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Hello,
Is it possible for you to create a ‘tanker’ with wooden armour and wooden attacks, and a ‘water tanker’ with water armour and water attacks? A new set of powers: Marine Affinity

And why not create a mastermind snow with revisited ice powers and a powerset Snowman with Snowmen like in a Red film, with the Rock.

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Edited by Blyzzard
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In the meantime, for "wood armor" and "wood attacks" I recommend trying Bio Armor and Spines. They make a good plant melee character look with the right colors.

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Buff Trick Arrows! | Buff Poison!
Powerset Suggestions: Circus Performers | Telepathy | Symphonic Inspiration | Light Affinity | Force Shield | Wild Instincts | Crystallization
Old Powerset Suggestions:  Probability Distortion | Magnetism | Hyper-Intellect

I remember reading Probability Distortion a few months back and thinking it was the best player proposed set I'd ever seen. - Arbiter Hawk 💚

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1 hour ago, Trickshooter said:

In the meantime, for "wood armor" and "wood attacks" I recommend trying Bio Armor and Spines. They make a good plant melee character look with the right colors.

  • RECOMMEND FIRE FOR THE WOOD SETS MYSELF.... BUT BIO/SPINES NICE TOO.

PvP Capture the Flag!  Bring some fun into it....

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On 8/13/2024 at 6:01 PM, Blyzzard said:

a ‘tanker’ with wooden armour and wooden attacks, and a ‘water tanker’ with water armour and water attacks

Here's the more important question - what would "wood armor" or "water armor" provide - could you give us an idea how such powers would function?  Are you thinking they'd be defense based, resistance based, or maybe some hybrid of both?  Are you looking more for the wood or water aesthetic, or a particular play style?

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Just as an example, here's a very rough idea for "Arboreal Armor":

 

This set would have a special mechanic called "verdant".  The set would make extensive use of the absorb mechanic.  Various powers would either provide stacks of verdant or, (if game mechanics permit), increase the rate at which you gain said stacks...

 

1. Deciduous Armor:  A basic s/l resistance toggle.  Periodically generates stacks of "verdant".

 

2. Splinters: Your basic damage aura dealing lethal damage.  Provides a taunt effect for tankers & brutes.

 

3. Evergreen Armor:  A toggle that provides resistance to cold, toxic, energy, and negative energy damage, with a lesser amount of resistance to fire damage.  Also aids in generating stack of "verdant" - possibly improving the rate at which they are generated, instead of generating the stacks themselves.

 

4. Stalwart:  The requisite status protection power.  Also provides repel resistance.  Special:  Provides absorption for each stack of "verdant' you have on you.

 

5. Mending: A click heal power.  Consumes stacks of "verdant" to increase the healing and provide a temporary defense buff.

 

6. Shoots:  A click power that sends woody spines out in every direction, dealing moderate lethal damage, and for every enemy hit, consumes stacks of "verdant" to provide you with an additional regeneration buff.

 

7. Sapling: A location based click power that provides a HoT effect to all those in its radius, and further provides stacks of "verdant" if you stand within its AoE.

 

8. New Growth:  Consumes all stacks of "verdant" to instantly provide a large, but short-lived, amount of absorption.

 

9. Jacked Lumber:  You spontaneously encase yourself in extremely tough and durable wood, granting you high levels of resistance to all damage types while buffing your regeneration and endurance recovery.  You are immobile while this power is active and cannot activate it while flying.  When cancelled, the woody layers violently shatter, dealing heavy lethal damage to any nearby enemies.

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I could see Water Armor being a set where you stack up layers of water which reduces various damage. Each activation of a Water "layer" ability has a medium cool down, but gives you an aura of damage resistance for the duration. The trick with this set is that each time you take an "Alpha" strike or blow that would knock your character out... you lose the top most water layer instead. Water Armor Tanks would have armor that could be peeled off, essentially... and if they are still in the cool down for activation, they are vulnerable. Of course, later stages may have special "Cool Down" manipulation Powers that let them restack their armor layers.

