Trickshooter's Hyper-Intellect (Powerset Suggestion)


Hopeling

 

Posted

It's been awhile since I suggested a powerset, and this one took me a looong time to get to a place where I really liked it. Hopefully you all do, too. Enjoy and thanks for reading! All feedback is welcome!

Hyper-Intellect
Your genius knows no bounds. You are a master of knowledge, reason, and deduction and assist your allies using these powerful, but subtle skills. Using your Hyper-Intellect, you are able to improve your allies combat capabilities using information gained from studying and intimidating your foes. Using many of your abilities will grant you a stack of Intuition. Each stack of Intuition (up to 10) will buff the strength of your Evade, Advantage, and Precision abilities.


Evade

Toggle PBAoE Team +Defense(All), +Special

You provide insight to your teammates that allows them to better Evade the attacks of your foes. While this toggle is active, you and your teammates will have greater Defense to all damage. Additionally, each stack of Intuition will increase the defense buff of Evade.

Type - Toggle
Accuracy - 0.0
Range - -
Recharge time - 15s
Endurance cost - 0.416 (0.52 MM)
Attack types - -
Effect area - Sphere
Radius - 80ft
Arc - -
Max targets hit - 255
Entities affected - Caster, Teammate
Entities autohit - Caster, Teammate
Target - Caster
Target visibility - Line of Sight
Notify mobs - Never

Code:
Defender:
12.5% Defense(All) every 2s for 2.25s
0.5% Defense(All) every 2s for 2.25s for each stack of Intuition [Unenhanceable]

Controller/Corruptor/Mastermind:
9.375% Defense(All) every 2s for 2.25s
0.375% Defense(All) every 2s for 2.25s for each stack of Intuition [Unenhanceable]

Analyze


Click ST Foe -Res, -Def, Reveal, Self +2 Intuition for 30s

You Analyze your foe to determine their defensive capabilities. By sharing this knowledge of the targets weaknesses with your team mates, you effectively reduce their defense and resistance to damage. Analyze grants you 2 stacks of Intuition for a short time.

Type - Click
Accuracy - 1
Range - 80ft
Recharge time - 30s
Endurance cost - 8.528 (10.66 MM)
Attack types - Psionic_Attack, Ranged_Attack
Effect area - Character
Radius - -
Arc - -
Max targets hit - -
Entities affected - Foe
Entities autohit - -
Target - Foe
Target visibility - Line of Sight
Notify mobs - Never

Code:
Defender:
-25% Defense(All) for 20s
-20% Resistance(All) for 20s
54 ViewAttrib
Self +2 Intuition for 30s

Controller/Corruptor:
-20% Defense(All) for 20s
-15% Resistance(All) for 20s
54 ViewAttrib
Self +2 Intuition for 30s

Mastermind:
-15% Defense(All) for 20s
-15% Resistance(All) for 20s
54 ViewAttrib
Self +2 Intuition for 30s
Advantage

Toggle PBAoE Team +Dmg(All), +Special

Whether by study or deduction, you know your foe well, giving you and your team an Advantage against them. While this toggle is active, you and your teammates will do more Damage to foes. Additionally, each stack of Intuition will increase the damage buff of Advantage.

Type - Toggle
Accuracy - 0.0
Range - -
Recharge time - 15s
Endurance cost - 0.416 (0.52 MM)
Attack types - -
Effect area - Sphere
Radius - 80ft
Arc - -
Max targets hit - 255
Entities affected - Caster, Teammate
Entities autohit - Caster, Teammate
Target - Caster
Target visibility - Line of Sight
Notify mobs - Never

Code:
Defender:
25% Damage(All) every 2s for 2.25s
1.25% Damage(All) every 2s for 2.25s for each stack of Intuition

Controller/Corruptor:
20% Damage(All) every 2s for 2.25s
1% Damage(All) every 2s for 2.25s for each stack of Intuition

Mastermind:
15% Damage(All) every 2s for 2.25s
0.75% Damage(All) every 2s for 2.25s for each stack of Intuition
Acumen

Click ST Ally +Rech, +ToHit, +Perc, +EnduranceDiscount, +Res(Slow, ToHit, Perc), Self +1 Intuition for 30s

You quickly train allies how to better utilize their own gifts. When you activate this power, your targeted ally and nearly allies will gain an increased Attack Rate, a greater chance To Hit, increased Perception, an Endurance Discount, and good resistance to Slows, ToHit Debuffs and Perception Debuffs. Acumen grants 1 stack of Intuition for a short while.

