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Alchemystic

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Everything posted by Alchemystic

  1. If everyone you meet is apparently a 'bad apple', then it's likely not them, it's you.
  2. I don't think there was any talk about RMT, just people joking about it?
  3. Turns out the CoH universe is a dystopian world where names are currency
  4. I did have this idea for a Psionic Control set based on the Awakened and MoM trail, along with a few other new psionic sets earlier in the thread too. So if its true that the devs might be prioritising visuals for new powersets over old ones, this is what it could look like.
  5. Last I heard (and this might not be the case anymore) working on a new FX theme for an existing powerset is almost as much effort as making a completely new powerset, since the majority of the work is the visual side of things. So its likely the effort may instead be focused on creating another Powerset entirely, but it depends on how willing the team are in dedicating time to customisation over content.
  6. I may swap it for a heavy single target melee attack, since wormhole is quite effective all on its own.
  7. Okay so I may have been dumb and completely forgot about Gravity Control and how it could work as a manipulation powerset, and I already did Kinetic Manipulation so my idea of mixing Kinetic Melee and Gravity together into a powerset came kinda too late! But I think I'll just improvise some new melee powers loosely based around that and super strength instead, and try and style them after the gravity theme. Gravity Manipulation Your are able to increase or decrease gravity to suspend your foes in place, slam them with powerful blows, or manipulate your own gravity to bolster your abilities. - Crush: A simple immobilize power from Gravity Control, perfect to start the set off. - Slam: A new melee power that uses the same animation as Air Superiority, and also has a chance to knock foes down and disable flight.... like Air Superiority. Features typical gravity FX on the arms during the animation. - Build Up: Your average build up power. - Gravity Distortion: Another Gravity Control power, a single target hold that's common to the newer Manipulation sets. - Orbiting Shield: A new toggle power that grants a small amount of absorb over time, along with a boost to defense. Uses a similar FX to the 'Magnetic' aura, surrounding the player with floating objects, with the additional effect of causing nearby debris to orbit the player much like Hurricane. - Impact: A new PBAoE melee power that uses the same animation as Atom Smasher. Deals heavy damage and can cause several foes to be knocked down and lose flight. Similar FX to Slam, but with the Crush FX added in. - Low Gravity: A new click power that increases jump height and air control, while also granting an endurance discount. Has a slight gravity aura FX on activation. - Wormhole: Another Gravity Control power. This to me makes for a nice high level power as it fits an unusual niche, and deals a pretty good mez. - Collapse: A superior damage melee power that uses the same animation as Tremor or Total Focus, has a chance to immobilize the target and increase the endurance they must use for powers. Same FX as Slam, though more intense.
  8. They were removed with the inclusion of Water Blast. There were mass layoffs as heroes pretty much made the fire department redundant.
  9. By what logic? You literally made up these statistics yourself.
  10. A third isn't everyone, it's not even a "large amount"
  11. I'mma brag to my friends that I hit level 32
  12. Apparently people think I'm serious about bringing back microtransactions and sub rewards. Let me be clear; I'm very bad with money.
  13. I never truly cancelled my sub so I must have at least 10 years worth of subscription awards banked.
  14. Lets bring back microtransactions and subscription rewards too. That way I can make all these people grinding for their cosmetics feel just as envious as everyone else.
  15. Oh of course. But you don't see the nice badge art 😖
  16. Looks good, @Night! I was playing around with a similar idea when I first did the Power Assault set, but I wasn't sure if it'd work with how weapon animations (barely) function 😛 But looks to be pretty solid! lines up nicely with other Assault Sets, and even re-uses some material from the thread which is awesome 😀 I'll add this one to the list!
  17. Honestly it's not like Paragon Studio's design philosophy was any better. Hell, it was arguably worse. All the new powersets ended up performing far better than the older ones thanks to new features and updated mechanics. And then the old powersets were guarded by the 'cottage rule' so any of these new goodies were never ported to them. Homecoming are doing away with the old way of doing things, they're retroactively enhancing powersets so they dont fall by the wayside. Paragon Studios did very little in order to make older powersets more effective when measured against the newer ones, and there are two major reasons for that; 1) They needed to make the new powersets marketable, so making them more effective than others was a big selling point. It was on the fringe of being Pay to Win. 2) There were few members of the original team remaining who worked on the older powersets, so they instead left their archaic design choices in game. Neither of these things are an issue anymore, so moving forward Homecoming are free to make these changes as they revitalize the game.
  18. I think out of all of them I'd like Fire and Stone to have MinFX options. Fire would be easy, we basically give powers either a faint heat glow, a faint flicker of cinders, or even some gentle smoldering. Earth may be tougher, especially with Granite Armor. But I think we can give a sort of crumbling rock FX on activation for Stone Armor and Rooted, a faint smoldering for Brimstone Armor, and a little twinkle for Crystal Armor.
  19. Easiest thing to do would be to swap the Granite Armor model for the Animate Stone pet. That way you have the same 3 customisation themes; Stone, Lava and Crystal.
  20. The data is there, but unfortunately the visual/animation assets are not. WeHaveCake/Thunderspy have a semi-functioning version, but it's not exactly... pretty. I think it was another in a long line of demo projects that showcased the possibilities, but never really delivered the goods.
  21. I was considering working on a way to do Wind Control's visuals in my thread, but I don't think it'd really be the place. But, since the opportunity has come up, I'll share what I have here instead! - Updraft: This one is fairly easy, we simply use the 'armor up' FX of Ice Armor, with the swirling winds rising up, and adding in some dust/cloud FX over it. - Downdraft: The above, but reversed - Breathless: A little more difficult, we re-use the 'Shadow Field' FX from Dark Control (with more dust particles), and have a similar swirling field over each foes' head. Again, more dust/cloud FX to help separate it from dark. - Wind Shear: Similar to breathless, but centred on the player, with the Hurricane FX swirling around your feet. - Thundergust: We can do this using a smaller verison of the 'Gust' FX from Storm Summoning. - Microburst: For this one, we use a faster version of Dark Control's 'Heart of Darkness' with a brief Hurricane FX bursting out along with it. - Keening Winds: Similar to Beathless, only with a heavy cloud in the middle. - Vacuum: We can probably do this by making a wide version of the Tornado FX, and having each foe suspended in the air with the Updraft FX. - Vortex: This is a little harder, we could probably make a floating orb that uses a combination of the Shadow Field and Hurricane FX, but much smaller.
  22. if its on the beta, that means they are interested in feedback. That's the whole point.
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