-
Posts
521 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Posts posted by megaericzero
-
-
Boom. The feature was implemented before you even came up with the idea. Now that is customer service!
-
3
-
2
-
-
31 minutes ago, Lyone_Manes said:
You also occasionally get the glitch where you Dismiss a Summon and then can't summon a new one because it's still on the map stuck somewhere.
That's interesting. Is it because pets execute their commands when available rather than immediately, so if they get stuck on something they don't see themselves as available to be dismissed? /release_pets forcibly defeats your pets - henchmen or otherwise
-
I was going to suggest having the henchmen's own summon powers teleport them if they are still alive when used. Since the Mastermind can already just dismiss and re-summon them, this would give the option to act like they did but keep their upgrades and any lingering buffs with the trade-off of putting the powers on cooldown. Then I looked at COD and double-checked in game...
When did the henchmen powers get buffed to 5-15s recharges with 5-13 endurance cost? Forget what I was going to say; just desummon and resummon them.
-
1
-
2
-
-
Henchman/pet customization is a suggestion that comes up pretty frequently. Here's the most recent thread related to it for visibility on what was recently discussed.
-
13 minutes ago, Rudra said:
To the best of my knowledge, what you are seeing is a jump effect. I like to use it when running near a war wall in the RWZ to avoid Rikti Pylons or when in Faultline to cross gaps along the war walls. I don't think it works for strictly vertical movement as I haven't had it work on strictly vertical movement, but it is the jumping component of movement that seems to make that work.
8 minutes ago, Luminara said:That's Movement_Friction. SS does that when Momentum is active. If you really like that, though, you want Combat Jumping. If there's the faintest hint of an angle to the vertical surface, you'll rocket up it with Combat Jumping.
Bah. Beaten to the answer. Twice.
Yeah, war wall surfing is more of a physics engine exploit than a power feature.
EDIT: Which isn't to say it's bad. It's loads of fun; even on characters with travel powers. Hop on the wall, get the angle right, set autorun, and sail across the zone passively while you (the player) goof off.
-
1
-
-
14 minutes ago, Rudra said:
I appreciate that, but I meant it needs to not be called intangibility for its effect if it does not abide by what intangibility in the game says it does. (Edit: When you look up detailed info or look on City of Data for its effects, it says Mag 4 intangibility. It should have a different name if it follows different rules for its intangibility.)
The whole game could use a full pass for lexicon consistency.
The other powers come with an additional effect called Combat Phase. Ironic, given the tooltip describes Speed Phase as phase whereas the other powers call themselves intangible, but it appears it's the reverse case for which term does what effect when you look at COD.
EDIT: And then there's Dimension Shift which has a sub-effect called dimension_shift_ally which I assume is the added function to walk into the field and be able to act against the foes that the power phased. One of its effects is listed as "1.0 points of Designer Status."
-
1
-
-
11 minutes ago, Rudra said:
So if Super Speed doesn't work the same, then it needs to not say it is an intangibility.
"Speed Phase allows you to vibrate the atoms in your own body so quickly that you can pass straight through both allies and enemies. Whilst in this state you are unable to affect anyone but yourself, but can still be attacked by foes."
EDIT: Note also that its power tooltip lists its effect as "Self Phase (Special)" whereas powers like Phase Shift, Quantum Flight, and Nebulous Form list themselves as "Self Intangible."
-
To the subject of Athletic Run and Super Speed: they did add a momentum mechanic where running for a bit gives you temporary jump height so you can clear minor barriers or get to slightly higher ground without having to go around them like back in the day.
-
5 hours ago, PoptartsNinja said:
I suspect obsoleting Sudden Acceleration is the OP's intent: trying to render an existing tool useless by introducing more powerful versions of the same tool. Which I can't really agree with.
To be fair, kelika did say to compensate Sudden Acceleration by giving its KB2KD something additional and then suggesting something that the proposed set doesn't have:
16 hours ago, kelika2 said:And to compensate for Sudden Acceleration always being there for us make it KB2KD/Chance for Lethal damage.
--
What I'm trying to understand is why each enhancement has KB2KD. I'm guessing the purpose of the suggestion is to alleviate the slot tax by having KB2KD enhancements that also boost one aspect but not being beholden to which aspect so you can use them in powers with different needs (acc, dam, end, rech, etc.) without having to suggest separate sets.
-
Erm, what's the function of every enhancement in the set doing KB2KD?
-
My bad. I misread the part about energy. A weakness to energy/electricity is plausible.
The phase shift sounds interesting. Alternating intervals of being unable to affect foes probably won't go over well with people, though. I also have reservations about changing it into a Hibernate clone for the same risk of inviting comparisons to Ice Armor. Maybe turning it into a crash-lite t9 like Strength of Will and keeping the no-collision Zork suggested (assuming you could separate that from normal intangibility)?
-
Great points, @ThatGuyCDude.
More energy protection sounds good; psionics I'm not sure on but could probably work in. There were a couple different things I was trying to do so the set would stand out from other armors.
I was avoiding making heat/cold resistance this set's specialty because then it becomes room-temperature Ice Armor. That said, Thermocline Armor was meant to be the thermal density property at work. The slow resistance wasn't that you move fast in liquid but rather that the liquid was insulating you from the slow-down that most cold powers inflict. As for movement, Hydrodynamic Body already does buff that. It's even listed as +Movement; I didn't write it out as +Speed or +Run/Jump/Fly.
