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Everything posted by biostem
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The basic idea behind this power pool is that it centers around movement and general feats of agility & strength. Overall, it's pretty mundane, but features some very useful, (albeit situational), powers. 1. Throw - This would be a basic ranged attack using a rock, ball, or maybe a discus, dealing minor smashing damage. 2. Lunge - A fast attack that propels you forward at your target. It'd deal minor damage with a tiny chance of knocking your target down. The main point of this power is to help close the distance to your target, (but it'd have a much shorter cooldown than powers like Spring Attack, be only single target, and be target-based instead of location-based). 3. Free Running - Basically an enhanceable version of ninja run, (possibly also with a resist to immobilize). 4. Sure-Footed - A click power, (can be made permable), which grants protection to knockback/down and hold. 5. Excellent Specimen - An auto power that grants a slight buff to run speed, flight speed, jump speed/height, and some extra HP. Your thoughts? Thanks for reading!
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The problem, as you touched on, is how do you reward non-combat activities? Theoretically, for instance, the stealth powers "reward" you by being able to sneak past enemies and complete missions faster. The medicine power pool provides heals and buffs, which are really only attractive to ATs/sets that don't already have access to them. Leadership provides buffs to your teammates and yourself. Due to the nature of how defensive toggles can stack, tough and weave become really attractive to those wishing to push the envelope/maximize their defenses. What would be interesting, (although likely to involve a lot of work), would be to add things like a surrender mechanic, where through the use of various presence-like powers, you could get enemies to give up without a fight and/or to disclose leads to other quests or tips to where other enemies/missions may be. Another approach to take would be to have abilities that allow you to confiscate enemy weapons to grant yourself temporary powers, disguises, and so on...
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Here's an idea - A truly hard mode that imposes a much lower defense and resistance cap on players, and a reduction in the value of debuffs that can be applied to enemies. You'd probably also need to reduce the amount that healing powers & regen can benefit the player as well.
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Suggestion: Non Visual Rocket Pack ( Prestige Flight )
biostem replied to krj12's topic in Suggestions & Feedback
Like the 30 mins ones? Sure why not. -
Suggestion: Non Visual Rocket Pack ( Prestige Flight )
biostem replied to krj12's topic in Suggestions & Feedback
Which ones give you all the benefits of a full travel power with no downsides? If you just want a jump pack or steam jump with no FX, sure by all means - but those are on timers and you really can't hover with them. -
Suggestion: Non Visual Rocket Pack ( Prestige Flight )
biostem replied to krj12's topic in Suggestions & Feedback
Ohhh... So you want all the benefits of a full-fledged travel power without having to devote an actual power pick to get it. -
Suggestion: Non Visual Rocket Pack ( Prestige Flight )
biostem replied to krj12's topic in Suggestions & Feedback
There's the magic carpet and disc flight that are perfectly suitable for a magic theme. Sure, those cost more inf, but it shouldn't be difficult to get. Also, there's no reason why a magic user couldn't, at least initially, conjure a steam jump pack in the interim... -
They'd probably have to institute limitations on what powersets it works with, like they did for shield and certain weapons. Sentinels also get a different version/a reworked version of the armor sets, so shield would probably get changed as well...
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Ninjitsu is quite fun on scrappers. Give it a try!
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Slug, buckshot, and so on, all fit the shotgun theme. If you want to also throw in some martial arts or sword attacks there, go with an AR/ninjitsu or AR/martial blaster...
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Mastermind Primary: Prehistoric Mastery
biostem replied to Little Big Demon's topic in Suggestions & Feedback
Since we're kind of going all "pie in the sky" with this set, here's what I'd propose: Instead of the bash or volcanic gasses attacks, what if you instead used a variation of the beast bird attacks, only you substituted pteradons/pteradactyls instead? Alternatively, maybe have some sort of sling attacks or throwing spears. Heck, I think there's an enemy faction that does some sort of rock-throw attacks that could be repurposed...- 16 replies
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New Weapon & Shield Models Request Thread
biostem replied to Shadowsleuth's topic in Art & Multimedia
I would like some better/more realistic wood grain textures for staves and some of the round shield models. -
Well, we already have a precedent of a MM pet with team buffs - the thugs enforcers have various leadership powers. If the T1s were able to get the shield defense team-granting buffs, then they'd probably be very low in their buff value. Maybe they could follow a basic "T1 = basic melee fighters, T2 = basic ranged attackers, and T3 = mage" format. Perhaps the T1s could consist of 2 axe & shield fighters, and finally a mace & shield cleric with 1 fewer attack but also a heal-other ability. The T2s could be basic archers or perhaps more ranger-like, with a nature power or 2 thrown into the mix. The T3 would be, IMO, more mage-like, with a fireball, a lightning bolt, a basic magic missile-like attack, and perhaps an ice hold, to round out their abilities...
