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First post here. I wanted to start this by including some ideas I have for the game. I want to make it clear that I am not knowledgeable at all in terms of how these would be implemented, so just take it as a fan that has an abundance of ideas and passion for the game as well as genuine heartfelt respect and appreciation for all of the content that has already been added by the ones working on this server. To you all I want to say thanks.

 

More Power Pools

 

I would love to see some weapons power pools available for characters that are a more civilian type or do not possess "powers" to expand the role playing aspect that I know a lot of players enjoy. A "Ballistics" pool set could maybe work by combining some smaller powers into a set from the Thugs MM set such as Pistols, Dual Wield and Empty Clips. There could also be powers pulled from Assault Rifle such as Burst and Buckshot to have the options for a shotgun or rifle. Additionally, other sets similar to this could be made to offer more variety such as entry level powers from the game's archetypes. Powers that are not OP but allow more use than a temporary power.

 

I know I can buy the revolver from the P2W or create a blaster with the full set of pistols, but as I said, having the options in a pool set would be a nice touch for certain characters who might be a police officer or detective who are mainly using Street Justice as an example, but wish to also carry a pistol for a more role playing result.

 

Arc Rewards

 

It would be awesome to unlock certain costume pieces, permanent buffs or powers from finishing certain arcs or missions from enemy groups like Circle of Thorns, Nemesis, The Council, etc. This would add a whole new way of looking at these stories and missions and would be a great addition to what is already here.

 

Circle of Thorns MM Set

 

Need I say more? CoT are awesome.

 

Arcane & Sorcery Power Sets

 

Would love to have some more sorcery power options to play with adding onto the Sorcery power pool. Love the look and feel of this and would love to see a whole primary and secondary blaster or corrupter set of powers like this.

 

MORE

 

More of everything. Powers, costumes, archetypes, zones and animations. Long live Homecoming and City of Heroes.

Edited by TroyMcG
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I would definitely love to see Arcane options in Primary/Secondary for one or more ATs.

 

An Arcane Blast set that does generic energy damage but could use a mechanic like Dual Pistols Swap Ammo to add damage type (but with fire, negative, & psi instead of fire, ice, & toxic) and special effect options.  It would be a good opportunity to reuse some animations from the Kinetic Melee set for "casting".  Ideally it should have effects like the Sorcery Pool but let there be power customization options to remove that effect so that the mechanics remain but the end result looks more generic for people who don't want to play it as actual magic (could be represented as innate mutant power or a natural "alien" ability or even technology gathering ambient energies and redirecting them... because "Arcane" does not implicitly mean "Magic").

 

Complementing for blasters would be an Arcane Manipulation set which would follow a fairly standard formula they've gotten into with blaster secondaries... but as a special synergy bonus, some of the powers could benefit from the Swap Ammo like power of Arcane Blast.

 

Arcane Control could be represented with the same mix of damage types but spread out over specific powers.  I'd probably do something similar to Illusion Control with summoned pets, but instead of indestructible Phantom Army this set's pets would be energy constructs that could be damaged and destroyed... maybe make them deal more damage but have a longer recharge and shorter duration so they're good for a quick burst of damage but can't be made perma.

 

Arcane Armor and Arcane Melee for melee types, Arcana for Defenders/Corruptors... and a combination of Arcane Blast & Melee for a dominator secondary of Arcane Assault.  Finally, Arcane Adepts for Masterminds which can summon summon "caster" trainees that follow the mastermind, with the tier 3 pet using the Carnie Illusionist model (but not actually being an illusionist because pets summoning pets might be too much).

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For pools, I think we need Gadgetry and Utility Belt to be finally realized.

 

Also, would love something equivalent to Patron Powers on the hero side... but instead of specific patrons it should be more group specific.  PPD, Longbow, maybe even let Hero Corps represent.  As a fourth option (since villains have four), I would suggest Legacy Chain.  Like the patron pools, these would have to be unlocked by completing a mission on the blue side.

 

Bonus:  set up a fifth option with a Vanguard arc for a Vanguard pool that's available to both heroes and villains.

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Posted (edited)
1 hour ago, Saiyajinzoningen said:

i'm not sure about the cot MM set.

isn't that just demons with a CoT costume?

but yes more plz 🙂

 

CoT has a decent variety of enemies. Was thinking it could be a mix of their humanoids (Melee and ranged), Behemoth and Spectral Demons.

