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Power Points
One of our main design goals for this suite of Hero updates is to offer more meaningful choices in character builds, and we want players to be able to understand and make
those choices easily. In other words, we want to enable you to more quickly dive into playing your Heroes the way you want to play them, without spending a lot of time
“balancing your Power Point checkbook.”
With that in mind, we’ve made things as direct and simple as possible. Powers will now have the benefits of maximum Power Points allotment incorporated directly into their
base stats (scaling with your level), rendering Power Points obsolete. With this change, all Powers will be fully viable immediately upon unlock. When you unlock a Power, you
don’t need to re-allocate Power Points to try it out at full potency. With this system, just slot it on your Power bar and go to town!
But what about Items? With the removal of Powers Points from Heroes, those types of bonus are being removed from all items, and all of those items are being updated with other
types of bonuses to ensure that their relative power stays fairly constant.
Talents
One of the most successful features in Heroes is Specializations, which you may recall are modifiers to Powers that can radically change the way a Power functions, both
mechanically and visually. In this update, we’re taking that notion a step further by introducing **Talents**. Instead of one or two Specializations, **every Hero will have 5
sets of Talents**. The combination of Talents you choose from each set will result in all new customization possibilities for each Hero.
So with the update, Talents have effectively replaced Specializations, ensuring all Heroes have an enticing number of progression and customization options available, though
the details of what their Talents do will vary wildly from Hero to Hero.
Talents will unlock as you level your Hero, offering choices over time as you learn the nuances of your abilities. They can range from passive bonuses, to mechanic changes, to
completely removing a Power from your Power tree and replacing it with a new one. These Talents occupy the Hero’s third Power tree, with all Active skills being migrated to
the first two trees.
Traits
Traits are passives “native” to a Hero at level one and remain constant throughout their progression. These serve to help reinforce the theme of the character by outlining
their power set, and also serve as itemization vectors by giving you an idea of what item affixes you should seek out. All Heroes will have one Defensive and Offensive Trait.
In the last year or more of Hero updates, we’ve been trending toward this system already, merging passives together so the source of passive power for a given goal (DPS or
survivability) is visible in one place. Traits are the new expression of these passives, but are in a common location for all heroes, easing the understanding of a new
character.
- Defensive Traits contain the defensive “archetype” of a Hero, which was established in the Defense System Update last year–a bonus multiplier to two scaling defensive
- Offensive Traits contain a new offensive “archetype”, similar to the defensive ones that were set up last year. Each Hero will have two Attributes selected for them, and
- Offense Traits will also contain a flavorful offensive affix based on the Hero’s former offensive passives. Critical Rating will not be included as part of these Traits –
- Finally, some Heroes may also have a Mechanic Trait, which serves as a better method of explaining alternate Primary Resources, Secondary Resources, or just complicated
Streamlined Designlayers (Defense, Deflect, Dodge), and a bit of those ratings to get you started. They also house the Melee or Hybrid damage reduction mechanics normally found in defensive
passives. Lastly, each Defensive Trait will also contain one flavorful affix for the Hero, reinforcing the character theme.
all damage output will be increased based on how high you are able to scale those two Attributes. This means that Heroes will be able to itemize for the Attributes that are
flavorful to the Hero and be rewarded for doing so. While Fighting will still be the baseline best for pure offense, characters like The Hulk should probably itemize for
Durability and Strength since he will get much more damage as a result, which makes the most sense for the character. The values for Attributes will also be changing with this
update, with the goal of making all Attributes useful for all Heroes, so you don’t mind if you end up focusing on something other than Fighting.
instead, all Heroes now have a base chance to critically hit at level 1.
mechanics that deserve a dedicated Power to explain them. These Mechanic Traits only serve to establish how a Hero's unique mechanics work, and do not confer any actual stats
or effects.
While we’re in the process of such a broad update, this is a perfect time to streamline a major base underlying system to enhance the usability of these brand new Talent
choices, while simultaneously shepherding our Heroes into a far better state of balance.
