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Alchemystic

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Everything posted by Alchemystic

  1. Could do both! The first Powerset that allows a choice of two weapon styles; staff or wand! ... I have no clue how possible that is but I like the idea
  2. Moot at this point anyway, since there wasn't even a disagreement Dunno how this got so confused As for what we can spend prestige on, I think OP may have cottoned onto something (imaginary disagreements aside). Having some sort of base that you can spend prestige on might be a good idea, so long as it isn't the same base that we can play with now, that's for sure! In which case, it would have to serve another function than a cool hangout, and maybe reintroducing that old PvP element could be just what it needs! It'd be nice to have some sort of obstacle course laid with traps and defenses that one side has to hold and the other has to attack.
  3. Fair points, I'm curious what sort of tweaks might be best? I'm trying to keep melee out of the mix as much I can, since it would be pretty counterproductive, and once again step on Blaster's toes. More mez? More debuff? Inclusion of self/ally buffs? Maybe some decoys and traps? let me know what you think!
  4. Oh, of course! Though those are definitely characters that would use guns to be heroic... err, as heroic as they could be anyways. As for a narrative focus? I'll admit there isn't much of it present, save for the special 'sniper' enemies that exist in numerous factions. But, that being said, that doesn't mean we wouldn't benefit from the option being available. Since there are already quite a few sniper builds out there, it's clear that people want to explore the theme with their own narratives. As for balancing the AT, because they are far from the conflict, they would have low health and little armor/resistance, but enough mez protection to keep them out of harms way at least. This means they must play it safe so they are not overwhelmed, and must rely on their secondary to ensure their safety via mez and debuff. For this to work, the Deadeye would need to have very good damage output to counterbalance this, and as @Bentley Berkeley suggested, it should come close to stalkers, being able to deliver similar heavy hits, enough to topple EBs with subsequent shots. If there was to be an archetype like the Deadeye, what sort of changes would you propose? I'm open to suggestions
  5. Red Hood, Deadpool, Nick Fury, Bucky Barnes, Cable, Bastion, Rocket Raccoon, Judge Dredd, War Machine, Jonah Hex, Batwoman, Bluebird, Silver Sable, Hit-Girl... On a more serious note, I think the plan for Homecoming has always been to include more variety, that's why we have Sentinel, and why there are many more archetypes planned or being experimented with for possible future implementation (Guardian, Striker, a few others) that of course are going to invalidate a few builds people have worked on, but the fact that these builds exist in the first place demonstrates that people want to play a certain way and are putting in additional effort to attain that. Plus, one could argue that Stalkers and Masterminds aren't exactly heroic either, as underhanded sneak attacks or the command of personal henchmen is something very few heroes would utilise in comic books. I think the Deadeye simply is the supply to the demand, people want to play sniper builds, so why not cater to them and provide a platform that rewards that kinda playstyle?
  6. I was intending it to be completely single target focused, and made sure that the blast sets contained no AoE powers that weren't cone or chain, and even then, the cone attacks would be changed so that their spread is much more narrow. This ensures that multi-target potential is mostly restricted to the T9 power, which is a cone attack, but with very tight spread and incredible range, basically creating a straight line of damage over multiple targets. Stalkers are single target focused, though they possess a cone or chain attack, and their T9 also has some AoE potential. So, all I needed to do was measure the Deadeye archetype against this to consider what one might consider 'single target focus'. the rest of the AoE potential lies in the secondary powerset; Trickery. But, this isn't intended to deliver high damage, but to provide opportunities for the Deadeye to escape from danger, or deliver critical attacks. I wouldn't say that this archetype makes sniping better, but it instead makes sniping its focus. Current sniper builds focus around having a sniper attack readily available, and enhances the accuracy and damage of the attack. This is easily accomplished with a Devices or Ninja Training Blaster, or by playing a Patron Pool Stalker like yours, but what sets them apart from the Deadeye is that they have access to different mechanics and supplemental powers that enhance it in different ways. Just as Scrappers, Tankers, Brutes and Stalkers all seem to have similar powers, it is the mechanics and structure that sets them apart from each other without invalidating builds they may share. I believe the same can be done to make Deadeye different to Blasters, Corruptors, Sentinels and Stalkers, without stepping on their toes too much.
  7. The same thing that sets Stalker apart from Scrapper one might say, the element of stealth and critical management. Like I said in my first post, I understand there are a fair few sniper builds already in play, and this shouldn't invalidate them, simply provide a more accessible platform that doesn't require much to make it work. And yes! no build up (however Deadeye's Aim does give +DMG, more so than normal Aim). The means of generating high damage in this Archetype is to deliver attacks from stealth, generating a 'Nuetralization', a similar Crit effect to Stalker's 'Assassination'. the reason I decided to give this archetype a focus on Mez protection is actually inspired by Blasters' 'Defiance' ability. Since blasters are capable of using a select few powers even while under the effects of Mez, I figured that Mez is something that should be considered when creating this archetype. So, instead of relying on defense/resistance like Sentinel, this archetype focuses on Mez Protection to remain agile and mobile. I think this truly benefits the class as they have low health and low survivability, so escaping danger is a must for this particular archetype. They are easy to damage but difficult to catch, so they remain able to escape situations where being contained would devastate them. I think this pairs well with the ability to keep your enemies controlled and debuffed, which acts as a means of avoiding danger. I think this gives the 'Trickery' secondary a unique spin, setting it apart from powersets like Armor, Support and Manipulation by having a set that removes yourself from hazardous situations, instead of enduring them.
