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Everything posted by Alchemystic
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Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
@Seancer I like the ideas! However, the spirit of this thread is to reuse in-game assets to create new powersets (either by directly copying existing powers into new sets, or by repurposing existing animations and FX). If you are able to find any materials that meet that criteria and could help create the powersets you suggested, then we would have something we could add to the list 🙂- 792 replies
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I wouldn't mind the same treatment for Dual Pistols and Staff Fighting too, but Bio is the worst offender by far 😬
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Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
Okay, so, this one is a bit of a stretch, especially considering it can cause serious problems with weapon redraw/animations, but... here's a new blaster secondary. This powerset is a smashing/lethal set based around Broad Sword, Battle Axe and War Mace animations. All three powersets have been rolled into one (including weapon customization) since making 3 separate ones would be exhausting and impractical. It's designed to be somewhat alike to Martial Combat, with a few variations. Weapon Combat - Stagger: Single target knockback/repel, same animation as Pendulum/Slice/Crowd Control. Deal little damage but has high mez potential like Ki Push - Strike: Renamed version of Beheader/Slash/Bash, makes for a good opening melee power - Build Up: Standard build up power - Battle Charge: Identical power to Burst of Speed, though instead uses the 'Assassin's Slash' animation. - Deflect: Identical power to Parry, except this power also grants a substantial boost to recovery and a big chunk of absorb - Whirl: Renamed version of Whirling Axe/Sword/Mace, a traditional AoE seen in most manipulation sets. - Challenge: This power taunts a single target while inflicting fear on those around it, creating a sort of one-on-one challenge. - Punish: Renamed version of Swoop/Disembowel/Jawbreaker, a good final melee power with a bit of bonuz mez in the form of knockup - Athleticism: Autopower that increases movement speed and recharge. Not unlike Trick Archery/Time Manipulation As a note, I wouldn't be against the idea for a set for each weapon type, or perhaps one for smashing and one for lethal, but considering they would be quite similar I went for the Titan Weapons route of simply dividing between both damage types.- 792 replies
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Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
I like it! The option of having a natural themed support set that doesn't rely on weapons or gadgets is an interesting idea! I'd perhaps take a few notes from VEAT's book and have superior versions of Tactics and Assualt too, but other than that, looking good!- 792 replies
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Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
@oedipus_tex there is an earth affinity in the thread, but I guess this project got so big that it's getting hard to track! No problem though! Ideas are always welcome, even for powersets that have already been discussed 😄- 792 replies
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Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
Looks like it could work with a few tweaks! I would recommend making this one pretty similar to Mind Control, with the exception it has access to a pet. 1 - Immobilization Field (Immobilize) 2 - Force Burst (Knockup) 3 - Stasis Sphere (Hold) 4 - Rebounding Force (Chain Knockdown) 5 - Restraining Field (AoE Immobilize) 6 - Rupture (AoE Stun) 7 - Force Repulsion (AoE Repel on Target) 8 - Stasis Dome (AoE Hold) 9 - Ward (Pet, has access to Rebounding Force. Force Bolt and Repulsion Bomb)- 792 replies
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Weekly Discussion 65: Build Your Own Powerset
Alchemystic replied to GM Miss's topic in General Discussion
@BurtHutt I actually had a few things similar to this over in the thread that was linked; Arsenal Blast and Artillery Blast, inspired by Iron Man and War machine respectively, and utilising powers from Clockwork, IDF, PPD Shells and all sorts of robots! -
Weekly Discussion 65: Build Your Own Powerset
Alchemystic replied to GM Miss's topic in General Discussion
I forgot I had this lying around too. Its highly experimental concept that uses pretty new new stuff (as far as player accessibility goes). Basically; a MM primary using the new Phantom Army clone FX, along with psuedocharacter effects from Dual Pistols and Vorpal Judgement for attacks. -
Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
I was pondering Water Assault, but put it off because I couldn't find any good water themed melee powers, but I completely forgot about Knockout Blow in Leviathan Mastery! Then all you would need is a quick melee power to tie it together, which you could easily do with Kinetic Melee's fluid motions and the hand FX from Whirlpool. I'll add this to the list!- 792 replies
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Weekly Discussion 65: Build Your Own Powerset
Alchemystic replied to GM Miss's topic in General Discussion
I had a little something on Insect Control. It's a bit of a push trying to make it work just from what's already in game, but here it is. -
Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
@AgentForest I like it! I'll add it to the list 😄- 792 replies
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Weekly Discussion 65: Build Your Own Powerset
Alchemystic replied to GM Miss's topic in General Discussion
If i had to choose, it would likely be; Earth Blast, Earth Manipulation and Primal Armor, mainly because I enjoy nature themes! -
Weekly Discussion 65: Build Your Own Powerset
Alchemystic replied to GM Miss's topic in General Discussion
Thanks for the link! I'd be so pleased if the Homecoming team had a look at some of the stuff that's been brain stormed in the thread! I think it would be perfect discussion material for this week 😃 -
Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
I believe it was stated that the major problems were both the aggro and the invincibility, so either one or both of those effects would need to be adjusted. Personally I think the aggro should be changed, since the idea of the phantoms being invincible is what separates them from a normal pet power. Otherwise, they may need to be changed to resemble something similar to Haunts from Dark Control.- 792 replies
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I think it's been discussed already that the PA aggro is one of he main problems preventing it from being ported to doms, as stated by CaptainPowerhouse. The group stealth and spectral wounds were swapped for more powers that benefit from domination. Also, stealth doesn't stack (and Superior Invisibility hits the stealth cap on it's own anyway). Flash can have its animation time reduced if needed, seems fair. Removing sleep from blind was the intention, as it makes way for the new ST and AoE sleep powers. (Making it more in line with Mind Control)
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This is as close as I could get to it being a CTRL+C, CTRL+V setup, without investing too much in a total redesign.
