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Ishiga

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  1. See the staff itself is part of what I want to focus on because the game has a bunch of existing animations for use with staves and firing projectiles. The problem with staff fighting is that one - the powerset is in a shit state right now and this would do it no favors, and two - the animations of staff fighting would actually further complicate things. I specifically want to bring a new weapon-use set into the fray as a blast set because we simply do not have anything like this and casting foci are a thing in any magical context you can point to, even in settings with hand-casting.
  2. I don't know how much I can add to this topic but I surely would like this issue addressed. Among many others. But this one is a pretty big deal.
  3. Absolutely valid. I was of a mind to make some powers for the list but I'm honestly very tired atm so I didn't feel inclined to go through it all. I sure will though. Also you do have a good idea in mind all the same, I sure don't hate it.
  4. Honestly, I don't think DP's ammo swap mechanic should be exclusive to it. Very little else in the game has anything as cool as it, and even staff combat's version of it doesn't do the exact same thing but is still a "swap" mechanic at a base level. Besides, it was the only real way to make this idea pop at all, lest it just be any old blast set but with a stick lmao
  5. It doesn't but Staff Blast is hackneyed and just does what it says on the tin well enough to make it clear what kind of thing I'm talking about. Frankly, The name of the powerset is a banal concern in general, but I wanted to be properly considerate of the conceptual issues it'd cause. I know I'd kinda get hung up about it too.
  6. I would also like to chime in and ask for the secondary colors to read the second color channel for animal heads. The wolf head specifically could certainly benefit from this.
  7. Y'know I hadn't even considered the theming of it like that, that's a sound point. Perhaps something less charged like Aether Blast or something along those lines could work to decouple it from any intrinsic origin flavor. Also I wasn't really sure of toggles being limited to 3, nor did I even know Staff fighting had a toggle system like that. Everyone shits on it so I never even looked at the powerset lol Still, limiting it to three is perfectly reasonable. I feel like fire would be the easiest to ditch since fire has plenty of its own preence everywhere else. So Cold, energy, and negative would be more flavorful at the end of the day, plus I feel like negative should get in on the offensive toggle-buff fun here. It also occurred to me that this doesn't really need to be that widely stretched to pull away from the inherent magical lean. The presence of Devices/Traps as a powerset sets plenty of precedent for "origin flavored" powersets. Plus hand-blasting various energies is all inherently magically charged but it's ambivalent to the character in the end, it's just open to interpretaation because it's so generic. So the presence of a "casting focus" in and of itself is the main problem but it's also the entire point. So in this case, I thin Aether Staff might suit the whole thing better, if not best, to let it be something not inherently magical in topical nature enough to let tech-bros have a crack at interpreting it for character concepts.
  8. I am a huge fan of the Dual Pistol ammo swap mechanic. Recently I realized there's room for a "wizard" style archetype option given the presence of Blackwand and Nemesis Staff. I propose this: Staff Blast [potentially also, Mage Blast/Sorcerer's Staff] All powers are natively Smashing/Lethal with various effects depending on the skill. An even balance of AoE and Single Target across the set. One of the skills is Aspect Swap. It works much like Swap Ammo in that it grants you several toggles that allow you to tack on additional damage types to the rest of the kit (Or replace the lethal damage in the split typing if possible) Aspect of Fire - Fire dmg + DoT Aspect of Ice - Cold dmg + slow/freeze Aspect of Lightning - Energy dmg + End drain Aspect of the Void - Negative dmg + long duration DoT/To-hit debuffs Mostly just all spitballing ideas, feel free to readjust concepts as needed for balance sake but this would be awesome to see in the future. ♥
  9. False alarm. Apparently the bank marker is classed as a gate marker and I have those turned off most of the time. THey work fine. You might, however, want to put in the text of these quests that this is the case so people don't get tripped up if they happen to be like me and micro their map a bit.
  10. As per the title, I've done three bank safeguard missions so far for detectives and in none of them have the banks been marked on the map as the mission info has stated it should be. I've failed all three of them as a result.
  11. +1 to this idea. The Dual Pistol ammo switching is so much fun and adds so much variety to combat all on it's own. More of this, please! ♥
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