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Alchemystic

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Posts posted by Alchemystic

  1. All this would do is encourage people not to participate in content so they don't risk losing out on the badge. People would purposefully avoid getting involved and stay far away from the action in case they draw too much aggro, and would likely refuse to do anything with ambushes or large mobs just in case.

     

    The only people I can see getting the badge are people who sit in on farms, or Brute mains trying to prove a point, which opens up an entirely different can of worms.

    • Like 1
  2. 1 hour ago, Mezmera said:

     

    Hold up!  A build up type power okay but a taunt/placate power?  Is there some suggestion that dirty meleers should be getting this before Dominators?!  

     

     

    If we're looking at what's most feasible, I guess it makes sense to go melee first since it's less work and benefits 4 archetypes.

  3. 1 hour ago, Greycat said:

     

    How much would this *also* limit us in customization? There aren't other whips to draw visuals from, and even recoloring - which might work for some ("I want a fire whip" - ok, some red and orange, etc.) won't work for someone who wants a non-FX, regular rope/leather whip, or chain or barbed wire or some other material. I think that would be the biggest demand of a whip set, actually.

     

    Animation and effects aside, I kind of agree with krj12's comment - it might be "easiest" to have it show up in a dom Assault set first.

     

    Chances are it may be possible to remove the flames from the whip, maybe even make the whip itself opaque instead of translucent, but it will always have the same 'shape' so to speak.

     

    That's because the whip is the FX, which makes it especially hard to work with. I think that mostly falls down to the code being unable to support weapons with their own set of animations for different powers, so they opted to make the whip into an FX asset to workaround that. Since that's the case, it wont be possible to add new 'models' to the whip like we can with weapons and shields, nor can we really change the way the whip moves.

     

    The most we can hope for is being able to re-use the whip FX with different player animations so it looks a little different, but since the whip powers had animations designed specifically to go with the FX, even that may be difficult.

  4. 16 hours ago, GraspingVileTerror said:

    Not to completely hijack your thread, @MadCow99, but given that a dedicated Whip Set is already one of the most often requested concepts for a new Power Set, I'd like to propose a question to everyone:

     

    How long would you be willing to wait for someone to create new Whip animations before just accepting that we have 4 functional animations already, and with some creativity, those can be stretched to make a whole Set?  

    (For example, please see @Steampunkette's proposal, or my own:  https://forums.homecomingservers.com/topic/27171-whip-melee-because-whips-are-cool/ )

     

    We've already waited 11 years.  Isn't that long enough?  

    Obviously this won't pop out in the next Page's update that's hitting Open Beta (presuming no disasters) tomorrow, and there's an extensive list of other Sets that should also already have been made . . . but we've got enough resources to make this happen right now, even without making new animations (let alone animations which Legacy Devs explained were PARTICULARLY challenging to get right).

     

    We have 4 existing animations, as well as space for both a Build Up and a Taunt/Placate, so that fills in 6 of our 9 powers. So realistically we only need 3 'new' attack animations to fill in the rest, one of which would likely be an AoE.

     

    We know that the whip itself isn't an object, it's purely FX based much like Spines/Thorns, so that kinda limits us in terms of adding completely new powers. But, if the whip FX can be applied to other player animations, like those from weapon powersets, we might have something to work with.

     

    Only problem is finding which animations can support the FX without it looking too messy.

     

  5. I think it was the intention of the old development team to revamp underutilized maps and create new story arcs to accommodate that.

     

    We've seen as much with Faultline, Dark Astoria and Galaxy City, the latter of which didn't get revamped right away, but was planned to be an incarnate zone fighting high level Shivans. Other Hazard Zones were also on the list, but no definitive plans were revealed before the game was shut down, but at least we know that was the direction the old team were going.

     

    I know that the new development team are currently working on content for Boomtown and Kallisti Wharf, so we know that they have the ability to change aspects of certain zones to suit new narratives, but the scope of that isn't quite clear yet.

     

    Personally, I wouldn't mind if the zones stayed at the same level range, but featured new content, just like Faultine and Boomtown. So that not everything is geared towards incarnates like Dark Astoria and Galaxy City were intended to be.

     

     

    • Like 3
    • Thumbs Up 3
  6. Since we're on the topic of frequently requested powersets, I figured I'd try my hand at the much demanded 'Psionic Aura' powerset.

