn't implement it in the current OS. *cue for someone to make a snarky comment about Apple*
As far as the Ivy Designed OS7, I think I'd reserve judgement until I see it in action, rather than static screenshots. Some of the changes seem to involve animations. I wouldn't necessarily expect users that have used an iPhone for 1-5 years to be jumping for joy about flat icons and effervescent color schemes. Ironically, my reaction's kind of a neutral "flat" at this point.
I'm more keen on usability and Siri improvements than on a redesign I wasn't really dying for.
Collider's main reviewer, who hates nearly everything, gave this a B- and raved about its spectacle and action, and then whined about "Superman being an empty suit" in the film for several paragraphs without really explaining what he means. Super Hero Hype gave it 8/10 with complaints limited to supporting characters getting short shrift -- imho that's kind of par for the course with super hero origin films.
From the early reviews I've read so far, the 3-D really seems to add nothing but cost to this. That said, many theater complexes only show stuff like this in 2-D in their smallest theaters.
Supposedly a sequel for this has already been "fast tracked," with Snyder (director) and David Goyer (writer) returning. I'm sure a 2nd film would get supporting characters more involved and fleshed out.
The only heroes I've put real time into so far are Captain America (L26), Punisher (L17) and Iron Man (10). Cable sounds fun, and I might try him next even if I have to spend some more dough. The game $ I got through the premium pack are already about gone.
Well, I was going to give this a shot over the weekend. But since it can't get past the developer splash screens without telling me the client has crashed (which is a common problem, from what I'm reading on the Steam boards), I guess I won't.
Oh well...was only mildly interested anyways.
If you're using the Steam version (please steer cleer of the Bit Raider download, which seems to cause nothing but problems), you can follow my earlier tip to disable the initial splash screens at launch. I realize that won't fix a crash but it'll at least let you zip immediately to what you're trying to troubleshoot. I guess even if you're not on the Steam version, the shortcut properties can be adjusted to skip the splash stuff and movies.
I'm not sure the game has crashed on me yet. Other Steam buds I've talked to haven't had issues, so I don't think that I'm special. I'm not saying there aren't problems but the forums make it sound like everyone has a problem.
They have patched it a couple times so far. The Venom event no longer seems to cause sound issues or bring frame rates to a complete standstill (even with many players involved). And I no longer seem to have lingering sound issues when exiting instances. So some progress is occurring though they just don't seem to do much in the way of informing players about it. ===================
Although I enjoyed Cap and feel he's one of the most unique heroes in the game, I'm actually most enjoying Punisher. I was never into the comics (just seemed like a one note revenge vigilante, and the two bad movies didn't change my opinion). But in the game, he's got a great variety of firearms, passives and gizmo powers (stun grenades, land mines, attachable bombs, etc.), and while the loud firearms sounds might cause deafness eventually , I'm having a blast playing as him.
Iron Man for the 10 or so levels I've tried has been "meh," with one or two effective powers and a lot of underwhelming stuff like "micro missiles" (barrage of tiny missiles going in random directions accomplishing pretty much nothing) that just don't feel exciting to use.
imho the hero "pricing" just is too much based on the iconic-ness of the hero's comic, and not on "hey how fun is this to play?"
I'll probably get Cable next (more of a energy-weapons guy). I know nothing about that comic, but all the Cable weapons FX I've seen have been very fun to watch. Steam buds say Scarlet Witch (maybe as close to a City of Heroes-style controller in the game, on part of her powers tree) is a blast to play, and I don't think initially it was one that players were rushing to try.
Hawkeye didn't initially seem popular but there are so many now, sometimes it feels like "World of Hawkeye"
I think I would've suggested some sort of isolated "demo" area where you could try every hero in the game against static and moving targets for a while. No exp or anything but you would get to try every hero, and at least peek at their powers trees and understand what you're going to drop $10-$15 or so to try.
