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Alchemystic

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Everything posted by Alchemystic

  1. Another thing I will comment is the missed opportunity for a 'Special vs Robots' effect that is present in many other electric themed powersets. Perhaps by combining the effects of 'Empowering Circuit' and 'Energizing Circuit' into a single power we could potentially implement an 'EMP' power of some variety as the T9 power. Having the two 'circuit' powers above merge into one power also reduces the amount of chain powers in the set, which I think is something of an overplayed theme in this powerset. I know it's a fun niche mechanic but there's a little too much of it in this powerset I think, so some dependable AoE powers would be quite welcome, especially if it's a mez power of some sort. EDIT: I would perhaps use the EMP power from Blaster/Mastermind Electric Mastery. In turn, that power should be removed from Masterminds (Either in this powerset or the ancillary) and replaced with Thunder Clap.
  2. So far from a user standpoint the powers seem quite easy to identify, but as a recipient I find if hard to distinguish which power has been cast on me. I think there should perhaps be some visual changes to the FX on some of the buff powers to make them easier to identify, perhaps using some of the unique visuals from Electric Control/Armor?
  3. Faraday Cage being a static AoE patch doesn't make a lot of sense, considering it's a power that grants mez protection. If you're mezzed, it's going to be real hard to move over to a new location. As for the name 'Shock Therapy', perhaps it does have negative connotations because of the current political climate, but I'm sure the devs had no intention of causing anyone discomfort, so we should maybe cut them some slack. Attacking the devs isn't going to help anyone, let alone whatever social group or political clique you may be part of. In my opinion, we should maybe call this powerset 'Electric Conduction'
  4. I just noticed, the Shock Therapy powerset is only available for Defenders right now?
  5. I love ALL of this! Excellent work guys, seriously!
  6. Today we witness Brute Mains in their natural habitat; the 'pls buff' thread. They are extremely territorial creatures that distrust one another, and are prone to hostility at the slightest provocation, often fighting over mere scraps of logic that are precious sustenance for their arguments. In the event that one 'Alpha' Brute Main challenges another, a battle will ensue for several posts as a fight for domination. This fight can last for days and often there is no clear victor, and both Alphas retreat to their lair to lick their wounds ready for the next pointless spat when a new thread is inevitably created. Brute Mains can easily be stunned if they are presented with an ultimatum; play actual challenging content. This paralyzing attack on their ego is enough to leave them confused and often they back away from such a challenge, afraid to surrender their position. It is rare for a Brute Main to coexist with other players, as their need to be the apex predator encourages them to attack Tankers and Scrappers on sight, thinking them as unwelcome competition in their game. Defenders and Controllers are easy prey for these beasts, driving them out of their teams and into the wilds. It is also rare to see a Brute Main domesticated, as their abandonment of sensibility only deters other players from adopting them into their pack, fearing that they will continue to bitch and whine even when they are presented with small buffs to their performance, and often feigning death cries when they are needed to be nerfed. So remember, if you see a Brute Main in the wild, it's best to leave it well alone, and hope that it doesn't drag you into one of it's inane arguments.
  7. It does! and a speed buff too. wouldn't be too much of a jump to implement travel powers into other support sets either
  8. managed to squeeze in one more since I completely forgot to include any Sonic or Time themed ancillary powersets and i didn't want to upset the Doctor Who fandom. Blaster / Mastermind Sonic Mastery - Disruption Field - Sonic Cage - Sound Barrier (Personal version of Sonic Barrier) - Sonic Repulsion - Liquify Controller / Dominator Temporal Mastery / - Aging Touch/Slowed Response - Time Shift - Temporal Healing - End of Time - Elude Defender / Corruptor Time Mastery - Aging Touch - Time Shift - Power Boost - End of Time - Elude Scrapper / Stalker / Tanker / Brute Sound Mastery - Siren's Song - Scream - Sonic Cage - Shout - Shockwave Sentinel Chrono Mastery - Time Wall - Time Stop - Time Shift - End of Time - Farsight
  9. Since there are only 4 powers with a whip animation, you would need 3 more powers to make a full melee powerset if you include the standard Builf Up and Taunt powers. So since there's only that many, an Assault or Manipulation powerset may be more viable. I suggested a working concept for a Manipulation set over on this thread;
  10. I think conceptually it seems pretty close to Poison or Radiation Emission.
  11. It may be worth combining the concepts for 'Telekinetic Blast' and 'Gravity Blast' into a single powerset simply called 'Kinetic Blast'
  12. Sure! I was just thinking it'd be nice if a direct link to the new active thread could be posted up here with each weekly update, just in case people miss it! The suggestions forum is a fast paced place where topics generate a lot of feedback, and it becomes quite hard to keep track of everything, so a helpful little reminder here on this thread is a nice low-effort way of inviting discussion over to the weekly topics for those who might otherwise miss their chance at contributing!
