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Alchemystic

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Everything posted by Alchemystic

  1. If the other gangs are getting overhauls (like we've seen with the Skulls, Family and Vahzilok) then perhaps Supa Trolls might appear as a regular boss for higher level content perhaps?
  2. Could be possible! I think a support-style rifle set with similar themes to the Munitions and Tactical Rifle could work, but if it's strictly pistols it may be a little more tricky.
  3. If you have an idea for a pistol-based debuff set, I'd love to see it 😊
  4. It's almost as if this game is supposed to have multiple players
  5. This one is something of a request, and it's going to be another blast powerset. This time around I'm looking at making a 'Single Pistol' powerset possible, something a little more subtle than Dual Pistol's flashy and acrobatic combat style, and has a different mechanic than 'Swap Ammo' so it isn't too similar. The trouble is, how do we set this apart from Dual Pistols? or other lethal ranged powersets like Assault Rifle and Archery? Without an ammo swap mechanic, it seems fairly generic, so perhaps some sort of 'stance' mechanic that changes which area of the body you target? Marksman Pistol - Hip Fire: Uses the default hip-fire animation of most NPCs, dealing low lethal damage - Single Shot: Uses the same animations as the Thugs 'Pistols' power, but intended for one gun. Deals moderate lethal damage - Covering Fire: Uses the same animation as the Enforcer's 'Uzi Cone Blast' power, but has lower fire rate. Deals moderate lethal DoT in a cone - Focus Fire: Unlocks a set of three toggles that cannot be active at the same time. Without a toggle active you will simply receive an innate boost to accuracy with some powers having a chance to knockdown - Leg Shots: All attacks reduce your target's Speed and some have a chance to Immobilize - Arm Shots: All attacks reduce your target's Recharge, and some have a chance to heavily debuff damage - Head Shots: All attacks reduce your target's ToHit, and some have a chance to Stun - Aimed Shot: Uses the two-handed grip animation of NPCs, dealing high lethal damage - Wild Shot: Same power that PPD have, firing multiple shots from your pistol, dealing moderate lethal DoT and heavily reducing enemy defense - Rapid Fire: Uses the same animation as the Enforcer's 'Uzi Burst' power, but has lower fire rate. Deals superior lethal DoT to a single target - Empty Clip: Uses the same animation as the Enforcer's 'Uzi Heavy Burst' power, but has lower fire rate. Deals high lethal DoT in a cone - Ricochet: Uses the same animation as Dual Pistols' Executioner's Shot' firing a chaining projectile that deals extreme lethal damage
  6. Been a while since I posted anything here but I figured out a fairly easy one to work with. Nothing special this time, just wanted to try my hand at doing another weapon based Assault powerset, so I took Archery and attempted to rework it with a few custom melee attacks. Archery Assault - Snap Shot: Same power from Archery, providing a low lethal damage ranged attack - Boot: A new power that works as a more powerful version of the Fighting pool's 'Kick' power - Aimed Shot: Same power from Archery, dealing moderate lethal damage at range - Fistful of Arrows: Same power from Archery, delivering moderate lethal damage in a close cone - Build Up: Standard Build Up power - Sweep: A new power that is almost identical to Martial Art's 'Dragon's Tail' power, but deals knockdown instead of knockback - Ranged Shot: Same power from Archery, giving the powerset access to a long range snipe attack with extreme lethal damage - Heavy Strike: A new power with identical animation to Street Justice's 'Rib Breaker' power, dealing heavy smashing damage with a chance to knockdown - Blazing Arrow: Same power from Archery, a heavy ranged attack that deals lethal damage and fire DoT
  7. People do "get in a tizzy" about underage ERP. In fact, there was a lengthy discussion about it some time ago in the general discussion thread regarding the issue.
  8. Can people stop being horny long enough to realize kids play this game? cool As someone already said, there's mods to accomplish this in a strictly clientside fashion, where nobody else has to compromise just to indulge this.
  9. I don't think a suggestions thread for a quasi-legal server for a 10 year old video game is exactly the best platform to crusade against gender dimorphic censorship.
  10. @Normal Thomas I think for the most part it looks good, my only pointers would be to maybe bump Punch to the 2nd power and have a similar 'push' power to Sonic Thrust, Ki Push or Power thrust in its place. In order to make room for that I'd likely get rid of Resist Physical Damage, and maybe swap Haymaker and Hand Clap around.
