Grappler (New Archetype)
I like it.
I've been at least been wanting them to make a grappling powerset for melee toons.
@Joshua.
Perhaps instead of a new AT these should be new powersets for existing ATs? They do look kinda cool.
Can't grab enemies. Engine doesn't support it.
Also looks like Street Justice: The Archetype.
Can't grab enemies. Engine doesn't support it.
Also looks like Street Justice: The Archetype. |
How do you "grapple" while Hovering? What about Arachnobots? Rikti Drones? Non-human Spirit Stalkers? The list goes on. Just thought of another... ALL of the Animus Arcana, how do you "grapple" magic?
Also it's "their hands" not "they are hands."
Pretty much this.
How do you "grapple" while Hovering? What about Arachnobots? Rikti Drones? Non-human Spirit Stalkers? The list goes on. Also it's "their hands" not "they are hands." |
But yeah, the engine can't support a set like this anyways, so it's a pretty moot point.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Simple, replace 'grapple with hands' to 'grapple with MIND', toss your opponent about like a child's doll (Unless they have KB protection, in which case you're screwed :P)
Personally, i'd like a control set that focussed on ragdolling the enemies, especially since ragdolls are a tad broken at the moment, meaning infinite free hits!
Either way, I don't imagine either ideas can or will happen.
I was doing some playthroughs of City of Heroes. Now they will serve as memories of a better time ...
The thing with grappling is it only works if you have a VERY limited subset of body sizes and body shapes that you can create custom animations around. And even then, things like The Klub 17 mod prove that even if you go out of your way to IK the crap out of your character rigs, all that does is have them do weird things, like bend their hands backwards or fold their waists in half.
Then you have the problem of body shape. You can grapple with humans, but not so much with legless robots, balls of fire, spiders and so forth. Some games like Revenant and Blades of Time get around this by having exactly ONE animation per enemy model and having about five enemy models total.
City of Heroes is far, FAR too variable to coordinate grappling like this. The most you can do is the goofy Champions Online thing where you just heft an enemy over your head and toss it like a long, but that REALLY looks silly with a lot of things you can throw. Especially with people.
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.
|
Okay, imagine your powerset being available in the game, and your character can pick up his enemies. Now imagine that multiple people on your team are trying to do the same thing.
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.
I thought this would make a good archetype, they have have good crowd control and they use they're enemies as weapons. They have both ranged and melee attacks.
Grappler Archetype
Primary: Grappling
Secondary: Defense/ Support
Primary Power Sets
--Jujutsu--
Uses they're hands to throw enemies.
1. Wall Magnet
Damage: Moderate
Recharge: Moderate
Type: Single
//Foe-Stun, Foe+Fly//
2. Smashing Jump
Damage: Minor
Recharge: Fast
Type: Toggle/ AoE
//Foe-Knock back, Foe-Stun, Self-Jump+Foe//
3. Swing
Damage: High
Recharge: Moderate
Type: Single/ Cone
//Foe-Stun//
4. Soaring Eagle
Damage: Moderate
Recharge: Slow
Type: Single/ AoE
//Foe-Knock back, Foe-Knock up//
5. Long Throw
Damage: High
Recharge: Slow
Type: Single
//Foe-Long Knock back//
6. 180
Damage: Minor
Recharge: Slow
Type: Single/ Cone
//Foe-Stun, Foe-Knock back//
7. Gravel Eater
Damage: High
Recharge: Slow
Type: Single
//Foe-Stun//
8. 360
Damage: Moderate
Recharge: Long
Type: Single/ AoE
//Foe-Knock back//
9. Helicopter
Damage: High
Recharge: Very Long
Type: Single/ AoE/ DoT
//Foe-Long Knock back, Self-Stun//
--Chain Control--
Uses a chain to grapple enemies, mainly does medium ranged grappling attacks.