Type - Click
Accuracy - 1
Range - 50ft
Recharge time - 2s
Endurance cost - 7.8 (9.75 MM)
Attack types - -
Effect area - Sphere
Radius - 30ft
Arc - -
Max targets hit - 255
Entities affected - Friend
Entities autohit - Friend
Target - Friend
Target visibility - Line of Sight
Notify mobs - Never

Code:
Defender:
50% Recharge for 120s
90% Perception for 120s
33% EnduranceDiscount for 120s
3.75% ToHit for 120s
86.6% Res(Slow, Perception, ToHit) for 120s
Self +1 Intuition for 30s [Does not stack from same caster.]

Controller/Corruptor:
50% Recharge for 120s
90% Perception for 120s
33% EnduranceDiscount for 120s
2.25% ToHit for 120s
69.2% Res(Slow, Perception, ToHit) for 120s
Self +1 Intuition for 30s [Does not stack from same caster.]

Mastermind:
50% Recharge for 120s
90% Perception for 120s
33% EnduranceDiscount for 120s
3.75% ToHit for 120s
52% Res(Slow, Perception, ToHit) for 120s
Self +1 Intuition for 30s [Does not stack from same caster.]
Unnerve

Click Targeted AoE Foe -Damage, -Recharge, Fear, Self +3 Intuition for 30s


You use your intellect to Unnerve a group of foes and reduce their combat effectiveness. All affected foes will suffer reduced damage and slower attack rates, while some weaker enemies may be too afraid to move. Unnerve grants 3 stacks of Intuition for a short while.

Type - Click
Accuracy - 1
Range - 70ft
Recharge time - 60s
Endurance cost - 15.6 (19.5 MM)
Attack types - Psionic_Attack, AOE_Attack
Effect area - Sphere
Radius - 25ft
Arc - -
Max targets hit - 16
Entities affected - Foe
Entities autohit - -
Target - Foe
Target visibility - Line of Sight
Notify mobs - Always

Code:
Defender:
-37.5% Damage(All) for 30s
-37.5% Recharge for 30s
22.35s Terrorized (mag 2)
Self +3 Intuition for 30s [Does not stack from same caster.]

Controller:
-30% Damage(All) for 30s
-37.5% Recharge for 30s
27.945s Terrorized (mag 2)
Self +3 Intuition for 30s [Does not stack from same caster.]

Corruptor:
-30% Damage(All) for 30s
-30% Recharge for 30s
17.88s Terrorized (mag 2)
Self +3 Intuition for 30s [Does not stack from same caster.]

Mastermind:
-22.5% Damage(All) for 30s
-30% Recharge for 30s
17.88s Terrorized (mag 2)
Self +3 Intuition for 30s [Does not stack from same caster.]
Commanding Shout

Click PBAoE Team +Res(Hold, Sleep, Stun, Confuse, Fear, Psionic), Self +4 Intuition for 60s

You let out a Commanding Shout, providing your allies with the knowledge they need to overcome most attempts to control them or wrack their minds. When you activate this power, all allies in an area around you will be freed from Hold, Sleep, Disorient, Confuse, and Fear effects and left resistant to them for a good while. Additionally, it will grant them moderate resistance to Psionic attacks. Commanding Shout will also grant 4 stacks of Intuition for a short time.

Type - Click
Accuracy - 1
Range - -
Recharge time - 120s
Endurance cost - 15.6 (19.5 MM)
Attack types - -
Effect area - Sphere
Radius - 30ft
Arc - -
Max targets hit - 255
Entities affected - Caster, Friend
Entities autohit - Caster, Friend
Target - Caster
Target visibility - Line of Sight
Notify mobs - Never

Code:
Defender:
-8.66 Held, Stunned, Confused, Sleep, Terrorized for 60s
15% Res(Psionic) for 60s
Self +4 Intuition for 60s

Controller/Corruptor:
-6.92 Held, Stunned, Confused, Sleep, Terrorized for 60s
11.25% Res(Psionic) for 60s
Self +4 Intuition for 60s

Mastermind:
-5.2 Held, Stunned, Confused, Sleep, Terrorized for 60s
11.25% Res(Psionic) for 60s
Self +4 Intuition for 60s
Precision

Toggle PBAoE Team +ToHit, +Range, +Special

You can guide your teammates to improve their Precision with any attack. While this toggle is active, you and your teammates will have a greater chance to hit your foes, as well as longer range. There is also a small chance Precision will allow an ally to strike a foe's weak spot, effectively greatly increasing their damage for a short time. Additionally, each stack of Intuition will increase the ToHit buff of Precision.

