Replacement Posted September 25, 2019 Author Posted September 25, 2019 (edited) 5 minutes ago, Steampunkette said: What does the Misdirection move -do- exactly? PBAoE Placate? Create a Pseudopet to taunt/distract? There's been a lot of suggested Misdirections. We need to narrow it down to explicitly decide what it is. I've been trying to specify "Misdirection Clone" but often failing. Misdirection is the "new" Concealment Pool power. Aoe Placate. But we would very much change the numbers (much better recharge, don't need the Resistance debuff it also adds, may need to remove the accuracy check). EDIT: Though when I think about it, that could change depending on the power set. You could imagine sets like Devices instead summoning a taunt drone in that spot. The important point is that it should be a power that lends survivability through subterfuge. EDIT 2: Which would mean sets like Darkness would get to be exactly like what you wrote, with a resist toggle in the first replacement slot and stealth toggle in the 2nd replacement slot. But that should not be the norm for all of them. I think "being able to evade your way back to medium range" is very important to pull off the unique feel. Edited September 25, 2019 by Replacement
Steampunkette Posted September 25, 2019 Posted September 25, 2019 (edited) 5 minutes ago, Replacement said: I've been trying to specify "Misdirection Clone" but often failing. Misdirection is the "new" Concealment Pool power. Aoe Placate. But we would very much change the numbers (much better recharge, don't need the Resistance debuff it also adds, may need to remove the accuracy check). So a Smoke Bomb Clone. I don't see a reason we'd need to remove identity from that, though. Take Psi Projection for example: Just use the Mind-Link animation, make the enemy's head glow, and say you've erased yourself from his perceptions. For Fire use Combustion's animation and when it hits give NPCs a brief cloud of smoke around their heads that keeps them from seeing the Operative. Smoke bombs for Martial. Ice can lay out a thick mist. Earth can stomp up a dust cloud... And we could add a defensive benefit to each of those powers, as well, so that the archetype, overall, retains the benefit of having a 'Click Defense' at tier 3 or 4. Edited September 25, 2019 by Steampunkette
Replacement Posted September 25, 2019 Author Posted September 25, 2019 6 minutes ago, Steampunkette said: So a Smoke Bomb Clone. I don't see a reason we'd need to remove identity from that, though. Take Psi Projection for example: Just use the Mind-Link animation, make the enemy's head glow, and say you've erased yourself from his perceptions. For Fire use Combustion's animation and when it hits give NPCs a brief cloud of smoke around their heads that keeps them from seeing the Operative. Smoke bombs for Martial. Ice can lay out a thick mist. Earth can stomp up a dust cloud... And we could add a defensive benefit to each of those powers, as well, so that the archetype, overall, retains the benefit of having a 'Click Defense' at tier 3 or 4. I think we're on the same page, here. See also: Psionic Melee's taunt uses the "mind control" animation. And it fits! So yeah, same deal here. Make it fit the set when possible, simple misdirection when it doesn't (like, uh, Atomic Manipulation).
Zepp Posted September 25, 2019 Posted September 25, 2019 Just a suggestion, add a mez-break (like Burn's Immobilization break, only for all mez, to the "Misdirection"/"Smoke Bomb" move). That would add a lot of survivability and make it much more of a get-out-of-jail-free-card... At lower levels solo you could engage with a minion, kill it, then use it to leave the group. Wait a short while and re-engage with a smaller group. At higher levels or in groups it would become a panic button. So basically it would be an AoE Placate with +Res (all mez effects). Also, rather than replacing a defensive ability, it would probably be better to replace a melee attack (if you really want to keep the build up power). Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee -------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Great Archetype Concept Battle: Final Round -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Archetype Proposal Amalgamation
Zepp Posted September 27, 2019 Posted September 27, 2019 (edited) Looking at a possible rework on the sets, here is an idea that adds in the AoE Placate, some defense, and some Manipulation (added Control for Mental because otherwise it wouldn't work)... The order is kinda standardized, but could be reshuffled a tad. I've organized them alphabetically by the proposed names. Spoiler Alchemical Intrigue (Radiation Armor +Atomic Manipulation + Intrigue) Power Level Effect Beta Plus Decay 1 PBAoE Placate, Remove any status effects, can be cast while mezzed Fallout Shelter 2 Toggle: Self +Res(Hold, Sleep, Immobilize, Stun, Knockdown, Toxic, Psionic, Slow) (Add +Res(Confuse, Fear)) Electron Shackles 4 Ranged, Moderate DoT (Energy), Foe Immobilize Metabolic Acceleration 10 Toggle: Self +Recharge, + Special, +Regeneration, +Recovery, +Res(Hold, Stun, Sleep, Immob, End) Alpha Barrier 16 Toggle: Self +Res(Smash, Lethal, Toxic) Beta Decay 20 Toggle: Foe, Taunt, -To Hit, -Defense, Self +Recharge Proton Armor 28 Toggle: Self +Res(Energy, Negative, Fire, Cold) Atom Smasher 35 PBAoE, High DMG(Energy/Toxic), Foe -Def, Disorient, Special Radioactive Cloud 38 PBAoE Foe Hold Cloak & Dagger (Ninjitsu + Ninja Training + Intrigue) Power Level Effect Smoke Flash 1 PBAoE Foe Placate, -Res Shinobi 2 Toggle: Self +Def (Melee, Ranged, AoE), + Run Speed, +Jump, Stealth Immobilizing Dart 4 Ranged, Minor DoT (Toxic), Target Immobilize Kuji-In Toh 10 Self +Regen, +Recovery, Res(Psionic, Fear) Ninja Reflexes 16 Toggle: Self +Defense(Melee), +Resistance(Defense Debuff) The Lotus Drops 20 PBAoE Melee, Moderaat Dmg(Lethal), Foe -Def Danger Sense 28 Toggle: Self +Defense(Ranged, Area of Effect), +Perception, +Resistance(Defense Debuff) Blinding Powder 35 Ranged (Cone), Foe -ToHit, Sleep, Confuse, -Perception Golden Dragonfly 38 Melee, Extreme DMG(Lethal), Foe Knockback, -Def (Removed one defensive ability for Shinobi) Cold War Intrigue (Ice Armor + Ice Manipulation + Intrigue) Power Level Effect Cold Shoulder 1 Targeted AoE Placate, -Spd, -Recharge Frozen Armor 2 Toggle: Self +DEF(Smash/Lethal), +Res(Fire, Cold, DEF Debuff) (Add +Res(Knockback, Repel, Taunt, Teleport)) Chill blain 4 Ranged, Moderate DoT (Cold), Foe Immobilize, -Spd, -Recharge Frigid Protection 10 Toggle: PBAoE, Foe -Recharge, -Speed, -DMG, Self +Absorb over Time, +Recovery Wet Ice 16 Toggle: Self +DEF(All but Psionics), +Res(Cold, Disorient, Hold, Sleep, Knockback, -Recharge, -SPD, -Jump, DEF Debuff) (Add +Res(Fear)) Ice Patch 20 Location PBAoE, Foe Knockdown Glacial Armor 28 Toggle: Self +DEF(Energy, Negative), +Res(Cold, DEF Debuff), +Perception (Add +Res(Psionic, Toxic, Confuse)) Freezing Touch 35 Melee, Minor Dmg (Cold), Foe Hold Frozen Aura 38 Melee, AoE Sleep Electric Intrigue (Electric Armor + Electricity Manipulation + Intrigue) Power Level Effect Shock 1 PBAoE Placate, Endurance Drain, -Rec Charged Armor 2 Toggle: Self +Res(Smash, Lethal, Energy) (Add +Res(Knockback, Repel, Taunt, Teleport)) Electric Fence 4 Ranged, Moderate DoT(Energy), Foe Immobilize, -End, -Recovery Force of Thunder 10 PBAoE, Foe Disorient, Knockback, Self +Regeneration, +Recovery Conductive Shield 16 Toggle: Self +Res(Fire, Cold, Energy, Negative) (Add +Res(Fear, Sleep, Confuse)) Lightning Field 20 Toggle: PBAoE, Minor DoT(Energy), Foe -End Static Shield 28 Toggle: Self +Res(Psionics, Disorient, Hold, Sleep, Teleport, End Drain, -Recovery) (Add +Res(Hold, Immobilize)) Power Sink 35 PBAoE, Foe -End, -Recovery, Self +End Shocking Grasp 38 Melee, High DoT(Energy), Foe Hold, -End, -Recovery Energetic Intrigue (Energy Aura + Energy Manipulation + Intrigue) Power Level Effect Pulse 1 PBAoE Placate, Foe Disorient Charged Armor 2 Toggle: Self +Res(Smash, Lethal, Energy) (Add +Res(Knockback, Repel, Taunt, Teleport)) Power Thrust 4 Melee, Minor Damage(Energy/Smashing), Foe Knockback Energize 10 Self End Discount, Heal, +Regen Conductive Shield 16 Toggle: Self +Res(Fire, Cold, Energy, Negative) (Add +Res(Fear, Sleep, Confuse)) Energy Punch 20 Melee, Moderate Damage(Smashing/Energy), Foe Disorient Static Shield 28 Toggle: Self +Res(Psionics, Disorient, Hold, Sleep, Teleport, End Drain, -Recovery) (Add +Res(Hold, Immobilize)) Stun 35 Melee, Minor Damage(Smashing/Energy), Foe Disorient Bone Smasher 38 Melee, High Damage(Smashing/Energy), Foe Disorient Fiery Intrigue (Fiery Aura + Fire Manipulation + Intrigue) Power Level Effect Spark 1 PBAoE Placate, -Res, -Def Fire Shield 2 Toggle: Self +Res(Smash, Lethal, Fire, Cold, Disorient) (Add +Res(Psionic, Knockback, Repel, Taunt, Teleport)) Ring of Fire 4 Ranged, Moderate DoT(Fire), Foe Immobilize Cauterizing Aura 10 Toggle: PBAoE, Minor DoT(Fire), Self +Heal Over Time, +Recovery Plasma Shield 16 Toggle: Self +Res(Fire, Energy, Negative, Hold, Sleep) (Add +Res(Fire/Cold)) Fire Sword Circle 20 PBAoE, Moderate DMG(Fire/Lethal) Temperature Protection 28 Auto: Self +Res(Fire, Cold, -Recharge, -SPD, -Jump) (Add +Res(Toxic)) Burn 35 Location (PBAoE), Moderate DoT(Fire), Self +Res(Immobilize) Hot Feet 38 Toggle: PBAoE, Minor DoT(Fire), Foe -SPD, Self -Fly (may need to replace Fire Sword Circle with something from Fire Control, possible Cinders) Martial Intrigue (Shield Defense + Martial Combat + Intrigue) Power Level Effect Anomaly 1 Targeted AoE Placate, -Recharge, -Regen Deflection 2 Toggle: Self +DEF(Melee), +Res(Lethal, Smashing) (Add +Res(Knockback, Repel, Taunt, Teleport)) Ki Push 4 Melee, Moderate DMG(Smash), Foe Repel, KB Reaction Time 10 Toggle (PBAoE), Self Absorb over Time, +Recovery, Foe –Rech, - Move, Special Battle Agility 16 Toggle: Self +DEF(Ranged, AoE), +Res(Defense Debuff) (Add +Res(Fear, Sleep, Confuse)) Burst of Speed 20 Location AoE Moderate DMG (Smash), Self Teleport Phalanx Fighting 28 Auto: Self +DEF(Melee, Ranged, AoE) Throw Sand 35 Ranged (Cone), Foe Stun, -Perception Eagle's Claw 38 Melee, Superior DMG(Smash), Foe Minor Disorient, +Special (I think the animations will work with the shield, but not 100% Sure. May also consider replacing Burst of Speed with Shield Charge) Mental Intrigue (Willpower + Mental Manipulation + Mind Control + Intrigue) Power Level Effect Mindtrick 1 Close (Cone) Placate, Confuse High Pain Tolerance 2 Auto: Self +Res(All), +Max Health (Add +Res(Knockback, Repel, Taunt, Teleport)) Subdual 4 Ranged, Moderate DoT(Psionic), Foe Immobilize Drain Psyche 10 PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery Indomitable Will 16 Toggle: Self +DEF(Psionic), +Res(Disorient, Hold, Sleep, Fear, Confusion, Knockback) (Add +Res(Fear, Sleep, Confuse)) Scare 20 Ranged, Foe Fear Heightened Senses 28 Toggle: Self +DEF(All DMG but Psionics), +Res(DEF Debuff), +Perception (Add +Res(Immobilize)) World of Confusion 35 Toggle: PBAoE, Minor DoT(Psionic), Foe Confuse Total Domination 38 Ranged, Targeted AoE, Foe Hold Natural Intrigue (Bio Armor + Plant Manipulation + Intrigue) Power Level Effect Seeds of Distrust 1 Targeted AoE Placate, -ToHit, -Regen Hardened Carapace 2 Self Toggle, +Res(Lethal, Smash, Toxic, Disorient, Sleep), +Regen (Add +Res(Knockback, Repel, Taunt, Teleport)) Entangle 4 Ranged, Moderate DoT(Smashing/Lethal), Foe Immobilize Wild Fortress 10 Self +Absorb, +Recovery, +Res(Toxic, Confuse) Environmental Modification 16 Self Toggle, +Res(Hold, Knockdown, Immobilize), +DefRes(Energy, Negative, Fire, Cold, Psionic) (Add +Res(Fear, Sleep)) Strangler 20 Ranged, Moderate DoT(Smashing), Foe Hold Evolving Armor 28 Self Toggle, +Res(All), Foe -Res(All), Taunt, (Remove Taunt, Add +Res(Immobilize)) Vines 35 Range (Targeted AoE), Foe Hold Spore Cloud 38 Toggle (Targeted AoE), Foe -Dmg(All), -To Hit, -Regen Shadow Intrigue (Dark Armor + Darkness Manipulation + Intrigue) Power Level Effect Distracting Shadows 1 Ranged (Cone) Placate, Fear Dark Embrace 2 Toggle: Self +Res(Smash, Lethal, Negative, Toxic) (Add +Res(Knockback, Repel, Taunt, Teleport)) Penumbral Grasp 4 Ranged, Moderate DoT(Negative Energy), Foe Immobilize, -ToHit Touch of the Beyond 10 Fear, Foe -ToHit, Self +Regeneration, +Recovery Murky Cloud 16 Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain) (Add +Res(Psionic, Fear, Sleep, Confuse)) Death Shroud 20 Toggle: PBAoE, Minor DoT(Negative) Cloak of Darkness 28 Toggle: Self Stealth, +DEF(All), +Res(Immobilize), +Perception (Add +Res(Hold)) Touch of Fear 35 Melee, Foe Fear, -To-Hit Dark Pit 38 Ranged (Targeted AoE), Foe Disorient Spycraft (Invulnerability + Devices + Intrigue) Power Level Effect Flashbang 1 Targeted AoE Placate, Foe Disorient Temp Invulnerability 2 Toggle: Self +Res(Smash, Lethal) (Add +Res(Psionic, Knockback, Repel, Taunt, Teleport)) Web Grenade 4 Ranged, Target Immobilize, -Recharge, -Fly Field Operative 10 Toggle: Self Stealth, +Def(All), +Special, +Regeneration, +Recovery (Increase Stealth to 200ft, Add Threat Level -100%) Unyielding 16 Toggle: Self +Res(All DMG but Psionics, Disorient, Hold, Sleep, Immobilize, Knockback) (Add +Res(Fear, Confuse)) Trip Mine 20 Place Mine: PBAoE, Superior DMG(Lethal/Fire) Invincibility 28 Toggle: PBAoE, Foe Taunt, Self +DEF(All DMG but Psionics), +To Hit (Remove Foe Taunt) Time Bomb 35 Place Bomb: PBAoE, Extreme DMG(Lethal/Fire) Gun Drone 38 Build Drone: Ranged, Moderate DMG(Lethal) (Not sure about this pairing, but it could be looked at as body armor) Tactical Intrigue (Super Reflexes + Tactical Arrow + Intrigue) Power Level Effect Flashbang Arrow 1 Targeted AoE Placate, Foe Disorient Focused Fighting 2 Toggle: Self +DEF(Melee), +Res(Confuse, DEF Debuff) Electrified Net Arrow 4 Ranged Moderate DoT(Energy), Foe Immobilize, -Fly, Slow Eagle Eye 10 Toggle: Self +Acc, +Per, Res(Debuff ToHit), +Special, +Reg, +Rec Focused Senses 16 Toggle: Self +DEF(Ranged), +Res(DEF Debuff), +Perception Ice Arrow 20 Ranged, Foe Hold, -Spd, -Recharge Evasion 28 Toggle: Self +DEF(AoE), +Res(DEF Debuff) Agility 35 Auto: Self +Recharge, +Spd, +Res(Slow) Gymnastics 38 Toggle: Self +Jump, +Def(All), +Res(Immobilize, Hold, Stun, Knockback) (Agility and Gymnastics are great, but this leaves only three types of arrow shots. May need to consider merging Evasion and Focused Senses like Danger Sense and moving Gymnastics in that slot to open space for another arrow type) Temporal Intrigue (Regeneration + Temporal Manipulation + Intrigue) Power Level Effect Anomaly 1 AoE Placate, -Recharge, -Regen Integration 2 Toggle: Self +Resistance(Knockback, Disorient, Hold, Sleep, Immobilize), +Regeneration (Add +Res(Confuse, Fear)) Time Wall 4 Ranged, -Speed, -Recharge, -Regen, Special Temporal Healing 10 Self +Absorb, +Recovery, +Res(Slow, Regen Debuff) Resilience 16 Auto: Self +Resistance(Disorient, Smash, Lethal, Toxic) (Add +Res(Fire, Cold)) End of Time 20 PBAoE High Damage (Cold/Energy) Dull Pain 28 Self: +Max Health (Add +Reg) Time Shift 35 AoE Foe Disorient, -Spd, -ToHit Time Lord 38 Auto: Self +Recharge, +Res(Slow, Energy, Stun) (This set has a lot of Regen in it, but (as noted) Dull Pain may need a little more regen to make it functional) Edited September 27, 2019 by Zepp Rework and recolor Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee -------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Great Archetype Concept Battle: Final Round -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Archetype Proposal Amalgamation
Zepp Posted September 28, 2019 Posted September 28, 2019 So, @Replacement Just to clarify, the current proposed inherent is: A bar that is always building. Attacking depletes the bar. Players gain secondary effects bonuses and mez protections based on the number of segments completely full on the bar. [Archetype design incorporates minimized base threat and threat multiplier] & @Steampunkette Thoughts on the proposed identity-centric Placate abilities [previous post]? I placed them as T1 powers, but they could be moved around. Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee -------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Great Archetype Concept Battle: Final Round -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Archetype Proposal Amalgamation
Steampunkette Posted September 28, 2019 Posted September 28, 2019 7 hours ago, Zepp said: So, @Replacement Just to clarify, the current proposed inherent is: A bar that is always building. Attacking depletes the bar. Players gain secondary effects bonuses and mez protections based on the number of segments completely full on the bar. [Archetype design incorporates minimized base threat and threat multiplier] & @Steampunkette Thoughts on the proposed identity-centric Placate abilities [previous post]? I placed them as T1 powers, but they could be moved around. I feel like it would be better suited at a higher tier. Even with defensive buffs applied to the power, presumably lasting a few seconds after activation, it's mostly going to function as an "You don't see meeeee!" power. One which focuses on the higher combat function 'Placate' rather than the lower combat function 'Buffs' I can't, for example, see the AoE placate +22% S/L resistance buff as something that the player can use once per minute with a 1 minute duration on the 22% S/L resistance buff. I feel like the baseline stealth and protective power kind of set the tone for the character. A tone which the later AoE Placate effect capitalizes on and cements.
Zepp Posted September 28, 2019 Posted September 28, 2019 1 hour ago, Steampunkette said: I feel like it would be better suited at a higher tier. Even with defensive buffs applied to the power, presumably lasting a few seconds after activation, it's mostly going to function as an "You don't see meeeee!" power. One which focuses on the higher combat function 'Placate' rather than the lower combat function 'Buffs' I can't, for example, see the AoE placate +22% S/L resistance buff as something that the player can use once per minute with a 1 minute duration on the 22% S/L resistance buff. I feel like the baseline stealth and protective power kind of set the tone for the character. A tone which the later AoE Placate effect capitalizes on and cements. I didn't actually put any defense or resistance into the AoE placate abilities. Sorry, I thought that had been dropped. That being said, it does make sense to shift it later, So, are you thinking T5 after the sustain? Start off with a defensive ability or the immobilize? Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee -------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Great Archetype Concept Battle: Final Round -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Archetype Proposal Amalgamation
Steampunkette Posted September 28, 2019 Posted September 28, 2019 If I had my druthers: Tier 1: Defensive Toggle (12.75% Defense or 22.5% Resistance) Tier 2: AoE Immobilize (Or Sleep for Psychic/Electric) Tier 3: AoE Placate with short Defensive Boost (Lasts 30 seconds or so, Recharges in 45 seconds, ignores Recharge) Tier 4: First Manipulation Power Tier 5: Sustain from Manipulation Tier 6: Manipulation Tier 7: Manipulation Tier 8: Manipulation Tier 9: Manipulation or Control And then Specific Sets, like Psychic, would need to shift some of their powers from the Manipulation into the Assault. Like Drain Psyche in Assault needs to be removed for Psionic Tornado from the Manipulation set, since Manipulation uses Drain Psyche as it's Sustain. Instead we can put a Control effect, there, to show Psychic is a more control-centered secondary than one of the others.
Zepp Posted September 28, 2019 Posted September 28, 2019 (edited) So a new universal Toggle associated with each Manipulation Set, an AoE immobilize/Sleep from a control set, A new placate with 66.67% defensive efficacy (you are vulnerable 1/3 of the time), then manipulation powers with the sustain moved to T5? The T1 immobilize coming after the AoE immobilize? That means you would need about 6 unique Manipulation powers for each set. Let's take a look (suggestions that are underlined are duplicated, other suggestions based on popularity) Atomic Manipulation: 8 [drop Atom Smasher, Negatron Slam, & Positron Cell?] Darkness Manipulation: 7 [drop Smite, Midnight Grasp, & Shadow Maul?] Devices: 9 [drop Taser, Time Bomb, & Trip Mine?] Electricity Manipulation: 5 [drop Charged Brawl, Havoc Punch, Build Up, & Thunder Strike, then add Power Boost?] Energy: 7 [drop Bone Smasher, Power Boost, Energy Punch, & Stun, then add Build Up?] Fire Manipulation: 7 [drop Combustion, Consume, & Fire Sword?] Ice Manipulation: 8 [drop Ice Sword, Frozen Fists, & Frozen Aura?] Martial Combat: 8 [drop Dragon's Tail, Throw Sand, and Storm Kick?] Mental Manipulation: 5 [drop Mind Probe, Telekinetic Thrust, & Psychic Scream, then remove Drain Psyche from Psionic Assault and add Psionic Tornado Ninja Training: 9 [drop Choking Powder, Blinding Powder, & Smoke Flash] Plant Manipulation: 6 [drop Skewer, Thorn Burst, & Ripper?] Tactical Arrow: 9 [drop Ice Arrow, Flash Arrow, and ESD Arrow?] Temporal Manipulation: 9 [drop Aging Touch, Future Pain, & Time Shift?] There is another issue, both Assault and Manipulation sets tend to have a Power Boost or Build Up type power. Should Assault Sets with one be changed to Build Up, and Manipulation Sets be changed to Power Boost? I'm thinking the T1 from the Manipulation set should be the T2, and the AoE Immobilize/Sleep should be around T6 or T7. Would Shinobi be the Defensive Toggle or would Ninja Training have two toggles? Gymnastics for Tactical Arrow? How would you deal with Field Operative? Edited September 28, 2019 by Zepp Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee -------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Great Archetype Concept Battle: Final Round -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Archetype Proposal Amalgamation
Steampunkette Posted September 28, 2019 Posted September 28, 2019 Not a "New Universal Toggle" just "A Defensive Toggle" So, like, Psychic would get Mind Over Body at level 1. And Electric would get Charged Armor.
Zepp Posted September 29, 2019 Posted September 29, 2019 Defensive Toggles, by their nature, are designed like sieves. They are meant to be used with another two or three at the same time. As such you are going to need to merge the three-five toggles into one toggle with reasonable scaling. I've done a work-up of the first six sets, is this what you were thinking @Steampunkette and @Replacement Alchemical Intrigue (Radiation Armor* + Atomic Manipulation + Intrigue) Power Level Effect Beta Plus Decay 1 Toggle: Self +Res(++Tox/En, +Fire/Cold, Smash/Lethal, -Cold/Psi), +Res(Status Effects) Electron Shackles 2 Ranged, Moderate DoT (Energy), Foe Immobilize Heisenberg's Uncertainty 4 PBAoE Placate, +Res, Remove any status effects, can be cast while mezzed Metabolic Acceleration 10 Toggle: Self +Recharge, + Special, +Regeneration, +Recovery, +Res(Hold, Stun, Sleep, Immob, End) Ionic Binding 16 PBAoE, Minor DoT (Energy), Foe Immobilize Ionize 20 Self +DMG, +ToHit Beta Decay 28 Toggle: Foe, Taunt, -To Hit, -Defense, Self +Recharge Radioactive Cloud 35 PBAoE, Foe Hold Positronic Fist 38 Melee, Extreme Dmg(Energy/Smash), Foe -Def, Disorient, Special Cloak & Dagger (Ninjitsu* + Ninja Training + Intrigue) Power Level Effect Ninja Senses 1 Toggle: Self +Def (Melee, Ranged, AoE) +Perception, +Res(-Def), +Res(Status Effects) Immobilizing Dart 2 Ranged, Minor DoT (Toxic), Target Immobilize Smoke Flash 4 PBAoE Foe Placate, Self +Def, -Res Kuji-In Toh 10 Self +Regen, +Recovery, Res(Psionic, Fear) Caltrops 16 Ranged (Location AoE), Minor DoT (Lethal), Foe -Spd Sting of the Wasp 20 Melee, Moderate Dmg(Lethal), Foe -Def Shinobi 28 Toggle: Self +Def (Melee, Ranged, AoE), + Run Speed, +Jump, Stealth The Lotus Drops 35 PBAoE Melee, Moderaat Dmg(Lethal), Foe -Def Golden Dragonfly 38 Melee, Extreme DMG(Lethal), Foe Knockback, -Def (Removed one defensive ability for Shinobi) Cold War Intrigue (Ice Armor* + Ice Manipulation + Ice Control + Intrigue) Power Level Effect Cold Attitude 1 Toggle: Self +Def (Smashing, Lethal, Energy, Neg), +Res (++Cold, -Fire/Toxic), +Res(Status Effects) Chill blain 2 Ranged, Moderate DoT (Cold), Foe Immobilize, -Spd, -Recharge Cold Shoulder 4 Targeted AoE Placate, Self +Def, +Res, Foe -Spd, -Recharge Frigid Protection 10 Toggle: PBAoE, Foe -Recharge, -Speed, -DMG, Self +Absorb over Time, +Recovery Flash Freeze 16 Ranged (Targeted AoE), Minor DMG(Cold/Lethal), Foe Sleep Build Up 20 Self +DMG, +To-Hit Ice Patch 28 Location PBAoE, Foe Knockdown Shiver 35 Ranged (Cone), Foe -Recharge, -SPD Freezing Touch 38 Melee, Minor Dmg (Cold), Foe Hold Electric Intrigue (Electric Armor* + Electricity Manipulation + Electric Control + Intrigue) Power Level Effect Charged Armor 1 Toggle: Self +Res(++En, +Smash/Lethal/Fire/Cold/Psi, Neg,), +Res(Status Effects) Electric Fence 2 Ranged, Moderate DoT(Energy), Foe Immobilize, -End, -Recovery Shock 4 PBAoE Placate, Self + Res, Foe -End, -Rec Force of Thunder 10 PBAoE, Foe Disorient, Knockback, Self +Regeneration, +Recovery Chain Fences 16 Ranged AoE, Minor DMG(Energy), Foe Immobilize, -End, -Fly Lightning Field 20 Toggle: PBAoE, Minor DoT(Energy), Foe -End Build Up 28 Self +DMG, +To-Hit Power Sink 35 PBAoE, Foe -End, -Recovery, Self +End Shocking Grasp 38 Melee, High DoT(Energy), Foe Hold, -End, -Recovery Energetic Intrigue (Energy Blast + Energy Aura* + Energy Manipulation + Intrigue) Power Level Effect Energy Stealth 1 Toggle: Self +Def(+Energy, Fire/Cold, -Smash/Lethal/Neg) , +Res(Energy,-Smash/Lethal/Neg/Tox), +Stealth, +Res(Status Effects) Power Thrust 2 Melee, Minor Damage(Energy/Smashing), Foe Knockback Pulse 4 PBAoE Placate, Self, +Def, +Res, Foe Disorient Energize 10 Self End Discount, Heal, +Regen Energy Torrent 16 Close (Cone), Moderate DMG(Energy/Smash), Foe Knockback Build Up 20 Self +DMG, +To-Hit Power Boost 28 Self +Special Boost Range 35 Self Range Increase Total Focus 38 Melee, Extreme DMG(Energy/Smash), Foe Disorient Fiery Intrigue (Fiery Aura* + Fire Manipulation + Fire Control + Intrigue) Power Level Effect Embracing Flames 1 Toggle: Self +Res(++Fire, Smash/Lethal/En/Neg, Cold), +Res(Status Effects) Ring of Fire 2 Ranged, Moderate DoT(Fire), Foe Immobilize Spark 4 PBAoE Placate, -Res, -Def Cauterizing Aura 10 Toggle: PBAoE, Minor DoT(Fire), Self +Heal Over Time, +Recovery Fire Cages 16 Ranged (Targeted AoE), Minor DoT(Fire), Foe Immobilize Fire Sword Circle 20 PBAoE, Moderate DMG(Fire/Lethal) Build Up 28 Self +DMG, +To-Hit Burn 35 Location (PBAoE), Moderate DoT(Fire), Self +Res(Immobilize) Hot Feet 38 Toggle: PBAoE, Minor DoT(Fire), Foe -SPD, Self -Fly Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee -------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Great Archetype Concept Battle: Final Round -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Archetype Proposal Amalgamation
Steampunkette Posted September 29, 2019 Posted September 29, 2019 I know they're designed like Sieves, @Zepp. It's why I argued that the AT should get at -least- 2 defensive powers with their sustain, more probably 3. I don't think it's appropriate to give them a Single Toggle that essentially functions like an entire powerset. But giving them one toggle that applies to the most common types of damage (S/L) and one Elemental/Energy/Exotic seems appropriate. Or 2 of the 3 Vectors, but not the third. (Like Ninjitsu's Danger Sense) Other than that change, I think these look smashing. ... lethal.
