Jump to content

Alchemystic

Members
  • Posts

    1482
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Alchemystic

  1. Both Strength Manipulation and Blade Manipulation have been added to the list! Always happy to see more contributions from you guys 😊 On the topic of Manipulation and Assault powersets, I'll take a stab at using some of the stuff from Spirit Blast and Spirit Control to try and make some too, and further expand the theme! Spirit Manipulation - Spirit Binding: A single target immobilize power dealing light Negative DoT, using a single 'Soul Tentacles' FX on target - Torment: Standard melee attack with Soul Mastery FX on hands, target briefly has the Illusion Control 'Spectral Wounds' FX - Gravesite: PBAoE toggle that deals Negative DoT. Uses the 'Ghosts' aura on player with 'Cloak of Fear' FX - Sepulchre: A single target hold power that deals Negative DoT, uses 'Soul Storm' FX, including the levitation animation - Build Up: Standard Build Up power - Ghostly Form: A power that grants invisibility to the user, as well as regeneration and recovery. Uses the 'Shadow Meld' FX - Spirit Nexus: PBAoE Damage power, uses a large 'Soul Storm' FX on player with a growing 'Spectral Wall' FX from Illusion Control - Exorcise: Heavy Melee power, with Soul Mastery FX on hands, while target has the 'Soul Storm' FX momentarily. Deals bonus damage to Undead - Mass Sepulchre: An AoE version of Sepulchre Spirit Assault - Spirit Blast: Minor damage blast power using Soul Mastery's 'Dark Blast' FX - Torment: Standard melee attack with Soul Mastery FX on hands, target briefly has the Illusion Control 'Spectral Wounds' FX - Ghostly Bolt: Blast power with more damage that uses Soul Mastery's 'Gloom' FX - Spectral Barrage: Cone attack power that uses Soul Mastery's 'Night Fall' FX - Build Up: Standard Build Up power - Spirit Nexus: PBAoE Damage power, uses a large 'Soul Storm' FX on player with a growing 'Spectral Wall' FX from Illusion Control - Grave Lance: Long range sniper power using Soul Mastery's 'Moonbeam' FX - Exorcise: Heavy Melee power, with Soul Mastery FX on hands, while target has the 'Soul Storm' FX momentarily. Deals bonus damage to Undead - Spectral Ray: A powerful ranged power that uses the same FX as Soul Mastery's 'Dark Obliteration', though without the AoE.
  2. @megaericzero I think pretty much any Melee set would be viable as a Blaster Secondary! I know @Normal Thomas had a go at porting Super Strength to Blasters some time ago, which you can find here; I like the Power Toss and Rage ideas, it definitely helps move it into the direction of a Manipulation set instead of a Melee one. I would maybe give 'Challenge' a +endurance or +recovery effect to help push it more in that direction.
  3. There's been a few discussions on the subject of changing weapon sets like Archery or Assault Rifle into other weapons or devices, such as a Bow into a Crossbow, or a Rifle into two SMGs, or even turning any of these weapons into grenades or other throwing weapons. From what I understand, Weapon powersets are pretty hard-coded to only ever be those weapons, and it's nigh impossible to change it. Plus, the amount of effort it takes to change these things (animations, FX, etc.) is almost as much work as starting from scratch, so most times they just make it a whole different powerset instead.
  4. So I was originally going to make a separate thread for this, but I remember hearing from one of the older developers that making alternate FX for powers (like we see with dark's Soil Noir customisation) is actually about the same amount of work as making a new powerset entirely. I was pondering how it might be possible to add a 'Soul Mastery' FX style for Dark Blast and Dark Control, as a lot of the powers appear to have a Soul Mastery variation, but I think it may be possible to instead turn it into something new. So to that end, I want to use the Soul Mastery FX to create new powersets, starting with 'Spirit Blast' and 'Spirit Control'. To make these powersets stand out from Dark powers, they instead deal hybrid damage in the form of Negative/Psionic, and have a minor -Mez Resist effectinstead of -ToHit. Instead of the purple/gold coloration, these powers will instead be dark teal/mint green in color. Spirit Blast - Spirit Blast: Minor damage blast power using Soul Mastery's 'Dark Blast' FX - Ghostly Bolt: Blast power with more damage that uses Soul Mastery's 'Gloom' FX - Spectral Barrage: Cone attack power that uses Soul Mastery's 'Night Fall' FX - Medium: Standard Aim power, but also increases the -Mez Resist effect on powers. Briefly cover's the user's body in the 'Shadow Meld' FX - Grave Lance: Long range sniper power using Soul Mastery's 'Moonbeam' FX - Spirit Binds: A cone immobilize power that deals Negative DoT, using the same FX as 'Soul