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What power sets would you like to see?

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Blue_Cloak
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I found this video of a

I found this video of a Japanese art performance using light that might give some inspiration for the animations/particles team.

http://www.youtube.com/watch?v=ydwGnDs4lWs

Tempar
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Would love to see a steel

Would love to see a steel/metal powerset similar to collosus from xmen. In the same vein as a stone brute or tanker from cox that allowed you to turn into a giant pile of stone as the last power could make steel/steel with certain changes to your look when you use a power I loved that from cox.

crowpeople
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I have had an idea for a hero

I have had an idea for a hero for a long time now. He/she is power is based on the look of changing the body into a mist or gas. in turn not allow the damage to be reduced or not done at all. thats the defence, offensive is taking that and either at melee range with shotgun like blasts, hand to hand with the body stiffened, or with weapons. or at ranged with blasts or thrown weapons.

So taking this as a Scrapper type.
offensive
Base: hand to hand
Them: Mass manipulation( change of the mass of the body in a varying of ways and or shapes)
Ani. Mist( the look of it as it changes the arm from solid to Gas to Super solid. [might even take mass from other parts of the body. the left arm is smaller for example])

I dont know if anyone has said to much on this one already. I dont know.

I type before i think

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Hand to hand combat that

Hand to hand combat that looks like great! I'm not worried about realism, I want fancy moves! :) This doesn't mean don't get inspiration from realistic styles, but I want that movie/fight game/cartoon/comic book moves!

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Story about important then

Story about important then graphics and moves

Tiny bot of def

DesViper
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Okay, maybe we should have a

Okay, maybe we should have a whole thread on this Base-Theme-Animation thing, because i really feel like I'm not the only one who doesn't get it at all. :p
What's the relationship between the "Class/Specification/Mastery" and the "Base-Theme-Animation"? Do the players actually individually chose each of the Base, Theme, and (well, obviously) animation, or are the base and theme incorporated into pre-built power sets and from the eyes of the player only serve as a form of catagorization?

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doctor tyche
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desviper wrote:
desviper wrote:

Okay, maybe we should have a whole thread on this Base-Theme-Animation thing, because i really feel like I'm not the only one who doesn't get it at all. :p
What's the relationship between the "Class/Specification/Mastery" and the "Base-Theme-Animation"? Do the players actually individually chose each of the Base, Theme, and (well, obviously) animation, or are the base and theme incorporated into pre-built power sets and from the eyes of the player only serve as a form of catagorization?

That is TBD still. While in theory you should be able to pick all three, the concern of it being overwhelming is there. We'll need playtesting to see what works.

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DesViper
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Like, if it's even

Like, if it's even appropriate, what would the class/specification,base/theme/animation equivalent of a assault rifle/devices blaster be, or a fire/psi dominator?

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doctor tyche
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To use some generic terms

To use some generic terms which do not reflect the final:

the Blaster would be Ranged/Manipulation with Impact/Rifle/Rifle and Snare/Gadgets/(mixture of a variety of animations)

the Dominator would be Control/Assault with DoT/Fire/(mixture of a variety of animations) and Mental/Energy/(mixture of a variety of animations)

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Last questions: :p

Last questions: :p
So the base doesn't necessarily limit the powers within it to that trait, right? E.g., dark blast as a ranged-single-target-damage/dark/(whatever) can also have holds and conical immobilizes.
And, lastly, how many power sets would a player be allotted (outside pools)? Are we to mirror CoH with a primary/secondary or more of a free form approach?

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More like this http:/

More like this http://cityoftitans.com/forum/updated-classification-and-specification-chart

Classifications choose the primary and the basic stats of the archetype. Specifications let you choose your secondary and masteries are basicly inherits that you can pick.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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So more mirrored to CoH,

So more mirrored to CoH, along with the "splashes" mentioned in a KS update. With that, here are some sets I'd love to see.
Base: Melee Cone
Theme: Tentacles or Multi-Armed Attacks
Animation/Customization: Organic or Technological Tentacles, from squidy to Doc-Ock
Been somewhat Mentioned, but it'd make a great Gladiator or Stalwart set, and It could also have defensive capabilities (like Kinetics's Repel)

Base: Melee-Short range
Theme: Spines or non-armed claws
Animation/Customization: Thorns to marrowed spines to metal
Like in CoH pretty much :p

Base: Single Target Ranged
Theme: Wrist Gun / Cannon
Animation/Customization: High Tech, Steampunk, Medieval, or a Magic-based one
Fairly self-explanatory.

Base: Ranged Debuff-Dot
Theme: Poison Attack
Animation/Customization: Colour change, maybe a mix of liquid and gas toxins.
Again...

Base: Ranged Buff-Heal
Theme: Chemical Assistance
Animation/Customization: Colour change, maybe a mix or liquid and gas chemicals.
Opposite side of chemical coin.

Base: Single Target Melee or Ranged
Theme: Ninja/Warrior Weapons
Animation/Customization: Any twist and variety of weapons possible.
Covers Javelins to Shurikens, or more exotic weaponry.

Base: Melee Cone
Theme: Bladed Staff, Halberd
Animation/Customization: Any twist and variety of weapons possible.
Self-Explanatory.

As with that, I'd love to see the mentioned Ferrokinesis (magneto) and Illusion control, maybe with a specific Fear set.

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I hope that for the weapon

I hope that for the weapon based powersets you can choose whether you want the animation to be one handed or two, always looked silly my street leveller swinging a baseball bat one handed to me.

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just see the game finsished ,

just see the game finsished , I can work with any powers really)

Tiny bot of def

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As it is asked, here are the

As it is asked, here are the power sets i'd like to see in COT :)

Gravity control set ! I'd love to throw a forklift truck from an other space-time in the face of my enemies. We (my mates and I) were used to bet which object will be thrown from nowhere ^^ I dreamed about seeing a piano falling from the top to the head of the monster i'm fighting.
It made me feel really powerful to make some enemies levitate during a short period to gain time during the fight.
Powers i always wanted to see in this power set is :
- to use a foe like a projectile to hit one or several enemies. Like, he could be hit by an invisible force (like in "Charmed")
- to be able to put a wall in front of me or an ally to protect him or I from a projectile or to block enemies from going through a door...
- to make some common objects from the room (a chair, a flower, a plate, a phone, really common objects) floating around me and then throw them to an enemie like a machine gun.
That was the gravity powers of my dream during COH ^^

I'd even like to see a change power set, like metamorphosis who could change some part of himself in another animal :) Like, having claws, gain bear resistance, gain cat agility, gain frog or fly reflex, gain a shape which give some bonuses, transform in a large mass of bugs (repeated hits + more resistance) or bees (toxic hits + more defense), etc.

I also like elemental control powers like water, plants, earth... and i hope that if teleport exist, it will not be like in Champions... so disappointed whe i saw that it was just an hidden fly :/

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Need superspeed powerset

Need superspeed powerset (damage dealer/tanking class)

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Nightling wrote:
Nightling wrote:

Need superspeed powerset (damage dealer/tanking class)

[b]You know, I had my eyes set on such a thing. I figured seeing heroes throwing punches at a thousand kilometers a second would be blindingly fast enough to disorient opponents, so maybe the powerset could focus on ludicrously fast attacks and disorientation. Coupled with using relative mass for a stronger impact, the set could have some knockback attacks as well. Below, I have all 9 tiers of powers composed for the Speed Combat powerset...[/b]

[b][u]Blinding Prod[/u]
Single target, 7-foot range. Minor smashing/lethal damage, 10% chance for magnitude 1 stun. Cooldown: 0.5 seconds. Endurance cost: 1.[/b]
You lash out at your opponent with a bolt of violence, dazzling them as they futilely attempt to follow the strike.

[b][u]One Thousand Fists[/u]
20-degree cone, 7-foot range. 20 ticks of moderate smashing/lethal damage over time, 30% chance for magnitude 1 stun. Cooldown: 1 second. Endurance cost: 2[/b]
You unleash a violent flurry of punches/headbutts/wing bashes/whatever upper-body appendage you strike with to overwhelm your opponent.

