OmnibusOmnh Posted December 30, 2020 Posted December 30, 2020 (edited) Upon revisiting the game I've had time to play kinetic melee a power that used to deal a substantial amount of damage until being massively reduced in the live server. I have seen and supported various suggestions on how to return kinetic melee to its former glory. However upon discussing on what kinetic can do it grew into an idea of an entirely new power. While noticing the various types of force related powersets, Kinetics (Both), Force of Will, Gravity Control, and Force Field, I had wanted to create a powerset that would be based of the 4 fundamental forces of nature, allowing for more variation in attacks. Instead of just repelling targets and dealing damage, you'd be able to harness all the forces from Strong and Weak interactions, from expanding on electronegativity, as well as manipulating gravity in a unique way that hasn't been implemented in the game. Special thanks to @Vanden for providing the icons. Introducing a new addition to force based attacks... Force Melee Force Melee allows you to concentrate sharp attacks of the four fundamental forces of matter to defeat your foes. Dealing with these forces is an unstable feat and will often substantially bombard opponents with force, leading to varying affects depending on the forces being performed as the forces that keep them intact are being used against them. It is a primary powerset for Scrappers, Brutes, and Stalkers, and a secondary powerset for Tankers. Power Tables Brute & Scrapper Force Melee is available as a primary set for Brutes & Scrappers. The following table shows which powers are available and at what level: Power Level Effect Power Level Effect Forced Strike 1 Melee, Moderate Damage (Lethal/Energy), Foe Immobilize, Slight Hold (Strong Force) Particle Decay 1 Melee, Moderate DoT (Lethal/Energy), Foe -Recovery, Slight Knockback-To-Hit (Weak Force) Fission Blow 2 Melee, High Damage (Lethal/Energy), Foe Knockback -To-Hit (Weak Force) Channel Force 6 Self: +Damage +To-Hit (Strong Force) Forced Foe 8 Melee, (Cone) Moderate Damage (Psionic/Energy), Foe Disorient, -To-Hit, Magnetic Field 12 Location (Point Blank Area of Effect), Moderate DoT (Smashing/Energy) Foe Slow, Taunt (Electromagnetism) Void 18 Ranged, (Targeted Area of Effect), High DoT (Lethal/Energy/Negative/Cold) Foe -Perception(Gravity) Electromagnetic Flux 26 Melee, Superior DoT (Energy/Lethal/Fire) Self +Endurance, Foe Slow, Confuse (Electromagnetism) Immense Mass Punch 32 Melee, Superior Damage (Energy/Lethal), Foe Immobilize, Knockback, Disorient, Slow, Confuse -To-Hit (SF,WF,EM,G) Stalker Force Melee is available as a primary set for Stalkers. The following table shows which powers are available and at what level: Power Level Effect Forced Strike 1 Melee, Moderate Damage (Lethal/Energy), Foe Immobilize, Slight Hold (Strong Force) Particle Decay 1 Melee, Moderate DoT (Lethal/Energy), Foe -Recovery, Slight Knockback-To-Hit (Weak Force) Fission Blow 2 Melee, High Damage (Lethal/Energy), Foe Knockback -To-Hit (Weak Force) Assassin's Exertion 6 Melee, Special Damage(Lethal/Energy) (Any force if you think about it) Channel Force 8 Self +Damage, +To-Hit (Strong Force) Placate 12 Ranged, Foe Placate; Self +Stealth/Hide Forced Foe 18 Melee, (Cone) Moderate Damage (Psionic/Energy), Foe Disorient, -To-Hit, Electromagnetic Flux 26 Melee, Superior DoT (Energy/Lethal/Fire) Self +Endurance, Foe Slow, Confuse (Electromagnetism) Immense Mass Punch 32 Melee, Superior Damage (Energy/Lethal), Foe Immobilize, Knockback, Disorient, Slow, Confuse -To-Hit (SF,WF,EM,G) Tanker Force Melee is available as a secondary set for Tankers. The following table shows which powers are available and at what level: Power Power Level Effect Particle Decay 1 Melee, Moderate DoT (Lethal/Energy), Foe -Recovery, Slight Knockback-To-Hit (Weak Force) Forced Strike 2 Melee, Moderate Damage (Lethal/Energy), Foe Immobilize, Slight Hold (Strong Force) Fission Blow 4 Melee, High Damage (Lethal/Energy), Foe Knockback -To-Hit (Weak Force) Magnetic Field 10 Location (Point Blank Area of Effect), Moderate DoT (Smashing/Energy) Foe Slow, Taunt (Electromagnetism) Forced Foe 16 Melee, (Cone) Moderate Damage (Psionic/Energy), Foe Disorient, -To-Hit, Immense Mass Punch 20 Melee, Superior Damage (Energy/Lethal), Foe Immobilize, Knockback, Disorient, Slow, Confuse -To-Hit (SF,WF,EM,G) Channel Force 28 Self +Damage, +To-Hit (Strong Force) Electromagnetic