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Posted
  On 11/20/2024 at 9:29 PM, Megawatt said:

i'd really like to limit the models on the sniper set to the Nem Rifle, the sniper, the Malta Sniper and the reddings.

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I'm not against a more mundane/straightforward rifle set, but please do not limit what weapon models we can use!

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Posted
  On 11/20/2024 at 9:42 PM, Megawatt said:

that is totally fair, i suppose even the Malta AR can be set to single shot

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I don't think you even have to think about that deeply - let the player determine what their character's weapon looks like and how it functions...

 

 

Posted (edited)

It would be super cool if someone could make up up a silly clown master mind power set for this thread lol

Edited by Tattooist
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Server: Everlasting

 

Character: Tattooist

 

Super-power: Ink Manipulation

Posted

Came up with the idea of Luck Control/Assault/Melee/Defense but really all I could think of was debuffs to accuracy, buffs to Defense, and attacks wise using Propel or some effects from Sound powersets that do a lot of knockdown.

Posted

IDK if it works for damage focused sets like melee or assault are, but I can definitely see it for affinity or manipulation, maybe control but I have no ideas for the T9 which is almost always a pet (Mind Control being the exception). Defense... it definitely fits in theme but would need work to keep it mechanically distinct from Super Reflexes

Posted
  On 11/24/2024 at 4:46 PM, TheMultiVitamin said:

Came up with the idea of Luck Control/Assault/Melee/Defense but really all I could think of was debuffs to accuracy, buffs to Defense, and attacks wise using Propel or some effects from Sound powersets that do a lot of knockdown.

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It's be funny if all the attacks/powers could make enemies randomly fall on their faces, (read:  get knocked down).  Maybe also impart a very short-lived but potent confuse effect to simulate enemies accidentally attacking their allies.

Posted
  On 11/24/2024 at 9:38 PM, biostem said:

It's be funny if all the attacks/powers could make enemies randomly fall on their faces, (read:  get knocked down).  Maybe also impart a very short-lived but potent confuse effect to simulate enemies accidentally attacking their allies.

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Oh absolutely, a decent amount of Knockdowns, Confuse, maybe a stun or held (they comically accidentally hit themselves and the realization of doing that stunned 'em for a second).

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Posted
  On 11/25/2024 at 1:01 AM, biostem said:

Ooh!  I got it!  You summon a keg, which generates a lot of aggro.  Enemies flock to it, and upon attacking it, get a strong stun effect!

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Dangit now I want Alcoholic Blast/Drunken Fist! It causes a lot of confuse, has Fire Spray from the mouth except colored a light brown to reflect alcohol that does a cone of confuse! Can ignite it with fire for big damage like Oil Slick!

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Posted
  On 11/25/2024 at 2:32 AM, TheMultiVitamin said:


Dangit now I want Alcoholic Blast/Drunken Fist! It causes a lot of confuse, has Fire Spray from the mouth except colored a light brown to reflect alcohol that does a cone of confuse! Can ignite it with fire for big damage like Oil Slick!

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I've been meaning to level a concept build with similar effect. Martial Arts with PROCs loaded on top of the existing CC effects, cognitive interface, and control hybrid. The only thing lacking is the alcohol breath. Looking at the wiki, Scrappers' fire mastery copies the tanker/brute version, which has Fire Ball instead of Fire Breath.

Posted (edited)

On a different note:

Sea Monsters

(Mastermind primary)

"You command a school of humanoid monstrosities from under the sea. These denizens of the deep are known to drag sailors and unwary landlubbers to their demise. These creatures are used to the frigid temperatures and crushing pressure of the deep ocean and, as such, are often resilient to cold and smashing damage."

 

POWER TABLE

SeaMonsters_SpinyUrchins.png.e64292da5b9d8e5c57bb77852440c8bf.png Spiny Urchins (Ranged) Foe Moderate Damage (Lethal), -Defense
SeaMonsters_Fishmen.png.70858441425b61e16bce9560d75092fe.png Summon Fishmen (Location) Summon Henchman (Fishman ×3)
SeaMonsters_SharkAttack.png.d44c234a96f7b44b0328e82d0c254a42.png Shark Attack (Ranged) Foe High Damage-over-Time (Lethal), Knockback
SeaMonsters_MonstrousGrowth.png.5a579c5b6916fed3f38b13719b0464f9.png Monstrous Growth (Ranged AOE) Henchman Equip
SeaMonsters_UrchinSpray.png.31a89ea48a506429f14b61b39a096ef8.png Urchin Spray (Ranged Cone) Foe Moderate Damage (Lethal), Knockback
SeaMonsters_Hunters.png.44bd7545af573ae92fd7ed8f9de768fc.png Call Hunters (Location) Summon Henchman (Hunter ×2)
SeaMonsters_Lurk.png.9e41c6d09f8b8cfd4bc68da23f747ed8.png Lurk (PBAOE) Henchman +Stealth, +Defense, +Special
SeaMonsters_SwampCreature.png.bf82f33eb76fd3a533e632a915108026.png Swamp Creature (Location) Summon Henchman (Swamp Creature)
SeaMonsters_PrimalEvolution.png.71f98598aaf0331cd8fb6517300b59cd.png Primal Evolution (Ranged AOE) Henchman Upgrade

 

POWER DETAILS

(wrapped in a spoiler tag so this post isn't gigantic)

  Reveal hidden contents

 

HENCHMEN DETAILS

(also wrapped in a spoiler to save space)

  Reveal hidden contents
Edited by megaericzero
  • Like 3
Posted (edited)

I’ve been thinking of two Power Sets that might give much needed diversity for one Archetype, another based on big guns used exclusively by NPCs.