[b][u]One Thousand Feet[/u]
20-degree cone, 7-foot range. 20 ticks of moderate smashing/lethal damage over time, 30% chance for magnitude 1 knockback. Cooldown: 1 Endurance cost: 2[/b]
You deliver a tempest of kicks/tail slaps//belt whips/whatever lower-body appendage you strike with to knock your opponent off-balance.

[b][u]Cyclone Flurry[/u]
PBAoE, 7-foot radius. 20 ticks of moderate smashing/lethal damage over time, 40% chance for magnitude 2 disorient, 20% chance for magnitude 1 knockback. Cooldown: 2 seconds. Endurance cost: 5.[/b]
You become a whirlwind of bewilderment, spinning and striking everyone around you in a fraction of a second. Your movements occur in the blink of an eye, dazing opponents who try to keep up and throwing off opponents who don't have their guard up.

[b][u]Haste[/u]
Toggle Self. Recharge rate -30%, Defense +10%, ToHit +10%, Run Speed +20%, Flight Speed +20%, Jump Speed +20% for 2 minutes. Cooldown: 180 seconds. Endurance cost: 10.[/b]
You can speed up all of your powers' recharge rate using your amazing feats of super-speed for 2 minutes. Unlike the Hasten power pool abilitity, this is the main version, and thus can also boost movement speed while not making you tired after its effects expire.

[b][u]Blistering Charge[/u]
Single target, self teleport, 80-foot range. Moderate smashing damage, 40% chance for magnitude 2 knockback. Cooldown: 5 seconds. Endurance cost: 5.[/b]
Choosing a target in the distance, you sprint faster than the human eye can follow and smash into your opponent.

[b][u]Sonic Snap[/u]
PBAoE, 15-foot radius. Magnitude 2 disorient for 12 seconds. Cooldown: 7 seconds. Endurance cost: 5.[/b]
Building up tremendous volumes of energy in your fingertips, you snap your fingers so fast and hard that they create a sonic boom. The sonic boom sends out a blast of high-frequency sound that can easily disorient targets.

[b][u]Bolt of Fury[/u]
Single target, 7-foot range. Magnitude 50 hold for 2 seconds, delayed high smashing damage after 2 seconds, delayed magnitude 2 disorient after 2 seconds for 10 seconds. Cooldown: 10 seconds. Endurance cost: 10.[/b]
You grab your opponent and shoot up into the air at tremendous velocities, then speed-dash back to the ground while performing a devastating piledriver. The head-first impact then stuns your opponent, leaving them helpless and reeling.

[b][u]Centripetal Strike[/u]
PBAoE, 15-foot radius. 30 ticks of high smashing/lethal damage over time, magnitude 2 fear for 20 seconds, magnitude 8 hold for 10 seconds, irresistible hold on self for 10 seconds, magnitude -8 knockback. (as in, pulled towards opponent versus being pushed back) Cooldown: 10 seconds. Endurance cost: 15[/b]
You spin extremely fast, creating a vortex using the power of centripetal force that sucks opponents in and batters them senselessly. Once the twisting mass of violence subsides, your enemies will emerge terrified and bewildered.

[b]...You know what this forum could use? Spoilers.[/b]

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How would a speedster enter

How would a speedster enter the air for "Bolt of Fury", what and sonic snap seem more super strength-y than super speedy. But a good set overall :)

Maybe Psionic attacks and TK attacks could have different sets. TK involves throwing people and/or object(/people) at others, and the damage is more of the smashing/lethal flavour than the psionic mind attacks.

Though, many/most psi beings also have TK abilities. One counterexample is Professor Xavier, who has immense psionic ability but little TK ability. maybe there should be three: Psionic Assa/blast/mani/melee, TK assa/blast/mani/melee (TK melee doesn't make much sense I admit, kind've ruins the point of TK), and Mind Assa/blast/mani/melee (TK and Psi).

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Two powers I would like to

Two powers I would like to see: Gravity and Wind.

[b]Gravity Manipulation[/b]: Emphasis on Area-Effect Crowd-Control

[b]Characteristics:[/b]
- Knock-Back: Target is “pushed” away.
- Reverse-Knock-Back: Essentially, a vacuum. Target is “pulled” toward you or a certain point.
- Knock-Down: Target is pressed onto the ground directly below them. Distance is not altered unless they were elevated in the air.
- Weightlessness: “Lift-and-drift” upward effect off the ground, uncontrollable flight.
- Slow: Movment is decreased to “slow motion”
- Crush: Gravity manipulates weight
- Evade/Block/Parry Penalty: Enemies find it more difficult to deflect attacks.
- Evade Bonus: User receives evade bonuses, it’s easier for them to maneuver around blows.

[b]Animations[/b]
- (Motion) (Crush-Specific) Downward, quick, intense, blunt, smashing motions. Crouching on the most powerful abilities.
- (Motion) (Weightlessness) Upward, slow, graceful motions
- (Graphic) Distorted, space-like, eerie images. "Void" colors come to mind: Blue, Black,and Purple as a basis.
- (Graphic) (Crush-Specific) Dust particles darting to the ground, leaving streaks in the air, brutal, and fast.
- (Graphic) (Weightlessness) Dust particles float upward, not as intense as the crush-effect, and slow.
- (Sound) "muffled" thunder?

[b]Abilities: [/b]
-Crush: (Knock-Down, Damage) Foes experience gravity levels so extremely heavy, it forces them down onto their knees, stomach, or back on the floor unable to move for the duration. Airborne enemies are immediately grounded.

-Gravity-off: (Weightless-ness, Temporary Flight, Knock-Back/Up, anti-Travel Power, Possibly Fall Damage) Foes slowly lift into the air for a duration; once the effect expires they fall, taking damage if they don’t land safely. Damage varies depending on height from landing ground. Travel powers are disabled for the duration of spell, and slightly after. Receivers may avoid all damage if they can maneuver their fall, toggle a travel power in time, or an ally of theirs puts them out of harms way.

-Bolt: (Knock-Back, Damage) Launches a very slow bolt toward their target and explodes. Other foes in its path will be repelled away from the bolt during its flight.

-Vacuum: (Reverse-Knock-Back) A storm that whirls foes around to it's center point. Forcing them into a tight cluster.

-Rift: (Knock-Back) A storm that knocks-back foes.

-Trap: (Slow, Weightlessness) Foes who enter this patch will notice a slight inconvenience, a feeling they are walking on the moon. Movement is slowed and difficult to control, jumping and attacks are prolonged, anti-travel powers.

- Elusive: (Slow,Weightlessness, Knock-Back) A buff, or pulse effect, around the user. Those who enter a small radius will be slightly repelled away a small distance from the user and receive slow penalties. Just pushed at or slightly outside of arms-length. User also receives a small Evade bonus.

-Blast: (Damage, Knock-Back) Target explodes, surrounding foes are knocked back.

- Level: (Debuff) Forces airborne enemies to the ground, unable to use travel-powers for a duration.

-Barrage: (Knock-Down, Damage) The same as Crush, however it's an Area-Effect or Point-Blank Area-Effect version. Requires the user to maintain focus, and can maintain focus until interrupted or power bar drains. Should have a rapid power cost. I'd make this the line's most powerful, final ability. Of course use that crouching motion here.

I don’t care for manipulating objects, rather just the environment around my foes. So the above mentioned are a few effects I would like to see if this line were implemented. Having multiple versions, or being allowed to choose any/all versions (in terms of Single, AoE, Cone, PBAoE, or Focus targets) would be even better!

[b]Potential Fluff Ability:[/b]
- Defy (Buff) Grants friendly targets a slight Evade and Jump-travel bonus.

- Wave: (Knockback) A frontal cone, knockback. Perhaps even make it a focus pulse effect.