  8. As a note, I'll be elaborating on some of the 'new' powers eventually too. But just assume that most of them follow the same formula laid out in the powersets section
  9. Hey all! Just making a post about a potential sniper themed archetype; DEADEYE Probably not the first time a sniper based archetype has been suggested!... but I figured I'd dig up some old notes and see if I could maybe figure a way of making one that gives it a little bit of a unique feel that sets it apart from Blasters, Corruptors and Sentinels? First off, I'm sure there's plenty of concepts out there for building 'the perfect sniper' character in many ways, and I'm sure they work quite well! However, I'd like to see the concept explored a little more and refined into its own archetype. This is no way should invalidate the sniper builds out there, but instead it focuses on creating different mechanics and functionality to put a new spin on it. So, why would a sniper-focused archetype make a good addition to the lineup of playstyles we have already? At present, our only option for a decent stealth-assassin style character is Stalker, which is melee focused. So what if we were to make a ranged stealth archetype too? In order to make this work, it would have to play a little different to the ranged archetypes above. So, here is a little plan of attack I had to balance out the concept, weighing its strengths and weaknesses. STRENGTHS High damage output Longer range than Blasters/Corruptors Critical damage when hidden, or against Held/Sleeping/Immobilized targets. Highly mobile and positional. WEAKNESSES Single target focus Poor close range skills. Low health Less personal protection So with this laid out, we need to figure out how to set it apart from the competition in terms of powers. Originally I was planning this to be very similar to Blaster, using Blast/Manipulation, and substituting a power from Manipulation for 'Hide'. However, many of the Manipulation powers rely on close range, which would defeat the purpose of a class like this. Going Blast/Support like Corruptor was also an idea, once again putting 'Hide' into the secondary again, but the focus on aiding teammates was again a little counterproductive. And lastly Blast/Armor like Sentinel was considered, but I think it may prove overpowered as you would have much greater range and thus less strain on your armor abilities. So, I decided to take bits and pieces from all of the above and amalgamate them into a new powerset style; Trickery. Trickery focuses primarily on being a Mez/DeBuff combo, with a few self buffs thown in. The two key themes in play in this secondary is mobility and visibility. This paired with slightly changed blast powersets aims to keep the Deadeye out of danger's reach and rewards proper positioning, relying on improving your own mobility and visibility while reducing that of your foes. This is the 'winning formula' I came up with, allowing for deviations of course; STRUCTURE INHERENT: NEUTRALIZATION If a Deadeye is hidden, or his target is held, immobilize or slept, his next attack is a guaranteed critical. If the Deadeye uses a sniper attack while hidden, there is a chance that he will still remain hidden if the attack hits. If the sniper attack misses, he will always remain hidden. In addition, when the Deadeye is not attacking, his accuracy increases by 1% per second, up to a total of 10%. This effect occurs even when in combat. BLAST (DEADEYE) Light Ranged Attack - Having a light ranged attack is good for sustaining damage over time Standard Ranged Attack - A normal ranged attack should follow second, giving a choice for higher damage over longer intervals. Ranged Cone or Chain Attack - A cone/Chain attack would be third, but unlike normal cone attacks, the spread has been reduced. Sniper Attack - The signature Deadeye attack, the sniper attack is available much earlier, around the same level as Assassin's Strike. Deadeye's Aim - A slightly better version of Aim, which also increases the range of all attacks. Disengage - This is a ranged AoE Placate effect, causing a small mob of foes to lose track of you allowing you to continue making stealth attacks, disengage also increases hte chance of your next sniper attack keeping you hidden. Heavy Ranged Attack - A higher damage ranged attack, helping build upon the damage output you already have. Ranged Light Mez - Since many ranged attack sets have a mez attack mixed it, I figured it would be suitable to keep it, ensuring you have a little more survivability and opportunity. Narrow Cone Sniper Attack - A new kind of attack, replacing the 'nuke' of blast sets. This power is a narrow cone sniper attack that delivers great damage to several foes in a direct line. TRICKERY (V2): Hide - Much like Stalker, Hide is crucial to this archetype as a means of setting up stealth criticals with your two sniper attacks. Immobilize or Sleep - Much like Manipulation sets, an immobilise or sleep power helps keep a foe immobile and vulnerable to attack, or helps you retreat. Debuff - Keeping your foes debuffed is crucial to your own survival, ensuring you aren't as vulnerable to their ire. Self Buff - This power should likely be a self buff that improves your own abilities, likely a mix of (light) positional defense and mez protection. Debuff - A means of keeping aggro off you is pretty handy, so a power that debuffs or deals light mez works here. Hold - A single target hold power is perfect for keeping a foe helpless against your attacks, allowing for additional critical attacks Self Buff - The inclusion of additional positional defense and mez protection helps round off the class' self buffs. Debuff - depending on what powers are already in play, this power would likely serve as a heavy debuff AoE Hold - an AoE hold should be present in the powerset in