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Beet

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  1. There seems to be a misunderstanding with what I'm saying, I want an archetype with support sets and melee sets, not an archetype where one of the powerset choices is some amalgamation of melee and support.
  2. I would like to see an archetype that combined melee and support sets, unsure which would be primary/secondary (I'll default to Melee/Support for examples but I believe this would be a good opportunity to have both a second primary support and secondary melee AT), but ultimately I'd like the opportunity to play the combination. I'd like to play a Broadsword/Marine pirate, I'd like a Titan Weapons/Storm inspired by Thor, a Dual Blades/Pain sadist villain, a Street Justice/Traps vigilante, a Kinetics/Kinetics speedster. There's a lot of potential here conceptually, the problem comes with "You're melee, you're going to take a lot of damage running in but have no defense sets". First, a lot of support sets have their own mitigation, I challenge anyone to prove a Dark Miasma character has no survivability, but that doesn't cover every set; For every Rad Melee/Dark Miasma there would be a Claws/Empathy, so for the meat of this (I daresay) common suggestion I'd like to offer some passives that might not directly break some sets over others. Passive combat stealth, functioning like Dark Armor's Cloak of Darkness; A passive stealth which doesn't drop in combat, giving you opportunity to avoid aggro from enemies as you skirt the outside of combat to support before you enter melee and make your presence known. This wouldn't help solo beyond the ability to stealth some missions. Placate utilization, a mechanic that isn't used much outside of Stalkers, placating enemies to reduce your aggro could be an alternative tool from stealth to moderate aggro. It could have a chance to placate on attack, or a chance for a PBAoE placate when using a support power. Attacks provide a survivability buff, either a stacking buff or (for example) a flat 20% resistance and defense that refreshes whenever you attack. Could be coupled with support powers applying a stacking or flat damage buff. If both, they could have a 5 second duration, supporting a play style where you alternate between attack and support to keep your personal buffs up A Fury bar that increases survivability instead of damage, so survivability increases the longer combat goes on for. In a team this incentivizes someone else initiating fights and solo it rewards aggressive gameplay to keep the bar up. The passive does nothing to support survivability directly, but the support set is instead a mix of a defense set and a support set, giving them some mitigation and reduced support capability (Empathy/Regeneration, Storm/Electric Armor, Poison/Bio Armor etc.). The passive could then be something like attacks buff secondary effects and support buffs damage, or a Fury bar that buffs secondary effects or causes an increasing radial ally buff and/or enemy debuff Some combination of the above; Melee attacks buff secondary effects, support powers buff damage or survivability/Melee attacks have a chance for PBAoE placate and self stealth/Passive out of combat survivability buff and a Fury bar that charges slowly but diminishes the passive buff
  3. Jackets/Sleeveless Jackets - Chest Detail - Gunslinger, options with a tie, bowtie and loose/undone tie Jackets/Sleeveless Jackets/Robes/Sleeveless Robes - Chest Detail - Vampire Frilled Ascot, a clean version without the blood stains Robes/Sleeveless Robes - Chest Detail - Loose Tie/Loose Bow Tie, proliferated or outright moved to Jackets/Sleeveless Jackets (I don't understand why they're under Robes) Makeup (eye shadow, eye liners, lipstick and combinations therein) and corset chest details for Male/Huge models for Tights, Jackets, Sleeveless Jackets, Trench Coat, Robotic Arm 1-3 Robotic Arms options: Arms from Armored - Chest - Mecha Armor Arms from Armored - Chest - Retro Scifi 1-4 Arms from Tight - Chest - Chainmail Shiny + Dull, could applied to the model of Banded Robotic, the chainmail replacing the banded metal Upper Body - Robotic Arms 4, 5, 6 and 7; Robotic Arms 4 + 5 are single and dual arms with a sleeveless jacket, 6 + 7 are single and dual arms with a sleeveless robe Robotic Arm 3 - Freakshow Claw, Bio Armor, Black Knight/Spikes (Chainmail + Black Knight gloves), Mecha 1, 2, 3 (Mecha arm + gloves), Organic Armor (Organic Armor glove and shoulder, Chitin texture on the arm), Omega (Omega glove, shoulder and matching bulky upper arm to connect them) Shoulders - Barbarian Iron 1+2 secondary detail - Secondary colour applies to the trim
  4. I like the idea conceptually, I think it's a dangerous balance for the pool to be mostly defense based as it's such a sought-after and powerful buff. I would personally set it's niche to be a pool of mostly minor passive buffs and an avenue for some debuff resistance Enhanced Sight - Perception (Half of Tactics) + accuracy (5%?) passive Enhanced Hearing - Perception (Half of Tactics) + defense debuff (7.5%?) resistance Radar Senses - Defense buff (Combat Jumping level of buff) Sixth Sense - Recovery, recharge and tohit debuff resistance (5-10% each? The idea being the character is more able to react efficiently/quickly/accurately despite opposition) Expert Tracking - Click reveal map + mission objective (Extreme recharge, like 1000s+)
  5. My go-to to simulate a speedster is Stalkers, where my idea is that the character isn't invisible, they're just not on the scene yet. While Super Speed, as a power pool, isn't meant to mechanically be able to carry an entire character, I really do think there should be a way to play as a dedicated speedster. Could we maybe get Speed Attack for melee ATs? Make the attacks teleport to your target within a short range with some after-image effect so it's like you moved up and attacked in the blink of an eye, give it an AoE/chain and a ranged attack with the visual trick of Vorpal Judgement, make the powers grant +movement speed on use, maybe +recharge, regeneration or recovery too. The T9 could be a Lightning Rod-like ground targeted attack which teleports you to a location and creates a line from where you started to where you finished dealing smashing damage and causing knockback, or something more like Savage Leap where you infinite mass punch a target for massive damage while knocking enemies to your end location from the shockwave.
  6. We have a big gun, we have two guns, we have a sci-fi gun, I would like to bring one small gun for that less flashy cowboy feel. The argument I've most often seen before is "There's only so many animations for pointing a gun and shooting" to which I point at Assault Rifle and (the more recent) Beam Rifle, the animations don't have to be incredibly diverse like Dual Pistols turned out to be, it simply has to sell the set's theme. If point and shoot is what it is, I would like that. With that said every set needs a gimmick, to which I have two proposals centered around something I believe may be possible in the engine but I would love input from anyone who is more familiar with the spaghetti. A few things come to mind thematically that have to be involved with using a single pistol; A showdown, bonuses for acting first, and actively reloading. A showdown you can easily make the set's snipe and/or nuke, I think that fits great, then the other two factors I think can be implemented together under a power pick. I'd like to see the set's Aim equivalent be a passive and active combo pick. Passively the character gains stacks of what I'll call Loaded Ammo when out of combat, up to a maximum of 6 (Fight ends, you wait let's say 8 seconds, you then gain up to a cap of 6 stacks of Loaded Ammo). Each stack of Loaded Ammo grants a buff, let's say +10% damage and tohit, plus some other effect to modify gameplay. The active portion of this power is straightforward; Reload to get back up to 6 stacks of Loaded Ammo. For other effects of Loaded Ammo I can see picture three variations. First, there aren't any, it's just a damage buff you gain out of combat which diminishes with each attack's use, this approach works for Shinobi in Ninja Training and I think it's fine here. Secondly, it'd be like a ranged Titan Weapons, when a Pistoleer attack uses up a stack of Loaded Ammo, the attack uses an alternative and more importantly faster animation. Third, it could grant unique bonuses per attack, giving you different approaches to how you start a fight vs how you continue it, with more engaging choices to make in the middle of combat when you Reload. I have an outline for the set in mind to propose. As for Loaded Ammo options, the first is nothing, the second applies the same effect to all of it, but the third is more specific, so I'll detail what I think that could be with each power too but ultimately I like all three options for one reason or another. In the end, I'd like just to be a guy with a six shooter taking on gods. Thanks for reading. Quick Shot Minor ranged damage attack Bonus damage when used with Loaded Ammo Heavy Bullet Moderate ranged damage attack Bonus damage when used with Loaded Ammo Fan the Hammer High ranged damage attack Turns into a high ranged cone attack with Loaded Ammo (consumes all Loaded Ammo?) Reload/Loaded Ammo Passive, regain Loaded Ammo when out of combat for (6-10) seconds Active, regain all stacks of Loaded Ammo, 90s recharge (Aim replacement) Down the Barrel Superior ranged snipe attack Bonus high damage debuff when used with Loaded Ammo Dance Moderate ranged DoT attack, immobilizes and slows the target Additionally debuffs defense and damage resistance when used with Loaded Ammo Shoot the Explosive Moderate ranged AoE attack Bonus damage when used with Loaded Ammo (Animation throws an object then shoots it in mid-air above the target, could be customized to throw dynamite, an alcohol bottle, a small barrel, a grenade or a box of ammo) Steely Gaze Ranged single target hold, targeted AoE fear, target -defense Showdown Extreme ranged cone attack (It's High Noon) Additional superior single target DoT added when used with Loaded Ammo (consumes all Loaded Ammo?)
  7. Old thread, still a good suggestion. I too would like to see this.
  8. Beet