     

    It's come up a fair few times in the suggestions thread already, but I wanted to give it a try using the same power-recycling methodology that this thread is based around. To that end, I've actually found a fair few existing powers that can be borrowed and used to create a Psionic based armor powerset without many tweaks, and enough unique FX assets from other sources to make up the rest of the powerset.

     

    Psionic Aura

     

    EnergyAura KineticShield.png - Telekinetic Armor: A new toggle power that uses the same FX of Psionic Mastery's 'Mind over Body'. Grants Smashing/Lethal Defense and resistance to KB, KD and Immobilize 

     

    EnergyAura PowerArmor.png - Mind Shield: A new autopower that improves Psionic resistance and defense

     

    MentalControl WorldOfConfusion.png - World of Confusion: Taken from Mental Manipulation, works nice as an AoE damage power with additional mez potential

     

    EnergyAura PowerShield.png - Psionic Armor: A new toggle power that uses the same FX of Psionic Mastery's 'Indomitable Will'. Grants Fire/Cold/Psionic Defense and resistance to Hold, Stun, Confuse, Sleep, Taunt and Placate

     

    EnergyAura Protection.png - Synaptic Armor: A new toggle power that uses similar FX to 'Mind Probe' (throughout your own body). grants Energy/Negative Defense and resistance to Slow, End Drain, and -Recharge

     

    WidowTeamwork MaskPresence.png - Mask Presence: Taken from Widow's Teamwork, filling a similar role to Energy Cloak and Cloak of Darkness (Stalkers get Hide instead)

     

    Teamwork Foresight.png - Foresight: Another Widow power, providing a little more mez protection and a slight boost to defense

     

    PsionicAssault PsychicSiphon.png - Drain Psyche: Another Mental Manipulation power, draining enemy regen and recovery to boost your own

     

    EnergyAura Overload.png - Mental Empowerment: A new click power that greatly increases recharge, perception, ToHit and provides an endurance discount. Uses similar FX to 'Fortitude'

     

    • Like 5
  7. Got a pair of new ones, each of them based on suggestions made here in this thread or in the wider forum.

     

    For the first, I'm going to try and make a Blast powerset that draws from the ideas of 'Telekinetic' or 'Gravity' style projection, borrowing from both themes to make a Kinetic Blast powerset, which allows me to reuse some material from the Kinetic Assault powerset earlier in the thread.

     

    The second one is going to follow the idea of 'Speed Melee', but to ensure that it's not too niche I'm going to try and incorporate it into a sort of 'Sonic Melee' powerset that has similar themes, and borrows FX from other Sonic powersets.

     

    Kinetic Blast

     

    SonicBlast Quick.png - Kinetic Bolt: A new power that uses the animation for Quick Strike to project a small kinetic projectile dealing light Smashing/Energy damage

     

    SonicBlast Medium.png - Kinetic Blast: Another new power, using the animation of 'Hydro Blast' and FX of Focused Burst, dealing moderate Smashing/Light damage

     

    KineticAttack RepulsingTorrent.png - Repulsing Torrent: Taken directly from Kinetic Melee, which works nicely as a ranged cone power

     

    SonicBlast Heavy.png - Propel: Taken from Gravity Control, but with similar FX to Kinetic Melee's 'Power Siphon' ability

     

    SonicBlast Aim.png - Draw Debris: Standard Aim power of blast sets, but also adds Lethal damage to attacks. Player gains the 'Magnetic' aura FX for the duration. Attacks have similar small props

     

    KineticAttack Burst.png - Burst: Another taken directly from Kinetic Melee, fitting for a PBAoE damage power

     

    SonicBlast Cone.png - Scatter: A new cone power that uses the 'Wall of Force' animation, projecting random props much like Propel, dealing high Smashing/Lethal damage

     

    KineticAttack FocusedBurst.png - Focused Burst: Taken from Kinetic Melee, working as a close ranged high damage blast attack

     

    SonicBlast MassiveDamage.png - Collapse: Another new power that creates a large AoE field that barrages foes with random props, dealing extreme Smahsing/Lethal DoT

     

     

    Sonic Melee

     

    Mace Bash.png - Quick Attack: A low Smashing/Energy damage attack that uses the 'Initial Strike' animation with Sonic FX on the fists

     

    Mace Pulverize.png - Sonic Strikes: A heavier Smashing/Energy attack that uses Energy Melee's 'Barrage' animation with heavier Sonic FX on the arms

     

    ShadowFighting ShadowMaul.png - Pummelling Blows: A cone attack that deals moderate Smashing/Energy DoT and uses the 'Flurry'/'Shadow Maul' animation, with waves of Sonic FX hitting targets

