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Alchemystic

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Everything posted by Alchemystic

  1. I didn't expect this post to last any longer than the day it went up! So all I can say is; pay close attention to the first letter of every power in the thread 😜
  2. Now that we've got the new Stance options available, as well as more specific customization coming soon for use with travel powers, I would like to put an idea forward; Can we have similar options for Path Auras? Right now we have the option of having them active all the time, or active while the player moves. I think it would be cool if we could also have Path Auras active with travel powers on, and active when moving with travel powers on. Players are already making the most out of the Stance options introduced to the game, but I've also noticed many using Path Auras in tandem with them. This usually means having two costumes; one for regular movement, and one for when travel powers/stances are active. By having 'travel power only' options on our Path Auras, we can integrate our Stance and Path Auras together in a much easier and effective way, as well as opening up all kinds of customization options in general. Imagine using Super Speed with the sliding stance, gliding on a path of ice, Or flying with a stream of flame burning in your wake, or ninja running with crackling electricity at your feet, all of which would be customisable with just one costume slot. Hopefully this wouldn't be too hard to implement, because I can see so many different ideas to explore!
  3. You know, come to think of it, as much as I've noticed that people seem to like the 'natural-friendly' powerset options here, I've yet to do any Ancillary powersets to back that up, so I figure I'll give it a try to help even the playing field a little. Trick Mastery - Blaster/Mastermind - Poison Caltrops: A modified version of Caltrops taken from my 'Trickery' control set, slowing foes and having a chance to immobilize them. - Paralysing Dart: Taken from Ninja Tool Mastery for Sentinels, a single target hold seems apt judging by other ancillaries. - Shinobi Iri: Taken from Ninjitsu, this power provides defense and a boost to movement speed, helping it compete in terms of protective powers. - Pyrotechnics: Another power taken from the 'Trickery' powerset, stuns foes in an AoE, providing some heavier mez. - Kuji-In Retsu: Taken from Ninjitsu, giving this ancillary a T9 seems to follow the design of other ancillaries of this type. Combat Mastery - Defender/Corruptor - Reach For The Limit: A personal buff power from Martial Combat, fitting a similar role to 'Power Build Up' in Power Mastery. - Crane Kick: A good melee power from Martial Arts, providing some more damage and ability to keep foes back. - Inner Will: Another personal buff power that also acts as a heal, helping enhance the player's survivability. - Eagle's Claw: A much stronger melee power from Martial Arts, with some added mez potential. - Elude: Taken from Super Reflexes, this power makes up for the lack of upfront defenses with a powerful T9 ability. Martial Mastery - Controller/Dominator / - Shuriken/Crane Kick: Controllers get a traditional blast power from Weapon Mastery, while Dominators get a little more melee variety from Martial Arts. - Inner Will: A personal buff power that also acts as a heal, helping enhance the player's survivability. / - Explosive Shuriken/Reaction Time: Controllers get a little more AoE damage from Weapon Mastery, while Dominators get a buff power from Martial Combat. - Eagle's Claw: A much stronger melee power from Martial Arts, with some added mez potential. - Elude: Taken from Super Reflexes, this power makes up for the lack of upfront defenses with a powerful T9 ability.
  4. I think my contribution, in hindsight, was preeeetty close to what I put forward about the Pyrotechnics powerset here in the thread; having a blast set with a gimmick of 'splash damage' on most single target attacks, higher than average AoE DPS, and less than average single target DPS.
