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Alchemystic

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Everything posted by Alchemystic

  1. Could we perhaps get an amendment to the CoC? I feel as though it deserves a little amendment to explain what themes players are permitted to roleplay perhaps?
  2. The color palette for ice powers was decided way back when the old devs were like "oh no what if somebody colored it like blood or urine" so it ended up with a real crappy selection. But then Water Blast came out and pretty much disregarded all that business, so I guess there's no real need to enforce these kinda restrictions on players anymore, so I'm all for expanding the color choices we got.
  3. I like to set myself a minimum set of standards when it comes to recycling powersets, so long as people (including myself) hit any of the following targets, I'd say it constitutes as 'recycling'. Using existing powers available to the player (eg. Sonic Assault) Using modified versions of NPC powers (eg. Arsenal Blast) Using FX derived from other powers (eg. Sonic Aura) So if a suggested powerset hits one or more of those marks, I'd say it's kosher 😄
  4. Looking at the new mechanic being introduced to Singularity (being able to draw in enemies), I wanna play with this a little and see what we can do with it. And on that note, I've been toying with some old ideas! Here's another armor set; Gravity Aura Gravity Aura - Gravity Shield: A Defense toggle that grants Smashing/Lethal/Negative Defense. Also provides minimal Resistance to Smashing/Lethal and Immobilize, Knockback, Knockdown and Knockup. (FX for this is similar to that of Gravity Distortion) - Orbiting Debris: A Damage Toggle that deals minor Smashing/Lethal DoT to nearby enemies. (FX for this is a larger version of the magnetic aura, with the ability to pull in debris like Hurricane) - Increase Mass: An autopower that boosts MaxHealth and Resistance to Defense Debuffs and Toxic Damage. - Gravity Shift: This power unlocks two mutually exlusive toggles much like Bio Armor's Adaption; Low Gravity and High Gravity. - Low Gravity: This toggle boosts the Damage Resistance of your toggles, as well as granting greater Jump Height, Jump Speed, and Resistance to Movement Debuffs. Also decreases your Flight Manueverability. (FX for this is similar to that of Crush, but centred on each the player's feet) - High Gravity: This toggle boosts the Status Effect Resistance of your toggles, as well as increasing damage, especially Smashing Damage. Also gives minor Smashing damage to all attacks. (FX for this is similar to that of Crush, but centred on each the player's feet, with the FX playing in reverse) - Polar Shield: A Defense toggle that grants Fire/Cold Defense. Also provides minimal Resistance to Fire/Cold and Hold and Repel. (FX for this is similar to that of Lift) - Quantum State: An autopower that gives a small boost to Melee/Ranged/AoE Defense, and Resistance to Enemy Teleportation and Placate. - Void Shield: A Defense toggle that grants Energy/Negative Defense. Also provides minimal Resistance to Energy/Negative and Sleep and Stun. (FX for this is similar to that of the nebulous glow of many Gravity Control powers) - Gravitational Pull: A toggle power that uses the new pull mechanic introduced by Singularity, also reduces enemy Speed and drains their Endurance (also taunts for Brutes/Tankers). (FX for this is similar to that of long-cast teleport powers, but played in reverse) - Dimensional Slip: A toggle power with long recharge and endurance upkeep, makes you and 6 nearby enemies intangible (10 on tankers). Works much like Dimension Shift in which phased enemies can affect one another. (FX for this is similar to that of Dimension Shift, but much smaller) I think to set this armor powerset apart from the others in terms of raw numbers, I think maybe an emphasis on greater negative defense would serve well, since we're currently lacking something in that department. Other than that, I tried to get it to look similar enough to the current suite of types defense armor sets. I'm not much of a numbers guy in that regard, but I think dark defense is pretty rare?
  5. I think this would pretty much invalidate Nova Form, and hinder the core mechanics of PBs entirely. No thanks.
  6. Can we get a version of Athletic/Ninja/Beast Run that uses the new Slide stance as default? We seem to be missing that.
  7. @Zeraphia thanks for the input! I did consider that some damage types may be more favorable than others, and I was originally considering adding secondary effects to help set the different options apart more. Only issue is, I couldn't think of what would work that isn't going to further throw things off balance, especially with other incarnate powers coming into consideration like Hybrid and Interface. So I may have a think longer on exactly how to make each Genesis power desirable outside of a damage change without causing balance issues.
  8. I dont think we need another Tanker vs Brute war
  9. One I've picked up recently but I'm sure has been mentioned before; Using Dual Pistols or Thugs with other weapon powersets (ie; Trick Arrow, Tactical Arrow, Munitions Mastery) causes one of your pistols to vanish, and share it's color palette with whatever the other weapon powerset is. You can go back and color the pistol as normal, but then the rifle/bow disappears instead, and has it's colors once again changed to whatever the pistol is now using. I'm aware that bows and katanas are receiving a fix soon if the beta patch notes are anything to go by, can this same fix be applied to Dual Pistols being used with other weapons, or is it a different bug entirely?
