Announcement

Collapse
No announcement yet.

1.2.65 game update notes

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    1.2.65 game update notes

    Hello guys, these are the changes made to the game between versions 1.2.49 and 1.2.65.


    Bug fixes
    • Fixed a bug causing Battle Rage to wrongly provide the wrong amount of movement speed, including when not moving towards an opponent.
    • Fixed a bug which caused singularity to do less damage than intended.
    • Trial maps have been slightly increased in size and monster density to prevent spawning too few monsters.
    • Fixed a bug which allowed low level jewelry with abnormally high stats to be created.
    • Fixed a bug which sometimes caused crashes when using the Death from Above ability.


    General
    • Several language localizations are now available.
    • Low level monsters damage and health ratios have been readjusted to match their difficulty level to the scope of the class and game changes.
    • The Summoner in the campaign level “The Defiler” lost his bodyguards.
    • Leaderboards have been added for Trial completions. Generic leaderboards can now be found in the Main Menu, while class specific leaderboards can be found in the Trials tab.
    • Several stats have been converted into ratings. Parry Rating replaced Parry Chance, Dodge Rating replaced Dodge Chance, Block Rating replaced Dodge Chance and Haste Rating replaced Attack Speed. The formulas to calculate the new ratings are: chance=Rating / (Rating + K) for Parry, Dodge and Block ratings, where K varies per character level. K(70) is 2000 for Parry, 2200 for Dodge and 2400 for Block. Haste Rating formula is number_of_attacks=1+[6 x Rating / (Rating+K)], where K(70)=1000.
    • Critical Rating K(70) coefficient is now 3000 (was 3500). The formula to determine the critical chance at level 70 is now Chance to crit = Critical Rating / (Critical Rating + 3000).
    • Several boss and creature hitboxes have been adjusted, so reduce the chance of misclicking when a player wishes to issue an attack command.
    • Magroth now has a new model.
    • Elite creature auras now have reduced efficiency.
    • Ghost creatures no longer have an abnormally high dodge chance.
    • Ghost creatures drain now deals chaos damage, ignoring armor and other forms of damage mitigation.
    • The experience obtained from monsters in the Campaign in heroic difficulty is now 150% of the experience obtained from equivalent normal mode monsters.
    • The experience obtained from monsters in the Campaign in legendary difficulty is now 200% of the experience obtained from equivalent normal mode monsters.
    • Boss monsters now provide 2500% the amount of experience provided by a regular monster (was 500%).
    • Elite monsters now provide 500% the amount of experience provided by a regular monster (was 200%).
    • A Vitality counter has been added in the detailed stats panel.
    • The experience required per champion level has been readjusted. Characters with lower than 1800 champion levels should see a decrease in the amount required to gain a champion level, while characters over 1800 champion levels should see an increase in the amount required.
    • Champion levels now award smaller bonuses for characters under level 70. Extra gold, extra experience, movement speed and extra life are exempt from this rule and still provide the full benefit.
    • Vitality now awards 30% more life per point.
    • Champion levels invested into Ability Rate now provide 4 Ability Rate per point (was 5 per point).
    • Life on Hit and Life Regeneration present on gear pieces now award 25% less of the respective stat.
    • Champion points awarding Life on Hit and Life Regeneration now provide 20 of the respective stat (down from 25).
    • Champion points now provide 4 Ability Rate (down from 5).
    • Champion levels invested into Critical Damage now provide 2% critical damage per point (was 1% per point).
    • Companions no longer gain any cooldown reduction bonuses from the Hero.
    • Companion Maggie, the Potion Caster Silence Field ability now has 45 seconds cooldown, the effect no longer slows and now lasts for 3 seconds.
    • Equipment with Parry Rating or Block Rating can no longer drop for Mages and Bounty Hunters.
    • Ranged attacks, magic attacks and area attacks can no longer be parried.
    • Magic attacks and area attacks can no longer be dodged.
    • Area attacks can no longer be blocked.
    • The Ability Rate calculation formula has been adjusted to cooldown_reduction=R/(R+K), where K(70)=1500 (was 1000).
    • The passive ability giving attacks a chance to reduce active cooldowns has been named “Alacrity”. Alacrity now provides a 5% chance to lower the cooldowns (was 25%), but this chance is increased by Ability Rate (up to 30% at 1500 Ability Rate).
    • Displayed damage that contains a proportion of critical hits should now be significantly larger.
    • Dual Wielding now provides a 30% bonus to attack speed (was 40%), but all percentage increases are multiplicative with the number of attacks resulted from Haste Rating.
    • Melee monsters attacks are now harder to avoid once initiated.
    • New store items have been added: Experience Boosters and Treasure Boosters.
    • Players completing trials of various levels for the first time now receive a number of rewards.



    Items
    • The Mage Apprentice 2-piece set bonus and The Encrypted Shield effect now reduce damage taken by 10% (was 25%). In addition, the shield stacks for a value equal to the Hero’s Life on Hit stat, and can no longer exceed 25% of the Hero’s maximum health.
    • Block, Parry and Dodge ratings can now appear on more item slots, although generally at lower rate than offensive stats.
    • The Arcanist 4 parts set bonus now increases the number of Arcane Missiles by 4, up from 2.
    • Juggernaut 6 parts set bonus: 10% chance to perform a Whirlwind when attacking replaced by increases the damage of Whirlwind and Cleave by 15%.
    • Defender 4 parts set bonus now increases Sword and Board Shield Slam damage by 100%.
    • Defender 6 parts set bonus now reduces the internal cooldown of the Deadly Throw proc caused by Shield Block by 2 seconds.
    • Havoc 6 parts set bonus now causes Heatseekers to fire 6 additional missiles.
    • Stalker 6 parts set bonus Snipe ability now uses Snipe rank 1 (was rank 10) and has a 35 attacks internal cooldown (was 5 attacks), but the chance to occur has been increased to 20% (was 10%).
    • The Adventurer set can now drop at legendary quality for all classes.


    Bosses
    • The Magroth encounter has been redesigned.

    > Magroth now deals greatly reduced damage with his melee attacks, but his attack speed has been increased.

    > Magroth Charge ability now deals 300% of weapon damage and stuns all targets in his path for 4 seconds.

    > Magroth Meteor Strike ability now deals 1500% of weapon damage upon impact.

    > Magroth gained the Enrage ability, increasing his damage by 300% and doubling his attack speed. Magroth does not possess the Enrage ability while under level 35.
    • The Broken Dragon encounter has been redesigned.

    > The Broken Dragon now deals greatly reduced damage with his attacks, but now his attacks are ranged and the attack speed has been increased.

    > The Broken Dragon no longer follows the target while channeling Fire Breath. Instead, the Dragon locks on the target’s position and spews the Breath continuously for 2.5 seconds, then restarts the sequence. The Breath sequence repeats 3 times. Fire Breath now deals increasingly more damage the more time elapses, starting each new Breath at 100% weapon damage and peaking at 2000% weapon damage per second during the final second. The Broken Dragon is immune to crowd control effects while channeling the Fire Breath.

    > The Broken Dragon periodically Overflows, shooting Fire Bolts around. Each Fire Bolt deals 275% of weapon damage.

    > The Broken Dragon spews Molten Lava, creating patches of lava in the Hero’s proximity. After 1.5 seconds, the patch activates, and any unit standing inside the patch is afflicted by molten lava, taking 10% weapon damage per second and increases damage taken by 10%, stacking up to 10 times. The molten lava lingers for 7 seconds, and a new application refreshes the duration. Patches last for 21 seconds. The Broken Dragon does not possess the Molten Lava ability under level 35.
    • The Elban encounter has been redesigned.

    > Elban now deals greatly reduced damage with his melee attacks, but his attack speed has been increased.

    > Elban Blood Leech now deals increasingly higher damage the more time the link stays activated and the closer Elban is to his target, and also heals Elban by a great amount the closer the target is to him and the more time Elban spent draining blood. Elban also slows the target while channeling Blood Leech. When the distance between Elban and the target is too great, the link breaks. The Blood Leech does not heal Elban during the first 1.5 seconds of channeling.

    > Elban leaps into the air and then targets the player’s position, highlighted by a circle when his targeting is complete, unleashing a Devastating Assault, which deals 10000% weapon damage.

    > Elban teleports next to the player and channels frontal attack for 3 sec, attempting to Impale the Hero with great force. Impale deals 150% weapon damage instantly, and causes the Hero to bleed for 25% weapon damage and deal 5% increased damage every second for the remainder of the fight. The Impale bleed effect stacks multiple times.

