Avatea

Assistant Community Manager
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  1. Pleae note, the live servers are now back online and patch notes for the new build are available here: http://boards.cityofheroes.com/showthread.php?t=277824

    Please note that the Incarnate Trials are not yet part of this update. We will let you know when to expect them.

    Thank you for your understanding.
  2. Please note, the City of Heroes Freedom Player Summit 2011 Raffle Contest Official Rules and Condition have now been added to the website and the announcements have been updated accordingly.

    See you all next week
  3. The Live European and North American City of Heroes servers will be taken offline for a Publish on Thursday, November 10, 2011.

    Start Time: 6:00 a.m. PDT /9:00 a.m. EDT / 2:00 p.m. GMT/ 15:00 CET
    Expected Duration: 6 hours
    Expected Finish Time:12:00 p.m. PDT / 3:00 p.m. EDT / 8:00 p.m. GMT/ 21:00 CET


    Patch notes for this publish will be available as soon as possible after the downtime.

    We apologize for the inconvenience and thank you for your patience.
  4. Issue 21 Special Update - New Incarnate Abilities
    by Jeff "Arbiter Hawk" Hamilton




    Greetings, citizens of Paragon City, the Rogue Isles, and Praetoria!

    My name is Jeff "Arbiter Hawk" Hamilton, and I've been working on City of Heroes for about a year and a half now. I first heard of City of Heroes back in February of 2004 - I was an avid MMO gamer, and a lot of what CoH promised got its hooks into me in a way no other game has since. The open-ended character creation, the immersive world with tales from all genres of comics and fiction, and especially the in-depth powers system all came together to inspire me to create 40+ characters across a number of servers. I still remember vividly how shocked I was when I did a cape mission at level 30 on one character and got my first hint of what Omega Level Clearance would later reveal, my first unraveling of the Terra Conspiracy, and my glee at discovering the existence of the original Praetorian story arcs.

    You can imagine how thrilled I was to be given the opportunity to work on that very same game! I joined the CoH team as a QA tester and spent the majority of my time testing the Incarnate system and content, and then moved up to the Powers design team in time to help with I20: Incarnates Ascend and beyond. Black Scorpion and I did the Lore pets expansion for Issue 20, which vastly increased the number of character concepts that could fit with the Lore slot, which brings us to my topic for today's article: expanding the Alpha, Interface, Destiny, and Judgement slots of the Incarnate system with Issue 21 Special Update: Media Blitz!



    New powers available in the Alpha, Interface, Judgement, and Destiny trees help complement the Lore pets added in the update to Issue 20.

    Balance

    The biggest challenge in making new abilities in the existing Incarnate slots is that they have to be desirable in order to be worth creating, but they can't completely supplant the existing abilities. If they were numerically superior to the original powers in the slot, we'd just be shoehorning players into taking the new powers, when our true objective is to increase the number of choices a player can make in building their character.


    Judgement

    Judgement powers are probably the flashiest powers in the Incarnate system. They are exciting to use, but also a lot of fun to make. I wanted to make a Judgement power which Natural-origin characters would feel comfortable using, and I wanted to make sure it was cool and unique. Judgement powers are very resource-intensive to make, since they require unique FX and animations, so we had to make sure that the one power we made would appeal to the widest swath of players possible.

    The radial tree of Vorpal Judgement provides the user with a significant but short-term defense boost, which makes it an attractive choice if your character has been building defense but isn't yet at the soft-cap, or if you've started to be hit by defense debuffs and want to avoid cascade failure. The core tree provides a significant DoT on top of the power's base damage, and has the bonus of being a second damage type, so will still remain effective against enemies with high Smashing resistance.

    This power is also a self-targeted cone, which is a new type of ability targeting that we're starting to work into powers. What this means is that you can use the power any time you want, regardless of whether or not you have a target, and it will hit any enemy in the cone area projected in front of your character. This requires additional attention on the part of the player, since they need to aim their character at the desired target, but it pays off by enabling attentive players to target their cone much more accurately than they could do with a traditional cone. I like to think of it as a "skillshot" - something which encourages active participation in the game and rewards the player for their positional awareness by increasing the effectiveness of their powers relative to powers which don't require that same awareness.



    A large group of IDF Rangers get simultaneously kicked in the face with Vorpal Judgement.

    Destiny

    Incandescence Destiny was the most difficult power to design for this slot expansion. The original Destiny powers are both very powerful and exhaustive in terms of what buffs they bring to the table, so we had to come up with something completely out-of-the-box in order to make it attractive to players who already have other Destiny powers while still making it a unique tool in the player's toolkit. This ability was inspired by the notion of "Cosmic Power" - something luminous that would catch your eye if you saw someone using it anywhere nearby.

