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Alchemystic

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Posts posted by Alchemystic

  1. Been a long while since I posted here myself, but I'm happy to see during my absence that the thread is still seeing visitors and being shared in the community! There's been quite a few powersets that have been created since this thread started, and while I can't possibly take any credit for the hard work our development team put into the game, I can only hope that this thread has at least contributed to any of the new or future additions in some small way.

    Today marks the 4th anniversary of the thread, and while in recent years it hasn't been the most active part of the suggestion forum, I am glad that it had continued to grow in my absence. A big thank you to everyone who has been sharing or participating in the thread while I've been gone, and to the developers who have made many of these ideas a reality, it's good to know that even without being here the community and game has continued to flourish!

    So, I've decided to dig out some of my old notes and share some of the unreleased concepts that I never got around to finishing, and present them here to celebrate the occassion; 4 new powersets for 4 years of recycling!

    Energy Control

    Something I had in mind ages ago as 'Energy' powers existed in pretty much all forms except control, so I wanted to create something to fill that void. Each power in this powerset has the ability to create a 'Power Draw' when subject to several powers at once, reducing their endurance and recharge.

     

    image.png.6721ad94f62bb241b7a1e561b9939768.png- Energy Field: A new power that immobilizes an enemy and deals energy/smash damage. Uses similar visuals to 'Unyielding' from Invulnerability with extra leg glow.

     

    image.png.e079914cfce61efa82751eed3fa5a4c2.png- Power Cell: New Hold power that deals moderate energy/smash damage. Similar visuals to MinFX Scorpion Shield/Shark Skin, with more glow.

     

    image.png.3a0516b82fd54ffcda385851f2c10778.png- Mass Energy Field: AoE version of Energy Field.

     

    image.png.083640769a274aeb5c698442b2141220.png- Repulse: A new power that knocks several enemies back and deals minor energy/smash damage. Uses the Wall of Force projectile FX.

     

    image.png.3b2b283f8d75f9f5c0082a78d2991a24.png- Energy Cloak: Borrowed from Energy Aura, acting much like an anti-aggro power like Superior Invisibility and Smoke.

    image.png.3a4e7e9db2c6a0d9b8acdcfbfb3c0c65.png - Disruption: An AoE stun power that behaves similar to a stronger single pusle version of Energy Aura's 'Disrupt', with similar FX.

     

    image.png.2464eb9d26d23f5716bde9935a24ba11.png- Power Drain: Borrowed from Energy Aura, providing some debuff similar to other control powersets.

     

    image.png.75e2fd19c661d17a9baa45e4ae967aa6.png- Mass Power Cells: AoE version of Power Cell.

     

    image.png.338f48f92b94dcbccc54c6d2f2c66f0f.png- Living Energy: New pet power that appears as a floating ball of energy with a similar aura to Energy Aura's 'Overload'. Uses Energy Blast powers.

     

     

    Nature Blast

    Another powerset inspired by a missing link. 'Nature' itself exists in the form of support and control, and arguably melee and assault since the plant manipulation set features their powers. The idea here is to sort of mirror Storm Blast's thing of having multiple damage types and effects to make it more diverse. I already made 'Thorn Blast', but this works as a nice alternative.

     

    image.png.067dd8e01f489b95b793084400d119af.png- Barbs: A new power that fires thorny projectiles like Thorn Blast. Deals lethal/toxic DoT.

     

    image.png.aec9ddef120828809fca002f5fcc9a6e.png- Vine Surge: A new power that projects leafy vine like FX like 'Entangling Aura' at a foe, dealing moderate smashing damage

     

    image.png.41921680d042231649a5015912231392.png- Wild Barrage: A cone power with similar FX to 'Regrowth' and 'Fling Thorns', dealing moderate lethal/toxic damage.

     

    image.png.25e135903dec665ad6fe1dbead846eda.png- Aim: Standard aim power that has a similar aura effect to 'Rebirth'.

