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AspieAnarchy

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Posts posted by AspieAnarchy

  1. 5 hours ago, CrusaderDroid said:

    The long cooldowns on rez powers means this always triggers. There's 8 sets of enhancements, but realistically you just slot this one and only this one and then carry on as normal.

     

    This is only true if it has a typical proc-rate; obviously, it would have an outstandingly low/slow one so it didn't.

    Yes, I recognized this was a very good proc, which is also why I put it in an otherwise-underwhelming set.

  2. 7 hours ago, Uun said:

    I'm not against IO sets that could be slotted in rez powers, but why on earth would we need 8 of them?

     

    Why not? I managed to make each of them pretty distinctive from one another, wouldn't you agree?

     

    7 hours ago, Uun said:

    I'm a bit baffled why so many of these sets enhance damage. To my knowledge there are only 3 rez powers in the game that do damage: Soul Transfer, Phoenix Rising and Stygian Return  (I'm not counting Howling Twilight since the damage is tiny). 

     

    Nevertheless, there is still technically damage done by Howling Twilight - more importantly, though, you overlooked Power of the Phoenix (the resurrect-other from Thermal Radiation), and Rise of the Phoenix still as it originally was in certain "Epic" Pools (e.g. Controllers, Dominators, and Corrupters can all get it).

     

    There's also the Renewal of Light, the prestige/token-Hanukkah power, which as is cannot benefit from Enhancements, BUT given that the Prestige-Sprints can be enhanced if you acquire them, I would think that would mean other permanent Prestige-Powers could potentially be made enhanceable (and I don't see why not, especially since most people think Renewal of Light is inferior to Return to Battle, and doing that help could level the field).

     

    I wouldn't be averse to paring down the damage-enhancements a bit, though; what do you think? Are resistance or/and to-hit buffs more common?

     

    • Like 1
  3. 9 hours ago, Shin Magmus said:

    I think "Common Defense" will confuse players into thinking it's an armorset or buff set though, so you might want to give it a more eloquent name like "Street Smarts" or the trope "Combat Pragmaticism".

    Well, when they see it in the same lineup as all the other Defender RANGED sets, their confusion won't last very long, will it?

     

    "Common Defense" is a nod to The Preamble to the Constitution of the United States - perhaps not as en vogue as it was in 2004,

    but I think that's pretty eloquent. Also, it ties in with the Defender Archetype to which it is exclusive, and drives home the point

    that this is what you brought along when Freaks, Lost, and Skulls inevitably come after you with their bananas and loganberries.

  4. I've yet to investigate servers other than Homecoming, but I am pretty sure there are others on which these are already a thing.

     

    A few notes:

     

    Some of these sets do enhance attributes that not all resurrection-powers have (much as many - too many, IMO! - Endurance Modification sets already do the same).

     

    If something says "Endurance" alone, that means "Endurance Reduction", as opposed to "Endurance Modification".

     

    I don't claim to be good at precise numbers, so instead I use a broader code of "+"es to indicate roughly how good the set bonus is.

     

    Also, I should explain my personal shorthand that will be seen below, although many might find it self-explanatory:

    "Physical" = Smashing and Lethal damage

    "Thermal" = Fire and Cold damage

    "Power" = Energy and Negative Energy damage

    "Life" = Psionic and Toxic damage

     

    “Jump-Start” (Resurrection, Uncommon)

    Image: jumper-cables

    - Healing/Endurance Modification

    - Endurance/Recharge

    - Endurance/Recharge/Range

     

    Set Bonuses:

    #2: +Power Defense

    #3: +Endurance

     

    _ _ _

     

    “Revenance” (Resurrection, Uncommon)

    Image: a hand bursting from a grave

    - Healing/Endurance Modification

    - Recharge

    - Healing/Endurance Modification/Recharge

    - Damage/Resistance

     

    Set Bonuses:

    #2: +Life Resistance

    #3: +Damage

    #4: +Regeneration

     

    _ _ _

     

    “Take A Mulligan” (Resurrection, Uncommon)

    Image: a poker-hand consisting of aces and eights

    - Healing/Recharge

    - Endurance Modification/Endurance

    - To-Hit Buff/Range

    - Resistance/Endurance

    - Damage/Recharge

    - Recharge

     

    Set Bonuses:

    #2: +Recharge

    #3: +Health

    #4: +Life Defense

    #5: ++Regeneration

    #6: ++Endurance Discount

     

    _ _ _

     

    “Timely Intervention” (Resurrection, Rare)

