biostem Posted November 20 Posted November 20 4 minutes ago, 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. I'm not against a more mundane/straightforward rifle set, but please do not limit what weapon models we can use! 1
Megawatt Posted November 20 Posted November 20 that is totally fair, i suppose even the Malta AR can be set to single shot 1
biostem Posted November 20 Posted November 20 8 minutes ago, Megawatt said: that is totally fair, i suppose even the Malta AR can be set to single shot 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...
Tattooist Posted November 21 Posted November 21 (edited) It would be super cool if someone could make up up a silly clown master mind power set for this thread lol Edited November 21 by Tattooist 1 Server: Everlasting Character: Tattooist Super-power: Ink Manipulation
Alchemystic Posted November 23 Author Posted November 23 On 11/21/2024 at 6:26 PM, Tattooist said: It would be super cool if someone could make up up a silly clown master mind power set for this thread lol You might want to check out Carnival Masterminds by @ironjoe 😄
TheMultiVitamin Posted November 24 Posted November 24 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.
Techhead Posted November 24 Posted November 24 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
biostem Posted November 24 Posted November 24 4 hours ago, 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. 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.
TheMultiVitamin Posted November 25 Posted November 25 2 hours ago, 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. 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). 1
biostem Posted November 25 Posted November 25 27 minutes ago, TheMultiVitamin said: maybe a stun 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!
TheMultiVitamin Posted November 25 Posted November 25 1 hour ago, 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! 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! 1
megaericzero Posted November 25 Posted November 25 15 hours ago, 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! 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.
megaericzero Posted November 25 Posted November 25 (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 Spiny Urchins (Ranged) Foe Moderate Damage (Lethal), -Defense Summon Fishmen (Location) Summon Henchman (Fishman ×3) Shark Attack (Ranged) Foe High Damage-over-Time (Lethal), Knockback Monstrous Growth (Ranged AOE) Henchman Equip Urchin Spray (Ranged Cone) Foe Moderate Damage (Lethal), Knockback Call Hunters (Location) Summon Henchman (Hunter ×2) Lurk (PBAOE) Henchman +Stealth, +Defense, +Special Swamp Creature (Location) Summon Henchman (Swamp Creature) Primal Evolution (Ranged AOE) Henchman Upgrade POWER DETAILS (wrapped in a spoiler tag so this post isn't gigantic) Spoiler Spiny Urchins (Ranged) Foe Moderate Damage (Lethal), -Defense Shoots spiny burs at your foe, dealing lethal damage and reducing their defense for a time. Damage: Moderate Recharge: Fast (animation: same as the Coralax power) Summon Fishmen (Location) Summon Henchmen (Fishmen x3) You summon one to three fishmen (depending on level) to fight for you. Fishmen have access to coral and urchin weaponry and are resistant to cold damage. You may only have up to three fishmen under your control at a time; if you attempt to summon more, you can only replace the ones you have lost in battle. Recharge: Fast (animation: the whistling summon animation, perhaps with a custom whistling sound) Shark Attack (Ranged) Foe High Damage-over-Time (Lethal), Knockback Sends a shark to maul your opponent, quickly dealing heavy lethal damage over time and potentially knocking them back. Damage: High Recharge: Moderate (animation: same as Spirit Shark from Leviathan Mastery just with the shark not translucent ghostly) Monstrous Growth (Ranged AOE) Henchmen Equip When this power is used, all of your henchmen in the affected area will be bestowed additional powers until they are dismissed, defeated, or otherwise unsummoned. The powers gained differ based on the type of henchman. This power only works on your own henchmen and you can only equip each henchman with this power once. Recharge: Fast (animation: the one-handed buff casting animation such as Clear Mind) Urchin Spray (Ranged Cone) Foe Moderate Damage (Lethal), Knockback Shoots spiny burs at your foe, dealing moderate lethal damage and knocking them back. Damage: Moderate Recharge: Moderate (animation: same as the Coralax power) Call Hunters (Location) Summon Henchmen (Hunters x2) Brings one to two hunters (depending on level) from the depths under your command. Hunters are vicious predators that stalk their prey and strike with deadly claws. You may only have up to two hunters under your command at a time; if you attempt to summon more, you can only replace the ones you have lost in battle. Recharge: Moderate (animation: the tossing animation from Grave Knight but with fish) Lurk (PBAOE) Henchmen +Stealth, +Defense, +Special You command your henchmen to stalk their targets rather than blindly rush them. When you activate this power, your nearby henchmen will be granted invisibility and a bonus to defense against all kinds of attacks as well as receiving a large stealth strike bonus to their next attack made while successfully hidden. A majority of the stealth and defense bonus will be lost for each henchman once they enter combat but they will remain stealthy and hard to see at long distances and retain a minor defense bonus against all attacks. Note that henchmen will be discouraged from using their ranged powers when initially commanded to lurk. (Mechanically, this power applies a heavy range debuff to your henchmen so they can't