Tentacles' - Ghostly Ray: A powerful ranged power that uses the same FX as Soul Mastery's 'Dark Obliteration', though without the AoE. - Spectral Burst: A heavy AoE power that uses the same FX as Soul Mastery's 'Dark Obliteration' - Grave Call: A massive PBAoE DoT attack that uses a smaller version of the 'Void' Judgement FX, with affected targets swarmed with the 'Soul Storm' FX Spirit Control - Spirit Binding: A single target immobilize power dealing light Negative DoT, using a single 'Soul Tentacles' FX on target - Sepulchre: A single target hold power that deals Negative DoT, uses 'Soul Storm' FX, including the levitation animation - Spirit Binds: A cone immobilize power that deals Negative DoT, using the same FX as 'Soul Tentacles' - Possess: Same power from Dark Control, but using the 'Soul Storm' FX on the target's head - Spectral Form: A power that grants invisibility to the user. Uses the 'Shadow Meld' FX. If outside of combat, also grants intangibility - Spirit World: An AoE intangible power that works much like 'Dimension Shift', creates a giant ring with similar FX to Illusion Control's 'Spectral Wall' - Coalescence: Pet power that uses defeated foes to summon wispy Soul entities per target that fly towards enemies and explode with Negative damage - Mass Sepulchre: An AoE version of Sepulchre - Revenants: Similar power to 'Haunt', but summons three entities and gives them 'Spirit Blast' as an extra power
  5. Decided to have a stab at this myself so I'll crosspost it here; https://forums.homecomingservers.com/topic/13484-eco-friendly-powerset-recycling/?do=findComment&comment=625771 (few other MM powersets in there too!)
  6. Gonna try my hand at an NPC themed Mastermind primary similar to the previous Carnival Mastermind suggestion. For this one, I wanted to look into one of my favorite factions; Vahzilok. One of my characters was a Necromancy/Traps mastermind that tried to emulate the Vahzilok theme, but I feel that the Necromancy henchmen just don't quite cut it. However, I do want to make the henchmen a little more distinct so that they stand out compared to normal Vahzilok mobs, and also make the theme more accessible. Biomechanics: - Charged Bolts: Same power from Electrical Blast, serving as the basic attack power of the set. - Constructs: Summons up to 3 minions. These minions look like Vahzilok Cadavers, but with bolts in their neck and the Exposed Brain hair style. Basic Powers: Zombie Brawl, Resistance (Toxic, Energy, Smashing, Sleep, Fear) Augment Powers: Zombie Vomit, Projectile Vomit Upgrade Powers: Static Discharge, Charged Zombie Brawl (Replaces Zombie Brawl) - Lightning Bolt: Another power from Electrical Blast, funcioning as the higher damage blast power of the set. - Augment Minions: First upgrade power for minions. Adds Exposed Brain w/ Wires hair style and Dr. Kane style torso implants (see below). - Ball Lightning: Another Electrical Blast power, working as the set's AoE attack power. - Abominations: Summons up to 2 greater minions. These minions look like Vahzilok Abominations, but with bolts in their neck and the Exposed Brain hair style. Basic Powers: Charged Zombie Brawl, Jacob's Ladder, Projectile Vomit, Resistance (Toxic, Energy, Smashing, Sleep, Fear) Augment Powers: Zombie Vomit, Bile Spray, Havoc Punch Upgrade Powers: Short Circuit, Thunder Strike, Dynamo - Overclock: Unique power that gives a single minion a significant boost to damage, recharge and recovery. The minion takes damage over time and if it is defeated it self-destructs. - Golem: Summons a single powerful minion. The minion looks like a scaled down version of Dr. Kane's 'Abomination' monster boss, but lacking as many implants at first. Basic Powers: Havoc Punch, Static Discharge, Shock, Resistance (Toxic, Energy, Smashing, Sleep, Fear) Augment Powers: Thunder Strike, Short Circuit, Tesla Cage Upgrade Powers: Foot Stomp, Ball Lightning, Hurl - Upgrade Minions: Second upgrade power for minions. Adds 'Electricity' aura and Dr. Kane-style metalic hands to all minions (see below). (From left to right; Construct, Abomination and Golem)
  7. Since I've already made an Assault powerset, might as well put in the rest of the effort and build a Blast and Melee powerset out of it, 70% of the work has already been done after all! And while I'm at it I might as well try my hand at an Aura/Armor powerset so the Illusion theme is present in every powerset category. Illusory Blast: Using some of the material from Illusory Assault, I decided to flesh out the idea of a blast powerset. To round out the powers, I borrowed some themes from other sources, such as the ravens seen in Savage Assault/Beast Mastery, reimagining them as doves to play into the Illusionist theme. - Glance: Weaver version of Spectral Wounds. Lacks as much skull FX and has a quicker attack animation. Deals