DesViper
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Folly wrote:
Folly wrote:

Two powers I would like to see: Gravity and Wind.
Gravity Manipulation: Emphasis on Area-Effect Crowd-Control
Characteristics:
- Knock-Back: Target is “pushed” away.
- Reverse-Knock-Back: Essentially, a vacuum. Target is “pulled” toward you or a certain point.
- Knock-Down: Target is pressed onto the ground directly below them. Distance is not altered unless they were elevated in the air.
- Weightlessness: “Lift-and-drift” upward effect off the ground, uncontrollable flight.
- Slow: Movment is decreased to “slow motion”
- Crush: Gravity manipulates weight
- Evade/Block/Parry Penalty: Enemies find it more difficult to deflect attacks.
- Evade Bonus: User receives evade bonuses, it’s easier for them to maneuver around blows.
Animations
- (Motion) (Crush-Specific) Downward, quick, intense, blunt, smashing motions. Crouching on the most powerful abilities.
- (Motion) (Weightlessness) Upward, slow, graceful motions
- (Graphic) Distorted, space-like, eerie images. "Void" colors come to mind: Blue, Black,and Purple as a basis.
- (Graphic) (Crush-Specific) Dust particles darting to the ground, leaving streaks in the air, brutal, and fast.
- (Graphic) (Weightlessness) Dust particles float upward, not as intense as the crush-effect, and slow.
- (Sound) "muffled" thunder?
Abilities:
-Crush: (Knock-Down, Damage) Foes experience gravity levels so extremely heavy, it forces them down onto their knees, stomach, or back on the floor unable to move for the duration. Airborne enemies are immediately grounded.
-Gravity-off: (Weightless-ness, Temporary Flight, Knock-Back/Up, anti-Travel Power, Possibly Fall Damage) Foes slowly lift into the air for a duration; once the effect expires they fall, taking damage if they don’t land safely. Damage varies depending on height from landing ground. Travel powers are disabled for the duration of spell, and slightly after. Receivers may avoid all damage if they can maneuver their fall, toggle a travel power in time, or an ally of theirs puts them out of harms way.
-Bolt: (Knock-Back, Damage) Launches a very slow bolt toward their target and explodes. Other foes in its path will be repelled away from the bolt during its flight.
-Vacuum: (Reverse-Knock-Back) A storm that whirls foes around to it's center point. Forcing them into a tight cluster.
-Rift: (Knock-Back) A storm that knocks-back foes.
-Trap: (Slow, Weightlessness) Foes who enter this patch will notice a slight inconvenience, a feeling they are walking on the moon. Movement is slowed and difficult to control, jumping and attacks are prolonged, anti-travel powers.
- Elusive: (Slow,Weightlessness, Knock-Back) A buff, or pulse effect, around the user. Those who enter a small radius will be slightly repelled away a small distance from the user and receive slow penalties. Just pushed at or slightly outside of arms-length. User also receives a small Evade bonus.
-Blast: (Damage, Knock-Back) Target explodes, surrounding foes are knocked back.
- Level: (Debuff) Forces airborne enemies to the ground, unable to use travel-powers for a duration.
-Barrage: (Knock-Down, Damage) The same as Crush, however it's an Area-Effect or Point-Blank Area-Effect version. Requires the user to maintain focus, and can maintain focus until interrupted or power bar drains. Should have a rapid power cost. I'd make this the line's most powerful, final ability. Of course use that crouching motion here.
I don’t care for manipulating objects, rather just the environment around my foes. So the above mentioned are a few effects I would like to see if this line were implemented. Having multiple versions, or being allowed to choose any/all versions (in terms of Single, AoE, Cone, PBAoE, or Focus targets) would be even better!
Potential Fluff Ability:
- Defy (Buff) Grants friendly targets a slight Evade and Jump-travel bonus.
- Wave: (Knockback) A frontal cone, knockback. Perhaps even make it a focus pulse effect.

+1, I'd always found the lack of attractive (as opposed to repulsive) powers in the CoH Gravity control annoying. That's what gravity is: it is a force of attraction between two massive objects. Having not one attractive power in a gravity set is silly. The non-gravity-based powers (Dimension shift, Wormhole, propel*) didn't fit in the set, granted it fleshed it out a bit.

This would be a much better iteration of a gravity control powerset. I just had the funny mental image of talking to a Family member at the top of a skyscraper (they just LOVED doing that) and sending a microgravity attack on him watching him helplessly float into the air then fall once it wore off.

*I LOVED propel, it was hilarious and fun to use, that being said, it makes much more sense in a TK/Psi powerset than a gravity one.

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I really like this..

I really like this..

It would work well for a friend of mine's water control concept!

Exciting to see fleshed out hypothetical concepts like these because I can think of so many different kinds of damage and FX and animations that easily fit what you're talking about! It's a great way to test out the conceptual framework design CoT is planning.

Crowd Control Enthusiast

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I'd like to see Fire, both

I'd like to see Fire, both ranged (fireball was so satisfying) and melee, and gravity that includes the equivalent of the pet "singularity." What a great pet! and i hope the game allows people to pick up additional pets without being masterminds, as we could with Katie Hannon, Shivans, etc.

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Well i have always been

Well i have always been partial to the plant/kinetics controller, so i would love to see both of those power sets make an appearance.

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I'd like to see a wide

I'd like to see a wide variety of weapons but something missing from both of the games I played was a staff set, maybe you could hybridize abilities in a way to have attacks that are a hybrid of javelins and classical staff fighting IE. Donatello and Robin. For variety in this sense you could add skins for the weapons that are bladed staffs, wizard staffs, or high tech staffs as a basic idea.

I also tend to play stealth characters so seeing powers that synergize well with a rogue type character would be lovely, even if it's just small powers from different sets to make a certain thing. Like traps from powers or trick arrows and silent shots from an archery set. This is just my ramblings and it's not all there but just the idea of having different powers from different sets interesting me in general even if it's not for a stealth character. Something that always seemed cool to me is a hybrid of telekinesis and firearms training or fire powers and street fighting.

It'd like to see a disguise power too, that'd be interesting to be dressed as a member of the closest faction or something similar to set up traps, get the drop, or just sneak by. Maybe some cybernetic staple powers like the gun or knife arm attacks and invisibility.

Vet of Champions Online and DCUO, Sadly late to the party that was City of Heroes. Proud thief/rogue.

Ashathor
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First post here, just a few

First post here, just a few ideas I have that I don't think have been posted before, at least exactly.

Holy/Unholy magic.
Base: Ranged AoE
Theme: Protection/Healing or Debuff/Draining based on forms.
Animations: Celestial Light or Dark waves of unholy magic.
NOTES: The idea behind this is to create a "two-sided" hero who has two forms they can switch between. It could also be easily switched to just be one or the other.

Emotional Waves
Base: Close Range AoE
Theme: Debuffing/Buffing, Area control, and some damage.
Animations: Projecting one's emotions to demoralize, inspire, or unleash pint-up feelings.

Shadow Fiend
Base: Close/Mid range hybrid
Theme: Area Control, Draining Debuffs/Dots, Melee Damage.
Animations: Grappling Tendrils, draining life energy, and shadow melee.

Someone mentioned before about a shrink/growth set combo, though I would like to also see specialist forms of these.

Giant Size
Base: Melee AoE
Theme: Toughness, Stuns, Knockbacks, AoE Damage, single target damage.
Animations: Giant sized abilities, Wide Sweeping fists, heavy single target swings, and powerful stomps.
NOTES: This would very much focus on the pure giant-sized type, dealing wide-spread damage or just one huge swing.

Small Powers
Based: Melee Single Target.
Theme: Dodge, debuffs, single target damage.
Animations: Small sized abilities, bunch of single punches, crippling weakspots.
NOTES: This is a bit hard to put together, mainly cause most shrinks that I think of act off the battle scene. You could do a "bugman" type set, which involves more debuffs and combining the small size/dodge, or the single attacks of a speedster hitting where it hurts.

Probably made these in the wrong format, but those are the powers I could think of that I'd like to see. Of course there are the obvious ones like fire, guns, electricity, etc. but I think those have been posted already.

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I was a big fan of the Shadow

I was a big fan of the Shadow power set. Melee and range, was just as fun. Maybe some more distinct shields, can go with it. Incorporate it more in the traveling.
Bring Shadow power set back.

RAN Ink

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Base: Mez

Base: Mez
Theme: Static Fluids
Customization: Webs, Goo of sorts, etc.

A power set based on chemical attacks that immobilize, hold, slow, and do other appropriate effects to enemies. Can come in Web, green or other coloured goo, etc.

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First...I don't think you

First...I don't think you should go with just fire. What you should do is have heat based and a sub category could be Fire which would be better for one-on-one and solar, which would be more crowd control. Or energy based, with sub categories of laser which is one-on-one, atomic which is area of effect, negative which could be dark matter weapons Martial arts should have Krane, MMA, Wing Chun, Tai Chi, Sumo...etc..
Going with just energy and martial arts is just mundane.

More importantly is the application of the powers. You should be able to pick any power you want. For instance, if you have 1 power, you can make that power unbelievably powerful. So, for instance Wolverine has claws and that is all he has and he is awesome with those claws (besides invulnerability). Cyclops has eye beam and that is all he has and he is, again, awesome with that eye beam. That adds so much strategy to combat, because strengths and weaknesses are more apparent.

Now, if you want flexibility in a character, you can have more than one power, but you can only level 1 power per level at certain levels. I think from level 1-5 you can level 1 power (because that is what you are known for and you can only have that power initially) but from level 6-10 (and you have more than 1 power), you can level 2 powers at 6, 1 power at 7, then 2 power at 8...etc. Or you can have powers that are outside of your category (if you really need to have categories of powers) level slower. Level with personal experience adds to the accuracy of a power and the ways you can use it. For instance, shooting lasers at two different opponents with either hand at the same time (which I hope you add the ability to shoot at one enemy with one hand and another enemy with the other and it makes have just 1 powerful power alot better), and the more you hit with a power increases your confidence with a power which adds to its strength and levels the actual power itself. That is what makes it look more powerful over time.

The power should look differently the more levels the power increases. So, first level lets say, beam will look like a thin beam, but as as the power gets higher in levels, the way it sounds should change, the way it looks should change...etc.

Also, having just one power, their should be virtually no delay in using the same power if and only if you have 2 or less powers. More than two powers and there should be a cool down or a switch that you correlate to the delay between the mind and the power itself being implemented (I guess) up to level 30. After level 30 the amount of powers with no delay goes up by 1. I mean think about it, Dr. Doom having a delay in his beam weapons...makes no sense...never seen a super villain have to wait for a power to "load"...maybe a b-list villain (like I know what a b-lister is?!?) At any rate that's all i got.

notears
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I want an insect aura option

I want an insect aura option for my powers so that I can make a guy with a gun that shoots bees

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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RottenLuck
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desviper wrote:
desviper wrote:

Base: Mez
Theme: Static Fluids
Customization: Webs, Goo of sorts, etc.
A power set based on chemical attacks that immobilize, hold, slow, and do other appropriate effects to enemies. Can come in Web, green or other coloured goo, etc.

A variation of that could be gasses. Knock out gas, stun grenades, various toxins that could slow motor responses.

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Knife throwing (akin to the

Knife throwing (akin to the archery set)
Parasite (weaken foes strengthen you each hit)
Rope swinging (for travel)
Old tv style fighting (think captain kirk and the gorn)
Teleport Melee animations (for attacks, a lot of attacks that are like the charge powers in electric melee and shield except with an teleport animation)
Spines (with the option to turn the animations into tentacles)
A goofball set (stuff like hand buzzers, suction dart guns, squirting flower...basically anything you see characters like joker or mask use)
Whip (self explanatory)
Dual pistols and dual swords
Elemental morphing (a blast or melee or even a defensive power set where you can turn into steel, rock, fire, water ect...)

notears
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Mockery

Mockery

support set

Base: single target focused with some aoe powers
Theme: debuff heavy
animations: Very ecstatic laughing and knee slapping for the joker/Spiderman types, Hannibal Lecter type speech for the slow and crafty types and the creepy yet manipulative types and snarls, growls and screaming for the insane Vaas type characters.

Inspiration

Base: AoE focused with some higher power single target powers later on
Theme: Buff heavy
Animations: military type pointing and commanding, heroic posing with inspiring words of wisdom

I always wanted a purely natural support set back in CoH/V that didn't rely on technology on relied more on psychology and outwitting your opponent

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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TTheDDoctor
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notears wrote:
notears wrote:

Mockery
support set
Base: single target focused with some aoe powers
Theme: debuff heavy
animations: Very ecstatic laughing and knee slapping for the joker/Spiderman types, Hannibal Lecter type speech for the slow and crafty types and the creepy yet manipulative types and snarls, growls and screaming for the insane Vaas type characters.
Inspiration
Base: AoE focused with some higher power single target powers later on
Theme: Buff heavy
Animations: military type pointing and commanding, heroic posing with inspiring words of wisdom
I always wanted a purely natural support set back in CoH/V that didn't rely on technology on relied more on psychology and outwitting your opponent

That right there would be epic. I approve. :p

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notears
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Throwing weapons

Throwing weapons

Base: 50% single target/ 50% aoe
Theme: Physical damage with DoT physical damage, later on or hopefully at the same time as this power another one should be released but with burning DoT to represent poisoned daggers and such.
Animations: there should be animations for standing still while throwing the weapon in question and for throwing the weapons while doing cinematic jumps and twirls like dual pistols CoX but with shorter animation time. There should also be different options throwing weapons from futuristic throwing stars to medieval throwing axes to simply picking up a rock and throwing it. For assault there should also be an animation for both standing still and cinematically throwing where you throw your weapon and then get out another one so you can make a character that can attack with a knife in melee aswell as in ranged combat

Insect swarm

Base: Very AoE heavy
theme: Physical damage with physical/burning DoT, the support set should be debuff heavy with some powers that deal small amounts of burning DoT to represent insect bites.
Animations: Since this is an aura effect more than an actual movement type effect I only ask that it looks like a real insect swarm like the swarms that the devouring earth had. Also I would really like it if the control animation for a hold had the victim frantically swatting at the air and on themselves in an attempt to get rid of them.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Dinma
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Not sure if these have been

Not sure if these have been brought up but:

I've always thought it odd that a Flame throwing blaster/corrupter had no resistance to Fire and a controller/dominator had no resistance to hold/mezz. And that temp powers with charges also using endurance. But the new system may fix this.

Also total resistance to knockback really negates an knockback effects, perhaps only Tanks/Stalwarts should have that power? But other characters could have it at a lower value...

notears
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Dinma wrote:
Dinma wrote:

Not sure if these have been brought up but:
I've always thought it odd that a Flame throwing blaster/corrupter had no resistance to Fire and a controller/dominator had no resistance to hold/mezz. But the new system may fix this.
Also total resistance to knockback really negates an knockback effects, perhaps only Tanks/Stalwarts should have that power? But other characters could have it at a lower value...

Well, just because you have a flamethrower doesn't mean that you can resist fire yourself. Cyclops wasn't resistant to lasers just because he could shoot them out of his eyes.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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notears
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Also total knockback

Also total knockback resistance being able to totally resist knockback isn't a good reason to limit it only to melee classes. That's like saying "The fire blast primary sure can blast fire, maybe only corrupters should be able to use it". There's no reason why my ranger should worry about being juggled just because he doesn't have an option that my enforcer has.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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notears
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Martial arts

Martial arts

Base: 60% single target/ 40% AoE
Theme: physical with a small defense debuff
Animations: there should be animations for different kinds of fighting styles like drunken boxing, street fighting, judo, kick boxing, krav maga and muy tai

Adaptable armour

Base: Self toggle heavy
Theme: very resistance heavy, each toggle also comes with a special resistance bonus, whenever he is hit with an attack this resistance bonus becomes resistance against the damage types of that attack. when hit with another attack the resistance bonus changes to the damage types of that attack. After a minute after combat this resistance bonus becomes neutral again.

