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Quote:I dunno. Rend Armor Crit is so nasty, I don't even bother fully slotting my attacks. I had to go the Brute slot method of foregoing dmg slotting for endurance redux slotting on my Scrapper if only because the attacks just hit that hard...especially when they crit. Sitting at lvl 37 now, my TW/WP finally got around 80-87% dmg slotting in some of his attacks (Rend Armor, Defensive Sweep and AoD are only around 60% though) but focuses on recharge slotting which is around 60-75% on most attacks and 30-60% on endurance.Yeup, depends on the character. I can't see Titan Weapons on anything BUT a Brute, really, and I love it. Meanwhile, I recently rolled a Broadsword/Shield Scrapper, both because Shield is better on Scrappers and because it's a concept that calls for controlled, consistent damage.
I think the real benefit of TW scrapper is Build Momentum which is basically a free dead boss when you pop it whereas a Brute will need to build up to that first.
Meh, nothing bad with TW Brute, just TW Scrapper has a lot more freedom with your attacks. Just like on Stalkers, you can *start* with your high end attacks which just so happen to put the foe on their rumps...
Quote:
If we're talking about concept, however, I see things like this: Any character who is defined first and foremost by being incredibly dangerous becomes a Scrapper. Any character who is defined first and foremost by being hard to kill a Brute. It's somewhat simplistic of an approach, but the simpler the rules, the easier the decisions. I do play Stalkers, too, but Stalkers tend to be characters I'd define as "cheaters." They're the ones who may or may not be able to win in a fair fight, but just don't like fighting fair for whatever reason.
For me:
1. If the character's concept emphasizes combat as a viable means of defense (i.e. subdue the foe before they subdue you) because they themselves cannot just stand by and be pounded on = Scrapper
2. If, for whatever reason, they draw on additional power through a catalyst they cannot control (emotion, pain, injustice, damage) and the concept of their power hinges on that lack of control = Brute
A. Overrides either of the above. If combat is not emphasized by the concept or the concept is counter to combat, the character is either not any type of fighter or = Tanker (note: think pacifists, non-competent fighters, extremely competent fighters, guardians or those that aren't focused on purely smashing things to bits because they don't honestly have to)
B. Overrides all of the above. If control is the emphasis of the concept's combat style (control of the enemy, control to focus their power, control of the situation through foresight, knowledge, skill, power, control of fate, etc etc) = Stalker (note: I don't consider low survivability or high survivability as factors as to whether or not the character is a Stalker or not. Stalkers have capabilities to make themselves as sturdy as they want...for short amounts of time...so one can be depicted as unkillable (the main theme of my DM/WP stalker), unphasable (one of the central themes of my Elec/Regen stalker) or untouchable (my Kin/EA stalker)) -
Sorry, not gonna play Ice Armor until we get a compelling primary to go with it. I paired Spines with Dark Armor, Electric with Regen, Dark Melee with Willpower, Kinetic Melee with Energy Aura, Dual Blades with Ninjutsu (then there's my EM/EA and MA/WP too). Since my main is a Katana scrapper and I hate Broadsword I got nothing left.
Concept for Street Justice is reserved so none of that (just haven't gotten to making the character)...
We haven't gotten any good primary proliferation in forever (the last one was BS which is BS!)...I'd really like a chance to make an Ice melee stalker!! That's what I really want to make, but I'd bet a Titan Weapons/Ice Armor would be devilish...anything that comes near you is slowed long enough for you to back away then swing at em with cone Knockdown goodness.... -
I personally loved the story of 1st Ward and didn't even realize I was getting any reward besides exp until after I was done and I started running tips (then noticed how many merits I had). Frankly, if I want rewards, I can go do the aforementioned farmed content for that.
But I have to admit, this is more a solo-oriented thread of content in my eyes. I did run some missions of a few strangers I met when I was in 1st ward, but it was their missions and I had already done the ones they were on...I enjoyed the twists and turns but only the mission holder would really get a feel for them.
Yes, any tag-alongers could read the NPC dialog because much of what is said in those windows is said in chat for everyone to read, but it zips by so fast, I was forced to make a tab for the dialog so I could go back and reread anything I missed.
