Just a few random suggestions...


Aett_Thorn

 

Posted

New SG Badges and Base Items

Badge: SG members Buy and Sell 10000 Items through WW/BM
Base Item: Wentworths / Black Market Remote Terminal
Access WW or the Black Market from your SG Base

Badge: Members craft 1000 recipes at the SG crafting table
Base Item: Recipe Storage Shelves
Kinda self explaining

Badge: Members convert 100,000,000 Influence into Prestige
Base Item: Supergroup Influence Storage
Members can contribute their influence to the SG or draw on the influence of the SG to increase their own. Stored influence may be used to pay crafting fees at the SG base crafting table.


Badge: Members complete 50 AE stories ranked Hall of Fame or Dev Choice
Base Item: Miniature Architect Array
Access Architect functions from the SG Base, However can only activate and play Arcs published by SG Members



New Powersets

Blaster Primary
Dark Blast
Left Relativly untouched... Remove Dark Pit to add Aim

Plasma Rifle
Variant of Robot Mastermind Attacks.
All Plasma Rifle attacks share a 5% chance of inflicting "Plasma Burn" 4 ticks of minor fire DoT with a Minor Defense Debuff

Rapid Pulse
Ranged
Minor Damage
Energy/Smashing

Pulse Rifle Blast
Ranged
Moderate Damage
Energy/Smashing

Pulse Rifle Burst
Ranged
High Damage
Energy/Smashing
Foe Knockback

Pulse Wave
Ranged (Cone)
Moderate Damage
Energy/Smashing

Photon Grenade
Ranged (Targeted AoE)
Moderate Damage
Energy/Smashing
Disorient

Plasma Assassin
Sniper
Extreme Damage
Energy/Smashing

Plasma Mine
Place Mine (PBAoE)
Superior Damage
Energy/Lethal

Plasma Spray
Ranged (Cone)
Extreme DoT
Energy/Fire
Always Plasma Burns

Overload Rifle
PBAoE
Extreme Damage
Energy/Smashing
Self -Recovery


Telekinetic Blast
For the more... "Tactile" Psychics. Less about the mental and more about the smashing. Close to a Blaster variant of Gravity. Strong in Disorient and -Fly

Crush
Ranged
Moderate DMG
Smash
Foe Immobilize, -Fly, -SPD

Lift
Ranged
Moderate DMG
Smash
Foe Knockup, -Fly -SPD

Push
Ranged
Moderate
Smash
Foe Disorient

Thrust
Ranged (Cone)
Minor DMG
Smash
Foe Knockback, Disorient

Propel
Ranged
High Damage
Smash
Knockback

TK Lance
Sniper
Extreme Damage
Knockback, Disorient

Slam
Ranged (Targeted AoE)
High Damage
Knockdown, -Fly -SPD
Disorient only main target

Blast
Ranged (Targeted AoE)
Moderate Damage
Knockback from Target point
Disorient

TK Fury
PBAoE
Extreme Damage
Knockback, Disorient
Self Disorient, -Recharge


Blaster Secondary

Dark Manipulation
In the vein of the other Manipulations it has a mix of Dark Miasma, Dark Melee, and even Dark Armor

Tar Patch
Ranged (Location AoE)
Foe -SPD, -Jump, -Fly, -Res(All)

Smite
Melee
Moderate DMG
Smash/Negative
Foe -To-Hit

Death Shroud
Toggle: PBAoE
Minor DoT(Negative)

Touch of Fear
Melee
Foe Fear, -To-Hit

Dark Regeneration
PBAoE
Minor DMG
Negative
Self Heal

Fearsome Stare
Ranged (Cone)
Foe Fear, -To-Hit

Cloak of Darkness
Toggle: Self Stealth
+DEF(All), +Res(Immobilize), +Perception

Soul Drain
PBAoE
Moderate DMG
Negative
Self +DMG, +To-Hit

Midnight Grasp
Melee
Superior DMG
Negative
Foe Immobilize, -To-Hit


I have more powerset suggestions but i wanna see how badly im flamed for these first. I know they are rough but I really feel the blasters have some glaring weaknesses in their powersets that need addressed.


 

Posted

Well, I doubt that the Devs really want to add recipe or influence storage for bases, since they tend to not want people to hoard stuff, which that would allow.

As for the powersets, I think that they look good, but is there any way that you can break them up a bit? It's tough to see where one power ends, and another begins with the formatting.


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, I doubt that the Devs really want to add recipe or influence storage for bases, since they tend to not want people to hoard stuff, which that would allow.

As for the powersets, I think that they look good, but is there any way that you can break them up a bit? It's tough to see where one power ends, and another begins with the formatting.
Sorry bout that. Edited the original post.


