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Quote:Nah!!! Dont scrap Khelds... Just add a few more Attacks in Squid Form and Lobster form!That's because they are. They did a VERY good job on the VEATs. I have always thought the inherent weakness to Kheldians gimmick should have been scrapped after ED hit.
And.. for gawd sake.. change the Human form Footstopm effect from Knockback to Knock Down!
Every tank would look at me Cross! -
Quote:Everyone mentions the HEATS and VEATS as hybrid ATs.
As such, with the coming of a new costume pack, and having the abilities already in place...maybe it's time for a new Epic AT!
The Gunslinger!
Dual Pistols/Street Justice/Martial Arts Hybrid Primary with Defensive Secondary Tree!
There we go!It's something we like and something that can easily be balanced and worth having, seeing as how I can make a Crab do close to the same thing without it being considered OP but not have Dual Pistol action!
Keep the Dual Pistol animations we have now, combine it with various hand to hand moves from Street Justice and Martial Arts, but lose the combo system of Street Justice, but allow the pistols to remain drawn during those hand to hand moves.
> Keep the Dual Pistol animations we have now, combine it with various hand to hand moves from Street Justice and Martial Arts...
Hmmm.... If we learned anything form the new Incarnate system, then you know those would not be allowed at the same time. Maybe.. Maybe.. there could be a Cooldown Period before you can switch from one tot he other!.. I dont think everyone will like a melee mixing too much with Ranged damage!Well, Kinetic Melee has how many ranged Damaging attacks? But what do I know anyways?
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Quote:Fortunately variations on this idea have been proposed at least five times in the past year alone, so they've has plenty of chances to look at it.
This proposal is actually one of the less fleshed-out proposals i've seen. Some of the other proposals have actually crunched out the numbers to a far greater degree. The problem, as has already been mentioned in this thread, is that powers are balanced against each other within a set far more than they are balanced against powers in other sets or by tier. So either every set available to the AT would have to be tweaked for balance (which would be an example of non-trivial computation) or the suggestion of adding lower caps would need to be used. Lower caps would mostly result in an AT that would have mediocre performance on teams in every role compared to every other AT.
It's not impossible to balance all the set combinations, but even just working with two types of sets, like ranged and buff/debuff, it would probably be more work than creating a new AT from scratch. Doing it for every AT would be as much work as creating the same number of ATs.
Kheldians were pretty much an early attempt at doing something like this by combining powers from multiple sets and ATs with some new powers thrown in, but were so heavily nerfed that Peacebringers are still average after multiple buffs to the AT. Warshades are actually quite powerful when played to their strengths, but their power is fairly situational.
Anyway, it's an interesting idea, but not likely to happen. We're far more likely to get a new AT with branching sets like the VEATS or new sets that allow you to change attack damage/debuff/mez types like Dual Pistols and Staff Melee do.
> The problem, as has already been mentioned in this thread, is that powers are balanced against each other within a set far more than they are balanced against powers in other sets or by tier.
Exactly!Isnt that awesome! Some players are worried it would become too un-Balanced. It wouldnt.
You wont see any real numbers from me! I'm no mathematician, im just a vet wanting to continue to be challenged and it be invigorating!
I'll make a comparison though... so people will see what two Build Up will be like.
Its easier if i can relate it to something that everyone is familiar with already..
so..
The Diminished value of having 2 Build Ups is best thought of like this:
Build Up 1 = Two 50 Accuracy Invention IO's
Build Up 2 = Two 50 Accuracy Invention IO's
If you slot Four 50 Accuracy Invention IO's in a power.. how much more beneficial is it?
Very slight! You really just need Two 50 Accuracy Invention IO's for Most Efficiency!
Rage lasts much longer.. so its benefits would drop to a comparable 1 50 Accuracy Invention IO.
No math.. just winging it! I dont see Why I have to come up with the Math! I just want to have fun Dang It! Not like it will be used in CoH anyways!
> It's not impossible to balance all the set combinations, but even just working with two types of sets, like ranged and buff/debuff, it would probably be more work than creating a new AT from scratch. Doing it for every AT would be as much work as creating the same number of ATs
Yep Yep!
