I appreciate the Force rework, though the other folk here are well suited in their deep diving in it than I am!
I'd like to suggest other QoL Changes to some powers, mostly in utility and some damage to allow more valuable freeform selection and add more value to Archetype players. I will be editing this overtime.
-Energy Projector-
- Electricity -
Electric Siphon
[*] New Adv. (2) - Static Shock - Applies a Stun to targets affected by Negative Ions.
With close ranged mid-high cooldown abilities comes great potential!
-Fire-
Absorb Heat
[*] New Adv. (2) - Singed - Applies a Stun to targets affected by Clinging Flames.
Of course can't have the power be too strong, but to allow the Fire set to have interesting CC capability would allow wonderful variety.
Heat Wave
[*] New Adv. (2) - Ignition - This power now affects enemies in a 15ft sphere.
Enabling CC variety of the fire powerset.
Flame Prison
[*] New Adv. (2) - Pyrophobia - Now Flame Prison Paralyzes targets instead of Incapacitating.
Enabling CC variety of the fire powerset.
- Wind -
Updraft
[*] New Adv. (2) - Turbulence - Refreshes existing stacks of Stagger on affected targets
I wouldn't mind if this ability gets a 4-8 second cooldown if this suggestion takes effect, but it'd probably blow some folks away on the potential this could add in keeping up Stagger on a target while dealing with mobs a bit wider than the usual Typhoon Cylinder. This could also be an additional benefit to users of the Destructive Energy Unlock.
Twister
[*] New Adv. (2) - Recharge - Applies Restoration to you.
[*] New Adv. (2) - Category four - Enables this power to affect targets in a 15ft Sphere.
Wind could use a decent self healing ability within the set to help keep it going in solo situations. While this ability is also a choice for the Squall AT with it and Updraft, it'd be very awesome along with the suggestion above to allow them to either choose to dish out more consistent damage across targets or have an option to survive when needed. Would also appreciate a choice with allowing it to be AoE.
- Ice -
Ice Wall
[*] New Adv. (2) - Hypothermia - Refreshes your Hard Frost Debuff
[*] New Adv. (2) - Frozen Bulwark - Applies Aegis to you
Ice could use another power or something to refresh that debuff, preferably like Flash Fire's Fan the Flames but for Ice. Love the Ice Blast, but this would unlock something more for the non-avenger spec tree users.
Ice Cage
[*] New Adv. (2) - Recharge - Applies Restoration to you.
[*] [*] New Adv. (3) - Deep Freeze - Stuns Affected Targets
[*] New Adv. (3) - Soothing Cold - Summons a Healing Rune at your target.
I wouldn't mind if this gets an 4-8 second cooldown, but it'd be pretty chill to see this ability being used as a way to CC, to self heal yourself and/or allies, while creating Ice objects. Since the Icicle AT has a choice between the Ice wall or the Ice Cage, it'd give the option of dishing out more damage with the suggestion posted above or survivability with this suggestion.
Ice Burst
[*] New Adv. (2) - Cryotherapy - Applies Reckless to allies within 25 feet of the Primary target
[*] Adv. Change (2) - Freeze Dirtbag - Paralyzes affected targets, smaller ice objects will be created over the targets.
I know this is an odd request, but hear me out! Ice could have a bit more supportive value and/or providing reckless to everyone within 25ft of the target. to provide melee allies or yourself a shielding opportunity and knock resistance from close targets. Ice objects should feel like great aspect of Ice to allow users to use them how they'd like. Pair it with the suggestions above and you'd have a more comfortable Ice freeform/Icicle AT.
-Technology-
-Archery-
Taser Arrow
[*]New Adv. (2) - Shock Value - Applies Paralyze to targets in a 15ft sphere. (Electric Field FX Please)
Allow players to have a choice to have a strong single target Paralyze or decent duration AoE Paralyze
Gas Arrow
[*] Now affects up to 7 targets.
[*]New Adv. (2) - Sleep Powder - AoE Sleep
Archery is already a wonderful utility powerset that would benefit heavily with an AoE Sleep for CC flexibility. The Sleep can be r2 in it's duration.
-Gadgeteering-
New Power: Experimental Sonic Ray
Tier 1, Maintained Sonic Damage, 45ft cone, 50ft range, 5 Target cap.
An upgraded Sonic Blaster, but experimental
Deals [moderate] Sonic Damage every 0.5s to 5 targets and applies Disoriented at full duration.
[*] New Adv. (3) - Sound Barrier - Absorbs [moderate] Damage, Scaling up overtime.
[*] New Adv. (2) - Sonic Reverb - Applies Deafening to all targets after a full maintain.
[*] New Adv. (1) - Dizzy - Deals additional damage to Disoriented Targets.
NEW Power Replacer Device - Sonic Bolt | Experimental Blaster Replacement
Sonic Damage Strong Blast replacer
This power should enhance the Blast to dish as much as a Single T3 Alpha without Spec reliance.
Tractor Beam
[*] Increased Damage
[*] Half Crushing and Half Particle
[*] Burn Through application on full maintain
Despite it's tool tip mentioning that the higher rankings would allow this power to be maintained for longer, it does not do so, and it shouldn't! Having this power deal half of it's damage as Crushing Damage and apply Burn Through at full duration for true gadgeteering instead of Ranger folks needing to cherry pick from other technology sets to make their worth while keeping the set strong. Especially if there could be a Ranged DPS Gadgeteering AT called The Space Cadet
Grapple Gun Pull
[*] New Adv. (2) - Get a Grip - Applies Demolish
[*] New Adv. (2) - Stim Pack - Applies Restoration to you
with a 1.3s activation and a 6-8 second cooldown, would love to allow it to be another ranged demolish that technology users can access within the crushing damage realm of the power set to synergize with the Munitions Bots, Tangle Coil Launcher/Bolas, and Attack Toys, and hopefully the Tractor beam suggestion above. Why not bring the risk to you and be rewarded in the meantime? A restoration wouldn't hurt with this since the rest of the pull to powers have them.
Strafing Run
[*] New Adv. (2) - Full Metal Jacket - Applies No Quarter to Affected Targets.
High Cooldown abilities should have some sort of reason to use them if they aren't an apparent nuke. Still would love for this ability to setup the powerset's crushing damage potential as well.
Particle Mine
[*] New Adv. (3) - Mine Transmitter - Allows Particle Mine to be casted from 50ft, Consumes Particle Burn to Apply Disintegrate (with Bionic Healing Animation)
A very situational ability and long cooldown ability should be rewarded with a Disintegrate application to the AoE of enemies, and would make a very nice addition to use with the Orbital Cannon, Experimental Blaster, and Experimental Burst Ray. Could make it even more 1-2 point expensive by giving the particle mine the ability to be casted on the target (as if spawned on the enemy.). This would enable the option of particle mine being used as a Ranged AoE, AoE Disintegrate Trap, or a Ranged Disintegrate.
Bolas
[*] New Adv. (2) - Big Net - Applies Paralyze to targets in a 15ft sphere.
[*] New Adv. (2) - Bola Strike - Applies Demolish to the target
Allow players to have a choice to have a strong single target Paralyze or decent duration AoE Paralyze. Could also be an additional way to apply Demolish to a target.
Tanglecoil Launcher
[*] New Adv. (2) - Fiber Spread - Applies Paralyze to targets in a 15ft sphere.
Allow players to have a choice to have a strong single target Paralyze or decent duration AoE Paralyze
Entangling Mesh
[*] New Adv. (2) - Enwebbed - Enemies already under effect of a root will be paralyzed.
This can have a r1-r2 duration of an Paralyze. This would enable the choice of applying your CC quickly without the advantage, or attempting to save points with a useful tactic and broaden to other aspects.
-Munitions -
Smoke Grenade
[*] New Adv. (2) - Chloroform - Paralyzes affected enemies upon impact.
Munitions doesn't have many Hard Control CC abilities, it would be very beneficial to provide the choice of putting enemies to sleep or having a threat wipe in considering choices. The sleep can be r1-r2 in it's duration, it's a 5 cap It could be a paralyze instead.
-Power Armor-
Aspect of the Machine
[*] Strength or Ego Scaling, 75%-87.5 of Regular Damage Toggle Form damage scaling.
[*] Refreshes every 4 seconds on any full maintain, toggle, or Charged ablity.
