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Menelruin

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Posts posted by Menelruin

  1. I have no idea if the code allows this or not....

     

    Make instant healing a toggle, into a REACTIVE power;  while it's on, any time your character takes damage, they instantly heal either a tiny flat amount of HP, or a tiny % of their max HP (I'm not sure which is more balanced).  This would be neutral across damage TYPES, but not damage STYLES, obviously:  Against big, single hits, it won't do much (which fits thematically), but against "death by a thousand cuts" attacks or DoTs, it should be excellent against them.....which again, fits for a Regen character being tough against things that work like poisons.

     

    Just wanted to bam this out before I forgot. 

  2. Sometimes, you just wanna nail someone in the face with a giant drill.  I'm not sure if the animations really work for a "claws" weapon, but it occurred to me this might work as a sort of "fists combat aura" effect, overlaying some giant drills on your hands whenever you're getting ready to punch someone.

    Simon_%28Tengen_Toppa_Gurren_Lagann%29_Drill_Fist.jpg

    Drill_Man_full_body.png

    • Like 1
  3. Ooh, another possibility is if Mighty let you summon a giant energy/psionic fist to smash the ground!

     

    I'm trying to think of offensive powersets that don't have a clear match for current Judgements.  I mean, OBVIOUSLY an elec melee or elec blaster is going to thematically fit Ionic, but what about Water Blast, or Psionic Blast or Melee?

  4. I agree that added animations could fit for a lot of them.  For example, Vorpal could also be just a ton of bullets fired out, and Mighty could also be "rocks fall", vines erupting, or a missile swarm.  Missiles could also possibly be an alternate for Pyronic.  Since Ionic is energy damage either way, it could also be a big ricocheting ball of plasma.  Personally, I'd also like to see some sort of spatial distortion effect as an option for Negative Energy, or maybe for Cryonic (I have a temporal Defender, and I think I went with Cryonic for the additional "freeze them in place" theme).

    EDIT:  A giant storm could also work for Cryonic, or if we ever get a psychic one added.   I'm not sure what would fit with Water Blast, though. 

  5. 16 hours ago, biostem said:

    The trick, IMO, is how to make being in melee both rewarding and survivable.  I totally get people wanting this setup from a theme/concept standpoint, but we need to look at things from a mechanical/gameplay perspective as well.  For instance, sonic, FF, or even elec can get status protection and defense or damage resist.  Could an empath spam heals or buffs enough to last in battle?

    Well now I have another weird idea.  What if we do the armor/buff secondary folks have suggested, but the more enemies near you, the stronger your buffs?  As for offense, maybe make it so all attacks have a secondary effect (not just obvious ones like Fire or Ice), and the more allies near you, the stronger those secondaries? 

  6. So a costume piece I've wanted for ages is a shoulder-mounted cannon.  There's nothing QUITE applicable right now, but there's something that could be very close:   The "AB7 Afterburn" backpack/jetpack:

     

    image.thumb.png.43c418be3c75f9c790a57c9365619657.png

     

    image.thumb.png.d749bfdf303a03b5fb6fdd7d73c3e19c.png 

     

    Now it actually ends up looking like a PAIR of shoulder cannons, but I'm wondering, is it possible to edit a costume piece and remove a section of it?  If just one of the extending side jets was removed, leaving it assymetrical, I think it'd look pretty badass.  Is this something that the dev team is able to do?  Or can they only move around existing parts from preexisting mobs in the game, not remove OR add to them?

  7. 7 hours ago, Mars121 said:

    Don't know if this has been suggested/discussed already so please forgive me if it has.

     

    I have been leveling some praetorian toons recently, even did one where I went through as many arcs as possible before I had to leave, and I couldn't help but notice that there could be a few powersets added to the game using the Resistance and PPD enemy groups as a base.  The visual and sound effects I found to be very cool and interesting and was wondering if it would be possible to create new powersets with them.  For example the cool little shield that lights up on the Praetorian police when you hit them/get hit by them, and the unique projectiles of the Resistance rifles and pistols.

    Now I am now developer/game designer, and I fully understand if its just not possible at this time due to limits of the abilities or the inability to move them to player use.  If that is the case then could some perhaps be bought as temp powers from the P2W vendor?

    That's what this thread is for 🙂

     

     

    • Thanks 1
  8. You know, Sentinel is a solo class, that has trouble bringing something to teams.  Maybe we should compare it to Defender, a team class that needed a leg up when soloing?

