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Here's two more possible Unity powersets following the formula above, hopefully this should paint a clearer picture as to what this powerset type could look like! Dark Unity: - Dark Ward: PBAoE version of Dark Embrace - Shadow Dweller: Same power that belongs to Dark Armor - Fade: Same power that belongs to Dark Affinity - Death Shroud: Same power that belongs to Dark Armor - Murky Ward: PBAoE version of Murky Cloud - Obsidian Cloak: PBAoE click version of Obsidian Shield - Dark Regeneration: Same power that belongs to Dark Armor - Soul Absorption: Same power that belongs to Dark Affinity - Black Hole: Same power that belongs to Dark Affinity Electric Unity - Charged Ward: PBAoE version of Charged Armor - Grounded: Same power that belongs to Electric Armor - Revitalizing Circuit: PB-Chain version of Rejuvenating Circuit - Lightning Field: Same power that belongs to Electric Armor - Conductive Ward: PBAoE version of Conductive Shield - Faraday Cage: Same power that belongs to Electric Affinity - Energize: Same power that belongs to Electric Armor - Power Sink: Same power that belongs to Electric Armor - EM Pulse: Same power that belongs to Electric Mastery
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Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
I believe @Night made a pretty good one recently that was different enough to the Dual Pistols themed one @Player2 created! It's called Weapon Assault, and plays with the idea of using a melee weapon in one hand and a gun in the other 🙂 So with these suggestions we have options for single or dual wielding play playstyles 😄- 792 replies
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A defender is entirely acceptable in melee, they are of course intended to support all archetypes, and that certainly includes melee. However, they aren't expected to put themselves in close range for so long since a majority of their powers are effective at range instead of melee. There are of course exceptions to this, but they tend to be PBAoE powers, not strictly Melee. The idea of Unity powersets is to provide better footing for a melee-based support archetype (or archetypes), so that they have an easier time managing themselves when subject to the aggro of mobs in close range. In addition to this, there aren't any dedicated PBAoE armor powers, except for a token few that often have other mechanics tied to them like debuff or stealth. I think exploring this possibility could open up some rather unique playstyles not yet accessible to players, while also providing a better platform for melee-support archetypes to be realized.
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Time and time again do we see the oft-suggested 'Melee/Support' archetype. It comes in different names, but rarely in different structure. There's no doubt that there is a demand for an archetype that can fill the role, but despite the constant vocalisation of that it tends to eventually be drowned out by the slew of feedback that questions its viability. Without going into too much detail, there are issues in the Melee/Support design that are problematic, many of which lie with the Support side of things. Not all Support sets are suitable for operating in close range, and many of them lack the ability to protect the player as well as his teammates. Which is why I've been pondering a new powerset type in response to this; Unity. Unity powersets are simple. They act like AoE versions of the current armor powersets, allowing them to not only support the team, but also protect themselves from the amount of aggression they will face in melee range. Now, this isn't just a conversion of the armor powersets, but it does use them, as well as many support powersets, to create a structure to work from. Naturally, this new powerset type comes with advantages and disadvantages, intended to serve as a middle ground between armor and support... it does not outperform them, but it does allow for a change of playstyle. Unity as a powerset is intended to provide a little extra support mainly for other melee archetypes, but can also aid ranged archetypes with a little positional adjustment. So, here is the basic formula for a Unity powerset; 1 - AoE Armor toggle: This initial power acts much like an Armor power, but also grants the armor to nearby allies as well. Typically a resistance/defense power for smashing and lethal. 2 - Autopower: A simple autopower that will act as a baseline protection for the player. It could be as simple as a resistance power, or a +MaxHP power as seen in armor powersets. 3 - AoE Heal, Buff or Debuff: Similar to support sets like Empathy, Pain, Thermal and so on... a simple AoE Heal power or similar effect helps keep both you and your allies alive. 4 - Second AoE Armor toggle: Just as above, filling in resistance/defense power for fire, cold, energy and negative. 5 - AoE Damage/Debuff Power: Much like many armor and manipulation sets, having access to an AoE damage or debuff power helps keep on the pressure. 