We already have multiple haze-type powers - Arctic Fog, Steamy Mist, and Shadow Fall; granted they're all in support sets. For liquid armor, I wanted to have the character absolutely drenched, pouring out fluids like they're a fountain (or at least a recent victim of a Gatorade dunk).
The mez protection being themed as dissolving whatever's mezzing you was both because the set is doing double-duty as Chemical Armor (hence it's not called Water Armor directly and the only power describing water is Storm Drain, which refers to you taking someone else's) and because of water's nickname - the universal solvent.
The tier 9 definitely leaves something to be desired, given it's a carbon copy of many other sets' t9. Which warshade power are you referring to that behaves like that (or is it an original take on their existing intangibility power)?
And as for a teleport attack, that's already in the melee set via Jet Kick. It would seem redundant since the melee and armor set are already a thematic match; being able to double-up on that feels like a benefit of purposely mix-and-matching themes instead of doubling down (eg: Electrical Melee and Shield Defense being able to do it). Unless we wanted to make that the liquid-themed close-combat's specialty... 🤔
-
1 hour ago, ThatGuyCDude said:
Though I suppose that would have to be paired with a Hydro Armor, and that's much more difficult to picture.
For what it's worth, I posted a suggestion recently for water-themed melee and armor sets as well as control and support. 👀
-
17 minutes ago, Rudra said:
Even if the cut scene only played for the person that hasn't seen it before, that person will still stand out and for the cut scene's duration, not be helping the team.
The funnier point to this is that cutscenes aren't pre-rendered - they're emoted in real time by the mobs while the game arrests control of your camera. (At least, if nothing's changed since the last time I checked.)
Players have planted themselves next to where Arbiter Sands will spawn with his platoon during the first mission of the STF (back when it was the STF) for a "cheekie selfie" while the team is forced to wait out the dialogue.
Imagine someone wanting to see the cutscene only to watch the carnage of seven Judgment powers and a slew of other AOEs wipe the mobs out before they're even done talking. Meanwhile this person is forced to watch in horror like they're tied to a chair.
-
2
-
1
-
-
Good feedback and ideas. I've incorporated a couple into the OP.
Here I thought I'd get more responses to the armor and melee sets given they're less adventurous (read: copy-pasted) but I suppose when you stick so closely to an existing template, it already comes with the benefits and baggage of the thing you based it on so there's not much that needs to be said.
@Rudra: yeah, the idea with Sinkhole is you washed the ground out beneath the foe to create it; I've renamed it. For Flood, there wasn't a good term for "knee-deep/waist-deep water" and I didn't want it to just be "Bigger Sinkhole" so fell back on flood. With Ink Burst, I thought to have Liquid Armor also have a minor tertiary theme of your character being some kind of water creature (hence Hydrodynamic Body) but it's too much in retrospect. Plus the power was filler until I added Hydrophobic Coating; I just kept it for Stalkers since it seemed like a fitting power (it is a Smoke Flash expy). I've removed it and put Hydrophobic Coating in its place.
As for Storm Drain, the PBAOE scaling endurance drain powers (Power Sink, Energy Absorption, Energy Drain) seem - to me at least - to be about creating a conceptual low-point of energy so that electricity/heat/energy flows to you via osmosis. With that in mind, the visual I had was one of those street drains that's been flooded over and just-recently unblocked, creating a whirlpool. (see visual) I've also given my thoughts in Alchemystic's powerset-recycling thread that there's a fuzzy line between jokingly punning and genuis wordplay, so calling it Storm Drain to go with Energy Drain and Power Sink seemed fitting both as wordplay and because you are conceptually becoming a drain for the endurance to flow into.
@ZorkNemesis: I love the Fluid State idea and have incorporated it as Stalkers' t9 with a focus on defense and the no-collision effect to contrast with Scraps/Tanks/Brutes' stand-your-ground t9 Overflow. I'm glad we had the same idea with Vortex; it reassures me that the name, theme, and effect together are a good match.
@Videra: Good points. I'm more out-of-touch with support sets as I mostly solo. What would you suggest to replace the t8 in Water Affinity?
-
Here's something I wanted to suggest: the gamut of remaining water-themed power sets, save for henchmen. We're ignoring the Manipulation, Assault, and Mastery categories because they'd all basically be children of these sets.
Why are you suggesting four power sets at once?
In large part so that we can give each set one or two overarching themes without stepping on each other's toes. For instance, Sonic Manipulation has a power called Sound Barrier whose name would proliferate perfectly as the smashing-lethal shield to a "Sonic Aura" or "Sonic Armor" armor set... except that the actual effects it was given are not that of a smashing-lethal shield so now if we ever get a sonic armor its physical shield will have to use a different name. (Yes, I do actually
thinkobsess about things like this.)If anyone reads the thread and thinks "hey, you should focus on quality over quantity", I did actually. I've been tweaking each of these back and forth for about six months. They've sort of reached as good as they're going to get just banging around in my own head without actually talking to other people about it (hence this thread). They're by no means perfect but I do think they're a decent springboard.
As far as the themes, at a glance I'd go with...
Water Control: the flow of water
Water Affinity: small bodies of water and things dissolved in that water
Water Melee: water pressure and release
Liquid Armor: properties of water (and/or other chemicals)
The themes aren't meant to be absolute; just give us a theme to play towards with most of the sets' powers rather than each set looking like "I asked chatGPT for water-related terms and just picked random ones." There'll still be some outliers in each set.
Why do a lot of your power names overlap or downright sound like ones from the Eco-friendly Powerset Recycling Thread?
