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Posted (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  
Picture86.png.b0de2e1cc83b49e323861e873fc1b9ab.png Forced Strike 1 Melee, Moderate Damage (Lethal/Energy), Foe Immobilize, Slight Hold (Strong Force)  
Picture85.png.20fe3052907c3576f7fd1f32116dfaa7.png Particle Decay 1 Melee, Moderate DoT (Lethal/Energy), Foe -Recovery, Slight Knockback-To-Hit (Weak Force)  
Picture87.png.1c984b2890c2f9728ad8a209a24921b1.png Fission Blow 2 Melee, High Damage (Lethal/Energy), Foe Knockback -To-Hit (Weak Force)  
Picture88.png.3e5795f512dba20b9a14853316c966fd.png Channel Force 6 Self: +Damage +To-Hit (Strong Force)  
Picture89.png.1d5e4258db15fb2f7882df68e7de2931.png Forced Foe 8 Melee, (Cone) Moderate Damage (Psionic/Energy), Foe Disorient, -To-Hit,    
Picture90.png.d095285499749412a34440a0b9af060d.png Magnetic Field 12

Location (Point Blank Area of Effect), Moderate DoT (Smashing/Energy) Foe Slow, Taunt (Electromagnetism)

 
Picture91.png.6ddbbc73e38c1dbf373c856013447b09.png Void 18 Ranged, (Targeted Area of Effect), High DoT (Lethal/Energy/Negative/Cold) Foe -Perception(Gravity)  
Picture92.png.895b105d043cfbbfb80096553c49d6c2.png Electromagnetic Flux 26 Melee, Superior DoT (Energy/Lethal/Fire) Self +Endurance, Foe Slow, Confuse (Electromagnetism)  
Picture93.png.9218e8f348d559afe8902c130c364545.png 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
Picture86.png.b0de2e1cc83b49e323861e873fc1b9ab.png Forced Strike 1 Melee, Moderate Damage (Lethal/Energy), Foe Immobilize, Slight Hold (Strong Force)
Picture85.png.20fe3052907c3576f7fd1f32116dfaa7.png Particle Decay 1 Melee, Moderate DoT (Lethal/Energy), Foe -Recovery, Slight Knockback-To-Hit (Weak Force)
Picture87.png.1c984b2890c2f9728ad8a209a24921b1.png Fission Blow 2 Melee, High Damage (Lethal/Energy), Foe Knockback -To-Hit (Weak Force)
Picture94.png Assassin's Exertion 6 Melee, Special Damage(Lethal/Energy) (Any force if you think about it)
Picture88.png.3e5795f512dba20b9a14853316c966fd.png Channel Force 8 Self +Damage, +To-Hit (Strong Force)
Picture96.png.543522d7a2edbeb061fab8b321345f28.png Placate 12 Ranged, Foe Placate; Self +Stealth/Hide 
Picture89.png.1d5e4258db15fb2f7882df68e7de2931.png Forced Foe 18 Melee, (Cone) Moderate Damage (Psionic/Energy), Foe Disorient, -To-Hit, 
Picture92.png.895b105d043cfbbfb80096553c49d6c2.png Electromagnetic Flux 26 Melee, Superior DoT (Energy/Lethal/Fire) Self +Endurance, Foe Slow, Confuse (Electromagnetism)
Picture93.png.9218e8f348d559afe8902c130c364545.png 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  
Picture85.png.20fe3052907c3576f7fd1f32116dfaa7.png Particle Decay 1 Melee, Moderate DoT (Lethal/Energy), Foe -Recovery, Slight Knockback-To-Hit (Weak Force)  
Picture86.png.b0de2e1cc83b49e323861e873fc1b9ab.png Forced Strike 2 Melee, Moderate Damage (Lethal/Energy), Foe Immobilize, Slight Hold (Strong Force)  
Picture87.png.1c984b2890c2f9728ad8a209a24921b1.png Fission Blow 4

Melee, High Damage (Lethal/Energy), Foe Knockback -To-Hit (Weak Force)

