New Archetype Ideas


Ad Astra

 

Posted

With Going Rogue coming out, I've developed some of my own ideas for "roguish" archetypes:

TERMINATOR
Symbol: head-on view of a blast, gold background
Sound Effect: boom
Hit Points: Medium
Damage: High
Primary: Ranged
Secondary: Defense
Special Ability: Bloody, Bold and Resolute – the Terminator deals more damage the more injured it is (what Blaster Defiance used to be)

PUPPETMASTER
Symbol: three spirals arranged in triangle, dark blue background
Sound Effect: Spooky, dissonant music
Hit Points: Low
Damage: Medium
Primary: Summon
Secondary: Control
Special Ability: Sleeper Agent – long-cooldown power can turn one unnamed enemy minion, lieutenant, or boss into an additional henchman; always works on minions, chance of failure against lieutenants and bosses

BENEFACTOR
Symbol: open hand, light grey background
Sound Effect: droning voices
Hit Points: Medium
Damage: Medium
Primary: Support (since nobody seems to get this, this refers to the low-end control powers and melee attacks that make up Blaster secondary sets)
Secondary: Buff
Special Ability: Karma – when the Benefactor targets an ally with a buff, the Benefactor gains that buff as well (but buffing multiple allies with the same power does not stack, except in the case of healing)

VANGUARD
Symbol: banner, red background
Sound Effect: horns
Hit Points: High
Damage: High
Primary: Melee
Secondary: Buff
Special Ability: Bravado – the Vanguard's attacks have a chance to cause a heal self effect; if above 85% hit points, the Vanguard will receive a temporary cumulative resistance buff instead.

TRICKSTER
Symbol: chaos star, purple background
Sound Effect: insane laughter
Hit Points: Low
Damage: High
Primary: Control
Secondary: Wild Card (a little bit of everything, including shapechanging)
Special Ability: Chaos – the Trickster's attacks inflict one of any number of random secondary effects on targets, in addition to the attack's normal effects

What do you think? Any ideas of your own?


 

Posted

First off, you might want to ask that this be moved to the Suggestions and Ideas forum, where threads like this should go.

Now, onto the ATs themselves:

Terminator: Can you say Tank-Mage? High damage, ranged attacks, backed up by Defenses? This won't happen, unless the defenses are so weak as to be laughable.

Puppetmaster: Allowing you to have mastermind pets, in addition to being able to totally locking down the enemy spawns? Again, I feel like that is too overpowered unless you take huge chunks out of either the pets or the controls. I'm also not sure how much the game can allow you to control enemies.

Benefactor: The Devs have been trying to get away from characters that lack the ability to solo at all. The Benefactor would be that. Great on a team (though I'm not sure what kind of powersets you're looking at for the "Support" side), but pretty much useless solo.

Vanguard: The only real problem I see with this one is with the Inherent ability, but that can always be tweaked.

Edit->

Trickster: I just don't know how this would work in-game. First off, you'll need to define what a "Wild Card" secondary is. After that, I'm not sure how much the game can apply random effects from the same power. Though I guess that it could work similar to the Tarot card power. I just don't know how easy that kind of thing is to code into attacks and controls.


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 think the Terminator could work if you made the damage medium instead of high and tweek the defenses to blaster level (which are only slightly below Stalkers/Scrappers/Brute which all share the same level of defense). With how many of the defensive secondaries work better at close range (WP, Inv, Shields, DA) or whose capabilities are cut without nearby foes (FA, EA, IA) the defense sets may either need to be changed in a similar fashion to Stalkers or their primary advantage of range is practically moot.

Puppetmaster is a possibility. Aett, you say locking down entire spawns would overpower the AT but I ask you: How would this AT be able to do that? Without domination or overpower, you're looking at controls that probably have a relatively short effect (probably same base duration as dominator) but without the ability to back-up their henchmen with buffs/debuffs/heals. It's easy to keep yourself standing as a dom with domination but it's not so easy keeping a group of 4+ henchmen and yourself standing with just controls.

Benefactor looks useless. You put its damage at medium but it doesn't have damage?

Vanguard looks interesting. Not sure about the inherent...could work and aid in survival. How about rather than a persistent resistance buff with attacks, you get a persistence mag of mez protection to keep yourself in the fight?