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Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
Mostly because a Dominator's secondary is based around damage already, so doubling up may hurt on balancing. however, if it impacts on building domination, I would say a simple nerf to damage output would be fine too.- 792 replies
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there you go!
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Its far more balanced than the other servers. 😏
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Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
Since it's come up again in the forums, I figured I may do my own take on Illusion Control for Dominators in this thread as a bit of a play around Illusion Control (Dominator) - Dream: New single target sleep power, uses Spectral Wounds animations/FX, deals psionic damage. - Blind: Taken from Controller version, no longer applies sleep to nearby targets. - Deceive: Taken from Controller version - Trance: New AoE sleep power, uses Group Invisibility animations/FX, also reduces enemy Perception and ToHit. - Superior Invisibility: Taken from Controller version - Phantom Copies: Reworked version of Phantom Army. Deals no damage and has slightly lower taunt magnitude/threat rating, but now inflicts -ACC debuffs. - Flash: Taken from Controller version - Spectral Terror: Taken from Controller version - Phantasm: Taken from Controller version- 792 replies
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I wish Origins have a bigger purpose, what if...?
Alchemystic replied to Oginth's topic in Suggestions & Feedback
Interesting stuff! I got another thread going trying to work out a way of giving origins more flavor and the ability to swap what origin content you can do. -
Origin Tip Missions & Origin Changing.
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
Fair point, I suppose thematic attack powers not unlike the starting origin powers could be worth looking into! After all, all ATs do damage. -
Origin Tip Missions & Origin Changing.
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
Perhaps it could stay as your 'base origin' and this could place a thematic character advancement system over it? maybe instead of origin it could be called 'power source' and would act independently of your origin. However, doing tip missions based on your current origin would simply reaffirm that origin is indeed your current power source. As for the bonuses? I feel like there would have to be incentive to use the system other than just thematics. There would certainly be badges involved, but I don't think that's enough, and since alignments grant you powers I opted to go down that route. Maybe instead of self-buffs, they could instead be useful attack powers with long recharge? somewhere between the effectiveness of an accolade power and a temp power. -
So! It's probably come up a few times before about doing more with origins in-game, including specific mission content or different player experiences depending on origin. Right now, there isn't a lot of use for origin in game besides a handful of low level missions and deciding what contacts are open to you, as well as deciding where to by DOs and SOs. I figured we could introduce something similar to the Alignment System, where players can pick up certain tip missions that are based on their origin. Like the alignment system, you can decide how to advance your character's story, deciding what direction they go in. Origin tip missions will prompt you to choose whether you wish to pursue the mission to affirm your current origin, or if you would like to split into having a dual origin. Much like Alignment missions, completing a set number of them will progress you towards your desired origin, and unlock specific rewards. Now, since there are 5 origins and not just 2, that means there will be a lot more branching between them, so instead of having two middle-ground branches like Rogue and Vigilante, your dual origin will be the same regardless of what your primary origin is (natural + tech will be the same as tech + natural). Here is a list of proposed 'dual origins' that players will be able to advance into, along with the special self-affecting powers that each would unlock: PREREQUISITES NEW ORIGIN ORIGIN POWER Natural - Peak Fitness (+Recovery, +Damage) Tech - Upgrade (+Defense, +Recharge) Science - Molecular Bonding (+Regeneration, +ToHit) Mutation - Strangeness (+Resistance, +Speed) Magic - Arcane Conduit (+Accuracy, +Special) Natural/Tech Gadgets Special Payload (+Damage, +Recharge) Natural/Science Research Experimental Serum (+Recovery, +Regeneration) Natural/Mutation Abnormality Savant (+Recovery, +Speed) Natural/Magic Enchantment Rune of Power (+Damage, +Special) Tech/Science Genius Brainstorm (+Recharge, +ToHit) Tech/Mutation Nanotech Nanite Surge (+Defense, +Resistance) Tech/Magic Artifice Animate Forces (+Defense, +Accuracy) Science/Mutation Genetics Adaptive Genes (+ToHit, +Speed) Science/Magic Alchemy Magic Potion (+Regeneration, +Special) Mutation/Magic Curse Devolution (+Resistance, +Accuracy) Just like alignments, when you progress into a dual-origin, you will also then be able to move over to a completely new origin (eg. Natural > Gadgets > Tech). Once you have moved from one origin to another, or have selected a new origin, you will still retain all of your slotted DOs/SOs, but you will not be able to equip new ones that do not fit your origin (or origins). You will retain any active contacts, but any future contacts you are refereed to will instead be those that suit your new origin. In addition to this, new dual origin enhancements could be produced in order to encompass all the different possibilities instead of a select few, which will likely require more art assets to accomplish, but would likely be supplemental to this concept, and not a core addition.
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Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
I think that may be because Dark Control and Dark Miasma were given to Controllers at the same time, so they could adjust the secondary accordingly. Though it's still strange how sets like Time, Poison, Trick Arrow and Traps retain a lot of their Mez potential.- 792 replies
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