Thornstromb0

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  1. 1 As i Said before, i asked for a lock. ie this thread is to be ignored, and kept as a "backup Idea". still, you bring up many points. also... Im NOT talking about Dual Blades, whose nature requires long attack chains. ANY other weapon benefits from a SHORT attack chain, as this means the char can repeat the move ad-nauseum until the enemy dies, and toss in attacks with effects to slow them down. if i manipulate my char until i can use my 2 starting attacks endlessly... then ill do massive amounts of damage and can CHANGE tactics at a moments notice, instead of losing the effect of continuous attacks, and can at any time toss in a knockback attack to keep the enemy from pounding me. point is, ideal Recharge is as low as possible.

    Also, i already have the aforementioned Scythe Weapon page up HERE http://boards.cityofheroes.com/showthread.php?t=227622

    and i am planning on making 2 more ideas, if they pan out well with my fellow players, for an interesting new archetype, and for a morphic weapon... ull see.

    NOW. no more replys please. im not checking this again. its to be left as an idea.
  2. NO the Bleeding is due to cuts. wwounds,
    and NO the DoT efffect adds an element of random darmage that measns much of this sets damage is based on luck (at least for the higher attacks), but it is PERFECTLY feasible to win everything in the game without once getting a bleed. LOW bleed is around 1 or 2 damage for about 3 or 4 ticks. strong at lvl 1 maybe, but simply "added incentive"later. its more to set this apart AND to give the enemy scythers something to really hurt us. NOt many enemies use DoT, and none use it profusely. a group of whirling enemies gan rapidly put a dent in an entire teams hp if the team isnt careful.
  3. OOPS! Thanks DMystic! please delete ur stuff, as im about to fix all those glitches. Also while i looked, i FORGOT to check CAREFULLY... i just thought the Final thing was an interrupt, and Amputate is on par. SO Interrupt is going to vanish from those. Thanks for the help.

    EDIT: whoops forgot to mention Stride. its a very LOOSE power. also i didnt base it off of anything, i just came up with it. i ASKED for help with changing it so its not so overkill. if u can figure out a better effect thats more in keeping, good job. Although it might be reduced to self-defense bonus due to shadows, and thats it.
  4. Yes I know its likely been suggested before in the past. However I got the entire attack sequence AND what the attacks look like planned out for you to peruse, WITH the assistance of two 4+ Year player friends in-Game saying it didn't sound too impossible after hearing the entire sequence. ANYWAY... NOTE this is not a definite guide. I WELCOME any additional suggestions, and any criticism that DOES NOT DISREGARD EARLIER REMARKS (Note, I'm sorry i have to say that but I just read a thread in Suggestions here that had at least 4 people ignore half the things that were said. PLEASE don't be like that. It just shows idiocy. [Final note on that: one guy's excuse was his reply was directly to the OC... Ie he didn't read the rest. If that sounds like something you are about to do, Shut Up])

    1. So ALL attacks made have a slight chance to cause Bleeding (Mild Lethal DoT)... Some more than others... 2. The LOOK is that the scythe is held Blade Away from character, and in standing pose the bottom of the shaft is tilted inward towards the feet. It is Always held by the Right hand like all weapons, and the point at which that hand is contacting the shaft does not change as long as the weapon is out, which keeps steady with the game engine's limitations. The Blade is usually just long enough to make a thin crescent if it was facing inwards, though that length may be changed for sizing reasons at the Developers whims. That might be a good Emote... (Facing inwards i mean) hehe Reaper Pose. 3. THis Weaponset is for BOTH Scrappers and Stalkers. I HAVE PREPARED FOR THEIR DIFFERENCES. If you see a H or V after a number, that means it is for the Hero Scrapper set or the Villain Stalker set...

