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Eco-Friendly Powerset Recycling So! one of the biggest issues with creating new powersets is the difficulty faced introducing new assets to the game, which is why many of the newer powersets are created from existing assets that are already used in other powersets (Such as Savage Assault, Ninja Training and Radiation Melee). In order to produce new powersets, it seems most likely that they would be created from what we have already, which is why we've seen many more Manipulation and Assault sets than any others (since they are mostly formed from existing powers). So with that in mind, I was pondering what other powersets could be engineered from the assets already available, effectively 'recycling' them into new forms. I had a couple of crude ideas that I've listed below, they are in no way a working product, more a proof of concept that could hopefully inspire a new arsenal of powersets that could be introduced in one way or the other. The aim of the game is to use as much existing material as I could, so they would seem plausible to implement at the least, and entirely possible at the most. Earth Blast (Now in Game!) You are able to upheave and project stone to powerful effect! Earth Blast focuses on a mixture of smashing and fire damage, and many attacks have a chance to stun your foes. - Stone Spears: Taken directly from Earth Assault. This power fits nicely for a simple single-target damage attack - Lava Blast: A power belonging to the Minions of Igneous, hurling lava that deals high fire DoT - Shards of Stone: A power belonging to the Talons of Vengeance Prophetess/Sibyl/Oracle of Earth, firing rocky shards in a cone. - Basalt Bomb: Another power belonging to the Minions of Igneous, hurling a ball of magma that explodes and deals high fire DoT. - Hurl Boulder: Taken from Earth Assault/Stone Melee. A good short range/high damage attack that was a nice fit. - Upthrust: A power belonging to the Talons of Vengeance Prophetess/Sibyl/Oracle of Earth. delivering smashing damage in an AoE, with a lethal DoT effect and chance to knockdown. - Ryolite: Another Minions of Igneous power, holds a foe and deals moderate fire DoT - Fissure: Another Earth Assault power. Fissure acts a nice ability later in the set with close range and high damage. - Meteor: Another unique Talons of Vengeance power. We remove the special NPC mechanics, and focus on the superior smashing damage, moderate fire DoT, and a chance to stun or knockback. Earth Manipulation (Now in Game!) You can manipulate the earth to contain and control your enemies, while bringing rocks crashing down upon them. - Stone Prison: Taken from Earth Control. This power suits just fine for the single target immobilize as you may expect. - Stone Fist: Taken from Stone Melee. This works as the first melee attack available. - Fossilize: Again taken from Earth Control. Just like many manipulation sets, the inclusion of a single target hold also seemed fitting. - Build Up: A standard Build Up power as expected. - Tremor: Taken from Stone Melee. This power works as a nice AoE melee attack as seen in other Manipulation sets. - Mud Bath: A modified version of Mud Pots. This power also grants endurance recovery and health regeneration to the player. - Fault: Taken from Stone Melee. This power works as a nice control power that has no damage. - Ash Fall: Another power belonging to the Talons of Vengeance Prophetess/Sibyl/Oracle of Earth, functioning much like Snow Storm - Seismic Smash: Taken from Stone Melee. This power works perfectly as a high damage melee attack with mez capability. Throwing Blades You are trained with deadly throwing blades, armed with an assortment of martial weaponry to attack your foes from afar. - Shuriken Throw: Taken from Martial Assault. This fits well for the low damage/quick recharge attack. - Throwing Dagger: An NPC power used by a multitude of enemies, ideal for a moderate damage ranged attack. - Trick Shot: Taken directly from Martial Assault. this ability works well as a nice AoE ability. - Shrapnel Shuriken: A renamed version of Weapon Mastery's Exploding Shuriken. This works as a basic AoE power. - Aim: Your basic blast set 'Aim' power. - Masterful Throw: Also taken from Martial Assault. This works perfectly as a snipe ability. - Fan of Blades: NPCs like Chance McKnight have a similar ability called 'Shurikens', which is a cone version of the standard Shuriken power. Though I would perhaps give it the Eviscerate/Ripper animation. - Explosive Shuriken: Taken from Martial Assault. this power works well as a low-range/high-damage attack - Blade Storm: The T9 for this set would likely be a mix of projectiles thrown in all directions, likely using the same animation as Typhoon's Edge. Other sets in this thread: Primaries (Blast, Control, Melee, Henchmen) Secondaries (Manipulation, Assault, Armor, Support) Ancillaries If you want to submit your own idea for a powerset here, then the thread is open to you! Just remember that the goal of this discussion is to bring forward new ideas by reusing the old. We're not strictly looking at numbers here, it's all about how you can construct new powersets by using what's already provided in game, which falls into three categories; Using existing powers. This is the most preferable way of designing powersets here in the thread. If you can use existing player powers in your suggestion, then that's perfect! If you'd also like to re-use 'new' powers suggested in this thread, those are fine too. Modifying NPC powers. While not as easy to work with as player powers, taking NPC powers not yet accessible to the players is another great way of building a new powerset. Try not to change too much, though! Reusing in-game assets. The most difficult thing when creating new powers isn't the numbers, it's the FX and animations. If you can find suitable FX or animations to help create 'new' powers, then that's just about all