Trickster. Huh? What's a Wild Card set do?


 

Posted

Support/Support will by all signs never happen. Every archetype made has differing powersets, not two of the same, and the devs have said they want every archetype to be able to solo. Since they do not balance by pools/vet rewards, support/support would only have brawl/inherent temp power to deal damage on its own. Again, not happening unless the devs do a complete change in direction.


 

Posted

Quote:
Originally Posted by Far_Realm View Post
TERMINATOR
Symbol: head-on view of a blast, gold background
Sound Effect: boom
Hit Points: Medium
Damage: High
Primary: Ranged
Secondary: Defense
Special Ability: Bloody, Bold and Resolute – the Terminator deals more damage the more injured it is (what Blaster Defiance used to be)
The AT's name may or may not have to be changed due to obvious copyright infringement. And essentially this would be a blaster, but better in every possible way. At the very least it would need to have a much lower base damage than a Blaster, much like the difference between a Scrapper and a Brute.


Quote:
Originally Posted by Far_Realm View Post
PUPPETMASTER
Symbol: three spirals arranged in triangle, dark blue background
Sound Effect: Spooky, dissonant music
Hit Points: Low
Damage: Medium
Primary: Summon
Secondary: Control
Special Ability: Sleeper Agent – long-cooldown power can turn one unnamed enemy minion, lieutenant, or boss into an additional henchman; always works on minions, chance of failure against lieutenants and bosses
Sleeper Agent would need an accuracy check, so you can't just run up to a minion 10 levels higher than you and snag it. Also, I could see giving the power a Mag 3, so that minions and lieutenants are covered, but bosses and higher would require several applications of the power for success.


Quote:
Originally Posted by Far_Realm View Post
BENEFACTOR
Symbol: open hand, light grey background
Sound Effect: droning voices
Hit Points: Medium
Damage: Medium
Primary: Support
Secondary: Buff
Special Ability: Karma – when the Benefactor targets an ally with a buff, the Benefactor gains that buff as well (but buffing multiple allies with the same power does not stack, except in the case of healing)
This AT has almost zero solo capability. As others have pointed out, the devs are trying to steer clear of that. I do like Karma, though. But the AT really needs some sort of offensive capability.


Quote:
Originally Posted by Far_Realm View Post
VANGUARD
Symbol: banner, red background
Sound Effect: horns
Hit Points: High
Damage: High
Primary: Melee
Secondary: Buff
Special Ability: Bravado – the Vanguard's attacks have a chance to cause a heal self effect; if above 85% hit points, the Vanguard will receive a temporary cumulative resistance buff instead.
Bravado sounds too OP. The heal would have to scale with Health, much like how resistance scales with health in the Super Reflexes power set. The buff would have to be removed from the power, unless the heal is so small it does almost nothing, or if the chance of healing is equally small.


Quote:
Originally Posted by Far_Realm View Post
TRICKSTER
Symbol: chaos star, purple background
Sound Effect: insane laughter
Hit Points: Low
Damage: High
Primary: Control
Secondary: Wild Card
Special Ability: Chaos – the Trickster's attacks inflict one of any number of random secondary effects on targets, in addition to the attack's normal effects
Again, possible copyright infringement (on the DC comics character of the same name). I could see this working if the control powers do very, very little damage or none at all, because I'm assuming "Wild Card" is a purely offensive set and you've already labeled the AT as doing High damage.

Other than that, very imaginative and creatively thought out!


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Posted

Old-school Defiance was a terrible inherent ability and it would be even more worthless on a character with an armor powerset.


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Posted

Quote:
Originally Posted by Aett_Thorn View Post
Trickster: I just don't know how this would work in-game. First off, you'll need to define what a "Wild Card" secondary is. After that, I'm not sure how much the game can apply random effects from the same power. Though I guess that it could work similar to the Tarot card power. I just don't know how easy that kind of thing is to code into attacks and controls.
Actually the random secondary effect would be possible. Just give every power a bunch of secondary effects with different proc chances, sometimes you get none sometimes you get several). The problem is it decreases the differences between sets of the same type even more. It's the sort of thing that would work better as the special feature of a single set rather than something AT specific (i.e. imagine if Dual Pistols applied a random shot type to every attack rather than letting you choose).


