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Blackfeather

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Everything posted by Blackfeather

  1. Hmmm...I've got some ideas on how to change Barrier Control a little to limit those barrier summons somewhat, I'll describe them soon enough, but I'll keep that in mind. I could see myself leaning heavily into this in the form of indestructible summons that provide some absorption to the player, but any damage that is inflicted on said barriers is inflicted onto the player themselves. That might also be a very interesting way of reflecting how force field users in fiction can't indefinitely keep up their shields and the like. Thanks for the suggestion!
  2. Hey @Cementi! Saw your post mentioning Ice Control, thought this thread might be of interest to you, would be glad to hear your thoughts on the suggested changes to it. 😀
  3. Ah well, that's a bit of a shame, but there's not much that can be done in that case, I suppose! It doesn't stop me from potentially writing definitions for the other existing powers in the set either way. Thanks for those Gravity Control power files, I'm sure they'll prove to be helpful! At the very least, it's a nice step towards potentially understanding how the game works behind the scenes a little bit - something quite interesting in of itself. A sort of extra step in imagining this concept in reality. Thanks again!
  4. Control on demand...actually, that makes me think of another potential idea. What if instead of having a chance based likelihood of creating an Energy Barrier in T2: Razor Bubble occur all of the time, perhaps it could be altered to only be able to do so while the effects of T7: Barrier Empowerment last, but also guarantee it occurring? Stronger lockdown, but impossible to keep up permanently.
  5. Something like a single target Choking Cloud, by the sounds of things? That could certainly work as a way of reducing its potency somewhat. That being said, I do personally think that T3: Detain is in a good spot at the moment. That it can only affect one target at a time is quite substantial of a drawback given the game's crowd-heavy nature, in my opinion. I could maybe see it being ticked down to a Mag 3.5? But the intent was definitely to be able to lock down a single, relatively strong target at the cost of not being able to do anything else with the power. And yeah! T8: Compression Field is mostly just a way of adding some extra damage to the set, along with making use of that vectored knockback tech a little in a way that'd fit with the powerset's theme. Its destructible nature's meant to build on the general idea of force field users in fiction sometimes losing focus or having to recuperate after too much strain is put on their shields - it's why there's several toggles in the set in the first place. As mentioned, the intent of T9: Barrier Implosion was to indeed provide some level of risk reward component, trading off some control for large amounts of damage. So if anything, this sounds more like a feature than a bug - if you want more damage, you can't just try and slowly stagger out your barriers to try and cheat the system, you'll want to do it fairly quickly. Could you elaborate further on your implementation concerns? It's going to be an extremely hard sell for me to consider getting rid of it - it's an iconic way of using force fields destructively, and I personally think it's a great alternative to having a pet, something of a goal I also set out while designing the powerset. 🤔 ...you know. I designed an Insect Control powerset some time back that used small magnitudes and faster recharges to emulate the feel of 'small but fierce together'. I might just. Look back on that and give a brush up on it. A version 2 perhaps. Thematically speaking, having a proper builder-spender mechanic seems more in line with gathering swarms of insects than manipulating force fields. I've settled on having Energy Barriers having the health of a Mastermind's minion henchman for the moment - that should hopefully be a nice balance between being solid enough to stop some attacks while not being too persistent to keep them constantly up. Especially if their health is also enhanceable (still a little on the fence about that, but more slotting options do make sense). But I think @oedipus_tex is probably right as well: testing this in-game would definitely make things much easier to get the actual feel of it all, to see how long these barriers might last, and properly tune up or down their health. I'm sure there's a nice sweet spot, but it's something that's better done hands on, I think. Thanks again for all this in depth feedback! I did write up Barrier Control to purposefully work differently than other 'normal' Control sets, so I'm fairly happy with how the powers themselves function outside of sanding off any extreme power spikes or improving underpowered aspects. ...now all I need is to figure out how to write a powerset file, manipulate graphical textures, and get a CoH server to run this on. 😅
  6. Oh! And in addition to that, getting rid of the "deactivate/suppress toggles" clause from those Energy Barriers in the process. As mentioned before, T3: Detain should be more than enough to handle them, especially since I imagine its Hold component as automatically hitting things, similar to Telekinesis.