    Image: one hand grabbing another from above

    - Healing/Endurance Modification

    - Recharge/Range

    - Chance for Instant Recharge

     

    Set Bonuses:

    #2: +Recovery

    #3: ++Range

    _ _ _

     

    “Hard Reboot” (Resurrection, Rare)

    Image: a crackling computer monitor

    - Endurance Modification

    - Healing/Endurance

    - Healing/Recharge

    - Resistance/Damage

    - Chance for AoE Energy Damage

     

    Set Bonuses:

    #2: +Physical Defense

    #3: +Accuracy

    #4: +3 Pts. Knockback Protection

    #5: +++Power Resistance

    _ _ _

     

    “Will To Live” (Resurrection, Rare)

    Image: a flower emerging from concrete/snow

    - Healing/Endurance Modification/Recharge

    - Healing/Endurance Modification/Endurance

    - Endurance/Recharge

    - Resistance

    - Range

    - Recharge/Chance to grant Temporary HP

     

    Set Bonuses:

    #2: +Power Resistance

    #3: ++Regeneration

    #4: ++Recovery

    #5: +Life Resistance

    #6: ++Healing

    _ _ _

     

    “Triumphant Return” (Resurrection, PvP)

    Image: a wounded gladiator waving to the crowd(?)

    - Healing/Endurance Modification

    - Endurance/Recharge

    - Resistance/Recharge

    - Damage/To-Hit Buff

    - Range

    - Chance for Damage Buff

     

    Set Bonuses:

    #2: +Thermal Defense

    #3: +Range

    #4: ++Recovery

    #5: ++Physical Resistance

    #6: +Accuracy

    PvP-Only Set Bonuses:

    #2: +Movement

    #3: ++Damage

    #4: +Health

    #5: +Repulsion/Teleportation protection

    #6: ++Recharge

    _ _ _

     

    “Strange Eons” (Resurrection, Very Rare)

    Image: 8 planets in conjunction(?)

    - Healing

    - Endurance Modification

    - Recharge

    - Recharge/Range

    - Damage/Endurance

    - Chance for Mystic Fortune

     

    Set Bonuses:

    #2: ++Power Resistance

    #3: ++Endurance

    #4: ++Damage

    #5: +++Thermal Resistance

    #6: +++Recharge

     

    • Like 1
  5. 10 hours ago, Rudra said:

    Even catalyzed purples cap out at 5% defense. So I have to at least oppose your proposed 7% ranged defense. As for the rest? I'm going to sit this one out.

     

    I did say I did not consider myself to be good at specific numbers; the idea was that since it's only one type of defense, it could afford to be a little better.

     

    8 hours ago, CrusaderDroid said:

    Correct me if I'm wrong, but literally none of Mastermind's possible powers can even slot this. You are forced to take Presence to have something to slot, and even then - what are you trying to accomplish here?

     

    Well, you've heard of "Tankerminds", surely? Since you ask, this was intended (yes, with the Presence Pool) to make that more doable.

     

     

    This whole thing was not something I took as seriously as some other things; they were meant to be niche. However, I could revisit the idea to make them align more with things that the ATs are good at, but not best at (e.g. maybe immobilization for Blasters, healing for Controllers, etc - some, like "Omnicore's Mania", "Horus's Glory", and even "Dillo's Cosmic Defense" do already work well enough, I think).

     

  6. The idea here is more AT-exclusive enhancements; unlike the existing ones, they are all 4-piece sets, and instead of all just improving attacks (or mezzes) they all shore up things that the Archetype, broadly speaking, isn't known for.

     

    Like existing AT Enhancements, they can be Catalyzed into Superior versions with approximately doubled bonuses and such.

     

    Most importantly, despite being Archetype-Exclusive, they can be slotted into any appropriate power - including Ancillary/Patron/Pool powers a character of the correct Archetype may take.

     

    I don't claim to be good at precise numbers, so instead I use a broader code of "+"es to indicate roughly how good the set bonus is.

    Also, I should explain my personal shorthand that will be seen below, although many might find it self-explanatory:

    "Physical" = Smashing and Lethal damage

    "Thermal" = Fire and Cold damage

    "Power" = Energy and Negative Energy damage

    "Life" = Psionic and Toxic damage

     

    Finally, I hope you like my NPC homages!

