megaericzero Posted March 28 Posted March 28 36 minutes ago, biostem said: Pistol Support But... what will set TA apart if Heal Arrow isn't it's unique power! 1
ThatGuyCDude Posted March 28 Posted March 28 (edited) Has anyone pitched a Mastermind set themed around the Banished Pantheon? Specifically, summoning the spirit masks as their henchmen? The primary could have slowing cold ranged attacks while the masks would offer a variety of damage types (Negative and -toHit for Death masks, Psychic and -recharge for Desire masks, Smashing and knockback for Pain masks, and Energy and -defense for Sorrow masks... though they'd spawn and immediately explode as a ranged area attack).Something like this: Ice Bolt 1 Ranged, Minor DMG(Cold/Smash), Foe -Rech, -SPD Desire Mask 1 Summon Spirit of Desire (Psychic, Foe -Rech) Frost Breath 2 Close (Cone), Moderate DoT(Cold), Foe -Rech, -SPD Corrupt Rune 6 Ranged, Imbue Mask Henchman Freeze Ray 8 Ranged, Moderate DMG(Cold), Foe Hold Pain Mask 12 Summon Spirit of Pain (Smashing, Foe -RES) Sorrow Mask 18 Ranged (Targeted AoE), High DMG(Energy), Foe -DEF Death Mask 22 Summon Spirit of Death (Negative, Foe -toHit) Mot Rune 26 Ranged, Embolden Mask Henchman With the masks looking something like this: Desire Mask Basic [Fly] Toggle: Self Fly *from Fly pool* [Psychic Dart] Ranged, Moderate DMG(Psi), Foe -Rech *from Psychic Blast* [Mind over Body] Toggle: Self +Res(Smash, Lethal, Psi) *from Willpower* Imbued [Psi Blade Sweep] Melee (Cone), High DMG(Psi/Lethal), Foe Disorient, -Rech; Self +Insight *from Psionic Melee* [Psionic Lance] Sniper, Superior DMG(Psi), Foe -Rech *from Psychic Blast* [Recovery Aura] PBAoE, Ally +Rec *from Empathy* Emboldened [Greater Psi Blade] Melee, Superior DMG(Psi/Lethal), Foe -Rech, Hold; Self -Insight *from Psionic Melee* [Heightened Senses] Toggle: Self +DEF(Smash, Lethal, Fire, Cold, Energy, Neg), +Perception *from Willpower* Pain Mask [The recycled powers have -RES instead of Knockback, I don't think it matters, though] Basic [Fly] Toggle: Self Fly *from Fly pool* [Shriek] Ranged, Minor DMG(Smash/Energy), Foe -Res(All) *from Sonic Attack* [Temp Invulnerability] Toggle: Self +Res(Smash, Lethal) *from Invulnerability* Imbued [Knockout Blow] Melee, Extreme DMG(Smash), Foe Hold *from Super Strength* [Screech] Ranged, High DMG(Smash/Energy), Foe Disorient, -Res(All) *from Sonic Attack* [World of Pain] PBAoE, Team +DMG, +To-Hit, +Res(All DMG, Placate) *from Pain Domination* Emboldened [Foot Stomp] PBAoE Melee, Moderate DMG(Smash), Foe Knockback *from Super Strength* (Yes, they don't have feet. They stomp with the power of Pain.) [Painbringer] Ranged, Ally, +Regen, +Rec, +DMG *from Pain Domination* Death Mask Basic [Fly] Toggle: Self Fly *from Fly pool* [Gloom] Ranged, High DoT(Neg), Foe -To Hit *from Dark Blast* [Death Shroud] Toggle: PBAoE Minor DoT(Neg) *from Dark Armor* Imbued [Siphon Life] Melee, Superior DMG(Neg), Foe -To Hit, Self +HP *from Dark Melee* [Soul Drain] PBAoE, Moderate DMG(Neg), Self +DMG, +To Hit *from Dark Melee* [Fearsome Stare] Ranged (Cone), Foe Fear, -To-Hit *from Dark Miasma* Emboldened [Cloak of Fear] Toggle: PBAoE, Foe Fear, -To Hit *from Dark Armor* [Petrifying Gaze] Ranged, Foe Hold *from Dark Miasma* Setting it apart from other Masterminds, the individual Mask henchmen would each be more versatile than those of other sets, but all be limited to ONE instance at a time each. So no "3 Desire Mask minions, 2 Pain Mask lieutenants, 1 Death Mask boss", they'd each be singular and equivalent to somewhere between lieutenant and boss. Edited March 28 by ThatGuyCDude 1 3
Jiro Ito Posted April 4 Posted April 4 (edited) Just because I want Hurricane on ALL of my characters: Weather Mastery Brute, Tank Direct Strike: Ranged (Sniper), Foe -Endurance, Special Hurricane: Toggle: Point Blank Area of Effect, Foe -Range, -To-Hit, Repel, Knockback Thunder Clap: Point Blank Area of Effect, Foe Disorient Jet Stream: Ranged (Cone), Foe Knockdown or Repel Tornado: Summon Tornado: PBAoE, Foe Knockback, Fear, Disorient Scrapper, Stalker Direct Strike: Ranged (Sniper), Foe -Endurance, Special Hurricane: Toggle: Point Blank Area of Effect, Foe -Range, -To-Hit, Repel, Knockback Hailstones: Ranged, Foe Chance for Knockdown Jet Stream: Ranged (Cone), Foe Knockdown or Repel Tornado: Summon Tornado: PBAoE, Foe Knockback, Fear, Disorient Dominator O2 Boost: Ally Heal, +Resistance(Disorient, Sleep, Endurance Drain), +Perception Wind Shield*: Toggle, Self, Resist (Energy, Smashing, Lethal) Hurricane: Toggle: Point Blank Area of Effect, Foe -Range, -To-Hit, Repel, Knockback Chain Lightning: Ranged (Chain AoE), Foe -Endurance Tornado: Summon Tornado: PBAoE, Foe Knockback, Fear, Disorient Controller Direct Strike: Ranged (Sniper), Foe -Endurance, Special Wind Shield*: Toggle, Self, Resist (Energy, Smashing, Lethal) Stormwinds: Self, Defense (All), Resist (Disorient, Hold, Sleep, Fear) Jet Stream: Ranged (Cone), Foe Knockdown or Repel Chain Lightning: Ranged (Chain AoE), Foe -Endurance Sentinel O2 Boost: Ally Heal, +Resistance(Disorient, Sleep, Endurance Drain), +Perception Hurricane: Toggle: Point Blank Area of Effect, Foe -Range, -To-Hit, Repel, Knockback Thunder Clap: Point Blank Area of Effect, Foe Disorient Keening Winds: Ranged (Targeted Area of Effect), Foe Confuse, EndDrain, Self +End Tornado: Summon Tornado: PBAoE, Foe Knockback, Fear, Disorient Edited April 25 by Jiro Ito *Shout-out @Alchemystic 6 Play my AE Adventures, listed under @Jiro Ito, including award winners: "The Headless Huntsman of Salamanca" #43870 **Scrapbot AE Contest Winner May 2022** "On the Claw-Tipped Wings of Betrayal" #43524 **November 2021 Dev's Choice** "The Defenders of Talos" #44578 **Mission Architect Competition Winner for October 2021: REBIRTH**
megaericzero Posted April 10 Posted April 10 Didn't see anything on the index page about proliferating Ninjitsu to Tankers and Brutes. Ninjitsu 1 Ninja Reflexes [Toggle] Self +Defense (Melee), +Resistance (Defense) 2 Danger Sense [Toggle] Self +Defense (Ranged, Area-of-Effect), +Resistance (Defense), +Perception 3 Kuji-In Sha Self Heal, +Resistance (Toxic) 4 Kuji-In Rin Self +Protection (Confuse, Disorient, Fear, Hold, Immobilize, Sleep), +Resistance (Psionic) 5 Taijutsu [Auto] Self +Protection (Knockback), +Resistance (All - scales w/ missing HP) 6 Mind's Eye [Auto] Self +Defense (Melee, Range, Area-of-Effect), +Resistance (Defense) 7 Kawarimi [Toggle] (PBAOE) Foe Taunt, -Recharge; Self Chance for +Absorb (per foe) 8 Quickness [Auto] Self +Recharge, +Movement, +Resistance (Recharge, Movement) 9 Kuji-In Retsu Self +Defense (All*), +Resistance (Defense), +Recovery, +Movement; [Delayed] Self -Endurance, -Recovery * differs from the original which only gives melee, ranged, and AOE Power descriptions (for non-recycled powers) : Taijutsu [Auto] Self +Protection (Knockback), +Resistance (All - scales w/ missing HP) You are trained in multiple forms of hand-to-hand combat. These skills allow you to evade attempts at throwing you around and reduce incoming damage by blocking. This damage resistance is only available as you lose health but improves as your hit points decline. This power is always on and costs no endurance. (Decided not to recycle Bo Ryaku both so this could have a scaling resistance instead and because the term is more familiar to me.) Mind's Eye [Auto] Self +Defense (Melee, Range, Area-of-Effect), +Resistance (Defense) Your ninja training grants you a level of combat awareness on par with futuresight. Your defense to all types of attacks - melee, ranged, and area-of-effect - is permanently increased. Your experience also grants you resistance to having your defense reduced. This power is always on and costs no endurance. Kawarimi [Toggle] (PBAOE) Foe Taunt, -Recharge; Self Chance for +Absorb (per foe) Using misdirection techniques allows you to trick your opponents mid-combat. While this power is active, nearby foes will be forced to focus on you but will be unsure where to aim their strikes, effectively reducing their attack rate as they hesitate to attack. Enemies also have a chance of attacking a body double which will absorb the damage for you. This chance increases as more foes surround you, allowing you to exploit the chaos, for up to a total of 10 foes. Recharge: Moderate (In terms of visuals, I don't know if a constant "afterimages" vfx like the ones Dual Pistols creates are possible, since I assume they are hard-coded to the attack animations rather than dynamically imitating the character's movements. That said, it would be pretty cool if possible and of course should come with a no-fx option as well.) Not sure how balanced this would be for tanks and brutes. Ninjitsu is already a distant relative to Super Reflexes but trades raw defenses and multiple scaling resistances for utility powers, and is originally used on an archetype not meant to draw aggro (Stalkers); this version may give up too many of those aspects without reclaiming enough of what it gave up from SR to properly absorb alpha strikes. 4 2