Type - Toggle
Accuracy - 1
Range - -
Recharge time - 15s
Endurance cost - 0.416 (0.52 MM)
Attack types - -
Effect area - Sphere
Radius - 80ft
Arc - -
Max targets hit - 255
Entities affected - Caster, Teammate
Entities autohit - Caster, Teammate
Target - Caster
Target visibility - Line of Sight
Notify mobs - Never

Code:
Defender:
6.25% ToHit every 2s for 2.25s
0.5% ToHit every 2s for 2.25s for for each stack of Intuition [Unenhanceable]
20% RangeEnhancement every 2s for 2.25s
87.5% Damage(All) every 2s for 2.25s (5% chance)

Controller/Corruptor:
5% ToHit every 2s for 2.25s
0.4% ToHit every 2s for 2.25s for for each stack of Intuition [Unenhanceable]
20% RangeEnhancement every 2s for 2.25s
70% Damage(All) every 2s for 2.25s (5% chance)

Mastermind:
3.75% ToHit every 2s for 2.25s
0.3% ToHit every 2s for 2.25s for for each stack of Intuition [Unenhanceable]
20% RangeEnhancement every 2s for 2.25s
52.5% Damage(All) every 2s for 2.25s (5% chance)
Insight

Clear Fog of War & Reveal Spawn Locations, PBAoE Ally +Defense(All), Self +3 Intuition for 60s

Your incredible Insight affords you instinctive knowledge of the layout of most locations and you may deduce likely enemy gathering spots. Using this information, you can effectively grant your allies some minor defense and limited stealth. Using Insight will reveal full maps of most locations, as well as enemy spawn points within most instanced missions, and provide small defense and stealth bonuses. Insight will also grant 3 stacks of Intuition for a short time.

Type - Click
Accuracy - 1
Range - -
Recharge time - 120s
Endurance cost - 15.6 (19.5 MM)
Attack types - -
Effect area - Character
Radius - -
Arc - -
Max targets hit - 255
Entities affected - Caster, Friend
Entities autohit - Caster, Friend
Target - Caster
Target visibility - Line of Sight
Notify mobs - Never

Code:
Defender:
2.5% Defense(All) for 90s
25ft PvE Stealth for 90s
250ft PvP Stealth for 90s
Clear fog of war
Reveal spawn points
Self +3 Intuition for 60s

Controller/Corruptor/Mastermind:
1.875% Defense(All) for 90s
25ft PvE Stealth for 90s
250ft PvP Stealth for 90s
Clear fog of war
Reveal spawn points
Self +3 Intuition for 60s
Jumpstart

Single Target Ally Level Difference +1, +MaxHP, +MaxEnd, Self +5 Intuition for 60s


You focus your incredible mental prowess on a single ally, studying their powers and abilities until you have a greater understanding of them, possibly more than they do themself. Using this knowledge, you Jumpstart a small amount of their ultimate potential, effectively increasing their security level for a long while, while also significantly increasing their maximum hitpoints and endurance. Jumpstart grants 5 stacks of Intuition for a short time. NOTE: Allies under the effect of Jumpstart cannot use an Ultimate Inspiration until Jumpstart's duration ends.

Type - Click
Accuracy - 1
Range - 80ft
Recharge time - 180s
Endurance cost - 10.4 (13 MM)
Attack types - -
Effect area - Character
Radius - -
Arc - -
Max targets hit - -
Entities affected - Friend
Entities autohit - Friend
Target - Friend
Target visibility - Line of Sight
Notify mobs - Never

Code:
Defender:
Level Shift 1 for 180s
535.448 Max HitPoints for 180s
20 Max Endurance for 180s
Self +5 Intuition for 60s

Controller/Corruptor:
Level Shift 1 for 180s
471.196 Max HitPoints for 180s
20 Max Endurance for 180s
Self +5 Intuition for 60s

Mastermind:
Level Shift 1 for 180s
428.36 Max HitPoints for 180s
20 Max Endurance for 180s
Self +5 Intuition for 60s


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

No!

Yes.

Visually boring!

Unique and interesting.


 

Posted

That's a Defender Primary and a Secondary for Controllers/Corruptors/Masterminds?

Just trying to wrap my head around it. On the surface it does seem cool though Leo does have a point that it might be visually boring. Still though, certainly worth consideration!


 

Posted

Quote:
Originally Posted by Remaugen View Post
That's a Defender Primary and a Secondary for Controllers/Corruptors/Masterminds?
Yes, it would be a buff/debuff set.

Quote:
Just trying to wrap my head around it. On the surface it does seem cool though Leo does have a point that it might be visually boring. Still though, certainly worth consideration!
It could be less visually interesting than other sets, but that could be avoided with the right animations and GFX.


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

This would work perfectly for all sorts of characters, especially if there were multiple animation sets:
Best for:
Natural/Science: Various Equations and Theorems float in midair.

Mutant/Natural: Various parts of the target's body glow Psych-style.

Magic: Instant Runes

Technology: a HUD appears over the user, Some effects on the target.

I'd totally reroll one of my mains with this.


Open Archetype Suggestion thread!, Kirsten's Epic Weapon Pools, Feudal Japan, Etc., Alignment specific Rularuu iTrials!
If Masterminds didn't suck, they'd be the most powerful AT in the game.

 

Posted

The only one that truly makes me go "Meh" is Insight... Extremely situational and if implemented I could see it being the power that most people skip...I know I would.


Quote:
Originally Posted by Paladiamors View Post
I love you, I Burnt the Toast!

 

Posted

Quote:
Originally Posted by I Burnt The Toast View Post
The only one that truly makes me go "Meh" is Insight... Extremely situational and if implemented I could see it being the power that most people skip...I know I would.
True, it's situational, but it's thematic and skipping it would reduce the total amount of Intuition you can build.

So it's a quirky little power, but hopefully still tempting to take in order to maximize effectiveness.

Edit: And one power that's easy to skip unless you're going for a theme isn't always a bad thing.


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

Seems OK. It doesn't do everything, but has a good range of abilities. It might be a bit on the weak end; I would have to playtest to see how everything combined, but it is a solid concept (I loved the Captain in LotR and the Romans in this game).

I might consider adding a +stealth effect to Insight, the ability to know where enemies are likely located could thematically grant the ability to avoid notice if wanted.

Jumpstart seems OK and you would cover two allies with it. It also seems in concept to have a modest +HP added to this ability, if the set needed more.

Does Commanding Shout protect from Immobs or Confuse or both? I like the idea of leaving Immob as a hole, but it doesn't really matter. I think I'd bump the duration to 72 seconds, not everything needs to encourage +105% recharge (think Practiced Brawler, only needs ~70% to be perma). It might be interesting to have stacks of Intuition add Mez resistance (~3% per point) and possibly increase the Psi resists in this power, just to add another tactical concern to using it.

I might add +33% endred to Acumen. Adding to ally recharge without giving them some method of handling the extra endurance burn could be rough.

You can slot def sets (Evade), res sets (Commanding Shout), tohit sets (Acumen & Precision), def debuff sets (Analyze), and fear sets (Unnerve). As created, Advantage, Insight, and Jumpstart take no sets and no power takes more than one type of set. I think I'd try to improve this aspect of the set design (Heal in Jumpstart if +HP is added, possibly add a small +move speed and control/friction to Advantage (study of terrain), allowing it to take travel sets).


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by Trickshooter View Post


It could be less visually interesting than other sets, but that could be avoided with the right animations and GFX.
When I made the comment, it was mainly because the powers descriptions really didn't mention what they'd look like and the premise wouldn't allow for any interesting visuals unless you *try*.

If I were thinking up visuals, I might go the route of a concept character I have whose powers I dubbed the 'Soul Spectrum'. His powers are basically moral related, able to drown out the enthusiasm from his enemy as well as bolster his own to the point he can do seemingly impossible things. And his power manifests through hue intensity more-so than actual color-hue.

So when he lowers the moral of things, those things seem to have a washed look to them, possibly even being reduced to a black/white/gray or sepia look while things with boosted moral have intense and sharp hues that make them stand out from the gray and drab surroundings.