    From a gameplay standpoint, I thought that providing players with an Assemble-the-team type function even when temporary powers are disabled (such as in Incarnate Trials) would certainly broaden the players' toolkits without being seen as completely necessary.

    Obviously, the ability to teleport 23 of your friends into one spot can be powerful for moving them out of giant laser beams from spaaaace, but it also opened up the doors to griefing. In order to counter this, we did two things with this power: we made it obey your "Prompt Team Teleport" options setting so that you can decline Incandescences from players likely to put you in the wrong spot, and we added a pulsing sphere of knockback and disorient to the teleport location, which keeps characters safe for several seconds after their arrival.

    In keeping with the cosmic power theme, Incandescence also boosts the healing received by all players affected by a significant amount, reflecting those moments in comic narratives where a character or team's inner light burns particularly bright, allowing them to perform feats beyond their normal capabilities. I'm very curious to see how player strategies for encounters evolve over time to use this ability as damage mitigation and utility.



    Preparing to teleport using the Incandescence destiny ability.



    Creating a safe zone of pulsing light around the location for the teleport of their League allies. This zone stuns and knocks back nearby enemies for a short time.


    Interface

    As with Destiny and buffs, the original Interface powers covered such a broad suite of debuffs that there was not much left to fill in. One thing was clear from the original Interface slots - CoH players love seeing numbers appear over the heads of their enemies, making them want to play the game. All of the new Interface powers add a type of damage to the player's powers - you can choose between Energy, Negative Energy, Psionic, and Toxic. The amount of Psionic and Toxic damage is 80% that of the Energy, Negative, or Fire damage choices available, but they have the advantage of being able to reliably deal damage against enemies using tier-9 defensive powers.

    Two of the new interface abilities, Cognitive and Spectral, experiment with swingier, more binary procs - status effects. While they have a much lower chance to take effect than traditional interface procs, when they do go off they will have more of a tide-turning factor in minute to minute combat. Consider a Blaster or a Dominator soloing a large group of enemies with powerful melee attacks - let's use Freakshow as the example. Where Reactive Interface would debuff the resistance of a group hit by Power Torrent, if Spectral procs twice in the group, that's two fewer enemies hitting the player with their high damage lethal powers. If Cognitive procs, those enemies have a decent chance of wasting those melee attacks against their own comrades!



    An unfortunate member of the IDF is immobilized by Spectral Interface outside of TPN Campus.



    This Super Strength brute drains the Endurance of his target with Preemptive Interface.



    The Degenerative Interface adds a Toxic DoT to every attack.



    The IDF Ranger is confused by Cognitive Interface.


    Alpha

    Alpha Incarnate powers are the most accessible to the greatest number of players, and have probably the biggest effect on our overall build meta-game of any of the Incarnate slots. With the new Alpha trees, I had two goals in mind: provide new boosts for archetypes and powersets which are viewed as underdogs, and provide players with a number of new tools to play with when building their characters. I've seen a lot of posts on the beta feedback forums of people saying "I want to take this ability, but not these other three!" - but the abilities named change in almost every post. This, to me, signals that we succeeded with the Alpha tree expansion.

    Vigor Boost is aimed not only at ATs with Support powersets, but also at ATs with significant self-healing in some of their powersets. Empathy, Thermal, Fiery Aura, Electric Armor, and Regeneration will probably get the most out of the Core branch, while the Radial branch supplements the crowd control aspects often present-but-not-enhanced in the Melee, Blast, and Control powersets that complement these powersets.

    Agility Boost provides the powerful combination Defense and Recharge within the same tree, and provides a DPS increase in the form of increased Endurance Modification. The radial branch provides a further DPS increase for any encounter which requires movement, by boosting the effect of all of your move speed increases like Swift, Hurdle, and Sprint.

    Intuition Boost is designed for characters who support and control and want to do so from long-range. Boosting Holds, Defense Debuffs, Snares, and ToHit Debuffs in one tree while also increasing your damage and range is meant to be useful to many of the possible control/support types in CoH. There is a catch though - it's not meant to be equally useful to all of them, because we don't want to make one option available that's the only good choice. If a single tree boosted Hold, Immobilize, and Stun, for instance, it would become the Alpha of choice for any Controller or Dominator looking to augment their Primary powerset. We want to avoid any given tree being a no-brainer choice, and instead provide you with interesting abilities to weigh against each other for each build you make.

