New powers - what would you do?
The one thing I want is a ranged attack that uses Follow Up mechanics. It'd replace Aim in the set so be low power, offering a damage boost of about 23.5%. But it'd have a 12s recharge with a 10s duration, and encourage a rapid-fire DPS style of blasting rather than the typical burst style that all other ranged sets are designed around.
Melee sets have a lot of variety in their damage boost powers (BU, FU, Rage, Soul Drain, along with AAO and FE). I'd like to see some of that wander over to the fairly standardized ranged sets and give us some variety. I'm secretly hoping that DP will have a power like this.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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The one thing I want is a ranged attack that uses Follow Up mechanics. It'd replace Aim in the set so be low power, offering a damage boost of about 23.5%. But it'd have a 12s recharge with a 10s duration, and encourage a rapid-fire DPS style of blasting rather than the typical burst style that all other ranged sets are designed around.
Melee sets have a lot of variety in their damage boost powers (BU, FU, Rage, Soul Drain, along with AAO and FE). I'd like to see some of that wander over to the fairly standardized ranged sets and give us some variety. I'm secretly hoping that DP will have a power like this. |
The one thing I want is a ranged attack that uses Follow Up mechanics. It'd replace Aim in the set so be low power, offering a damage boost of about 23.5%. But it'd have a 12s recharge with a 10s duration, and encourage a rapid-fire DPS style of blasting rather than the typical burst style that all other ranged sets are designed around.
Melee sets have a lot of variety in their damage boost powers (BU, FU, Rage, Soul Drain, along with AAO and FE). I'd like to see some of that wander over to the fairly standardized ranged sets and give us some variety. I'm secretly hoping that DP will have a power like this. |
A toggle would be my next idea.
BrandX Future Staff Fighter
The BrandX Collection
I'd like more powers that have attributes like Oil Slick (arrow)
For example, a water control set could have a "bubble" that can do different stuff based on what you or other players attack it with:
Ice attacks freeze it and all inside (or just slow)
Fire attacks boil it and do some DoT
etc, etc.
Carp Melee/Carp Armor.
'nuff said.
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
The one thing I want is a ranged attack that uses Follow Up mechanics. It'd replace Aim in the set so be low power, offering a damage boost of about 23.5%. But it'd have a 12s recharge with a 10s duration, and encourage a rapid-fire DPS style of blasting rather than the typical burst style that all other ranged sets are designed around.
Melee sets have a lot of variety in their damage boost powers (BU, FU, Rage, Soul Drain, along with AAO and FE). I'd like to see some of that wander over to the fairly standardized ranged sets and give us some variety. I'm secretly hoping that DP will have a power like this. |
I'm a big advocate of a power like this to replace Life Drain if/when Dark blast gets ported to Blasters. Since a lot of attacks in the set are DoT it would be thematically appropriate. If it debuffed your target as well it would fit in the set perfectly.
The reason I say to replace Life Drain with it is I don't foresee blasters ever getting a real self heal outside of pool powers. Drain Psyche is about the closest we'll ever get I think.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
just thought of another:
a mix of the MM trap's tier 9 and Assassin Strike.
essentially, stealthily plant a bomb on a target, either after X time or you detoggling the power, it blows up sililar to time bomb
teleport without the 2-3 seconds hang time. 1 second, maybe, but time spent immobilizing yourself is NOT GOOD (tm). especially when it's your travel power immobilizing you.
"Scrappers don't want the bit of dignity that Brutes left them taken away by (lol)Stalkers." -Delta_Strider, on Stalker buffs.
Current Project: Hard Goodbye, StJ/Nin
Retired: Blitzwulf, Claws/Nin (50); Perdition's Blade, Night Widow (50)
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
Superior Aim, which corresponds with Aim much like Rage with Build Up.
I've always thought it would be cool to have a power set with power depictions that were more like some of the old school Green Lantern powers and/or D&D magic spells. By that I mean the Bigby's Hand spells (ala Vaarsuvius from OotS) and the Beam extending from the ring and making a lasso sort of stuff.
It is a flavour of power that has a neat look to it. Giant spectral hands swatting at your foe. A giant spectral fist crashing down from above. Two giant spectral hands clapping together to stun the target... that sort of thing.
