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Eco-Friendly Powerset Recycling!
OmnibusOmnh replied to Alchemystic's topic in Suggestions & Feedback
Was a pleasure to be apart of and witness your success. @Tyrannical- 778 replies
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Definitely a question for the general fandom. Lol Yeah I just create these sets and proposals for fun because I'd like to see this game explore new concepts and ideas. I'm glad you liked it and gave it a look.
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Sure I'll gladly explain. Simply put I wanted this taunt to be different, as well as seismic related. As I put in the description, False Fault creates a fault nearby the foe to startle them and lead them to you. It is a debuff since despite the foe being agitated, being close to the fault still had them waver from the affects like all other seismic attacks. Secondly there are more targeted AOE attacks in game aside from fire based ones like the examples you stated. All a Targeted AOE is, is instead of working automatically, it requires a target. Such as Spinning Strike or Exploding Arrow. Burn is actually a Location based AOE much like Dimension Shift or Shadow Field. However it may be called differently depending on the labelling. Either way they have different functions.
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Oh my bad the Irish, along with the Scottish and the Welsh, this Celtic alliance was the original resistance against the English colonial punks. Anyhow very glad you liked it, I absolutely wanted to incorporate a vibration based melee set in a way that seemed more sensible.
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"Welcome back Omnibus" Thanks Forums... Happy 4th of July to @Tyrannical. I believe your in UK time zone so I wanted to rub in your face the American Independence since we crushed the British. That is right I'm back with another powerset proposal. I'll go straight into the topic for this one. This is another melee set, the theme for this powerset is seismic. Now I know the vast majority of you may be thinking the following. Why do we need seismic melee if we have stone melee? Well "Seismic" is a potential energy that focuses on the forces responsible for channeling those natural calamities such as earthquakes. Meaning that it is earth related, as it is a natural occurrence. However while Stone melee conjures earth, Seismic Melee conjures up the forces bottled up inside the earth, allowing you to tap into at your will. So you will see geological related attacks but it is not creating earth as Stone Melee does, but rather harnessing the potential energy the earth possesses from within. You are moving the earth along with you because of the forces trapped within it. Not encasing your strike with the earth itself. Now I would also like to address another concern that you all may be thinking. "Isn't this set way too overpowered' And to answer your question, YES IT IS, Deal with it. If you ask me we need more overpowered sets especially since the ones that were cool and had to potential to be unique kept getting nerfed on live. And since this a seismic set dealing with potential energy, you can trust me; The Potential will not be diminished unlike Kinetic Melee. @Infinitum's favorite. We need brave crusaders like him to fight for what's right. No nerfing unique sets!!! A phenomenal thanks to @Vanden he has always been a fantastic help with the icon coloring for these power icons. Since I know @ShadeknightI know you're an icon guy I hope you enjoy the multicolored retro effect he gave the icons. Gives out the sense of seismic intensity for the powerset. Furthermore in turn because of Vandens aid I'm going to promote and implement a variant of a mechanic he suggested on the forums to add onto this new powerset to make missing less possible. Click here to check it out. So without further a due. Seismic Melee Seismic Melee generates barrages of potential energy. The user taps within the earth crust, to harness the potential energy stored beneath them; In order to severely wound, degrade, and falter their foes; occasionally preventing their recovery and often maintaining their footing as the earth itself seems to be against them. Because of Seismic Melees overwhelming impact on the environment; Seismic Attacks ability to miss, rapidly decreases when opponents are in the presence of seismic waves. Players are granted the ability to deal more devastating affects on the target with the function of Magnitude. Magnitude dramatically rises a players seismic output and has 3 levels of varying affects. Each move carries the affect of the specific Magnitude level they are on. Each can be diminished with a Richter Release or Finisher Move. (Magnitude affects last at a maximum of 3 seconds) Power Tables Brute & Scrapper The Seismic Melee powerset is available as a primary for Brutes & Scrappers. The following table shows which level each power is available. Power Tables Power Level