Denial Power Set


Aett_Thorn

 

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Originally Posted by Thirty_Seven View Post
Xenite, you changed the quote in your sig?
Slightly, yes, after a friend made a comment about the difference between strategy and tactics.


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati

 

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Originally Posted by Thirty_Seven View Post
Oh yes, that still makes me chuckle a bit.
i actually fell out of my chair i laughed so hard.


 

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Originally Posted by Luminara View Post
It would if the revamp included adding special powers which made "denial" useful. Just inventing something out of the blue, imagine if all Outcast were given a new power which allowed them to "blink" (location-specific teleport, like the D&D spell) directly behind a player character and explode (like Self Destruction). Now fighting Outcast becomes much, much more difficult, unless you have that "denial" power or powerset available.

That's what I meant. Adding a powerset with powers specifically dedicated to shutting down enemy abilities, like this "denial" powerset would, would also require adding abilities which would make that powerset and prevent it from being used as a balance-shattering IWIN button. If the player has to use his/her "denial" abilities to prevent enemies from using those specific new powers, then he/she can't use those abilities to trivialize the enemies, and balance is maintained. Without that counter-balance of adding new powers to enemies, it's just a tankmage waiting to happen.
Is *that* what the OP was suggesting? Well yeah, that would screw up all the balance if you need to introduce broken powers to make this mechanic useful.

If it were just disabling certain special skills of mobs for a duration, it might be useful. But not so much that it's anymore required now. Like, you can fight a group of Tsoo and just take out the sorcerer at the start, mez him before he teleports, or just disable his ability to use Hurricane, Chill of the Night, O2 Boost or two of the above.


 

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Got to thinking on a set that fits the theme of this. Really, I was just thinking how to make such an effect useful or effective while not being overpowered so here is *MY* spin on it:

[Note:] This is under the impression that it's possible to use Blaster's Defiance type inherent on all foes, applying a type of 'mez' on the enemy that blocks the use of certain powers but not all. Also under the impression that Castle can just make a list of all the foes and their attacks and put a check by the ones he wants blocked and then have an intern go in and put this tag on each. Might take a few weeks but improving the game isn't always a walk in the park.

[Note2:] As I was typing the above, I thought 'hey, doesn't electric power's sap the enemy's energy? why can this mechanic be included in their blasts to a lesser degree under the concept that you're weakening their energy reserves? It would make endurance drain (at least for that blast/melee set) less binary!'

[Clarification Note:] This 'denial effect' will only suppress the abilities flagged. Certain abilities (like every enemies' basic ranged attack) will remain unaffected so the enemy can still attack. This effect remains on a foe for the full duration even if dead. So enemies with self-rez powers can be 'denied' their round 2.

Power Domination With your power, you can weaken or dominate the special abilities/traits of mutants and meta-humans, suppress mystic energy of demons and spell weavers, disrupt specially engineered technology and dampen the skills and capabilities that occur naturally. Not only do you weaken your foes but you can empower yourself as well as your allies.

This could also be changed to 'Surge Domination' if the effect seems thematic for an electrical (de)buff set with appropriate renaming of each power.

1. Energy Surge (ranged ST ally +regen, +endurance; moderate recharge) Manipulate the energy reserves of an ally, making them regenerate faster as well as replenishing a little bit of endurance.

2. Draw Power (ranged ST non-aggro foe 'deny' attacks/-recovery, self +dmg/+movement speed; long recharge)
Draw power from the enemy to disrupt their abilities and make yourself stronger for a time. Foes effected by this power cannot use some of their attack powers.

3. Energy Wave (Wide Cone foe -endurance/-recovery/-movement speed/chance of immobilize, moderate energy dmg; long rech)
Unleash a blast of power that engulfs your foes that sap away their speed and strength. Rather than leech on it for yourself, you disperse the energy into the air, making it difficult for the foe to recover.

4. Power Conduit (PBAoE ally rez, Special; long rech)
You can absorb the latent energy around you as well as from dead foes, and transfer that into nearby allies. The more foes you transfer energy from, the stronger your allies will be when they get on their feet, with improved regen and recovery.

5. Leech Strength (Ranged AoE non-aggro foe 'deny' attacks/-recovery (5 target cap); self +ToHit/+res(all); rech moderate )
With your skill to draw and manipulate the latent strengths of others, you draw it into yourself to make you stronger. Foes affected by this may not be able to use some of their attacks. This ability improves your stats per foe up to 5 enemies.

6. Sap Energy (short ranged ST foe toggle, -recovery, PBAoE +recovery; fast rech)
You tap into a singular foe's energy reserves and distribute it to all allies (including yourself) in range of you. This power costs no endurance but only lasts for as long as the target has endurance.

7. Energy Singe (Ranged AoE foe -endurance, moderate fire DoT; very long rech)
Through skillful manipulation, you draw energy from a foe and unleash it as heat, burning your enemies with their own power.

8. Essence Dampener (ranged ST non-aggro foe 'deny' special/-def, self +regen, moderate rech)
Unknown by your enemy, you silently tune down their abilities which could disrupt their special powers. With that energy, you empower yourself. Foes effected by this may not be able to use 1 special power (an armor, a debuff, a buff, etc).

9. Suppress Essence (Ranged PBAoE foe toggle; foe 'deny' special/-res/chance of disorient (16 target cap); self -movement/-ToHit/-dmg; moderate rech)
The ultimate domination of power, you oppress foes around a focal target, weakening their resolve and even overpowering their senses as you juggle around the essence of their strength. However, as not to overpower yourself with the surge of energy you must suppress your own powers (making you weaker while it is active). Foes effected by this power may be unable to use an additional special skill.


For MM, a replacement for Leech Strength:

5. Fierce Draw (ST pet toggle, DoT special, self +HP Max; rech very long)
You draw on the power of a nearby henchman. If you're not mindful, you might drain the life out of them completely. This would apply a special heavy DoT on a pet that cannot be resisted. For each tick of DoT, you get a stacking +HP Max buff. The more HP the pet has, the more stacking buffs you can keep on yourself.


 

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No further comments at all?


 

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sure. /100%completelyunsigned.

why add things to the game to make it easier? if anything it whould go the other way and make thigns harder then they are now. even with so's a team can cut through anything like butter. add io sets and now they cut through them like melted liquidy butter.


 

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Originally Posted by Sharker_Quint View Post
sure. /100%completelyunsigned.

why add things to the game to make it easier? if anything it whould go the other way and make thigns harder then they are now. even with so's a team can cut through anything like butter. add io sets and now they cut through them like melted liquidy butter.
That's it? That's all you got?

You do realize every buff and debuff set 'makes the game easier' and make teams 'cut through anything like butter'. That's the purpose of those sets.