    SO ATTACKS! In order of progression from lowest level to highest. (With Movement description in Parentheses) [Note: Each Attack will list the level of chance and the damage level of it's inherent Bleed effect] {Also, THESE Brackets indicate help is most needed in the subject mentioned within}

    --Speed, Damage, Bleed, Special Effects (Move Description) [Notes]--

    1. Slice - Very Fast, Low Damage, Low Chance of Low Bleed (Simple cut forward with front/top of blade, angled slightly/about 10 degrees up on far side, hits from right to left, then returns to start) [Initial Attack]
    2. Whirl - Fast, Trivial Damage, Average Chance of Low Bleed, PBAoE Melee Attack with longer range than most such attacks (simple full body spin, duplicate the other weapon spin animations, hits from right to left all the way around, then normalizes) [Spin attack, is 2nd because of the fact that it does very little damage, and is fast enough to be starting attack.] {How to make this more effective without breaking balance}
    3. Sweep - Slow, Moderate Damage, High Chance of Low Bleed, Cone Melee Attack (Grips with left hand and pulls back level on left side, then makes a massive two-handed swing with the blade tip first, from left to right, then straightens out and returns to normal position) [Powerful attack... thinking about adding Knockback.. looks like someone got their torso separated from their legs each time it's done...]
    4h. Reaper's Smash {Name} - Slow, Moderate Damage, Trivial Chance of Low Bleed, Knockback (Character places scythe ahead of him blade tip pointing down, since facing enemy this means that the blade is likely behind enemies back, holding them there for a few moments as the character prepares a massive KICK that sends them flying) [Was called Reaper's Pull as it supposedly pulled the enemies close for the kick, but I realized that's not possible.] {Could Still use Work, but i like the KICK thing... unless someone has better that HAS KNOCKBACK}
    4v. Assassin's Splitter - Slow With Interrupt, Moderate Damage, High Chance of Moderate Bleed, Assassin Specialty Strike (Character places left hand farther along shaft, and orients the blade so that the top is downward, then RIPS it straight up through the target... and returns to normal position) [AWESOME attack, and it makes sense it would work better on an unwary target. the blade actually moves as if for a Sweep, the next actual attack, but then tilts downward as it is reoriented]
    5. Build Up [AT Standard Power]
    6. Reaper's Stride - Very Long, NOT AN ATTACK... Toggled Power that causes a Defense boost to all allies in range including self, and regularly makes a check to have a chance to cause Fear to any given enemy in range. (Looks like shadows fog off of you, sure that effect can be found or simulated with CURRENT ingame effects, and you and your allies in range go a little smoky.) [In other words, it regularly does a check, and if there is an enemy within range, it "rolls" the chance effect on it, and does this to all enemies within range at once. this means it causes fear, and can cause an enemy to KEEP having fear if your lucky. if not it will wear off until it succeeds at it's fear check again. Also the defense bonus is because its hard to hit figures shrouded in shadowy fog] {Sorry for the confusing explanation. Can anyone clear that up?}
    7h. Confront (Scrapper) [AT Standard Power]
    7v. Placate (Stalker) [AT Standard Power]
    8. Amputate - Very Slow, High Damage, High Chance of High Bleed, High hit chance. (AWEsome... Knowing that the inner edge of a scythe is sharper than the outer edge, the character makes the same motions as a Sweep attack... but instead of a sweeping slash, makes a chopping motion to the right, looking like you have decapitated someone with the inner edge.) [Lethal. has higher hit rate cuz of the way the shaft and blade "corner" the target as the cut is made. is ALMOST the most devastating attack.] {Note that if the imagery is to be changed, it must STILL cut with the inner edge. that's the purpose of this move.}
    9. Forward Crash/Reaper's Death/Doom {Figure it out plz...} - Very Long, EXTREME Damage, Low chance of Moderate Bleed, Hits through a few enemies like the Broadsword and others Final Attacks (Pulls Scythe two handed either up above head, blade up, or all the way behind the body, then charges up, and finally makes a MASSIVE downward blow, devastating the target tip-first) [OW. That is All.]

