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Alchemystic

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Posts posted by Alchemystic

  1. Just now, biostem said:

    Yeah - it'd be hard to play a sniper that has to dig themselves in, in a game as fast-paced and mobile as CoH.

     

    How about this:  The AT has a special personal transporter/blink device.  You start out stealthed.  You fire your first shot, get a crit, then activate the device.  Depending upon what other abilities you use, you may leave a decoy in your previous location, or maybe a bomb, a trap, or possibly even a gun turret.  Basically, you are encouraged to rapidly move around the battlefield, leaving traps, debuffs, or other effects in your wake.  It'd basically be more of a "hit and run" style of play instead of a dug-in sniper...

    I did toy with the idea of adding in special mobility powers, but judging by the poll and people's comments, it doesn't look to be a popular concept.

     

    I did keep some sort of mobility element in the 'Trickery' powersets, in the form of an extra effect included with the melee defense/mez protect powers, some of these powers have greater mobility than others depending on theme.

  2. 1 minute ago, biostem said:

    I feel that having to dig-in and setup some concealment and defenses would suit a sniper better.  The problem is that it makes it much less compatible with the faster pace of team play.  What if you could do something like throw a holographic emitter that created a decoy, which taunted enemies and put you in stealth, thus allowing you to get in some crits?  What if you could throw down a sort of "instant sniper's nest", which granted you stealth and some other buffs for a short time, while you were within its AoE?  Maybe your actual sniper attacks could be more like target designators - you construct mortars or turrets, mark out targets, those constructs do the attacking and get the aggro, while you remain safe...

    I think a taunt device like the 'Omega Maneuver' might work pretty well for an Archetype like this.

     

    The idea of a 'Sniper's Nest' intrigues me, it would certainly set the Archetype apart from Stalker, but I think it would only encourage more people to go play a /Ninja Training Blaster instead.

  3. 7 minutes ago, biostem said:

    Since outright killing any enemy with a successful sniper shot is kind of out of the question, what if you played up the uncertainty and disarray that would be caused by receiving fire from an unknown attacker.  Maybe some sniper shots will cause enemies to "break" and cower in fear.  Maybe some will cause them to become confused and attack randomly, possibly hitting their own allies.  In addition to those effects, why not leverage how real life snipers might prepare their position to both conceal and protect them.  How about giving the AT a very strong stealth ability, but have it be a, (possibly interruptable), location-based click or toggle, (i.e. any ally in the area of effect benefits from the buff).  Other buff abilities could follow a similar pattern.  Maybe this AT could deploy decoys that distract enemies or setup automated mortars which they can call upon for support... 

    I think an AoE fear effect is what Stalkers get right now, and I didn't want to copy everything about their stealth mechanic at least :classic_tongue:

     

    The unique mechanic I decided might be best for them is since they attack from an obscure position, they have a chance of remaining stealthed even after the sniper attack.

     

    I was also considering deployables like those, something like Triage Beacon or Tree of Life, creating a small zone where they would gain some kind of benefit. The 'decoy' bit plays into the Ancillary Power Pools, having included a pet power to help mitigate the aggro and provide fire support. It'd be the first Archetype that has Pets in its Ancillary sets (excluding Patron sets), which I think would be pretty cool.

  4. Think I got one for a Blast set but it's kinda cheating, since it takes powers from a Patron Pool set and thus steals a little of its unique nature;

     

    Spirit Animals

    You are capable of calling upon animal familiars to aid you in battle. These familiars are fleeting spirits that attack your foes and return to the netherworld thereafter.

     

    BeastMastery CallSwarm.png - Call Insects: Taken from Savage Assault, ideal for a T1 blast power with minor DoT.

     

    Arachnos Patron TargetedRangedHighDmg.png - Spirit Shark: Taken from Leviathan Mastery, can work rather well as a T2 blast power.

     

    BeastMastery CallLocusts.png - Unkindness: Taken from Savage Assault, fits in nicely as a cone attack.

     

    Arachnos Patron SelfToHitBuff.png - Aim: Standard 'Aim' power of Blast sets

     

    Arachnos Patron ConeImmobilize.png - School of Sharks: Taken from Leviathan Mastery, it's not too uncommon to have a little extra mez like Dark Blast

     

    Arachnos Patron TargetedHold.png - Spirit Shark Jaws: Taken from Leviathan Mastery, works as a nice ranged mez power as seen in other sets.

     

    BeastMastery CallHawk.png - Call Hawk: Taken from Savage Assault, perfect for a low range high damage blast power.

     

    ElectricalBolt VoltaicSentinal.png - Summon Swarm: A new power that acts like Voltaic Sentinel. Summons a DE Swarm that uses 'Call Insects' and has the usual 'Sting' AoE

     

    FireBlast Inferno.png - Murder of Crows: A new power that uses the 'Murder of Crows' costume change emote FX, but also uses an AoE version of Unkindness

    • Like 8
  5. Got one more for Manipulation powersets and then I think that's all I can do for Blaster.

     

    Savage Combat

     

    MartialManipulation KiPush.png - Savage Heave: New power, delivers a heavy knockback, and uses the 'Assassin's Frenzy' animation.

     

    SavageMelee MaimingSlash.png - Maiming Slash: Taken from Savage Melee, a good starter melee power as seen in most Manipulation sets.

     

    Brawling CombatReadiness.png - Spot Prey: Taken from Savage Assault, a nice variation of your standard build up power.

     

    SavageMelee SavageLeap.png - Feral Charge: Taken from Savage Assault, works somewhat like Burst of Speed to positoon yourself with an AoE attack.

     

    SavageMelee BloodThirst.png - Bloodlust: Works like Blood Thirst, but with +Recovery thrown in.

