Jump to content
We are aware that the servers are down and are working on a solution. ×

Alchemystic

Members
  • Posts

    1615
  • Joined

  • Last visited

  • Days Won

    12

Everything posted by Alchemystic

  1. This is probably a tiny hangup of mine but it's a bit strange seeing all the Patron Powers share the same coloration. That'd be fine, if it wasn't for the fact so many of the powers actually share the same icons too. Maybe giving them their own color schemes might help identify just what powers are being used, so perhaps something like this; Mu Mastery - Mace Mastery - Leviathan Mastery - Soul Mastery - (yes I did just increase hue by 90 each time but it turned out pretty good I guess)
  2. Still, some pretty cool implications! The teasers show us Warriors in Kallisti, and these same trucks make an appearance too... perhaps we're seeing potential plot hooks for Kallisti content? Goldbrickers vs Warriors? They both have some curious ties... They both have references to Greek mythology, and both appear to be interested in stealing/smuggling artifacts... not to mention Kallisti itself refers to the old tale of the Golden Apples of Discord.
  3. Hmm, I just noticed this in Kallisti Wharf too. (coordinates are 275.2 58.0 4174.5) ....curious 🤔
  4. I also quickly cobbled together a working version of 'Toxin Assault' too, and did a slight revision to the Toxin Manipulation powerset I did some time ago to reflect these changes. Toxin Assault You are able to produce a variety of vile concoctions and project them at your foes. Toxin Assault focuses on dealing toxic damage, and delivers weakening poisons that reduce regeneration, or corrosive substances that erode defenses. - Venom: A simple minor toxic quick damage power. Uses the FX of the Snake's 'Venom Spit' power - Poison Touch: A moderate toxic damage melee attack that reduces regeneration. Uses the 'Freezing Touch' animation with standard poison FX - Poisonous Spray: A cone damage power with a heavier -regen debuff. Uses the same FX as the Snake's 'Venomous Spray' power - Toxic Bolt: A moderate toxic damage ranged power with a -regen debuff. Uses the 'Venom Bolt' projectile from Arachnobots - Toxins: A special version of Build Up that works like the Plant Manipulation power of the same name, and similar to 'Envenomed Blades' from Martial Assault. - Poison Burst: A PBAoE Melee attack that deals moderate damage and reduces regeneration, uses the same explosive visuals as Plant Control's 'Spore Burst' - Corrosive Slick: A power that delivers a toxic DoT field and reduces defense. Uses the puddle FX from Experimentation's 'Corrosive Vail' power, but delivered by Poison's 'Alkaloid' projectile instead - Acid Burst: A close range cone attack that delivers high toxic DoT over a short range and reduces defense. Uses the same FX as DUST's 'Toxic Burst' power. - Caustic Blast: A short ranged superior toxic DoT power that heavily reduces defense. Uses the projectile of Nature Affinity's 'Corrosive Enzymes', but lacks the floral FX And here is the new updated version of 'Toxin Manipulation'
  5. I believe the change was made so that Roleplayers weren't repeatedly disturbed by people flying by to collect their inspirations
  6. I may have another Blast Set up my sleeve, but this one is a little less conventional. So far, I pitched the idea of Toxin Control and Toxin Manipulation... but how do people feel about Toxin Blast? I know we have no current DPS powerset that inflicts toxic as it's core damage type, and the reasoning behind this is that toxic damage is supposed to be rare, or at least resistance to it is. But that was a design choice made pretty early in the game, and may be outdated. So with that being said, here's an idea for a purely toxic based Blast powerset; Toxin Blast! Toxin Blast You are able to produce a variety of vile concoctions and project them at your foes. Toxin Blast focuses on dealing toxic damage, and delivers weakening poisons that reduce regeneration, or corrosive substances that erode defenses. - Venom: A simple minor toxic quick damage power. Uses the FX of the Snake's 'Venom Spit' power - Toxic Bolt: A moderate toxic damage ranged power with a -regen debuff. Uses the 'Venom Bolt' projectile from Arachnobots - Poisonous Spray: A cone damage power with a heavier -regen debuff. Uses the same FX as the Snake's 'Venomous Spray' power - Poison Bomb: An AoE power that deals toxic damage to multiple targets, and reduces