In the last year or more of Hero designs, we have been using a combination of shared cooldowns, Power effects that do not stack (damage over time, buffs, debuffs),
antirequisite Powers, and Specializations that lock layers behind them in order to put a skill cap on Hero Power rotations. To put it simply, we do not feel that needing to
press more than 8 active buttons in a rotation is enjoyable for the vast majority of players, and it needlessly adds complexity without adding any real depth. It also makes
balance impossible when some Heroes have access to far more layers of damage than others in a given build. Let me explain that last bit with a design question:
“Ignoring melee/ranged differences and mobility, purely theoretically - If Doctor Strange uses 11 different power buttons, and Colossus uses 6, should Doctor Strange deal more
damage?”
Either answer to this question is unhealthy for the game’s balance. If the answer is yes, Doctor Strange will always be strictly better than Colossus. If the answer is no,
then Doctor Strange has to utilize more brainspace and perfect skill in order to get the same output as Colossus, since his maximum damage potential is only realized if he
uses all 11 buttons given to him. Real balance becomes nigh impossible to attain so long as this problem is present. We want to make awesome Powers for every Hero, but we
don’t want you to feel like you have to use every single one in order to be at maximum effectiveness.
The solution was clear, and has been clear for some time, but it could only be paired with a very large-scale Hero design change such as these Hero Talent Updates. The
restrictions we had been trying to install on a per-Hero basis needed to be a clear part of the game’s mechanics, so we can freely design Heroes without trying to solve core
game issues in the Powers system.
The intended play dynamic from the Hero Talent Updates is to choose and slot eight Powers that you enjoy and want to use, and five Talents that will support those decisions.
This will get you to the meat of the game much faster than tediously assigning Power points and scrolling through multiple action bars during combat.
With those things in mind, we have removed the second and third action bars, but in the same breath, removed almost all cases of shared cooldowns, non-stacking effects,
Specializations locking Powers, and antirequisites. You have full freedom to choose the 8 Powers you want to use, and the Talents to create your build in total. We’ve already
removed Travel Powers as a Power bar slot, and in this pass, have also done the same with Cleanse Powers. Movement Powers (such as Dashes and Teleports) will now immediately
free you of crowd control effects, so there is no more need for a dedicated active slot for Cleanse effects.
Team-Up Changes
Team-Up Power Points
In parity with the changes to Hero power points, Team-Ups also no longer use them - instead, as your Team-Up levels up, the will unlock all of their skills automatically.
Whether you use the Team-Up in Assist mode, Companion mode, or Support mode, he or she will have access to their entire suite of abilities at maximum level. Additionally, as
your Team-Up levels up, they will increase the power of their Synergy bonus, described below.
Team-Up Synergies
All Team-Ups now have a Synergy passive found in their power tree, which increases their Base Damage by 1% for every Mastery level they have achieved, and upon reaching
Mastery Level 60, the Team-Up will provide 2% Base Damage to every single Team-Up in your Roster. Up to fifty Team-Ups can provide this Level 60 Mastery bonus.
Team-Up Inventory
One other minor change to Team-Ups is the behavior of the Team-Up Inventory. Your Hero’s Inventory and your Team-Up Inventory are now linked, so that if you attempt to pick up
a new item when your Hero’s Inventory is full, it will now automatically be placed in your Team-Up Inventory if there is free space.
Note: Due to some of the backend changes involved with this feature, on your first login in the new update, items that were in your Team-Up Inventory may automatically shift
into your Hero’s inventory. This should only occur once, and you can move those items back into your Team-Up Inventory if desired.
Gamepad Changes
Gamepad has several updates and new features. It’s important to us that we don't overwrite your custom settings so, you must reset gamepad settings to defaults to see all the
new changes.
Reset to Defaults
To ensure proper gamepad functionality in the new update, please be sure to use the Reset to Default option before attempting to use a gamepad:
- ESC Menu → Options → Gamepad → RESET
General Improvements- Shared Primary Power/Interact Button - A single button shares the primary power slot and contextual interact functionality. This facilitates using a single “Button
- Melee range cushion - A pass on melee powers adding a short melee range “cushion”, pulling the Hero into effective range when starting a melee attack that’s “close-enough”.