  5. PLOT ARMOR - You ability to escape danger is uncanny, and your luck always seems to win out when you least expect it. Plot Armor provides significant boosts to defense that allow you to completely avoid defeat, even in situations where you would seem doomed. Some powers allow you to shrug off critical wounds, narrowly avoid your demise, or even seemingly return from the dead. - Auspicious: Toggle: +DEF (Melee), +RES (DEF Debuff) You are Auspicious, allowing you far better odds in a melee engagement, much to the chagrin of your foes. While active, your Melee Defense is greatly increased, and you gain resistance to Defense Debuffs. - Providence: Toggle: +DEF (Ranged, AoE), +RES (DEF Debuff), +Perception You have prepared for all future eventualities, unable to be thwarted by anything. While active, Providence grants amazing Defense to Ranged and AoE attacks that you might otherwise not notice, and in turn boosts your resistance to Defense Debuffs and increases your Perception. - Rebound: Self +Heal, +MaxHealth You are able to Rebound from a difficult situation, providing a significant Health boost while also increasing your Maximum Hit Points ready for the next bout. After some time, your hit points return to normal. - Inevitable: +Resist (Status Effects) You are inevitable, no matter what the enemies throw at you, you always seem to advance through it. Inevitability provides an incredible resilience to all status effects for a long duration. - Lucky: Auto: +DEF (AoE), +RES (All Damage but Psionics + Toxic) You seem incredibly Lucky. Lucky improves your Defense to Area of Effect attacks and grants you resistance to Defense Debuffs. Lucky also grants you minor Damage Resistance to all damage except Toxic and Psionic. This Damage Resistance is only available as you lose Health but it improves as your HP declines. This power is always on, and permanently increases your chance to evade area of effects and cone shaped attacks. - Fortunate: Auto: +DEF (Melee, Ranged), +Recharge You are Fortunate that so many attacks seem to miss you. Fortunate improves your Defense to Melee and Ranged attacks and grants you a small boost to Recharge. This power is always on, and permanently increases your chance to evade single target attacks from any range. - Opportune (Brute/Tanker): Toggle: Self +ToHit, +Accuracy, PBAoE Taunt, Enemy -ToHit, -Accuracy Opportunities just seem to appear before you, especially when you need it most. Opportune grants you a stacking boost to your ToHit and Accuracy, depending on how many foes are within range. Not only this, but enemies seem to have an incredibly difficult time hitting you, as their ToHit and Accuracy is reduced in turn. Nearby enemies will be taunted while under the effects of this power. - Opportune (Scrapper/Sentinel): Toggle: Self +ToHit, +Accuracy, PBAoE Enemy -ToHit, -Accuracy Opportunities just seem to appear before you, especially when you need it most. Opportune grants you a stacking boost to your ToHit and Accuracy, depending on how many foes are within range. Not only this, but enemies seem to have an incredibly difficult time hitting you, as their ToHit and Accuracy is reduced in turn. - Live Again: Self Resurrect Even when everybody believes you have fallen, you just find a way to appear living once more. Live Again will resurrect you after defeat with full health and endurance, and protects you from XP debt for some time. - Serendipity: +Regeneration, Invulnerable No matter the odds, you just can't be defeated! Serendipity provides a large boost to your regeneration rate, while also making you Invulnerable, allowing you completely avoid defeat and come back stronger than before! While in this state you are unable to attack, and are only capable of affecting yourself.
  6. Don't get me wrong, I can't support the idea put forward in the thread. But I do support their right to put it forward all the same.
  7. So... your way of responding to suggestions you deem would 'control other players' is to try and control what those players should put up on the suggestions forums? A very curious position to take. 🤔
  8. I think you're completely missing the point here. This is a suggestion meant to open up new difficulty options. It is in no way forcing a strict playstyle on people that don't want it, it is just a means of providing greater utility to team leaders who want to run content with greater challenge. Yes, players can create builds that have no set bonuses, but expecting a whole team to do so requires a great deal of coordination beforehand. This simply provides a tool that temporarily restricts the use of set bonuses, thus allowing an easier alternative that can be disabled at any time. It has no more control over your ability to play as you choose than it does presently with the current notoriety settings. As for your argument that this would be more work for the devs... I don't see your point, this is a suggestions forum. If the devs didn't wish to undertake additional projects put forward by the players, this forum wouldn't exist.
  9. They were simultaneously productive and counterproductive to roleplayers. For every one person using them to illustrate a scene, somebody else was using it to ruin one.
  10. https://hcwiki.cityofheroes.dev/wiki/Gadgetry
  11. It's a vanity power, so I doubt it'll have the restrictions removed.
  12. Only way I can see this working is trying to put the huge body rig onto an upscaled female model, and trying to get the geometry right. If it can be done, I'm all for it.
  13. That's one hell of a false attribution there, buddy. That thread was about expanding the current notoriety options available to players, there was nothing sinister about it. This thread imposes a strict change that nobody can opt out of, the two threads are nothing alike.
  14. I don't think they can create new skins (at least, not completely new ones), but I think it's possible to grab existing models and use them in new ways. I can imagine the Vanguard Axe being used to create a sort of flanged mace, and a similar looking staff, perhaps.
  15. @Doc_Scorpion this would hardly be the most efficient way to farm, simmer down.
  16. Well there's always the Rebirth server.
  17. I'm game for this, the Sirens have 6 or 7 unique powers with these effects right? Plenty to work with. (I'd also like the musical notes to be an option for Mind Control too)
  18. @WanderingAries I think since we had four 'no power pool limit' threads in less than a week we can allow for two 'character sorting' threads in the space of a half a year 🤣 That being said, having a link to other discussions is much appreciated so we can avoid repeating things too much and bring fresh ideas forward.