    Btw the speed is recharge speed, the attack animation speed is fast for the first 2, slow for the rest, except for a medium fast with Sweep. I WELCOME HELP to refine this. i also KNOW that this likely wont be added for a while, but i can still hope and refine it so that the Devs don't have to, and PLEASE tell me if there is something the system simply cant handle, and if so WHY it cant handle it (otherwise i will ignore u. if u don't know why it might as well work anyway, and if it doesn't work i need to know why so i can get around the problem.). Lastly, as an added note, not only have many of my friends thought the possibility of a Scythe weapon cool, it would also mean more variety in enemy designs, so if the Devs want to add a new enemy, they have more options of stuff already in game, and an intriguing new attack set that i guarantee will drive heroes mad (BLEEDING??? I DIED FROM EXXESSIVE BLOOD LOSS???) [Note, that will only happen if u get SURROUNDED... hehe]
  5. Very well. BUT its not "Never Going To Happen" (as mentioned above, ANYTHING COULD be implemented, but as for now i request this be Locked down by an admin. Leave it for future ideas... AND so noone tries to Duplicate it. (or anything like it)

    NEXT PROJECT FOR ME: figure out a WORKING design for a Scythe weapon type (hehe... ill argue for it when i make the thread.
  6. Quote:
    Originally Posted by TwilightPhoenix View Post
    Now, if I'm reading you right (which, I'll be honest, is hard because your posts are a bit hard to follow), you're wanting a toon with a melee primary and a secondary with ranged/control/self buff/defense and an APP with defense? I mean, you can't have better defenses "like a Scrapper" without having a Scrapper's secondary. Trust me, they don't survive on slightly more HP than a Blaster alone. I'm sort of confused as to what you want without some examples of powersets. Toss us an example, say Mace/Fire/Cold Weapon Master. Try to use as many existing powers for your sets as you can so it's easy to tell where you're coming from. And do a Living Weapon primary too as an example, since it's supposed to be so different.

    Now, the AT itself aside, whose awesomeness or lack thereof I can't really comment on with the sketchy picture I have, there's some other issues that arise, which I'll bring up by playing devil's advocate.

    First, Heroes or Villains? What does the other faction get to make up for it?

    Second, what in-game lore basing do you base this on to be able to state that all of these Weapon Masters are normal humans. Why can't players come up with their own concepts? The only four ATs that have any lore-based concept forced upon them are Kheldians and VEATs, which are in-turn based on in-game stories and NPC groups (Nictus and Arachnos, respectively). Where do Weapon Masters come from? I can maybe see them being Tsoo or Warriors, but that's the best I can help you out there.

    Third, what justifies a weapon-based AT when every regular AT can use a weapon? For reference...

    Scrapper: Broadsword, Katana, Claws, Shuriken
    Tanker: Axe, Mace, Shuriken
    Defender: Bow, Rifle, Pistols
    Blaster: Bow, Rifle, Pistols
    Controller: Bow
    Stalker: Broadsword, Claws, Ninja Blade, Arachnos Mace
    Brute: Mace, Claws, Axe, Arachnos Mace
    Mastermind: Pistols, Assault Rifle, Energy Rifle, Bow, Whip, Arachnos Mace
    Dominator: Arachnos Mace
    Corruptor: Pistols, Assault Rifle, Bow, Arachnos Mace
    Soldiers: Arachnos Rifles, Arachnos Mace, Crab Backpack
    Widows: Claws, Arachnos Mace

    Only Kheldians are weaponless, and that's for lore reasons. I also did not include temporary powers, Shields, or elemental weapons (such as Ice Sword). Or Spines, bombs, devices, etc. We have lots of weapon users, so why would we need an (epic) AT that's lore-focused on weapons?

    Fourth, and perhaps the most important, the standard code rant. Something like this would be a huge undertaking. What could you say that would convince the devs that the opportunity cost of doing this outweighed the opportunity cost of working on other things?

    And fifth, no spears either, same reason as staves. The issues lies in the fact that fighting with either weapons involves changing grip on the weapons. CoH's engine requires that the character keeps a hand at the exact same spot at all times on the weapon. They could try to make animations within these constraints, but let's be honest, it wouldn't look right and we'd all be dissapointed. This could however, in theory, be changed, but it'd be a crapton of work from what I understand. Would it be awesome? If it looks anything like Aion's staff combat, oh heck yes it'd be awesome. Is it worth the time and effort? I'd personally say yes, but the devs seem to disagree, at least as far as we know. But, it's not hopeless, as for a long time we got many indications that said power customization would be a crapton of work and may never happen. Guess what? We got it.