1. Toss
Damage: Moderate
Recharge: Fast
Type: Single
////
2. Ground Pounder
Damage: High
Recharge: Moderate
Type: Single/ AoE
////
3. Lash
Damage: Minor
Recharge: Moderate
Type: Single
//Foe-Jump+Self, Knock down//
4. Sweep
Damage: Moderate
Recharge: Moderate
Type: Cone
//Foe-Knock down//
5. Chain Reaction
Damage: High
Recharge: Long
Type: Jumps to Target to Target
//Foe-Immobilize//
6. Wrecking Ball
Damage: High
Recharge: Slow
Type: Single/ AoE
//Foe-Knock down//
7. Hammer
Damage: High
Recharge: Slow
Type: Single/ DoT
//Foe-Stun//
8. Choke
Damage: Moderate
Recharge: Moderate
Type: Single/ DoT
//Foe-Immobilize//
9. Crowd Crush
Damage: Supior
Recharge: Very Long
Type: Multiple/ DoT
//Foe-Immobilize//
*--Launcher--*
Special archetype. These Launchers have a launching canon or pad, what ever you want. These Launchers can do ranged attacks using enemies as weapons.
1. Launch
Damage: Moderate
Recharge: Fast
Type: Single
//Foe-Knock back//
2. Load
Damage: None
Recharge: Fast
Type: Single/ Load
//Foe-Immobilize//
~Can hold up to 3 enemies to use for launching attacks~
3. Artillery
Damage: High
Recharge: Slow
Type: AoE
//Foe-Knock back//
4. Sky High
Damage: Moderate
Recharge: Slow
Type: Single/ AoE
////
5. Perimeter
Damage: Moderate
Recharge: Moderate
Type: Cone
////
~This power requires 3 loaded enemies~
6. Double Shot
Damage: High
Recharge: Slow
Type: Cone
////
~This power requires 2 loaded enemies~
7. Charge
Damage: None
Recharge: Slow
Type: Self Damage Buff
////
8. Head Shot
Damage: Supior
Recharge: Very Long
Type: Single
////
9.In Your Face
Damage: Supior
Recharge: Very Long
Type: Cone
////
~The more enemies loaded the more damage it gives~
--Ninja Grappling--
These guys are more if a close up grappling type. They can also taunt enemies like tankers.
1. Silent Take Down
Damage: Moderate
Recharge: Moderate
Type: Single
//Foe-Stun//
2. Taunt
Damage: None
Recharge: Fast
Type: Provoke Foe
////
3. Dragon's Throw
Damage: Minor
Recharge: Moderate
Type: Single
//Foe-Knock down, Foe-Immobilize//
4. Skull Cracker
Damage: High
Recharge: Slow
Type: Single
//Foe- Stun//
5. Weaker Sense
Damage: None
Recharge: Slow
Type: Minion Provoke
////
6. Pinball
Damage: Moderate
Recharge: Slow
Type: Single/ Cone
//Foe-Knock back//
7. Colliding Thoughts
Damage: Hogh
Recharge: Long
Type: Double
//Foe-Stun//
8. Holding Choke
Damage: Gradual
Recharge: Long
Type: Interupable/ Hold/ DoT
//Foe-Immobilize//
9. Hook of the Tiger
Damage: High
Recharge: Slow
Type: Single/ AoE
//Foe-Knock back//
--Telepathy--
Kinda like a Controller but isn't at all. These guys can do tons of ranged grappling.
