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Menelruin

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Posts posted by Menelruin

  1. On 5/28/2021 at 10:25 AM, Naraka said:

    You can still do that with a "themed" set.  So long as it doesn't lock you into "science" or "technology", you can approximate different origins depending on what the effects actually accomplish.

    My Mega Man character is currently a DP/Bio sentinel, to approximate changing weapons, armor, etc.

  2. 6 minutes ago, arcane said:

    I prefer that powersets be origin neutral as often as possible and that the conceptual work be done by the player with costume choices and with their imaginations.

    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.....

    • Like 1
  3. 51 minutes ago, Naraka said:

    Yes, WP gives a moderate amount of both def and res to psi.  WP can be a decent stand-in for a lot of concepts, possibly even this one considering the set also protects against Fear which fits very much into the concept of a robot themed character.

     

    If we were devising a hypothetical "Robotic" defensive set, I could definitely see high def and res to psi and toxic as well as protection from Fear but rather than giving it a weakness to energy, make it weak to smashing but also very resistant to lethal.  Also, maybe give it the quirk of having a hole/weakness to -END to simulate the tactic of attacking the bot's power supply.  Also, anything flagged as EMP or having additional effects vs robots would also target you.

     

    I think the difficult part of making such a set is filling all 9 powers and it not feeling like a knock-off of existing sets.  Not impossible, just you really have to home in on that concept.

    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. 6 minutes ago, Nightmare Shaman said:

    To clarify, what I was stating was threefold:

    1) I did not know bio added a toxic proc.
    2) It's not unusual to NOT know this as anyone reading through the power descriptions on both mids and the character creator screen will NOT see any reference to the toxic proc.
    3) Thus, I was suggesting maybe the dev's either did not update the power description from the melee sets (on the character creator) because it makes references to other powers that are not included in the sentinel set.  OR, the power was never actually meant to possess a toxic proc and slipped through the cracks before the game shut down.  (Of course this is all complete speculation just trying to understand the reasoning behind it.)

    Either way, as I said in earlier replies, bio is clearly the "winner" of the damage buffs with both a 25% increase in damage AND this mysterious toxic proc that only people who've played bio sentinels at least until they possess adaption know about.  I have no dog in the fight.  Just a curiosity because I read through all the descriptions and clearly remember while scrolling through the power selections that FA was the only one that mentions a proc component.

    My bad.

    • Thumbs Up 1
  5. 38 minutes ago, Tyrannical said:

    I think the only issue raised with a Duplication powerset is how do you make the henchmen distinguishable from one another?

     

    Obviously the whole point of Mirrors is that they look identical to you, but that may not translate so well when you have three different tiers of henchmen that need to be easy to identify, as well as what upgrades they have received.

    Minor aura and/or translucency effects?

    • Like 1
  6. 8 minutes ago, Tyrannical said:

    @Menelruin I did try my hand at something like that when Phantom Mirrors were first introduced. It was a little too high-concept for the EFPR thread, but I think it's probably feasible all the same.

     

     

    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!

  7. 12 minutes ago, Tyrannical said:

     

    It may also fall down to a lack of available assets. Right now HC can't create completely new NPC models, animations, or power FX, so they're restricted to the material that already exists in game. Beast Mastery and Demon Summoning were the last Mastermind powersets to be introduced, and they each introduced unique assets for each, and even Thugs introduced new powers and animations in the form of Dual Pistols/UZIs. The standard for new Mastermind powersets got set pretty high, and it may be that until HC meet those standards, Masterminds have been shelved in terms of future development.

    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.

  8. 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. 

    • Like 1
  9. 5 hours ago, MTeague said:

     

    Then there's the pet attacks themselves, and making sure the animations of the pet attacks FIT the pets. The Grave Knights attacks look so badass because it FITS the Grave Knight. It's not going to be so easy to assign an attack to something that might be female, male, or hugemale, might be 4 feet tall or 10 feet tall, might be thin and graceful and might look like a linebacker.  Might be humanoid, weretiger, or robotic. Might have a head? Might not.  etc.

    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?

    • Thanks 1
  10. 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? 

    • Like 3
  11. 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. 

  12. 1 hour ago, MTeague said:

    One of these weekends I'll need to dust off my Elec/Stone Broot. He's still sitting at lvl 1 in Breakout.

    The recent revamp HAS cleared him for actual play. 

     

    I just keep hoping for any version of Granite where I can actually see shreds of my costume instead of a DE mob.

     

     

    Are even Aura effects visible during Granite? 

  13. On 5/25/2021 at 8:10 AM, Ry said:

    Another thing about Spines that's always stopped me using it the fact you can change the spine type - but not the colour of the power effects themselves. So even if I have for example, I could have sleek, metallic spines of bright gold (ooo, shiny!) but the projectiles still produce bile green effects, and on impact the effect of hitting the enemy is bright red/green. I've always hated this. We can do so much with power customization now but this is one of the sets that never fully experienced it (imho). I wanna shoot gold acid out my spines! T-T

     

    OR RED, FOR BLOOD! 😮

     

    Same goes for Thorny Assault.

     

    But yes, the redraw problem is also valid!

     

    tenor (1).gif

    • Haha 2
  14. 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.....

  15. 1 hour ago, Tyrannical said:

     

    I'm not sure if there's enough material for a full on support powerset, but I did make use of the powers from Ninjitsu and Ninja Training to create a new control powerset called 'Trickery'

     

     

     

     

    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.

  16. 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.

  17. 1 hour ago, Madae said:

    The Vanguard shield would actually be the perfect size, if only it didn't animate. And yeah, swapping the Rapier from Dual Blades to Broadsword doesn't seem like it would be too hard. Here's to hoping that something does get added.

    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.

  18. 10 hours ago, Hopestar said:

    I just gave ones that I would take, you can choose whatever you want, Pyronic just does the most damage to a single target so it works for both solo bosses and groups of minions/lieutenants.

    I never knew they did different amounts of damage!  I thought the only differences were aiming, secondary effects, and element!

  19. 2 hours ago, Omega Force said:

    In addition to what Hopestar said, Alpha slot increases anything that could be slotted normally.  Since your pets can be slotted for damage, damage Alphas function.  The defense Alpha would apply to your protector bots, but not tier 1 or 3.  Back on live my Bots/Traps went with... Nerve Alpha, I think, to make up for the pet level shift.  Back in the day Hybrid only worked if you turned it on before summoning, not sure what HC has done.

    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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