Alchemystic Posted April 23 Author Posted April 23 (edited) I quite like what @Jiro Ito did with the Weather Mastery sets, and wanted to try my hand at filling in the gaps in the Storm/Wind based powerset theme and expanding it to Melee, Armor and Assault (We already have Storm Blast, Wind Control is in a weird limbo, and Storm Manipulation is something I've explored before).Wind Melee The idea for Wind Melee is to have a good mix of Smashing and Lethal damage, and using a lot of the 'fwooshy' animations to emulate the nature of wind. To do that, I picked out a few powers from Kinetic Melee to work as a template, and took inspiration from other Melee sets that incorporated summoned weapons to also utilize the fwooshy swordplay of Dual Blades into it. - Wind Strike: Basic Smashing melee power, using Kinetic Melee's 'Quick Strike' animation with whirling FX on the hand - Vortex Blow: Moderate Smashing melee power, using the 'Body Blow' animation from Kinetic melee with stronger whirling hand FX - Air Blades: Heavier Lethal melee power. Uses the 'Ablating Strike' Dual Blades power with two 'Fire and Ice Elemental' swords as the FX - Build Up: Standard Build Up power / - Taunt/Placate: Standard aggro management power - Assassin's Zephyr: Special Stalker attack with massive Smashing damage. Same animation as Kinetic Melee's 'Assassin's Strike', but with a projectile similar to 'Gust' from Storm Blast - Blade Cyclone: PBAoE Lethal/Smashing attack. Uses the 'Typhoon's Edge' animation with Elemental swords, with a Tornado FX around the player (Not available to Stalkers) - Wind Blades: A heavier version of Air Blades, using the 'Vengeful Slice' Dual Blades animation with Elemental swords - Vacuum Strike: A powerful Smashing melee attack cusing Kinetic Melee's 'Concentrated Strike' animation, with strong wind FX around the character - Shearing Winds: Ranged cone Lethal DoT power using Elemental Swords, uses the unique 'Air Cutter' FX belonging to Syndicate (One Thousand Cuts, but with longer range) Storm Assault: Storm Assault was fairly simple when you have a Blast and Melee powerset ready to go. For this, I opted not to use the blade powers from Wind Melee and instead opted to keep it to smashing damage instead, as there was already a lot of Smashing, Cold and Energy in the mix, and a fourth damage type may make it seem a bit of a mess. - Gust: Taken from Storm Blast, works as the first ranged power of the set - Vortex Blow: See above, works as the initial melee power - Jet Stream: Another Storm Blast power, though with smaller range - Hailstones: A more powerful Storm blast power, building the ranged element of the set - Build Up: Standard Build Up power - Thunder Clap: A power from Storm Summoning, repurposed as an AoE attack - Direct Strike: Another Storm Blast power, working as a long range sniper attack - Vacuum Strike: See above, works as a more powerful damage power for the set - Cloudburst: Taken from Storm Blast, working as the T9 high damage power Storm Aura: Armor powersets are a little easier to work with. Animations are simple and FX is a bit less tricky, so making a Storm Aura wouldn't bee too hard, especially with so much FX existing already. For this, I wanted to go for a damage based defense set, similar to Ice or Stone, with the usual trappings like personal healing, AoE effects, and some good utility. - Wind Shield: Uses a windy FX on the player body. Grants defense against Smashing, Lethal, Fire and Toxic damage, and resistance to ToHit and Perception debuffs - Stormcloud: Uses the 'Cloud and Lightning' path aura FX, dealing energy DoT in a PBAoE field (Not available to Stalkers or Sentinels) - O2 Saturation: Uses the 'O2 Boost' FX on the player, healing them and giving a boost to recovery for a short time - Temperature Protection: Same power from Fiery Aura, providing an autopower with resistance to Fire, Cold, Slow and Knockback - Climate Change: Uses the 'Benumb' FX from Cold Domination on the player body. Grants protection against Immobilize, Hold, Stun, Sleep, and Repel for a short duration - Mist Cloak: Uses the same FX as 'Steamy Mist', but on the player only. Provides stealth and grants small defense to Melee, Ranged and AoE (Stalkers get Hide at T1 instead) - Air Pressure: Autopower for Stalkers and Sentinels. Grants defense to Melee, Ranged and AoE - Storm Shield: Uses the 'Thunderhead' aura FX on the player body. Grants defense against Cold, Energy and Negative damage, and resistance to teleport and -endurance debuffs - Vortex: Creates a small 'Tornado' FX on the player. Draws enemies closer and reduces their ToHit and Defense. Stalkers and Sentinels get a version that repels instead - Microclimate: Uses a mixture of Storm Blast's 'Gust' and 'Intensify' FX on player. Grants a large boost to Positional Defense and Damage Resistance for a short time Edited April 25 by Alchemystic 8 1
megaericzero Posted April 23 Posted April 23 31 minutes ago, Alchemystic said: - Wind Shield: Uses a windy FX on the player body. Grants defense against Smashing, Lethal, Fire and Toxic damage 10/10 power name More of this in the game please. 1 1
Jiro Ito Posted April 25 Posted April 25 On 4/23/2024 at 10:06 AM, Alchemystic said: - Wind Shield: Uses a windy FX on the player body. Grants defense against Smashing, Lethal, Fire and Toxic damage, and resistance to ToHit and Perception debuffs On 4/23/2024 at 10:39 AM, megaericzero said: 10/10 power name More of this in the game please. Wind Shield lol damnit why didn't i think of that 1 2 Play my AE Adventures, listed under @Jiro Ito, including award winners: "The Headless Huntsman of Salamanca" #43870 **Scrapbot AE Contest Winner May 2022** "On the Claw-Tipped Wings of Betrayal" #43524 **November 2021 Dev's Choice** "The Defenders of Talos" #44578 **Mission Architect Competition Winner for October 2021: REBIRTH**
Alchemystic Posted May 25 Author Posted May 25 (edited) Been a while since I posted here! But, I do have a good few things I'm trying to put together, in the meantime though I wanted to take a look at Weapon Mastery and how it could be expanded to other Archetypes. Now, I did suggest a version of Ninja Tool Mastery for several Archetypes already, and highlighted that I wanted to keep it separate to Weapon Mastery but with similar functionality (you can find the post HERE). However, I think in order to ensure neither Ancillary powerset clashes with the other, I want to take Weapon Mastery and make some minor tweaks to create room for the two to coexist, namely by removing the Shuriken style powers and replacing them with thematic stand-ins. Scrapper/Stalker/Tanker/Brute (Revamp) - Toxic Web Grenade: An upgraded version of Web Grenade with good immobilize power and some DoT potential /- Caltrops/Physical Perfection: Same powers as before, no changes needed - Sawblade: Identical power to Shuriken, but uses the same sawblade prop as the Freakshow power - Targeting Drone: Same powers as before, no changes needed - Frag Grenade: Standard AoE explosive power with knockback and good damage Blaster - Fortification: A Resistance toggle taken from Arachnos Soldiers that fits the traps/devices theme - Acid Mortar: Static DeBuff power that helps build out the set's utility - Serum: Another Arachnos Soldier power that fits in as a powerful +MaxHP buff - Seeker Drones: A good Mez/Debuff power that helps increase utility of the set - Temporal Bomb: A powerful psuedopet that deals damage, while buffing and debuffing targets Mastermind: - Toxic Web Grenade: An upgraded version of Web Grenade with good immobilize power and some DoT potential - Fortification: A Resistance toggle taken from Arachnos Soldiers that fits the traps/devices theme - Taser: Uses the older version of 'Taser' which featured a melee attack instead of a dart and deals higher damage - Frag Grenade: Standard AoE explosive power with knockback and good damage - Serum: Another Arachnos Soldier power that fits in as a powerful +MaxHP buff Controller - Sawblade: Identical power to Shuriken, but uses the same sawblade prop as the Freakshow power - Fortification: A Resistance toggle taken from Arachnos Soldiers that fits the traps/devices theme - Frag Grenade: Standard AoE explosive power with knockback and good damage - Targeting Drone: A toggle that improves Accuracy, ToHit and Perception - Serum: Another Arachnos Soldier power that fits in as a powerful +MaxHP buff Dominator: - Acid Mortar: Static DeBuff power that helps build out the set's utility - Fortification: A Resistance toggle taken from Arachnos Soldiers that fits the traps/devices theme - Frag Grenade: Standard AoE explosive power with knockback and good damage - Temporal Bomb: A powerful psuedopet that deals damage, while buffing and debuffing targets - Serum: Another Arachnos Soldier power that fits in as a powerful +MaxHP buff Defender/Corruptor - Toxic Web Grenade: An upgraded version of Web Grenade with good immobilize power and some DoT potential - Fortification: A Resistance toggle taken from Arachnos Soldiers that fits the traps/devices theme - Taser: Uses the older version of 'Taser' which featured a melee attack instead of a dart and deals higher damage - Targetting Drone: A toggle that improves Accuracy, ToHit and Perception - Serum: Another Arachnos Soldier power that fits in as a powerful +MaxHP buff Sentinel - Caltrops: A DoT slow field that provides good utility - Taser: Uses the older version of 'Taser' which featured a melee attack instead of a dart and deals higher damage - Seeker Drones: A good Mez/Debuff power that helps increase utility of the set - Targeting Drone: A toggle that improves Accuracy, ToHit and Perception - Temporal Bomb: A powerful psuedopet that deals damage, while buffing and debuffing targets Edited May 27 by Alchemystic 4 1
Alchemystic Posted June 3 Author Posted June 3 (edited) So following up on the previous post of including more of a gadgetry theme into the game, I wanna try my hand at making a melee and assault gadgetry set. There isn't exactly a lot to work with, but it could be possible to make it work through use of existing props, animations and visual FX to achieve what we're looking for. The structure of the powerset borrows from a few of the ranged-heavy powersets like Spines, Ice and Stone, including a lot of Mez potential and dipping into ranged attacks more frequently. A lot of the inspiration of this set comes from real world non-lethal devices, but given a sort of comic-book style flair much like Arsenal Control, and like Arsenal Control it focuses more on technology designed to incapacitate instead of kill.Device Melee - Telescopic Baton: Basic Smashing attack that uses the 'Telescopic Baton' Mace customisation, using the 'Blackjack' animation and sound. Has a low chance to Stun the target - Taser: Uses the older version of the 'Taser' power which featured a handheld version of the device, deals higher Energy damage with chance to Stun - OC Spray: Cone attack that deals Moderate Toxic DoT and reduces ToHit. Uses the 'Uzi Cone Blast' animation with a similar delivery device to the 'Spit Fire' power - Power Build Up: Build Up power that also increases the effectiveness of Mez and DeBuff effects of attacks - Assassin's Agent: Stalker exclusive power. Uses the 'Experimental Injection' syringe prop with the Ninja Blade assassinate animation, dealing massive Toxic damage - Stun Grenade: Similar power to Flash Bang, but deals some Energy/Smashing damage as well / - Taunt/Placate: Standard aggro management power - Dazzler: High Energy damage melee attack that has a low chance to Hold the target and reduce ToHit. Uses a handheld device with similar FX to 'Flash' - LRAD: Medium Energy/Smashing ranged attack with a weak Stun and a -Res effect. Uses 'Sonic Blast' FX from a handheld device at range. Not available to Stalker - Pulse Mine: Deploys a mine that when triggered has a similar effect to 'Force Bomb', dealing Smashing damage and potentially inflicting Stun and Knockdown Device Assault - Stun Gun: An improved version of 'Taser Dart', instead launched from a firearm and has increased distance and damage - Telescopic Baton: Basic Smashing attack that uses the 'Telescopic Baton' Mace customisation, using the 'Blackjack' animation and sound. Has a low chance to stun the target - LRAD: Medium Energy/Smashing ranged attack with a -Res effect. Uses 'Sonic Blast' FX from a handheld device at range - OC Spray: Cone attack that deals Moderate Toxic DoT and reduces ToHit. Uses the 'Uzi Cone Blast' animation with a similar delivery device to the 'Spit Fire' power. - Power Build Up: Build Up power that also increases the effectiveness of Mez and DeBuff effects of attacks - Pulse Mine: Deploys a mine that when triggered has a similar effect to 'Force Bomb', dealing Smashing damage and potentially inflicting Stun and Knockdown - Caltrops: Same power from Devices/Traps/Martial Assault, dealing lethal DoT and slowing down targets - Dazzler: High Energy damage melee attack that has a low chance to Hold the target and reduce ToHit. Uses a handheld device with similar FX to 'Flash' - Stun Grenade: Similar power to Flash Bang, but deals some Energy/Smashing damage as well Edited June 4 by Alchemystic 1 1
Alchemystic Posted June 7 Author Posted June 7 (edited) So the 20th Anniversary Q&A is up and it's pretty cool to see some of the ideas back then have sorta appeared here in this thread (Water Control, Water Armor, Water Melee, Psychic Defense). But I'm intrigued by the notion of the 'Eldritch Blast', 'Envenommed Blades' and 'Lots of Guns' powersets that were being considered, three concepts that seem pretty unique. 'Eldritch Blast' appears to bear a lot of similarities to the 'Power Weapon' idea discussed here, where the character has a sort of implement to cast attacks with, and even has a near-identical mechanic where you could choose your secondary damage type much like you can with Dual Pistols. The key difference being that in addition to a wand/mace, the player also had a "grimoire" in their offhand, and a mechanic for locking in a damage type for a greater boost (much like Elementalists from Guild Wars 2, I suppose!) 'Envenomed Blades' however was something I hadn't really considered. From what was said, it seemed to utilize two weapons much like Dual Blades, but held in that iconic 'rogue/assassin' style reverse grip. Now I did touch on the idea of having a reverse grip weapon before in the form of 'Combat Blade', but it only featured one weapon, and didn't have the unique poison build up effect mentioned in the Q&A, and instead focused more on dealing stacks of Lethal DoT as a sort of 'bleeding' effect. 