1. Throw
Damage: Minor
Recharge: Fast
Type: Single
////
2. Touch the Sky
Damage: Moderate
Recharge: Fast
Type: AoE
////
3. Scatter
Damage: Moderate
Recharge: Moderate
Type: AoE
//Foe-Stun//
4. Within Grasp
Damage: Moderate
Recharge: Moderate
Type: Single/ Hold
//Foe-Sleep//
5. Spin
Damage: Moderate
Recharge: Slow
Type: Single/ AoE
////
6. Juggle
Damage: Minor
Recharge: Moderate
Type: AoE
//Foe-Stun//
7. Push
Damage: Moderate
Recharge: Slow
Type: Single/ Cone
//Foe-Knock back//
8. Incoming
Damage: High
Recharge: Slow
Type: Single/ AoE
//Foe-Knock back, Foe-Stun//
9. Surrounding Choke
Damage: Gradual
Recharge: Long
Type: Aoe/ DoT
//Foe-Immobilize//
Secondary Power Sets
--Combat Dodging--
1. Sense
Damage: None
Recharge: Fast
Type: Toggle/
//Foe to Hit-10.00%//
2. Human Shield
Damage: None
Recharge: Moderate
Type: Single/ Foe Confuse
//Foe-Confusion//
3. Counter Attack
Damage: Moderate
Recharge: Slow
Type: Single
//Foe to Hit-35.00%//
4. Dodge
Damage: None
Recharge: Fast
Type: Toggle/ AoE
//Foe to Hit-15.00%//
5. Sweep Leg
Damage: Minor
Recharge: Moderate
Type: Cone
//Foe-Knock down//
6. Block
Damage: None
Recharge: Moderate
Type: Toggle/ Self Defense Buff
//Resistance-10.00%Smashing//
7. Absorb Blow
Damage: None
Recharge: Slow
Type: Self Defense Buff
//Resistance-10.00%Lethal//
8. Reversal
Damage: Moderate
Recharge: Long
Type: Single
//Foe to Hit-40.00%//
9. Combat Dodging
Damage: None
Recharge: Slow
Type: Toggle
//Foe to Hit-18.50%//
--Self Defense--
1. Guard
Damage: None
Recharge: Fast
Type: Toggle/ Self Defense Buff
//Resistance-15.00%Lethal//
2. Jump Kick
Damage: Moderate
Recharge: Slow
Type: Single
//Foe-Stun//
3. Defensive Maneuvers
Damage: None
Recharge: Moderate
Type: Toggle/ Self Defense Buff
//Resistance-12.00%Lethal and Smashing//
4. Quick Rest
Damage: None
Recharge: Slow
Type: Self Heal
//Heal+25.00%//
5. Distraction
Damage: None
Recharge: Long
Type: Provoke Summon/ AoE
//Summons a provoke//
6. Rib Cracker
Damage: Moderate
Recharge: Slow
Type: Single/ DoT
//Foe-Stun//
7. Head Butt
Damage: High
Recharge: Very Long
Type: Single
//Foe-Stun, Self-Stun//
8. Push
Damage: Minor
Recharge: Moderate
Type: Single/ Cone
//Foe-Knock Back//
9. Mind and Body
Damage: None
Recharge: Very Long
Type: AoE
//Foe-Speed, Foe-Recharge//
--Tank Training--
1. Sturdy
Damage: None
Recharge: Fast
Type: Toggle/ Self Defense Buff
//Resistance-Knock down/ back, Resistance-15.00%Smashing//
2. Resistance
Damage: None
Recharge: Fast
Type: Toggle/ Self Defense Buff
//Resistance-10.00%Smashing, Resistance-10.00%Negative/ Energy//
3. Absorb
Damage: None
Recharge: Moderate
Type: Toggle/ Self Defense Buff
//Resistance-10.00%Lethal, Resistance-10.00%Fire/ Cold//
4. Smash
Damage: High
Recharge: Long
Type: Single
//Foe-Stun//
5. Charge
Damage: None
Recharge: Slow
Type: Self Offense Buff
////
6. Unmovable
Damage: None
Recharge: Slow
Type: Toggle/ Self Defensive Buff
//Resistance-34.00%Knock back/ down//
7. Upper Cut
Damage: Moderate
Recharge: Long
Type: Single
//Foe-Knock up//
8. Throw Earth
Damage: High
Recharge: Long
Type: Single
//Foe-Knock back//
9. Fortress Strength
Damage: None
Recharge: Very Long
Type: Toggle/ Self Defense Buff
//Resistance-15.00%Lethal, Resistance-15.00%Smashing//
--Shield Defense--
-- Will Power--
--Regeneration--