Feedback - Energy Orbs


Arcanaville

 

Posted

Just watched a whole bunch of Tera videos and noticed the Mystic class has an interesting skill I haven't seen in other MMOs.

This wouldn't work the same way in CoH very well but it is similar to some of what I am trying to do with this set. Mystics can actually craft a health orb that stays stationary on the ground that friendlies can run to and hit a button for a nice big boost. Location-based stationary buffs are a concept I really like, that this set would also take advantage of.

Energy orbs, location-based effects

As described, the activation mechanic would be different in CoH - we would prob have to go with pulses - in this title you can hit the F key when near them to collect them. At first I show myself getting damaged, and then show that you cannot stack the effects. I do it again, and use one to show how much healing it does. This is just concept ideas, I don't mean to replicate anything beyond droppable orbs that are location-based.


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Posted

Quote:
Originally Posted by JayboH View Post
Just watched a whole bunch of Tera videos and noticed the Mystic class has an interesting skill I haven't seen in other MMOs.

This wouldn't work the same way in CoH very well but it is similar to some of what I am trying to do with this set. Mystics can actually craft a health orb that stays stationary on the ground that friendlies can run to and hit a button for a nice big boost. Location-based stationary buffs are a concept I really like, that this set would also take advantage of.

Energy orbs, location-based effects

As described, the activation mechanic would be different in CoH - we would prob have to go with pulses - in this title you can hit the F key when near them to collect them. At first I show myself getting damaged, and then show that you cannot stack the effects. I do it again, and use one to show how much healing it does. This is just concept ideas, I don't mean to replicate anything beyond droppable orbs that are location-based.
I'm pretty sure it is possible to recreate this exact power in CoX mechanically (Ouroboros Portal, Portable Craft table), but it feels like a click-based Heal Other (since the video shows that the Orb disappears after one use). And since Heals in this game are not that important, I'm not sure this is a good idea.

If you go a different route and use pulses instead, then this is identical to Spirit Tree and Triage Beacon, except with a HoT (Heal over Time) instead of +Regen, which is also mechanically possible as proven by the Corruptor version of Soothing Aura.

I still think you should focus on a more cohesive theme for the set though, as Orbs is as general as you can get, especially when they don't follow a set of rules about what they can or can't do.

Edit: Ooh, a Poison Trap that heals would be a interesting idea. So, you can lay down these traps and when an ally with a certain percentage of health or lower approaches the trap/orb, it explodes with a AoE Heal.


 

Posted

No, not the healing, and yeah, the click idea wouldn't work which is why I said that. I kinda like the heal orb idea the way I listed it, but I am always open to suggestions - my idea is a thrown orb that causes a teammate to basically use heal aura upon hit.

The pulses idea are for the other orbs, not the healing one.

Your Poison Trap idea would be a way to recreate the video but it wouldn't work very well for CoH. I keep seeing tankers completely covered in mobs that can't even move being unable to heal.


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Posted

I've been reading your thread Jay, and I like the idea for the powerset. It can fit into any origin and is unique in its look and how the players interact with the powers.

Thinking about the healing orb, I had an idea. What if the orb were only available at a single target at a time. It'd have a bank of "heals" in which for its duration it'd provide something akin to a healing aura (or pulsing heals over time). The orb would be larger at first, and shrink with each healing pulse. Basically after each pulse, the orb would summon a pet that would trigger for the next pulse.

However, should the target desire a higher-upfront heal instead of slower heals over time, they could click on the pet which would cause it to use all of it's "bank" for a higher heal with dissipating regeneration effect.


 

Posted

Well that power is certainly an idea...if you think about the abilities of the set and wanted to keep its style unique...


The recovery orb could be similar to Triage but also recover endurance and stuff...

Then have any actual healing be done with a power called 'Energy Capsule' which'd work like that power in the video except it'd be a ranged targeted summon. It'd simply create an immobile pet almost exactly like a trip mine except its activated by allies. Trip over the capsule and it 'explodes' in healing in an AoE.

