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Zugzwangz

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  1. This. It's an either/or. A rather neat, fresh, effect. Perhaps Crystallize should be redesigned altogether: Instead, maybe it should be something like: Grow and shatter crystals on opponents dealing x damage to them. Allies near the shatter zone get y defense for each opponent damaged this way. That way it would double as an offensive and support ability. Or perhaps it can fall into the multitarget convention of "yields x defense depending on the rank of the initial target" to give it some beef whilst battling AVs. My idea for the Earth Affinity set is to provide defensive/damage resistance shields and absorbs, while doing moderate debuffing. I want it to have one major AoE heal (Natural Minerals) and a sustain heal for a ST (ideally the tank with Volcanic Armor). Both with decent CDs to focus more on absorbs, and only using the heals when absolutely necessary. Having multiple "target enemy: effect A, target ally: effect B" lends itself to unique gameplay choices. I honestly think it would be neat if all the abilities had those options, but that may be too complex for target-of-target gameplay.
  2. Whilst day dreaming, I thought of a neat powerset, and I thought I'd share my idea. 1 - Rumbling Earth: Single Target, Significant Slow, -Recharge, -damage. 2 - Mud Shell: Group Shield, +defense. 3 - Earthen Might: Single Target Ally, +damage, +defense, +damage resistance. 4 - Earth Shield: AoE Absorb. 5 - Natural Minerals: PBAoE Heal + AoE Absorb: Strong heal, moderate CD. 30 Seconds? 6 - Crystallize: AoE Damage, -def. 7 - Wellspring: PBAoE +Endurance over time. 30 Endurance over 5 seconds. 8 - Volcanic Armor: Single Target Ally: PBAoE damage around a single ally. Think of it as giving an ally Blazing Aura for a period of time. Heals ally each tick based on how many enemies hit. 9 - Subduction: Enemy AoE: -defense, -damage resistance, -hit, Ally AoE: +defense, +damage resistance, +hit Love it or hate it.... I want an Earth Secondary for Controllers!!!
  3. Does slotting Recharge in the pets or their enhancement powers increase the recharge of their abilities? Additionally, does the recharge set bonuses affect their personal recharge? Does anything other than temporary buffs such as Chrono Shift?
  4. How would you rate the "final" minion of each of the Mastermind specs: Oni, Dire Wolf, Bruiser, Lich, Demon Prince, Commando, and Assault Bot? Which deals the most damage? Which has the best survivability? Which has the best control? Which synergizes best with the other minions? Which is your favorite, thematically? Which needs the most help? Which has the most potential? Etc... I'm just curious what everyone's thoughts are...
  5. I like the current direction of MM changes, but for the next round, I have a few suggestions that should be considered: 1. Eliminate the dual upgrade system. Having two buttons that upgrade your minions seems unnecessary. Keep the T9 upgrade and divide their boons into either being baseline or upgradeable at T9. Example: Zombies. - Zombie Vomit can become baseline while Projectile Vomit gets added with the T9 upgrade. This frees up a powerslot for one of my other suggestions (see bullet 3). 2. Beast Mastery pet revision. Specifically, the Dire Wolf/Call Wolves. This feels rather redundant for a powerset based on controlling animals. Perhaps a bear instead of a Dire Wolf? Or maybe hyenas or monkies instead of wolves. Out of your 6 perma-pets, 4 of them are wolves... you might as well be the wolf master. The lions should be looked at as well. Perhaps instead of two lionesses, one male and one female? Maybe an option in the creator for this? 3. Thematic powerset armor. Each MM can have an armor baked right into their primary that fits the theme for their respective hero. This armor can have a neat effect based on the primary to add a little pepper to the archetype, and can be offered on the same tier as the lower upgrade enchant. Example: Necromancy -- Bone Armor - Provides the Mastermind with resistance to smashing, lethal, and negative energy damage. When struck, has a x% chance to spawn a specter that attacks the assailant for y seconds. Only z specters can be spawned this way. Mercenaries -- Flak Jacket - Provides the Mastermind with resistance to smashing, lethal, and fire damage. When struck in combat, has a x% chance to enrage the Mastermind's henchmen, causing them to deal y% additional damage for z seconds. Beast Mastery -- Thick Hide - Provides the Mastermind with resistance and defense to smashing and lethal damage. When struck in combat, has a x% chance to call a mighty bear into combat for y seconds. This bear will taunt weaker enemies prioritizing those attacking the Mastermind. Only z bears can be spawned this way. Ninjas -- Something Ninja-y - Provides the Mastermind with resistance to smashing, lethal, psionic, and toxic damage. When struck in combat, has a x% chance to throw a poisoned Kunai at the assailant, dealing toxic damage over time and slowing them. These are just examples, but they can even play into the recent buffs with Ninja, Robots, Necro, and BM (similar to how I designed the Necromancer's armor). I understand implementing the armors into the powersets would mean a slight alteration to the MM ancillary/patron powers, but some of those sets don't even offer armors as is. Those sets can offer a different, more diverse armor, or perhaps a defensive armor. Additionally, they could even offer an armor toggle for the minions specifically. Example: Necromancy -- Hardened Bones - While this power is toggled, it provides the Zombies, Grave Knight, and Lich with added resistance to smashing, lethal, energy, and negative energy. Each active specter increases the potency of these resistances by x% for their duration. Anyway, thanks for letting me ramble on. I appreciate all the hard work you guys do and look forward to the evolution of this game in the future! You guys are doing great. Thank you!