    (Re)Union!

    So many recognizable names, Beet here back on the streets, nice to see some 1ATers back and about!
  9. My Bane Spider buffs proposal; Heavy Burst and Mace Beam Blast, whilst Hidden, become snipes for critical damage, Heavy Burst being shorter range and longer animation than Mace Beam Blast Mace Beam, Mace Beam Blast and Mace Beam Volley damage increased to not be terrible attacks (MBB+MBV have lower DPA than Brawl, MB having lower DPA than Archery-Snap Shot on a Corruptor), I would bring them in line with Sentinel Energy Blast's Power Bolt, Explosive Blast and Energy Torrent respectively Bane Spider Armor Upgrade and Cloaking Device both gain 15% DDR Build Up becomes Hivemind Empowerment, granting an 80% damage buff and 20% tohit buff for 10 seconds, plus 45% Endurance Reduction and 10% DDR for 30 seconds akin to Energy Armor's Energize This brings the Defense Debuff Resistance to 40% (comparable to defense forward sets which tend to sit at approximately 30%-50%), gives an active mitigation for their end issues which can be made permanent with IOs but is otherwise active when the Bane Spider is most active/powerful, and it puts in plenty more end-game power to under performing powers for build diversity.
  10. Simple in concept, could we get each Spines/Thorns power customization option minus the toxic trail effects? Thank you for reading.
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