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Alchemystic

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Everything posted by Alchemystic

  1. It was something I considered, it was a pretty close tie between making that or a 'riot rifle' inspired powerset (both of which use grenades and such). I ended up going for the latter since it paired nicely with 'Rifle Assault' for Dominators, and could easily be adjusted into a blaster secondary that would also pair well with 'Assault Rifle'. However! With enough changes from the original idea it could entirely be possible to make a gadget/genades themed control set (I think I touched on this a while ago) so I have some material left over for it. Utility Grenades - Toxic Web Grenade: Taken from Devices, the toxic element helps separate it from the Traps version of the power - Web Cocoon Grenade: Taken from Bane Spider/Mace Mastery, a nice hold power, dispite dealing no damage - Wide Area Web Grenade: Taken from PPD/Arachnos Soldier, a good AoE Immobilize power that fits here - Smoke Grenade: Taken from Devices, fills a similar niche to Smoke from Fire Control - Glue Grenade: Taken from PPD, works similar to Glue Arrow, providing a heavy slow effect - Sleep Grenade: Taken from Munitions Mastery, a good candidate for an AoE sleep power - Stun Grenade: Taken from Malta/Temporary Powers, a stun AoE power would be perfect for this set. - Tear Gas Grenade: Taken from PPD, the ideal power for an AoE hold - Grenade Mortar: Repurposed Acid Mortar, fires Frag Grenades, Incendiary Grenades and Toxin Grenades
  2. Sounds to me like there's some spite behind this request, probably some disagreement(s) with SG leaders? Either way, its not a great attitude to bring to the table, I'm not sure you'll get very far with this kinda outlook.
  3. I considered it, but I think it might be confusing as soon as you start doing DE missions and figuring out who's cairn is who's 😛
  4. Back when the Phantom army changes were made, I actually came up with a similar idea for a Mastermind Primary that used a lot of the technology behind Vorpal Judgement to make a working 'duplication' powerset.
  5. here's something I whipped up a while back! And a tech themed control set further into the discussion for @ArchVileTerror's consideration!
  6. I had something in mind to mirror this based off Robotics, IDF, PPD Shells and Turrets that would be a 'War Machine' themed set with missile pods and mounted miniguns, where Arsenal would be more like 'Iron Man' Artillery Blast - Minigun Burst: A PPD Shell power that fires a burst of minor lethal DoT - Missile: A basic missile attack, launching a single projectile like that of 'Rocket' type enemies in various factions, dealing moderate lethal/smashing damage - Minigun Heavy Burst: Another PPD Shell power, dealing higher lethal DoT in a cone - Swarm Missiles: A power Assault Bot has, firing missiles in an AoE and dealing moderate damage - Aim: Standard Aim power - Missile Volley: An IDF Heavy Trooper power, firing missiles at a Targeted AoE and deals fire/lethal damage - Flamethrower: An Assault Bot power that sprays an area with a hose of heavy fire DoT - Incendiary Missiles: Another Assault Bot power, firing missiles in an AoE and creating a burning patch that deals fire AoE - Warhead: A new power that uses the same animation/FX as the Warburg nukes, bringing down a warhead to deal massive smashing/fire damage in an AoE
  7. Got another from recycling a bunch of the powers from various robots to make a sort of 'robotic' themed blast set. I wanted to avoid using the 'laser' themed powers since they might better serve a concept all on their own, but the other powers belonging to Robotics Henchmen as well as their Malta counterparts works well, especially when combined with a few unique powers belonging to Arachnobots. Arsenal Blast You have an arsenal of munitions affixed to your body, allowing you to release blasts of energy from specially designed weaponry. - Photon Blast: This power deals light energy damage, and has similar FX to the Arachnobot Blaster's 'Energy Blast' power - Plasma Blast: A power belonging to the Assault Bot/Malta Titan, hitting foes with high energy damage and reducing regeneration - Photon Barrage: Deals moderate energy damage in a cone, and has similar FX to the Arachnobot Blaster's 'Sweep Area' power - Photon Grenade: Taken from Robotics, delivers an AoE energy attack that can potentially disorient targets - Aim: Standard Aim power - Photon Pulse: Deals heavy energy DoT to a single target, and has similar FX to the Arachnobot Blaster's 'Energy Pulse' power - Dual Plasma Blast: Another Assault Bot/malta Titan power, delivering a heavy blast in a narrow cone that can knock foes back and reduce regeneration - Photon Ray: A power that delivers superior energy damage at short range, using similar FX to the Malta Sapper beam. - Heavy Plasma Blast: A heavy torrent of plasma, reworked to work as an AoE dealing superior energy damage, with similar FX to Malta Titan's 'Quad Plasma Blast' with a larger version of 'Photon Grenade' FX on impact
  8. this sounds like it could potentially be a mix of energy, lethal or toxic damage. As for the visuals? I expect solid structures made from animated textures, perhaps very crystalline and metallic in nature.
  9. Is this still going? 10 pages in... what more could possibly be said by this point?
  10. I'm seeing a lot of this too, when swapping costumes some pieces may remain and sometimes are untextured, I don't know what causes it, but it seems to be on any kind of costume, not just those using the new asymmetrical features
  11. I think this discussion already came up, and the result was "what defines an iconic power?" and nobody really figured it out, so.
  12. @JoshexI'm glad to see you took the time to come up with some pretty conclusive numbers! Not everyone would go out of their way to present facts, so kudos! With that in mind, I would probably suggest that since Absorb scales with MaxHP as you said that we explore that interaction by adding Absorb to powersets that have a +MaxHP power (if it permits), as well as a few other powersets that might also benefit from it. Though as @Galaxy Brainsaid, Frostwork having +MaxHP can be pointless, so that is certainly a candidate for this change at least.
  13. I think Frostwork is the only ally targeted +MaxHP power, right?
  14. Let me know your results, because if the numbers say that Absorb is vastly inferior to +Max Health, then I'll consider this thought experiment a bit of a failure and wrap it up here. But if that's the case, I think I'd like to see Absorb powers incorporated into powersets via different means as not to encroach on the effectiveness of +Max Health, and instead find a way for them to compliment each other without being OP.
  15. Mostly because +Max Health doesn't strictly indicate if the bonus HP benefits or modifies regeneration rate. Just thinking of this from a new player's perspective.
  16. that's basically what Absorb over Time does, but I fail to see how it could be more confusing than a hidden regeneration buff as a side effect of +Max Health
  17. Probably because, as you say, absorb is a fairly new mechanic and the old dev team didn't see fit to go back and change things accordingly. An oversight that can easily be fixed, I'm sure.
  18. I believe the term is "/jranger" What do you think this is? a democracy?
  19. There is definitely a mathematical element to it which calculates a suitable exchange, which is what I'm looking to explore. How much absorb (or absorb over time) would be required to match the standard +Max Heath values of the powers above? I'm not looking reduce the effectiveness of these powers, but create a version of them that is more transparent in its value.
  20. only autopowers are permanent, as I noted in my original post, which is why I wished to leave those powers be and focus only on the powers that are click-activated, as they are not permanent.
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