Zepp Posted September 29, 2019 Posted September 29, 2019 My thought was that it would mimic the entire set, but at 1/3rd efficacy-ish. So rather than being extremely vulnerable to a huge chunk of enemies, and pretty strong against some, you would have moderate protection against most enemies... 1 Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee -------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Great Archetype Concept Battle: Final Round -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Archetype Proposal Amalgamation
Replacement Posted September 29, 2019 Author Posted September 29, 2019 On 9/25/2019 at 7:55 PM, Zepp said: Just a suggestion, add a mez-break (like Burn's Immobilization break, only for all mez, to the "Misdirection"/"Smoke Bomb" move). That would add a lot of survivability and make it much more of a get-out-of-jail-free-card... At lower levels solo you could engage with a minion, kill it, then use it to leave the group. Wait a short while and re-engage with a smaller group. At higher levels or in groups it would become a panic button. So basically it would be an AoE Placate with +Res (all mez effects). Also, rather than replacing a defensive ability, it would probably be better to replace a melee attack (if you really want to keep the build up power). This is actually where I've been leaning. It means we could remove mez protection from the passive, which is janky. This still gives us a scaling +stealth and +power boost, which gets sacrificed (maybe completely, maybe halving, maybe minus a static amount -- that's not something you can know without testing and tuning) to give mez resist/break free and placation. On 9/28/2019 at 9:23 AM, Steampunkette said: Tier 1: Defensive Toggle (12.75% Defense or 22.5% Resistance) Tier 2: AoE Immobilize (Or Sleep for Psychic/Electric) Tier 3: AoE Placate with short Defensive Boost (Lasts 30 seconds or so, Recharges in 45 seconds, ignores Recharge) Tier 4: First Manipulation Power Tier 5: Sustain from Manipulation Tier 6: Manipulation Tier 7: Manipulation Tier 8: Manipulation Tier 9: Manipulation or Control Just using this as a point of reference and contrast, my current goals are: T1: Defensive toggle OR placate T2: Aoe Immobilize or similar (e.g. Dark gets a cone instead) T3/4 (dependent on set): Defensive toggle OR placate T4+: attempt to stay as true to Manipulation as possible. Now, @Steampunkette has brought me around to the idea of the class needing "direct" survival built-in, but I continue to be resistant towards putting multiple powers into it, because I think it's important for them to rely on the thing that truly sets them apart from Blasters: Ninja Vanish! But it does bother me that they will simply "not be covered" towards non-S/L stuff. I wonder how awful it would be to give them, e.g. a special version of Charged Armor that has something like 19% to the main resists but 11% to other resists (leaving the 1-2 typical "holes). I would like to note, here: tier 4 secondary is level 10. This is not a long time to go for either the placate or the survival skill. And this also means you could actually have different sets him them in different orders. Hell, /Ice's Sustain move comes at level 10 instead of the standard 20, which means you'll have all sorts of fun figuring out the power order. I'm also not adverse to simply bumping up the Mag of some of their control-y powers. There are a few in the Manipulations that are Mag 2s that I think an Operative would make more sense to have at Mag 3 (or 75% chances bumped up to 100%, etc). Minor tweaks that keep the power the same but the potency increased to help them survive. One final Note: I'm pushing for Assaults giving Power Boost and Manipulations giving Build Up, because that's the least amount of work. That could be swapped (because it honestly makes more sense) but the point is there's a clear delineation. And I also still think Psionic/Psychic should be the last set ported.
Replacement Posted September 29, 2019 Author Posted September 29, 2019 8 hours ago, Zepp said: Heisenberg's Uncertainty 4 PBAoE Placate, +Res, Remove any status effects, can be cast while mezzed I love you. 1
Steampunkette Posted September 29, 2019 Posted September 29, 2019 Power Boost is now Power Up. A Combination of Power Boost and Build Up. Could do Aim for the Manipulations?
