Jump to content

Alchemystic

Members
  • Posts

    1504
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Alchemystic

  1. 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
  2. @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! 😅
  3. 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)
  4. 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.
  5. 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.
  6. Weird, usually theres groups that go from zone to zone whenever any invasions happen, migrating from one event to the other when they pop.
  7. 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!
  8. Have you tried using the LFG channel?
  9. 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.
  10. @Saiyajinzoningen I was mostly following the logic behind the other Radiation powersets, not the logic of realism 😅
  11. there is only one Radiation Assault power that has toxic damage (Atom Smasher). But, the set does benefit from the 'Contamination' mechanic similar to Radiation Melee, which allows it to deal reliable bursts of AoE toxic damage. I don't think including the Contamination mechanic would be entirely necessary for Radiation Blast, as the AoE powers I listed above would be receiving Toxic Damage, so there would be little need for it.
  12. Pretty much what it says in the title. I think Radiation Blast could well use an overhaul to bring it in line with Radiation Melee, Radiation Armor, Atomic Manipulation and Radiation Assault. The absence of Toxic Damage from Radiation Blast was always something that confused me, even from the start. Radiation is, after all, highly poisonous. I can understand why the original development team stayed away from it, since sources of Toxic Damage was intended to be 'rare' in the original production of the game, and was not intended to be used reliably. However, I think at this point that there should be a Toxic Damage element included in some, not all, of Radiation Blast's powers. I think the ones that aren't present in Radiation Assault would be good candidates, so we don't have to rebalance more than one powerset. So that leaves us with; - Irradiate - Cosmic Burst - Neutron Bomb - Atomic Blast Of these four, I would say that Cosmic Burst is the weakest candidate, but could still be included. Each of these powers would have to have their damage values modified to compensate for the inclusion of a Toxic Damage element, adjusting them as necessary in order to ensure that they balance out. Toxic is a highly resisted damage type at this point, so I don't think there should be much of a damage tweak in order to ensure that the powerset doesn't overperform. This kind of change shouldn't affect overall game balance all too much, since way back the only Toxic Damage powerset was Spines, and now we have Radiation Melee, Radiation Armor, Atomic Manipulation, Radiation Assault, Thorny Assault, Dual Pistols, Widow Training, Bane Spider Training, Demon Summoning, Ninja Training, Bio Armor and Experimentation that allow us to very reliably put out Toxic Damage. At this point, giving Radiation Blast a little Toxic Damage helps bring it in line both thematically and mechanically with all the other new Radiation powersets, and I think would aid the powerset in standing out a little more when compared to the abundance of pure energy based powersets we have already, especially Beam Rifle and Electrical Blast.
  13. As a side note, I've been going through some of my older material from my lazy phase and giving them a bit of an improvement. I've updated a few rationales and descriptions so they hold up to the same (still fairly low) design standards I have now! 😉 A few powersets like Arsenal Blast and Artillery Blast also got some mechanical tweaks to try and make them a little more interesting!
  14. Okay for this one I opted to go for a low-hanging fruit that I've been ignoring for a while, but I figured I might as well give it a try since by this point it's too easy to put off any longer! Thorn Blast - Thorny Darts: Taken from Thorny Assault, works nicely as a T1 blast power - Thorn Javelin: A new moderate damage ranged power that uses the same animation as the 'Pilum' or 'Spear' NPC power, with a projectile similar to the one from Impale. - Fling Thorns: Taken from Thorny Assault, this fits in as a good cone attack. - Aim: Standard aim power of blast sets. - Thorn Burst: This power is already present in Plant Manipulation, but I think it works better here. A new power called 'Barbs' would replace the power in Plant Manipulation, which works identical to Quills. - Thorntrops: Taken from Thorny Assault, works pretty good as a DoT AoE power like Rain of Fire or Ice Storm. - Impale: Taken from Thorny Assault, fits in nicely as a ranged mez power seen in many other blast sets. - Thorn Barrage: Taken from Thorny Assault, this is ideal for that low range high damage power typical of blast sets. - Rending Thorns: A completely new power, using the 'Shred' animation from Savage Assault to throw several thorny projectiles in a wide cone dealing superior Lethal/Toxic DoT and -DEF.
  15. I've not much to add but... Would the Sentinel version of Regen work well if ported to Tankers?
  16. I think the main issue is that usually it's the pot calling the kettle black. A lot of people who point fingers at supposed toxic elements tend to be somewhat toxic themselves. Instead of simply avoiding the conflict, they instead engage them in a hostile way and give rise to further conflict. Sometimes these people will find their way into chat channels and forums where they call out the people they dislike for validation or support, and suddenly you've created your own little toxic clique too. It's an ironic cycle that perpetuates itself from people forming one group to spite another, and so on and so on. I like to think most people can be rational, but some fail to see that they're actually the ones being problematic.
  17. General is a great channel It filters most of the nonsense out of LFG and Help
  18. I theorycrafted a few different ways of including whips into other powersets over in my other thread. From what I found, making a manipulation set would be the easiest way to go, and an Assault set could potentially be done rather easily too. Making it a full Melee set would be much harder, but by using a few different animations with the current FX we have, it could be possible at least.
  19. I actually had some ideas for 'new' day job badges, in addition to the new accolades mentioned above. But Sewer Inspector is a real good one! Hero: Sewer Inspector - Log out in the sewers Construction Crew - Log out in any construction site Sea Captain - Log out in any docks Park Ranger - Log out in any park Prison Guard - Log out in the Zig Lifeguard - Log out in any beach Accolades: Sewer Inspector + Construction Crew = City Planner Sea Captain + Lifeguard = Coastguard Prison Guard + Law Enforcer = Warden Park Ranger + Patroller = Reconnaissance Officer Villain: Arsonist - Log out near an arson spot Wrecking Crew - Log out in any construction site Pirate Captain - Log out in any docks Gambler - Log out near casinos Consortium Guard - Log out in the Hellforge Aviator* - Log out in any airfield (*The current version of Pilot would be renamed to Arachnos Pilot to avoid confusion) Accolades: Arsonist + Wrecking Crew = Demolitionist Pirate Captain + Aviator = Sky Raider Consortium Guard + Arachnos Agent = Oppressor Gambler + Criminal = Grifter
  20. Also something I think is worth making note (mostly for roleplayers); RL political issues or figures aren't parallel in the CoH universe.
  21. The idea was to keep the same general animations as the Praetorian Clockwork, but not using the props and weapons. As for there being no snipe? There was enough material to work with to create a whole blast set without creating wholly new powers, so I figured as not all Blast powersets have a snipe it would be fine to leave it as is.
  22. @Player2 I really like this idea! There's definitely room for something like this for Dominators. My only advice would be to swap Bullet Rain and Executioner's Shot around so they line up with other Assault powersets, and maybe change Sweeping Strike for a single target high damage melee attack. Perhaps something called 'Point Blank Shot', dealing high lethal damage and knocking foes back, maybe using the 'Burst of Speed' animation to make it look just as dynamic as the other powers. Either way, I'll add this one to the list!
  23. If we're talking T9s for Dominators and that counts Assault powersets, then I'd like to see all T9s function as AoEs similar to Explosive Shuriken and Fissure.
×
×
  • Create New...