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Alchemystic

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Everything posted by Alchemystic

  1. Preeeetty hard, since older weapon sets have notoriously finicky coding stuffed into them that makes it hard to change without imploding the game I got told once by a dev that new animations/FX is the hardest part of customising a powerset, and by that point it's probably better to just make it a new powerset altogether. But the idea of a grenade based powerset definitely appeals!
  2. Could be possible! Although it would only give you 3 support powers to play with if you squeeze them into a henchmen style set. Which is why I figured you meant Melee/Pets + Support, since pets already are a damage element, it may be a bit too much damage output to go Support/Pets + Melee.
  3. I like the look of this, the twist really sets it apart from most of the typical repetitive Melee/Support suggestions thats for sure! I've always wondered since Demon Summoming comes close enough to melee, would it be possible to follow the same principle with other henchmen sets? Many pets already are melee focused too, and I've always wanted to give them better support since they usually happen to be the squishiest, so I would probably keep the support sets as is just to ensure survivability. Perhaps for the Inherent Power, you gain shared melee defense and smashing/lethal resistance with each nearby henchmen? As for the melee attacks; Demon Summoning could stay the same easy, maybe tweak Corruption into being a melee attack though? Necromancy would give you access to Dark Melee attacks. Beast Mastery would give you Savage Melee attacks. Ninjas would give you Katana attacks. Thugs would give you Street Justice attacks. Robotics could be Energy Melee, maybe? Electric Melee? And finally Mercenaries... uhh, War Mace redesigned as a baton? Maybe a stubby shotgun?
  4. Thanks for proving my point, well played.
  5. Usually people defend their ideas with reason and rationale, rather than being so fragile they descend into psuedo-bardic drivel in some vain attempt to sound clever in front of internet strangers. Its sort of the pot calling the kettle black at this point, you were insecure enough to go on some childish tangent as soon as somebody dared challenge your "new idea", so you cast yourself as the real troll here from the start... especially considering you 'dont come to the forums too much' yet seem to be active enough to prolonge your pointless ramblings. But if you want genuine advice on the topic, it's the same as everyone else here; a big old /jranger Have a good afterlife?
  6. I guess people can already play petless masterminds, right? I suppose if this were to be implemented there would have to be some sort of archetype-specific guide or tutorial to draw attention to its mechanics, just to help new players. On a similar note; would it break the game to lower the prequisite level for ancillary power pools to 32?
  7. How possible is it to convert the current aura system into a modular one like the rest of our costumes? So instead of picking an aura and selecting between arms or legs, we do the opposite and select what individual limbs get certain auras? eg. smoke on left arm, tendrils on right leg, glowing on eyes, fire on hair, electricity on body, and so on.
  8. They should really change that so that it uses the same FX as Shadowy Presence instead of invisibility. It would make more sense, avoid confusion with stealth, and also not cause weird texture bugs with Shadow Fall.
  9. Im no expert, but I believe the reason is so that resummoning henchmen isn't an efficient practice, especially in PvP. It gives incentive to keep your henchmen alive, and ensures that enemies can capitalise on the dip you take in damage output and endurance.
  10. Could perhaps be worked into the P2W vendors as a similar power to 'Signature Summon'. That's if the game code would allow for something like that anyways.
  11. It's why 'Rime Mastery' is identical to Arctic Mastery, melee archetypes share everything in ancillary sets besides the name
  12. This works much better! I had ideas about a melee-based control archetype some time ago but never really explored it, but it seems quite an interesting concept. It would have to be structured differently to Manipulation sets however. As a note, I would probably put Spines/Thorns together with Plant Control, just like Plant Manipulation.
  13. It's funny how much effort you went into writing this response compared to the dismal amount of thought that went into your original post, not exactly hard to use the search function either. But by all means, if a single comment about this topic being a bit repetitive is enough to throw you into an embarrassing tantrum, its probably for the best you dont come on the forums too much. Try to have a better... month? However long it takes for you to get over yourself.
  14. "New AT idea" - Same idea posted less than a week ago, and a week before that, and so on and so on.
  15. I just had a check and looks like they do! I totally missed that. Seems like Defenders/Corruptors are the only ones with a new Ancillary Powerset so I don't risk looking too much like a fool at least
  16. On a more serious note only certain missions or events have weather effects and all it really is is a personal aura that only you can see that imitates snow or rain.
  17. I'm pretty sure they dont. They have Dark, Psychic, Electricity and Power Mastery last I saw, unless something got added recently I may have missed?
  18. Another idea is possibly creating a real ghost ship in Port Oakes, right by Fort Hades. Much like Paragon's ghost ship, it will be a spectral green retexture of an existing boat (I know there's one or two that fit the pirate theme) and spawns Spectral Pirates. Other than that, I think having a giant monster that spawns in St. Martial would be good, since every other area would be covered by this point. Perhaps a giant Devouring Earth 'Fungoid' that spawn in the forest called 'Vilespore' or something, it'd be almost identical to Stropharia, just using the blue mushroom model instead of red.
  19. How about a superhero with the ability to grow incredibly large? Not only does it make for an interesting 'giant monster' but it would be real easy to create. He could perhaps spawn in Mercy Island since there aren't any giant monsters there, and it fits nicely with Longbow and the Legacy Chain trying to secure a foothold there.
  20. All the Storm Summoning heroes formed a union and agreed to keep Paragon City dry
  21. Very interesting! So what made you opt for powersets that were 'muck like' assault and manipulation, instead of using them as is? I figure there must be some big problems to avoid using stuff laid out in the game already? It seems like it would be pretty close to assault/armor already, except for a few mez powers. Though does it need mez? I'm unsure how it factors in exactly. Would going for 2 'dual type' powersets like assault and manipulation spread the archetype too thin maybe? Fitting into 2 or 3 roles and having ancillaries compensate/compliment the rest is just fine Instead of going for a jack of all trades. The whole Assault/Composition thing Guardians had made for an interesting archetype for sure, but tried to juggle too much at once, how would Strikers avoid doing the same? it's why I think Assault/Armor and/or Manipulation/Support would be good candidates for new archetypes (in theory at least) since the powersets already exist, and it fits into 3 roles max (melee/ranged/armor and melee/control/support) Anyway, thanks for the insight! good to know there's big plans going forward! 😀
  22. Perhaps the other way around? using ranged attacks to charge up your melee, since I think that would be more suitable.
  23. You're aware that each archetype has different damage modifiers for ranged, melee, and so on? it's all in the patch notes.
  24. Guardians were intended to be a jack of all trades, but funnily enough the Assault sets were the only successful part of it. They weren't a simple copy/paste job from Dominators. Powers were shuffled around or outright replaced in order to create an archetype where Assault powersets would be a viable means of damage output. The 'Composition' powersets had quite a few issues with them; endurance management, reduced survivability, poor coordination... The same issues I think a pure Melee/Support archetype would face. I think if there ever was an Assault/Armor archetype, it would have to have an inherent power that defines it enough to separate it from its competition; scrappers and sentinels. I think perhaps something that encourages the player to swap between ranged and melee, perhaps this; When above 50% health, you gain an endurance discount and damage buff on melee attacks. When below 50% health, gain an endurance discount and damage buff on ranged attacks. I was also thinking something for a Manipulation/Support archetype; When you apply a buff or debuff, you generate charge towards a 'power boost' effect
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