new powerset idea: Time
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4. Temporal Nimbus: range: zero , AOE centred on self, foe disorient.,
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That doesn't sound very useful...
I really should do something about this signature.
well think of it as "self". the target is the controller himself (hence zero) and the AoE , i would consider seperate.
Hold over from my D&D days
If the controller is the target, it would be the controller who got stunned.
A pbaoe is a pbaoe. If you want it to affect any mobs it has to have a range. AFAIK no pbaoe has a range of less than 5'.
However, if you want it to make repeated attacks, then it would have to either be a toggle or summon a pseudopet. This is a computer game, not PnP D&D, you have to consider how the computer achieves the various affects.
I really should do something about this signature.
My two main criticisms are this:
1) - Where are the pets/pseudopets/other effects? Mind Control, for example, has no pets so it makes up for this by a) being a lot of Psionic damage and therefore very useful against a lot of mobs and b) has some powerful Targetted AoEs which, whilst doing no damage, inflicts some interesting effects on their victims (Confuse, Mass Hold, Repel, Mass Sleep).
2) The tier 9 power is more of a Blaster Nuke than a control power.
Don;t get me wrong though, some interesting ideas there. I think, as a Controller/Dominator set, Gravity is pretty much already there. And I like the idea of the 'Quantum Teleport' (like a PBs Quantum Flight) although this is more exploitable with the Teleport bind, allowing for a simple shift-click to move.
I can see some of the powers being more useful as a Blaster's secondary - perhaps Temporal Manipulation?
And a third/fourth point!
3) There doesn't appear to be any Slow component.
4) Temporal Nimbus could work as a DoT toggle, causing slow and a bit of energy or lethal or whatever damage.
My 2 inf.
Some nice ideas there. I'm not much of a controller type, so can't comment on how well this fits the AT, but again some nice ideas in there.
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It seems a bit of a wasted powet to have a teleport in a primary, even with aphase shift effect: if you use the teleport bind you don't get attacked while teleporting anyway.
Agree that having a nova for a tier 9 doesn't really fit with controllers, and giving the AOE hold high damage when the equivelent power in all other control sets does zero damage doesn't seem right either.
I really should do something about this signature.
all good points:
7. Temporal Sinkhole: hold + DoT : perhaps slow + dot would be better but I was looking for something different and I like the idea of winking an enemy out of existence for a period of time. But it would work with slow as well.
4. Temproal Nimbus: fair enough its PBAoE , range 10 (if you really want to be pedantic about it and being pedantic, its not "think of how a computer would handle it" its "think of how City of heroes would deal with it"
).
Arctic: /slaps self in forehead , sometimes I use too many words to describe the opposite of what I intend yes, a DoT toggle would work much better there.
9. Temporal Nova: I agree, it is a bit blastery. Perhaps a form of Pet instead. time to rummage through the notebooks. And maybe move this over to the blaster temporal powerset.
Travel Power: I just think having a travel power inherent to a powerset makes sense. Perhaps making it a group affecting power that allows allies to be pulled along instead of self only ( like group teleport i suppose) would be more fitting with the power level. You get this power later than teleport though (i think) which means it is skippable if the player wishes, alternatively he can wait for this.
as I said, thank you very much for comments. they are appreciated (even the negative ones )
I'll re-think this and post up a revised version along with the next temporal AT set (scrapper).
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Perhaps making it a group affecting power that allows allies to be pulled along instead of self only ( like group teleport i suppose)
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Because we all know how popular group TP is don't we?!
and with an added phase shift component it could be used to grief.
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You get this power later than teleport though (i think) which means it is skippable if the player wishes, alternatively he can wait for this.
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Why would someone wait for this when it isn't really any more useful than regular TP? If the wanted to TP they would take the pool power.
You might perhaps do a superspeed+phase shift power, but I don't see that being much more popular unless it included +recharge as well. PBs only take Quantum Flight when there are no other powers to choose from.
I really should do something about this signature.
well, I would wait the extra level to take enable me to take a pool that doesnt have a travel power.
as for group teleport : yeah, thought of that just as I hit "submit". I like the superspeed idea though. maybe a personal temporal field that speeds physical reaction (speed) , recovery (endurance) and health (regen). Though I was going to put something similar into the scrapper AT.
+1 for the great base concept, but the power choice need some reflexion.
The Tier 9 power is clearly a Blaster nuke.
the Tier 8 is a TP + phaseshift. The idea is nice, but I don't know if it's actually interesting enough, in concept as much as in technical usefulness, compared to the TP powerpool.