 

Posted

This may be a silly question - but from what I have seen there aren't any new ATs for GoRo, so I hope you aren't expecting to see any, are you?

As for these ideas, I think Aett has summed it up pretty well.


Altoholic - but a Blaster at Heart!

Originally Posted by SpyralPegacyon

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Posted

Quote:
Originally Posted by DarkGob View Post
Old-school Defiance was a terrible inherent ability and it would be even more worthless on a character with an armor powerset.
How so? I can stay at 5-10% HP indefinitely on my /SR scrapper. While my /Regen stalkers don't sit around at low health, they often dip down in that territory and hover there for a bit before a heal goes off to bring em right back. I'd assume Invulnerability can comfortably sit at 30% since their max HP makes that safe. Dark armor literally *waits* until it's around 20-30% HP before clicking Dark Regen.

Would the old defiance at 30% HP yield around a 50-70% dmg buff? A 100% buff at 25% health?


 

Posted

I'm a little surprised none of you recognized "Support" as the Blaster's secondary powers - Devices (which would be tweaked) and the "Manipulation" sets: lesser control powers combined with strong melee attacks. I always thought they would be very interesting as primary attacks. It would play like a Controller who traded high-end control for direct fighting power. I admit, I remain uncommitted to the "Karma" ability - I did think of giving it a special ability that increased damage instead.

Concerning copyright problems: Arnold Schwarzenegger's character isn't the only thing out there called a Terminator - nobody stopped Games Workshop or New World Computing, for example, from featuring things called Terminators. The "Trickster" has been a central archetype of world mythology since the dawn of time - that word's as public domain as they come. Claiming ownership of that would be even stupider than George Lucas claiming he owns the word "Blaster."

As for the Terminator: Given that lots of enemies do vicious damage at range (Nemesis, Longbow, and the Redcaps come to mind), I don't see how it's that overpowered. I'm thinking their damage is like Corrupters: the damage values are ostensibly the same as Defenders, yet their damage is rated as "High", and the only reason for that I can think of is Scourge. At the same time, I was comparing it to the Brute, who with both Hit Points and Damage rated as "High", seemed overpowered compared to the Tanker. I'd make Terminator Defense powers the same values as Brutes, Stalkers, and Scrappers. Also note their Medium Hit Points - I think they'd just be differently-abled Brutes. Maybe they'd be a little overpowered at the lowest of levels when you're fighting Skulls and Hellions, but that advantage would melt away quickly. Besides, how can you say no to a steely-eyed gunslinger with Dual Pistols and Willpower?

It sounds like you've done a good job debating and justifying the Puppetmaster.

Regarding the Vanguard and Bravado: First of all, I was thinking of making the effect about as likely as a Scrapper's Critical Strike. Also, my original idea was to accelerate its regeneration and recovery as it took damage - I went with the chance to heal because I thought it was more in keeping with the concept, and wanted it to be completely different from a Scrapper with Regeneration.

Trickster: Sorry I didn't explain "Wild Card" - I thought it would be more self-evident. Wild Card powersets would mean a little bit of everything - ranged, melee, buff, defense, summon, various ways to cause chaos, and in particular, shapeshifting (like Kheldians). They would get a lot of their "High" damage ratings from these alternate forms.

And yes, I'm perfectly aware these ideas won't make it into Going Rogue. No time like the present to bring them up though, right?


 

Posted

Terminator would be overpowered.

Benefactor would be helpless.

I have no major problem other than possible mechanics issues with the others.


Quote:
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.

 

Posted

Quote:
Originally Posted by Far_Realm View Post
TERMINATOR
Hit Points: Medium
Damage: High
Primary: Ranged
Secondary: Defense
Special Ability: Bloody, Bold and Resolute – the Terminator deals more damage the more injured it is (what Blaster Defiance used to be)
I would like to see this AT, however I agree with what many have said. The damage and self defense would have to be seriously balanced to avoid being overpowered. Also the Inherent is already a proven "fail". I would also add that the AT name should probably be something else, since yours has been used already. "I'll be back!"

Quote:
Originally Posted by Far_Realm View Post
PUPPETMASTER
Hit Points: Low
Damage: Medium
Primary: Summon
Secondary: Control
Special Ability: Sleeper Agent – long-cooldown power can turn one unnamed enemy minion, lieutenant, or boss into an additional henchman; always works on minions, chance of failure against lieutenants and bosses
This one could work. I am not sure about the Inherent and its probably too close to existing ATs, which would possibly make it less popular overall. Just guessing though.
Without Domination or Containment, its solo-ing ability might bring back memories of "pre-containment".

Quote:
Originally Posted by Far_Realm View Post
BENEFACTOR
Hit Points: Medium
Damage: Medium
Primary: Support
Secondary: Buff
Special Ability: Karma – when the Benefactor targets an ally with a buff, the Benefactor gains that buff as well (but buffing multiple allies with the same power does not stack, except in the case of healing)
No way in heck would I play this, and I like playing support characters. My Empath is about as "full-support" as I can stand. If you are familiar with a game called "dragon realms", you might understand better why this kind of AT/class is simply not worth the effort to make.

Quote:
Originally Posted by Far_Realm View Post
VANGUARD
Hit Points: High
Damage: High
Primary: Melee
Secondary: Buff
Special Ability: Bravado – the Vanguard's attacks have a chance to cause a heal self effect; if above 85% hit points, the Vanguard will receive a temporary cumulative resistance buff instead.
This is another of the combinations I REALLY want to see. My thought was to called it a "PROTECTOR" but a name is a name. I agree with others regading the Inherent and say that its going to be too much to have High melee damage, buff secondaries and a scaling inherent. I think a better option would be Buff Primary, Medium melee damage on Par with a Tanker and maybe some kind of damage scaler like Vigilance that raises your damage as your team gets hurt.

Quote:
Originally Posted by Far_Realm View Post
TRICKSTER
Hit Points: Low
Damage: High
Primary: Control
Secondary: Wild Card
Special Ability: Chaos – the Trickster's attacks inflict one of any number of random secondary effects on targets, in addition to the attack's normal effects
Very cool AT Name if you ask me, so I would want this one to work, but...
I dont know what you mean by a "Wild Card" set, other than maybe something like a collection of random powers arranged like a "Kheldian" set. You could instead do an "Assault" Primary which has ranged and melee attacks with Medium damage, and then your secondary could be "control". This would be like a reverse Dominator, so I dont think the similarity will make it a good choice after Going Rogue. The idea of random secondary effects sounds good at first, but I think would be a nightmare for coding and for planning a build.

Just realized that your "Wild Card" set should be the Primary, not the secondary. Also one idea that just occurred to me would be to make the Primary options switch-able like the Pistol ammo types. You could have an "Elementalist" that uses the four primary elements, an "Acrobat" that uses a variety of melee moves and hand-held objects (knives, rapiers, rings etc...) and perhaps some other "groupings" that could be thought up. Also the secondary could be a Manipulation set like the Blaster secondary, which would allow a "Trickster" to go more range focused or gain some melee strength. Since we already have Controllers and Dominators, I am not too eager to add another control-based set, but getting a second AT using the "Manipulation" or "Assault" sets would be AWESOME

So, I really like two of these choices Terminator and Vanguard, with Trickster being a very interesting AT possibility.

Thanks for sharing your ideas.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by Biospark View Post
I would like to see this AT, however I agree with what many have said. The damage and self defense would have to be seriously balanced to avoid being overpowered. Also the Inherent is already a proven "fail". I would also add that the AT name should probably be something else, since yours has been used already. "I'll be back!"
Did no one read my previous post? That character is NOT the only thing out there called a "terminator" - I'm pretty sure no one owns that word.


Quote:
Originally Posted by Biospark View Post
This one could work. I am not sure about the Inherent and its probably too close to existing ATs, which would possibly make it less popular overall. Just guessing though.
Without Domination or Containment, its solo-ing ability might bring back memories of "pre-containment".
The Summoning primary should more than make up for that.



