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Alchemystic

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Everything posted by Alchemystic

  1. maybe have the glowing 'Spectrum' texture on a few different hairstyles. Would be great for glowing hair as seen on many different comic book characters! Male/Huge - Fury, Princeton, Shiver, Spikey, Hipster, Barbaric, Wild, Tall Spikey, Dreadlocks, Mohawk Tall, Mohawk Spikey, Topknot Female - Posh, Gamine, Long 2, Glam, Low Ponytail, High Ponytail, Beverly Thrills, Pigtails Fat, Feisty, Spikes, Tall Spikes, Wild, Shimmer, Mohawk Tall, Topknot
  2. Simple suggestion, probably wayyyy harder to implement than it seems thanks to spaghetti code. Basically? Make all the different titles across the alignments (Hero/Villain/Loyalist/Resistance) available to the player regardless of what alignment they are. I don't think there's really any need to keep them separate at this point. As for origin specific ones... how do people feel about them? should they be made universal too? There are a few that would be nice on any origin.
  3. So! Basically we're 2/5 on Origin Power Pools. Sorcery was thankfully finished before the game closed, and Force of Will has been introduced the the game with the original idea still in tact. So that leaves Experimentation, Utility Belt and Gadgetry. Now, I have no idea how far along these power pools were in their development, if they're anything like Sorcery and Force of Will they will likely have their own FX and animations hidden somewhere in the game codes, but... in the case that there is nothing to work with, I had a few ideas for how we could jury-rig these powers with existing FX and animations. Experimentation - Experimental Injection: Simple trick to this one; use the Tranq Dart power. The target then gains green glowing veins as seen in bio armor. - Toxic Dart: Really easy, we just take the same FX from Immobilizing Dart and many other 'Dart' powers. The target gains a short glowing veins FX. - Speed of Sound: For this one we use a green glowing vein FX on the legs. Jaunt will then use the same Animation as 'Burst of Speed', but with a flash of green mist alike the Drink Formula costume emote. - Corrosive Vial: A little trickier; for this I propose we use the animation of many of the 'Grenade' powers, swapping the prop for the chemical vial from the science emotes, and exploding with the same FX as them. The patch left on the ground is a mixture of the effects of Glue Arrow and the Bubbles path aura, both colored green by default. - Adrenal Booster: Again pretty easy; we take the animation and prop from Bane Spider's 'Serum' power, and give it green glowing veins again. Utility Belt - Bolas: A little tricky, since I don't think a 'Bolas' projectile exists, but I imagine it using the animation of 'Shuriken' with a chain-like effect wrapping around the target's legs. - Poisoned Dagger: Easy peasy, loads of enemies have a throwing dagger attack, we use that and add a little 'poison splash' effect from the poison powerset. - Freerunning: Not too hard, we take the running/jumping animations of Ninja Run and add a faint willpower style aura to the legs. Athletics only makes this aura brighter. - Flying Strike: This could easily use the Spring Attack animation, but with an aura from willpower. - Life Support System: A little harder this time; we take the animation from 'Detonator', but give it the FX of 'Reconstruction' from Stalker Willpower. Gadgetry - Nano Net: For this, I think we could take the Animation and FX from the Praetorian PD's 'Force Netting' power. - Blaster Drone: Again, maybe we use the Praetorian PD for their 'Force Bolts' power. - Jetpack: I think an idea that works best for this is having a propulsion style FX rigged to the player's back, rather than placing a physical jetpack prop onto them. - Drone Barrage: The 'Force Burst' power that the Praetorian PD looks like it could make for an ideal cone attack. - Force Barrier: Again with Praetorian PD! The target hold/sleep FX from 'Force Cage' could double up to be a nice personal aura for this power.
  4. Slight thread necro here but I had some other concepts I wanted to dump here rather than justify making a whole new thread for it; Blaster / Mastermind Street Mastery - High Pain Tolerance - Spit Fire - Molotov Cocktail / - Oil Slick/Strength of Will - Fire Bomb Controller / Dominator Cosmic Mastery / - X-Ray Beam/Ground Zero - Neutron Bomb - Radioactive Smash - Alpha Barrier - Radiation Therapy Defender / Corruptor Bio Mastery - DNA Siphon - Toxins - Hardened Carapace - Genetic Corruption - Parasitic Aura Scrapper / Stalker Rime Mastery - Chilblain - Block of Ice - Ice Blast - Shiver - Ice Storm Tanker / Brute Nature Mastery - Entangle - Thorny Darts - Thorn Barrage - Strangler - Spore Cloud Sentinel Momentum Mastery - Crush - Repulsing Torrent - Lift - Burst - Siphon Speed
  5. Your best hope right now would be going Dark/Plant/Soul Blaster or Plant/Dark Dominator Don't ask how I know this
  6. Maybe make the powerset dark/toxic instead of plain dark.
  7. I think it was going to be an 'extended knockdown' effect, where when they're down they stay that way for longer. Ki Push has a similar mechanic where the knockback effect is far longer than that of others, which makes me believe the technology is there to play with on knockdown and knockup too.
