Powerset Idea - Grenades
It's an interesting suggestion, yes, but as I recall the distinction isn't there between powersets to throw grenades and launch grenades, let alone modifying the endurance cost and recharge time depending on powerset unless they made two, one for Rifle sets and one for without.
And I've not tested an AR/*/Munitions Blaster at a high enough level to see if there's redraw between using AR powers and using Munitions Powers.
It's an interesting suggestion, yes, but as I recall the distinction isn't there between powersets to throw grenades and launch grenades, let alone modifying the endurance cost and recharge time depending on powerset unless they made two, one for Rifle sets and one for without.
And I've not tested an AR/*/Munitions Blaster at a high enough level to see if there's redraw between using AR powers and using Munitions Powers. |
Eh, sounds cool. I'd honestly just be happy if they made alternate animations for Trick Arrow that had the powers use a rifle or what have you instead. Sure, it might not make sense to have a power with the word 'arrow' in it shoot a grenade, but they've already done something like that with Martial Arts anyways, where powers like Storm Kick and Crippling Axe Kick have alternate punching animations.
Eh, sounds cool. I'd honestly just be happy if they made alternate animations for Trick Arrow that had the powers use a rifle or what have you instead. Sure, it might not make sense to have a power with the word 'arrow' in it shoot a grenade, but they've already done something like that with Martial Arts anyways, where powers like Storm Kick and Crippling Axe Kick have alternate punching animations.
|
Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!
Theres not a single Single Target power in there, which would put Endurance costs through the roof.
Other than that...its interesting.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
|
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
|
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
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
Ummm...you know that the main difference between the two is the name of the set, right? And the fact that Ninja blade gets Assassin strike because it's a Stalker set?
|
Trick Arrow has exactly two ST powers out of 9, one of which is marginally useful. The very nature of grenade weapons dictates that they be at least parially AoE based. The balance here comes from long recharge times and high endurance costs, rather than having ST abilities.
Ninja Blade gets AS and Placate, as well as a different "default" weapon model (back before I11's weapon customization) and a different draw animation (over the back rather than from the hip). If you don't consider Grenades to be valid as a separate powerset, you shouldn't consider NB to be valid as a separate powerset either.
|
Trick Arrow has exactly two ST powers out of 9, one of which is marginally useful. The very nature of grenade weapons dictates that they be at least parially AoE based. The balance here comes from long recharge times and high endurance costs, rather than having ST abilities. |
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
Eh, you could very easily turn web grenade into an single target power, as i don't really know very many web grenades that are AoEs.. (traps, and devices are both single target)
1/1: Smoke Grenade - Ranged (Location AoE), Foe -Perception, -To-Hit
|
1/2: Web Grenade - Ranged (Targeted AoE), Foe: Immobilize, -Recharge, -Fly |
2/4: Glue Grenade - Ranged (Location AoE), Foe -Recharge, -SPD, -Fly |
6/10: Concussion Grenade - Ranged (Targeted AoE), Minor DMG(Smashing), Foe Knockdown, Disorient |
8/16: Gas Grenade - Ranged (Targeted AoE), Foe Hold, -DMG |
12/20: Frag Grenade - Ranged (Targeted AoE), Moderate DMG(Lethal/Smashing), Foe Knockback |
18/28: Sonic Grenade - Ranged (Location AoE), Foe -Res(All) |
26/35: Incendiary Grenade - Ranged (Location AoE), Moderate DoT(Fire) |
32/38: EMP Grenade - Ranged (Targeted AoE), Moderate DMG(Energy), Foe Hold, -Regen, -Recovery, -End, Special vs. Robots, Self -Recovery |
I count six (maybe seven) powers that are identical or extremely close to Trick Arrow. So sure enough, 2/3 of the set.
Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!
Mace Mastery, Bane Spider VEAT, Crab Spider VEAT, Wolf Spider VEAT. Additionally, Bane Spider NPCs and likely others have wide area web grenades. The amount of powersets that have AoE web grenades outnumber the ones that have single-target attacks.
|
Actually, the ATs that have access to single target 'web grenades' clearly outnumber the ones that have access to AoE ones.
And Mace mastery, that one that has the AoE Web grenade, is only available to VEATs, Brutes, Corruptors, and Masterminds
VEATs, no matter how to slice it, is still just 1 AT.
Blasters get devices.
Corruptors, Masterminds, and Defenders get traps.
Scrappers get Weapons Mastery.
And for 'Web Grenade clones' you have trick arrow, which is available to defenders, controllers, corruptors, and masterminds.
So, the number of ATs with access to single target 'web grenades' clearly outnumber the ones that have AoE web grenades.
So its actually better for that to be a single target power.
I do have to agree that a damaging ability in a debuff set is kinda odd, so maybe you could replace Frag Grenade with another single target grenade like power.
Actually, the ATs that have access to single target 'web grenades' clearly outnumber the ones that have access to AoE ones.
And Mace mastery, that one that has the AoE Web grenade, is only available to VEATs, Brutes, Corruptors, and Masterminds VEATs, no matter how to slice it, is still just 1 AT. Blasters get devices. Corruptors, Masterminds, and Defenders get traps. Scrappers get Weapons Mastery. And for 'Web Grenade clones' you have trick arrow, which is available to defenders, controllers, corruptors, and masterminds. So, the number of ATs with access to single target 'web grenades' clearly outnumber the ones that have AoE web grenades. So its actually better for that to be a single target power. I do have to agree that a damaging ability in a debuff set is kinda odd, so maybe you could replace Frag Grenade with another single target grenade like power. |
I think it's suitably different enough to warrant it's own set. Think of the differences between Katana and Ninja Blade.
|
... You realize that the 3 VEAT versions count as one power right? Because you can't take more than one at a time, and they are all exactly the same power that are only in three "different" sets due to how VEATs operate (and to limit re-draw), not because they wanted three different sets to have WAWG.
Thematically, Traps and Devices are supposed to fill this concept, a gadget user who's not an Archer, so it just being a clone of TA is a point against it, what I'd like to see is this as a control set, THAT would be nice, a Gadgeteer's control set.
I think it's suitably different enough to warrant it's own set. Think of the differences between Katana and Ninja Blade.
There are differences between katana and Ninja Blade?
This seems like comparing Tanker super Strength with Brute Super Strength.
Anyone Who wants to argue about my usual foolishness can find me here.
https://twitter.com/Premmytwit
I'll miss you all.
Synopsis: This is a debuff/control powerset will perform similarly to Trick Arrow, providing massive AoE debuffing while being more compatible with other powersets and concepts that may not include a bow-using hero, villain, or rogue. The animations the powers will use will depend largely on the type of weapon a person has. If the person has an Assault Rifle or the Pulse Rifle from the Assault Rifle, Mercenaries or Robotics powersets, they will launch the grenades from the Assault Rifle or Pulse Rifle barrel. If the person has another weapon, like Dual Pistols or Archery, or if the person has a non-weapon powerset, they will use hand grenades. The disadvantage of the faster animation times, damage dealing powers and lack of redraw is that endurance costs and recharge times will be increased.
GRENADES (Defenders, Controllers, Masterminds, Corruptors): You carry a wide assortment of grenades, each with their own special payloads. This support powerset is unique in that it has a few abilities that not only debuff, but also deal damage to the enemy.
1/1: Smoke Grenade - Ranged (Location AoE), Foe -Perception, -To-Hit
The Smoke Grenade envelops all those in the affected area in a cloud of smoke. Most villains will not be able to see past normal melee range, although some may have better Perception. If the villains are attacked, they will be alerted to your presence, but will suffer a penalty to Accuracy. Recharge: Moderate (30 sec)
1/2: Web Grenade - Ranged (Targeted AoE), Foe: Immobilize, -Recharge, -Fly
Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is slowed. The web can bring down flying entities and halts jumping. Recharge: Moderate (20 sec)
2/4: Glue Grenade - Ranged (Location AoE), Foe -Recharge, -SPD, -Fly
This grenade carries a cartridge of intensely sticky glue, which explodes on impact. The glue slows the movement and attack rates of any foes in the area. Recharge: Slow (1 min)
6/10: Concussion Grenade - Ranged (Targeted AoE), Minor DMG(Smashing), Foe Knockdown, Disorient
The force of a Concussion Grenade can knock enemies off their feet, dealing minor Smashing damage and temporarily Disorienting them. Damage: Minor, Recharge: Slow (45 sec)
8/16: Gas Grenade - Ranged (Targeted AoE), Foe Hold, -DMG
A Gas Grenade leaves foes in the effected area choking and helpless. Even if they are not affected, their potential to do Damage will still be reduced. Recharge: Moderate (30 sec)
12/20: Frag Grenade - Ranged (Targeted AoE), Moderate DMG(Lethal/Smashing), Foe Knockback
The Frag Grenade will explode on impact with an enemy, dealing Lethal and Smashing damage to all surrounding enemies as well as knocking them to the ground. Recharge: Moderate (20 sec)
18/28: Sonic Grenade - Ranged (Location AoE), Foe -Res(All)
This grenade plants a sonic resonator at a target location. The vibrations of the resonator weaken the damage resistance of all nearby foes. Recharge: Moderate (30 sec)
26/35: Incendiary Grenade - Ranged (Location AoE), Moderate DoT(Fire)
The Incendiary Grenade contains highly volatile material that will ignite when exposed to air. It will leave a cloud of burning particles that will deal severe Fire damage to any enemy that passes through. Damage: Moderate, Recharge: Slow (45 sec)
32/38: EMP Grenade - Ranged (Targeted AoE), Moderate DMG(Energy), Foe Hold, -Regen, -Recovery, -End, Special vs. Robots, Self -Recovery
This grenade can unleash a massive pulse of electromagnetic energy on impact. This EMP can affect machines, and is even powerful enough to affect synaptic brain patterns. It will incapacitate all foes in its radius. Additionally, most machines and robots will take moderate high damage. However, the blast will affect you too, leaving you drained of Endurance and unable to recover Endurance for a while. Damage: Moderate (High vs machines), Recharge: Very Slow (3 min)