Marvel Heroes: Doomsaw’s Latest Dev Blog

A few days late on this one, but there is a LOT of reworking going on in the Marvel Heroes universe, along with plenty of upcoming new heroes (Human Torch, Emma Frost, Luke Cage, Squirrel Girl, Nova, etc.) and unique items that should be pretty awesome. I’m glad to see such a fun game getting a ton of attention post-launch.


Doomsaw Dev Blog: July 19th 2013

Hello all,

Friday dev blog time. I’m going to write efficiently since we have a lot to do this weekend to make the game great for you.

Defense System


We’ve done a lot of work on the new defense system this week. We are calling it the survivability system since defense is a part of it, but not all of it.

Some changes we’ve have made internally or are in process of making:

  1. We are going to a percentage based defense system with diminishing returns. This is very similar to what most games have. We’ve done a ton of research (and used our personal experiences) to make sure this is being done perfectly, so it’s fun and fair.
  2. There will be no heroes that can only be “tanks” in the game.There will be melee heroes who all need to be able to survive in the game. Some heroes will have “tank” powers that they can level up (taunts, damage reduction, etc), but nobody should be forced to tank unless they want to. EVERY melee hero should be able to dish out tons of damage while surviving in melee and most melee heroes (Hulk, Thing, Colossus, Thor, Spider-Man, etc.) should be able to use certain abilities that temporarily reduce damage for extreme survivability if they wish to do so – completely at their option. If you want to do some tanky stuff you can, but you aren’t forced to do it.
  3. Extreme damage scaling is being phased out of the game. You won’t see enemies doing 500% bonus damage unless it’s specifically designed as part of the fight. For example, the completely-redesigned Limbo (A.K.A. Midtown Patrol) does not use this tool to create challenge, instead it uses Supervillian groups to create challenge, which is much more interactive and balanced (and insanely fun), while still being difficult.
  4. Ignores Defenses is now out of the game completely. It won’t return unless a boss has a specific power that uses it with appropriate warning. We are looking at “Deals more damage” to ensure it’s challenging but reasonable. We will be adding more enemy powers that are more interactive that don’t punish melee to such an extreme degree.
  5. We are adding and adjusting powers to be more and more engaging and more of a test of skill. It’s not cool to one-shot a player with a regular attack, but it’s completely fair to one-shot a player if they don’t move out of the fire after a few seconds warning.
  6. We are looking at adding mitigation powers with long cooldowns for some heroes, particularly melee. These powers will allow us to make some very cool boss abilities and give players and emergency button under certain circumstances.

There are a few other under-the-hood adjustments we’re making, so at the end of the day you will have heroes that play exactly how you want to play them. You still need to be smart, but you don’t need to fear a guy with a machine gun in a warehouse if you’re the thing and you don’t need to fear hitting someone in the face with your hammer if you are a Norse god.

Short-Term Hero Upgrades

Within 2 weeks, we’ll be pushing live a series of upgrades to EVERY hero. The feedback threads have been extremely helpful in helping us identify parts of each hero that are considered weak or unfun by players. We’ve also advanced our thinking on what makes a fun hero and are upgrading every hero to meet that enhanced criteria.

Some heroes may have minor tweaks and some will have many powers adjusted. A big focus will be making sure every hero has multiple builds and that melee can melee.

Long-Term Hero Upgrades

A smaller group of heroes will be receiving large upgrades to their power sets. Guys like Hulk, Thor, Colossus (and quite a few other melee) will get a lot more options to increase build options, fun and melee survivability. Example: Thor should have a brutal melee build, a “caster” build and a highly effective and interesting hybrid build that combines both elements.

Ranged heroes will also receive quality of life improvements and may also receive new powers or adjusted power to give them new build options. Deadpool needs the option to have a powerful melee build, Punchclops needs more build options, Hawkeye needs more build options and so on. We’ll talk more about this in the coming weeks.

New Heroes

The New Heroes Team has been working day and night on Human Torch. He’s gone through several iterations of improvements and is in good shape. He has 25 powers, some of which still need visual effects and animation tweaking, but all are working well and synergize nicely. He feels crisp, powerful and fun, like as heroes should be.

Emma Frost still needs rounds of iteration before she’s ready, then our focus will shift to Squirrel Girl, Luke Cage and finally Nova. Nova will be interesting, since decisions will need to be made based on the current Marvel storyline. We’ll talk more about that in a future blog.