It seems unfair to expect people to spend that much based on no info in game whatsoever beyond a name and image in the store. Yes you can run around and check Wikis, and YouTube and everything else but imho, you should have the info you need to make a choice right in the store or in a demo-play area.
I wish Gazillion had stolen the idea of Task Forces (series of interconnected missions designed for a group willing to stick together for a long time) from City of Heroes. I enjoy the auto-group play, and have had some excellent teams and one great duo as Cap with a guy playing The Thing. I would've enjoyed some separate, optional Task Force style content. Given the gameplay mechanics (Diablo), it wouldn't last say, 7-14 hours like a COH TF, just would've been good fun to keep a nice group together for a few connected missions and mega bosses. As it is, everyone smacks their "leave team" button the moment the instance ends, like they're playing Whack-A-Mole.
I think most of the bosses in mid to late game are awesomely done. Varied skill powers, at least some are willing to move and retreat and reposition and not just sit in a corner being spammed into submission. Even nastier on the mission terminal dailies later on.
Solo against Bullseye (nobody auto-grouped at that time) with Cap was a tense, frightening (used up like 25 medkits and ran out) battle. If you have a less than full team against the bosses, I think that's where it actually shines more. You end up working together, though not as specifically as in games following the tank-healer blah blah tradition. Other than Cap's regen aura, and some protective auras from other heroes, I'm not sure if there's really a traditional healer per se in the game.
The 2009 film's final take: Domestic: $257,730,019 66.8% + Foreign: $127,950,427 33.2% Worldwide: $385,680,446 ==============================
My uninformed prediction is it might make it to around $210M+ domestically. The foreign numbers are much stronger but it probably won't be clear for maybe another month (it seems to take so much longer to tally up foreign box office) what the final total there is. Probably it'll at least match the 2009 film's worldwide total, though given the $40M extra budget cost, that might not please the bean counters totally.
It wouldn't surprise me if the third film is a little lighter in tone. Maybe not "The Voyage Home" and Trekkian Ewoks, but perhaps something other than vengeful time traveling Romulans and domestic space terrorists.
fwiw, Tatooine was one of my favorite questing areas in the game. I think at least partially it was just because it reminded me of stuff in the earlier, better movies.
Some other, later zones reminded me of nothing.
While I thought I'd enjoy Hoth, I was annoyed by game engine limitations like only encountering "dead" AT-AT walkers (I think the engine just wasn't capable of rendering them as animated, moving mech things). And some group instances there I found utterly exasperating. If you wandered 1 step in the wrong direction, your group was swarmed by multiple mobs and doomed. But, eh, what am I saying? Many mmorpgs are like that...
Quote from: Destructor on June 07, 2013, 12:36:20 AM
100 whatever buyable monies is = $1. So yes, characters like Iron Man that cost 2000 of those things means that someone dropped $20 (or got him in a combo pack if there is one).
Actually, possibly not -- for better or worse, the mission storyline content ends in the mid 20s, and the final instance drops a random hero as reward, although the Thing I completed it with last night and I each got the AOE-heavy Scarlet Witch. Though realistically, Iron Man doesn't seem to be dropping early that much.
Completing the storyline unlocks the PVP area now considered in "beta," and lets you start using the three "daily mission" terminals in each zone.
From what I can tell, the green terminal's missions are tougher versions of the early boss levels (Shocker, Green Goblin etc.) with what seem to be better quality loot drops, including epic items and sometimes costumes, and pretty cool boss rewards. My first was a "medallion" (rather than medal) that provided +1 to ALL powers, for example.
Not sure about the red terminal yet, I assume it's tougher. The purple terminal seems to be for large group challenges, and apparently some involve battling wave after wave of enemies as a group. Probably it'll be easier to get large groups together once the game's out for a while.
On the minus side, the last couple storyline bosses are pretty cool enemies I think, if a bit exasperating to fight, and realizing the storyline's suddenly over with an L26 hero was a surprise. I assume future content updates will include continued storyline stuff. Did not fight Loki, Thanos etc. to this point.
