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Movement powerset, includes teleportation and superspeed

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Esorono
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Movement powerset, includes teleportation and superspeed

I just thought of some powers for a super speed/teleportation set for combat mechanics that would make the set feel fairly unique and active that could be plausible to make, despite using melee animations, I think this would actually be more mechanical to a ranged set. I tried to make these as flexible as possible so that it is more skill based, the skills would be a low cooldown/energy/damage set for quick and mobile combat. This isn't even really a full set suggestion, more of what I would like to see in a super speed/teleportation power tree and the mechanics.

Dash to target skill: A simple gap closer, it should be very low cool down which does moderate damage to the target. For animations it would be a simple run to target, portal, or vanish and re-appear to the target followed by a punch or weapon attack.

Close ranged AoE attack: A point blank AoE attack which is the higher damaging skills of the set. For animations, your character disappears either by running, portaling, or vanishing, the character is still where you cast it just invisible, and then speed clones either looking like the character if the engine can handle it, or generic see through clones appear and attack the enemies in range through the attack choice of the user such as portal punching, weapon attack, punching or kicking, if possible, it would be nice to have random attack animations for each of the attacks.

Long ranged single target attack: What it says on the tin with moderate damage. The animations would be pretty much the same as above only it can be used at a distance and only attack one enemy.

Long ranged single target ram attack: Like the dash to target skill, but with a knockback comparable to the distance of the dash to target skill, dash forward skill, and the long ranged single target attack, but slightly lower damage.

Dash forward skill: This is somewhat similar to the first skill only slightly different, this skill makes you run, portal, or warp the direction you are looking and does not require a target, any enemies caught between are damaged moderately. For animations, It would be similar to the above, except with more of an offensive look to it, like a slash dash, punching dash, finished action stance, or a portal damage trail.

Gap opener skill: This is something I always wish I had in a ton of games, this is more of a defensive skill, a run away from the target backwards, this dash should be the same distance as the dash forward skill to give it even more utility such as a reset position. During the animation it should give either a short high amount of dodge stat, higher resistance, or invincibility frames during the animation. The animations for this would be something like running backwards, backflipping, teleporting or vanishing and re-appearing.

Reset to this position skill: I absolutely LOVE skills like this. You activate this skill and a marker appears under your feet, you can run around or use skills afterwards, and when you press the button again you teleport to your marker, it is such a simple yet amazing utility tool that is almost always looked over offensively and defensively.

Vanish skill: Another defense skill, you phase out for a second and a half while immune to attacks and then come back to do light damage in an AoE. For animations, it would either something like running and vanishing, just vanishing, opening a portal and enter, and then on the return a basic attack.

Ranged nuke: Somewhat a combination of the short ranged AoE attack and the long ranged single target attack, You get a placement circle of the range of the AoE when you press the skill button and then you can drag it to where you want to nuke and then press the button again. After a small windup, the character does heavy attacks to everything in the area. The same animation trick is used from the short and long ranged attack, except with a more powerful look to it, such as an aura, sound barrier burst, more clones/portals attacking, ect.

Teleport: Travel power instead of being in the set. Works like it did in CoH, except it uses the vanish animations instead of just flexing and appearing somewhere else.

Long ranged teleport: Again like the long ranged teleport from CoH and the above teleport in animation.

Tannim222
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One of the mey features of

One of the mey features of our design is animation customization. With that we can create animations that provide the visual effect of a movement power attack without the actual movement of the character - the chaeacter appears to have teleported to its target and hit it and then ported back to his original position.

Actual lunge attacks are possible but at this time are not used heavily in any set, they are more of a thematic application. And not many melee sets are designed to use ranged (even short) ranged attacks.

Then we have our Tertiary Sets, these are like power pools and it is entirely possible to have a combat melee Tertiary that uses lunge attacks which can be skinned with any of our appropriate combat movement animation themes.

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Esorono
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Tannim222 wrote:
Tannim222 wrote:

One of the mey features of our design is animation customization. With that we can create animations that provide the visual effect of a movement power attack without the actual movement of the character - the chaeacter appears to have teleported to its target and hit it and then ported back to his original position.
Actual lunge attacks are possible but at this time are not used heavily in any set, they are more of a thematic application. And not many melee sets are designed to use ranged (even short) ranged attacks.
Then we have our Tertiary Sets, these are like power pools and it is entirely possible to have a combat melee Tertiary that uses lunge attacks which can be skinned with any of our appropriate combat movement animation themes.

Oooh! Yay! That was pretty much what I was thinking of mostly! So movement based combat like what I suggested is already planned as a tertiary set then? I always loved super mobile combat, it always made it feel more actiony.

Redlynne
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Super mobile combat has the

Super mobile combat has the potential to become penalizing to players suffering from large network lag times between client and server. Not a deal breaker, necessarily, but certainly a hazard.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
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Empyrean
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Tannim222 wrote:
Tannim222 wrote:

...it is entirely possible to have a combat melee Tertiary that uses lunge attacks which can be skinned with any of our appropriate combat movement animation themes.

That is just so exciting to hear. Oh how I want this game.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)