Flux 35 Melee, Superior DoT (Energy/Lethal/Fire) Self +Endurance, Foe Slow, Confuse (Electromagnetism) Void 38 Ranged, (Targeted Area of Effect), High DoT (Lethal/Energy/Negative/Cold) Foe -Perception (Gravity) Powers under the Weak interaction will knockback foes Powers under the Strong interaction will immobilize foes sometimes holding them Powers under Gravity will reduce movement Powers under Electromagnetism will disorient foes and will often be confused Powers These are the following powers in the Force Melee powerset Exertion Improves most Force Melee powers while active, chance to exert more force among an opponent and will greatly inflict affects (listed above) dealing greater damage. Forced Strike You manipulate the strong interaction to increase the density in you fist and binding the particles around your blow to perform a sharp attack dealing moderate damage. Forced Strike has a small chance to grant you exertion. While active exertion will hold foes in place. Recharge Fast. Particle Decay You utilize the weak force diffuse a repulsive strike onto your opponent to diverging them into pieces on a molecular level, performing moderate damage over time. Particle Decay will have a moderate chance for exertion increasing the damage. Recharge Fast. Fission Blow You deal a slow but sharp attack that divides a foe at a subatomic level, scattering them away from the caster performing high damage. Fission Blow will have a high chance for granting exertion, while you have exertion active it will deal moderate DoT. Recharge Moderate. Assassins Exertion A signature stalker attack, this deals superior lethal and energy damage on its own its a frontal attack, you deal a strike a exerts an impressive amount of force onto a target, sometimes stunning them. When used with exertion this attack will degrade a foes defensive attributes. Recharge Slow. Channel Force You bind your body by harnessing the strong force, increasing your self density, allowing you to perform more heavy and crushing blows. This greatly boosts your attacks and chance to hit. Recharge Long. Forced Foe You begin to show great mastery of the fundamental forces and begin to mobilize them through your mind. By casting a neural force on you opponent you use their own strength against them. You use your mind to perform telekinesis binding them, then uplifting your opponent in place the dispersing them backwards within a conical range of the caster, potentially colliding them onto other opponents. When used with exertion the caption COLLISION COURSE will appear above a foe dealing Moderate DoT. This attack normally deals Moderate Damage, Recharge Slow Placate Allows you to coerce a foe to cease all aggressive action. A successful placate will also hide you for a brief moment converting the caster into a intangible dematerialized state bound by raw force. However this hide will not provide a defense bonus. However it will offer an automatic exertion or an Assassins' Blow. Magnetic Field You create a large sphere of electromagnetic energy around a location nearby, attracting foes toward you as magnetic debris flown into enemies within the sphere. This levitates targets in the air for a brief moment upon use. This attack will also disorient a target reducing their movements. While used with exertion, electromagnetic pulses will infiltrate a foes neural system confusing them and attack their allies. Maintaining this attack is a taxing feat and will greatly reduce a players endurance. Moderate DoT, Recharge Very Long. Void You compress gravitational force into a single point on a target of your choosing, completely confining them in place, plummeting their mobility to escape the darkest void of space. Collapsing the fabric of reality around said target, and slowing nearby enemies in the gap of space time. Containing this ability is a difficult task and will also drain the users endurance gradually after use, leaving the player vulnerable but not devoid of regaining endurance. When used with exertion the caption COLLAPSE will appear above the foes, holding them from within the range of the attack. This attack deals High DoT, Recharge Very Long. Electromagnetic Flux You conduct electrical energy onto an opponent, this rapid rush electronegativity attracts other other substances creating miniature magnetic field (In terms of the actual attack above) around an opponent disorienting them. This strike while encased in a magnetic field not only leaves fatal blow on the target but will also confuse them after impact attack their own teammates. This attacks grants a high chance for exertion. This attack deals Superior Damage on a foe and will partially reduce the casters endurance. Superior DoT, Recharge Very Long Immense Mass Punch You harness all the fundamental forces of matter into a single devastating blow, trembling the environment itself, however Gravity is mostly at play. This attack consisting of the strong force to bind you blows to enhance your strike, the weak force to diffuse all the energy output at a focused point. Electromagnetic waves to disorient a foe on impact and Gravity to reduce their movement as it land a tremendous amount of downward force onto an opponent crushing them, warping the space around them preventing them from recovering. After an attack with a massive magnitude foes nearby might suffer from all the affects of coming in close proximity of the forces of nature. This attack will provide an automatic exertion however it can not increase with exertion. Superior Damage, Recharge Long NEW Animation and FX for Visualization Icon Power Name Animation FX Forced Strike Mental Strike Default Particle Decay Quick Strike Kinetic (Blue) Fission Blow Sweeping Cross Blue Radiation Assassins Exertion Assassins Psi Blade (Without Blade) Blue (Default) Channel Force Power Shield Blue (Default) Placate Placate Afterburner Forced Foe Propel Propel (Random Object is instead a Targeted Foe) Magnetic Field When Self (Personal Force Field) Location (Insulation Field) Dimension Shift w/ Magnetic Aura Void Siphon Power Base Portal Electromagnetic Flux Assassins Strike (Default) Ex: Assassins Blow Electricity Immense Mass Punch Atom Smasher Attack Kinetic, Caster Electric, Ground Fault Epilogue Hope you enjoy this idea of implementing force in a way that we haven't seen use before in the game, there is a plentiful amount of science involved, however I hope I introduce and displayed them in a way that was enticing and not to like an actual physics course of fundamental forces, like I said this was idea I have been having for a while please enjoy and feel free to leave a comment on what you think. Thanks Edited April 24, 2021 by OmnibusOmnh Additional Tanker Power Table, and Animation and FX for powerset for visualization. 3
Infinitum Posted December 30, 2020 Posted December 30, 2020 I think this idea no matter how much its modified will always be too close to kinetic melee and maybe a few attributes from a few other sets. Not a bad idea though if kinetic melee didn't already exist - let KM get fixed and you have force melee then. I wouldnt be opposed to it, but its addition IMO wouldn't really add enough unique to warrant the expense in time to create it. But If someone else thought otherwise I would play it. 1
VULCAN Posted December 31, 2020 Posted December 31, 2020 (edited) 13 hours ago, Infinitum said: Not a bad idea though if kinetic melee didn't already exist - let KM get fixed and you have force melee then. Oh yeah ! Fix Kinetic Melee and that will be awesome :) Concerning your work omnibus, respec for the full job you did designing your new set. Big work, /em bow Edited December 31, 2020 by VULCAN 1
Haijinx Posted December 31, 2020 Posted December 31, 2020 13 hours ago, Infinitum said: I think this idea no matter how much its modified will always be too close to kinetic melee and maybe a few attributes from a few other sets. Not a bad idea though if kinetic melee didn't already exist - let KM get fixed and you have force melee then. I wouldnt be opposed to it, but its addition IMO wouldn't really add enough unique to warrant the expense in time to create it. But If someone else thought otherwise I would play it. If Kinetic Melee is too weak, then perhaps rebalancing it is easier than making a new set with the stated rational for existence is that KM is cool but too weak? 1
OmnibusOmnh Posted December 31, 2020 Author Posted December 31, 2020 (edited) 2 hours ago, VULCAN said: Oh yeah ! Fix Kinetic Melee and that will be awesome 🙂 Concerning your work omnibus, respec for the full job you did designing your new set. Big work, /em bow Many thanks, yeah it was an idea I had for a while, I agree that kinetic should be fixed as infintum said, if it really came down to it we should fix kinetic, however it's more than just a better kinetic. This was just another set of like to see implemented not just because kinetic was nerfed, but because I'd just like to see force used in this way, if not I'd think making into a manipulation set might work better. Edited December 31, 2020 by OmnibusOmnh
Razor Cure Posted December 31, 2020 Posted December 31, 2020 A pretty cool sounding set. But..I think it just has TOO much? All those different damage types (when most sets have 1, or 2. Does Rad melee have 3?) and secondary effects. ToHit debuffs, stuns, confuses, -rec, - end, immobs! In the same way that TW was OP because it basically did everything (aoe, st, -res and def, and a self def buff)..this just seems too much. 1
Dragon Crush Posted December 31, 2020 Posted December 31, 2020 While it sounds cool, I have a bit of trouble picturing someone who is supposed to have mastery of the 4 fundamental forces as anything less than an incarnate level threat, so low game would be weird. 1
OmnibusOmnh Posted January 1, 2021 Author Posted January 1, 2021 1 hour ago, Razor Cure said: A pretty cool sounding set. But..I think it just has TOO much? All those different damage types (when most sets have 1, or 2. Does Rad melee have 3?) and secondary effects. ToHit debuffs, stuns, confuses, -rec, - end, immobs! In the same way that TW was OP because it basically did everything (aoe, st, -res and def, and a self def buff)..this just seems too much. Thanks, I appreciate the compliment, However the reason why there are different effects is to symbolize the different symptoms one may have to prolonged exposure to each of the fundamental forces adding a realistic element to it. For example as the week Force splits matter apart it would knock you back, or since gravity keeps is a downward force that keeps everything on the ground, prolonged exposure to it would stunt your mobility, granting the slow effect. Etc..
Myrmidon Posted January 1, 2021 Posted January 1, 2021 Nice work. That said, if this winds up on test before a proper Kinetic Melee pass, a contract hit may be in order... 1 3 Playing CoX is it’s own reward
Myrmidon Posted January 2, 2021 Posted January 2, 2021 I don’t see any reason why not to leave it as all of the options. 1 Playing CoX is it’s own reward
OmnibusOmnh Posted January 3, 2021 Author Posted January 3, 2021 (edited) Since most melee powers have taunt abilities I decided to make force melees taunt special, cleverly magnetic field will attract foes toward it depending on where the player chooses to select. Edited January 4, 2021 by OmnibusOmnh
OmnibusOmnh Posted January 5, 2021 Author Posted January 5, 2021 Edit: Added Tanker Power Table; Added Animation and affects to provide in game visualization to see how these attacks will be enacted on foes. How you enjoy how force Melee would look like hypothetically if implemented in the game.
OmnibusOmnh Posted January 12, 2021 Author Posted January 12, 2021 (edited) On 12/30/2020 at 3:23 PM, Infinitum said: I think this idea no matter how much its modified will always be too close to kinetic melee and maybe a few attributes from a few other sets. Not a bad idea though if kinetic melee didn't already exist - let KM get fixed and you have force melee then. I wouldnt be opposed to it, but its addition IMO wouldn't really add enough unique to warrant the expense in time to create it. But If someone else thought otherwise I would play it. Absolutely, they are definitely similar however the theme is different. I made the connection to kinetic mainly to show my thought process/journey of forming the idea for force melee. To showcase a new idea with the basis of an existing powerset. Nevertheless there is an obvious relation, I try to counteract this by expanding on each of the forces allowing for more diversity in attacks hopefully providing more differentiation apart from kinetic. Many thanks for considering the option I do hope you forward to playing this is it were to be implemented. Edited January 12, 2021 by OmnibusOmnh
OmnibusOmnh Posted January 12, 2021 Author Posted January 12, 2021 On 12/31/2020 at 3:45 PM, Dragon Crush said: While it sounds cool, I have a bit of trouble picturing someone who is supposed to have mastery of the 4 fundamental forces as anything less than an incarnate level threat, so low game would be weird. I totally see that, I try to make utilizing all the forces of matter as a progressionary thing. The more force you master the stronger you become. You able to harness more force gradually so your immediately overpowered of the bat.
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