my collection
In that case, how about they are all available to every origin, but they are slightly better for the origin they are classed under in my above post? But only a difference of 10% or something.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
New base room: Portal
This is an idea I had when I first went to RV and the Shadow Shards. How about a room in bases which has a Portal Corps portal?
They would have to be extremely pricey, use alot of energy and control and only be able to go to one place, and depending on the destination, the price of the portal would go up. Three places I can think of would be;
Recluses Victory: You are sent to the portal in the hero/villain base, would just be a shortcut. You would unlock this by getting all of the badges for defeating signature heroes/villains in RV.
Portal Missions: By entering this portal, you can enter the portal mission which is currently selected as the team task. You would unlock this by earning the Portal Jockey accolade.
Firebase Zulu: This would send you to the portal in Firebase Zulu in the Shadow Shards. You would unlock this by earning the Portal Smasher badge.
This idea would help with traveling from place to place and with the roleplaying side of the game.
Idea for /devices blasters and the lack of buildup
This idea is, that where Targetting Device gives you higher accuracy, how about it also gives a small chance for critical hit for a blaster. This would help with the buildup (it basically is a critical hit due to +100% damage for 10 seconds). This chance would have to be small, only about 5% to not make it overpowered, but it would be a chance anyway. It would have to have a name change aswell, so it isn't mistaken for a scrapper attack, my vote for for a 'BOOM! HEADSHOT!'
Inspired by this thread, targettable object in city zones.
This idea is, that some object around a city zone would be targettable, like cars, bus stops, parts of buildings ect. The reason being is that you could target these and use powers like Hurl and Propel to pick up these object, which were in the zone, then throw them at your enemy.
The objects would be rare though, so perhaps a 10% damage bonus if you use one against an enemy, but the power would have a slightly higher end cost. This could also be taken to another step, so that you could target the defeated enemy (also inspired by the thread) and then throw them at another. Another step would be throwing one enemy into another, but both are currently awake and fighting. If that was done, each would only take 75% of the normal damage done, but both would be effected. It wouldn't work on some enemies like GM's ect, but it would add an extra tactic for street sweeping.
With that idea in mind, it could bring others with it. Like having targettable parts of the city you could attack, and doing so will cause objects to fall and damage enemies underneath. I for one would like to fight in Eden and blow a rock away causing a boulder to fall ontop of some Crey, or kick a branch off a tree so it falls on a Hellions head stunning them. The possibilities are huge.
That is it for now, expect a larger post later though, I can feel more ideas coming..
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
I love the idea of a portal room in a base . It would look magnificent!
�How do I like my MMOs? I like them the way Paragon Studios used to make them.� - a fitting tribute from kiasa.org
EU, Union mostly.
Another idea, which has been inspired by this thread.
It would be a new instanced mission which could happen at any point between two pre-set points of time (8am - 10pm, for example). This idea is to help bases get a new burst of life. Every person in the supergroup, and coalition, would get a message saying something along the lines of "Your base is being attacked! You must defend your equipment!"
What happens is, that at random points in the base a random villain group would spawn. Each enemy would scale to everybodies level like a Giant Monster, so everybody in the supergroup could participate. If nobody enters the base within 10 minutes of the warning, they will despawn and nothing will happen. If somebody enters the base with the 10 minutes, they will attack whoever enters and attack any items. Once all of the enemies are defeated, all SG members in the base at the time will be put into a team together, the leader would be the person who has the highest rank/who has been in the SG the longest. The leader will then have the choice of whether they do the mission on the Mission Computer or not, and everybody else would have the option of whether they want to stay or go.
The mission would consist of three objectives; defeat the leader, find the glowie and rescue the hostage. The map would be very large and the enemies would all be scaled to level like Giant Monsters like the villains in your base. All prestige earnt in the mission is doubled and the bonus for completion would be 50% higher then the normal mission.
Once finished, the base will be attacked again by the same villain group, but it would have a unique EB with unique minions guarding him/her. Once the second attack is completed, the small event is over. If you stayed all the way through it, you will get another bonus and the SG would be awarded 100k prestige and the leader would get a unique and/or rare piece of salvage.
This idea is to help supergroups team together, help small supergroups with their prestige and give the base a new use and for the base to be more enjoyable.