  19. Remove the distinction between weapon sets and non-weapon sets. A big ask, and nothing I can see happening any time soon, but... making weapons a selectable 'prop' for all powersets would be great. Wands, staves, guns, bows, weapons of all kinds that could be selected as part of your power customisation, allowing you to turn any powerset into a 'weapon set' per se. Imagine being able to pick Fire Blast and use a flamethrower as your character's means of setting enemies ablaze, or using a stun baton to pummel your foes with Electric Melee, or perhaps manipulating the cold of Ice Control with a magical wand. On the opposite side of this, being able to use Assault Rifle powers from weapon systems mounted onto your character, or being able to finally use your Archery powers with a crossbow. Of course, that would mean that a lot of existing powersets would likely be squished together to make way for such a change, which is why I imagine this as being something better for a complete overhaul of the game, or sequel if there ever was one.
  20. here's a few unused ideas I had for special bosses and contacts down the line; (ps. I know a lot of my designs aren't strictly 'Greek', but since Odysseus brings that Roman element to the gang (if the Legionnaire badge wasn't enough), I figured I'd lean into it. Besides, Cimerora is based on multiple Mediterranean warrior cultures, so I figured I'd draw inspiration from that too).
  21. I made an AE with my own version of the Warriors so I could squeeze them into level 50 content. Here's a few of them I used; (there are plenty more, but all of them were the same as you see here with different color schemes, faces, skin tones and hairstyles.) Naturally, I wanted to keep the base design of the faction in-tact, but also apply more Cimeroran/Valkyrie themed items in order to give them a more intimidating look. Ideally, being able to put the Cimeroran/Valkyrie chest pieces under jackets would be perfect for something like this too! (as well as players too, hint hint) As for their powersets? I tried to make it so that they still had that authentic 'Warriors' style to them. I kept the basic hand-to-hand powers for minions by using Martial Arts, Street Justice and Super Strength. Ideally I'd swap Super Strength for the Fighting pool attacks, and maybe add a ranged unit that uses a hand crossbow. Lieutenants made use of some more rudimentary weapons such as Bows, Broad Swords, Battle Axes and War Maces. I also had 'Houndmasters' who used Beast Mastery to summon wolves, not too sure if that's something that fits exactly, but I thought it was a fun idea to toy with. In tandem to this, I had 'Falconers', who exclusively used both versions of 'Call Hawk' (Beast Mastery/Savage Assault) to harass enemies from afar. Maybe a unit that uses a crossbow could also give a little more ranged variety. As for the bosses, I decided to give them intermediate weapons such as Titan Weapons, Staff Fighting, Dual Blades, Weapon & Shield, and Trick Arrow. Like the Houndmaster, I also had a Lionmaster that served as a similar unit, summoning lions instead. I did also throw in a handful of 'support' style units that used powers from Pain Domination and Sonic Resonance to give it a sort of Leadership/Tactics feel to it, but ideally using something similar to the Leadership Pool or powers Cimeroran troops possess would be great. I also put in a defensive Shield unit with Grant Cover to make for a support-type mob that could only use Throwing Knives and Parry. I did originally have a 'medic' character that used Alkaloid and Antidote, as well as some of Poison's debuff powers too, but I'm not sure if that fits into the theme too well. On that note, Javelins! Javelins would be awesome for the Warriors, as well as some more gladiator style abilities like throwing Nets, Bolas, and perhaps even borrowing powers like Throw Sand or Caltrops, maybe even a few with Firebombs and Grenades. There's a lot of things like this that I couldn't quite accomplish in AE (as well as having a 'sniper' mob type that uses archery powers).
  22. I think in the case of (most) Assault and Manipulation sets, the powers already exist in their AE versions in other powersets (Beast Mastery and Savage Melee in this case). Which is probably why we have yet to see Water Blast or Psi Melee yet. Hopefully the HC team can work out a way for them to be put in soon!
  23. As somebody with chronic altitis, you have my vote.
  24. And yet, and example has been provided to you that inner will can be paired with RoP to give you perma mez protect.
  25. Again, yes, that was the point I was making. Since it's obviously taking you a while to come to terms with the logic here, I'll explain further; According to your argument, since RoP is intermittent it isn't viable. Therefore powers like Kuji-In Rin, Practiced Brawler and Inner Will are also not viable. And I can only assume if that's your thinking, then you're really not as good at building as you say you are. A failure at it, one might say.
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