Psionic/Negative damage - Spectral Wounds: Taken from Illusion Control. Isn't available to Dominators so works well here. Now does Psionic/Negative damage. - Conjuration: Similar power to Call Ravens/Unkindness. Summons illusionary doves to deal Psionic/Lethal damage. They are colored white instead of black and have a Fireworks FX. - Aim: Standard Aim power. - Prestidigitation: AoE power that uses the 'Murder of Crows' costume change emote, though colored white like Conjuration. Has 'Fireworks' FX too. - Phantom Pain: Heavier version of Specral Wounds. Uses same FX with the 'Cloak of Fear' FX layered over it, and uses a different attack animation. Deals Psionic/Negative - Figmentation: Creates a field that deals psionic DoT and slows enemies down. Uses 'Spectral Wall' FX on a larger scale. - Bolide: Similar power to 'Flash', except it Stuns instead of Holds. Uses similar FX and leaves the 'Fireworks' FX on the eyes. - Spectacle: A heavy AoE power that uses the 'Gleam' FX with 'Fireworks' going off everywhere. Deals massive Psionic damage and may Stun. Illusory Melee: Building on the melee theme I used in Illusion Manipulation and Illusory Assault wasn't easy, even with some of the powers already conceptualised. The idea was to include a lot of misdirection in the powerset, and figured playing up the 'mirror clone' idea would work well here. - Flinch: Uses the 'Initial Strike' animation to do two attacks. First deals psionic, the second deals smashing. Uses the fist FX of 'Mental Strike' on the first blow. - Feint: Uses the 'Barrage' animation to do two attacks, much like Flinch. Deals greater psionic/smashing damage. Uses 'Mental Strike' the fist FX on the first blow. - Feign Strikes: Cone melee power that uses the animation and FX of 'Flurry'. Deals alternating psionic and smashing damage. - Assassin's Deception: Unique Stalker attack, uses the Martial Arts Assassin's Blow animation, but with the 'Mental Strike' fist FX. - Build Up: Standard Build Up power. - Taunt/Placate: Stabdard Taunt/Placate power. Uses the 'Fireworks' aura as a special effect. - Legerdemain: A defensive attack that works like Parry/Divine Avalance. uses the 'Body Blow' animation from Kinetic Melee, with 'Glowing Aura' and 'Fairy Dust' FX on the arms. Deals light Psionic damage. - Misdirect: PBAoE melee power, uses 'Spring Attack' animation. Also summons a mirror copy to do the 'Dragon's Tail' animation while you are in the air. Deals psionic/smashing damage. (Not available to Stalkers) - Sleight of Hand: An attack that uses the 'Smashing Blow' animation from Kinetic Melee, with Fairy Dust/Glowing Aura FX on the arms. Deals heavy Psionic damage - Bait and Switch: Special teleport attack. uses the 'Shield Charge' animation, first sending a mirror copy to deal psionic damage, then following up yourself with smashing. Illusory Armor: Armor is typically a little easier to work with, all you really need is a few auras and FX, the harder part is making it stand out from the others in terms of playstyle. Illusory Armor is a mix of Dark Armor and Super Reflexes, creating a Defense based set with supportive abilities. - Spectral Shield: Melee Defense toggle that also increases resistance to Smashing/Lethal slightly. Uses the standard 'Glowing Aura' FX. - Myopic Blur: Ranged/AoE Defense toggle that also grants resistance to Defense debuffs. Uses the same aura as 'Prestige Power Dash'. - Illusive: Autopower that increases Resistance to Psionics, Negative and Energy damage, as well as granting protection to Taunt, Confuse, Placate, -ToHit and -Perception effects. - Houdini: A click power that grants protection against Hold, Immobilize, Slow, Sleep and Stun, and minor resistance to Cold, Fire and Toxic. Uses the same FX as 'Practiced Brawler'. - Obfuscation: Autopower that increases Defense to all damage types and increases Perception. - Invisibility: A stealth power that increases defense slightly. Uses the same FX as Superior Invisibility. (Stalkers get Hide at T1 instead) - Terror: Same functionality as 'Cloak of Fear'. Uses the same aura 'Spectral Terror' has. - Sleepwalk: AoE toggle that causes foes to fall asleep and suffer a speed debuff. has a heavy 'Fairy Dust' FX, and uses the same FX on the enemy's eyes when asleep. - Decoy: Summons a single Decoy. It looks identical to the 'Mirror' version of Phantom Army, but it's only abilities are an AoE taunt and intangibility. Also has a fireworks aura and plays taunt/mocking animations for effect.
  8. @megaericzero I like the look of this! Follows the Assault powerset format quite well, and makes good use of existing powers. My only notes would be to have 'Pistols' as the initial ranged power, and swap 'Empty Clips' for 'Dual Wield' as you have two cone attacks, although some Assault sets are known to break this room by using a cone power at T9.