    Scythes though, on the other hand, may or may not be possible. I don't know what proper scythe fighting looks like, but there's a couple of in-game animations I can see it using. But, I'm not too concerned about scythes. If I'm using a polearm, gimmie a spear or halberd.
    Okay First, i SAID in my entry that it would be for both Heroes and Villians. similar to the way that Scrappers and Stalkers are practically identical.

    2. i want a Melee user that can actually do at least one standard powerful ranged attack, and has various other abilities which fit their elemental calling. very little defense will be involved... Essentially these characters are like a Jack of All Trades. they do everything... BUT they dont do it at all to the degree a specific other Archetype does. but they still dont NEED another character as anything but EXTRA Firepower. NOT like u have one Archetype char, u NEED to have this other Archetype to balance you out. (healers dont count) Im saying these guys can fit into ANY team.

    3. Staves were already pointed out as not working... NOW i know why, thank you. ill have to figure out the Spear. it will likely become a Polearm weapon, and you essentially 1 hand it, (they ARE self-powered weapons...) and put ur second hand on for certain attacks.

    4. to answer the code rant thing... Think. each weapon has its own ups and downs. NONE is "Better than the rest". the secondaries are even more so. (everything resist some of them. in fact the closest to Most Useful is Psychic, and we know WHY thats a limited bonus) HOW MANY MORE CHARACTERS WILL YOU BE COMPELLED TO MAKE. More chars = More Slots used (i have 2 tanks, 2 blasters, 2 scrappers, 2 epics, and an MM and a Controller. thats 10. u start with 12. i started playing under a month ago. im dying cuz i cant make more chars cuz im saving the last 2 for a Dual Pistol and a Demon Summoner when i get the Expansion... and thats WITHOUT this AT). More Slots needed = we have to pay to get them. that = Money for the Devs. also its not THAT hard to do, most of it is just busy work, and it can be outputted without adding more than a few new weapon designs (make the new ones unlockable when u get to em)

    5. LASTLY... the Lore question. i never said that ALL of my AT are normal humans, i said they MOSTLY are. we humans are supremely curious, and that lends well to discovering lost artifacts. next, if u read the history, the story is set during the GOLDEN AGE of Supers. THERE WERE Supers, and therefore magic users, and dimensional entities, and other awesome forces, LONG before Statesman and Recluse. Many of them likely ENCHANTED or inhabited or imbued powerful weapons with energies untapped, and these were lost. also, some are Technology based, I have a techno blade that shoots lightning, lets Rob a Bank/Fight Crime. an Example of an EXISTING IN GAME weapon... Excalibur. and its held (as far as i know) by Ms Liberty, and was given to her by Hero 1. it WAS NOT the only blade of legend. in my own story i have at least 20 people who use legendary weapons. and thats on ONE SIDE. dont tell me that Enchanted Swords werent common way back when.

    Hope that cleared things up. OH YEAH also, i intend on putting up an attack list, and im STILL WORKING on the APPs. (the PPPs i cant do anything about, except suggest mostly defensive abilities for each patron set)
  7. Quote:
    Originally Posted by Fleeting Whisper View Post
    So, a powerset which you can't make an attack chain with. Got it.
    Not true. only weapon that needs an Attack chain is Dual Blades. and the 3 (or 4) attacks are basic level attacks, ie the kind u ALWAYS use. example, Sword has Slice (lightning fast weak attack), Jab (more powerful, and causes light Lethal DoT due to bleeding), and Sweeping Slash (Cone attack)... all of which have fast recharge rates. while its TRUE u cant normally chain those, no character in the game can chain more than around 5 shots without enhancements like Endurance reduction and more importantly, Recharge Reduction.

    Quote:
    Originally Posted by Fleeting Whisper View Post
    Game precedent would make Psionic reduce attack rate, and Energy deals knockback, or else drains damage (-dam target and +dam self)
    Since Knockback effects are the baliwick of the Physical aspect of a weapon (Sword or Hammer), then Energy will do Damage Reduction (only specials in secendary set will be allowed to drain... its too powerful to be applied to every hit)

    EDIT: Fixed it. Cold now has a chance to freeze instead. dont worry the highest that chance will get is like 5% per hit. no worries about excessive holding.