Movement Buffs in Hubs

In the next patch, players will be able to use movement powers in hubs. It was turned off temporarily due to some teleport issues, but those issues are fixed and we’re ready to go live. We are all extremely happy about this, since superheroes shouldn’t have to walk when they have flight, leap, teleport, etc.

X-Men Mansion

I’ve heard through the grape vine that some very evil people are planning to attack the X-Men Mansion. I hope you will help defend it when it happens.

Buffs and Debuff Display

This is something we’re considering as an option for players. It could be turned off by default for new players, so they don’t get information overload, but toggled on for advanced players if it’s something they are interested in. This is something that we may start to see in September after we finish work on some of the bigger systems.

Unique Items

As you can imagine, we are in development of unique items. These will be “brown” (like medals) and have the level of rarity you will expect from uniques. We’ll start previewing these in the coming weeks.

Super-Team Items

We are introducing a new item slot, right below costume, for Superteam items. These items will be able to be used by heroes who have been members of a superteam in Marvel lore. So, an X-Men item could be used by anyone who was ever a member of the X-Men, a Marvel Knights item could be used by the appropriate heroes, etc. We will even have a Guardians of the Galaxy item just for Rocket Raccoon (for now). We’ll also be shipping a few SHIELD items that can be used by any of the heroes to give even more variety to choices.

The powers on these items will include some individual buffs and always at least one group buff (if not more). These won’t be the most powerful items ever created, but we expect they will add some fun and flavor. We expect to release them in the big August patch or shortly after.


I’m excited about these items. Relics will also add a new item slot to a character sheet.

Relics work like Badass-ranks from Borderlands. You can stack relics together and have them increase infinitely, with slightly less bonus added each time you add to the stack. This is something that “single-hero” players will definitely enjoy. There will be a wide range of relics that buff damage, survivability and utility of all types. We’ll start previewing these babies in the coming weeks.

Item Affixes

In the coming weeks, we’ll also be iterating on item affixes to remove and adjust the lame ones and add more cool affixes. This requires some programming, but it’s something we want to do continually as the game grows.

Future Items

Many future items are planned, from living items to ultimate items. We are following the philosophy that not every item needs to just be more powerful, but be powerful in certain situations with certain builds. The cosmic item you get today may still be your favorite item in a month or you may find something more appropriate for you. We are not strictly going for power creep, but more flexibility and giving you the ability to min/max your character as you choose.

Having said that, some uniques will be pretty awesome…

Have a great weekend.

SWTOR: Patch Notes for 2.2.1 Update

The new patch is now live. Of the over 60 fixes, changes, and updates, the paid character server transfers are probably the most important. You can head over here for the official page.


2.2.1 Patch Notes


Cartel Market


      • Revan’s Armor has been modified to consistently match the NPC in-game appearance.

New Items

      • A new vehicle is available in the Cartel Market! The Aratech Rose is an adaptive speeder that requires level 10. A consumable granting Speeder Piloting I is included with purchase. Cost: 1,500 Cartel Coins
      • A new weapon is available in the Cartel Market! The Cathar Warstaff, designed by Cathar bladesmiths, requires Electrostaff weapon proficiency. Cost: 400 Cartel Coins
      • A new bundle is available in the Cartel Market! The Starter Bundle offers items to assist players who are just beginning to explore the universe. The bundle contains items for increased inventory space, increased XP gain, and quick travel. (Discounted by 60% for a limited time!) Cost: 250 Cartel Coins

New Discounts

Permanent Reductions
        • The Turncoat Armor Set is now permanently discounted. Cost: 600 Cartel Coins
        • The Huttsbane Garments are now permanently discounted. Cost: 600 Cartel Coins
Temporary Reductions
        • Appearance Options: Chiss Customization 1 is now discounted by 50%. Cost: 120 Cartel Coins
        • Appearance Options: Human Hair Styles 1 is now discounted by 20%. Cost: 192 Cartel Coins
        • The Experimental Pilot Suit is now discounted by 50%. Cost: 400 Cartel Coins
        • The Sand People Pillager Armor Set is now discounted by 50%. Cost: 720 Cartel Coins
        • The Turncoat Armor Set is now discounted by 75% (off of the new permanently reduced price). Cost: 150 Cartel Coins

Bug Fixes

    • The Life Day Tinsel Bomb will now preview with full animation for all Classes.
    • The Primordial Blaster is no longer Main Hand only and can now be equipped as an Offhand weapon.


