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Alchemystic

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Everything posted by Alchemystic

  1. Go trick or tricking at night like a normal person then
  2. Step 1: Go to the P2W vendor Step 2: Purchase the Base Transporter power Step 3: Activate the power
  3. So I was thinking of a few more 'generic' style pools that don't really have much of a theme behind them besides being accessible to just about any character concept, like the ones we have now (besides origin power pools of course!) I made these pools to sort of 'fill in the gaps' in utility that the current ones are lacking in; ranged damage, self buff, control and mez. I also opted to use some of the more esoteric effects are extremely rare, like boosting range or offering endurance discount, or even revealing a map or showing NPC data. They follow the same rules as the other normal pools powers, not limiting what other pools you can pick, and only having the first two powers accessible right away instead of three like travel pools. Personality Your strength of personality allows you to increase your ability to resist mental distractions, while asserting your influence over others. - Challenge: A single target taunt power that also placates foes around the target, creating a '1v1' effect. - Charisma: A toggle power that grants you resistance to Placate, Taunt and Confusion, as well as Perception and Damage debuffs. - Confidence: A toggle power that grants you resistance to Fear and Sleep, as well as Defense and ToHit debuffs. - Charm: A click power that causes a single target to become Confused, with a low chance of confusing nearby foes too. - Prowess: A click power that acts as a weaker version of Power Build up This power pool is intended to serve as a decent means of shoring up mez protection that currently isn't offered in other standard pool powers, while also offering similar aggro mitigating powers to Presence, topped off with a handy boost power. This pool is inspired by the cliche bluster and bravado of heroes and villains, playing on their ability to constantly make quips or speeches even in the midst of battle. Intellect Your amazing intellect imbues you with higher thought processes that allow you greater focus and forsight. - Analyze: A click power that reveals an NPCs data much like the Power Analyzer temp power, and also gives a small boost to ToHit. - Quick Thinking: A click power that grants extra endurance and a slight boost to recharge. - Mental Barrier: A toggle power that increases psychic resistance and defense. - Insight: A click power that buffs an ally and increases the effectiveness of their archetype inherent power. - Genius: A click power that grants extra Mez chance and magnitude for a short time. Intellect is intended as a pool power that improves the overall performance of a character and his allies, with access to a handy psionic toggle power as slight bump to resistance/defense values. This pool plays on the archetypical 'smart guy' of the team, a person with such a brain that's capable of going turbo, allowing them to perceive every angle and hypothesize every outcome. Self Defense You are trained in the arts of self defense, allowing you to control your enemies through special attacks. - Throw: A melee click power that deals light smashing damage repels a single target similar to Ki Push. - Trip: A melee click power delivers light smashing damage and knocks down enemies in a cone. - Grapple: A toggle power that can only be activated/maintained in melee range. Holds a single target and deals no damage. - Counterattack: A melee click power that works much like Parry, delivering moderate smashing damage and significantly boosting Melee Defense for a short time. - Disengage: A click power that placates all nearby foes and teleports you to the targeted location Self Defense is a diet control set, which works a little differently. All powers are melee focused instead of range, allowing you a little more mez in close quarters combat. This pool fits into that character trope of knowing judo or wrestling to subdue an enemy, where you toss goons aside and lock down the big boss. Survival You have incredible instincts and physical fortitude that improve your chances of survival. - Awareness: A click power that reveals the map, and grants a small boost to perception and range. - Constitution: A toggle power that increases resistance to toxic damage, and increases regeneration. - Acclimate: A toggle power that increases resistance to fire and cold damage. - Preparedness: A click power that grants absorb and a slight endurance discount. - Escape: A click power that can only be activated when Mezzed, breaking you free and increasing movement speed for a short time. Survival is a small pool dedicated to increasing... well, survival. A few resistance powers and buffs to healing are core to this, as well as abilities that help perceive or avoid danger. Themes for this set were the lone wolf, the grizzled survivor, somebody who can endure the worst and come out on top because he knows how to stay alive through the worst. Sidearm You possess a small caliber sidearm that you can use as a backup weapon, allowing you to fire on enemies at range. - Single Shot: A single target ranged attack that deals moderate lethal damage. - Covering Fire: A single target ranged attack that deals light lethal damage and reduces the target's recharge and speed. - Ricochet: A chaining power that ricochets a bullet between multiple foes dealing moderate lethal damage. - Point Blank Shot: A close range power that deals high lethal damage and knocks the target back. - Rapid Reload: A click power that instantly recharges all of your Sidearm powers, and grants them an endurance discount for a short duration. The inclusion of a dedicated mini-blast set seemed apt, since we have Fighting as a mini-melee set. Ranged damage is key, and just like Fighting, an abundant damage type was chosen; Lethal. Who doesn't want a handgun? Okay, maybe a few people, but for characters that have few options to attack at range, a sidearm like this is perfect, it works for a nice thematic piece for edgy broody types, or for those who want a simple option for defending themselves.
