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Varkarrus

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Everything posted by Varkarrus

  1. I'm aware of the slug / buckshot / beanbag already being shotgun-esque attacks. The assault rifle is some sort of unholy patchwork abomination that combines a bajillion different types of guns into one. The idea for this shotgun was to make it more of a "pure" shotgun weapon, though even this one's a little patchwork, cuz it has a mix of hunting rifle, sawed-off, and... uh... flak cannon mixed in. That said, having a power that changes from slugs to shot could be a fun gimmick! The only problem would be that it would require me practically rewriting the entire powerset, since I based it around the idea of being a blapper-centric one, rather than a "switching" one. I already do have incendiary rounds and flechettes in there, sorta. (molten shrapnel, explosive rounds, and the flak cannon attack... though I think maybe "flechette burst" would be a better name for flak cannon, now that I think about it!)
  2. Link to the Fully Detailed Writeup We’ve got pistols, we’ve got beam rifles, we’ve got whatever patchwork abomination assault rifle is supposed to be… but what about shotguns? When it comes to guns, shotguns have a reputation in fiction as being brutally deadly at close range, and able to strike multiple foes at once. Even if this may not be truly accurate, the game we’re playing is based on superheroes, not reality! This powerset is primarily made up of ranged cones. Overall, it has less range than any other Ranged damage powerset; plus attacks deal slightly less damage to distant foes. This powerset does have a snipe equivalent, but it too follows the theme of high damage, low range. It's also available as an assault powerset for Dominators. In their case, instead of being a mix of melee and ranged attacks, it "averages out" into many close ranged attacks. Main Tree: T0: Reload (Toggle: Self Immobilize, +Ammo) Attacks have quick animations , but consume ammo. Using Reload immobilizes you and replenishes stacks of ammo at a rate of 2 per second. You can have up to 6 stacks. T1: Snap Shot (Ranged (Cone), Minor DMG (Smashing/Lethal), Knockback) A 60 range cone, hits up to 3 targets for damage. Enemies in melee range are sometimes knocked back. T2: Scatter Shot (Ranged (Cone), Minor DMG (Smashing/Lethal)) A wider cone than Snap Shot that can hit more targets. Does not knock back. T3: Heavy Slug (Ranged, High DMG (Smashing), Knockback) Fires a single, high damage shot at a target. Enemies in melee range are knocked back. T4: Blunderbuss (Ranged (Cone), High DMG (Smashing/Lethal), Knockback) Deals high damage in a narrow cone, with more range than other Shotgun attacks. Enemies in melee range are knocked back. T5: Boomstick (Close (Cone), Superior DMG (Smashing), Knockback) A close range attack, but with very high damage T6: Alloy Clip (Self: +DMG, +To-Hit) Replaces your current ammo stacks with 6 stacks of Alloy Clip, which increase damage and accuracy of attacks made with it. Like Aim, but based on number of attacks instead of time, and with the bonus of quickly reloading. T7: Headshot (Sniper, Extreme DMG (Smashing), Disorient) A sniper attack. Unlike sniper attacks in other sets, it doesn't have that much range. That said, it deals more damage than most snipe attacks and can leave foes disoriented. T8: Flak Burst (Ranged (Cone), Superior DoT (Lethal), Foe - Speed) A wider conical attack that deals heavy DoT to targets and lowers their speed T9: Massacre (Ranged (Cone), Superior DoT (Smashing/Lethal), Special) Fills your clip with ammo, then quickly makes 6 attacks that deal high damage, but leaves you without any ammo afterwards. Archetype Specific Bastion T4: Molten Shrapnel (Ranged (Cone), Moderate DoT (Lethal / Fire), Foe -Defense) Replaces Alloy Clip. Deals DoT to targets in a cone, while also heavily shredding their defense. Dominator T6: Explosive Clip (Self: +DMG (Smashing)) Replaces Alloy Clip. Similar to Alloy Clip, but instead makes enemies hit with attacks deal a portion of damage taken as bonus splash damage to themselves and nearby targets Dominator / Sentinel T7: Zone of Control (Toggle: Close (Cone) High DoT (Smashing/Lethal), Knockback) Replaces Flak Burst for Dominators and Headshot for Sentinels. Occasionally makes automatic high damage attacks with high knockback chance against nearby enemies. These attacks come out very quickly, preemptively knocking back melee attackers before they can get you. Bastion T8: Black Smoke (Ranged (Cone), Foe Moderate DMG (Smashing), -To-Hit, Disorient) Replaces Headshot. Shoots blinding smoke out of your shotgun that disorient foes, and leave them with reduced accuracy Dominator T9: Execution (Melee, Extreme Damage (Smashing/Lethal), Knockback) Replaces Rampage. An extremely high damage point-blank attack that also knocks the enemy back. Deals higher damage depending on the target's health percentage.
