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Alchemystic

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Everything posted by Alchemystic

  1. 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 - Kinetic Bolt: A new power that uses the animation for Quick Strike to project a small kinetic projectile dealing light Smashing/Energy damage - Kinetic Blast: Another new power, using the animation of 'Hydro Blast' and FX of Focused Burst, dealing moderate Smashing/Light damage - Repulsing Torrent: Taken directly from Kinetic Melee, which works nicely as a ranged cone power - Propel: Taken from Gravity Control, but with similar FX to Kinetic Melee's 'Power Siphon' ability - 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 - Burst: Another taken directly from Kinetic Melee, fitting for a PBAoE damage power - Scatter: A new cone power that uses the 'Wall of Force' animation, projecting random props much like Propel, dealing high Smashing/Lethal damage - Focused Burst: Taken from Kinetic Melee, working as a close ranged high damage blast attack - Collapse: Another new power that creates a large AoE field that barrages foes with random props, dealing extreme Smahsing/Lethal DoT Sonic Melee - Quick Attack: A low Smashing/Energy damage attack that uses the 'Initial Strike' animation with Sonic FX on the fists - Sonic Strikes: A heavier Smashing/Energy attack that uses Energy Melee's 'Barrage' animation with heavier Sonic FX on the arms - 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 - Tempo: A build up power that also increases recharge on your Sonic Melee attacks - Sonic Propulsion: Similar power to 'Burst of Speed' from Martial Combat, teleporting you to enemies and dealing low Smashing damage in an AoE - Dizzying Feint: Similar power to 'Parry'/'Divine Avalanche', dealing light damage and boosting defense. Uses the Kinetic Melee 'Body Blow' animation - 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 - Vibrate: An extreme Smashing/Energy DoT power that uses the 'Concentrated Strike' animation, with heavy Sonic FX on the arms - 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
  2. 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.
  3. I was debating making a similar suggestion for a 'DNP' sticky for topics that have reliably become contentious in the past. A few off the top of my head would be; Inherent Hasten More than 4 Pools Giving Blasters Mez Protection
  4. I think this really just boils down to being another "my way of playing the game is the right way" thread.
  5. 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 - 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. - 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 - Accelerate Metabolism: Same power from Radiation Emission, though uses similar FX to 'Efficient Adaption' - Infection: Debuffs Resistance and Defense on foes in a ranged AoE. Uses the same target FX as 'Bile Spray' on affected foes - Mutation: Same power from Radiation Emission, though uses similar FX to 'Ablative Carapace' - Inoculate: Grants Mez Protection and Poison/Cold Resistance to an allied target. Uses similar FX to 'DNA Siphon' on the target - Genetic Modification: Grants Resistance, Regeneration, and Recovery on an allied target. Uses similar FX to 'Offensive Adaption' - 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. - Evolution: Boosts Damage and MaxHP, and grants an Endurance Discount to a single ally. Uses similar FX to 'Defensive Adaption'
  6. @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.
  7. I have some vague ideas about expanding the 'Wind' theme beyond a Control (and potential Manipulation) powerset, and will likely borrow inspiration from Storm Summoning too!
  8. 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 - 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 - Reaper's Bolt: The same power belonging to the Sentinel of Mot, firing a heavier single target blast that deals moderate Negative/Cold damage - Frigid Torrent: A similar power to the 'Frigid Smash' power, delivering a cone of moderate Negative/Cold damage - Frigid Burst: The same power belonging to several Banished Pantheon mobs, delivering moderate Negative/Cold damage in a targeted AoE - Aim: Standard Aim power of blast sets - Frigid Storm: The same power that most new Banished Pantheon mobs have, creating an patch that deals Negative/Smashing DoT - 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 - Enervation: Based on the 'Frigid Enervation' power, dealing high Negative damage and moderate Cold damage to a single target at close range - Frigid Beam: A powerful Sentinel of Mot power that delivers superior Cold damage and moderate Negative DoT in a wide cone Frigid Assault - 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 - Frigid Slash: A common power for new Banished Pantheon mobs, dealing moderate Lethal damage and minor Cold DoT with a melee strike - Frigid Torrent: A similar power to the 'Frigid Smash' power, delivering a cone of moderate Negative/Cold damage - Reaper's Bolt: The same power belonging to the Sentinel of Mot, firing a heavier single target blast that deals moderate Negative/Cold damage - Power Boost: Standard Power Boost power of assault sets - Icy Quills: Based on the 'Frigid Quills' power from new Banished Pantheon mobs, dealing moderate lethal damage and minor Cold DoT in a PBAoE - Frigid Storm: The same power that most new Banished Pantheon mobs have, creating an patch that deals Negative/Smashing DoT - Enervation: Based on the 'Frigid Enervation' power, dealing high Negative damage and moderate Cold damage to a single target at close range - Reaper's Slice: A more powerful version of 'Frigid Slash', dealing heavy Lethal damage and moderate Cold DoT in melee
  9. Might be a little tough since player characters don't actually have fingers 😋
  10. If the other gangs are getting overhauls (like we've seen with the Skulls, Family and Vahzilok) then perhaps Supa Trolls might appear as a regular boss for higher level content perhaps?
  11. 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.