I mean... all-in-all I'd like to say it's because of simultaneous invention. Rooting the powers in real-world concepts and terminology will do that. There's still plenty of room that I may have been "inspired" by the thread, consciously or unconsciously. I tried to make what I thought were sets that distilled the aforementioned themes, whether they overlap with sets suggested in that thread or not. My bad if I did steal anyone's work. I will admit Aqua Strike down in Water Melee is directly copied in name at least.
Now onto the power sets. I'll hide the detailed power info in spoilers boxes since the whole post is already a huge block of text and so people who just want to scan the power tables at a glance can.
Water Control (Controllers, Dominators)
1. Water Trap (Ranged) Foe Moderate Damage over Time (Smashing, Cold), Immobilize, -Jump, -Movement, -Recharge 2. Water Prison (Ranged) Foe Moderate Damage (Smashing, Cold), Hold, -Movement, -Fly, -Recharge 3. Flood (Ranged AOE) Foe Minor Damage over Time (Cold), Immobilize, -Movement, -Jump, -Recharge 4. Deluge (Location AOE) Foe -Movement, -Fly, -Jump, -Defense, Chance to Confuse 5. Rapids [Toggle] (PBAOE) Foe Chance to Knockdown 6. Decompression (Ranged AOE) Foe Minor Damage (Smashing), Disorient 7. Riptide (Location AOE) Foe Minor Damage over Time (Smashing, Cold), Draw-in 8. Waterfall (Ranged AOE) Foe Minor Damage over Time (Smashing, Cold), Hold, -Movement, -Recharge 9. Undine (Location) Summon Pet (Undine) Undine
Resistance [Auto] Self +Resistance (Lethal, Cold, Negative), +Protection (Hold, Immobilize) Drench (Melee Cone) Foe Moderate Damage Over Time (Cold), -Defense Dehydrate (Ranged) Foe Moderate Damage (Smashing, Cold), Minor Damage over Time (Cold), -Movement, -Recharge, -Defense; Self Heal over Time Water Prison (Ranged) Foe Moderate Damage (Smashing, Cold), Hold, -Movement, -Fly, -Recharge Power details and random thoughts on Water Control:
SpoilerWater Trap (name credit to Rudra)
(Ranged) Foe Moderate Damage over Time (Smashing, Cold), Immobilize, -Jump, -Movement, -Recharge
Creates a sinkhole by washing away the ground underneath a targeted foe. The sinkhole causes minor smashing and cold damage over time as the affected foe's legs are pulled in. Stronger foes may be able to resist the immobilization but will still have a hard time walking, reducing their movement speed and recharge rate. The mud in the sinkhole will also prevent foes from simply jumping out of it.
Damage: Moderate
Recharge: FastWater Prison
(Ranged) Foe Moderate Damage (Smashing, Cold), Hold, -Movement, -Fly, -Recharge
You trap your foe in a solid bubble of water. This power deals moderate smashing and cold damage as the target is deprived of oxygen and held in place, unabel to attack or move, and suffers from reduced movement speed and recharge rate.
Damage: Moderate
Recharge: Moderate(Hopefully the engine can handle taking a bubble a-la forcefields and rendering it with a much shinier, rippled surface texture.)
Flood
(Ranged AOE) Foe Minor Damage over Time (Cold), Immobilize, -Movement, -Jump, -Recharge
Creates a rapid torrent of water around a targeted foe. Enemies in the area will be immobilized and take a minor amount of cold damage over time as they struggle to keep their balance. Stronger foes may be able to move around despite the current but will do so with reduced movement speed and recharge rate.
Damage: Minor
Recharge: ModerateDeluge
(Location AOE) Foe -Movement, -Fly, -Jump, -Defense, Chance to Confuse
Creates a heavy downpour at a targeted location. All enemies in the affected area will have reduced movement speed and defense as the rain impedes their mobility. Flying enemies will be grounded by the rain and foes will be unable to jump due to the slick footing. Some enemies may even briefly lose track of who is friend and who is foe, causing them to attack each other.
Recharge: SlowRapids
[Toggle] (PBAOE) Foe Chance to Knockdown
While this power is active, you create a pool of strong and chaotic currents around you. Enemies that enter the pool will have a small chance to be knocked over. This chance is minimal but periodically recurring for as long as they stay in the rapids.
Recharge: SlowDecompression
(Ranged AOE) Foe Minor Damage (Smashing), Disorient
You rapidly reduce the pressure around a group of foes. The sudden, intense change causes decompression sickness, dealing minor smashing damage and disorienting the affected targets for a time.
Damage: Minor
Recharge: SlowRiptide
(Location AOE) Foe Minor Damage over Time (Smashing, Cold), Draw-in
You create a powerful current at a targeted location that draws in enemies and deals minor smashing and cold damage over time. The riptide only lasts for a very short time but is incredibly hard for most foes to resist.
Damage: Minor
Recharge: LongWaterfall
(Ranged AOE) Foe Minor Damage over Time (Smashing, Cold), Hold, -Movement, -Recharge
Creates a powerful waterfall around a group of foes. The sheer weight of the water bearing down on them holds them in place as well as reducing their movement speed and recharge rates while also dealing minor smashing and cold damage over time.
Damage: Minor
Recharge: Very Long(For this power in particular, I recommend foes do the "drop to all fours" animation used in cutscenes.)