  8. I think its likel Of all the origin pools, it strikes me as the one that would require the least effort.
  9. Seems quite similar to the Utility Belt power pool in a few ways. https://paragonwiki.com/wiki/Utility_Belt
  10. Since I mentioned the possibility of a Radiation Control powerset, I figured I'd give it a try. Since there's only 3 mez powers available, I had to improvise a few more to really flesh the powerset out, but I hope it works! Radiation Control - Electron Shackles: Taken from Atomic Manipulation. Ideal as a T1 immobilize power. - Positron Cell: Taken from Atomic Manipulation. Perfect as a hold power. - Electron Field: An AoE version of Electron Shackles. - Atomic Bonds: A ranged chain attack that Positively charges foes and knocks them down. Uses an electric FX that leaves the residual FX of Meltdown - Particle Annihilation: An AoE attack that disperses all Positive/Negative charges. Uses the 'Irradiate' FX. - EM Wave: A smaller version of EM Pulse, deals disorient and special 'vs machine' damage. - Irradiated Ground: Taken from Radiation Melee. Having a DoT patch power like this works nicely on mezzed enemies. - Radioactive Cloud: Taken from Atomic Manipulation. A good AoE hold power that suits this set well. - Cosmic Motes: Summons 2 floating entities made from radioactive FX. One uses positive charged attacks, the other uses negative charged attacks.
  11. I believe that there should be some changes to power pools, but only the travel ones. With each origin power pools proposing a sort of 'hybrid' travel power that makes conventional travel powers redundant, there should be changes to keep them viable. Making Teleport into a reverse version of Mystic Flight works well, making the 'Hover' element a toggle. Merging Flight and Afterburner works rather well too. Which leaves room for one more power, maybe some sort of wind power that knocks back. Super Speed could grant a power that makes you intangible for a short while. Super jumping could also grant a power that acts like a double jump (like those funny jetpack powers).
  12. I think the Devouring Earth are one of few enemy groups that have separate resistances to smashing and lethal. The plantlike enemies are resistant to smashing, with the rocky enemies are resistant to lethal. So there is definitely some sort of distinction between the two in some enemy groups, so why not more? Light armored targets should be resistant to smashing, and heavily armored targets should be resistant to lethal.
  13. I think the issue that prevents Shield from being proliferated over to Sentinels is that the animations are all wonky. Most melee powersets have supplemental animations to work with Shield Defense, ensuring that attack animations compliment its presence on the character. However, certain powersets that were implemented late (Psi Melee/Savage Melee) as well as certain animations from Ancillary/Patron power pools dont have these animation changes and you can sorta see how awkward it can look.
  14. Basically what it says in the title. Can we maybe get two subforums in the Suggestions thread for 'Quality of Life Suggestions' and 'Radical Concept Suggestions'
  15. Ninjas as a whole needs a revision, especially with Martial Assault being a thing now.
  16. Then I would propose adding more options to this, maybe stuff like; - Players do not have natural regeneration (except Rest or with buffs) - Enemies are all promoted (minions to lieutenants, lieutenants to bosses, etc) - Incarnate powers are disabled. - Enemy mez magnitude is higher. - Friendly fire is enabled.
  17. I think you can run Task Forces/Trials with different challenge moderators right?
  18. Does anyone know how far along the old devs were with the Utlity Bely pool? I'm curious to see if the unique 'long knockdown' mez effect that was planned for the Bolas power could be used to similar effect for the T1 power of the Hellfire Manipulation set.
  19. I think Hellfire Assault was in the works, but it may have been shelved for a buncha reasons, which is why I focused on a Manipulation set instead.
  20. Somewhat inspired by this post. I had a look to see what could be done to try and achieve a good Whip Melee set, but found that there wasn't really much that could be used to make a complete set. However, I did find that there was just about enough to create a Manipulation set for Blasters just using assets from Demon Summoning alone. Hellfire Manipulation - Hellish Binds: Using the animation/FX of 'Hell On Earth' (except a little faster and targeting the legs), we have all we need for a simple immobilize power. - Flay: Identical to 'Corruption' only it is instead a light melee attack with no ranged projectile. - Crack Whip: The exact power from Demon Summoning. - Lash: The exact power from Demon Summoning. - Build Up: Your typical Build Up power. - Hellish Aura: Identical to the Hellfire Gargoyle's 'Hellfire Aura'. However, this power also gives Absorb and Recovery. - Hellish Coil: This power uses the same FX and whip prop of Crack Whip, with the animation of Katana's 'The Lotus Drops' - Abyssal Reconstruction: Identical to the Ember Demon's power of the same name, except it is now a 'self' power, not an AoE. - Infernal Grasp: Like Hellish Binds, this power uses the 'Hell on Earth' animation/FX, but with no changes, forming a high DoT hold power.
  21. Yeah, I think maybe swapping a few powers around would be needed, otherwise you would have duplicate powers here and there. Devices/Traps would be the worst offender, but I think Trick Archery, Plant Manipulation and Temporal Manipulation may need some changes too.
  22. Hell On Earth could definitely be a hold power judging by its animation
  23. The problem is that there's only 4 current whip animations at the minute; Corruption, Lash, Crack Whip and Hell on Earth. If we also add Build Up and Taunt/Placate that's 6 powers we can put together for a 'whip' powerset. So, we would be missing 3 powers (4 if you count Assassin's Strike). I'm not entirely sure if it's possible to reuse the whip FX with different animations to make up the rest of the powers, or if we need to look elsewhere for something that fits.
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