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biostem

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Posts posted by biostem

  1. Ooh here's another (slightly tongue-in-cheek):

     

    Pistol Support

     

     

    1. Healing Rain:  Uses the Bullet Rain animation, except it's a location-based AoE, that heals all friendly targets within it's AoE.

     

    2. Healing Shot: Uses the animation from "Pistols" and delivers a healing payload to a single friendly target.

     

    3. Push 'em Back:  Uses the animation form "Empty Clips", slowing all enemies within it's cone whilst also repelling them.

     

    4. Alternative Ammo:  This power provides 3 mutually exclusive toggles - Healing, Stimulating, or Bolstering payloads.  Healing adds a HoT to any allies affected by your other powers.  Stimulating adds an "Endurance over time" and recharge time reduction effects to any such ally-affecting powers, while Bolstering adds some damage resistance and defense to them.  For enemy-affecting powers, Healing applies a -regen and DoT effect, Stimulating slows their movement and recharge speeds, and Bolstering applies a minor defense and resistance debuff. 

     

    5. Enervating Shot:  Uses "Dual Wield's" animation.  Reduces an enemy's damage, tohit, and max HP.

     

    6. Designated Target:  Uses the animation from "Executioner's Shot" - This power that significantly reduces the particular enemy's defense and damage resistance.

     

    7. Ballistic Cordon:  Uses Piercing Round's animation.  This power requires no target to use and will initiate in whatever direction the user is facing.  It deals heavy DoT and knocks down any enemies in it's narrow cone of effect.

     

    8. Back from the Brink:  Uses Suppressive Fire's animation.  Can only be used on a defeated ally, and resurrects them.

     

    9. Bullet Barrier:  Uses Hail of Bullet's animation which loops as long as the toggle is maintained, which provides a significant defense bonus to all allies within the PBAoE of this power's user, also deals some lethal DoT to any enemies within it.

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  2. I don't have the full set fleshed out, but I'd love to see a sort of "ranged sword" blast set.  Now, it wouldn't consist of you throwing or launching the sword, but rather, it'd consist of you slashing the sword like normal, only you'd project out a "sword slash" instead, (think how claws has focus and shockwave, only expanded to an entire set).

     

    We have the FX from:

    Focus

    Shockwave

    Serpents Reach (from Staff)

    Then I'm sure we could easily adapt other such FX - like psionic tornado and perhaps water burst's FX could be similarly adapted...

  3. On 2/25/2024 at 6:46 PM, NecroLord27 said:

    alt universe version of X-23 known as Weapon Hex

    So doing a quick search for the character's backstory, she seems to be a merger of X-23 and Scarlett Witch.  To that end, I think a claws/energy aura stalker might be a great combination, (use the energy claws weapon options).  Energy aura has a heal which cab be back pretty quickly to represent her regeneration, and you've got  powers like disrupt and energy drain that can reflect the psychic abilities of Scarlett Witch.  Add in the psionic mastery APP, and you're set!

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  4. 37 minutes ago, SirBronco said:

    with dark melee on a tank? Wondering if enhancing my dark melee attacks on my tank is viable or not? Would appreciate any suggestions. Thank you.

    Frankly, I focus on acc & damage for my attacks, unless said attack specifically applies a special effect, (like the +def powers in broadsword or katana).  

  5. I know this has been brought up a few times in the past, but there seem to be times when you can use 1 power after the other, and the transition is smooth with no apparent breaks or interruptions, while other times your character  seemingly stops dead in their tracks, pauses for a moment, then resumes their attacks.  Is this an actual thing with how powers work, or is it more about network or input latency?  Maybe some sort of disconnect between back-end calculations and what the character models depict?  All of the above?  Some other factor(s) I'm not taking into account?  Thanks for reading!

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  6. 2 minutes ago, Saiyajinzoningen said:

    how many times have we seen superman get mad and punch someone through a planet?

    TBH, I think that example is a bit different - it's someone who typically has to hold themselves back, then temporarily losing that self-restraint, whereas someone like the Hulk literally gets stronger as they get angrier...

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  7. On 3/24/2024 at 11:03 AM, alphaulfric said:

    I can't find any main storyline

    A good resource is the Wiki, specifically this section on the various story arcs that are available.  Welcome to CoH, now go hunt, kill skuls!

  8. 5 hours ago, Story Archer said:

    I'm going to be playing with two other people and we're all going to use identical builds when we're playing together

    I'd go with 3 Sentinels;  You'll all be rather sturdy and have the range to cover each other's backs.  On top of all that, if you wanted a little diversification of powers, you could take different APPs/PPPs, some of which offer nice ally/PBAoE heals to supplement your trio.

  9. 22 minutes ago, PeregrineFalcon said:

    There are plenty of comic book heroes who have super strength (more than that of a human if not as much as Superman) and are also highly skilled combatants.

    The tanker/scrapper/brute/stalker divide is, when you get right down to it, more of a gameplay distinction than anything else.  As @Rudra mentioned, it's about who gets larger HP numbers, "punchvoke", an AoE taunt, crits from a hidden state, and so on, not really about actual mechanics found in comic books.  The biggest problem, again as others have pointed out, is how to handle the proverbial elephant in the room;  Rage.  It's kind of along the same lines as why tankers haven't gotten energy aura - simply scaling the numeric values of the powers won't work out well.  For my part, I think the simplest solution is to buff up the base values of the actual attacks in SS then replace rage with buildup, for scrappers...

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  10. 37 minutes ago, KingCeddd03 said:

    Web Control

    I like the idea, but some being grenades and others not could make it kind of cludgy.  I wonder if they could separate the web hold and ground splat effects from the attack animations.  They could also combine the descent effect some spider mobs create when summoned, so maybe have those as temporary pets as well...