    Quote:
    Originally Posted by Fleeting Whisper View Post
    Why is one of the effects of the secondary only noticeable on two of the primaries? That makes no sense.
    I was unclear there... its only noticeable because of the added damage reduction abilites given by the Living Weapons. its better to say that At Low Levels, it is only really noticeable on Living users... at lvl 50 the total reductions will prob be around 10% base for Living effects and 25% for Secondary reduction effect. 35% base... isnt bad resistance... especially with slots on the 10% part.

    Quote:
    Originally Posted by Fleeting Whisper View Post
    Create a natural Brute/Tanker/Scrapper/Stalker with a weapon set. Idea implemented.
    That is WHY i made this idea. I made a Natural Tanker. he uses a Broadsword (or Axe, or Whatever)... he maybe has a fire sheild. hmmm. I hit my enemy. he hurts. he DOES NOT catch on fire at once. hmmm.... Also... Natural characters are "Exceptional Humans"... they are prime specimens of non-meta mankind. they ARE better than us in most ways humanely possible. Otherwise a Natural Blaster couldnt take 3 bursts of semi-automatic fire in a row without dying (at low levels i mean). and a Natural Tanker... thats cheating they are practically on steroids (most of em at least). point is these chars TRULY are AVERAGE human. the ONLY way for such a man to fight heroes and ghosts and zombiues and ... yeah, is to have a WEAPON. that kicks butt and protects its user.

    EDIT: Note, just like the last posts, i have FIXED my sheet. i intend to repeat this whenever i am corrected, so please try to remove the outdated parts of your posts to keep from confusing future posters (like, since i removed Staff from the list, it will just confuse everyone by any mention of it). Thanks for helping. Criticism is good, as are ideas and praise.
  8. In point of fact, its not impossible to play... they require careful handling. like Blasters, they prefer to Kite while soloing, and with teams they wait for the aggro to be taken before they attack. Living Weapons are a lot more like scrappers, in that they have better defenses, and all their Boosters mean they are not easy to take down.... UNLESS they are overwhelmed. (then the damage rate will overload their enhanced regeneration)... Normal weapon users make up for their health with SHEER force of variability... their attacks have numerous different specialties, and can do almost anything (too bad about the Staff... sigh)... Also, i bet the hp would be either same as a Scrapper or between Scrapper and Blaster for stats.... Note i forgot to add that the APPs for these chars would likely include mostly defensive (one should be Shield Manifest (aka form a sheild to act as defensive with the one-handed weapons... and the Living ones...) Point is, this is a ROUGH idea. thats why i put it up, so ppl can point out issues. Thanks for the staff info, but the rest is obvious that values are mutable . (also, secondaries are only gaurenteed Range for first ability. many have more, but their are also control effects, "Alpha Strikes", and other nice things in the secondary... its what gives it its POWERS, whereas the Primary is the form of ATTACK) (Lastly... Dont u want a character that found a burning blade and it CHOSE him as its weilder? u cant do that properly with current archetypes. the only Flaming Sword is a power that doesnt have matching Attacks to go with it (it IS an attack)
  9. Yes I know it's a DnD ripoff. Thats a PRELIMINARY name, and so is this. I have a lot of details, but no specific powersets for them other than a rough outline, and that is FULLY up to the developers. So anyway, here goes!


    A Weapon Master is NOT a "Meta-Human". He is a completely average human... But he has a Weapon. That weapon is something he found or was given, oftentimes it's sentient and CHOSE him (or her, sorry girls...). ALL of a Weapon Master's abilities come directly from his weapon, and it is nearly impossible to remove it from his person. They are often weapons of legend (Excalibur is a Weapon like such, and Arthur was, if you interpret most of the legends, a Weapon Master. He was just also a good tactician), and they are never to be underestimated.

