Archetype Idea


Aett_Thorn

 

Posted

I had an idea for an epic archetype of sorts that will basically be a combination of any archetype. The idea is that you have your primary and your secondary, but you have a much much larger choice as to what you want.

There will be two of these archetypes: offensive and defensive. The Offensive archetype will have any melee/ranged/control ability as its primary and any defense/buff/debuff as its secondary. For example, you could have an Energy Blast/Invulnerability, War Mace/Force Field, Thorny Assault/Dark Miasma, and so on. You can't have, say, Energy Blast/Electric Blast, or War Mace/Assault Rifle, or Kinetics/Cold Domination. The Defensive archetype will have this reversed: Empathy/Energy Assault, Willpower/Earth Control, and so on.

Ancillary/Patron power pool powersets will be decided based on the primary chosen. Someone with a melee primary couldn't get Primal Forces Mastery, but they could get Body Mastery. Conversely, someone with a buff primary would get Power Mastery, but not Force Mastery.

The only powersets you cannot take are the Mastermind pets as well as powers that are exclusive to blue or redside. If you are a hero, you can't take Pain Domination or Ninjitsu, but you can take Empathy, and if you are a villain, you couldn't take Katana or Empathy, but you could take Pain Domination.

This is an idea I thought up in five minutes, so if it sucks then I understand.


 

Posted

How would you balance this to prevent Tank-mages?


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

 

Posted

I hardly think NRG/Invuln would be significantly more powerful than <any given melee set>/Invuln already is.


 

Posted

Quote:
Originally Posted by Eiko-chan View Post
I hardly think NRG/Invuln would be significantly more powerful than <any given melee set>/Invuln already is.
Well, it depends on the damage scale that you would use for the AT. The problem is, that ATs don't have damage mods that adjust on the fly. This AT would need to be able to tell what kind of pairing you had, and adjust the damage mods based on the powerset combo that you make.

An Energy Blast/Invuln character would need to have a damage mod lower than that of a scrapper, to make up for the additional range. But at the same time, an Invuln/Energy Blast character would need to have a lower damage mod than a Tanker, etc.


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

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
Well, it depends on the damage scale that you would use for the AT. The problem is, that ATs don't have damage mods that adjust on the fly. This AT would need to be able to tell what kind of pairing you had, and adjust the damage mods based on the powerset combo that you make.

An Energy Blast/Invuln character would need to have a damage mod lower than that of a scrapper, to make up for the additional range. But at the same time, an Invuln/Energy Blast character would need to have a lower damage mod than a Tanker, etc.
That's why there's two different ATs, one for offense as primary and one for defense as primary. The primary damage will have lower damage mods, and the secondary defense will have lower resist/defense/buff/etc mods. The idea is that the epic AT's primary won't do as much damage as a blaster's primary and the AT's secondary won't resist as much as a tanker's secondary, but the combination of powers they are capable of having more than makes up for it. Basically, they'll be like [CENSORED] of [CENSORED]craft's Druids - they can be a lot of different things, but not as good as the more specialized ATs.

Minor adjustments would probably have to be made to prevent overpoweredness, yes.


 

Posted

and i still say no, /unsigned.


 

Posted

Edit: Certain powersets would be restricted from use with eachother to prevent overpowerdness. This happens with Shield Defense (because of weapon problems rather than overpoweredness) so it could happen with the epic AT. This could prevent you from being, say, Energy Melee/Kin, and using Fulcrum Shift + Energy Transfer to more or less brutalize anything in one shot with your 4000 damage or so.


 

Posted

Hmmm...what this seems to do is give people the melee defenders and the ranged scrappers.

What may be easier to do however, is seperate the melee/debuff, debuff/melee, range/defense, defense/range into their own ATs instead.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

There is no way to disconnect the AT modifiers from the Power Set combinations unless you make them so weak that there would be only one combination that would be useful. Let's say you make it 0.75 damage modifier, 0.65 defense modifier and 60% (of a Tanker) hit points. The only useable combination WOULD be Ranged/Defense, anything else would be so weak as to be unsoloable. And Ranged/Defense would be barely as strong as an old (pre I-13) Human Form Kheldian.

And you still have the problems that originally caused the ATs do be created in the first place. Can a Melee/Buff-Debuff survive in melee? As for the two combinations you eliminated with your offense/defense choices, Ranged/Melee is unplayable, we learned that from Blasters in Beta, and Defense/Buff-Debuff wouldn't have any attacks.

Considering that only the Melee/Buff-Debuff combination exists without an AT representing it, I don't see anything you would gain from this besides the ability to create Kheldian/SoA with existing Ranged/Defense combinations instead of the limited choice of an Epic AT. And honestly, I think that's opposed to the concept of the Epic ATs. They are SUPPOSED to have only a handful of powersets, that's what ties them to the game storyline.


 

Posted

Quote:
Originally Posted by Jade_Dragon View Post
There is no way to disconnect the AT modifiers from the Power Set combinations unless you make them so weak that there would be only one combination that would be useful. Let's say you make it 0.75 damage modifier, 0.65 defense modifier and 60% (of a Tanker) hit points. The only useable combination WOULD be Ranged/Defense, anything else would be so weak as to be unsoloable. And Ranged/Defense would be barely as strong as an old (pre I-13) Human Form Kheldian.

And you still have the problems that originally caused the ATs do be created in the first place. Can a Melee/Buff-Debuff survive in melee? As for the two combinations you eliminated with your offense/defense choices, Ranged/Melee is unplayable, we learned that from Blasters in Beta, and Defense/Buff-Debuff wouldn't have any attacks.

Considering that only the Melee/Buff-Debuff combination exists without an AT representing it, I don't see anything you would gain from this besides the ability to create Kheldian/SoA with existing Ranged/Defense combinations instead of the limited choice of an Epic AT. And honestly, I think that's opposed to the concept of the Epic ATs. They are SUPPOSED to have only a handful of powersets, that's what ties them to the game storyline.
Actually. Yes. I think a Melee/Debuff set could survive just fine.

With certain sets anyways...with toggle -tohit attached to them.


BrandX Future Staff Fighter
The BrandX Collection