     

    image.png.75c144e6c4cf7e2450b4ea0ac093739e.png- Fungal Burst: An AoE power that creates a giant mushroom that explodes into spore FX like 'Spore Burst' and 'Spore Cloud', dealing smashing/toxic damage.

     

    image.png.3c97934263366fdd659c6a7d6286a081.png- Wild Surge: A power that creates a slowing lethal DoT field, summoning a leafy patch on the floor similar to Nature Affinity powers, with thorns similar to 'Carrion Creepers'.

     

    image.png.d0cd4a4899dbf49d607330016f9274ef.png- Entwine: A single target hold power that has similar FX to 'Entangling Aura' on a single foe, dealing smashing/lethal damage.

     

    image.png.e2c944c527b285c6449df56add86528a.png- Spore Blast: A new power that blasts a ball of fungal/spores FX at the foe, dealing high smash/toxic damage.

     

    image.png.5133e8eb46c809f2bd2d81c2cb48f06c.png- Nature's Fury: A huge PBAoE power that explodes into several large vines and plants similar to 'Carrion Creepers' and 'Overgrowth', dealing massice smashing/lethal damage and holding foes.

     

     

    Combat Blade

    A new melee weapon powerset that utilises a single one-handed blade similar to Broad Sword, but instead utilises smaller bladed weapons in a reverse grip intended to focus on quick stabs and slices. The idea for this one is to make something suitable for more a more subtle and agile aesthetic similar to dual blades and katana, but in a single hand, making it compatible with shields.
     

    image.png.90b894538b95a2224d350b7660c3cf3a.png- Stab: A light lethal attack that uses the 'Gut Punch' Storm Kick alt animation with blade in hand.

     

    image.png.f0e64bf17aae1a5df2f4301ada53624e.png- Lacerate: A moderate lethal attack with good DoT, using the unique Red Cap 'stab' animation with your blade.

     

    image.png.d52380656e8ea9bade774fae618203d5.png- Score: A cone attack that strikes multiple foes. Uses the same animation as 'Sweeping Cross' from Street Justice with blade in hand.

     

    image.png.169fbf9c9e7d603032f5a3d2d91813b6.png- Build Up: Standard 'Build Up' power, but uses the 'Focused Brawler' animation for effect.

     

    image.png.5fa80bc8a3ccfb1e3d862511756349ca.png- Whirling Blade: AoE Power that deals moderate lethal damage. Uses same animation as several other 'Whirling X' powers. Not available on Stalker.

     

    image.png.71edb353199ac511e66959af8b874102.png- Assassin's Blade: Stalker unique power that uses the same animation as Ninja blade's own Assassin's Blade power.

     

    image.png.5882db012082b388f8366d853940ba31.png/image.png.ffc2c794d7a751da23161219186b6833.png- Taunt/Placate: Standard aggro management power of melee sets.

     

    image.png.a28b7e55e9d226d5a185c7475e3a26a1.png- Counterattack: Similar power to 'Parry' from Broad Sword, and uses the same animation.

     

    image.png.bba1a6f6a7011c389c7aa73b849ea663.png- Gouge: A moderate lethal attack that uses the special Red Cap 'Lunge' from with your blade. Also deals massive lethal DoT.

     

    image.png.09f8f453523b2322a86b0faeb2838852.png- Maim: powerful attack that deals massive lethal damage and DoT, using the Street Justice 'Assassin's Blow' animation.

     

     

    Gravity Affinity

    A new support powerset that sort of mingles between Force Field and Kinetics, playing around with a lot of defense/damage buff and debuff, as well as affecting speed, position and containment on enemies. I figured with several gravity themed powersets in the thread already, this would round them off nicely.

     

    image.png.3f9e00f429fbf2c57bdee89054b16a19.png- Increase Gravity: Single target power that immobilizes a target and reduces their recharge. Uses the 'Crush' visuals (in reverse) with a downward falling gravity FX.

     

    image.png.c17bc72ba0ee921e5824302c2c9d38f2.png- Gravity Well: An AoE patch power that slows down multiple targets and reduces their ToHit. Covers the floor in gravity ripples similar to 'Gravity Distortion'.