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  11. On 3/19/2024 at 2:13 PM, drgantz said:

    Thank you all for your replies.

    I looked up Celerity.  It lasts for 2 minutes when activated.  Does it activate when I turn on Sprint?  Since I don't want to activate it at that time, can it be inserted into my stealth power?

    Just a quick note - if the IO says it lasts for 2 minutes, that's only for click-type powers.  If you put it in a toggle or auto power, it's basically permanent.  Also, while stealth powers do not stack, you will get the benefit from the greater buff, so since Ninjitsu's stealth power grants, IIRC, 35' and the regular stealth power is around 50-55', having both on will give you the greater value, (thought TBH, it's kind of an expensive toggle to run), so I'd go with the stealth IO.

  12. 1 minute ago, megaericzero said:

    I'm guessing Crusader meant "a walking armory doubling as your armor" in terms of animation rather than actually applying an armor over your character.

    I was more referring to his comment in the sentences before that specifically mentioned "power armor".  The Sentinel basically encompasses many such concepts, since they got the blasts and the durability.

  13. 4 minutes ago, CrusaderDroid said:

    t's not quite the same as having a walking armory doubling as your armor

    I've already suggested something similar, but I called the set "Integrated Weaponry".  The important difference is that it makes no assumption about what kind of character you are playing nor where, specifically, the weapons come from or how they are powered - only that said weapons come from/pop out of your character's body.

  14. 4 minutes ago, Player2 said:

    YOU are interpreting it that way.  Mutant robots:  fine.  Magical guns?  fine.  Natural traps/devices?  Noooooo problem.

     

    But magical look and feel with the option to apply Mutation, Natural, Science, or Technology option makes your brain shut down.  That's your issue; stop trying to make it everyone else's.

    What, within the CoH setting, makes robots necessarily technological?  Do you know how they're powered?  Is there matrix code flowing off of them or something?  All you see is a metallic construct.  There is such a thing as golems, BTW.  "Natural", again within the context of CoH, means that the abilities are part of your, well, baseline existence - if demons are interpreted as a race of creatures, then it could be argued that their ability to throw fire is not, in fact, magic, but merely an aspect of their "biology".  It's a common argument for Superman, as any Kryptonian on earth would exhibit similar abilities, (though it could also be argued that it is science, due to exposure to a certain form of radiation).  My point simply is this - it is not the end result powers that have to do with your or their origin, merely where they come from;  a magic spell could make a fireball, as could a specialized flamethrower or some mutant ability.  An arcane/magic/sorcerous/mystic/etc blast set, by its very definition, has made that decision for you.

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  15. 11 minutes ago, CrusaderDroid said:

    I really don't care what it looks like. I just want a versatile-feeling set for those "archmage" fans. If it works out for Inspector Gadget But From A Gritty Universe, I'm okay with that too. Right now you don't have that kind of generalist option for powers unless you pick, ironically, the tech options.

    Storm blast deals smashing, cold, and energy damage.  Pair it with a secondary set that has some additional elements, then an APP or PPP with yet another, (like dark or fire), and you're pretty well covered.  The point isn't the powers, but the way they are being sold to the community;  Why offer a set that shuts down other origins right out the gate?

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  16. 37 minutes ago, Herotu said:

    So my question is, what is the thrill you getting out of rebuffing?

    I know it's a sour pill to swallow, but there are necessary aspects of a game, (for balance or other such purposes), that may not always be fun.  Having to make your way to a far away mission door, having to slot powers so you don't miss or run out of end too quickly, etc.  It's a combination of game mechanics, (some we like and some we don't), that make CoH the game we all love.  Why not just an "I win" button?  Heck, some would complain that the simple act of having to click even that is too much.  In simpler terms, though, it's because buff values, end costs, target(s), etc are all based upon some sort of calculation, and their durations are just one of many factors...

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  17. 17 minutes ago, Player2 said:

    Are you intentionally ignoring what people say just to reiterate that question at every opportunity?  I'll give you a good answer to it:  nothing will make any powerset magic, because magic isn't real.  The best we can hope for is something that simulates a look and feel of magic but could also be used in a non-magical way by people that don't want to use the Magic origin.

    You are missing the point;  The CoT is an entire magical group.  They use regular powers, but it's their appearance and the environments they are frequently found in that give said group a magical vibe.  If you took away the rune/glyph/magic circle effects from the sorcery set, it could pass for anything.  The point is that, outside of the visuals, this set need not be magic.  None of the other mainline primary or secondary sets are explicitly magic.  It is this stubborn notion that we "need" a magic set, when in fact any set can be if you choose that origin and apply various auras.  Why not call this an elementalist set, or a mixed-energy set?  Why not make any magic runes/circles/glyphs optional animations available to all powers?  And, OMG!  Magic isn't real!?  Gee golly I'm glad you're here with your big brain to tell us that!

     

     

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  18. On 3/19/2024 at 9:12 AM, CrusaderDroid said:

    Sorcerous Blast is an attempt to capture the versatility of the big name wizards of lore, bringing a diverse arsenal of effects to bear on enemies.

    Looking at your proposed set, what I see is a mixture of different damage types and debuffs, with a lot of fancy names.  I'll ask the same question I've posed in various other such threads - what, specifically, makes this set "magic"?  If it's the animations, then those could be added to or expanded upon for every powerset.  If, ultimately, what you're after, is a set that deals a bunch of different damage types along with a smorgasbord of secondary effects, then propose that.  To shoehorn in a specific origin is just counterproductive...

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