AgentForest Posted October 12, 2020 Posted October 12, 2020 On 9/5/2020 at 5:57 PM, Squeakieclean said: - Hungering Evolution: Click Toggle, Bio Weapon Draining Mode. By activating this power you cause your Bio Weapons to spontaneously mutate, causing them to draw excessively from your bodily integrity. You are continuously losing your own Hit Points, but your weaponry will strike with more strength the lower your Hit Points are. This power can be dangerous to use, especially as it only really adds more damage when you have lost at least a third of your Hit Points. As much as I was a sucker for the old Defiance, I do find the concept problematic. It encourages really dangerous gameplay and can be unpleasant to team with. Healers end up feeling conflicted about whether to even heal dying teammates because of possibly messing up what they're trying to do. I could see coming at the idea from a different direction though. What if the toggle drained health from you to increase damage. The amount drained is higher if your HP is higher, and also increases your damage output well. As your HP drops, it drains less from your body, but the damage boost also fades. Another possibility could be to incorporate a stack-based damage buff each time something attacks you, working like a mini-Fury resource. That way HP doesn't necessarily have to be low for the toggle to be worth turning on. And healers won't be yelled at for healing you, lol.
Alchemystic Posted October 12, 2020 Author Posted October 12, 2020 47 minutes ago, AgentForest said: Not that any of your idea is bad, because it's not, but personally, I always imagined any attempts at a "Pain" damage set to include illusory damage. Like, give all the powers a higher base damage scaling, but have them heal off a portion of it a few seconds later. Like Spectral Wounds and Phantom Army, but baked into an entire blast set. That way you hit like a truck, but have to finish things off fast or you'll have lower damage output than other blast sets. Higher damage if you're efficient about focusing down targets. That could certainly be an interesting mechanic for the Pain powersets, especially since theres a lot of thematic overlap with the powers The Awakened have and Illusion Control's aesthetic. 1
AgentForest Posted October 12, 2020 Posted October 12, 2020 I was toying with an idea for a power set that just plays a little differently than most in its category, while doing the same job. Like Forcefields and Empathy. Both protect teammates, but in different ways. So I tried to think of a way to do that for a tank build. Moves probably need rearranged to different tiers, but it wouldn't be hard to animate, as most of the moves would use short Build Up and Aim style animations. Or the animations for activating toggles.Adrenaline: Deadened Nerves: Passive Self +Max HP, +Resist (all) | Pretty basic. Permanent increase to max HP and damage resistance. Spacial Awareness: Passive Self +Defense (melee, range, AoE) | Permanent increase to positional defenses. Determination: Click Self +Resist (all) | You dramatically increase your damage resistance for 30 seconds or so, gradually fading over time. Higher resistances granted than a typical toggle armor, but for a duration, with diminishing effect. Just A Scratch: Click Self Heal Over Time | You gain a powerful heal-over-time effect that gradually diminishes over 10 seconds. Stronger overall heal than Reconstruction, but not in a single lump-sum. Shrug It Off: Toggle Self +Mez Protection, +Special | The mez protection of this set is the only thing that comes as a toggle, but it provides a unique "damage staggering" mechanic as well. Incoming damage is lowered by 25% (unenhanceable), but most of that damage you ignored (20%) is taken over time for the next 10 seconds. Damage is only slightly reduced in the long-run, but it allows time to deal with it. The numbers here could be tweaked. If this is too hard to program, the easiest way would be to just do the opposite of Spectral Wounds. Heal for a portion of damage received immediately, but then apply a DoT effect based on how strong the heal was. Bob and Weave: Click Self +Defense (melee, range, AoE) | Like Determination, you click to activate a powerful defense buff that fades over 30 seconds. Just Breathe: Passive Self +Regen, +Recovery, +Recharge | Not a huge recharge bonus, but it's meant to help the set scale into the late-game. Daunting: Click PBAoE Foe -Damage (all), Fear, -ToHit, Taunt | Your presence and unwillingness to fall in combat intimidates your enemies, causing those around you to suffer a decrease in damage and chance to hit, with a chance of applying fear every second. The strength of the debuffs fade over 30 seconds as enemies overcome their initial fear and get lost in the flow of combat again. No Time For Pain: Passive Self +Absorb over time, +Special | You gain a weak damage absorption barrier every few seconds, up to a max amount (like some Sentinel armor sets have). Selecting this power also grants all of your click abilities for this power set to also create a small chunk of damage absorption when activated. This effect isn't enormous (10% enhanced to 20% of your HP) but they stack, and they don't fade over time. They just end when the click buff's 30 seconds are up, or when they've taken enough damage.