If they're stackable, having a battlefield set-up with these pets, it can be a means to support the environmentally aware or basically the opposite of mines, where you prepare for a hard fight in advance.


 

Posted

Leo-
Again the only problem with that is I can see it being an issue for tankers/brutes that are nearly immobilized when covered by a huge spawn, being unable to get to one when needed. The idea is cool but I dunno - it certainly would be unique. It would have to be a large amount of healing if you ask me, to compensate for the mechanic, kinda like how Twilight Grasp and Transfusion are stronger than Healing Aura.

Tannim222-
I like this - probably without the shrinking part. Maybe make it a toggle, but recharge is the question here. Detoggle, and it explodes into a large strong heal? If it had no recharge it could be abused really badly, so let's keep going with this idea but mess with it a little. I am assuming you meant the buffer can click something to activate the stronger heal, not the ones hurt, for the same reasons stated.


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Posted

I actually meant the recipient of the orb could click on it for a desired burst heal or leave it be to for a passive heal over time. The only reason I brout up the idea of a shrinking orb was fora visual queue to the user that their orb was becoming less effective.

The only way I could think of that an orb could become clickable, and provide a diminishing passive or usuable effect was by the orb replacing itself with a pet after each burst heal.

I've had more time to think about it and the power in part acts like one of Rommie's nictus that keeps his regen up. So I've kind of changed the idea a bit.

It can be a team-wide buff, that gives each team member a Healing Orb. The orb will have 2 functions, a passive regeneration. However, if the recipient enters into within a particular range (say 20 feet for now), the regeneration turns off and the orb then will cycle an attack that will target a nearby foe, and if it hits, debuff it's regeneration (low debuff say 100 pts) but heal the recipient team member. Kind of a like a single target version of Twilight Grasp.

Since this attack requires a to-hit check and has a chance to miss and has a cycle time, it will provide more healing over time than the regeneration effect.

This could work because the targeted heal won't revert back to regeneration until it's next cycle (let's say for argument's sake every 10 seconds). Once it recycles, if there are no targets in range, the target heal switches off and it reverts back to regeneration.

If you like the premise, then the next few things to decide would be regeneration strength, targeted heal strength and cycle time. Duration of the power, endurance cost, and recharge, if its stackable from the same caster, stackable with multiple casters etc....


 

Posted

Interesting, like a heal orb pet that would follow each teammate?

EDIT: I updated the OP to show the Tera video so it isn't lost in the shuffle.


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Posted

Yes, like a pet that stays with the recipient for the duration of the power.

You also might want to consider giving the powerset name more focus like

Cosmic Orbs: you harness raw, cosmic energy and manipulate it to protect your allies and afflict your enemies.


 

Posted

Quote:
Originally Posted by JayboH View Post
Leo-
Again the only problem with that is I can see it being an issue for tankers/brutes that are nearly immobilized when covered by a huge spawn, being unable to get to one when needed. The idea is cool but I dunno - it certainly would be unique. It would have to be a large amount of healing if you ask me, to compensate for the mechanic, kinda like how Twilight Grasp and Transfusion are stronger than Healing Aura.
That actually would justify it being pretty much a Heal Other but in a 15-20ft radius. Have it trigger by a short 5ft proximity though.

The idea is, the set could be balanced and built to have heals but in a limited scope with respect to its other capabilities. Now you can either do that by forcing certain conditions (requiring an enemy like Transfusion or Twilight Grasp) or by simply giving the set a weak heal (Alkaloid and O2 Boost)...or you can do something even crazier.

Just saying, AoE focused buff sets probably shouldn't have high or moderate amounts of debuffing and decent amounts of damage AND be a competent source of healing. If it can do all of that, then it should be limited/lower values or situational.