    Without further ado:

     

    Ricochet’s Vigor” (Healing, Blaster PIRATE):

    Image: close-up of Ricochet with her pink helmet and maniacal grin

    1. Healing/Recharge

    2. Healing/Endurance

    3. Healing/Endurance/Recharge

    4. Healing/Ranged Defense (grants static bonus to ranged defense - 4%/7% Catalyzed?)

     

    Set Bonuses:

    #2: +Physical Defense

    #3: ++Power Defense

    #4: +++Accuracy

     

    Metronome’s Volatile Presence” (PBAoE Damage, Controller PIRATE):

    Image: Metronome looming behind some fighting Praetorian Clockwork

    - Accuracy/Recharge

    - Damage/Endurance

    - Damage

    - Damage/Chance for Burnout (as Super-Speed; uncommon proc)

     

    Set Bonuses:

    #2: +Recharge

    #3: +Control Duration

    #4: ++++Life Defense

     

    Proton’s Frustration” (Melee Damage, Defender PIRATE):

    Image: Proton raising his fists in anger

    - Damage

    - Accuracy/Damage

    - Accuracy/Recharge/Endurance

    - Damage/Chance to Confuse (brief, weak effect, but proc rate is decent)

     

    Set Bonuses:

    #2: ++Power Resistance

    #3: ++Damage

    #4: ++Control Duration

     

    Grym’s Otherworldly Glamour” (Confuse, Scrapper PIRATE):

    Image: Grym striking a noble pose

    - Accuracy/Confuse

    - Accuracy/Confuse/Recharge

    - Accuracy/Endurance

    - Endurance/Melee Defense (grants static bonus to melee defense - 3%/5% Catalyzed?)

     

    Set Bonuses:

    #2: +++Power Resistance

    #3: +Thermal Resistance

    #4: ++Debuff Resistance

     

    Dillo’s Cosmic Defense” (Ranged Damage, Tanker PIRATE):

    Image: Dillo pointing, projecting an energy-ray up at the starry sky

    - Accuracy/Damage

    - Accuracy/Range

    - Damage/Range

    - Accuracy/Chance to Slow

     

    Set Bonuses:

    #2: ++Power Resistance

    #3: ++Range

    #4: ++Endurance Discount

     

    Warrant’s Arrest” (Hold, Brute PIRATE):

    Image: Warrant smirking while holding up some handcuffs

    - Accuracy/Hold

    - Damage/Recharge

    - Damage/Hold/Endurance/Recharge

    - Hold/Chance for Regeneration Drain (i.e. target's regeneration rate is debuffed, your own is commensurately increased)

     

    Set Bonuses:

    #2: ++Health

    #3: +Movement

    #4: +++Thermal Defense

     

    Crosscut’s Joie De Morte” (Endurance Modification, Stalker PIRATE):

    Image: Crosscut's mask, twisted into resembling a horrible, oversized grin

    - Endurance Modification/Damage

    - Endurance Modification/Accuracy/Endurance

    - Endurance Modification/Accuracy/Damage/Recharge

    - Damage/Endurance Modification/Global Endurance Discount (grants static discount to all endurance costs - 2%/3% Catalyzed?)

     

    Set Bonuses:

    #2: +++Physical Resistance

    #3: +Damage

    #4: ++Recharge

     

    Deadpan Sarcasm of Dr. Graves” (Threat, Mastermind PIRATE):

    Image: Dr. Graves staring directly at the viewer, arms crossed

    - Threat/Endurance/Range

    - Threat/Accuracy/Recharge

    - Accuracy/Endurance/Range/Recharge

    - Threat/Chance for Negative Energy Damage

     

    Set Bonuses:

    #2: ++Health

    #3: ++To-Hit/Defense Debuffs

    #4: ++Life Defense

     

    Mr Yin’s Untouchable Status” (Defense, Dominator PIRATE):

    Image: Mr. Yin standing arms outstretched atop a YinCorp skyscraper

    - Defense

    - Defense/Recharge

    - Defense/Endurance

    - Defense/Global Range Increase (grants static discount to ranges of ranged powers - 5%/10% Catalyzed?)

     

    Set Bonuses:

    #2: +Life Resistance

    #3: +++Physical Resistance

    #4: ++Accuracy

     

    Omnicore’s Mania” (Resist Damage, Corrupter PIRATE):

    Image: Omnicore with a slightly bloody lip and determined expression

    - Resistance/Recharge

    - Resistance/Endurance

    - Resistance/Endurance/Recharge

    - Resistance/Mez Resistance (grants static global mez protection - 1.0/1.5 Catalyzed?)