Alchemystic Posted October 12, 2020 Author Posted October 12, 2020 (edited) @AgentForest unfortunately I'm not too sure that your suggestion stays true to the 'recycling' theme of the thread, since these powers are completely new and don't seem to have any pre-existing assets that could be used as a reference to work from. I'm not much of a numbers guy, I tend to focus more on moving different powers around in order to assemble something new from them, and any 'new' powers tend to be based off existing ones. So sadly, I don't think I could be of much help here! 😅 Edited October 12, 2020 by Tyrannical
Squeakieclean Posted October 16, 2020 Posted October 16, 2020 (edited) On 10/12/2020 at 9:49 AM, AgentForest said: As much as I was a sucker for the old Defiance, I do find the concept problematic. It encourages really dangerous gameplay and can be unpleasant to team with. Healers end up feeling conflicted about whether to even heal dying teammates because of possibly messing up what they're trying to do. I could see coming at the idea from a different direction though. What if the toggle drained health from you to increase damage. The amount drained is higher if your HP is higher, and also increases your damage output well. As your HP drops, it drains less from your body, but the damage boost also fades. Another possibility could be to incorporate a stack-based damage buff each time something attacks you, working like a mini-Fury resource. That way HP doesn't necessarily have to be low for the toggle to be worth turning on. And healers won't be yelled at for healing you, lol. To be fair I was operating mostly off of Dark Armour's Oppressive Gloom, which exists and works with a similar mechanic. It's something you can slot for or adjust to, especially with a self-heal of your own. And considering I was thinking of having Bio Weapons be a good tie-in to Bio Armour, they have their own absorb shield ability in Ablative Carapace and in that delightful tentacle schlurp that is DNA Siphon. And can't forget Inexhaustible. That said, your idea has merit for exactly your reasons outlined. Hmm. Ponder ponder ponder. I should get in touch with the person that made the Synergist. I kinda want to see if I could at the least make a singular powerset with mostly just recycling, really. Edited October 16, 2020 by Squeakieclean
Alchemystic Posted October 16, 2020 Author Posted October 16, 2020 (edited) I actually forgot to do this one for the longest time, I even mentioned it in my original post and I just spaced on it completely 😅 This is another Manipulation powerset, loosely based off Martial Combat, but isn't a complete copy at least! Street Combat Your ability to fight dirty allows you to deliver crushing blows and devastating strikes, while also using your streetwise savvy to disable your foes and catch them unaware. - Shove: A new power that is functionally identical to Power Thrust, even using the same animation, but with a Street justice FX. - Heavy Blow: A power taken from Street Justice, works as a good starter melee power. - Build Up: Standard build up power. - Rib Cracker: Another Street Justice power, works as a nice high damage melee attack. - Skulk: A power with identical functionality to Field operative from Devices, concealing the player and granting regen and recovery - Spinning Strike: A good AoE melee power taken from Street Justice, though lacking the combo mechanic. - Menace: A power similar to Scare, threatening a target and causing fear, using the 'threaten' NPC emote. - Throw Sand: Taken from Martial Combat, I figured the power would work nicely here too. - Shin Breaker: A good melee power from Street Justice that works nicely as the T9. Edited April 21, 2021 by Tyrannical 6
Alchemystic Posted October 25, 2020 Author Posted October 25, 2020 (edited) Going through some of the 'Pain' stuff I did, I figured there miiiight just be enough material to put together a working Control powerset. So once again I'm using The Awakened NPC group as base to work from, while adding in stuff from other fitting sources too. I know, I know, we already have Mind Control (and Illusion Control) that fits into that 'psionic control' role, but its always good to have variety! Not too sure what to call this one, I'm leaning towards 'Pain Control' to make it more consistent with the other powersets, but 'Psionic Control' is also on the table. Pain Control You have the power to project painful waves of psionic energy, causing your foes to writhe in agony or be subject to battering telekinetic force. - Subdual: A power a lot of The Awakened possess, as well as being available in other psionic powersets. Ideal for the T1 immobilize power. - Telekinetic Lift: Another power from The Awakened, lifts a target into the air much like... well, Lift. - Psionic Prison: A unique hold power from The Awakened, fits into the set nicely. - Telekinetic Blast: A ranged attack power from Psychic Blast/Fortunata Training with good knockback. Fills a similar role to Propel, Spectral Wounds and Jolting Chain. - Mass Subdual: A new power, working as an AoE version of Subdue. - Mass Levitate: Similar enough to the Psionic Melee power of the same name, knocking all surrounding foes high into the air. - Imprisoning Hold: Another new power, working as an AoE of Psionic Prison, without the damage. - Psionic Drift: A unique power belonging to Penelope Mayhem/Yin, randomly inflicting stun, sleep, or confuse on foes in its AoE. - Psionic Nexus: Another unique power from Penelope Mayhem/Yin, summoning her unique pet that has access to a few ranged blast powers. Edited October 26, 2020 by Tyrannical 3
Player2 Posted October 26, 2020 Posted October 26, 2020 Has anyone tried putting together a Gun Control set yet? 😎
Alchemystic Posted October 26, 2020 Author Posted October 26, 2020 58 minutes ago, Player2 said: Has anyone tried putting together a Gun Control set yet? 😎 Yup!
