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GRAPPLING FRAMEWORK

[U][B][COLOR="Sienna"]GRAPPLING[/COLOR][/B][/U]
[u]Framework Category[/u]: Brick
[u]Recommended Stats[/u]: Constitution and Strength
[u]Strength Rules[/u]: Strength levels of lifting objects are put into consideration of lifting enemies. The weight of enemies will vary and can only be lifted by a certain degree of strength. When the enemy is too heavy for your character the damage of the throw will be cut down to 50% and you will merely slam the enemy down (causes knock down), enemies immune to knock down will only take the damage.
[u]Strengths[/u]: Grappling involves keeping a single enemy occupied with throws, in many ways is a single target tanking specialty. Throws unlike knocks are not resisted even up to legendary level enemies. Some throws involve striking down multiple enemies or gathering them up before throwing them. Throws cannot be blocked and deliver a large amount of punishment. Throws can be chained up to three throws, the first two will not deliver much damage but the third will give out the full effect. If you wish to not chain them you will deliver the damage of the single throw out to its fullest effect.
[u]Weaknesses[/u]: Grappling can only be done when incredibly close to the enemies even closer than the distance melee attacks take to reach. This makes it quite hard to reach the enemy and get a hold. Throws can also be broken out based on how good the strength of the victim is (grabbed enemies come upon the purple bar effect but it’s harder to break out of than a hold). All Grappling moves also cannot crit as well but makes up for this with high damage.
[u]Rampage Bar[/u]: After taking a grappling power you will be given a brown bar underneath the blue bar. The max amount of Rampage will scale by your Constitution. The Rampage Bar will start out empty but as you take damage and deliver damage back you will gain Rampage. Rampage is needed to execute Grappling powers.
[u]Mechanics[/u]: Enrage, Throw
[u]Enrage[/u]: Enrage will now also grant a stack of Enrage after a Throw as well.

-[u]Crush[/u]-
Requirements: Starter
Method: Click
Type: Close Attack, Energy Builder
Animation: You throw a straight powerful jab than another the response is slower than Clobber but delivers more damage per punch.
Effects: Single crushing damage. Generates Rampage and Energy
Advantages:
-Accelerated Metabolism
-Guard Break: Has a 15% chance to disable blocks

-[u]Lariat[/u]-
Requirements: Tier 1
Method: Click
Type: Lunge, Close Attack
Animation: You lunge forward with an arm forward knocking the target down
Effects: Lunge attack. Deals crushing damage and knocks target to down.
Advantages:
-Roomsweep: You lunge forward performing a Roomsweeper hitting multiple targets. Still deals crushing damage and knockdown.
-Crippling Challenge
-Nailed to the Ground

-[u]Throw Trap[/u]-
Requirements: Tier 1
Method: Maintain
Type: Block
Animation: Same like other blocks except your right arm is poised like a cobra ready to strike.
Effects: Damage reduction about 250% for all damage and grabs an assailant who attacks you with a melee attack. The enemy is immediately trapped into your hand when his fist lands on you and you throw him to the ground. Has a recharge of 15 seconds after throwing an enemy. Also grants additional Rampage gains while blocking.
Advantages:
-Guard Up: Grants a defense buff when dealing a melee attack similar to Laser Knight.

-[u]Strongman[/u]-
Requirements: Tier 1
Method: Passive
Type: Slotted Passive
Animation: Your muscles expand and your body size increase as long as it remains slotted.
Effects: Slotted Passive, Reduces damage taken and grants regeneration (both effects are half in half when compared to Regeneration and Invulnerability). Damage reduction scales based on your Strength, regeneration scales based on your Constitution.
Advantages:

-[u]Powerlifter[/u]-
Requirements: Tier 1
Method: Passive
Type: Slotted Passive
Animation: None
Effects: Increases physical melee damage up by X% and melee damage up by Y%. Also grants Z% damage resistance. Physical melee damage X% is increased more than melee damage Y%. Increases damage resistance can reach up to 25% or so.
Advantages:
-Irresistible Force: For the cost of the damage resistance you can increase your hold resistance and hold break out damage.