    Last but not least, Resilient Boost offers boosts for those who wish to grab agro and survive it. Whether you're a Tanker who wants extra taunt slotted in every attack or you're a Mastermind who wishes your soft capped Bots/Traps wouldn't get hit as hard when it uses Confront and a lucky shot punches through your defense, this slot offers enhancement to many common powersets who like to hold aggro. It's also a viable choice for resistance-heavy support sets, or for control-heavy builds.




    Well, that's a wrap! I hope that you continue to have fun with new Incarnate powers and trials, and that they empower you to do things with your character that would have been impossible before your fateful rendezvous with Mender Ramiel. I look forward to seeing new builds and strategies coming out of the community with these new additions to your powers!

    Jeff "Arbiter Hawk" Hamilton

    Join in the Community discussion now!
  5. Issue 21 Special Update - New Incarnate Abilities
    by Jeff "Arbiter Hawk" Hamilton




    Greetings, citizens of Paragon City, the Rogue Isles, and Praetoria!

    My name is Jeff "Arbiter Hawk" Hamilton, and I've been working on City of Heroes for about a year and a half now. I first heard of City of Heroes back in February of 2004 - I was an avid MMO gamer, and a lot of what CoH promised got its hooks into me in a way no other game has since. The open-ended character creation, the immersive world with tales from all genres of comics and fiction, and especially the in-depth powers system all came together to inspire me to create 40+ characters across a number of servers. I still remember vividly how shocked I was when I did a cape mission at level 30 on one character and got my first hint of what Omega Level Clearance would later reveal, my first unraveling of the Terra Conspiracy, and my glee at discovering the existence of the original Praetorian story arcs.

    You can imagine how thrilled I was to be given the opportunity to work on that very same game! I joined the CoH team as a QA tester and spent the majority of my time testing the Incarnate system and content, and then moved up to the Powers design team in time to help with I20: Incarnates Ascend and beyond. Black Scorpion and I did the Lore pets expansion for Issue 20, which vastly increased the number of character concepts that could fit with the Lore slot, which brings us to my topic for today's article: expanding the Alpha, Interface, Destiny, and Judgement slots of the Incarnate system with Issue 21 Special Update: Media Blitz!



    New powers available in the Alpha, Interface, Judgement, and Destiny trees help complement the Lore pets added in the update to Issue 20.

    Balance

    The biggest challenge in making new abilities in the existing Incarnate slots is that they have to be desirable in order to be worth creating, but they can't completely supplant the existing abilities. If they were numerically superior to the original powers in the slot, we'd just be shoehorning players into taking the new powers, when our true objective is to increase the number of choices a player can make in building their character.


    Judgement

    Judgement powers are probably the flashiest powers in the Incarnate system. They are exciting to use, but also a lot of fun to make. I wanted to make a Judgement power which Natural-origin characters would feel comfortable using, and I wanted to make sure it was cool and unique. Judgement powers are very resource-intensive to make, since they require unique FX and animations, so we had to make sure that the one power we made would appeal to the widest swath of players possible.

    The radial tree of Vorpal Judgement provides the user with a significant but short-term defense boost, which makes it an attractive choice if your character has been building defense but isn't yet at the soft-cap, or if you've started to be hit by defense debuffs and want to avoid cascade failure. The core tree provides a significant DoT on top of the power's base damage, and has the bonus of being a second damage type, so will still remain effective against enemies with high Smashing resistance.

    This power is also a self-targeted cone, which is a new type of ability targeting that we're starting to work into powers. What this means is that you can use the power any time you want, regardless of whether or not you have a target, and it will hit any enemy in the cone area projected in front of your character. This requires additional attention on the part of the player, since they need to aim their character at the desired target, but it pays off by enabling attentive players to target their cone much more accurately than they could do with a traditional cone. I like to think of it as a "skillshot" - something which encourages active participation in the game and rewards the player for their positional awareness by increasing the effectiveness of their powers relative to powers which don't require that same awareness.



    A large group of IDF Rangers get simultaneously kicked in the face with Vorpal Judgement.

    Destiny

    Incandescence Destiny was the most difficult power to design for this slot expansion. The original Destiny powers are both very powerful and exhaustive in terms of what buffs they bring to the table, so we had to come up with something completely out-of-the-box in order to make it attractive to players who already have other Destiny powers while still making it a unique tool in the player's toolkit. This ability was inspired by the notion of "Cosmic Power" - something luminous that would catch your eye if you saw someone using it anywhere nearby.

    From a gameplay standpoint, I thought that providing players with an Assemble-the-team type function even when temporary powers are disabled (such as in Incarnate Trials) would certainly broaden the players' toolkits without being seen as completely necessary.