Night Posted October 29, 2020 Posted October 29, 2020 This is a set put together mainly from Dual Pistols and Broad Sword, with some single-handed NPC pistol powers to represent a more natural and weapon-oriented Assault set for Dominators, while the melee weapon customization should have access to all three model sets of War Mace, Battle Axe and Broad Sword. With inspiration and borrowing of a power from Weapon Assault - Pistol Shot: Many NPCs have it, a single-handed pistol shot - Strike: Combined version of Hack, Beheader and Bash - Sweep: Combined version of Slice, Pendulum and Crowd Control - Heavy Shot: Higher-damage single target attack, again from a number of NPCs that have a pistol - Build Up - Whirl: Combined version of Whirling Sword/Axe/Mace powers - Piercing Rounds: From Dual Pistols - Punish: Renamed version of Swoop/Disembowel/Jawbreaker (and snatched to match from Weapon Combat earlier in this thread) - Executioner's Shot: From Dual Pistols 3 1
Alchemystic Posted October 29, 2020 Author Posted October 29, 2020 Looks good, @Night! I was playing around with a similar idea when I first did the Power Assault set, but I wasn't sure if it'd work with how weapon animations (barely) function 😛 But looks to be pretty solid! lines up nicely with other Assault Sets, and even re-uses some material from the thread which is awesome 😀 I'll add this one to the list! 1
Alchemystic Posted November 3, 2020 Author Posted November 3, 2020 (edited) Okay so I may have been dumb and completely forgot about Gravity Control and how it could work as a manipulation powerset, and I already did Kinetic Manipulation so my idea of mixing Kinetic Melee and Gravity together into a powerset came kinda too late! But I think I'll just improvise some new melee powers loosely based around that and super strength instead, and try and style them after the gravity theme. Gravity Manipulation Your are able to increase or decrease gravity to suspend your foes in place, slam them with powerful blows, or manipulate your own gravity to bolster your abilities. - Crush: A simple immobilize power from Gravity Control, perfect to start the set off. - Slam: A new melee power that uses the same animation as Air Superiority, and also has a chance to knock foes down and disable flight.... like Air Superiority. Features typical gravity FX on the arms during the animation. - Build Up: Your average build up power. - Gravity Distortion: Another Gravity Control power, a single target hold that's common to the newer Manipulation sets. - Orbiting Shield: A new toggle power that grants a small amount of absorb over time, along with a boost to defense. Uses a similar FX to the 'Magnetic' aura, surrounding the player with floating objects, with the additional effect of causing nearby debris to orbit the player much like Hurricane. - Impact: A new PBAoE melee power that uses the same animation as Atom Smasher. Deals heavy damage and can cause several foes to be knocked down and lose flight. Similar FX to Slam, but with the Crush FX added in. - Low Gravity: A new click power that increases jump height and air control, while also granting an endurance discount. Has a slight gravity aura FX on activation. - Wormhole: Another Gravity Control power. This to me makes for a nice high level power as it fits an unusual niche, and deals a pretty good mez. - Collapse: A superior damage melee power that uses the same animation as Tremor or Total Focus, has a chance to immobilize the target and increase the endurance they must use for powers. Same FX as Slam, though more intense. Edited November 18, 2020 by Tyrannical 6 1
Vanden Posted November 3, 2020 Posted November 3, 2020 The holds in the newer Blaster secondaries are a big balancing can of worms, I think it'd be better to just avoid putting more of them in Blaster sets going forward. 1 A Cheat Sheet for efficient Endurance Recovery slotting Invention Set Designer Tool Spreadsheet with every Ancillary Power Pool
Alchemystic Posted November 3, 2020 Author Posted November 3, 2020 1 hour ago, Vanden said: The holds in the newer Blaster secondaries are a big balancing can of worms, I think it'd be better to just avoid putting more of them in Blaster sets going forward. I may swap it for a heavy single target melee attack, since wormhole is quite effective all on its own.