     

    Mace BuildUp.png - Tempo: A build up power that also increases recharge on your Sonic Melee attacks

     

    ShieldDefense ShieldCharge.png - Sonic Propulsion: Similar power to 'Burst of Speed' from Martial Combat, teleporting you to enemies and dealing low Smashing damage in an AoE

     

    Sword Parry.png - Dizzying Feint: Similar power to 'Parry'/'Divine Avalanche', dealing light damage and boosting defense. Uses the Kinetic Melee 'Body Blow' animation

     

    Sword WhirlingSword.png - Quaking Blast: An AoE power that uses the 'Geyser' animation, creating a sonic field much like 'Liquify' that deals moderate Smashing damage and knocks foes down

     

    Mace Clobber.png - Vibrate: An extreme Smashing/Energy DoT power that uses the 'Concentrated Strike' animation, with heavy Sonic FX on the arms

     

    Mace CrowdControl.png - Ripple: A close ranged cone power that uses Street Justice's 'Sweeping Strike' animation, projecting a wave of Sonic FX and deals high Energy/Smashing damage

     

     

    • Like 3
  8. 9 hours ago, Blackfeather said:

     

    🤔

     

    If I were to change them, I'd probably think about something along the lines of "Sphere" or "Globe" (e.g. 2136775348_T1ExplosiveShield.png.a70aa57b7e83c2c059a96b337231dd0e.png T1: Explosive Sphere and 132314791_T2CuttingField.png.c92d27338c7e20e2284d4a0e0b4a9ec6.png T2: Cutting Sphere), maybe. But I'm open to more suggestions - might ping @Tyrannical to ask for help in this case, given their experience with creating powersets and likewise naming their powers, I'm sure they might have some name ideas as well (plus would be interested in hearing their thoughts on Barrier Control too).

     

    My take would be to go for similar wording to other existing powers. 'Explosive Force' and 'Anchoring Field' come to mind for the T1 and T2 powers.

     

    As for the rest of the powerset it mostly follows the typical Control formula, but I'm a bit sceptical over not having a dedicated AoE Hold ability, and instead having a massive damaging power, which is uncharacteristic of powersets of this type.

     

    I'd personally substitute Barrier Implosion for an AoE hold, and bring it down to a T8 power. I would also probably put Compression Field as the new T9 and rework it into a pet that functions much like Gravity Control's Singularity.

     

    I think with those changes today have a pretty solid Control set.

     

     

  9. Since there's not many Support powersets in this thread yet I figured I'd try and make another!

     

    In the past I've tried making Armor powersets out of borrowed assets from Support powersets, like Sonic Aura and Nature Armor, but this time I'm gonna do it the other way around and try using Bio Armor to try and make a workable Support powerset with a similar theme. Like Storm Summoning and Cold Domination, this powerset will share a select few powers with another, in this case Radiation Emission, which has a few powers that fit the theme nicely.

     

    Biomodification

     

    KineticBoost Transfusion.png - Leech: Similar power to 'Transfusion' or 'Twilight Grasp', reducing enemy Regeneration to provide a Healing AoE. Uses similar FX to 'DNA Siphon' on the target and allies.

     

    Poison EnvenomAoE.png - Degeneration: Debuffs Regeneration, Healing and Recovery on foes in a ranged AoE. Uses the same target FX as DUST's 'Toxic Burst' on affected foes

     

    RadiationPoisoning AccelerateMetabolism.png - Accelerate Metabolism: Same power from Radiation Emission, though uses similar FX to 'Efficient Adaption'

     

    Poison WeakenAoE.png - Infection: Debuffs Resistance and Defense on foes in a ranged AoE. Uses the same target FX as 'Bile Spray' on affected foes

     

    RadiationPoisoning Mutation.png - Mutation:  Same power from Radiation Emission, though uses similar FX to 'Ablative Carapace'

     

    Poison Antidote.png - InoculateGrants Mez Protection and Poison/Cold Resistance to an allied target. Uses similar FX to 'DNA Siphon' on the target

     

    KineticBoost SiphonPower.png - Genetic Modification: Grants Resistance, Regeneration, and Recovery on an allied target. Uses similar FX to 'Offensive Adaption'

     

    KineticBoost Transferance.png - Parasites: Similar power to 'Transference', reducing enemy Recovery to grant Endurance to nearby allies. Uses similar FX to 'Parasitic Aura' on the target and allies.