     

    image.png.a285f7ba45e60a629af0be9c10c50afb.png- Attraction: A debuff toggle that causes other enemies to gently pull towards each other while lowering defense and speed. Uses the initial 'Wormhole' FX.

     

    image.png.ea93534b3212e12a628deb4235bfdb54.png- Weaken Gravity: Another AoE patch that debuffs damage and defense, as well as resitance to hold, stun, knockdown and repel. Hitting a target in the field with 'Increase Gravity' applies 'Gravity Flux' and stuns them. Uses slowly rising gravity FX in the area.

     

    image.png.804a6414c463815a3cecb89287667be2.png- Orbit: An AoE defense and damage buff that increases for each ally nearby. Uses a larger version of the 'Magnetic' aura and can cause loose props to orbit too.

     

    image.png.bd7b8eb492a42c1dc31e308f29e6500c.png - Gravity Snare: A single target hold power that uses the 'Soul Storm' animation. Uses a combination of the 'Crush' and 'Gravity Distortion' FX.

     

    image.png.b7888f4e3c06f81af897a7a739e50fe4.png- Weightlessness: An AoE buff that increases jump height and grants a temporary endurance discount. Uses distortion FX on legs only.

     

    image.png.39b6b11eabfdf69526d559564cefbe88.png- Gravitic Repulsion: An AoE power that applies defense and repels enemies who come close. Uses the fininishing 'Wormhole' FX with a gentle aura similar to 'Repel'.

     

    image.png.2bd1936dd25ca67ef965704cf8db6e1e.png- Zero Gravity: An AoE power that applies extremely slow flight to enemies, some of which will be held (Soul Storm animation). Uses large distortion FX with the 'Dimension Shift' bubble. More intense 'Gravity Flux' effect on enemies when using 'Increase Gravity' on them.

     

     

    • Like 4
  2. So Crey, one of the leading corporations in Paragon City, built their empire upon the spoils of the Rikti War by exploiting the wealth of technology left by the alien invaders. Yet, they seem to have conspicuously been absent in the arms race followed by the Praetorian War, where Longbow, Arachnos, and Council have flourished;

     

    Longbow, as many of you might have seen, have adopted the 'Mender' class Praetorian clockwork into the fold as a frontline combat utility robot, Arachnos however have integrated the BCU into their robotic arsenal, and Council have successfully manufactured a legion of WarWalkers.

    But... what about Crey? Surely given their track record they should have something, right? After all, the Clockwork were designed by the Praetorian versions of former Crey staff; Synapse (Neuron) and Positron (Anti-Matter). So with that in mind, how about giving Crey a few of the consumer grade robotics to help improve their portfolio?

    image.thumb.png.b91dadd4355dd672839753228232be93.pngimage.thumb.png.b87102c11e778dc7adac2c9346c6342e.pngimage.thumb.png.e537c71f606f287b2e9808ec50fede40.png

     

    Intoducing; Crey's new line of consumer robotics! Available in Cleaner, Sweeper, Mender, Builder, Lifter and Dismantler models!

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  3. 5 hours ago, MistressOhm said:

    Brutes gain Fury from getting hit (even if it doesn't hurt that much) which is why they do much better with Resist-based armors that mitigate the damage from being hit.  

     

    They actually changed this so Brutes generate Fury every time they are targeted with an attack, not if the attack hits. This was to ensure that Defense based sets weren't at a disadvantage.

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  4. 10 minutes ago, PoptartsNinja said:

    People can put polls on if they want; and can leave them off if they don't.

     

    Requiring them to put in a poll to make a suggestion is unnecessary. Some things don't have a binary yes/no question. How would a poll help the powerset recycling thread?

     

    It would be a preeeetty big poll not gonna lie

  5. Bit of advice, if you're going to create a 2nd account to try and circumnavigate a ban, don't do it the exact second your account gets suspended, and don't rush off back into the same argument that probably got you in trouble to begin with.

     

    ...and definitely don't @ the GM who likely suspended you, especially in the very same thread this all happened, to accuse people of what seems to be the same offense that got you yourself banned.

