The Proliferation Scorecard (and what's left to do)


Alef_infinity

 

Posted

Here is a spreadsheet of powersets as they will be in Issue 21.

To read the sheet, go by columns. Take for example the Melee Powersets in the first column. There are 18 different Melee Powersets. Tankers and Scrappers have access to 13 of them; Stalkers, 11; and Brutes 14.

Still going down, you see that Scrapper and Brutes have access to Katana. Tankers only have access to Ice Melee. And so on.

Yellow highlights are the I21 Proliferation 3.0 Powersets. The salmon highlights are the new powersets in I21.

So, what's left to proliferate?

Proliferation of Existing Sets

Scrapper Melee:

  • Ice
  • Stone
  • Super Strength
  • Energy
  • (Ninja Blade is already represented in Katana)

Scrapper Defense:
  • Ice
  • Stone
  • Ninjitsu

Tanker Melee:

  • Katana (Ninja Blade)
  • Spines
  • Claws
  • Broadsword

Tanker Defense:
  • Energy
  • Regeneration
  • Ninjitsu

Brute Melee:
  • Ice
  • Martial Arts
  • Spine
  • (Ninja Blade is already represented in Katana)

Brute Defense:
  • Ice
  • Ninjitsu

Stalker Melee:
  • Ice
  • Stone
  • Super Strength
  • Fiery
  • Battle Axe
  • War Mace
  • (Katana is already represented in Ninja Blade)

Stalker Defense:
  • Stone
  • Invulnerability
  • Fiery
  • Shield


Mastermind Summons:

  • Unique set, nothing to proliferate from other ATs.

Mastermind Buff:

  • Empathy (may never happen because of Pain)
  • Radiation
  • Cold
  • Kinetics

Controller Control:
  • All sets already

Controller Buff:
  • Dark Miasma
  • Traps
  • Pain (may never happen because of Empathy)

Defender Ranged:
  • All sets already

Defender Buff:
  • Pain (may never happen because of Empathy)
  • Poison

Corruptor Ranged:
  • All sets already

Corruptor Buff:

  • Empathy (may never happen because of Pain)
  • Force Field

Blaster Ranged:
  • All sets already

Blaster Support:
  • Thorn/Plant/Spine from: Thorny Assault, Spines Melee, Plant Control
  • Earth from: Earth Assault, Stone Melee, Stone Defense, Earth Control
  • Primal Forces from: Kinetic Melee, Gravity Control, Force Field Buff
  • Martial Arts from: Martial Arts Melee, Super Strength, Ninjas
  • Radiation from: Radiation Blast and Shivan Powers

Dominator Control:
  • Illusion

Dominator Assault:
  • Dark from: Darkness Mastery Support
  • Devices from: Devices Support, Traps Buff
  • Primal Forces from: Kinetic Melee, Gravity Control, Force Field Buff
  • Martial Arts from: Martial Arts Melee, Super Strength, Ninjas
  • Radiation from: Radiation Blast and Shivan Powers




Proliferation of Concepts

If you take a look as this spreadsheet, it shows what type of powers, conceptually, have been proliferated into different powerset categories.

So, take a look, for example, at Fire in the first row. Fire (or 'Thermal') is represented in every powerset category. So that means you can have a Fire/Fire Anything AT, right? Not so fast. It won't be until Issue 21 that Fire Blast will be proliferated to Defenders. So, until then, you can't have a Fire/Thermal Defender.

But once everything is proliferated to every set, then that means you can have a PowerTypeX/PowerTypeX Anything AT, right? Not so fast. Even if all powersets are proliferated to all ATs, there are still some gaps in proliferating the Conceptual Power Type to every Powerset Category. So, for example, there is no Dark Control nor Dark Assault. This means you can't have a Dark/Dark Controller or Dominator.

Now, some concepts just don't make sense to be in every Powerset Category. There will be no War Mace Control Set or Dual Pistols Melee (and just because you can conceive of it cartoonishly happening, doesn't mean it's justifiable).