  9. Looking at what @ironjoe suggested, I wonder if it would be possible to expand the phantoms/illusionist theme? Currently we have Illusion Control (as well as ironjoe's Carnival MM set), but no direct pairing in terms of secondaries. So with that in mind, I wanna try and expand the 'Illusion' powers theme a little, starting with a support powerset and an assault powerset. I've tried my hand at making an Illusion Manipulation set for Blasters, so I'll be using some material from that to assist with the ideas here. Illusion Projection: Illusion Projection focuses on a good mix of buffs, debuffs and light mez. It also borrows powers from Dominator's version of Illusion Control so Controllers arent missing out. The main theme of this set is position; whether covering your own or drawing the enemy out of theirs. - Vertigo: Single target immobilize power. Identical to Dominator's 'Spectral Wall', but does not deal damage. - Glimmer: AoE power that lowers ToHit and Perception. Uses the same FX as 'Flash' but centered on the target, as well as using the 'Fireworks' eye aura on affected targets. - Distract: AoE field that reduces enemy Defense and Range while Taunting them towards it (like Omega Manuever) Creates a visual burst similar to the 'Fireworks' aura. - Shroud: AoE toggle that grants Stealth and Defense to self and allies. Uses same stealth FX as 'Group Invisibility', but with a 'Fairy Dust' aura to display radius. - Distortion: AoE toggle that grants Defense and Absorb-Over-Time. Uses similar FX to 'Glowing Aura' and small refracting 'Gleam' FX on affected targets - Mirage: A PBAoE power that Placates foes and debuffs their Defense and Mez Resistance briefly. Similar FX to 'Smoke Flash' and 'Fairy Dust' - Dazzle: Ranged AoE disorient power. Identical to Dominator's 'Gleam', but does not deal damage. - Decoy: Summons a single Decoy. It looks identical to the 'Mirror' version of Phantom Army, but it's only abilities are an AoE taunt and intangibility. Also has a fireworks aura and plays taunt/mocking animations for effect. - Dreamscape: AoE field that makes all targets intangible. Causes Sleep to proc over on foes. Similar FX to 'Fade' but no eye aura and a heavy field of 'Fairy Dust' to mark the area. Illusory Assault: Illusory Assault focuses on dealing psionic damage, but also mixes in either negative or smashing. Ranged attacks will deal some negative damage to the foes along with their attacks, while melee powers deliver two strikes; one psionic, then one physical. - Glance: Weaver version of Spectral Wounds. Lacks as much skull FX and has a quicker attack animation. Deals Psionic/Negative damage - Flinch: Uses the 'Initial Strike' animation to do two attacks. First deals psionic, the second deals smashing. Uses the fist FX of 'Mental Strike' on the first blow. - Spectral Wounds: Taken from Illusion Control. Isn't available to Dominators so works well here. Now does Psionic/Negative damage. - Feint: Uses the 'Barrage' animation to do two attacks, much like Flinch. Deals greater psionic/smashing damage. Uses 'Mental Strike' the fist FX on the first blow. - Build Up: Standard Build Up power. - Feign Strikes: Cone melee power that uses the animation and FX of 'Flurry'. Deals alternating psionic and smashing damage. - Figmentation: Creates a field that deals psionic DoT and slows enemies down. Uses 'Spectral Wall' FX on a larger scale. - Misdirect: PBAoE melee power, uses 'Spring Attack' animation. Also summons a mirror copy to do the 'Dragon's Tail' animation while you are in the air. Deals psionic/smashing damage. - Phantom Pain: Heavier version of Specral Wounds. Uses same FX with the 'Cloak of Fear' FX layered over it, and uses a different attack animation. Deals Psionic/Negative
  10. Nice to see more Mastermind sets being suggested! I know 'clown summoning' was a popular gag back in the day, but nice to see it realized as more than just an april fools joke 🙂
  11. Indeed! as @Starhammer and @Night pointed out, myself and others have tried our hand at making new pistol focused powersets in the past, whether it's dual pistols, a pistol and weapon, or even just a single pistol. Assets in the game exist for 3-4 single handed pistol animations used by many NPCs, most notably the PPD. Other animations can be drawn from Dual Pistols to fill in the gaps, but there are few that make use of a single pistol at a time. Other animations exist in the Thugs powerset (and it's henchmen), but like Dual Pistols there few that make use of a single firearm, but when put together they can create a viable powerset. Here's my attempt at a dedicated Pistol powerset for Blasters and Dominators, along with some pistol based contributions from the community, if it helps! Marksman Pistol: https://forums.homecomingservers.com/topic/13484-eco-friendly-powerset-recycling/page/21/#comment-397564 Sidearm Assault: https://forums.homecomingservers.com/topic/13484-eco-friendly-powerset-recycling/page/26/#comment-602535 Pistol Assault: https://forums.homecomingservers.com/topic/13484-eco-friendly-powerset-recycling/page/12/#comment-269277 Weapon Assault: https://forums.homecomingservers.com/topic/13484-eco-friendly-powerset-recycling/page/13/#comment-282575 Blaster Pistol & Swashbuckling Assault: https://forums.homecomingservers.com/topic/13484-eco-friendly-powerset-recycling/page/26/#comment-513085 Pistol Support: https://forums.homecomingservers.com/topic/13484-eco-friendly-powerset-recycling/page/22/#comment-420903
