Elemental
I like it, but as stated it would be like making ten power sets and it would have to be it's own AT. I think this would be better done as a combo mechanic like dual blades uses.
Blast set (blaster/defender/corruptor)
Adjust order unlocked as you see fit.
Power (Type) -note if not obvious-
Ice Bolt (Quick Blast)
Fire Blast (Normal Blast)
Hurl Boulder (Burst attack) -nature-
Zapp (Sniper)
Fire Ball (AE Blast)
Icy Breath (Cone Blast)
02 Boost (Single Target Heal) -nature-
Build Up (Duration lasts an extra Xsec if you remain grounded) -electric-
Ultimate - Massive all elements explosion, player reduced to 1% hp if alive, resurrects with 1% if dead.
Combos:
Water Shot
Ice Bolt->Flares-> Zapp
Target is heavily electrified, takes extra DoT and a light hold effect.
Fire Wall
Build Up -> O2 Boost -> Fire Ball
Empowered fire lingers and easily spreads through the charged oxygenated environment.
A field of fire forms at the site of the Fire Ball's explosion.
Teraforming
Fire Ball -> Hurl Boulder -> Icy Cone
Nature springs to life in fresh soil.
'Carrion Creepers' Effect throughout Icy Cone's area.
Magnetic Inversion
02 Boost -> Hurl Boulder -> Build Up
PBAoE Heal on allies and knockdown/damage on enemies along with the Build Up effect animation.
I like it, but as stated it would be like making ten power sets and it would have to be it's own AT. I think this would be better done as a combo mechanic like dual blades uses.
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Remember that the idea is that the element addition is the primary idea and it is more or less I want it added to other powers... like say allowing you to select all power pool sets or applying elements to weapons.
But i like your idea to though I'd call that more along Black Mage style casting which is awesome but I'd do it more like...
instead of each move being a power I'd make it so that each power is a type of elements and then you have to input a combo
fire->fire->ice = Fog
fire->wind = flame thrower
You'd have to have an "end" power though so you can put together any number of combination and lengths that change what you're doing...
How would that work in the context of this game though?
Other power sets give nine powers. Your 'spells' style combo cast with multiple powers don't really fit. If you had nine or fewer spells then those spells may as well just be the powers themselves. No need to complicate the controls. If you had over nine spells that would be ruled out immediately as over powered (Or at least over flexible) compared to anything else.
Where's the give and take behind your idea?
You know how the 'normal' power sets work.
What do you give up, and what do you get for it?
Might be worth it just to see that hit-yourself-in-the-head-with-a-baseball-bat self heal.
In all seriousness, this gets into secondary effect customization for powersets, which is very dangerous to contemplate with the limited control we have over balance. Its an interesting idea, and one I've thought about myself, but I don't think this is something the devs want to put enough time into in order to do correctly. The current limits are probably visual customization and invention-based procing.
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for the Black Mage style I'd go with some sort of casting time which could be implemented 2 ways...
as you cast you have to "cast" fire and timer ticks off then you have to cast fire again with each element having it's own timer cast.
or
you can plug in the combination and then just have the one timer for the particular power
Either way it would take time and probably player memory to do the really good powers so there is a high mistake cost on there. So you could say make the black mage have ice blast, but that ice blast is weaker and/or take more time to cast than the instant 1 that the ice blasters get.
You're think...well now the power set is too weak, but then you're probably not taking into account that you could combine ice and fire to make a slowed down enemy that is taking damage over time so that missing damage is made up, if you're good at strategy. You could also make an argument that the spells that require more memory would be more specific and more powerful so you could make it so only 1 or 2 spells are really effective against, say, Clockwork King.
The negatives in the original is that you are losing that neutral buff and you are relying on other powers to really pull you through. You wouldn't have the "buffs" "debuffs" etc from you other set like you'd normally have for example in Regen which gives you healing and defense bonuses and it's either a toggle or always on or a cast. Elemental would make it so if you want that regen factor you'd have to drop your defense or if you want more attack you have to switch to that.... Really good people could perhaps switch on the fly, but i guarantee that a lot of people would have to stop and think about it.
So the "give up" is that you really only get one at a time and you have to think about what you are in at the moment and what you need to be in. The entire build would be about strategy...
Perhaps I'm insane, but this to me seems like an awesome idea...
Basically, the idea is that this power set allows you to select an element that is applied to all your other powers. The Primary set applies the type to whatever else you are using... The secondary is attacks and such
<<Elemental Primary>>
none = damage buff
Ice = Slows
Fire = DoT
Earth = Increases Resistance
Wind = Gives end
Lightning = Drains end
Wood = Heal self
Steel = Increases Defense
Water = Heals targeted
Unified = Does all at once without the lose of the damage buff for a short time (obviously!)
<<Elemental Secondary>>
Strike = a punch
Kick = a kick
Wall = Sets up an object that acts as physical barrier that can take attacks that when touched hits with the added element
Aura = Applies an aura on you that adds the element to you and/or to those around you.
taunt? = I couldn't come up with a 9th power but this seems like a brawler type power
Circle Wave = A circular wave outward of the element attack... for example if you were to punch the ground with earth element a wave would extend out from there in a circle...
Path = A straight line attack of the element...
Life Path = A power that activates after death or right before death of you or your target. Water for example might heal your entire party once while your dead. Fire might revive you. Steel might give a big buff to defense when your hp is low.
Singularity = Causes all mobs and PCs to be drawn to you and then be exploded causing a random effect of perfectly healed, immunity, to killed instantly, or even thrown across the room.