Effect Seismic Strike 1 Melee, Minor Damage (Smashing/Energy), Foe Disorient, Seismic Intensity, Magnitude Foreshock Fist 1 Melee, Moderate DoT (Smashing/Energy), Foe Slight Knockback, -To-Hit, Seismic Intensity, Magnitude Diverging Blow 2 Melee (Cone), High Damage (Smashing/Energy), Foe Knockback, Richter Release/Finisher Epicenter 6 Self: +Damage +Jump +To-Hit, Special (Auto Magnitude 3) Shuddershock 8 Melee, Moderate Damage (Smashing/Energy), Foe Disorient, -Def (Smashing/Energy) Seismic Intensity, Magnitude False Fault 12 Ranged, Foe Taunt -Def (Smashing/Energy) -Range Quaking Chasm 18 Melee, (Targeted Area of Effect), Heavy DoT (Smashing/Energy), Foe Knockdown, Finisher Shatterfist 26 Melee, Superior Damage (Lethal/Smashing), Foe Disorient, -Res (Smashing/Energy), Finisher Converging Plate 32 Melee, (Targeted Area of Effect) Superior DoT (Smashing/Lethal/Energy), Foe Knockdown, Slow, Fear, Seismic Intensity, Magnitude Power Level Effect Seismic Intensity 1 Melee, +Accuracy, + To Hit Bonus, Foe -Recovery Magnitude 1 1 Melee, Foe Snare Magnitude 2 1 Melee, Foe Hold Magnitude 3 1 Melee, Foe Knockdown Seismic Waves 1 Ranged, High Damage (Smash/Energy), Foe +Special Seismic Intensity Required for Magnitude, when exerted on foe from caster, a foes recovery rate worsens in the presence of a potential disaster. This affect allows the caster to increases their accuracy as they are able to detect the emission of seismic waves they casted upon their foe. This allows the user to deal more violent waves of seismic energy and more detrimental effects to be release with Magnitudes progression. MAGNITUDE Seismic Strike You perform a quick strike of potential energy harnessed underneath you, emitting upward onto your target. Foreshock Fist You attack your foe with a mild trembling attack that is proceeded by more violent shaking to the foe dealing additional damage over time. Diverging Blow You split apart your foes with a charged rush of potential energy, extending your attack over a conical area, afflicting damage to multiple targets. This is a finisher when used the caption RICHTER RELEASE will appear of the target dealing additional damage. Epicenter As you become the center all seismic activity, you generate a immense amount of pressure of potential energy stored from beneath you to enhance movement speed as well as your blows of all seismic attacks. Epicenter also increases accuracy as you move more fluently when your foes environment becomes immersed in your seismic waves. Shuddershock You charge such an enormous amount of potential energy that you begin creating cracks in the atmosphere as a result of the potential buildup. You finally expel this strike onward to an opponent severely degrading their defense to all seismic attacks. False Fault You taunt your opponent by casually creating a rift nearby an opponent implying it was intended for them. The foe despite now being agitated, was still within range of seismic activity and their defense towards your blows decrease. Quaking Chasm You pummel the earth beneath you extracting more potential energy to be releases as the ground becomes unstable. The output of energy is so devastating it collapses all targets within the quakes range. This is a finisher when used the caption RICHTER RELEASE will appear of the target dealing additional damage. Shatterfist You concentrate all the potential energy within your environment into a single catastrophic strike. The seismic intensity is so chaotic it begins to shatter the atmosphere around your fist. Unleashing this calamity onto an opponent fatally wounds them, leading to various detrimental effects. This is a finisher when used the caption RICHTER RELEASE will appear of the target dealing additional damage. Converging Plates Your mastery of seismic energy allows you to alter the very plate tectonics themselves. You compress both ends of the ground beneath you. The impact of the colliding plates causes both ends of the ground to morph into a range of disaster, devastating a foe. Epilogue Thank you all for viewing another one of my proposals. I hope this addresses any concerns you may have in terms of value and the need for this set. Nevertheless I hope you'll be intrigued by this set and consider it an idea worth adding. I like to introduce and expand, real life existing concepts while making these new powerset proposals, so each set feels different then the last. So I not only are you invested in this potential powerset proposal, but you also have a understanding as well of geological events. Having a Seismic Melee set would expand on more superpowered themes that have not been introduced in game. I wanted to make this set because there isn't a vibration or a sonic based melee set so I wanted to incorporate the two to create something unique but equally desirable. Enjoy the Overpoweredness 😉 I'll also add a Tanker and Stalker power Table to ensure we this power is available for all melee AT unlike some powers. FX and Animations coming shortly for visualization.
