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Alchemystic

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Everything posted by Alchemystic

  1. Other than Demons and Beasts, all other sets use recycled animation rigs. Humanoid enemies would be far easier to work with at least since they have the largest amount of animations. I made a post HERE with one of the ideas for a Mastermind primary that could be made using 100% existing technology.
  2. I think going straight Support/Melee has a number plot problems already pointed out a few times in the thread (mostly range and survivability issues), so I think instead of pure melee we make a short range support archetype that can better support melee characters, but retains enough distance to keep alive. So, instead of a Support/Melee set, I propose either (or both) of these two options; PROTECTOR: Powers: Support/Manipulation Ancillary: Armor/Ranged, some Control Inherent: Protection; gain a percentage of all outgoing buffs and heals you apply to teammates as a bonus returned to you (single target powers only). The purpose of this archetype is to provide the intended support in close range, but instead or pure melee, you have a select few control or self-buffing powers to ensure that you have a better chance of surviving the fight. The archetype rewards choosing targets carefully, and using your support powers to aid your allies in taking them out. ARBITER: Powers: Assault/Support Ancillary: Armor/Control, some Ranged Inherent: Strategist; gain endurance discount on melee attacks when above 50% HP, gain endurance discount on ranged attacks when below 50% HP. The purpose of this archetype is to intermingle between ranged and melee, and adapting your position to better suit the situation. The archetype rewards laying down your support first, then joining in close range to sustain melee classes, and retreating back when needed.
  3. Sudden Mob isn't like Gang War, its just a cone attack that makes 'silhouettes' as seen on Dual Pistol animations or the Vorpal incarnate power, just a visual FX, not an entity. Outnumber is like Gang War, but no Henchmen has access to this ability. (but if you really wanna see a ludicrous amount of them take Burnout and use it twice!) I may rename this power 'Surprise Attack' to avoid confusion in the future.
  4. I think there's some difficulty in adding in extra costume categories into the game, so a lot of stuff ended up in Head Detail2, Chest Detail or Shoulders. I'd love to see this changed sometime, perhaps with all the ties and bows being added to it too.
  5. Maybe depending on what mode they're set to, they will have different versions of a 'switch' power. Aggressive: Duplicates will switch when unable to attack Defensive: Duplicates will switch when low on health Passive: Duplicates will not switch
  6. Made a few amendments to the power descriptions to improve readability
  7. I didn't notice this, are there patch notes for it?
  8. yeah, I think a few words here and there need to change, so here's a quick reference guide I was thinking of; General Pets: Duplicates Tier 1 Pets: Simulacrums Tier 2 Pets: Clones Tier 3 Pet: Perfect Copy Outnumber Pets: Mimicries Attack Entities: Shadows I think the best way to make sure that each pet looks a little different without changing the costume so much would be to give them a unique and subtle effect. I'm thinking that same effect you get with long-range teleport and similar teleport powers, the light that sheds off in different directions? perhaps it is more noticeable depending on the tier of pet, with Outnumber pets being quite noticeable, and Perfect Copy having no effect whatsoever. Funnily enough the teleport FX is what I was considering for many of the powerset's animations, as inspired by the 'Dimension Shift' costume change emote.
  9. Honestly? I think the blasts might be the easiest bit to implement. Flanking Strike calls forth a shadow to do the Initial Strike animation before fading away. Ambushing Blow calls forth a shadow to do the Heavy Blow animation before fading away. And then Sudden Mob has about 4 shadows that each do the Shield Charge animation in cone formation before fading away.
  10. I did think about this. The FX of the animation isn't actually going to be an exact copy of the Mastermind, it will instead be one of those 'shadows' that you see in many of the Dual Pistols powers, or like you see when using the Vorpal Incarnate Ability, just a very vague silhouette of your gender which can be color tinted via the power customisation menu. As for the pets themselves, they will look Identical to the mastermind, but with a faint flickering aura of one of these 'shadows' appearing near them now and again.
  11. It does indeed affect duplicates of all kinds! However, this is the same terminology used in Thugs and Demon Summoning, which is also pretty confusing... so another word for it would help differentiate it. Perhaps 'Create Duplicates' should be 'Create Copies'?
  12. Ah, none of the duplicates actually create copies of themelves, they just use the same attack powers as you (Flanking Strike, Ambushing Blow, Sudden Mob), which technically 'create' a short lived copy to deal damage. Its all an animation however, they don't summon anything, its just for flavor! 😜
  13. A lot of the technology for duplicates is already present in the Dean McArthur story arc, as well as several tip misisons (often Nemesis roboclones). More info the specifics of player clones HERE!
