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Alchemystic

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Everything posted by Alchemystic

  1. I'd appreciate it if you could cite/credit me if you're going to repost my suggestions, this isnt the first time you've done this.
  2. This is literally just a 1-to-1 copy/paste of my suggestion in the Eco-Friendly Powerset Recycling thread?
  3. Yes, which is referred to in the guideline 🙂 If you have an idea of what visuals would be used in your powersets then it'd be very welcome, the more detail the better!
  4. @KingCeddd03 I appreciate the ideas but its not quite what we're aiming for in this thread. The approach we're looking for is taking assets that already exist in game and reusing them to help build new powersets moving forward. A guideline on how to design your own powersets this way can be found in the first post of this thread 🙂
  5. Powersets here tend to be created from existing materials instead of being completely original. I think for something like that it's worthwhile making a dedicated thread 🙂
  6. I have actually have something pretty close to that, as it so happens! The Void and Light powerset themes are based on the Kheldian Archetypes (Though for lore reasons, they are not identical) and make use of the unique visual FX they have.
  7. Glad to see people still read through the old EFPR compilation these days, funnily enough before the thread transitioned onto ancillaries I did some work in the old weekly discussions on just this very thing, if you were interested😊
  8. Not to worry, I managed to find it 😉
  9. You mean throwing balance out the window and creating hacky broken powersets? yeah no thanks.
  10. I don't think people want more reasons to have to leave a zone, especially for an aspect of the game most people tend to actively avoid already.
  11. I went poking around to see why this hasn't already happened, and the answer is that VEATs draw from the same power FX files as Arachnos NPCs. They don't use a copy of them, they use the exact same file. This means any attempts to customise the FX that VEATs have results in weird things happening to Arachnos too, so the only way for it to work is if the devs completely overhauled the FX that VEATs have so that they exist as their own separate thing, which is a lot of work. You might be wondering, why doesn't this happen to Mace Mastery? Simple answer is Castle was lazy, he decided when making VEATs to just use the NPC powers to save time and effort instead of making custom powers like Mace Mastery, resulting in yet another technical blunder that the HC team are having to deal with. Thankfully it's something the HC devs are well aware of, and it's being looked into at least.
  12. probably the elephant in the room, but are we gonna see Seismic/Stone Sentinels soon? 🤔
  13. From what I remember 'Wind Control' is a biiiig project. Other servers have had a stab at it with piecemeal FX and jury-rigged animations, but HC want to use it as the flagship project for a 100% custom made powerset, with completely new assets produced in-house.
  14. Not gonna lie, most of the powersets I make are frankensteined from stolen material. I know my thread is called 'eco-friendly powerset recycling' but that's just a cleaner term than 'power thieving charlatanry'. But, after a while I started to pick up on the general formula these powersets tend to follow, and what sort of things were missing from the game. So, I think finding a niche for a set like this might be worth looking into, instead of just being Regen 2.0. Looking at mechanics that were introduced into the late game we have Absorb and Heal over Time (and their progeny Absorb over Time), which could be used as a basis for this set. Then we can use Regen as a template to work from, and see how it all fits together. Something like this perhaps? 1 - Auto: Self +Regen 2 - Click: Self +Absorb 3 - Auto: Self +MaxHP, +Recovery 4 - Click: Self +Heal over Time 5 - Click: Mez Protection 6 - Toggle: Self +Regen, Foe -Regen 7 - Toggle: Self +Absorb over Time 8 - Click: Self Rez (Defeated)/Self +Heal, Minor Heal over Time (Alive) 9 - Click: Self +Heal Power, +Regen, +MaxHP, +Recharge (Powerset only) If you're looking for visual FX for this kind of powerset, stealing sampling from Praetorian Ghouls, Beast Mastery, and Savage Melee/Assault could work to emulate that 'berserker' style.
  15. So recently the Tech Knight back items received an update that corrected the FX of the back items to properly show the ball of energy, as well as an option to remove it entirely as it behaved before. However, the one thing that always bugged me with the Tech Knight costume pieces, the weapons in particular, is that the glowing ball of energy matches up with the 1st color choice of the costume piece and not the 2nd. I think it would be great if we had an additional option with Tech Knight weapons and back items that matches the glowing ball of energy to your 2nd color choice. Below is an example of the Tech Knight Mace and Tech Knight Capacitor back item in their current form, as well as a rough mock-up of what it would look like with the new color choices; Hopefully this wouldn't be too hard to implement, so I'm hoping it would be something we can squeeze into a future update!
  16. @BrandX had a nicely drawn up concept for Time Armor with all the numbers which you can find here!
  17. We dont. But many Praetorian Clockwork do. And I suppose some Crab Spider animations could fit if done correctly.
  18. When CoH's return was in its prototype phase it had an XMPP client that connected users together. While there was very little to do in this client besides RP and explore, the way putting people on block/ignore worked is that it basically made that person cease to exist in your instance of the game, and vice versa. However, that led to some rather unfortunate miscommunication as the small user base led to a lot of people having seemingly partial conversations. In one case, somebody who effectively blocked 90% of people present became jokingly known as a 'ghost', whom which only a select few people could see. So, as far as option 1 and 4 go, I think it may be more counterproductive than anything, since it may lead to a lot of self-inflicted confusion over why only fragments of a conversation are being shown.
  19. I support this, with the caveat that it is only an option, not the standard.
  20. oh, I've been summoned. as @Menelruin pointed out, the EFPR thread is dedicated to creating new powersets from existing materials, and the unique powers we see used by Praetorian enemy groups served as a big inspiration for many of the powersets in the thread. I found that the Clockwork, PPD and Awakened had a wealth of unique powers that could formulate new powersets entirely on their own, while the Resistance, Carnival of Light and IDF had material that could support other powersets when combined with other elements. I'll give a brief summary of the powersets here, but feel free to explore the thread for the specifics if you're interested!
  21. The pet was the tricky part. I didn't want to use a humanoid character because I think that's more Mastermind's thing, but I figured I'd play into the Ninjitsu theme by exploring some Japanese mythology. The Enenra springs to mind as it's the alias of a popular Mortal Kombat ninja; Smoke. As for the traps aspect, only the choking trap requires to be triggered by enemies, but since it's a hold field instead of a hold AoE, I think it's a fair way of balancing it out so it isnt too powerful compared to other powersets.
  22. You might want to check out 'Trickery', which is a Controller/Dominator primary based off the 'Ninja Training' powerset for Blasters.
  23. With the amount of powers that count as 'energy' I'd love to see more diversification of damage types. I know its l possible to add more but that would require a revision of almost every NPC and Armor powerset in game to accommodate that kind of change. But, if it was on the table, I think making Radiation and Electricity their own damage types would be good, while keeping Energy damage for everything else. (Edit: I would also change Sonic to a Psionic powerset, but that might be less plausible)
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