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Suggestion: New Power Pool - Athleticism


biostem

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The basic idea behind this power pool is that it centers around movement and general feats of agility & strength.  Overall, it's pretty mundane, but features some very useful, (albeit situational), powers.

 

1. Throw - This would be a basic ranged attack using a rock, ball, or maybe a discus, dealing minor smashing damage.

 

2. Lunge - A fast attack that propels you forward at your target.  It'd deal minor damage with a tiny chance of knocking your target down.  The main point of this power is to help close the distance to your target, (but it'd have a much shorter cooldown than powers like Spring Attack, be only single target, and be target-based instead of location-based).

 

3. Free Running - Basically an enhanceable version of ninja run, (possibly also with a resist to immobilize).

 

4. Sure-Footed - A click power, (can be made permable), which grants protection to knockback/down and hold.

 

5. Excellent Specimen - An auto power that grants a slight buff to run speed, flight speed, jump speed/height, and some extra HP.

 

Your thoughts?  Thanks for reading!

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These are great options! 

 

I could see Lunge being a really cool mainstay for melee characters. I'd flesh it a little bit in such a way that it doesn't cause weapon users to need to redraw, which might be a bit of technical thought.

 

Throw perhaps needs something to set it apart from the inherent origin powers, though maybe it being slottable is enough. Perhaps a stun or knockdown for some slight cc?

 

 

 

 

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5 minutes ago, Lines said:

These are great options! 

 

I could see Lunge being a really cool mainstay for melee characters. I'd flesh it a little bit in such a way that it doesn't cause weapon users to need to redraw, which might be a bit of technical thought.

 

Throw perhaps needs something to set it apart from the inherent origin powers, though maybe it being slottable is enough. Perhaps a stun or knockdown for some slight cc?

 

 

Making the lunge power not cause you to put away your weapon would be difficult;  From my understanding, you'd need a version of the power created for each and every corresponding weapon power.

 

I agree that 'throw' is kind of bland.  Perhaps it could have a chance at stunning or disorienting the target...

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1 minute ago, boggo2300 said:

pretty good all up, though I think your free running is a little powerful for a non-travel pool, I think by slotting it, and combining with hurdle and swift you may end up replacing both SS and SJ or at least being able to

Makes sense.  Perhaps it could have lower base values and an energy cost about on par with combat jumping's.  That'd mean you'd have to invest pretty heavily to make it a full travel power replacement, but perhaps it could *not* suffer from suppression, as a bit of a counterbalance.

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1 minute ago, biostem said:

Makes sense.  Perhaps it could have lower base values and an energy cost about on par with combat jumping's.  That'd mean you'd have to invest pretty heavily to make it a full travel power replacement, but perhaps it could *not* suffer from suppression, as a bit of a counterbalance.

I think you're on the right track there, I suspect it will be a tricky one to balance, but this is definitely a good start

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Mayhem

It's my Oeuvre baby!

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I like that you are thinking about additional ways to obtain mezz protection. I'd like to see a little more creativity with the design though. Could we make Surefooted a medium range teleport that provides mezz protection for X seconds after activation?

 

For example:

 

Surefooted

-Hold, -Knockback, -Knockup

Teleport (60ft)

Mezz does not prevent this action

 

 

Although the power would not cure all forms of mezz, it would still let you port away if you got hit with one of the mezzes it doesn't protect against.

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2 hours ago, oedipus_tex said:

I like that you are thinking about additional ways to obtain mezz protection. I'd like to see a little more creativity with the design though. Could we make Surefooted a medium range teleport that provides mezz protection for X seconds after activation?

 

For example:

 

Surefooted

-Hold, -Knockback, -Knockup

Teleport (60ft)

Mezz does not prevent this action

 

 

Although the power would not cure all forms of mezz, it would still let you port away if you got hit with one of the mezzes it doesn't protect against.

Having 'Sure Footed' be a teleport power doesn't really make sense.  It's supposed to reflect an innately improved sense of balance and situational awareness...

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wow folks are chock full of great suggestions today. May i suggest some additional abilities?

 

Dodge.       Dodges the next attack within the next 5 seconds (recharge 30 seconds) Cannot dodge psychic attacks

Block.         Negates the next attack damage with the next 5 seconds (recharge 30 seconds) cannot block psychic attacks

Deflect       Returns 50% of the next attack damage to attacker within the next 5 seconds (recharge 60 seconds) Cannot deflect psychic attacks

Obstinate   Absorbs all psychic damage for the next 5 seconds. (recharge 120 seconds)

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Its easy to criticize a suggestion but can you suggest an alternative?

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5 minutes ago, bmo5464 said:

Is this pool even available Homecoming? I've never seen it.

No. It was one of the planned Origin poolsets, along with Sorcery and Force of Will. So far, only those two have been completed by the HC team, so we may see it in the future.

 

 

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I think its likel

30 minutes ago, Lines said:

No. It was one of the planned Origin poolsets, along with Sorcery and Force of Will. So far, only those two have been completed by the HC team, so we may see it in the future.

Of all the origin pools, it strikes me as the one that would require the least effort.

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1 hour ago, VileTerror said:

I think they'd just have to code it as a continuous Chance for Knockdown for the duration.  Like, every 1.5 seconds it has a 35% chance for the target to trip.

I think it was going to be an 'extended knockdown' effect, where when they're down they stay that way for longer.

 

Ki Push has a similar mechanic where the knockback effect is far longer than that of others, which makes me believe the technology is there to play with on knockdown and knockup too.

Edited by Tyrannical
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31 minutes ago, Tyrannical said:

Ki Push has a similar mechanic where the knockback effect is far longer than that of others, which makes me believe the technology is there to play with on knockdown and knockup too.

Actually, it has normal KB. It just applies a repel for a second or so, and then does the KB right when the repel ends.

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