regeneration. Uses the same projectile as Poison's 'Antidote' and explodes into a cloud similar to that of 'Venomous Gas' from the same powerset - Aim: Standard Aim Power - Corrosive Slick: A power that delivers a toxic DoT field and reduces defense. Uses the puddle FX from Experimentation's 'Corrosive Vail' power, but delivered by Poison's 'Alkaloid' projectile instead - Caustic Blast: A short ranged superior toxic DoT power that heavily reduces defense. Uses the projectile of Nature Affinity's 'Corrosive Enzymes', but lacks the floral FX - Acid Burst: A close range cone attack that delivers high toxic DoT over a short range and reduces defense. Uses the same FX as DUST's 'Toxic Burst' power. - Virulence: A PBAoE power with superior toxic DoT, reducing both regeneration and defense. Uses the same FX as the 'Rapid Boil' costume change emote, with heavy poison particles on affected foes.
  7. On the subject of Earth Powers.... I already touched on bringing over Stone Mastery to Dominators, but what about other Archetypes? Earthen Mastery - Blasters/Masterminds - Quicksand: A debuff power much like those in other Blaster/MM ancillaries - Salt Crystals: An AoE sleep power which seems like the traditional fit here - Rock Armor: An armor power that provides similar defensive properties to Ice Armor - Earth's Embrace: A power that fulfils a similar purpose to Hoarfrost - Stalagmites: An AoE stun that works as a nice capstone power for the set Geo Mastery - Defenders/Corruptors - Salt Crystals: A traditional AoE sleep power as seen in other sets - Fossilize: A single target hold that seems quite common for these ancillaries - Rock Armor: A protective power that should line up with other ancillaries of this type - Earth's Embrace: A less conventional self-buff power for defenders/corruptors, but works nicely - Seismic Smash: A good heavy melee attack as seen in one or two other ancillaries for this archetype Rock Mastery - Scrappers/Stalkers - Stone Prison: Since this is basically a mirror of Earth mastery for Tankers/Brutes, I've kept the powers the same. - Salt Crystals: ^ - Fossilize: ^ - Quicksand: ^ - Stalagmites: ^ Stony Mastery - Sentinels - Stone Cages: An AoE immobilize which is very common for Sentinels - Stone Mallet: A heavy melee attack which also fits the Sentinel formula - Fossilize: A single target hold that fits nicely here - Tremor: An AoE melee power that has a good chance to knockback foes - Quicksand: A good debuff power similar to that of other Sentinel ancillary sets
  8. I think it's because the model they used for Granite Armor is that of the Devouring Earth rock minions, which don't have alternate crystal or lava textures. However, I think an easy fix for this would be to use the 'Animate Stone' models from Earth Control as customisation options that could be used in it's place.
  9. I imagine now that some inherent and temp powers are available to customise, that enhancement 'powers' might also be able to receive the same treatment, right?
  10. Which is why I suggested playing content at level 44, as it also prevents your team from using incarnate powers.
  11. So far one of the biggest issues with the game is that people dont feel challenged, and that's usually coming from a perspective that incarnate powers, IO sets and accolade powers are all in play. So, I think a fairly simple way of providing more difficulty options to the game is to expand the current notoriety system. So far, the most a leader can do to set a challenge (besides running +4/x8 on difficult mobs) is to simply run content at lower levels, which will disable the use of incarnate powers, and also makes IO sets less effective. Of course, not everybody is going to enjoy the idea of losing access to some of their core powers, or perhaps want to keep their IO bonuses but lose the incarnate powers. So with that in mind, how about more notoriety options to help us provide a little more challenge? Here's a few new features I was thinking; No incarnates - fairly simple, all incarnate powers are disabled while in mission instances. Alpha only - All incarnate powers except Alpha will be disabled. No set bonuses - your IO set bonuses are disabled, but the base enhancement bonuses are still in effect Level limit - You can manually reduce your level on the fly, allowing you to experience the game at lower levels more easily. No accolade passives - Your accolade autopowers will be disabled (click activated powers will still