you need. With that in mind, try to consider the following too; If you can find suitable power icons, use them! The best way to help visualise the function of your powerset is to illustrate it with power icons. If you're reusing old powers, these should be readily available, but for anything else a 'best fit' is just as good. Try to get your powerset to follow the design of others. While not all powersets are identical, most of them have a vague structure about them that helps serve as a guide to what they should look like. Consider what your powerset brings to the table. While we're not delving into the complexities of numbers and balance, it's always good to consider the mechanics of your powers, including new things like combo systems and building charges. Weapons and pets are hard, but not impossible! If you want to submit a powerset that uses weapons or pets, try to think of what in-game models exist to support it. For Masterminds, consider what the basic and upgraded henchmen may look like. Ancillaries are welcome too. I recently opened up this thread to the creation of ancillary powers, so if you have ideas for those, feel free to post them! Reusing existing powers is preferable for all powersets, but doubly so for ancillaries. Try to keep the concept flexible. Powersets should be open to all kinds of character themes, so try to avoid making it too niche. There's a few exceptions like Demon Summoning and Beam Rifle that are arguably focused on one origin or another, but that's where I would draw the line. Don't feel somebody else beat you to it! If you have an idea for a powerset, but somebody else has created something similar, you are still welcome to submit your own version of it.
Hi there, Over the years the leveling system has matured, its main milestones where level 50, IO Slotting and then Incarnates. The problem is, in order to benefit from the incarnates you need to run lvl 45+ content. Loads are going to say there is plenty of it, but actually its a very slim picking. My main is VET 210+ now, I've completed most content on max rep that I can retain my incarnate powers on, Ive even solo'd most of the TF's. But now I'm left with repeatable which are short, boring and have no real meaning. Im plowing through Villain Side arcs but they wont last long even on max rep to slow it down. Currently the option is Oroborous Flashbacks, which for what they were intended for is great, miss something, go back and do it again. Unfortunately, its the most antisocial aspect of the game. You start a story arc and its in TF mode, no new players can join. if its a new one you also dont know its length so cant really expect others to commit to something that could take many many hours. Outside of Oroborous repeatable missions are: Police Radio/Paper missions - After a while you are practically on first name basis with the various leaders and even know where they hang out.. RWZ repeatable - they just go on and on, have no substance or working goal Dark Astoria - They again go on and on with no end goal Cimerora - They again go on and on with no end goal AE isnt even worth mentioning This game has mode content then almost any other, but its not designed for the power that you gain. There is a lovely TF from Wavelength where you get to fight Trolls again at up to level 54. They scaled well for their damage and a lvl 54 Caliban hits like a truck with no other alterations. Id love for something to be done to allow characters you made and love, to be able to continue going. With the new incarnate systems comming out at some point, its going to make using those powers against end game content even harder. Id like to suggest a few alterations that wouldn't require much effort (hopefully) The first is "Content Restart" - When a contact is 100% complete, as in they say go bug someone else as the world is safe, they can be reset to 0%. For arcs like Unia and Maria Jenkins this would allow high level teams to form and run those pivotal missions and create dynamic flowing teams that people can come and go from easily. It cant be much more then a tag on the character profile saying 100% complete so a simple reset shouldn't be too hard and would give a huge boost to end game play-ability. Next is to do with repeatables. In police/paper missions, we have safeguards/mayhem's as goals, but after a while you have met and arrested all the villians. Id like this same principle to be applied to the RWZ and Dark Astoria repeatable. In RWZ, every 6 completed missions, you have to do a mini version of Save the World from LGTF, where you can fight the big boss or at least a general of his at EB or AV level. In Dark Astoria, every 6 missions you could have to fight an avatar of MOT and break into his inner sanctum to whack him down again, small additions that would give some sense of time and structure to them. Cimerora can have the same deal only say attacking a 5th Column construction yard similar to the 3rd Mission of the ITF. Finally, and this would be harder, once your level 50, allow previous contacts to to usable post Flashback, only at incarnate level. With the enemy scaling up to lvl 54, and in some cases getting a tweek to their loadout if they are lacking. Imagine Skulls Bosses spamming all that Dark Energy at lvl 50 - brutal. Before people start going on about it being impractical, remember.. its already been done with The Family. They used to be machine guns, gravity controllers and Super Strength bosses, at level 50 they have beam rifles and Titan Weapons. That REALLY hurts at lvl 54 to anything. Id rather these alterations over a new Archetype personally as new characters will always run low on content, this would mean future generations of toons can be enjoyed indefinitely and wouldn't need loads of authors to write new content continually. After all, If Synapse's TF was so important, why didn't he get heroes a little better to help him.. Welcoming any comments, especially from Devs