So I thought it'd be neat to have a thread where people can suggest new powers (that offer some more personality to sets) but use existing animations...
I don't know if it would, but the goal is new powers that cut down on implementation time.
So here's my two suggestions, add your own...
Might - Break
Combines the arms travel power rolling with the frag grenade effect. Player targets an enemy in a group, The player spins in place and then launches rolling very quickly toward them, and breaks the NPCs knocking them backward doing physical rather than fire damage from grenade.
Advantage rank, 2 points, enemies are dazed and/or snared when they get up.
Utility - Low for melee (why knock away enemies you want to hit, but might be decent escape maneuver). Middle for range.
Cool factor: Completely Awesome!
Supernatural - Bat Swarm
Combines the conflagration channeling player animation with summoning the bats of vibora bay. While the player is channeling 3-4 groups of bats fade in (perhaps from a forming dark cloud above) to attack the enemies in an aoe circle. This also acts as a mild distraction for enemies similar to the nightmare summons. Bats only exist as long as the player channels.
Advantage rank, 2 points, returns some of the damage as health.
New Tier 2-3 AOE, Lash, Lunge, Ranged, Stealth, and new
rare Tier 4 power.
Power armor tier 2: Jet Ram! like lunge only you have your jet boots and jet pack on when you do this and it knocks down your opponent. the slipstream advantage allows you to knock down opponents that are in your path at the cost of minimal damage to your primary target.
Power Armor tier 3: Camouflage circuits!! Does you cyber ninja or support character need to get out of a jam? Power up this ability and turn invisible (just like the viper infiltrators!!). When activated it wipes all threat from targets, fills your energy bar to the max, put you in stealth mode, and increases avoidance and dodge rating by 100%. At tier 3 it cost 2.5 energy per second and increase avoidance avoidance and dodge rating by 200%. the Cons are it cost 10 energy per second to maintain, plus if you attack it shuts off stealth mode, and it takes twenty seconds to cool down. With the back stab advantage it allows you to be able to attack while cloaked at the cost of 5% increased energy use of that power and grants 100% critical hit chance per tier.
Gageteer Tier 3: Sonic barrier (Can you think of a better name maybe?). players can knock back enemies like the energy burst in power armor only it is continuously maintained AOE sonic attack, but it cost a lot of energy of continuous use. Plus side you don't have to wait for that ten second cool down.
Darkness Tier2: Tendril lash. remember the Roin'esh in whiteout when they yank you around with that annoying lash? This lash has a chance to interrupt attacks. the advantages increase range, interrupt chance, and damage.
Darkness tier 3: MIMIC! Disguise yourself as anyone! just like stealth circuits above instead of stealth it put you into friendly mode (depends on who you disguise yourself as, like if your a maniac you can't fool the purple gang members and they attack you). Also attack a villain of the same group you are hiding, it will invoke the same penalty as the stealth circuit. only with the Backup advantage you cause other enemy's of the same villain group you disguised as to help you fight other opposing villain groups. (Oh and you will have different attack animation depending on what form you disguise as like if your a teielosaur you shoot range attacks from you mouth and you have the claw strike animations for your melee attacks)
Infenal alt energy builder: Toxic spheres, just like the Roin'esh energy blasts. has a slower rate of attack and range, but has an increase of energy generation and damage!!!
Infenal tier 2: Toxic beam, just like the Roin'esh energy beam. it a ranged single target maintain attack that has a 20% chance to apply deadly poison when used for half duration, plus there's an advantage that allows enemies that are in melee range of the target to get poisoned also.
Tier 4 power!
DUPLICATE!!! (which power tree should this go to????)
Summon two perfect copies of you with your same superstats and everything! they function like attack pets only they have half of your powers (they can only have tier 1-2 powers that you have, sorry just basics.) the Advantages allow you to have up to six copies at the cost of having your and their health reduced to half its amount at tier 2 and 3. also there is an advantage that more duplicates you have, the more damage all of you do together at every tier.
C.A.U.'s: We keep your dimensional problems in and the other ones out.... :cool:
Fire - Inferno (AKA Fire needs more cones/cylinders)
Maintained fire cylinder, which hits enemies within 5 feet of its diameter, and has a 100 foot range. This raging blast of fire will very quickly incinerate enemies.
+Will randomly apply clinging flames at some point in the maintain for each target. Is always guaranteed to happen on a full maintain.
+Counts as a burning effect.
+Damage shoots up sharply near end of maintain.
-Damage scales down for each extra target it hits.
Advantage - Hot air: Inferno now pushes back enemies it hits. The force of the air also extinguishes clinging flames, causing them to erupt into an extra burst of damage. (could be best thought of as a redux of Warlord's flamethrower cylinder.)
Gadgeteering - Homing Bombs (AKA finally we can pretend to be VIPER technicians)
A charge ability which sends out three sonic bomb drones which detonate when in contact with the enemy.
-Must be fully charged to execute (but it is a very short charge)
+Each drone has a 15 foot blast radius.
+Drones quickly close distance on selected target. If no target is chosen, they will home on the closest enemy.
+Enemies hit by the drone's blast are knocked vertically.
-Drones can be destroyed by enemy attacks, causing them to detonate prematurely.
+Prematurely detonated drones have a 30 foot radius instead of 15.
Munitions - Flame Thrower (AKA PYROMANIA. Also, thanks Kampfy!)
Drive your enemies back and set them ablaze with your deadly fire-shooting weapon.
+ Deals ticks of fire damage every 0.2 seconds.
+ Each hit has a 15% chance to apply Clinging Flames
+ Hits in a 15 foot long, 150 degree cone.
+ Works similarly to Plasma Beam in the Power Armor set (doesn't require a target to work, and thanks to its wide cone, can even hit targets above and below you.)
Advantage: Compression Burst - The initial activation of your flamethrower pushes out a gust of air, dealing a considerable crushing damage burst and knocking enemies back.
Advantage: The Smell of Napalm - Full-maintains of your flamethrower will place a burning patch in front of you, which snares targets which walk into it and has a chance to place clinging flames on them. (a permanent version of the Whiteout Flamethrower. With some unique perks.)
Munitions - Killer Aim (AKA A single pistol attack)
You've been saving this one up. Taking out a single magnum, you can shoot any target within 50 feet of you with a high-caliber chunk of lead. Feeling lucky, punk?
+ Extreme piercing damage burst to a single target
+ Damage scales upwards the higher your critical chance is
- Damage does not scale with passives such as Quarry or Kinetic Manipulation
- 6-second recharge
Advantage: Opportunist - Killer Aim is now twice as heavily affected by active offense and next-hit damage boosts and receives a small extra damage boost from critical severity as well. This includes effects such as Retaliation, Lock and Load, and Intensity. 3 point cost. Same animation as some single-pistol enemies use.)
Single Blade - Shinobi's Rush (AKA A sword lunge)
A lunge with the blade which seeks to take advantage of the bleeding condition. In correct conditions, it can rapidly hit and kill crowds of enemies.
- Has a 10 second recharge.
+ Does more damage than most lunges
+ Knocks target down on hit from +20 feet.
+ Will rupture bleeds on hit.
+ Recharge period is halved if target is killed by this attack.
Advantage: Swordsman's Determination - Every bleed this attack ruptures will reduce the recharge period by 2 seconds. (Single blade lunge, which uses the same animation as Ego Blade/Lightspeed dash.)
Telepathy - Mind Golem (AKA woah, a consistent pet?)
Using your mental facilities, you summon a huge being composed of pure ego energy, who can smack down foes with ease.
+ Controllable pet
+ Pet has high health and uses attacks which draw considerable aggro.
+ Ranking up the mind golem further enhances its health and damage.
+ R3 Mind Golem gains the ability to perform a stunning pulse-wave on command.
Advantage: Inhibition - The Mind Golem slowly becomes larger with each target it defeats, further increasing the damage it is capable of doing. (I'd say its a bit of a stretch, but it could be thought of as a loose-interpretation of Psimon's final form.)
Celestial - Heaven Lance (AKA Celestial just lacks good attacks in general)
Call down forth the wrath of the celestials with this ranged ability! Heaven lance will slowly call down a series of glowing spears to impale those too slow or too foolish to escape in time.
+ Click ability which instantly summons a Heaven Lance 'zone' on top of the selected enemy.
+ This 'zone' is a 10 foot radius area where enemies will take huge pulses of dimensional damage if standing still in the area. This will last for 10 seconds.
+ Up to 3 lances can be active at any time, but the areas must be at least 20 feet apart.
- A given patch takes 1 second to begin dealing damage. (Best thought of as a reskin of Endbringer's "black avalanche" AoE. Only quite a bit weaker.)
Celestial - Army of Justice (AKA Hey, darkness got pets.)
For a few moments, you can call forth a legion of celestial figures to smite your enemies.
+ Charged temporary summon; requires full charge.
+ When activated, Army of Justice summons 5 luminescent figures wielding swords and shields. These figures charge into melee combat and attack rapidly with laser-sword like attacks.
+ The members of the army automatically have Illumination on them, allowing your healing abilities to chain off them.
+ Members of the army draw considerable aggro.
- Legion only lasts for 15 seconds and has an identical cooldown.
- Deal lower damage than shadows.
Advantage: Sacred Horde - Army of Justice now summons 8 warriors instead of 5. 3 point cost. (Obvious light mirror to Summon Shadows.)
Ebon Sorcery - Succubus' Charm (AKA A: I want some sort of attack that uses that kiss animation and B: Turning enemies into consistent pets is something novel.)
Using a bit of charming magic, you can convert an enemy into your personal servant, forcing them to follow you to the ends of the earth - or at least the end of the base.
+ Single-target charge ability
+ Using this on an enemy will cause them to transform into a friendly, controllable pet, who uses identical tactics as it did as an enemy to take on your foes.
+ Works up to the 'villain' rank reliably.
- Must be fully-charged to work.
- Enemies who die under your spell do not give you experience or count for mission kills.
- Enemies of master-villain rank or higher simply become placated and confused, forcing them to attack enemies nearby.
- Using Succubus' charm on another enemy while you have another target under your spell causes them to become hostile again.
- (Unless devs can figure out a way to make a converted enemy consistent between maps), will disappear when you change instances. (That kiss attack that Snake Gulch lasses, Vampire ladies, and Medusa use.)
Supernatural - Rigor Mortis (AKA this might be overpowered?)
You have enough strength in your body to keep fighting, even after you should logically have no vigor left to do so.
+ Unslotted Passive - When reduced to 0 hit points, you can keep fighting for 10 seconds before collapsing.
+ Ranking up to 2 will increase the duration to 12 seconds, while rank 3 enables you to keep going for 15 seconds.
- During this period, your equilibrium is set to 0 and your damage output slowly wanes.
- Acts as an automatic active defense, and will put your other active defenses on a 15-second cooldown.
- You are immune to all healing effects and shielding effects when you enter Rigor Mortis state.
- Effect can only occur once every 2 minutes. (Funky on-death effect that, in my head, looks similar to the Roin-esh transform effect.)
Travel - Water Slide (AKA because why the hell not.)
Propel yourself along the ground using a continuous stream of water!
- Operates simmilarly to Power Slide
- Pushes you up automatically from underwater if near the surface. (Slide animation, with a water-like particle effect that trails to the ground.)
Comments
http://forums.champions-online.com/showthread.php?t=105453
My entire thread, "Coruscating might" Graphic effect turned colorable with an arm aura, and might/MA/TK Animations
Even the passive auras are all in the game, same for the block graphic
rare Tier 4 power.
Power armor tier 2: Jet Ram! like lunge only you have your jet boots and jet pack on when you do this and it knocks down your opponent. the slipstream advantage allows you to knock down opponents that are in your path at the cost of minimal damage to your primary target.
Power Armor tier 3: Camouflage circuits!! Does you cyber ninja or support character need to get out of a jam? Power up this ability and turn invisible (just like the viper infiltrators!!). When activated it wipes all threat from targets, fills your energy bar to the max, put you in stealth mode, and increases avoidance and dodge rating by 100%. At tier 3 it cost 2.5 energy per second and increase avoidance avoidance and dodge rating by 200%. the Cons are it cost 10 energy per second to maintain, plus if you attack it shuts off stealth mode, and it takes twenty seconds to cool down. With the back stab advantage it allows you to be able to attack while cloaked at the cost of 5% increased energy use of that power and grants 100% critical hit chance per tier.
Gageteer Tier 3: Sonic barrier (Can you think of a better name maybe?). players can knock back enemies like the energy burst in power armor only it is continuously maintained AOE sonic attack, but it cost a lot of energy of continuous use. Plus side you don't have to wait for that ten second cool down.
Darkness Tier2: Tendril lash. remember the Roin'esh in whiteout when they yank you around with that annoying lash? This lash has a chance to interrupt attacks. the advantages increase range, interrupt chance, and damage.
Darkness tier 3: MIMIC! Disguise yourself as anyone! just like stealth circuits above instead of stealth it put you into friendly mode (depends on who you disguise yourself as, like if your a maniac you can't fool the purple gang members and they attack you). Also attack a villain of the same group you are hiding, it will invoke the same penalty as the stealth circuit. only with the Backup advantage you cause other enemy's of the same villain group you disguised as to help you fight other opposing villain groups. (Oh and you will have different attack animation depending on what form you disguise as like if your a teielosaur you shoot range attacks from you mouth and you have the claw strike animations for your melee attacks)
Infenal alt energy builder: Toxic spheres, just like the Roin'esh energy blasts. has a slower rate of attack and range, but has an increase of energy generation and damage!!!
Infenal tier 2: Toxic beam, just like the Roin'esh energy beam. it a ranged single target maintain attack that has a 20% chance to apply deadly poison when used for half duration, plus there's an advantage that allows enemies that are in melee range of the target to get poisoned also.
Tier 4 power!
DUPLICATE!!! (which power tree should this go to????)
Summon two perfect copies of you with your same superstats and everything! they function like attack pets only they have half of your powers (they can only have tier 1-2 powers that you have, sorry just basics.) the Advantages allow you to have up to six copies at the cost of having your and their health reduced to half its amount at tier 2 and 3. also there is an advantage that more duplicates you have, the more damage all of you do together at every tier.
EDIT: godammit, necrodefender.