 

Posted

Thanks for the edit, it's much easier to read now for me.

Some suggestions, if I may:

For Telekinetic Blast set, why not make the attacks do like 75% Smashing, 25% Psi damage, to reflect the source of the damage? Not necessary, just a thought.


For Dark Manipulation, I don't think that the Devs will ever give Blasters a self-heal as potent as Dark Regen. I just don't see that ever happening, nor giving them Tar Patch at level 1. The Tier 1 secondary powers for Blasters are all single-target, most of them immobilizes with a damage component, and I'm not sure if the Devs will alter from that design by that much.

I'd see a Dark Manipulation set more along the lines of this:

Tier 1: Tendrils

Minor DoT, Negative Energy/Smashing
Same 'tentacle' animation as Tenebrous Tentacles on the target, but single-target.

Tier 2: Shadow Punch

Tier 3: Shadow Maul

Tier 4: Death Shroud

Tier 5: Soul Drain

Tier 6: Touch of Fear

Tier 7: Cloak of Darkness

Tier 8: Dark Consumption

Tier 9: Midnight Grasp


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 dunno....

I think Dark Manipulation should go

Shadow Punch
Smite
Death Shroud
Soul Drain
Touch of Fear
Cloak of Darkness
Tar Patch (Shrunken Radius, just like Ice Patch)
Dark Consumption
Midnight Grasp

-Rachel-


 

Posted

I disagree with both of you!

A Dark Manipulation set would be SO tempting that I would just have to break my one rule and roll a Blaster
I love the whole "Gravity Blaster" concept though. Maybe you could add the pet to it though, kind of like how Elec Blast has the Voltaic Sentinel?


 

Posted

Well at least its good to know that im not the only one out there who wants Dark Blasters. and yea I do think that perhaps your right... some of the TK damage should probobly be psy but i dont think they do 75/25 splits and i just cant see TK as being a whole 50% psi. I dunno i geuss im just picky

I decided on that idea for a build when i wanted to make a character from one of my stories. Shes a powerful telekinetic yet has absolutly no telepathic powers. so shes not really viable for the psychic or mental builds as they are. I ended up making her a Grav / FF troller though in the stories she is a force of destruction... i really wanted to make her a blaster. Grav is admittedly among the better damage dealing troller types... but thats like saying that Forcefield makes for the least squishy defenders... they are still squishy... just takes an extra pound of pressure


 

Posted

Quote:
Originally Posted by Fallen Prodigy View Post
I disagree with both of you!

I love the whole "Gravity Blaster" concept though. Maybe you could add the pet to it though, kind of like how Elec Blast has the Voltaic Sentinel?
I was almost tempted to leave in the singularity... maybe put in a note that its a toned down version of the trollers... not quite as strong or something... but i wasnt sure how that would work out.


 

Posted

Quote:
Originally Posted by Steampunkette View Post
I dunno....

I think Dark Manipulation should go

Shadow Punch
Smite
Death Shroud
Soul Drain
Touch of Fear
Cloak of Darkness
Tar Patch (Shrunken Radius, just like Ice Patch)
Dark Consumption
Midnight Grasp

-Rachel-
Nah, I agree with Sam. The first power in a Dark Manipulation set should be a single-target version of Tenebrous Tentacles or a low-damage version of Midnight Grasp, depending on how you want to look at it.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Maybe Midnight Grasp, then? Seeing as that -is- the Single-Target tentacle attack...

Just alter the range and -severely- lower the damage.

Just don't like the idea of getting two powers that do the exact same thing in the same set (Tentacles at level 1, tentacles at level 38)

-Rachel-


 

Posted

Level 1 power should probably be a ranged attack that causes tentacles. Midnight grasp as the capstone or not, it's kind of how blasters work. Power Thrust is the only exception, and that's still a 'stop foe from getting close to me' power.


But if we really want to just re-use Dark power,s how about Petrifying Gaze? It's a hold instead of an immobilize, but it deals no damage so that should balance it out. The blaster could be getting Tenebrous Tentacles at level 8 anyway for an AoE immobilize.


NPCs: A Single Method to Greatly Expand Bases

 

Posted

Not a bad suggestion. I was trying to make it balance against the other manipulations. theres actually a few choices there that im not fond of. Like i dont understand why Electric manipulation has the damage dealing aura... but i gave it to dark just for parralel matching. I just cant justify in my mind giving a blaster an aura which actually draws attention to them. The logic baffles me

I would think they would want something the exact opposite... maybe a cowering type aura that would reduce their threat with all enemies within its radius. But i didnt include anything like that because theres no existing precedent for one that i know of unless you include stealth granting armors like arctic fog.