'Lots of Guns' (for lack of a better name) is probably the most interesting; a blast powerset not to dissimilar to Assault Rifle, but instead of having a single weapon with different firing modes and payloads, instead you have a series of disposable weapons with limited ammunition. From how it sounds, you would be locked into one weapon until you used a 'finisher', and you would then swap to something else. I guess it would be similar to Titan Weapons, where each attack would have different 'modes' depending on the conditions when activated. Since Eldrich Blast has a lot of similarity to Power Weapon, I don't think there's much else I can do to close the gap between the two concepts! But, Envenomed Blades and Lots of Guns (which I'll name 'Munitions') seem like they're distant enough from current concepts to work with. So, here's my attempt at making those powersets with the assets avaialble to us!Envenomed Blades Staying true to the idea of 'Envenomed Blades', I wanted to make a lethal/toxic powerset using a two-weapon stance. To do this, I'm looking to the Red Caps for inspiration, the only NPCs that currently utilize weapons in this fashion. Using their unique powers, as well as a few borrowed animations from Dual Blades and other sources, it should be possible to create that sort of combat style. As described, the powerset would have a burst damage mechanic, which I've incorporated in the form of a stacking 'Toxin' system. At 5 stacks, the target takes massive Toxic DoT. - Stab: Quick melee attack dealing minor lethal damage and toxic DoT. Builds up 1 stack of Toxin. Uses the Red Cap 'Stab' animation - Lunge: Heavier attack dealing moderate lethal damage and toxic DoT. Builds up 2 stacks of Toxin. Uses the Red Cap 'Lunge' animation - Rend: Cone attack dealing moderate lethal damage and toxic DoT. Builds up 1 stacks of Toxin. Uses the Dual Blades 'Sweeping Strike' animation - Toxin Build Up: Standard Build Up power that also grants an additional stack of Toxin to all attacks - Whirling Blades: PBAoE attack dealing moderate lethal damage and toxic DoT. Builds up 1 stacks of Toxin. Uses the Dual Blades 'Typhoon's Edge' animation. (Stalker excluded) - Assassin's Blades: Stalker exclusiove power dealing massive lethal damage and toxic DoT. Builds up 2 stacks of Toxin. Uses the Street Justice 'Assassin's Strike' animation / - Taunt/Placate: Standard aggro management power - Throwing Blade: Short ranged attack that deals high lethal damage and toxic DoT. Builds up 2 stack of toxin. Uses the Martial Assault 'Explosive Shuriken' animation - Slasher: Powerful cone attack dealing high lethal damage and toxic DoT. Builds up 2 stacks of Toxin. Uses the Spines 'Ripper' animation - Perforate: Massive damage melee attack dealing superior lethal damage and toxic DoT. Builds up 3 stacks of Toxin. Uses the Red Cap 'Jumping Stab' animation Munitions This one was tough to figure out. The idea was to have multiple weapons, but not strictly as individual powers, which to me means something similar to Titan Weapons and Bio Armor, where each power has different effects depending on conditions. A few weapons got mentioned such as Pistols, SMGs, Shotguns, ARs, Rifles, etc. but I think having a maximum of 4 weapons would ensure it doesn't become too difficult to keep ontop of. As mentioned, it would have a reverse-combo system, where you start with max stacks, and each power consumes them until zero are left. At 0, powers begin to cost more endurance. - Quick Burst: Deals moderate lethal damage at range - Heavy Pistol: NPC hip-fire pistol animation - Machine Pistols: Dual Pistols 'Pistols' animation - Shotgun: Arachnos Soldier 'Single Shot' animation - SMG: Assault Rifle 'Burst' animation - Heavy Blast: Deals high lethal damage at range - Heavy Pistol: Thugs 'Pistols' animation (1 hand only) - Machine Pistols: Enforcer's 'UZI Burst' animation - Shotgun: Beam Rifle's 'Single Shot' animation - SMG: Enforcer's 'Heavy Burst' animation - Area Sweep: Deals moderate lethal damage in a close cone, consumes 2 ammo - Heavy Pistol: NPC 'Wild Shots' animation - Machine Pistols: Enforcer's 'UZI Cone Blast' animation - Shotgun: Assault Rifle 'Buckshot' animation - SMG: Arachnos Soldier's 'Heavy Burst' animation - Rearm: Special power that grants 4 abilities that can be activated at 0 ammo, or when outside of combat (you can rearm the weapon you already have equipped) - Heavy Pistol: Heavy Damage, Higher Accuracy - Machine Pistols: Damage Over Time, Applies Wider Cone - Shotgun: Heavy Damage, Applies Wider Cone - SMG: Damage Over Time, Higher Accuracy - Aimed Shot: Deals high lethal damage at range - Heavy Pistol: NPC two-handed pistol animation - Machine Pistols: Thugs 'Dual Wield' animation - Shotgun: Beam Rifle's 'Lancer Shot' animation - SMG: Beam Rifle's 'Disintegrate' animation - Volley Fire: Deals high lethal damage in a wider cone, consumes 2 ammo - Heavy Pistol: Enforcer's 'UZI Cone Blast' animation (1 hand only) - Machine Pistols: Dual Pistols' 'Empty Clips' animation - Shotgun: Assault Rifle's 'Slug' animation - SMG: Assault Rifle's 'Sniper Rifle' animation - Heavy Burst: Deals very high lethal damage at closer range - Heavy Pistol: Dual Pistols' 'Executioner's Shot' animation (1 hand only) - Machine Pistols: Enforcer's 'UZI Heavy Burst' animation - Shotgun: Beam Rifle's 'Penetrating Ray' animation - SMG: Beam Rifle's 'Cutting Beam' animation - Empty Mag: Deals damage proportionate to ammo left, drains all stacks of ammo - Heavy Pistol: Enforcer's 'UZI Heavy Burst' animation (1 hand only) - Machine Pistols: Thug's 'Empty Clips' animation - Shotgun: Arachnos Soldier's 'Heavy Burst' animation - SMG: Assault Rifle's 'Flamethrower' animation - Lots of Guns: Deals extreme damage in a cone, instantly swaps to a new weapon and can be used a 2nd time - Heavy Pistol: Dual Pistols' 'Piercing Rounds' animation (1 hand only) - Machine Pistols: Enforcer's 'Dual UZIs' animation - Shotgun: Beam Rifle's 'Overcharge' animation - SMG: Assault Rifle's 'Full Auto' animation Edited June 7 by Alchemystic 4
megaericzero Posted June 7 Posted June 7 (edited) Wanted to toss this one out: Thrown Weapons for characters who toss disposable blades or other things. Ideally, the set would allow power customization options like darts, shurikens, sawblades, knives/daggers, even short swords, and more. All-in-all, I think the set would function as the blast-version of Claws. Its powers do lethal damage and most have no secondary effects but compensates with fast animations and short recharge times the same as Claws. Throw Dart (Ranged) Foe Minor Damage (Lethal); [Special] Sleep Throw Blade (Ranged) Foe Moderate Damage (Lethal) Flechettes (Ranged Cone) Foe Moderate Damage-over-Time (Lethal) Envenomed Blades Self +To Hit, +Special (Toxic damage to all attacks) Bullseye (Snipe) Foe Superior Damage (Lethal) Trickshot (Ranged Chain) Foe Moderate Damage (Lethal) Hammer Toss (Ranged) Foe High Damage (Smashing), -Defense, -Fly Explosive Blade (Ranged AOE) Foe Moderate Damage (Lethal) Storm of Blades (Location AOE) Foe Superior Damage-over-Time (Smashing, Lethal), -Movement, -Fly As far as the unique powers go: Throw Dart(Ranged) Foe Minor Damage (Lethal); [Special] Sleep A small, fast projectile that deals light damage with the puncture wound it creates. When you envenom your blades, your darts will be coated in a poison that can put weaker foes to sleep. Damage: Minor Recharge: Very Fast (Uses the overhand throw animation.) Flechettes(Ranged Cone) Foe Moderate Damage-over-Time (Lethal) Throws a handful of small, sharp objects in a cone in front of you, dealing moderate damage over time as foes are cut to shreds and start to bleed. Damage: Moderate Recharge: Slow (Uses the wide, backhand swing that Broad Sword > Slice does.) Hammer Toss(Ranged) Foe High Damage (Smashing), -Defense, -Fly Strike a foe with a heavy projectile, dealing high smashing damage as well as reducing the targeted foe's defense. Flying foes will also be knocked out of the air. Damage: High Recharge: Moderate(Uses one of the whip animations without the whip VFX.) Storm of Blades(Location AOE) Foe Superior Damage-over-Time (Smashing, Lethal), -Movement, -Fly Sends a barrage of thrown weapons at a targeted location. Any foes caught in the area will suffer superior damage over time as they are battered by the sheer number of weapons striking them. Enemy movement will also be slowed as the strewn weapons create obstacles and flying enemies will even be knocked out of the air. Damage: Superior Recharge: Slow (I want to say there's an animation in-game of throwing a bunch of stuff into the air. Otherwise something like Flurry/Shadow Maul's animation with blades landing at the targeted area like Rain of Arrows.) -- Side note: The power name is referring to this type of hammer toss but glad I could inspire @Rudra to want to make a koopa character. (I'm not against a power customization option to just throw a construction hammer as well.) Edited June 7 by megaericzero typo 1 2