  • Paid Character Transfers are now available! Players can visit their Account Page on to transfer their characters to a new server. Cost: 1,800 Cartel Coins
  • Made client-side optimizations to improve performance in areas containing large numbers of animated players or NPCs.

Companion Characters


      • Dismounting a vehicle will summon Companion Characters as intended for players who are in a group.
      • Players will now properly receive Companion affection when entering a conversation while riding a vehicle.


Khem Val
      • Khem Is Watching: This mission will now provide proper affection gains.

Crew Skills

Crafting Skills

        • Crafted Underworld and Arkanian relics are no longer bind on pickup and are now bind on equip.
        • Droid parts over level 400 no longer state that they require Advanced Armormech and can now be Reverse Engineered.
        • Augments now conform to a uniform crafting material cost.

Mission Skills

Treasure Hunting
      • Lockboxes granted by level 401+ missions no longer have a player level requirement to be opened.

Flashpoints and Operations


Kaon Under Siege
        • Players are now appropriately granted the Organizations Codex entry for Modern Tion Hegemony during this Flashpoint.


Explosive Conflict
        • Defeating Warlord Kephess now grants the appropriate Persons of Note Codex entry.
Karagga’s Palace
        • Defeating Karagga the Unyielding now grants the appropriate Lore Codex entry.
        • Defeating Bonethrasher now grants the appropriate Lore Codex entry.
Terror From Beyond
        • The enrage timer for The Dread Guard has been increased by 30 seconds in Hard and Nightmare Modes.
        • The Terror from Beyond will no longer heal itself if it goes below 15% health when a tentacle is killed.
        • Killing a Tentacle inside the Hypergate will now correctly remove 5% health from the Terror from Beyond.
        • The Writhing Horror’s Corrosive Slime can now be removed by Gunslinger’s Dodge and Sniper’s Evasion abilities in Hard and Nightmare Modes.
        • Adjusted the Exhaustion Zone boundaries in The Sandstorm Juggernaut area to prevent players from exiting the intended game area.
Scum and Villainy
      • Defeating Dread Master Styrak now grants the appropriate Persons of Note Codex entry.
      • Made several art corrections throughout the Operation to fix issues such as map holes and incorrect textures.

Items and Economy


      • Datacrons can now be retrieved if a player’s Mission Log is full.
      • The MCR-100 Droid is now visible for players who have acquired the pet.
      • Warzone Training Dummies on personal starships once again scale to the player’s level.


    • The Commendations Vendor has become less curt and now provides players with a reason when denying a transaction.


  • Achievements which require a task to be completed a certain number of times (such as “Kill 100 Flesh Raiders”) will now transfer as intended when players switch servers.
  • Titles that are earned by completing Achievements will now transfer as intended when players switch servers.
  • The “Surviving Foreman Crusher (Nightmare Mode)” Achievement will now remain completed upon logout. Players who had previously earned this Achievement will need to complete it again to be given credit.
  • The “Hasty Hutt (Nightmare Mode)” Achievement will now remain completed upon logout. Players who had previously earned this Achievement will need to complete it again to be given credit.

Missions and NPCs


Macrobinoculars and Seeker Droid Missions
        • Players who have completed Uprooting the Last Seed (Republic)/The Alchemy of Evil (Imperial) can now dig up both the Star Forager and Dreadseed armor pieces from the treasure dig sites, regardless of the Light or Dark Side choice made during the mission.
        • A Secret Revealed (Republic): Being defeated on the electrified floor trap in the Sewer Hideout on Quesh will no longer occasionally place players into a state that prevents them from moving or taking damage normally.
        • The Shroud’s Last Stand (Imperial)/The Shroud Revealed (Republic): The stun effect from The Shroud’s Electrostatic Mine ability can no longer be dispelled by the player.
World Missions
          • Ilum Under Siege: Female players can now complete the final conversation with Supreme Commander Rans.
          • The Lurker (Imperial): Captain Hanthor now recognizes fellow Cathar when speaking to them for the first time.
          • The Observer (Imperial): Players on the step “Travel to the Observer” are now able to take the shuttle and advance this mission.
          • To Pierce the Heavens (Imperial): The Mission Log no longer lists the step “Defeat J’Russh’s Regulators” twice.
Nar Shaddaa
          • [HEROIC 2+] Terminal Injuries (Imperial): Players who are fighting against the wall can no longer be ejected from the instance with an incorrect error message.
          • Cartel Crushing (Republic): The mission step “Return to Major Treeg” will now provide Light or Dark Side points as intended.
          • The Thing Czerka Found (Republic): Companions now give the proper amount of affection gain or loss during conversations.