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We need a Hero Patron Power Pool
OmnibusOmnh replied to stevencoe77's topic in Suggestions & Feedback
On it then -
We need a Hero Patron Power Pool
OmnibusOmnh replied to stevencoe77's topic in Suggestions & Feedback
Yes this a great opportunity, perhaps I should create a power set proposal for hero Patron powers, perhaps I will redub them as Phalanx Powers... -
hey @Naraka, I made edits on Permeable and on the Revenant Pet you should see the add ons I made this as a light proposal without going into many specifics originally, but I went into more detail as to how Revenant works. it will use Soul melee abilities as well as degrading a foes defense. I added your suggestion on improving the casters own abilities, Now when a Revenant is active it increase the Dot and adds minor time towards Permeable
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Hey @Leogunner, sorry for the absence, heard your criticism of the Permeable, great assumption that is exactly how I intended soul melees Permeable to work apologies on not being specific, as it would be unfair to phase in and out at will. There is now a lookout after 25 sec of usage of Permeable. As for Revenant it is an already an existing concept in the game, creating a pet from a defeated foe, an example of such power is the similarly related Soul Extraction from Necromancy, it would work similarly to that. You'd be able to activate it only on a foe you defeated not at will it will only work on a defeated foe. Hope that this clarifies thinks up. Saw your post on Reaper Scythe (Battle Axe), was very phenomenal a lot of work went into it. However I will contrast my set to the Reaper Scythe as it focuses on the weapon of the reaper himself while Soul Melee Focuses on manipulating or reshaping your very own essence onto others, eventually seeping into the underworld in terms of the theme as well as the abilities. Overall thanks for the observation towards Permeable always appreciate the feedback.
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Powerset Scheme Suggestion: Reaper Scythe (Battle Axe)
OmnibusOmnh replied to Leogunner's topic in Suggestions & Feedback
Phenomenal job, love the icons for the set they truly encapsulate the feeling of the reaper itself. Would be very cool to see implemented in game. I know that there is a concern of the strength but it's not a problem in my opinion I enjoy new sets that deal a good amount of damage, helps flock people over to the set. Also nice usage of the to ally symbol always good to see a diverse set if symbols in a set. -
Hello once again. I decided to do a new powerset proposal, It's another melee set that I always had for months however I found difficulty at finding the right time to release it. However I'm going to release it anyway because I want to highlight the work of @Rylas who colored the icons for this set to display great contribution he had on the design and coloring for this set. The theme for this set is soul, (no not the movie...) I always thought it would be interesting to utilize the the Drudges enemy faction from Night Ward as a powerset, however as I made it I ultimately went a different route. I thought that since I released the Spirituality it would be a great time to finally release the set instead of keeping it postponed as I have been. This set will focus on manipulating another's soul or enhancing your soul to create constructs as an extension of your will. So of course once again... Special thanks to @Rylas, for the icon coloring for this set was his work many thanks for creating the design it was a tremendous help, especially for the dark purple background for the icon. - Omnibus Presenting the long awaiting (On My End)... Soul Melee Soul Melee allows the user to reshape their soul to conjure objects as an extension of their will. The user directly targets their opponents soul to decay them upon impact, as well as absorbing and manipulating surrounding souls to deal more fatal blows. Brute and Scrapper Soul Melee is available as a primary set for Scrappers and Brutes. The following table shows which powers are available and at what level: Power Level Effect Soul Strike 1 Melee, Moderate DoT (Negative/Smash) +Permeable, Foe -Recovery Phantom Lance 1 Melee, High DoT (Lethal/Negative) +Permeable, Foe -Recovery, Slight Knockdown, -To-Hit Soul Funnel 2 Melee, Moderate Damage (Toxic/Negative/Smash) +Permeable, Foe Knockup, Disorient, -To-Hit Corpsed Conduit 6 Self: +Damage +To-Hit +Res (Negative, Toxic) Foe Slow Soul Sweep 8 Melee, (Cone) High Damage (Toxic/Negative/Smash) +Permeable, Foe Knockback, Slow, -To-Hit Revenant 12 Summon Revenant (Special) Seized Soul 18 Ranged, Foe Confuse Grim Shadow Lance 26 Melee, Superior DoT (Negative/Lethal/Fire) +Permeable, Foe Disorient Mortuary 32 PBAoE, High DoT (Negative/Lethal/Cold)+Permeable, Foe Knockdown, Disorient, Sleep, -Perception, -Endurance Stalker Soul Melee is available as a primary set for Stalkers. The following table shows which powers are available and at what level: Power Level Effect Soul Strike 1 Melee, Moderate DoT (Negative/Smash) +Permeable, Foe -Recovery Phantom Lance 1 Melee, High DoT (Lethal/Negative) +Permeable, Foe -Recovery, Slight Knockdown, -To-Hit Soul Funnel 2 Melee, Moderate Damage (Toxic/Negative/Smash) +Permeable, Foe Knockup, Disorient, -To-Hit Necromancer's Strike 6 Melee, Special Damage(Smashing/Negative) Foe -Recovery, -To Hit, Fear Corpsed Conduit 8 Self: +Damage +To-Hit +Res (Negative, Toxic) Foe Slow Placate 12 Ranged, Foe Placate, Self Stealth/Hide Soul Sweep 18 Melee, (Cone) High Damage (Toxic/Negative/Smash) +Permeable, Foe Knockback, Slow, -To-Hit Seized Soul 26 Ranged, Foe Confuse Grim Shadow Lance 32 Melee, Superior DoT (Negative/Lethal/Fire) +Permeable, Foe Disorient Powers These are the following powers in the Soul Melee powerset Permeable Improves most Soul Melee powers while active. When active the usable becomes intangible or phased however able to attack foes for a limited time. After the limit the player becomes unable to access this ability until Permeable Negation wares off. Permeable Negation last a minute after Permeable is active. Soul Punch You extend your soul and cast it outward onto your opponent, striking their own soul limiting their ability to recover. Deals Moderate DoT Phantom Lance You create a construct of your soul in the shape of a jagged blade, damaging your opponents soul upon your personal grasp upon impact. Deals High DoT Soul Funnel You unleash a whirlpool of souls from surrounding foes absorbing their souls, confining within them storm, draining their very essence.. Deals Moderate damage. Necromancer's Strike A signature stalker attack, this move harnesses the underworld through the casters mastery of necromancy. Dealing a devastating amount of damage. However, if it is executed while you are Hidden, this attack will do tremendous damage, as you waylay your unsuspecting foe with all the powers of darkness. This attack may be interrupted if you move or are attacked while executing this power. Corpsed Conduit You channel the energy of the surrounding souls to enhance your combat performance, as well as draining the energy nearby foes. Soul Sweep You summon a swarm of souls that rapidly bombard foes within a conical range of the caster knocking them back, carrying the souls with them, Deals High damage. Revenant You sacrifice the soul of a defeated opponent in order for your to summon an undead ally, aiding you in combat. This summoning uses a variety of Soul Melee abilities that degrades an enemies defense. When Revenant is active it increase the caster DoT, as well as adding time towards Permeable increasing its usage. Lasts for 1 minute. Seized Soul You capture the soul of your opponent on a target of your choosing, possessing the target to attack it allies for a short period of time, whilst dealing damage as their soul slowly resist your grasp. Grim Shadow Lance Your mastery of necromancy allows you to harness the essence of the Grim reaper into you blade, the move scorches an opponents soul burning them for a short period of time as their soul slowly seeps into the underworld. Mortuary You open a rift into the underworld itself, this move encompasses a large area around the caster dragging all opponents soul around the caster to the realm of shadow gnawing away at their essence as they feel the cold presence of death. Epilogue Thanks for guys for reading my most recent powerset. I have been doing this for some time and always enjoy looking new powersets that could be implemented. As you may have noticed this is a light proposal, I still do very well have intent on seeing such an idea like having more playable aspects of this sets inspiration, the Drudges to be more interactive. I hope you enjoyed this alternative route I took rather than just using the existing Drudge powers that exist. Thanks for reading this far, as always I usually have minor pun before ending my proposal, however if you don't have response I will eat your soul.... Enjoy 😉
