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Everything posted by Alchemystic
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@5099y_74c05 please explain to me how anybody is supposed to make a build with 5 power pools with software designed to handle only 4?
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Your ability to change your argument in the face of new evidence is uncanny.
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@aethereal sums it up nicely with the LotG example. You can only slot 5 of the Global Recharge Speed enhancements on any one character. With 5 power pools, we can easily just pick Weave (Fighting), Stealth (invisibility), Hover (Flight), Manuevers (Leadership) and Combat Jumping (Leaping). That means you can slot all 5 LotG enhancements in pool powers alone, which means an exponential increase in build performance across all archetypes. Now lets consider that you have at least one defense power in your primary or secondary powersets, or if you opted to pick a defense power in your ancillaries (like Frozen Armor or Scorpion Shield), that means you don't need that 5th pool power pick to accomplish the same result, right? However, that extra 5th pool power choice is likely going to be Hasten (Speed) to capitalise on the recharge boost that LotG offers, which means that any archetype in the game can run this kinda build, since all archetypes can access at least one defense power in their primary/secondary/ancillary powersets. Right now, in order to maximise this setup with just four power pools, you're going to need at least two powers outside of pools that grant defense, which for some archetypes or powerset combinations isn't as easy as others. If you want to make it work, you have to consider your options carefully and make sacrifices in other areas of your build. By introducing a 5th power pool, we just make it easier for people to min-max. So I'd argue this isn't going to bring more build diversification, it'll just create new metabuilds across all archetypes that grossly outperform the ones we have now. That's why if I were to support the idea of a 5th power pool, it would be in the form of swapping your ancillary power pool for a standard power pool, because it balances things a little easier.
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Consider the following; do you really think that a suggestion as frequent as this hasn't received some sort of preliminary testing already? The scenario has played out dozens of times prior to this, and despite the popularity of the topic we've yet to see it gain any traction. It stands to reason that it has already been deliberated and tested internally and the HC team concluded that it's not something they're willing to explore further given the amount of resistance to the idea. The reason I draw comparison to Thunderspy is because testing to see if it works is different to testing to see if it's well received, and it seems you're more focused on the former. As I said, Homecoming has no inconsequential amount of feedback on this particular subject, and they use that to decide whether a project like this deserves further testing, so chalking this up to "blocking creativity" is just disingenuous. I'd also like to point out that I never said no to the idea, I just provided a rationale for why it hasn't been implemented yet, figured I'd bring that up since "what you say matters".
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@5099y_74c05 what I was implying is that Thunderspy should be a cautionary tale about how testing is important.
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Or adding the 'yellow' color palette to water blast
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The unfortunate truth is that making changes that rely on good faith that people won't abuse it isn't a feasible development practice. People, mostly power-gamers as you said, will abuse the system if it is possible to do so, which will in turn harm the overall balance and game health. Besides, the only limitation on your creativity is the one you impose upon yourself.
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Nobody said anything about sending people to Thunderspy, and I already said I'm partial to the idea of swapping your ancillary for a 5th power pool. And I dunno what having an RP server has anything to do with this kinda change, why should an RP server receive exclusive updates?
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Breaking the game for the sake of creativity is why Thunderspy exists.
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Alternatively, using the net prop/FX from Net Arrow as a replacement for the Bolas power would fit the same purpose and serve as a thematic second best.
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A more reasonable compromise at least, though would this additional power pool be restricted to level 35 as ancillaries are?
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I've been waiting to see this here! It's a very nice adaptation of my design😊 Speaking of which, here's Trucker, Rodder's Praetorian counterpart!
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What's the hardest part of making a MM set?
Alchemystic replied to Menelruin's topic in Suggestions & Feedback
@Beef Ninja yeah, I agree actually, but mobsters/secret agents were some of the top requested MM powersets back on Live, and I figured they would sit somewhere between Thugs and Mercs. The 'Fuedalism' and 'Elementals' powersets I put forward in the same thread were probably better concepts for new MM primaries. -
I agree that the Thumbs Up reaction seems a little redundant considering that a Like or Thanks reaction does the job a little better. As for Thumbs Down? well, the forums are already considered a volatile place at the best of times, so I can't imagine this reaction being used productively, it'd probably get used out of spite more than anything else.
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Stop Respec From Reshuffling Tray Icons
Alchemystic replied to Tailcoat's topic in Suggestions & Feedback
We're now able to lock our power trays to stop powers from shuffling around, so I'm surprised this still happens during a respec. Yeah, this seems like the next logical step, so I'm all for it! -
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.
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More powers with 'Pull' mechanic
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
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. -
What's the hardest part of making a MM set?
Alchemystic replied to Menelruin's topic in Suggestions & Feedback
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! -
Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
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- 792 replies
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More powers with 'Pull' mechanic
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
Well, the pull mechanic was brought over to an existing power, so I don't see why not more. -
More powers with 'Pull' mechanic
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
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. -
More powers with 'Pull' mechanic
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
As is this tangent, so lets move on. -
More powers with 'Pull' mechanic
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
@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.