Jump to content

Alchemystic

Members
  • Posts

    1567
  • Joined

  • Last visited

  • Days Won

    12

Everything posted by Alchemystic

  1. Your best hope right now would be going Dark/Plant/Soul Blaster or Plant/Dark Dominator Don't ask how I know this
  2. Maybe make the powerset dark/toxic instead of plain dark.
  3. 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.
  4. I think its likel Of all the origin pools, it strikes me as the one that would require the least effort.
  5. Seems quite similar to the Utility Belt power pool in a few ways. https://paragonwiki.com/wiki/Utility_Belt
  6. 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.
  7. 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).
  8. 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.
  9. 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.
  10. Yeah I did mention this, it's already in development. 😛
  11. 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'
  12. Ninjas as a whole needs a revision, especially with Martial Assault being a thing now.
  13. 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.
  14. I think you can run Task Forces/Trials with different challenge moderators right?
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. Hell On Earth could definitely be a hold power judging by its animation
  20. 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.
  21. I think at a push it may be more feasible to use the two color options when customising powers to apply to pet costumes. So if you picked Brown/Olive, that would be the camo that Mercenaries use, or on robots it would be the color of their metal plating, and on thugs it would be the colour of their shirts/accessories and so on.
  22. Just some ideas I had for what two different MM sets might look like; Knights: Archer (Tier 1): Man At Arms (Tier 2): Crusader (Tier 3): Suits: Agent (Tier 1): Specialist (Tier 2): G-Man (Tier 3):
  23. Yeah, this is all hypothetical stuff anyway for far in the future, but I firmly believe that from a narrative point of view giving Striga over to redside and showcasing the interactions between 5th Column/Council/UDF its a good move. Doubly so if the present Striga material is moved to Boomtown and enhances the content being showcased there too.
  24. The only other idea that comes to mind for attack powers that wouldn't take much effort is making it a bit more melee focused like Demon Summoning. I'm thinking that it might be possible to make close ranged versions of Mental Strike and Telekinetic Blow, and having the 3rd attack look much like Flurry. You just summon a bunch of disembodied fists to do the smacking.
×
×
  • Create New...