  3. This one sounds like a really fun idea! I'm all for it. That said, I feel like the inherent should reward switching between ranged and melee. Something like: ranged attacks grant stacks that are consumed to increase melee damage. Then melee attacks grant stacks consumed by ranged attacks that boost your defense and speed?
  4. So, with incarnate slots, they're mostly universal. Every character concept has an enhancement for each slot that meshes well with their character fantasy... except one: the Lore slot. Now, it's just... a kinda weird one. Summoning pets? Doesn't really fit in with every character fantasy. Would Hulk use a Lore slot? I just think there should be a "separate" slot that you can take instead of a Lore one. Something like the Destiny slot, but it only affects you, and is equal in power to a Lore power.
  5. Read the full writeup here! You have more than two arms, allowing you to punch foes twice as fast! Your attacks tend to flow seamlessly into one each other, allowing you to keep your momentum high, and attack aggressively while protecting your weak points. This powerset features a "combo ability" mechanic: most attacks will give you 1-3 "combo stacks." Some combo stacks let you perform a weaker version of that attack as part of your next attack(s): I.E: the "Whirlwind Strike" is a PBAoE attack that grants you 3 stacks of "Whirlwind Strike Combo". The next 3 times you use a multi-limbed melee power, you will follow up with a weaker version of Whirlwind. Combo stacks from certain abilities just provide buffs instead; i.e Psych Up increases the damage and accuracy of your next 6 attacks, and Suplex makes your next 3 attacks have partial refund on endurance and recharge time. Multi-Jab: Melee, Foe Minor Dmg (Smashing), Combo +1: Foe Minor DMG Mostly a generic melee attack, though a portion of its damage is offloaded into the combo Guarded Sweep: Melee, Foe Minor Dmg (Smashing), +Def (Melee), Combo +1: Self + Def (Melee) An attack that grants a stacking defense buff against melee Whirlwind Strike: PBAoE, Foe Moderate DMG (Smashing), +Res (Melee), Combo +3: PBAoE Foe Minor DMG (Smashing) Your main source of AoE damage; this attack hits nearby enemies, and lets you do so again the next 3 times you attack. It also gives Melee resistance! Assassin’s Stranglehold (Stalker): Melee, Special Dmg (Smashing), Knockdown, Hold, Combo +3: Self +DMG Special variant of Assassin's Strike; deals less damage, but momentarily restrains the foe and provides a self damage buff Suplex (Non-Stalker): Melee, Foe High Dmg (Smashing), Teleport, Knockdown, Disorient, Combo +3: Self +Rech, +End Reduce A powerful attack with a strong CC; makes your next attacks have reduced recharge time and endurance cost Psych Up: Combo +6: Self +DMG, +To-Hit Unique variant of Aim: instead of granting a buff that lasts for a few seconds, it empowers your next 6 attacks Eroding Fist: Melee, Foe High DMG (Smashing), -Res (Smashing), Combo +3: Foe Moderate DMG (Smashing), -Res (Smashing) Strong melee attack that lets you reduce your foes smashing resistance, so they take even more damage from your next attacks Explosive Combo: Melee, Foe Moderate DMG (Smashing), Combo +1: PBAoE High DMG (Smashing/Fire), Knockup This attack would be weak for a T8, but its combo ability is a powerful PBAoE Press the Attack: Ranged, Self Teleport, Foe High DMG (Smashing), Knockback, Combo +3: Foe High DMG (Smashing), Knockback, Self Teleport Dash to an opponent, deal high damage, knock them back a short distance, then dash to them again! Rinse and repeat a few times, preventing your foe from fighting back! Note: I understand animating this powerset would be nigh impossible at the moment, but I make these for fun!
