Hey all! Here are the preliminary patch notes for the Iron Man rework which will be coming on patch 1.3. I'm extremely excited for the changes, and am anxious to hear what you guys think. Without further ado....
Iron Man
Energy Beams
Hovering - After continuously walking for a short period of time, Iron Man will activate his jet boots and hover along the ground. This will persist until you stop moving or attack. In the future, this new 'hover' feature will be implemented on other heroes who have a long history of hovering rather than walking across the battlefield.
Iron Man's power trees have been rearranged with new powers. All powers have received adjustments in regards to tuning values.
Repulsor Ray - Now deals 25% additional damage if you have a Force Shield active. The visuals have been improved to be more beam-like.
Unibeam - Iron Man now diverts a portion of his shield's energy to his arc reactor, powering up the Unibeam even further. You can still use the power with no Force Shield. The Unibeam's charge time has been set to a flat 1 second, to resolve player confusion around the charge power and make the tooltip damage more clear.
Repulsor Barrage - Power points now increase Repulsor Barrage's base rate of fire.
Freon Ray - This power has been removed, and Coolant Blast has taken its place (see below).
Pulse Bolt - The AoE radius of Pulse Bolt has been significantly increased, and now causes knockback.
Arc Reactor Enhancement (formerly Reserve Power) - No longer provides passive defense (moved to another power). Now provides a minimap radar tracking passive, and increases the damage of beam powers based on your maximum spirit. The power now resides in the Energy Beams tree.
Disruptor Beam - The visuals have been improved to be more beam-like.
Laser Devastation - A new power for Iron Man's Energy Beams tree. I'll let you guys see this one for yourselves... you may want to lead with this one.
Iron Man's Defense Shields tree is now 'Defense Systems', and contains both defensive Shield powers, and Iron Man's melee/close range powers.
Force Shield - Force Shield is now the only shield power available to Iron Man (Reflective, Kinetic, and Energy Shields have been removed). While active, the shield increases your defense. The maximum amount of shields per point has been increased, and the power has gained a brief cooldown.
Hyper-Velocity Charge - Now increases Iron Man's attack and movement speed for a short duration after charging. Now resides in the 'Defense Systems' tree.
Shield Shutdown - This power has been removed, and its functionality has been merged into Shield Overload (spirit regen) and Force Shield (defense with shields).
Shield Overload - Now restores a percentage of your maximum spirit when detonating the shield, and consumes only a portion of your maximum shield reserve. The bonus damage is no longer based on how much damage your shields have taken, but based on the amount of shields it consumed instead. The power now has a brief cooldown.
Voltaic Punch - A new basic power for Iron Man's Defense Systems tree. Iron Man goes toe to toe with an enemy, throwing heavy punches that deal increased critical damage.
Jet-Assisted Slam - The area of effect radius has been increased. Now resides in the 'Defense Systems' tree.
Coolant Blast - A new power for Iron Man, which has replaced Freon Ray. Iron Man channels a chilling spray of his internal coolant systems at enemies in front of them. Enemies who stand in the blast for too long will be frozen. In addition, Iron Man's melee powers deal double damage against frozen enemies.
Adaptive Defenses (formerly Shield Recharge) - The 'thorns' component of Reflective Shield has been combined into Adaptive Defenses. While your Force Shield is active, enemies that strike you in melee combat will take damage.
Death From Above - Now has scaling knockdown duration with power points. Now resides in the 'Defense Systems' tree.
Tech Gadgets
Wrist Rocket - A new power for Iron Man's Tech Gadgets tree, which has replaced Missile Salvo. Iron Man fires a small rocket from a wrist-mounted launcher, which explodes on targets and ignites them, dealing damage over time.
Micromissiles - Micromissiles now fire in a much quicker burst, and can be used on single targets for a burst of damage, or against no target and the missiles will seek out and track targets on their own.
Missile Control System (formerly Automated Missiles) - This power has been redesigned. It is now a passive which increases the critical rating of your missiles, and has a chance when firing any power to launch a missile.
System Reboot - A new power for Iron Man's Tech Gadgets tree. This passive will engage Iron Man's self-preservation systems when Tony is reduced to zero health, resuscitating his vitals and dealing damage to his attackers. Passively increases Iron Man's defense, which formerly was attached to Reserve Power.
Deployable Medic - A new power for Iron Man's Tech Gadgets tree. Iron Man throws a device to a target location, which deploys a combat medic drone. The drone heals anyone who stands in its area of effect.
Rain of Destruction - A new power for Iron Man's Tech Gadgets tree. Iron Man paints a target area for satellite missile bombardment, raining missiles down on anyone who stands in the blast radius.
House Party (Ultimate Power) - The drone suits summoned by House Party have been enhanced with AI. They will now follow Iron Man and pursue targets on their own. The Shotgun armor has been refitted with the new Coolant Blast, rather than Missile Salvo.