6 - AoE Mez Protection: A Click power that grants mez protection to yourself and nearby allies for a short while, definitely needed to keep the fight going. 7 - Self Heal/Buff: A little more in the way of personal survival could do well here, allowing you to keep yourself alive so you can continue to support your allies. 8 - AoE Debuff Power: Like before, another debuff power would do wonders to keep the enemy at bay, ensuring that you and your teammates have an easier time in the fight. 9 - AoE Mega Buff/Debuff: As the capstone ability of this powerset, something with high power and long cooldown is likely best here, whether it's a buff or debuff. With that in mind, let's look at some easy examples of what could be done; Fiery Unity: - Flame Ward: A hybridisation of Fire Shield and Thermal Shield - Temperature Protection: Same power that belongs to Fiery Aura - Warmth: Same power that belongs to Thermal Radiation - Blazing Aura: Same power that belongs to Fiery Aura - Plasma Ward: A hybridisation of both forms of Plasma Shield - Thawing Heat: A PBAoE version of Thaw - Healing Flames: Same power that belongs to Fiery Aura - Consume: Same power that belongs to Fiery Aura - Melting Blast: A PBAoE version of Melt Armor Icy Unity: - Ice Ward: A hybridisation of Ice Shield and Frozen Armor - Permafrost: Same power that belongs to Ice Armor - Chilling Embrace: Same power that belongs to Ice Armor - Icicles: Same power that belongs to Ice Armor - Glacial Ward: A hybridisation of Glacial Shield and Glacial Armor - Black Ice: A PBAoE version of Wet Ice - Hoarfrost: Same power that belongs to Ice Armor - Energy Absorption: Same power that belongs to Ice Armor - Heat Siphon: A PBAoE version of Heat Loss Other powersets will likely take more work, but hopefully you can see what can be done with some very basic concepts. Now, as for their application, I have some ideas as to what could be done, just as a little showcase as to what archetypes could be built around something like this; Guardian: Primary: Unity Secondary: Melee Ancillary: Ranged/Mez Inherent: Stalwart: The effects of your heals, as well as resistance and defense buffs affect you and your allies more depending on what other archetypes are present. While there are more Brutes, Tankers, Scrappers, Stalkers or Sentinels nearby, your outgoing buffs receive a large boost to strength. When there are more Blasters, Masterminds, Controllers, Dominators, Defenders or Corruptors nearby, your personal buffs receive a large boost to strength. While there are more Peacebringers, Warshades, Soldiers and Widows nearby, both your outgoing and personal buffs receive a small boost to strength. Overseer: Primary: Henchmen (Melee Conversion) Secondary: Unity Ancillary: Ranged/Mez Inherent: Command: Your outgoing buffs to pets are more powerful if there are less teammates nearby. With more teammates nearby, your pets will instead deal more damage. Champion: Primary: Assault Secondary: Unity Ancillary: Ranged/Debuff Inherent: Adaptiveness: Your melee powers have reduced endurance cost when there are more Brutes, Tankers, Scrappers, Stalkers or Sentinels nearby. Your ranged powers have reduced endurance cost when there are more Blasters, Masterminds, Controllers, Dominators, Defenders or Corruptors nearby. When there are more Blasters, Masterminds, Controllers, Dominators, Defenders or Corruptors nearby, all your powers have a slight reduced endurance cost.
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It's not exactly forced, I've seen many people keep to a basic soldier or widow theme by tactically selecting powers that don't infringe on that, while supplementing the character with suitable pool powers where there might be gaps. The ideas I had wouldn't have a 'forced respec', it would instead just unlock more powers for the player as you progress, instead of the notion of replacement powers.
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I made sure that most of my ideas could be pulled off from level 1 so that the player didn't feel disconnected from the core content. Clockwork and Resistance are a common encounter in the game, so not much explanation is needed there. The 'Loyalist Trooper' idea could encompass pretty much any faction that uses the force gauntlets, from a lowly PPD officer, to a TEST ranger, all the way up to an IDF soldier. It gives opportunity for career advancement as a story hook, not just a mechanical change. The Carnival of Light aren't encountered until later, but they still are mentioned as being part of the Resiistance from the very start, even if their only appearance is in Vanessa DeVore. Introducing their lore a little earlier through the player could be a nice way of doing them justice. As for Devouring Earth or Midnighter characters? It's a bit of a stretch, you need to think why they would be running around Praetoria and doing the same low level content as everyone else.