     

    Set Bonuses:

    #2: +Accuracy

    #3: +Life Resistance

    #4: ++++Recovery

     

    Fusionette’s Penchant For Peril” (Immobilize, Sentinel PIRATE):

    Image: Fusionette trying to climb out of a cave

    - Accuracy/Immobilize

    - Accuracy/Damage/Immobilize

    - Damage/Endurance/Recharge/Immobilize

    - Immobilize/Chance for Resistance Debuff

     

    Set Bonuses:

    #2: +Power Resistance

    #3: +++Movement

    #4: ++Damage

     

    Arbiter Sand’s Ennui” (To-Hit Debuff, Arachnos PIRATE):

    Image: Arbiter Sands with a small frown on his face and a cup of coffee in his hand

    - To-Hit Debuff

    - To-Hit Debuff/Accuracy/Endurance

    - Damage/Endurance/Recharge

    - To-Hit Debuff/Negative Energy Resistance (grants static boost to Negative Energy Resistance - 6%/9% Catalyzed?)

     

    Set Bonuses:

    #2: +Health

    #3: +Endurance Drain Resistance

    #4: ++++Life Resistance

     

    Horus’s Glory” (To-Hit Buff, Kheldian PIRATE):

    Image: Horus (Remember him???) floating in the air, arms and legs akimbo while radiating energy

    - To-Hit Buff

    - To-Hit Buff/Endurance/Recharge

    - Endurance/Recharge/Endurance Modification/Defense (yes, this one also enhances things that are only found in some T-H Buff powers)

    - To-Hit Buff/Resistance Debuff Aura (passive aura like is found in many Pet Damage sets, but this one is offensive and debuffs enemies within range - 2%/4% Catalyzed?)

     

    Set Bonuses:

    #2: +Movement

    #3: ++Recovery

    #4: +++Power Defense

    • Like 1
    • Thumbs Up 1
  7. 2 hours ago, Vic Raiden said:

    Sounds interesting. Kinda like Devices, but primary-- hold on, if this is a ranged powerset, which I doubt will be a Defender exclusive forever, wouldn't that allow one to have a double Taser attack?

     

    It is fully intended to be Defender-exclusive, though (hence by definition not Primary). It's meant for a particular character concept, as described,

    and not for anyone who actually wants to hit hard.

     

    RE Taser specifically, this would not be the same as Devices's Taser, which for one thing is way more potent; think of it more like the

    Defender/Corrupter "death-by-flashlight" version of Radiation Blast's Neutrino Bolt.

    • Like 1
  8. COMMON DEFENSE (Ranged)

    Available to: Defenders

    Set Color: Pea Green-on-Concrete Grey

     

    Not every brilliant surgeon carries heavy weaponry, not every crafty witch throws fireballs, not every psychic mutant can produce deadly telekinetic blasts, and not even every laboratory accident gives one the power to fire radiation from one’s eyes – for those whose powers are limited to those of a subtler variety but want in on the often-violent life of a costumed adventurer, the Common Defense offers a wide array of simple but effective weapons. True to their nature and your relatively limited skill with them, they are not particularly accurate or strong and have below-average range, but they are very easy on endurance cost, tend to be quick to recharge, and offer an exceptionally diverse array of both damage-types and useful debilitating side effects.

     

    1) Taser – Your electrocute a foe with your trusty taser, slightly reducing its endurance recovery and having a chance to for a weak, brief stunning effect.

    Damage: Minor Energy Recharge: Very Fast

    2) Saturday-Night Special – Your firearm is a cut or two above the cheap “pop-guns” one finds in the hands of so many lower-level street thugs, but only just; as guns tend to do, it is likely to reduce the defense of any target who survives being shot.

    Damage: Moderate Lethal Recharge: Very Fast

    3) Pepper-Spray – you spray your your target in the eyes with a nasty chemical compound, dealing only a minute amount of Toxic damage, but massively reducing its chance to hit and possibly stunning it as well.

    Damage: Minor Toxic Recharge: Moderate

    4) Mini-Grenade – These small, simple, cheap explosives have only meager damage and area, but they can be thrown fairly quickly.

    Damage: Minor Fire/Lethal Recharge: Fast

    5) Fire-Extinguisher – Weaponizing this high-end model of common safety-equipment results in a short, intense cone of gelid gas that damages and slows foes in range. Some may even be frozen in place, but will break out if attacked.

    Damage: Moderate Cold/Smashing Recharge: Fast

    6) Power Boost - similar to Dominator Assault power

    7) Bottle-Rocket – These nasty knickknacks land and explode in a targeted area, dealing relatively decent damage and blinding enemies in the area, and even those who are not blinded still suffer a hefty handicap to their accuracy.

    Damage: Moderate Fire/Lethal Recharge: Moderate

    😎 Isotope-Dart – You’ve procured access to some nasty radioactive material, shaped into darts and fit for firing from any otherwise-typical firearm. Aerodynamic and nearly silent, these can be delivered as a sniper-attack, and one that, while not quite as accurate, takes less time than others to aim. Its insidious radiation will cause those struck by it to suffer reduced damage resistance.

    Damage: Superior Energy/Toxic Recharge: Medium

    9) IED – These versatile homemade explosives can be placed on the ground as long-lasting traps, or tossed directly at an enemy; either way, the result is a fiery concussive explosion that will knock enemies back and burn them for some additional damage over time.

    Damage: High Fire/Smashing + Minor Fire (DoT) Recharge: Medium

     

    Example Character Concept: The Humble Dr. Stefan Fiat! (Heroic Empathy/Common Defense Natural Defender)

    • Haha 1
  9. To Whom It May Concern:

     

    Can you say in particular where the idea for Nemesis came from?

     

    It's one thing to say, 'okay, let's have a steampunk enemy-group, that's fun, people like that' -

    but it's quite another to choose to make the central figure of that enemy-group not just one

    of the Biggest and most effective Bads in the game, but one of, if not the, single most pivotal

    and lasting characters in your universe!

     

    ____

     

    On a tangentially-related note, whose idea was Bad Penny?

    • Like 3
  10. 23 hours ago, Lusiphur Malache said:

     I'm thinking a Tell/Fire defender doesn't need anyone else....

    ...Most characters can solo, sure, but why in particular?

    ALSO:

    - Heyhey, a sneak-preview of what the shorthand slang would be!

    - Anyone else a little bothered by the fact that the "Thanks" Emote is on the far side of the menu?

    - What the heck is your avatar??? Reminds me of the Maruchan guy.

  11. 12 hours ago, CrusaderDroid said:

    Mudball: Not super exciting, but I appreciate the practicality. You can very easily have this ground fliers.

     

    Yeah, I thought about the latter; it should. I just wasn't ready to do more work on it, but now that I've gotten feedback, I guess I can.

     

    12 hours ago, CrusaderDroid said:

    Stone Plating: This is bigger than you might think since it boosts both resist and defense simultaneously, when most buffs pick one. It makes me a bit worried about room for numbers. Still, it works and is pretty typical of the usual powers in the set.

     

    I figure an earth/stone Buff set SHOULD be especially good at defensive buffs, so that was my thinking (as well as struggling to settle on just one); think of it like some of the Shield Defense powers, which also grant both.

     

    12 hours ago, CrusaderDroid said:

    Mineral Infusion: Here's where things start to get weird, since you're now able to double stack your own resist buffs on allies, on top of the max health boost. I think if you only had this or Stone Plating, it would be fine, but together may be too much for one person to give - or worse, you need both to match just one cast from another power in a different set.

     

    I'm trying to make it different from just a heal, is my thinking - and that may be where your complaint about too much resist-buff may be coming from. Other sets (e.g. Thermal Radiation, Pain Domination) heal AND buff resistance, and since protection is "preemptive healing", I figured I could exchange healing for more resistance buffing; since you make it so clear I overdid it, I accept that, but does my explanation make sense at least?

     

    12 hours ago, CrusaderDroid said:

     

    Scouring Sands: Curiously, this doesn't lower smashing resist. Trying to do Seismic Blast with this set for the traditional mono-element would leave you with a resist drop you can't actually use yourself. This is very bad for a Corruptor. You might just want to make this a universal resist drop, but honestly it doesn't seem particularly novel to me. Definitely high on the list to cut.

     

    I don't care to cut it, but sure, I can expand the resistance types it affects; my thinking was 'what kind of damage would a blast of scouring sand make someone more vulnerable to?' (e.g. not Psionic), but in hindsight I could include Smashing; the idea was also, if I didn't make it a universal resistance debuff, that would allow the resistances it DID debuff to be debuffed MORE; Semper Quid Pro Quo.

     

    I appreciate your remarks about how a Corrupter SHOULD be able to directly exploit its own debuffs; notice how I've generally tried to differentiate Corrupters from Defenders by making the former more debuff-focused (but not without the occassional variation/deviation)?

