Feedback - Energy Orbs


JayboH

 

Posted

Updated and still taking change ideas!

My main concern is if it would be too OP. I wanted to also have a set that gives an alternative to certain powers across multiple sets. This is intentionally an amalgamation of abilities, and I've been told that might be a possible issue, as most sets they design nowadays have a single strength that the theme focuses on. I have since made it location-based like Traps/Trick Arrow, and has a combo end drain setup for enemies between two powers and a power that grants recovery to allies, contributing to the 'Energy' part of the name.

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Energy Orbs - buff/debuff set, using defender numbers. I haven't gone over recharge/endurance/range on stuff but I don't get paid to do it either, haha.

Works sort of like Traps/Trick Arrow, with energy orbs, which can easily translate into magic/science/tech/mutant/natural (chi)

Orbs themselves give interesting texture/effect possibilities and easier animation work for devs.


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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.

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?

Drain Orb -
This orb works much like Distortion Field for Time - throws a targetting reticle on the ground that creates a large orb which slows enemy movement by a huge amount and also cuts MAXEND in half. This can be copied from Time with different textures, even using the same sound fx.

Power Orb -
This is a buff toggle that boosts tohit/damage/defense for teammates - 10.5% tohit, 10% damage, 5% defense. Defense and tohit are enhanceable. A small orb spins around the midsection of those affected. Range is 30 ft.

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.

Recovery Orb -
Works exactly the same as Triage Beacon + Spirit Tree, but is a droppable orb that emits endurance recovery similar to Circle of Thorns crystals. This is a stationary object but cannot be used to block doorways. This has a moderate recharge, but you cannot have more than one out at a time - if you do, the previous one dissipates.

Freeze Orb -
Standard single target hold, with a minor slow effect for those who are resistant. Uses Freeze Ray animation only with an orb.

Stun Orb -
This works similar to Poison's Poison Trap in use/implementation, a droppable orb that must be triggered by an enemy, causing disorient instead of the puking animation, with pulses of end drain by 1.5 instead of the damage pulses from Poison's Poison Trap.

Rage Orb -
Works similar to the Omega Maneuver combined with Oil Slick. Use a targetting reticle to place an orb that taunts enemies towards it which explodes, causing energy damage over time similar to Oil Slick's.



--NOW to some concerns:

I did not put end cost/recharge/range/etc into this - I will leave that to the experts.

The location-based Recovery, Drain, and Stun Orbs are intentional. I want some risk associated with the set as most sets do.

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Tex had a great idea that I modified a little, but not sure if it would work for this set or would work better in a control set:
Orb Aura -
A single-target moderately recharging power that requires a tohit check, that marks a target to have an energy orb damage aura around itself, that allows targetted aoe sets.

--
Updated Drain Orb with Arcanaville's ideas.
Updated order of powers.
Updated Shield Orb to have a Psi weakness for Newchemicals.

Everything here is changeable and would love feedback.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

... So you took some of the best powers from the various support sets, BUFFED most of them...

This is badly overpowered and has no synergetic design. It's, obvious to me anyway, an attempt to get one's favorite powers all in one set.

Start over. Think of a theme first, then work in the powers. As it is, this is just "MY FAVORITE POWERS! ^_^"

I can't suggest anything with it being what it is. It has no theme.


 

Posted

No, I actually didn't buff any powers, so I am not sure you read it.

I wanted an amalgamation of several powers, all behind an energy orb theme. This can apply to all of the origins easily.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

Ok, got some nice comments from one of the devs regarding it. The Rage Orb was met with high approval in particular, and would need to balance the set around it to make it work.

The main concern is theme. Most sets they design are really, really good at one thing specifically. This set was intentionally an amalgamation. The dev feedback I got was that the Energy theme is great, since the closest we have to that is Time, but what kind of buffs/debuffs would define the set - that is, when you think of Kinetics, first thing that pops into everyone's head is unlimited endurance and Fulcrum. When you hear Empathy you know lots of healing is available along with some good buffs, etc.

EDIT: updated Recovery Orb


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

To be fair, there's nothing wrong with daydreaming about a powerset that's MY FAVORITE POWERS! ^_^

Mine would probably be like


Blaze
Gloom
Bitter Ice Blast
Sleet
Fireball
Dark Obliteration
Rain of Arrows
Farsight
Lingering Radiation

Gimme a moment, I'll think up a secondary to match.


 

Posted

Summoning orbs to me sounds like all the powers should be pulsing over a duration rather than 1 shot deals. An orb that uses all its power instantly and then vanishes didn't really need to be an orb in the first place so doesn't fit the theme.

So the heal would summon an orb that pulses a small heal several times over a few seconds, it may need a higher recharge so would be pushed higher up the tree maybe.

The freeze would need to keep the orb hovering in place and maybe reapply short mag 3 holds, possible allowing short stacking to prevent holds dropping.

Rage I am not sure about how an orb can do a dot if it has exploded, should be an omega maneuver clone that maybe creates small versions of all your other orbs hitting random targets?

The others seem to work ok, but generally if the orb dissapears it doesn't seem to fit the theme imho.


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Posted

I didn't realize this thread still existed. The main one is here.

I also updated this one to match the other. Mods, feel free to delete this one.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom