I have been thinking about a companion melee set to my TK Armour type power set idea. Comic and movies characters with similar powers would be Nightcrawler, Gambit, Havoc as well as the main guy in the movie, Push. Obviously there is quite a difference between how Nightcrawler tps around the hits stuff, versus gambit charging up an object as blowing stuff up.
Each of these could technically be a separate set..but I think the powers would get stale. It would end up..Teleport Punch, Tp punch2, tp kick 1, tp kick 2 etc etc. Likewise for Gambit and powered up objects.
So it is really..a combination of all the coolest (to me) parts of those guys abilities. You could tp about, admittedly very short ranged, charge objects, throw objects (like Propel..again..move powers like that would get boring if it was a whole set) as well as power up your own ‘normal’ attacks.
Fitting with our current crop of ‘Gimmick’ sets (which I happen to love), the set would naturally have something a bit special. Energy Reservoir would be the special offensive ability, as each attack you land drains off some of a foes power, strengthening your own. This would alter the damage type of attacks, from usually 70% Smash/30% energy, changing by 10% each hit and proving a 5% damage buff to just the Energy portion. (so you get 70/30 - 60/40+5 - 50/50+10 – 40/60+15)
In addition, a defensive mechanic would also come into play, Batter (no, not cake batter sadly). As the target gets Battered by repeated hits, their resilience (not to be confused with resistance) to your attacks is lowered, increased various effects on attacks. There stacks would decay fast, so you could not really batter multiple targets, focusing on dangerous foes (and stopping you somehow stunning an entire mob).
Psychokinesis (from the wiki..it sounds mostly right from what I am thinking)
The Psychokineticist uses his or her mind as a weapon, a lethal one. With precise control and deadly force, they can overcome and foe, dazzling them with a series of strikes from impossible angles, even forcing their body out of real space, only to reappear where least expected. Psychos can also physical drain energy from opponents, supercharging a normal punch into something that can break steel and shatter bones. The attacks in this set are altered by Energy Reservoir and Batter, as detailed above.
(Gold Shiny Man (GSM) effect. The animation for Vorpal Judgement has this, as well as Hail of Bullets. I think it would be perfect to show the body shifts and short range tping. Also thinking some of the ranges of these powers would be longer than normal, as you tp and shift about.)
Tier 1. Energy Gauntlets
The first ability learned by a Psycho is simply to encase his hands in energy; making blows strike with greater force than could normal be managed. Light damage, Smash/Energy, minor stun, increasing with Battering. Simple one-two blows, alternating sides in the same with DP Pistols does.
Tier 2. Shadow Boxing
As focus increases, the Kinesis user can physical shift his hands from view, striking out at a distance from which an enemy believed himself to be safe. The attack is so surprising; it reduces to hit on the target. Moderate damage, smash/energy, minor to hit debuff, increase with Battering. This attack has an increase range compared to other melee attacks. Attacks would be more forceful looking punches, again with both hands, with the actual hand-target connection appear in different locations around the targets top half, with perhaps some kind GSM effect.
Tier 3. Assail.
Soon, the Psycho can begin to control and project his entire body short distances, attacking multiple foes in a flurry of blows, shifting direction constantly, finding any weakness and leaving the target disorientated. Moderate damage melee cone, smash/energy, battering increasing the change and duration of the stun. Picture Sands of Mu, combined with GSM, your toons ‘body’ staying still, as the clones shift quickly in a cone in front of you.
Tier 4. Power Up (yeah boring name..but it’s so fitting)
By concentrating power, you can draw on the power of your mind, supercharging your attacks as you tear through any obstacle. A build up power, lasting 20 seconds, with a decaying damage buff as you lose impetus, starting at (for example) 125% for 5 seconds, 75 for 5 seconds, then 10 seconds of a 25% buff to just the energy portion of attacks.
Tier 5. Slingblade.
Even ordinary objects are deadly when controlled by the Psycho, who can imbue something with kinetic force and sling it at an enemy, sending them tumbling. Range High damage, energy/smash, high chance of knockdown, increasing with Battering. Something like Propel, but WAY faster and cooler, as your reach up, out, over towards an object and sling it at the bad guy, with the direction of your ‘pull’ changing, as well as the object and where it flies in from.
Tier 6. Energetic Reprisal.
