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Posts
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Everything posted by Alchemystic
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Something I did a little while back! More here;
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Please allow explosive arrow to ignite oil slick
Alchemystic replied to kryptochan's topic in Suggestions & Feedback
Seems like no matter what I say you'll reshape your argument just for the sake of continuing it, so let's move on... There has actually been some demand for this in the past, as well as putting Toxic Web Grenade on Traps. Not for the sake of Oil Slick Arrow, of course, but to keep powers consistent, which i'm very much in support of. -
Proposal: An Alternative to Super Strength
Alchemystic replied to Captain Citadel's topic in Suggestions & Feedback
Before Street Justice was made, Martial Arts received alternate animations for most of its powers to look a little more generic. -
Please allow explosive arrow to ignite oil slick
Alchemystic replied to kryptochan's topic in Suggestions & Feedback
Pretty much anything post-Cryptic I don't mind if Sonic and the fire-damage Water powers don't trigger Oil Slick, but I'm sure other people would object so I dare not suggest it. And to be fair, the whole idea of 'explosive' powers doing special fire damage vs flammable chemicals is about as logical a power dynamic as you can get. Oh no, imagine adding extra functionality to underperforming powersets!... Rebirth is that way ----> I'm sure any GM will tell you otherwise And you don't. It's called sarcasm my dude. -
It may be a little more complicated than that, since certain mission maps (caves, offices, sewers) are all keyed to certain doors throughout the map, not to mention missions where you arrive by vehicle too. As much as I'd love the ability to set my story arc throughout the many city maps, it would be pretty hard to accomplish, but perhaps AE may be looked at in the future as the HC team move forward.
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Please allow explosive arrow to ignite oil slick
Alchemystic replied to kryptochan's topic in Suggestions & Feedback
well hey they started changing later 'explosives' powers to deal fire damage, what I (and everyone else here) wants is consistency, especially for the purpose of logical power dynamics. So no, it isn't a free gimme, it's just changing something to make sense, but I have a feeling 'sense' matters little to you when the opportunity to be snide and snarky is wayyyy more important. -
Please allow explosive arrow to ignite oil slick
Alchemystic replied to kryptochan's topic in Suggestions & Feedback
I think the point is not wasting a high damaging power just to ignite the oil slick when a AoE power doing it would be more cost effective. -
Focused Feedback: Experimentation (Build 1 - 4)
Alchemystic replied to Jimmy's topic in [Open Beta] Focused Feedback
same here. -
Please allow explosive arrow to ignite oil slick
Alchemystic replied to kryptochan's topic in Suggestions & Feedback
I think most typical explosives (M30 Grenade, Explosive Shuriken and a few others) should have a 'Special Vs Chemicals' effect that does background fire damage to Oil Slicks, Chemistry Labs and a select few enemies. -
Give us the opposite, make all other poison powers sicky spit!
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Nuke this particular forum every season/every 3 months
Alchemystic replied to Ruin Mage's topic in Suggestions & Feedback
a fever dream in itself, really. -
Focused Feedback: Experimentation (Build 1 - 4)
Alchemystic replied to Jimmy's topic in [Open Beta] Focused Feedback
Exactly the reason I moved discussion away from nerfing Jaunt and instead looking at changing other travel powersets so they bring something unique to the table. It was clear people enjoyed Jaunt, so I didn't want to keep prodding for changes, when what really needs to be changed is the nature of old power pools in order to keep them current, hence the new discussion over in the Suggestions forum. A recharge increase is fine, but the fact it's not effected by global recharge (especially in a powerset that offers recharge) is a bit of a weird move. -
Focused Feedback: Experimentation (Build 1 - 4)
Alchemystic replied to Jimmy's topic in [Open Beta] Focused Feedback
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the idea for the hold effect is that it would be a low proc chance with low magnitude and a very short duration, not a constant AoE hold that could be abused. Occasionally a nearby foe would float up for a few seconds before being released, but stronger foes would likely not be affected. The alternate idea I had was so it grants nearby foes the ability to hover (though not held) but impose a speed and accuracy debuff to them. Obviously, foes that are resistant or already have flight wont be affected as much.
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Perhaps if you activate Flurry while Super Speed is active, it instead does an AoE attack akin to whirlwind.