Energy Wave
[*] New Adv. (2) - Shockwave - Applies Stun to affected targets.
Unlocks capable CC capabilities within the powerset, especially rewarding with a moderate cooldown
Binding Shot
[*] New Adv. (2) - Fiber Spread - Applies Paralyze to targets in a 15ft sphere.
Allow players to have a choice to have a strong single target Paralyze or decent duration AoE Paralyze
-Laser Sword-
Glance
[*] New Adv. (2) - Seize - Interrupts the target instead of Stun.
[*] New Adv. (2) - Burn Bright - Adds 10 seconds to your Disintegrate debuff time
Would love if more Melee Single Target Stun abilities granted an interrupt ability to allow Tanks and Supports to address quickly ramped hold resistances in teamed content. Also increases the value of the power to be able to allow Tanks/Melee Supports to refresh their damage debuff.
Particle Smash
[*] Adv. Change (2) - Null Value - Paralyzes Primary Target, knocks down secondary targets.
[*] New Adv. (2) - BIOS Attack - Stuns all Affected Targets.
Gives this semi-ranged ability options to CC targets, If both are taken, both Paralyze and Stun should affect the target, but of course Stun affects first before Paralyze and both still granting the Hold Resistance stacks upon expiration.
-Martial Arts-
-General Martial Arts-
Inexorable Tides
[*] New Adv. (2) - Nerve Strike - Stuns affected targets for a short duration.
The whole Powertree deserves a choice for a quick stun if the time calls for it, however with spamming this attack this will ramp up Hold resistances quick which can be beneficial or risky in instances.
Shuriken Throw
[*] New Adv. (2) - Fang of the Dragon - Refreshes Shredded on your target.
[*] Adv. Change (2) - Poison Shuriken - Applies Viral to your target, granting a 25% Chance to apply Deadly Poison, 50% Chance upon it's expiration
[*] Adv. Change (2) - Serrated Edges - Applies Open Wound to your target, granting a 25% Chance to apply Deadly Poison, 50% Chance upon it's expiration
With Throwing Blades planning to have a Shredded Application, this opens many doors. Why not allow freeforms to take advantage of this with pure ranged shuriken Martial arts/gadgeteering gameplay or upkeep with Melee Slashing Martial arts that are somehow farther than 25ft temporarily.
NEW POWER or Shuriken Throw Power Replacer - Fuuma Shuriken
Tier 3, up to 2.5s Charge, 50ft Range, 10ft Sphere, 5 Target cap
Throw a Giant Shuriken at the target. ( Yuffie/Naruto/Inuyasha lovers unite~! )
Advantages:
[*] New Adv. (2) - Alpha Strike - Damage increased when attacking fewer targets.
[*] New Adv. (2) - Open Wound - Applies Open Wound to your target, granting a 25% Chance to apply Deadly Poison, 50% Chance upon it's expiration
-Dual Blades-
Storm's Harvest
[*] New Adv. (2) - The Calm Before - Interrupts the target instead of Stun.
Because this power has a nice charge activation, much like mighty kick, it could be a great interrupt ability across the melee support/tank roles.
- Fighting Claws -
Rend and Tear
[*] New Adv. (2) - Viper's Return - Refreshes existing stacks of Deadly Poison
[*] New Adv. (2) - Snake's Rattle - Now Interrupts your target.
While it replaces Shredded, allowing it users to have a choice in more damage in rank 2 and Drakes Deliverance, or taking advantage of refreshing the poisons Viper's Fang can cause.
Because this power has a nice charge activation, much like mighty kick, it could be a great interrupt ability across the melee/tank roles.
Tiger's Bite
[*] New Adv. (2) - Viper's Strike - On a full charge, applies Debilitating Poison to your target.
The common freeform rarely would ever Take Tiger's bite due to the face value of consuming/chance of consuming Shredded. We can give this power the ability to allow the Poisons to tick harder to reward the hero for consuming the Shredded debuff and not feel too heavy a loss of damage to setup again with Poisons already ticking.
-Single Blade-
Swift Strike
[*] New Adv. (2) - Reposte - Interrupts the target instead of Stun.
Would love if more Melee Single Target Stun abilities granted an interrupt ability to allow Tanks and Supports to address quickly ramped hold resistances teamed in content without sacrificing too much.