be available) With these options in mind, I think it would also be best to have notoriety options in general be more transparent to the rest of the team. Right now, you wont know right away what options have been enabled, but I think it would be good to make an addition to the team UI with a 'Notoriety' button that opens a window to reveal what notoriety options have been set. Whenever a team leader changes the notoriety options, the button will turn red (just like when you receive a new email or your inventory is full) to indicate that changes have been made. Hopefully this wont be difficult to implement, and with a way for teammates to track notoriety options, it wont take players by surprise either. I'll also emphasise that these are options, not changes, so it would be entirely in the hands of the players.
  12. Not likely to happen. The idea of a 'rollback server' has been pitched before, usually to whatever point somebody feels that the game was at it's best... pre-incarnate, pre-IOs, sometimes even all the way back to issue 3. Unfortunatley, Homecoming lacks a means to restore the game to an earlier point in time, and even if they did, I dont think it would be in their best interest to do so since the focus here is moving forward, not looking back. If you want to play the game without incarnates (or IOs for that matter), you are still very much able to do so. Only thing I can advise is to run content at level 45 (or level 44 to be safe) which will disable the use of incarnate powers.
  13. *cries in earth element*
  14. I think this is the same sentiment I share! While I look forward to the eventual rework of the Warriors, they don't look as uniform as a gang should. But, that's just judging from the three examples we see there! Consistency in design is very important, they need to have an iconic look, something that makes them distinct compared to the mis-match aesthetic of Freakshow and Destroyers. Camo, olive drab and occasionally denim and monotones leans more into their style, and their signature bracers and sleeveless vests are a must!
  15. This is probably gonna get me a lot of hate, but... Would porting the Sentinel version of Regeneration to all other ATs be a good fix?...
  16. Having more MinFX options that allow for more muted effects of powers would be great! I have a character who's highly resistant to heat, but thematically wouldn't constantly be on fire, and another character who has a radiation-proof suit that would benefit from having less gas and bubbles coming off him. Bu as far as 'NoFX' goes? I'd only reserve that for powers that only affect self, and only in PvE. It's quite handy to see what buffs have been cast on allies, or what toggles somebody is using in PvP, but 'MinFX' would likely still be okay.
  17. Here's my Rockabilly/Greaser inspired power armor hero, Rodder! Shout out to @First Player who helped me see it's a design worth sharing 😄
  18. @MTeague Ah, so I did, good catch!
  19. @parabola I wasn't trying to infer that each of the praetorian alignments have identical parallels in the 'true' alignment system, just that those alignments are likely a best fit for the powers; Wardens = Like to cause chaos and destruction, therefore villain's 'Frenzy' power works nicely. Crusaders = About exposing the truth with as little harm as possible, so 'Fear Incarnate' could work well here. Responsibility = All about justice and being a role model, so 'Call to Justice' is a nice fit. Power = Seeking control and manipulating others, so 'Duplicity' is quite fitting.
  20. I vote no. There's no patriarchal subtext, no misogynistic narrative, and no gender politics of any kind. The use of 'he' is used only to provide context that the descriptions are referring to an individual, whereas 'they' can have a far broader meaning, and can confuse the reader.
  21. I think I saw your suggestion a while back, 'Lithotherapy' right? Pretty cool stuff!
  22. I think the intent of OP's suggestion is so that anybody can see if an ally is mezzed. If somebody has a power that can clear mez effects, then they can identify who needs it. Otherwise, it at least helps people know who might be in danger and jump to the rescue.
  23. If this is what I think it is, then I'm extremely happy that something from this thread has made it into development! If it isn't, well... here's a cool screen shot of what the 'Meteor' power from Earth Blast would probably look like in action!
×
×
  • Create New...