  6. Yes, all of what you said is exactly as intended, except for maybe the overcrowding Atlast Park But, there's two things that would mitigate that particular problem: 1) You only get the badge once, no reason to fight Maleficus twice if you're already high level 2) Maleficus spawn points would be in low-traffic areas; i.e the places where level 4-5 Hellions spawn. If a high level character is just kinda hanging out in AP, they wouldn't necessarily run into Maleficus by accident.
  7. I know how Defense and Resist work. And yeah, Paladins would be the only archetype to get baseline defense and resist. However: 1) they'd also be the only frontline archetype to lack a defensive powerset. 2) the boost would not be large. As for the Paladin being a "sibling" archetype to the Defender? And how one would likely be stronger / weaker than the other? Yeah, you're right: if you made the strongest possible build on each, one build would likely be more useful than the other. BUT: the idea of a frontline support is one that's lacking in CoH right now (aside from VEATs atm, but those are limited in power option). It's simply about letting people make a wider variety of characters: maybe you want to make a support, but the idea of a frontline support fits your concept better. Something like Kharazim from Heroes of the Storm
  8. Not to mention 5,000 XP isn't that much. If you're AT level 7, it's only enough to take you up 2 levels. Plus, the 5,000 XP will decrease past that level too.
  9. Ah that makes sense! Still, I think it makes more sense to list Maleficus as a Giant Monster. That way, even though a level 50 hero could probably solo it, they couldn't outright instagib it. (Unless I'm wrong about Monster scaling?)
  10. Every few hours in Atlas Park, some Hellions may gather at one of a few preset points. Their ritual will begin, and from the ground will erupt… MALEFICUS. Of course, Hellions are not particularly intimidating, and while Maleficus may be large, veteran heroes could easily overlook him as a small time threat. But when you’re just starting off as a hero, a big demon like Maleficus can easily help you get your feet wet! The memory of teaming up with a bunch of other newbies and taking down such a threatening beast is a good one to have when starting your hero journey! If you participate in the battle against Maleficus, you will receive 5,000 XP. Heroes higher than level 7 will receive slowly decreasing XP amounts. By the time you’re level 15, it won’t provide much XP at all. But 5,000 XP is enough to quickly bring a level 1 hero to level 7: the fight against Maleficus is meant as an “alternative” to Death From Below. Not a replacement, but rather a separate option you can take if Maleficus is active. If you’re already high level, the lack of rewards means the only reason why you’d fight him is for the Badge: this is to discourage high level heroes fighting him and making it too easy for the newbies! Maleficus would also be the only Giant Monster to con as grey if you’re high enough level :) Powers Call Hellions: Maleficus calls a small squad of Hellions. He’ll start the fight with this ability, then proceed to do this fairly often, meaning you will need to manage adds. (These Hellions are treated as Giant Monsters, but are low level with normal health totals. They do not grant XP.) Foot Stomp: Maleficus stomps his hoof down, damaging and knocking back nearby heroes. Fireball: Maleficus hurls a fireball that damages the target and heroes around them. Deals damage over time. Hellgate: Maleficus will disappear. An area will be marked, and any heroes still within that area will take massive damage as Maleficus erupts from the ground in a fiery explosion. Maleficus will often use this on the most distant group of heroes in range: it keeps him moving around the battlefield! Molten Armor: At lower health, Maleficus will periodically gain a fiery shield that greatly increases his Resistance against Ranged attacks, but also deals fire damage to enemies in melee range. Demonic Regeneration: If Maleficus hasn’t been damaged in the past 15 seconds, he will despawn any Hellions, and begin regenerating large amounts of health, preparing for the next group of challengers. See my other concepts here!