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Credit goes to @Vandenfor the Teleport Foe/Recall Friend idea. I made a quick change to Super Speed so the whirlwind effect is instead 'combat mode' for super speed. Leaping would likely have the 'Double Jump' power first and the 'Combat Acrobatics' power later for sure. As for flight I was a bit stumped. Group Fly is rarely picked and I had no clue how to get it to seem more viable besides some sort of AoE effect on foes too. Repel is a no-no so I went with hold, but perhaps giving foes a really slow 'Hover' power with -Acc/-ToHit may work as they're helplessly suspended in the air.
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Following a few of the discussions in regards to the new origin power pools, there seems to be some demand to get standard travel powers in a state that makes them more viable compared to the new ones that are making their way into the game. Most people seem to enjoy the idea of giving secondary functions to the existing travel powers, as well as merging two powers into one to create room for another, so based on this feedback I've thought up a few ways of making the current travel power pools more effective and rewarding. TELEPORTATION 1 - Combine Teleport Foe and Recall Friend into a single power, much like how Injection and Enflame can target both allies and enemies with different effects. 2 - Give the powerset a 'Jaunt' like teleport that has a faster animation and no slow/hover effect when used. SPEED 1 - Replace Whirlwind with a power that is almost identical to Burst of Speed from Martial Combat, allowing for short range damaging Teleport power with multiple uses before recharge. 2 - grant Super Speed a defense bonus, and while in combat the functionality of 'Whirlwind' would activate. LEAPING 1 - Merge Combat Jumping and Acrobatics into one power 2 - Add a new power that works like Jump Jet and Steam Jump that also grants a jump speed bonus. FLIGHT 1 - Rework Group Fly so it has a small chance to cause a low mag/duration 'Soul Storm' hold effect on nearby foes for a short duration. OR perhaps enemies gain the hover power, but a debuff to speed and accuracy as they float around aimlessly. If anybody else has ideas, I'd like to see them! Anything to help make the current travel powersets more viable and with investing in!
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Focused Feedback: Experimentation (Build 1 - 4)
Alchemystic replied to Jimmy's topic in [Open Beta] Focused Feedback
I think all of the base travel powers are going to need a bit of a close looking at with the new origin power pools coming out, that's for sure. I'll make a post over on the suggestions forum with a few ideas on how we can make travel pools more viable. -
Force of Will is already in game and Experimentation is on the test server right now....
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Focused Feedback: Experimentation (Build 1 - 4)
Alchemystic replied to Jimmy's topic in [Open Beta] Focused Feedback
Yeah, pretty much what people are asking for Maybe make 'Teleport' a toggle that grants a popup bar with the standard version of the Teleport power, and one without the slow hover effect? -
Focused Feedback: Experimentation (Build 1 - 4)
Alchemystic replied to Jimmy's topic in [Open Beta] Focused Feedback
From what I've seen, the general concern with Jaunt is that it has no delay/slow effect after teleporting, making it far more desirable. -
Focused Feedback: Experimentation (Build 1 - 4)
Alchemystic replied to Jimmy's topic in [Open Beta] Focused Feedback
I'm absolutely delighted to see this powerset, it's one one of the things I've been wishing for the most! (I'm a huge fan of mad scientists and eccentric geniuses) So far all the powers seem to be fairly balanced, though the jaunt power could use a little bit of a nerf since standard teleport is going to underperform in comparison. But other than that the numbers look good and the animations are great! My only hang up is the FX could be better, but that's pretty much it, all in all it's a real good addition to the game! -
Alternate Animations for Martial Combat
Alchemystic replied to DR_Mechano's topic in Suggestions & Feedback
I'd like to see this. +1 -
Focused Feedback: Experimentation (Build 1 - 4)
Alchemystic replied to Jimmy's topic in [Open Beta] Focused Feedback
My only criticism is that the powers dont look very sciencey. The 'afterburner' FX is a bit overused and seems like an odd choice when there's so many great FX that could be used from Poison, Bio Armor and many of the Radiation themed sets that really shout 'science' to me instead. I think the use of props is very good, I especially like the syringes and vails (although poison dart seems to look a bit off to me, perhaps reusing tranq dart may work better?). So props/animations = good and FX/sounds = eh -
Focused Feedback: Electrical Affinity - Name
Alchemystic replied to Jimmy's topic in [Open Beta] Focused Feedback
I like the name 'Electric Conduction'. But I'm also a fan of the suggestion 'Surge Protection' Electrical Affinity feels bland and samey.