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Auras that actually do something

rokurocarisrokurocaris Posts: 1,074 Arc User
edited March 2013 in Suggestions Box
As of my recent suggestion, you already know that I am a supporter of Power Replacers and think that they should have been improved instead of removed. And I think the foreshadowed Auras awould be a good chance to bring power FX and damage customization back, and better than Power Replacers did.

While the prototypes; Edom, Scourge, Cursed and Mountain costume pieces, Nemesis Heirloom gear and the Dark Aura device, are nice and aesthetic. They have no practical effect. Sure, you can have your hands on fire, but your punches still deal only Crushing damage.

Now, for the implementation. That's where the problems are.
Changing the looks and damage type of powers in the costume editor is obviously not an option.
Power Replacers didn't work so well with gear, as many players would choose higher stats over fancy special effects. Power Replacer mods would be the same in green.
That issue could be worked with Power Replacer devices. But on the other hand, there are so many devices people want to use in their only 5 slots.

I think the new aura slots would be the ideal solution. This is where Combat Auras come into play. These could be a second kind of aura that changes not only the looks of a character, but the FX and damage type of certain powers. Like Power Replacers did, but more reliable.
People could slot cosmetic auras just for the looks, or alternatively combat auras for thematic and strategical use in battle.

So basically, there would be four types of auras:

* Cosmetic Aura: Simply adds a certain aura to a specific body part when activated; pretty much like Dark Aura.
* Cosmetic Combat Aura: Passive cosmetic auras that activate automatically once the character enters battle mode.
* Primary Combar Aura: Replaces the damage type and FX of a certain kind of power.
* Secondary Combat Aura: Adds an FX and a small amount of a certain damage type to certain powers, replacing preexisting secondary damage types if there are any.
Post edited by rokurocaris on

Comments

  • amyjiaamyjia Posts: 242 Arc User
    edited March 2013
    I just wanna make sure I understand what your suggestion is.

    Are you saying that the "combat auras" would just change the damage type of certain powers that the wearer has completely?

    For example:
    -I use ego spirits which deals ego damage.
    -I put on a fiery aura
    -Now my ego spirits deal fire damage instead of ego damage

    Or are you saying that the aura will add a damage type to a certain power?

    For example:
    -I use ego spirits which deal ego damage.
    -I put on a fiery aura
    -Now my ego spirits deal ego damage and a certain amount of fiery damage (maybe aura benefit could scale with super stats or other stats according to what the aura does)
  • smoochansmoochan Posts: 2,564 Arc User
    edited March 2013
    amyjia wrote: »
    I just wanna make sure I understand what your suggestion is.
    [...]
    [...]
    These could be a second kind of aura that changes not only the looks of a character, but the FX and damage type of certain powers. Like Power Replacers did, but more reliable.
    [...]

    I believe that is what you were looking for.

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  • amyjiaamyjia Posts: 242 Arc User
    edited March 2013
    smoochan wrote: »


    I believe that is what you were looking for.
    Ok. Using Champions Online wiki page as a reference, here is the description of what a Power Replacer does:

    Power Replace items are Primary Offense Upgrades that can add a chance for a different damage to a specific power (adding toxic damage to Sorcery powers), adding a visual change to the weapon and some power replace items also have the side benefit of unlocking weapons for certain power sets (Single Blade, Dual Blades and Munitions).

    This is why I am asking the poster of this idea clarity on how the combat auras would work in his idea. But thanks for trying to help.:redface:

    Soruce
  • cybersoldier1981cybersoldier1981 Posts: 2,501 Arc User
    edited March 2013
    I vote against this. Mainly because if I wanted to do X damage, I would build X type of character instead of Z type.

    If people are upset because they aren't doing fire damage and they're wearing flaming Scourge Bracers, well... sounds like more of a personal issue. Don't use Scourge Bracers? Use fire powers instead? What do you want?

    I want Auras to be purely cosmetic. A stat bonus would be OK, I guess- but otherwise I think selling a 'power bonus' in the C-store specific to certain types (and you know they won't accommodate all types of damage) would be a grave error.
  • taintedmesstaintedmess Posts: 446 Arc User
    edited March 2013
    I vote against this. Mainly because if I wanted to do X damage, I would build X type of character instead of Z type.