All in all, I liked it but unless there are some other twists (by my choices) in this thread, I probably won't run it on any other characters. This little thread of content will be [Y] character's bit of thread in the tapestry of the CoX lore, just like Vincent Ross' arc is [X] character's thread or Dean McArthur's arc is [Z]'s. The only time I'd ever run those arcs again is if I were teamed and primarily for the fun of it but will only be 'canon' for my X, Y and Z characters.
There are some arcs that just feel 'right' as a one-man show vs a team. Anyway, I'm hoping there's a good deal more content like this. I give it a thumbs up -
Easy. You're a Defender, like a guardian angel of your chosen teammates. Were your allies ever in need, you'll always have the will to help them. Say what you will about 'it rewards bad playing habits' or 'rewards you for not doing your job' but it has its uses and it does have a general concept linking to the theme of the AT.
And if you want me to explain Conditioning, I suggest you just read the wiki. The flavor text explains it just fine.
Want to know how I can tell the inherent mez protection doesn't conceptualize this suggested AT? Because you've provided no base concept for the AT to begin with. You put mez protection in the inherent as a patch to fix a possible issue. That isn't how you make ATs. I hope I'm making sense here...
Quote:How about you try providing any kind of constructive input or your own ideas to the conversation instead of just criticizing what others have put forth?
To reach any kind of reasonable outcome a discussion has to be an exchange of ideas, so far all you've done in this thread at all is shoot things down. How about adding a little to it instead?
It's not that I don't have the ideas, it's just few will care. -
Quote:Within bounds for whom? An AT with only moderate damage and limited self mitigation? Or an AT with all the tools and capabilities to overshadow current support ATs? I don't quite see a precedence for either...Khelds and SoA are the only ATs with such an inherent and neither fit into what this AT should be capable of.I'm just drawing on the precedent to show that low-grade mez protection as an inherent is well within the bounds of reason.
Quote:This entire thread is all baseless speculation and "What if"s. No real numbers have been put forth and little to no set specifics have been mentioned.
Quote:For a starting point though I would go with the following:
0.9melee damage mod
0.75buff/debuff mods
Blaster level Hitpoints
Melee sets more or less intact. -Something- to replace Taunt.
Support sets modified to remove/change problem powers, or improve personal survivability/utility, as needed.
Inherent power: Stoicism: 2-4mag protection and 50% resist to Sleep/Hold/Disorient only (just the toggle dropping mezzes). Values would of course require monitoring during testing. The point of the mez protection being so that you're not being constantly detoggled by every minion with a 10% chance to stun on their melee attack, or every AoE mez leveled at your tank that just happens to clip you. It's not intended to allow you to tank. -
Wow, and if you don't have a controller? Or you're solo? It'd be different if you were talking about a Blaster who has ranged (and high) damage, but this is basically a Tanker with no mez protection or armor (and probably low HP) trying to dispatch foes before they die.
Wouldn't be a problem if you chose the right set (Rad, Dark, Traps) though but it's ignoring the problem sets (Storm, FF, Kinetic) or the edge cases (Emp, Sonic, Thermal). -
Last I heard, Indomitable Will recharged in 360sec and lasted only 90sec and forced you to take the Psionic Mastery pool. Now you tell me what sacrifices a Controller has to make to have complete mez protection or how that pertains to this suggested AT.
Quote:Should be about on par with a Tanker, I'd say. Which is just a tad more than a Corruptor. Scale-wise, that is.
For the most part, discounting powersets that I wouldn't use, though if we got into specifics I'd probably suggest some alterations. Making Tar Patch a PBAoE click, for instance. And possibly reduce the radius a bit. I might make the various shields function like Dispersion Bubble rather than be ally-targeted clicks.
I might replace Force Bubble with Force of Nature, and Repulsion Field with Disrupt, and possibly melee versions of the two ranged attacks. I might not even have Storm (and I'd almost certainly not have Trick Arrow), but if I did I'd feel the need to make numerous alterations to it.
That's often the case in the idea stage of things.Quote:Damage, same as Corrs. No Scourge. The extra damage is made up for by getting a small amount of Mez Protection.
