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Alchemystic

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Everything posted by Alchemystic

  1. So bear with me here because this is a multifaceted suggestion that at face value is going to seem a bit contentious, but hear me out... Revamp Bloody Bay, Siren's Call and Warburg into Villain Zones. Now before people get too antsy, I'm not saying remove the PvP from these zones, but instead create two versions of these zones; one PvP, one PvE. The older PvP versions of these zones would be accessible via the portals in Atlas Park and Grandville that are linked to Recluse's Victory, adding them to the travel menu available there, and also accessible via the Temporal Warrior system. (I would also like to suggest that portals be added to Mercy Island and Peregrine Island for the sake of convenience and fairness). Other than that? Nothing else would change; they function the same, have the same level caps, same content, etc. Only difference? They would be made available to PvP-only characters, and would be considered (at least in terms of lore) historic content much like Praetoria and the Echo zones. Now, for the PvE revamps, that gives us three existing maps to work with, which means a drastically reduced workload when it comes to making zones. Three "new" zones for redside means the scale of content between redside and blueside starts to level out somewhat (both sides would have 11 city zones!). The difficult bit is scaling the zones for PvE instead of PvP. Right now, the zones are set at 25, 30 and 38, whereas most other zones typically have mobs with more level range, about 6-10 levels apart. To help them fit snugly into the current lineup of zones, we could make Bloody Bay a 15-25 zone, Siren's Call a 25-35 zone, and finally Warburg into a 30-40 zone. This matches up nicely with what blueside has to offer in terms of level distribution, while remaining close to their original levels. As for the content of these zones? There's plenty that could be utilized; the Shivans of Bloody Bay could be explored in further depth, revealing the deeper mysteries behind their origins and their connection to the Neo-Shivans that invaded Galaxy City, and how they could potentially be exploited as a new superweapon against Paragon City. It could also include narratives regarding the Nictus and 5th Column, and their supposed connection to Battalion, and the 'Coming Storm' these Shivans apparently heralded. Siren's Call is an open book, but it serves as a good way of providing mobs that would be exlusive to blueside to villains as well. From a narrative standpoint, it's an easy platform to further villainous goals in Paragon City, and perhaps make some connections to the criminal powers operating in the city such as the Outcasts, Trolls and Warriors, each of which dont currently feature in the Rogue Isles. This would be a good vehicle for a redside connection with these gangs, something I'd personally love to see. Warburg presents a golden opportunity to explore the narrative of the Rogue Arachnos, delving into the nuances of Arachnos politics, and the subesquent coups and power struggles between internal factions in the organisation. Since Warburg was formerly a Council stronghold, perhaps they could be included as a key power in the area looking to reclaim their bases and re-establish a command point in the Rogue Isles. Longbow would also be an obstacle to both, still looking to subvert a potential missile crisis. I know this is a pretty tall order, but I figure if revamping zones is currently on the agenda, these three would make for good candidates for a future redside expansion, and hopefully by inducting their legacies into the Temporal Warrior system, we're also broadening the PvP content available to players.
  2. Arsenal Control and Arsenal Assault have now been revealed! Nothing makes me happier than new powersets, especially powersets that line up so closely with suggestions here! It's always a treat when we have new toys to play with, and while I take no credit, I like to think a tiny bit of the efforts here have helped in some small way 😄 To celebrate what I hope is the first of many new powersets being added now the server is official, and to help welcome any newcomers that might have found their way to the thread, I'd like to share some of the weapon-based powersets I've been tinkering with and keep the momentum going here too! So, allow me to introduce; Blade Combat Yes this is just 'Combat Blade' but the other way around. This powerset is instead a Blaster secondary, using some of the material from the Combat Blade powerset to build something similar to Martial Combat and Ninja Training, but distinct enough to not just be a copy of either. Like Combat Blade, this powerset focuses on lower damage for greater DoT. - Pinning Blade: A single target immobilize, throwing a blade at the enemy's feet to deal Lethal DoT. Uses standard overhead throwing animation - Caltrops: A power borrowed from Devices which works well here - Lacerate: A moderate lethal attack with good DoT, using the unique Red Cap 'stab' animation with your blade - Acupuncture: Single target hold with moderate lethal DoT. Throws several small blades to each limb with the Spines/Thorns 'Impale' animation - Build Up: Standard Build Up power - Counterstrike: Similar power to 'Counterattack' from Combat Blade, but in addition to granting defense it also gives absorb and recovery - Whirling Blade: AoE Power that deals moderate lethal damage. Uses same animation as several other 'Whirling X' powers - Disarm: Cone power that throws several blades, dealing no damage but stunning enemies and reducing damage. Uses 'Masterful Throw' animation - Maim: powerful attack that deals massive lethal damage and DoT, using the Street Justice 'Assassin's Blow' animation Sidearm Assault Sort of another adaptation of another powerset in this thread, 'Marksman Pistol' (though to avoid confusion with the 'Pistol Assault' powerset in this thread I've named it 'Sidearm Assault' as it only features one pistol instead of two. I included a 2nd buff power which is becomming a little more common for newer Assault powersets. - Hip Fire: Uses the default hip-fire animation of most NPCs, dealing low lethal damage - Pistol Whip: Single target melee power using the special 'brawl' animation that pistol whips the target. Has a larger FX so it isn't an exact copy - Single Shot: Uses the same animations as the Thugs 'Pistols' power, but intended for one gun. Deals moderate lethal damage - Build Up: Standard Build Up power - Covering Fire: Uses the same animation as the Enforcer's 'Uzi Cone Blast' power, but has lower fire rate. Deals moderate lethal DoT in a cone - Aimed Shot: Uses the two-handed grip animation of NPCs, dealing high lethal damage - Rapid Reload: Self buff power that grants a powerful but short +recharge effect as well as recovering a decent amount of endurance - Point Blank: 'Melee' power that fires the gun at close range to deal very high lethal damage. uses the 'Suppressive Fire' animation. - Rapid Fire: Uses the same animation as the Enforcer's 'Uzi Burst' power, but has lower fire rate. Deals superior lethal DoT to a single target
  3. Always happy to see new powersets and customisation options being added to the game! Especially stuff that's more natural/tech themed, definitely a niche that controllers and dominators have been lacking!
  4. Been a long while since I posted here myself, but I'm happy to see during my absence that the thread is still seeing visitors and being shared in the community! There's been quite a few powersets that have been created since this thread started, and while I can't possibly take any credit for the hard work our development team put into the game, I can only hope that this thread has at least contributed to any of the new or future additions in some small way. Today marks the 4th anniversary of the thread, and while in recent years it hasn't been the most active part of the suggestion forum, I am glad that it had continued to grow in my absence. A big thank you to everyone who has been sharing or participating in the thread while I've been gone, and to the developers who have made many of these ideas a reality, it's good to know that even without being here the community and game has continued to flourish! So, I've decided to dig out some of my old notes and share some of the unreleased concepts that I never got around to finishing, and present them here to celebrate the occassion; 4 new powersets for 4 years of recycling! Energy Control Something I had in mind ages ago as 'Energy' powers existed in pretty much all forms except control, so I wanted to create something to fill that void. Each power in this powerset has the ability to create a 'Power Draw' when subject to several powers at once, reducing their endurance and recharge. - Energy Field: A new power that immobilizes an enemy and deals energy/smash damage. Uses similar visuals to 'Unyielding' from Invulnerability with extra leg glow. - Power Cell: New Hold power that deals moderate energy/smash damage. Similar visuals to MinFX Scorpion Shield/Shark Skin, with more glow. - Mass Energy Field: AoE version of Energy Field. - Repulse: A new power that knocks several enemies back and deals minor energy/smash damage. Uses the Wall of Force projectile FX. - Energy Cloak: Borrowed from Energy Aura, acting much like an anti-aggro power like Superior Invisibility and Smoke. - Disruption: An AoE stun power that behaves similar to a stronger single pusle version of Energy Aura's 'Disrupt', with similar FX. - Power Drain: Borrowed from Energy Aura, providing some debuff similar to other control powersets. - Mass Power Cells: AoE version of Power Cell. - Living Energy: New pet power that appears as a floating ball of energy with a similar aura to Energy Aura's 'Overload'. Uses Energy Blast powers. Nature Blast Another powerset inspired by a missing link. 