     

    12 hours ago, CrusaderDroid said:

    Plume of Dust: This looks fine to me. It's a good suite of debuffs and CC.

    I think it was one of the first things I came up with when conceiving of this set, too.

     

    12 hours ago, CrusaderDroid said:

    Loam Layering: This is your third +resist power. I think you're giving up too much utility in this set by focusing so hard on resist. Would definitely cut for a better option.

     

    Well, that's not too out of line, is it? Some Buff sets (e.g. Force Fields, Sonic Resonance) are meant to emphasize defensive buffs and give several; surely you'll agree this is still more eclectic than either of those.

     

    I do understand what you mean about Mineral Infusion (again, see my rationale), but Loam Layering and Stone Plating were specifically meant to be akin to the two defense buffs in both Cold Domination and Thermal Radiation; view Mineral Infusion not as a third, but as a heal that's been adulterated with +resist (like Alkaloid from Poison, but moreso). 

     

    12 hours ago, CrusaderDroid said:

    Wall of Stone: Innovation! I love the idea of a wall, except...it's just a wall. In a game where enemies can fly, a bunch of rocks in a row is a woefully inadequate defense. Not just that, it doesn't do anything - it just sits there and can't even draw aggro to itself. This is not a good choice even before the logistical issues of blocking your own teammates with your creation. There's totally room for "big rock creation", but it's probably in the form of an obelisk or pillar with an aura or active effect, not a wall. 

     

    Yes, I felt a wall was kind of mandatory for an Earth-Buff set, glad you appreciate the idea! Like I said in my OP, it's meant to be big enough to block most but not all of a typical indoor hallway, so that makes it more useful indoors where fliers are more restricted anyway.

    Of course it just sits there and doesn't do anything; you've seen walls before, right? It's supposed to be good for those who can get tactically creative with it, like in various puzzle-games where you can accomplish all sorts of things simply by knowing the right place to throw a wall.

    You could, for example, use it to:

    - create a chokepoint to really restrict how many enemies can come at you at once

    - throw it up as an "Oh Shit Button" when you're forced to retreat, or to give you even a moment's respite while you use the Physician Accolade power to raise allies

    - not totally block, but simply reduce the amount of fire you're taking

    - divide and conquer! Yes, some enemies can fly, but many others can't!

     

    An aggro-draw mechanic might not be bad; seems like the sort of thing that could be tested for necessity and added during playtest if this were to actually be accepted by the devs.

     

    12 hours ago, CrusaderDroid said:

    Mega Mudball: It's Mudball++. Not entirely sure this is what your kit needs - this is a support set, not a control set. I'd look for other ideas, or move things around so you have a different power instead of Mudball at tier 1.

     

    Notice how many Buff sets (coughcoughSTORMS!coughcoughTRAPS! - sorry, all this working with rock and dust must be getting to me!) already dabble in more fields than most other Powerset-categories do? Besides, this is still primarily a debuff, totally in line with existing things; it doesn't deal damage, mass-knockdown is a pretty tame form of "control", and otherwise its main appeal is the debuffs it leaves. I like it the way it is.

     

    12 hours ago, CrusaderDroid said:

    Cleansing Clay: I like it for the most part. Debuff resistance reduction is a nice thing I've thought about before. I don't believe there's a difference between normal damage and DoT damage, so you might want to sub in a small damage absorption effect instead to get similar results.

     

    Well, my thinking regarding DoT was it's like a condition - when you're suffering DoT, you'll see an icon of the DoT effect in your buffs/debuffs lineup, so I thought it could periodically remove such effects; if I'm wrong about how that works or what's possible, your "small damage absorption" idea is a good alternative (maybe better, I'll admit - means the power could take Heal/Absorb Enhancements).

     

    12 hours ago, CrusaderDroid said:

    Mineral Orb: I'm not super experienced with endgame stuff, but I don't think anyone is so desperate for Psionic resistance that they'll take this power, when that's its only function and it can be destroyed. Floating orb is cool, but this needs an entirely new effect.

     

    Think of it like Force Field Generator from Traps, but more specialized (and hence granting a bigger boost); perhaps more obviously, it's like Minerals from Stone Armor, but adapted to a Buff set; I did think about making it do something more, so if you think what it offers as is isn't good enough, maybe I will - hmm, maybe a weak taunt so it also actively draws fire?

     

    12 hours ago, CrusaderDroid said:

    Fossils: Love the theme. Very tired of +resist at this stage. I think it's got a weird identity crisis here - I think you want this to be more ally support instead of enemy control. An immobilize at this point isn't as valuable when control sets have had similar powers much earlier, and the resist you're granting is rather narrow.