biostem Posted June 8 Posted June 8 (edited) Here's one I think would be cool to implement: "Vermin Blast" - Basically using a combination of Beast Mastery, Poison, and attacks drawn from other sets, this would primarily be a toxic-damage set, and would make liberal use of FX like flies & fleas auras to sell the concept... 1. Venomous bolt (uses Envemon's animation) - Minor toxic damage with a chance of applying the "Diseased" effect, which applies a minor defense, resistance, regen, and heal debuff, (lower than other sets' debuff values to balance against the multiple effects of this debuff). 2. Swarm of Flies - Uses Call Swarm's animation - Minor toxic DoT, but if the target is diseased, it consumes the debuff and instead deals all its damage up-front. 3. Toxic Breath - Uses Neurotoxic Breath's animation. Deals moderate toxic DoT in a cone, with a chance of afflicting targets hit with the diseased debuff. 4. Noxious Flock - Uses the animation from Call ravens, accompanied by some fly/flea FX, which deals DoT to targets in a cone, and consumes the diseased debuff to slow the targets and continue the DoT further. 5. Aim 6. Paralytic Venom - Deals moderate toxic damage and holds the target, (uses Paralytic Poison's animation). 7. Infected Avian - Uses the animation from Call Hawk, dealing heavy toxic and lethal damage and inflicting the diseased effect. 8. Noxious Orb - Uses Neutron Bomb's animation. Ranged AoE that deals heavy toxic damage. If at least 1 enemy in the AoE is diseased, it spreads it to all other enemies in said AoE. 9. Plaguewalker - Requires you target a defeated enemy. Once cast, it "converts" said enemy body into a Plaguewalker, which uses an Arachnoid enemy model as a temporary pet, which also uses their non-web attacks. Uses Elixir or Life's animation. Edited June 8 by biostem 1
Rudra Posted June 8 Posted June 8 12 minutes ago, biostem said: Here's one I think would be cool to implement: "Vermin Blast" - Basically using a combination of Beast Mastery, Poison, and attacks drawn from other sets, this would primarily be a toxic-damage set, and would make liberal use of FX like flies & fleas auras to sell the concept... Until I got to the "flies & fleas" part, I was picturing characters throwing rats at their enemies. I dunno, I think I'd prefer throwing the rats. 😁😄 1
biostem Posted June 8 Posted June 8 1 minute ago, Rudra said: Until I got to the "flies & fleas" part, I was picturing characters throwing rats at their enemies. I dunno, I think I'd prefer throwing the rats. 😁😄 Are there even rat models in-game? If so, bring 'em on, (as alternate FX options)! 1
Alchemystic Posted June 9 Author Posted June 9 (edited) On 6/8/2024 at 1:54 AM, biostem said: Spoiler Here's one I think would be cool to implement: "Vermin Blast" - Basically using a combination of Beast Mastery, Poison, and attacks drawn from other sets, this would primarily be a toxic-damage set, and would make liberal use of FX like flies & fleas auras to sell the concept... 1. Venomous bolt (uses Envemon's animation) - Minor toxic damage with a chance of applying the "Diseased" effect, which applies a minor defense, resistance, regen, and heal debuff, (lower than other sets' debuff values to balance against the multiple effects of this debuff). 2. Swarm of Flies - Uses Call Swarm's animation - Minor toxic DoT, but if the target is diseased, it consumes the debuff and instead deals all its damage up-front. 3. Toxic Breath - Uses Neurotoxic Breath's animation. Deals moderate toxic DoT in a cone, with a chance of afflicting targets hit with the diseased debuff. 4. Noxious Flock - Uses the animation from Call ravens, accompanied by some fly/flea FX, which deals DoT to targets in a cone, and consumes the diseased debuff to slow the targets and continue the DoT further. 5. Aim 6. Paralytic Venom - Deals moderate toxic damage and holds the target, (uses Paralytic Poison's animation). 7. Infected Avian - Uses the animation from Call Hawk, dealing heavy toxic and lethal damage and inflicting the diseased effect. 8. Noxious Orb - Uses Neutron Bomb's animation. Ranged AoE that deals heavy toxic damage. If at least 1 enemy in the AoE is diseased, it spreads it to all other enemies in said AoE. 9. Plaguewalker - Requires you target a defeated enemy. Once cast, it "converts" said enemy body into a Plaguewalker, which uses an Arachnoid enemy model as a temporary pet, which also uses their non-web attacks. Uses Elixir or Life's animation. there's actually a few visual assets you can use to flavor the set a little more if you wanted. There's the Flies, Fleas, Butterflies and Roaches character auras that are available in costume customization, as well as unique visuals from Devouring Earth 'Swarms' and the unique 'Nectar' temporary power. Edited June 9 by Alchemystic 1
Alchemystic Posted June 10 Author Posted June 10 (edited) @megaericzero made an interesting Polearm set over on his thread HERE that I was quite interested in, so I did a little digging to see what animations could be used for two-handed weapons and discovered that Staff Fighting and Titan Weapons both use the same animation setup, which means they can be used interchangeably! With that in mind, I wanted to have a stab at the idea to see what could work when reusing these animations, while hoping to avoid stepping on the other powerset's identities. I've tried my best to make it a near 50/50 split over what animations were used, and opted to stick to the ones that would blend together easiest.Polearm Combat: - Engage: Light lethal attack. Uses Staff Fighting's 'Mercurial Blow' animation - Sunder: Heavier lethal attack that can knockdown. Uses Titan Weapons' +Momentum 'Crushing Blow' animation - Sweeping Slash: Cone lethal attack with moderate damage. Uses Titan Weapons' 'Follow Through' animation - Build Up: Standard Build Up power - Whirling Strike: PBAoE moderate melee attack. Uses Staff Fighting's 'Sky Splitter' animation. Not available to Stalkers - Assassin's Lunge: Signiature Stalker attack. Uses Staff Fighting's 'Assassin's Staff' animation. Exclusive to Stalkers / - Taunt/Placate: Standard aggro management power, uses the Titan Weapon Taunt and Staff Fighting Placate animations - Charging Lance: Self-Teleport power that deals damage in a narrow cone to enemies passed through. Uses Titan Weapons' 'Rend Armor' animation - Stabbing Strikes: Cone attack power that can immobilize and deals DoT damage. Uses Staff Fighting's 'Innocuous Strikes' animation - Impaler: Massive damage attack with Knockdown and Hold potential. Uses Titan Weapons' +Momentum 'Arc of Destruction' animation Edited June 15 by Alchemystic 2 2