  14. So! now that Phantom Army has had an interesting update in the test client, allowing you to create 'mirrors' of yourself, I figured that new development has opened the doors to new possibilities! this combined with the 'shadow image' as seen in many animations for Dual Pistols and the Incarnate Vorpal attack means we could potentially make attack powers to support it, creating one of these shadow images with a basic attack animation. I had this idea for a powerset for a while, but was unsure if it could even be done with the technological restrictions we have, but now it seems a little more possible! So, here's what I had for a Mastermind Primary called 'Duplication' Duplication You possess the ability to create duplicates of yourself. Duplicates exist as a near exact mirror copy of yourself, and as such possess very few abilities all of their own, but have the potential to overwhelm your foes with an array of surprise attacks. Their ability to think and act as a sort of 'hive mind' comes with a number of benefits that set them apart from your average henchmen, allowing them a greater means of defense when close to one another, and possessing an inherent resistance to mind-altering affects. - Flanking Strike: Ranged, Moderate Damage (Smashing), Foe -Def You create a temporary copy nearby a foe that strikes them with their fist before disappearing into nothing. The unexpected strike reduces their defense. - Create Simulacrums: Summons up to three Simulacrums Summon up to three Simalacrums. Simalacrums are basic duplicates that possess little power of their own, able to use similar means of attack as the Mastermind. You can only have three Simalacrums under your control at any given time, if you attempt to create more Simalacrums, you can only replace the ones you have lost in battle. If you already have three, the power will fail. Tier 1 Powers: Brawl, Flanking Strike, Unity (+Def nearby other Pets, +Res Psionics, Taunt, Placate, Confuse, Perception Debuff) Tier 2 Powers: Boxing, Ambushing Blow Tier 3 Powers: Kick, Surprise Attack - Ambushing Blow: Ranged, High Damage (Smashing), Foe -Def You create a temporary copy nearby a foe that delivers a heavy and unexpected blow, reducing their defense. - Improve Duplicates: Ranged, Improve Duplicates You hone the image of your duplicates and imbue them with additional power. This bestows new powers and abilities upon your duplicates. The powers gained are unique and dependent on the duplicate you improve. This power only works on your duplicates, and you can only improve a duplicate once with this power. - Surprise Attack: Cone, Moderate Damage (Smashing), Foe -Def You create several temporary copies by your side that charge the enemy, the sudden appearance of these copies throws off your foes defense. - Create Clones: Summons up to two Clones Summon up to two Clones. Clones are near exact copies of the Mastermind, and possess an aptitude for duplicity, often catching foes unaware and confusing their location. When upgraded, these Clones can even conceal themselves and deliver critical hits from stealth, and make use one of your initial secondary powers. You can only have two Duplicates under your control at any given time, if you attempt to create more Duplicates, you can only replace the ones you have lost in battle. If you already have two, the power will fail. Tier 1 Powers: Initial Strike, Flanking Strike, Unity (+Def nearby other Pets, +Res Psionics, Taunt, Placate, Confuse, Perception Debuff) Tier 2 Powers: Heavy Blow, Ambushing Blow, Placate Tier 3 Powers: Surprise Attack, Hide, Power 1 from Secondary Powerset (higher Recharge/End cost) - Outnumber: Summons up to 10 Mimicries You create a number of Mimicries. These Mimicries cannot be commanded like normal henchmen, nor will they appear in your pet window. you must select an enemy target to attack before activating Outnumber. The Mimicries are plentiful, but they are also weak, and are incapable of further copying themselves. Because of this, Mimicries can only use their fists to overwhelm your foe. Powers: Brawl, Boxing, Kick or Initial Strike - Create Perfect Copy: Summon one Perfect Copy Summons one powerful Perfect Copy. The Perfect Copy is completely identical to you, and can mimic many of your secondary powers. In addition, it aids in coordinating your other duplicates as if it were a mastermind itself, giving a boost to your inherent 'Supremacy' power. You can only have one Perfect Copy under your control at any given time, if you attempt to create more Perfect copies, you can only replace one you have lost in battle. If you already have one, the power will fail. Tier 1 Powers: Flanking Strike, Power 1 from Secondary Powerset (higher Recharge/End cost), Unity (+Def nearby other Pets, +Res Psionics, Taunt, Placate, Confuse, Perception Debuff) Tier 2 Powers: Ambushing Blow, Power 2/3 from Secondary Powerset (higher Recharge/End cost) Tier 3 Powers: Surprise Attack, Power 3/4/5 from Secondary Powerset (higher Recharge/End cost) - Uncanny Image: Ranged, Improve Duplicates You futher improve the image of your duplicates and imbue them with greater power. This bestows new powers and abilities upon your duplicates. The powers gained are unique and dependent on the duplicate you improve. This power only works on your duplicates, and you can only improve a duplicate once with this power.
  15. hopefully the reduced damage would be counteracted by the increased damage output of Assault Powers.