It would take them a year or more to implement, but it would make their paychecks so much more secure!Because!!! Paying players would keep coming back to test out a new Combo powerset, especially when they release a brand new powerset. Its awesome! I'd then want to be on the Paragon Studios payroll! Job Security!
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Quote:The OP should try Champions Online I think. It will give the flexibility they seem to want with the Gold (or whatever they call it...paying) subscription level. You can mix and match to your hearts content.
It would be too dramatic a change for CoX to do it very free form, and anyway as others have pointed out CoX already has hybrids in most of the Villain ATs and the Epics. And many of the Hero ATs like Controllers can be played as hybrids in any case.
In short, it is a terrible idea IMO and as others have said would waste countless hours of dev time in order to make it so that you can have a more overpowered character when we can already have ridiculously overpowered characters.
One of the main faults of CO IMO was how free form it was. You could have all of your essential powers by the mid 20s and then after that you just rounded off things by cherry picking the standard overpowered buffs and additional abilities from different frameworks to make sure you were the ultimate tank/mage/buffer. This led to a homogenization of the powers because that was the only effective way to balance them.
AT setups (i.e., classes) actually tend to lead to a greater variety in powers and abilities because powersets only need to be balanced vs other powersets. If you have a free form system, you need to balance individual abilities against other individual abilities, and this is much harder and inevitably leads to a homogenization of the abilities. So if you are balancing powerset vs powerset, you can have a set with some real overpowered abilities in it and still have it roughly balanced against another set even if they are not balanced on an ability-by-ability basis. Witness lots of fighting games for examples of this.
This is something many free form people can't seem to get their head around: That by advocating a free form system they are also simultaneously actually giving themselves less options because things will get homogenized in the name of balance.
> This is something many free form people can't seem to get their head around: That by advocating a free form system they are also simultaneously actually giving themselves less options because things will get homogenized in the name of balance.
I see. So if I say Kinettics right now on a Troller makes it Ubber, what does that mean!?!?
Its already unbalanced!?!? Aha!?!?
Please read some of the posts about Max Value limit.. as far as Buffs/DeBuffs/ etc... are concerned. -
Quote:Awwww.... I would much rather see completely new power sets than an AT that rehashes what we have already.
Really? There would be countless more time spent by players trying to make an Ubber toon with 3 powersets... but of course, they would be mistaken!
With the Max Value limit in place, any extra bonuses would taper off! But they would forget that! ;D
Less Powers to use that wee bit of extra build up. Not worth it really!
Its a Game! People need to have Fun! 1st and foremost! IMHO! -
Quote:I'll bite. I've demonstrated just how stupidly powerful you can make things if you were allowed to combine sets before.
Brute:
Street Justice/Super Strength
1) Initial Strike
2) Heavy Blow
3) Sweeping Cross
4) Combat Readiness
5) KO Blow
6) Taunt
7) Rage
8) Shin Breaker
9) Foot Stomp
Fiery Aura/Shield Defense
1) Deflection
2) Battle Agility
3) Healing Flames
4) Active Defense
5) Against All Odds
6) Phalanx Fighting
7) Burn
8) Fiery Embrace
9) Rise of the Phoenix
See the problem there? Those 2 combinations would be insanely powerful, and you would have to nerf the individual powers into near uselessness to make it even in the neighborhood of balanced.
And that's one of hundreds of overpowered combinations. The powers in the game are not balanced in a vacuum, they are balanced by what else is available in the powersets they are found in. Rage and Foot Stomp Being available with a fast animating fury builder chain (Street Justice powers) means you get the AoE power of Super Strength, and Rage, and it eliminates SS's weak spot, which is it's single target attack chain.
Then when you add the possibility of having Against All Odds and Fiery Embrace available in the same set, with Rage fueling it as well? Oh, and a damage aura, Burn, the ease of soft-capping Shield Defense, and the self-heal of Fire?
No, that wouldn't be overpowered at all.