Personally, Im not even thinking of replacing any of the melee attacks with shields, that can be obtained in an Epic pool. I'd say their defenses would be the buffs/debuffs that come with the buff/debuff set.
Obviously some sets will be nicer to the meleer than others. I'd probably not even bother giving them Trick Arrow.
AFAIK, one of you don't have a set direction and the others got a broken AT with limited damage and overall imbalances within it. Trick Arrow isn't even that big a problem. Kinetics is more a problem as the only self mitigation it provides is -dmg and a heal. All the while, sets like Radiation go soloing AVs and Dark Miasma tank x8 spawns for teams.
And the reason I'm bringing this all up is because you can fix these inherent problems before hand without huge shifts in how powers work or strange amalgams of powers that may not conceptually match. I've been thinking of this AT for a while now, and while some other ideas can work, it leaves much to be desired for the ATs role and overall balance. -
Not to sound like I'm on a high horse but...alot of you guys' ideas are just...bad. I mean, pairing shields/mez protection with the melee set? Come on...Just outright giving them mez protection as an inherent? No sacrifice needed? *shakes head*
Here's some questions for you:
-How much damage will this AT be capable of? Less than a Tanker?
-You think this AT should have every tool to support a team that a Defender or Corruptor has?
--The above answers might paint yourself into a corner. If the damage is less, how do you expect the AT to survive in melee for any viable amount of time to defeat regular foes?
--If it does more dmg, how can you justify giving them all the tools to aid a team AND mez protection?
--Downgrade the support powers? Then how do you even survive in a team situation at all if you can't rely on your mitigative powers?
-You do realize there are sets that work counter to melee, correct? Force Field has 2 powers, one being its tier 9, that practically eliminates melee for you. The bread and butter of mitigation for Storm is in Hurricane, a -ToHit repel aura.
-You do also realize support sets are balanced vastly different, yes? You can't plop empathy in the hands of a melee focused character and expect it to perform well...or Sonic. Heck, even Kinetic is primarily support and has dang near nil for mitigation for the caster.
There's a lot to be considered here that no one is bothering to address... -
Quote:That just means it makes more sense to put the shields in the (de)buff set. If you're armoring up your allies with ice armors, it'd only make sense to be covering yourself in ice too. Or if you're able to heal the HP of others, you should be capable of that yourself.Well I had the Mez Protection being on the melee attack side as part of the "Dominator Assault-esk" mix of powers. I agree the Mez protection is important if you are in melee.
The problem I see with trying to put the Mez protection in Buff/Debuff is that with as varied as those sets and powers are its hard to say what power to remove from them to put it in. Heck, Forcefields and Sonic already have Mez protection. But I think the double-ing up would be ok, if you were in FF or Sonic you could just skip the Mez protection if you wanted to.
IMO, it forces more concepts to put armors into melee sets. Like Tenz said, what do you pair with Martial arts? Super Reflexes? What about Swords? Or Kinetic Melee? Or Energy Melee? You have to start enforcing extra power concepts, saying just because you fight with your feet, you have quick reflexes or if you use energy fist attacks you use bubbles.
Also, IMO, if you're going to have a support AT that has full mez protection and/or armor built in, why should they also have access to all the amazing buff/debuff powers that a vulnerable squishie does? If you're a FF or Sonic, giving up the big bubble for a self-mez protection 'bubble' seems fair. Or dropping darkest night for self protection. All in all, you'd help the team less than a Corruptor or Defender but far more than a Scrapper or Brute. And you'd have less self protection than a Scrap but far more than your standard Defender. -
Quote:And after a rushed visit to the lavatory in his Sanctum of Solitude, he cringes when he realized what he 'went' in and flushed down was actually the sole source of the Well of Furies.* 93 years of accumulated, impacted red meat... followed by one bran muffin too many.
With all incarnate powers suddenly gone from the universe, States is promptly slaughtered by the enraged masses of players...
...Is it wrong that I wish for this to actually happen? -
Dunno why, but I'm sort of in agreement with Proton.