Super strength

Base: single target focused with some AoE later on
theme: physical with resistance debuff with some powers that have knock down.
Animations: hulk like punching and stomping

Whip

Base: 50% single target/50% AoE
Theme: physical with a defense debuff, if possible the melee version should have a power where you grab the target by wrapping your whip around him and pulling him to you.
Animations: Chains, leather, tentacles and energy with different choices for weapons on top like spiked balls, grappling hooks, hammer heads, sword heads, crab pincers, mouths filled with sharp teeth and scorpion stingers. There should be animations for holding the whip while you attack with it, you flinging your hand out and it coming from the back of your hand, you putting your hand out and coming out of the palm of your hand and you putting you hand out and it shooting out of your wrist like spiderman.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Dinma
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notears,

notears,
Good points. Even if some can naturally generate, control and manipulate fire, electricity other energies doesn't mean they have an resistance to it like the Human Torch or Iceman (Cyclops being a good example), still it would be nice if they could acquire some sort of minor/major protections to such owned powers. And that should also include other avatars like weaponeers who want to build it in as part of their character conception--ie. Iron Man has high resistance to electricity.

I concede to your argument on knockback. Just as I mentioned above if a player wants full knockback protection then with access to the right power or power-set then they should have it for conception or other reasons (for example acrobatics to stay on ones feet).

Just never been a fan of full protection to anything (only gave consideration to Tanks on Full knockback protection due to their team protector/damage absorption role).

notears
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Fair enough :)

Fair enough :)

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Izzy
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Dinma wrote:
Dinma wrote:

... Even if some can naturally generate, control and manipulate fire, electricity other energies doesn't mean they have an resistance to it like the Human Torch or Iceman (Cyclops being a good example) ...

Whaaa!?!? Cyclops does have resistance to Beam, or else he would NEVER have any Eye Lids left. ;)

Dinma
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Izzy, I SEE what you mean.

Izzy,
I SEE what you mean.

notears
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Izzy wrote:
Izzy wrote:

Dinma wrote:
... Even if some can naturally generate, control and manipulate fire, electricity other energies doesn't mean they have an resistance to it like the Human Torch or Iceman (Cyclops being a good example) ...
Whaaa!?!? Cyclops does have resistance to Beam, or else he would NEVER have any Eye Lids left. ;)

Oh no!!! I just dropped a link on the floor!! I hope no one picks it up and looks at it!!! That would just ruin my day!!!

http://www.myfacewhen.net/uploads/1861-i-see-what-you-did-there.jpg

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Shiantar Frost
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Storm summoning was always my

Storm summoning was always my fave as well as Gravity control

Shiantar Frost
'The Ice Queen'- Keeper of Winter

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Some form of self-duplication

Some form of self-duplication. Whether it be custom pets or whatever.

notears
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Explosives

Explosives
Base: AoE heavy
theme: burning with burning DoT
Animations: Hand grenades, sticks of dynamite, a light match and a can of hair spray

Trick Ammo
Base: 50% single target/50% AoE
Theme: Lot's of powers that leave AoE zones that restrict enemy movement, debuff all enemies within and buff all allies within
Animations: should come in magic and technological varieties. Bullets and arrows that leave harmful glyphs on the ground or caltrops and machines that create harmful fields should all be options.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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notears
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I think I have an idea about

I think I have an idea about how we can do a pets set. What if for when we're picking animations, it comes in 3 steps. Preset skins, a premade set of animations for their ranged and melee powers, and a single aura for all their powers. This way one can pick a base/theme combo that has all their pets be focused on ranged AoE burning damage and with the animations be anything like a bunch of mercenaries with flamethrowers, or robots that shoot electricity, or flamethrower zombies or even pyromancers.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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katastrof
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I would like a lot to find a

I would love to find a psionic exoskeleton.

Something like [url=http://www.comicvine.com/armor/4005-4442/]Armor (Marvel)[/url] as just a costume arrangement allowing to have a normal sized toon within a big pisonic exoarmor, independently of a power set.

or with a power set as a tank/melee or something more versatile like [url=http://www.comicvine.com/unuscione/4005-14841/]Unuscione (Marvel)[/url]

"Reality is that part of the imagination we all agree on" - unknown

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5 OClock Shadow
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Technically Cyclops doesn't

Technically Cyclops doesn't project a laser beam, but a heatless concussive force :P

I think the insect idea is pretty awesome. You could buff team mates with a swarm damage shield, fear enemies, summon a massive insect pet. I like idea of wrist cannon too. If I could have a rugged dude with a cannon for a hand, street fighting capabilities, gadgets, and will power that would be pretty fun.

Here are some ideas I have:

Travel power shape shifting. Super run as a wolf, fly as a bat/eagle/mist/swarm/sand storm/orb(s) of energy, and maybe even having additional powers under these paths similar to air superiority or combat jumping.

Abomination
Base: Melee, Manipulation
Theme: Claw slashing with toxic damage, short duration DoTs, hard-hitting smash attacks, throwing objects, AoE/singular fear holds, -Res, -ToHit, knock down, morale-lowering roars
Animations: Leaping, swiping, overhead smashing, throwing, roaring, Bursts of attacks almost too quick to see or anticipate

Cosmos
Base: Assault, Control
Theme: Heat rays, gamma blasts, teleportation attacks, meteor attacks, radiation aura, gravity crush, super nova, singularity, negative/radioactive damage, -regen, DoTs
Animations: Magneto-esque

Malediction
Base: Ranged, Support
Theme: Curses, hex-marks, melt skin, rituals, good/bad luck, fear, summon spirits, res ally as a negative energy anchor, each enemy who is defeated acts as a sacrifice to the spirits--enhancing your team
Animations: Over dramatic hand gestures with books, scrolls, charms and hell-fire

5 OClock Shadow
"The Five", "Old Scruff", "Wolfbrand", "Tashomono"
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notears
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Parasitic Offense

Parasitic Offense
Base: 75% single target/ 25% AoE
Theme: Supernatural damage with a -dam and +dam each one half the amount you would get from another one of these bonuses to make it more fair since it comes with two side affects instead of one
Animations: Should come with a bunch of effects and animations for things such as dark life draining spells, vampiric bites and slashing and kinetic type powers like the ones in CoX

Parasitic defense
Base: 70% self mitigation/ 30% DoT auras for defense, AoE heavy for support
Theme: Resistance heavy, DoT auras deal supernatural damage and do -dam and +dam. Support has each power be a split between debuff and buff to represent stealing energy and power.
Animations: same as parasitic offense

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Atama
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Gauntlet wrote:
Gauntlet wrote:

Swtor has bounty hunters.
CO has power armor.
Could we get a pop up weapons ranged set? Iron manish: pop-up missiles, minigun, rockets, sticky bombs, laser beams, etc.
These would be individual powers and could work with any armor looking build for power suits or skin cyber ware looks for "Involunteered" Cyborgs and the like.

This is exactly what I came to this thread to post about, I wanted to check to see if anyone else had first and saw your post. :)

I want an Iron Man/War Machine type power armor (or integrated like Cyborg from Teen Titans/Justice League). I suppose we could have permanently-affixed weapons as costume pieces and just have attacks originate from them, but it would be even cooler if rocket batteries, gatling guns, flame throwers, etc. could pop out of various spots as part of the animation and retract when the attack is done. Or if they could pop out as the power is toggled on, and retract as it is toggled off.

That could also work for other kinds of powers, like an energy shield being generated by an antennae-looking device, or a mutant/alien hero that has an appendage "grow" from his body to do certain powers/attacks (like Spawn's chains or Venom's tendrils).