  11. Dumb idea I just had for a toggle: Russian Roulette 1 in 6 bullets in your gun is empowered. When you toggle the ability on, you get a random number of stacks ranging from 1-6. Every time you fire a bullet, a stack is removed, and if you fire a bullet at 0 stacks, it deals significantly increased damage.
  12. Ah, whoops. I'll fix that to say that they have baseline defense and resist that increases with each level.
  13. Read the google doc version here! Paladins support their team, but are more well-rounded than the vulnerable, low-damage Defenders who hang back on the sidelines. Not just a healer, Paladins can survive the front lines, protect their allies like a tank, and deal enough damage to avoid the need to be bailed out by a scrapper. That said, Paladins are not superior to Defenders in every way. A jack of all trades is a master of none. Their support powers are weaker and have less range than a defender. With no defense powers, their durability comes exclusively from their powerful innate. And their damage is mediocre; not much better than a Tanker. But don’t mark them down based on that! With their versatility, they’re never not welcome in a team! Inherent Power The Paladin’s inherent power is Zeal. Zeal takes the form of a resource bar, similar to Brutes. Zeal is filled as the Paladin takes or deals damage. Unlike Brutes, Zeal significantly augments the Paladin’s defense, and causes significant self healing over time. As a note: the Paladin’s health is on par with a Tanker. Furthermore, they get baseline defense and resist scores that increase with each level. That said, if they max out their Zeal gauge, they’re only slightly more durable than a Scrapper as they lack a defense powerset. Primary Powerset The Paladin’s Primary powerset is Buffs / Debuffs. The difference between this and the Defender’s primary is the range and effectiveness. Paladin’s support abilities have lower scaling, though they can potentially surpass the Defender when Zeal is maxed out. The support powers all have reduced range as well: to protect the front line, you must be at the front line. Secondary Powerset The Paladin’s secondary powerset is Melee Damage. Their damage scaling is slightly better than a Brute, but without the benefits of Fury. Paladins have a signature ability called Valor: this takes the place of abilities like Taunt or Provoke. Valor is an activated ability that taunts enemies in a PBAoE. For each enemy taunted, the Paladin is healed and gains a bonus to Zeal. By running into the fray and popping Valor, you can gain enough Zeal to keep yourself and the rest of the front line alive, but as the Paladin isn’t as durable as many frontliners, it can be a risky maneuver. Know your limits!
  14. Hm, I'm not as familiar with Corruptors so it'd be hard to say. If the downsides are smaller for them since they're already kinda damage-based, then maybe the damage of this set should be lower for them?
  15. It's more like a situational quasi-blast. Its damage is above average for a support set when not in Meltdown mode, but nowhere near Blaster levels. However, when you engage in Meltdown mode, then it's like if your team's support temporarily transformed into a Blaster with extra powerful debuffs. One of the set's drawback is meant to be a high skill ceiling. If you aren't paying attention, you'll be using your abilities at times when you aren't getting full value of them, and you may engage Meltdown Mode during a time when your team could really use some healing. Their Intervention ability really sells that; being a revive ability that you have to be proactive with to get full value.
  16. I like this concept! It gives me a bit of an idea, too: why not a Pistol Assault powerset that uses a combination of this and street justice powers? Would be great for secret agent type characters and what not.
  17. Thanks! Once I get the time I'm gonna look into making a private server so I can maybe try programming some of these powersets myself!