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30 minutes ago, FDR's Think Tank said:

I could see Water Armor being a set where you stack up layers of water which reduces various damage. Each activation of a Water "layer" ability has a medium cool down, but gives you an aura of damage resistance for the duration. The trick with this set is that each time you take an "Alpha" strike or blow that would knock your character out... you lose the top most water layer instead. Water Armor Tanks would have armor that could be peeled off, essentially... and if they are still in the cool down for activation, they are vulnerable. Of course, later stages may have special "Cool Down" manipulation Powers that let them restack their armor layers.

That seems too powerful. To have the ability to ignore X killing blows depending on current stacks of water would almost make you unkillable. I like the idea, stacking layers that can be peeled off, I just think this presentation is too powerful.

 

What if water armor was a mix of defense (the water causing attacks to slip by/past or diffusing hits to useless if the hit was too weak), damage resist (focused on fire, smashing, lethal, and toxic), and light regeneration with its schtick being that you can layer one power for bonus HP that does not regenerate. So to replenish that pool of HP, you have to recast the power. This could potentially be done similar to the Maintenance Drone. Or to simplify it, it could simply be a Maintenance Drone effect that is on the character or a healing ball of water that follows the character around (and only heals the character), providing supplemental healing up to its total health. (Yeah, I know, this is a really weird take on the idea. Sorry, trying to find a way to make it different from the other armor sets though.)

 

Edit: That could be both an interesting and simple take on water armor. Make it a defense set with focused resists and a heal pet, either 'worn' or following, that only heals the character and probably can take damage to make it less OP of a self heal, instead of the normal heal.

 

Edited by Rudra
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50 minutes ago, Rudra said:

That seems too powerful. To have the ability to ignore X killing blows depending on current stacks of water would almost make you unkillable. I like the idea, stacking layers that can be peeled off, I just think this presentation is too powerful.

 

What if water armor was a mix of defense (the water causing attacks to slip by/past or diffusing hits to useless if the hit was too weak), damage resist (focused on fire, smashing, lethal, and toxic), and light regeneration with its schtick being that you can layer one power for bonus HP that does not regenerate. So to replenish that pool of HP, you have to recast the power. This could potentially be done similar to the Maintenance Drone. Or to simplify it, it could simply be a Maintenance Drone effect that is on the character or a healing ball of water that follows the character around (and only heals the character), providing supplemental healing up to its total health. (Yeah, I know, this is a really weird take on the idea. Sorry, trying to find a way to make it different from the other armor sets though.)

 

Edit: That could be both an interesting and simple take on water armor. Make it a defense set with focused resists and a heal pet, either 'worn' or following, that only heals the character and probably can take damage to make it less OP of a self heal, instead of the normal heal.

 

 

There are a few ways to make it "Not too powerful"

 

1. Layers have specific weaknesses that can be exploited. To prevent this from being predictable, layers would exist based in the order they were applied, with the last layer being the outermost. If a player is slammed with their topmost layer's weakness, they could lose 2 layers instead of one.

 

2. Keep in mind, layers only reduce damage on normal hits. When the tank is about to die, these layers give it only as many invulnerable hits as they have layers. It's incredibly powerful, but also weak to people wearing it down, then chipping it away. It's got a built in weakness!

 

3. I would like to see a tank set that doesn't fall back on self heals/health manipulation and actually has to think about where their health is when using their powers. I think at a certain point you're not talking about balance, but meeting narrow expectations.

 

4. Fine tune how many active layers the Water/Fluid Armor Tank can maintain to be balanced.

Edited by FDR's Think Tank
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28 minutes ago, FDR's Think Tank said:

 

There are a few ways to make it "Not too powerful"

 

1. Layers have specific weaknesses that can be exploited. To prevent this from being predictable, layers would exist based in the order they were applied, with the last layer being the outermost. If a player is slammed with their topmost layer's weakness, they could lose 2 layers instead of one.