This can only happen under three conditions. One is that the base has a working Mission Computer, the second is that there are at least three people logged on at the time and the third is that anybody actually wants to do this.
Any feedback is welcome.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
New idea for a storyarc involving Rikti, Devouring Earth, Circle of Thorns and Nemesis and a few others.. It would start with the contact asking you to defeat 50 Devouring Earth. Once they are defeated, you would get the same mission again. After the mission has been done 3 times, you get a clue saying something along the lines of "The last Devouring Earth you defeated had what looked like plasma burns similar to what the Rikti use."
After that, another mission asking for you to defeat 50 Rikti starts. Once completed, you get another clue which says something like "The last Rikti you defeated had a wound in it's leg which looked like a bite had been taken out of it. Tests had been done on some ooze found around the wounds and the results were that it was Devouring Earth saliva."
From there, reports of a fight on a nearby island is taking place between Rikti and Devouring Earth. In the mission, you have to defeat all of the enemies and save 5 people caught in the fight (two spawns of Rikti and DE doing the mock fights with a civilian in the middle). Once they are all saved, you will get another mission afterwards asking you to scout out the Hollows because of reports of Devouring Earth being seen there. You will be asked to check out 5 points where you click on a rock or something, but after the third the screen goes completely black for 5 seconds then you start to zone into a mission.
When you have zoned in, you are falling down a hole similar to the tunnels in the Eden Trial. Once you have landed (half falling damage, but a 50% for stun) you are in a very large cave which has large amounts of Minions of Igneous bosses scattered about, but each would be of even level to yourself. All you have to do is find the exit to the cave (which would be a tunnel coming out of the side leading to a rock door that comes out near the third check-point) then finish the patrol mission. You can stay in the cave if you want, but once you have exited you cannot get back in. I think this would help for people who wants the MoI bosses badge but find it hard to find them.
Once the hunt is finished, you tell the contact about the cave. You will be asked to hunt 30 MoI next to find out why that happened. Once done, you will get a clue saying something like "One of the Minions of Igneous had a large thorn stuck in it's shoulder, the thorn has been confirmed to be from a Devouring Earth."
When you call the contact back, you will be asked to help out a town just outside of Paragon which is having problems with the Circle of Thorns and Nemesis, which is they are fighting each other in the streets. Once there, you have to save 10 civilians from the fighting, aswell as defeat all of the Circle of Thorns and Nemesis.
Once they are defeated, your contact will have news about another town outside of Paragon which has Nemesis, Rikti and Circle of Thorns fighting on the streets there. The objective is save the 15 civilians and defeat all of the enemies. While fighting, there is a single Council mech somewhere in the city which will give you a clue about why was there a council mech there and why wasn't it fighting/being attacked?
The next mission is to defeat 70 Council, once done you will get a clue about the council soldier saying the name of a town just outside Paragon. The mission which starts strait away is a timed where you have to stop a small war start between Rikti, Nemesis, Circle of Thorns and Devouring Earth in the small town just outside Paragon. In each corner would be tight spawns of each faction and a few in the middle already fighting. Once you have completed the mission (or not, as the case may be), you will get a clue saying about how reports of a dark green aircraft with a Council logo on the underside were put in minutes before the villain factions shown up.
When you phone the contact again, you will get a large ambush of Council. Once done, the next mission you will get would be five scout Council bases, after the fifth you will get a clue which says something like "One of the Council Soldiers said something about an attack on Paragon City." From there, you get a new mission which asks you to protect the city from threat.
The mission would be very unique, in that it would be bigger then most of the zones. It would take place in the space between the zones, where small armies of Council are building up getting ready to invade Paragon City.
The mission would be split into three parts, which is shown by this picture. Each part would be a mission as itself, and be filled with large spawns of closely packed Council, with the odd named boss or EB here and there. In the third one would be the main boss, which would stand in the middle. The boss would be the completed Mega Mech from the Hess TF, showing as a GM and a base level of 45.
When all three missions have been completed, the conclusion would be that The Center had been controlling the factions without them knowing, puting them against each other to distract the heroes from what was happening between the city zones.
That is my idea for now, any and all thoughts of it are welcome as usual
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
Must say i do like that SG mission/event thing a lot, an dthe vast majority of the other ideas are good too.
