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biostem

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Everything posted by biostem

  1. It's one of those sticking points that really need addressing; For the most part, those hostages are invincible, so just have it where you only need to free them from their captors then make it back to the exit safely, or give them much much higher perception to see through player stealth.
  2. Well, IMO the whole "momentum" mechanic in Titan Weapons kind of offsets that. I could adding a bleed effect to lethal attacks, but then you're stepping on fire's toes as the element that deals additional DoT. A -res effect is sonic's thing, (so maybe we could use a sonic melee set in that case). They tried to give war mace a disorient effect and axe a knock effect, but those aren't reliable enough IMO. Maybe sets that utilize a physical weapon could gain an "impact" effect to reflect the fact that you're actually being hit with an object, (though then you'd realistically need to include ice melee as well). *shrugs* There's just so many ways you can go with this...
  3. Just brainstorming here, but since many of the MM sets pair nicely with similarly themed secondary ones, what about this: Temporal Mastery: 1. Chronoton Blast: You project a narrow beam of disruptive time, which cases minor energy damage and both slows and reduces the defense of the target. 2. Summon Minor Temporal Echo: You pull a lesser warrior from some point in time to fight for you. These would be kind of like the Banished Panteon husks, in that their appearance could range from age of sail/colonial-era musket users to sci-fi soldiers, wielding basic ranged weapons and with minor s/l resistances. 3. Chronometric Disruptor: A more powerful time disruption beam attack. 4. Stabilize Echo: 1st upgrade power. 5. Tachyon Wave: A cone attack with properties similar to Chronoton Blast and Chronometric Disruptor, with an added chance at knocking down the targets. 6. Summon Greater Temporal Echo: You call forth a stronger warrior from out-of-time. The first of these summoned would utilize energy-based attacks, but could vary in appearance from a wizard to a cyborg. The second would be similar, but utilize negative energy/darkness abilities. 7. Temporal Storm: This would be a location-based power which could randomly freeze enemies, fling them into the air, or pin them in place. Enemies passing through this region are also slowed, have their regen debuffed, and take energy damage over time. 8. Masterful Temporal Echo: You rip a champion out of time, in order to aid your cause. These warriors all posses enhanced strength and durability but could vary greatly in appearance. For this power, I was thinking it'd be awesome if you could randomly summon a signature hero or villain that use super strength. Since these are mere "echos" of the true character they're based on, they wouldn't posses their full range of powers, so you could call Statesman, Lord Recluse, Back Alley Brawler, Black Scorpion, etc.
  4. Well, you'll see things like Hellions trying to start fires or breaking into cars, and there's a zone event where Trolls have a rave, so some of this type of stuff already exists in-game. Perhaps they could have something like you see a random "lookout" hanging around outside of a storefront, and upon defeating them, that entrance becomes active and you can go into a small instanced area to put an end to said robbery...
  5. The "pro" is that it permits a character who would not use technological means of flight to still benefit from something already available in the P2W vendor.
  6. You are certainly entitled to your opinion, but I disagree that "feature creep" will "kill the game". You may not be arguing to add features to the game - instead, you are arguing to enforce the status quo. Neither are inherently bad positions to take, provided you can actually support your position. If all you have are opinions... well that's not going to make much headway.
  7. IMO, lethal and smashing damage sources should be "cheaper" to use, since they're generally from very mundane sources. Perhaps all s/l attacks should receive an end cost discount.
  8. It's time-gated in 2 senses of the term; 1. you need to get the inf to buy it, (a relatively small amount, admittedly), and 2. it only lasts about 30 minutes each purchase. Regardless, the power(s) are already in the game. Whether using it has the graphical element of a Sky Raider Jetpack, a Goldbricker Jet pack, or, (what's being requested), no jet pack, what's the difference to your game play?
  9. Providing an option for a time-gated temp flight power without the jetpack graphical element is hardly "degrading the systems the game was built around".
  10. Makes sense. Perhaps it could have lower base values and an energy cost about on par with combat jumping's. That'd mean you'd have to invest pretty heavily to make it a full travel power replacement, but perhaps it could *not* suffer from suppression, as a bit of a counterbalance.
  11. Making the lunge power not cause you to put away your weapon would be difficult; From my understanding, you'd need a version of the power created for each and every corresponding weapon power. I agree that 'throw' is kind of bland. Perhaps it could have a chance at stunning or disorienting the target...
  12. 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!
  13. 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...
  14. 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.
  15. Like the 30 mins ones? Sure why not.
  16. 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.
  17. Ohhh... So you want all the benefits of a full-fledged travel power without having to devote an actual power pick to get it.
  18. 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...
  19. 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...
  20. Ninjitsu is quite fun on scrappers. Give it a try!
  21. 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...
  22. 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...
  23. I would like some better/more realistic wood grain textures for staves and some of the round shield models.
  24. 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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