The Homecoming City of Heroes server has released a preview of upcoming content in the Page 6 release. There is quite a lot to unpack so I’m just going to jump right into it. If you’re just here for the new powerset, Sonic Manipulation, scroll down to the end. It is by far the longest part of the article so I wanted to leave it for last.
Game Balance and the Endgame
The section of the game balance and endgame preview starts out by stating that some of the changes described are in very early development or purely conceptual. As such, some of them may not make the cut while others may be changed. This makes me think that either they won’t be included in Page 6 or that Page 6 is a lot further off than we might think.
Powersets and Archetypes
They explain that their goal is to get every powerset and archetype to a place where it is viable and has a place in the game. That has been their goal with recent changes and something that will continue in future updates as well.
They do admit that there will be some nerfs in the future but also add that there will be a lot more buffs as there are more underperforming sets than overperforming ones.
In the near future (no date given) they will be making improvements to Energy Melee, Trick Arrow, and Blaster secondary sets. Titan Weapons, one of the most OP sets in the game will also get a reworking.
Procs and PPM
They’ve recently started looking at the procs system, especially PPM, Procs Per Minute. The PPM system was still in beta when the game was shut down so it never really got the chance to be finalized. They also say that, “There are numerous issues right now, such as the interaction it has with different types of recharge bonuses and AoEs, which causes the system to be unintuitive (slotting for recharge can make a power… less good!) in some areas and not well balanced in other areas (many procs are very strong in AoEs and very weak in single targets).”
Cleaning up procs and PPM will allow the team to continue to build new enhancement sets with new and unique procs and set bonuses. But, this is still early days and there isn’t really anything firm to discuss just yet.
They ended the section on endgame and game balance with a couple of other short lines that I will just copy and paste here for ease. “We’re also looking at other areas long-term, such as the impact that Incarnate abilities have on non-Incarnate content, Incarnate crafting, how +special buffs interact with long duration +def powers, and improving the enhancement system below level 50. You’ll hear more about these as we start exploring them in the future.”
I think I’m most excited about Incarnate Crafting, and how the incarnate system interacts with non-incarnate content. I’ve always thought that incarnate powers in non-incarnate content takes away from the experience a bit. I like a good challenge from time to time!
Piecemeal’s Workshop of Horrors
Piecemeal is one of the Homecoming developers, I know you were wondering this, I was. They (unsure if male, female, or other) have named themselves the Official Villain Liaison for the Homecoming team. Piecemeal has been working on…well…a workshop of horrors, a story that connects the Freakshow and Vahzilok enemy groups. I won’t go into any spoilers, if you want those you can find them in Piecemeal’s Dev Diary. But, lets just say that it takes place after the events of Positron 2, and that what we do in that task force has had consequences.
Finally, we get to Sonic Manipulation, a new sonic themed Blaster Secondary with the Migraine mechanic. I’m just going to copy all of the text there is for each power so you know what’s coming.
T1: Sonic Thrust (Melee, Minor DMG(Smash/Energy), Foe Knockback)
A focused attack of intense sonic power that violently sends a nearby foe flying. Deals minimal damage, but can be very effective. Recharge: Fast
T2: Strident Echo (Melee, Moderate DMG(Smashing/Energy), chance for Hold)
Strident Echo deals minor damage over time. It has a low chance of causing a migraine, leaving the target shaking in pain and helpless. Recharge: Slow
T3: Echo Chamber (Ranged, Minor DMG(Energy), Foe Hold)
Encases the target in a field of sonic waves, dealing energy damage and holding them in place. Recharge: Slow
T4: Sound Booster (Self +DMG, +To Hit, +Special)
Greatly boosts your attacks for a few seconds. Slightly increases chance to hit. Moderately increases the duration of mez effects. Moderately increases the chance for Sound Manipulation powers to induce migraines. Recharge: Long
T5: Deafening Wave (Melee (AoE), High DMG(Sonic/Energy), chance for Hold)
You create a large field of sonic waves, causing damage to all foes around you. It has a moderate chance of causing migraines, leaving them shaking in pain and helpless. Recharge: Slow
T6: Sound Barrier (Toggle: Self +Absorb, +Recovery, +Res(Smashing, Energy, Sleep))
Creates a barrier around the caster which reduces incoming energy and smashing damage, provides protection against sleep effects and grants an absorption shield. Recovery is also increased. Recharge: Moderate
T7: Disruption Aura (Toggle: Foe -Res)
You emit a constant wave of sonic energy around yourself, weakening the Damage Resistance of all nearby foes. Recharge: Moderate
T8: Sound Cannon (Ranged (Cone), Foe Stun, Knockback)
You generate a powerful sonic wave that will knock back and disorient foes in front of you for a short time. Recharge: Long
T9: Earsplitter (Melee, Heavy DMG(Smashing/Energy), chance for Hold)
You generate an Earsplitting sound wave right in the face of your foe, inflicting great damage. It has a good chance of causing a migraine, leaving them shaking in pain and helpless. Recharge: Slow
And then….without context…there was this guy…
Source: Homecoming Official Forums