  18. Read the full writeup here! You hit the superpower jackpot. Most heroes must indirectly exert their will on the world with their superpowers, but your power is so great that you can directly alter anything to match your imagination. But great power can come at great cost; this godlike ability is very difficult to control and can carry a great toll on its user. Reality Warping has strong buffs and stronger debuffs, but abilities have long cooldowns, and the powerset as a whole is endurance heavy. It's up to you to know when's the best time to use each of them! Certain abilities, when used, grant stacks of Meltdown. Each stack of Meltdown increases the effectiveness of your abilities, and reduces their endurance cost slightly. However, once you reach a certain number of stacks, you engage in Meltdown mode! In this state, your abilities are significantly stronger, but can no longer be used to support allies. Furthermore, once it wears off you lose a significant amount of endurance! T1 Distortion: Ranged Infect Foe: PBAoE Foe Minor DoT (Energy), -SPD, +1 Meltdown T2 Rewrite: Ranged AoE: Ally Heal, +End, +Recovery T3 Erasure: Ranged AoE: Foe Moderate Damage (Psychic), -DMG, -Res (All), +2 Meltdown T4 Chaotic Maelstrom: Toggle PBAoE: Foe Moderate DoT (Psychic/Energy), -Recharge, Ally +Res (Psychic), +1 Meltdown per 3 seconds T5 Intervention: Ally Auto-Rez, +Def, +Res T6 Calming State: Toggle: Self Immobilize, +Recovery, PBAoE Ally Heal, +Def (Psychic), -Meltdown per 1 second T7 Instability: Ranged Foe -DMG, -DEF (All), Infect Foe: Delayed PBAoE High DMG (Energy), Knockdown, +2 Meltdown T8 Tabula Rasa: Targeted AoE: Foe Moderate Damage (Psychic/Energy), Foe -Buff Power, Ally +Res (All Debuffs), +3 Meltdown T9 Omnipotent Ascension: Self Rez, Enhanced Meltdown Mode, Self KO when buff expires if used as self-rez
  19. Ooh, fire sounds like a good idea for the acid powers. I was previously considering smashing, and even energy, but fire sounds the most fitting. And yes, the fact that its damage is in DoT format means it'll be slower than other blaster sets. Its strength is in softening large groups with high overall AoE damage and debuffs
  20. Yes, I'm aware there'd be compounding effects here. If range enhancements don't need as big a buff on cone powers, the arc increase could be very small. Still, could increase the radius of AoE attacks by a larger amount. Heck, maybe single target attacks could get a larger bonus to range than normal. I know the enhancement diversification penalty is smaller on them already.
  21. My suggestion is that if range enhancements are underpowered, then they should increase the arc of cones and the radius of targeted AoEs. But if a range enhancement increased the range by 20%, it should only increase the cone arc by 10%. Or something like that.
  22. There's a small bit of thematic dissonance with this set, which I feel detracts from the fantasy of being a poisoner. Namely, the fact that literally none of the powers deal damage. I understand that it's a support powerset, and that its already powerful enough as it is, but when I think poison, I think DoT. Here's my take: every debuff in this set should deal very minor DoT. Considering how long the debuffs last, the damage per tick would have to be very low, or else they'd deal significant damage over the duration. Though even if this damage is insignificant, just having those damage ticks would help with the fantasy. But then, as a bit of build customization fun, these debuffs could each have a stipulation that increases the strength of damage enhancements, perhaps making it possible to reach +200% damage on each one. If the base damage is low enough, tripling it wouldn't necessarily make it large. You could throw a ranged damage enhancement set on an ability like Weaken, and then the debuff wouldn't be strong, but it would also deal non negligible damage over its duration. Adding a tiny amount of base damage wouldn't make the powerset significantly stronger. Furthermore, the damage stipulation would only give the powerset additional choices for builds, not making the powerset stronger as a whole.
  23. I've never had a need for them. But, if no-one uses them, I thought of a small buff. They could increase the radius of cones and AoEa slightly: not by as big a percentage as they increase range, but enough so that it makes a slight impact. This wouldn't affect the target limit though... Or should it?