  6. Siesmic Pressure keeps disappearing during DFB. One second I'm accumulating it and the next it's just gone... And no, it's not turning into Seismic Shockwaves. It's literally just going away. Another Blaster with the same powerset didn't experience this problem, however.
  7. The glass layer (I assume you're referring to the "gem" part of the animation) is the layer that people *would* want to customize. Consider any geode you've ever seen in your entire life. The part of the geode that catches your attention -- the part the leaves you in awe -- is the gem layer, not the rock they're attached to. Quick edit, because I want to be clear: The gems having the edges and flat surfaces inheriting two different colors isn't the frustrating part. It's the rock-part and the gem-part sharing the same color scheme that bother me. Originally, the rock is brown and the gems are orange. If you change the primary color to blue and the secondary color to red, both the rock AND the gems will be blue with edges of the gems being red. That seems like a very strange color arrangement. I'm not sure if we're actually talking about the same thing, and if we are, my apologies for beating the dead horse. What I'm proposing is changing it such that the rock takes on the primary color, while the gems take on the secondary (or vice versa).
  8. Some notes regarding Geode: - It "dies" too quickly. I feel like it needs either stronger def/dmg res or higher HP. As it stands right now, I would skip this power every time. EVERY. TIME. - The color scheme of Geode is frustrating. There are two parts to the geode: the rock and the gems. When color tinting the power, one color should be for the rock while the other is for the gem -- like the original -- like a real geode.
  9. Legitimate end game. Incarnate Trials are not end game. They are faceroll. I'm talking about 8-man, raid-style content with legit mechanics.
  10. I came back to the game a few months ago. It's been a real treat reconnecting with players from my past, some of which were huge support pillars during my deployments. I've put together a list of some things that I'd like to see implemented, cosmetically and otherwise. Cosmetic: Mummified Boots - Every other armor slot has a "mummified" option, except the boots. The closest you can get is the "wrapped" texture, which has an odd color tint issues causing the same color used on other armor slots to be a different shade. Hooded Lamps Variants - The Hooded Lamps are a great "backpack" feature. I think it would be neat to expand upon this. Perhaps the subsection can change the items that hover in the circle. Some suggestions would be things like solid orbs, shining orbs, orbs with electricity around them, swords (blade out), fireballs, bubbles, and/or rocks. One could even expand on this and allow for horizontal or slanted rotation around the hero's body. Seraphim Wings - A set of six wings with a length between that of the current "angel" and "cherub" sets. Rainbow Color Option - Basically a "random" color option. "Bolt" style abilities, such as Fireball, Ice Blast, Lightning Bolt, etc, will be one solid color but a different color on each volley, while larger abilities, such as Glacier, Fire Cages, and Stalagmites will be a different color for each protrusion (example: Glacier holds 4 enemies. One enemy will have a red ice block, another a green ice block, one blue, and the last one may have a white ice block, all from the same ability). Lastly, durational abilities, such as Volcanic Gasses, Bonfire, and Burn will change colors throughout its duration. Volcanic Gasses may start off yellow but change to blue, then green, then red, then orange, then pink, then purple, then black, then white before it finally dissipates. Powersets: Magic Blast (Blaster) - A new blaster powerset that uses a staff. A staff option can be added to the costume creator for this powerset. Examples of powers are as follows: Arcane Spike - minor dmg, fast rchg Arcane Blast - mod dmg, fast rchg Arcane Burst - AoE, mod dmg, mod rchg Magic Eruption - Conic AoE, high dmg, mod rchg Focus Magic - (flavored "Aim") Arcane Missiles - high dmg, mod rchg (snipe) Arcane Explosion - PBAoE, mod dmg, slow rchg Magic Rune - +dmg (places rune on the ground. As long as the blaster remains in the rune, he/she deals additional damage), long rchg. Arcane Detonation - AoE extreme dmg, long cd Water Command (Defender, Corruptor, Mastermind, Controller) - A healing spec with a water thematic. Restorative Waters - The Warmth, Healing Aura, etc of the Water Command tree. It acts a bit differently, however. It can be used on any ally, rather than the player itself. It's still a PBAoE, but it works off of the ally targeted. Fast rchg. Restorative Tide - Single target heal. Same type of heal as Heal Other from the Empathy tree. Fast rchg. Surging Tide - Heals a large amount of health. Long rchg. Reviving Waters - Ally resurrection. All nearby allied get a recovery boost. Very long rchg. Wakening Rain - Clear mind. Fast rchg. Tidal Force - Ally buff. +acc, +rec, +regen, +rchg (similar to Fortitude and Forge). Crashing Waves - Places a buff on an ally that causes waves to crash toward them in all directions periodically. These waves will bring any enemies it encounters toward the ally and deal smashing damage. For each enemy displaced, the ally gains a small amount of HP. Toggled. Undercurrent - Places an AoE at a target location that slowly regenerates Endurance and grants a To Hit bonus to allies in the area while slowing and knocking down enemies. Tsunami - PBAoE (not a toggle). Buffs all nearby allies for a moderate amount of time. Allies affected by Tsunami heal for a portion of the damage they deal while the buff lasts. Very long rchg. These are just a few ideas I had. Obviously, the powersets will never be implemented, but I enjoyed creating them.
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