  11. Following the idea of turning some of the powersets here into Melee/Armor powers like I did with the Light/Void stuff, I decided to take a stab at taking the FX and theme of Poison and attempting to make some more materials for melee archetypes. For the melee set, I wanted to play on the whole Poison/Acid theme, having some powers reduce regeneration, while others reduce defense. The armor set I wanted to be resistance based, with other powers based around managing your health. Toxin Melee - Toxic Strike: Basic attack that deals Smashing/Toxic damage. Uses similar FX to Alkaloid/FX on fists - Poisonous Touch: Attack that deals high Toxic damage and minor Toxic DoT and debuffs regen. Uses similar FX to Alkaloid/FX on fists - Spray of Poison: Similar attack to Snakes' 'Venom Spray' dealing moderate Toxic DoT on a melee cone while reducing regeneration - Toxins: A copy of the 'Toxins' power from Plant Manipulation, granting a Build Up effect and adding toxic damage to most attacks. - Corrode: An attack that deals high Toxic DoT and reduces defense, similar FX to the 'Volcanic' aura - Taunt/Placate: Standard aggro management power - Poison Burst: A PBAoE Melee attack that deals moderate damage and reduces regeneration, uses the same explosive visuals as Plant Control's 'Spore Burst' - Virulent Grasp: An attack that deals high smashing damage and high Toxic DoT and reduces both regen and defense. similar FX to the 'Slime' aura - Acid Wave: A cone attack power that deals very high Toxic DoT and reduces defense, uses the same FX as 'Bile Spray' Toxin Armor - Toxic Armor: Toggle power that provides Resistance to Smashing, Lethal and Toxic. Uses the same gas FX as Rikti Monkeys - Constitution: An autopower that increases MaxHP and increases Toxic resistance - Toxic Gas: A new PBAoE damage aura that uses the Venomous Gas FX, simply deals Toxic DoT to foes nearby - Acid Armor: Toggle power that provides Resistance to Fire and Cold. Uses the 'Boils' character aura FX - Remedy: Click power that heals the player and grants minor stacks of absorb. Uses the same character FX as Alkaloid - Curative: Click power that grants a standard suite of mez protection. Uses the same character FX as Antidote - Alkaline Armor: Toggle power that provides Resistance to Energy and Negative. Uses the same liquid FX as Bile Spray - Inoculated: Autopower that increases protection to -regen, -heal and -res debuffs - Saturation: Click power that grants large stacks of absorb and a large boost to regeneration. uses the same character FX as Elixir of Life
  12. Like @GraspingVileTerror said, fun is subjective. It's... an opinion, of sorts. That's why it irks me when people use "fun" as a rationale for change, because its inherently biased, and more often or not loses any sense of objectivity. People have different perspectives... Bruticus Maximus thinks the game is too easy, and it would be more fun if the difficulty increased, whereas The Defendinator is struggling to solo, and thinks it would be more fun if the game was easier for him. I think we see a lot of discrepancy in the suggestions forum, general discussion and even the patch notes when it comes down to changes, there's not going to be a unanimous agreement on what's "fun", and I wouldn't want there to be. Having options is the key to keeping people happy. Being able to choose your content and playstyle helps cover a lot of bases, and the vast amount of customisation available for characters, bases and AE helps tailor the experience. I think focusing on that would mean more people would have fun.
  13. That's what I was thinking, yeah. People really don't want a version of Illusion Control without Phantom Army, and people don't want Phantom Army to undergo significant changes, but there has to be a compromise somewhere, but it's what kind of compromise that's been stumping the developers for a while.
  14. Because the developers have said that compared to other Control powersets it leans too heavily into DPS, which is something that Dominator secondaries already provides.
  15. PA has been stated as the number one reason that Dominators have yet to receive Illusion Control. In it's current state it would be more powerful in the hands of a Dominator than a Controller. The other concern is the lack of Mez powers that would be affected by the Domination Inherent power, since there is only Blind, Flash and Spectral Terror that would contribute to it. So here's a quick idea; Replace Spectral Wounds with a sleep power. This reduces the DPS to provide some much needed mez Replace Group Invisibility with an AoE sleep power. Dominators arent so focused on team buffs so swapping it for more mez could work. Adjust Phantom Army's damage output, or speed up the 'healback' on the illusion damage, or both. With Spectral Wounds removed we dont have to do too much to the DPS element of this power. Move Flash higher up the powerset. With the addition of more mez powers it would be fair to push this power further back. Remove the AoE sleep element from Blind. With dedicated sleep powers, this is no longer needed.
  16. To be fair the original post was edited in such a way changes the context of the thread, and in turn undermines some of the feedback given.
  17. There's loads of 'web' based powers from Arachnos, as well as various insect based FX in the form of Auras (Flies, Fleas, Butterflies, Roaches, Fireflies, etc.) There's also the animation rig used by Spiderbots and Banespawn, which are distinctly insectoid and could be re-used for pets.
  18. There's been some discussion in the past about potentially turning Martial Assault into a sort of 'Martial Blast' by taking all the shuriken powers from the set and pairing them with various NPC powers that also throw blades of some kind. So it certainly can serve as the basis for a Sentinel primary, among other archetypes, but in it's current form I dont see it translating so well.
  19. it could be possible if the primary powersets behave in such a way that VEATs do, where you have access to two different powersets simultaneously when you advance far enough (such as Arachnos Soldier + Bane Spider). I'm not sure how easy it would be to implement though, or what effects it could have on MM balance, but having options for what your attack powers are would be a welcome addition. Honestly, if CoH was to undergo a total revamp, I wouldn't mind this being a feature across multiple Archetypes, expanding on the customisation of your powersets and character themes.
  20. Interesting idea! We're certainly lacking a 'Cultist' or 'Mutant' angle for MM primaries, and this looks to be a pretty good middleground!
  21. Looks good! Would this be an Ancillary Power Pool for any specific Archetype or is this a standard universal Power Pool?
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