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Posts posted by Alchemystic
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Dark or Ice are good candidates. Dark can be played as accelerating someone's ageing, and Ice can be used to freeze people in place or slow them down.
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11 minutes ago, Galaxy Brain said:
Making *new pets from scratch* sure, but what about organizing controller pets into a set?
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.
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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.
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19 minutes ago, Saiyajinzoningen said:
this is probably the best new powerset idea ive seen. hands down BUT
giving all the clones sudden mob would mean at some point the screen would be full of clones which from a comic perspective would be damn awesome but giving the clones the ability to make so many clones at no cost to the caster is kinda unbalanced, thugs gang war has a 600 second cool down which means it cant be up all the time but "sudden mob" could theoretically be up constantly so i propose some light changesUncanny Image: Tier 3 power instead of sudden mob death to uncanny image triggers power faulty facsimile.
faulty facsimile: When killed two clones of lower tier spawn.
simulacrums do not get access to fault facsimile power instead their T3 is Replicant Rupture
Replicant Rupture: When this power is triggered target explodes in a flash of light, the explosion deals no damage but blinds all foes in melee range for X seconds
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.
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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.
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3 hours ago, monos1 said:
Adding a chance for upgraded emulations to "switch" places with the player and vice versa would be cool.
For instance, upon being struck, the perfect copy has a chance to take the debuff or control effect instead of the player, and upon upgrading the lesser clones they too would have a chance to exchange effects.
It would be called Uncertainty.
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
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Made a few amendments to the power descriptions to improve readability
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1 hour ago, Saiyajinzoningen said:
also whats up with water powers now having a chance to choke foes?
I didn't notice this, are there patch notes for it?
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47 minutes ago, FDR's Think Tank said:
Which word refers to all the "Duplicator" summons, what word describes the vanishing strikers best, and what word describes each level of clone best? Simulacrum does sound like the best entry level term for clones, but Duplicate you have used all over While "Perfect Copy" and "Minor Copies" aren't unique, especially next to each other.
Once you figure out how you organize the words, I think this set will be clear and striking.
If the "Vanishing Strikers" are all shadows, I think that would work fine. The Pets are the ones people want to look like your character. The question is, how close do they match your characters details and color scheme?
In some ways, a duplicator Mastermind would be a good expression of a speedster.
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.
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5 minutes ago, Lazarillo said:
I'd always thought this was a neat idea, but was, like, "yeah, but how would the blasts work", and then you come around with your Vorpal shadows idea, and frick-frack it's perfect.
CANIHAZPLZPLZPLZ?
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.
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3 minutes ago, MycroftRH said:
Yeah, I understood that - it's the animation that's concerning me. If I'm in a chaotic battle, I certainly don't want 50 animations of a single teammate covering the entire battlefield, making it impossible to visually target. I'd choose not to team with Duplicate MMs if I'd had experiences with that happening before - or if they got a reputation for it. It might work from the MM's POV (they're used to it, etc.) but it would definitely make other people not want to hang around them, which is already an issue that MM's have as it is given our rep for un-controlled aggro.
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.
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3 minutes ago, FDR's Think Tank said:
Very cool. For clarity, does the "Improve Duplicates" only work on Duplicates as stated, or did you mean it works on all Doppleganger levels? If the word Duplicates refers to ALL the pets this Mastermind Summons, it might be prudent to change "Summon Duplicate" to something else.
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'?
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6 minutes ago, MycroftRH said:
I love this! I'd be very excited to play it.
My only concern is that having all your pets, even the most low-level, able to create "pets" of their own will make for a wildly cluttered battlefield, plus server strain - if you have three simulacrums two duplicates and a perfect copy each doing sudden mob, plus 10 minor copies, that's, what, more than 50 total copies of you at once? The way you have it set up, the lower level pets get duplicating powers but the highest level pet is focused on your secondaries; it might be better to do it the other way around, so that low-level pets get secondaries and only your perfect copy and maybe a tier 3 duplicate can use duplicating powers. That reflects the way this powerset appears in fiction better, as well.
Other than that concern, as I said, this sounds awesome!
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! 😜
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1 minute ago, Lusid said:
This is cool. Always liked the idea of making copies of yourself. I forget which task force has an enemy who makes clones of himself, but the concept is already there. I also like the attacks being instant copies. I'd play this set.
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!
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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.
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Just now, golstat2003 said:
See to me this might be more of issue than the current Phantom damage they do that heals back overtime. And you’re right to mention it should be low magnitude. I can easily see something like this being more overpowered in the hands of a dominator than the way the Phantom Army currently functions.
But hey if they went with this I wouldn’t say no. 😁
hopefully the reduced damage would be counteracted by the increased damage output of Assault Powers.
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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
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Really nice work! A real nice improvement to what I put 😄
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46 minutes ago, Leogunner said:
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I've never played Illusion but doesn't part of PA's damage heal back over time? Why not play with the ratio of damage-to-heal back so that you have to kind of act fast as a Dom to capitalize on their damage (you know, by killing faster)?
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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).
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16 minutes ago, Steampunkette said:
I'll be honest... at this point I really want an Ill/Nrg dominator so I can finally use a dominator where /nrg -fits- their powers rather than being a mishmash.
An army of self-cloning energy blasters seems awesome to me!
I'd avoid taking most of my primary powers, never use the Control Effects, pretend I don't have Domination, and just fight alongside my duplicate selves when I'm not invisible. ('Cause I'd take the invisibility) Play an Assaulter with 3-5 Pets.
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!
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9 hours ago, Haijinx said:
Sonic is generally Resistance - Either Reducing it or Increasing it - in all other Sonic Powersets
So it shouldn't be Def based. It should be Resist based.
Other than that, looks cool.
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.
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3 hours ago, RabbitUp said:
Phantom Army damage is good when you have access to -res, which doms don't.
From what I've seen from dps lists, Dark is the highest damage control set thanks to Haunt, and Doms get it unchanged.
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.
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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 ☺️
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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 😃
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Posted · Edited by Tyrannical
just go on Everlasting server, there's always some RP happening somewhere. IC teams, meetups, task forces, custom AE arcs, its all there. 😊
just keep an eye on the LFT tab or make a callout yourself and there's usually people wanting to join in!