I tend to like 'showdowns' and 'call outs' where the foe is kind of the same as my character (at least in ability origin/use). No, not the dopplegangers...tired of fighting clones where there should be no clones (and even if you clone some of my characters, how in the world do they have powers that even come close to the original? You can't clone skill or knowledge!!)
There's some arcs where some person will challenge the magical might of my stormie with their own magic, or a costumed fighter will call out my melee guy and exchange fists/lock swords...just wish there was more of that. But general 'boss vs boss' is good. Loved the ending of the Shining Stars Arc, that tourney somewhere in the Praetoria Power arc was right up my alley, some of the newer villain stuff really challenged the arcane might of my sorceress, 1st ward was just oodles of fun solo for me...
If I were adding some new content, something where a cosmic force seeks out the truly strong or potentially powerful and snatches them up for a tournament of champions. There'd be matches where you face off against named foes as well as waves of forces to test you. So much fun -
Quote:Ah, so the reviewer is posting on the boards? Nice.
But please. Ask me specifics and I'll gladly explain myself.
To clarify my other post, I'm just rather ignorant of the whole MMO market of today. I stopped playing random MMOs so no idea how fast or slow paced they are.
I played several martial arts MMOs last year or so and they seemed slow compared to CoH. Combat may be 'clicky' and slower at first, but movement more than makes up for that, IMO. Lots of movement options sooner, to supplement the content...
And perhaps the vet/origin attacks have spoiled me as I always have click powers in the early levels, although my newest TW/WP scrapper didn't bother using anything but brawl and throwing dagger as extras this time around, even without momentum, I didn't feel that hampered in active speed.
Yeah, in summary: CoH doesn't feel slow to me at all...but then I don't have much frame of reference except old MMOs of the past...which weren't fast either. -
It's always good to simply make a list then pick and choose from there. It's not hard
Water:
-Ice Melee (ice)
-Ice Armor (ice)
-Shield Defense (ice shield, color: blue energy)
-Dark Armor (color:blue, water)
-Ninjutsu (water)
-Arctic Mastery (ice)
-Leviathan Mastery (ice and water breath)
-Cryo Aura
---Claws, Katana, Broadsword, Dual Blades, Battle Axe, Stone Melee, Energy Aura
Fire:
-Shield Defense (lava shield)
-Fire Melee (fire)
-Fiery Aura (fire)
-Dark Melee (smoke)
-Dark Armor (smoke)
-Stone Melee (lava)
-Stone Armor (lava)
-Pyre Mastery (fire)
-Various auras
---Claws, Katana, Broadsword, Dual Blades, Battle Axe, Energy Melee, Energy Aura
Earth:
-Stone Melee (rock)
-Stone Armor (rock)
-Spines (rock/crystal/plant)
-Shield Defense (rock/crystal)
-Titan Weapons (rock)
-War Mace (mineral/fossil)
-Dark Armor (sand)
-Dark Melee (sand)
-Earth Mastery (rock)
-Rock/Omega Costume pieces and/or Rock crumble path aura
---Martial Arts, Super Strength, Street Justice (earth)
-Autumn Path aura
---Regen, Willpower, Energy Aura, Ninjutsu (plant)
Air:
-Kinetic Melee (wind)
-Shield defense (lightning shield)
-Electrical Melee (lightning)
-Electric Armor (lightning)
-Super Reflexes (wind)
-Mu Mastery (lightning)
-Leaf aura
---Willpower, Super Reflexes (air)
You just need to be more creative -
An artist is creative enough to make any method work...although I've yet to make every method work.
I'd like to say concept and powers must converge to make a successful character and if either comes first is irrelevant. I say converge because I tend to come up with both at the same time *then* go to make the character. Rarely do I come up with a powers combo then make a concept around that (although I have) and rarely do I make a character concept without actually thinking of what type of abilities said character has (hmmm, nope, never did this).
When I first started playing CoV, I wanted to make a Plant character and thematically gravitated toward Thorns. So I was making a costume for a Plant/Thorn dom and really took a liking to him so formed a concept and backstory. He's actually one of the antagonists of the only published AE arc I have, he favors the devouring earth, he's got a sister who's trying to kill him who happens to be one of my top incarnated characters and the strongest foe in my gallery...he just spiraled into a lot of other things, seamlessly with all my other characters.