  7. Oh wow! Thank you for the in depth response, Replacement - glad you're a fan of the feel of it, which was definitely something I was attempting to keep in mind. You do have a stronger grasp at the specifics of the game, and it's reflected here. I'll try and address each part in chunks as best I can, along with trying to clarify things and the like. Mechanics I was definitely rather vague with how Barrier Control might work specifically, because I myself am not quite certain of how its summoned barriers around enemies might function. One thing that potentially came to mind could be a debuff to an enemy's range, that keeps their attacks to within energy barrier striking distance. Alternately, I do recall -Perception affecting players and enemies differently, causing the former to only be able to target things close by to them, and wonder if it's feasible to do the same for foes as well, potentially as another effect. I'm tempted to ping a powers dev and ask them about that sort of thing, maybe at another time. Hmm, that's fair, I think! The intent there was to provide Barrier Control with some equivalent ways of dealing with toggles and the like, but T3: Detain can probably handle that easily enough, especially due to its own unique properties. It's not something that's essential to the feel of the powerset either, so I agree, it can be gotten rid of quite easily. Ideally, I'd want some kind of way to just kind of break enemy and player line of sight while using T5: Kinetic Barrier, that is, restricting what one can target depending on what side of the field they're both on. Dimension Shift's a fine power, but it can be quite irritating to end up accidentally targeting something that isn't on the same side of the field, and I don't want enemies wasting their attacks on things that don't hit their mark either. Balance Another big thanks for looking at balance; I absolutely highballed Barrier Control, and figured that I could always scale it down easily enough - since most of its ability to control the battlefield is based around immobile summons, it'd probably be easy enough to just dial down their health accordingly. I absolutely envisioned Energy Barriers as functioning more as "forcing enemies to target them" as opposed to "keep enemies from affecting other things" in terms of balance. That being said, the latter would be quite interesting, depending on how much health they end up having; probably less to compensate. One implementation that I think would be super neat would be to let damage somehow "overflow" to other things if I go the latter route - an enemy explosion is contained by the shield, but the additional damage could spread out if it breaks the barrier in the process, harming others nearby accordingly. Keep in mind that of the three kinds of summons, only Energy Barriers and Kinetic Barriers have properties that can potentially stop enemies from attacking allies - Compression Fields mostly have health because the intent was to carry the theme along of having destructible shields, hence why the table on it doesn't have anything involving forcing enemies to target it. I could easily see making it a regular toggle that drops off after some time, similar to Sorcery's Enflame, and nothing would really be lost. I decided on Energy Fonts because they were the most fragile pets I was aware of - hearing that amount, it certainly sounds like that's not quite enough; I wanted Energy Barriers to be relatively numerous and fragile. HP reduction's easy enough - like I said, I overtuned things on purpose since I figured scaling things down would be pretty simple. Funnily enough, I actually considered allowing the set to slot in Healing enhancements, but figured that'd be a little redundant with T7: Barrier Empowerment providing that for players! I can definitely see that working well though, and it could certainly provide T5: Kinetic Barrier with some other forms of slotting in the process. I did want buffs to transfer over to Energy Barriers whenever they replaced a new one, so I think that covers the whole +Max HP thing, but I'll certainly think over it! Honestly mulling over it, I don't think T3: Detain really needs to summon an Energy Barrier at all! Being an auto-hit Hold in the vein of Telekinesis, along with it being a 6.5 Mag Hold is more than potent enough when balanced out by its single target nature. It should keep one enemy out of commission, and makes it less finicky to deal with (e.g. bring the power up, have it deactivated due to its Energy Barrier being destroyed, bring it up again after a few seconds). That way, it also encourages players to take T2: Razor Bubble and T4: Suppression Zone for easier access to Energy Barrier summons. This was kind of addressed before, but the intent behind adding health to T8: Compression Field was not to force enemies to attack it, but just to make it temporary and destructible, to limit how long it potentially can be up. Indeed, I've already got another power in the set that has a passive, weak kind of effect in T4: Suppression Zone, and this is carrying out a similar trend. If anything, I'd want the field to have as low a priority as possible to keep it up for longer, while also taking some attacks on the side. Alternately, I could easily just make it a toggle that lasted a set amount of time, but I'd much prefer to keep it being a summon. Oooooh. I was actually a little unsure as to how T9: Barrier Implosion might work behind the scenes, and I like what you're suggesting! I might take away the no effect clause in that case, and alter the description a little accordingly - something like sending a wave of energy outwards that deals minor damage to enemies before knocking them down, empowering shields around you in the process. ...so when they absorb said energy, they become unstable, and then collapse down to damage enemies that they're currently entrapping. It's very neat, and on theme. Thanks for the detailed post, and looking forward to further suggestions! I'm going to alter my post a little accordingly - have Energy Barriers at about half the health of an Energy Font since they'll be quite numerous, and get rid of the Energy Barrier summon in T3: Detain. I'll alter some things about T9: Barrier Implosion as well.