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Even more so if the weapons can similarly be customized; Melee weapons can become sci-fi or low-fantasy as desired. If such customization can be extended to non-human MM sets, then demon summoning could be various metahumans or magic users, and we could replace those rather pathetic looking T1 zombies with, well, slightly less pathetic, (yet still highly disposable), mutants or monsters...
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You could do something like take tough, weave, and acrobatics and only use them while in the mech suit, to better simulate the increased protection it provides... Regardless, kudos!
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Have a broadsword, axe, and mace user as the T1s, archers as the T2s, and maybe some sort of titan weapon or staff user as the "big guy" T3.
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No, but depending upon how far you're willing to stretch your interpretation of "time", you could get pretty close with a gravity/time controller. You could reason that one or more of the blast sets are "time-based" and go with a radiation blast/time manipulation corruptor or a time/rad defender...
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Illusion powerset for Dominators please!!
biostem replied to LordgrayinBC's topic in Suggestions & Feedback
A suggestion doesn't usually work if you yourself commit the act you're asking others to "shed". Those other sets don't "reward" you for taking their respective key powers - they penalize you for NOT doing so, and many of their other powers underperform without them. The point is, PA is a defining power in illusion control. It should not be discarded if and when said set were to be ported over to Dominators. Reworked? Sure, but not removed. -
Illusion powerset for Dominators please!!
biostem replied to LordgrayinBC's topic in Suggestions & Feedback
Do you mean like disintegrate for beam rifle, granite for stone armor, or several other powerset that have key defining powers? Illusion Control trades away key powers, like a ST and Cone/AoE immob, (which setup containment), for a finicky ST direct attack and PA. Would you take bio armor and skip adaptation, or skip the combo finishers in street justice? Illusion Control was before those sort of power interactions were implemented, so it instead had other powers removed or gutted, so as to get PA included in the set... -
I really like this one. Has just a bit of an uncanny valley look, while simultaneously having a classic appeal. I so wish we had a few better options to cover up the obvious seam between the head and torso, (I tend to use the gunslinger neck piece without the skull - looks kind of like a collar if you can get the colors right). Regardless, bravo!
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As a spin-off of this thread, I was thinking that Illusion Control might be an interesting set to port, (with modifications, of course), to Masterminds. Here's my attempt at that: 1. Spectral Pang: A lighter damage, faster recharging version of spectral wounds. 2. Summon Phantom Army: You summon 1-3 decoys. Unlike the controller set, these can be damaged/destroyed. They do, however, benefit from the upgrade powers in this set, to gain more attacks & abilities. Either their powers would be assigned randomly, (like the true decoys), or they can be some mix of the existing ones. 3. Spectral Wounds: As per the original power. 4. Enhance Illusion: First upgrade power. 5. Blinding torrent: A cone attack which deals moderate psionic damage, with a small chance to put targets hit to sleep. 6. Summon Terrors: You summon 1-2 Spectral Terrors. Unlike the original Illusion Control power, these terrors can move around and their attacks deal psionic damage, in addition to applying fear. Upgrades could add actual hold powers and/or apply tohit or other debuffs, since the fear effects would probably be of less use with the damage they'd be dealing. 7. Reinforce Illusions: This power has 2 effects - First, it acts like group invisibility, and secondly, it heals your summoned illusions. 8. Summon Phantasm: As per the Illusion Control power, except it'd gain powers & abilities with each upgrade. 9. Perfect Illusions: 2nd upgrade power for your pets. Please let me know what you think. Thanks in advance!
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Illusion powerset for Dominators please!!
biostem replied to LordgrayinBC's topic in Suggestions & Feedback
I tend to agree. Maybe an Illusion Mastermind would be a better fit? -
There's a mission where you go into one of the Tsoo leaders' mansion, and I recall it being rather nicely decorated; Perhaps some of those assets could be used to redecorate a section of a zone...
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Archery/Bio Armor can be very powerful for Sentinels. Your damage won't be as high as a Blaster's, but your survivability will be greater. Ninjitsu is also a pretty good secondary, but you trade Bio Armor's extra damage buff for more utility, (stealth, some controls later on, etc).