throw away their stealth bonus by attacking from a distance.) Recharge: Slow (animation: the hands-spread buff animation where your character turns their head side-to-side such as Recovery Aura) Swamp Creature (Location) Summon Henchman (Swamp Creature) Calls forth a swamp creature to fight for you. The swamp creature is slow but incredibly strong and attacks with a combination of vines, water, and its own brute strength. You may only have one swamp creature under your control at a time; if you attempt to summon another, the power will fail. Recharge: Moderate (animation: the two handed "rise" summon animation such as Lich) Primal Evolution (Ranged AOE) Henchmen Upgrade When this power is used, all of your henchmen in the affected area will be bestowed their most powerful abilities until they are dismissed, defeated, or otherwise unsummoned. The powers gained differ based on the type of henchman. This power only works on your own henchmen and you can only upgrade each henchman with this power once. Recharge: Moderate (animation: the two-handed buff animation such as Fortitude) HENCHMEN DETAILS (also wrapped in a spoiler to save space) Spoiler Fishman Resistance [Auto] Self +Resistance (Smashing, Cold) - Coral Club (Melee) Foe Moderate Damage (Smashing) - Spiny Urchins (Ranged) Foe Moderate Damage (Smashing) - Coral Slash (Melee) Foe Moderate Damage (Smashing, Lethal) Equip Urchin Spray (Ranged Cone) Foe Moderate Damage (Lethal), Knockback Upgrade Coral Hammer (Melee) Foe Moderate Damage (Smashing), Knockback Upgrade For the fishmen models, I recommend using the Coralax hybrids as a base (adjusting the head to be fish-like and replacing the coral/leaf details with fins), transitioning through similarly color-coded upgrade levels with increasing fin size. Hunter Resistance [Auto] Self +Resistance (Lethal, Cold, Negative, Immobilize) - Swipe (Melee) Foe Minor Damage (Lethal) - Slash (Melee) Foe Moderate Damage (Lethal), -Defense - Shark Attack (Melee) Foe Moderate Damage-over-Time (Lethal) - Follow Up (Melee) Foe Moderate Damage (Lethal); Self +Damage, +Tohit Equip Hide Self +Hide, +Defense (Melee, Ranged, AOE) Equip Placate (Ranged) Foe Placate; Self +Stealth Upgrade Eviscerate (Melee Cone) Superior Damage (Lethal), -Defense Upgrade School of Sharks (Ranged Cone) Foe Moderate Damage-over-Time (Negative), Immobilize Upgrade For the Hunter models, I recommend using Captain Mako as a base (with whatever texture and head changes are sufficient so Mako is still unique). Start with normal, player-sized monstrous hands; at first upgrade, extend them to Mako's size; at second upgrade, add strong glowing eyes so they're visible even while hide makes the model translucent. Swamp Creature Resistance [Auto] Self +Resistance (Smashing, Cold, Negative, Movement, Recharge) - Punch (Melee) Foe Moderate Damage (Smashing), Chance to Knockdown - Hydro Blast (Ranged) Foe High Damage (Smashing, Cold), -Movement, Chance to Knockdown - Haymaker (Melee) Foe High Damage (Smashing), Chance to Knockdown Equip Entangle (Ranged) Foe Moderate Damage over Time (Smashing, Lethal), Immobilize Equip Bile Spray (Ranged Cone) Foe Moderate Damage over Time (Toxic) Equip Knockout Blow (Melee) Foe Extreme Damage (Smashing), Knockup, Chance to Hold Upgrade Whirlpool (Ranged AOE) Foe High Damage over Time (Cold), -Movement, -Defense Upgrade For the Swamp Creature's model, I recommend a custom version of Animate Stone that is scaled taller, has a mossy surface texture, and a lot of added dangling moss/vines as well as a dripping aura. (Sorry, I don't have a mock-up of that prepared.) At its first upgrade, add faintly-glowing eyes and visible breath; at second upgrade, add coral growing on its body. Edited November 25 by megaericzero 3
Alchemystic Posted November 27 Author Posted November 27 @megaericzero you could potentially use the swamp monster costume parts to make a custom NPC for the T3 pet 😀 1
LightMaster Posted November 28 Posted November 28 (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) 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. 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 November 28 by LightMaster 2
TheMoneyMaker Posted November 30 Posted November 30 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.
Jeagan Posted December 1 Posted December 1 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. 1
LightMaster Posted December 2 Posted December 2 (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 December 3 by LightMaster 1
biostem Posted December 3 Posted December 3 2 hours ago, LightMaster said: Spear What animations would this set use? The ones from staff? 1 1
LightMaster Posted December 3 Posted December 3 (edited) 1 hour ago, biostem said: What animations would this set use? The ones from staff? 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 December 3 by LightMaster 1
Alchemystic Posted December 4 Author Posted December 4 @LightMaster you might like to check out this thread regarding spears/polearm melee, which also helped inspire the Polearm Melee powerset here! 1
LightMaster Posted December 6 Posted December 6 On 12/4/2024 at 1:54 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! 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. 1 1
Alchemystic Posted December 6 Author Posted December 6 @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.
LightMaster Posted December 6 Posted December 6 32 minutes ago, 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. 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!
Alchemystic Posted December 7 Author Posted December 7 17 hours ago, 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! Any ideas what animations and FX specifically? 🤔 1
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