> Fiery Aura/Shield Defense
Ahhh No! Defense powersets are locked in! CoH does a Very Good job with the Defense sets! I wouldnt want to upset that delicate Balance!
> Then when you add the possibility of having Against All Odds and Fiery Embrace available in the same set...
Again.. No! Defense powersets are locked in. Delicate Balance!
> ..and the self-heal of Fire?
Fiery Aura is a Defense powerset. Those are locked in. But...if there was a melee based heal in the future, there would be a Max Value limit to +HP as well. More so if you had a Regen or a Willpower brute! Since those would be very close to the Max Value limit to start with.. so Healing Flames wound only give a very small heal.. instead of 300 Hp... its diminished to 80 HP, to fit the Max Value limit!
> ..Rage and Foot Stomp Being available with a fast animating fury builder..
Dont forget... Max Value limit exists for the Total amount of Dmg a toon can have. So, even if you take Footstomp with StJ Build Up + Rage, doesnt mean ur gonna kill everything one one Stomp! You're just thinking how it would be under the current conditions, not with the Max Value limit in place! Thats whats screwing things up in your perception of it becoming over-ubber!
Yes! It has the potential to be better than a toon with just 2 powersets, the whole point of this, but.. in the wrong hands.. it can be weaker.. and thats whats so great! Contless days trying to put together a toon with Just the Right powersets, as well as the right powers!Plus, if you take rage and build up and whatever else.. you are greatly gimping your damage potential too.. it becomes less fun if you have to wait for a power to recharge.. at least the Higher damage ones, (if thats wats youre worried about.. out damaging others?). I think of it like Shield Charge or even Lightning Bolt... Sure its Superior Dmg... but its a gawd awful long recharge isnt worth the wait! If you ever played a Electric Melee / Shield Scrapper you would know that you feel less of a scrapper (Damage wise) while you wait for those 2 AoEs to recharge!
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Quote:I see. My bad.Read what he wrote more carefully. He didn't say Scrappers would take Super Strength as their bonus bit, he said ALL SCRAPPERS WOULD BE DELETED AND REMADE AS BRUTES, who would then take Super Strength.
And he's probably right.
Still, i think i covered this bit in a previous post... about there being +ToHit and +Dmg Caps! So Build Up + Rage would not be at full strength! they would be diminished. Think of it like having Build Up being like Two 50 Accuracy Invention IO's in a power, and Rage then being the 3rd 50 Accuracy Invention IO. the benefits of the 3rd 50 Accuracy Invention IO is diminished because of the Cap! Yes!!!! Thats right!!! Allot of people Would NOT take Build Up + Rage in this case. Instead.. they would get another more beneficial power! I would!
If people want even that little bit of more +Dmg +ToHit at the price of one less Damaging Power, i say go for it! You'll have to wait for those powers to recharge longer... so that extra ency bit of +Dmg goes out the window (Pooof!), while the rest of the Damaging powers recharge!
FYI... This is all unrelated to IO Sets, btw! A powerset needs to stand on its own even without IO Sets in the build!
If the build becomes Ubber only after IO Sets are put in... thats Fair Game! Its ok to make new and Free2Play players a bit jealous! -
Quote:Well, its either this, or keep coming up with new Powersets every 3 to 5 months!...so i doubt either would ever acutally see the light of day
With this.. it will entertain vets for much longer (I would say 1 to 2 years more), which are already VIP monthly subscribers.
Only thing is, i dont think we would have enough Toon Slots on a server for all the different combinations we would create!
And Yes.. you would be Locked in from Toon Creation time to just 3 powersets. Respec would not allow for changing a powerset.. just which powers from those 3 powersets. -
The Trinity AT can have its own Icon look like a Pyramid i suppose, or something that has 3 distinguishing marks.. 3 stars perhaps in a Triangular configuration, one star at each end?!? I dont know. Only by looking at the players Info can you tell what it really is.. which powers were chosen... much like for a VEAT atm.