  12. Keeping up the momentum on the weaponry theme, I figured I'd try and broaden 'Ninja Tool Mastery' to a few other archetypes. I already proposed 'Trick Mastery' for Blasters/Masterminds earlier in the thread, but it would be nice to consolidate the theme across the archetype spectrum. That being said, I'm not 100% sure if Scrapper/Stalker's 'Weapon Mastery' should count as part of the theme, so I've opted to create a separate pool for Tankers/Brutes that could serve as a revamp/replacement with identical functionality, but it doesn't have to be. Ninja Tool Mastery: Defenders/Corruptors: - Choking Powder: Single target Hold power taken from Ninja Training - Tai-Jutsu: New defense toggle that increases defense to Smashing and Lethal, and a small increase to Melee defense. Uses same FX as 'Ninja Reflexes' - Tashibishi: Same power from Sentinel's Ninja Tool Mastery, but upgraded with chance to immobilize* - Ten-Mon: New toggle power that works similar to Focused Accuracy/Targetting Drone. Uses same FX of 'Danger Sense' - Soaring Dragon: A power from Ninja Blade that fits as the melee power of the set Controllers: - Shurikens: Same power from Martial Assault - Tai-Jutsu: New defense toggle that increases defense to Smashing and Lethal, and a small increase to Melee defense. Uses same FX as 'Ninja Reflexes' - Shrapnel Shuriken: Same power as 'Explosive Shuriken' from Scrapper/Stalker's 'Weapon Mastery'** - Ten-Mon: New toggle power that works similar to Focused Accuracy/Targetting Drone. Uses same FX of 'Danger Sense' - Soaring Dragon: A power from Ninja Blade that fits as the melee power of the set Dominators: - Blinding Powder: Taken from Ninjitsu, serving as a nice debuff power - Tai-Jutsu: New defense toggle that increases defense to Smashing and Lethal, and a small increase to Melee defense. Uses same FX as 'Ninja Reflexes' - Shrapnel Shuriken: Same power as 'Explosive Shuriken' from Scrapper/Stalker's 'Weapon Mastery'** - Ten-Mon: New toggle power that works similar to Focused Accuracy/Targetting Drone. Uses same FX of 'Danger Sense' - Kemuridama: A power from Sentinel's Ninja Tool Mastery, providing another AoE debuff Tankers/Brutes: - Choking Powder: Single target Hold power taken from Ninja Training - Tashibishi: Same power from Sentinel's Ninja Tool Mastery, but upgraded with chance to immobilize* - Shurikens: Same power from Martial Assault - Ten-Mon: New toggle power that works similar to Focused Accuracy/Targetting Drone. Uses same FX of 'Danger Sense' - Shrapnel Shuriken: Same power as 'Explosive Shuriken' from Scrapper/Stalker's 'Weapon Mastery'** *The Sentinel version of this power will also gain these improvements **Renamed to avoid confusion with Martial Assault's 'Exploding Shuriken'. Changes would be reflected in Weapon Mastery
  13. Ah, I just found that I was looking at the old Blaster version of Cloaking Device, which has lower stealth values. 😅 Still, I'm a little pensive about having two perception lowering powers in the same powerset, especially on Controllers where you could easily stack that with the several other perception lowering powers available (Dark and Storm especially). A little too much buff/debuff in a control set for my liking, especially when said buffs/debuffs are fairly similar in use.
  14. I'm not seeing much point in Cloaking Device. I can understand why it was added, perception reducing powers exist in the form of Smoke and Superior Invisibility on other control sets but mechanically it's redundant to have both of them. If the purpose of it was to provide a power that obscured the player; Smoke Grenade does that and more, the only real benefit is that it grants +DEF to the player and doesn't have a target cap. But, when compared to the Stealth pool power, it has the same stealth radius, but lower defense. Compared to Superior Invisibility, it has the same defense, but a lower stealth radius. So with that said... why not just remove Cloaking Device? It's way more viable to just pick Stealth, and Smoke Grenade has way more versatility. It would be much more beneficial to have more control in the powerset, something like an AoE slow? The PPD have a Glue Grenade power that would work extremely well with this powerset. Either that or add in Wide Area Web Grenade from VEATs.