     

    Watchful Guardian:  When teaming, your presence helps guard allies, giving them a minor bonus to resistance.  When solo, you're able to focus more attention to your own protection, instead granting yourself an increased bonus to resistance.

     

    I figure we'll raise Res instead of something else, because damage would contribute too much to more steamrolling,  and Def can get too pointless at endgame.  Plus it aids in solo power, WITHOUT stepping on Blaster's toes.

  9. 9 hours ago, Naraka said:

     

    Just adding stacking debuff resistance (to -rech, -movement, -ToHit, -def, -END and -HP; -regen should just be naturally high without the extra clicks) to all its click powers would likely be more valuable than a scaling +def buff primarily because of those -def debuffs. As is, there are so many sources of these types of buffs and the resists to the debuffs is the premium.  Basically, +def is cheap and the demand is low because of that...but -def resist? I'd wager 5% -def resist on its own is equal to +3% def BUT once you get past somewhere like 15% +def, -def resist value quickly outpaces +def.  Would you rather +25% def from a passive that is quickly stripped away with 1 Quicksand? or +25% -def resist? One you're going to have to brute-force to defend against while the other, it's only a matter of a small purple and 1 application of maneuvers....but not only that, there are *dozens* of other sources of +def to stack with your debuff resistance.

     

    You could apply this buff to regen in 2 ways:

     

    Basic Click Application- Using Reconstruction, Dull Pain, Instant Healing, Revive and Moment of Glory apply a base +res to all those debuffs but with small amounts and moderate durations, requiring stacking several Recons and Dull Pains to get a decent baseline with Instant Healing and Moment of Glory giving you that fat dump of extra +debuff resists.  This makes the set more oriented to clickiness and making you want to keep all of your clicks in a moderate rotation rather than saving them up too long.

     

    Mechanic Power Application- Only certain powers would provide certain debuff resists. For example, Fast Healing would be the basic passive that gives a small amount of debuff resist to -rech while Resilience gives a small amount of debuff resist to -def and -movement....using your click powers then applies multiple stacks of those particular powers' debuff resist as a bonus.  The main difference between this is it emphasizes build comp and allows to skip certain powers if desired but you give up certain debuff resists for it.

     

    All in all, on any kind of team with buffs flying around, your Regen will just be that much better than other sets because they fill in the gaps instead of just making them one-man islands of self-sufficiency.

     

    Conceptual justification for this change: you get your eyes blasted by bright light or smoke or inky blackness, instead of just suffering through it, you regenerate the damage sustained by your eyes and now you can see again (-ToHit resist); you get your body frozen and wracked with frostbite and you're unable to move...instead of forcing the ice to crack, just rip your flesh off and regenerate that and keep on going at a normal pace (-movement). So on and so forth.

     

    If there's any set that deserves to just shrug off a portion of these effects, I'd say it's Regen...but only if you don't overbuff it to make it some competitive powerhouse that leaves many other armor sets in the dust....because if you implemented this idea, Regen would then leave other armor sets in the dust under certain circumstances...and that is more balanced.

    Maybe just have it that Regen inherently recovers from all debuffs faster? 

  10. Breaking cottage rule a bit:  Super Reflexes whole schtick is DEFENSE DEFENSE DEFENSE, but it still has one power that gives scaling RESIST as your HP drops.  What if Regen had one power that gave scaling DEFENSE as your HP drops?  I don't know that SR gives any rationalization for it, but for Regen, you could maybe say enough of your body has been blasted away, you're now a smaller target 😆 

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  11. 1 hour ago, Tyrannical said:

     

    The pet was the tricky part. I didn't want to use a humanoid character because I think that's more Mastermind's thing, but I figured I'd play into the Ninjitsu theme by exploring some Japanese mythology. The Enenra springs to mind as it's the alias of a popular Mortal Kombat ninja; Smoke.

     

    As for the traps aspect, only the choking trap requires to be triggered by enemies, but since it's a hold field instead of a hold AoE, I think it's a fair way of balancing it out so it isnt too powerful compared to other powersets.

    For the pet, maybe an illusion of yourself?   Alternatively, take an existing ninja enemy in game, color them white and apply a weak stealth effect, bam, instant ghost ninja! 

    • Like 1
  12. 39 minutes ago, Gentoo said:

    If I recall correctly, the original blaster inherent was a glass cannon type thing where the lower health you had the more damage you did.