-[u]Power Bomb[/u]-
Requirements: Tier 1
Method: Tap, Charge
Type: Close Attack, Throwing
Animation: Flips enemy over grabs waist, then slams his back, neck and head down to the ground. A large crater is made from the impact.
Effects: Single target crushing damage and additional AoE crushing damage on landing spot. Causes knock up. Deals more damage to targets the higher their health is.
Advantages:
-Challenging Strikes
-Rampaging Beast: After performing the Power Bomb you gain a buff that will grant you a good sum of Rampage the next attack you used that deals crushing damage.

-[u]Torso Tyrant[/u]-
Requirements: Tier 1
Method: Tap, Charge
Type: Close attack, Throwing
Animation: You hook one arm between the target’s legs grab over the shoulder with the other arm, lift the target up and jump than slam the body on the ground violently.
Effects: Single target crushing damage. Paralyzes target.
Advantages:
-Invigorating Finish: Heals it’s user based on how much damage you deal with the attack.

-[u]Frankensteiner[/u]-
Requirements: Tier 1
Method: Click
Type: Close Attack, Throwing
Animation: You perform a jump and do a front flip and grab the target between your legs and twist both legs together than you jump and flip forwards slamming the target’s head to the ground.
Effects: Single target crushing damage. Also stuns the enemies the impact occurs.
Advantages:
-

-[u]Brute Force[/u]-
Requirements: Tier 1
Method: Charged
Type: Toggle
Animation: You flex your arms downward and stare forward menacingly shaking.
Effects: Grants a stack of Brute Force and increases base damage up by X% based on Strength. After performing a throw or charging up an attack 50% or higher you will gain a stack of Brute Force. Each stack of Brute Force grants damage scaled by Strength or Constitution whichever is higher. However you lose the ability to land a critical strike.
Advantages
-Endorphin Rush
-Giant Growth

-[u]Stronghold[/u]-
Requirements: Tier 1
Method: Charged
Type: Toggle
Animation: You flex your arms downward and stare forward menacingly shaking.
Effects: Grants a stack of Stronghold and increases base damage up by X% based on Strength. After receiving damage you will gain a stack of Stronghold. Each stack of Stronghold grants damage scaled by Strength or Constitution whichever is higher. However you lose the ability to land a critical strike.
Advantages
-Accelerated Regeneration: You began regeneration based on how many stacks of Stronghold and how many enemies you have attacking you.
-Endorphin Rush
-Giant Growth

Comments

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    rugrothrumborrugrothrumbor Posts: 534 Arc User
    -[u]Resist[/u]-
    Requirements: Tier 2
    Method: Click
    Type: Active Defense
    Animation: You pound your chest with your fist taunting your enemies to try and hit you or the ground explodes underneath you.
    Effects: Increases resistance to all damage up to 360% (Rank 1) that includes damage penetration damage.

    -[u]Bulldozer Ram[/u]-
    Requirements: Tier 2
    Method: Tap, Charge
    Type: Lunge, Close Attack
    Animation: You charge to the enemy slamming him with your shoulder and head then holding him for 3 seconds.
    Effects: Single target crushing damage (damage is based on your Constitution instead of your Strength). When fully charged, applies greater damage.
    Advantages:
    -Crippling Challenge: Disables block and taunts the enemy.
    -Nailed to the Ground: Removes traveling powers and disables them.
    -Can Opener: Grants a short buff from using the move that increases the damage from the next throw executed on the enemy.

    -[u]Strongman Crush[/u]-
    Requirements: Tier 2
    Method: Tap, Charge
    Type: Close attack
    Animation: You charge up and throw a Haymaker, while you charge up there is a circulation animation like regeneration going on your body.
    Effects: Single target crushing damage. Damage wise deals higher damage than Demolish. Also causes knockdown. When charged you gain a buff that increases your damage resistance up by 40% (Rank 1)/50% (Rank 2)/60% (Rank 3) for 12-20 seconds based on how long you charged.
    Advantages:
    -Concentrated Strike: When taken this attack will now ignore 40% of the target’s avoidance.

