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New Dark/Toxic blast powerset; Blight Blast
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
Out of curiosity, does anybody have that table that displays the most common NPC resistance/defense values throughout the game?- 13 replies
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I can play City of Heroes blindfolded. With my forehead.
Alchemystic replied to SmokinIndo's topic in Suggestions & Feedback
Lets just leave this thread alone. It's clearly posted to provoke people instead of inviting debate. -
I can play City of Heroes blindfolded. With my forehead.
Alchemystic replied to SmokinIndo's topic in Suggestions & Feedback
Troll post, move along folks. -
New Dark/Toxic blast powerset; Blight Blast
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
Radiation melee actually inspired a lot of this set with its 'Contamination' mechanic. I think for control we could potentially work with the stuff in Radiation Manipulation to fully realise it into a proper control set. I made a little post about it in my other powers thread; https://forums.homecomingservers.com/topic/13484-eco-friendly-powerset-recycling/?do=findComment&comment=148404- 13 replies
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Seems like the secondary sets that were planned for Guardians, the prototype Archetype that uses Assault sets as a primary, and a mix of Defense/Support as a secondary.
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So! for a time I've been thinking what blast powersets we have at our disposal and how the damage types are a little disproportionate. So far we have five powersets that use Energy Damage: (Energy, Sonic, Radiation, Electric, Beam Rifle) four that use Smashing Damage: (Energy, Sonic, Ice, Water) four that use Lethal Damage (Assault Rifle, Archery, Dual Pistols, Ice) four that use Fire Damage (Fire, Water, Assault Rifle, Dual Pistols) three that use Cold Damage (Ice, Water, Dual Pistols) and only one each for Negative, Psychic and Toxic damage (Dark, Psychic, Dual Pistols). Now, since Psychic damage is supposed to be 'rare and exotic' so I can excuse that, it seems odd that Negative damage doesn't have many other powersets with access to it, especially blast powersets. I know that Toxic damage is supposed to be more rare than Psychic damage, but since the only way of accessing it is via the Ammo Swap power in Dual Pistols I think it could potentially be explored elsewhere. So, I decided to kill two birds with one stone and come up with a powerset that is focused on delivering both Dark damage and Toxic damage; Blight Blast. This powerset is designed specifically to utilise those two damage types, and pairs well with many other powersets to help conceptualise and explore different themes; Pair it with Poison or Ninja Training to focus on delivering deadly poisons. pair it with Bio Armor to make a putrid monstorsity, or maybe pair it with Nature Affinity or Plant Manipulation to send spores and natural toxins to your foes! You could even pair it with anything like Radiation or Dark to make all sorts of concepts! I think we have plenty in the way of existing assets that can be drawn from Poison, Radiation, Bio and Plant based powersets to amalgamate into a putrid looking FX theme, as well as a plethora of attack animations that could easily be used along with them. Blight Blast You are capable of withering away your foes with blasts of necrotic blight. Blight Blast focuses on delivering a mixture of Negative damage and Toxic damage as you wither away your enemies. Enemies subject to multiple attacks may become Blighted, and may spread this blight to their nearby allies, lowering their regeneration rate and healing received. - Putrid Bolt: (Ranged, Light Negative, Minor Toxic DoT) A quick blast of putrid essence, with a low chance of Blighting your target. - Atrophic Blast: (Ranged, Moderate Negative, Light Toxic DoT) A more powerful blast of atrophic rot, with a higher chance of Blighting your target. - Infection: (Ranged Chain, Moderate Negative/Toxic DoT) You release a deadly infection that chains between targets and deals good damage over time, but also can transfer Blight from one target to another. - Incubate: (Self +ToHit, +Special) Greatly increases your chance to hit of your attacks for a few seconds, and also increases the chances of attacks inflicting or spreading Blight. - Necrotic Lance: (Sniper Superior Negative, High Toxic DoT) An extremely long and accurate strike that creates a withering necrosis on your foe, devouring them with extreme damage over time. This power has a guaranteed chance of Blighting your target if this power is used as a sniper attack. Even if activated in combat, this power has a high chance of Blighting your target. - Miasma: (Targeted AoE, Sleep, Special) You create a cloud of petulant fumes that blankets a targeted area. Foes caught in the miasma may fall extremely ill and begin choking on the fumes, and have a higher chance of spreading Blight to other foes - Enervate: (Close, High Negative/Toxic DoT) You deliver a bolt of enervating toxin that greatly harms your foe, and has a high chance of Blighting your target. - Parasitic Drain (Ranged, Medium Negative/Toxic DoT, Self +Heal over Time) You infect your foe with a parasitic toxin, transferring their life essence to yourself to mend your wounds. If used on a blighted target, the healing you receive is greatly improved. - Virulence: (PBAoE, Extreme DoT Negative/Toxic, Hold) you unleash a deadly virulent shroud around yourself, spreading to all foes in a large area. Foes affected suffer extreme damage over time, and may become overcome by a foul sickness that has a chance to hold them and spread Blight to nearby allies.