Typical single target (if on a brute, only the Main target counts)Taunt. If the target hits, or tries to hit, the user within 3 (or whatever) seconds, the Psychos body is braced and prepared, siphoning energy and proving a small damage buff for their next attack. Like the +crit chance in MA, after using eagle’s claw.
Tier 7. Mobius Loop
By teleporting yourself to different areas in quick succession, you can strike quickly at multiple foes, damaging them before they have a chance to fight back. PBaoe, moderate damage, energy/smash, Battering causing addition minor smash damage to a foe. A mini Vorpal, teleporting yourself very quickly to points around yourself, GSM striking targets with punches and kicks.
Tier 8. Psycho Crush. (Because Darth Vader is cool. And a scrapper)
Reaching out to a distant (relatively distant..) victim, you focus your kinesis at their throat, crushing and choking the life from their body. Extended Range ST hold attack, superior smash/energy DoT. With battering, the target takes a recovery debuff and –resistance. I am also totally not sure if it would work but..ideally, this would animate like typical Force Crush, lifting a foe and choking at range. In addition, it would highlight ‘single target attacks’ (Shadow Box, Slingblade and Piledriver) as ‘finishers’ to be used while the bad guy is choking away. Then..(maybe I am getting carried away..) when you used one of those attacks next, in would have an altered animation, as you keep the target up and help with one hand, and perform the punch/sling/piledrive with the other hand, like an uber wtf combo.
Tier 9. Piledriver.
The pinnacle of the Psychokinetic arc, building all your power and energy into your fist, before launching yourself into the air, then shifting out of realspace, teleporting down to strike a foe, annihilating them and sending shockwaves radiation out. Extreme damage, smash/energy, foe stun, small radius knockdown and minor energy damage. Battering increases the duration of the stun and the radius of the shockwave damage. I blame the devs here, for totally stealing MY animation idea and using it on Geyser, before I had the idea. Picture that, then with a GSM tp effect, and you smacking them right in the FACE, quaking the ground around you. POW!
Posted
Inb4 Golden Girl makes a 'witty' comment about how something like this is in the pipes.
For an explanation, a Psi Melee power set was leaked in the i23 Beta.
Goodbye. Not to the game, but the players. Goodbye. Everyone, remember to have fun. That's all I can say.
Posted
Quote:
Originally Posted by Bullet Barrage
Inb4 Golden Girl makes a 'witty' comment about how something like this is in the pipes.
For an explanation, a Psi Melee power set was leaked in the i23 Beta.
I have been thinking about a companion melee set to my TK Armour type power set idea. Comic and movies characters with similar powers would be Nightcrawler, Gambit, Havoc as well as the main guy in the movie, Push. Obviously there is quite a difference between how Nightcrawler tps around the hits stuff, versus gambit charging up an object as blowing stuff up.
Each of these could technically be a separate set..but I think the powers would get stale. It would end up..Teleport Punch, Tp punch2, tp kick 1, tp kick 2 etc etc. Likewise for Gambit and powered up objects.
So it is really..a combination of all the coolest (to me) parts of those guys abilities. You could tp about, admittedly very short ranged, charge objects, throw objects (like Propel..again..move powers like that would get boring if it was a whole set) as well as power up your own ‘normal’ attacks.
Fitting with our current crop of ‘Gimmick’ sets (which I happen to love), the set would naturally have something a bit special. Energy Reservoir would be the special offensive ability, as each attack you land drains off some of a foes power, strengthening your own. This would alter the damage type of attacks, from usually 70% Smash/30% energy, changing by 10% each hit and proving a 5% damage buff to just the Energy portion. (so you get 70/30 - 60/40+5 - 50/50+10 – 40/60+15)
In addition, a defensive mechanic would also come into play, Batter (no, not cake batter sadly). As the target gets Battered by repeated hits, their resilience (not to be confused with resistance) to your attacks is lowered, increased various effects on attacks. There stacks would decay fast, so you could not really batter multiple targets, focusing on dangerous foes (and stopping you somehow stunning an entire mob).
Psychokinesis (from the wiki..it sounds mostly right from what I am thinking)
The Psychokineticist uses his or her mind as a weapon, a lethal one. With precise control and deadly force, they can overcome and foe, dazzling them with a series of strikes from impossible angles, even forcing their body out of real space, only to reappear where least expected. Psychos can also physical drain energy from opponents, supercharging a normal punch into something that can break steel and shatter bones. The attacks in this set are altered by Energy Reservoir and Batter, as detailed above.