But the gaps in the spreadsheet show where future *new* powersets can go by extending the concepts of some Powerset Categories to other Categories. The obvious gaps are:

Electricity:
  • Buff

Energy:
  • Control
  • Buff

Radiation:

  • Control
  • Melee
  • Defense

Dark:
  • Control
  • Support

Archery:

  • Control
  • Assault/Support (mixed with Traps/Devices)

Spines:

  • Ranged

Storm:
  • Control
  • Ranged
  • Assault/Support

Plant:
  • Summoning
  • Buff

Illusion:

  • Summoning
  • Buff

Time:
  • Control

Gravity:

  • Buff

Stone/Earth:
  • Summoning
  • Ranged
  • Buff

Mechanical:
  • Power Gloves/Arms Melee (toons limited to armored hands/arms)
  • Armor Defense (toons limited to armor costumes)
  • Traps/Devices/Miniature Robotics Control

Shields:
  • Assault/Support

Blasting Melee Weapon:

  • Like the Arachnos Mace a weapon that can be swung in melee and shoots stuff. This would be a forced-paired Ranged and Assault/Support set for Blasters and Dominators (no redraw!). There could be versions of Fist Blades, Swords, Maces, Axes, Bayonettes, etc....


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Posted

I love you Zombie Man, I LOVE YOOOOU!


I support this post, and pray we will someday see this.

I love all the ideas for the summons, it would expand Masterminds out greatly.

I also love the idea of electric buff, I've been saying it for years now, how cool it would be.

Then you bought up Energy control and energy buff, and I was like "......Yes... Make this happen, fund this, bribe senators."


 

Posted

Radiation Assault could be done - Dominators don't NEED a matching primary (Blasters don't have matching secondaries for Radiation, Sonic, or Archery). Simply take tiers 1-7 from Radiation Blast and two of the melee attacks wielded by the Shivan enemies.


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Posted

Quote:
Originally Posted by Rangle M. Down View Post
Pst....

<.<

>.>


Radiation Armor and Radiation Melee.....

This.


 

Posted

What about stalker defense?


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Posted

Quote:
Originally Posted by Test_Rat View Post
What about stalker defense?
What do you mean "Stalker Defense?"


 

Posted

Quote:
Originally Posted by DarkSideLeague View Post
Radiation Assault could be done - Dominators don't NEED a matching primary (Blasters don't have matching secondaries for Radiation, Sonic, or Archery). Simply take tiers 1-7 from Radiation Blast and two of the melee attacks wielded by the Shivan enemies.
Added Radiation to Assault and Support under Proliferation.

Quote:
Originally Posted by Rangle M. Down View Post
Radiation Armor and Radiation Melee.....
And added Radiation to more conceptual new sets.


Quote:
Originally Posted by Test_Rat View Post
What about stalker defense?
Quote:
Originally Posted by venombeyond82 View Post
What do you mean "Stalker Defense?"
Oops. I had Stalker Melee sets that needed proliferation but skipped the Stalker Defense Sets. Now added.


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Posted

I don't know if I'd call Dominator and Blaster Secondaries port. But rather new sets.

That said, obviously Devs hate melee


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
I don't know if I'd call Dominator and Blaster Secondaries port. But rather new sets.
Well, Dark Manipulation Support is getting Dark cobbled together from existing Dark sets, so, the devs see it as such.

Basically, if they don't have to come up with new animations but can scrounge them from elsewhere, it's a proliferation. Once they get the animators involved, it's "new".


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Posted

I think it's more once they have to animate more than 2 or 3 new powers it becomes new.


 

Posted

Quote:
Originally Posted by Zombie Man View Post
Well, Dark Manipulation Support is getting Dark cobbled together from existing Dark sets, so, the devs see it as such.

Basically, if they don't have to come up with new animations but can scrounge them from elsewhere, it's a proliferation. Once they get the animators involved, it's "new".
Well, they did call Earth Assault Proliferation with just what, 1 new animation? So I guess that works.

Still, I don't think I'd call them proliferations just yet. But maybe that's because I hope to see new animations with those sets.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Kinda wish Sonic would be added to concepts. I could totally see Sonic Armor and Melee/weapons.


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Posted

Proliferate crab backpacks for all archetypes as either primary or secondary, and I'd be all over that.

/because it'd be fun to have a 'troller with a backpack, right?


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Posted

I need a martial arts secondary for blasters.


 

Posted

I want martial arts for brute.


 

Posted

Im not sure putting Invulnerability on a Stalker is a good idea, or Stone Armour.

For one thing, Stalkers do insane amounts of damage as is in a burst, put invulnerability on them, and you get the potential to have a vicious little one-shotting teambuster. One of the game play factors of a Stalker is hit and run tactics. Invulnerability would mean pretty much, running isn't required, and also, stone armour? Not much running going to be going on there. LMAO


 

Posted

Heh, a Granite Stalker.


H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD

 

Posted

Stone Armor would work terribly for Stalkers due to Granite's debuffs, I think. Not going to comment on the Invulnerability bit--I simply don't understand the assumptions you're making about that. What exactly are you talking about? PvP? That's in a broken state right now anyway.


 

Posted

Quote:
Originally Posted by Alef_infinity View Post
Stone Armor would work terribly for Stalkers due to Granite's debuffs, I think. Not going to comment on the Invulnerability bit--I simply don't understand the assumptions you're making about that. What exactly are you talking about? PvP? That's in a broken state right now anyway.
Stalkers are squishy characters who engage in melee attacks and then peel out when the going gets tough, hit and run is the main game of a stalker, element of surpise. You give a stalker invulnerability, and after they've killed the big guy with their assassin strike they should be able to plow through the rest relatively easy thanks to the massive resistances invulnerability offers to melee damage, combined with the damage even standard stalker attacks are capable of inflicting. Suddenly an invulnerable stalker has the ability to become a killing machine... with impunity. I'm just afeared it might overpower them a tad in PvE


 

Posted

Okay...you know Invul doesn't make you literally invulnerable, right?


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Warning: This poster likes to play Devil's Advocate.

 

Posted

Quote:
Originally Posted by BigBoss Eyepatch View Post
Stalkers are squishy characters who engage in melee attacks and then peel out when the going gets tough, hit and run is the main game of a stalker, element of surpise. You give a stalker invulnerability, and after they've killed the big guy with their assassin strike they should be able to plow through the rest relatively easy thanks to the massive resistances invulnerability offers to melee damage, combined with the damage even standard stalker attacks are capable of inflicting. Suddenly an invulnerable stalker has the ability to become a killing machine... with impunity. I'm just afeared it might overpower them a tad in PvE
...It's clear you don't really understand Stalkers, or how Invul compares to other armor sets. True, massive alphas are the name of the game for Stalkers, but after that, staying in and scrapping the spawn to death is actually the best choice overall. Running to get hide status back is actually more likely to get you killed solo, and on teams it really hampers your damage.

Also, stalker damage isn't really all that. They're more comparable with scrappers in the long run... with less AoE for many of their sets and less survivability overall.

Yes, Invul can be tough, but it isn't really that, heh, invulnerable compared to the other armor sets. It won't suddenly make Stalkers that much tougher than they were before.


 

Posted

Quote:
Originally Posted by Alef_infinity View Post
...It's clear you don't really understand Stalkers, or how Invul compares to other armor sets. True, massive alphas are the name of the game for Stalkers, but after that, staying in and scrapping the spawn to death is actually the best choice overall. Running to get hide status back is actually more likely to get you killed solo, and on teams it really hampers your damage.

Also, stalker damage isn't really all that. They're more comparable with scrappers in the long run... with less AoE for many of their sets and less survivability overall.

Yes, Invul can be tough, but it isn't really that, heh, invulnerable compared to the other armor sets. It won't suddenly make Stalkers that much tougher than they were before.
I understand how invul compares to other armour sets perfectly well. Perhaps not as well on things that don't hardcap at 90% though I'll grant you, which maybe where my concern stems from.

But I disagree, in theory at least, about Invul not making them tougher as an AT. As you'll be in point blank range once you strike, and given how invul can reduce melee damage taken better than any other armor set, I do believe that would be enough to remove a stalker from squishdom even without IO sets. Especially as most melee damage is smashing and lethal in the game and, once you factor in Invul's defences of Tough Hide and Invincibility, you're effectively making a squishy character extremely tough and then, there is dull pain's massive hp boost on top of all that. When you factor in physical resistance that exceeds everything else, defences to everything bar psychics, the ability radically boost your HP for several moments, and you really think an invulnerable stalker wouldn't be all that once they've practically one shotted the boss?

I have to say, Im not convinced to the contrary of my thoughts.