Alchemystic Posted June 15 Author Posted June 15 (edited) You know, that 'Lots of Guns' idea the old dev team were tossing around gave me an idea. The concept of having disposable weaponry sorta made me think of the old school street brawler games like Streets of Rage, Fighting Force, and Yakuza. So I wondered if it could be possible to take the concept and apply it to melee weapons too, having a series of weapons that you 'find' and make use of, before eventually they break and are disposed of. Like the Lots of Guns/Munitions powerset, I'm gonna include a reverse-combo system called 'Durability', once all stacks of Durability have been spent, your weapons breaks and deals damage in a cone. Stacks slowly recover over time, and by the time you have enough powers for Durability to run out faster, you would have access to the 'Re-Equip' power that grants a new weapon. Attacking foes with no Durability has a -DMG effect, so it incentivises you to swap to a new weapon soon. Each melee attack power spends 1 Durability, but some may spend 2 or more.Improvised Weapons - Quick Attack: Light lethal/smashing damage melee attack Light Weapon: War Mace 'Pulverize' Animation Strong Weapon: Katana 'Divine Avalanche' Animation (without parry) Long Weapon: Staff Fighting's 'Mercurial Blow' Animation Heavy Weapon: Titan Weapons' 'Follow Through' Animation - Heavy Blow: Heavier lethal/smashing damage melee attack Light Weapon: NPC 'Kama' Animation Strong Weapon: NPC Baseball Bat Animation Long Weapon: Titan Weapons' +Momentum 'Crushing Blow' Animation Heavy Weapon: Stone Melee 'Stone Mallet' Animation - Swinging Strike: Cone lethal/smashing melee attack, consumes 2 Durability Light Weapon: War Mace 'Bash' Animation Strong Weapon: Titan Weapons' +Momentum 'Titan Sweep' Animation Long Weapon: Titan Weapons' +Momentum 'Defensive Sweep' Animation Heavy Weapon: Stone Melee 'Heavy Mallet' Animation - Re-Equip: Special power that grants 4 abilities that can be activated at 0 Durability, or when outside of combat (you can re-equip the weapon you already have equipped) Light Weapon: Lightest Damage, Fastest Recharge Strong Weapon: Moderate Damage, Normal Recharge Long Weapon: High Damage, Slow Recharge Heavy Weapon: Heaviest Damage, Longest Recharge - Throw Sand: Taken from Martial Combat, functions the same way and doesn't cost Durability. Serves similar mez functionality to 'Fault' and 'Ice Patch' - Taunt: Standard aggro management power - Whirling Weapon: PBAoE lethal/smashing melee attack, consumes 2 Durability. Not available to Stalkers Light Weapon: War Mace 'Whirling Mace' Animation Strong Weapon: Katana's 'Soaring Dragon' Animation Long Weapon: Titan Weapons' 'Whirling Smash' Animation Heavy Weapon: Titan Weapons' +Momentum 'Arc of Destruction' Animation - Hurl: Taken from Super Strength, functions the same way and doesn't cost Durability. Fits as a suitable short ranged power - Breaking Slam: Special lethal/smashing attack that consumes all Durability and deals bonus damage depending on how much Durability was left Light Weapon: War Mace 'Shatter' Animation Strong Weapon: Katana's 'Golden Dragonfly' Animation Long Weapon: Staff Fighting's 'Sky Splitter' Animation Heavy Weapon: Titan Weapons' Standard 'Crushing Blow' Animation Weapon Models: Light Weapon: Pipe Wrench, Pipe, Hatchet Strong Weapon: Baseball Bat, Pipe Wrench 2, Shovel (Axe) Long Weapon: Broom, Pipe (Staff), Pool Cue Heavy Weapon: Sledgehammer, Concrete Mallet (Smaller). Fireman's Axe Edited June 15 by Alchemystic 2
Night Posted June 15 Posted June 15 Seems like a really cool powerset mechanically and conceptually, with plenty variety in its set on its own, it'd be lots of fun to play 😁 1
megaericzero Posted June 15 Posted June 15 Because in this thread kelika2 said: 2 hours ago, kelika2 said: because if that is not true why not just stay human or roll a sentinel if they want ranged+armors? 😜 For no specific archetype: (this is mostly a joke) Luminous Blast and Umbral Blast proliferation Gleaming Bolt Shadow Bolt Glinting Eye Ebon Eye Proton Scatter Gravitic Emanation Gleaming Blast Skulk Luminous Comet Moonray Phosphorescence Dark Detonation Neutron Push Shadow Blast Luminous Detonation Essence Drain Dawn Strike Quasar Luminous Aura and Umbral Aura proliferation Shining Shield Gravity Shield Incandescence Absorption Thermal Shield Orbiting Death Reform Essence Veil the Mind Light of Reason Eclipse Quantum Shield Shadow Cloak Essence Boost Stygian Circle Restore Essence Inky Aspect Light Form Stygian Return Luminous Melee and Umbral Melee Proton Punch Shadow Strike Glowing Strike Shadow Smite Radiant Strike Gravity Maul Inner Light Glimse of the Void Solar Flare Siphon Essence Taunt Taunt Incandescent Strike Consume Essence Pulsar Sunless Mire Transfer Essence Gravitty Well Luminous Affinity and Umbral Affinity Stellar Glow Shadow Grasp Glowing Touch Gravimetric Field Share Essence Starless Night Relight Stygian Dawn Light of Clarity Veil of Shadows Radiance Obfuscate Glowing Aura Unchain Essence Gleaming Aura Starless Void Fusion Boost Dark Extraction Luminous Manipulation and Umbral Manipulation Neutron Thrust Gravimetric Snare Glowing Strike Shadow Strike Inner Light Orbiting Death Radiant Strike Gravity Maul Conserve Energy Sunless Mire Photon Seekers Glimpse of the Void Boost Radiance Consume Essence Boost Range Shadow Pit Incandescent Strike Gravity Well Luminous Assault and Umbral Assault Gleaming Bolt Shadow Bolt Radiant Strike Shadow Smite Neutron Push Ebon Eye Glinting Eye Gravitic Emanation Boost Radiance Overshadow Solar Flare Engulf Incandescent Strike Essence Drain Luminous Comet Moonray Gleaming Blast Gravity Well 2 2
Alchemystic Posted June 15 Author Posted June 15 44 minutes ago, megaericzero said: Because in this thread kelika2 said: 😜 For no specific archetype: (this is mostly a joke) You joke, but I did at one point recycle HEATs into actual powersets (called Light and Void) cos I figured there's a lot of "not a Kheldian IC" characters out there 😛 1
megaericzero Posted June 17 Posted June 17 (edited) Random thought because of that thread about HEAT transformations, as someone mentioned ancillaries: Peacebringer and Warshade epic pools. The big question: why? - they already have a humongous list of powers that covers all power set types. My reasoning: a character can only have one epic pool. This lets us create "branches." Still why? So characters can choose to "master" a shapeshifting style - human-only, biform, or triform. That said, I am very inexperienced with PB and WS; my highest is like mid-30s. I'm putting this out more as food for thought/discussion: Peacebringer Mastery Human specialization. (All powers are suppressed/inaccessible while in Nova and Dwarf form.) Stellar Glow (PBAOE) Ally/Self Heal, +Heal Responsiveness Neutron Shackles (Ranged AOE) Foe Minor Damage-over-Time (Energy), Immobilize, -Fly Light Prison (Ranged) Foe Moderate Damage (Energy), Hold Light of Reason [Toggle] Self +Protection (Disorient, Hold, Sleep) Fusion Core [Auto] Self +Damage Mefnanim Mastery Nova specialization. These powers can be used in Nova form as well as human form unless noted otherwise. Neutron Shackles (Ranged AOE) Foe Minor Damage-over-Time (Energy), Immobilize, -Fly Bright Nova Comet (Snipe) Foe Superior Damage (Energy), Chance to Knockback, -Defense Meteor Shower (Location AOE) Foe Moderate Damage-over-Time (Energy), -Defense Light Prison (Ranged) Foe Moderate Damage (Energy), Hold Particle Duality [Auto] Self +Defense (Ranged, Area), +Protection (Fly) (Suppressed outside of Nova form) Kurukt Mastery Dwarf specialization. These powers can be used in Dwarf form as well as human form unless noted otherwise. Stellar Glow (PBAOE) Ally/Self Heal, +Heal Responsiveness Speed of Light [Auto] Self +Recharge, +Movement (Suppressed in the air) White Dwarf Impact (Melee Cone) Foe Minor Damage (Smashing/Energy), Disorient Solar Prominence [Auto] Foe Taunt; Self +Regeneration (per foe) (Suppressed outside of Dwarf form) Transfer Essence (Melee) Foe Extreme Damage (Smashing/Energy), Chance to Disorient; Self Damage Kheldian Mastery Shapeshifting specialization. Stellar Glow (PBAOE) Ally/Self Heal, +Heal Responsiveness (Usable in human and Dwarf forms.) Neutron Shackles (Ranged AOE) Foe Minor Damage-over-Time (Energy), Immobilize, -Fly (Usable in human and Nova forms.) Bright Nova Comet (Snipe) Foe Superior Damage (Energy), Chance to Knockback, -Defense (Usable in human and Nova forms. White Dwarf Impact (Melee Cone) Foe Minor Damage (Smashing/Energy), Disorient (Usable in human and Dwarf forms.) Light of Reason [Toggle] Self +Protection (Disorient, Hold, Sleep) (Suppresses in Nova and Dwarf form.) -- Warshade Mastery Human specialization. (All powers are suppressed/inaccessible while in Nova and Dwarf form.) Gravimetric Field (Location AOE) Foe -Movement, -Fly, -Jump, -Resistance Nictus Corruption (Ranged Cone) Foe Confuse Gather Darkmatter Self +Special