  8. Hey @Replacement! I've got a house made of energy barriers to sell you - would be interested in hearing your thoughts on it, and giving it a read. 😁
  9. Also going to give @MTeague a wave - I know you've talked wanting more Control powersets without a pet in the past before, so this might be of interest to you! While Barrier Control does have 'pets' in its energy barrier summons, they're immobile constructs that are a core part of locking enemies down as opposed to being independent damage dealers. Would definitely be interested in hearing your thoughts on it, and whether it'd be something that'd appeal to your preferences!
  10. Alright, I imagine it shouldn't be too hard, hopefully at least. Out of curiosity, do you also have Gravity Control's powers file? I kind of want to see what they did for Singularity for the whole attract mechanism, or if there's a more general form of seeing the different kinds of things that the new attract tech can do.
  11. Thank you, I'll think about it in that case! At the very least, it wouldn't harm to try and make something like this...and actually seeing the set being used in practice does admittedly sound very cool. To my knowledge, the power effects on display here are all things currently capable in-game, but I'm not too sure. Would definitely benefit from a dev checking through it and whatnot. And if it's a unique powerset that also doesn't require the creation of new assets, that sounds like an absolute win. Out of curiosity, what is the Generated by XLStoPowerDef.bat ver 57 annotation at the top of both files for? If there's a semi-automated tool to make these things out there, I imagine that'd make things a little bit easier.
  12. Thanks for the name suggestions! I ended up settling on T1: Explosive Sphere and T2: Razor Bubble for now. I think they're more evocative of the flavour I'm trying to describe about how the powers function in comparison. While it's true that Barrier Control doesn't have an AoE Hold, it does have a power of equivalent utility in T7: Barrier Empowerment with the same recharge time of 240s. This was quite intentional, as it's meant to serve a similar role: an emergency button whilst overwhelmed, buying time to survive further, just in the form of keeping your existing barriers alive as compared to directly holding down foes (also, AoE Holds are kind of meh, as @SeraphimKensai's post can attest to). This idea of 'equivalent utility' can be carried over to T9: Barrier Implosion which takes the role of a pet, in that it supplies a good amount of damage with a bit of control on the side. Along with this, I set out to make Barrier Control petless (immobile force field summons notwithstanding), given that at present, only Mind Control exists to fill that niche. Not to mention, imploding force fields is just plain cool.
  13. Glad you like it! I was definitely going for a very Invisible Woman kind of feel in terms of exploring the various kinds of things that Force Fields can do in fiction. And certainly I'm happy to hear that in terms of graphics, it'd be a rather easy powerset to implement. Unfortunately, I'm not confident in my ability to actually turn these writeups into actual powersets in-game; it sounds like a rather complex process, not to mention the game server itself needs a Windows machine, to my knowledge. That being said, I'm thinking of writing up a 'strategy guide' of sorts in the original post, which should hopefully describe the kinds of ways in which Barrier Control could be used, to help give a better feel for the set. T9: Barrier Implosion is supposed to be a replacement for a pet power, so its primary function is to deal damage, while locking down some enemies on the side. Since it causes all nearby barriers to detonate, it should be able to do widespread damage to a very large number of enemies, or stack multiple barriers down onto the same group to concentrate it a little. The bonus damage there was meant to try and encourage some choice between sacrificing most of Barrier Control's toolkit for a little while or sacrificing less for some respectable damage instead. Perhaps I could get rid of the stronger stun depending on how many barriers were imploded in the process? There's probably no need for the extra magnitude, and Barrier Control is decently equipped to deal with enemies with Mez protection anyhow. Might emphasise the damage aspect of the power more that way.
  14. That's fair enough! I want more Control powersets is all, and the Invisible Woman is definitely a Controller, so here I am. 😅 Have you checked out @The Philotic Knight's two posts on Force Field buffs? They're quite solid! Pun not intended.
  15. Thanks! Glad to hear it's conceptually something you'd like to play. Name wise, I'm mostly fine with the T1 and T2 powers here, but it is true that most powers in the game with the phrase "shield" in them are supportive ones in nature, so I see the point. I did consider T5: Kinetic Bubble as one of its initial names, along with T8: Compression Bubble instead. It's certainly not without precedence either, with the Force Fields powerset having two of them named that way in Dispersion Bubble and Force Bubble. And of course, I did take some inspiration from its naming scheme. It does make me wonder though: if there's a Repulsion Bomb (low damage group knockdown power) and a Power Burst, (high damage single target knockback power) perhaps there's room for a T1: Repulsion Burst? Along with this, I could definitely see T2: Razor Bubble as something that could work...I'm also lowkey considering reverting back to T2: Cutting Field despite the mention from @ninja surprise given the existence of Detention Field and how it's a single target power in Force Field, but it's nice to think more on the name and the kind of flavour it evokes. Thanks for the food for thought!
  16. 🤔 Hmm...thanks for the suggestions, and I'll definitely keep them in mind! I think it's okay if the shield's behaviour is described offensively ('cutting', 'explosive', 'charge'), but it's true that they're very blunt and straight to the point name wise. If I were to change them, I'd probably think about something along the lines of "Sphere" or "Globe" (e.g. T1: Explosive Sphere and T2: Cutting Sphere), maybe. But I'm open to more suggestions - might ping @Tyrannical to ask for help in this case, given their experience with creating powersets and likewise naming their powers, I'm sure they might have some name ideas as well (plus would be interested in hearing their thoughts on Barrier Control too).
  17. Thanks for your viewpoints! I changed it to T2: Cutting Shield along with adjusting the flavour text a little to match. That should give it some pairing with T1: Explosive Shield name wise without repeating itself too much (there's three powers with "Barrier" in their names already). And glad to hear it'd be something you'd like to play - I definitely tried to imagine myself using the set in-game whilst designing it, so I'm glad that reflected well in the proposal itself. Out of curiosity, which parts of Barrier Control do you think would be the most complex components to implement?
  18. Glad you like them, and thanks! They're definitely fun to properly flesh out. From a broad perspective, I was aiming to make a powerset that could demonstrate the wide variety of ways force fields have been used in fiction, and wrap it up in a way that translated well into the game. The elements that I did identify, along with how that affected how the powerset was shaped are as follows: Force field users are versatile and powerful => Barrier Control has a broad toolkit that can deal damage, reposition enemies, and lock them down Force field users need to focus => Barrier Control has multiple toggle powers to represent them concentrating on keeping their force fields up Force field users can be overwhelmed => Barrier Control's shields are all destructible, and combined with multiple toggles, leaves the set vulnerable if they are all broken Barrier Control is made up of many powers that summon immobile, damage-less 'pets' in all of its shields that do a variety of different things. The most lockdown heavy of these are its energy barriers, with T6: Mass Detention being the standout in that regard, trapping a group of enemies in separate, destructible bubbles. The idea of multiple, destructible constructs was something that began in my Ice Control buff thread, and further elaborated on by @Vanden here - essentially occupying enemies by trapping them in something that they needed to break out of. This was something I decided to apply to basically the entirety of Barrier Control, not only because it seemed to really fit the powerset, but it also provided a nice way of making it rather unique. Barrier Control Scenarios At the lower levels, I envision Barrier Control relying on T5: Kinetic Barrier to split groups of enemies up, while T3: Detain takes out a single strong opponent, heavily reducing oncoming damage. Occasional energy barriers from T4: Suppression Zone could also occupy your foes as well. Once T6: Mass Detention comes online, Barrier Control has its bread and butter alpha-strike breaker; useful for most regular encounters. T7: Barrier Empowerment is Barrier Control's emergency button, akin to how AoE Holds are in other sets, bolstering what force fields there are to allow them to hold out for longer under enemy fire. T9: Barrier Implosion is basically a stand in for the pet summon power that's usually found in Control sets, trading that for immediate, widespread damage and control, with the caveat that it's reliant on the other powers in the set to work at maximum efficiency - the more shields destroyed, the stronger it is. Hope this helps a little!
  19. Will also give @GraspingVileTerror a nudge - as it turns out, Barrier Control is indeed petless, so thought this might be something you might like to take a look at. Or at least, not reliant on a pet T9, and the summons it does create are just constructs that don't really behave like pets. Would be interested in hearing your feedback on it!
  20. Going to give @ninja surprise a wave - hey there! Noticed you made a Control powerset based off of Force Fields as well, would be interested in hearing your thoughts on this proposal. 😄
  21. Hello all! Now that my proposal for Light Control has been properly drafted out, I decided to move onto another obvious gap in the Control powersets: one that involves force fields, but in a ways that disable or otherwise occupy enemies rather than supporting allies like Force Fields currently does. I was also inspired by the deadlier applications of barriers that the Force Fields set doesn’t really explore, heavily alluding to the main four ways of exploiting energy shields for fun and profit (which powers correlate to which I’ll leave to the reader to decide!), namely: Popping: “A shield rapidly expanding over you hurts, but be glad it’s not expanding inside of your head instead.” Cutting: “These barriers have rather sharp edges...move a muscle and you’ll get sliced.” Crushing: “I could squeeze you into a fine paste, but I won’t.” Internal Blockages: “If I can stop you from passing through, imagine what I could do with your bloodstream.” Additionally, I wanted to avoid too much overlap with the sorts of control that already exists in the Force Fields powerset – as such, I tried to refrain from providing any functionality that it could already potentially provide. There might be a potential Barrier Control/Force Fields player out there, after all! I’ll start off by detailing the different kinds of summons that are available to Barrier Control and the general logic behind the powerset before delving into each of the different powers separately. Looking forward to feedback as usual. Is this a powerset that you’d be interested in using? Is it relatively balanced? Any clarifications required about how any of the powers might work? Hope to hear plenty of responses from people! Barrier Type Table Type Created By Properties Energy Barrier T1: Explosive Sphere* T2: Razor Bubble* T3: Detain* T4: Suppression Zone T6: Mass Detention Durability = fragile (similar to a Fire Imp pet), tougher with Domination Target = single enemy Effects: Immobilizes enemy in place (high magnitude) Enemy within can only target/affect the barrier If summoned over an existing barrier, replaces it instead (can’t be stacked, but transfers buffs) *Requires Barrier Empowerment, works once per use Kinetic Barrier T5: Kinetic Barrier Durability = several Energy Barriers worth of health, tougher with Domination Target = specified area in a dome Effects: Keeps enemies from entering or exiting (allies pass freely) Enemies and allies can’t target/affect things that aren’t also inside or outside the barrier with them Compression Field T8: Compression Field Durability = several Energy Barriers worth of health (less than Kinetic Barrier), tougher with Domination Target = single enemy along with nearby foes Effects: Brings enemies together by gradually shrinking Can’t bring in more enemies than the initial group Deals some damage over time due to compressive force Something that’ll be quite noticeable about this powerset is that it actually lacks any form of AoE Holds. The one Hold that it does have ( T3: Detain) is a toggle, meaning only one enemy can ever be Held by this powerset at a time (it’s a rather strong Hold to compensate though). This was quite intentional – Barrier Control is heavily focused on soft control, with its ability to split up a group of enemies to reduce damage coming their way, and numerous (albeit destructible) summons to keep them occupied. Borne from this is its rather unique final power, in T9: Barrier Implosion. Instead of a pet summon (that’s pretty much covered by the rest of Barrier Control’s powers), it sacrifices all nearby barriers for a stun and widespread damage, inflicting more damage for each additional barrier surrounding enemies at the time. Barrier Control also uses a good amount of toggle powers; once deactivated, they’ll take a while to come back online. This was meant to both emulate how a force field user in fiction may sometimes lose focus and need time to recuperate, and to add a risk-reward element to T9: Barrier Implosion. Barrier Control Power Table Power Level Effect Explosive Sphere 1 Ranged, Moderate DMG(Smashing/Energy), Foe Knockdown, -Fly, Summon Energy Barrier (*) Razor Bubble 1 Ranged, Moderate DoT(Lethal/Energy), Foe Immobilize, -Fly, Summon Energy Barrier (*) Detain 2 Toggle: Foe Hold, Moderate DoT(Smashing/Energy), Summon Energy Barrier (*) Suppression Zone 6 Ranged (Location AoE), Foe -Movement, Chance to Summon Energy Barrier Kinetic Barrier 8 Toggle: Ranged (Location AoE), Foe Repel, Summon Kinetic Barrier Mass Detention 12 Ranged (Targeted AoE), Minor DoT(Smashing/Energy), Foe Immobilize, -Fly, Summon Energy Barrier Barrier Empowerment 18 PBAoE, Barrier +Absorb, +Regen, +Def(All), +Res(All), +MaxHP, Special (*grants Energy Barrier charges) Compression Field 26 Toggle: Ranged (Targeted AoE), Minor DoT(Smashing/Energy), Foe Attract, Summon Compression Field Barrier Implosion 32 PBAoE, Barrier Self Destruct: Extreme DMG(Smashing/Energy), Foe Disorient, Knockdown Powers T1: Explosive Sphere You create a tiny, spherical barrier that rapidly expands over an enemy before dissipating, dealing moderate damage to the target and knocking them down. This power can bring flying foes to the ground, and can deal bonus damage when used against targets inside your barriers. Damage Moderate (Smashing/Energy) Recharge Moderate (6s) Duration 10s Minimum Level 1 Effects Ranged Foe Knockdown, -Fly, Summon Energy Barrier (needs Barrier Empowerment) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Enhance Range Enhance Recharge Set Categories Ranged Damage Knockback Universal Damage T2: Razor Bubble You create a razor sharp barrier around the lower half of your target, keeping them immobilized to avoid further harm, and gradually damaging them over time. Damage Moderate DoT (Lethal/Energy) Recharge Fast (4s) Duration 27.94s Minimum Level 1 Effects Ranged Foe Immobilize (Mag 4), -Fly, Summon Energy Barrier (needs Barrier Empowerment) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Immobilize Enhance Range Enhance Recharge Set Categories Immobilize Ranged Damage T3: Detain Encases a single foe in a sturdy barrier, rendering most targets completely helpless. Even if the target is powerful enough to resist this power’s hold effect, the surrounding energy field will still inflict Smashing and Energy damage over time as the barrier crushes against them. Damage Moderate DoT (Smashing/Energy) Endurance 0.33/s Recharge Moderate (8s) Minimum Level 2 Effects Toggle: Ranged Foe Hold (Mag 6.5), Summon Energy Barrier (needs Barrier Empowerment) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Hold Duration Enhance Range Enhance Recharge Set Categories Holds Ranged Damage Universal Damage T4: Suppression Zone You surround the selected area in a weak, suppressive field of energy. Any foes that pass through the Suppression Zone will have their movement dramatically slowed, and cannot jump or fly. Additionally, the surrounding energy may sometimes solidify into a fragile barrier around them, which they must break free of to move or target others. Recharge Slow (60s) Duration 45s Minimum Level 6 Effects Ranged (Location Area of Effect) Foe -Fly, -Jump, -Speed, Chance to Summon Energy Barrier (2%) Enhancements Reduce Endurance Cost Enhance Range Enhance Recharge Enhance Slow Set Categories Slow Movement T5: Kinetic Barrier You create a dome of energy that prevents enemies inside from escaping, and enemies outside from entering, while letting you and your allies pass through freely. The Kinetic Barrier prevents foes and allies from targeting each other unless they are both inside or outside the sphere respectively. It can also be destroyed by enemies after sustaining enough damage, or deactivated prematurely, ending the effect. Endurance 0.45/s Recharge Slow (30s) Minimum Level 8 Effects Toggle: Ranged (Location Area of Effect) Foe Repel, Summon Kinetic Barrier Enhancements Reduce Endurance Cost Enhance Range Enhance Recharge Set Categories None T6: Mass Detention Traps a group of foes inside separate barriers of energy, dealing minor damage over time as they are slowly squeezed within. While inside them, they are unable to move, and are only able to target their restraints until they are destroyed. Enemies can remain immobilized for some time after breaking out of your energy barriers. Damage Minor DoT (Smashing/Energy) Recharge Slow (90s) Duration 27.94s Minimum Level 12 Effects Ranged (Targeted Area of Effect) Foe Immobilize (Mag 3), -Fly, Summon Energy Barrier Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Immobilize Enhance Range Enhance Recharge Set Categories Ranged AoE Damage Immobilize Universal Damage T7: Barrier Empowerment You reinforce all nearby barriers with further energy for a short amount of time, bolstering their maximum health, regeneration, defence, and damage resistance. The extra layers of energy also allow your barriers to absorb some damage. Additionally, the next uses of Explosive Sphere, Razor Bubble, and Detain will summon an energy barrier around your target of choice, and the chance of Suppression Zone generating an energy barrier is increased for some time afterwards. Recharge Very Long (240s) Duration 30s Minimum Level 18 Effects Point Blank Area of Effect Barrier +Absorb, +Regen, +Def(All), +Res(All), +MaxHP, Special (grants Energy Barrier charges) Enhancements Enhance Defence Reduce Endurance Cost Enhance Heal Enhance Resistance Enhance Recharge Set Categories Defence Healing/Absorb Resist Damage T8: Compression Field Surrounds a group of enemies with a barrier of energy that begins to constrict them together, inflicting minor damage over time as it shrinks. The Compression Field can be destroyed by enemies after sustaining enough damage, or deactivated prematurely, ending the effect. Damage Minor DoT (Smashing/Energy) Endurance 1.04/s Recharge Slow (60s) Minimum Level 26 Effects Toggle: Ranged (Targeted Area of Effect) Foe Attract, Summon Compression Field Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Recharge Set Categories Ranged AoE Damage Universal Damage T9: Barrier Implosion You send a wave of energy out around you and into your nearby barriers, dealing minor damage to nearby enemies and knocking them down as it passes them by. After a brief period of invulnerability, these barriers violently collapse onto themselves before expiring, knocking enemies down again and dealing a high amount of Smashing and Energy damage that increases with the number of barriers surrounding your targets at the time. Damage Extreme (Smashing/Energy) Recharge Long (180s) Duration 14.9s Minimum Level 32 Effects Point Blank Area of Effect Foe Disorient (Mag 3), Knockdown, Barrier Self Destruct Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Enhance Recharge Enhance Stun Duration Set Categories Melee AoE Damage Knockback Stuns Universal Damage
  22. This tool looks like it might be useful in the meantime: Should hopefully be a good way to look through them!
  23. There are Tour Guide missions now at least, which are gained via street sweeping: Each one leads to an exploration badge within the zone map, which is nice for people who want to find them without relying on a third party tool.
  24. Oh, that reminds me - if we're going for motorcycles, maybe having bicycle paths would be neat, get cyclists and bicycles around the city and so on. Got to keep our Mumen Riders around the place! 😋
  25. Well, we've got a monorail: how about usable bus transits? Just for the kick of it, hop on, watch the ride to a specific point, kind of like FF14's chocobo rentals, except without the cost.
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