order to give yourself critical opportunities or a chance to retreat. ANCILLARY POWERS (V2): AoE Melee - A AoE melee attack to ensure that when things start to look bad you have a means of fending off foes. Build Up/Power Boost - Since the powersets lack much damage/mez boosting potential, I figured it would go nicely here. Defense or Resistance Buff - A simple defense or resistance power to give you a little more survivability. Special Buff - A power that perhaps increases Health, Endurance, or a little more protection would work well. Pet - Having a pet is pretty standard of Patron Pool Powers, but I think including them as a first in Ancillary Power Pools will be quite handy for drawing aggro and dealing damage not tied to crits/AoE. So! Here's a little look into the powersets I had in mind for this Archetype. I didn't want to exclude any powersets that did not possess a sniper power in its original conception, since I feel people would want them to be available for use regardless. KEY: Existing Power - A power that is already implemented in the base game, and is being reused to suit the purposes of the Deadeye Archetype. Archetype Power - A power that is universal across the Deadeye Archetype, and is present regardless of powerset choice. New Power - A power that is created especially for each individual Deadeye powerset, so that it follows the intended structure of the Archetype. PRIMARY POWERSETS SECONDARY POWERSETS (V2) ANCILLARY POWERSETS (V2) ARCHETYPE ENHANCEMENTS What Archetype would be complete without Archetype Enhancements? Here's an idea I had for what could be done for it; ENHANCEMENTS Deadeye's Watch: Accuracy/Damage Deadeye's Watch: Damage/Recharge Deadeye's Watch: Accuracy/Damage/Recharge Deadeye's Watch: Accuracy/Damage/Control Duration Deadeye's Watch: Accuracy/Damage/Recharge/Control Duration Deadeye's Watch: Recharge/Chance to Hide (20% Proc) SET BONUSES Two enhancements improves the Accuracy of all powers by 7% Three enhancements increases the Range of all powers by 7.5% Four enhancements increases the Damage of all your powers by 3% Four enhancements increases Ranged Defense by 3.75% Five enhancements increases the duration of your Immobilize effects by 3.75% Five enhancements increases the duration of your Sleep effects by 3.75% Five enhancements increases the duration of your Fear effects by 3% Five enhancements increases the duration of your Confuse effects by 2.21% Five enhancements increases the duration of your Hold effects by 2.21% Five enhancements increases the duration of your Stun effects by 2.21% Six enhancements increases Energy and Negative Energy Defense by 1.575%
  10. Does Rebirth still use the original base editor too? I'm having chilling flashbacks of stacking desks and clipping floor tiles to move things on a vertical axis ...In which case, building the base was work enough, even without a prestige grind!
  11. Don't think there was a disagreement anyway, I actually made a post supporting the idea of prestige/base PvP being reintroduced somehow. It wasn't until @NNDeepdish pointed out a few posting habits that I figured we're probably having our collective legs pulled here
  12. Actually just like @NNDeepdish I just have to look at your track record to tell. Usual tells are burner accounts like yours that pop up, cause controversy, and then attack anyone who calls you out.
  13. Probably a troll, best to move along
  14. I think it's something tied to a weird bit of code that doesn't like being played with, especially since spines acts like a weapon but isn't customised like one.
  15. I think there is a handful of 'staff blast' powers on a select few Carnival of Light and Drudges. It could possibly be put together with some of the Bane Mace animations to make a staff that shoots magic bolts.
  16. correct, used to be. the grind moved elsewhere, but it's still present.
  17. That's all because the real grind is at level 50 now, and everything prior to that isn't the core challenge in the game anymore. Level 50 content is the new goal for large groups of people, and there are many things at that level to work toward (Incarnate Powers, Master of X badges, raid drops, so on...)
  18. The direction the devs have gone with bases makes this impossible, since it is an entirely cosmetic focus. But, perhaps we include a 'classic' version of the base creator, with prestige, power, defenses, all that... then maybe. It would have to exist as a separate feature to bases though, perhaps called 'holdouts' or something, and would exist primarily for PvP (so likely no cosmetic/utility items, just defenses and power)
  19. Check in here, see if anything catches your eye
  20. Thanks! I'll be sure to check these out.
  21. I didn't realise we had somebody doing badge art, in which case, great! Nor was I aware there were new arcs, I was told that creating new ones was off the table for numerous reasons. So I guess there might be a chance for future badges to be implemented along side the great suggestions above
  22. Unless its a generic badge, like exploration or milestones, the only thing preventing us from having new badges is art, simple as that. Not sure if anyone on the development team is into making badge art, or if anyone here on the forums want to volunteer, but that's the barrier we face right now sadly.
  23. Would it be possible to put 'leg details' into the game? I'm told that making a new category in the costume creator is a tough job, but we could perhaps combine it with the tails category? I know this means a few people will be upset that they cant have tails AND leg details, but it's probably the best shot we got for it.
  24. I like the Wailer idea. Wailers are a notoriously underused asset for something that spawns all over the damned place.
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