As for specific kinds of powers, keeping with the "power armor" theme, here are some abilities:

A physical net that is fired out at enemies to hold them in place.
A foam that is sprayed on enemies to hinder them (slow them down and/or weaken them).
A napalm-type attack that spreads a pool on the ground that catches on fire, anything in the pool is burned.
Missiles that knock things away on detonation, the knockback direction radiating from the point of impact.

I'm thinking more along the lines of munitions-based powers rather than energy-based powers (no lasers, lightning bolts, or repulsor rays).

TTheDDoctor
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notears wrote:
notears wrote:

Parasitic Offense
Base: 75% single target/ 25% AoE
Theme: Supernatural damage with a -dam and +dam each one half the amount you would get from another one of these bonuses to make it more fair since it comes with two side affects instead of one
Animations: Should come with a bunch of effects and animations for things such as dark life draining spells, vampiric bites and slashing and kinetic type powers like the ones in CoX
Parasitic defense
Base: 70% self mitigation/ 30% DoT auras for defense, AoE heavy for support
Theme: Resistance heavy, DoT auras deal supernatural damage and do -dam and +dam. Support has each power be a split between debuff and buff to represent stealing energy and power.
Animations: same as parasitic offense

You have my full approval, right there. Darkness-based powers were about the only ones that really drained your opponents. Perhaps we could have a Blood Manipulation power centered around stealing health, too?

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notears wrote:
notears wrote:

Also total knockback resistance being able to totally resist knockback isn't a good reason to limit it only to melee classes. That's like saying "The fire blast primary sure can blast fire, maybe only corrupters should be able to use it". There's no reason why my ranger should worry about being juggled just because he doesn't have an option that my enforcer has.

How cool would it for a plant-themed hero to be able to "root" himself into the ground, and be unable to move but unable to be moved as well (knocked back, pulled, knocked down).

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Misfortune

Misfortune
Base: Single target focused with some big AoE powers later on for damage dealing power sets, AoE focused for the support set
Theme: Physical damage with knockdown, for the support set, debuff focused with some DoT auras as big as hot feet from fire control from CoX that deal physical and knockback
Animations: The knockback effects should feel like my target took damage because he fell over, not because I hit him with a blast of force that pushed him over. If possible the debuffs from the support set should change my target's stance to that over him always fumbling over himself. Melee animations should be based on fumbling around and accidently hitting the target where it hurts.

Fortune
Base: Self mitigation with some self buffs for the defense set, Single target with some AoE powers later on for the support set
Theme: Defense bonus focused for defense, Buff focused for support
Animations: For the defense set I should feel like I dodged that attack because I stumbled at that exact moment not because I expertly dodged it. Don't know what to do for the support set.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Storm Summoning- Almost all

Storm Summoning- Almost all my chars used this. Plus my dad wished he could use this with a sword like the whole time he played CoH (And in this he could, on the Bodyguard).
Beast Mastery- I wanted this on Mastermind for so long (Especially after they let you play a heroic Mastermind) But i had stopped playing by the time they actually released it.
Plant Control- Nuff Said. (Omg I cant believe I never ran a Plant Control, Storm Summoning Controller T_T know I'm sad.)
You get the picture.

After Reading Shadow Elusives post I think I have a better idea of how powers are going to work, However without knowing how control and support bases will be divided (Will they be divided by damage type like it looks like most melee and ranged powers will be or will it be devided by a unique mechanic like how defense sets look like they will be?) I cant be sure what bases Id like to see these powers under. So Ill just spitball a bit.

Storm Summoning- I'd like to see this under support where it was in CoX but it might fit a bit better under control or even manipulation.
Base: I'd like to see this under a base associated with lots of Knock-backs, knock-ups, and knockdowns. Along with a Telekinesis theme.
Theme- Storm Summoning would be a combination of slows and energy drains, Maybe with a few stuns.
Styles- It might be cool to see a sort of conjuring hands up in the air animation style, along with a kind-of Tai Chi martial arts style.

Plant Control- Obviously this would be a control power.
Base: I'd like to see this under a base that is set around snaring opponents, Along with maybe gadget type themes.
Theme-Plant control would obviously be based around adding poisonous or toxic effects to powers.
Styles- Maybe a conjuring type style like I suggested on SS, or a style where you toss out seeds like their baterangs.

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Well since I am new here I

Well since I am new here I would like to answer this seriously.

I also want to state that I have no read anyone elses comments and idea and I know this is rather late for me to be posting this comment seriously.... buti still wanna give my input... so here goes!
IDEA 1
I would like to see a shape shifting powerset. Something like the liquid metal dude from terminator. If you are going the same route as CoX with being able to pick you attack power set and def power set, it woudl be a short to mid range attack set with the ability to morph into cutting, bludgeon, and whip-like weapons.

As far as def it would be a tanking powerset with dmg absorb/regen with a weakness to certain elemental effects. Could have it shape shift to suit its current role.

IDEA 2

Another Attack powerset I would like to see would a grappler/wrestler. Something with grabs and throws and abilities the use and enemy targets as a weapon. The only problem with a powerset like that would be having too much control in a boss fight... so to alleviate that there would have to be a some melee attacks ( of course) and grabs that work on the environment like using a table or a hunk of ground as a weapon instead of grabbing the boss. Direct Grappels should still be an option in a boss fight but only on a stunned target... when you get a short opening for high dmg.

IDEA 3

Teleportation attack set. It would be a medium to high dmg set. like a rouge or ninja type set. Much like the attack style of nightcrawler from the x-men movie. This would be a brawler set with no range attack skills, but some too and fro abilities (meaning teleport in attack and teleport back) This would be a high energy cost build with the options to use your skills to get close to a far off target quickly if you have the power for it and also high evasion as a def set, where if you have a chance to teleport to dodge an attack. That teleport still cost energy but can only be activate every so often and can be toggled on or off at the player discretion. Next attack has increase chane to crit after a teleport dodge as you blind side your target (only works for melee attacks. you cannot crit again for short period) OR your next range attacks energy cost is reduce by half (or 100%... whatever seems more balanced)

Hero or villain specific power sets

VILLAINS
I would like to see a powerset for villains that utilizes fear as an dmg builder. Would be a ranged attack set that attacks enemies with phantom projections and blast attacks. Most attacks will take the form of some type of creature. These creature are linked directly to the player casting them attacks... so when they creature takes dmg or is defeated the player takes a percentage of that dmg. Crit strike dmg has a 100% chance to destroy a target phantom (unless it is a tank type or special type) and 2/3 of that dmg will be returned to the caster. This will give the player being attacked the chance to still put up a fight even if he/she cannot get to the main target directly. This may sound like an over powered set but the trick of this set is your fear set is your defensive set. You will have maybe 2 or 3 defensive abilities and none of them increase your def stats.

One ability would be a shadow clone. This clone will look and move just like you but will have 1/2 you health and do less dmg them you as your attacks are channeled through the clone. If you come under attack, the clone can do basic attacks on its own, allowing you to continue to deceive and fight as you make your escape. Clones only stay active as long as you are a certain distance from them. They will deactivate when you reach distance barrier. Also... the further you get from your clone the less effective its attacks are.You cannot be attacked or seen until this clone is defeated or deactivated unless there is someone with powers specific to detecting hidden enemies (or some stat for that) at which point you will be open for direct attack.

Def #2 will be for melee enemies. It could be a knock back or a stun that will allow you the chance to activate another clone or escape to a safe location.

Def #3 would be for ranged attack. Your understanding of energy manipulation will allow you to deflect negate or absorb certain ranged attacks for a short period or amount (number) of attacks.

The powerset has VERY low hp, little to no def, but high dmg output if left unchecked for too long. After playing a darkness/energy corruptor in CoV and playing a demon horde mastermind I thought of this idea to mix the powersets.