Alchemystic Posted November 13, 2020 Author Posted November 13, 2020 (edited) Going to try another control powerset, cos those seem simple enough to make. There's not many angles left since we basically have a Control powerset for each of the major 'elements' in the game, but I want to try and make one to fill in a niche that no other control powerset has yet, which is Toxic damage. I know, I know, damage isn't the focus of control powersets, but I think that's why this could work. Toxic damage is fairly infrequent in game, and what 'raw' toxic there is tends to be fairly low damage. So since control powersets don't focus so much on damage, having a toxic damage dedicated powerset doesn't provoke many balancing issues compared to a purely toxic blast or melee powerset.Toxin Control - Sleep Toxin: A single target sleep power that deals moderate toxic damage, uses the Succubus 'Come Hither' animation to blow poison particles at a single foe. - Choking Poison: A single target hold power that deals moderate toxic DoT, similar in appearance to Choking Powder, with a little more poison FX. - Hallucinogen: A single target confuse power, uses the Poison/Immobilizing Dart animation, firing the Mutagen projectile at them. - Sleep Gas: Similar in function to Spore Cloud, and shares the same FX, putting a bunch of foes to sleep in an AoE. - Corrosive Spray: A cone debuff power that reduces typed defense, resistance and regeneration, and deals minor toxic DoT. Uses the DUST Ranger 'Toxic Burst' FX, with the same animation as Arsonist's Fire Breath. - Acid Slick: Creates a patch that deals minor toxic DoT, reduces speed and positional defense, and has a chance to knockdown. Delivered by the Alkaloid animation/FX, with similar patch FX to Corrosive Vail - Choking Smog: Creates a similar FX to the Poison Trap power in a targeted area, but this time using the 'choke' animation to hold them. - Dizzying Fumes: An AoE power that stuns all foes in the area over time. Creates a similar patch to Volcanic Gasses, but without the vents/geysers emerging from the ground. - Confusing Cloud: A power similar in effect to Mass Confusion, using a similar FX to Venomous/Noxious Gas, though also creates a poison cloud over the heads of targets. Edited November 13, 2020 by Tyrannical 5
Menelruin Posted November 13, 2020 Posted November 13, 2020 1 hour ago, Tyrannical said: Going to try another control powerset, cos those seem simple enough to make. There's not many angles left since we basically have a Control powerset for each of the major 'elements' in the game, but I want to try and make one to fill in a niche that no other control powerset has yet, which is Toxic damage. I know, I know, damage isn't the focus of control powersets, but I think that's why this could work. Toxic damage is fairly infrequent in game, and what 'raw' toxic there is tends to be fairly low damage. So since control powersets don't focus so much on damage, having a toxic damage dedicated powerset doesn't provoke many balancing issues compared to a purely toxic blast or melee powerset.Toxin Control - Sleep Toxin: A single target sleep power that deals moderate toxic damage, uses the Succubus 'Come Hither' animation to blow poison particles at a single foe. - Choking Poison: A single target hold power that deals moderate toxic DoT, similar in appearance to Choking Powder, with a little more poison FX. - Hallucinogen: A single target confuse power, uses the Poison/Immobilizing Dart animation, firing the Mutagen projectile at them. - Sleep Gas: Similar in function to Spore Cloud, and shares the same FX, putting a bunch of foes to sleep in an AoE. - Corrosive Spray: A cone debuff power that reduces typed defense, resistance and regeneration, and deals minor toxic DoT. Uses the DUST Ranger 'Toxic Burst' FX, with the same animation as Arsonist's Fire Breath. - Acid Slick: Creates a patch that deals minor toxic DoT, reduces speed and positional defense, and has a chance to knockdown. Delivered by the Alkaloid animation/FX, with similar patch FX to Corrosive Vail - Choking Cloud: Similar to the Poison Trap power, but this time using the 'choke' animation to hold them. - Dizzying Fumes: An AoE power that stuns all foes in the area over time. Creates a similar patch to Volcanic Gasses, but without the vents/geysers emerging from the ground. - Confusing Cloud: A power similar in effect to Mass Confusion, using a similar FX to Venomous/Noxious Gas, though also creates a poison cloud over the heads of targets. Love it! Especially since it would finally allow a 100% "poison" themed character, via a Toxin/Poison Troller! 1 1