  24. Why no Arcane/Arcane toons? Seems like an oversight, because you'd expect that to be a common pairing, just like fire/fire... You could even have the toggles be seperate per powerset. Cursed arcane defense, and vulgar arcane blast both active at the same time.
  25. See the full write-up here A heavily DoT based ranged set. Apply many long-lasting toxic DoTs to enemies, and weaken their offensive capabilities. Also includes a few acid-based attacks to keep Poison Blasters effective against robots and other enemies with toxic resistance. Poison Spit Fires a simple blast of poison at a foe that deals moderate damage over 4 seconds. This poison is very gunky and gross, getting into places where it shouldn’t, making it effective even against foes that lack biological functions. As such, it bypasses a portion of toxic resistance. Side note: All DoTs in this powerset stack, somewhat. I.E, if you apply Poison Spit to a target, then do so again before the first one expires, no damage will be wasted. Venom Spray Fires a blast of poison that splashes on impact, affecting the foe and nearby targets. This deals more damage than Poison Spit, but spread out over a longer period of time. This ability also applies a debuff to a target’s damage and movement speed for a longer duration, and this debuff can stack up to 3 times if you repeatedly use this ability. Acid Splash You fire a projectile that splashes on contact with the primary target, affecting them as well as enemies in a cone behind them with a fast acting corrosive fluid. This acid is extremely potent, bypassing a significant amount of toxic resistance, as well as applying a debuff that lowers their toxic resistance. Paralytic Agent You shoot a specialized poison at a target that numbs their muscles and leaves them unable to act. It deals minor damage over time, but immobilizes them, preventing them from acting. Even if a foe is strong enough to resist the immobilization, the numbing effect of the poison makes it harder for them to move effectively, reducing their accuracy and evasion. When used by a Sentinel, this ability deals high damage instead. When used by a Bastion, this ability has a small AoE. Corrosive Mist (sentinel only) You release a mist that surrounds you, damaging opponents and protecting you from harm. Much like your Acid Splash, this is a corrosive agent that bypasses a large portion of toxic resistance, and debuffs the target’s toxic resistance. It also increases your defense against melee attacks. This ability is toggled, but has a somewhat high endurance cost, a moderate recharge time, and will turn off on its own after 30 seconds. Aim Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage. Euthanize (snipe equivalent) A focused blast in the form of a toxic dart that can travel great distances with high Accuracy. This is a sniper attack, and is best fired from a distance, as it can be interrupted. Euthanize deals more damage than other sniper attacks, but spread out over a whopping 12 seconds. . Lethal Dose You blast an incredibly deadly poison at enemies in a wider area, dealing high damage, some of which is applied instantly, with the rest applied as a long lasting DoT. A straightforward damage move. Contagion This toxin is contagious, like a disease, spreading from target to target. First, a single carrier is infected, and they take very high damage over time over a very lengthy period. Furthermore, they spread the toxin to their own nearby allies as long as the debuff remains, causing them to similarly take damage. The disease can continue to spread from any vector, but each target can only be infected once per contagion, and there is a maximum number of targets that can be infected on a single use. Finally, a reason to use knockback. Noxious Infection (Bastion only) Similar to the Mastermind power Noxious Gas, you can infect a single enemy with a poisonous gas. The infected enemy and all nearby enemies will be overcome with the Noxious Infection. Their Defense, chance to hit, Damage, and Damage resistance will all be reduced. Additionally, there is a chance that any affected humanoid enemy will become violently ill. Even the mightiest foe will stop dead in their tracks, and left helpless as they empty the contents of their stomach. Toxic Wasteland Favoring quantity over quality, you unleash a burst of poison that coats a large area, choking the life of everything in it. This creates a patch of ground that poisons foes standing in it. The longer they stand in it, the more severe the poison becomes, and even when they leave the area, the effects of the poison will persist for a decent amount of time. In addition, foes standing in the poison have their movement speed reduced, and have a small chance each second to be immobilized, stuck in the thick sludge.
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