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Quote:Thats not a bad idea... but... there has to be a restriction on the assortment.. much like only being able to pick powers from just 4 power pools, even if you need one power from the 5th power pool.I had something like this in mind a while ago, but never posted it, not quite sure of the 'balance' issues and whatnot, it went something like exchanging powers for powers, here's what I wrote (modified for post-inherent fitness):
Power set diversification. I’d like to think this is an acceptable alternate to Proliferation. It works on the concept of ‘tags’ and ‘exchange points’.
The best way to describe the system; is to do so by example, so, let’s start out by creating a new character. We’ll make our new character like we normally do, costume, power selection, ECT… when we’re done our new toon will be set up:
Mucho-Kin
Fire/Kin Controller
- Fire Control Set
- Char
- Kinetics Set
- Transfusion
Now, we play Much-Kin normally for 20 levels, (please note, that lvl20 is, were we can start to earn hero points – if you have GR). And, he’ll look something like this:
Mucho-Kin
Fire/Kin Controller
- Fire Control Set
- Char
- Fire Cages
- Hot Feet
- Cinders
- Kinetics Set
- Transfusion
- Siphon Power
- Siphon Speed
- Speed Boost
- Super Speed Set
- Hasten
Now, Mucho-Kin’s player isn’t too fond of the way things are shaping up. He’s getting in deep with the tanks and feeling a lack of oomph while standing there toe to toe with the bad-guys. So, Mucho-Kin, partakes on some Hero Tip missions, enough to gain himself a handful of hero points (say, 5 or 10 or 30 or whatever)… and he heads off to get himself a ‘exchange point’ from Fort Trident.
Now, the way ‘Exchange Points’ work is fairly straight forward, one point, allows you to exchange one power for another, like a mini /respec. But, the kicker here is, it will allow you to do exchange one power for another across archetypes and power sets, as long as the ‘power tags’ match.
Power Tags, another simple concept. Power Tags group powers, like, Kinetics would be tagged, Kinetic. As would Kinetic Melee. Fire Control would be tagged Fire, as would, Fiery Assault, Fire Armor, Fire Melee, and Fire Blast. True, there are some powers that are unique, such as radiation and illusion… but, one would have to take that into consideration at character creation time. (Please note, only primary and secondary powers have tags… the ancillary sets and epics do not). Each Character only has access to a maximum of two tag groups, (again, primary and secondary) so, once a fire/kin always a fire/kin ...
So, when Mucho-Kin, opens up his ‘power exchange dialogue box’ it would show something like this:
Exchange points: 1 Available power sets: 2 (Fire/Kinetic)
Current Sets: 2
- Fire Control
- Kinetics
Available Power Sets: 5
- Fiery Melee
- Fiery Blast
- Kinetic Melee
- Fiery Assault
- Fiery Armor
Because he’s on the front lines, Mucho-Kin’s player feels like getting in some damage, so he opts to select Kinetic Melee. Under kinetic Melee, he can only pick the level one power (it is a pre-requisite). And, he chooses to exchange his Fire Cages power for the Kinetic Melee level one Body Blow power. Since Kinetics is his secondary power set, any and all Kinetic powers he chooses would be treated as a secondary power in game. His statistics would now look like:
Mucho-Kin
Fire/Kin Controller
- Fire Control Set
- Char
- Hot Feet
- Cinders
- Kinetics Set
- Transfusion
- Siphon Power
- Siphon Speed
- Speed Boost
- Kinetic Melee Set
- Body Blow
- Super Speed Set
- Haste
There is nothing saying that at level 22 Mucho-kin couldn’t re-select the Fire Cages power, and he probably would, considering that is one of the fire kintroller’s mainstays.
Also, we should talk about pre-requisites. Each power set has, prerequisites (that’d be the level one powers we –have- to take now). These cannot be traded off for other powers. Also, just because a power crosses Archetypes, doesn’t mean that the toon will be massively uber. Mucho-kin here; is still a Controller. Melee attacks from a controller are –not- something to be feared. I’d also like to consider a limiter, something like once you choose a ‘tag’ to start trading on, you cannot choose the other. In essence, that would leave you with a primary super power, a secondary, a tertiary and finally, your ancillary power sets.