'Nature' itself exists in the form of support and control, and arguably melee and assault since the plant manipulation set features their powers. The idea here is to sort of mirror Storm Blast's thing of having multiple damage types and effects to make it more diverse. I already made 'Thorn Blast', but this works as a nice alternative. - Barbs: A new power that fires thorny projectiles like Thorn Blast. Deals lethal/toxic DoT. - Vine Surge: A new power that projects leafy vine like FX like 'Entangling Aura' at a foe, dealing moderate smashing damage - Wild Barrage: A cone power with similar FX to 'Regrowth' and 'Fling Thorns', dealing moderate lethal/toxic damage. - Aim: Standard aim power that has a similar aura effect to 'Rebirth'. - Fungal Burst: An AoE power that creates a giant mushroom that explodes into spore FX like 'Spore Burst' and 'Spore Cloud', dealing smashing/toxic damage. - Wild Surge: A power that creates a slowing lethal DoT field, summoning a leafy patch on the floor similar to Nature Affinity powers, with thorns similar to 'Carrion Creepers'. - Entwine: A single target hold power that has similar FX to 'Entangling Aura' on a single foe, dealing smashing/lethal damage. - Spore Blast: A new power that blasts a ball of fungal/spores FX at the foe, dealing high smash/toxic damage. - Nature's Fury: A huge PBAoE power that explodes into several large vines and plants similar to 'Carrion Creepers' and 'Overgrowth', dealing massice smashing/lethal damage and holding foes. Combat Blade A new melee weapon powerset that utilises a single one-handed blade similar to Broad Sword, but instead utilises smaller bladed weapons in a reverse grip intended to focus on quick stabs and slices. The idea for this one is to make something suitable for more a more subtle and agile aesthetic similar to dual blades and katana, but in a single hand, making it compatible with shields. - Stab: A light lethal attack that uses the 'Gut Punch' Storm Kick alt animation with blade in hand. - Lacerate: A moderate lethal attack with good DoT, using the unique Red Cap 'stab' animation with your blade. - Score: A cone attack that strikes multiple foes. Uses the same animation as 'Sweeping Cross' from Street Justice with blade in hand. - Build Up: Standard 'Build Up' power, but uses the 'Focused Brawler' animation for effect. - Whirling Blade: AoE Power that deals moderate lethal damage. Uses same animation as several other 'Whirling X' powers. Not available on Stalker. - Assassin's Blade: Stalker unique power that uses the same animation as Ninja blade's own Assassin's Blade power. /- Taunt/Placate: Standard aggro management power of melee sets. - Counterattack: Similar power to 'Parry' from Broad Sword, and uses the same animation. - Gouge: A moderate lethal attack that uses the special Red Cap 'Lunge' from with your blade. Also deals massive lethal DoT. - Maim: powerful attack that deals massive lethal damage and DoT, using the Street Justice 'Assassin's Blow' animation. Gravity Affinity A new support powerset that sort of mingles between Force Field and Kinetics, playing around with a lot of defense/damage buff and debuff, as well as affecting speed, position and containment on enemies. I figured with several gravity themed powersets in the thread already, this would round them off nicely. - Increase Gravity: Single target power that immobilizes a target and reduces their recharge. Uses the 'Crush' visuals (in reverse) with a downward falling gravity FX. - Gravity Well: An AoE patch power that slows down multiple targets and reduces their ToHit. Covers the floor in gravity ripples similar to 'Gravity Distortion'. - Attraction: A debuff toggle that causes other enemies to gently pull towards each other while lowering defense and speed. Uses the initial 'Wormhole' FX. - Weaken Gravity: Another AoE patch that debuffs damage and defense, as well as resitance to hold, stun, knockdown and repel. Hitting a target in the field with 'Increase Gravity' applies 'Gravity Flux' and stuns them. Uses slowly rising gravity FX in the area. - Orbit: An AoE defense and damage buff that increases for each ally nearby. Uses a larger version of the 'Magnetic' aura and can cause loose props to orbit too. - Gravity Snare: A single target hold power that uses the 'Soul Storm' animation. Uses a combination of the 'Crush' and 'Gravity Distortion' FX. - Weightlessness: An AoE buff that increases jump height and grants a temporary endurance discount. Uses distortion FX on legs only. - Gravitic Repulsion: An AoE power that applies defense and repels enemies who come close. Uses the fininishing 'Wormhole' FX with a gentle aura similar to 'Repel'. - Zero Gravity: An AoE power that applies extremely slow flight to enemies, some of which will be held (Soul Storm animation). Uses large distortion FX with the 'Dimension Shift' bubble. More intense 'Gravity Flux' effect on enemies when using 'Increase Gravity' on them.
  5. So Crey, one of the leading corporations in Paragon City, built their empire upon the spoils of the Rikti War by exploiting the wealth of technology left by the alien invaders. Yet, they seem to have conspicuously been absent in the arms race followed by the Praetorian War, where Longbow, Arachnos, and Council have flourished; Longbow, as many of you might have seen, have adopted the 'Mender' class Praetorian clockwork into the fold as a frontline combat utility robot, Arachnos however have integrated the BCU into their robotic arsenal, and Council have successfully manufactured a legion of WarWalkers. But... what about Crey? Surely given their track record they should have something, right? After all, the Clockwork were designed by the Praetorian versions of former Crey staff; Synapse (Neuron) and Positron (Anti-Matter). So with that in mind, how about giving Crey a few of the consumer grade robotics to help improve their portfolio? Intoducing; Crey's new line of consumer robotics! Available in Cleaner, Sweeper, Mender, Builder, Lifter and Dismantler models!