  10. First off, let me preface this with what has to be an obligatory statement this days; Yes, I know Incarnate stuff is considered overpowered in core-game content, so let's refrain from debating that here, please. Okay, now onto the actual suggestion! So there's about four more tiers of the incarnate system that were due to be developed, right? Well, I had an idea for what could fit the 'Genesis' slot that was supposed to be paired with Hybrid. A form of Damage Conversion for players. The basics are this; with this incarnate slot, you will be able to convert a percentage of your base damage to that of another damage type. There will be an added secondary FX added to your powers depending on what Genesis you have active (ie. Flames for Core Thermal Genesis, Bubbles for Radial Biological Genesis). The reason I think this would be a cool idea is how it can change how your powersets function without directly increasing or reducing numbers, it just converts a percentage of your damage to that of another. Now, there are inherently some balance issues to consider, like how somebody might be able to run a powerful offensive powerset and convert a majority of the damage to something else far more effective vs certain mob types, but ultimately I think any new additions to the incarnate system will ultimately affect balance... this one perhaps less so, I hope. Thermal Genesis Normal: Converts 7.5% of base damage to Fire damage, and 7.5% of base damage to Cold damage Core: Converts 17.5% of base damage to Fire damage, and 7.5% of base damage to Cold damage Partial Core: Converts 50% of base damage to Fire damage Total Core: Converts 32.5% of base damage to Fire damage, and 17.5% of base damage to Cold damage Core Super: Converts 75% of base damage to Fire damage Radial: Converts 17.5% of base damage to Cold damage, and 7.5% of base damage to Fire damage Partial Radial: Converts 50% of base damage to Cold damage Total Radial: Converts 32.5% of base damage to Cold damage, and 17.5% of base damage to Fire damage Radial Super: Converts 75% of base damage to Cold damage Quantum Genesis Normal: Converts 7.5% of base damage to Energy damage, and 7.5% of base damage to Negative Energy damage Core: Converts 17.5% of base damage to Energy damage, and 7.5% of base damage to Negative Energy damage Partial Core: Converts 50% of base damage to Energy damage Total Core: Converts 32.5% of base damage to Energy damage, and 17.5% of base damage to Negative Energy damage Core Super: Converts 75% of base damage to Energy damage Radial: Converts 17.5% of base damage to Negative Energy damage, and 7.5% of base damage to Energy damage Partial Radial: Converts 50% of base damage to Negative Energy damage Total Radial: Converts 32.5% of base damage to Negative Energy damage, and 17.5% of base damage to Energy damage. Radial Super: Converts 75% of base damage to Negative Energy damage Physical Genesis Normal: Converts 7.5% of base damage to Smashing damage, and 7.5% of base damage to Lethal damage Core: Converts 17.5% of base damage to Smashing damage, and 7.5% of base damage to Lethal damage Partial Core: Converts 50% of base damage to Smashing damage Total Core: Converts 32.5% of base damage to Smashing damage, and 17.5% of base damage to Lethal damage Core Super: Converts 75% of base damage to Smashing damage Radial: Converts 17.5% of base damage to Lethal damage, and 7.5% of base damage to Smashing damage Partial Radial: Converts 50% of base damage to Lethal damage Total Radial: Converts 32.5% of base damage to Lethal damage, and 17.5% of base damage to Smashing damage Radial Super: Converts 75% of base damage to Lethal damage Biological Genesis Normal: Converts 7.5% of base damage to Psionic damage, and 7.5% of base damage to Toxic damage Core: Converts 17.5% of base damage to Psionic damage, and 7.5% of base damage to Toxic damage Partial Core: Converts 50% of base damage to Psionic damage Total Core: Converts 32.5% of base damage to Psionic damage, and 17.5% of base damage to Toxic damage Core Super: Converts 75% of base damage to Psionic damage Radial: Converts 17.5% of base damage to Toxic damage, and 7.5% of base damage to Psionic damage. Partial Radial: Converts 50% of base damage to Toxic damage Total Radial: Converts 32.5% of base damage to Toxic damage, and 17.5% of base damage to Psionic damage Radial Super: Converts 75% of base damage to Toxic damage
  11. Also as a bit of a side-note; Could we also get a power similar to Ninja Run/Beast Run/Athletic Run that uses the Slide stance animations? Just realised we're missing that as an option right now. We could call it 'Power Glide' and have it with or without the same FX as 'Power Slide'.
  12. 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 😜
  13. 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!
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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. 🤔
  19. 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.
  20. 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.
  21. https://hcwiki.cityofheroes.dev/wiki/Gadgetry
  22. It's a vanity power, so I doubt it'll have the restrictions removed.
  23. 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.
  24. 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.
  25. 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.
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