HERO
If heroes are anything they tend to be resiliant a hell. Often times gettin back up after taking a serious beating due to there will to fight on to protect the world and those who live on it. City of Heroes had a machanic in it that buffed your character based on who was on your team. I would like that to be part of this powerset... but the main the main thing i want to see in that Unbreakable Will.

I would like to see a defensive power set that gives a chance for a hero to ressurect themselves after being defeated. This might seem over powered but... for this version of he idea the player will have no controll over if they come back. Ressurection occure a few secounds after defeat ( allowing for that COME ON MAN GET UP!!! moment to sinkin XD )Everytime they come back they are given a stack of ressurrection weakness that reduces there attacks and healing recieved, they are also given increase crit and full energy. Allowing for that one decissive blow that could mean victory.

Version #2 gives players the ability to choose if they wish to fight on. Upon activateing this ability your character will slowly struggle to rise to thier feet. The player is targetable at this point... but will have a defensive buff that will allow them to fight through the pain of oncoming attacks. If the player is able to fully stand without being beat back down they will be given full energy, 1/3 - 1/2 of thier hp and an attack increase. The ability can only be used once every 60 sec and if your are defeated while this ability is on cooldown you are forced to respawn.

There could also be a role specific action that occurs upon standing up completely (if you are in combat). Like a tank will yell and regain the aggro lost from being defeated, a ranged fighter will have a knock back or stun effect, and melee fights will do an AoE attack and have increased dodge.

Or how about this... there could be like a small chance to enter Glory of the Hero mode where you have a chance to gain Absolute def as a tank role, Perfect Dodge as melee combatent, or Absolute power as a ranged fighter ( asolute power would cause the caster to float in the air calling power a powerful attack that damages and stuns nearby enemies in hopes to defeat them. If they survive the attack then maybe the caster can find a safe place to hide or escape the conflict.

I know i sort of got off the powerset road... but this idea is a common hero staple and would be awesome to see in game in some way. And it would only be availible to those who choose the def powerset to go with it.

And as always my focus is balance.. so if anything needs to be added or removed ( as long as it stays withen the bounds of fighting on when there is almost no hope) im good

A lot can happen in a minute... start counting.

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Omg I can't believe I didn't

Omg I can't believe I didn't think of this one.

Battle Mage.

Many games have battle mage type characters but none of them really do.

Being a melee fighter that can enchant your weapons or attacks with certain buffs give team shield specific to the type of enemy you encounter. Makeit so that you cannot have more then two def buffs active at a time. Attack will be close to mid ranged ( mostly close rnage) with 1 or two power long range attacks with long cooldown. Focus will be elemental debuffs for combat and weapons will be staff, lance, magic bracers or rings ( rings would be cool! make it so that there is a tiny gleam of light with a certain color to distinguish what element is being used for attacks)

While ont he track of buffers and debuffers.... another idea I think would be cool for Villain debuffer... debuffs with taunts and monologues XD. Talk smack to you target and drop their def and attack. That would be great. XD And if you can channel a monologue you can give them a very powerful debuff. Would be good for a tank or master mind type role I guess XD

A lot can happen in a minute... start counting.

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Hell yes throwing weapons.

Hell yes throwing weapons. Like Lucia from DMC or the dude from Deperado, and Bullseye from Daredevil. They couldbe posion type, explosive, electric, and have cool flip throw animations =o

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* Storm/Weather

* Storm/Weather

* Illusion/Psionics (either separate or all in one)

* Electrical/lightning ranged attacks

* non-specific "Darkness" powers (melee, ranged, protection, buff, AND debuff please!)

* Plant Control

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Oooh, almost forgot!

Oooh, almost forgot!

Stealth/Invisibility in several different flavors please!

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CallmeBlue wrote:
CallmeBlue wrote:

Oooh, almost forgot!
Stealth/Invisibility in several different flavors please!

Other then Ninja style smoke-bombs and stuff. Or psychic invisibility and stuff. Are their any other flavors.

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Pbuckley wrote:
Pbuckley wrote:

Or psychic invisibility and stuff.

You know, that reminds me of this one idea I had... THE IGNORANCE FIELD GENERATOR! You're completely visible and exposed, but the generator makes NPC's forget about you until it's too late! Hell, it would be especially funny if you have traps and make them walk into whatever you put at their feet. Just imagine the carnage...

[img]http://fc05.deviantart.net/fs71/f/2010/155/8/e/Military_Fail_by_xshadowxknightx16.jpg[/img]

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Pbuckley wrote:
Pbuckley wrote:

Other then Ninja style smoke-bombs and stuff. Or psychic invisibility and stuff. Are their any other flavors.

Active camouflage, shadow bending, and holographic projection to name a few.

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Without trying to sound too

Without trying to sound too pragmatic, I just hope that we get an appreciable variety at launch. I know that the Kickstarter donors got us past the $600k mark which comes with the promise of 5 powersets per classification--which is fantastic--but I can't help but dwell on the fact that there [i]will[/i] be things missing from the good ol' days.

That said, I'm personally hoping for a couple weapon sets at launch. Guns, swords, cheese graters...you know, stuff with handles used to hurt people.

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Plexius wrote:
Plexius wrote:

That said, I'm personally hoping for a couple weapon sets at launch. Guns, swords, cheese graters...you know, stuff with handles used to hurt people.

Well the "weapon" would be just an animation. For instance, a gun animation could be used with any range set, and a sword with any melee. That said, I hope we get at least a few weapon based animations at launch.

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On a similar note: what would

On a similar note: what would we call an Assault Rifle analog, since the base/theme/customization system would likely fuse Assault Rife, wrist cannon, minigun, super pistol (piston with flamethrower), multi-weapon warrior, etc?

"Bullet Attack"? "Ballistic Assault"? "Ballistics"? "Firearms"? "Armaments"?

Somewhat similar note: can we please have a rocket launcher in such an analog? I really want shoulder missiles :p

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Of your suggestions,

Of your suggestions, Ballistics makes the most since since it implies a projectile, but not a gun. Ballistic Assault isn't bad, but we wouldn't want to confuse a ranged set with an assault set. It also seems in line with the Burning example we were given. You could fire Ballistics with a gun, wrist/arm cannon, Spines/bone shards, mind bullets, whatever.

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desviper wrote:
desviper wrote:

On a similar note: what would we call an Assault Rifle analog, since the base/theme/customization system would likely fuse Assault Rife, wrist cannon, minigun, super pistol (piston with flamethrower), multi-weapon warrior, etc?
"Bullet Attack"? "Ballistic Assault"? "Ballistics"? "Firearms"? "Armaments"?
Somewhat similar note: can we please have a rocket launcher in such an analog? I really want shoulder missiles :p

I would do some sort of generic "physical" dmg, which could cover things like non explosive ammunition such as bullets, generic force energy like green lanterns shoot (it always seemed more like a physical beam then a laser to me), Cyclops' eye beam, arrows, etc. just choosing different animations for each attack, assault rifle for attack one, deadshot style wrist launcher for two, etc

Which makes me wonder if you could do completely different styles per attack, say i do the aforementioned burning DoT power, could i make my first attack generic fire, acid for two, and the sandstorm for a third? hmmm would be cool for a wizard type character, wildly different animations and looks making it look like completely different spells (even if they share a common theme mechanic wise)

Rocket launchers would be cool, work right into some sort of aoe set id think.

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Possible, maybe a

Possible, maybe a "Concussives" set would combine all these well.

Whatever the AR analog may be, I bet G80 grenade could be converted to a rocket launcher.

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The Assault Rifle will have

The Assault Rifle will have no impact on the name of the sets as far as I understand the current design goal. Rather the name will be based on the 'secondary effect' of the attack.
We have seen the Burning example which covers a DoT style attack with animation examples of Fire, Acid, Sand blasting, Chinese Burns (sorry if that is offensive to anyone), etc.