But my main character, back when I first started making characters in the game, I made to RP with. The concept being he's a teen with no powers, just able to learn really fast and trained since he was a toddler so now he's pretty much a Bad *** Normal. Name, look, backstory and all along with his powers being "non-powered Bad *** Normal". For secondary, this was easy: Super Reflexes. For primaries, I had to make a decision so...I picked everything that was normal. He can fist fight (Martial Arts) and he can use swords (Katana) but I ended up focusing on him being the swordsman. Bam, Kat/SR is my main. RPing with him, he developed a personality and a certain way he talked, mentors, enemies, friends and so on. This all is apart of his background.
Speaking of his friends, even for them, I formed their concept and powers together, one being a trained martial artist who is part of a clan with a blood mutation that allows them to absorb and manipulate kinetic force. I made this concept back when I made my main so it was *way* before Kinetic Melee was even presented in this game. It just so happens Kinetic Melee resembles taijiquan which fit that particular character so I made him...with a twist that he's the Pretorian counterpart to this particular character (since the actual concept of the original is a pacifist).
And the other friend is a girl who was my main's training partner. Bad *** of non-weapon martial arts as well as a master of staff...I can't make her non-weapon version without her being a Melee/Debuff AT and a pressure-point debuff set...but I'll eventually make her staff using version
Yup, concept and powers tend to come together or else I don't make the character. -
No, the devs should implement a feature that lets you trigger your own music from your own play lists. I kinda do that now, when a climactic battles about to start I queue up my 'action' play list, or for boss battles pull up some old JRPG boss music or if I'm reading some piece of story that is kinda sad, I queue up the 'melancholy' play list. Sometimes I do it on teams. "Wait, hold on, let me switch music....okay let's go!"
The game should do this for me. If the world can be lazy self-entitled ***es, I want at least 1 chance to be that myself -
I didn't realize CoX was slow paced compared to other MMOs...or that we have a lot of loot compared...
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Trip Mine? One type of power that I'm not sure we have in the game quite yet is 'delayed effect' type powers. You can basically time when damage occurs, right (an attack does [X] dmg after w sec then [Y] DoT after z sec for u.n sec). I had suggested a Stalker melee set whose attack animations were all *really* fast but the damage of the attack was *really* delayed so that, you could activate the 3 fast/delayed dmg attacks then hit with the regular attacks creating a BURST as all the damage hit in a short period...basically what some of the projectile travel times result in in Psy Blast.
For trip mine, pretty simple. Shorten the cast time (and remove the interruptibility) but delay the actual proximity sensor. You'd be able to do exactly what you can do now with Trip Mines (even better, in fact, since the power would start recharging immediately after you click it vs waiting for the long interrupt period to finish) but also use it mid combat if the foe warrants its use (i.e. stays in place or is moving toward your mine).
For Time Bomb? Well, what about in-game proximity time bombs? You know the ones that start counting down when you get near them? And how you can destroy them with damage?
I say, keep Time Bombs ridiculous cast time and interrupt time but greatly reduce its recharge. I should be able to, as a Traps/Devices character, take 45min to an hour and a half to rig up half a warehouse with trip mines and time bombs so that, if a foe is folly enough to run across my mines or steps near my time bomb to trigger its countdown (or I can just shoot my own bomb to start the fireworks), I should damn well be able to vaporize the whole damned map in an instant, not just a couple spawns at a time. My tripped mines should cause my time bombs to explode resulting in a domino effect of epic tactical proportions!
But even in regular combat, those changes would be somewhat useful. -
Quote:I see you didn't quite read what BrandX said. No resists would be chucked, just Resist Physical Damage and Resist Energies rolled into 1 power then add Hide.Honestly, no, I don't want them to chuck ANY of the resists.
Quote:That's almost certainly how they would do it. Invincibility goes for Hide and more defense is added somewhere else to compensate. Done.