     

    I wouldn't call it an "identity crisis", I'd call it 'multipurpose'. Yes, it only grants one resistance, but it's the only source of Negative Energy resistance in the set. It's situational. An immobilizing 'trap-field' may be gilding the lily when you're on a team with plenty of control, but sometimes you're not, so here you have some when you'd otherwise have none (not to mention its use when soloing - Defenders will appreciate being able to keep melee bruisers at bay, and Masterminds will be able to provide their minions with a convenient shooting-gallery!). If you can think of any other way to improve it or manifest the theme, I'm "listening".

     

    12 hours ago, CrusaderDroid said:

    Pave the Way: Yeah, see, this one? Give me more of this. This is a genuinely neat trick. I don't know if it's top tier (although it's +defense so probably), but it's innovative and cool and thematic. That's the kind of stuff to go for.

     

    Glad you like it! This was one of my later ideas; think Invisible Woman or Magneto just striding through as their powers remake the world around them.

     

    12 hours ago, CrusaderDroid said:

    Move Mountains: Oh come on. Look, even Stone Armor isn't as obsessed about resists as this set. Whether or not you keep this depends on how much of the other +resist stuff you keep.

     

    It does more than grant resistance, though; what about the rest?

    I admit, I had some trouble coming up with how to do this right; what I'd REALLY have wanted to do is right there in the name, but THAT level of terraforming is beyond the game engine, so I had to compromise. What would you think if I made it more offensively-oriented?

     

    12 hours ago, CrusaderDroid said:

    Boulder of Doom: This is hilarious. I love it. My only concern is that pets have generally been the domain of the Controller and Dominator primary sets, and this feels like it should be there instead of on a support set.

     

    ...And a cyber-cookie if you can name the precise pop-culture inspiration for it! ;)

    I'm glad you approve; as for your "pets" complaint, bear in mind that both only SOME Archetypes would get it, AND there is most assuredly precedent for pets/pseodopets in Buff sets (e.g. Storm Summoning, Dark Miasma, Traps) - in fact, when designing it and picking its powers, I specifically modeled it after Dark Miasma's Dark Servant.

     

    Thank you for the thoughtful feedback!

    • Like 1
  12. TELLURIC BOUNTY (Buff)

    Available to: DefendersCorruptersControllersMasterminds

    Set Color: Sand-on-Hazel

     

    You can direct earth, stone, dust, clay, and minerals to fortify those you favor, and bring low those you don’t. This set is slower overall than some other Buff sets, but offers a strong and diverse array of hampering debuffs, (mostly) defensive buffs, and a few surprises sure to either keep enemies on their toes, or to sweep them off. The ability to control and shape the environment is a strong suit of this set, offset by the shortcoming of being much less effective against airborne or teleporting enemies (and to a certain extent, less useful to airborne or highly-mobile comrades).

     

    1) Mudball – You hurl a generous glob of heavy, gooey, blinding mud at your target, briefly immobilizing it, impeding its endurance recovery, and reducing its chance to hit. All but the most vigorous of fliers will be brought down and struggle to go aloft again.

    Recharge: Fast

     

    2) Stone Plating – You encase your allies in sturdy but light stone, increasing both their defense and resistance to Smashing, Lethal, Energy, and Toxic damage.

    Recharge: Fast

     

    3) Mineral Infusion (DefendersMasterminds) – You fortify a single ally with vital minerals, briefly both granting temporary hit points, and increasing its resistance to Toxic and Energy damage.

    Recharge: Moderate

    OR

    Scouring Sands (Corrupters) – you assail foes in a cone with an agonizing sandstorm, greatly lowering their damage resistance.

    Recharge: Medium

    OR

    Plume of Dust (Controllers) – A mighty plume of dust erupts from beneath your target and every other foe in a substantial area around it, causing moderate slowing, reduced perception and chance to hit, and a weaker chance to render them choking and helpless.

    Recharge: Slow

     

    4) Loam Layering – You insulate your allies in a layer of hard-packed soil, providing good protection in the form of resistance to Cold, Fire, Smashing, and to a much lesser extent, Energy and Toxic damage.