    > Elban is immune to crowd control effects once he started channeling any ability.

    > Elban movement speed has been increased by 50%.

    > Elban now has 20% more health.
    • In addition, Magroth, the Broken Dragon and Elban now possess the Break Free ability. Break Free removes all crowd control effects from them, and causes them to become immune to crowd control for 4 seconds.


    Trials
    • Trial levels 1 to 7 now contain normal mode monsters and bosses of levels 10 for Trial level 1, 20 for Trial level 2, 30 for Trial level 3, 40 for Trial level 4, 50 for Trial level 5, 60 for Trial level 6 and 70 for Trial level 7. Trials levels 8 and higher now gain scaling coefficients, as detailed below.
    • Trials damage scaling is now 3.5% compared to the previous level. Trial health scaling is now 8% compared to the previous level. Thus, monsters in Trial level 100 will deal roughly 24 times more damage and have roughly 1300 times more health than a normal mode monster at level 70.
    • Trials no longer drop loot from monsters. Instead, the boss at the end of the Trial drops 3 items (quality varies depending on Trial level), a quantity of gemstones of random colors and gold. Creatures can still drop gems, healing blood and mystery boxes normally.
    • Experience gained from monsters in Trials now increases by 5% per Trial level above 7 when compared to the previous level. Thus, a monster in a Trial level 100 will yield over 93 times more experience than a normal mode monster at level 70.
    • The Trials completion timer is now 10 minutes (was 9:40).
    • Loot quality in Trials has been readjusted so that harder Trials will yield better loot. Trials drop 3 pieces of loot for completing the Trial, one of which has higher chance to be of superior quality if the trial was completed in time. Some breakpoints for the new loot system are: at level 42, all items will be of at least Epic quality, and at level 80 all items will be of Legendary quality. Any item dropped has a 20% chance to be a set item, if applicable. The item awarded for completing the Trial in time beyond Trial level 80 have an increasingly higher chance to have their roll improved. Trial bosses never drop common quality or uncommon quality items, regardless of level.
    • The Parry Rating, Dodge Rating, Block Rating, Extra Experience, Extra Gold, Damage Reflect and Life Regeneration stats have a greatly decreased chance to occur on gear dropped by Trial bosses.
    • Trials can only spawn the Magroth, Broken Dragon or Elban bosses.
    • The option to resurrect upon death using gems has been disabled in Trials.
    • Completing a Trial with a high portion of time remaining unlocks a larger number of Trial levels.




    Class changes
    • All classes gain a class specific “Innate Passive Ability”. These are detailed below, under each class entry. These new passives will not be highlighted in the Heroes’ Spell Books in the beta, and although their effects are functional, they will remain hidden. The aim is for them to be introduced and highlighted in the Spell Books at a later date.



    Warrior
    • All Warriors gain an innate passive ability at level 1, named “Juggernaut”. Juggernaut grants the Warrior 10% extra health and 45 armor per level.
    • Cleave (rank 10) now deals 275% weapon damage and no longer causes targets to bleed. Cleave now reduces damage done by targets it hits by 10% (was 30% attack speed).
    • Frenzy (rank 10) damage has been increased to 580% (was 520%).
    • Bash has been renamed to Rending Slash and redesigned. Rending Slash deals 390% weapon damage to the primary target and 75% weapon damage to all enemies around it’s primary target. Rending Slash also causes all targets hit to bleed for 400% weapon damage over 5 seconds, stacking up to 8 times.
    • Sword and Board Shield Slam now has a 25% chance to occur pending a successful block and deals damage equal to 600% of shield armor, but no longer knocks back targets. Shield Slam is also automatic, no longer displaying an icon over enemies.
    • Shield Block (rank 10) now provides 2400 Block Chance. Successfully blocking an attack while Shield Block is active has a 100% chance to trigger a Deadly Throw of rank (hero_level / 14, minimum 1). Shield Block no longer doubles the amount of damage reflected and no longer provides damage reflect.
    • Whirlwind (rank 10) now deals 720% weapon damage per attack (up from 380%). Whirlwind’s damage is increased by 30% for Heroes that are dual wielding. Whirlwind now reduces damage taken by the Hero by 10% per equipped weapon (was a flat 30%).
    • Deadly Throw (rank 10) now bounces off 7 times (was 8) and deals 1500% weapon damage (was 2000%). The shield armor contribution to Deadly Throw is now 33% (was 40%), and the bleed effect for dual wielding Heroes is now 1000% weapon damage (was 750%).
    • Devastate now reduces damage taken during its channel time by 50% (was immunity). In addition, Devastate (all ranks) now strikes 13 times. In addition, the hero is now immune to stun effects while channeling Devastate. These changes will only be reflected in the tooltip in the next update.
    • Shockwave now causes the targets it hits to take damage equal to 800% of the damage over time they would take the next second (was 1000%). In addition, Shockwave now heals for 20% of the Hero’s total heals over 4 seconds, stacking up to two times (was 5% per target hit, instant).
    • Battle Rage (rank 10) now has a 5 second duration (was 7), and movement speed when moving towards an opponent has been decreased. In addition, Battle rage ranks 7 and above now increases damage dealt by the Warrior by 20% (was 25%).
    • In the Zone (rank 10) now has a 5 second duration (was 7).