    Obviously, the ability to teleport 23 of your friends into one spot can be powerful for moving them out of giant laser beams from spaaaace, but it also opened up the doors to griefing. In order to counter this, we did two things with this power: we made it obey your "Prompt Team Teleport" options setting so that you can decline Incandescences from players likely to put you in the wrong spot, and we added a pulsing sphere of knockback and disorient to the teleport location, which keeps characters safe for several seconds after their arrival.

    In keeping with the cosmic power theme, Incandescence also boosts the healing received by all players affected by a significant amount, reflecting those moments in comic narratives where a character or team's inner light burns particularly bright, allowing them to perform feats beyond their normal capabilities. I'm very curious to see how player strategies for encounters evolve over time to use this ability as damage mitigation and utility.



    Preparing to teleport using the Incandescence destiny ability.



    Creating a safe zone of pulsing light around the location for the teleport of their League allies. This zone stuns and knocks back nearby enemies for a short time.


    Interface

    As with Destiny and buffs, the original Interface powers covered such a broad suite of debuffs that there was not much left to fill in. One thing was clear from the original Interface slots - CoH players love seeing numbers appear over the heads of their enemies, making them want to play the game. All of the new Interface powers add a type of damage to the player's powers - you can choose between Energy, Negative Energy, Psionic, and Toxic. The amount of Psionic and Toxic damage is 80% that of the Energy, Negative, or Fire damage choices available, but they have the advantage of being able to reliably deal damage against enemies using tier-9 defensive powers.

    Two of the new interface abilities, Cognitive and Spectral, experiment with swingier, more binary procs - status effects. While they have a much lower chance to take effect than traditional interface procs, when they do go off they will have more of a tide-turning factor in minute to minute combat. Consider a Blaster or a Dominator soloing a large group of enemies with powerful melee attacks - let's use Freakshow as the example. Where Reactive Interface would debuff the resistance of a group hit by Power Torrent, if Spectral procs twice in the group, that's two fewer enemies hitting the player with their high damage lethal powers. If Cognitive procs, those enemies have a decent chance of wasting those melee attacks against their own comrades!



    An unfortunate member of the IDF is immobilized by Spectral Interface outside of TPN Campus.



    This Super Strength brute drains the Endurance of his target with Preemptive Interface.



    The Degenerative Interface adds a Toxic DoT to every attack.



    The IDF Ranger is confused by Cognitive Interface.


    Alpha

    Alpha Incarnate powers are the most accessible to the greatest number of players, and have probably the biggest effect on our overall build meta-game of any of the Incarnate slots. With the new Alpha trees, I had two goals in mind: provide new boosts for archetypes and powersets which are viewed as underdogs, and provide players with a number of new tools to play with when building their characters. I've seen a lot of posts on the beta feedback forums of people saying "I want to take this ability, but not these other three!" - but the abilities named change in almost every post. This, to me, signals that we succeeded with the Alpha tree expansion.

    Vigor Boost is aimed not only at ATs with Support powersets, but also at ATs with significant self-healing in some of their powersets. Empathy, Thermal, Fiery Aura, Electric Armor, and Regeneration will probably get the most out of the Core branch, while the Radial branch supplements the crowd control aspects often present-but-not-enhanced in the Melee, Blast, and Control powersets that complement these powersets.

    Agility Boost provides the powerful combination Defense and Recharge within the same tree, and provides a DPS increase in the form of increased Endurance Modification. The radial branch provides a further DPS increase for any encounter which requires movement, by boosting the effect of all of your move speed increases like Swift, Hurdle, and Sprint.

    Intuition Boost is designed for characters who support and control and want to do so from long-range. Boosting Holds, Defense Debuffs, Snares, and ToHit Debuffs in one tree while also increasing your damage and range is meant to be useful to many of the possible control/support types in CoH. There is a catch though - it's not meant to be equally useful to all of them, because we don't want to make one option available that's the only good choice. If a single tree boosted Hold, Immobilize, and Stun, for instance, it would become the Alpha of choice for any Controller or Dominator looking to augment their Primary powerset. We want to avoid any given tree being a no-brainer choice, and instead provide you with interesting abilities to weigh against each other for each build you make.

    Last but not least, Resilient Boost offers boosts for those who wish to grab agro and survive it. Whether you're a Tanker who wants extra taunt slotted in every attack or you're a Mastermind who wishes your soft capped Bots/Traps wouldn't get hit as hard when it uses Confront and a lucky shot punches through your defense, this slot offers enhancement to many common powersets who like to hold aggro. It's also a viable choice for resistance-heavy support sets, or for control-heavy builds.




    Well, that's a wrap! I hope that you continue to have fun with new Incarnate powers and trials, and that they empower you to do things with your character that would have been impossible before your fateful rendezvous with Mender Ramiel. I look forward to seeing new builds and strategies coming out of the community with these new additions to your powers!