-Unarmed Martial Arts-
Elbow Slam
[*] New Adv. (2) - Inner Peace - Applies Restoration to you
Elbow Slam is wonderful but there are times where it really puts you in a dangerous position right under the Boss. It'd help cushion possible blows and it'd be a nice non-chained way to also restore your health without resorting to a dps loss with Bountiful Chi Resurgence.
- Mentalist -
-Telekinetics-
Ego Blade Astonish
[*] New Adv. (2) - Ego Reposte - Interrupts the target instead of Stun.
[*] New Adv. (2) - Stressful - Refreshes stacks of Stress on your target.
Would love if more Melee Single Target Stun abilities granted an interrupt ability to allow Tanks and Supports to address quickly ramped hold resistances in teamed content. Also increase the value of the power to be able to allow Tanks/Melee Supports to refresh their damage debuff.
Ego Choke
[*] New Adv. (2) - Daunting Grasp - Effects apply to targets within 15 feet of the primary target.
Of course this ability will not be on the same freedom capability as Ego Storm, but it does allow it to provide more use if you're wanting it to affect more targets or just let that one target feel your mentalgrip.
-Telepathy-
Mind Break
[*] New Adv. (2) - Mind Games - 50% Chance not to consume existing Mental State stacks.
Could be incredily useful to have a chance not to have to go through the set up of restacking mental states to be effective after rupturing. Amazing chance for DPS and Supportive Telepathy users.
-Brick-
-Heavy Weapons-
Brute Strike
[*] New Adv. (2) - Quick Bash - Interrupts the target instead of Stun.
Would love if more Melee Single Target Stun abilities granted an interrupt ability to allow Tanks and Supports to address quickly ramped hold resistances in teamed content. Also increase the value of the power to be able to allow Tanks/Melee Supports to refresh their damage debuff.
-Earth-
Of course I'm sure a readjustment's gonna happen at some point, but these would definitely be nice for the time being if the damage numbers aren't going to be adjusted.
Stone Shot
[*] New Adv. (2) Advantage - Rumble - Applies Demolish to your Primary target.
Definitely needs to apply Demolish, great double dip in Stagger if the damage itself for the supportive value to the teams. The ranged side could feel more supportive while still allowing Damage to be present.
Onslaught
[*] New Adv. (2) - Reckless Endangerment - Applies a stack of Reckless on the final hit.
[*] New Adv. (2) - Blindside Blow - Applies Demolish on the final hit of your primary target and applies Blindside to you for damage increase of your next 3 Brick Attacks.
Grant the melee side of earth some Oomph as well!
Tremor
[*] Now on Full charge refreshes Stagger on your Primary Target
[*] New Adv. (2) - Aftershock - On Full charge, refreshes Demolish on your Primary Target.
This power could use an actual refresh, it'd pair very well with the advantage of spreading existing Stagger debuffs already. If the suggestion above takes, it'd make a difference.
Land Slide
[*] New Adv. (2) - Mud Slide - Now Interrupts the target.
This power would fit very fluid for the Mountain AT and other users to let it be useful in interrupting situations.
Seismic Smash
[*] Now applies Reckless to you upon executing this power.
[*] New Adv. (2) - Boulder Dash - Stuns Affected Targets
[*] and refreshes stacks of Stagger on your Primary Target
Granted this is considered a ranged ability, this could be a potential utility use!
This Ranged ability does put you in harms way with a decent activation time, It's reckless, why not be granted reckless? The Mountain AT would heavily appreciate it heavily.
Fault Line
[*] Increased Damage on additional damage based on Stacks of existing Stagger on your Foes.
[*] New Adv. (2) - Oblique Fault - Instead of knocking up enemies, now Paralyzes enemies on a full charge
Encourage more interesting setups in builds and capabilities in support
-Mystic-
-Celestial-
The Power set should just exude radiance and light as best as it can, what better than to apply it to allies and enemies in various ways than one.
Mend
[*] Increased Healing Values equal to 3 stacks of dependency from strictly 1 target.