Undine
(Location) Summon Pet (Undine)
You create a powerful entity of animated water at a targeted location. The undine possesses several water powers to attack any nearby foes and is difficult for enemies to pin down. It can be healed and buffed like any teammate. Type "/release_pets" in the chat window to release all your pets.
Recharge: Very Long(In terms of appearance, maybe an invisible human model with the Slime and Wake auras?)
Water Control sets itself apart with its small but constant aura of knockdown and being able to use Riptide to cluster enemies around a targeted spot rather than an anchor target, in addition to multiple powers that debuff movement speed and an AOE immobilize that is TAOE instead of a cone. If it's not overpowered, I could see reducing the recharge on Riptide so it can be used more often, giving the set a special niche of being able to drag foes around at will.
Water Affinity (Controllers, Defenders, Masterminds, Corruptors)
1. Hot Spring (PBAOE) Ally/Self Heal 2. Seafoam (Ranged Cone) Foe -Movement, -Resistance, -Fly, -Jump 3. Mineral Bath (Ranged) Ally Heal 4. Humidity [Toggle] (Ranged AOE) Foe -Resistance 5. Cleanse (Ranged) Ally +Protection (Confuse, Disorient, Fear, Hold, Immobilize, Sleep), +Perception 6. Breakwater [Toggle] (PBAOE) Ally/Self +Resistance (All but Toxic), +Protection (Disorient, Hold, Immobilize) 7. Halocline (Ranged AOE) Foe Sleep, -Defense 8. Tide Pools (Location AOE) Ally/Self +Regeneration, +Endurance Discount 9. Tsunami (Ranged Cone) Foe Knockback, Disorient, -Defense, -Resistance, -Movement, -Recharge Power details and random thoughts on Water Affinity:
SpoilerHot Spring
(PBAOE) Ally/Self Heal
You can create a warm spring around you that heals the wounds of you and your allies.
Recharge: ModerateSeafoam
(Ranged Cone) Foe -Movement, -Resistance, -Fly, -Jump
Spreads a large patch of seafoam in a cone in front of you. The foam clings to enemies, slowing their movement and reducing their damage resistance. Affected targets cannot jump or fly for a time as well.
Recharge: SlowMineral Bath
(Ranged) Ally Heal
Heals a single, targeted ally by bathing them in mineral-rich water. You cannot use this power to heal yourself.
Recharge: FastHumidity
[Toggle] (Ranged AOE) Foe -Resistance
Creates an area of high humitity around a targeted ally that oxidizes enemy defenses, reducing affected foes' damage resistance. This area will remain in effect for as long as you keep the power active and moves with the ally you have it anchored to. (Note that aggro for the aura is directed to you, not the ally it's anchored to.)
Recharge: ModerateCleanse
(Ranged) Ally +Protection (Confuse, Disorient, Fear, Hold, Immobilize, Sleep), +Perception
By cleansing an ally with pristine water, you can free them from any confuse, disorient, fear, hold, immobilize, and sleep effects leave them resistant to such effects for a good while as well as increasing their perception. The mez protection will improve with multiple applications and as you advance in level.
Recharge: FastBreakwater
[Toggle] (PBAOE) Ally/Self +Resistance (All but Toxic), +Protection (Disorient, Hold, Immobilize)
While active, you project a field that reduces the force of incoming attacks. This creates an area of calm water around you that increases the damage resistance of you and your allies against all types of damage except toxic. The serenity within this area even protects against psionic damage. Additionally, you and your allies will be protected from disorient, immobilize, and hold effects.
Recharge: SlowHalocline
(Ranged AOE) Foe Sleep, -Defense
You create a stark difference in salinity in the area around a targeted foe. Any foes inside of the area will be trapped by the difference in pressure, preventing them from moving or attacking. The containment is fragile, however, and enemies will break free if attacked or otherwise damaged. Even if enemies are freed, their defense will still be hindered by the salt stuck to their bodies.
Recharge: SlowTidepools
(Location AOE) Ally/Self +Regeneration, +Endurance Discount
You can create up to three tide pools at locations of your choosing. Each pool boosts the regeneration rate of you and any allies while standing in them as well as providing a discount to the endurance cost of all powers. These bonuses stack so you can choose to pile them all on one spot for a larger boost, spread them across a larger area to cover more allies in a league, or meter them out to keep their effects going over a longer period of time.
Recharge: Very LongTsunami
(Ranged Cone) Foe Knockback, Disorient, -Defense, -Resistance, -Movement, -Recharge
You unleash a massive tidal wave to wash over your foes, knocking them back and disorienting them as the water sweeps them off of their feet. Foes caught in the wave will also suffer from reduced defense, resistance, movement speed, and recharge rate for a good while.
Recharge: Very LongThis set is a mish-mash of Sonic Resonance and Empathy with a dash of other stuff thrown in. Notably, Breakwater offers resistance to all but Toxic instead of all but Psionic, as many buffs in the game like doing the latter. Halocline is basically ranged Salt Crystals (or damage-less Flash Freeze). Tidepools is the set's unique power. It's essentially a substitute for the two RAs (though goes about endurance differently) but, more importantly, behaves a bit like how the old devs described their rough idea for the Genesis slot in the AMAs. That being (for one the branches) to be able to make multiple buff patches.
Water Melee (Scrappers, Tankers, Brutes, Stalkers)
This first power table will be the Scrapper one.