The main utility power in Invulnerability, IMO, is Tough Hide. That most likely would be dropped to make room for Hide. Invincibility may be replaced with a new toggle, balanced for Stalkers for the lack of using a scaling +def/+ToHit power as well as the +def/+def debuff passive that was dropped. And in all honesty, you don't need a +def toggle and a +def passive that protects against the exact same stuff in the same set. It'd a redundancy that is the ripe for replacement.
The could go the extra mile and replace Unstoppable with some other power, like a short duration moderate resist (slottable to 75% cap) with regen and recovery buffs rolled into it...crashless of course... -
Quote:You know, I once made a thread asking about just this subject; making animation sets that were purchasable and what they'd have to be to be worthwhile. Just plain vanilla alternate animations crammed into current times for some powers? Weapon options added to non-weapon powers and vice versa? Entire themes crafted with the effects of a set? And you know what the majority of the junk that filled that thread was about? How it wouldn't be worth the time, that it wasn't necessary, or speculation on how it'd be overpowered or something... Pisses me off because a lot of good discussion could have been had like, what may need to happen to get wands and guns for sets like Fire and Ice blast and power themes that fit the concept of existing sets. Nope, just filled it with BS and got on my nerves. Wonderful.I'd even pay a little extra for it if needed. And I hate to suggest that for animations they already have, but seeing as how trimming of animation times and adding a bit for others would have to be done, and they'd likely want to see a bit of added return for it to make it worth their time now, Id do it!
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Quote:Yay, a fight over semantics!I really don't have a problem with a "straight-edged scythe," I'm just saying it's not really a scythe so much as a giant sickle or kama. The problem with asking for scythes a lot of the time is that calling them this makes a lot of people disagree on semantics over what a scythe is.
Personally, I love Maka's scythe/partner in Soul Eater and I love how she fights with it when the show doesn't crap out and present her as the incompetent loser underdog. I'd like to use it on one of my characters, as well. I'm not sure I can call it a scythe, though
In reality, a scythe really doesn't exist as a weapon any more than *any* sharp or blunt tool can be used for killing. However, in fantasy, it can be wielded as one, either the scythe with a straight shaft or the ones with handles.
What is being asked for is not a War Scythe because those resemble something akin to a pole axe which is basically a chopping blade set straight on the end of a stick.
What is being asked for is not a Kama because a kama is a small one handed type hook weapon used more like (for lack of a similar tool) a pick axe, stabbing with the sharp pointed end. But it can also slash too. What is being asked for is not a 'Big Kama' either as a two-handed kama ceases to be a kama just like a hatchet ceases to be a hatchet when it is too big and heavy to be wielded in one hand (then it's an axe, splitting axe or fire axe if it has more a pointed back to the blade).
Same thing for Sickle, unless you're describing simply the blade part, a sickle is a general term for 'kama' (kama being an eastern weapon).
Using sickle or kama will simply get too much confusion as those are *single handed tools* whereas the scythe is always a *two handed tool*. There is no confusion: when the one you quoted said 'straight-set', they weren't talking about a 'straight edged scythe', they were talking about 'an impractical weapon played straight/seriously'. What is being asked for is a curved sickle on the end of a stick, i.e. a scythe.
Quote:To piggy-back off what Sam is saying, sorta, it makes me laugh that people talk about Death (Grim Reaper) when a scythe gets brought up... because he wields the actual farming impliment to symbolize the end of a season and the reaping of crops... aka death, the end.
Of course, Death the biblical Horseman wasn't given a weapon at all in the original text, the only horseman not to be specifically depicted as holding anythging in fact.
Unless a powerset is created that makes use of a scythe-like weapon fights as fluidly as Zasalamel, I am opposed to its inclusion as a customization option. However, I feel that this set would be too niche and won't happen. I am can't say that would dissapoint me at all.
I mean, we've got all these concepts for Scrappers being wolverines or what have you ripping people apart, and we've got Brutes being angry green muscle guys in purple tattered pants as their conceptual link. Well for Stalkers, it's anyone that stalks around in plain sight yet unseen, waiting to snatch someone's life away and Ninjas don't do that, Death does.
And yeah, I actually proposed, if Titan Weapons was too niche to fit into Stalkers, a 'Death Scythe' or 'Deadly Weapon' type of set, modeled after using a scythe, would fit. All moot since Stalkers will get TW (eventually)... -
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I've come up with past ideas for lots of sets including armor sets that'd be somewhat unique.
-Long ago, I suggested a type of 'Psionic Armor' which had a couple of toggles a click and the rest were passive powers. It's only mez protection was a moderate duration, short recharge 'Break Free' click. Several special things I suggested for it
---The tier9 was like Granite (with transparent psionic armor covering you) that wouldn't suppress while mezzed (the idea was before they made suppressing toggles when mezzed).
---The passives gave moderate buffs (one to def/res, another to def and another to regen/recover) but multiplied greatly while mezzed.
---The 'Break Free' mez protection casts a PBAoE *special mez* on all nearby foes depending what you got mezzed and if it overcame your magnitude protection while granting you short term resistance and protection. Got a low mag 2 sleep cast on you? It'd cast a mag 3 sleep to all around you. Got confused? It'd cast a mag 3 confuse + a mag 2. Got immobilized, stunned and have a sleep mag on you that got broken? You'd cast a mag 3+2 immobilize, a mag 3+2 stun and a mag 3 sleep. This was balanced around the fact you have no passive mez protection except the click with the break free duration.
-I still want my idea for 'Bone Armor' to be looked into by a dev. The concept of that armor was basically 'breakable' or 'ablative' armor. It'd have several standard +def/res armor toggles, some passives and a click.
---The armor itself would provide great defense to many types including psionic but not fire but once the armor 'breaks' (below a high % of HP) the defense lowers.
---The armor itself would provide great resistance to many types including fire but not psionic, *however* it only provides this great resistance when the armor is broken/fractured (in the low % of HP) and only a bit while HP is high.
---The click basically shifts the point at which the % kicks in or gives out (so the resists are present at a higher % and the defense keeps trucking at a lower %) while improving base HP.
---The tier 9 is a toggle that would be a 'Bone Golem' or 'Bone Puppets', summoning a pet (or pets depending how the set goes/is balanced) that will take some of your damage for you a la Mastermind Body Guard. The pet(s) wouldn't do anything else or be targetable and only be there to take some of your damage but the endurance cost to maintain them would quickly ramp up the longer you kept it(them) around. (if there are multiple pets, each would have a certain amount of HP more than the others, so as you share damage, they fall apart 1 at a time so you go from taking 1/4 dmg to 1/3 dmg then 1/2 dmg until all pets expire) The toggle itself would have a long recharge.
---Beyond all that uniqueness, it has a special damage aura that does no damage when at 100% and begins to ramp up the damage as your HP gets lower, doing more damage than any dmg aura power when at something around 20% HP.
---Lastly, a passive that, upon catastrophic armor failure (death), you go 'nova' and explode in a wave of bone/armor fragments, dealing great amounts of damage to anyone in range. This power would suppress for 30sec after being rezzed.
---The visual theme should be something like what Spines/Thorns has: a visual for bone/spines, a visual for wood/thorns, a visual for crystal and a visual for metal.
-I also had a concept for a 'Goo Armor' set that used a special enemy toggle power. The toggle would stack small mags of holds and immobilizes on the target and while you had it toggled, it'd improve your regen and recovery. The concept was, you encased the target in goo and was leeching off of them. Powerful, because even if the foe wasn't held you get high regen/recovery, but the downfall is it has a short 10-15ft range (slottable to something like 25ft) to simulate someone escaping from your goo.