Vanden Posted November 13, 2020 Posted November 13, 2020 5 hours ago, Tyrannical said: Toxin Control No pet? Bah! Put a Hydra in there for the tier 9. 2 1 A Cheat Sheet for efficient Endurance Recovery slotting Invention Set Designer Tool Spreadsheet with every Ancillary Power Pool
Alchemystic Posted November 13, 2020 Author Posted November 13, 2020 5 hours ago, Vanden said: No pet? Bah! Put a Hydra in there for the tier 9. I was really tempted to put a slime/ooze pet as the T9 😄
CrudeVileTerror Posted November 13, 2020 Posted November 13, 2020 No no no! We need more Petless Control Sets. Toxin Control looks beautiful just the way it is. I think "Choking Cloud" is already a name for a Power though. Perhaps "Asphyxiating Emission" instead? 2 1
Alchemystic Posted November 14, 2020 Author Posted November 14, 2020 if I was to do a pet, I'd probably make it a scaled down version of the sewer hydra, and give it access to a few generic toxic attacks like Spit Poison, Bile Spray and maybe special version Acid Slick that follows them around like a toggle.
CrudeVileTerror Posted November 14, 2020 Posted November 14, 2020 Also, as an idea, Acid Slick could be really interesting if it does a small tick of stackable -Res every second, but the tick lasts ten seconds! So the longer the target stays in the puddle, the higher the -Res would be, up to x10. 1
Alchemystic Posted November 14, 2020 Author Posted November 14, 2020 6 minutes ago, CrudeVileTerror said: Also, as an idea, Acid Slick could be really interesting if it does a small tick of stackable -Res every second, but the tick lasts ten seconds! So the longer the target stays in the puddle, the higher the -Res would be, up to x10. sounds cool! I wonder if it's possible to code in something like that
CrudeVileTerror Posted November 14, 2020 Posted November 14, 2020 Should totally be able to with a pseudopet. Basically just have it drop pseudopet puddles of its own which last 10 seconds each. It may get a little intensive if you have a whole League of Toxin Controllers all dropping their puddles in one place, but the Devs might be able to find a more efficient way to pull it off. 1
Alchemystic Posted November 18, 2020 Author Posted November 18, 2020 (edited) Since I went ahead and made a new control powerset that just so happens to have a suitable support set to match up with it, I figured I would go ahead and make another Manipulation powerset Toxin Manipulation - Sleep Toxin: Taken from Toxin Control, a bit unusual for a T1 but I think it could work here. - Poison Touch: A moderate toxic damage melee attack that reduces regeneration. Uses the 'Freezing Touch' animation with standard poison FX - Paralytic Poison: Taken from Poison, a strong single target hold with no damage is a nice mez ability similar to other Manipulation sets. - Toxins: A copy of the 'Toxins' power from Plant Manipulation, granting a Build Up effect and adding toxic damage to most attacks. - Toxic Gas: A new PBAoE damage aura that uses the Venomous Gas FX, simply deals Toxic DoT to foes nearby. - Inoculation: A new toggle power that grants recovery, regeneration, and resistance to Toxic damage and -Heal effects. Looks visually similar to the Alkaloid target FX - Neurotoxic Breath: Another Poison power, fulfils a similar function to Shiver in Ice manipulation. - Weaken: A second poison debuff, placed a little higher as not to make the powerset too front heavy. - Poison Burst: A PBAoE Melee attack that deals moderate damage and reduces regeneration, uses the same explosive visuals as Plant Control's 'Spore Burst' Edited May 5, 2021 by Tyrannical 5
BrandX Posted November 19, 2020 Posted November 19, 2020 I really feel Dominator's need a weapon set! Urban Assault - a mix of street justice and dual pistols! Switch Ammo - Load you pistols AND your punches with various rounds for a variety of effects! 🙂 Or skip Switch Ammo and just give it lethal rounds! But really think Doms need a good weapon set! 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now