  6. They actually changed this so Brutes generate Fury every time they are targeted with an attack, not if the attack hits. This was to ensure that Defense based sets weren't at a disadvantage.
  7. I would love it if it could match the colors you choose for your title, so there's some cohesion between your name in text and in game.
  8. Technically the Self Destruct power does the same thing, but I know it's awkward trying to target the player's hitbox once it's been used.
  9. I'm sure @Zepp can weigh in here, he's got a pretty good collection of ATs that are similar to this concept
  10. It would be a preeeetty big poll not gonna lie
  11. Bit of advice, if you're going to create a 2nd account to try and circumnavigate a ban, don't do it the exact second your account gets suspended, and don't rush off back into the same argument that probably got you in trouble to begin with. ...and definitely don't @ the GM who likely suspended you, especially in the very same thread this all happened, to accuse people of what seems to be the same offense that got you yourself banned.
  12. I do like the idea of a Henchmen/Control archetype, though, I would say instead of the three attacks each henchmen set gets, they instead have some soft support powers to assist them.
  13. Going to interject here because I feel a forum lock impending, but if you have to pre-emptively declare that people who dislike your idea are "flamers" or "whiners", and then attack anybody who offers criticism by labelling them trolls and blocking them, you aren't likely to endear people towards this or any other suggestion you put forward.
  14. As far as I know, this isn't a change made by the Homecoming team. Before the live client of City of Heroes came to a close, the game dipped into the world of microtransactions and subscription rewards, amongst them was a purchasable 'Cape Access' and 'Aura Access' upgrades to your account, making these costume items accessible on any character from level 1 onwards. Now, considering that HC and any other server aren't permitted to profit from the City of Heroes IP, it was decided that all items from the Veteran Awards scheme and the Paragon Market must be made available to the player as default to avoid any potential legal issues down the line, and to ensure people didn't feel cheated out of purchases they may have made while on the live client.
  15. I believe the plan is to consolidate all 'rifle' skins so that they're accessible across all suitable powersets interchangeably. Assault Rifle, Munitions Mastery, Mercenaries, Arachnos Soldier, Beam Rifle and Robotics. The only exception is making Arachnos rifle skins unique to Arachnos Soldiers only.
  16. I suppose it says something about our given situation if people can believe it was a genuine reaction. I'm glad you weren't being serious, though it's a shame that some people are.
  17. Bit of a strawman, don't you think? There's members of the volunteer team who I dont really agree with, but just because I don't go out of my way to attack them like some people doesn't mean I unconditionally idolize them.
  18. I find it concerning when a volunteer has to explain that their productivity is affected by negative/hostile remarks, even more so when those remarks continue in the very thread the explanation was given.
  19. I'd say if map access and powers are no longer tied to alignment, one way of incentivising playing Rogue or Vigilante would be to give Rogues villain contacts, but hero titles/badges, and vice versa for Vigilantes. This would at least give each of them a little more of their own identity, but I do feel more could be done to give alignments more impact beyond this.
  20. That's fair. Though, that would make map access an issue again. Since Heroes/Vigilantes and Villains/Rogues share the same contacts, badges and titles, what would incentivise playing Hero/Villain?
  21. That's a fair point actually. Though I agree with @Rudra that alignments should have incentive to play them, and if it's not powers, are badges and titles enough?
  22. I feel that removing travel restrictions allows players to choose any alignment and its power without any major downside. As far as I'm aware only the player can see their own alignment, so it shouldn't affect roleplay too much I imagine.
  23. I agree that locking powers behind alignments is a bad idea, but I dont think the powers themselves are the issue. Personally, I think it's more to do with map access. If characters of any alignment, not just Rogues and Vigilantes, could travel where they pleased, I think this would resolve the issue.
  24. I don't mean to brag or anything but, several suggestions I've put forward have been introduced to the game in some form, some of which were part of the weekly discussions.
  25. @PoptartsNinja I really like the idea of having an offhand pistol and one-handed sword as two separate powersets with an option to combine them. I dunno if there's any technical hurdles, but I imagine it could borrowthe code from shields to some effect.
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