1. Aqua Strike (Melee) Foe Moderate Damage (Smashing, Cold), Chance for Disorient; Self Build (Water Pressure) 2. Piston Punch (Melee) Foe High Damage (Smashing, Cold), Chance to Knockdown; Self Build (Water Pressure) 3. Drench (Melee Cone) Foe Moderate Damage Over Time (Cold), -Defense; Self Build (Water Pressure) 4. Build Pressure Self +Damage, +To Hit, Build (Water Pressure) 5. Jet Kick (Ranged, scales w/ Water Pressure) Foe Moderate Damage (Smashing, Cold), Chance to Knockdown;
Self Teleport, Consume (Water Pressure)
6. Confront self-explanatory 7. Water Vortex (PBAOE) Foe Moderate Damage (Cold), Draw-in; Self Build (Water Pressure) 8. Pressure Cutter (Melee) Foe Extreme Damage (Lethal, Cold); Self Damage (scales w/ Water Pressure), Consume (Water Pressure) 9. Hydraulic Press (Melee) Foe Superior Damage (Smashing, Cold), Hold (scales w/ Water Pressure); Self Consume (Water Pressure) Here's the other archetypes' power tables with their differences highlighted.
Tankers Brutes Stalkers 1. Aqua Strike Aqua Strike Aqua Strike 2. Piston Punch Piston Punch Piston Punch 3. Drench Drench Drench 4. Taunt
Build Pressure Assassin's Jet
5. Tidal Kick Tidal Kick Build Up
6. Build Pressure
Taunt
Placate
7. Water Vortex Water Vortex Tidal Kick 8. Pressure Cutter Pressure Cutter Pressure Cutter 9. Hydraulic Press Hydraulic Press Hydraulic Press In the case of Stalkers I looked at sets like Street Justice and noticed they still have to trade for normal Build Up if it's not just a thematic rename, even though things like Combat Readiness are "Build Up but better" because they play to the set gimmick. Ah well.
Power details and random thoughts on Water Melee:
SpoilerAqua Strike
(Melee) Foe Moderate Damage (Smashing, Cold), Chance for Disorient; Self Build (Water Pressure)
You strike your foe with water, dealing moderate smashing and cold damage and potentially stunning them for a few seconds. This power builds water pressure.
Damage: Moderate
Recharge: ModeratePiston Punch
(Melee) Foe High Damage (Smashing, Cold), Chance to Knockdown; Self Build (Water Pressure)
You strike your enemy with a punch boosted by a burst of water on impact, dealing high damage and potentially knocking down your opponent. This power builds water pressure.
Damage: High
Recharge: ModerateDrench
(Melee Cone) Foe Moderate Damage Over Time (Cold), -Defense; Self Build (Water Pressure)
You drench enemies in a cone in front of you, causing moderate cold damage over time and lowering their overall defense for a while. This power builds water pressure.
Damage: Minor
Recharge: Fast(I would name it Soak so it doesn't overlap with Drenching Aura in Liquid Armor (see below) but I feel Soak is better reserved for some kind of self-only power if we need more powers somewhere like the Mastery or Manipulation sets.)
Build Pressure
Self +Damage, +To Hit, Build (Water Pressure)
Greatly increases the amount of damage you deal for a few seconds as well as slightly increasing your chance to hit. Using this power also grants you three stacks of water pressure.
Recharge: LongJet Kick
(Ranged, scales w/ Water Pressure) Foe Moderate Damage (Smashing, Cold), Chance to Knockdown; Self Teleport, Consume (Water Pressure)
Performs a diving kick that damages your target and has a strong chance to knock them over. This power consumes water pressure to increase its own range, allowing you to strike from farther away. (Default range is 20ft distance; each stack of water pressure adds 20ft, up to a maximum range is 80ft. Teleport doesn't occur if used in melee range.)
Damage: Moderate
Recharge: SlowWater Vortex
(PBAOE) Foe Moderate Damage (Cold), Draw-in; Self Build (Water Pressure)
You create a vortex of water around you that draws in and moderately damages nearby foes. This power builds water pressure.
Damage: Moderate
Recharge: SlowPressure Cutter
(Melee) Foe Extreme Damage (Lethal, Cold); Self Damage (scales w/ Water Pressure), Consume (Water Pressure)
You focus your water pressure into a very precise strike. Pressure Cutter deals extreme damage in a very short timeframe but causes recoil damage from the rapid build up and release. This recoil is offset by the amount of water pressure you already have built-up; at maximum pressure, this power deals no self damage.
Damage: Special
Recharge: Long(See thoughts at the end of this section about animation time in relation to Energy Transfer.)
Hydraulic Press
(Melee) Foe Superior Damage (Smashing, Cold), Hold (scales w/ Water Pressure); Self Consume (Water Pressure)
Channels your water pressure into a slow but devastating strike, dealing extreme damage and briefly holding your opponent. Stronger foes may be able to resist the hold effect. This power consumes all stacks of water pressure to increase both the magnitude and duration of its hold.
Damage: Superior
Recharge: LongConfront (self explanatory)
Build Up (self explanatory)
Assassin's Jet (self explanatory)
Placate (self explanatory)
Taunt (self explanatory)
This is the most derivative set in the bunch but it's also the one I have the most to say about. If it looks like Energy Melee 3.0 that's because it basically is. That said, there are some key differences and on-brand theming. Normally I'm not one for gimmicks, let alone yet another builder-spender, but it fit for this set so I worked it in. There was specific focus to not up any power's damage directly.