On the plus side, at that point, you can pretty painlessly switch over to a different hero and start over from the storyline beginning, or if need be using the NPC next to terminals who lets you start over from any completed content. The hero that completed the storyline can just use the waypoint to the terminals and PVP entry gate any time.
And the terminals to some point are In my humble opinion, like replaying a Diablo type game on a higher difficulty level. I think that's what's tough about mixing genres (action RPG/mmorpg) because mmorpg players generally expect storyline content to the level cap.
The Captain America video leveling guide by Vertiboxgaming that I mentioned did wonders for my Cap in the late teens once I respec'd completely. Now he's doing great damage, far more economical on spirit usage, and I don't have points wasted on powers I rarely use. I also better understood that if you keep the basic punch on LMB, then you can keep beating up baddies while waiting for your shield to return to you.
You can get many equipment items that give you a power at a certain level even if you have no actual points in the powers at all.
Ironically, after I'd removed points from the auras, a guy in a group instance finally asked me to use one (the one that increases movement and attack speed 10 secs+), and so I begrudgingly put a single point back in that.
While I still feel Cap's visuals and sound FX just simply aren't as cool/showstopping as many other classes', I do find him an interesting, versatile hero to play as.
I belatedly learned (another thing I don't think is explained well) that you can add additional stash inventory pages if you're willing to pay up. I think it's 300 game bucks, whatever that translates into, to add inventory pages (used for anything), or crafting item pages (used strictly for crafting components, as I understand it).
Someone also pointed out that earlier in beta, identical crafting components DID stack, which meant you could gather more in your hero's inventory without cluttering things up.
With some of the odd choices in the game, imho the issue is more Gazillion doing (at least this is the perception it seems) a poor job of explaining their rationale. And so the forums have a lot of threads of players attempting to explain certain rationales but they seem basically to be guessing. It wouldn't take more than a community rep doing a Q&A with devs and pasting in a few answers.
And sure, players might still be upset at this or that, but at least they'd have a clue on the reasoning, however flawed it may be. I haven't been following the game. Maybe the answers are flying around somewhere, but there just seems a very thin representation of Gazillion explanatory posts at the forums.
As far as what heroes might be close to classes in more typical mmorpgs, it's kind of fun to consult things like the Marvel Comics database. The Marvel Heroes iteration doesn't always have exactly the same powers/weapons as the comics, but it gives some idea imho: http://marvel.wikia.com/Main_Page
*If you pull up a hero there, click on the name link, and then scroll down to the end for a list of the hero's powers in the comics.
I'm still mostly just klutzing away with Captain America so probably I can't really offer much insight until I've tried more variety of heroes long-term.
fwiw, my pal Nighthawk who was trying Storm (who dropped early for him) said she was "ridiculously awesome" to play.
Quote from: Destructor on June 05, 2013, 02:45:14 AM
What I have seen so far:
1) Yes, your inventory is way too small. And you surprisingly can't increase it. 2) You can't see what characters are 'classed' as on the Store page (or if you can I didn't see it). Is there a listing of what all the characters are considered (like Ranged Damage, Melee Tank, Ranged Controller, etc)?
But so far I'm having fun with it (with Storm). Yeah, it's Marvel Diablo, or Marvel Ultimate Alliance, but it's fun.
D, it's not always easily dilneated. With Cap for example, you can distribute skill points in a way that he's a tough tank, or into his shield tossing skills to be more of a ranged attacker, or you can spread points across all 3 trees (as I've done) and end up with a guy who's mediocre at everything and dies a lot.
I find my Cap in late teens is constantly out of spirit (he has one 10-12 second aura that gives a higher spirit max), constantly dying (due probably to defense being too low, but also probably just to a clumsy mix of powers.
I thought Iron Man would be more of a tank/ranged DPS hybrid but he seems more focused on ranged DPS period in the early going.