    The Weapon Master Archetype (available to BOTH Heroes and Villains) has 2 key components, which on the archetype menu would be labeled Primary: Melee and Secondary: Ranged. The first Powerset defines what FORM of weapon the character uses. this defines his melee attacks, and what general form of attack he specializes in. Here is the List that I have made of possibilities:

    Sword: Quick, standard attacks, no weaknesses, no strengths either
    Hammer: Slow, likes swinging attacks, specializes in knockback
    Spear: Slow, likes sweeping moves, has a tendency to knock down enemies, has a signature Charging attack
    Scythe: (YES A SCYTHE) Quick, Special (see Below)
    Living Sword : Quick (See Below)
    Living Flail: Slow with knockback (See Below)

    Okay the Scythe has a special effect that can be handled in one of a few different ways. With every consecutive strike, they do more damage. This simulates a spinning scythe picking up speed and the nasty wounds they leave weakening the target to repeated cuts. This COULD (NOTE most likely will be) be handled like Blasters, by adding a damage buff for each attack that wears off after a time. ALSO there are the 2 Other Primaries that act almost like a completely separate Archetype in and of themselves (but really are the same thing). These are the LIVING WEAPON powersets. (See list above) The Living Weapons only have about 3 attacks total among their Powersets... the OTHER Powers are auto-buffs (like the first 3 Fitness powers) that statically increase your abilities. This is because the Living Weapons are like "The Witchblade" if youve heard of it, and they are PART of the user, they are actually WEAKER than full on weapons, but due to the enhancements they apply to their user, they are more than a match for a Meta-Human. Their static boosts range from Movement and Attack Speed (Faster), to Damage (Stronger), to Damage Resistance (Tougher, this ones high level), to Accuracy (Heightened Senses), to Health Regen (Faster Healing, a STAPLE of the Living Weapon Master)... and these effects scale with level to a certain degree. The DOWNSIDE is that while cool, they have the same health as a normal Weapon Master, which is to say next to nil (Blasters are equally resilient... after all these ARE NORMAL HUMANS). So they have to rely on not getting hit and allies to survive, but they are very effective if made properly. if made IMproperly, well.... You get the picture.

    BUT the key to this setup is the Secondary Powersets. Here is the list:

    Fire: Burns (DoT)
    Ice: Slow Movement and has SMALL chance of hold (due to freezing)
    Electric: Reduce Endurance (Some special attacks may Drain like other Electrical powersets)
    Psionic/Psychic: Reduce Attack Rate
    Energy: Damage Reduction (possible Drain effects like Electric)
    Negative Energy: Reduce Accuracy (As per Dark Blast sets)

    NOW what the heck does that MEAN you ask? Simple... the static Power for the Weapon Master Archetype (like the Fury and Domination effects for Brutes and Dominators, and the Defiance ability for Blasters, and the Scrapper/Stalker Criticals...) is called (you can change this...) Imbued. what it DOES... based on your Secondary powerset and level, it adds a considerable amount of that damage type TO EVERY MELEE POWER ATTACK YOU MAKE (But not more damage than the melee attack itself would do, its ADDED ON damage). AND it adds a chance for the aforementioned special. This is because each weapon is affiliated with an elemental force, and can not only fire ranged blasts (a simple elemental bolt is the FIRST secondary attack), but is Imbued with that element, causing havoc with every swing. a Sword/Fire Weapon Master can literally light his enemies on fire with a simple Slash attack. the only added thing is that you have an additional resistance to your element, though its only noticeable on Living Weapon users.

    Now since MOST of these things are essentially already made (Sword and Hammer/MACE), the hardest part would be the Weapon Customization. Much more leeway would be needed, as well as more basic weapon shapes. the Living Weapons, being part of the body, have 2 parts in Weapon, the first is arm, which defines what type of living weapon arm you want, and the second is the weapon itself! NOTE, not all Living Weapons are alive, a High-Tech Electrically Charged Blade for an arm is considered a Living Weapon, as it is a PART of your HUMAN BODY.

    Lastly, i want as many comments and suggestions as possible, i want this idea refined. if someone can make an attack powerset for each Weapon (or even ONE) i would be grateful, as its less work for the developers and therefore easier for them to accept. alterations to effects or weapon specialties are good too, and to Secondary Powers, and new weapons are ALWAYS a good thing, but don't suggest other Secondary sets. all current forces are represented except the Physicals (which are part of the Weapon choice aka Primary) and Toxic, which is too powerful to be applied to standard attacks (very very little is truly resistant to Toxic damage. it would be overkill. if the developers want toxic as a generic damage type secondary, the damage ratio will likely drop considerably for it). Thank you, i hope to get many replies SOON.