Im surprised i havent heard alot more talk about Dark Blast as a blaster set. I was concerned that id recieve alot of negative feedback about that because of its slightly low end power and the prominance of immobilizes. I would actually be all for suggestions on how to adjust Darkblast to be more "Blaster" and less "Defender" then it currently stands as.


 

Posted

Alright like i said i have more suggestions that I would like opinions on. Let me throw another one out here for you and see what happens. This time i'Il keep it simple... just a few proliferations that i don't totally understand why they haven't occured yet., If someone can give me a clear explanation beyond "The Devs just havent done it yet" I would be satisfied. but Im curious if others have asked these particular questions before.

Tanks: Why no Energy Aura? or Regeneration? or Broadsword?

Why do Arachnos Agents get Patron powers but Kheldians cant get Ancillary? Im sure they would be willing to do a mish arc for them... something about the kheldian achieving some sort of deeper bond with its host.

Dominators: No Illusion?

Mastermind: No Radiation Emission or Cold Domination?

Stalker: Fire Melee? I can almost understand no fire armor but why no fire melee?

Brute: Partially same gripe as Tankers... No broadsword or Regen?

Im sure many of these questions have reasonable answers. I just havent been enlightened yet. Anyone care to take a shot at it?


 

Posted

Tanks and Brutes: Energy Aura is underpowered and hasn't been proliferated because it's just that weak. It won't get proliferated until it gets fixed.

Regeneration hasn't been proliferated because there might be issues with the tank's and brute's higher HPs. Regen effects as they are work off your max HP, not off a set value, so they'd be much stronger on Tanks and Brutes than Stalkers and Scrappers.

Broadsword, don't know, but I think the devs just don't want to see a broadsword that can't crit. Brutes and Tanks don't have Katana either. The other issue might be that Parry and Divine Avalanche would be stupid good on Tanks and Brutes.

Kheldians... I don't know from Kheldians.

Dominators: Illusion doesn't work like the other Control sets. Simply put, it wouldn't work with Domination because the Illusions are so odd. Only THREE of Illusion's powers would be capable of triggering off Domination.

Mastermind: Probably just haven't been proliferated yet. Really no reason why not that I know of.

Stalker: You can't sneak up on people if you are on fire. It kind of draws attention. Even if it's just your hands.


NPCs: A Single Method to Greatly Expand Bases

 

Posted

Regen for brutes

Ill for dom's

Kinetics for mm's

I don't care about the why we can't do it,I want to know WHEN we can do it.


 

Posted

Quote:
Originally Posted by The_Larker View Post
Regen for brutes

Ill for dom's

Kinetics for mm's

I don't care about the why we can't do it,I want to know WHEN we can do it.
For Ill and Kin, the when is "never." Here's why...

For Ill, as said, it doesn't work with Domination. Putting Ill on Doms would be like giving Scrappers a set that couldn't crit whatsoever. Or giving masterminds a primary with only one or two pets. It would be strictly underpowered on them because it just wouldn't work.

Kin has a similar issue on masterminds. Due to the way the AI works, an MM pet will cycle through all its ranged attacks before going into melee, always. All MM pets have at least one ranged attack, so this means that with considerable recharge, these pets will never enter Melee. This was becoming a serious problem on certain pets, and other times it just forced pets to never use their best attacks because pets are stupid. For this reason, Devs eliminated the ability for pets to get +recharge bonuses. That said, Speed Boost is kind of Kin's best power. Speed Boost doesn't work on pets, so they won't be proliferating Kin to Masterminds to event massive outcry. The Controllers complained enough when they made the change to begin with.


For Regen, the answer is 'sometime eventually possibly maybe.'


NPCs: A Single Method to Greatly Expand Bases

 

Posted

Rather than Illusion for Domainators, can I get an Illusion for Masterminds?


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Eternal Mydnyt View Post
Why do Arachnos Agents get Patron powers but Kheldians cant get Ancillary? Im sure they would be willing to do a mish arc for them... something about the kheldian achieving some sort of deeper bond with its host.
APPs are designed to fill holes and fill out an AT.
For instance. Scrappers tend to get a ranged attack. Controllers get protection and damage. Blasters get protection and some (additional) control, and so on.

Kheldians already *have* all of this - there isn't, barring not taking some power or other, something already covering the various areas. They have defense (well, resistance) in their inherent, in the first secondary power, in shields, in light form (PB) or Eclipse, in self-buffs and in Dwarf, if they take it. Range? They have it. Melee? They have it. Control? They have it. Buffs? Got 'em. Debuffs? Part of every attack.

There's basically nothing to go *in* an APP.

SOA's are somewhat odd in there, yes, but they tend to be given the brute (style) PPPs, with more of a "add range" focus. Which works fine for Widows and Banes. Crabs and Forts already have a good bit of that - but I think they were looking at the defense and buffs and saying it'd be too much (pure conjecture there.) Either that or they decided it was the only way to get you finishing the "Destiny" arcs. (That is, doing that as opposed to trying to write something new. VEAT content feels horribly slipshod and rushed to me past 15 or so.) I think the second is more likely, barring a dev statement otherwise.


 

Posted

Quote:
Originally Posted by CapnGeist View Post
Stalker: You can't sneak up on people if you are on fire. It kind of draws attention. Even if it's just your hands.
You may not be able to sneak up on anyone, but on the other hand, they can't grab you either.


 

Posted

Quote:
Originally Posted by CapnGeist View Post
Dominators: Illusion doesn't work like the other Control sets. Simply put, it wouldn't work with Domination because the Illusions are so odd. Only THREE of Illusion's powers would be capable of triggering off Domination.

Stalker: You can't sneak up on people if you are on fire. It kind of draws attention. Even if it's just your hands.
Illusion doesn't work with Overpower or Containment either, so what's your point? The point of the set is, you get some moderate control through misdirection and a crap ton of damage. That's the price the set pays for not working directly well with inherent powers.

For Stalkers, where there's fire, there's smoke (or the other way around). You can't see through smoke. Besides that, why have Electrical Armor? Bright flashes of lightning draw even more attention.


 

Posted

Quote:
Originally Posted by The_Larker View Post
Regen for brutes
Not happening.

Brutes have a base HP of around 1500 with a cap around 3200 hp. Scrappers start around 1300, and cap at 2400; while stalkers Stalkers start around 1200 and cap at 1600. Ignoring IO boosts, a regen scrapper can get around 1.5%-1.6% regeneration just on SO's using the Health, Fast Healing, and Physical Perfection powers.

Against the 1300 base hp a scrapper can turn in a base regen rate of around 19 to 20 hp per second. Against the 2400 cap, a scrapper can turn in a regen rate of 36hp per second to 40hp per second.

After cranking Instant Healing and Integration, a scrapper can hit around 6.8% regeneration just on SO's. A scrapper can turn in a regen value of 84hp per second at the 1300 base, or 160hp per second at the 2400 cap.

That cap isn't exactly out of reach on scrappers either. An SO slotted regen scrapper can hit 2200 hp easily with dull pain.

Once you start adding in IO boosts, things can get really ludicrous. A couple of builds I'm aware of can max the Numina 12% regeneration boost, and max the 10% regeneration boost, for an additional base 110% regeneration, never minding the Numina and Regenerative Tissue procs. In my head I can already picture regen scrappers with maxed hp cap and an 8.00% of HP regeneration rate. 200 hp per second isn't exactly out of the question for a Regeneration Scrapper.

***

Now, port that set to the Brutes. Imagine a 6.8% base regen rate against 3200 hp. That brute would be doing 217 hp... per second.. plus. Work the regen rates and the procs, and 260+ hp... per second... would be within a brutes reach.

That's archvillain territory, and that's why Brutes won't be getting regeneration. It quite literally would be game breaking.

So you better start caring about why some sets aren't going to be proliferated.



6.97 - .17


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
SOA's are somewhat odd in there, yes, but they tend to be given the brute (style) PPPs, with more of a "add range" focus.
Before the PPPs were expanded, the SoA had exactly the Brute PPPs.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Leo_G View Post
Illusion doesn't work with Overpower or Containment either, so what's your point?
You don't have to build up to containment. One hold (which is exactly half of what Illusion has) or immobilize (which it's missing) and you have containment.

Illusion has:
Three pets, one of which tends to make people want to deal with making "perma" since you're pretty underpowered until it is.
One AOE fear in one of the pets (which does nothing for domination OR containment.)
Two invisibilities.
One direct damage power.
One really lousy AOE hold.
One confuse.
One direct hold.

You would pretty much *have* to stay only on near-full teams to ever see Domination more than once a mission there - and when you DO finally pop domination, there's almost nothing there to take advantage of it. A dominator that can't dominate is just an "or." Like "I could take this set, or take one that actually works with the AT."


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
You would pretty much *have* to stay only on near-full teams to ever see Domination more than once a mission there - and when you DO finally pop domination, there's almost nothing there to take advantage of it. A dominator that can't dominate is just an "or." Like "I could take this set, or take one that actually works with the AT."
Domination is built by the secondary as well. No Dom should have trouble building it.

So what you're saying is since Illusion doesn't work with Containment or provide much Overpower bonus, there's no point to take in on a controller either?