    Recharge: Fast

     

    5) Wall of Stone (DefendersControllers) – You raise a thick stone wall to impede your foes and shelter your friends, about tall and wide enough to block most but not all of a typical hallway. Being a stone wall, it doesn’t move once created, cannot be moved through, and blocks line of sight, but you may dismiss (as one would a pet) it at any time. The wall can be destroyed by damage, and can neither be healed nor buffed save by other Telluric Bounty powers (including those not available to your Archetype); it has very strong hit points and resistances to all damage, but little defense.

    Recharge: Slow

    OR

    Quicksand (CorruptersMasterminds) – as Controller

     

    6) Mega Mudball (DefendersCorrupters) – You blast enemies in an area with an explosion of mud, immediately knocking them to the ground and also leaving them with greatly slowed endurance recovery and reduced accuracy for a short time afterward; all but the strongest fliers will find it difficult to take to the air again.

    Recharge: Moderate

    OR

    Cleansing Clay (ControllersMasterminds) – You bring forth a patch of clean, aromatic, invigorating wet clay in a targeted area; you and any allies gain a modest amount of damage absorption so long as you are in the area, while enemies in the same area suffer a small amount of slowing and become more susceptible to knockdown effects and endurance drain and debuff effects.

    Recharge: Slow

     

    7) Mineral Orb – You raise a spherical formation of rare minerals to follow along near you; it can be targeted and damaged by enemies, but naturally is very hard to destroy; it can be buffed, but can neither be healed nor regenerate health. Its complex and mysterious properties serve to deflect incoming psionic power in a large area around it, thus granting you and your allies greatly increased defense against Psionic attacks. Furthermore, it causes irritating psychic feedback that is likely to goad enemies into attacking it directly.

    Recharge: Slow

     

    😎 Fossils (DefendersMasterminds) – You dredge up a layer of ancient fossils, creating a large area in which all allies receive a small resistance and moderate defense bonus against Negative Energy damage, and in which enemies touching the ground face a periodic chance to suffer immobilization should it run afoul of one of the fossils; while the latter effect is not especially accurate, it is quite strong if it connects and even deals a bit of damage. Damage: Minor Lethal/Negative Energy

    Recharge: Slow

    OR

    Pave the Way (CorruptersControllers) – You sculpt the earth beneath your feet and the structures and land around you for the convenience of yourself and your compatriots; so long as this power remains active, it generates a colossal area in which you and your allies gain increased ground speed and ranged defense, and to a lesser extent jump height and area defense, and your enemies suffer a lesser degree of the opposite.

    Recharge: Long

     

    9) Move Mountains (DefendersMasterminds) – You imbue yourself and nearby allies with the power of the mountains, granting the following benefits to all affected for a moderate amount of time: Increased maximum hit points and endurance, strong protection from knockback, knockdown, repulsion, pull, and defense and resistance debuff effects and boosts to all such effects when the affected themselves use them, and a further universal knockdown and/or resistance debuff “proc” to all attacks. When the effect wears off, you (and only you) will suffer some immediate endurance loss and a brief period of reduced endurance recovery, damage resistance, and movement speed; the penalty is small, but cumulative and a tiny amount longer for every other beneficiary.

    Recharge: Very Long

    OR

    Boulder of Doom (CorruptersControllers) – You unleash a spherical boulder to harass and terrorize groundbound enemies for several minutes. It can be targeted and damaged by enemies, but naturally is very hard to destroy; it can be buffed, but cannot regenerate health nor can it be healed save by other Telluric Bounty powers (including those not available to your Archetype).

    Boulder of Doom:

    Bruising Bludgeon – quick single-target attack deals minor Smashing damage but also debuffs resistance

    Bowl Over – melee cone attack that deals minor Smashing damage, knocks back, and may disorient enemies

    Invoke Panic – as Presence Pool

    Spring Attack – as Leaping Pool

    Fracture – as Earth Manipulation

    Boulder-Dash – greatly increases land speed, limits jumping ability

    Recharge: Long

     

    Example Character Concept: The Vengeful Cornerstone! (Villainous Thugs/Telluric Bounty Mutant Mastermind)

     

    • Like 6
  13. I've already posted this in Bug Reports, but maybe that's the wrong place if I want help with an answer.

     

    Ever since the update, my primary computer's been completely unable to load in many Zones, causing a crash and a system complaint about RAM I'd never seen before - see the link above.

     

    Other zones are unreliable, and I know of at least one mission that functioned up until the last part, then crashed.

     

    I do have another computer on which the game works better (i.e. at all), but that's otherwise not as good a computer, and as of a day or two ago, I've started having nasty MapServer issues even on it, losing connection and getting spit out from time to time (including right before finishing missions).

     

    Any ideas?

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