    Jeff "Arbiter Hawk" Hamilton
  6. The announcement has been updated with information on where to find the Hero and Villain contacts for part 3 of the Signature Story, namely:

    Hero Contact: Agent Kwahu in the Harvey Medical Center neighborhood, Founders Falls.
    Villain Contact: Fortunata Gossamer in Black Mariah, St. Martial.
  7. The followed items are now available at the Paragon Market™ in game!


    Signature Story Arc #1 - Episode #3



    Who Will Die - Episode 3 is part of a seven part story arc in our episodic "Signature Story" content. This story contains one hero and one villain story arc for characters that are Level 30+. Summary: Marshal Blitz, leader of the Rogue Arachnos, has requested a meeting to negotiate a peace treaty between his group and the heroes of Paragon. He has specifically requested that Alexis Cole-Duncan, daughter of Statesman and mother of Ms. Liberty, be present to negotiate. Is Blitz serious, or is he somehow part of the plot to kill a member of the Phalanx?

    Hero Contact: Agent Kwahu in the Harvey Medical Center neighborhood, Founders Falls.
    Villain Contact: Fortunata Gossamer in Black Mariah, St. Martial.


    Market Location: Content > Story Arcs
    400 Points for Free and Premium Players (Free for VIP Players)


    Autumn Path Aura



    With the Autumn Path Aura, your character's trail will be strewn with leaves and foliage. The plants can be tinted to any "single" color. Once purchased, this Path Aura will be available to all characters on your account. NOTE: THIS IS A ONE-TIME PURCHASE.

    Market Location: Costumes > Auras
    120 Points


    Time Manipulation Power Set



    Time Manipulation is a Support Power Set available to Controllers, Corruptors, Defenders and Masterminds. This Power Set allows the user to manipulate the flow of time itself. Time Manipulation allows the wielder to inflict crippling debuffs, buff and heal allies and also be able to empower effects on single targets through careful use of Time Crawl and Temporal Selection. Purchase of this Power Set unlocks it for your entire account. NOTE: This Powerset is auto-enabled for VIPs.

    Market Location: Powers > Power Sets > Support
    Regular Price: 800 Points - 50% off
    Sale Price: 400 Points for Free and Premium Players (Free for VIP Players)


    Pulverizing Fisticuffs Enhancement Set
    (Rare Melee Damage IO Set - Level Range 10-25)




    The Pulverizing Fisticuffs Enhancement Set is a RARE "Melee Damage" Enhancement Set. This set contains 3 Enhancements and is designed for characters that are Level 10 to 25. Store-bought enhancements cannot be sold or traded to other players but can be emailed to other characters on your own game account. Please note, enhancements in this set can be bought separately.

    This set will only available at the Paragon Market until November 14!

    Market Location: Enhancements > Max Level 25 > Damage Sets > Melee Damage
    Regular Price: 372 Points - 50% off
    Sale Price: 186 Points

    Touch of Death Enhancement Set
    (Rare Melee Damage IO Set - Level Range 25-40)




    The Touch of Death Enhancement Set is a RARE "Melee Damage" Enhancement Set. This set contains 6 Enhancements and is designed for characters that are Level 25 to 40. Store-bought enhancements cannot be sold or traded to other players but can be emailed to other characters on your own game account. Please note, enhancements in this set can be bought separately.

    This set will only available at the Paragon Market until November 14!

    Market Location: Enhancements > Max Level 40 > Damage Sets > Melee Damage
    Regular Price: 800 Points - 50% off
    Sale Price: 400 Points

    Mako's Bite Enhancement Set
    (Rare Melee Damage IO Set - Level Range 30-50)




    The Mako's Bite Enhancement Set is a RARE "Melee Damage" Enhancement Set. This set contains 6 Enhancements and is designed for characters that are Level 30 to 50. Store-bought enhancements cannot be sold or traded to other players but can be emailed to other characters on your own game account. Please note, enhancements in this set can be bought separately.

    This set will only available at the Paragon Market until November 14!

    Market Location: Enhancements > Max Level 50 > Damage Sets > Melee Damage
    Regular Price: 900 Points - 50% off
    Sale Price: 450 Points

    XP Booster Temporary Power (5 Charges)



    Get a 25% boost to a character's XP for 1 hour.

    Market Location: Buffs & Boosts > XP Boosts
    450 Points


    Revival Temporary Power (5 charges)



    Return to full Health and Endurance, with 5 seconds of invulnerability.