I don't think excepting undeads and construct has much sense. Undeads can deteriorate and both their bodies and those of constructs can suffer from the effect of time...
my reasoning for excepting undead and mechs:
a shift in time would result in a huge and unexpected shock to the physical body as time accelerates or decelerates adn then adjusts to its normal pace : its not damage in terms of cuts and bruises but more shock and strain on the heart and internal organs (as opposed to rapid aging). IMHO and I think CoX treat them the same way:
Undead dont need air or circulation. Their brains dont have synapses that fire. Their hearts dont actually beat.
Spirits: exist in more than one dimension, ours and the "spirit world" and as such, when the manifestation that is in our world is attacked, the part of them in the spirit world is unaffected.
mechs: again, physical trauma and shock dont apply the same as to humans. Their brains, unless cyborgs of course, arent as susceptible to the confusing effects of time dilation and as such they recover quicker.
I use humans as baseline for the effects in these cases and see these groups as not being as severely affected - I could equally use mecha as a baseline and say that humans take double damage , and rather than confuse things too much and put different effet profiles for all different groups, I sort of lumped them together for ease of reference. Of course, a server could easily manage the math etc to calculate different levels of damage to different species.
tier 9: as said, I'll rethink this and let the blaster AT have the nuke and redress the lack of pet issue by sticking in a form of temporal pet.
tier 8: yep, TP , while quite time travelly (think Hiro from Heroes) isnt really worth it in game terms and would be ignored - players do tend to number crunch no matter how much they strive to "roleplay". What would your thoughts on a Superspeed variant that includes a phase shift and regen/recovery boosts ? With the downside that you cant activate any other powers while it is in effect ?
as an addendum to the mech and undead thing:
the power doesnt actually cause the victims to age faster. If it did, it would be way too powerful.
think about it:
power: age target 50 years or a hundred instantly.
100 years would exceed human life expectency and most likely kill the target instantly regardless of level or hit points.
50 would cause serious damage.
yes the aging doesnt subject the target to all the ravages and external third party effects that one would experience during this time if lived at a natural pace (smoking, eating rich food, drinking, pollution in water and air, cars, nagging, sports injuries etc) but any and all existing ailments would move forward, a cuts that requires stitches would continue to bleed until the target passed out and then go gangrenous or simply get infected with a normally treatable germ , etc. hair on humans inside armour or helmets would grow and beards would choke etc.
So, to avoid this "one shot kills all" issue I elected to view the damage as systemic and mental by reducign the time shift from rapid time advancement to a simple shunt.
hope this helps explain where I was coming from and again, thanks for all the comments. muchly appreciated.
Tier1
Undeads, I can accept. I already did this reasoning, though I think they could still be "hurt" by "time shocks". As for robots, they still are at least material in a way. Anything not strictly inert can be affected: for undead, it depends how the matter moves, but robots still moves with signals. When there's a shift in time, there's no reason a heart would be more affected more than an engine of any sort: either the subject is strained under the time flow variation, either it's a phenomenon the target doesn't perceive. At best, I think human mind can be disoriented.
Of course, engines can be strained, but less affected (metal instead of flesh), but I think pure immunity is excessive. Well, whatever.
Another, more simple argument, is that psionic damages work on everything in the game, even constructs. No reason to except them from "time damages" if they can take "mental damages". Not to mention illusions. :\
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Tier 8
Replacing TP+phasing with SSpeed+phasing is not much better. I can understand them for concepts, but I still think
1) Time manipulation doesn't always implies teleportation (so TP seems out of place, but can explain TP from powerpool);
2) using time to hasten means tiring (and aging) much faster;
3) IMHO, SS with time control wouldn't unphase you... you'd actually get hurt more, though i agree you'd also recover faster.
Controllers have pets need a lil time pet :P
I'm positive it has been done before but here, for comments and critiques (yes I'm lookign at you Praf) is my take on the subject:
first up: a controller powerset:
Time:
controller primary
1. Temporal Shock : ranged , single target, damage : moderate (lethal) recharge: fast. Chance of stun
The hero opens a brief rift in time around the target subjecting it to a short burst of aging. The shock of this exposure can have ravaging effects on both body and mind.
Because of their nature: supernatural entities such as nerva spirits, ghosts, undead and mechanical foes like the clockwork take less damage from this power. Clockwork cannot be stunned.
2. Temporal Shift: ranged: single target: damage high (DoT) , hold, recharge: long
The hero sends the targets matter back a short period in time while occupying the same space. This effect is seen to others as a brief echo of the target and a continued blurring of the targets outline. While the targets mind struggles to catch up and comprehend what has happened, the victim is paralyzed to all observers. The strain of the shift causes large damage to the target which onlookers see progressing as the victims echo catches up to it. Undead, spirit and mechanical opponents take less damage from the Shift but are paralyzed for longer.