If you're not registered yet, I think you can look up "Vertibox Gaming" on YouTube to pull them up. Very helpful. I can see I already made some bad mistakes in my skills mixes, and may heed some advice to do a respec soon.
I think the game could inform players a bit more about what a particular hero is going to be like to play. Like in the store, the heroes have (afik) no descriptions whatsoever. They just assume you know what, say, Cable is and would be like to play. I'd like to think that's maybe somewhere on the "future quality of life improvements" list.
On inventory, one thing to keep in mind is you can access crafting items in your stash from any crafter in the game. While it's tempting to just ignore crafting components for space, once you donate enough stuff to upgrade your crafter to L3+, you can start adding very helpful modifiers to rare and epic items, and dismantling higher quality crafting components when needed for recipes/formulas.
And I forget what mission this happens on, but eventually you receive "holo crafter" and "holo vendor" items. These have cooldown periods, and I'm not entirely certain if they are one use consumables, or something you can use over and over.
Blackjack's fearful predictions of the Top Complaints....
-Why isn't it an FPS? -Why isn't it third-person? -It's not like WoW. -It's like WoW but plays like Diablo. -Hero drops don't drop often enough -The Hero Roster System is screwy -Hero ____ is underpowered -Hero ____ is overpowered -My Hero leveling is too fast -My Hero leveling is too slow -The F2P store sucks -All the good stuff you have to pay for in the F2P store -Too much loot drops -Too much crappy loot drops -My inventory's not big enough -Too much group-focused content -Not enough group-focused content -Costumes not customizable enough
Many Daredevil and Storm got sweeping changes in their powers' stats.
I've pasted patch notes below; since it's pages long (this is the update in prep for today's launch), I put it in spoiler codes:
Patch Notes: Game Update Notes 6/4/2013 - 220.127.116.11
Spoiler for Hiden:
As compensation for temporarily disabling Mighty Smash through excessive spirit cost, Hulk’s Power Points have been reset. You will need to re-spend power points. The Cinematics button on the Login screen has been enabled for your viewing pleasure! Click this button to watch all four episodes of the Chronicles of Doom, the prequel story for Marvel Heroes, which lead directly into the epic opening cinematic.
Content Changes UI Changes:
The look and feel for the Experience Bar has been simplified, so that it will display in one of two colors - blue if earning rested experience, and yellow if earning normal experience. The edges of the bars are now vertical lines to make it easier to determine your amount of experience at a glance.
Endgame and PVP Changes:
Changed the rarity of certain boss affixes in endgame. Rewards found in endgame activities have been changed to give more beneficial rewards when working with several other players. Increased PvP damage for all players.
Doom Medal: Fear duration reduced to 3 seconds.
Changed display text on mission objectives to reference Kingpin's Warehouse, instead of Blood Rose Nightclub, to match name on waypoint terminal.
Increased Doctor Doom’s health during phase 1 of his fight.
Club Sweep: Damage scaling increased, damage synergy percentage decreased. Now deals double damage to slowed targets in addition to knocking them down. Evasive Kick: Damage synergy percentage increased. Knockback Kick: Damage synergy percentage increased. Opening Lunge: Damage synergy percentage increased. Radar Ping: Buff/debuff duration increased. Rebounding Club: Damage synergy percentage increased. Relentless Justice: Now adds some light resistance against forced movement (knock back, knock down, etc). Restorative Trance: Healing reduced slightly. Now removes all defenses while channeling. Swinging Assault: Damage synergy percentage increased. Now deals double damage to knocked down targets in addition to stunning them. Taser Club: Now knocks down foes, in order to better combine with other powers. Triple Strike: Damage synergy percentage increased.
