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Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
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!- 792 replies
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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.
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Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
Yup!- 792 replies
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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.
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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.
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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.
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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.
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if its on the beta, that means they are interested in feedback. That's the whole point.
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Its a problem because it was never intended for player use. But the HC team didn't want to remove it outright, they wanted to make a suitable replacement first. So you could be thankful for that.
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Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
Going through some of the 'Pain' stuff I did, I figured there miiiight just be enough material to put together a working Control powerset. So once again I'm using The Awakened NPC group as base to work from, while adding in stuff from other fitting sources too. I know, I know, we already have Mind Control (and Illusion Control) that fits into that 'psionic control' role, but its always good to have variety! Not too sure what to call this one, I'm leaning towards 'Pain Control' to make it more consistent with the other powersets, but 'Psionic Control' is also on the table. Pain Control You have the power to project painful waves of psionic energy, causing your foes to writhe in agony or be subject to battering telekinetic force. - Subdual: A power a lot of The Awakened possess, as well as being available in other psionic powersets. Ideal for the T1 immobilize power. - Telekinetic Lift: Another power from The Awakened, lifts a target into the air much like... well, Lift. - Psionic Prison: A unique hold power from The Awakened, fits into the set nicely. - Telekinetic Blast: A ranged attack power from Psychic Blast/Fortunata Training with good knockback. Fills a similar role to Propel, Spectral Wounds and Jolting Chain. - Mass Subdual: A new power, working as an AoE version of Subdue. - Mass Levitate: Similar enough to the Psionic Melee power of the same name, knocking all surrounding foes high into the air. - Imprisoning Hold: Another new power, working as an AoE of Psionic Prison, without the damage. - Psionic Drift: A unique power belonging to Penelope Mayhem/Yin, randomly inflicting stun, sleep, or confuse on foes in its AoE. - Psionic Nexus: Another unique power from Penelope Mayhem/Yin, summoning her unique pet that has access to a few ranged blast powers.- 792 replies
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Trick or Treating looks silly in the day time
Alchemystic replied to ZacKing's topic in Suggestions & Feedback
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Weekly Discussion 73: T9s Part 3 - Support
Alchemystic replied to GM Miss's topic in General Discussion
So it is! My mind sorta skipped past the T9 part... 😅 I have a few things to say about T9s at least! Time Bomb needs to have its deployment time reduced, or even made into a ranged power. Force Bubble is just... it's funny, but it's not exactly effective. maybe some sort of click power that grants a big chunk of Absorb to foes would do better, while merging the utility of this power with Repulsion Field seems fitting. Lightning Storm needs more damage I think, it's not great Venomous Gas is good, it just really drains too much damn endurance! -
Weekly Discussion 73: T9s Part 3 - Support
Alchemystic replied to GM Miss's topic in General Discussion
Nah, just Pain has more goodies. -
Weekly Discussion 73: T9s Part 3 - Support
Alchemystic replied to GM Miss's topic in General Discussion
because in addition to matching Empathy's healing, it also benefits from having a series of secondary buffs that increase its versatility, and possesses much more reliable healing delivery. Share Pain has a +DMG buff, whereas Absorb pain does not. Conduit of Pain has a whole assortment of buffs, while Resurrect gets nothing. Enforced Morale has way more benefits than that of Clear Mind. Soothing Aura/Supress Pain simply just outperforms Regeneration Aura World of Pain is an AoE version of Fortitude, just without the +DEF. and finally Painbringer is just a more favourable version of Adrenaline Boost. In addition to giving Empathy slightly more healing so it can keep up, I would also suggest rolling Recovery Aura and Regeneration Aura into a single power, and creating an entirely new power that grants more buffs to allies, or maybe debuffs foes. -
Weekly Discussion 73: T9s Part 3 - Support
Alchemystic replied to GM Miss's topic in General Discussion
I think from personal experience healing is an extremely competitive factor between powersets, and it should perhaps be levelled out a little more. healing-focused powersets tend not to be as favorable as powersets that have a good mix of healing and support, like Thermal Radiation and Nature Affinity, whereas powers with very little healing like Poison and Storm Summoning tend to perform so poorly that the healing powers are often skipped. Empathy: The healing potential of this powerset is entirely lacklustre when measured against Pain Domination and Nature Affinity, a way to fix this would be to give it much more healing power across the board, help it perform better. Dark Miasma/Affinity: Twilight Grasp is annoying at times, because the chance to miss can make it a let down, especially after such a long animation. Having is so that if it misses it only deals a reduced amount of healing would be nice. Kinetics: Transfusion has the same problem as Twilight Grasp, too reliant on accuracy. I propose a similar fix for this power too. Poison: Single target heals are fine when you can shore it up with other sources, but in the case of Poison, Alkaloid is just too weak, and has an extremely long animation and projectile speed. I would suggest making this power a 'splash' AoE, where nearby targets are healed for a lesser amount to help balance this out. Storm Summoning: Same issue as Poison, O2 boost just isn't that great, but it at least gets delivered much faster. I would suggest the same fix, giving it a smaller healing effect to allies within it's radius. Traps: I know, I know, technically this one isn't healing, it's regeneration. But I still think that it could do with a buff. Triage beacon's immobile patch of regeneration isn't ideal when you compare it to Supress Pain or Lifegiving Spores. I would suggest making this a toggle instead, so you can redeploy it when and where you need it. Other powersets with healing, like Pain Domination, Thermal Radiation, Nature Affinity and Time Manipulation all perform adequately enough, so they aren't really in dire need of improvements as far as their healing effectiveness goes. -
Trick or Treating looks silly in the day time
Alchemystic replied to ZacKing's topic in Suggestions & Feedback
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Trick or Treating looks silly in the day time
Alchemystic replied to ZacKing's topic in Suggestions & Feedback
Go trick or tricking at night like a normal person then -
Step 1: Go to the P2W vendor Step 2: Purchase the Base Transporter power Step 3: Activate the power