    Market Location: Buffs & Boosts > Temporary Powers
    225 Points

    Join in the Community discussion now!
  8. The followed items are now available at the Paragon Market™ in game!


    Signature Story Arc #1 - Episode #3



    Who Will Die - Episode 3 is part of a seven part story arc in our episodic "Signature Story" content. This story contains one hero and one villain story arc for characters that are Level 30+. Summary: Marshal Blitz, leader of the Rogue Arachnos, has requested a meeting to negotiate a peace treaty between his group and the heroes of Paragon. He has specifically requested that Alexis Cole-Duncan, daughter of Statesman and mother of Ms. Liberty, be present to negotiate. Is Blitz serious, or is he somehow part of the plot to kill a member of the Phalanx?

    Hero Contact: Agent Kwahu in the Harvey Medical Center neighborhood, Founders Falls.
    Villain Contact: Fortunata Gossamer in Black Mariah, St. Martial.


    Market Location: Content > Story Arcs
    400 Points for Free and Premium Players (Free for VIP Players)


    Autumn Path Aura



    With the Autumn Path Aura, your character's trail will be strewn with leaves and foliage. The plants can be tinted to any "single" color. Once purchased, this Path Aura will be available to all characters on your account. NOTE: THIS IS A ONE-TIME PURCHASE.

    Market Location: Costumes > Auras
    120 Points


    Time Manipulation Power Set



    Time Manipulation is a Support Power Set available to Controllers, Corruptors, Defenders and Masterminds. This Power Set allows the user to manipulate the flow of time itself. Time Manipulation allows the wielder to inflict crippling debuffs, buff and heal allies and also be able to empower effects on single targets through careful use of Time Crawl and Temporal Selection. Purchase of this Power Set unlocks it for your entire account. NOTE: This Powerset is auto-enabled for VIPs.

    Market Location: Powers > Power Sets > Support
    Regular Price: 800 Points - 50% off
    Sale Price: 400 Points for Free and Premium Players (Free for VIP Players)


    Pulverizing Fisticuffs Enhancement Set
    (Rare Melee Damage IO Set - Level Range 10-25)




    The Pulverizing Fisticuffs Enhancement Set is a RARE "Melee Damage" Enhancement Set. This set contains 3 Enhancements and is designed for characters that are Level 10 to 25. Store-bought enhancements cannot be sold or traded to other players but can be emailed to other characters on your own game account. Please note, enhancements in this set can be bought separately.

    This set will only available at the Paragon Market until November 14!

    Market Location: Enhancements > Max Level 25 > Damage Sets > Melee Damage
    Regular Price: 372 Points - 50% off
    Sale Price: 186 Points

    Touch of Death Enhancement Set
    (Rare Melee Damage IO Set - Level Range 25-40)




    The Touch of Death Enhancement Set is a RARE "Melee Damage" Enhancement Set. This set contains 6 Enhancements and is designed for characters that are Level 25 to 40. Store-bought enhancements cannot be sold or traded to other players but can be emailed to other characters on your own game account. Please note, enhancements in this set can be bought separately.

    This set will only available at the Paragon Market until November 14!

    Market Location: Enhancements > Max Level 40 > Damage Sets > Melee Damage
    Regular Price: 800 Points - 50% off
    Sale Price: 400 Points

    Mako's Bite Enhancement Set
    (Rare Melee Damage IO Set - Level Range 30-50)




    The Mako's Bite Enhancement Set is a RARE "Melee Damage" Enhancement Set. This set contains 6 Enhancements and is designed for characters that are Level 30 to 50. Store-bought enhancements cannot be sold or traded to other players but can be emailed to other characters on your own game account. Please note, enhancements in this set can be bought separately.

    This set will only available at the Paragon Market until November 14!

    Market Location: Enhancements > Max Level 50 > Damage Sets > Melee Damage
    Regular Price: 900 Points - 50% off
    Sale Price: 450 Points

    XP Booster Temporary Power (5 Charges)



    Get a 25% boost to a character's XP for 1 hour.

    Market Location: Buffs & Boosts > XP Boosts
    450 Points


    Revival Temporary Power (5 charges)



    Return to full Health and Endurance, with 5 seconds of invulnerability.

    Market Location: Buffs & Boosts > Temporary Powers
    225 Points
  9. Joignez-vous à nous chaque lundi, mercredi et vendredi (à l’exception des vacances et jours fériés) pour notre nouvelle série de jeux de forums !
    • Le lundi sera le jour du "MultiMedia Genius" qui vous permettra de composer un texte, de faire un dessin, d'effectuer une capture d'ecran ou d'enregistrer un clip audio ou video pour illustrer un theme donne !
    • Le mercredi, il vous faudra user de tout votre humour pour "Creative Caption Craziness" et la possibilité de créer une légende amusante pour une capture d’écran !
    • Et enfin, le vendredi, vous pourrez vous laisser porter par "Tell a Story", où vous pourrez contribuer a l'élaboration d'une histoire !