  13. I was thinking out a control set that would use Time powers, but I couldn't think of much that would set it apart from Time Manipulation since that set already has some variety of control effects included. it would need to have completely original powers in order to be different enough to merit being made, which given the "score card", it might be a little less viable than most Usually I tend to go for powers that already exist in some capacity, so, sticking to the score card theme I'd be going something like this; A - Powers that already exist in other powersets. B - Powers that already exist for NPCs/Temporary Powers C - New powers that use existing assets. D - New powers that require modification to existing assets. E - New powers that require completely new assets. F - New powers that are impossible (see me after class!) That isn't to say a 'Time Control' powerset is a bad idea! I quite like the possibility of having true control over time where I can freeze multiple things in place or even cause enemies to be displaced from one timeline to another. I think it would definitely be a 'Grade C' powerset at the most
  14. Looks good! I've not really been putting any Ancillary Power Pools into this thread, I usually just throw them here: But I could gradually bring a few of them from there over here if it suits!
  15. The last discussion was taken down, we're onto Weekly Discussion 38: Brutes now. Perhaps it would make more sense to link discussions as they're happening and not when they're closed, otherwise people may miss it! Could you please provide a link to the most recent and active discussion here with each update? Like so;
  16. We had a thread going here too if you'd like to read!
  17. I guess to make Short Circuit special
  18. Short Circuit already does this.
  19. So long as the AoE buffs also affect the player, you might be onto something. The one thing all these Melee/Support ideas like to ignore is that if you are in Melee you NEED some kind of personal protection. it's why I'm usually more in favor of Manipulation/Support or Assault/Support concepts, since you aren't melee focused enough to demand getting resist/defense toggles. So if a Melee/Support is going to work, and the melee element is going to be relatively unchanged, the support set needs to be tweaked to allow for personal auras, or have the caster included in AoE buffs as above. As for taunt? replace it with Power Boost maybe? (NOT Power Build Up). Other than that, I'm glad there's a Melee/Support post that isn't just some standoffish monkey vehemently defending the same half-baked idea that pops up here every week, so kudos for being open to ideas/feedback
  20. I really like this idea! Giving VEATS more options to choose from could really diversify them. After all, the whole point of the VEAT story is that you can rebel against your former masters and carve your own path... I think like you've done yourself they should still line up nicely with the Arachnos theme, but they deviate away from the standard issue abilities they have access to. Since the VEATS can fill different roles, I decided to make the ancillary powersets different to one another to reflect that. So with that in mind, maybe this could work; Soldier/Widow Trap Mastery Your expertise with gadgetry has extended into the use of several traps designed to debilitate your foes. - Caltrops - Web Envelope - Acid Mortar - Poison Trap - Trip Mine Espionage Mastery Your stealth training has trained you in the use of several distracting or debilitating tools. - Caltrops - Throwing Dagger - Choking Powder - Blinding Powder - Smoke Flash Martial Mastery Your close combat abilities have evolved into advanced martial arts. - Reaction Time - Throwing Dagger - Storm Kick - Burst of Speed - Eagles Claw Poison Mastery Arachnos science yields all manner of virulent poisons and deadly toxins. - Neurotoxic Breath - Envenom - Paralytic Poison - Poison Trap - Weaken Soldier Only Rifle Mastery You are able to augment your rifle with additional fire modes and payloads. - Sleep Grenade - Slug - Buckshot - Ignite - LMR Missile Survival Mastery Your knack for self-sufficiency has enhanced your combat abilities. - Caltrops - Throwing Dagger - Rib Cracker - Throw Sand - Shin Breaker Gadget Mastery You have augmented your arsenal with several additional combat-purpose gadgets - Pistol - Smoke Grenade - Targeting Drone - Heavy Pistol - Trip Mine Triage Mastery Arachnos medicine is esoteric, often derived from the same twisted science behind its chemical weapons. - Sleep Grenade - Antidote - Triage Beacon - Alkaloid - Elixir of Life Widow Only Claw Mastery You have honed your claws and learned how to perform special attacks and manuevers. - Caltrops - Focus - Paralyzing Dart - Venom Barb - Shockwave Psionic Mastery Your psychic attacks have grown more powerful with advanced training. - Will Domination - Drain Psyche - Mind Probe - Psionic Lance - Psychic Shockwave Fate Mastery Your psionic powers have manifested the ability to tamper with fate itself. - Time's Juncture - Temporal Selection - Time Stop - Temporal Mending - Farsight Mind Mastery Your power of will has granted you more control over the minds of others. - Mesmerize - Levitate - Mass Hypnosis - Telekinesis - Terrify
  21. I think as you say these powers would certainly take a dip in effectiveness, and dominator is a good example of how to do this properly. It's best not to think of these powers as direct ports from the powersets they belong to, but watered down versions that fill a gap in the archetype's repertoire, so they're likely always going to be sub-optimal compared to archetypes that are intended to make the most use out of them. The reason there's so many set-defining powers involved is mostly because it's quite tough making completely new powers, and these are a 'best fit' for the structure of most ancillary sets. One might argue powers like Personal Force Field, Hibernate and Telekinesis are all set-defining, but have seen use in ancillary powersets too.
  22. most line up with conventional ancillary standards, which ones do you think should be toned down a bit?
  23. Quite likely, which is why I figured making a few suggestions for asset reuse would help conceptualize it
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