 

Posted

Quote:
Originally Posted by JayboH View Post
Your Poison Trap idea would be a way to recreate the video but it wouldn't work very well for CoH. I keep seeing tankers completely covered in mobs that can't even move being unable to heal.
The healer goes to the tanker, not the other way around. You can run and toebomb a healing trap, making it work like Healing Aura. However, you can also lay a few of these healing orbs and only approach them when you're in need of a massive heal.

So, it's like the opposite of Traps; instead of preparing nasty surprises for your enemies, you leave some tools lying around before starting the fight and only use them when you're in need.


 

Posted

How about if it activates immediately guaranteed? I could see that working pretty well while still sticking with the idea.

If you misjudge the aoe it is your fault as the caster that way.

Actually, all this talk makes me wonder if I should have Power Orb grant a movement speed increase only for the caster. That might not be a bad idea with the nature of the set.

Cosmic Orbs - yeah, totally - still fits every single theme... until we get to Natural. Energy Orbs can be seen as focused chi for Natural, but still, it's not a big stretch.

EDIT: updated Healing Orb with some of those ideas - leave comments for each other's ideas too


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Posted

Don't forget, Natural Origin has been redefined to encapsulate anything that may have those abilities "naturally" for where they're from. For example, Peacebringers, which are a Kheldian, have a natural origin.

Also, it's to give the devs something to focus from a design standpoint. Energy can mean a lot of things. Or the use of the term "Energy" can force the focus toward the CoH use for it in powersets. Powersets with Energy tend to have power with force behind it, causing knock back / down or stunning effects against targets and "energy" efficiency for the user - either by boosting powers effects, lowering endurance cost, or providing an endurance boost.

If the Energy Orbs centered more along those themes and not spread out with others, than going with Energy Orbs as a name would probably be perfect. The effects could be replicated from the start point of energy blasts (the glowing balls) or the pom-poms of doom from the melee set.

But since this set has so much more going for it, going with something like "Cosmic" gives it new focus.

Finally, I still really like the healing orb "pet" idea. It's kind of like taking the concept of bubbling a team mate but with healing instead of defense or resistance. The regen is great for out of combat recovery, or for those hanging back taking ranged or splash damage, while the switch to more powerful direct heals for those in more danger.

It also takes allows the player of the Orb caster (hey there's another name Orb Casting) to not have to track health bars for tossing out heals, allowing them to do other things.


 

Posted

Endurance management is a big part of the set so far - there are 3 powers associated with it - Drain Orb, Stun Orb, and Recovery Orb.

So make it a bubble buff that grants heals - or grants regen? Hmm... I just wonder if this would be too OP, combined with Shield Orb. We also should try to avoid boredom in the same way that Force Fields are generally considered boring. When you have Recovery Orb, let's use powers a little more frequently - sure, you can use your attacks too, but no, the more and more I think about it, the less I like the idea of a buff that grants healing/regen in bubble/shield form. I want MMs to be active with their heals, for example, even if we go with a heal aura that is location-based.

I am not shutting down the idea at all - I am just giving my one and only opinion on it, and others can agree/disagree too.

If we change Healing Orb to another placeable trap mechanic, then maybe Power Orb should grant mid-level protection to just the caster for Disorient/Hold/Immobilize, where sleep and knockback is still a threat.


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Posted

Trying to decide if I should fill out recharge/end cost/range/radius for the rest of the set. I don't know if it would be worth it considering how unlikely this set would be to ever get made. :P


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Posted

I made a big post on this that was once on page 1, where has it gone?


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Quote:
Originally Posted by Aggelakis View Post
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Posted

Checked your emails?


 

Posted

You know which ATs I would give this to? Keldians.


I really should do something about this signature.

 

Posted

Quote:
Originally Posted by _Klaw_ View Post
Checked your emails?
Yep

I wonder if I am going mad, but I am sure I posted, then edited the post so it must have existed. Unless I accidentally deleted it myself in a fit of 'why is my internet so slow?!?!'