    Exept you cant allways make X type of character due to missing power sets. this would enable players to create elemental or paranormal based melee toons (yes I know ego blades but not every ones a mind ninja)
  • bwdaresbwdares Posts: 1,517 Arc User
    edited March 2013
    I think it would be cool if they made mods that can add dame types and allow Auras a mod slot. That way you can do more with Auras.

    Course i am also fine with them being purely cosmetic. I just want them period.
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  • rokurocarisrokurocaris Posts: 1,074 Arc User
    edited March 2013
    amyjia wrote: »
    I just wanna make sure I understand what your suggestion is.

    Are you saying that the "combat auras" would just change the damage type of certain powers that the wearer has completely?

    For example:
    -I use ego spirits which deals ego damage.
    -I put on a fiery aura
    -Now my ego spirits deal fire damage instead of ego damage

    Or are you saying that the aura will add a damage type to a certain power?

    For example:
    -I use ego spirits which deal ego damage.
    -I put on a fiery aura
    -Now my ego spirits deal ego damage and a certain amount of fiery damage (maybe aura benefit could scale with super stats or other stats according to what the aura does)

    I think both should be possible.

    Munitions power replacers change the damage type completely, while all others add a small amount of a certain type of damage.
    For auras, I would want it less restricted.

    People should have the choice if their guns shoot Piercing laser beams, incindary rounds that pierce and then burn, or simply Fire. A character who uses Single or Dual Blades should be able to weild poisoned blades for Slashing and Toxic damage, or convert the damage completely into Crushing in order to use a blunt weapon model more realistically. And Unarmed characters should be able to choose if their Burning Chi side effects are Dark or Celestial in nature, or burning with actual Fire.

    I really believe auras could do that. We have all of these options in the game already! There are the power replacers, and slotted passive devices. They just haven't been used to their greatest effect so far.

    Edited the OP to better explain that.
  • crosschancrosschan Posts: 920 Arc User
    edited March 2013
    This topic was actually discussed with "Some Dev(who shall remane nameless)" a few months ago and it was said that this concept, "Scared the powers people into fits," and that their answer was, "No, no, no, no , no , No, NO!" so while useless aesthetics are supposedly possible, putting fire on my might attacks for flaming punching is apparently not possible.

    I'm not saying I am for or against the previous paragraph. I am simply relaying this information to your particular discussion. Don't shoot the messenger.
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  • bioshrikebioshrike Posts: 5,491 Arc User
    edited March 2013
    I may be mistaken, but didn't the power replacers that made attacks use a different animation/damage type actually fully replace said powers - by that I mean that using the flamethrower power replacer didn't just replace the damage type of a given power, but basically give you an entirely new one in its place?

    If the devices simply gave an aura and made your attacks do a little extra damage of a given type, but didn't actually replace any attack animations, then it'd be much easier to pull off.
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  • battybattybatsbattybattybats Posts: 777 Arc User
    edited March 2013
    Raygun-beam machine gun?
    Flame-rounds shotgun?
    Electric-shock pistol?
    Poison-effect Sniper Rifle?

    Fire-sword?
    Poisoned blades?
    Electric giant hammer?
    Flaming fists?
    Poisoned claw attacks?

    Thats all pretty standard stuff from comics.
    In fact the game is missing a lot without these options!

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  • thebuckeyethebuckeye Posts: 814 Arc User
    edited March 2013
    bioshrike wrote: »
    I may be mistaken, but didn't the power replacers that made attacks use a different animation/damage type actually fully replace said powers - by that I mean that using the flamethrower power replacer didn't just replace the damage type of a given power, but basically give you an entirely new one in its place?

    If the devices simply gave an aura and made your attacks do a little extra damage of a given type, but didn't actually replace any attack animations, then it'd be much easier to pull off.

    The power replacer you mentioned is the one that used to drop like, pardon the pun, wild fire in Serpent's Lantern, it replaced The Gatling Gun and turned it into a Flame Thrower. And it Was Awesome on a Soldier AT back when I was silver (when they did that free weekend back before all the Adventure Packs became free.) Sure the stats blew, but that wasn't the point, it fit with the theme that I had set up for the Soldier at the time.