    Bounty Hunter
    • All Bounty Hunters gain an innate passive ability at level 1, named Guerilla Specialist. Guerilla Specialist grants the Bounty Hunter 15 Dodge Rating per level, 20% movement speed and +100% critical damage.
    • Concussive Shot has been renamed to Lethal Shot. Lethal Shot (rank 10) deals 800% weapon damage, but no longer has a chance to stun the target.
    • Explosive Shot now deals 300% weapon damage (was 200%) and the Explosion proc deals 600% weapon damage (was 500%).
    • Heatseekers impact radius has been slightly increased.
    • Snipe now deals 5000% weapon damage (was 3000%) and always critically hits. Snipe causes the first target being hit to bleed for additional damage for a proportion of the projectile damage equal to the Hero’s critical strike chance. In addition, Snipe is now using smart targeting, optimizing the numbers of targets hit in a small cone.
    • Piercing Ammo no longer bounces to the same target the bounce originated from. It can still bounce back and forth between two targets.
    • Rapid Fire now also increases the critical damage of the Hero by 200% for 3 seconds.
    • Poisoned Ammo deals damage equal to the first tick regardless if it would apply a stack or not when the target already has 5 stacks. In addition, only the stacks with lower DPS can be replaced by other stacks.
    • Smoke Screen stealth effect can now only last for 3 seconds. When the Bounty Hunter emerges from stealth, all damage is increased by 30% for 2 seconds and Dodge Rating is increased by 2000.
    • Multishot now deals 700% weapon damage per projectile (was 480%).
    • Charged Ammo no longer deals lower damage when triggered by Scatter Shot projectiles.




    Mage
    • Mages gain an innate passive ability called “Adeptus Arcana”, granting them 7 Power per level.
    • Arcane Missiles (rank 10) now deal 125% weapon damage per missile (was 100%).
    • Arc Lightning (rank 10) now deals 180% weapon damage (was 140%).
    • Fireball (rank 10) now deals 230% weapon damage (was 200%).
    • Frostbolt (rank 10) now deals 425% weapon damage (was 250%), and damage dealt to frozen targets is tripled (was double), but can no longer freeze targets.
    • Singularity projectile speed has been decreased, allowing it to damage the targets in the same area for a longer time.
    • Time Warp now causes time to flow by 50% slower for opponents (was 75%). In addition, some boss mechanics cause them to be immune to the Time Warp slow time mechanic.
    • Death from Above now deals 550% weapon damage per missile. In addition, it can now stack up to 24 times. Basic attacks have a 10% chance to generate a charge, and special attacks have a 100% chance to generate 1-3 charges. The impact radius of Death from Above missiles has been increased by 30%.
    • Frost Beam has been redesigned. It is now using smart targeting, auto-aiming to hit as more targets as possible. In addition, Frost Beam (rank 10) now deals 650% weapon damage per second, and damages targets faster based on the Hero’s attack speed. Damage is increased by up to 50% the longer the channeling is maintained.

    #2
    "Ranged attacks, magic attacks and area attacks can no longer be parried."
    -> But why? An arrow or a spell (like in Harry Porter) can be doged, right?
    "And special attacks have a 100% chance to generate 1-3 charges"
    -> Do you mean critial attack?
    "Frost Beam has been redesigned. It is now using smart targeting, auto-aiming to hit as more targets as possible."
    -> When the monsters are dies, sometimes it still aims to the blank space.
    Last edited by viettuan129; 11-13-2017, 11:12 AM.