Arctic Blizzard: Added area duration synergy from Freezing Tempest and Crashing Hail. Slow synergy with Freezing Tempest. Ball Lightning: Added damage synergies from Thundering Bolt and Chain Lightning. Slight increase in base damage. Buffeting Zephyr: Updated synergy from Sudden Tornado. Minor increase in base damage. Cost reduced Chain Lightning: Damage synergies from Thundering Bolt and Ball Lightning. Slight increase in damage scaling Crashing Hail: Minor damage scaling increase. Area duration synergy from Freezing Tempest and Arctic Blizzard. Elusive Blast: Base and scaling damage increase. Now only slows move speed. Slow synergy from Thundering Tempest. Freezing Tempest: Minor cost decrease. Area duration synergy from Arctic Blizzard and Crashing Hail, slow synergy from Elusive Blast. Goddess of Weather: Duration increased. Area and damage per strike increased. Gusting Tempest: Minor cost decrease. Area duration synergy from Refreshing Breeze and Quickening Tempest. Lightning Bolt: Increase damage scaling slightly. Lightning Column: Move some damage out of the base and into scaling. Lightning Rush: Damage synergy from Sirocco Rush. Lightning Storm: Damage synergy from Thundering Tempest. Quickening Tempest: Minor cost decrease. Area duration synergy from Gusting Tempest and Refreshing Breeze; tweak move speed and dodge bonuses. Refreshing Breeze: Defense buff scaling. Buff duration synergy from Gusting Tempest and Quickening Tempest. Sirocco Rush: Stun duration synergy from Lightning Rush. Stunning Bolt: Increase damage scaling slightly. Sudden Tornado: Updated synergy from Buffeting Zephyr. Minor increase in base damage. Cost reduced. Thundering Bolt: Damage synergies from Chain Lightning and Ball Lightning. Thundering Tempest: Cost decreased. Slow synergy from Arctic Blizzard. Damage synergy from Lightning Storm.
Rested experience gains have been changed to be more consistent across different levels.
Fixed a bug where players using missile powers (and a few other powers like Rocket Raccoon’s turrets) frequently failed to be awarded the proper experience when playing with others nearby. Experience is now scaled from your level and the level of the mission. This will remove unintended power leveling of low level players guided by a high level party. This fix was needed for missions only, as mobs and bosses were already working as intended. Added a fix that prevents artifacts that don't provide a costume visual effect from being used in the ‘Add Visuals to Costume’ crafting recipe. Fixed an issue where party member arrows would not show up when party members are very far apart. After switching to a new hero for the first time, resetting your progress via the UI pop-up now works correctly. Yellow arrow now functioning for Smash HYDRA! Mission. Fixed an issue where loading screen SFX would continue after loading into an area. Fixed the Intelligence Stat level 1 tooltip to display the correct value of -15% experience gain instead of -20%. Fixed various issues where clicking on an NPC would bring up a UI and the mouse would auto-click something in that UI unintentionally. Fixed a bug where you could get into a state where you could not Story Warp back to the Raft. Enemies associated with discovery missions no longer are stuck in inappropriate actions some times. Discovery missions in Mutate Caves will now respawn as intended. Fixed a bug where the lowest level gear upgrade recipes went from level 1-9 instead of 1-12. Artifact Visual Effect orbs will now be evenly spaced around the player. Fixed an issue where Med Kits would not always stack. Fixed issue where certain mob visual effects would get stuck on the ground. The buildings in ‘Mutant Town : Projects” now occlude properly.
Bullseye's Mark For Death will no longer target turrets or other summoned entities. Bullseye will also no longer interrupt Mark For Death by switching to a different target. Portal will now spawn as intended when defeating MODOK. Fixed a bug where Shocker would stop attacking. Rhino's charging ability will be perform more reliably and accurately. Doctor Doom's Death From Above attack now plays visual effects in the correct location. Fixed an issue where Doctor Doom’s phase 2 appearance disappeared.