     

    SavageMelee RendingFlurry.png - Rending Flurry: Taken from Savage Melee, ideal as a PBAoE melee power.

     

    SavageMelee Hemorrhage.png - Haemorrhage: Taken from Savage Melee, a special melee attack that I think works rather well here.

     

    DarknessControl FearsomeStare.png - Feral Presence: New power, cone fear effect, and uses the unique 'taunt' animation from Savage Melee

     

    SavageMelee ViciousSlash.png - Vicious Slash: Taken from Savage Melee, ideal as a T9 melee power with high damage.

     

     

    • Like 4
  6. Just now, Drakwatch said:

    I think as it stands, no prestige and everything unlocked is great. I like having all the creative freedom to build my base. That said, I think it would be cool to get base raiding back - maybe in addition to the "free base" with everything unlocked and raiding turned off, we can have a second base or "Forward Operating Base" specifically where you can earn prestige to build components and fight in raids? No requirement for SG mode, if you're playing and you're part of a SG, you are earning prestige.

    Pretty similar to what I was thinking!

     

    Would mean we get some of the cool raid stuff again too.

  7.  🚩 The original post has been updated with the new powerset layouts, including revised versions of individual powersets. 🚩

     

    I decided to drop a few powers from Trickery and substitute existing ones. Self buffs now also offer (low) defensive abilities too, inspired a little by the fact Manipulation sets have some means of personal protection.

     

    Ancillary Power Pools now have the ranged AoE powers removed so they do not present issues with stealth crits, replacing them with pets instead to a) draw aggro and b) deal damage outside of the Deadeye's influence, and c) I forgot to give Patron Pools pets like a dummy

     

    Some debuff powers were also removed so they might fit into Trickery sets instead, and replaced with a build up/power boost style power.

     

  8. I think Guardian was originally in development over on Resurgence. Rebirth may have picked it up and started using it, but sadly it wasn't officially finished... 

     

    I guess time will tell if such an Archetype makes its way here, and in what state.

     

    As for Striker, I'm surprised it isn't just Assault/Armor, with a few tiny tweaks.

  9. 2 hours ago, VileTerror said:

    Don't forget Whip Control and/or Assault!  That'd be nice and Natural-friendly (as long as they don't use the Corruption Whip's flaming decals).

    It's a shame that the Traps Set wasn't named something like "Equipment" or "Artifice" . . . 'cause a Traps Control Set would be absolutely awesome!  What other name could we give such a Set?

     

    Contraptions maybe?

    • Like 1
  10. 24 minutes ago, Replacement said:

    So anyway, I'll try to wrap this up: I like this AT in a world where we're adding several new ones.  I think melee/support and another AT with Manipulation is more important, but ultimately my approach is to vet good ideas, give decent feedback, and let Homecoming decide which of those ideas best meets the cross-section of "viable to implement" and "will have a good community impact."

    Oh, totally! The reason why I went for a Blast/Stealth style Archetype is because we already have different Archetypes being conceptualised and worked on already, so there is certainly room for more.

     

    There's Striker and Guardian I know for sure are in some stage of development, which are both Assault-Primary Archetypes if I recall correctly. other than that I'm not sure what else is on the table, there's been plenty outcry for a Melee/Support set but it usually gets squashed for a number of reasons. Only other thing I can think of is a new Control archetype, or perhaps Manipulation/Support?

     

    We also have Sentinel already, which leaves very few options left for expressing another Blast archetype, which is where Deadeye comes in.

     

     

  11. 37 minutes ago, Bentley Berkeley said:

    One of the things I keep coming back to in my pondering is does this need to be a full AT with many different flavors of sniper to pick from

     

    ---

     

    For example what if instead of this massive bit of work instead we saw the release of 2 new VEAT The Crey and Nemesis Snipers? They could get access to the unique costume bits for nemmy and crey, likely be easier to build and balance only having 2 variations rather then many power set flavors. Already are part of the game lore, so are not trying to force something not exactly in line with the setting and genre into the game.

     

    I'm unsure how people would respond to a new HEAT/VEAT, especially one that isn't representing Praetoria (PEATS?).

     

    I'd say that more options = more approval, which is pretty evident judging by some of the threads going around in the suggestion box.

     

    Thankfully most of the Blast sets in this suggestion don't have many changes required to make them work. For the most part, they just need their T9 swapped, some need a sniper attack added in (ice, water, sonic, so on), others need some more tweaks so their AoE potential is limited.

     

    I think perhaps only including Blast sets that have a sniper power ready to go should be included, at least initially, and if there is demand for equal representation of Blast sets then the others could be implemented later on too.

  12. Looking at what @Bentley Berkeley and @Replacement mentioned, I had a quick look at Ancillary powersets and noticed I made a fatal flaw.. 

     

    I forgot to give Patron Pools their pets!

     

    But, I actually figured, what's stopping Ancillary powersets from having pets? For this AT in particular, it could potentially work rather well! A pet would draw aggro for you, and it would not benefit from your damage/crits. So with that in mind, the Ancillary powersets could look like this;

     

    1. Debuff or AoE Immobilize/Sleep
    2. AoE melee power
    3. Personal Buff
    4. Personal Buff/Heal
    5. Pet

     

    Following the notes people had about the secondary powerset (Trickery), I think something more loose that allows for different possibilities, but keeping some semblance of structure;

     

    1. Hide
    2. Either Immobilize or Sleep
    3. Debuff of some kind
    4. Personal Buff
    5. Either a debuff or a PBAoE placate
    6. Hold power
    7. Debuff or Personal Buff
    8. Debuff or AoE Hold
    9. AoE Hold, PBAoE/Trap Damage, or an autopower of some kind.

     

    I'll make an edit of the current Trickery and Ancillary sets at a later point to bring them more in line with recent feedback!

     

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