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Menelruin

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Everything posted by Menelruin

  1. My Mega Man character is currently a DP/Bio sentinel, to approximate changing weapons, armor, etc.
  2. It's okay to have some that lean to specific origin, such as Pistols, Beam Rifle, Demons, etc. Not EVERYTHING has to be neutral. Besides, this could also work if you want to be a ghost (aren't they resistant to Psychic, too?). EDIT: Side note; though I'd also still like a magic staff skin for Beam Rifle, TBH.....
  3. I think you're right.....and in order to make it work, it'd have to have some AMAZING passives, that also activated those drawbacks. That way folks wouldn't just flip them on and off when convenient, because the drawbacks effectively become baked-in.....but the passives would have to be good enough to make it still worth the added vulnerabilities to things like EMP, etc.
  4. If I understand correctly, I believe what @Nightmare Shaman is saying is that the power description is inaccurate, and the power DOESN'T actually add the Toxic damage it's SUPPOSED to.
  5. Yep! That's the thread I was thinking of! The reason I would think it would be more feasible than other MM primary ideas is, in THEORY, every power would 1: Use an already-player-generated model, to carry out 2: An already-existing power animation!
  6. Yeah, that's why I was hoping a Duplication based set, at least, would be feasible; it wouldn't be adding new assets, just mimicking whatever the player model had.
  7. To me, it's partially about the concept and story integration, and the subtle but important distinction between what the character can DO, and what the character IS. Say you want say your character is an undead revenant, powered by necromancy. Such enemies are typically resistant to Negative Energy, so Dark Armor will let you make a character that matches that, more totally than just having Dark punches. If you want to say you're like the Human Torch, and pretty much a fire elemental, a Fiery Aura sentinel will let you match that vibe. Energy Aura and Invulnerability let you match certain concepts, but also can just be "my character is wearing power armor" or "I'm equipped with a personal force field generator." You're CARRYING a machine. There's nothing to fully fit if you ARE a machine.
  8. They already have that happen with existing player models though, so if we base the pet attacks on existing players attacks, wouldn't that solve it?
  9. So I'm not sure if this warrants it's own thread, but I've noticed another conceptual gap that I think needs filled: We need some sort of tech-based armor set that ESPECIALLY provides strong resistance to Psychic (and, just maybe, Toxic). Everyone knows that Psychic damage cuts right through most protections, but against robotic enemies it's almost useless (which FITS, thematically). But what if I want to play as a robotic hero or villain, and want a corresponding resistance to Psychic? Right now IIRC the only armor sets that work are Dark Armor, Stone Armor, and Super Reflexes, which only fit thematically for a couple of fringe cases. I imagine it would be a sort of "flip side" to Bio Armor, where instead of giant organic bits growing out, you have mechanical bionics, or maybe a circuitry pattern over your skin as powers activate. Now obviously it would be unbalanced to give strong protections against special damage types without a tradeoff, so I think this set should provide relatively little protection to Energy damage, matching how both Robots and Freaks in game are more vulnerable to such attacks. Whatcha think? EDIT: I forgot, does WP give Psychic protection?
  10. So I've heard before that making a new Mastermind primary takes the dev team about three times as much effort as making any other power set. I was just curious if the hard part was due to the animations/modeling, or something else.....since I've seen some pretty cool suggestions already for a "Duplication" based henchmen set, I was wondering if that would potentially alleviate the biggest hurdle, since all the animations could presumably be based off the player's own model (like Illusion Control can do now), and from there, it might be possible to "recycle" animations from other powers, like in @Tyrannical's other thread.
  11. Are even Aura effects visible during Granite?
  12. New brute, the RAGING HARDON! RAAAAAAGE!
  13. What if Confront is made into a ranged ATTACK that carries a Taunt and -Range secondary effect? Could be different for each power set; Claws and other weapons could be a dash-there-and-back blitz, Stone and other Elemental melee could be tossing a ball of the element like a blazing spitwad, etc.....
  14. I'm only here to mention that the topic title made me think this was about giving Spines a stylistic option to look more skeletal, which would look badass as hell. All the other suggestions are cool too, of course.....but sharpened femurs with red trails after them? FRICKIN' METAL, bruh!
  15. I heard somewhere that MM primaries take about as much effort to create as any three other sorts of powersets.....
  16. Let's see, between the three power sets existing, assuming we just take some single-target abilities and make them affect a crowd, or all allies.... (In no particular order) 1 Paralyzing Dart 2 Blinding Powder 3 Choking Powder 4 Smoke Bomb 5 Caltrops 6 Kuji-In Sha (heal ally(ies) and resist toxic) 7 Kuji-In Rin (ally status removal, probably single target) 8 Seishinteki Kyoyo (increase Recovery) Maybe throw in a Rez clone? Or if you want to do something weird/unique, could make one power be a big AoE knock-UP power with a relatively short cooldown, like a modified Ki/Kinetic attack on the ground. For the buffs/heals, I imagine maybe make them be single-target and close-range only, as if you have to TOUCH someone to influence their ki flow, but make them stronger and longer lasting than Empathy, both to help balance and distinguish the set.
  17. You know, between the Ninjutsu "armor," the Ancillary, and the Nijutsu secondary for blasters, there's probably a lot of good material for a Ninjutsu Support set. I imagine it would be pretty debuff-heavy, kinda like Trick Arrow or Poison. Might have an ability to "poison weapons", adding Toxic damage to allies' attacks. Probably a group stealth and/or a better smoke bomb, too.
  18. I'd argue what we need is more animation options for existing blasts. Might be better to just be able to do energy blast et al from your eyes instead of hands.
  19. What happens if you make that shield double-white or double-black? Is the animation still visible? Sometimes those color combos help to hide details you don't want, I know.
  20. I never knew they did different amounts of damage! I thought the only differences were aiming, secondary effects, and element!
  21. To be clear, everything that COULD be slotted? Like, Protectors CAN be slotted for Defense, but assuming I didn't, do they still get the benefit from a defensive Alpha?
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