Throws/Tosser Melee Powerset
How would the set look when you use it against small creatures like clockwork, versus a Giant Monster? How would it work against things like Swarms?
How would it work at all with the collision engine that we have?
In short, a set like this (basically grappling), is very tough to do with the engine that we have. We can't really grab an enemy, since they occupy different space in the game. So, our characters could make a grab maneuver, but we'd never actually grab the enemy. Also, the same animation would play when used against a tiny clockwork robot (we'd "grab" empty air), and a Kronos Titan (we'd "grab" an ankle).
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"I was just the one with the most unsolicited sombrero." - Traegus
Hahahahahahahahahahahahahahahaha
The name might need some changing.
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The name might need some changing. |
and I was thinking of similar animations to SS, as in punches and such...since the engine makes actual grappling next to impossible....which is another reason to change the name
the main concept is knockback, however....
"Bouncer"?
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I don't want a melee set that is centered around knockback.
Knock-up, sure. Knockback? No way in hell. I'm not rolling something that I have to continually chase after dudes because *I* am knocking them away.
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I don't want a melee set that is centered around knockback.
Knock-up, sure. Knockback? No way in hell. I'm not rolling something that I have to continually chase after dudes because *I* am knocking them away. |
and I just wish they took damage when they landed
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"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
it's best to add this to some of the current melee pools, a set specifically about throwing makes no sense even if you put a judo sticker on it.
Coming from England, all I could think of when I saw the title was "Eeeeehhhyeahyooooouwangah! Comeon'eeeennnnnnyeaaahooo-oo-oo-oo! Uhuaaaahhh!"
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not everybody would enjoy it, sure...but I LOVE knockback, especially solo...I love throwing enemies all over the place and making them have to chase me around as I bash one of their friends, love scenery chewing fights
and I just wish they took damage when they landed |
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
Please refer to: old /SS, old Stone Melee, old /Axe, and old /Mace. All of these used to contain several knockback attacks. The players hated them. Yes, not everyone would have to play a new set, but I doubt that the Devs are going to give us something they had to remove from previous sets.
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what I'd like is a powerset that goes toward those old playstyles that specifically designed to fit that playstyle...and yeah, I know it's unlikely since a lot of the complainers prefer to not have a double edged ability rather than take the effort to learn how to actually and effectively use it
but still, I doubt I'm the only one who wants to be able to have a drag out, knockdown fight that extends for blocks
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"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
Coming from England, all I could think of when I saw the title was "Eeeeehhhyeahyooooouwangah! Comeon'eeeennnnnnyeaaahooo-oo-oo-oo! Uhuaaaahhh!"
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"All right then! ****s! I'll take you all on! One at a time or all at once!!"
Nice idea though. I like a bit of knockup and knockdown, probably why I've got so many Superstrength characters. But yes, the limitations on grappling would make this difficult. However, I would LOVE to see what happens when you try to grab a Fake Nemesis. I can see a whole host of dodgy screengrabs making an appearance on the forum.
I reckon the Devs might have tossed this idea around (no pun intended) and come up with Kinetic Melee instead which almost does the same sort of thing.
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"All right then! ****s! I'll take you all on! One at a time or all at once!!" Nice idea though. I like a bit of knockup and knockdown, probably why I've got so many Superstrength characters. But yes, the limitations on grappling would make this difficult. However, I would LOVE to see what happens when you try to grab a Fake Nemesis. I can see a whole host of dodgy screengrabs making an appearance on the forum. I reckon the Devs might have tossed this idea around (no pun intended) and come up with Kinetic Melee instead which almost does the same sort of thing. |
and yeah, I like KM too, but I want something with the KB punch and raw untrained brute force feel of old SS with a bit more damaging AoE (as adverse hand clap) and having the thematic extra damage come as a DoT after the target lands
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"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
So, you're suggesting a powerset in which virtually every power in it will knock your enemy away from you?
That'd work great with secondaries like Willpower, Invuln, and Shield. Every attack you make actually makes you weaker by removing enemies from the range of your beneficial powers.
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. |
OP, why don't you just slot KB enhancements in some of the other sets to get this kind of feel?
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
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
will look similar to superstrength
Tanker Melee
1 - Slam: Very Fast, chance for knockdown (KB if enhanced), minor damage (smash)
2 - Thrust: Fast, chance for knockdown (KB if enhanced), moderate damage (smash)
3 - Dominoes: Slow, knockback, cone 15 ft, 30 degrees, moderate damage (smash)
4 - Taunt
5 - Toss: Moderate, knockback, high damage (smash)
6 - Punt: Slow, HIGH knockup, extreme damage (smash)
7 - Hard Landing: Attacks receive a second DoT (smash) dependent on the strength of the individual attack's knockback, (toggle or very long click...gives the option of either using it or not)
8 - Hurl: as Super Strength
9 - Exploding Crowd: Slow, Knockdown (enhanceable to Knockback) PBAoE 10ft, 16 targets, High damage (aware that the target max is more like a blaster nova, nothing else near to reaches novas though)
Brute Melee
1 - Slam: Very Fast, chance for knockdown (KB if enhanced), minor damage (smash)
2 - Thrust: Fast, chance for knockdown (KB if enhanced), moderate damage (smash)
3 - Dominoes: Slow, knockback, cone 15 ft, 30 degrees, moderate damage (smash)
4 - Toss: Moderate, knockback, high damage (smash)
5 - Punt: Slow, HIGH knockup, extreme damage (smash)
6 - Taunt
7 - Hard Landing: Attacks receive a second DoT (smash) dependent on the strength of the individual attack's knockback, (toggle or very long click...gives the option of either using it or not)
8 - Hurl: as Super Strength
9 - Exploding Crowd: Slow, Knockdown (enhanceable to Knockback) PBAoE 10ft, 16 targets, High damage (aware that the target max is more like a blaster nova, nothing else near to reaches novas though)
Scrapper Melee
1 - Slam: Very Fast, chance for knockdown (KB if enhanced), minor damage (smash)
2 - Thrust: Fast, chance for knockdown (KB if enhanced), moderate damage (smash)
3 - Toss: Moderate, knockback, high damage (smash)
4 - Punt: Slow, HIGH knockup, superior damage (smash)
5 - Confront
6 - Hard Landing: Attacks receive a second DoT (smash) dependent on the strength of the individual attack's knockback, (toggle or very long click...gives the option of either using it or not)
7 - Dominoes: Slow, knockback, cone 15 ft, 30 degrees, moderate damage (smash)
8 - Hurl: as Super Strength
9 - Crater: Slow, Knockdown, Extreme damage DoT (smash) 2 hits (three with hard landing)
the tier nine scrapper is basically on the idea that instead of tossing them away, the scrapper slams them straight down into the Earth
the Hard Landing would work to trigger the effects on other powers the way critical, gauntlet and other such powers work, since it will either be a toggle or a click, it should provide moderately higher damage based on KB than would be had from slotting a dam-enhancement comparable to KB enhancements in place
design ideas include the idea that brutes and tankers are more about AoE and scrappers are more about single target
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"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math