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Posted (edited)

Here's something I wanted to suggest: the gamut of remaining water-themed power sets, save for henchmen. We're ignoring the Manipulation, Assault, and Mastery categories because they'd all basically be children of these sets.

 

Why are you suggesting four power sets at once?

In large part so that we can give each set one or two overarching themes without stepping on each other's toes. For instance, Sonic Manipulation has a power called Sound Barrier whose name would proliferate perfectly as the smashing-lethal shield to a "Sonic Aura" or "Sonic Armor" armor set... except that the actual effects it was given are not that of a smashing-lethal shield so now if we ever get a sonic armor its physical shield will have to use a different name. (Yes, I do actually think obsess about things like this.)

 

If anyone reads the thread and thinks "hey, you should focus on quality over quantity", I did actually. I've been tweaking each of these back and forth for about six months. They've sort of reached as good as they're going to get just banging around in my own head without actually talking to other people about it (hence this thread). They're by no means perfect but I do think they're a decent springboard.

 

As far as the themes, at a glance I'd go with...

Water Control: the flow of water

Water Affinity: small bodies of water and things dissolved in that water

Water Melee: water pressure and release

Liquid Armor: properties of water (and/or other chemicals)

 

The themes aren't meant to be absolute; just give us a theme to play towards with most of the sets' powers rather than each set looking like "I asked chatGPT for water-related terms and just picked random ones." There'll still be some outliers in each set.

 

Why do a lot of your power names overlap or downright sound like ones from the Eco-friendly Powerset Recycling Thread?

I mean... all-in-all I'd like to say it's because of simultaneous invention. Rooting the powers in real-world concepts and terminology will do that. There's still plenty of room that I may have been "inspired" by the thread, consciously or unconsciously. I tried to make what I thought were sets that distilled the aforementioned themes, whether they overlap with sets suggested in that thread or not. My bad if I did steal anyone's work. I will admit Aqua Strike down in Water Melee is directly copied in name at least.

 

Now onto the power sets. I'll hide the detailed power info in spoilers boxes since the whole post is already a huge block of text and so people who just want to scan the power tables at a glance can.

 

Water Control (Controllers, Dominators)

1. WaterControl_1.png.2277e130a920a492dd390f2a7d29dd3c.png Water Trap (Ranged) Foe Moderate Damage over Time (Smashing, Cold), Immobilize, -Jump, -Movement, -Recharge
2. WaterControl_2.png.42551e085a579553db9964db0323f0a3.png Water Prison (Ranged) Foe Moderate Damage (Smashing, Cold), Hold, -Movement, -Fly, -Recharge
3. WaterControl_3.png.2a1cc3dabf0acd0adcc46611a79bd96e.png Flood (Ranged AOE) Foe Minor Damage over Time (Cold), Immobilize, -Movement, -Jump, -Recharge
4. WaterControl_5.png.ac6d27455baa8092d4ce76af29bb9e2b.png Deluge (Location AOE) Foe -Movement, -Fly, -Jump, -Defense, Chance to Confuse
5. WaterControl_4.png.434374c6a5cb28f74339a2b83ae7fb75.png Rapids [Toggle] (PBAOE) Foe Chance to Knockdown
6. WaterControl_6.png.afc1e020afa3133b5e275e47d3faceb0.png Decompression (Ranged AOE) Foe Minor Damage (Smashing), Disorient
7. WaterControl_7.png.991cf573646b2252f3a0f020e8d9f1dd.png Riptide (Location AOE) Foe Minor Damage over Time (Smashing, Cold), Draw-in
8. WaterControl_8.png.78dc5893e29d8f9e005d0905235ca414.png Waterfall (Ranged AOE) Foe Minor Damage over Time (Smashing, Cold), Hold, -Movement, -Recharge
9. WaterControl_9.png.dbb26292146c4143da440e8da6892326.png Undine (Location) Summon Pet (Undine)

 