    And well, Rokuro, I for one fully support this idea. Currently on the PTS the Gear Slots are set up like this....
    [][][] <<<Secondary Gear
    [][][][][] <<<Primary Gear
    ^^^
    Aura Slots.


    How I think they can implement this idea would be kind of simplistic outside of the coding which I have no idea how....but it would look something like this

    Cosmetic Aura Slots >>>[][]/[][][] <<<Secondary Gear
    Combat Aura Slots>>>[][]/[][][] <<<Primary Gear


    Or

    [][][]<<< Secondary Gear
    [1][2][][][]<<< Primary Gear*

    1 = Combat Aura Slot (does what you are suggesting)
    2 = Cosmetic Aura Slot (does the other part of what you're suggesting)
    Just an idea on how your brilliant idea could be put into effect. Because what if somebody wants their swords, fists, guns, projections, et al to deal X kind of damage, but have a different style aura to themselves...
  • gamehobogamehobo Posts: 1,970 Arc User
    edited March 2013
    Please no.

    Combat left to combat designers

    Auras left to FX designers.

    I do however wish Energy Forms transformed 50% of the damage output of ALL powers to the damage type of the form. Ego Form with Archery Powers? Half damage is Ego, Half Damage is Physical
  • dataweaver42dataweaver42 Posts: 166 Arc User
    edited March 2013
    Let me suggest different spin on this:

    Give Aura Items associated damage types and slots. If nothing is slotted, the Aura items are strictly cosmetic. Then provide Power Replacer Mods that can be slotted into the Aura items, with each Power Replacer defining a set of powers that has its damage type altered in some way. So if you want electrified claws, slot "Fighting Claws" into "Electric Aura".

    In fact, you could provide two varieties of slots: Cosmetic slots (which determine which parts of your body have the aura) and Power Replacer slots (which determine which powers have their damage effects tweaked).

    Some possibilities for Auras:
    • Dark Aura: Dimensional Damage (Dark Aura)
    • Light Aura: Dimensional Damage (like Dark Aura, but the opposite)
    • Earth Aura: Crushing Damage (e.g., Earth Aura Bracers)
    • Fire Aura: Fire Damage (e.g., Flaming Eyes of the Cursed)
    • Radiation Aura: Particle Damage (e.g., Flaming Eyes of the Scourge)
    • Distortion Aura: Sonic Damage (localized and permanent version of the Distortion TP effect)
    • Toxic Aura: Toxic Damage (e.g., Crown of Takofanes)
    • Electric Aura: Electrical Damage (the body part is surrounded by flickering electrical arcs)
    • Frost Aura: Cold Damage (an icy mist surrounds the body part)
    • Psychic Aura: Ego Damage (like Medusa's "hair")
    • Mystic Aura: Magic Damage (e.g., Crown of Edom)

    The only damage types I couldn't readily think of visual Auras for were Cutting and Piercing. These might still have associated Aura Items, but without any Cosmetic slots.

    Some possibilities for Cosmetic Mods:
    • Head: at rank 1, your eyes emit the aura; at rank 3, it surrounds your face; at rank 6, it engulfs your head.
    • Hair: at rank 1, the aura flows from the top of your head; at rank 3, it extends down the back of your head as well.
    • Arms: at rank 1, the aura covers your hands; at rank 3, it extends to cover your forearms as well; at rank 6, your full arm is engulfed. Separate models would exist for each arm.
    • Legs: analogous to Arms.
    • Torso: at Rank 1, the aura surrounds your chest; at Rank 3, it extends all the way down to the belt; at Rank 6, it engulfs the entire torso.
    • Wings

    Some possibilities for Power Replace Mods:
    • Unarmed and Might
    • Fighting Claws
    • Melee Weapons (Single and Dual Blade)
    • Heavy Weapons
    • Archery
    • Assault Rifles
    • Heavy Machine Guns
    • Handguns
    • Rocket Launchers
    • Shotguns
    • Sniper Rifles
    • Sub-Machine Guns
    • Sonic Blasters
    • Experimental Blasters
    • Particle Rifles
    • Power Armor
    • Telekinetic Blades

    With this setup, it would probably be best to restrict each character to equipping one Aura Item; otherwise, you'd have to worry about conflicting effects from the slotted Mods.
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