  15. Didn't see this! At least I'm not alone in thinking the old PvP zones have untapped PvE potential 😅
  16. So bear with me here because this is a multifaceted suggestion that at face value is going to seem a bit contentious, but hear me out... Revamp Bloody Bay, Siren's Call and Warburg into Villain Zones. Now before people get too antsy, I'm not saying remove the PvP from these zones, but instead create two versions of these zones; one PvP, one PvE. The older PvP versions of these zones would be accessible via the portals in Atlas Park and Grandville that are linked to Recluse's Victory, adding them to the travel menu available there, and also accessible via the Temporal Warrior system. (I would also like to suggest that portals be added to Mercy Island and Peregrine Island for the sake of convenience and fairness). Other than that? Nothing else would change; they function the same, have the same level caps, same content, etc. Only difference? They would be made available to PvP-only characters, and would be considered (at least in terms of lore) historic content much like Praetoria and the Echo zones. Now, for the PvE revamps, that gives us three existing maps to work with, which means a drastically reduced workload when it comes to making zones. Three "new" zones for redside means the scale of content between redside and blueside starts to level out somewhat (both sides would have 11 city zones!). The difficult bit is scaling the zones for PvE instead of PvP. Right now, the zones are set at 25, 30 and 38, whereas most other zones typically have mobs with more level range, about 6-10 levels apart. To help them fit snugly into the current lineup of zones, we could make Bloody Bay a 15-25 zone, Siren's Call a 25-35 zone, and finally Warburg into a 30-40 zone. This matches up nicely with what blueside has to offer in terms of level distribution, while remaining close to their original levels. As for the content of these zones? There's plenty that could be utilized; the Shivans of Bloody Bay could be explored in further depth, revealing the deeper mysteries behind their origins and their connection to the Neo-Shivans that invaded Galaxy City, and how they could potentially be exploited as a new superweapon against Paragon City. It could also include narratives regarding the Nictus and 5th Column, and their supposed connection to Battalion, and the 'Coming Storm' these Shivans apparently heralded. Siren's Call is an open book, but it serves as a good way of providing mobs that would be exlusive to blueside to villains as well. From a narrative standpoint, it's an easy platform to further villainous goals in Paragon City, and perhaps make some connections to the criminal powers operating in the city such as the Outcasts, Trolls and Warriors, each of which dont currently feature in the Rogue Isles. This would be a good vehicle for a redside connection with these gangs, something I'd personally love to see. Warburg presents a golden opportunity to explore the narrative of the Rogue Arachnos, delving into the nuances of Arachnos politics, and the subesquent coups and power struggles between internal factions in the organisation. Since Warburg was formerly a Council stronghold, perhaps they could be included as a key power in the area looking to reclaim their bases and re-establish a command point in the Rogue Isles. Longbow would also be an obstacle to both, still looking to subvert a potential missile crisis. I know this is a pretty tall order, but I figure if revamping zones is currently on the agenda, these three would make for good candidates for a future redside expansion, and hopefully by inducting their legacies into the Temporal Warrior system, we're also broadening the PvP content available to players.
  17. Arsenal Control and Arsenal Assault have now been revealed! Nothing makes me happier than new powersets, especially powersets that line up so closely with suggestions here! It's always a treat when we have new toys to play with, and while I take no credit, I like to think a tiny bit of the efforts here have helped in some small way 😄 To celebrate what I hope is the first of many new powersets being added now the server is official, and to help welcome any newcomers that might have found their way to the thread, I'd like to share some of the weapon-based powersets I've been tinkering with and keep the momentum going here too! So, allow me to introduce; Blade Combat Yes this is just 'Combat Blade' but the other way around. This powerset is instead a Blaster secondary, using some of the material from the Combat Blade powerset to build something similar to Martial Combat and Ninja Training, but distinct enough to not just be a copy of either. Like Combat Blade, this powerset focuses on lower damage for greater DoT. - Pinning Blade: A single target immobilize, throwing a blade at the enemy's feet to deal Lethal DoT. Uses standard overhead throwing animation - Caltrops: A power borrowed from Devices which works well here - Lacerate: A moderate lethal attack with good DoT, using the unique Red Cap 'stab' animation with your blade - Acupuncture: Single target hold with moderate lethal DoT. Throws several small blades to each limb with the Spines/Thorns 'Impale' animation - Build Up: Standard Build Up power - Counterstrike: Similar power to 'Counterattack' from Combat Blade, but in addition to granting defense it also gives absorb and recovery - Whirling Blade: AoE Power that deals moderate lethal damage. Uses same animation as several other 'Whirling X' powers - Disarm: Cone power that throws several blades, dealing no damage but stunning enemies and reducing damage. Uses 'Masterful Throw' animation - Maim: powerful attack that deals massive lethal damage and DoT, using the Street Justice 'Assassin's Blow' animation Sidearm Assault Sort of another adaptation of another powerset in this thread, 'Marksman Pistol' (though to avoid confusion with the 'Pistol Assault' powerset in this thread I've named it 'Sidearm Assault' as it only features one pistol instead of two. I included a 2nd buff power which is becomming a little more common for newer Assault powersets. - Hip Fire: Uses the default hip-fire animation of most NPCs, dealing low lethal damage - Pistol Whip: Single target melee power using the special 'brawl' animation that pistol whips the target. Has a larger FX so it isn't an exact copy - Single Shot: Uses the same animations as the Thugs 'Pistols' power, but intended for one gun. Deals moderate lethal damage - Build Up: Standard Build Up power - 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 - Aimed Shot: Uses the two-handed grip animation of NPCs, dealing high lethal damage - Rapid Reload: Self buff power that grants a powerful but short +recharge effect as well as recovering a decent amount of endurance - Point Blank: 'Melee' power that fires the gun at close range to deal very high lethal damage. uses the 'Suppressive Fire' animation. - 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
  18. Always happy to see new powersets and customisation options being added to the game! Especially stuff that's more natural/tech themed, definitely a niche that controllers and dominators have been lacking!
  19. Been a long while since I posted here myself, but I'm happy to see during my absence that the thread is still seeing visitors and being shared in the community! There's been quite a few powersets that have been created since this thread started, and while I can't possibly take any credit for the hard work our development team put into the game, I can only hope that this thread has at least contributed to any of the new or future additions in some small way. Today marks the 4th anniversary of the thread, and while in recent years it hasn't been the most active part of the suggestion forum, I am glad that it had continued to grow in my absence. A big thank you to everyone who has been sharing or participating in the thread while I've been gone, and to the developers who have made many of these ideas a reality, it's good to know that even without being here the community and game has continued to flourish! So, I've decided to dig out some of my old notes and share some of the unreleased concepts that I never got around to finishing, and present them here to celebrate the occassion; 4 new powersets for 4 years of recycling! Energy Control Something I had in mind ages ago as 'Energy' powers existed in pretty much all forms except control, so I wanted to create something to fill that void. Each power in this powerset has the ability to create a 'Power Draw' when subject to several powers at once, reducing their endurance and recharge. - Energy Field: A new power that immobilizes an enemy and deals energy/smash damage. Uses similar visuals to 'Unyielding' from Invulnerability with extra leg glow. - Power Cell: New Hold power that deals moderate energy/smash damage. Similar visuals to MinFX Scorpion Shield/Shark Skin, with more glow. - Mass Energy Field: AoE version of Energy Field. - Repulse: A new power that knocks several enemies back and deals minor energy/smash damage. Uses the Wall of Force projectile FX. - Energy Cloak: Borrowed from Energy Aura, acting much like an anti-aggro power like Superior Invisibility and Smoke. - Disruption: An AoE stun power that behaves similar to a stronger single pusle version of Energy Aura's 'Disrupt', with similar FX. - Power Drain: Borrowed from Energy Aura, providing some debuff similar to other control powersets. - Mass Power Cells: AoE version of Power Cell. - Living Energy: New pet power that appears as a floating ball of energy with a similar aura to Energy Aura's 'Overload'. Uses Energy Blast powers. Nature Blast Another powerset inspired by a missing link. 'Nature' itself exists in the form of support and control, and arguably melee and assault since the plant manipulation set features their powers. The idea here is to sort of mirror Storm Blast's thing of having multiple damage types and effects to make it more diverse. I already made 'Thorn Blast', but this works as a nice alternative. - Barbs: A new power that fires thorny projectiles like Thorn Blast. Deals lethal/toxic DoT. - Vine Surge: A new power that projects leafy vine like FX like 'Entangling Aura' at a foe, dealing moderate smashing damage - Wild Barrage: A cone power with similar FX to 'Regrowth' and 'Fling Thorns', dealing moderate lethal/toxic damage. - Aim: Standard aim power that has a similar aura effect to 'Rebirth'. - Fungal Burst: An AoE power that creates a giant mushroom that explodes into spore FX like 'Spore Burst' and 'Spore Cloud', dealing smashing/toxic damage. - Wild Surge: A power that creates a slowing lethal DoT field, summoning a leafy patch on the floor similar to Nature Affinity powers, with thorns similar to 'Carrion Creepers'. - Entwine: A single target hold power that has similar FX to 'Entangling Aura' on a single foe, dealing smashing/lethal damage. - Spore Blast: A new power that blasts a ball of fungal/spores FX at the foe, dealing high smash/toxic damage. - Nature's Fury: A huge PBAoE power that explodes into several large vines and plants similar to 'Carrion Creepers' and 'Overgrowth', dealing massice smashing/lethal damage and holding foes. Combat Blade A new melee weapon powerset that utilises a single one-handed blade similar to Broad Sword, but instead utilises smaller bladed weapons in a reverse grip intended to focus on quick stabs and slices. The idea for this one is to make something suitable for more a more subtle and agile aesthetic similar to dual blades and katana, but in a single hand, making it compatible with shields. - Stab: A light lethal attack that uses the 'Gut Punch' Storm Kick alt animation with blade in hand. - Lacerate: A moderate lethal attack with good