(Sorry, didn't mean to steal the post... now back to our regular posting... feel free to chop it to bits)
BT
Same thing here! There has to be a limit to just 2 powersets!Cant have a 3rd, even if the Tag matches another power from a 3rd powerset! hehe Then you'ld have a Franken-Set! A Big no no!
As far as Hero tips are concerned.. i think they will go out of circulation in time! Well, not entirely but their popularity will decline much! You will still need them to change alignments, but most of the rare (PvP) recipes will be bought with Empyrian merits. I say this becuase i've been diligently doing Hero tips for the past month and its coming to a point i want to scream! But with Incarnate Trials, i just do 3 a day and im set! I know I can buy an A-Merit to speed things along.. but i might not get enough Reward Merits that day.. which means, on top of doing Hero tips.. now i have to run a Synapse for enough reward merits.. each and every other day?! No Thanks! :P Not only that, but i'm locked into spending allot of `Quality Time` on Just That Toon!? Nuuuuuu! -
Quote:Talen's right. It would be a lot of work for very little gain. Balance would be almost impossible without stupidly heavy nerfage or restrictions - and if you're going to heavily nerf/restrict it, why put the system in?
All brutes would do well to splash superstrength for rage and footstomp, (or katana/broadsword for parry).
All defenders would do well to splash traps for Forcefield generator.
All controllers would do well to spash illusion for phantom army.
All blasters would do well to splash ice for Blizzard.
All scrappers would do well to reroll as brutes, so they can splash Rage and Footstomp.
All tankers would do well to reroll as brutes, so they can splash Rage and Footstomp. After all, they're the only AT being denied the ability to take two of their primary.
All masterminds would do well to grab one of the level 18 pseudo-pets (gang war, etc).
Slapping a buff/debuff meter or damage meter into the system would force the devs to quantify powers. How do they figure out what is worth what? Rage on any melee is worth any price of admission - how can it be compared with Chain Induction (another same tier power)?
> All brutes would do well to splash superstrength for rage and footstomp, (or katana/broadsword for parry).
Doesnt Matter! Once you reach the +Dmg Cap.. or +ToHit Cap.. you loose the extra bonuses when the Max Value method is implemented.
Yea! It would very much rely on the Cap Limiting the benefits from that power... no matter if you get 2 Build Ups... (See the Maximum Value limit for -Dmg DeBuff discussion above.*)
It would be reflected in all status effects.. for all the different Buffs, DeBuffs, Mezz, Sleep, Stun, etc... whatever needs it to make it 'BALANCED'.
> All defenders would do well to splash traps for Forcefield generator.
Good!YAY! Remember Max Value Limiter would only add so much +Def.. no matter if you had Force Field Generator and Steamy Mist! it would Cap the Defense! (see Max Value limiter discussion above for -Dmg DeBuff)
> All controllers would do well to spash illusion for phantom army.
Ahhh No! Controllers Primary would not be affected. Just the Secondary powerset. 'BALANCE'!
> All blasters would do well to splash ice for Blizzard.
Good!YAY!
> All scrappers would do well to reroll as brutes, so they can splash Rage and Footstomp.
Ahhh No. Scrappers cannot go outside of the existing Primaries that are available to just Scrappers! Same goes for all the existing archetypes! If new powerset are Proliferated, then Sure!.. but i dont think Superstrength, Stone Melee, etc.. ever will! Those powersets are more for controlling mobs.. not so much for Dmg, in my opinion, or at least should be like that! i know, i know.. Tanks have Martial Arts now! :/
> All masterminds would do well to grab one of the level 18 pseudo-pets (gang war, etc).
Errr No. 'Balance'! Primary is locked in! You should be allowed to only meld together 2 Secondary powersets... (both being already available from that AT's secondary powersets)
> Slapping a buff/debuff meter or damage meter into the system would force the devs to quantify powers. How do they figure out what is worth what? Rage on any melee is worth any price of admission - how can it be compared with Chain Induction (another same tier power)?
How do they Quantify what Should be Minor Dmg and whats Extreme Dmg!? They just guess what feels right!
