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Alchemystic

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Everything posted by Alchemystic

  1. I'd like to see this sort of thing being introduced, but I would add the caveat that police/arachnos drones would also turn hostile, just to discourage players from engaging in PvP in what are supposed to be non-combat zones. I'd also ensure that PvP can't be enabled in places like Pocket D, Echo Plaza or RWZ, so it isnt disruptive to the activities there.
  2. Mostly to increase the effectiveness of some underperforming powers (like Dark Pit), and to make some more theme-appropriate changes (like Whirlpool and Quicksand). I don't expect every power I highlighted to make the cut, and some may need to be rebalanced to incorporate such a change, but it's good to provide examples at least.
  3. I tired my hand at creating another Mastermind powerset idea, and I'll admit even in my own way of conceptualizing it took way longer than any of the other powersets I've put forward. Nevertheless, here's an idea that exclusively uses existing in-game content, no new models or animations required!
  4. Given that there's an ongoing discussion about difficulties behind making new mastermind primaries, I wanted to try my hand at another. This one... eh, I'll admit it isn't the most unique thing in terms of mastermind powersets, but it does fill a niche that players have been asking for at least. The idea behind this one is to make henchmen that are intentionally vague, so that players have a little more creative freedom over how they're interpreted. These henchmen could be classic gangsters, secret agents, professional killers or simply hired security.. so with that in mind, I decided to just call them 'Suits'. The aesthetic behind these henchmen is inspired by some of the NPCs we see in game, most namely the Family, Mooks and PPD, and would probably have access to some of the unique costume parts available to them (I had to photoshop the suspenders). Suits You have several enforcers at your command, each trained in the use of firearms and close quarters combat. The Suits in your employ may be part of a criminal organisation, a shady secret agency, or simply hired bodyguards. No matter the origin of these henchmen, they are extremely capable fighters that excel at both ranged and melee conflicts, and can be further augmented by coordinating a combat style with them. - Pistol: A shot fired from a single pistol, dealing minor lethal damage. Uses a standard hip-fire animation - Call Grunts: Summons 3 Grunts, each armed with a revolver and basic melee attacks - Aimed Shot: A heavier aimed shot from your pistol that deals moderate lethal damage. Uses a two-handed aiming animation - Equip Suits: First upgrade power, using the same animation as Equip Mercenary/Equip Thugs - Covering Fire: A burst of several shots from your pistol over a tight cone, dealing moderate lethal damage. Uses the 'Wild Shot' animation - Call Triggermen: Summons 2 Triggermen, each armed with tommy guns and fighting powers (with fighting synergy) - Combat Style: A power that provides two toggle powers that boost either melee or ranged powers, sharing the same cooldown. Melee Style: Pets will prioritise melee, and receive a boost to damage and secondary effects, as well as melee defense. Ranged Style: Pets will prioritise ranged, and will receive a boost to range and accuracy, as well as ranged/AoE defense. - Call Specialist: Calls a single Specialist, armed with two magnum revolvers and street justice powers (with combo building) - Upgrade Gear: Second upgrade power, slides a black briefcase along the floor to the target, which they open to reveal it's contents. - Grunt Base Powers: - Pistol, - Brawl Equip Powers: - Aimed Shot, - Pistol Whip Upgrade Powers: - Covering Fire, - Blackjack - Triggerman Base Powers: - SMG Burst, - SMG Heavy Burst, - Brawl Equip Powers: - SMG Blast, - Boxing, - Kick Upgrade Powers: - Full Auto, - Cross Punch - Specialist Base Powers: - Pistols, - Dual Wield, - Heavy Blow Equip Powers: - Empty Clips, - Suppressive Fire, - Rib Cracker, - Sweeping Cross Upgrade Powers: - Executioner's Shot, - Shin Breaker, - Spinning Strike
  5. Well, the pull mechanic was brought over to an existing power, so I don't see why not more.
  6. For something marked resolved, it sure doesn't feel like it
  7. Since 'Pull' has only been displayed as an AoE effect, I'm not too sure what the inner workings are just yet. I imagine that this may be a stepping stone to a potential 'knockforward' effect though, which could be utilised in a single target capacity.
  8. As is this tangent, so lets move on.
  9. @Greycat chain induction wouldn't pull the mob to you, it'd pull mobs together. besides, in physics, induction refers to both electricity and magnetism.
  10. @Blackbird71 I think I know who you're talking about, and I tend to avoid their costume contests because of the very reasons you highlighted after growing suspicious myself. Since there's no way to tell how much inf these "judges" could be skimming from the prize pool, or potentially how many plants they may have in the crowd, so I think requesting inf donations should be against the CoC.
  11. I don't think it would be a huge issue, at least not for PvE. Though I believe making them visually distinct with auras/FX would help conceptualize the difference in nature for each henchmen.
  12. Those might work. Perhaps using the flickering aura Apparitions have might work, using the strange humanoid shapes they form.
  13. I think the only issue raised with a Duplication powerset is how do you make the henchmen distinguishable from one another? Obviously the whole point of Mirrors is that they look identical to you, but that may not translate so well when you have three different tiers of henchmen that need to be easy to identify, as well as what upgrades they have received.
  14. @Menelruin I did try my hand at something like that when Phantom Mirrors were first introduced. It was a little too high-concept for the EFPR thread, but I think it's probably feasible all the same.