Relating that to your suggestion:

Evade: Upon activation, pass the environment through a sepia filter (like flashback missions) except for those affected by this power (so they'll still look colorful). After a few seconds, the filter fades, returning the background to its proper color while having a sort of (color tintable) flash behind the affected's feet.

Analyze: Flush the target's color to black/white/gray as a targeting reticle (color tintable) is shown over the target that disappears after a couple seconds. The target's color fills back in, starting from their feet all the way up to their head which is when the effect expires.

Advantage: The color of your allies bleeds out to their immediate placement for a couple of seconds upon activating this power. The brightness of the characters is enhanced but slowly fades back to normal leaving a (color tintable) flashing behind the affected's body/arms.

Acumen: Doesn't say the duration so not sure if this will be a persistent effect that needs to be kept hidden or should have an indicative visual so one can tell if the effect is there or not. I'd probably do the reverse of Analyze, brighten the character's look that slowly drops down. Starting at the head, their brightness will return to normal, then the body and finally feet.

Unnerve: Pass the environment through the sepia filter again. Only characters affected by the set's buffs will look normal. The filter fades after 5 or so seconds but leaves the affected targets all brown and non-colorful. Have (color tintable) debuff rings (like the ones you get when you debuff someone's speed) around their feet and hands during the effect.

Commanding Shout: Upon activating the power have your colors bleed like Advantage but only on self then quickly return to normal. Every ally gets a (color tintable) flash behind their characters then a breakfree-esque glow behind their head.

Precision: Combination of Advantage's and Evade's visual; environment is set to black/white/gray while your allies' brightened colors bleed around them for a few seconds before fading and leaving a (color tintable) flashing aura behind their head.

Insight: Probably the same as Reveal would be fine. I like the look of that power...but make the grid/circle thingies color tintable.

Jump Start: Pass everything through the black/white/gray filter (even the allies affected by your other buffs) for 5 seconds while the target of this power is has brightened colors + a (color tintable) bright aura that stretch from their form and engulfs the surroundings, returning them to previous look. The targets whole body is lit up by a bigger aura that pulses slowly.


 

Posted

Quote:
Originally Posted by StratoNexus View Post
Does Commanding Shout protect from Immobs or Confuse or both? I like the idea of leaving Immob as a hole, but it doesn't really matter. I think I'd bump the duration to 72 seconds, not everything needs to encourage +105% recharge (think Practiced Brawler, only needs ~70% to be perma). It might be interesting to have stacks of Intuition add Mez resistance (~3% per point) and possibly increase the Psi resists in this power, just to add another tactical concern to using it.
Oops, it's meant to be Confuse, not Immobilize. I couldn't imagine a character saying something that would break an Immobilize.

As far as the recharge, I know it's annoying to be just out of reach of perma with 3 Recharge SOs, but at the same time Commanding Shout would cover most of the major mezzes, minus Immobs, and it's in the hands of ATs that can be pretty powerful when they don't have to worry about mezzing at all. In fact, I might be being too generous making it so easily perma.

Quote:
I might add +33% endred to Acumen. Adding to ally recharge without giving them some method of handling the extra endurance burn could be rough.
I like that idea. The idea behind Acumen is that you're increasing your allies efficiency using their own abilities, so their powers being 'less exhausting' would make sense.

Quote:
You can slot def sets (Evade), res sets (Commanding Shout), tohit sets (Acumen & Precision), def debuff sets (Analyze), and fear sets (Unnerve). As created, Advantage, Insight, and Jumpstart take no sets and no power takes more than one type of set. I think I'd try to improve this aspect of the set design (Heal in Jumpstart if +HP is added, possibly add a small +move speed and control/friction to Advantage (study of terrain), allowing it to take travel sets).
While it's more common for sets to have either one power or no powers that can't take sets, it's not unprecedented for a set to have more than that (Sonic has 4 powers that take no sets D: ). But I agree 3 might be too much. If anything, I'd consider maybe adding +20% MaxHP and +10% MaxEnd to Jumpstart to make it better than just popping an inspiration.

Thanks for the feedback!


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

Quote:
Originally Posted by Leo_G View Post
Snip!
I like the idea of changing the overall color of the target of the abilities, but I think players would get annoyed will full screen color filtering.

I think a combination of the altering the colors of either foes or allies (briefly for allies), some visual cues or sticky graphics for persistent effects like the toggles, possibly the formula graphics (or even the pose) from /e calculate, and the little symbols from Psychic Blast hit effects sets could create a base for interesting visuals.


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

I don't like to use a phrase like "thinking outside the box" but this is it, for sure! (Even a bit of irony there considering the powerset.)

Love the idea, though I do agree that visuals could be an issue. But, considering the people at Paragon, I am not worried that they could turn a good idea into something even better.

Why wasn't this the set used in the Create a Powerset Panel? (Not that I don't think Radiation Armor is cool.)



 

Posted

I absolutely love the concept behind the set but not fond of all the PBAoE. I would want to roll this more as a Charles Xavier leading from the back than a Captain Am leading from within the fight. I'm sure thats only a major problem for me tho. I already have a bunch of melees and im tired of building for S/L softcap and want more characters i can play fully at range like my main.

But yeah, thumbs up. Even if it got made as is I'm sure I'd roll one up. Even more so if something was done about all the point blanks.


 

Posted

Quote:
Originally Posted by RevolverMike View Post
I absolutely love the concept behind the set but not fond of all the PBAoE. I would want to roll this more as a Charles Xavier leading from the back than a Captain Am leading from within the fight. I'm sure thats only a major problem for me tho. I already have a bunch of melees and im tired of building for S/L softcap and want more characters i can play fully at range like my main.

But yeah, thumbs up. Even if it got made as is I'm sure I'd roll one up. Even more so if something was done about all the point blanks.
The radius of the toggles is 80 feet. Besides possibly running in to the thick of things to cast Acumen or Commanding Shout, you could easily spend most of any fight 70-80 feet away and still be quite effective at offering support.


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

Okay... you're going to need to explain something better.

How is this 'Stacks of Intuition' thing supposed to function, when all the powers that consume the Intuition are toggles?

Do they all benefit? If they don't, how do you determin which one gets the benefit of insight? (Ignoring the obvious answer, as makeing these toggles mutually exclusive would also destroy any real attaction to this set.) Is Intuition consumed automatically? Do the bonuses from Intuition persist, or do they fade away?

Frankly, my suggestion would be to change the Insight power. Instead of clearing the Fog or War, and marking enemy positions (how would that work on a zone map, anyway?) change Insight to being a self-buff click power. Lasts 60 - 90 seconds, consumes all Intuition into buffs to the toggle powers. That would be less of a mechanical nighmare to work out, I think...


-This Space Intentionally Left Blank.-

 

Posted

Quote:
Originally Posted by OneWhoBinds View Post
Okay... you're going to need to explain something better.

How is this 'Stacks of Intuition' thing supposed to function, when all the powers that consume the Intuition are toggles?

Do they all benefit? If they don't, how do you determin which one gets the benefit of insight? (Ignoring the obvious answer, as makeing these toggles mutually exclusive would also destroy any real attaction to this set.) Is Intuition consumed automatically? Do the bonuses from Intuition persist, or do they fade away?
Stacks of Intuition are not consumed; they act as multipliers for the bonus buff values listed in the toggles.

The toggles would check every time their activation period cycles (every 2 seconds) for how many stacks of Intuition you have on you at the time, and then grant a bonus buff value based on that amount.

Stacks of Intuition last either 30 or 60 seconds depending on the power used, and you can have up to 20 at one time. Again, they are not consumed, and last their full, respective durations. They only serve to define an integer value from 0 to 20 that is then used to multiply (and thus increase) the bonus buffs of the toggles.

So if you had built up 10 stacks of Intuition on a Defender, and had all 3 toggles on, they'd look like this (unslotted):

Evade - 15% Defense + (10 * 0.25% Defense) = 17.5% Defense
Advantage - 25% Damage + (10 * 0.3125 Damage) = 28.125% Damage
Precision - 6.25% ToHit + (10 * 0.25% ToHit) = 8.75% ToHit

And these values would fluctuate as you gained more Intuition, or the duration of other Intuition ends. The idea is that you benefit from using the other 6 powers in the set with bonus buffs to your 3 toggles.

Quote:
Frankly, my suggestion would be to change the Insight power. Instead of clearing the Fog or War, and marking enemy positions (how would that work on a zone map, anyway?)
The description for Insight explains that it will only reveal spawn points on indoor maps.

Quote:
change Insight to being a self-buff click power. Lasts 60 - 90 seconds, consumes all Intuition into buffs to the toggle powers. That would be less of a mechanical nighmare to work out, I think...
The way I intend for Intuition to work, this really isn't necessary since it affects all the toggles at once, anyway. Hopefully my above explanation makes that much clearer.


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

Quote:
Originally Posted by OneWhoBinds View Post
Okay... you're going to need to explain something better.

How is this 'Stacks of Intuition' thing supposed to function, when all the powers that consume the Intuition are toggles?

Do they all benefit? If they don't, how do you determin which one gets the benefit of insight? (Ignoring the obvious answer, as makeing these toggles mutually exclusive would also destroy any real attaction to this set.) Is Intuition consumed automatically? Do the bonuses from Intuition persist, or do they fade away?

Frankly, my suggestion would be to change the Insight power. Instead of clearing the Fog or War, and marking enemy positions (how would that work on a zone map, anyway?) change Insight to being a self-buff click power. Lasts 60 - 90 seconds, consumes all Intuition into buffs to the toggle powers. That would be less of a mechanical nighmare to work out, I think...
None of the powers appear to actually Consume Intuition, just as Time Manipulation's power don't consume Accelerated/Delayed. They just check against it and apply whatever effect is warranted by the current number of stacks.


Edit: Ninja'd by Tricky


@Oathbound & @Oathbound Too

 

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Quote:
Originally Posted by Trickshooter View Post
The radius of the toggles is 80 feet. Besides possibly running in to the thick of things to cast Acumen or Commanding Shout, you could easily spend most of any fight 70-80 feet away and still be quite effective at offering support.
Right on. Guess I wasnt paying enough attention to the specific numbers and more so the effects. Two thumbs up than. I want this set NAO.


Precisions +Range is great.


 

Posted

On further reflection I am growing much more enthusiastic about this set. It's has much more depth than I saw on my initial reading. Seriously cool potential, the suggestions for visuals are great, 'specially when linked with Kirsten's origin specific animations/FX suggestion.

This one gets my officially unimportant seal of approval! I like it!


 

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Quote:
Originally Posted by Trickshooter View Post
I like the idea of changing the overall color of the target of the abilities, but I think players would get annoyed will full screen color filtering.

I think a combination of the altering the colors of either foes or allies (briefly for allies), some visual cues or sticky graphics for persistent effects like the toggles, possibly the formula graphics (or even the pose) from /e calculate, and the little symbols from Psychic Blast hit effects sets could create a base for interesting visuals.
The filters would mainly occur with the clicks (so Unnerve and Jump Start which is on a long recharge). The toggles would be 1 time things upon first activating them which would most likely occur before a battle so I wouldn't expect players to throw a hissy fit about the filters on those.

Didn't talk about animations so those are still could use brainstorming. But I'd actually be against formula graphics and the mixed symbols from Psychic Blast. That seems like you're trying too hard to make this seem like *BRAIN POWER!!1*...it'd be like putting floating clock faces into Time Manipulation.

The thought behind my suggested visuals is it's suppose to represent a more abstract honing in on details, emphasizing the important (your allies) and one way to emphasize something is to 'de-emphasize' others. Not that the user of these types of abilities would be tossing aside details, but it's a visual technique that accomplishes the same thing.

Anyway, the concept of the powers isn't *actually* the ability to change the color/saturation of things around them (although if a player wanted to use that concept...) but a visual representation of focusing on important information. And not only would it be unique, the actual visuals would be subtle enough to sell these powers as separate abilities and striking enough to be aesthetically entertaining.


 

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This was a very interesting read. I'd support this set!


 

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PS: I'm starting to think 20 stacks is entirely too many. You'd probably be better to readjust the effects after cutting the stacks down to 10 or heck, maybe even 5.

Cutting it down to 5, you can rebalance the effects around that and readjust how many stacks the powers grant; 1 stack from Analyze, a % chance for 1 from Acumen (but for 60 seconds), 1 + % chance of 1 more in Unnerve, 1 (for 60 seconds) in Commanding Shout, 2 (for 60 seconds) in Insight, and 1 for 30sec + 1 for 60sec in Jump Start. That actually gives you a chance, before the lvl 30s to actually get the majority out of the set's extras (most ATs won't get enough powers by 28 to support 20 stacks).

Also, like the idea of adding some smaller slottable effects to some of the powers to help out with IO and alpha slot advantages. And the idea to put some stealth (no translucence) in Insight...


 

Posted

It doesn't take a number cruncher to look at the first power Evade and go

So, 15 + 20 stacks of .25 for a grand total of 20% before slotting?

No way in heck is that going to happen when the much loled Force Field is 10% with a much smaller radius and it comes at level 12. I'll point out that this is the level 1 power with an 80ft radius!

It would probably require that the Hyper-Intellect's powers not effect the caster. It probably means losing the caster inclusion with Commanding Shout and Advantage. 40 ft radius is going to be the max.

You should look over the values at City of Data. http://tomax.cohtitan.com/data/power...etype.php?at=3

Based on what is in the game, the numbers look out of line.


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

I've always been a fan of colour filters in this game, and I do know it supports them. Before they became blue, the red Arachnos vats presented the world seen through them as red-scale negative. I've always wanted to see more sets play with this, even some older sets where powers make sense. Red-scale negative would be cool for IR goggles, for instance.

With this, I'd like to go for a more abstract approach, For instance, I'd like to see a more abstract colour filter that mimics predator vision, suggesting that this character sees the world in a different way. And when I say "predator vision," I don't just mean the low-grade infra-red used in those movies, I mean all the "modes" the Predator used in the second movie, and more. Have some filters play where certain colours are exaggerated and so forth.

That said, I'm pretty sure colour filters are full-screen effects, meaning you can't filter out just the background or just specific characters.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Quote:
Originally Posted by newchemicals View Post
It doesn't take a number cruncher to look at the first power Evade and go

So, 15 + 20 stacks of .25 for a grand total of 20% before slotting?
Apparently is does take some number crunching to look at it and understand. My first reaction to Evade was the same as yours, but then I kept reading.

You have to look at the set as a whole. 15*1.56 + 5 = ~28%. That is not insignificant. But what else does the set provide for mitigation?

It has strong -Damage, a modest slow, and a weak AoE Fear effect to apply to enemies. Mez protection, weak Psi resists, as well as resistance to slows, to-hit debuffs, and perception debuffs. 2 allies can get a level shift. That's it. The rest is modest offense.

Compare to Rad. Radiation Infection can easily be applying -48% to hit, which is more effective mitigation than Evade even against +3s. That one power also makes it so your team only misses 5% of the time. Other mitigation in Rad includes a modest heal, end drain resistance, mez resistance, modest -damage, a massive AoE slow, a modest AoE Hold effect, and the best AoE hold in the game. If someone dies it can add more to hit and damage debuffs, as well as return the fallen ally to the fight.

Quote:
Originally Posted by Trickshooter View Post
As far as the recharge, I know it's annoying to be just out of reach of perma with 3 Recharge SOs, but at the same time Commanding Shout would cover most of the major mezzes, minus Immobs, and it's in the hands of ATs that can be pretty powerful when they don't have to worry about mezzing at all. In fact, I might be being too generous making it so easily perma.
To be clear, the idea of matching Practiced Brawlers uptime wasn't so much about reducing the annoyance and more about allowing for more tactical consideration of the power. If it takes a lot of effort to become perma and you only have a brief overlap, you click it as soon as it recharges. If you can create more overlap, it gives a window where one can think about use of it. Make sure to move to get allies in the AoE as well as the possible Intuition angle. You can slot it to just achieve perma status or you can add more recharge to get some overlap and give you breathing room.

Also, the set has Analyze, Commanding Shout, Unnerve, and Jumpstart all at the 2 recharge per 1 duration ratio (Analyze is slightly off, but close enough). I was interested in taking one of those powers to a different ratio and since PB was similar in function and I was considering adding tactical use of Intuition to Commanding Shout, it was a natural selection.

That said, the shorter duration compared to PB doesn't allow for as much overlap, but 12-20 seconds is enough in my mind to create some interesting tactical choices. To be fair, it would also create more tactical choice if you make it not perma-able, but the set didn't seem strong enough to go down that route. Perma AoE mez protection on a click is one of the intriguing features of the set. If that goes away, something else should be added.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.