Veil the Mind [Toggle] Self +Protection (Disorient, Hold, Sleep) Graviton Core [Auto] Self +Damage Hulnanim Mastery Nova specialization. These powers can be used in Nova form as well as human form unless noted otherwise. Nictus Corruption (Ranged Cone) Foe Confuse Dark Nova Ray (Snipe) Foe Superior Damage (Negative), Chance to Knockback, -Recharge Starless Night [Toggle] (Ranged AOE) Foe -Tohit, -Damage Gather Darkmatter Self +Special Void Body [Auto] Self +Defense (Ranged, Area), +Protection (Fly) (Suppressed outside of Nova form) Ruktur Mastery Dwarf specialization. These powers can be used in Dwarf form as well as human form unless noted otherwise. Gravimetric Field (Location AOE) Foe -Movement, -Fly, -Jump, -Resistance Infinite Density [Auto] Self +Resistance (scales w/ missing HP) (Suppressed in the air) Gravitational Slingshot (Melee Chain) Foe Moderate Damage (Negative), -Recharge Accretion Disk [Auto] (PBAOE) Foe Taunt, -Tohit (Suppressed outside of Dwarf form) Black Dwarf Maul (Melee Cone) Foe High Damage-over-Time (Smashing, Negative) -Recharge Nictus Mastery Shapeshifting specialization. Gravimetric Field (Location AOE) Foe -Movement, -Fly, -Jump, -Resistance (Usable in human and Dwarf forms.) Nictus Corruption (Ranged Cone) Foe Confuse (Usable in human and Nova forms.) Dark Nova Ray (Snipe) Foe Superior Damage (Negative), Chance to Knockback, -Recharge (Usable in human and Nova forms.) Black Dwarf Maul (Melee Cone) Foe High Damage-over-Time (Smashing, Negative) -Recharge (Usable in human and Dwarf forms.) Veil the Mind [Toggle] Self +Protection (Disorient, Hold, Sleep) (Suppresses in Nova and Dwarf form.) Edited June 17 by megaericzero 2
moonligh7er Posted July 5 Posted July 5 These powersets are not yet calculated for balance, just awesome moves.⚫What about giving Mm's more villain group options? That's what I envisioned when I heard CoV was coming out. Maybe some more hero-oriented NPC's as well. There are so many awesome NPC groups, and imo Mm's could get a nice upgrade and become attractive to more players, themes, etc.. As well, what about letting Mm's custom create and control their highest level minion? Could give them the full customization or make it more limited and targeted (e.g. design a particular NPC like a Dark Ring Mistress to have custom powers). Obv it wouldn't be as strong as a player character but it would be more fun to control and to fight, and it would make fighting Mm's a lot more interesting (can't merely predict what they're gonna use). Let robot Mm's have a cyborg? Not just the groups that come to mind (I envisioned a bunch of Lost or Freakshow or carnis), but maybe also or only more obscure groups like Experiments, or maybe you're a Vanguard captain, or maybe we do something with the Coralax other than just unfinished enemies-by-default. Any OP changes are easily balanceable: Maybe the more minions you have deployed, the more Concertation it takes and it de-buffs them a bit. ⚫It would be awesome if there were a power that, somewhat like Rogue, borrow an enemy's power (random, selected though that could be difficult mid-combat, or just their most powerful move just one time). Give it a short stun effect after the fact, and maybe even boost the power slightly. Take it further if you want, make an offensive powerset for bio armor and make it about stealing moves, even collecting them (blaster's most powerful blast, a tank's armor), etc. It would be a really challenging powerset, possibly even a little too challenging... but I think it would be awesome. Make yourself into a weird combination of the enemy's team's powers. Or, just make a shapeshifter class. I don't think it gets a lot more recycle-y than that! I think Overwatch would be a much more interesting game if you got to choose your character's powers, so that you didn't know exactly what to expect from the enemy or how to neutralize it. Games are more fun when you can calculate less and have to adapt more. I'm sure that's an unpopular opinion to some, but so it is. ⚫What if we gave powers the ability to work synergistically? I don't have any advanced designs for this but for a rudimentary example if I blast someone after someone's knocked them up, maybe it does more damage. But really I'm thinking more like fire tornados lol. This wouldn't require any new assets, but would require more work to balance across powersets than a new powerset. ⚫Shades could have a different primary powerset when in human form. Idk if this gives them 2 or 3 total forms, but a lot of people say human form Shades are boring and I'm inclined to agree. They'd be much more interesting as aliens living among us as humans if they had some humanity. ⚫What about something with portals? We have some beautiful portal animations. Maybe make some different sizes/effects (fire, etc.) and make them horizontal sometimes. Iimagine it would be a corruptor type set with decent CC and defensive utility. Maybe choose between a portal power and a optional portal gun/device? ⚫All the magic theme options in the game are very light/dark or elemental. What about something more neutral for a magic powerset? Haven't had enough time to think this one through but maybe something like planetary magic where each planetary invocation does a different think? An effect or "essence of," spirit type minion? Mars is obv DPS, maybe Venus is confuse, Pluto something cold/dark. Unfinished through train but I think it has potential. ⚫GHOST! So much potential. The animations can all be recycled. Let them get that ghostly aura! The greenish one one you have to buy, not the one in character customization that's like wisps. Haunt: Possess: Phantom Strike: dmg Touch from Beyond: stun Ethereal Advantage: +def, +res or intangibility (like Phase Shift) Spectral Blade: Like Psi Blade Shadow Step: Like combat TP but shadowy, with +Tohit Poltergeist Rage: like tornado with knockdown, maybe throw in the magnetic aura animation Netherworld Surge: PBAOE dmg Spectral Chains: AOE immob Haunting Echo: kinda like Phantasm meets Spectral Army but just 1 Phantom Pain: -def, -speed Spirit Link: Perish Song anyone? Beyond the Grave: summon some spirits like Haunt? Two forms: Spectral and Switch between two forms: Spectral form: Support abilities only but intangible to either damage or status effects? Corporeal Form: PBAOE dmg during transition, become tangible but can do high damage Insidious Attachment: Let the character get the DEF and RES of an enemy, and/or transfer all or a portion of damage taken to that enemy ⚫Spear Fighting would be a sick powerset (I would settle for SPEAR sounds when I have a spear equipped as my staf. The staff one's sound goofy and I deleted my staff (spear themed) toon for this reason lol. No, mods aren't good enough; I know my animations sound out of place to everyone else lol. But Spear Fighting though: I studied Kung Fu for awhile and I think the powerset offers some really unique considerations versus staff. Some of these have recyclable animations (even if they're parts of other animations), some would take some new ones. The names I obv haven't worked on. I like the idea of the spear being a bit OP but risking a little -DEF for unsuccessful higher-end moves (the spear isn't such a great weapon when your opponent gets past the scary sharp part, and being attached to a 2-handed weapon that's lost it's umph is a major disadvantage irl). -Pike Wall: You dig the heel of your spear against the ground delivering massive damage to attacking enemies in a cone and/or keeping melee enemies at bay (stronger enemies may break through, which will stagger you slightly, momentary -DEF). -Monkey's Vault: Basically pole-vault over the enemy and kick them from behind for KD and -DEF -Spinning Jump kick PBAOE + knockdown -Piercing Lunge: Significantly extends melee range and delivers a superior damage attack. If the attack fails you are staggered slightly, momentary -DEF. -Parry (cone or single target but can also hit enemies behind your target) -Harpoon throw: Stick an enemy and pull them in to you (maybe allow a sword or dagger animation to finish this attack?)(--FLY) -Defensive sweep: PBAOE Knockdown only -Stake or Pike (Think Vlad the Impaler) -Stabbing Cone: rapid consecutive normal stabs (cone) -Swinging PBAOE: Swing the spear over your head in a wide 360 arc -Throw Spear (Sniper) – can jump to with knockdown and perform spinning jump kick (--FLY) -Spear of Destiny: Throw your spear to a distant location, teleport to spear, perform 360 PBAOE spin kick on spear -Phalanx Bonus: Phalanx Bonus to DEF & DMG with other shields, tanks, brutes 1