The GL style thing doesn't happen in the game really. The way I picture a hold within that powerset would be a ragged beam of energy extending from the source to the target and encircling the target. Target is rooted for the duration and source has greatly reduced movement while the tether exists.
Critter Mastermind would be fun. I don't think it would fly because of all the new animations, COH does not have animals.
Snake Charmer (MM) might be a interesting twist, but would need something on the high end. (Thinking end of Conan Movie for Top end MM power)
As for powers, I like to see a Acidic Slime where attacks slows and cause DoTs. Might even have a Healing componant when used on self, and give high resistance to fire.
Headbutt.
Bats/Tarps Masterminds
http://boards.cityofheroes.com/showthread.php?t=144473
A Control set based around constant movement. Perhaps something where several of your powers teleport you, and enemies at the start and end of your teleportation path get confused/dazed.
A melee attack set based around touches rather than punches or kicks. Essence drain or the like.
Insect Control.
A Gravity Blast set (picture the nuke!)
One thing I'd really like is a short-ranged "tactical" teleport. No animation time (this is the key thing), 4s or 2s recharge, about 50ft range.
An "intercept" attack for flyers. Teleports you to the target, inflicts ST smashing damage and -Fly, can only be used while flying. This is what Air Superiority ought to be.
Ninja run as a slottable pool power.
Oh yeah, tactical teleport would be awesome.
I've tried all sorts of camera angles and bind set ups, but getting teleport to work on a melee character during combat is an exercise in frustration due to the immobilise and hover at the end.
Meat Shield defense set.
The more dead bodies you have around you the more protection you get!
Inversely, once you die you grant a defense boost to nearby allies for the duration of your death.
Yes, I'd love combat teleport!
I have asked for 5 years for a Ray Gun Blaster set (for the sci-fi fans), at least once a year. Each time I get loads of positive replys. The last suggestion I did on it was this past summer.
I am Airman America... Super Hero... and I approve this message!
I really like the "death touch" idea, but would like to see it as new animations for the existing sets like Dark Melee and Ice Melee, rather than new powers. They could make one set of "touch" animations and just swap out effects to do fire, energy, etc.
Similarly, Ray Gun could just be alternate animations for Energy Blast.
Acid Melee - toxic + smashing damage with a bit of -def.
Powers like:
Acid Punch - a quick 1-2 punch like barrage.
Quick Slime - a push/slap that may cause knockdown. Damage is DOT.
Acid Spit - Vahz vomit style.
Acid Cloud - a taunt/damage aura toggle.
etc.
If you could create a new power using the existing mechanics, what would you go for?
Some I'd love to try out:
Teleport with +Def per click. Similar to how Parry/Divine Avalanche work, I'd love to have a character whose movement power was their defence - the moment they stop 'porting around the battelfield and stand still they can get hit.
You could do something similar with a Shield Charge type power for superspeedsters. It could be a moderate single target damage or even small radius weak AoE with a quick recharge (eg 12 seconds), but the main idea is that running around a lot improves your defence.
Reliable sapping: a single target -Recovery -End power that could neutralise a PVE opponent in one hit with the correct slotting. End Drain is an interesting control mechanism, but currently mostly reliant to Short Circuit, a PBAoE in a blast set.
Eclipse/Drain Psyche/Sould Drain/Dark Regen variants.
Currently there are self buffs that add Resistance, Recovery and Regen, To Hit and Damage buffs and Heal per target. If you've played with any of these you'll know they kind of steer your playstyle a little, and you're always salivating for that perfect buff where you get ten icons on your bar.
What else could this extend to?
A +Recharge per target would make a Brute look relaxed. Put it on a long recharge (say 240 sec, 120 with enhancements) but with a +25% Recharge per target for 30 seconds it can come back in a minute or so.
I don't know how you'd justify this power concept-wise, but then again, Eclipse doesn't make a whole lot of sense either. :P
Invincibility/Rise to the Challenge/Against All Odds variants
Toggles that improve the character based on the number of targets in melee range. We have Def/Acc, Regen and Damage currently.
Improving Recharge or Recovery in a similar manner could make a good Beserker type power.
Divine Avalanche/Life Drain/Follow Up variants:
We have melee attacks that improve defence, health and to hit/damage.
Having a melee attack that improves Resistance or Recharge or Regen would be possible. Hmm, not sure any of these really grab me.
Anyone else got any ideas?