- Respect the Stick - Some powers did not respect a redirection of the analog stick if the attack was being continuously fired. Previously it was necessary to momentarily
- Throw Stuff - Throwing is now a much more fluid “grab it”, “throw it”, “hit it” experience. Slow and precise positioning of the throw is sacrificed in preference of speed
- Travel Toggle - Defaults as a modified Travel power press. (Right Trigger+Left Trigger). T single press spins up travel. Toggle again to turn it off, or firing any power
- Hero Cam - Cycle through camera distances with Hero Cam. (Default: D-Pad Up)
- Target Indicator - A red arrow now indicates what enemy a hero is focused on. Most attacks are directed at that indicated Target. The indicator finds a target in respect to
- Target Lock - Pressing the “Target Lock” button while the indicator is over a target will affix a lock on that target. The Target indicator will stay on that target until
- Target Assist - Target Assist (toggle on in gamepad options) utilized by the right analog stick will reposition the Lock to another enemy if available. Repositioning a
- Lock to a target behind your hero - Pressing and holding Right-Stick in a direction prior to activating Target Lock, will attempt to find an available target in that
Note: Target Assist will not move the target indicator unless there is already an active “Lock”.Modifier” trigger (Default Right Trigger) for all 8 power slots on the 4 primary face buttons.
stop the attack, then switch direction and then resume the attack. Hulk’s Tremor Fist was a good example.
and effectiveness.
exits travel toggle.
Target Indicator, Target Lock, and Target Assist
a hero’s facing.
the target is either defeated, Target Lock is Toggled “off”, or the player uses Target Assist.
Locked Target with Target Assist first requires a Locked Target.
direction. For example, while strafing around Doc Oc, it’s not necessary to move towards his scary arms to lock on. Just press and hold Right-Stick towards Doc Oc before
activating Target Lock.
Bind More Buttons
A pass has been done on button binds to include all the new options and old ones for new button combos and old ones.
Movement Powers Changes
As mentioned in our developer blog series [here](http://forums.marvelheroes.com/discussion/301023/mobility-too-much-of-a-good-thing/p1), with the launch of this update, Hero
movement powers have received significant changes. In general, all movement-focused powers will now operate under the following rules:
- All Dash Powers now have a fixed distance and travel speed, uniform across all heroes (with a few minor exceptions).
- Dash Powers (such as Combat Rolls, Lunges, Teleports, and Charges) have 3 charges and generate a charge every 4 seconds (again, with a few heroes being exceptions to the
- Teleports still begin their travel instantly, but move across the world at the same rate of Dashes rather than disappearing from one location and instantly reappearing at
- Dash Powers now cleanse crowd control effects, and make the user **completely invulnerable** while travelling.
- Travel Powers (such as Sprint or Flight powers) have a .75-second channel time before they start.
- Travel Powers reduced in speed from 1000 to 800.
- Flight Travel powers no longer notify, “You can’t use powers in flight”, and simply exits flight and fires the power instead.
- Ziggurat of Kargul has received a new ability to replace its former active power.
While these changes form the foundation for how movement powers now operate in Marvel Heroes, each individual Hero may have Talents or even baseline effects that tweak howstandard).
the next. They are comparable in distance per second to any other Dash Power.
their specific movement powers work to better fit that Hero’s playstyle. Nightcrawler for example, being an iconic teleport-focused Hero, has more charges and a shorter
cooldown on generating charges for his base teleport “Bamf!”, as well as Talents that further increase his ability to teleport more frequently.
Attributes
One of the other significant changes to Heroes in this update is a change to how core Attributes affect your Hero.
Attributes will no longer offer any kind of base damage bonuses towards any form of damage types. While some Attributes will still offer secondary offensive affixes (such as
Critical Damage Rating from Intelligence), these bonuses will be universally useful to all Heroes rather than offering bonuses only to specific damage types like Energy or
Physical Damage.
Damage multipliers will instead come strictly from your Hero's **Primary Attributes** mentioned within your Hero's Offensive Trait, so there will no longer be any possible
conflict between increasing your Primary Attributes or increasing an Attribute that grants bonus damage to one of your Hero's specific damage types.
To reiterate our goal with these changes: **Itemizing for a hero's Attributes should thematically make sense.** This is the primary reason we are opting for a more
universally useful attribute system.
With this change, all Attributes will be condensed into 2 bonuses instead of 3:
- Durability - Defense Rating Multiplier & Maximum Health
- Strength - Deflect Rating Multiplier & reduced damage from Deflected attacks
- Fighting - Critical Rating Multiplier & reduced damage from Melee attacks
- Speed - Dodge Rating Multiplier & reduced damage from Area attacks
- Energy - Spirit cost reduction & reduced damage from Ranged attacks
- Intelligence - Critical Damage Rating & Reduced Medkit Cooldown
With these changes, all Heroes should be able to gain some benefit from increasing any of their base Attributes, but will be able to focus on their Primary Attributes for thepurposes of increasing their overall damage.
Power Cost Reduction
One of the changes to core stats involves the Power Cost Reduction affix. With the introduction of the Infinity system and the potential for Power Cost Reduction to stack to
extreme levels, we have now introduced a cap of 50% to this stat.
Critical Hit and Brutal Strike Formulas
As many game systems have changed, the formulas for Critical Hit Chance and Brutal Strike Chance have also been updated to better fit in the updated systems:
- New Critical Hit Chance % = 10 + 89R/(R + 80L)
- New Brutal Strike Chance % = 89R/(R + 80L)
_R = Rating__L = Enemy Level_
What this means is that all heroes will have a 10% chance to Critically Hit even without any other source of Critical Hit Rating.
For Brutal Strikes, it means the hard cap is now 14% higher than previously, so Brutal Strike Rating is strictly better than it previously was at the top end.
Character Panel Changes
Two new item slots have been introduced with this update: the Catalyst and Flourish slots.
Catalysts
The slot to the left of the Insignia is now the Catalyst slot. The Catalyst item is not necessarily a new item, but what Costume Cores previously were. In an effort to make
our costume system more user friendly, we are working on a solution to make the often discussed “Costume Closet”. While that system is still in development, the first thing
we need to do is remove all the things that players currently craft onto the costume.
Source of Power
When making this change, we knew we wanted to improve the system a bit, especially from a new player perspective. Some of the core types we had weren’t as clear as we might
have liked. We really love the idea of giving heroes items that reflect their source of super powers. We used that basis as our focal point when reviewing the different types
of Catalysts to make them feel much more central to the hero.
We now have the following types of Catalyst items:
Genetic Mutation Catalysts - Previously X-Gene Costume Cores
- There are different types of genetic mutation, not only the X-Gene. Mutations have happened from science, Terrigen Mists and other events.
- Heroes: Cable, Colossus, Cyclops, Deadpool, Emma Frost, Gambit, Iceman, Kitty Pryde, Magneto, Nightcrawler, Psylocke, Rogue, Squirrel Girl, Storm, Beast, Wolverine, X-23,
Cosmic Spirit Catalysts - Previously M’Kraan Shard Costume CoresBlack Bolt
- Want to give heroes with Cosmic origins a strong feeling of that power rather than tie it to a specific item.
- Heroes: Captain Marvel, Jean Grey, Nova, Rocket Raccoon, Silver Surfer, Star-Lord, Venom
- Same as with Cosmic Spirit, want to give heroes with Mystical origins a much more thematic feel that was easier to convey.
- Heroes: Blade, Doctor Doom, Doctor Strange, Ghost Rider, Iron Fist, Juggernaut, Loki, Magik, Scarlet Witch, Thor
Radioactive Isotope Catalysts - Previously Radioactive Isotope Costume CoresMystical Energies Catalysts - Previously Promethium Fragment Costume Cores
Radioactive Spider, Radioactive Experiments, etc) we figured it was best to leave the name as is.
Advanced Technological Systems Catalysts - Previously Vibranium Ore Costume Cores
make sense.
How Do They Work?
Catalysts function in the rarity system - Now, instead of wondering how many affixes are on a core when you picked them up, you’ll know now by what rarity the Catalyst
is. They distribute affixes in the following way:
- Uncommon - 1 Affix
- Rare - 2 Affixes
- Epic - 3 Affixes
- Cosmic - 4 Affixes and a Cosmic Affix
Affixes are rarity locked - The affixes you see on the Catalyst items are through a new system we use called “Affix Categories”. This allows us to create affix poolsfor specific rarities. Each Catalyst will have one of each rarity affix.
Bonus Rarity Affixes - Just like with existing cosmic items, Cosmic Catalysts will have their own additional cosmic affix outside of the normal affixes. This will also
allow us to make Omega cores down the line with more cool new powers!
Catalyst Type Specific Affixes - We really wanted to make these items give players the feeling that the origin of the hero’s powers gives them an edge that other heroes
may not have. Each Catalyst type has 3 affixes that they can roll that are specific to that Catalyst type.
Invulnerability Affix Change
One of the most controversial aspects regarding Costume Cores has been the affix that grants Invulnerability for 2 seconds whenever you use your Medkit. It has impacted boss
and enemy design in great amounts since these affixes were added, much like unlimited movement powers. Rather than just get rid of the affix altogether, **we are converting
it to instead grant a damage shield equal to 50% of your health**. It will still be a very useful affix, however, will not negate one shot mechanics as it has previously.
Crafting
Crafting affixes, including costume visuals (such as Spotlight effects) now will be directly crafted onto the Catalyst instead of the costume.
Costume Core Conversion
Costume Cores that you have already applied to costumes will be pulled off the costume and put on a Catalyst type used by the hero for you to equip. This will include all
crafting affixes and costume visual effects applied to it.
Cores you’ve collected that are in your inventory or S.T.A.S.H. will be converted to the new Catalyst type automatically.
Flourish Slot
Now, on the right side of the Insignia is a new slot that we are calling the Flourish slot. The Flourish is a new slot that is meant to give players a keybound visual effect
that they can use to show off their own personal style! This slot originally came about as a request from players for a way to keybound the different spray paint items that
we have released over the course of the last year, however, going forward, expect to see new and exciting different types of Flourishes to be added to the game!
Items that function in the Flourish slot:
- Spray Paints (Civil War Spray Paints, Heroes For Hire Event, Spider-Man, etc)
- Party In a Box
- Festive Fireworks
- Fun Fireworks
This slot is incredibly simple to use, slot the item and use the keybind as set in your game options.Items Changes
Power Point Bonuses
As this update has removed Power Points across all Heroes, many items have had affix changes to replace the old Power Point bonuses with different affixes:
Cybernetics:
- +1 to Basic Powers: When you Deflect an attack, gain 4% Brutal Damage Rating and 4% Damage to enemies attacking you for 12s (15s Cooldown)
- +1 to Movement Powers: When you stop moving, gain 4% Defense Rating and 4% Dodge for 12s (15s Cooldown)
- +1 to Ranged Powers: When you use a Signature Power, gain 15% Power Radius and 4% Base Damage Rating for 10s (15s Cooldown)
- +2 to Area Powers: Gain 4% Critical Damage Rating + 4% Attack Speed On Hit for 12s (15s Cooldown)
- +2 to Basic Powers: When you Dodge an attack gain 4% Basic Damage Rating + 4% Brutal Damage Rating for 12s (15s Cooldown)
- +2 to Melee Powers: When you get hit, gain 4% Base Defense and 4% Base Damage to Melee Attacks for 12s (15s Cooldown)
- +2 to Movement Powers: When you move gain 4% Area Damage Rating and 4% Base Defense for 12s (15s Cooldown)
- +2 to Ranged Powers: When you Critically Hit gain 4% Ranged Damage Rating + 4% Critical Damage Rating for 12s (15s Cooldown)
- +2 to Signature Powers: When you use an Energy Power, gain 4% Deflect Rating and 4% Base Damage to Ranged Attacks for 12s (15s Cooldown)
- +2 to Summon Powers: When you use a Summon Power, gain 4% Dodge Rating and 4% Summoned Ally Damage for 12s (15s Cooldown)
Insignias:- +1 to All Powers: +1 Fighting
- +1 to Ranged Powers: +1 Speed
- +1 to Melee Powers: +1 Durability
- +1 to Mental Powers: +1 Intelligence
- +1 to Energy Powers: +1 Energy
- +1 to Physical Powers: +1 Strength
- Cosmic Insignia Affix (+1 to All Powers): When you attack, gain +1 to all Attributes for 5s (8s Cooldown)
Rings:- Cosmic Ring Affix (+1 to All Powers): 5% chance to avoid fate, evading all attacks for 5s (60s Cooldown)
- Stone of Jordan (+1 to All Powers): +90-110 Spirit
- Midtown Guardian’s Signet (+1 to Movement & Melee Powers): When you hit with a Movement Power there is a 30% next Movement Power is a critical hit (8s Cooldown)
- Industry City Signet (+1 to All Powers): Increase Total Health by 1,700
- Xavier’s School for Gifted Youngster’s Class Ring (+1 to All Powers): 5% Chance when you hit to surround yourself with a Damage Shield that absorbs 5% damage for 5s (30s
Medallions:Cooldown)
- Epic Medallions (+1 to All Powers): When you use your Med Kit, there is a 10% chance for critical success, resulting in 50% more effective healing
- Cosmic Medallions (+2 to All Powers): When you use your Med Kit, there is a 20% chance for critical success, resulting in 50% more effective healing
- Red Onslaught Medallion (+2 to All Powers): 5% chance when you defeat an enemy to create a Damage Amplification Field, which creates a field in which you and your allies
- Skrull Medallion of Bravery (+2 to All Powers): Your Critical Hit Rating and Critical Damage Rating increase by 100 for 5s each time you defeat an enemy (Stacks up to 5
Artifacts:deal 25% and take 10% more damage for 10s (60s Cooldown)
times)
- Midtown Patrol Badge (+1 to All Powers): -1 Second on Med Kit cooldown, +300 Damage Rating
- Maximum Midtown Patrol Badge (+1 to All Powers): -1 Second on Med Kit cooldown, +300 Damage Rating
- Idol of Khonshu (+1 to All Powers): +122 - 288 Critical Hit Rating
- Monkey Figurine (+1 to Mental Powers): +660 Dodge Rating, +1 Intelligence
- Polar Bear Figurine (+1 to Physical Powers): +1 Strength
- Rhinoceros Figurine (+1 to Melee Powers): +660 Defense Rating, +1 Energy
- Shark Figurine (+1 to Energy Powers): +1 Fighting
Runewords:- God of Mischief (+1 to All Powers): +300 Damage Rating, +300 Health, 1% chance when you hit to summon 10 Loki Illusions to obliterate your enemies for 10s (1m cooldown)
- Storm Giant Magi (+4 to All Powers proc): 4% chance when you hit to grow to the size of a Storm Giant and gain +1000 Damage Rating for 15s (60s cooldown)
StarkTech Power CubesWith the removal of Power Points, StarkTech Power Cubes have become redundant in the world of Marvel Heroes. As such, all StarkTech Power Cubes on your account will be
converted to Ancient Forgotten Devices. These items can be sold for Credits, or traded in to Clea in Avenger’s Tower for various goodies!
Uniques
With the changes to Attributes and Hero Power Points being removed, Uniques have undergone a review to ensure they are still useful to Heroes.
All Hero-specific Uniques will now roll with Attributes according to that Heroes’ Archetype and Primary Attributes, which can be found in each Hero’s Offensive Trait at the
top of the Talent tree.
Some Hero-specific Uniques have also been updated with entirely new affixes - be sure to take a look over your Hero’s Uniques to see what has changed!
Artifacts
Artifacts game-wide have been reworked to better fit with the new Archetypes and Traits changes for Heroes.
Artifacts, especially endgame “chase” artifacts have undergone a balance pass as well to ensure that they were all within a certain budget threshold. This does mean that some
have been brought down, but most have been brought up.