One quible, in the Villain Epic story arc, you say mayhem, do you mean that or do you just mean instanced parts of the zones?
[ QUOTE ]
One quible, in the Villain Epic story arc, you say mayhem, do you mean that or do you just mean instanced parts of the zones?
[/ QUOTE ]
I mean it in the way that most of the items of scenery would be descructable, like a Mayhem Mission.
I have a few more ideas aswell (one of them I think I may have already come up with and posted, but I can't remember if I have and I can't be bothered to go look) and the ideas are; new epic archtype, new set of powersets for tanks and a new scrapper powersets.
Epic Archtype;
Primary: Expertise;
First Aid Basics: A minor single target heal with a secondary effect which gives the player you heal and ability to heal one other person. So if your player A and you heal player B, player B can then heal player C once; Single target heal, short recharge, special effect.
Study technique: You study the technique of an enemy, giving you +acc +def against that enemy for a short duration, this buff only effects yourself and not others. When you use this power against one enemy of a villain group, like, a Freak Buckshot, you receive the buff only against a Freak Buckshot, and not a Tank Smasher/other of the faction; player buff +special, medium duration long recharge.
Melee Combat Knowkledge: When activated, you understand several forms of melee combat so gain +def +res against melee attacks, this also applies to any allies within melee range of yourself; PBAoE +def +res against melee buff.
Element Understanding: When activated, you understand the feeling and movement of the elements, so gain +def +res against fire and cold damage, this also applies to any allies within melee range; PBAoE +def +res against fire and cold.
First Aid Knowledge: A moderate single target heal, when it is used the target that is healed gains the ability to heal one more person, just like First Aid Basics; moderate heal, medium recharge +special.
Placate: You placate a single foe, this works in the same way as the stalker equivelent, accept it doesn't give you the ability to do a critical strike.
Battle Plans: PBAoE click which gives all who stay within range +damage +def +speed, the range is 5 yards; click PBAoE ally buff +dmg +def +spd.
Quick Response: For three minutes, an ally is buffed with +damage and +acc, but if the ally goes under half their health the buff changes to +def +res; Click, ally buff +damage +acc/+def +res +special.
Pressure Point Knowledge: A PBAoE ally buff which gives them a high +damage against human enemies, which means it would not work against Hydra, DE, Rikti, any robots, Freakshow or Rularuu. This power also gives everybody a small chance to get a critical hit with their attacks, due to their new knowledge of where to hit with their attacks; PBAoE ally buff +damage +special.
Ranged Combat Knowledge: When activated, you understand several forms of ranged combat so gain +def +res against ranged attacks, this also applies to any allies within melee range of yourself; PBAoE +def +res against ranged buff.
Limit Knowledge: You learn your limits of combat and assistance, this helps you learn how to increase your good traits and lower your bad traits, this also effect all allies within melee range. This power makes any buffs applied to your or others be more effects, and all debuffs do not effect you or others as much as they would have; PBAoE ally buff +special.
First Aid Expert: A superior single target heal, which differs to the other two. When you heal the ally, it also heals others around him for a minor amount of health, making this an AoE heal; Single target superior heal with minor AoE heal after effect.
Learn Secrets: You learn the secrets of a villain faction, causes them to become less effective against you and for you to become more effective against them; PBAoE ally +damage +def buff, villain faction -damage -accuracy debuff for 3 minutes.
Knowledge Is Power: You discover the secrets behind your enemies, and your allies. This gives your allies the ability to fight more effectively and for longer periods of time; PBAoE ally +recharge +regen +recovery +damage +secondary effects buff.
The secondary would be a choice between Claws, Broadsword, Battle Axe and War Mace.
The power which would be used as a travel power would be a mixture between superspeed and teleport. The power would increase your run speed to that of the same speed as fully slotted fly, but you would be unable to jump. When you press spacebar, you would teleport forward a short distance but you wouldn't be hovering, instead you would carry on running without stopping. The enhancements it would take are endurance reduction, run speed and range.
I will post the other ideas SOON!
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
Alot of suggestions for new tank primary/secondary powersets are about a metal melee/armour sets, so here are my new thoughts of how it could work and how it could look. First off, Metal Melee;
Copper Jab: Same animation as the power Jab from superstrength, accept you get the 'block of something' look that powers like Frozen Fists/Stone Fist. The block would be a copper colour and the sound effect would be like metal hitting metal. The damage would be the same as Jab, smashing damage.
Copper Gauntlet: This has the same animation as Punch, and has the same block effect but it covers the entire arm. The damage would be the same as Punch, smashing damage.
Iron Mallet: You create a large mallet which looks like the stone mallet, but it's all metallic and iron looking, sound effect it the same as metal against metal. The damage and animation would be the same as Heavy Mallet, smashing and lethal damage.
Taunt: Same as the other tank taunt.
Build Up: Same as the other build ups.
Scissor Hands: The animation would be large iron blades replacing your hands and you slashing the enemy from left to right, like the power Flashing Steel from the katana powerset. Damage would be the same as Stone Mallet, lethal damage with small DoT afterwards.
Caltrops: Same as the power from Devices, this acts as the AoE aggro power from the secondary AKA Hand Clap or Fault.
Steel Smash: The same block effect on the hands, but it's a steelish colour, same metallic noise as before. The animation would be similar to Haymaker, and the damage the same as Bone Smasher. When this hits, it sends out a small AoE knockdown which does no damage, it has a small chance to stun.
Steel Slam: Same block effect, but it takes up both of your arms entirely. Same animation as Total Focus, it has the same damage as it aswell. This also has a small AoE knockdown with a small chance to stun, but the chance it higher than Steel Smash.
That is the basic idea for a metal melee powerset, in the next power will be Metal Armour
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
Metal Armour:
Iron Plating: This is the basic +def smashing/lethal toggle, the animation would be a few plates of metal on your chest, legs and arms.
Iron Will: The basic auto +res to smashing/lethal, gives a small resistance to slow and -speed.
Shrapnel: You release shrapnel around yourself, this is the taunt aura which does minor damage a second, it looks like you constantly have caltrops around you.
Iron Shield: A toggle power which gives a good +def against melee and a small +def against ranged. The animation is something that looks like a shield on each arm, gives you a small resistance against slow.
Reinforcement: Self +health, same as Dull Pain/Hoarfrost.
Steel Plating: Small levitating plates of steel float near your arms, legs and torso, this is your mez protection like Wet Ice or Rooted. This gives you a high +def smashing/lethal and a small +def melee and range, debuffs you with a small -acc.
Magnetic Plating: +Def to energy/negative energy attacks, small +def +res against smashing/lethal. The animation shows small circles of glowing metal floating around your body.
Metallurgy: An auto power that gives you +res against fire and cold damage, this power only works if you have another defence toggle on.
Metal Golem: You cover your body in various metals, turning you into a marrive metal golem. You have a huge +res +def against smashing and lethal, but only a moderate +def against fire, cold, energy and negative energy attacks. This would looks like the Slag Golems in CoV, but only bigger and a more metallic look. You cannot use any other defensive toggles when this is on, just like Granite Armour.
That is my basic thought on the metal/metal tank, any and all comments are welcome.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
i....want....your....brain!!!!!!!!!!!
[ QUOTE ]
i....want....your....brain!!!!!!!!!!!
[/ QUOTE ]
What brain?
The next idea in this thought-a-thon I had is for new scrapper primary and secondary powers, which are Energy Melee and Energy Armour I'll be swapping powers around, adding some and taking some out. This post is for Energy Melee. The base build for it will be from the Brute primary, but changes will be made.
Barrage: Same as the Brute version.
Energy Punch: Same as the Brute version.
Whirling Hands: Same as the Brute version.
Bone Smasher: Same as the Brute version.
Build Up: Same as any version.
Power Challenge: Single target taunt power, same as other scrapper taunts.
Energy Siphon: You drain the energy of your foe, replenishing your own. This is a moderate damage single target foe -end self +end, needs an accuracy check. Think Siphon Life, but with indurence instead of health.
Power Throw: Almost exactly the same as Power Thrust from Energy Manipulation, accept it does moderate damage and has a small chance to hit the person behind the target aswell, short recharge.
Total Focus: Same as the Brute version.
The look for the energy aura on the hands could be a different colour, because I think it would be cool if they were white, like the Chi Blasts from the signature hero whose name escapes me at this point of time.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
Howdy doody, Energy Aura would be the same for a Scrapper as it is for a Brute, just to close that idea up. And now, for a new one! Tank primary and secondary!
Undead Armour and Undead Melee;
Undead Armour:
Bone Armour: The basic s/l defence shield, the animation would show bones coming from various parts and plates of bones on the chest/an arm/a leg.
Dead Feeling: Auto +res smashing/lethal/toxic
Embalm: Self heal, heals and same as Healing Flames from Firey Aura, has the same recharge. The animation would be similar to Healing Flames, accept instead of fire it's a green mist with flies, after activation you have a slight green glow to you and a small amount of flies will swarm around you.
Flesh Armour: Your undead flesh protects you from the elements, and other things. This is a toggle power which gives +res fire/cold/toxic and a small +def melee. The animation would be small bulges of rotten flesh, which looks similar to the Vahzilok zombies.
Dead Weight: Your body is dead weight to most effects. This is your mez protection, it protects against knockback, hold, sleep, fear and disorient. The animation of this would be a slight green mist around you and a small amount of flies swarming around you.
Rotting Armour: Your rotting body helps you against various types of attacks, and attracks some unwanted guests. This is your energy/negative protection and your taunt aura. The animation would be a large amount of flies around you, which cause minor DoT to all enemies around and a small amount of -rech -spd, like the DE Swarms.
Undead Instincts: You gain the natural instincts that the undead have, these include finding enemies and ignoring pain. This is a +res all toggle, the animation is a slight green mist around you and your standing still position is the same as the Zombies from the Necromancy primary for Masterminds. This also gives a very small +dam to your attacks.
Undead Hunger: This is a click power which heals your health and endurance. It only works on defeated enemies within melee range of you, and each one heals only 10%, but as an after effect a small PBAoE attack is released for each defeated enemy. For example, if there's 3 defeated enemies around you, then 30% of your health and 30% of your endurance will restored, and all enemies around you will be hurt with minor damage but three times, due to thee three defeated enemies. The recharge is very long.
Zombify: You become a full member of the living dead for three minutes. Your resistance to damage, accuracy and damage output is increased greatly, but your movement speed is decreased and your ability to use travel powers it taken away. When this is in use, you cannot use any resistance or defence toggles accept for Dead Weight. Think of this as a cross between Granite Armour and Rage but only lasts for three minutes. Very long recharge.
That is the idea for Undead Armour, I shall post Undead Melee at another time. Any and all feedback is welcome.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
Feels a bit fantasy based... but I want it!
[ QUOTE ]
Zombify: You become a full member of the living dead for three minutes. Your resistance to damage, accuracy and damage output is increased greatly, but your movement speed is decreased and your ability to use travel powers it taken away. When this is in use, you cannot use any resistance or defence toggles accept for Dead Weight. Think of this as a cross between Granite Armour and Rage but only lasts for three minutes. Very long recharge.
[/ QUOTE ]
Depending on your preferred style of zombie, I'd have thought that it may be +damage, +resistance, -defence, -accuracy, -speed with a unmezzable quality. I'd also maybe throw in high end-sapping resistance... zombies just go on, they are slow but don't tire.
Yeah - I'm more from the school of lumbering brutish zombies than fast moving undead!
[ QUOTE ]
Undead Instincts: You gain the natural instincts that the undead have, these include finding enemies and ignoring pain.
[/ QUOTE ]
Shouldn't that be un- or super- natural?
BTW - if they could do the Zombify power with bits of dead flesh falling off, then the physics engine would be well worthwhile!
By my mohawk shall ye know me!
my toons
Funny: Ee-Ai-Ee-Ai-Oh! #3662 * The foul-mouthed Handyman! #1076 * City of Norms #132944
Serious: To Save A Single World (#83744) * Marketing Opportunity (#83747)
Good ideas there, and good point about the god modeish power.
Righty, time for undead melee!
Swipe: You swipe at the enemy with your hand, short recharge but minor damage, small amount of DoT afterwards.
Maul: You try to maul your enemy with your hands. Moderate damage short recharge, same animation as Flurry.
Zombie Sick: You are sick on the enemy. This is the same as the Vahzilok zombie's attack, high toxic DoT and -spd. Long recharge.
Taunt: I think you know this one..