 
Picture90.png.d095285499749412a34440a0b9af060d.png Magnetic Field 10 Location (Point Blank Area of Effect), Moderate DoT (Smashing/Energy) Foe Slow, Taunt (Electromagnetism)  
Picture89.png.1d5e4258db15fb2f7882df68e7de2931.png Forced Foe 16 Melee, (Cone) Moderate Damage (Psionic/Energy), Foe Disorient, -To-Hit,    
Picture93.png.9218e8f348d559afe8902c130c364545.png Immense Mass Punch 20

Melee, Superior Damage (Energy/Lethal), Foe Immobilize, Knockback, Disorient, Slow, Confuse -To-Hit (SF,WF,EM,G)

 
Picture88.png.3e5795f512dba20b9a14853316c966fd.png Channel Force 28 Self +Damage, +To-Hit (Strong Force)  
Picture92.png.895b105d043cfbbfb80096553c49d6c2.png Electromagnetic Flux 35 Melee, Superior DoT (Energy/Lethal/Fire) Self +Endurance, Foe Slow, Confuse (Electromagnetism)  
Picture91.png.6ddbbc73e38c1dbf373c856013447b09.png 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

 

Picture95.png 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.

 

Picture86.png.b0de2e1cc83b49e323861e873fc1b9ab.png 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.

 

Picture85.png.20fe3052907c3576f7fd1f32116dfaa7.png 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.

 

Picture87.png.1c984b2890c2f9728ad8a209a24921b1.png 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.

 

Picture94.png.33227ed62af5b0062829900bf2752762.png 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.

 

Picture88.png.3e5795f512dba20b9a14853316c966fd.png 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.

 

Picture89.png.1d5e4258db15fb2f7882df68e7de2931.png 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

 

Picture96.png.543522d7a2edbeb061fab8b321345f28.png 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.

 

Picture90.png.d095285499749412a34440a0b9af060d.png 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.

 

Picture91.png.6ddbbc73e38c1dbf373c856013447b09.png 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.

 

Picture92.png.895b105d043cfbbfb80096553c49d6c2.png 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

 

Picture93.png.9218e8f348d559afe8902c130c364545.png 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

 

 

Picture86.png.b0de2e1cc83b49e323861e873fc1b9ab.png

Forced Strike

Mental Strike

Default

Picture85.png.20fe3052907c3576f7fd1f32116dfaa7.png

Particle Decay       

Quick Strike

Kinetic (Blue)

Picture87.png.1c984b2890c2f9728ad8a209a24921b1.png

Fission Blow    

Sweeping Cross

Blue Radiation

Picture94.png.33227ed62af5b0062829900bf2752762.png

Assassins Exertion 

Assassins Psi Blade (Without Blade)

Blue (Default)

Picture88.png.3e5795f512dba20b9a14853316c966fd.png

Channel Force     

Power Shield

Blue (Default)

Picture96.png.543522d7a2edbeb061fab8b321345f28.png

Placate                          

Placate

Afterburner

Picture89.png.1d5e4258db15fb2f7882df68e7de2931.png

Forced Foe                     

Propel 

Propel

(Random Object is instead a Targeted Foe)

Picture90.png.d095285499749412a34440a0b9af060d.png

Magnetic Field                

When Self (Personal Force Field) Location (Insulation Field)

Dimension Shift w/ Magnetic Aura

Picture91.png.6ddbbc73e38c1dbf373c856013447b09.png

Void   

Siphon Power

Base Portal 

Picture92.png.895b105d043cfbbfb80096553c49d6c2.png

Electromagnetic Flux

Assassins Strike (Default) Ex: Assassins Blow

Electricity

Picture93.png.9218e8f348d559afe8902c130c364545.png

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 by OmnibusOmnh
Additional Tanker Power Table, and Animation and FX for powerset for visualization.
  • Like 3
Posted

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.

  • Thanks 1
Posted (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 by VULCAN
  • Thanks 1
Posted
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?

  • Like 1
Posted (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 by OmnibusOmnh
Posted

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.

  • Like 1
Posted

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.

  • Like 1
Posted
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..

 

 

Posted

Nice work.

 

That said, if this winds up on test before a proper Kinetic Melee pass, a contract hit may be in order...

  • Thanks 1
  • Haha 3

Playing CoX is it’s own reward

Posted (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 by OmnibusOmnh
Posted

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.

Posted (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 by OmnibusOmnh
Posted
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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