 

First off…

The Shadows

Uses FX from various Dark Power Sets.

Shadow Henchmen are the following: Shadow (based on Spectre enemies), Puppet (based on a Redcap) and Shadow Clone (based on Doppelgangers)

F3E0EE2F-6611-40E1-A07B-500374D496E0.thumb.jpeg.9e458b8c4b41a7172c9974addedaf2c9.jpeg136D98D8-58C1-4E92-8181-AF90073992DA.thumb.jpeg.29a6c5ddedc865ddc3abcd89a855bc71.jpeg

Secondly…


Heavy Weapons / Big Guns

Based on large weapons used by NPCs but unavailable for players to use.

The G.E.C. will be an enlarged version of Beam Rifle weapons, with either the Devastator or DUST Cannon as fhe default model.

DE0E9A1A-09DB-4EEA-A955-8EBA7C9E12EE.thumb.jpeg.479c604bd58b9d8a1d92a0d3563addd6.jpeg

8B04E622-52A1-48AC-AA43-CEC115ED15C7.thumb.jpeg.e939cc02777c2e8e95d6f21ab4c80791.jpeg


If there’s any question about model / animation to reuse, let me know!

 

P.S. I did not notice there was already a Power Set idea here called Heavy Weapon, but that one is more about a minigun while mine is moreso a variety of big guns.

Edited by LightMaster
  • Like 2
Posted

What about an illusion affinity set for defenders, corruptors, controllers, and masterminds?  Use visuals and some animations from the illusion set to add a mix of buff and debuff effects on foes.

Posted

Maybe I should have posted my Mastermind Slime pet suggestion here xD I've got a list of suggested animations/FX that exist in the game for the entire thing, but some of the ideas may be harder to implement, like having an elemental infusion for the pets similar to Swap Ammunition from Dual Pistols.

  • Like 1
Posted (edited)

Alright, I notice there are fewer Melee ideas compared to the amount of Blast ideas. I ought to give Melee ideas, starting with a weapon idea that’s odd given how popular this weapon is alongside axe and mace.
 

Spear


The Spear is a ranged power set with ranged powers, but uses the base melee damage of the Scrapper, Stalker, Tanker and Brute. Specializes in Lethal damage, and can be enfused with the power of the Void (Negative + -Slow), Venom (Toxic + DoT) and Light (Psionic + -ToHit). If not enfused, it has a chance of reducing the foe’s damage output.

 

Reuses animations from Staff Fighting and the Lance attacks of Nemesis Army Captains.
 

Staff Figthing weapons with a pointy end are reused, alongside spears used by various enemies such as the aforementioned Nemesis Captains.

 

Quick Stab: Basic Lethal attack, very fast recharge and a chance of -DMG.

 

Swipe: Deals weaker Lethal attack, but small AoE on the targeted foe and nearby foes.

 

Spear Throw: Moderate Lethal Attack with moderate recharge, but guaranteed -DMG or other secondary effect depending on the Enfusion.

 

Enfuse: Switches between Void, Venom or Light, each having their own property and modify the other powers’ secondary effect on the foe. To return to natural / non-enfusion, click on the active Enfuse icon again.

  • Void: Adds Negative damage, chance of -Slow.
  • Venom: Adds Toxic damage, chance of small Toxic DoT.
  • Light: Adds Psionic damage, chance of -ToHit.

Assassin's Impale: Stalker exclusive power. Longer range than other Assassin’s Strike powers, performs slightly faster when hidden than others, but have less base damage.

 

Prepare: Power-up power that buffs the user’s ToHit, Range and DMG.

 

Provoke/Taunt/Placate: Standard aggro management power.

 

Piercing Throw: Stronger version of Spear Throw that pierces through the foes that are between the player and the targeted foe. Slow recharge, but high chance of -DMG.

 

Upward Swipe: Deals Superior Lethal Damage that deals Knock Up and a chance of -DMG. Slow Recharge.

 

Spin of War: Deals Extreme DoT Lethal Damage as a PBAoE attack. Normally, natural Spear deals -DMG and -Resist on foes, but the Enfuse elements have different properties.

  • Void: -Slow and absorb Health.
  • Venom: Toxic DoT on foes and faster Recharge on user’s power.
  • Light: -ToHit and absorb Endurance.

 

Edited by LightMaster
  • Like 1
Posted (edited)
  On 12/3/2024 at 1:01 AM, biostem said:

What animations would this set use?  The ones from staff?

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Ah yes, I thought I said it, but I forgot to write it down. It does share animations from Staff Fighting, lance enemies like Nemesis Generals, and bayonet attacks from various enemies like lieutenant-type or higher enemies in Nemesis Army.

