I would love to see some new melee powers i.e. thunder punch, or flaming foot of justice. Even with freeform we don't have true elemental melee powers. There have been a lot of new/revamped ranged powers.Let us not forget the guys and gals that get up close and punch evil in the face. Auras only go so far.
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It would be a lot of wasted effort to clone the current melee abilities but change their damage type to an elemental type.
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Elemental Hook
Charged melee cone
Deals 300-1000 melee crushing damage
(Maybe make these powers scale with EGO instead of STR like ego blades, so elemental dps characters dont feel like they have to pick between range or melee damage over the other)
-If under the effects of Fiery Form, this power deals fire damage instead
-If under the effects of Electric Form, this power deals electric damage instead
and so on.
There may be coding issues with making the set work, and such a power set may be seen as restrictive since it pretty much forces you to take an elemental passive or you are just being redundant with might. Another problem is that people who want to tank with elemental melee are still out of luck.
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i refer you to eldritch shield's imbue with power adv
My super cool CC build and how to use it.
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Elemental melee is not a bad idea honestly. It is not like we are getting water. I would prefer close combat variations of elemental archetypes instead of "The Giant" archetype. Which would basically be The Mountain with a different costume. We all know it is coming
I'd love to see an elemental attacks make their way into CO. Maybe in the form of a toggle or mod. I'd take that.
SO HERE'S A QUESTION:
What if they came out with weapon geodes that have elemental effects on them? Say, a sword that has some fire on the blade, and a staff covered in lightning effects, and an axe made out of ice. Would that satisfy any part of your need for elemental melee? I don't care if this is possible or not, I'm just trying to gauge what people need.
My super cool CC build and how to use it.
I still miss Swamp Feet, poison effect on Kick attacks...talk about smelly feet...
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A few mods that add this or that damage type to attacks.
Wouldn't matter what sort of powers you used, this would be a way to attach riders.
Want a heavy weapons toon to use an "atomic mace"? Add a particle mod to your offense gear.
Want your might character to be electrically powered? Add an electric mod to offense gear.
Want your character to wield magical fire? Add either a magic mod to your fire character or a fire mod to your magic character.
The mods themselves just do a percentage of the power damage as added damage of the appropriate type, and the higher rank the mod the higher the percentage.
And If they then added some "elemental weapons" to the store with a variety of weapons with built-in effects then all the better.
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It's just the way to implement powers that way is/was huge effort to make them actually work.(with limited resources they had)
That's why the Power Replacer weapons had locked weapon skins. The different auras couldn't be added to weapons. They had/need to make whole new powers.
And let's think likes of Fire Melee. Would it do just fire dmg? Or crushing and fire dmg. I think that was the fault in Power Replacers, they had to add the replacer dmg to some other powers dmg. It couldn't be 50/50.
But that was wayyy back when stats and stuff was diffent.
And i don't really know what i'm talking about.
But getting different powers to added current Frames be nice.
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1. Energy projecters with close range AoE's -such as Pyre or Sparkstorm- can apply the effects already in the game.
2. Would allow for consumption of conditions like clinging flames and negative ions to apply additional effects. Think Ego Blades and its consumption of Ego Leech adding damage to the attack and buffs to the attacker.
3. It would also allow forms to trigger, such as the Negative Ions form (the name eludes me atm), and passives already in existence to apply their bonuses to the elemental damage (electric form, in this case).
4. For elemental melee, you already have self heals I've never seen anyone use in fire and now electricity. Defensive options already exist there too. "Offensive Defense," like Fiery Form dealing damage within melee range per tick, are already in existence.
5. Simplify inclusion. You wouldn't need to make an entire framework- just some additional attacks in the projector frameworks. Much easier.
The overall point would be make it fun to work with and build in melee, not just be a cosmetic. For these there needs to be some kind of tactical advantage over using it ranged- with energy projection, that melee usage isn't really as much of a "thing" as it is elsewhere.
Some example powers based on these ideas:
Melt:
Fire, Charged, Melee
You send an intense burst of heat through your hands to melt your opponents defenses, reducing their resistance to fire damage for a short time by 2% for each clinging flames consumed. 2 point advantage to add a disorient.
Freeze:
Ice, Maintain, Melee
Suck the heat from your targeted foe, escalating in damage per tick. Chance to apply chill per tick. 2 point advantage to guarantee a root if the stack of chill is already full.
Zap:
Electricity, Combo, Melee
Shock your opponent repeatedly, making them think twice about... Well, anything really. If a target is affected by negative ions, the third strike arcs to nearby targets. 2 point advantage to complete the circuit and replace each negative ions charge on the targets with a small damage debuff.
I think the "easiest" way to kick start Elemental Melee set is to do this:
Review the Earth Power Set.
Remove the melee abilities and lunges that are tied into the Earth Set and flesh out the Earth Set as a mid to long ranged set.
Take the melee Earth abilities and stick them in a new set called "Elemental Melee".
^ That would be a very basic starting point, as I imagine there'd have to be a number of additional powers to be able to make a full "Earth Melee" build.
Once each 'elemental' set is reviewed, any melee based powers (less than 25ft) should be transferred into Elemental Melee.
Again, as championshewolf mentioned...it's likely on the to do list and has probably been fleshed out a while ago, but it is a matter of time and resources.
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All they do is recycle old archetypes, they are running out of old archetypes to copy and paste.
Elemental melee does not appear difficult or resource centric. dialamx's post is right on the money, which is why I think this is next to happen. All of our archetypes appear to be an wasted effort of stuff already in the game. Did we really need the Rocker when we have the Devastator? One is a tank, the other a dps, so what? Why go through that effort?
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Really tho, these new alts are a waste of time imo. Elemental melee requires some light work but at least it is somewhat different.
My super cool CC build and how to use it.
Though Elemental melee does not look like a future additional to me.
My super cool CC build and how to use it.
https://www.youtube.com/watch?v=PPYnp9ghfQ0
hers have a red fireball from the fist, my palm strike does not display such an animation. Is it a perk from the advantage tree?
My super cool CC build and how to use it.