 

2. Keep in mind, layers only reduce damage on normal hits. When the tank is about to die, these layers give it only as many invulnerable hits as they have layers. It's incredibly powerful, but also weak to people wearing it down, then chipping it away. It's got a built in weakness!

 

3. I would like to see a tank set that doesn't fall back on self heals/health manipulation and actually has to think about where their health is when using their powers. I think at a certain point you're not talking about balance, but meeting narrow expectations.

 

4. Fine tune how many active layers the Water/Fluid Armor Tank can maintain to be balanced.

Say you can stack 3 layers, since player stacks seem to be 3 or 5 depending on the set. The PC has all 3 stacks up and is hit by an attack that would have killed the character. Except the attack doesn't kill the character and the character is still safe from 2 more such killing blows until able to throw a 3rd layer up again. Maybe just 1 more killing blow because the killing blow was a weakness hit. Any other character with any other armor set would simply be dead with no further chances to simply ignore more killing blows. Even a character using an armor with a heal has to time that heal to be used when they need it so it is not recharging when they actually need it and they don't die because they waited too long. With your proposal, they don't have to worry about timing anything. As long as that player has layers of armor, that character can't be killed. And if the pitch were to be 5 layers like some sets get stacks of their set's buff, that is an even more unkillable character. So no, I don't think having stacks of 'it's just a flesh wound' is balanced. If you don't like the heal option, that's fine. I'm open to more ideas, I just think being unkillable for X number of hits without using something like Phase Shift is OP.

 

Edited by Rudra
Edited to correct "to" to "too".
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33 minutes ago, Rudra said:

Say you can stack 3 layers, since player stacks seem to be 3 or 5 depending on the set. The PC has all 3 stacks up and is hit by an attack that would have killed the character. Except the attack doesn't kill the character and the character is still safe from 2 more such killing blows until able to throw a 3rd layer up again. Maybe just 1 more killing blow because the killing blow was a weakness hit. Any other character with any other armor set would simply be dead with no further chances to simply ignore more killing blows. Even a character using an armor with a heal has to time that heal to be used when they need it so it is not recharging when they actually need it and they don't die because they waited too long. With your proposal, they don't have to worry about timing anything. As long as that player has layers of armor, that character can't be killed. And if the pitch were to be 5 layers like some sets get stacks of their set's buff, that is an even more unkillable character. So no, I don't think having stacks of 'it's just a flesh wound' is balanced. If you don't like the heal option, that's fine. I'm open to more ideas, I just think being unkillable for X number of hits without using something like Phase Shift is OP.

 

 

Fair enough. Then perhaps 1 or 2 layers that have conditional ability to tank a finishing shot or alpha hit.... and other layers instead have "Reaction" effects when the player is hit by a certain level of damage (Less than Alpha Strike but not on minor hits unless it's a finishing blow.), removing the layer, but giving a burst effect. A Fluid Armor tank down to his last hitpoint taking a small hit will activate their every layer between the topmost and their uppermost layer capable of negating damage.

 

Negating damage might depend on combining layers in certain order, but because of that and layers having weaknesses to specific damage types.... it makes it possible to plan around Fluid Armor's Invulnerable hits.

 

Of course, in combat against NPC's they won't normally get weakness hits in unless the Tank isn't paying attention to the enemy type... but because of the nature of the Layered armor, fighting masses of enemies can pose a problem for it. (Since Chip Damage is a bigger threat for this set.)

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1 hour ago, FDR's Think Tank said:

 

Fair enough. Then perhaps 1 or 2 layers that have conditional ability to tank a finishing shot or alpha hit.... and other layers instead have "Reaction" effects when the player is hit by a certain level of damage (Less than Alpha Strike but not on minor hits unless it's a finishing blow.), removing the layer, but giving a burst effect. A Fluid Armor tank down to his last hitpoint taking a small hit will activate their every layer between the topmost and their uppermost layer capable of negating damage.

