Suppression Defender Primary
This set would be almost completely ineffectual against Non-Mission Architect NPCs, as they do not have a primary or secondary power set, they just have powers.
In order for a set like this to be implemented (Which isn't even to comment on if I think it's good or bad) would require a complete redesign of every single preexisting NPC in the game.
Yea, as it stands, NPCs currently don't have a 'primary' or 'secondary,' just a list of powers they're allowed. They aren't built like PCs or custom enemies are in the MA.
It'd be funny in pvp though....
*activates suppress secondary on a stalker*
lmao, silly stalker.
They could go through npc powers and flag them primary or secondary.
They could, but wouldn't 'power suppression' almost be like a status, like held, immob, etc? Because there would be no resistance to, and as such, it would just be OP'd.
Additionally, most npcs don't really have a travel power aside from fly.
So I think it would be something worked over and then easily abused.
"oh hai thar lord recluse"
*primary/secondary suppression powers*
"lulz! you can't hit meh!"
Well, on enemies that have more than 2 powers, it wouldn't be too bad.
But there are a lot of enemy types out there that only have one or two powers, which you could then tear apart at your leisure, since they'd have no way to hurt you.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Hi:
How often we do a mission and a mob calls forth "MoG" or what not, and simply slows down the progression of the mission with many a player wishing they could have a means to suppress it.
With this in mind, it occurred to me, why not build a power set with suppression of powers as a center concept.
Below is a suggestion on what the suppression power set should look like:
1. Suppress Primary Power: [Toggle]
This power randomly negates the target the use of a primary power, considering that players have 6 or more of these powers, the odds are 1 on 6 that a key power will be suppressed, and remain suppressed until suppressing player on-toggles.
2. Suppress secondary power: [Toggle]
Same as previous, but a secondary power set is affected.
3. Suppress travel power: [Toggle]
Same as previous, but a travel power set is affected. Do note that most travel power sets have multiple powers (hover, fly, etc) so there is a good chance that the main travel power will not be affected.
4. Resist Damage and Status Effect: [Toggle]
This power set while can stop an attack type, it does not stop or mitigate any of the other powers in the primary, secondary, or travel set; thus leaving the Defender relatively helpless. Thus the need to provide users of this power set some reasonable level of protection, I recommend the resistances and MAG status resistances be one half of what Tankers receive.
5. Transference: [Button]
Same as the Kinetics Transfer power, this is needed for this power set is toggle intensive.
6.Transfusion: [Button]
Same as the Kinetics Transfusion power, this gives this class a means to mend themselves some in combat, but also provide support to other ATs.
7. PBAOE Primary Power Set Suppression; [Toggle]
A 50 foot radius of suppression around the suppressor, same effect as the first power in this set, but potentially multiple objects may be affected.
8. PBAOE Secondary Power Set Suppression: [Toggle]
A 50 foot radius of suppression around the suppressor, same as the second power in this set, but multiple objects may be affected.
9. Suppression Nova: [Button]
The player produces an explosion of suppression energy, any enemy within 100 feet of the player has a random primary, secondary, and travel power suppressed for one minute. The player is left exhausted (same effect as a blaster going nova)
Basic Characteristics of Suppression powers:
1. Range same as a normal ranged attack, about 70 feet
2. They take Accuracy and Reduced Endurance Enhancements
3. They take any Debuff IO sets
4. When using suppression on Minions, LTs. Bosses, EBs, AVs, and Monsters; the power works regardless but the amount of timeit takes to take hold varies. A minion is instantaneously affected, a LT takes 2 pulses (rounds) to take, a Boss tales 3 pulses, and EB takes 4 pulses, an AV takes 5 pulses, a Monster takes 6 pulses. This means the toggle must remain on sufficiently long before effects are experienced by the target. For PvP purposes, I recommend effects be instantaneously.
5. Once the toggle is off, the victim remains suppressed for 10 seconds.
I can't think of any other details, perhaps if I missed any you all could suggest them.
So what you think? Is there a way to do this better, don't be afraid to suggest.
Also please, only post constructive criticism, please!
Hugs
Stormfront