Easy... go by the Buff, DeBuff, Damage, etc... or Status effects as the 1st Value qualifier. Then fallback on other things, then maybe other means. (not sure which yet.. it could vary with each powerset). As mentioned above, best to establish a Max Value Cap. Things like the Recharge time can be taken into consideration, so Rage might last much longer than Build Up, but its +ToHit and +Dmg is much lower!
what else? -
Quote:Sweet!Sure. And in the exploration we find more ways people can make bad charactesrs and a small handful of ways people can make overpowered characters and a lot of work required to make it possible, all on the wrong forum.
Well, that was some fun exploring.
You can move this thread to the right forum if needed.
I would further explore the Max Value method, because... it might make power proliferation easier. -
Quote:My Hybrid AT:
Primary: (Ranged Blaster damage mods, Melee Scrapper damage mods, Brute damage cap)
Winning Blast Melee
T1) Incinerate
T2) Blaze
T3) Fire Ball
T4) Greater Fire Sword
T5) Soul Drain
T6) Rain of Fire
T7) Seeds of Confusion
T8) Foot Stomp
T9) Psychic Shockwave
Secondary: (Defender buff mods)
Winning Manipulation
T1) Transfusion
T2) Speed Bosst
T3) Time's Juncture
T4) Indomitable Will
T5) Lingering Radiation
T6) Farsight
T7) Sleet
T8) Heat Loss
T9) Fulcrum Shift
hehe... Creative.
Just keep in mind... the Trinity AT would not really be a VEAT.
it would just enhance the existing AT's, or just make it more fun. -
Instead of calling it the Hybrid AT, maybe we can call it the Trinity AT. (meaning.. Three In One)
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Quote:Yep...The idea is simple. He wants branching tree's for the Primary Powersets, so you can go...
Katana + Street Justice/Whatever Scrapper
Fire Armor + Ice Armor/Whatever Tanker
Dark Miasma + Thermal Radiation/Whatever Defender
ect...ect...
Basically a way to add more concepts by allowing multiple choices of the Primary Power Set.
Except i would leave the Defense powers be.
Fire Armor + Ice Armor/Whatever Tanker ......should be:
Fiery Aura / Ice Melee + Fiery Melee Tanker.
.. so you can take Ice Patch, Freezing Touch.. from Ice Melee, and rest can be Fiery Melee.
And we could have a Buff/DeBuff Meter.. like the Damage Meter mentioned above, so Defenders/Corruptors dont become Demigods!
By Meter.. i mean.. you pick and choose anything you want to buy in a store.. but you have a Budget you cant go over!
Maybe have certain Buffs/DeBuffs have a Value associated with it. Transfusion = 2, Fulcrum Shift = 10.. etc... and you pick and choose up to a certain value that would make all powers sorta even. 40 ish?
And powers like Fulcrum Shift could be gimped like Fiery Aura's Burn was.. so like 4 or 5 Enemies can add to your Dmg only, but you can reduce about 5 to 10 Enemies Dmg to you. (i dont know.. maybe a few more, 15?, if there arent any other -Dmg powers.. until you reach the -Dmg Value limit)
I rather have a gimped power than have very limited options! Period!
But its not gimped if you reach your -Dmg Value limit!
Soo...
Enervating Field (-Dmg) = 3 Value
Fulcrum Shift (-Dmg) = 3 Value
Total = 6 ..but the Max Limit is 5.
Fulcrum Shift would auto adjust by removing a point (-1)
it could lower the -Dmg it does... or the Number of Enemies it affects.. and be more of a Value 2, instead of the 3 it normally is.
Probably better.. when you level up and pick Fulcrum Shift, it would auto distribute the -Dmg evenly:
Enervating Field (-Dmg) = 2.5 Value
Fulcrum Shift (-Dmg) = 2.5 Value
And probably have the player level affect the total -Dmg Max Value.
level 10 -Dmg = 3 max Value
level 20 -Dmg = 3.5 max Value
level 30 -Dmg = 4 max Value
level 40 -Dmg = 4.5 max Value
level 50 -Dmg = 5 max Value
And by lvl 50, enemies will have better -Dmg DeBuff resistance anyways!
Who cares if they do.. its just fun to have 2 -Dmg DeBuffs! ;D
And Siphon Power, its -Dmg Value might be 0.25, not stacked. (but can stack up to 3 times i think, if recharge is high)
Any Incarnate -Dmg debuffs would work separately and not go by the regular Max Values. -
Quote:Sooo... u think this is a possible avenue to explore?Could you try being far, far less cute, a lot more straightforwards and think your idea through a little more?
It really boils down to having a Blaster with Some Fire Blast powers.. some Ice Blast powers.. and Ice Melee.
Another example is: Scrapper: some Spines Melee powers, some Claws Melee powers.. and Willpower defense.
Nothing drastic. I dont see whats the confusion!?
Another example: Corruptor: Fire Blast... and some Force Fields powers, some Cold Mastery powers. (these can be clamped for lower effect so its not too powerful, but still pick-able) -
Hmmm.. the more replies i read the more i think Hybrid is not the right word for this AT.
Its Still a Blaster.. its Still a Corruptor... just have a few more power options from the Adjacent primary power pool in the same archetype!
No.. Brutes wouldnt be able to get Radiation Infection! >Thats Silly!
Before you say anything, think about all the Incarnate powers a brute can now have! :/
Well.. to be honest, when i first saw a Troller with Melee (Dominator) I laughed too! Ehhh, but people play it! :P -
Quote:When i read this.. i keep thinking of my Fire/Kin 'troller.Have you really tried building a few characters like this? It seems fun for a scrapper or blaster, but that's not where it gets overpowered. The buff/debuff characters are the ones that are going to turn into demigods like this unless you just utterly gut the powers. Then all you end up with is Peacebringers.
I dont know.. its still around! -
This is a Proposal for the Hybrid (Trinity AT, read a few post below) Archetype.
Q: Why?
A: Because! I have a Gas/Electric Car also!
Q: What is it?
A: It's basically a way to mix and match powersets in a certain archetype.
Q: How many powersets for an AT?
A: Well, sorta like VEAT's... lets say Blasters, can pick from only 2 Primary powersets, and 1 Secondary powerset.
Q: Wont this make some blasters/scrappers/brutes toooo powerful!?
A: Yes.. and thats where the 1st and the 2nd Primaries will change for a Hybrid.
Extreme damage powers...AoE's, Single Target, Cones... can be lessened to superior. etc... until a balanced mix is reached.
Q: Cool.. So.. If i have a Katanna Scrapper and want Claws too.. can that mix?
A: Yea why not!? If you dont mind the animation time it takes to draw your sword.. sure!
Q: So.. 2 Superior tier 9 powers? Thats still too powerfull, isnt it!?
A: Well, a little... but the recharge time can be increased for those powers to make it more balanced.
Q: Can Anyone get this new Hybrid AT?
A: Nah... this should be reserved for paying members.. and somehow unlockable. Maybe 140 Empyrian Merits? :/ Plus, this will keep bored long time playes busy for a bit longer with CoH.And something for new or Free 2 Play players wanting to strive for. Think of it like trying to get ur 1st toon to 50 so that you can unlock Kheldians.
Q: Wouldnt it make more sense to just have the 2nd Primary as an extra Power Pool?
A: Hmmm... interesting! *ponders a bit* Nah... players would eventually start to complain about being able to pick from only 3 or 4 powers. VEAT's have a better way, no complains yet.. well that I heard of.
Q: How about a Damage Meter for the powersets?
A: Thats not a bad idea!Would need some tweaking i think, but would meet the 'BALANCE' requirement.
Q: If we have a Damage Meter, why not allow for More Primaries!?
A: Ewwwww! :/ Ahhh.. Yea.. Possible.. Just not sure what kind of Mutt you'ld be! ;D
I dont like it.. only because this isnt Dr. Frankenstein.. its a HERO!And anyways, car companies only have Gas/Electric cause they know people will like it. I havent head of a car company selling a Gas/Poop bio diesel/Nitrogen mix car.. yet!?