    Nos jeux de forums auront lieu dans cette section des forums et débuteront le lundi 7 novembre 2011, et ce pendant une periode initiale de 3 mois, jusqu'au vendredi 7 fevrier 2012. A la fin de chaque jour ludique, un membre des forums recevra un code de costume ainsi qu'un titre de forum.

    Attention, bien que nous vous encouragions participer, si vous remportez l'un des jeux, vous devrez attendre 6 semaines avant de pouvoir prétendre gagner à ce meme jeu encore une fois. Ceci est le cas afin de permettre à un maximum de participants de gagner à l'un de nos jeux. Vous pourrez participer et gagner à chacun des 3 jeux mais cette restriction de 6 semaines est applicable à tous nos jeux séparément.

    A la semaine prochaine pour la première partie de notre série de jeux de forum !
  10. Join the Paragon Studios Community Team every Monday, Wednesday and Friday (excluding holidays!) for our Forum Game Extravaganza!
    • On Mondays, get ready for Multimedia Genius! You will be able to write a short piece, create a drawing, snap a screenshot or record a short video or audio clip to illustrate a given theme.
    • On Wednesdays, we will reprise the popular Creative Caption Craziness game that was very popular last year and that allowed you to come up with the craziest captions for a screenshot.
    • And on Fridays, let us lead you on an amazing journey with Tell a Story... where YOU will be crafting the story throughout the day!

    Our official Forum Game Extravaganza will take place in the Forum Games section and will start next week on Monday, November 7th, 2011. It will initially run for 3 months initially, until Friday, February 3rd, 2012. At the end of every game day, one participant will be winning one costume code and one forum title, to be announced with each game!

    Please note that, while you are encouraged to participate, if you win one of our games, you will have to wait 6 weeks before being able to win at the same Forum Game once again. This is to give other participants the chance to win! You will be able to win at a different game but the same 6-week restriction will apply to each of the 3 games separately.

    See you next week with the first episode of our Forum Game series!
  11. Join the Paragon Studios Community Team every Monday, Wednesday and Friday (excluding holidays!) for our Forum Game Extravaganza!
    • On Mondays, get ready for Multimedia Genius! You will be able to write a short piece, create a drawing, snap a screenshot or record a short video or audio clip to illustrate a given theme.
    • On Wednesdays, we will reprise the popular Creative Caption Craziness game that was very popular last year and that allowed you to come up with the craziest captions for a screenshot.
    • And on Fridays, let us lead you on an amazing journey with Tell a Story... where YOU will be crafting the story throughout the day!

    Our official Forum Game Extravaganza will take place in the Forum Games section and will start next week on Monday, November 7th, 2011. It will initially run for 3 months initially, until Friday, February 3rd, 2012. At the end of every game day, one participant will be winning one costume code and one forum title, to be announced with each game!

    Please note that, while you are encouraged to participate, if you win one of our games, you will have to wait 6 weeks before being able to win at the same Forum Game once again. This is to give other participants the chance to win! You will be able to win at a different game but the same 6-week restriction will apply to each of the 3 games separately.

    See you next week with the first episode of our Forum Game series!

    Join in the Community discussion now!
  12. Incoming update! The root cause of the flashing issue (whether caused by the SG interface or not) should be fixed in an upcoming patch!
  13. Hi all!

    We are in the process of updating our Fan sites and Supergroup sites pages and want to invite all of you who run a City of Heroes Fan site or supergroup site to share it with us so we can include it in either list.

    Please send us an email to CoHSubmissions@ncsoft.com and include the following information so we can review your site before listing it on the official City of Heroes Freedom website:

    Type: Fan site / supergroup site
    URL: The link to your site
    Description: Give us a brief description of your site.

    Please note, we can only consider sites that comply with the T for Teen/16 PEGI/12 USK ratings.

    We're looking forward to browsing through your sites!

    Thank you all!
  14. Hi all,

    A fix has been worked on and will be rolled out through one of the next couple of patches, provided it can be verified that it is not causing further issues. I'm not certain that it will resolve the non-SG related issue but I'm inquiring about it now.
  15. KK Comics Returns!
    One of the original City Of Comic Creators founders resumes publishing comics after a One Year Hiatus!
    Join us for the re-launch of the website, and the series!

    A New Cross Title story arc has started.