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Heavy Weapons Customization for Rifles
OmnibusOmnh replied to Alchemystic's topic in Suggestions & Feedback
I have always wanted to be able to use and incorporate the dust weapons and artillery from First Ward, I always hoped that they would be integrated which is why I didn't put it on my Praetorian Artilleries, they have very unique weapons and I'd like to see this added as well as the other weapons enlisted. @Tyrannical I think a vanguard set could be cool using their torrents they use in RWZ as a pet perhaps or the endurance draining weapons they possess -
Yeah absolutely that is a great alternative, I totally agree with that. My original plan was that once you gained a granted ability you wouldn't be able to obtain the same ability until the duration or the uses are worn off. I think this suggestion allows for not more than 2 granted abilities while not being do disruptive on screen. I think the 'Routine Screen Element' that is a very good addition not just to the power set but game mechanics overall. Many thanks for the suggestion.
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I understand the concerns about this mechanic of popups let me clarify.. I wouldn't have them popup in the tray automatically I would have the said granted powerset be introduced as a player choice similar to mystic fortune or team teleport and then be granted in the power slide tray, so that you may inset it at will into your inventory at will. Secondly, as for the variety of secondary sets I ensured that they would have either limited uses or a time limit to properly restrain the power set or even extensive recharge time although as the powers are temporary and are in short duration I'm sure that mechanic would be meaningless. Also I want to assure you, as the style for support I'm proposing is different from the traditional way it's used; I did not intent to use Spirituality as an excuse to introduce an OP set, I wanted to maintain the theme so that there are a variety of ways one can amplify and enhance ones spirit to aid allies and ward off enemies as it is traditionally used in popular media. Nevertheless I ensured that despite the variety it would still be fairly balanced in power granting duration and it's overall effectiveness as not all melee deal extensive damage and not every debuffs effect is degrading. Lastly on the issue of redirect, I am fully aware the game does not have the exact mechanics to properly enact for redirect to function as I intended, however I am perfectly okay with that. However I won't consider removing it altogether however. Due to it's structural importance in theme of how spirituality works as a whole, as well as the fact it provides a nice low tier introduction to the uniqueness of the set; while allowing the player to be introduced to the theme Spirituality, while simultaneously grasp on how this new support function will work. Overall I absolutely understand your criticism however I am justfying the distinct functionality and powers of the set as it generally allows for other players to be more involved in supporting others through the power grants, while at the same time being able to enjoy it's theme as they make their way towards enlightenment (Metaphorically Speaking) I hope you understand now the overall premise of this set and this clears up concerns on any aspects of the set.
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I couldn't agree more I would also add that friendly NPC's should follow you like pets as well. I remember doing countless Night Ward arcs where the Npcs loose you or wonder towards an Enemy faction, I totally agree with this proposal.