 

Negating damage might depend on combining layers in certain order, but because of that and layers having weaknesses to specific damage types.... it makes it possible to plan around Fluid Armor's Invulnerable hits.

 

Of course, in combat against NPC's they won't normally get weakness hits in unless the Tank isn't paying attention to the enemy type... but because of the nature of the Layered armor, fighting masses of enemies can pose a problem for it. (Since Chip Damage is a bigger threat for this set.)

This is way too complicated and I am against anything short of an Untouchable/Only Affects Self effect preventing the character from dying if a hit would/should kill it when it hits. That is the point of powers like Phase Shift, pop that if it looks like your character is about to die from something (that isn't a DoT already affecting the character). If you want an absorb component? Okay, I can get behind that. You want a regeneration effect based on number of layers? Okay, I can support that too. You want a +recharge effect based on number of layers? Sure. But not a 'this character simply ignores as many killing attacks as the character has layers' effect. And how would the game even know if an enemy was doing 'an alpha hit' for that matter?

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17 minutes ago, Rudra said:

This is way too complicated and I am against anything short of an Untouchable/Only Affects Self effect preventing the character from dying if a hit would/should kill it when it hits. That is the point of powers like Phase Shift, pop that if it looks like your character is about to die from something (that isn't a DoT already affecting the character). If you want an absorb component? Okay, I can get behind that. You want a regeneration effect based on number of layers? Okay, I can support that too. You want a +recharge effect based on number of layers? Sure. But not a 'this character simply ignores as many killing attacks as the character has layers' effect. And how would the game even know if an enemy was doing 'an alpha hit' for that matter?

 

It's a calculation of numbers. It's possible to balance in game play, they already have more complex gimmicks and combos that exist in the game. This would actually be less complicated than many of the existing combo systems, because it's closer to set it and forget it.

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On 8/16/2024 at 10:25 PM, biostem said:

Voici la question la plus importante - qu’est-ce qu’une « armure de bois » ou une « armure d’eau » apporterait - pourriez-vous nous donner une idée de comment de tels pouvoirs fonctionneraient ? Pensez-vous qu’ils seraient basés sur la défense, la résistance ou peut-être un hybride des deux ? Êtes-vous plutôt à la recherche de l’esthétique du bois ou de l’eau, ou d’un style de jeu particulier ?

You need explanations... Can't you imagine it yourself? I come up with an idea, that's all, I'm not a developer.
I'm not a developer, and even if I had figures, absolutely nothing would be used by developers.
So what we could imagine is that the “water” power set would be based mainly on defense and that the “wood” power set would be based on resistance, with a slight weakness on fire.
Mind you, I'm just imagining!
Then you'd have to imagine wood or water armor, which would be a challenge but could be cool.

Translated with www.DeepL.com/Translator (free version)

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40 minutes ago, Blyzzard said:

You need explanations... Can't you imagine it yourself? I come up with an idea, that's all, I'm not a developer.

 

Well, there's "imagine it yourself," but people generally want to know what the person suggesting the powerset (or whatever is being suggested) has in mind. You don't need to give numbers - I never do on things I put out there - but more of a concept than "This thing" is helpful.

 

For instance, if I say "We should have metal armor" and leave it there - what am I talking about? Things like medieval plate armor? Iron man type armor? Armor inspired by heavy metal music? Scrap metal? You don't know if I just leave it at "metal armor." But if I give a rough sketch of "Well, you could start with chain mail, then X, then Y, then Z," you know I'm talking medieval type armor, or "You could start with road sign, it could have an AOE of 'scrap cyclone'" I'm talking about armor made up of scrap metal.

 

You don't have to "be a developer," but it's nice having more input showing what you have in mind.

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