     

    I think I may have been one of the very few who really liked that concept.

     

    In current game, what build would be the most "glass cannon"?

     

    Is it doable to an extreme?

    More focus on single target, or AoE?

  13. 2 hours ago, Rudra said:

    (Edit: You could get away with a ninja imbibing a poison and then immediately spraying it on nearby foes. Imbibing fluid to spray in a foe's face is a common enough martial arts trope that extending it to ninjutsu is not a problem. So just have the animation include imbibing a vial of poison as the attack's opening. Why the imbibed poison doesn't affect the ninja? I have no clue. It should. I'm trying to find a plausible reason for the cone.)

     

    I'm just asking questions because of the given lore compared to the suggested build.

    Two words:  Iocaine Powder 😉 

  14. 59 minutes ago, Chelsea Rorec said:

    I don't think your pick of travel power matters anymore 🙂

     

    This Hero build was built using Mids Reborn 3.1.2.5
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Seismic Blast
    Secondary Power Set: Earth Manipulation
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Shatter -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7)
    Level 1: Stone Prison -- Acc-I(A)
    Level 2: Rock Shards -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(9), Artl-Acc/Rech/Rng(11), Artl-End/Rech/Rng(11)
    Level 4: Heavy Mallet -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(13), Mk'Bit-Dmg/Rchg(13), Mk'Bit-Acc/EndRdx/Rchg(15), Mk'Bit-Acc/Dmg/EndRdx/Rchg(15), Mk'Bit-Dam%(17)
    Level 6: Entomb -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(17), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(19), Thn-Acc/Dmg/EndRdx(21), Thn-Dmg/EndRdx/Rchg(21)
    Level 8: Fly -- EndRdx-I(A)
    Level 10: Seismic Force -- RechRdx-I(A)
    Level 12: Build Up -- RechRdx-I(A)
    Level 14: Upthrust -- Artl-Acc/Dam(A), Artl-Dam/End(23), Artl-Dam/Rech(23), Artl-Acc/Dam/Rech(25), Artl-Acc/Rech/Rng(25), Artl-End/Rech/Rng(27)
    Level 16: Tremor -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(27), SprBlsWrt-Acc/Dmg/Rchg(29), SprBlsWrt-Acc/Dmg/EndRdx(29), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(31), SprBlsWrt-Rchg/Dmg%(31)
    Level 18: Tombstone -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(31), ExcCnt-Dmg/ActRdx(33), ExcCnt-Dmg/Rng(33), ExcCnt-Dmg/Rchg(33), ExcCnt-Stun%(34)
    Level 20: Mud Bath -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(34), PwrTrns-+Heal(46), PwrTrns-EndMod(50), Prv-Absorb%(50), Prv-Heal(50)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34)
    Level 24: Combat Jumping -- Krm-ResKB(A)
    Level 26: Stalagmite -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(43)
    Level 28: Beryl Crystals -- EndRdx-I(A)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Meteor -- Artl-Acc/Dam(A), Artl-Dam/End(36), Artl-Dam/Rech(37), Artl-Acc/Dam/Rech(37), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(39)
    Level 35: Fracture -- Acc-I(A)
    Level 38: Seismic Smash -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg(39), Mk'Bit-Dmg/EndRdx(39), Mk'Bit-Dmg/Rchg(40), Mk'Bit-Acc/EndRdx/Rchg(40), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(42), Ags-ResDam/EndRdx(42), Ags-ResDam/Rchg(42), Ags-ResDam/EndRdx/Rchg(43), Ags-ResDam(43)
    Level 44: Weave -- Rct-Def(A), Rct-Def/EndRdx(45), Rct-EndRdx/Rchg(45), Rct-Def/Rchg(45), Rct-Def/EndRdx/Rchg(46), Rct-ResDam%(46)
    Level 47: Charged Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(48), Ags-ResDam/EndRdx/Rchg(48), Ags-ResDam(48)
    Level 49: Hover -- ShlWal-ResDam/Re TP(A)
    Level 1: Defiance
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- Pnc-Heal/+End(A)
    Level 1: Stamina -- EndMod-I(A), PwrTrns-EndMod(36), PwrTrns-+Heal(36)
    Level 1: Seismic Shockwaves
    Level 49: Quick Form
    Level 8: Afterburner
    ------------

     

     

    Many thanks!  Also, should these requests be posted in a certain subforum?  Or just in the respective AT forum?

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