Edited by TroyMcG
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3 hours ago, Player2 said:

I would definitely love to see Arcane options in Primary/Secondary for one or more ATs.

 

An Arcane Blast set that does generic energy damage but could use a mechanic like Dual Pistols Swap Ammo to add damage type (but with fire, negative, & psi instead of fire, ice, & toxic) and special effect options.  It would be a good opportunity to reuse some animations from the Kinetic Melee set for "casting".  Ideally it should have effects like the Sorcery Pool but let there be power customization options to remove that effect so that the mechanics remain but the end result looks more generic for people who don't want to play it as actual magic (could be represented as innate mutant power or a natural "alien" ability or even technology gathering ambient energies and redirecting them... because "Arcane" does not implicitly mean "Magic").

 

Complementing for blasters would be an Arcane Manipulation set which would follow a fairly standard formula they've gotten into with blaster secondaries... but as a special synergy bonus, some of the powers could benefit from the Swap Ammo like power of Arcane Blast.

 

Arcane Control could be represented with the same mix of damage types but spread out over specific powers.  I'd probably do something similar to Illusion Control with summoned pets, but instead of indestructible Phantom Army this set's pets would be energy constructs that could be damaged and destroyed... maybe make them deal more damage but have a longer recharge and shorter duration so they're good for a quick burst of damage but can't be made perma.

 

Arcane Armor and Arcane Melee for melee types, Arcana for Defenders/Corruptors... and a combination of Arcane Blast & Melee for a dominator secondary of Arcane Assault.  Finally, Arcane Adepts for Masterminds which can summon summon "caster" trainees that follow the mastermind, with the tier 3 pet using the Carnie Illusionist model (but not actually being an illusionist because pets summoning pets might be too much).

The kinetic melee animations for the magic is a cool idea. That could be interesting in having the different magic types to switch between. Thanks for your input. I like to hear about what others are thinking up as well. Looking forward to the future of this game.

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If we have a set of Arcane/Magic-oriented powersets, I think their primary differentiators should be that they have "weird" effects or unorthodox effects, perhaps even an element of randomness. It's magic! Magic is almost always portrayed as not being fully controlled by the user.

In my head an Arcane Armor powerset provides a lot of ways to avoid damage altogether or some weird "trade-off" powers that require the user to put a little bit of though into their powers. Like, to start, a beginning power would be "Mage Armor." Mage Armor wouldn't provide any defense(unslotted), but it would be like Sentinel's "Instant Regeneration" and continuously provide an absorption barrier. Meanwhile, an upper tier power would be "Magic Circle/Sacred Ground/Globe of Invulnerability" which gives you massive defense(or invincibility) but only if you stay in a very small area at your feet. Other ideas include a way to "Reflect" damage or maybe some kind of toggle that let's you "Attune" to different damage groups, and give you big bonuses against the chosen group but no defense against others (the inverse of the Swap Ammo from DP).

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  • 2 weeks later
2 hours ago, KingCeddd03 said:

Here are idea powersets to start off the ideas of what we want in the sets.

 

 

Mystic Blast

 

image.png.3519e02d46e0c93028bc93d8ca1c4804.png - Mystic Ball: A light damage/quick recharge blast power that deals energy damage. Uses the 'Translocation' animation with the 'Corruption' projectile FX.

image.png.58e313d873dbf2e9f5156c61c63fe16a.png - Arcane Lighting: A moderate damage blast power that deals energy damage. Uses the lightning bolt FX & 'Arcane Bolt' animation and FX.

image.png.031f6a7543372722e230f4ac7289c4b8.png - Mystic Force: A simple Cone Energy High Damage blast. Uses the Kinetic Melee -> Focused Burst animation, with the FX and added FX effect. 

image.png.4b6bfb1e666428cf397a1b9a16492f70.png - Enchant: A power much like 'Ammo Swap', giving the 'Spirit Enchantment' (Dark), 'Demonic Enchantment' (Fire) and 'Eldritch Enchantment' (Psionic) powers. Like ammo swap, these powers add a secondary damage effect. Uses the 'Translocation' animation again with a hand rune FX like the costume aura.

image.png.ece1ad7145fa6890b48d499e6d3fbca2.png - Arcane Font: A Target AoE power that deals energy DoT. Uses a sped-up version of the 'Summon Demon' animation but without (without the lava/stone) FX . when placed it will use the deadly apocalypse spell circle just slightly smaller

image.png.a0995aa64f53d9c0a5473c226c997a4b.png - Mystic Seal: A ranged DoT hold power with moderate energy damage. Uses the 'Enflame' animation, but traps them with the 'Translocate' FX.

image.png.d30e23ce29149be65c46500a61e751e3.png - Reality Distortion: A short range blast that does High damage. Uses the Kinetic Melee -> Burst animation and 'Irradiate’ FX.

image.png.6c29c39e5234389d72047823e1dde345.png - Arcane Lancent: A blast with the Thunderous Blast fx with the overcharge blast FX, superior AoE energy damage.

 image.png.2e4d5e71ff6767f19dae0e9dd19e3957.png - Mystic Maelstorm: A PBAoE power with deals extreme energy. Uses the Kinetic Melee -> Concentrated Strike animation, but with the nova' FX as the explosion.

Edited October 16, 2022 by KingCeddd03

Mystic Assault

 

 

Mystic Control

 

image.png.47330c6496e7c642b6b94eefb86510d1.png - Mystic Sigils: A Moderate damage/quick recharge power that deals energy damage. and immobilizes a single foe.  Uses the Kinetic Melee -> Body Blow animation.

image.png.10224c81996990a71fdc40774185820d.png - Sorcery Spear: A High damage Hold power that deals energy damage. Creates an energy circle around the foe.  Uses the Kinetic Melee -> Quick Strike animation.

image.png.5e9219993d68443187a1cf7bc663ca72.png - Mystic Threads: An AoE Moderate Energy Damage. and immobilizes all foes.  Uses the Kinetic Melee -> Repulsing Torrent animation.

image.png.1d70996c7fa02162b6a41cc192a8a92d.png - Rune Of Possession: Ranged, Target Confuse.

image.png.7ea59004f08832a13616dea23c82120a.png - Hexing Flash: A Target PBAoE disorient power and lowers accuracy and defense.  Uses the Stalker -> Kinetic Melee -> Assassin's Strike animation.

image.png.ffc14aa4b6b4c7bc210c397a3c1b654e.png - Sigil Circle: A  AoE DoT hold power with moderate energy damage and holds all foes.  Sorcery -> Spirit Ward animation.

image.png.d12fba5d66a27d84df0314e11f33c772.png - Arcane Pillar: A Aoe Attack does high damage to all foes and reduces resistance.  Uses the Demon Summoning -> Summon Demons animation.

image.png.aeb5c5e5a70447e8ac92e4b539ec1962.png - Enchanting Way:  unleashes a cone of energy causing confusion upon your enemies, which will make them attack each other.  Uses the Demon Summoning -> Enchant Demon animation.

 image.png.a850b2812ede38170cc42629b74d8ee1.png - Ritual Familiar: A pet summoned to help you in combat as well as boost your defenses and resistance.  Sorcery -> Enflame animation.

 

 

Suggested some (alternative) animation ideas.

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Web Control 

These are already in the game but it would need more to be fleshed out to become an actual set anyone have any ideas to add???

 

image.png.61a257c0bce66da283981b898e911c11.png Cocoon (Only Level 40 and up) Ranged, Foe Hold
Envelopes the target in a cocoon of webs. They are held helpless and unable to act.

image.png.bae0de1f4071eb86ea2b395dd9d1fca5.png Entrap (Only Level 40 and up) Melee, Foe Hold
Envelopes the target in a cocoon of webs. They are held helpless and unable to act.

image.png.5a03b6140bd5478048d8d45995534d87.png Web Ranged (Targeted AoE), Foe Immobilize, -Fly, -Recharge, -Jump, -Speed
You have been caught in a web. You cannot move or fly and your attack speed is reduced.

image.png.36cd35f400ee10635f4548f6c4dee117.png Wide Area Web Ranged (Targeted AoE), Foe Immobilize, -Recharge, -Fly, -SPD, -Jump
 

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  • 3 weeks later

Damage-type enhancements a one type of enhancement that can be applied to a single power to add another damage-type

Example: Mental blast: psionic dmg

with overlaying enhancement, Ice can make a single power. Mental Blast:  Psionic/cold Dmg with no added buffs.

or Radiation Blast:

  • Power Level Effect
    22px-RadiationBurst_NeutrinoBlast.pngNeutrino Bolt 1 Ranged, Minor DMG (Energy), Foe -DEF
  •  
    Power Level Effect
    22px-RadiationBurst_NeutrinoBlast.pngNeutrino Bolt 1 Ranged, Minor DMG (Energy/Psionic), Foe -DEF
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