The set has Water Vortex which is very much Battle Axe's new Axe Cyclone. Jet Kick would be the set's flavor power. The intent is to let you use it to reposition mid-fight or to jump to the next group of enemies if you end a scuffle with leftover pressure. As for Hydraulic Press, it's very much Total Focus; the animation fits too well for the name. Having its pressure mechanic to increase both the magnitude and duration of its hold was meant to give the set some versatility, making this the power to spend your pressure on if you're fighting a boss, instead of using it on Jet Kick.
And that brings us to Pressure Cutter. It is Energy Transfer - the name was also just too good to not pair with the pressure mechanic name. To set it apart (and neither make things too powerful nor encroach on Energy Transfer's special traits), I would give PC a static cast time somewhere between ET's fast and slow animations with the pressure gimmick relieving the self-damage instead of changing its speed.
One last note on this set: of all the names in this post that may or may not have been "appropriated' from Alchemystic's thread, Aqua Strike is directly plagiarized. I couldn't think of a better name; Water Punch sounds dumb.
Liquid Armor (Scrappers, Tankers, Brutes, Stalkers, Sentinels)
The reason this one's called Liquid Armor instead of Water Armor or Hydro Armor is so it can also cover as Chemical Armor or Acid Armor.
This is the Scrapper/Tanker/Brute power table.
1. Drenching Aura [Toggle] (PBAOE) Foe Minor Damage over Time (Cold), Taunt 2. Fluid Shield [Toggle] Self +Resistance (Smashing, Lethal), +Protection (Knockback) 3. Rehydrate Self Heal, +Resistance (Toxic) 4. Solvent Armor [Toggle] Self +Protection (Disorient, Hold, Immobilize, Sleep), +Resistance (Toxic) 5. Hydrophobic Coating [Auto] Self +Resistance (Cold, Negative, Recharge) 6. Thermocline Armor [Toggle] Self +Resistance (Heat, Cold, Energy, Negative, Movement, Recharge) 7. Hydrodynamic Body [Auto] Self +Movement, +Recharge, +Resistance (Movement, Immobilize) 8. Storm Drain (PBAOE) Foe Minor Damage (Cold), -Endurance; Self +Endurance (per foe) 9. Overflow Self +Resistance (All), +Defense (All), +Resistance (Mez);
[Delayed] Self -Health, -Endurance, -Recovery
Here's the Stalker table with only the differences highlighted.
1. Hide self-explanatory 2. Fluid Shield same 3. Rehydrate same 4. Solvent Armor same 5. Hydrophobic Coating same 6. Thermocline Armor same 7. Hydrodynamic Body same 8. Storm Drain same 9. Fluid State Self +Defense (All), +Resistance (Defense, Mez),
+Recovery, +Movement, +Phase (Special);
[Delayed] Self -Endurance, -Recovery
I haven't played Sentinels enough to internalize how their versions of armor sets differ. Sorry, Sentinels.
I guess drop Drenching Aura/Hide, shift everything up, and tack Hydrophobic Coating/Ink Burst somewhere?
Power details and random thoughts on Liquid Armor:
SpoilerDrenching Aura
[Toggle] (PBAOE) Foe Minor Damage over Time (Cold), Taunt
While active, you emit a constant aura of liquid that drenches foes, chilling them for minor cold damage over time and drawing their attention to you.Damage: Minor
Recharge: FastFluid Shield
[Toggle] Self +Resistance (Smashing, Lethal), +Protection (Knockback)
You coat your body in a thick layer of liquid for self-defense. The liquid causes hydrodynamic braking, greatly reducing the amount of damage you take from smashing and lethal attacks. The layer of fluid also has some weight to it, protecting you from knockback effects.
Recharge: Very FastRehydrate
Self Heal, +Resistance (Toxic)
You can take a moment to rehydrate your own body, healing yourself. This also allows your body to flush some toxins out of your system, increasing your resistance to toxic damage for a time.
Recharge: LongSolvent Armor
[Toggle] Self +Protection (Disorient, Hold, Immobilize, Sleep), +Resistance (Toxic)
While this power is active, you coat yourself in a solvent that breaks down even the toughest materials. This makes you hard to pin down, leaving your nearly immune to disorient, hold, immobilization, and sleep effects as well as resistant to toxic damage.
Recharge: Very FastHydrophobic Coating
[Auto] Self +Resistance (Cold, Negative, Recharge)
Your surface is coated in a thin layer of water-repellant fluid that protects you from cold damage, negative damage, and recharge reductions. This power is always on and costs no endurance.Thermocline Armor
[Toggle] Self +Resistance (Heat, Cold, Energy, Negative, Movement, Recharge)
While this power is active, you coat yourself in a layer of thermally-dense fluid that insulates you from extreme temperatures. As long as this power is active, you have increased resistance to heat, cold, energy, and negative energy damage as well as slow effects.
Recharge: Very FastHydrodynamic Body
[Auto] Self +Movement, +Recharge, +Resistance (Movement, Immobilize)
Your body is optimized for movement in fluid and air, and experiences little to no drag. This affords you a permanent increase to your movement speed and recharge rate as well as protection from impediments to your movement. This power is always on and costs no endurance.Storm Drain
(PBAOE) Foe Minor Damage (Cold), -Endurance; Self +Endurance (per foe)
You can drain some water from all nearby foes in order to replenish yourself, sucking some endurance from each enemy hit and adding it to your own. The more foes affected, the more endurance is gained. Foes will suffer minor cold damage as their body is desiccated by the sudden water loss.Overflow
Self +Resistance (All), +Defense (All), +Resistance (Mez); [Delayed] Self -Health, -Endurance, -Recovery
You can push your liquid armor to the limit, letting out extreme amounts of fluid from your body. The extra fluid provides additional protection, greatly increasing your damage resistance and even defense for a time as well as accelerating how quickly mez effects wear off. After a time, however, your body becomes severely dehydrated, draining you of most of your health and all of your endurance and leaving you unable to recover endurance for a brief time.