    Comment


      #3
      Originally posted by viettuan129 View Post
      "Ranged attacks, magic attacks and area attacks can no longer be parried."
      -> But why? An arrow or a spell (like in Harry Porter) can be doged, right?
      Dodge and Parry are two different effects in the game. You can still Dodge both RAs and MAs, IIRC.

      Originally posted by viettuan129 View Post
      "And special attacks have a 100% chance to generate 1-3 charges"
      -> Do you mean critial attack?
      This confused me too at the time. I believe he means an ability attack (like Frost Beam, Blizzard etc.)

      Originally posted by viettuan129 View Post
      "Frost Beam has been redesigned. It is now using smart targeting, auto-aiming to hit as more targets as possible."
      -> When the monsters are dies, sometimes it still aims to the blank space.
      When there are no more targets to aim to, that's where the human player has to step in and move his character or "exit" the Beam.

      Comment


        #4
        Originally posted by Red (Developer) View Post
        • Juggernaut 6 parts set bonus: 10% chance to perform a Whirlwind when attacking replaced by increases the damage of Whirlwind and Cleave by 15%.
        • Defender 4 parts set bonus now increases Sword and Board Shield Slam damage by 100%.
        • Defender 6 parts set bonus now reduces the internal cooldown of the Deadly Throw proc caused by Shield Block by 2 seconds.
        • The Adventurer set can now drop at legendary quality for all classes.
        I know its been brought up but the set bonus' on warrior are now very lacking. Both BH and Mage have a skill activate with 6 part bonus, not that WW was a great skill but it gave people a reason to wear a full set.

        Comment


          #5
          Originally posted by DariusStryke View Post

          I know its been brought up but the set bonus' on warrior are now very lacking. Both BH and Mage have a skill activate with 6 part bonus, not that WW was a great skill but it gave people a reason to wear a full set.
          Warrior set bonuses have been awful for years... Best Warrior gear is now 2 Jugg 4 Adventurer. While BH is in full Stalker and Mage is in Full Apprentice. Should be obvious that something is wrong with Warrior bonuses, and yet they botched updating them to something actually useful. Cleave/WW are no longer used at all and 150 Crit to Frenzy is far inferior to the 2 or 4 piece Adventurer bonuses.
          VEBA ZULA DIPE 1402
          Name: Lascivious

          Playing M&M Since November 26th, 2014

          Comment


            #6
            Originally posted by Red (Developer) View Post
            In addition, Shockwave now heals for 20% of the Hero’s total heals over 4 seconds, stacking up to two times (was 5% per target hit, instant).[/B]
            [/B][/LIST]
            The ingame tooltip says that it heals for 10% of the Hero's total life (instead of those mentioned 20%), stacking up to two times.

            So... is that just another tooltip error (like the error regarding the frostbeam lvl 10 description) or has it been changed again?
            Last edited by Dominik Keßler; 11-13-2017, 06:52 PM.
            NUCE SONI HUCU 7612

            Comment


              #7
              Originally posted by ezcry4t3d View Post

              Warrior set bonuses have been awful for years... Best Warrior gear is now 2 Jugg 4 Adventurer. While BH is in full Stalker and Mage is in Full Apprentice. Should be obvious that something is wrong with Warrior bonuses, and yet they botched updating them to something actually useful. Cleave/WW are no longer used at all and 150 Crit to Frenzy is far inferior to the 2 or 4 piece Adventurer bonuses.
              Completely agree for DW.
              However, for Shield Warrior the 4 piece Defender bonus is a viable choice now. Def 6 also looks appealing to me, but SB still seems to be lacking that last bit to get it to the level of DT, BR and Shockwave.
              MULU FIGU DUFE 7374

              Comment


                #8
                Will the patch notes for .67 be posted here?

                Comment


                  #9
                  Ghost creatures no longer have an abnormally high dodge chance.
                  Finally! It was so troublesome.

                  Juggernaut 6 parts set bonus: 10% chance to perform a Whirlwind when attacking replaced by increases the damage of Whirlwind and Cleave by 15%.
                  I like the +15% to cleave.
                  edit: realized this one was a full 6 parts bonus lolz.

                  Elban movement speed has been increased by 50%.
                  Dear lord...
                  Can you lower his HP leeching ability?
                  Edit: yep this definitely needs a small nerf.

                  [snip]Also, I feel Summoner Lich needs to be nerfed. He's fast (movement speed), he's strong and he's freaking ranged! Like wtf? About 90% of the time I get held back by him in Trials especially when I play Warrior.[/snip]
                  Edit: hah. xd

                  Deadly Throw (rank 10) now bounces off 7 times (was 8) and deals 1500% weapon damage (was 2000%).
                  #FeelsSadMan. This was my primary damage dealing skill. Can you at least lower the cooldown? Actually lower the overall ability cooldown for Warrior.
                  Edit: PLEASE LOWER THE CD AS WELL!

                  Explosive Shot now deals 300% weapon damage (was 200%) and the Explosion proc deals 600% weapon damage (was 500%)
                  [s]Much[/s] better.
                  Edit: better but not much. Who even use Explosion in high levels. 300% dmg... ¯\_(ツ)_/¯

                  Snipe now deals 5000% weapon damage (was 3000%) and always critically hits.
                  :O

                  Frostbolt (rank 10) now deals 425% weapon damage (was 250%), and damage dealt to frozen targets is tripled (was double), but can no longer freeze targets.
                  Got a bittersweet feeling about this. Love the damage increase but I guess freezing would be OP with the damage it deals.

                  Originally posted by ezcry4t3d View Post
                  Warrior set bonuses have been awful for years... Best Warrior gear is now 2 Jugg 4 Adventurer. While BH is in full Stalker and Mage is in Full Apprentice.
                  Am I the only one who doesn't equip Sets only because of the Bonus they give? I have Full Assault for BH, 2x Defender, 4x Juggernaut for Warrior and as for Mage I have 2x Arcanyst.
                  But yeah I agree Warrior himself and his sets are really bad.
                  Last edited by ggsonic; 11-23-2017, 04:24 PM.

                  Comment


                    #10
                    Originally posted by Red (Developer) View Post
                    Hello guys, these are the changes made to the game between versions 1.2.49 and 1.2.65.

                    <snip>

                    General
                    • Life on Hit and Life Regeneration present on gear pieces now award 25% less of the respective stat.


                    <snip>
                    I've seen a number of posts in the forum saying that 360 is the new max for Life on Hit - seem to be confirmed here:




                    1.2.49: (Again, these were posted in the forum, they've been there for a while and the max was confirmed with screen shot)
                    Min: 436 - Max: 546 (which might actually be 545.5, integer rounding for displayed with "%d")

                    Which means a 25% reduction should result in a min of 327 and max of 409.125 - 360 is the mid-range value.

                    If the new max is 360 - then it's a 33% reduction: so new range is: 287.76 to 360.03 - which would technically be rounded to 288 and 360 - matching that of the Damage Reflected value.
                    Eternium Files - links and details Eternium Guides:

                    Comment


                      #11
                      I’ve noticed that since Summoner was eliminated from 1.65 the necronomicon never drops. Is this coincidence or design?

                      Comment


                        #12
                        Originally posted by Peacedawg View Post
                        I’ve noticed that since Summoner was eliminated from 1.65 the necronomicon never drops. Is this coincidence or design?
                        Coincidence

                        Comment


                          #13
                          Originally posted by Peacedawg View Post
                          I’ve noticed that since Summoner was eliminated from 1.65 the necronomicon never drops. Is this coincidence or design?
                          You made sure to play Mage when you were trying to get the Necronomicon, right? :P
                          MULU FIGU DUFE 7374

                          Comment


                            #14
                            Originally posted by narf View Post

                            You made sure to play Mage when you were trying to get the Necronomicon, right? :P
                            LOL I know u messin wit me bruh! Although brings up a good point. Really thankful this game has mandatory class specific drops. I love TQ game but man it’s frustrating how it drops Mage gear when I’m playing melee character. Kudos to Devs for this nice detail in M&M.

                            Comment


                              #15
                              Originally posted by Peacedawg View Post
                              Really thankful this game has mandatory class specific drops. I love TQ game but man it’s frustrating how it drops Mage gear when I’m playing melee character. Kudos to Devs for this nice detail in M&M.
                              It wasn't always this way... Guns used to drop before the BH even came out
                              All classes used to drop all gear till recently.

                              Comment

                              Working...
                              X