Remember that while Attributes still give the same types of bonuses that they did previously (but in lesser amounts), Attribute attractiveness is now mainly focused on your
Hero. So while some of Artifacts may look very different than they did previously, they may be better fits for some Heroes than they were before.
Crafting Recipe Changes
We've condensed the Unbind Item recipes into just to recipes that accept different components. You will find the new Unbind Item and Unbind Item 2 recipes in the Misc.
Crafting Tab.
These recipes now cover Armor, Weapons, Insignias, Rings, Relics, Medallions, Uru-Forged, Team-Up Items, and Artifacts.
- Unbind Item cost is a short amount of credits, Any Element, and a Matrix of Unbinding
- Unbind Item 2 cost is a larger amount of credits, Any Elements, and 2 Unstable Molecules
As a result of frequent player feedback Uru-Forged pieces have been added to these recipes and can now be unbound. They can no longer be traded or dropped.Additionally, the following crafting recipes have been removed with this update:
- Gear: Cosmic Rarity Upgrade, Unique Transformation 1, 2, 3
- Misc: Craft S.H.I.E.L.D. Med Kits (5 & 10), StarkTech Power Cube Socket
- Exchange: Random Unique Exchange, Random Usable Unique, Random Any Hero Unique, 50k Credit Chest, 200k Credit Chest, 500k Credit Chest, Relic Exchange (8, 20 & 50), Small
New Mission TrackerBox of Runes, Large Box of Runes
With the updated Mission Tracker, you can now choose to display which Missions are being tracked through a set of filters:
- Story Missions
- Region Events
- Account Missions
- Lore Missions
- Global Events
- Legendary Quests
- Influence Missions
- Shared Quests
- Achievements
This will allow you to track Missions from different categories simultaneously at your discretion. Simply click the icon next to the minimize button for the Mission Tracker toselect which filters you want to have active.
With the introduction of the Difficulty Slider, the Green Solo Run Terminal Achievements are now Normal Solo Run Achievements. If you had previously completed these
Achievements they will remain unlocked after the conversion. Additionally, the Clean Sweep Achievements in the Enemies category now checks for any Terminal difficulty, rather
than the previous Green, Red or Cosmic Terminals.
The following Achievements have had their reward changed to a Specific Challenge Bonus Token:
- Slaughtered
- Sentinel Shutdown
- Bring Down the Barrier
The following Achievements have had their reward changed to a Coffer of Achievement:- Next Level Crafting
- Treasure Hunting
- How Could You Be Worthy?
Due to content changes, the following Achievements have been retired:Miscellaneous Changes & Bug Fixes
replaced with Random Artifact Boxes for Story mode mission rewards.
Hero.
areas may still have doorways and other passages that block flying heroes at this time.
immediately after being activated.
Known Issues
next update.
occurs, leaving the party will need to be done using the /leave command in the chat window. This will be addressed in the next update.
that visual effect. However, currently Catalysts created in this manner will not correctly transfer those visual effects via the Transfer Catalyst Visual recipe at the
crafter. Until this issue is addressed in the next update, these Catalysts can be saved for use later once this recipe issue is fixed.
and rarities above that will not drop in the game world. These slot 5 can be sold or donated as they will not be usable in the future. This does not affect Ant-Man's Hero-
specific slot 5 Unique item. This issue is already addressed internally and will be fixed with the next update.
minimap will show that you are in the difficulty that is currently selected by your party leader rather than the correct Cosmic indicator. This is strictly a visual issue, and
will not affect the difficulty or rewards within Cosmic Midtown Patrol. In the future, you will not be able to enter a region that would normally be restricted by the
difficulty level set by the party leader (such as attempting to enter Cosmic Midtown Patrol when the party leader has set the Difficulty Slider to Normal). This will be
addressed in an upcoming game update.
next game update; until then, you can find the updated default gamepad bindings above in the patch notes under the Gamepad Changes section.
issue is addressed in an upcoming game update, you can work around this issue by accessing the Inventory by using the "start" button and selecting "Character Panel", or simply
closing the Team-Up menu that opens along with the inventory when using the "back" button, which will allow you to use consumable items as normal.