Jump to content

Si1verg1ass

Members
  • Posts

    5
  • Joined

  • Last visited

Reputation

3 Neutral
  1. I did look around, don't see anything suggesting what I've got in mind so here we go. I would like to suggest that Traps allow different skins for their powers. Gadgets don't thematically fit for my mutant plant controller or magically trained artifact wielder. I'm trying to largely use things already in the game so that they could be implemented without What I would love to see would be allowing characters to use like Devouring Earth emitters for powers. My thoughts are: Web Grenade: Largely unchanged since it is something thrown and causes webs Caltrops: Make them more thorn-like maybe using something like part of the Carrion Creepers but have it stationary Triage Beacon: Use the Tree of Life with the waves of energy coming from it. Acid Mortar: Use the Fungi emitter with it shooting spores at targets (using the animation of the Fungoid Spore attack) Force Field Generator: I'm not sure about this one, might actually have to make something new. A crystalline star that floats along behind the character. I'm not entirely happy though with having something completely new created just for this. Poison Trap: Use the glowie animation (though I would like it to be color tintable, not the dirty white) that is used for clues in various missions ( an example are the diary pages from the Hollows missions from Talshak the Mystic) and have it erupt as normal when triggered. Seeker Drone: Use the Swarm animation as the drone, so summons 3 swarms Trip Mine: Smaller version of the Will of the Earth emitter that shoots crystal bits when it detonates Time Bomb: Use the Cairn emitter and have it fling rocky bits when it detonates As for a magical version I was thinking something like: Web Grenade: Instead of a physical object thrown I would like the option to make it a glowing ball, but otherwise the power would be the same Caltrops: Largely unchanged, caltrops are caltrops though it might be cool to have them rise from the ground instead of being flung Triage Beacon: Make this a little Will of the Earth crystal that pulses like normal Acid Mortar: Use a statue version of the vanity Demon pet constrained by a pentagram or sigil and have turn and spit acid at people. Force Field Generator: Use the animation for the Wisp pets (blue or red, though I would like it to be color tintable) Poison Trap: Use a glowing sigil (I know there are some in the game, but can't think of what they are thrown by) having it release its cloud as normal when triggered. Seeker Drones: Use the Swarm animation; however, I would like them to be glowing and translucent but still color tintable (for those that may remember see Dragon Magazine #59's cover for a better idea) Trip Mine: Make it more a flat crystalline disc with a glow instead of a little beams but it detonates throwing crystal bits around Time Bomb: Use a crystalline version of a Cairn emitter and have it fling crystal bits when it detonates
  2. 1. I played from the early access in April 2004 (for pre-orders of the game). I had a friend that was majorly into the pen and paper Champions that had heard about. 2. Yes. It was truly awful for them to shutter the game from my viewpoint. I had friends that I only knew from the game and those were torn away. I managed to keep in contact with a few of them, but it was traumatizing truthfully. Especially as the reasons given for the shuttering seemed hollow and false. 3. It was wonderful to be able to take to the streets and skies of Paragon again. Eventually managed to lure some of the old gang in and ran into a few others purely by accident. It wasn't quite a homecoming, because it was the like house was filled with strangers at first. After friends rejoined though it was a lot closer to a homecoming. 4. Remade my first character to 50 and started working on leveling them up. 5. I had many original characters Mids builds, many of the exports that we could do at the end of the game and a lot of the costume files. I was able to use the costume file to recreate my first 50's look. 6. I loved my first 50 (a Illusion/Storm Controller) and was determined to get to 50 first again. Now though, I like to play a variety of characters. Have already gotten 1 Stalker, 2 Brutes, 2 Corruptors, 6 Defenders and 17 Controllers to 50th level. Took me over 5 years last time to get my FIRST 50. Guess I learned something from the original game.
  3. I too would vote for adding a magical version of this power w/o the tech special effect. It could be a belt, a ring, boots or a bracelet as well as just a spell that you can cast that uses the mystic flight. It costs you 5k to 50k like the jet packs per half hour of use. While I can understand Lines concerns, it is water under the bridge. The HC team has chosen to add tech solutions to the game for flight. They have added it into the game and people are going to use it for all its worth. I know for a fact there are some that are using that for their travel power because it allows them to strengthen their character somewhere else (they don't have to use a slot for a travel power) by adding in another power. Is the jet pack wrong? Is it right? Irrelevant as jet packs are already in the game. So, if you are magical or mutation and want the same opportunity to have an ability so you can also get that extra power that you otherwise would have to spend on a travel power is 'bad'? If it wasn't already in the game and being used that way it would be another matter. The people that are magical in background want the same opportunities as are already being afforded those w/ tech or natural backgrounds that can thematically fit (or choose to ignore theme altogether) it into their character concept w/ a power that the developers chose to add into the game. It isn't about adding something that isn't already in the game, it is about leveling the field so everyone is on the same field. And no, the magic carpet, rocketboard, flying disc aren't solutions. Not when they detoggle you and the jet packs do not. Plus you can still attack with the jet packs running whereas for the others you cannot. The only other solution I can see is to remove the jet packs from the P2W Vendor and if an arc/tf needs a jet pack give it to the player. Further, the character could only ACCESS the jet pack while on that arc/tf so they couldn't just open an arc and leave it fallow to abuse the travel power. When that arc/tf is complete, poof the jet pack goes away. Ideally that is what they would have done. The developers chose differently though and now that choice drives the suggestions to expand it. The animations are already in the game, so it wouldn't be hard (massive programming change) to implement. Now having said all that, most of my 119 characters have travel powers. For thematic reasons it fits in on most of them that way. There are several though, I would like to have the option to cast a spell, wear a ring, etc... which I have to go back and get renewed from time to time so that I could fit that one more power in that I wasn't able to because I needed to be able to fly w/o breaking the concept by having a big ugly jet pack strapped to my character's back.
  4. I too would like to have more characters for bios. If someone doesn't read bios, fine, don't think you are how everyone else is. I know quite a few people read bios. I have 119 characters w/ 96 of them having bios and I frequently get comments for them. I would love to have the ability to add that little bit extra because like CFIndustries I ALWAYS go over the limit the first time. Sometimes it is painful to cut out things, makes it sound chopped up. I know that I would love to have double what we currently have and that still wouldn't be enough in some cases. 🙂 I also wish that the editor wasn't so wonky. It captures hidden characters (for example, if you use a backspace instead of the delete) and eats up your character count (by like 4 to 6 characters each time). I would love to have the ability to just paste TEXT, not hidden garbage in from a word program. That would be a lot harder though, I fear, as you would have to filter them out programmatically.
  5. I’ve been WISHING for an epic power pool for controller that makes SENSE for a Plant or Nature themed character. Currently, they are sadly lacking (to me). I mean there is Stone, but that is not really a living, breathing epic. So I'm with Spectre7878 and Tyrannical in wanting a plant-based epic. I've tried to balance things out, either by shortening the duration of a power or not giving it damage. I'm not sure I've gotten it right, but something along these lines would be greatly appreciated. Nature’s Wrath (Controller Epic Power Set) Thorn Bolt: Single Target Ranged, Moderate DMG (Lethal/Toxic) End Cost: 10.2, Recharge: 8 seconds, Range: 60, Cast: 1.13 seconds, To-Hit: -10% (Tgt), Resistance: -15% Description: Thorn Bolt does moderate lethal damage to a single foe then poisons them with a moderate toxic damage over time. This poison eats into them reducing their to-hit and resistance. Animation: I was thinking the animation from the Widow’s Lunge attack might work well for this, though this is longer ranged than that attack. Nature’s Embrace: Self Rez, Absorb, Recovery, Regeneration Recharge: 240 seconds, Duration: 30 seconds, Cast: 1.25 seconds, HP: 35.13% (Self), Recovery: 150% (Self), Regeneration: 250% (Self) Description: You call upon nature’s powers to heal you in your time of direst need. Pulling power from all the life around you which raises you to full health, give you an absorb boost, increase your recovery by 1.5 times and your regeneration rate by 2.5 times for the next 30 seconds. Animation: I was thinking the animation from Earth Embrace would work, replacing the cycling rocks with leaves. Thorn Barrage: Cone Moderate DMG (Lethal/Toxic) End Cost: 13.1, Recharge: 16 seconds, Range: 40, Arc: 45 Degrees (8 targets max) , Cast: 2.13 seconds, Defense: -10% (Tgt), Damage: -15% Description: Thorn Barrage does light lethal to foes in a cone in front of you then poisons them with a moderate toxic damage over time. This poison also reduces their defense and damage potential as it weakens the target. Animation: I was thinking the animation from the Widow’s Dart Burst would serve this, maybe w/ a trail of leaves following the darts for a couple of seconds. Shell of Bark: Self +Absorb, +Res(Lethal, Cold, Smash, Toxic), Special End Cost: 19, Recharge: 200 seconds, Duration: 60 seconds (special), Cast: 0.75 seconds, HP: 50.45% (Self) Description: Your skin becomes bark-like, very resistant (like +25%) to damage from Cold, Lethal, Smash and Toxic) and gains a large Absorb ability. The resistance and absorb last for 60 seconds or until the absorb amount is exceeded at which point the protective properties of the bark shell are ablated away. This one doesn't last as long as similar powers, it is resistance based and it can be destroyed even before the duration runs out. Animation: I was thinking the animation from the Rock Armor, but reskinned to appear more wooden than rocky. Field of Brambles: Ranged (Location AoE), Minor DoT(Lethal/Toxic), Foe: -Defense, -SPD End Cost: 17.8, Recharge: 100 seconds, Range: 60, Radius: 30 (20 targets max) , Cast: 2.13 seconds, Defense: -20% (Tgt), Speed (Run, Jump, Fly): -50% Description: Causes thorny brush to spring into existence at the chosen location. The thorns pierce your enemies inflicting lethal damage as well as poisoning them. It also catches at them slowing their movement and not allowing them to defend themselves as well. Animation: I was thinking the animation from Roots, but the effect on the targets more like Time Manipulation’s Distortion Field.
×
×
  • Create New...