Replacement Posted September 30, 2019 Author Posted September 30, 2019 Power Build Up is actually closer to Aim already. It's 50% ToHit (vs 17% in Dominator>Electric Assault's Build Up) and 34% damage (vs their Build Up's 68%)
Zepp Posted September 30, 2019 Posted September 30, 2019 Also, I still think having an AoE immobilize-ish power at T2 is too powerful, especially since their T1 from Manipulation is a single target immobilize-ish power. Take a look at my six work-ups, and tell me if it doesn't make more sense to have the single-target Immob first and the multiple target Immob later. As per a previous post, I removed non-buff duplicate powers and then removed powers based on popularity. The powers that were not underlined could be swapped as the popularity may differ, and some sets may prefer more control over damage. As far as the buff powers, maybe shift all the Assault Set buffs to Power Up, One issue is that Energy has Build Up & Power Boost. So changing Manipulation sets would be a tad more complicated. Also, Energy Manipulation may need a look-over, as the lack of Immob for KB is something that I think many players will likely want to avoid. Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee -------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Great Archetype Concept Battle: Final Round -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Archetype Proposal Amalgamation
Steampunkette Posted September 30, 2019 Posted September 30, 2019 9 hours ago, Zepp said: Also, I still think having an AoE immobilize-ish power at T2 is too powerful, especially since their T1 from Manipulation is a single target immobilize-ish power. Take a look at my six work-ups, and tell me if it doesn't make more sense to have the single-target Immob first and the multiple target Immob later. As per a previous post, I removed non-buff duplicate powers and then removed powers based on popularity. The powers that were not underlined could be swapped as the popularity may differ, and some sets may prefer more control over damage. As far as the buff powers, maybe shift all the Assault Set buffs to Power Up, One issue is that Energy has Build Up & Power Boost. So changing Manipulation sets would be a tad more complicated. Also, Energy Manipulation may need a look-over, as the lack of Immob for KB is something that I think many players will likely want to avoid. Stacking. That's kind of the core purpose of giving a powerset both a ST and AoE version of the same power. The AoE shuts down the Minions and Lts, the ST stacks with the AoE and shuts down the boss. We probably don't want that for the Operative, it's not a true 'control class'. I think the intent behind going for the AoE Immobilize in the early Operative's design is to reduce incoming damage through movement mitigation on a largish group, forcing them into ranged attacks except whichever one you've singled out to pummel... That said, I see your meaning in the relative power of the AoE Immobilize. So allow me to suggest this: Give their immobilize a 5 target cap and Poison's Splash Area. An 8ft radius means enemies would need to be quite closely grouped to get them all, or that the immobilize only catches a portion of a given group, which should limit it's usefulness slightly while making it more worthwhile than cycling the t1 immob on a Blaster, but not -as- worthwhile as being able to stack it and stop bosses from moving.
Zepp Posted September 30, 2019 Posted September 30, 2019 If the AoE comes before the ST immob, will people take the ST immob? It seems that it would be better to keep the Multi-Target Immob at reasonable coverage, but move it to a later tier than to have a weaker power in the T2 slot and then move the ST immob later in the ladder where it is even more underwhelming... I understand stacking more than most (I have a Martial Arts Stalktroller designed to stack ST Disorient like crazy). That being said, it is not much of a wait either way. Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee -------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Great Archetype Concept Battle: Final Round -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Archetype Proposal Amalgamation
Steampunkette Posted September 30, 2019 Posted September 30, 2019 4 minutes ago, Zepp said: If the AoE comes before the ST immob, will people take the ST immob? It seems that it would be better to keep the Multi-Target Immob at reasonable coverage, but move it to a later tier than to have a weaker power in the T2 slot and then move the ST immob later in the ladder where it is even more underwhelming... I understand stacking more than most (I have a Martial Arts Stalktroller designed to stack ST Disorient like crazy). That being said, it is not much of a wait either way. I don't think we should HAVE a ST immob. I think it should be AoE Only so that Boss-Stacking isn't something you can do with 2 button presses back to back. But I do like the idea of the smaller AoE to show that it's not 'really' a controller type AT. 1
Steampunkette Posted September 30, 2019 Posted September 30, 2019 ... what if it wasn't "Rings of X" but a -single- ring? Scale the Ring of Fire FX to the full 8ft AoE rather than having a separate rings around each target. So you put down an 8ft circle of flame (probably a Pseudopet spawned under your target) surrounding all your targets. That would look -cool-... Especially with the Earth Control Immob...
Zepp Posted September 30, 2019 Posted September 30, 2019 Electricity, Mental, & Plant may be hard to do without that T1 immobilize. I'll take a look at those three in a couple of hours and try to borrow some soft control or blast powers that fit those sets... Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee -------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Great Archetype Concept Battle: Final Round -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Archetype Proposal Amalgamation
Steampunkette Posted September 30, 2019 Posted September 30, 2019 6 minutes ago, Zepp said: Electricity, Mental, & Plant may be hard to do without that T1 immobilize. I'll take a look at those three in a couple of hours and try to borrow some soft control or blast powers that fit those sets... For Electric there's Cages, and Plants has Roots. In my writeups I gave Psionic/Mental straight up Sleep to show that Psionic was a more "Control Oriented" secondary, kind of the inverse of my Ki secondary.
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