Recharge: Very LongHide (self-explanatory)
(removed)Ink Burst
(PBAOE) Foe Placate, -Tohit
You are able to expel a dark, inky substance in self-defense. Nearby enemies will be temporarily blinded to your presence, allowing you to reposition or retreat. Affected foes will suffer from reduced to-hit chances for a time.
Recharge: Very LongFluid State (credit to ZorkNemesis)
Self +Defense (All), +Resistance (Defense, Mez), +Recovery, +Movement, +Phase (Special); [Delayed] Self -Endurance, -RecoveryYou transform your body into pure liquid. In this state, you have incredible defense, increased recovery, and are highly resistant to both defense debuffs and mez effects. Additionally, your amorphous form grants you increased movement speed as well as the ability to pass through both friend and foe alike. Once you return to normal, however, your body becomes severely dehydrated, draining you of all your endurance and leaving you unable to recover endurance for a brief time.
Recharge: Very Long
I wasn't going for anything stylish and unique about the tier 9 for this set. It's your average "overdo the protection then nearly drop dead when it crashes" type. While Water Melee was the most uninspired in terms of copying another set, this one is the most uninspired in terms of powers. The whole set is just "yup, these are solid armor powers" but nothing unique. Which is to say, it's all bland - watered down, if you will. Ha ha. Ha. Sorry.
I don't think it's a bad set but it could use some love from someone more creative to give it a unique flair.
And uh... I'm really bad at ending essays. These are just my thoughts on more water-related power sets. I'm looking forward to hearing from you guys.
Thank you for coming to my Ted Talk.
-
8
-
1
-
1
-
1
-
-
Oh! Okay. I misunderstood.
I thought you were speaking in direct opposition to the addition of henchmen-only costume slots that don't touch the existing 10 slots that players have access to. I see what you're saying now.
14 minutes ago, Rudra said:I'm not riled up?
Got it. I incorrectly read into it as a very impassioned statement because of the numbers. My bad.
-
I get that it's hyperbole but why so riled-up about this in specific? I'm genuinely curious.
If they're added with the express purpose of being for henchmen and don't encroach your existing costume slots, you're not losing anything. You are literally gaining something at no cost to you. If they implemented it like that mechanically under the hood but it was never visible to you as a player, you wouldn't even know that's how it was. Like is it actually a concern to you, as a player, that the server store these hypothetical pet costumes in a different section of your character's file even if it doesn't affect the result and that you explicitly know that's how it's programmed?
-
1
-
-
1 hour ago, Rudra said:
So I'm not in favor of giving up costume slots for our pets
Maybe we don't have to. Just playing devil's advocate for a second:
VEATs were able to accidentally acquire a sixth costume as far back as i12. Dunno how the excess alignment-swapped ones behaved but, for the VEAT one at the time, the game supported the sixth costume. The UI just wasn't programmed to display more than five so you couldn't edit #6 at the tailor; it still worked fine and could be accessed with /cc. That brings up the question of how much more costume data current character files can store. If there's sufficient room, perhaps allocating n more costume slots for henchmen could give us the best of both worlds. Add a new NPC at icon/facemaker locations whose UI only looks at those slots (so you can customize them) and disallow /cc or /cce from switching players to them. From the end user's perspective, they now have "player" costumes in the existing menus and "henchmen" costumes in a new menu.
(That said, I do still feel the costume route is too clunky and scales badly even if it didn't eat the player's costume slots, for the reasons I gave three posts up.)
-
Using costume slots is a creative solution but does present some concerns. The big ones, to me, are:
Tying it to your own costume slots means you have to use more slots if you want henchmen to have multiple appearances. Not just in terms of your Jounin looking different from your Oni but if you want your Genin to look two different ways depending on which costume you-yourself are sporting.
Henchmen also have different visual cues for which upgrades they have equipped. Not all are particle FX; some, like Thugs, change the actual outfits - arsonist gets a satchel, the enforcers put on trenchcoats, etc. Trying to incorporate that into character costumes would probably overcomplicate the customization process or impose cover-all VFX people would be discontent with, to speak nothing of whether or not it's even possible.
--
Henchman customization would be cool. Moving away from other servers' implementation via costumes, perhaps power customization recycling existing enemy groups? For instance, defeat 100 Vahzilok to unlock them for Necromancy - cadaver zombies, mortificator grave knights, and an eidolon lich, selectable per-power. This could also address the visual cues for upgrades as the NPC models could go through different versions of the same enemies. Having the Cadavers go to Embalmed Cadavers with the first upgrade and Diseased Cadavers for the second, for instance.
-
2
-
-
Didn't see anything on the index page about proliferating Ninjitsu to Tankers and Brutes.