    -[u]Rumble Roll[/u]-
    Requirements: Tier 2
    Method: Tap, Charge
    Type: Close Cone Attack, Throwing
    Animation: You roll behind your enemy grab him around the waist than perform a series of german suplexes dealing damage each move. All foes caught within the path will take damage and be knocked down.
    Effects: Cone crushing damage. Causes knockdown to all foes within the path.
    Advantages:
    -Rock ‘n’ Roll: Grants damage resistance while performing the throw.
    -Crippling Challenge

    -[u]Body Destroyer[/u]-
    Requirements: Tier 2
    Method: Tap, Charge
    Type: Close Attack, Throwing
    Animation: You grab the enemy jump high into the air, grab him by the ankles, stack his head on top of your head, then come down in a fashion of trying to split his body in two landing on your butt. Ground explodes from underneath you.
    Effects: Single target crushing damage, reduces enemy’s dodge chance down by 30% temporarily on players. Against CPU enemies it completely shuts off dodge chance for them.
    Advantages:
    -Bone Crushing Impact: The victim’s body sustains a serious injury that disables offensively active powers for a couple of seconds. Only has a 20% chance of happening.
    -Spinal Damage: Will also paralyze the target.
    -Crippling Challenge

    -[u]Headlock[/u]-
    Requirements: Tier 2
    Method: Maintained
    Type: Close Attack, Throwing
    Animation: You wrap your enemy around an arm and hold him down
    Effects: Deals crushing damage over time. While you have him held down you regenerate health over time.
    Advantages:
    -More the Merrier: While spinning, all enemies that get hit by the spin will get caught up into the tornado and the thrown up into the air as well.

    -[u]Merry-Go-Round[/u]-
    Requirements: Tier 3
    Method: Tap, Charge
    Type: Close Area of Effect Attack, Throwing
    Animation: You flip the enemy with your super strength, grab him by the ankles than begin spinning him around until a tornado is created around you and the victim. All foes that get near the spin will take damage and be knocked down. After the final spin you will hurl the victim haphazardly in a random direction. Anywhere he lands he will take damage.
    Effects: Area of Effect crushing damage, can be charged before initial spin to spin longer. Causes knockback. The victim hurled than thrown will take the most damage. The AoE doesn't crit like Sword Cyclone but what it does though is deal a heck a lot more damage to the guy being thrown around and kind of scatters enemies aside or can be used for an AoE threat generation.
    Advantages:
    -More the Merrier: While spinning, all enemies that get hit by the spin will get caught up into the tornado and the thrown up into the air as well.

    -[u]Battle Hardened[/u]-
    Requirements: Tier 3
    Method: Charged
    Type: Toggle
    Animation: You flex your arms downward and stare forward menacingly shaking while the ground explodes underneath you.
    Effects: Increases resistance to all attacks up by 15%/25%/35% (per rank). Acts as a defensive toggle cannot stack with other toggles.
    Advantages:

    -[u]Tornado Power Meteor[/u]-
    Requirements: Tier 3
    Method: Tap, Charge
    Type: Throwing
    Animation: You grab a target and spin violently up into the air creating a tornado before coming down in a screw fashion slamming the enemy’s body to the ground in a power bomb fashion.
    Effects: Single target crushing damage. Also has an area of effect crushing damage effect lesser damage than the target being thrown. This throw penetrates 50% of the target’s resistance.
    Advantages:
    -Domination Celebration: After delivering the smackdown you stand up and raise your arms gaining glory that regenerates your health up by X.

    -[u]Tornado Storm[/u]-
    Requirements: Tier 3
    Method: Tap, Charge
    Type: Close Area Attack
    Animation: You clasp both hands together than spin around you swinging your arms like a hammer.
    Effects: Melee PBAoE crushing damage
    Advantages:
    -Controlled Winds: Changes the power to become a maintain.
    -Impervious Tornado: You are unstoppable during the spin (immunity to tangible, intangible holds and knocks). More useful after taking Controlled Winds.

    -[u]Juggernaut Strike[/u]-
    Requirements: Tier 3
    Method: Tap, Charge
    Type: Close Attack
    Animation: Appears similar to the Haymaker except your body is outlined with a glow and there is an explosion when your fist connects with the enemy.
    Effects: Single target crushing damage. You are unstoppable during the charge up or the execution of this move if you charged this up at 50% or more (immune to tangible and intangible holds and knocks). This power cannot deal a critical strike.
    Advantages:
    -Destroyer of Worlds: This power’s damage will now ignores 50% of the enemy’s resistance

    -[u]Restoration[/u]-
    Requirements: Tier 3
    Method: Tap, Charge
    Type: Self-Heal over time
    Animation: You have glowing veins pulsating around you.
    Effects: You began healing over time/regenerating. While active there’s a 35% chance that when you take damage you will get healed a bonus amount.
    Advantages:

    -[u]Juggernaught[/u]-
    Requirements: Tier 4
    Method: Tap, Charge
    Type: Ultimate
    Animation: You become a giant and your muscles expand and become more defined.
    Effects: You become invulnerable, breaks out of all holds, removes all negative effects on you and become unstoppable, unable to be held, slowed or knocked for 20 seconds.
  • Options
    spinnytopspinnytop Posts: 16,450 Arc User
    We can continue to dream. Maybe they'll have it in Champions Online 2.
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    rugrothrumborrugrothrumbor Posts: 534 Arc User
    I do believe grappling could work. Please.
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    soulforgersoulforger Posts: 1,649 Arc User

    I do believe grappling could work. Please.

    The engine wouldn't allow it actually. So, yeah, if they make CO2, maybe they can upgrade the engine to allow grappling.
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    themightyzeniththemightyzenith Posts: 4,599 Arc User
    Given the sheer variety of shapes and sizes of characters in CO this idea would never be visually appealing.
    zrdRBy8.png
    Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
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    wingedkagoutiwingedkagouti Posts: 565 Arc User

    Given the sheer variety of shapes and sizes of characters in CO this idea would never be visually appealing.

    Basically this.

    How would it work against an OV? Or one of the open world Cosmics? Lemurian Eggs? And if it doesn't work against them, people taking the powers would demand free retcons upon discovering this.
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    jennymachxjennymachx Posts: 3,000 Arc User
    edited January 2016
    There's also the issue of how certain enemies would react to knocks, since grappling technically would be a form of knock when the grappling maneuvers involves sweeping a target off their feet. Higher-tiered enemies are immune to knocks so how would a grapple animation work with those type of enemies? The current knock attacks have no problem with this since there isn't an additional grapple animation involved.

    Besides knocks, it can be a form of holds, like sleeper / choke hold techniques associated with grappling. But like a grapple animation it boils down to the problem of CC immunity and how such an animation just wouldn't work in such cases.
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    roughbearmattachroughbearmattach Posts: 4,784 Arc User
    The energy builder advantage is way too powerful, and the block is, too. It's tempting to make the thing you love most too good.

    Remember:

    "Whenever you feel an impulse to perpetrate a piece of exceptionally fine writing, obey it—whole-heartedly—and delete it before sending your manuscript to press. Murder your darlings."

    -- Arthur Quiller-Couch
    ___________________________________________________________

    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
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    nacito#6758 nacito Posts: 975 Arc User
    I liked it, and also while reading this couldn't stop thinking about JOHN CENA!
    Just another reptile lover, known in game as @nacito
    4hszgc1knoyo.png

    This is a big journey, so far if you're reading this, wish you a good day
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    rugrothrumborrugrothrumbor Posts: 534 Arc User

    The energy builder advantage is way too powerful, and the block is, too. It's tempting to make the thing you love most too good.

    Remember:

    "Whenever you feel an impulse to perpetrate a piece of exceptionally fine writing, obey it—whole-heartedly—and delete it before sending your manuscript to press. Murder your darlings."

    -- Arthur Quiller-Couch

    I know what I'm putting up is just giving a basis on visual thought. If a framework is made it would be balanced out.

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    roughbearmattachroughbearmattach Posts: 4,784 Arc User
    Fair enough, Rug.

    I wish the game engine could handle the animations.
    ___________________________________________________________

    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
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    ngeluzngeluz Posts: 60 Arc User
    edited January 2016
    I think a Radiation/Mutation, Extraterrestrial/Cosmic or even Magitech/Atomic Power FRAMEWORK would be easier to do and add than these... because of how the game is made... I think these would only work on games like Warframe and the like...But, it be cool if each power pool would at least have one or two CC of some kind of grapple animation or powers for the lesser mobs... Like a "Soul Storm" picking up and shifting enemies in the air as it suck their energy and life...or your hand turns into black tentacles like those shape changing aliens in the White out Comic adventure pick up targets and slamming them toward you or the ground…:blush:
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    spinnytopspinnytop Posts: 16,450 Arc User
    edited January 2016
    At best I think they could manage some sort of throat grab move... like take the animations for Life Drain and Roomsweeper, combine them to make a move where you grab the target by the throat, then toss them, and just have the target model follow the player's fist while in a knockback animation. It'd look janky as heck, but it'd be one way to fudge at least a basic type of grapple.
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