Anyway I am not sure what powers have changed since inception, but my point was that for an orb to be thematic then the orb needs to stick around after use, so any power that does something and then vanishes doesn't really thematically fit having an orb in the first place.

My post pointed out which powers didn't fit imho and suggested alternatives. If anyone cares enough I will have another look tomorrow.


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Posted

I have only mentioned the ones that I don't see fitting the theme personally. From my point of view an orb needs to stick around for a length of time after the initial cast, otherwise why was it originating from an orb and not just from the caster directly?

I am not sure I would like the set and haven't given thought to the power level etc, so this is purely to try and make it seem to fit in with the 'orb' theme.

Quote:
Originally Posted by JayboH View Post
Healing orb -
This orb is tossed towards a teammate and heals in an AOE around this teammate in a 20 ft radius for 12.5 hp. Uses toss animation of Alkaloid and
standard effects of Healing Aura on hit. This is sort of unique, kind of like a reverse autohit twilight grasp. Travel time is faster than Alkaloid. OTHER IDEAS - another Poison Trap activation, that immediately heals in an AOE where it is dropped, or with player interaction if they get near it. Leave comments on this one.
I LOVE the idea of an orb that sticks around for a while and needs the player to click on it to get a heal. But I am not sure how that would really work. Either way a one off heal doesn't sit right with me so I would suggest and initial heal, then a small +regen effect while the orb sticks around. Only 1 orb allowed at a time or something. Because of the stick around effect this power may need to be higher than T1 and have a decent recharge associated with it.

Quote:
Originally Posted by JayboH View Post
Shield Orb -
This orb is a PBAOE resistance shield, granting 15% resistance to all types except Psi but including Special for 2 min, hitting a 25 ft area around the caster. Uses Moment of Glory animation with a small globe on top that dissipates, granting similar shield effects of sonic shields/clarion perhaps?
I would change the animation to an orb that orbits the radius then settles by orbiting the caster closely and stays until the effect ends.

Quote:
Originally Posted by JayboH View Post
Sonic Orb -
Throw a sonic orb towards an enemy, which emits a pulse that lowers enemy resistance in a 25 ft radius by 30%. This uses the grenade lobbing
animation when thrown, and the usual sonic grenade/disruption arrow pulse animation/sound fx.
The idea is sound, but the orb needs to stick around and the pulse should be generated from its location.

Quote:
Originally Posted by JayboH View Post
Freeze Orb -
Standard single target hold, with a minor slow effect for those who are resistant. Uses Freeze Ray animation only with an orb.
I quite like the idea of the enemy becoming encased or entangled within the orb as the animation.


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Posted

I've still been thinking about this set and wonder if there's a missed opportunity occuring here. I think that this set is excellent for playing around with combination effects (not melee style combos). Sort of like how certain Time Man. powers can build / increase an effect from another power.

But in the case with Orbs, using player centered buffs in combination with location based buffs combining to provide new buff effects. And with enemy target centered debuffs combining with location based debuffs for additional or new debuff effects.

One example would be like say Healing Orb, whether it's a healing pet like I suggested, or a heal that has some type of lingering buff effect. When the player enteres Recovery Orb they not only get the endurance recovery, but now regen recovery as well.

Or if the lingering buff is a some amount of Regen, then should the buffed character fall in battle while under the effect of Healig Orb while in Recovery Orb, the orb will proc a ressurection effect. The resurrection could have some type of effect added to it that prevents the same person from automatically being resurrected should they fall again within a certain time frame this could be on the same timer as other resurrection powers (3 min).

Another example would be an enemy under the effect of Sonic Orb entering into the Stun Orb area of effect and the combination now adds a defense debuff.

Also even if you should decide to stick with Energy Orbs for the set's name, I'd think about chaning the names of the powers.

Healing Orb to Vitality Orb
Drain Orb to Entropic Orb
Recovery Orb to Orb of Restoration
Sonic Orb to Disruptive Orb
Stun Orb to Orb of Instability
- I'd change this to power stating that it emmits waves of energy that creates a zone that shakes the ground, making it instable and difficult to tread, sometimes knock enemies down. The high instability may be so jarring as to disorient those caught within.

