By "Barrier", I mean as in [b]summoning a wall[/b] object that players cannot bypass through unless broken or circumnavigated. It could be used to block line-of-sight, or inconvenience players with an obstacle in their path. Both defensive and offensive use, has no damage, debuff or buff properties. It could also be a double-edged sword with improper use.
Most widely seen in powers themes of Ice, Earth, and Force-field users.
I recently started playing an MMO called SMITE where I saw these type of abilities in action. I was quite impressed at how simple the ability concept was and how useful it could be, without it even being considered overpowered. At most I could blockade about 3 players if they were standing right next to each other, and it only lasted at most 10 seconds. However, I usually used it to section out stragglers to prevent their group-mates from being able to provide easy-aid and for my team to close-in on them.
Other References: Green Lantern (Justice League), Raven (Teen Titans), Terra (Teen Titans), Earth Benders (Avatar), Water Benders (Avatar), Violet (Incredibles) . . .
Thoughts?
I would love to see this in the game.
not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM
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+1 from me.
This suggestion makes the game's combat system more dynamic.
Crowd Control Enthusiast
Players... okay, but what about NPCs? Will they be smart enough to recognize the wall and try to overcome it? Any powers you design for PvP must Also work for PvE.
Be Well!
Fireheart
Uh, I would hope they could implement monster AI to obey the laws of walls or they will have some serious problems on their hands.
I definitely like the idea, but I have a nagging feeling we're overlooking some sort of glitch or exploit. No idea what it might be; just one of those feelings.
Spurn all ye kindle.
You must be thinking how some PvP players will HATE IT! ;D
Games would never progress if developers always feared the unknown.
As long as the duration of the barrier is less than its cool-down duration so it cannot be spammed indefinitely (unless lets say 3+ players were to stack walls, back-to-back with flawless accuracy), I cannot imagine someone effectively exploiting or glitching. That is assuming the structures are an appropriate size.
Barrier Duration Time = X seconds
Cool-down Time = X * 3
Just imagine the wall being a solid "NPC". Remember the times a "big" player in your group, or a Dwarf form (Peacebringer or Warshade), blocked a sewage doorway while fighting? Similar concept.
This is why I like teleport as a power .-. I could aim it through the grates that ran through the middle of the sewer and get in the room to fight. That, or teleport completely through to the other side, and block the OTHER door ;3
That said though, several games are doing barrier abilities quite well. I remember CO having ice walls, whether they still do or not is beyond me. Archeage has a couple barrier abilities in it. One makes a cage around a target about 3 meters around that has pieces that can be attacked and destroyed, another is an ally barrier that prevents enemies from coming in to attack you (breaks when you move). I could see both of these working quite well as an alternative to phase shift, AND holds abilities. Attack-able holds could be fun. Trying to break out by using several strong attacks, only to have your attack chain exhausted, but hey, you got free earlier!
If a simple floor cage-type power were to be used though, you'd have to make sure the power suite had several rooting abilities to work for synergy, ya know, make it so enemies can't just hop or fly right out.
Stalkers don't die: They simply... Disappear.
Oh yes, I didn't mean that I don't want to see this implemented; I was just thinking the details might need to be explored a bit more -- pretty much in the way you just did in thinking about cooldown times.
The idea of blocking a door temporarily certainly seems to fit with the whole superhero genre -- especially if mobs will have the ability to go get reinforcements in CoT.
Spurn all ye kindle.
I think summonable barriers would add a lot to the game. They can be treated as stationary Pets with limited Health (so they can be broken), limited duration (as discussed above) and a single power (Ice walls might Slow people attacking them, fire walls do damage etc). Players slotting them would have to make hard choices just like any other Control Power (which is essentially what they are). Do I reduce the Recharge and have it more often or slot for Health so it can take more punishment? How about slotting for Procs? Pretty funny when the Hold Proc goes off on my Electro-wall.
As stated above, the Recharge should be such that it simply could not be self-spammed unless combat in the game is such that there are other ways through or around it.
I remember when Star Wars was cool...a long, long time ago...
Maybe it's something where friendlies can walk through it but enemies can't so we don't have a situation where a player griefs someone else by spamming it in front of a small entrance
not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM
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Saw this thread just after finishing a D&D adventure in which an acid rain storm sent Our Heroes scrambling for cover, only to have the demons that found the cave first put up a wall of ice to keep us out....
Foradain, Mage of Phoenix Rising.
[url=https://cityoftitans.com/forum/foradains-character-conclave]Foradain's Character Conclave[/url]
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Avatar courtesy of [s]Satellite9[/s] [url=https://www.instagram.com/irezoomie/]Irezoomie[/url]
I think this could add a pretty cool effect to the heroes who could use it. Timing of the power and location would be critical, the effect would have to be pretty instant, no long animation or anything otherwise the power set drops in usefulness.
Love is like a Rhino, short-sighted and hasty; If it cannot find it a way, it will make a way.
-Flavor text on Crash of Rhinos.