  16. Here's what I had; using powers that already exist and ones that specifically compliment the powersets each archetype can access. I purposely avoided making Electric or Dark themed powersets because I feel as though Mu and Soul already accomplish that well enough. I tried to make it so that each AT has around 7 different options to pick from. Blaster / Mastermind Mind Mastery - Dominate / - Mass Hypnosis/Mind Probe - Mind Over Body - Indomitable Will / - Telekinesis/World of Confusion Ninjitsu Mastery - Paralyzing Dart - Flashing Steel / - Divine Avalanche/Kuji-In Sha - Kuji-In Rin - Soaring Dragon Controller / Dominator Plant Mastery - Bark Skin (Rename of Stone Skin) / - Thorny Darts/Corrosive Enzymes - Lunge - Wild Fortress / - Thorn Barrage/Spore Cloud Kinetic Mastery / - Focused Burst/Transfusion - Energy Drain - Kinetic Shield / - Smashing Blow/Siphon Power - Entropic Aura Defender / Corruptor Frost Mastery - Chilblain - Flash Freeze - Frozen Armor - Freezing Touch - Hoarfrost Fiery Mastery - Ring of Fire - Bonfire - Fire Shield - Incinerate - Rise of the Phoenix Radioactive Mastery - Electron Shackles - Radiation Siphon - Alpha Barrier - Positron Cell - Radiation Therapy Scrapper / Stalker Toxin Mastery - Paralytic Poison - Bile Spray - Envenom - Spore Burst - Weaken Illusion Mastery - Blind - Spectral Wounds - World of Confusion - Mental Training - Flash Trap Mastery - Web Grenade - Oil Slick - Smoke Grenade - Trip Mine - Poison Trap Tanker / Brute Gravity Mastery - Crush - Gravity Distortion - Lift - Propel - Wormhole Will Mastery - Mezmerize - Dominate - Levitate - Mass Hypnosis - Telekinesis Radiation Mastery - Electron Shackles - Positron Cell - X-Ray Beam - Electron Haze - EM Pulse Sentinel Atomic Mastery - Electron Shackles - Radiation Siphon - Positron Cell - Irradiated Ground - EM Pulse
  17. See that makes a lot more sense than just leaving it as is, reducing the damage gives your secondary Assault powers chance to shine. I was pondering some sort of compromise, where the spirit of Phantom Army is retained by keeping the power's ability to summon the phantoms, but instead of the purely aggressive powers they have access to, give them single target mez powers (with lower magnitude of course).
  18. I always thought Energy was an odd fit, was it supposed to pair up with Gravity or something? At least now we have more options (and hopefully more in the future), but I'm hoping for more control sets too... with the exception of Masterminds, control archetypes really got the short straw with development!
  19. Good catch! I was aiming for a combo of defense/res like Bio Armor, but I think it weighs a little too heavily towards Defense. I think as a Resist set there would be more opportunity for additional Psionic resistance too.
  20. Mace Mastery gives two good means of -res; the blast and the pet. And Dark has pretty high damage, but that's mostly because its a two pet set just like PA, but their damage is permanent instead of illusory.
  21. My issue is keeping PA 100% as is, so let me just clear that up. I'm not saying PA is a bad power, I'm saying it just isn't good for Doms... in its current state. if PA is gonna work it needs to be changed to best suit dominators, perhaps by changing what powers they have access to and how they behave, but the fact remains that the reason Doms dont already have Illusion is entirely because of PA. - high damage - little mez - invincible bodyguards Doms would be affected a little too much from this than their Controller cousins, so one or two of these features need to be reviewed. Though, it would be much harder to change the effects of PA (Pets are always hard to change because of the messy code), so I feel that it would be far more likely for it to be removed and be replaced with other more Dominator friendly powers, which is why I even bothered to suggest it in the first place. There needs to be perspective, so even if I'm in the minority here then that's at least some variety of opinons and ideas, which is key to any kind of development. Being dismissive and snide doesn't validate either side of a debate, and if other ideas provoke hostility then you might need to remove yourself from the discussion ☺️
  22. So far there are only 2 Ancillary powersets yet to be proliferated to their partnered archetypes, and that's Munitions Mastery for Masterminds and Stone Mastery for Dominators. I think Munitions Mastery could work on Masterminds with minimal changes, maybe something like this; - Body Armor - Cryo Freeze Ray - Flamethrower (from Assault Rifle) - LMR Missile - Fortification (From Arachnos Soldier) As for Stone Mastery? There are few earth powers that Doms don't already have access to, so perhaps this; - Ash Fall (Talons of Vengeance power) - Fault - Rock Armor - Rooted - Earth's Embrace I had a few ideas to post in my 'Power Recycling' thread in regards to creating completely new Ancillary Powersets though, I could post them here if you prefer πŸ˜ƒ
  23. Defining doesn't exactly mean good. The facilities at my local pub are defined by their complete lack of maintenance, but that doesn't mean I like it or want to use them. 😜
  24. Beam Rifle, Bio Armor and Street Justice are examples of the combo mechanic I was talking about, where you are rewarded for picking multiple powers that effect/compliment one another. The point I'm making is that Phantom Army doesn't co-ordinate with the rest of the powerset, it makes them redundant, you could happily make an Illusion Controller with just Spectral Wounds, Phantom Army and Phantasm and just go pure damage, and that's the problem. As for Granite? the reason its so defining is because it deactivates other powers, you are literally forced to rely on it, and believe me there are serval threads out there proposing that it gets reworked so other powers aren't redundant. But this isn't really the purpose of this thread, we're here to discuss ideas of how to make Illusion Control work for Dominators, not debate the conflict in development choices, so lets shed the passive aggression and move on.
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