Groan: You let out a horrible groan, which cause the weak minded to cower in fear, and the powerful to inspect. This is a PBAoE fear power, the fear only works on underlings and minions, all enemies that are higher have a minor taunt on them and they are compelled to come into melee range. Long recharge.
Bite: You bite your enemy for a superior amount of damage. This does moderate lethal damage with a moderate toxic DoT afterwards, this also heals you for minor damage. This attack will only do minor damage against robots.
Blood Thirst: You enter a blood thirst, attacking all in your way. This is a click power similar to rage but with different side effects. Your damage, accuracy and secondary effects are greatly boosted, but when it wares off you are left with lowered defence and resistance and are confused for 10 seconds. The confusion works like it would in PvP, meaning you might attack an ally instead of an enemy.
Projectile Vomit: Your sick on somebody that you are unable to reach with your arms. This does moderate toxic DoT and has a long recharge. Secondary effects are -jump -spd and a small chance to stun.
Rot: You infect all enemies around you with an unknown chemical which came from your rotting body. This is a PBAoE attack which does moderate Toxic DoT, has -spd and a long recharge.
There's the two sets, got a few more ideas brewing so looks out!
Any and all feedback is welcome.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
New idea for a villain group which could also add content to the 30-40 stages on Heroes... The Toolbox!
This villain group is entirely based around living objects, and all were made by someone who goes by the name of 'The Toolbox'. The story behind them is that The Toolbox is a mutant who has the ability to give objects a mind, and in the process be creating new life. He started out as a small time inventor, making things which were seemingly impossible, like clothing that would climb onto you so you wouldn't have to dress yourself, and pens that never ran out of ink.
By the time he was in his mid thirties, The Toolbox was reaching the top of his career as an inventor, but complaints that the things he 'made' sometimes went out of control and did things, like refuse to do what they were supposed to, or physically attacking the people who bought them. In a few short months, he was out of buisness. After he went bankrupt, he disappeared from the face of the Earth, occasionally seen buying bits and bobs but never found.
In present day Paragon City, he has returned with a vengence, trying to cause the bankrupt the main companies of Paragon, mainly Crey Industries and the buisnesses that provide heroes with equipment.
And now, a short list of the kind of enemies you would face;
Shop window dummy: The kind you see wearing clothes in shops, they would be armed with various weapons, similar to the Prisoners. The minions would be knives/axes/sledge hammers, the lieutenants would have a hand gun and a baseball bat, and the bosses would have automatic weapons and a knife. Small hitpoints, small reward for defeating them but they are in large numbers.
Everyday items: You would be running/jumping/flying/teleporting down a road some day, then suddenly your attacked by a stop sign! These enemies could look like anything, but will attack you if you go near them. It could be a stop sign which uses the flat edge to cause smashing damage with a small chance to stun, or use the sharp edge to try and cut you in half for a high amount of lethal damage. Other possibilities could be trees, lamp posts, cars, dumpsters and parking meters.
Living Metal: These would be the bosses which cause problems. They would look like a normal metal sculpture standing still next to the road, but when you walk past it it would stand up and attack you. Attacks would mostly be S/L, large amount of knockback/down and stuns.
Living Statues: This could be a GM found in Brickstown. A living statue of Statesman which was built in celebration for him on a day where he single handedly stopped a large break out of villains (or something). The GM would be a 50 foot tall version of statesman with a concrete look, very high resistance to s/l/f/c/t/p but be weak against e/n. The attacks would include a large punch which would hit all infront of it in a cone and cause knockback, a double handed slam on the groun which would cause superior damage in an AoE, a foot stomp which would cause moderate damage to all around him and one where he picks up a car and throws it at someone, it explodes on impact causing s/f damage in an AoE. Badge for defeating it would be called Mason (unless there already is a badge called that).