Undine

Resistance%2C_Smashing_and_Lethal.png Resistance [Auto] Self +Resistance (Lethal, Cold, Negative), +Protection (Hold, Immobilize)
WaterMelee_3.png.27e0c665a346ec7c47ecdc489898438b.png Drench (Melee Cone) Foe Moderate Damage Over Time (Cold), -Defense
WaterBlast_Dehydrate.png Dehydrate (Ranged) Foe Moderate Damage (Smashing, Cold), Minor Damage over Time (Cold), -Movement, -Recharge, -Defense; Self Heal over Time
WaterControl_2.png.42551e085a579553db9964db0323f0a3.png Water Prison (Ranged) Foe Moderate Damage (Smashing, Cold), Hold, -Movement, -Fly, -Recharge

 

Power details and random thoughts on Water Control:

  Reveal hidden contents

 

Water Affinity (Controllers, Defenders, Masterminds, Corruptors)

1. WaterAffinity_1.png.b7cb1ba17158618541691a70710c03fb.png Hot Spring (PBAOE) Ally/Self Heal
2. WaterAffinity_2.png.d7cfe464b7cfea5d5da22889009adab8.png Seafoam (Ranged Cone) Foe -Movement, -Resistance, -Fly, -Jump
3. WaterAffinity_3.png.192581b222a2d3a1613855cf81596a2b.png Mineral Bath (Ranged) Ally Heal
4. WaterAffinity_4.png.a10158236afb0f6ae23957d7d5c308c1.png Humidity [Toggle] (Ranged AOE) Foe -Resistance
5. WaterAffinity_5.png.3fd4087bbf936a7a6da375f5a1aaab96.png Cleanse (Ranged) Ally +Protection (Confuse, Disorient, Fear, Hold, Immobilize, Sleep), +Perception
6. WaterAffinity_6.png.e3cf8cabeaba3f3437400ef9abc9ae75.png Breakwater [Toggle] (PBAOE) Ally/Self +Resistance (All but Toxic), +Protection (Disorient, Hold, Immobilize)
7. WaterAffinity_7.png.3739e474bf957b5fab17e04b71463fab.png Halocline (Ranged AOE) Foe Sleep, -Defense
8. WaterAffinity_8.png.c852912cf1fa322241c5a05605143d5a.png Tide Pools (Location AOE) Ally/Self +Regeneration, +Endurance Discount
9. WaterAffinity_9.png.a08cbca58117429b0c63e4bcac30e0f6.png Tsunami (Ranged Cone) Foe Knockback, Disorient, -Defense, -Resistance, -Movement, -Recharge

 

Power details and random thoughts on Water Affinity:

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Water Melee (Scrappers, Tankers, Brutes, Stalkers)

This first power table will be the Scrapper one.

1. WaterMelee_1.png.f94234feb34452c565417390723e41e5.png Aqua Strike (Melee) Foe Moderate Damage (Smashing, Cold), Chance for Disorient; Self Build (Water Pressure)
2. WaterMelee_2.png.7eeb24e294175c11f8690dfd96e98209.png Piston Punch (Melee) Foe High Damage (Smashing, Cold), Chance to Knockdown; Self Build (Water Pressure)
3. WaterMelee_3.png.27e0c665a346ec7c47ecdc489898438b.png Drench (Melee Cone) Foe Moderate Damage Over Time (Cold), -Defense; Self Build (Water Pressure)
4. WaterMelee_4.png.fd7936385b5bc0852302d616751ff86a.png Build Pressure Self +Damage, +To Hit, Build (Water Pressure)
5. WaterMelee_5.png.1afbe6836ce874eeb3dca60c85aaaf9c.png Jet Kick

(Ranged, scales w/ Water Pressure) Foe Moderate Damage (Smashing, Cold), Chance to Knockdown;

Self Teleport, Consume (Water Pressure)

6. WaterMelee_6.png.8e4f0349d50059c43b6b4c61d82a4b01.png Confront self-explanatory
7. WaterMelee_7.png.281e29a1c98a9717dd91883e94a77c18.png Water Vortex (PBAOE) Foe Moderate Damage (Cold), Draw-in; Self Build (Water Pressure)
8. WaterMelee_8.png.373884d6656a69d548b222e712024bfd.png Pressure Cutter (Melee) Foe Extreme Damage (Lethal, Cold); Self Damage (scales w/ Water Pressure), Consume (Water Pressure)
9. WaterMelee_9.png.e4e1f20b058d1c03cc07aef9bb9badfe.png Hydraulic Press (Melee) Foe Superior Damage (Smashing, Cold), Hold (scales w/ Water Pressure); Self Consume (Water Pressure)

 

Here's the other archetypes' power  tables with their differences highlighted.

  Tankers Brutes Stalkers
1. Aqua Strike Aqua Strike Aqua Strike
2. Piston Punch Piston Punch Piston Punch
3. Drench Drench Drench
4. WaterMelee_6b.png.d87c2d71b05b758c3b33fda2eb1ae0bc.png Taunt Build Pressure WaterMelee_4b.png.7b1f41afc0709ca31243d240b88f127a.png Assassin's Jet
5. Tidal Kick Tidal Kick WaterMelee_4.png.fd7936385b5bc0852302d616751ff86a.png Build Up
6. WaterMelee_4.png.fd7936385b5bc0852302d616751ff86a.png Build Pressure WaterMelee_6b.png.d87c2d71b05b758c3b33fda2eb1ae0bc.png Taunt WaterMelee_5b.png.254d7832a6a77cb84722dd636992c829.png Placate
7. Water Vortex Water Vortex Tidal Kick
8. Pressure Cutter Pressure Cutter Pressure Cutter
9. Hydraulic Press Hydraulic Press Hydraulic Press

In the case of Stalkers I looked at sets like Street Justice and noticed they still have to trade for normal Build Up if it's not just a thematic rename, even though things like Combat Readiness are "Build Up but better" because they play to the set gimmick. Ah well.

 

Power details and random thoughts on Water Melee:

  Reveal hidden contents

 

Liquid Armor (Scrappers, Tankers, Brutes, Stalkers, Sentinels)

The reason this one's called Liquid Armor instead of Water Armor or Hydro Armor is so it can also cover as Chemical Armor or Acid Armor.

 

This is the Scrapper/Tanker/Brute power table.

1. WaterArmor_1.png.d4596c4f2b3d7b7225e0153312988980.png Drenching Aura [Toggle] (PBAOE) Foe Minor Damage over Time (Cold), Taunt
2. WaterArmor_2.png.0d1c29f687f2e2dc3619b883c5e3d376.png Fluid Shield [Toggle] Self +Resistance (Smashing, Lethal), +Protection (Knockback)
3. WaterArmor_3.png.3f8ac80b66fdb210b7c996c95400ba3d.png Rehydrate Self Heal, +Resistance (Toxic)
4. WaterArmor_4.png.6b8ada9afed353a2382d8a05e2b7f7e7.png Solvent Armor [Toggle] Self +Protection (Disorient, Hold, Immobilize, Sleep), +Resistance (Toxic)
5. WaterArmor_5.png.c086b80941c0219cacb85a4e3dd54beb.png Hydrophobic Coating [Auto] Self +Resistance (Cold, Negative, Recharge)
6. WaterArmor_6.png.9fc2ec5245e2526749b6aa8fa81eb22e.png Thermocline Armor [Toggle] Self +Resistance (Heat, Cold, Energy, Negative, Movement, Recharge)
7. WaterArmor_7.png.27f4096ed17c642f391f7d5829904839.png Hydrodynamic Body [Auto] Self +Movement, +Recharge, +Resistance (Movement, Immobilize)
8. WaterArmor_8.png.6a82e8f6c4b007bf1113378a6765edf6.png Storm Drain (PBAOE) Foe Minor Damage (Cold), -Endurance; Self +Endurance (per foe)
9. WaterArmor_9.png.e49687a007d2519e82461fd7582fd268.png Overflow

Self +Resistance (All), +Defense (All), +Resistance (Mez);

[Delayed] Self -Health, -Endurance, -Recovery

 

Here's the Stalker table with only the differences highlighted.

1. WaterArmor_1b.png.2c73c96cc9233783c54037ecf9322d3f.png Hide self-explanatory
2.   Fluid Shield same
3.   Rehydrate same
4.   Solvent Armor same
5.   Hydrophobic Coating same
6.   Thermocline Armor same
7.   Hydrodynamic Body same
8.   Storm Drain same
9. WaterArmor_9.png.e49687a007d2519e82461fd7582fd268.png Fluid State

Self +Defense (All), +Resistance (Defense, Mez),

+Recovery, +Movement, +Phase (Special);

[Delayed] Self -Endurance, -Recovery

 

I haven't played Sentinels enough to internalize how their versions of armor sets differ. Sorry, Sentinels.

I guess drop Drenching Aura/Hide, shift everything up, and tack Hydrophobic Coating/Ink Burst somewhere?

 

Power details and random thoughts on Liquid Armor:

  Reveal hidden contents

 

And uh... I'm really bad at ending essays. These are just my thoughts on more water-related power sets. I'm looking forward to hearing from you guys.

 

Thank you for coming to my Ted Talk.

Edited by megaericzero
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Posted

Water Control: Sinkhole: I don't think that name fits for a water effect personally. Sinkholes, at least to me, are more of a ground effect than a water one, though they can be caused by water. Maybe Water Trap?

Water Control: Flood: Should probably be a KB or Repel effect. While I know of floods trapping people, the flood itself tends to carry things/people away.

 

Liquid Armor: Storm Drain: I'm sorry, I just keep thinking of gutters and sidewalk drains here. Maybe even arroyos. Maybe Dessicate?

Liquid Armor: Ink Burst: And now I've got squid on the brain.... I don't know, maybe Misdirecting Mist, Eye Splash, or something else more water-y?

 

Sorry that I only have feedback on the names. I'm still puzzling out the effects, but for the most part, I guess it looks fine.

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Posted (edited)

I often considered ideas for a Water Armor and a couple powers that came through my head included an offensive power called Vortex which was intended to be a knockdown and draw foes in like Axe Cyclone or the Singularity when used (I see you put that in the Melee set instead).  The other idea was calling the T9 Fluid State which, in addition to whatever bonuses it provided, could also temporarily disable collision like Speed Phase to give the impression that your body has become water or whatever liquid you're made of.  I also had other thoughts, such as the status toggle being something like Soothing Currents where it would provide some Regen in additon to status protection and a Bubble Shield of some kind.  I was hoping also to make it a bit more offensive oriented for variety (hence Vortex) but was a little stumped on ideas there.

 

Edited by ZorkNemesis
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Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

Posted (edited)

Very Interesting!

I will say that, for this hypothetical, the secondary effects on Water Affinity aren't particularly stand-out. A slow recharge T7 that only does -defense is painfully mediocre as compared to a power like Benumb, in cold domination - which does (-DMG, -END, -REGEN, -SPC). I'd also replace the T3 entirely and change the T8.

A single-target heal is simply not a useful power in modern CoH. Take Nature Affinity's Wild Growth as an example of a solid T3:  PBAOE (+RES [ALL], +Regen,] 90s duration, easily made perma.

Tidepools has a neat idea, and I like it, but I think altering it so that it's an initial +Rec & +End similar to Heat Loss in Cold would be a good idea. You could keep the functionality you imagined, there's an interaction with things like Healing Beacon in Traps or Lifegiving Spores in Nature where-in it will pulse out the Panacea +HP/End proc routinely - integrating that into a power could be fun.

Otherwise, I generally like your write-up. Make Tsunami KD in lieu of KB, alter humidity so that it's a ground patch with a couple secondary debuffs like Sleet and Freezing Rain. Cleanse is the only other thing I really would change - but that's more due to the game not really having a UI or style of gameplay that's friendly to snappy 'decursing', to use ancient terminology.

Support is sadly very binary in terms of what is good these days, but I do admire your creativity and the time you put into this write-up.

Edited by Videra
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Posted (edited)

Good feedback and ideas. I've incorporated a couple into the OP.

 

Here I thought I'd get more responses to the armor and melee sets given they're less adventurous (read: copy-pasted) but I suppose when you stick so closely to an existing template, it already comes with the benefits and baggage of the thing you based it on so there's not much that needs to be said.

 

@Rudra: yeah, the idea with Sinkhole is you washed the ground out beneath the foe to create it; I've renamed it. For Flood, there wasn't a good term for "knee-deep/waist-deep water" and I didn't want it to just be "Bigger Sinkhole" so fell back on flood. With Ink Burst, I thought to have Liquid Armor also have a minor tertiary theme of your character being some kind of water creature (hence Hydrodynamic Body) but it's too much in retrospect. Plus the power was filler until I added Hydrophobic Coating; I just kept it for Stalkers since it seemed like a fitting power (it is a Smoke Flash expy). I've removed it and put Hydrophobic Coating in its place.

 

As for Storm Drain, the PBAOE scaling endurance drain powers (Power Sink, Energy Absorption, Energy Drain) seem - to me at least - to be about creating a conceptual low-point of energy so that electricity/heat/energy flows to you via osmosis. With that in mind, the visual I had was one of those street drains that's been flooded over and just-recently unblocked, creating a whirlpool. (see visual) I've also given my thoughts in Alchemystic's powerset-recycling thread that there's a fuzzy line between jokingly punning and genuis wordplay, so calling it Storm Drain to go with Energy Drain and Power Sink seemed fitting both as wordplay and because you are conceptually becoming a drain for the endurance to flow into.

 

ABC News - Thank you to Marx Wegener for this photo of a whirlpool that  formed over a flooded drain in Darwin. Full story:  http://www.abc.net.au/news/2012-01-31/20120131-darwin-rain-storm-havoc/3803130  | Facebook

 

@ZorkNemesis: I love the Fluid State idea and have incorporated it as Stalkers' t9 with a focus on defense and the no-collision effect to contrast with Scraps/Tanks/Brutes' stand-your-ground t9 Overflow. I'm glad we had the same idea with Vortex; it reassures me that the name, theme, and effect together are a good match.

 

@Videra: Good points. I'm more out-of-touch with support sets as I mostly solo. What would you suggest to replace the t8 in Water Affinity?

Edited by megaericzero
Posted

I think Liquid Armor should have a more significant gap in Energy protection [being electroconductive], in exchange for Psychic protection instead (Doppler Drops interfere with and deflect psionic interference.  Speaking of which... that's a cooler name than Solvent Armor: a dewpoint fog that protects against mez and psychic attack).  The Tier 9 crash power is kinda blah too... what if it was an intangibility power like WarShades have, where you become untouchable but unable to attack on and off in say 5-to-15-second waves while the power is active?  Like your body loses and gains solidity/fluidity while focusing on the power?

There's more to look into here with temperature control, too... liquids--especially water--are resistant to both gaining and losing heat, so perhaps there needs to be more fire protection in there?  Fluid shield could give some small fire and cold defense instead of knockback protection, for instance.

Thermocline bothers me too... especially the protection from slow effects.  When you think about moving in water, everything has a resonance to it and slow motion is the natural state: you've already got a speed-up power later in the set, so I don't think the slow protection is a good call (you're double-dipping).  Might be another place to consider Psychic defense instead?  Playing with the slow liquid/fast liquid theme, maybe one of the powers could have a move speed boost too?  Hydrodynamic Body?  Come to think of it, a teleport-to-target would fit the theme better, perhaps as a rider to Storm Drain: the character liquefies and then reforms in the middle of a pack up to 60 ft away, stealing Endurance from them as they emerge.

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Posted
  On 4/14/2024 at 3:08 AM, ThatGuyCDude said:

I think Liquid Armor should have a more significant gap in Energy protection [being electroconductive]

Expand  

The electroconductivity of water depends on the minerals present (or not present) in the water. It is the minerals in the water that conducts the electricity. Pure water does not carry electrical currents very well.

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Posted

Great points, @ThatGuyCDude.

 

More energy protection sounds good; psionics I'm not sure on but could probably work in. There were a couple different things I was trying to do so the set would stand out from other armors.

 

 

I was avoiding making heat/cold resistance this set's specialty because then it becomes room-temperature Ice Armor. That said, Thermocline Armor was meant to be the thermal density property at work. The slow resistance wasn't that you move fast in liquid but rather that the liquid was insulating you from the slow-down that most cold powers inflict. As for movement, Hydrodynamic Body already does buff that. It's even listed as +Movement; I didn't write it out as +Speed or +Run/Jump/Fly.

 

We already have multiple haze-type powers - Arctic Fog, Steamy Mist, and Shadow Fall; granted they're all in support sets. For liquid armor, I wanted to have the character absolutely drenched, pouring out fluids like they're a fountain (or at least a recent victim of a Gatorade dunk).

 

The mez protection being themed as dissolving whatever's mezzing you was both because the set is doing double-duty as Chemical Armor (hence it's not called Water Armor directly and the only power describing water is Storm Drain, which refers to you taking someone else's) and because of water's nickname - the universal solvent.

 

The tier 9 definitely leaves something to be desired, given it's a carbon copy of many other sets' t9. Which warshade power are you referring to that behaves like that (or is it an original take on their existing intangibility power)?

 

And as for a teleport attack, that's already in the melee set via Jet Kick. It would seem redundant since the melee and armor set are already a thematic match; being able to double-up on that feels like a benefit of purposely mix-and-matching themes instead of doubling down (eg: Electrical Melee and Shield Defense being able to do it). Unless we wanted to make that the liquid-themed close-combat's specialty... 🤔

 

Posted
  On 4/14/2024 at 4:15 AM, megaericzero said:

Great points, @ThatGuyCDude.

 

More energy protection sounds good; psionics I'm not sure on but could probably work in. There were a couple different things I was trying to do so the set would stand out from other armors.

Expand  

I was actually advocating for LESS Energy protection, as a gap in the armor like other armor sets have gaps.  While Rudra's point about distilled and rain water is relevant, having wet or drenched skin reduces its electrical resistance.  It's also a common video game trope that lightning beats water.
 

  On 4/14/2024 at 4:15 AM, megaericzero said:

The tier 9 definitely leaves something to be desired, given it's a carbon copy of many other sets' t9. Which warshade power are you referring to that behaves like that (or is it an original take on their existing intangibility power)?

Expand  

The power I'm talking about is Nebulous Form from Umbral Aura, it sets intangibility in thirty-second intervals on the WarShade.  I was actually picturing it playing out like the Master Illusionist Boss from the Carnival of Shadows faction [specifically the power Phase Shift], where the character periodically shifts in and out of intangibility thereby ignoring (auto-evading) hits.  It's not a 'resist everything then crash' power, but that's why I pitched it: to set the armor apart from others already available.

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Posted

My bad. I misread the part about energy. A weakness to energy/electricity is plausible.

 

The phase shift sounds interesting. Alternating intervals of being unable to affect foes probably won't go over well with people, though. I also have reservations about changing it into a Hibernate clone for the same risk of inviting comparisons to Ice Armor. Maybe turning it into a crash-lite t9 like Strength of Will and keeping the no-collision Zork suggested (assuming you could separate that from normal intangibility)?

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