  4. I actually forgot to do this one for the longest time, I even mentioned it in my original post and I just spaced on it completely 😅 This is another Manipulation powerset, loosely based off Martial Combat, but isn't a complete copy at least! Street Combat Your ability to fight dirty allows you to deliver crushing blows and devastating strikes, while also using your streetwise savvy to disable your foes and catch them unaware. - Shove: A new power that is functionally identical to Power Thrust, even using the same animation, but with a Street justice FX. - Heavy Blow: A power taken from Street Justice, works as a good starter melee power. - Build Up: Standard build up power. - Rib Cracker: Another Street Justice power, works as a nice high damage melee attack. - Skulk: A power with identical functionality to Field operative from Devices, concealing the player and granting regen and recovery - Spinning Strike: A good AoE melee power taken from Street Justice, though lacking the combo mechanic. - Menace: A power similar to Scare, threatening a target and causing fear, using the 'threaten' NPC emote. - Throw Sand: Taken from Martial Combat, I figured the power would work nicely here too. - Shin Breaker: A good melee power from Street Justice that works nicely as the T9.
  5. Would you accept that Serum is justified in breaking this rule?
  6. To my understanding, the cottage rule was intended to preserve the core functionality of a power. As you've stated, the new functionality has eclipsed the old, ergo breaking the cottage rule. The examples aren't limited to Blaster, however. Powers like Dimension Shift, Disrupt and Pacify are all examples that had their functionality completely changed from the original powers that came before them.
  7. The cottage rule is a change in the core functionality, is it not? Several powers have had their functionality changed, deviating from their original purpose, which is most evident in Blasters. Castle was quite adamant that a powers remain the same, but may have their performance adjusted... what's happened to Blasters is far more than a simple adjustment.
  8. Pretty much every Blaster secondary at this point
  9. Cottage rule left with Castle, in the two years after he retired from Paragon Studios we saw a great many changes that challenged his rule and made the game what it is today. I'm all in favor of Serum having a complete change in functionality, or even a replacement power with better performance.
  10. I see you too opted to use the unique earth powers from the Talons of Vengeance! They're a really good fit for an earth blast set like this 😄
  11. Having a plaque dedicated to fallen players in ouroboros is a very good way of doing this, and wouldn't be too hard to set up.