-Another was a type of 'Intangibility Defense' with the concept being 'Ghost Aura' or if you were a type of character that was a spectre or ghost or even just an extra-dimensional character. Problem with this set is, it'd require reworking of the phase mechanics. You'd need the 'phased attacks phased' mechanic that is in PvP to be implemented into PvE, do something (like remove) the 'no phase' period of phase shifting powers, NPCs that currently say they phase but are actually 'untouchable' (Carnie Illusionists etc) would need to be changed to simply phase shifted and the ability to use certain powers on phased targets would need to be worked into the game as well as more overall use of phase shifting powers (yeah, a lot of work). But the idea of the set was, it'd have powers to phase shift a target or targets (the initial idea had a settable AoE pseudo-pet that if you walk on it, can phaseshift any that didn't have protection to intangibility, NPC or ally player) while you yourself could shift in and out of phase. While unphased, you'd have a bit of defense and regen but while phased, you'd be more resistant, more defensive, higher regen and do more damage. Basically, if you can manage to phase a target, you'd be very hard to beat but while unphased, you're not much to worry about...except you can phaseshift on command, nullifying attacks completely.
I've got others but it's been a while and those are the ones that have specific new mechanics that aren't present in the current game yet.
Quote:Yeah, that was the idea behind my Goo Armor a while back. The concept being you suck a target into your goo, capturing them and holding them. But rather than relying on the target to stay alive, this is simply a leech power that improves your regen/recovery. I'd hate to need to keep a target alive just to survive. My idea to link it to regen/recovery is mainly a replacement heal and utility tool. If you need more HP, just put it on a target you're not going to finish off and do something else while your HP and END refill or vs a hard target, toggle it on them and stack on the holds or fight them with regen/recovery buffed.A few random ideas for signature armor powers:
- A reverse or "siphon" toggle. The caster has buffed resistance or defense as long as the enemy target remains alive (ie as opposed to the target being debuffed).
Quote:- A set with a teleport/leap/charge that boosts your defense each time you port. (Possibly in a "Speed" set.)
- Version 2 of above: A power based on Jolting Chain, but with a caster-teleport at each hop. Caster gains defense for each enemy that is bowled over.
But multiple 'hops' may not be possible if you're not doing the targeting yourself. This was stated back when Shield Defense and things were being coded. The devs, I believe, wanted SC to simply teleport your character a distance forward and hit everything on the way (or maybe it was TPing to a foe you had targeted) but there'd need to be a determining stop point on 3 axes which requires player input to not TP you into a box or wall.
Quote:- A "teleport all enemies within a certain radius on top of me" power. (IE reverse shield charge, or PBAoE Wormhole).
Quote:- A set with low mag AoE mezz protection for teammates.
- A set that focuses mostly on -Damage instead of +Resistance.
As for the both of them, I'd prefer an AT that is simply a buff/debuff melee AT to fill that void. -
Quote:That may be an idea...
Perhaps an inherent that would counter act that would be something I would more look forward too. Though i'm guessing that the issue is more down to game mechanics than AT design.
A reverse fury bar that stops one-shotting (or specifically, quick death). Basically, you start a fight with this bar full and go jump into a spawn with no armor on and the spawn rips you apart. Once you reach 5% or below (including 0%), this bar basically counts down. During which time, any and all powers of yours that improve regen are suppressed but you'll still be alive and functional for a short time. At that point, you can either retreat or pop a heal (or a teammate heals you) or if the bar fully empties, you die. The full suppression of regen is so that the mechanic works when you reach 0%.
The bar starts to refill once you're above a % of HP (maybe 30%) and instantly refills at 100%. With that, it'd be extremely difficult to keep a tanker dead, especially ones with self rezzes as, even if the rez doesn't provide untouchability, the inherent will. -
How about 'all around, beast/monster costume support'? Hoods, hats, monsterous gloves, legs, feet and snouts.
Several things I noticed when making my tiger TW/WP scrapper that is an alternate form of my main character:
-The new nifty gloves like Barbarian, Kote and Warrior gloves (and alot of other variations) are not made in a monsterous hand type.
-The barbarian braces and rings for the hands do not support fur or patterns underneath them.
-No 'briefs' option for the monsterous legs (but male body types tend to lack overall options for bare-legs + shorts/briefs).
-Spiked Collar in the Shoulder options section isn't visible with any type of Beast head (which is a CRYING SHAME!!!).
-Skin tones *still* show up through even animal fur...I don't understand this at all. Even set to white, I can still see peach through white fur...
All in all, I still think he turned out good (if not constrained...lots of stuff I wanted to do but knew I couldn't)...
*sorry, not in a position to crop/edit them together.