     

     

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  6. Going to interject here because I feel a forum lock impending, but if you have to pre-emptively declare that people who dislike your idea are "flamers" or "whiners", and then attack anybody who offers criticism by labelling them trolls and blocking them, you aren't likely to endear people towards this or any other suggestion you put forward.

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  7. As far as I know, this isn't a change made by the Homecoming team.

     

    Before the live client of City of Heroes came to a close, the game dipped into the world of microtransactions and subscription rewards, amongst them was a purchasable 'Cape Access' and 'Aura Access' upgrades to your account, making these costume items accessible on any character from level 1 onwards.

     

    Now, considering that HC and any other server aren't permitted to profit from the City of Heroes IP, it was decided that all items from the Veteran Awards scheme and the Paragon Market must be made available to the player as default to avoid any potential legal issues down the line, and to ensure people didn't feel cheated out of purchases they may have made while on the live client.

     

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  8. 8 hours ago, Redletter said:

     

    I mean, it was a joke. Based on a thread that was also a joke, that proposed the division between a hypothetical "Them" and "Us".

     

    I linked the Focused Feedback thread, because it is direct evidence to the contrary that the devs don't listen, which was the core of the joke to begin with, because there's a plethora of threads one can look up off hand that bring up problems, that have been addressed by the devs through the patches (the Sentinel rework being the biggest one I can think of? I know a lot of people weren't satisfied with it mechanically) or some such.

     

    I'm keenly aware they listen, because I popped off in a couple of focused feedback threads (which seem like "weekly discussion" threads but with tighter focus on elements being implemented presently).

     

    I had considered making that more explicitly clear, but, just as funny to me as the thread I was referencing (not the thread I linked in my first post, totally different thread, ill link it below), is the fact that (so far) there are 5 people who don't GET the joke, and think I'm being serious, or something. 

     

    I suppose it says something about our given situation if people can believe it was a genuine reaction.

     

    I'm glad you weren't being serious, though it's a shame that some people are.

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  9. 15 minutes ago, PeregrineFalcon said:

    I find it concerning that players get constantly attacked by other players on this forum anytime they post anything about the HC staff that isn't complete, undying praise.

     

    I understand that some of you completely worship the HC staff. That much is obvious by the way you attack any player who so much as asks a question about anything. But do you really have to keep attacking other players? And why do the mods continue to allow it?

     

    Well, I guess we'll never know.

     

    Bit of a strawman, don't you think?

     

    There's members of the volunteer team who I dont really agree with, but just because I don't go out of my way to attack them like some people doesn't mean I unconditionally idolize them.

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  10. 4 hours ago, Wavicle said:


    The Star or Spider next to my health bars.

     

    I don’t object to ALSO giving everyone access to all the maps.

     

    I'd say if map access and powers are no longer tied to alignment, one way of incentivising playing Rogue or Vigilante would be to give Rogues villain contacts, but hero titles/badges, and vice versa for Vigilantes.

     

    This would at least give each of them a little more of their own identity, but I do feel more could be done to give alignments more impact beyond this.

     

     

  11. 4 minutes ago, Wavicle said:

    to me the incentive has always been the content and the badges and titles. I don’t see what other incentive I need.

     

    That's fair.

     

    Though, that would make map access an issue again. Since Heroes/Vigilantes and Villains/Rogues share the same contacts, badges and titles, what would incentivise playing Hero/Villain?

  12. I agree that locking powers behind alignments is a bad idea, but I dont think the powers themselves are the issue.

     

    Personally, I think it's more to do with map access. If characters of any alignment, not just Rogues and Vigilantes, could travel where they pleased, I think this would resolve the issue.

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  13. On 10/25/2022 at 7:20 AM, Redletter said:

    They realized that We knew that They weren't listening to Us anyhow, so They dropped the pretense and stopped asking Us for feedback... Duh,

     

     

    I don't mean to brag or anything but, several suggestions I've put forward have been introduced to the game in some form, some of which were part of the weekly discussions.

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