  12. Origin Power Pools 2: The Re-Origining I think after we've implemented the first batch of origin power pools, we could do with a second. To keep it fair, you still wouldn't be able to pick more that one origin power pool from this group, but you could still pick ones from the other. Marksmanship + Experimentation, or Hacking + Gadgety for example. Natural - Marksmanship You are a natural marksman, with a keen eye and a talent for firearms and other ranged weaponry. (uses a standard customisable pistol for most of the ranged attacks, as well as some generic FX from willower for the others) - Mark Target: Marks a target, reducing their defense and mez resistance - Pistol Shot: A simple shot from a firearm that deals moderate lethal damage - Uncanny Sight: A toggle power that increases the players perception and accuracy - Wild Shot: Another pistol shot, this time dealing light damage but reducing defense - Superior Aim: A click power that acts much like Aim, but also buffs mez effects. Technology - Hacking You are capable of hacking a multitude of devices, and generating electromagnetic energy to weaken your foes. a combination of electrical, binary and pixel FX to create a sort of digital look to most of these powers) - Sabotage: A burst of electrical/digital energy that reduces a targets endurance and damage - Surge: Surges electrical/digital energy at a foe and deals moderate energy damage, and reduces their recovery - Spyware: A toggle power that increases your perception and ToHit chance - Override: Captures enemies in an electrical/digital field, dealing light energy damage and holding them - Malfunction: A click power that deals small energy damage, stunning normal foes, but confusing robots. Science - Elements Your understanding of physics has allowed you to tap into the elements, and cause brilliant reactions. (plenty of FX for this are available from the Minions of Igneous and Talons of Vengeance) - Rapid Chill: A debuff power that reduces a foes speed and recharge - Molten Blast: A ranged blast that deals moderate smashing damage and good fire DoT - Ground Slide: A power that allows the player to slide on the ground on earth, ice, or water and so on, increasing speed and resistance to immobilize, hold and slow - Steam Burst: A ranged AoE power that blasts enemies with steam, reducing their perception and tohit, while dealing light fire DoT - Acclimate: A click power that gives a significant boost to fire, cold, smashing and lethal resistance for a short while Mutation - Shapeshifting Your body is capable of changing form, allowing you to adapt to all kinds of situations. (Mostly a combination of Savage Melee and beast Mastery FX, as well as the 'psi fist' from Psi Melee as the ranged attack) - Unsettling Visage: A ranged debuff that placates foes, with a chance to also inflict fear - Elongated Punch: You extend your fist to great lengths do deal moderate smashing damage on a foe - Camouflage: A toggle power that grants stealth, and also a bonus to defense - Feral Claws: You lash out at all foes in a cone with your claws, dealing lethal DoT to all foes in front of you - Adaptive Body: A click power that grants significant boost to toxic, psionic, smashing and lethal resistance for a short time Magic - Magestaff You wield a powerful arcane staff that can batter your foes and bolster yourself. (A customisable wand that fires soul noir style projectiles, with animations borrowed from Bane Spiders and the Carnival of Light) - Hex: You cast a hex from your staff, weakening your foes and reducing their damage and regeneration - Staff Bolt: You fire a bolt from your staff that deals moderate energy damage - Enchant: A toggle power that acts as a minor version of power boost - Staff Lance: Another ranged power with more oomph, dealing high energy damage and knocking foes back - Mana Charge: A click power that grants endurance, as well as a boost to recovery and recharge
  13. @AgentForest unfortunately I'm not too sure that your suggestion stays true to the 'recycling' theme of the thread, since these powers are completely new and don't seem to have any pre-existing assets that could be used as a reference to work from. I'm not much of a numbers guy, I tend to focus more on moving different powers around in order to assemble something new from them, and any 'new' powers tend to be based off existing ones. So sadly, I don't think I could be of much help here! 😅
  14. Not sure if this has been mentioned yet but it would be great to be able to have bosses, allies and other objective based NPCs have a surrender function like we see in many of the later arcs. Some possible settings; Surrenders at 75%/50%/25%/10% health. Surrender Animation (pick from list) Flees after surrendering? (yes/no) Turns into ally (yes/no) Include enemy group in surrender? (yes/no)
  15. That could certainly be an interesting mechanic for the Pain powersets, especially since theres a lot of thematic overlap with the powers The Awakened have and Illusion Control's aesthetic.
  16. I guess going off feedback the best direction to go in would be to add a Toxic DoT onto Irradiate, Neutron Bomb and Atomic Blast, without necessarily having to change their energy damage values too much.
  17. Weird, usually theres groups that go from zone to zone whenever any invasions happen, migrating from one event to the other when they pop.
  18. Personally, I'd like the option to use the cape pins as a centerpiece for a few belts, or even just on it's own like a stud as you've described!
  19. Have you tried using the LFG channel?
  20. Naturally, a lot of enemies are going to have toxic resistance, so upping the damage values to compensate should counter that. Not too much, mind you, because we don't want this set to overperform, just to bring it in line with the other offensive Radiation powersets. But, giving these powers a DoT Toxic effect instead of flat Toxic damage like @Galaxy Brain mentioned may prove more beneficial in that regard.
  21. @Saiyajinzoningen I was mostly following the logic behind the other Radiation powersets, not the logic of realism 😅
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