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Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
Since I went ahead and made a new control powerset that just so happens to have a suitable support set to match up with it, I figured I would go ahead and make another Manipulation powerset Toxin Manipulation - Sleep Toxin: Taken from Toxin Control, a bit unusual for a T1 but I think it could work here. - Poison Touch: A moderate toxic damage melee attack that reduces regeneration. Uses the 'Freezing Touch' animation with standard poison FX - Paralytic Poison: Taken from Poison, a strong single target hold with no damage is a nice mez ability similar to other Manipulation sets. - Toxins: A copy of the 'Toxins' power from Plant Manipulation, granting a Build Up effect and adding toxic damage to most attacks. - Toxic Gas: A new PBAoE damage aura that uses the Venomous Gas FX, simply deals Toxic DoT to foes nearby. - Inoculation: A new toggle power that grants recovery, regeneration, and resistance to Toxic damage and -Heal effects. Looks visually similar to the Alkaloid target FX - Neurotoxic Breath: Another Poison power, fulfils a similar function to Shiver in Ice manipulation. - Weaken: A second poison debuff, placed a little higher as not to make the powerset too front heavy. - Poison Burst: A PBAoE Melee attack that deals moderate damage and reduces regeneration, uses the same explosive visuals as Plant Control's 'Spore Burst'- 792 replies
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Not got much in mind for it considering there's not a lot to work with, but the idea of having a Carnival of Light style character sounds pretty fun, especially if you can later choose to follow the Carnival of War (focusing on mace attacks) or the Carnival of Vengeance (addition of new spells). This could certainly play well as a Resistance themed character, and expanding on the story of the relationship between the Carnival, Resistance and Talons of Vengeance. Perhaps instead of unlocking just one career path, there could be two, where a Carnival of Vengeance character could full well give themselves over to the Talons and gain new abilities, and a Carnival of Vengeance character could join the ranks of the Runesoldiers and gain use of their unique Rune Rifles. Example: You start as a Carnival of Light character. You have access to a lightstaff that allows you to project bolts of energy, as well as light/energy themed armor powers. As you progress, you may unlock the Carnival of War or Carnival of Vengeance career paths. Carnival of War grants you a series of mace style melee attacks to use with your staff, and sturdier personal defenses. Carnival of Vengeance however instead imbues you with a means of using other elemental attacks with your lightstaff. A little more progression you can instead become a Runesoldier, giving you a Rune Rifle and allowing you a series of heavier projectile attacks, as well as higher magical defenses. On the other side of things, you could become a true member of the Talons of Vengeance, expanding your elemental attacks without need of your staff. As for Loyalist? The idea of a Clockwork character could be fun, it could potentially even branch into being upgraded by Neuron or Antimatter, as they each have their own 'faction' of Clockwork, and I imagine with a little more exploration the two sides could be fleshed out a little more both thematically and mechanically. In my mind, the Neuron Clockwork would have more powers to do with electricity, and there are many Clockwork-specific powers that can replicate this, as well as potentially creating new ones from other Electric Powersets. The Anti-Matter Clockwork however would have access to those unique Anti-Matter ray chest cannons and similar style attacks. Perhaps like the Carnies above, they could undergo a 'second' upgrade, where Neuron integrates Warworks weaponry (and armor) into the character, whereas Anti-Matter upgrades them with Mk-VI Victoria gear (since he was the one who made Nightstar after all) Example: You start as a standard Clockwork, you have access to basic Plasma weaponry, as well as some built-in defenses. As you progress, you would undergo an upgrade by Neuron or Anti-matter. As part of Neuron Clockwork upgrade, you would have access to the 'particle' weapons seen on many Clockwork, as well as some of the repair tools. The Anti-Matter Clockwork upgrade would instead gain the unique chest cannon that fires anti-matter beams, as well as greater melee capabilities. As you progress further, you have the option to undergo further enhancement. Neuron clockwork are pushed towards Warworks style upgrades, granting them heavier plasma weapons and access to orbital cannons. As for Anti-Matter clockwork, he would opt to continue the Nightstar project with a new series of Mk-VI Victoria upgrades, giving you stealth capabilities, bladed weaponry, as well as anti-matter eye beams. TL:DR Carnival of Light (Resistance) -> 10th level upgrade: Carnival of War/Carnival of Vengeance -> 20th level upgrade: Runesoldier/Talons of Vengeance Clockwork (Loyalist) -> 10th level upgrade: Neuron Clockwork/Anti-Matter Clockwork -> 20th level upgrade: Warworks/Mk-VI Victoria Respecing allows you to swap your path choice just as it does for VEATs Sources used:
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Trying to follow RP while club bots spam the channels.
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My thoughts as to where Praetoria could go is that during the fight between the Loyalists and Resistance, the Syndicate swoop in for a power grab. They put Metronome in charge of the clockwork, and Penny Yin in charge of the seers, and they run the state with a 'business as usual' facade to keep everything looking the same as it always did, while inserting crime lords as the new Praetors in a hostile takeover.