Fixed FX for some powers (AOEs, including a lot of melee attacks) occasionally not playing when they kill an enemy. Black Widow: Tooltip fixed to properly display number of microdrones fired. Captain America: Combat Veteran now works properly. Cyclops: Basic powers synergy now works consistently. Deadpool: Fixed damage values in Stink Bomb's tooltip. Deadpool: Removed duplicate next rank tooltip from Armor Buster power. Deadpool: Shoot All the Bullets now properly receives extra damage from synergy. Hulk: Mighty Smash now works properly. Ms Marvel: Crashdown Strike now has knock down duration on tooltip. Ms Marvel: Stellar Flare can now be slotted on the right mouse button. Ms Marvel: Stellar Flare now has knock down duration on tooltip. Rocket Raccoon: Blaster Turret attack speed has been increased. Fixed an issue where slow powers would not slow. Fixed powers getting "stuck on" if you put the same power in the power bar twice. Fixed a case where you could get a power failing to activate on the server by spamming it repeatedly. The power would run on player’s client, but would not properly work on the server, thus it appears that the power did not work. Characters like Hulk and Colossus are examples of heroes that were affected by this.
Known Major Issues
Guild functionality is currently disabled, and War Machine has been temporarily removed from the game. This functionality will be re-enabled as soon as possible. French and German localization is almost, but not entirely complete; some English text may be found. Store icon for Spider-Man displays an incorrect costume; Spider-Man comes equipped with his Modern costume, not the Classic costume shown. Powers that deal damage over time currently cannot score critical hits. After being defeated by Pyro, there is a chance that players will be brought back to Xavier’s School rather than the beginning of the instance where Pyro is found. Cars may not respawn in city environments. Defeating the Green Goblin on the Raft will give you a hero token even if you have all of the Starter Heroes; this is not the final design. Elite and Champion Mobs do not have the correct health. Many Damage Over Time powers show a much higher damage in their tooltip than they deal.
Sound may be lost intermittently after changing locations. Rapid fire powers may erroneously stack sound effects.
Find Agent Baker: Agent Baker does not spawn, so mission cannot be completed. Some ‘Discovery’ missions may not trigger correctly.
UI And In-Game Store:
Cinematics button on the log-in screen has two extra cinematics listed. Should only show Chronicles Of Doom and Game Opener. Red Mission Arrows do not trigger until getting extremely close to the appropriate mission objective. Clicking on a vendor may not send your hero directly to them.
Endgame – Daily Missions:
Avenger’s Mansion: o Green Daily – Castle Doom – Mini Map appears to be unpopulated and shows nothing. o Red Daily – Abandoned Subway - Shocker's AI intermittently stops working. He won't attack, but he'll turn to face you.
Xavier’s School/SHIELD Helicarrier: o Green Daily – Castle Doom – Doctor Doom’s number of affixes change depending on his form rather than staying constant as intended. o Green Daily – Castle Doom - Doctor Doom’s number of affixes change depending on his form rather than staying constant as intended.
Bloodstone Lion: Visual effects appear incorrectly. Green Goblin Medal: Green Goblin Medal poison cloud is invisible.
Some emotes are not working for Cable, Deadpool. Flight powers can get locked when flying over food trucks.
Acrobatic Assault: This power can miss if the enemy is running towards you.
Some gear icons are black silhouettes – gear can still be equipped.
Aggressive Shout: The power has both a 10 second buff and an ongoing (lasts until turned off) buff. Only one of them is shown. Invigorating Shout: The power has a 10-second buff and an ongoing (lasts until turned off) effect, but it does not show either of them. Health regeneration does not show up on character sheet
Searing Shot: Visual Effects when hitting enemy are not seen. Cable currently does not gain any stat points from leveling up.
Lingering Boon: Tooltip is incorrect. Each rank actually extends aura duration by 2 seconds.
Forceful Shot: Power unlocks at level 12 and should unlock at level 10. Tactical Destruction: Tooltip does not correctly display bonus damage from shield cost.
Evasive Websling: If there is no enemy targeted, power will land in incorrect location.
Yancy Street Taunt: Can be used repeatedly without costing spirit after the initial spirit consumption.