The Toolbox: He would be the AV at the end of a storyarc dealing with these guys. The mission would have to be an outdoor one in Brickstown where he has made a building come alive and has somehow made it change enough so it becomes a proper enemy. The look of the building would be thin and on top of two cars which allow it to move very fast (somewhere between fly and superspeed fast). It would use a brick arm made out of a chimney and the other would be power lines which lead to the house. The attacks would include a PBAoE where it spins around causing the cables to hit everyone doing energy/lethal damage with a small chance to hold, a single target smash using the arm, a hit to the ground for a cone attack, a charge attack where it drives forward causing extreme damage in a cone and a high amount of knockback. When it is defeated, the building will explode in an Inferno sort of animation, and also cause extreme damage to all in melee range (smashing damage)
There could be many many more kinds of enemies to go in the group, but I'm just too tired to think of any more. Any and all feedback is welcome.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
New epic AT - Elementalist;
The idea for this is an AT which is made along the lines of
people who are in tune with nature and the elements (like Druids/Mages). The primary would involve element practise and the secondary would be of nature magics. NOTE: The names of the powers are to only describe what they would do, the animation and name could change to suit the actual powerset.
Primary:
Flame Elementalist;
Flares
Ring of Fire
Scorch
Char
Combustion
Fire Blast
Smoke
Breath of Fire
Fireball
Fire Shield
Firey Embrace
Incinerate
Rise of the Phoenix
Inferno
Cold Elementalist;
Ice Bolt
Chillblain
Frost
Block of Ice
Shiver
Ice Blast
Ice Patch
Breath of Ice
Freezing Touch
Ice Storm
Frozen Armour
Build Up
Hibernate
Blizzard
Earth Elementalist:
Stone Fists
Stone Skin
Stone Prison
Fossilize
Salt Crystals
Stone Mallet
Heavy Mallet
Stone Armour
Hurl Boulder
Brimstone Armour
Build Up
Crystal Armour
Seismic Smash
Animate Stone
Forces Elementalist;
Charged Bolts
Crush
Snow Storm
Gravity Distortion
Lightning Blast
Freezing Rain
Hurricane
Tesla Cage
Crane Kick
Focus Chi
Voltaic Sentinel
Lightning Storm
Power Boost
The secondary powerset would focus on the users power insead of the worldly powers of nature. Basically, it's a self and team buffing set with a few debuffs.
Inner Power;
Healing Aura
Heal Other
Siphon Power
Personal Forcefield
Absorb Pain
Deflection Field
Insulation Shield
Accelerate Metabolism
Dispersion Bubble
Transference
Adrenalin Boost
Fulcrum Shift
This would be the same for both heroes and villains, so far, Khelidians are mostly meant for natural or science origin, these would be for magic or mutation origin.
Any and all feedback is welcome.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
Here's a few ideas for tweaks to existing powers;
Tankers - Ice Melee - Frost, add a small -acc to it, would only need to be like 5% decrease for 5 seconds. The reason for this is because the animation shows you blowing frost at enemies at about eye level, so it would make sense if it temporarily causes them to have more of a chance to miss.
Tankers - Firey Aura - Blazing Aura, how about a small chance for double damage? Wouldn't show as a critical hit or anything, it would just do it. Would help with the idea of Firey Aura to be more about offence than defence.
Tankers - Stone Armour - Granite Armour, I see this power as being overpowered slightly, so could the animation be interruptable? It would have to be extended to several seconds, the stance when it's interruptable should be the one like when your teleporting someone else, but only the ground underneath you shakes or small cracks form?
Controllers - Mind Control - Confuse, this is a silly idea, but this power could be changed into a toggle where as long as it's on, the enemy will be under your control, but it would have a high end cost.
Blasters - Assault Rifle - M30 Grenade, the damage on this is too small for what it is, the damage should be upped to slightly higher than Burst, and do mostly Lethal and a small amount of Smashing and small Fire DoT afterwards? Could work.
Blasters - Ice Manipulation - Shiver, could it be replaced and Ice Patch be put in it's place and the power Icicles be put in place where Ice Patch was? This is probably a stupid idea though.
Blasters - Ice Blast - Bitter Freeze Ray, couldn't the damage on this be upped to Ice Blast level or the hold chance be able to go across to other enemies and sleep them, like Blind from Illusion Control? The range could be shortened to make up for upped damage/control
Defenders - Storm Summoning - Gale, this could be changed so it does knockback to underlings/minions and knockdown to everything else, that way it wont be blowing everybody around and be more useful (well I think so anyway).
Scrappers - Dark Armour - Cloak of Fear, this power could work as a click, use up somewhere between 10 and 20 end and it would in turn send out 5 waves of fear, each wave happening a few seconds after the other, each one causing fear to enemies. The animation could be the same, but a large skull floating above you with lighting flying out everywhere would be great.