Q: Why not just make Ancillary/Epic Pools available sooner.. 20 ish?
A: hmmm... nah. Because, those powers are there to help with late game content, to smooth out an already rough build.
Anyways, early levels most of the Primary powers in a powerset are mostly weak, so.. having Knockbacks and Knockdown, etc.. from 2 Primaries make it more survivable in the tweens. And i can stop taking Air Superiority!
Q: But, what about Healers and other support AT's? If they dont need to heal as much, wont they get bored!?
A: Ahhh... thats a fine fine point! Answer is YES! If Done Right! A Hybrid AT is more versatile and can handle itself better! Think of it like joining the Marines! U'd expect a Marine to outdo a common street Cop right!?!? Healers will never dissapear, just morph! Less Healing more Buff/DeBuff and Damage!
Q: What about MasterMinds? 2 Different pets!?!?
A: Hehe.. No. In this case... 1 Primary and 2 Secondaries! Did you forget about the 'BALANCE'?
Did I forget anything? :P
Thanks,
D-Man. -
How about a build that has Melee/Ranged/AoE above 50% Defense? (lacks end recovery though)
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- GS-Acc/Dmg:50(A), GS-Acc/End/Rech:50(15)
Level 1: Deflection -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx:50(3)
Level 2: Battle Agility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(5), LkGmblr-Def/EndRdx:50(5)
Level 4: True Grit -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/Rchg:50(7), TtmC'tng-EndRdx/Rchg:50(11), TtmC'tng-ResDam/EndRdx/Rchg:50(17), TtmC'tng-ResDam:50(17), TtmC'tng-EndRdx:50(19)
Level 6: Haymaker -- Mako-Acc/Dmg:40(A), Mako-Dmg/EndRdx:40(11), Mako-Dmg/Rchg:40(46), Mako-Acc/EndRdx/Rchg:40(46), Mako-Acc/Dmg/EndRdx/Rchg:40(46), Mako-Dam%:40(50)
Level 8: Knockout Blow -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(9), T'Death-Dmg/Rchg:40(9), T'Death-Acc/Dmg/EndRdx:40(13), T'Death-Dmg/EndRdx/Rchg:40(15), T'Death-Dam%:40(19)
Level 10: Active Defense -- RechRdx-I:50(A)
Level 12: Combat Jumping -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(13)
Level 14: Super Jump -- Winter-ResSlow:50(A)
Level 16: Against All Odds -- EndRdx-I:50(A)
Level 18: Boxing -- Empty(A)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21)
Level 22: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(23), Aegis-ResDam/Rchg:50(23), Aegis-ResDam/EndRdx/Rchg:50(25), Aegis-Psi/Status:50(27)
Level 24: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(25), RedFtn-EndRdx/Rchg:50(29), RedFtn-Def/EndRdx/Rchg:50(34), RedFtn-Def:50(39), RedFtn-EndRdx:50(40)
Level 26: Stealth -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(27)
Level 28: Maneuvers -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(29)
Level 30: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(31), GSFC-Rchg/EndRdx:50(31), GSFC-ToHit/EndRdx:50(37), GSFC-Build%:50(39)
Level 32: Foot Stomp -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
Level 35: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
Level 38: One with the Shield -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(39)
Level 41: Gloom -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(42), SipInsght-Acc/Rchg:50(42), SipInsght-ToHitDeb/EndRdx/Rchg:50(42), SipInsght-Acc/EndRdx/Rchg:50(43), SipInsght-%ToHit:50(43)
Level 44: Darkest Night -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/Rchg:50(45), DarkWD-ToHitDeb/EndRdx:50(45)
Level 47: Vengeance -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(48), RedFtn-EndRdx/Rchg:50(48), RedFtn-Def/EndRdx/Rchg:50(48), RedFtn-Def:50(50), RedFtn-EndRdx:50(50)
Level 49: Grant Cover -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- Heal-I:50(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(21), Numna-Heal/Rchg:50(40), Numna-Heal/EndRdx/Rchg:50(40), Numna-Heal:50(43), Numna-Regen/Rcvry+:50(45)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(7)
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