Disclaimer: these are just some fun ideas, I do not claim to be good at balancing powers nor at naming them (I'm awful with names). Aswell, english isn't my native language, althought I do my best. I would love to hear your own suggestions, be it on the ones I've posted or new powers. With that out of the way... let's begin by the
Radioactive powers
My current focus is torwards Melee Crushing & Particle damage (oh great, more Hulk clones, ugh), althought I will also mention some (plenty) ranged powers.
Stacks of buffs/debuffs:
Radiation: deals damage to the enemy, stacking up to 5. Radiation increases the damage of other stacks of Radiation by 2%. Global stack limit per opponent of 20 stacks.
Irradiated: decreases power cost, increases damage but deals a
very small DoT to the owner. Stacks up to 5. Global limit stack per player is also 5.
Carefully Irradiated: alike Irradiated, but with no DoT.
Forms:
- Aspect of the Mutated beast and Aspect of the Mutation
For every time you apply or refresh Irradiated and Radiation, you gain a stack of Enrage (for Mutated Beast) or Concentration (for Mutation).
- Aspect of the Uranium Enthusiast
Increases DoT abilities and heals by ( )% and damage by a lesser ammount, per stack of Research (up to 8 stacks). Research is gained by applying Irradiated or Carefully Irradiated on allies or Radiation on enemies.
Energy Unlock:
- Nuclear Warfare:
Gives a boost of energy every second over three seconds on applying or refreshing Radiation, scaling from endurance or intelligence, whichever is higher, smaller recovery scaling. Recovers a small ammount of energy when powers use or rupture Radiation, scaling from strength or ego, whicever is higher. Smaller recovery scaling. (Kinda like the eletricity EU).
Slotted Passives:
- Radioactive Titan:
Defensive passive, your mutated cells grant high resistance and a small damage boost to Particle damage, but you suffer 10~1% health damage per second, decreasing as you get lower health (down to 1% at half health).
Advantages:
R2,R3
Force of Will(same as Defiance): Increased knock resistance and stun resistance on lower health.
- Nuclear Monstrosity:
Offensive passive, feeding from radiation, your body is driven insane, granting you an innate resistance to particle damage and a boost to Crushing and Particle damage you deal. Each stack of Irradiated on yourself will further increase your damage more than usual with this passive.
Advantages:
R2,R3
- Hazmat Suit:
Support passive, protecting yourself with a hazmat suit, your resistance to particle damage is increased and your resistance to all damage is increased by a lesser ammount. With your knowledge of mutation, radiation and nuclear energy, you passively generate energy to you and your allies and your healing abilites are boosted. This passive also changes your Irradiated stacks on yourself and allies into "Carefully Irradiated", which instead will not damage you or your allies.
Advantages:
R2,R3
Rework suggestions for current powers:
Nuclear Shockwave: I've taken this and all other Onslaught Villain powers, this one is.. strange. It seems to deal almost no damage and does not mention any kind of gimmick (i.e, ranged power that benefits from Strength). It seems to pride itself highly on it's damage on the description, yet it barely does damage, and it's animation (character animation) could also be improved.
I could be missing something, but 300 damage on a 1.5s charge(with 1s activate time) with a lv40 character just doesn't seem right, even if it's for a 75 ft ranged cylinder with 20 ft width.
Suggestion: Give it a cooldown, then you can make it actually hit hard and still be balanced. If it's not supposed to scale from strength (since it's a ranged power), give it an advantage for that, changing the animation (possibly only if you have the advantage, if possible) to stomping the floor instead (alike tapped Havoc Stomp). New Powers:
Comments
New Archetype: The Titanic Irradiate
Risky tank archetype, as it passively is hurt over time, to make up for it's innate high resistance and boosted damage.
- Level 1 : Radioactive Fists (energy builder) (tier 0)
- Level 1 : Mutated Beatdown (tier 0)
- Level 6 : Radioactive Waste (tier 1)
- Level 8 : Radioactive Titan (tier 1)
- Level 11 : Mighty Leap (from Might tree) OR Barrel Toss (tier 1)
- Level 14 : Aspect of the Mutated Beast
- Level 17 : Nuclear Cyclone (tier 2) OR Uranium Breath (tier 1)
- Level 21 : Retaliation OR Antagonize (from Might and Supernatural Claws, respectively)
- Level 25 : Nuclear Warfare (tier 1)
- Level 30 : Irradiate's headbutt (tier 2)
- Level 35 : Resurgence OR Unbreakable (from Supernatural Infernal and Power Armor, respectively)
- Level 40 : Uranium Punch (tier 3)
Primary SS: StrengthSecondary SS: Constitution, Recovery.
Innate Talent: +10 Constitution, +8 Endurance, +10 Strength, +5 (Dexterity, Intelligence, Ego, Presence), +10 Recovery
Spec trees: Protector & Warden.
Laser Sword
Forms
Builds High-Tech stacks on applying Plasma Burn on enemies. Increases melee damage by ( )% and ranged by half of it.