Mend is a very cool buff, but since it doesn't scale well from bonus healing, it needs to heal a lot more to show it's worth to those attacking illuminated targets. I understand that Mend can be accessed easier than dependency, but it does not need to suffer in it's healing output this drastic. Dependency is very strong in regards to multiple enemies having that debuff, but needing to be close and in multitudes to benefit heavily from it. This mend would have as much as a full 3 stacks from Dependency at the same heal rate from the 1 target instead of the possible 5 like Mental Leech.
Illuminate
[*] New Adv. (2) - Spread the Word - Increases the radius of this power by 15ft.
[*] New Adv. (3) - Purge - Targetting enemies will Stun affected targets, Targetting allies will grant a minor heal overtime (Similar to Holy Water).
Illuminate definitely could use some weight to slug around in utility. Of course face value it won't mean too much
Rebuke
[*] New Adv. (2) - Expunge - Applies Illuminate if targetting an Ally, Applies Devoid if targeting a foe.
A great setup on an ally that needs a good saving from a distance, or setting up dimensional damage from this power set.
Celestial Conduit
[*] New Adv. (1) - Compel - Deals an additional 15% Damage to enemies that are illuminated.
[*] New Adv. (1) - Deals an additional 15% Healing to your Primary Ally Target, chained allies will not receive the bonus healing.
Celestial Conduit could use a better choice selection for those that wish to DPS or Heal with the powerset.
Expulse
[*] New Adv. (3) - Binding Radiance - Applies Stun to affected targets.
A close range AoE with this charge and cooldown could be beneficial to the caster.
Vengeance Advantage
[*] New Adv. (2) - Light Above - Refreshes Devoid on Primary Target and Applies Illuminated to targets
[*] New Adv. (1) - Repentance - Deals an additional 15% Damage to targets affected by Illuminated.
Could be a beautiful setup for Celestial Conduit in AoE instances or enabling this to be the power set's AoE nuke.
-Darkness-
Dimensional Collapse
[*] New Adv. (2) - Cursed - Applies Hexed to affected targets.
Infernal and Arcane Sorcery has attack powers that can synergize well with one another with Debilitating Poison, but Darkness and Arcane Sorcery does not have any reliable synergy past fear. This could help Bridge that gap!
-Arcane Sorcery-
Banish
[*] New Adv. (2) - Rune of Misfortune - Effects apply to targets within 15 feet of the primary target.
Allow players to have a choice to have a strong single target Paralyze or decent duration AoE Paralyze.
Hex of Suffering
[*] New Adv. (2) - Rune of Misfortune - Applies Jinxed to your targets.
[*] New Adv. (2) - Mystified - Applies Mystified to you.
Another possiblity for Arcane Sorcery Setups involving DPS and Supports!
-Bestial-
Frenzy
[*] New Adv. (2) - Gashed Opportunity - Now has a 15%/15%/50% Chance to Stun affected targets, chance is doubled if affected by Enraged.
While not being as reliable, having the capability to stun enemies in a combo abilty would make this advantage one of a kind. Especially since it is a small 10ft sphere and does not require a target.
Thrash
[*] Now Innately applies a Bleed stack after a full maintain.
[*] New Adv. (2) - Share your Feast - Heals in a 25ft Sphere around you, Bleeds heal allies as much as it heals you, Deep wound greatly increases your healing.
Arbiter Mastery Melee supports could appreciate this. Additionally the animation appears as if ripping flesh from your target, it's bound to bleed something.
Eviscerate
[*] New Adv. (2) - Itched a Nerve - This ability now interrupts the target.
Easily can fit in the Interrupt department.
This was planned in regards to hopefully not be resource heavy. Overall these QoL changes would not only provide tremendous build variety, role capability, and definition.
Tanks would specialize in interruptions, Melee based roles would specialize in small AoE Stuns, Ranged based roles would specialize in Paralyzes, and Support roles could vary in all three. All without sacrifice of damage with an amicable learning curve, easier leeway into learning Archetypes and Freeforms with their placements, and allowing users to expand horizons in utilizing all specs if able.
It would also enable making use of the game's mechanics to not only try to survive, but format any and every role to be able to output enough while still being simple enough to play for anyone. This also formats the game to still be up to date in competitive PvE gameplay among other MMORPG games today while still utilizing the game's current engine and keeping it's identity.