    Krushing on the Kitten #2

    Rona Cosell does a in-depth piece on
    our very own Krusher Kitten.
    Published
    10-5-11

    Malibu Dreams/Nightmares - Series 3 - Issue #1

    We begin again with Barbie, starting with her meeting with her mentor Ghost Widow, and a startling revelation concerning her 'Destiny'.
    Published
    10-16-11

    Master-Minding My Own Business - Series 2 - Issue #1

    We join TechSpider after the failed reincarnation attempt after the Invasion of the Kittahs.
    Published
    10-16-11

    More to come very soon!!!!!!!

    See these issues, and all our past issues at......

    www.kkcomics.com

    Thanks to all,
    TechSpider/Kinetic Kitten
  16. The following items are available through the in game Paragon Market™!

    The Undead Survival Kit



    The Undead Survival Kit comes with three temp powers. 75 charges of the Holy Shotgun Shells, 30 charges of the St. Louis Slammer, the 5 charges of the Warwolf Whistle and it also comes with 5 charges of the Self-Revive Power and 5 Large +Acc/+Dam Dual Inspirations.

    Market Location: Paragon Picks > Bundles
    400 Points



    Holy Shotgun Shells (75 Charges)



    Market Location: Powers > Temporary Powers > Combat Powers
    80 Points


    St. Louis Slammer (30 Charges)



    Market Location: Powers > Temporary Powers > Combat Powers
    20 Points


    Warwolf Whistle (5 Charges)



    Market Location: Powers > Temporary Powers > Summon Pet
    80 Points
    Join in the Community discussion now!
  17. The following items are available through the in game Paragon Market™!

    The Undead Survival Kit



    The Undead Survival Kit comes with three temp powers. 75 charges of the Holy Shotgun Shells, 30 charges of the St. Louis Slammer, the 5 charges of the Warwolf Whistle and it also comes with 5 charges of the Self-Revive Power and 5 Large +Acc/+Dam Dual Inspirations.

    Market Location: Paragon Picks > Bundles
    400 Points



    Holy Shotgun Shells (75 Charges)



    Market Location: Powers > Temporary Powers > Combat Powers
    80 Points


    St. Louis Slammer (30 Charges)



    Market Location: Powers > Temporary Powers > Combat Powers
    20 Points


    Warwolf Whistle (5 Charges)



    Market Location: Powers > Temporary Powers > Summon Pet
    80 Points
  18. I am so proud of being part of this community! Thank you for running this initiative for the 3rd year in a row
  19. I certainly can't miss this fashion event! I'll be seeing some of you on Sunday for the Finale!
  20. GUARDIANS OF THE DAWN AFTERMATH



    Following the cliffhanging end in Issue #28, Icon Powers retraces the key moments of the Guardians of the Dawn.
    • What happened to the Libertarian Avenger?
    • Who won the special election to become Paragon City's District Attorney?
    • What happened after the destruction of Galaxy City?
    • What happened to the Guardians and where are they now?
    The fates and futures of the Guardians will be revealed here, including a preview of the NEW comic series which will debut in November!

    Special appearances by several in-game characters including Blue Shield, Sister Psyche, Apex, Lady Grey, Dark Watcher, and Blue Spectrum.

    For more information about the Guardians of the Dawn and the new series, visit the official website:
    http://GuardiansOfTheDawn.wordpress.com
  21. Thank you all for providing information about this issue, we have now been able to reproduce it and are preparing a fix to address the problem. You don't need to try and reinstall drivers at this point
  22. Clarissa Moore stared in bewildered horror at the remains of everyone she cared about. Their bodies were strewn about the candlelit cavern, final screams froze on their pale blue faces, eyes sunken, mouths agape. Their souls had been ripped from them, along with their lives. Cole's witch hunters did not do this, nor escaped daemons. No, only one person could have done this to her coven.

    Discover who annihilated the Ravenwing Cabale and what Clarissa Moore, a.k.a. Sorceress Serene, was prepared to do to avenge her coven!

    Join in the Community discussion now!
  23. Clarissa Moore stared in bewildered horror at the remains of everyone she cared about. Their bodies were strewn about the candlelit cavern, final screams froze on their pale blue faces, eyes sunken, mouths agape. Their souls had been ripped from them, along with their lives. Cole's witch hunters did not do this, nor escaped daemons. No, only one person could have done this to her coven.

    Discover who annihilated the Ravenwing Cabale and what Clarissa Moore, a.k.a. Sorceress Serene, was prepared to do to avenge her coven!
  24. Hello all!

    Our technical team is investigating this issue but needs more data. If you haven't already, could you send them a ticket via the support /petition command in game or our Support centre (see link in my signature below)? That'd be most appreciated.

    Thank you!