BrandX Posted July 5 Posted July 5 On 6/16/2024 at 6:27 PM, megaericzero said: Random thought because of that thread about HEAT transformations, as someone mentioned ancillaries: Peacebringer and Warshade epic pools. The big question: why? - they already have a humongous list of powers that covers all power set types. My reasoning: a character can only have one epic pool. This lets us create "branches." Still why? So characters can choose to "master" a shapeshifting style - human-only, biform, or triform. That said, I am very inexperienced with PB and WS; my highest is like mid-30s. I'm putting this out more as food for thought/discussion: Peacebringer Mastery Human specialization. (All powers are suppressed/inaccessible while in Nova and Dwarf form.) Stellar Glow (PBAOE) Ally/Self Heal, +Heal Responsiveness Neutron Shackles (Ranged AOE) Foe Minor Damage-over-Time (Energy), Immobilize, -Fly Light Prison (Ranged) Foe Moderate Damage (Energy), Hold Light of Reason [Toggle] Self +Protection (Disorient, Hold, Sleep) Fusion Core [Auto] Self +Damage Mefnanim Mastery Nova specialization. These powers can be used in Nova form as well as human form unless noted otherwise. Neutron Shackles (Ranged AOE) Foe Minor Damage-over-Time (Energy), Immobilize, -Fly Bright Nova Comet (Snipe) Foe Superior Damage (Energy), Chance to Knockback, -Defense Meteor Shower (Location AOE) Foe Moderate Damage-over-Time (Energy), -Defense Light Prison (Ranged) Foe Moderate Damage (Energy), Hold Particle Duality [Auto] Self +Defense (Ranged, Area), +Protection (Fly) (Suppressed outside of Nova form) Kurukt Mastery Dwarf specialization. These powers can be used in Dwarf form as well as human form unless noted otherwise. Stellar Glow (PBAOE) Ally/Self Heal, +Heal Responsiveness Speed of Light [Auto] Self +Recharge, +Movement (Suppressed in the air) White Dwarf Impact (Melee Cone) Foe Minor Damage (Smashing/Energy), Disorient Solar Prominence [Auto] Foe Taunt; Self +Regeneration (per foe) (Suppressed outside of Dwarf form) Transfer Essence (Melee) Foe Extreme Damage (Smashing/Energy), Chance to Disorient; Self Damage Kheldian Mastery Shapeshifting specialization. Stellar Glow (PBAOE) Ally/Self Heal, +Heal Responsiveness (Usable in human and Dwarf forms.) Neutron Shackles (Ranged AOE) Foe Minor Damage-over-Time (Energy), Immobilize, -Fly (Usable in human and Nova forms.) Bright Nova Comet (Snipe) Foe Superior Damage (Energy), Chance to Knockback, -Defense (Usable in human and Nova forms. White Dwarf Impact (Melee Cone) Foe Minor Damage (Smashing/Energy), Disorient (Usable in human and Dwarf forms.) Light of Reason [Toggle] Self +Protection (Disorient, Hold, Sleep) (Suppresses in Nova and Dwarf form.) -- Warshade Mastery Human specialization. (All powers are suppressed/inaccessible while in Nova and Dwarf form.) Gravimetric Field (Location AOE) Foe -Movement, -Fly, -Jump, -Resistance Nictus Corruption (Ranged Cone) Foe Confuse Gather Darkmatter Self +Special Veil the Mind [Toggle] Self +Protection (Disorient, Hold, Sleep) Graviton Core [Auto] Self +Damage Hulnanim Mastery Nova specialization. These powers can be used in Nova form as well as human form unless noted otherwise. Nictus Corruption (Ranged Cone) Foe Confuse Dark Nova Ray (Snipe) Foe Superior Damage (Negative), Chance to Knockback, -Recharge Starless Night [Toggle] (Ranged AOE) Foe -Tohit, -Damage Gather Darkmatter Self +Special Void Body [Auto] Self +Defense (Ranged, Area), +Protection (Fly) (Suppressed outside of Nova form) Ruktur Mastery Dwarf specialization. These powers can be used in Dwarf form as well as human form unless noted otherwise. Gravimetric Field (Location AOE) Foe -Movement, -Fly, -Jump, -Resistance Infinite Density [Auto] Self +Resistance (scales w/ missing HP) (Suppressed in the air) Gravitational Slingshot (Melee Chain) Foe Moderate Damage (Negative), -Recharge Accretion Disk [Auto] (PBAOE) Foe Taunt, -Tohit (Suppressed outside of Dwarf form) Black Dwarf Maul (Melee Cone) Foe High Damage-over-Time (Smashing, Negative) -Recharge Nictus Mastery Shapeshifting specialization. Gravimetric Field (Location AOE) Foe -Movement, -Fly, -Jump, -Resistance (Usable in human and Dwarf forms.) Nictus Corruption (Ranged Cone) Foe Confuse (Usable in human and Nova forms.) Dark Nova Ray (Snipe) Foe Superior Damage (Negative), Chance to Knockback, -Recharge (Usable in human and Nova forms.) Black Dwarf Maul (Melee Cone) Foe High Damage-over-Time (Smashing, Negative) -Recharge (Usable in human and Dwarf forms.) Veil the Mind [Toggle] Self +Protection (Disorient, Hold, Sleep) (Suppresses in Nova and Dwarf form.) I think, if I was to give Warshades and Peacebringers Epic Pools that help them on their chosen forms, it would be Pools that offer passive abilities that help shore up that forms weakness or strengthens it. Quick Example Peacebringer Human Form Passive (no slots) Chance for Extra Energy Damage (so Human form attacks gain a damage proc) Passive +DMG Passive +ToHit/+Perception Toggle or Passive +Psychic Resist Toggle Energy Damage Aura 1 1
megaericzero Posted July 5 Posted July 5 4 hours ago, BrandX said: I think, if I was to give Warshades and Peacebringers Epic Pools that help them on their chosen forms, it would be Pools that offer passive abilities that help shore up that forms weakness or strengthens it. Quick Example Peacebringer Human Form Passive (no slots) Chance for Extra Energy Damage (so Human form attacks gain a damage proc) Passive +DMG Passive +ToHit/+Perception Toggle or Passive +Psychic Resist Toggle Energy Damage Aura I dabbled in that a little. The human-focused options give a base damage bump to the human form; the nova-focused options give a base defense buff to the nova form; and the dwarf-focused options both give passive taunt auras as well as extra armor-esque passives that benefit both dwarf and human. All-in-all, though, I was too afraid to make every power just "this passively makes this form/power better." The other powers are also intended to trend towards making a "fuller" version of the forms, presuming human to be controller-esque, novas to be blasters with their epics CCs, and dwarves to be tankers with their epic debuffs. I tried to offset having more click powers to slot by making them usable in both human and shapeshifted forms (depending on which version of the ancillary you took) rather than having different versions for each.
BrandX Posted July 6 Posted July 6 6 hours ago, megaericzero said: I dabbled in that a little. The human-focused options give a base damage bump to the human form; the nova-focused options give a base defense buff to the nova form; and the dwarf-focused options both give passive taunt auras as well as extra armor-esque passives that benefit both dwarf and human. All-in-all, though, I was too afraid to make every power just "this passively makes this form/power better." The other powers are also intended to trend towards making a "fuller" version of the forms, presuming human to be controller-esque, novas to be blasters with their epics CCs, and dwarves to be tankers with their epic debuffs. I tried to offset having more click powers to slot by making them usable in both human and shapeshifted forms (depending on which version of the ancillary you took) rather than having different versions for each. For Peacebrings at the very least, I wouldn't go with anything Resist based except for Psi Resist. They cap everything with Lightform.
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