      • Female Togruta characters have been cured of their plague and now have the proper skin color and texture.
      • Some Droids on Corellia now have “CEC” correctly capitalized in their names.



        • Players who use /stuck in a Warzone while in combat will have a 20 second delay before they are able to release to a Medcenter.
        • Assigning Skill Points into multiple Skill Trees now bolsters players as intended.
        • Expertise again caps appropriately at 2018 instead of 2013. This correction to a rounding error will result in a slight reduction in PvP Damage Boost, PvP Damage Reduction, and PvP Healing Boost for expertise values below 2018.
        • Crafted Prototype (blue) and Artifact (purple) quality items are now identified properly and are no longer bolstered more than intended.
      • Players are no longer able to fire abilities under the shield doors in the final room, as the gap has been removed and the doors now reach the floor.



      • The quickbar lock button will now display the correct lock status and will no longer unlock without being toggled.
      • Items can again be removed from the Trade Window by either right-clicking the item or dragging and dropping it into the Inventory Window or the world.
      • Typing a name into the Ignore Tab of the Social Window and pressing “Enter” now adds players to the Ignore List appropriately.
      • Global Cooldowns will now display properly for Force users who exit the game while in combat.


    • The Selkath Codex entry now correctly displays an image of the Selkath species.
    • The Bounty Hunter Codex entry “Akure, the Ghost in the Darkness” now displays the correct creature’s image.

Miscellaneous Bug Fixes

  • The Ziost Shadow Mission Deck has been cleaned and footsteps no longer sound as though players are moving through dirt.
  • Made many art corrections on Makeb, fixing issues like floating rocks and trees, map holes, and incorrect textures.

City of Steam: Patch 1.3 Update Coming

Today, I received an email from the City of Steam devs describing their upcoming 1.3 patch. Unfortunately, I wasn’t able to find any original source on their website, so direct links aren’t available for this post. However, you can go here for their announcements and patch notes after the fact. If you’re not familiar with CoS, it’s a F2P, steampunk-style MMORPG using the lobby mechanic (main cities are essentially lobbies and you move into side dungeons for almost all questing, mostly like Neverwinter).

The emailed info is below. Enjoy!


Welcome to the Patch 1.3: “Tears of the Oracle” version of the City of Steam News Telegram, in this edition we’re going to tell you all about what you can expect in 1.3, so let’s dive right in!

Let’s start off with a bang, the following list are the things we’ve added to the game:

  • Raised Level Cap: 38
  • Channeler (making its glorious return)
  • Greenskins and Dwarves (also making their triumphant return)
  • New Suburb: Founder’s Annex
  • New Crafting System: Kiln
  • New Event: Siege of the Spire (finally!)
  • New Cosmetic Items
  • New Collection System
  • Items on the ground now have tooltips
  • Completely reworked World Map

Let’s highlight a few of these additions. We’ve re-added the Channeler class and the goblin, hobbe, orc and dwarf races! With this addition, we’re back to our original 4 classes and 11 races. The new Siege of the Spire event is a 5v5 MOBA style PVP event which we’ve talked about in more detail in this dev journal together with the other events already in the game. The new crafting system “Kiln” will allow for re-rolling of the random properties on equipment; materials for this will be gained by salvaging same quality and level-range equipment as the item you want to re-roll.

Next to these additions we’re also making a huge amount of fixes and balance changes to the already existing features, but we’ll talk more about those when we update the game. Here are a few of the bigger changes:

  • Resurrection in dungeons is now free from level 1-9
  • A much improved language filter
  • The salvage system got an overhaul, now with tiered materials with a chance of multiples materials per salvaged item
  • Added rare mobs to dungeons
  • GMs and MODs are now more clearly identifiable in chat
  • Initial load is much faster
  • Quest tracker now displays recommended quest level

We’ll go over these changes and much more when the patch 1.3 is actually out, but there’s a lot more to come. Keep an eye on the forums and our Facebook/Twitter where we’ll keep you up to date on maintenance times, length and more additions.

So there you have it! Changes are afoot, and we hope you are looking forward to this patch as much as we are. Hope to see you in-game!

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