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Alchemystic

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Everything posted by Alchemystic

  1. Dont ask how I know this but for maximum tentacle-y-ness you want a Dark/Plant/Soul Blaster or a Plant/Dark/Soul Dominator. That is all.
  2. There's another Force Manipulation powerset in the thread if you were interested. Though, this one only used bits and pieces of Force Field, the main focus was the powers unique to the Praetorian Police that players do not yet have access to.
  3. Welcome to the thread @Sylapsis! So far it looks to be a pretty good Manipulation powerset. My only advice would be to drop the +Absorb effect from Infused Force, and maybe swap Feedback Field with a damaging AoE power similar to Death Shroud or World of Confusion, and bring it down to the 3rd ability just before Force Cage.
  4. I had a stab at this myself a while back. While there are only 4 dedicated Uzi powers (5 if you count Blast Clip), you can sorta pad out the powerset by adding in some of the animations from other dual-firearms powers common to other NPCs. Add in the traditional 'Aim' power and it helps reduce the amount of powers needed to shore up the numbers.
  5. I like this! It's fairly similar to the Atomic Control powerset from about... two years ago? eesh, okay probably long overdue a revision at this point, so good call.
  6. Oh yeah , I don't encourage that kinda behaviour, but I don't think it's any reason to dismiss the idea.
  7. I don't see the problem, rez powers used to work without prompt, it would be nice to bring that option back. Besides, even if they were AFK for the rez and then were defeated again, it's still the same situation, a rez got wasted. Only difference is there's a chance it might not go to waste if the team do it after the fight.
  8. I'm aware. But if you read the rest of the thread you can see that people have different opinions. Some people support the Cimerora idea, others think Echo Plaza is more suitable, and some think a Firemullet tribute might be better. The HC team might not have the perspective needed to decide which idea is best and why, which is why I support the SG base idea, because it means they don't have to, it's entirely within the community's hands.
  9. Personally, I think the base NPC idea might be best, at least in the long run. For one, there's more control over implementation. The HC team have limited time and scope when it comes to projects like this, and it can often take a while to implement with so many projects in the pipeline already. With the prospect of customisable NPCs in bases, players can dedicate the time and effort to getting it done properly. Secondly, bases are highly customisable and community driven. I've seen some truly amazing things created in the base editor, so supergroups would have the potential to make something far more personal for people they wish to memorialise. I also imagine a community memorial might not be out of the question, where people can visit a base dedicated to fallen players. Lastly, it keeps it where it should be, the community. The HC team might not know who a person is or how they should be memorialised, which can lead to some... awkward situations. Fellow players are more likely to have a better perspective, which means they can ensure ideas like this can have a more considerate approach.
  10. The drama has been and gone, what are you referring to?
  11. The reason some people may be resistant to this idea is because it was handled rather poorly back in Resurgence. I can't go into more detail than that here, since it's still something of a controversial subject, so that's all I'll say on the matter.
  12. Sentinels will be getting Seismic Blast and Stone Armor, but there are powers across those powersets that need to be looked at (likely Tombstone and Mud Pots) so they fit the Sentinel's setup.
  13. Ahh, so this has been experimented with before, good to know! Hopefully we might see something come of it.
  14. Playing with auras is always a fun way of putting the finishing touches on a costume, but sometimes it can feel a bit limiting when you're trying to get that ideal look. One thing most people will notice is that auras can be further customised by selecting a dropdown menu of body options to choose where the aura applies, but why not go a step further and make auras fully modular? Instead of having a single aura slot, perhaps we could make it so each part of your body has it's own dedicated aura customisation? I know theres some work being done to overhaul character creation, as we've seen with asymmetrical parts and changes to back slot items, so I'm hoping something like this might at least be feasible. So... what might this look like? Your head, torso and legs would have new costume slots dedicated to auras; your head would have options for hair and eye options, your torso would have chest, left arm and right arm options, and your legs would have left and right leg options. This means not only can you choose the specific parts of your body have auras, but you will also be able to change colors and styles individually too. As for the old aura slot, it will still be available for those unique auras that aren't just a full body version of those above, as well as the place to customise your movement aura as before.
  15. I pitched something similar to this a while back, and was directed to this post; So, it's something they're looking into, but it's not as simple as borrowing the recent stance mechanic.
  16. The gaseous energy given off by Plant Control's 'Tree of Life' power might be a good fit.
  17. Making it a toggle would help mitigate the main problems, so long as the duration of the power remains the same.
  18. If you're playing a Controller, that's represented by your secondary powers. If you're playing a Dominator, well... it's a long wait til level 44.
  19. IIRC correctly the current dev team don't really use it as a hard rule anymore, but there are still people who believe it should be.
  20. Burst And the two powers aren't even anything alike!
  21. Even though we've seen changes to the way sleep works, there's still the problem of mobs being prematurely awakened by AoE attacks or stacks of DoT that might already be afflicted on them. Obviously there's not much we could (or should) do to stop players from accidentally breaking sleep during a fight, but what we can do is make it so that waking up from sleep inflicts a secondary effect on foes that means it's still worthwhile. I think that when a target is prematurely awakened from sleep, they are disoriented for a short duration. This wouldn't be a high magnitude disorient, nor would you be able to slot it, but it would allow sleep powers to be effective even after the initial sleep effect has been removed. This disorient effect represents a transition from targets sleeping to fully gaining consciousness again, since snapping back into the action after an induced coma seems a bit strange. To make it visually distinctive, targets disoriented like this will still have the regular sleep FX over their heads.
  22. Sure, but soloing usually suggests you can tackle any and all content on your own, which wasn't the case back then.
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