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Perhaps instead of unlocking the paths at a set level (like VEATs), they instead unlock them as part of the alignment missions throughout the story? Maybe the two PEATs are instead just one, with the starting Loyalist and Resistance 'paths' being available from the start. That way each time you swap alignment you also swap your powersets from Loyalist to Resistance and vice versa (and also during respecs once you leave praetoria). ie. you pick the archetype, choose resistance or loyalists paths, and each time you do one of the alignment changes during the story, you can choose a new advancement path along with potentially changing from one alignment path to the other. Once out of praetoria, you can swap tracks at will with respecs until you reach level 35, where you can choose from your primary path and the two advancement paths freely. (you cant pick powersets outside of your path though, like loyalist troopers picking 'resistance heavy', and so on)
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I've pondered a few ideas for this before, but ultimately I decided to use the content over in my other thread (Eco-Friendly Powerset Recycling) to create the Force, Pain, Power, Artillery and Arsenal powersets from various NPC factions seen throughout the Praetorian content. With those in mind, I figured one of the easiest ways to go would be to create Loyalist and Resistance themed EATs and making use of the various NPC only powers they have access to. RESISTANCE COMMANDO LOYALIST TROOPER Neither PEATs will have ancillary powers as they progress. Instead, they will be able to pick powers from all paths later in their career (unlike VEATs that can only have their starter path and one other path of their choosing). Sources Used: https://hcwiki.cityofheroes.dev/wiki/The_Resistance https://hcwiki.cityofheroes.dev/wiki/Imperial_Defense_Force https://hcwiki.cityofheroes.dev/wiki/Praetorian_Police_Department https://hcwiki.cityofheroes.dev/wiki/UPA
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Make Ice Control Cooler: A Control Powerset Buff
Alchemystic replied to Blackfeather's topic in Suggestions & Feedback
All of those examples are feasible, as most things that work for NPCs tend to function the same for players (excluding most task force/trial specific mechanics). That being said, the less intensive a power is the better, reducing the amount of functions it needs to work is your best shot at making a power viable.- 202 replies
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Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
sounds cool! I wonder if it's possible to code in something like that- 792 replies
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Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
if I was to do a pet, I'd probably make it a scaled down version of the sewer hydra, and give it access to a few generic toxic attacks like Spit Poison, Bile Spray and maybe special version Acid Slick that follows them around like a toggle.- 792 replies
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This is just a quick idea without much thought put into it, but... What about making it so that when characters are sleeping, they have no recharge? Only while they are sleeping of course, once they wake up their recharge returns to normal (or whatever it should be when considering buffs and debuffs) I think this would give sleep powers a little more use, instead of being a weaker version of hold. It also makes sense for foes who are sleeping to be unable to recharge their powers because they are no longer conscious.
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Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
I was really tempted to put a slime/ooze pet as the T9 😄- 792 replies
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Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
Going to try another control powerset, cos those seem simple enough to make. There's not many angles left since we basically have a Control powerset for each of the major 'elements' in the game, but I want to try and make one to fill in a niche that no other control powerset has yet, which is Toxic damage. I know, I know, damage isn't the focus of control powersets, but I think that's why this could work. Toxic damage is fairly infrequent in game, and what 'raw' toxic there is tends to be fairly low damage. So since control powersets don't focus so much on damage, having a toxic damage dedicated powerset doesn't provoke many balancing issues compared to a purely toxic blast or melee powerset. Toxin Control - Sleep Toxin: A single target sleep power that deals moderate toxic damage, uses the Succubus 'Come Hither' animation to blow poison particles at a single foe. - Choking Poison: A single target hold power that deals moderate toxic DoT, similar in appearance to Choking Powder, with a little more poison FX. - Hallucinogen: A single target confuse power, uses the Poison/Immobilizing Dart animation, firing the Mutagen projectile at them. - Sleep Gas: Similar in function to Spore Cloud, and shares the same FX, putting a bunch of foes to sleep in an AoE. - Corrosive Spray: A cone debuff power that reduces typed defense, resistance and regeneration, and deals minor toxic DoT. Uses the DUST Ranger 'Toxic Burst' FX, with the same animation as Arsonist's Fire Breath. - Acid Slick: Creates a patch that deals minor toxic DoT, reduces speed and positional defense, and has a chance to knockdown. Delivered by the Alkaloid animation/FX, with similar patch FX to Corrosive Vail - Choking Smog: Creates a similar FX to the Poison Trap power in a targeted area, but this time using the 'choke' animation to hold them. - Dizzying Fumes: An AoE power that stuns all foes in the area over time. Creates a similar patch to Volcanic Gasses, but without the vents/geysers emerging from the ground. - Confusing Cloud: A power similar in effect to Mass Confusion, using a similar FX to Venomous/Noxious Gas, though also creates a poison cloud over the heads of targets.- 792 replies
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I was gonna comment on the whole Mastermind primaries thing, but thinking on it I think Masterminds need a week of discussion dedicated to just that. Mercs, Ninjas and Beasts definitely underperform compared to the others, but that's going to need a lot of focused debate to figure out how to move forward.
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Hey buddy, the secret to trolling is subtlety.
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A Minimalist Take on a Support/Melee AT
Alchemystic replied to Replacement's topic in Suggestions & Feedback
That would run counter to powersets with +Recharge like Time, Radiation and Kinetics -
You move slower, therefore have less momentum.