     

    Empathy Fortitude.png - Evolution: Boosts Damage and MaxHP, and grants an Endurance Discount to a single ally. Uses similar FX to 'Defensive Adaption'

     

    • Like 2
  10. @ironjoe it's an interesting concept using the VEAT leadership abilities in an armor set, and I can definitely see room for it in the current lineup of powersets available to melee archetypes.

     

    The idea of 'Paladin Armor' seems a bit more fitting for a Fantasy MMO than a Superhero one, but a team-based armor set is an interesting concept! I'd suggest maybe a few thematic edits to bring it more in line with the setting, and perhaps focusing on that teamwork/tactics element as a theme instead.

  11. Been a while but I managed to find something I've not used yet. I've borrowed a lot of assets from various NPC groups to make a lot of the powersets here, and just when I thought I ran out of unique powers to play with I managed to find some material I completely overlooked!

     

    While there isn't a lot to play with, there's enough to formulate at least a Blast and Assault powerset from what's available. This time around I'm looking at the Banished Pantheon, specifically the Incarnate-level ones that exist in Dark Astoria (Banespawn, Defiler, Ravager, Sentinel of Mot). Many of the new additions to the NPC group have powers that share a common theme, specifically the 'Frigid' powers that have a cool set of visuals. So looking at what these powers do, here's what I managed to come up with;

     

    Frigid Blast

     

    DarkCast SoulDrain.png - Necrotic Blast: A reworked version of the 'Frigid Blast' power, using the same visuals to create a single target blast power that deals minor Negative/Cold damage

     

    DarkCast DarkBlast.png - Reaper's Bolt: The same power belonging to the Sentinel of Mot, firing a heavier single target blast that deals moderate Negative/Cold damage

     

    DarkCast NightFall.png - Frigid Torrent: A similar power to the 'Frigid Smash' power, delivering a cone of moderate Negative/Cold damage

     

    DarkCast DarkObliteration.png - Frigid Burst: The same power belonging to several Banished Pantheon mobs, delivering moderate Negative/Cold damage in a targeted AoE

     

    DarkCast Aim.png - Aim: Standard Aim power of blast sets

     

    DarkCast DarkPit.png - Frigid Storm: The same power that most new Banished Pantheon mobs have, creating an patch that deals Negative/Smashing DoT

     

    DarkCast AbyssalGaze.png - Chilling Grasp: A reworked version of the 'Frigid Grasp' Sentinel of Mot power, holding a single target and dealing moderate Negative damage and minor Cold DoT

     

    DarkCast Heavy.png - Enervation: Based on the 'Frigid Enervation' power, dealing high Negative damage and moderate Cold damage to a single target at close range

     

    DarkCast Torrent.png - Frigid Beam: A powerful Sentinel of Mot power that delivers superior Cold damage and moderate Negative DoT in a wide cone

     

     

    Frigid Assault

     

    DarkCast SoulDrain.png - Necrotic Blast: A reworked version of the 'Frigid Blast' power, using the same visuals to create a single target blast power that deals minor Negative/Cold damage

     

    DarknessAssault Smite.png - Frigid Slash: A common power for new Banished Pantheon mobs, dealing moderate Lethal damage and minor Cold DoT with a melee strike

     

    DarkCast NightFall.png - Frigid Torrent: A similar power to the 'Frigid Smash' power, delivering a cone of moderate Negative/Cold damage

     

    DarkCast DarkBlast.png - Reaper's Bolt: The same power belonging to the Sentinel of Mot, firing a heavier single target blast that deals moderate Negative/Cold damage

     

    DarknessAssault GatherShadows.png - Power Boost: Standard Power Boost power of assault sets

     

    DarknessAssault DeathShroud.png - Icy Quills: Based on the 'Frigid Quills' power from new Banished Pantheon mobs, dealing moderate lethal damage and minor Cold DoT in a PBAoE

     

    DarkCast DarkPit.png - Frigid Storm: The same power that most new Banished Pantheon mobs have, creating an patch that deals Negative/Smashing DoT

     

    DarkCast Heavy.png - Enervation: Based on the 'Frigid Enervation' power, dealing high Negative damage and moderate Cold damage to a single target at close range

     

    DarknessAssault MidnightGrasp.png - Reaper's Slice: A more powerful version of 'Frigid Slash', dealing heavy Lethal damage and moderate Cold DoT in melee

     

     

    • Like 3
  12. 5 hours ago, Menelruin said:

    I was more just thinking your different toggles sounded like they could be individual powers to debuff.   Alternatively....maybe just a flat reskin of Trick Arrow?