Slotted Passive
Secondary Energy unlock
Hi-tech reverberation: Gives energy every time you apply, rupture or refresh Plasma Burn, up to two times per target, with an internal cooldown of 3 seconds. (Alike Icy Embrace and Thermal Reverberation). Scales off Endurance, and has a small scaling for Ego or Strength, which ever is higher.
Existing powers- Reworks
(Acceleration stacks would now grant a small reduction to power charge, stacks up to 5. Limited to 5 stacks on a player.)
Advantages
- Same as the ones it already has.
- Brave: adds a chance to get Brave stacks, Brave increases defense and knock resistance, stacking up to 3.
Charges and slashes in an arc in front of you, dealing Particle damage to enemies in front of you. A wave of plasma energy extends beyond the slash arc, dealing particle damage to enemies in a distance beyond the arc. The slash itself deals more damage than the wave, it also applies Plasma Burn, while the wave has a 20% chance to apply it.
(Completely reworked into a ranged AoE cone that scales from Strength).
New Advantages:
Charged Sword: refreshes all Plasma Burn stacks and increases the wave's plasma burn chance to 50%.
Overcharge: transforms the skill into a maintain, slashing every second instead of charging a single slash. Damage, duration and cost are changed to better fit it.
Applies and refreshes Accelerator stacks (100% chance) and refreshes Plasma Burn stacks. Now has a short~medium cooldown. Refreshes Brave stacks.
New Advantages:
Intense heat: now applies Burn Through.
New Advantages:
Plasma Propagation: Spreads Plasma Burn to enemies around the main target (possibly, also spread Particle Combustion, but does not refresh it).
Heated Smash: now refreshes Burn Through and spreads it to enemies around the main target, if the first has it.
No longer ruptures plasma burn, instead deals bonus damage if the enemy is suffering Plasma Burn. Damage would need to be recalculated for it.
New Advantages
Acceleration: Refreshes Accelerator stacks and deals slightly bit more damage if you are Accelerated.
Now deals high-single target damage after charging and ruptures all stacks of Acceleration and Plasma Burn. Charge time changed to fit the change. Deals bonus damage per Plasma Burn stacks and 10% bonus damage overall if accelerated.
All stacks of acceleration come back over time from being ruptured, the 10% boost is only for one stack, more stacks will still only boost the power by 10%.
New Advantages:
Need for Acceleration: Now deals bonus damage per stack of Acceleration ruptured, but does not refresh them any longer.
Plasma stab: Now causes Particle Combustion if five stacks of Plasma Burn are ruptured. The bonus damage remains.
New Powers
You throw a ball of plasma torwards the enemy, dealing particle damage. Applies Burn Through. Has a short~medium cooldown.
Advantages:
R2,R3
Hot Potato: Plasma ball now bounces on enemies around the target, one by one, dealing less damage per bounce, but still applying Burn Through. Now has a slightly increased cooldown.
You stop for a moment to make sure your plasma sword is properly recharged, your power armor is properly recharged and/or your weapons are properly recharged. Grants energy over time, damage boost for your next four Power Armor (laser sword and PA toggles) damaging attacks and grants a stack of Acceleration. Medium~High Cooldown.
Advantages:
R2, R3 (Shortens cooldown, increased Energy over time boost)
Stim Pack: Applies Restoration (the same HoT that is already in game).
Prepared: Grants a Brave stack and refreshes existing stacks.
Active offense, increases damage, Strength and grants a HoT.
Advantages:
R2, R3 (Higher duration)
Too brave: Your courage has a small chance to cause enemies to be Feared, granting you a Brave stack if your Courage refreshes a stack of fear that you've previously applied.
And that's all for Plasma Sword! Thank you for reading!
New Archetype: The Laser Knight
Hybrid archetype that can alternate between pure melee DPS, tanky melee DPS or Tank.
- Level 1 : Laser Edge (energy builder) (tier 0)
- Level 1 : Laser Sword (tier 0)
- Level 6 : Lightspeed Dash (tier 1)
- Level 8 : Plasma Expert or Invulnerability (tier 1)
- Level 11 : Particle Accelerator or Recharge (tier 1)
- Level 14 : Form of the Laser Knight (tier 1)
- Level 17 : Lightwave Slash (tier 2) OR Plasma Ball (tier 2)
- Level 21 : Energy Shield (tier 1)
- Level 25 : Hi-tech reverberation (tier 1)
- Level 30 : Particle Smash or Plasma Cutter (tier 2)
- Level 35 : Courage (tier 2) OR Unbreakable (from Power Armor)
- Level 40 : Unified Theory (tier 3)
Primary SS: StrengthSecondary SS: Constitution, Endurance.
Innate Talent: +10 Constitution, +10 Endurance, +10 Strength, +5 (Dexterity, Intelligence, Ego, Presence), +8 Recovery
Spec trees: Vindicator & Warden.
11/13 Fixed a wrong mention to "Supernatural" for Courage in the AT powers' list.