Quote:
Originally Posted by Biospark View Post
No way in heck would I play this, and I like playing support characters. My Empath is about as "full-support" as I can stand. If you are familiar with a game called "dragon realms", you might understand better why this kind of AT/class is simply not worth the effort to make.
Once again: WHY DOES NO ONE UNDERSTAND that "Support" refers to the Blaster Secondaries??? low level control and melee attacks.

Quote:
Originally Posted by Biospark View Post
This is another of the combinations I REALLY want to see. My thought was to called it a "PROTECTOR" but a name is a name. I agree with others regading the Inherent and say that its going to be too much to have High melee damage, buff secondaries and a scaling inherent. I think a better option would be Buff Primary, Medium melee damage on Par with a Tanker and maybe some kind of damage scaler like Vigilance that raises your damage as your team gets hurt.
High Melee damage as its Primary would essentially make it a melee Corrupter. That's not overpowered, is it?


Quote:
Originally Posted by Biospark View Post
Very cool AT Name if you ask me, so I would want this one to work, but...
I dont know what you mean by a "Wild Card" set, other than maybe something like a collection of random powers arranged like a "Kheldian" set. You could instead do an "Assault" Primary which has ranged and melee attacks with Medium damage, and then your secondary could be "control". This would be like a reverse Dominator, so I dont think the similarity will make it a good choice after Going Rogue. The idea of random secondary effects sounds good at first, but I think would be a nightmare for coding and for planning a build.

Just realized that your "Wild Card" set should be the Primary, not the secondary. Also one idea that just occurred to me would be to make the Primary options switch-able like the Pistol ammo types. You could have an "Elementalist" that uses the four primary elements, an "Acrobat" that uses a variety of melee moves and hand-held objects (knives, rapiers, rings etc...) and perhaps some other "groupings" that could be thought up. Also the secondary could be a Manipulation set like the Blaster secondary, which would allow a "Trickster" to go more range focused or gain some melee strength. Since we already have Controllers and Dominators, I am not too eager to add another control-based set, but getting a second AT using the "Manipulation" or "Assault" sets would be AWESOME

So, I really like two of these choices Terminator and Vanguard, with Trickster being a very interesting AT possibility.

Thanks for sharing your ideas.
Why did no one read my second post? I explained what Wild Card was - but you seem to have a good grasp of it. However, as much as I love Dominators, I want the Trickster to be substantially different. As for worries about the Chaos ability: I admit I don't know much about coding, but shouldn't a random number generator mechanic be easy? That's all it needs. As a matter of fact, somebody brought up the Tarot Card power - that's a perfect example of exactly how it would work. As for "planning a build", your motto should be "expect the unexpected" - if you're the sort of person who needs order and predictability, you shouldn't be playing this archetype. Besides, it's not like there's a chance of it hurting you. And keep in mind, the Chaos effect doesn't replace normal secondary effects, it's IN ADDITION to them.

And yes, a second Archetype using the "Manipulation" sets would be awesome - I call it the Benefactor.


 

Posted

Quote:
Originally Posted by Far_Realm View Post
Once again: WHY DOES NO ONE UNDERSTAND that "Support" refers to the Blaster Secondaries??? low level control and melee attacks
The terminology most often used used for the blaster secondary is 'manipulations'....when you say support, people think of the 'support' that masterminds/corruptors/defenders/controllers use...that is buff/debuff. I'm sure at some point the blaster secondary had that moniker, but it's now synonymous with buff/debuff sets.


 

Posted

My apologies "Far_Realm", I did not read your second post thoroughly.

I'd like to add that perhaps you think I oppose your idea, and this is not the case.
I am on your side and truely hope that the Developers review all our AT ideas and find something that is workable.

What I attempted to do was tell you which ideas I liked and which ones didnt seem as attractive (for a variety of reasons).

You dont have to agree with me, but once again, I am on your side.

This is what I believe (accept it or not) that the developers listen to us and I would wager we may see new ATs in the future, as they have the opportunity and desire from us to create them.

But...

I also believe they will not undertake such a large endeavor and create an AT that is very similar to what is already available in the game. This is why I think certain powerset combinations are more likely than others. For example; why create something that is more-or-less like a Dominator with the primary and secondaries reversed, when they can pair up sets that currently dont exist in the game (like my favorite reccommendation of Melee+Buff/Debuff)

Peace to you


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF