Feedback - Energy Orbs


Arcanaville

 

Posted

Perhaps dropping the aoe aspect of healing orb, making it a single target upfront heal with a lingering regenerative effect. I imagine tossing out a ball of swirling green energy that circles around the target for its duration.

If the person with the healing orb falls in battle while also in recovery orb, the combination effect is to resurrect the player. The player is left with a regen buff that lasts 3 minutes which prevents them being resurrected by the same recovery orb within that time period. The regen buff is also non-stackable with the Healing Orb's regen aspect during that time period (but they can still receive the primary heal portion).

I wouldn't think that the sonic+stun orb combo effect of adding - defense wouldn't be too OP if the defense value is moderate, since there are a number of factors to consider. The mob has to have both the sonic debuff on it, which since it's a targeted debuff and not a toggle, it has a chance to miss. Then the mob also has to be in range of the stun orb. Finally, since the defense debuff is a combination effect, the player can't enhance it.

You could even build the +regen effect idea for Healing Orb to be non-enhanceable while the primary heal is. The same goes for the rez combo effect with + regen since it's an effect that occurs as a result of two powers working together, the player can't enhance that portion.

Yes, in total, considering, shield, power, and healing all going at once, this may seem like too much is available. It all comes down to the numbers really, and if those are balanced correctly, all of this is certainly possible.

You could even have something happen with Shield and Power orb combo effect. Removing Power Orb's defense buff, and only having that portion occur if the Power Orb affected character is within Shield Orb's effect, giving them both resistance and defense, but the defense portion being non-enhanceable.


 

Posted

I guess the question is why these added combos and situational rez powers are needed or wanted.


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Posted

The combos I suggested are just that, suggestions. Something to consider, even if the ones I suggested don't seem to work, other combination ideas might.

It's to give the set a different method for obtaining utility without necessarily making it over powered due to the baked in limiation of targeted powers interacting with placed powers.

It's also something that has only been touched upon within the current game, and really not to the extent that I suggested.

While the concept may be orbs that either buff or debuff targets and placed locations, the hook is that these powers interact with each other to provide addition effects. I think this set is perfect for this idea.

It opens possibility for two Orb casters to work with each other without necessarily always stacking the same buff or debuff as well. Orb caster one may be able to throw out their sonic orb in the av, but their stun orb isn't up. Orb caster 2 can throw out their stun orb, now they get to debuff the avs defense.

Up thread you said that Freeze Orb could use something else. Well, with the power interaction idea, say the mob affected by Freeze Orb ends up in Sonic Orbs area of effect will cause the Freeze Orb mob to emit an aura of cold infused air that slows other nearby mobs.


 

Posted

Cool.

I think Sonic should have a moderate recharge, where it takes a bit longer than Disruption Arrow.


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Posted

After seeing the water blast animation for Hydro, I could see that working for this set pretty well - I am talking about the player animation not the FX animation.


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Posted

Thinking that Lifegiving Spores might be similar enough to what I want out of Recovery Orb, only that it grants only recovery and considerably more of it than Lifegiving grants. I realize this is +end and not +recovery. I guess I am curious if you would like it to be a toggle or not?


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Posted

Sniffle.... my poor powerset idea - was so hoping it would be inspirational for the team's future content...


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