  12. It's almost as if this game is supposed to have multiple players
  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 - Hip Fire: Uses the default hip-fire animation of most NPCs, dealing low lethal damage - Single Shot: Uses the same animations as the Thugs 'Pistols' power, but intended for one gun. Deals moderate lethal damage - 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 - 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 - Leg Shots: All attacks reduce your target's Speed and some have a chance to Immobilize - Arm Shots: All attacks reduce your target's Recharge, and some have a chance to heavily debuff damage - Head Shots: All attacks reduce your target's ToHit, and some have a chance to Stun - Aimed Shot: Uses the two-handed grip animation of NPCs, dealing high lethal damage - Wild Shot: Same power that PPD have, firing multiple shots from your pistol, dealing moderate lethal DoT and heavily reducing enemy defense - 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 - 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 - Ricochet: Uses the same animation as Dual Pistols' Executioner's Shot' firing a chaining projectile that deals extreme lethal damage
  14. 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 - Snap Shot: Same power from Archery, providing a low lethal damage ranged attack - Boot: A new power that works as a more powerful version of the Fighting pool's 'Kick' power - Aimed Shot: Same power from Archery, dealing moderate lethal damage at range - Fistful of Arrows: Same power from Archery, delivering moderate lethal damage in a close cone - Build Up: Standard Build Up power - Sweep: A new power that is almost identical to Martial Art's 'Dragon's Tail' power, but deals knockdown instead of knockback - Ranged Shot: Same power from Archery, giving the powerset access to a long range snipe attack with extreme lethal damage - Heavy Strike: A new power with identical animation to Street Justice's 'Rib Breaker' power, dealing heavy smashing damage with a chance to knockdown - Blazing Arrow: Same power from Archery, a heavy ranged attack that deals lethal damage and fire DoT
  15. People do "get in a tizzy" about underage ERP. In fact, there was a lengthy discussion about it some time ago in the general discussion thread regarding the issue.
  16. Can people stop being horny long enough to realize kids play this game? cool As someone already said, there's mods to accomplish this in a strictly clientside fashion, where nobody else has to compromise just to indulge this.
  17. I don't think a suggestions thread for a quasi-legal server for a 10 year old video game is exactly the best platform to crusade against gender dimorphic censorship.
  18. @Normal Thomas I think for the most part it looks good, my only pointers would be to maybe bump Punch to the 2nd power and have a similar 'push' power to Sonic Thrust, Ki Push or Power thrust in its place. In order to make room for that I'd likely get rid of Resist Physical Damage, and maybe swap Haymaker and Hand Clap around.
  19. Following the idea of turning some of the powersets here into Melee/Armor powers like I did with the Light/Void stuff, I decided to take a stab at taking the FX and theme of Poison and attempting to make some more materials for melee archetypes. For the melee set, I wanted to play on the whole Poison/Acid theme, having some powers reduce regeneration, while others reduce defense. The armor set I wanted to be resistance based, with other powers based around managing your health. Toxin Melee - Toxic Strike: Basic attack that deals Smashing/Toxic damage. Uses similar FX to Alkaloid/FX on fists - Poisonous Touch: Attack that deals high Toxic damage and minor Toxic DoT and debuffs regen. Uses similar FX to Alkaloid/FX on fists - Spray of Poison: Similar attack to Snakes' 'Venom Spray' dealing moderate Toxic DoT on a melee cone while reducing regeneration - Toxins: A copy of the 'Toxins' power from Plant Manipulation, granting a Build Up effect and adding toxic damage to most attacks. - Corrode: An attack that deals high Toxic DoT and reduces defense, similar FX to the 'Volcanic' aura - Taunt/Placate: Standard aggro management power - Poison Burst: A PBAoE Melee attack that deals moderate damage and reduces regeneration, uses the same explosive visuals as Plant Control's 'Spore Burst' - Virulent Grasp: An attack that deals high smashing damage and high Toxic DoT and reduces both regen and defense. similar FX to the 'Slime' aura - Acid Wave: A cone attack power that deals very high Toxic DoT and reduces defense, uses the same FX as 'Bile Spray' Toxin Armor - Toxic Armor: Toggle power that provides Resistance to Smashing, Lethal and Toxic. Uses the same gas FX as Rikti Monkeys - Constitution: An autopower that increases MaxHP and increases Toxic resistance - Toxic Gas: A new PBAoE damage aura that uses the Venomous Gas FX, simply deals Toxic DoT to foes nearby - Acid Armor: Toggle power that provides Resistance to Fire and Cold. Uses the 'Boils' character aura FX - Remedy: Click power that heals the player and grants minor stacks of absorb. Uses the same character FX as Alkaloid - Curative: Click power that grants a standard suite of mez protection. Uses the same character FX as Antidote - Alkaline Armor: Toggle power that provides Resistance to Energy and Negative. Uses the same liquid FX as Bile Spray - Inoculated: Autopower that increases protection to -regen, -heal and -res debuffs - Saturation: Click power that grants large stacks of absorb and a large boost to regeneration. uses the same character FX as Elixir of Life
  20. Like @GraspingVileTerror said, fun is subjective. It's... an opinion, of sorts. That's why it irks me when people use "fun" as a rationale for change, because its inherently biased, and more often or not loses any sense of objectivity. People have different perspectives... Bruticus Maximus thinks the game is too easy, and it would be more fun if the difficulty increased, whereas The Defendinator is struggling to solo, and thinks it would be more fun if the game was easier for him. I think we see a lot of discrepancy in the suggestions forum, general discussion and even the patch notes when it comes down to changes, there's not going to be a unanimous agreement on what's "fun", and I wouldn't want there to be. Having options is the key to keeping people happy. Being able to choose your content and playstyle helps cover a lot of bases, and the vast amount of customisation available for characters, bases and AE helps tailor the experience. I think focusing on that would mean more people would have fun.
  21. That's what I was thinking, yeah. People really don't want a version of Illusion Control without Phantom Army, and people don't want Phantom Army to undergo significant changes, but there has to be a compromise somewhere, but it's what kind of compromise that's been stumping the developers for a while.
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