  15. I'm sure there's some kind of Mastermind-specific code that is no doubt real tricky to get around, since it manages AI behaviour, NPC models, and modified powers. It may just be that the HC team would rather focus efforts elsewhere, as it is a lot of work for what is essentially one powerset tied to a single archetype. It may also fall down to a lack of available assets. Right now HC can't create completely new NPC models, animations, or power FX, so they're restricted to the material that already exists in game. Beast Mastery and Demon Summoning were the last Mastermind powersets to be implemented, and they each intoduced unique assets, and even Thugs introduced new powers and animations in the form of Dual Pistols/UZIs. The standard for new Mastermind powersets got set pretty high, and it may be that until HC meet those standards, Masterminds have been shelved in terms of future development. Even if HC did want to make something new, it's a matter of finding a niche they can explore while being restricted to the assets we have on hand, and once conceptualized there's the matter of what powers they should be given, how to balance them according to other MM primaries, and what unique mechanics would set them apart from the rest. I've conceptualized a few things myself, but I'll admit it's hard finding a working idea, especially one that the greater community would enjoy. Sadly, it's a real uphill battle without much payoff.
  16. To me it would help the sets perform since they're not the most optimal picks right now, and it would be a play on the theme of electromagnetism.
  17. @Replacement I'm not really a fan of 'gap closers' since we have combat teleport now, but then again martial Combat has something like that and it's a Manipulation powerset.
  18. So recently 'Singularity' received an update with some groundbreaking new functionality; the ability to slowly draw enemies in to a fixed point. This is something that could potentially be explored in other powersets too, as there are a great many powers that could utilize this new mechanic. Here's a short list of powers that I think should receive the new 'Pull' mechanic; - Water Blast - Whirlpool - Mind Control - Telekinesis - Dark Blast - Dark Pit - Bio Armor - Parasitic Aura - Electric Armor - Lightning Field - Electric Melee - Chain Induction - Umbral Aura - Black Dwarf - Luminous Aura- White Dwarf There may be more, but these ones seem like good fits both mechanically and thematically.
  19. We're really hurting on Support powersets in this thread, and that's mostly down to how hard it is to find suitable assets to make them. But, after playing around with concepts a little I may have figured out how to create a true 'Psionic' Support set; Telepathy. For this, I borrowed what few 'Psionic' related buffs/debuffs there are, and also pinched a few powers from Empathy (If Cold Domination can take powers from Storm Summoning, then why not!) Then I simply took a few FX from other powers to fill in the gaps. Telepathy You are capable of creating a telepathic link with those around you. You can use this link to improve the mental functions of your allies, or to invade the minds of your foes. - Read Thoughts: A new power that reduces the ToHit and Defense of a single foe. Uses the 'Boggle' and 'Mind Probe' FX, but at greater range - Strengthen Will: An AoE ally buff, providing resistance to Smashing, Lethal and Psionic. Uses the same FX as 'Mind Over Body' (Ancillary version) - Bolster Resolve: Another AoE ally buff, providing resistance to Fire, Cold, Energy and Negative. Uses the same FX as 'Indomitable Will' (Ancillary version) - Cognitive Boost: A PBAoE buff that improves Recharge, Recovery and Accuracy (and matching debuff resistance). Uses similar FX to 'Concentration' (Psionic Melee) - Clear Mind: Same power from Empathy, providing some mez protection - Fortitude: Same power from Empathy, providing a powerful ally buff. - Mind Link: Same power from Ancillaries/Widows, providing a boost to resistance, defense and ToHit - Drain Psyche: Same power from Mental Manipulation/Psionic Assault, draining enemy regeneration and recovery to boost your own - Sensory Overload: A new AoE debuff that reduces ToHit, Perception and Defense, and has a chance to Stun. Uses the same FX as 'Psychic Shockwave' on target
  20. Fear is one of the uncommon mez effects, so it would stand to reason that protection against it would also be uncommon.
  21. Only productive thing to come out of this thread are the memes
  22. So far from what I've gleaned from the community, Stalker's Placate and Scrapper's Confront have fallen by the wayside in today's fast paced combat environment, and from what I understand is that compared to Taunt, which affects the whole mob, these powers do little to control the situation. One of the simpler solutions to this is to simply make the powers affect an AoE, which might seem like an easy fix, but presents a few problems too. Placate would benefit from being made an AoE, allowing you to disengage from several foes and increasing your chances of survival and your ability to land assassin's strike. However, that presents a problem with Smoke Flash, which has the same functionality, but lacks the ability to hide you thereafter. If we make Placate an AoE, we would need to buff Smoke Flash in order to keep it from becoming redundant. Adding a Teleport function to this power may be of use here, as without the ability to hide you, Smoke Flash exists entirely to get you out of trouble. That, or make it similar to the Ancillary version, giving it a -ToHit and -DMG debuff. As for Confront, making it an AoE would make it identical to Taunt, which means that it would start to step on the toes of Brutes and Tankers. We should keep the Taunt functionality there at least, we just need to do something else with the power to give it more utility. One idea I had was to make it a sort of 'Duel' ability, where the power has a higher Taunt magnitude, and nearby foes (not the target) suffer a low Fear and ToHit debuff. So to summarise; Make Placate an AoE Buff Smoke Flash with additional utility Change Confront so it has more aggro management
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