Rage Orb to Orb of Annihilation
- I'd also change this from taunting mobs, to it sending out "pet" orbs within a certain radius that encircle their targets, when the Annihilation Effect occurs, the primary orb explodes, which triggers each small orb to explode as well, even if the target has left the area of effect. Each pet annihilation orb explodes with a smaller area of effect.

The idea being the closer enemies are to the main orb, the more damage they take, while enemies that may be further away, will still take damage. The combined effect would be highly distructive.


 

Posted

PrincessDarkstar:

Yes, ultimately this would be up to Tunnel Rat and her team. What we need to keep in mind is that the dissipation might be essential for power comprehension - will it make sense to leave graphic orbs on the screen when you cannot spam certain powers, etc.

I totally agree on the Sonic Orb and Freeze Orb.

I think the Heal is the one power I think we could make the most changes to. We have to be careful with it though at the same time.


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Posted

Quote:
Originally Posted by Tannim222 View Post
I've still been thinking about this set and wonder if there's a missed opportunity occuring here. I think that this set is excellent for playing around with combination effects (not melee style combos). Sort of like how certain Time Man. powers can build / increase an effect from another power.

But in the case with Orbs, using player centered buffs in combination with location based buffs combining to provide new buff effects. And with enemy target centered debuffs combining with location based debuffs for additional or new debuff effects.

One example would be like say Healing Orb, whether it's a healing pet like I suggested, or a heal that has some type of lingering buff effect. When the player enteres Recovery Orb they not only get the endurance recovery, but now regen recovery as well.

Or if the lingering buff is a some amount of Regen, then should the buffed character fall in battle while under the effect of Healig Orb while in Recovery Orb, the orb will proc a ressurection effect. The resurrection could have some type of effect added to it that prevents the same person from automatically being resurrected should they fall again within a certain time frame this could be on the same timer as other resurrection powers (3 min).

Another example would be an enemy under the effect of Sonic Orb entering into the Stun Orb area of effect and the combination now adds a defense debuff.

Also even if you should decide to stick with Energy Orbs for the set's name, I'd think about chaning the names of the powers.

Healing Orb to Vitality Orb
Drain Orb to Entropic Orb
Recovery Orb to Orb of Restoration
Sonic Orb to Disruptive Orb
Stun Orb to Orb of Instability
- I'd change this to power stating that it emmits waves of energy that creates a zone that shakes the ground, making it instable and difficult to tread, sometimes knock enemies down. The high instability may be so jarring as to disorient those caught within.

Rage Orb to Orb of Annihilation
- I'd also change this from taunting mobs, to it sending out "pet" orbs within a certain radius that encircle their targets, when the Annihilation Effect occurs, the primary orb explodes, which triggers each small orb to explode as well, even if the target has left the area of effect. Each pet annihilation orb explodes with a smaller area of effect.

The idea being the closer enemies are to the main orb, the more damage they take, while enemies that may be further away, will still take damage. The combined effect would be highly distructive.
Ok, how would we balance all these additions to the mechanics, to make sure it isn't OP and to make sure it is balanced when compared to other sets?

I totally agree on Healing Orb - this is the one power I think we could play with the most - along with Freeze Orb.

All names are placeholders, by the way.

The end drain combo is designed for theme.

I like the Stun Orb idea - but is it too much soft control? We have huge slows, fear cones, and kd powers in buff/debuff sets - but yeah, maybe we could do this. I am going to make some updates to the OP that some people mentioned.

The Rage Orb is probably going to be left untouched - this is the one power that I got the most praise on from the developers. I was told that even though it is kind of the oddball in the set, it was liked so much that the set would be adjusted just to make Rage Orb work.

I also tried to make things a little more clear and easy to make it attractive to the devs, even though I realize that this set will likely never get made.


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