     

    Could be possible! I think a support-style rifle set with similar themes to the Munitions and Tactical Rifle could work, but if it's strictly pistols it may be a little more tricky.

    • Like 1
  13. This one is something of a request, and it's going to be another blast powerset. This time around I'm looking at making a 'Single Pistol' powerset possible, something a little more subtle than Dual Pistol's flashy and acrobatic combat style, and has a different mechanic than 'Swap Ammo' so it isn't too similar.

     

    The trouble is, how do we set this apart from Dual Pistols? or other lethal ranged powersets like Assault Rifle and Archery? Without an ammo swap mechanic, it seems fairly generic, so perhaps some sort of 'stance' mechanic that changes which area of the body you target? 

     

    Marksman Pistol

     

    DualPistols Pistols.png - Hip Fire: Uses the default hip-fire animation of most NPCs, dealing low lethal damage


    DualPistols DualWield.png - Single Shot: Uses the same animations as the Thugs 'Pistols' power, but intended for one gun. Deals moderate lethal damage


    DualPistols EmptyClips.png - 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


    AssaultWeapons Aim.png - Focus Fire: Unlocks a set of three toggles that cannot be active at the same time. Without a toggle active you will simply receive an innate boost to accuracy with some powers having a chance to knockdown

    • Slow, Movement.png - Leg Shots: All attacks reduce your target's Speed and some have a chance to Immobilize
    • Slow, Recharge.png - Arm Shots: All attacks reduce your target's Recharge, and some have a chance to heavily debuff damage
    • Disorient.png - Head Shots: All attacks reduce your target's ToHit, and some have a chance to Stun


    DualPistols ExecutionersShot.png - Aimed Shot: Uses the two-handed grip animation of NPCs, dealing high lethal damage


    AssaultWeapons ShotgunBeanbag.png - Wild Shot: Same power that PPD have, firing multiple shots from your pistol, dealing moderate lethal DoT and heavily reducing enemy defense


    AssaultWeapons DOT.png - 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


    AssaultWeapons ARFullAuto.png - Empty Clip: Uses the same animation as the Enforcer's 'Uzi Heavy Burst' power, but has lower fire rate. Deals high lethal DoT in a cone


    DualPistols HailofBullets.png - Ricochet: Uses the same animation as Dual Pistols' Executioner's Shot' firing a chaining projectile that deals extreme lethal damage

     

     

    • Like 3
    • Thanks 1
  14. On 8/17/2021 at 1:12 PM, Llewellyn Blackwell said:

    So I fully admit this is something of a joke suggestion

     

    7 hours ago, Llewellyn Blackwell said:

    I  just want to say that even though as I fully admitted this was largely just a joke suggestion

     

    7 hours ago, Llewellyn Blackwell said:

    this thread that was meant to be mainly abit of fun actually very worthwhile.

     

     

    Still waiting on the punchline

    • Haha 2
  15. Been a while since I posted anything here but I figured out a fairly easy one to work with. Nothing special this time, just wanted to try my hand at doing another weapon based Assault powerset, so I took Archery and attempted to rework it with a few custom melee attacks.

     

    Archery Assault

     

    Archery QuickArrow.png - Snap Shot: Same power from Archery, providing a low lethal damage ranged attack

     

    MartialArts CraneKick.png - Boot: A new power that works as a more powerful version of the Fighting pool's 'Kick' power

     

    Archery MediumArrow.png - Aimed Shot: Same power from Archery, dealing moderate lethal damage at range

     

    Archery ConeArrow.png - Fistful of Arrows: Same power from Archery, delivering moderate lethal damage in a close cone

     

    MartialArts FocusChi.png - Build Up: Standard Build Up power

     

    MartialArts MonkeySweep.png - Sweep: A new power that is almost identical to Martial Art's 'Dragon's Tail' power, but deals knockdown instead of knockback

     

    Archery SniperArrow.png - Ranged Shot: Same power from Archery, giving the powerset access to a long range snipe attack with extreme lethal damage

     

    MartialArts EaglesClaw.png - Heavy StrikeA new power with identical animation to Street Justice's 'Rib Breaker' power, dealing heavy smashing damage with a chance to knockdown

     

    Archery FlamingArrow.png - Blazing Arrow: Same power from Archery, a heavy ranged attack that deals lethal damage and fire DoT

    • Like 6
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