 

EDIT: Turned out I really did written those, just lost in the second paragraph. I seperated them to be easier to see.

Edited by LightMaster
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Posted
  On 12/4/2024 at 5:54 PM, Alchemystic said:

@LightMaster you might like to check out this thread regarding spears/polearm melee, which also helped inspire the Polearm Melee powerset here!

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Aah, didn’t remembered that Polearm is basically a spear or so! Fortunately, I thought off an explosive idea. *winkwink*

 

Explosive Melee


Want to have your punches and kicks feels explosive? Do you like a risky playstyle? The Explosive Melee have a special AoE small damage that deals additional damage to the foes surrounding the target. However, this power set is heavy on Endurance, and higher tier powers will also cost some of the user’s health (less so on Brute and Tanker). Critical Hits only applies to the targeted foe, but akin to Dual Pistols, the explosion can be changed that grants Explosive Melee versatility for debuffs.

 

Default Explosive deals Smashing + Heat damage, with the Heat damage replaced by Negative, Energy or Psionic depending on the Swapped Explosive. The user doesn’t get defeated by the self-harming explosion, locking at 0.1% health upon use if it would normally drop to 0, but can leave them vulnerable to retaliation. Using Health Insps can help circumvent this somewhat.
 

Uses same Melee animations from multiple Melee Power Sets, notably Energy Melee and Martial Arts with their powerful looking punches and kicks.

 

Bomb Punch: Basic Smashing attack, very fast recharge and a chance of -Defense (All) on foe.

 

Bomb Kick: Deals stronger Smashing attack, but recharge somewhat slower. Chance of -Defense (All) on foe.

 

Blasting Clap: PBAoE Light Smashing attack, costs 15% of user’s max Health. Chance of Defense (All) on foes.

 

Explosive Swap: Salvaged from my Spear concept, albeit different names and Venom replaced by Energy called EMP, and last two are based on different type of grenades; Gravitas is to allow another Power Set that deals Negative damage. Click on the active Swap icon again to return to standard explosion.

  • Gravitas: Adds Negative damage, chance of Slow. Knockback is replaced by Knock Up, and pins down aerial foes.
  • EMP: Adds Energy damage, chance of small Toxic DoT. Knockback is replaced by Stun.
  • Flashbang: Adds Psionic damage, and chance of -ToHit. Knockback is replaced by Disorient.

Assassin's Bomb: Stalker exclusive power. The stealth Assassin’s Strike have a bigger AoE, but costs 25% of user’s max Health.

 

Preparing Explosives: Power-up power that buffs the user’s Recharge and DMG. It also make the user immune to self-inflicting blownback of the stronger explosive attacks, except Armageddon Punch which instead have reduced blowback damage to 30% (Scrapper / Stalker) or 15% (Brute / Tanker).

 

Provoke/Taunt/Placate: Standard aggro management power.

 

Roundhouse Boom: Inflict a kick that causes Superior Smashing Damage (High for Tanker) with a delayed explosion of Heat (or swapped element) which can harm the user for 40% (Scrapper / Stalker) or 25% (Tanker / Brute), but also hurt surrounding enemies. Chance of -Defense (All) on ememy and have knockback / knock up.

 

Dynamite Clap: Deals PBAoE Superior Smashing Damage (High for Tanker) that deals Knockback but costs 50% (Scrapper / Stalker) or 35% (Tanker / Brute). For Tanker, it always proc the secondary effects.

 

Armageddon Punch: Deals Extreme Smashing Damage (or Superior as Tanker) as a targeted AoE melee attack, with full damage to surrounding enemies. Costs 60% of max HP for Scrapper / Stalker, or 45% for Tanker / Brute. Inflict Knockback / Knock Up and -Defense (All) to damaged foes. For Tankers, the AoE is drastically larger but only deals Knock Up.

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Posted

@LightMaster I like the ideas though this thread is a little more focused on the building blocks used to make the powers, not just the powers themselves.

Do you have any thoughts on what sort of animations or visual effects could be used to construct these latest powersets? The idea behind this thread is recycling existing material after all, not so much the mechanical or numerical side of things.

Posted
  On 12/6/2024 at 5:09 PM, Alchemystic said:

@LightMaster I like the ideas though this thread is a little more focused on the building blocks used to make the powers, not just the powers themselves.

Do you have any thoughts on what sort of animations or visual effects could be used to construct these latest powersets? The idea behind this thread is recycling existing material after all, not so much the mechanical or numerical side of things.

Expand  

I already covered that.
 

“Uses same Melee animations from multiple Melee Power Sets, notably Energy Melee and Martial Arts with their powerful looking punches and kicks.” I did forgot to add that it uses explosive FXs though!

Posted

 

  On 12/6/2024 at 5:42 PM, LightMaster said:

I already covered that.
 

“Uses same Melee animations from multiple Melee Power Sets, notably Energy Melee and Martial Arts with their powerful looking punches and kicks.” I did forgot to add that it uses explosive FXs though!

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Any ideas what animations and FX specifically? 🤔

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