(Gold Shiny Man (GSM) effect. The animation for Vorpal Judgement has this, as well as Hail of Bullets. I think it would be perfect to show the body shifts and short range tping. Also thinking some of the ranges of these powers would be longer than normal, as you tp and shift about.)
Tier 1. Energy Gauntlets
The first ability learned by a Psycho is simply to encase his hands in energy; making blows strike with greater force than could normal be managed. Light damage, Smash/Energy, minor stun, increasing with Battering. Simple one-two blows, alternating sides in the same with DP Pistols does.
Tier 2. Shadow Boxing
As focus increases, the Kinesis user can physical shift his hands from view, striking out at a distance from which an enemy believed himself to be safe. The attack is so surprising; it reduces to hit on the target. Moderate damage, smash/energy, minor to hit debuff, increase with Battering. This attack has an increase range compared to other melee attacks. Attacks would be more forceful looking punches, again with both hands, with the actual hand-target connection appear in different locations around the targets top half, with perhaps some kind GSM effect.
Tier 3. Assail.
Soon, the Psycho can begin to control and project his entire body short distances, attacking multiple foes in a flurry of blows, shifting direction constantly, finding any weakness and leaving the target disorientated. Moderate damage melee cone, smash/energy, battering increasing the change and duration of the stun. Picture Sands of Mu, combined with GSM, your toons ‘body’ staying still, as the clones shift quickly in a cone in front of you.
Tier 4. Power Up (yeah boring name..but it’s so fitting)
By concentrating power, you can draw on the power of your mind, supercharging your attacks as you tear through any obstacle. A build up power, lasting 20 seconds, with a decaying damage buff as you lose impetus, starting at (for example) 125% for 5 seconds, 75 for 5 seconds, then 10 seconds of a 25% buff to just the energy portion of attacks.
Tier 5. Slingblade.
Even ordinary objects are deadly when controlled by the Psycho, who can imbue something with kinetic force and sling it at an enemy, sending them tumbling. Range High damage, energy/smash, high chance of knockdown, increasing with Battering. Something like Propel, but WAY faster and cooler, as your reach up, out, over towards an object and sling it at the bad guy, with the direction of your ‘pull’ changing, as well as the object and where it flies in from.
Tier 6. Energetic Reprisal.
Typical single target (if on a brute, only the Main target counts)Taunt. If the target hits, or tries to hit, the user within 3 (or whatever) seconds, the Psychos body is braced and prepared, siphoning energy and proving a small damage buff for their next attack. Like the +crit chance in MA, after using eagle’s claw.
Tier 7. Mobius Loop
By teleporting yourself to different areas in quick succession, you can strike quickly at multiple foes, damaging them before they have a chance to fight back. PBaoe, moderate damage, energy/smash, Battering causing addition minor smash damage to a foe. A mini Vorpal, teleporting yourself very quickly to points around yourself, GSM striking targets with punches and kicks.
Tier 8. Psycho Crush. (Because Darth Vader is cool. And a scrapper)
Reaching out to a distant (relatively distant..) victim, you focus your kinesis at their throat, crushing and choking the life from their body. Extended Range ST hold attack, superior smash/energy DoT. With battering, the target takes a recovery debuff and –resistance. I am also totally not sure if it would work but..ideally, this would animate like typical Force Crush, lifting a foe and choking at range. In addition, it would highlight ‘single target attacks’ (Shadow Box, Slingblade and Piledriver) as ‘finishers’ to be used while the bad guy is choking away. Then..(maybe I am getting carried away..) when you used one of those attacks next, in would have an altered animation, as you keep the target up and help with one hand, and perform the punch/sling/piledrive with the other hand, like an uber wtf combo.
Tier 9. Piledriver.
The pinnacle of the Psychokinetic arc, building all your power and energy into your fist, before launching yourself into the air, then shifting out of realspace, teleporting down to strike a foe, annihilating them and sending shockwaves radiation out. Extreme damage, smash/energy, foe stun, small radius knockdown and minor energy damage. Battering increases the duration of the stun and the radius of the shockwave damage. I blame the devs here, for totally stealing MY animation idea and using it on Geyser, before I had the idea. Picture that, then with a GSM tp effect, and you smacking them right in the FACE, quaking the ground around you. POW!