Ninjitsu
1 Ninja Reflexes [Toggle] Self +Defense (Melee), +Resistance (Defense) 2 Danger Sense [Toggle] Self +Defense (Ranged, Area-of-Effect), +Resistance (Defense),
+Perception
3 Kuji-In Sha Self Heal, +Resistance (Toxic) 4 Kuji-In Rin Self +Protection (Confuse, Disorient, Fear, Hold, Immobilize, Sleep),
+Resistance (Psionic)
5 Taijutsu [Auto] Self +Protection (Knockback), +Resistance (All - scales w/ missing HP) 6 Mind's Eye [Auto] Self +Defense (Melee, Range, Area-of-Effect), +Resistance (Defense) 7 Kawarimi [Toggle] (PBAOE) Foe Taunt, -Recharge; Self Chance for +Absorb (per foe) 8 Quickness [Auto] Self +Recharge, +Movement, +Resistance (Recharge, Movement) 9 Kuji-In Retsu Self +Defense (All*), +Resistance (Defense), +Recovery, +Movement;
[Delayed] Self -Endurance, -Recovery
* differs from the original which only gives melee, ranged, and AOE
Power descriptions (for non-recycled powers) :
Taijutsu
[Auto] Self +Protection (Knockback), +Resistance (All - scales w/ missing HP)
You are trained in multiple forms of hand-to-hand combat. These skills allow you to evade attempts at throwing you around and reduce incoming damage by blocking. This damage resistance is only available as you lose health but improves as your hit points decline. This power is always on and costs no endurance.
(Decided not to recycle Bo Ryaku both so this could have a scaling resistance instead and because the term is more familiar to me.)
Mind's Eye
[Auto] Self +Defense (Melee, Range, Area-of-Effect), +Resistance (Defense)
Your ninja training grants you a level of combat awareness on par with futuresight. Your defense to all types of attacks - melee, ranged, and area-of-effect - is permanently increased. Your experience also grants you resistance to having your defense reduced. This power is always on and costs no endurance.Kawarimi
[Toggle] (PBAOE) Foe Taunt, -Recharge; Self Chance for +Absorb (per foe)
Using misdirection techniques allows you to trick your opponents mid-combat. While this power is active, nearby foes will be forced to focus on you but will be unsure where to aim their strikes, effectively reducing their attack rate as they hesitate to attack. Enemies also have a chance of attacking a body double which will absorb the damage for you. This chance increases as more foes surround you, allowing you to exploit the chaos, for up to a total of 10 foes.
Recharge: Moderate(In terms of visuals, I don't know if a constant "afterimages" vfx like the ones Dual Pistols creates are possible, since I assume they are hard-coded to the attack animations rather than dynamically imitating the character's movements. That said, it would be pretty cool if possible and of course should come with a no-fx option as well.)
Not sure how balanced this would be for tanks and brutes. Ninjitsu is already a distant relative to Super Reflexes but trades raw defenses and multiple scaling resistances for utility powers, and is originally used on an archetype not meant to draw aggro (Stalkers); this version may give up too many of those aspects without reclaiming enough of what it gave up from SR to properly absorb alpha strikes.
-
4
-
2
-
-
No strong opinions on the secret lair; I probably wouldn't use it if it means badguys (or good guys) are going to harrass me about it. The idea does just seem like bases with more steps / less control.
The souvenir contact/display idea seems like it'd make for an interesting end-of-arc mission, though - having the game scan your character and populate a museum map instance with relevant items and/or contacts.
-
1 hour ago, DrRocket said:
What is that reason, just curious?
IIRC it's that the auction house isn't its own thing; it's a sub-function of the zones. Each zone - like Kings Row, Grandville, and Pocket D - has to create and maintain its own separate auction house, then the maps have to sync with one another. It's already janky and hardware intensive doing it for all publicly-accessible areas, hence things like lag and trouble fetching recent prices, so having any or every mission and supergroup base load their own auction house for the hundreds or thousands of players online would vastly compound the issues.
-
1
-
-
Erm, I think you're misunderstanding or overcomplicating it.
In the hypothetical, we have two or three zones. Using the GC example, we have original Galaxy City for level range 1-5, Destroyed Galaxy City for (let's say) 25-30, and New Galaxy City for 50+. When you meet whatever trigger is used - whether that's simply entering DGC's level range, setting foot in the zone, touching its first zone-related storyarc, or whatever else is considered the best indicator of crossing the threshold - your character earns an internal flag telling the UI to, from now on, display "Echo: Galaxy City" for original GC's loading screen and name listings (player search, etc.). Then when you reach the trigger for NGC to be your "current" version, the game puts another flag so that DGC now displays in the UI as "Echo: Destroyed Galaxy City" in the same way.
It's a cosmetic change and only affects your screen. Original GC is still, for all intents and purposes, original GC - contacts, enemy spawns, amenities - it's just labeled "Echo:" and that's fine because, to you, you're time-traveling to it via Ouroboros. Anyone you meet there - NPC or player - is in your past. Any newly-rolled player characters you meet or team with there still see it as Galaxy City (no "Echo:") because that's their present-day. No need to phase anything, no need to impose a "YOU ARE SEEING THE WORLD FROM MISSION-HOLDER'S PERSPECTIVE" warnings.
[insert Standard Code Rant here]
From there, just make sure missions above the trigger level range never send you there, same as it is now. Remove the zone's listing on the tram if you want or slap an Ouroboros logo next to it to go with the prepended "Echo:" in its name.
EXP gains should be shared to all players in a particular neighborhood
in Suggestions & Feedback
Posted
The thread is too TLDR for me so my bad if this has been asked/suggested already:
If this is the goal, why not make the Security Chiefs of each zone into repeatable street-sweeping contacts, then? Have them offer the same three "hunt [group]" missions per zone, give their phones on first conversation or first mission complete, and adjust the number of foes to defeat and the completion reward to whatever compensation per time you think is fair for street sweeping.