3. Temporal Disruption: ranged, targeted, damage n/a recharge moderate
By tampering with the temporal field surrounding a target, the hero causes time to bend around his or her senses. The effect of this is to cause any actions to be delayed for a random period for the duration of this effect and any attacks target random targets in the area. Because the target is not directly affected , undead etc have no particular immunity to this power. Mechanical opponents seem to suffer worse and take longer to overcome the effects (duration increase).
4. Temporal Nimbus: range: zero , AOE centred on self, foe disorient., medium duration, initial 5 second disorient followed by attack roll required every 10 seconds to adjust. , recharge : Long
mastering his own temporal field the hero causes it to slip out of synch with the rest of his surroundings. The effect of this aura is to disrupt and overwhelm nearby opponents causing brief disorientation as they re-adjust their senses to the changes in the time stream. ( this takes approximately 10 seconds , at which time they must make another attempt to resist the effect. If they are still within the AoE the chance to resist is reduced.
5. Temporal Sliver: Range: self , Toggle , effect: stealth, rech: moderate
By extending the mastery over his own temporal field the controller gains a greater ability to manipulate it and set it out of synch with the outside world allowing him to move slightly faster and pass opponents without being noticed. Any opponent that does notice him finds it hard to concentrate on his exact location and suffers penalties to hit when targeting the controller. The controller must lessen the effect when trying to target a non-synched entity and moves closer to the actual time-stream (loses speed bonus and some defense bonus) but his attacks are hard to track granting slightly increased accuracy ( + acc (minor) ). This power requires a large output of endurance to maintain for an extended period and if active too long can result in physical damage to the controller and possibly even unconsciousness should he , inadvisably, muster the endurance to overcome the pain. Note: if held or paralyzed but not under sleep effect, the power remains active and cannot be toggled.
6. Temporal Shard: Range: AoE centred on hero , rech: Very Long,
same effects as temporal sliver but with an AoE centred on the controller. Any ally also affected can be targetted normally and does not disrupt the synch effect (any ally not affected will still disrupt the effect for anyone in the Shard if targetted only the person targeting is affected). Anyone , except the controller himself who is held etc is automatically returned to real time and the effects lost until he is once again active within the AoE.
7. Temporal Sinkhole: Targetted area, AoE , mass hold + high DoT : recharge: very long
Having mastered the ability to alter larger temporal fields the controller can now extend these to areas beyond his own field. By targeting an point in time and space the controller causes a temporal version of a gravity well to form distending the time lines in the area of effect. Anyone in, or entering into the area has a high risk of falling victim to the effect and appearing to all outside to blink out of existence, only to reappear a number of seconds later (dependant on damage taken while away). The extreme twists and pressures experienced in the sinkhole causes damage to any affected. Note: this can also affect any allies not in a temporal shard with the controller. (anyone effected finds themselves moving at an incredibly reduced speed and power activations take much longer for all powers) : On reappearing, all victims appear on the other side of the area of effect. The controller and anyone sharing his timeline can move in and through this area without adverse effect.
8. Temporal Travel: range: self , teleport power, click to activate, recharge : very fast.
The controller can move himself through an underlying timeline allowing him to attain , for all intents and purposes , teleportation. However, the controller is at all times in the alternate timestream, only popping open a window to check direction and distance. After each hop the controller has short period of time to select the next point along the path. If he waits too long, or if he does not reactivate the power the timestream spits him back into the main timestream. While protected, no mob will notice the controllers presence nor can any power affect him (not even his own).
Any action other than maintaining the timestream access will result in the field collapsing and the controller will be fully back in the regular world.
9. Temporal Nova: range: centred on self , AoE (sphere), damage : extreme , chance of knockdown, chance of stun, chance of disorient. Teleport (self + allies in range). : recharge: moderate. Endurance cost: high
The ultimate in Time Control, the temporal Nova requires incredibly precise timing. By building and expanding his personal time field the controller gathers energies and increases resistance from the main timestream, then he makes two actions at the same time. 1. he collapses and pulls in his temporal field violently while simulataenously 2. he creates a hole in the current timestream and moves himself and any allies in the original AoE through to another position (group teleport). The sudden change in time fields causes a massive surge from the alternate time stream which manifests as an energy explosion as the streams mix and fight one another for dominance. The AoE grows to a larger sphere than the original Aoe and all within it take huge amounts of damage as both timestreams gain dominance over their physical forms.
Well, thats the basic idea for controllers. I also have a scrapper , tanker, blaster, defender, corrupter and brute set in the works (cant think of anything for MM or dominator but have some thoughts for a stalker). There is also a power pool and an ancillary pool that are ok standalone but will work better if mixed with an existing time power can have very different results 