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Which powers would you like to see In game?

blackwolf305blackwolf305 Posts: 170 Arc User
edited September 2017 in Suggestions Box
Personally for me, Cosmic powers (Space/Time)
Why? This link will explain all
http://powerlisting.wikia.com/wiki/Cosmic_Manipulation,
however not as a pure crowd control set, maybe a hybrid.

Answers

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  • blackwolf305blackwolf305 Posts: 170 Arc User
    edited September 2017
    @gradii Your probably right but I'm keeping hope alive, at least for now and I would love to have that power for my main
  • revanantmoriturirevanantmorituri Posts: 397 Arc User
    I'd like to see some additional defensive toggles, preferably special effect themed. Currently we have one, and it is nearly universally considered bad: when the Dinosaur is dropping 15K damage on you, negating the first 100 points of damage doesn't accomplish much.

    So a toggle with +Resistance or +Dodge/Avoidance (hey, he's on fire, my enthusiasm for stabbing him is reduced), with minor AoE damage or debuff effect, and some taunt to make up for the reduced damage from not using a damage toggle.
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  • ealford1985ealford1985 Posts: 3,594 Arc User
    -Plant powers.

    - wrestling moves (taunts, knocks and weapons..oh my!)

    - clown powers (like ranged boxing glove, pies and electric holds)
  • chaosdrgnz43chaosdrgnz43 Posts: 1,683 Arc User
    Duplication powers. RIP Cryptic Engine.
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  • aesicaaesica Posts: 2,538 Arc User
    edited September 2017
    A proper, working set of trek-style energy weapons and misc future tech that isn't riddled with weird, nonsensical backfire crap and other useless comic-relief nonsense.
    gradii wrote: »
    Since we'll never get any new powersets I'll settle for some things already in game like Gravitar's Black Hole creating ability.
    Never say never. Laser Sword wasn't always its own set, and I'd argue that Gadgeteering is practically begging for a split of its own when its time comes around. (Energy/particle weapons in its own new set, Batman-style/misc gadgets in the current Gadgeteering set)

    Edit: Also, Power Armor could almost use a split of its own for all of the non-toggle stuff. None of it works properly within its current set so either another Power Armor pass needs to lift those powers up so they become viable or they need to go off and seek their own destiny elsewhere.

    That'd mean quite a few frameworks within technology though: Archery, Munitions, Laser Sword, Power Armor (toggle), Power Armor (non-toggle), Gadgeteering (energy weapons), Gadgeteering (batman crap)​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • blackwolf305blackwolf305 Posts: 170 Arc User
    So many good suggestions
  • championshewolfchampionshewolf Posts: 4,376 Arc User
    edited September 2017

    Water powers

    Water won't happen. Effects wise to do it right and not look like garbage would be too intensive on most systems. If you weren't here at launch, imagine ice effects dialed up to 11. Ice use to be disastrous to processors having various occlusion and other effects working with it, not the near solid block of rock look they are now.
    aesica said:

    A proper, working set of trek-style energy weapons and misc future tech that isn't riddled with weird, nonsensical backfire crap and other useless comic-relief nonsense.



    o, Power Armor could almost use a split of its own for all of the non-toggle stuff. None of it works properly within its current set so either another Power Armor pass needs to lift those powers up so they become viable or they need to go off and seek their own destiny elsewhere.



    That'd mean quite a few frameworks within technology though: Archery, Munitions, Laser Sword, Power Armor (toggle), Power Armor (non-toggle), Gadgeteering (energy weapons), Gadgeteering (batman crap)​​
    Power Armor is fine. You have your click to use and your toggle powers. They make it quite distinct and put it forward that you can't use either together. Fits whichever play style people want to go to, which tends to be the maintained style. An unfortunate side effect to fix a major exploit with power armor.

    As far as power sets I want, I want a plant power set for a Dominator I want to bring back. Plants I think needs it. Earth set needs to be updated first, it is sorely lacking. Beyond that, well it depends on a lot of other factors. I would definitely love staff fighting, for instance, and maybe in gadgets they can add a few extra shield attacks and such for people who want that shield power.
    Post edited by championshewolf on
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  • aesicaaesica Posts: 2,538 Arc User
    Power Armor is fine. You have your click to use and your toggle powers. They make it quite distinct and put it forward that you can't use either together. Fits whichever play style people want to go to, which tends to be the maintained style. An unfortunate side effect to fix a major exploit with power armor.
    Correction: The toggled half is fine. The stand-alone portion is not, and I honestly don't see how anyone could say otherwise.

