Jump to content
The Beta Account Center is temporarily unavailable ×

Shadowstar

Members
  • Posts

    17
  • Joined

  • Last visited

Reputation

9 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I believe this set could be done without requiring new animations, using existing animations in new ways. It centers around the use of sliding as a travel power and as a basis for a melee pool set. Can use existing board type models like the rocket board and void skiff or have some new board models added in costume creation. The first power in the set, "thrash", essentially toggles your board on and off. While on, you use sliding animations, you have low friction movement like you're on ice, you're immune to immobilize, your brawl doesn't stop your movement, and it gets a knockdown proc. You can also use rest while sliding but can't control your movement while resting. Getting hit while resting with this toggle on automatically knocks you down. Grants a small buff to defense but a penalty to damage resistance. Getting knocked, stunned, or held disables thrash. The second power in the set "crash" has two behaviors depending on whether thrash is on. If it's on, you execute a fast jump kick which can knockback and gain a small amount of short duration defense. You can also move while executing the attack, unlike with other melee attacks. If thrash is off, you simply wield the board like a two handed weapon and smash the target over the head with it. This also has a knockback proc but you don't gain the defense buff. The third power is the travel power, "Rush". Basically a slower version of super speed, but with ice sliding physics and increased jump height based on momentum (if possible). Does not require thrash to be on, but uses the same animation state. The fourth power "shred" is another toggle that is a pbaoe like repulsion field but with a smaller radius and added smashing damage. Requires thrash to be on. The fifth power "gnarly" has a long cool down but when activated causes a stacking defense and melee damage buff to apply as long as you remain in motion (sliding counts). The longer you move, the more the buff builds. Using attack powers consumes the buffs, but as long as you keep moving, you will generate more, until the duration is up. Requires thrash to be on. Basically, it's a melee focused set with a different feel and theme to the other travel sets. I also realize this could end up being a healer's nightmare. Perhaps the set should come with a caveat: Don't blame your healer if you get defeated while using this set. Feel free to brainstorm further.
  2. Nice work. Gives an idea what the power set might look like.
  3. Seems we share a fashion sense then. Maybe we'll get lucky and the devs will implement this. Then my army of magical girls can finally let their inner nerd out!
  4. If you're also a real world magical girl I might have to ask you out.
  5. Rubber? I hardly know her...
  6. Yes... Though I was more hoping to be able to pair glasses with the gunslinger hair ribbon so I can make my cute nerdy magical girls... ☺️
  7. Fair enough. It's up to the devs to decide anyway.
  8. Maybe, but I feel like the core concept is doable. Enough to get a power set from it. It mostly just relies on animations being able to stretch the player model, which we already know is possible. Aside from that, they are essentially just melee attacks with longer range.
  9. Simple enough, it's a Stretch Armstrong themed power set for scrappers, tankers, stalkers, and brutes. The main advantage of this power set is that it has more range than other melee sets. Could also give a bonus to jump/fly speed for a short duration after using a power. Animations would focus on model deforms, stretchy arms and legs. Could even have a defensive set to go along with it that adds defense bonus with stretchy dodges and evades, possibly focusing on a kind of mobility style that uses a shorter range combat teleport mechanic with the player stretching from one position to another and gaining a defense bonus instead of a to-hit bonus.
  10. Glasses/Sunglasses available for both head slots, to better mix and match.
  11. The idea is simple: instead of rest, Sentinel gets Siege Mode, which works the same as rest except that they don't get the vulnerability and can effect others. Obviously, it would not have the rest animation. They are still immobilized, so they can't move, but would function as a kind of turret. The healing and end recovery would be less than rest, but rapid enough to make them pretty strong in that mode. Perhaps their primaries and secondaries could have additional effects that interact with Siege Mode. It could be balanced via recharge rate, heal rate, and recovery rate.
  12. Simply this, all head slot items (like glasses, headbands, mouthpieces, etc) can be available in either slot 1 or 2, instead of different items for each, so that we could use two slot 1 items at the same time, or two slot 2 items. Would enable a bit more costume variety. And I specifically would like to combine the gunslinger hair ribbon with the glasses for one of my characters. 😁
      • 5
      • Like
  13. I figured it probably was, but a cursory search didn't reveal anything. It's the first bug I've ever actually noticed in Homecoming, so I figured it was worth a post.
  14. First time I've noticed this.
  15. Perhaps there could be a different effect for allies, like an accuracy buff.
×
×
  • Create New...