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Hopefully without the horrible shading/textures.
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Power Set Suggestion: Atrophy Melee/Assault
Alchemystic replied to oedipus_tex's topic in Suggestions & Feedback
You mean besides Nictus? 😛 That being said, I wouldn't mind dark being used in other themes. -
Discord Weekly Discussion - Ongoing and Updated Thread
Alchemystic replied to GM Miss's topic in Suggestions & Feedback
Yeah this did strike me as really weird, why have a suggestions board if you're just going to move major discussions to Discord, especially given how congested and difficult to track Discord servers can be? I too would appreciate discussions like this being moved here, where people can more easily access the discussion and where it can be properly moderated and tracked. I feel like many of us here would have been delighted to be part of these discussions, and feel a bit stung we are only finding about it now. Not to mention the plethora of submitted ideas and general debate that already exists here that could and should be used as discussion topics. I can appreciate the fact that @GM Miss has posted an invitation to the discussion, but I think most of us enjoy the idea of having discussions here in the most relevant and user-friendly platform to do so. Could we potentially get a sticky each week here on the forums too? That way everyone has equal opportunity to provide input. -
In short, I dont think it can be done, not that the devs would want to. Back when bases were first a thing, they used a whole set of weird coding of their own, and the guy who originally created it eventually left the development team. After that, nobody really knew how to work with the coding behind bases at all so absolutely nothing could be done with them from then on. It's a miracle that the current development team have cracked it and found a way to improve on it in so many ways, allowing us to do a great many things we were simply unable to do (or do well at least). Back on live, every base was a set of box shaped rooms where you had to stack furniture to build walls or glitch floor tiles to elevate objects. There was no sky, or water, or scenery of any kind, and worst of all everything cost it's own currency called prestige which meant you had to grind to get a nice base. Nowadays we have proper tools for changing the positioning of objects any way we like, and so many different possibilities with landscape and scenery, not to mention having a much higher ceiling and the option for great and wide floor plans to do anything we want with. I just dont see any chance of redoing the base code because it is a tremendous effort to do so, especially when it's taken this long to reverse-engineer something that stumped the original devs for years. What you're asking for is to basically put a system as modular as The Sims in a game that could potentially explode if you so much as change which way a door opens. Hope that provides a bit of context for you. 😛
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Discord Weekly Discussion - Ongoing and Updated Thread
Alchemystic replied to GM Miss's topic in Suggestions & Feedback
Do any of the suggestions here in the suggestions thread get considered or just stuff in the Discord channel? -
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
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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.
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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.
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Proliferation of any epics not available with like ATs
Alchemystic replied to arkieboy72472's topic in Suggestions & Feedback
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 -
Power Set Suggestion: Atrophy Melee/Assault
Alchemystic replied to oedipus_tex's topic in Suggestions & Feedback
Maybe make the powerset dark/toxic instead of plain dark. -
Suggestion: New Power Pool - Athleticism
Alchemystic replied to biostem's topic in Suggestions & Feedback
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. -
Suggestion: New Power Pool - Athleticism
Alchemystic replied to biostem's topic in Suggestions & Feedback
I think its likel Of all the origin pools, it strikes me as the one that would require the least effort. -
Suggestion: New Power Pool - Athleticism
Alchemystic replied to biostem's topic in Suggestions & Feedback
Seems quite similar to the Utility Belt power pool in a few ways. https://paragonwiki.com/wiki/Utility_Belt -
Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
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.- 792 replies
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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).
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Make Lethal damage.... lethal?
Alchemystic replied to Galaxy Brain's topic in Suggestions & Feedback
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. -
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.