    1) The two single-target attacks (Power Gauntlet, Tactical Missiles) are tier 0 charged blasts and thus, don't deal meaningful damage.

    2) All of the set's aoe powers are also charge-based. Two of them (Rocket Punch, Chest Beam) are also cylinders, which in my experience is the least desirable targeting scheme for aoe. The third one (Energy Wave) is a PBAoE, which is much better, but it's on a moderate cooldown and thus is more of a utility power than anything else.

    3) Seeing as these 5 attacks are all charge-based, and Overdrive was nerfed to only be properly servicable when running multiple toggles, the non-toggled portion of Power Armor doesn't even have a proper EU. Even before the Overdrive nerf, it did nothing to support these powers.

    So yeah, the non-toggled portion of Power Armor is not "fine." It was left to rot after the toggled portion got its revamp, which is unfortunate. I'm fine with each half being independent of the other, but I'd really like to see both halves made viable instead of just the one everybody flocks to.​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • thebuckeyethebuckeye Posts: 818 Arc User
    As far as the Power Armor non-toggle is concerned, it does have an EU it can make use of, in the Laser Sword. It's EU procs off of Radiation Effects which Power Bolts, and Chest Beam produce. That said, Power Bolts is an EB and already produces Energy and so the non-toggle should have a few more powers sprinkled in that create Radiation effects like Plasma Burn, Burn Through, and Disintegrate.

    And yeah, I second the tech guns without the randomizer effects. maybe with PBR remove the Finite Probability thing and replace it with a Particle Accelerator advantage (identical to the new one on the Laser Sword combo) that applies/refreshes Disintegrate. Modify the randomizer on the Experimental Blaster pistols to randomly apply Plasma Burn, Burn Through, Disintegrate or Download.

    In that vein I agree that the Gadget Tree should be split. Gadget (Blasters) / Gadget (Thrown) Shared between them would be the "On Next Hit" powers, Medical Nanites, pets, and Molecular Self-Assembly. And maybe a new Offensive passive that buffs Slashing, Particle, and Sonic Damage.
  • championshewolfchampionshewolf Posts: 4,376 Arc User
    edited September 2017
    The non-toggle Power Armor powers just aren't intended to be used in a vacuum and you seem to contradict yourself quite a bit, first complaining about the single target powers, but then complaining about the AEs, chest beam being quite powerful for an AE at that. There is a reason people that do top DPS do top DPS, and it isn't because they stick to one set or make builds in a vacuum.
    Champions Online player since September of 2008, forumite since February of 2008.
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  • aesicaaesica Posts: 2,538 Arc User
    The non-toggle Power Armor powers just aren't intended to be used in a vacuum
    How something behaves currently and how it's intended to work doesn't always line up.
    you seem to contradict yourself quite a bit, first complaining about the single target powers, but then complaining about the AEs, chest beam being quite powerful for an AE at that.
    Let me help by clearing some things up:

    1) I said single target powers do subpar damage. I said AoE powers have subpar targeting mechanics. I said none of them play properly with the set's own EU. I said that they're all charge-based abilities which, given the direction most revised sets have taken, is less desirable than the alternatives (click/combo or maintain). Where's the contradiction in that?

    2) Constructively analyzing a set of things and pointing out their inherent flaws isn't the same as standard-issue complaining to an intelligent, rational person. By bringing up the shortcomings of these powers, we might get lucky and put them on the devs' radar if they weren't currently there already.
    There is a reason people that do top DPS do top DPS, and it isn't because they stick to one set or make builds in a vacuum.
    Of course, but the powers in a set should all have a place and, in order for ATs to be at least somewhat competitive, these powers need to be better than they are. There's a reason the Automaton is a garbage AT and that's because its primary offensive tools are the aforementioned hot mess of non-toggled PA abilities. Also, let's not forget that its EU (which works poorly with its other powers) is borrowed from Gadgeteering because PA's own EU works with literally none of these powers.​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • servantrulesservantrules Posts: 313 Arc User
    More Sonic powers. It is woefully underrepresented. A proper Sonic tree would be nice. Probably needs its own debuff to build on.

    Boxing/Wrestling. Right now, Might is too much of a brawler while Martial Arts is too oriental. Due to the limits and probable graphic problems with holds and clinches, this will probably be limited to takedowns and flips for wrestling moves like lariats, clotheslines, and tackles. Defensive combo is the closest to boxing, but some jabs, crosses, body blows, and hooks would be nice. Stagger might be the debuff of choice here, as opposed to Disorient for most Might, allowing variety beyond Earth powers.

    Plasticity/Shapeshifting... but these are probably just as problematic as Water powers, at least graphics wise.
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