DoT, using the unique Red Cap 'stab' animation with your blade. - Score: A cone attack that strikes multiple foes. Uses the same animation as 'Sweeping Cross' from Street Justice with blade in hand. - Build Up: Standard 'Build Up' power, but uses the 'Focused Brawler' animation for effect. - Whirling Blade: AoE Power that deals moderate lethal damage. Uses same animation as several other 'Whirling X' powers. Not available on Stalker. - Assassin's Blade: Stalker unique power that uses the same animation as Ninja blade's own Assassin's Blade power. /- Taunt/Placate: Standard aggro management power of melee sets. - Counterattack: Similar power to 'Parry' from Broad Sword, and uses the same animation. - Gouge: A moderate lethal attack that uses the special Red Cap 'Lunge' from with your blade. Also deals massive lethal DoT. - Maim: powerful attack that deals massive lethal damage and DoT, using the Street Justice 'Assassin's Blow' animation. Gravity Affinity A new support powerset that sort of mingles between Force Field and Kinetics, playing around with a lot of defense/damage buff and debuff, as well as affecting speed, position and containment on enemies. I figured with several gravity themed powersets in the thread already, this would round them off nicely. - Increase Gravity: Single target power that immobilizes a target and reduces their recharge. Uses the 'Crush' visuals (in reverse) with a downward falling gravity FX. - Gravity Well: An AoE patch power that slows down multiple targets and reduces their ToHit. Covers the floor in gravity ripples similar to 'Gravity Distortion'. - Attraction: A debuff toggle that causes other enemies to gently pull towards each other while lowering defense and speed. Uses the initial 'Wormhole' FX. - Weaken Gravity: Another AoE patch that debuffs damage and defense, as well as resitance to hold, stun, knockdown and repel. Hitting a target in the field with 'Increase Gravity' applies 'Gravity Flux' and stuns them. Uses slowly rising gravity FX in the area. - Orbit: An AoE defense and damage buff that increases for each ally nearby. Uses a larger version of the 'Magnetic' aura and can cause loose props to orbit too. - Gravity Snare: A single target hold power that uses the 'Soul Storm' animation. Uses a combination of the 'Crush' and 'Gravity Distortion' FX. - Weightlessness: An AoE buff that increases jump height and grants a temporary endurance discount. Uses distortion FX on legs only. - Gravitic Repulsion: An AoE power that applies defense and repels enemies who come close. Uses the fininishing 'Wormhole' FX with a gentle aura similar to 'Repel'. - Zero Gravity: An AoE power that applies extremely slow flight to enemies, some of which will be held (Soul Storm animation). Uses large distortion FX with the 'Dimension Shift' bubble. More intense 'Gravity Flux' effect on enemies when using 'Increase Gravity' on them.
  20. So Crey, one of the leading corporations in Paragon City, built their empire upon the spoils of the Rikti War by exploiting the wealth of technology left by the alien invaders. Yet, they seem to have conspicuously been absent in the arms race followed by the Praetorian War, where Longbow, Arachnos, and Council have flourished; Longbow, as many of you might have seen, have adopted the 'Mender' class Praetorian clockwork into the fold as a frontline combat utility robot, Arachnos however have integrated the BCU into their robotic arsenal, and Council have successfully manufactured a legion of WarWalkers. But... what about Crey? Surely given their track record they should have something, right? After all, the Clockwork were designed by the Praetorian versions of former Crey staff; Synapse (Neuron) and Positron (Anti-Matter). So with that in mind, how about giving Crey a few of the consumer grade robotics to help improve their portfolio? Intoducing; Crey's new line of consumer robotics! Available in Cleaner, Sweeper, Mender, Builder, Lifter and Dismantler models!
  21. They actually changed this so Brutes generate Fury every time they are targeted with an attack, not if the attack hits. This was to ensure that Defense based sets weren't at a disadvantage.
  22. I would love it if it could match the colors you choose for your title, so there's some cohesion between your name in text and in game.
  23. Technically the Self Destruct power does the same thing, but I know it's awkward trying to target the player's hitbox once it's been used.
  24. I'm sure @Zepp can weigh in here, he's got a pretty good collection of ATs that are similar to this concept
×
×
  • Create New...