Scrappers - Super Reflexes - Practised Brawler, in SR there is the lack of self heal, which can be changed if PB gave either a +regen boost, or acted as the Dull Pain of the set and increased your maximum health while also giving you mez protection. If it was the second option, it would make /SR scrappers more interesting to play, as there would be a small gap between where the power wares off and it's recharged to use again.
Those are my current thoughts on ideas, any and all comments are welcome.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
[ QUOTE ]
Inner Power;
Healing Aura
Heal Other
Siphon Power
Personal Forcefield
Absorb Pain
Deflection Field
Insulation Shield
Accelerate Metabolism
Dispersion Bubble
Transference
Adrenalin Boost
Fulcrum Shift
[/ QUOTE ]
Sure take the besssssssst powers from all of them >.< it would be to strong
Have you actually played any of the powersets you're suggesting changes to?
Yeah most of them, but some arn't serious suggestion, mostly just little thoughts in the back of my mind on how they *could* work differently.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
New zonal event for Peregrine Island, Carnival Tent!
This would be a rare occurance like the paladin build site. What would happen is, somewhere on Peregrine Island, a large Carnival of Shadows tent would go up, around it is a small spawn of Carnies, but actually doing acts (so the strongmen would be lifting large weights ect) the the tent itself would be targettable. When you attack any of the Carnies around it, all the enemies will attack but the tent will be invulnerable, once they are defeated the tent can be attacked for one minute before it spawns another wave of carnies, but the second wave is slightly larger or it has more lieutenants/bosses.
The tent itself would have high resistance to smashing, ice, psycic and negative energy attacks, but be weak against lethal, fire and energy attacks. It will be completely resistant to mez and unteleportable. When it has enemies spawned, it has an aura which slowly drains endurance. When it gets to half health, it lets out a psycic nuke.
Unsure what badge it would give, either Ringleader (if it's not there yet) or Clown. Any and all comments are welcome.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
Just a few quick comments on an incredibly vast and detailed post.
Many great ideas, and some not so great or unworkable.
Vehicles: in general, you already know the deal. not going to happen. and we already have jetpacks now (3 dif ones for villains). however, I absolutely love the bus stop idea for CoH. That might just make the entire powerset IMO
Desolate plains: a cool idea. i just can't see having the heroes stuck, locked to a building, however. Perhaps, in addition to all the villains, there are also longbow and wyvern - however, it starts to sound like a modified Siren's Call... Still a cool idea with the nuclear facility in the middle.
Suicide missions: harsh! unfortunately, you know within a week the web would have a detailed post on how to do them and within a month super-uber heroes would be everywhere. Still, in someway this could tie into other post suggestions of high end SG-oriented mishs (safeguard or mayhem-like)
extra special abilities: interesting, but in great need of balancing. a blaster will hit his 1000 dmg dealing point very quickly at decent levels (likewise for the scrapper and tanker) but the defender and controller will require considerably longer.
Just a few quick comments (not possible to post on everything!) Some nice thinking :-)
Thanks for the comments, will get back to those 'extra special abilities' at some point..
But now, an idea inspired by this thread!
Easier summoning of mastermind henchmen! The way it would work it, when you get a new summon, it will then turn into an auto power instead of a clicky. In addition, you would have another power which when you use will activate the summons as one, big call out. It will take away the same amount of end as it would have if you had done them seperatly, it would have a 10 minute recharge. The buffs however, would still have to be applied to each individual henchmen, so not to overpower it.
OR
Each clicky upgrade would effect all the henchmen of that specific kind, so each one would only need to be used three times to buff all of them, but they would still have to be summoned one at a time and each have individual recharge speeds.
Both these ideas are to make it easier for masterminds to get ready, as it can be a real pain to wait 5 minutes for a mastermind to get ready and everything done, in which time you could have completed half the mission.
And any all comments are welcome.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
My god u write long messages...
*Wall of text hits you for 999.999.999*
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This is Bunny. Copy Bunny into your profile to help him on his way to world domination.
[ QUOTE ]
Origin specific travel powers.
[/ QUOTE ]Selectable travel power types=good.
Mutliple travel power types, but all of them tied to your origin=BAD.