Regeneration Boost: Tooltip is incorrect. Power does not spend Fury to gain health faster as described. Smell Weakness: Damage vulnerability is causing the enemy to take less damage rather than more. Character sheet does not reflect health regeneration from Healing Factor (but displays resistances from passive powers).
So I am playing as the Black Panther and so far I am enjoying the game a good bit more than I did in beta. I have yet to see another Black Panther running around, I guess it is not a very popular character. I am finding that the open world boss events are an absolute nightmare as a melee DPS character. I often get one shot just trying to get in to melee, in part because there are so many people on screen throwing powers at the boss that I can't see him. I simply have to find where his health bar pops up, and click and hold to have my guy chase after him. I assume that will get better over time.
The slider (in options) that adjusts visuals FX from other nearby players might help, though it would help more if maybe there was a hotkey toggle for a couple slider settings. Maybe one for normal use, the other when you're surrounded by other players in an event.
For those finding intro movies annoying, forums had this suggestion:
BitRaider version or if you have an existing shortcut:
Right click on your desktop shortcut. Select properties. In the Target Box type in "-nostartupmovies" (no parenthesis) at the end. Hit apply. This will take you directly to the log in screen.
For Steam Users who don't have an existing shortcut:
If you launch it from inside Steam, go into the game properties (right click on the game in your library and pick properties) and in the general tab you will see a Launch Options button - click in and paste in -nostartupmovies
You'll also notice that's where you can have Steam make a desktop shortcut if you desire. Put the switch into the Launch Options BEFORE making the shortcut, that way it will automatically be added as part of the shortcut when it's created.
And my promised video is up! Should be 1280X720HD once it's done processing, per YouTube.
Marvel Heroes Group Footage June 2013 (weekend head start) http://youtu.be/a3BIi7oDNUo *NOTE: If you plan to play, you might skip the two segments past the Ninjas sequence; they're boss battles in group instances.
While it's a blast to play in groups, sometimes I can barely see what is going on with all the visual FX. Options does have a slider to adjust visual FX from other players. But for now, I just enjoy the eye candy.
You can zoom in closer than what my footage shows (you'll see me zoom in here and there), but I find zoomed out to a Diabo type view-zoom works best for me playability-wise.
I love the Ninjas, among the more hyperactive enemies in the teens levels of the game.
While Captain America can be tanky, I'm not quite there yet on the stats. There's an upcoming power that basically lets him hide behind his shield for a while, and should be helpful on the tougher group instance boss battles.
Eye-candy wise, you can play a bit when it's really zoomed in, now and then, and looks good since this is Unreal and all.
Hawkeye's zapper arrow.
Keep in mind these are sort of on "medium" video settings. I didn't see anything in Options to do really specific video settings. For now, it's a slider that changes a whole bunch of things on each of 4-5 presets.
For me the game runs really well except when I'm involved or in close proximity to certain open world event stuff (which I'd liken to when a bunch of heroes were battling an arch villain in City of Heroes)
As far as the interface/UI goes, I'd call it sort of a Diablo + mmorpg lite system (a bit like Diablo 3's, and yet a bit like Diablo II's):
*The blue meter is "spirit," which is basically the "mana" on this game for using powers. *You can change the key bindings under options. *By default, it uses the row of A, S, D, F, G, H to let you use certain powers, or drag a medkit, power up serum etc. You drag the power from the powers screen (P key) onto the slot. *I believe for the RMB power (maybe LMB too?), you may use the Function keys (F1, F2) for quick access to various powers for the mouse buttons. Like in Diablo II.
The little "people" icon in the lower right is to access your own roster of heroes to play (it has a hotkey too)
You have both a mini map in the upper right corner:
Or you can Tab it to an overlay map:
My only map beef is so much mission stuff is not marked on it until you're on top of the location. It seems like they want to encourage you to explore the open world maps, but sometimes I feel like I'm just running around in circles trying to clear the "fog of war" on the map and I just can't find key mission locations. I'm actually sorta stuck on a couple. Usually when I say that here, that's when i figure it out next time.