What if my AR uses Fire rounds (DoT), but yours uses Armour Piercing rounds (-Def)? They are different sets with the same/similar animations.

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I would guess it's a

I would guess it's a combination of them. Dot would be the default though (bleeding).

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I want to see gravity

I want to see gravity abilities. But not like knock-backs and knock-ups, I mean abilities where you create a large gravitational pull, causing rocks to enter a gravitational pull around the character, drag everything within a certain distance towards you, being super dense and therefore harder to damage, and essentially being an aggro and mob magnet, it would work well for a tanker set.

I also want to see a bard set too! I always loved to concept of bard magic, but almost no games have bards and even less have viable bards. Quite a few concepts I wanted to make would come to life, such as a spell singer.

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Even Neverwinter doesn't have

Even Neverwinter doesn't have a bard:(

But if we did, then we could finally make a Band of Heroes!

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Esorono wrote:
Esorono wrote:

I want to see gravity abilities. But not like knock-backs and knock-ups, I mean abilities where you create a large gravitational pull, causing rocks to enter a gravitational pull around the character, drag everything within a certain distance towards you, being super dense and therefore harder to damage, and essentially being an aggro and mob magnet, it would work well for a tanker set.

It could be a toggle power that eats end like nobody's business.
A specification that can look like the Sandman is pulling everything in his vicinity to him. ex: http://youtu.be/Chh-rwytlD8?t=2m59s
And to make it interesting, maybe have this power replace Taunt, and make the Stalwart (tank) think how and when to best utilize this power. :)

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I miss my EQ Bard.

I miss my EQ Bard.

Be Well!
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I would love to see melee

I would love to see melee oriented teleport combat!!! Ex...nightcrawler opening scene in x2, azazel in first class. Yeah it would be wicked fun.

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More martial arts altogether,

More martial arts altogether, should be added in normal melee.
Muay Thai, Ninjitsu, Karate, Tae Kwan Do, with at least three stances for each.

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Keep in mind the Base:Theme

Keep in mind the Base:Theme:Customization mechanic. From this perspective, how different are Muay Thai, Ninjutsu, Karate, Tae Kwan Do, Tang Soo Do, Soo Bahk Do, Wu Shu, American Kick Boxing, Krav maga, Eskrima, Jiu Jitsu and Most Kung Fus? largely, animation distinguishes them.
CoH in mind, they all have these, in order: Super quick attack, quick attack, medium attack, cone, focus chi (or whatever), PBAoE (sweep kick or fists of fury), Super Heavy attack, crippling strike, Super PBAoE attack.
One of the many advantages that comes with that is the ability to mix and match them to create a martial arts master or Batman-esque fighter.

That being said, if a [brawl] is implemented, I do hope there are many options.
--------------

Idk if this gets its own powerset or should be implemented into other sets, but Damage Absorption.
Base: Defense - Healing
Theme: Energy Shield
Customization: Energy of various colour and aura, Fire, Dark Energy, Force Bubble, Minimal, Physical Shield (tech or medieval), Adsorb-to-point*

*The attack's energy is drawn to a point on the costume, a chest-crystal, belt crystal, magic bracers, hair :p, eyes, backpack, weapon, etc. See below.
[img]http://customstarwars.x3.hu/holokron/lightning_deflect_windu.jpg[/img]

On a similar note:
Base: Defense - Healing
Theme: Energy Bubble:
Customization: Force field of many colours and texture, Minimal**, Fire Shield, Electric shield, Dark Shield (with tendrils), Reactive (reacts to attacks from where they hit).

**The bubble itself is (nearly for PvP) invisible, but it still reacts to attacks. See below:
[img]http://dinosaurcowboys.files.wordpress.com/2012/08/shield_bracelet.jpg[/img]
[img]http://static.comicvine.com/uploads/original/10/106585/2051277-zuschnitt.jpg[/img]

Bonus points for allowing attacks to trail around the shield at seen above.

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Another strictly animation i

Another strictly animation i would like is crossbow, i always wanted to do a crossbow hero in the vein of green arrow

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Absorption has been discussed

Absorption has been discussed as a Def mechanic along with Resistance (taking the hit and shrugging off x%) and Avoidance (deflecting/dodging the hit so no damage is taken) and Super Healing back on the old MWM forums.
The idea was you get hit the first few times for no damage but then your Forcefield, Bubblegum Barrier, Chitin Armour, Tech Armour, etc wears away and you then start taking damage. The other idea was also to allow some damage to seep through as your armour wears away. So at 100-90% Armour you take no damage. At 90-75% you take 10-25% damage. At 75-50% you take 25-50% damage. ETC.

This was also covered in a Power Armour discussion as the idea was that minor attacks NEVER!! do damage. Think Iron Man. A thug with a hand gun will NOT DO A DAMN THING to Iron Mans armour. But how is that no OP in a game? All minions/underlings/con0 or less enemies are basically ignored. Was a fairly long discussion with lots of minds way smarter than mine getting involved, including Tannim222 before she became a Mod/Dev :)

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cybermitheral wrote:
cybermitheral wrote:

This was also covered in a Power Armour discussion as the idea was that minor attacks NEVER!! do damage. Think Iron Man. A thug with a hand gun will NOT DO A DAMN THING to Iron Mans armour. But how is that no[t] OP in a game? All minions/underlings/con0 or less enemies are basically ignored.

Another fine example of why I'm always leery when people introduce the "in comic books" line. One can either have a comic book experience (watch the character go through scripted events and dialogue) or one can have a MMO to play. Staying true to the comic book experience is much easier for single player games, of course.

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"Just throwing out the old

"Just throwing out the old CoH stuff isn't really doing any good. Not that your opinion isn't valued, but we're reinventing this stuff, and that means the old need to be redefined. The old sets now represent just one incarnation of many possibles for that basic theme of water."

With that being said, how about all forms of water in one base, i belive the term is.
Liquid, ice, vapor could all be steps in your power set. Vapor could be a hold for near by enemies, Ice and liquid cold be range and melee.
They all work for shileds, as well as weapons you mentioned in the recent post. Brings new opportunities such as hail storms, tsunamis, steam clouds, just to name a few.

RAN Ink

notears
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The various stages of water

The various stages of water should be in the animation not the base, same with theme and energy shield. Visual effects are completely and utterly detached from mechanics in every shape and form. Says so right under fluff in the update I linked in that post I got stickied.

That being said I would like the option to change how my weapon is drawn, like it poofing out of nowhere like it's magic or me opening a portal and taking it out.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Silent Sillo wrote:
Silent Sillo wrote:

More martial arts altogether, should be added in normal melee.
Muay Thai, Ninjitsu, Karate, Tae Kwan Do, with at least three stances for each.

We need an animation set for [url=http://www.dimmak.net/]Dim[/url] [url=http://www.martialartshelponline.com/2012/12/dim-mak-the-art-of-pressure-point-fighting/]Mak[/url]. It isn't a minion massacre if I can't end my opponents with the poke of a finger.

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notears
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Improvised weapons out the

Improvised weapons out the wazzoo. I'm talking bats, frying pans, stop signs, rocks, plates that you throw, everything.

Also energy disks like tron

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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TTheDDoctor
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notears wrote:
notears wrote:

Improvised weapons out the wazzoo. I'm talking bats, frying pans, stop signs, rocks, plates that you throw, everything.
Also energy disks like tron

Improvised weapons will likely be models available for bladed and blunt weapons. Knowing how many DIY heroes there would be in the real world if they ever legalized vigilantism, improvised weapons in CoT is damn near inevitable.

<==========)===O|TtDd|O===(==========>
[url=http://cityoftitans.com/forum/toon-profiles-nnekonnin-llabanttselel-aalbusuumbra-aagimundr-sstaalsol-and-doctor]My original character profiles![/url]
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Notears, you'll find the Tron

Notears, you'll find the Tron Identity Disk under:
'Ranged Damage' > 'Weapon Type' = Frisby
and by adding colours/glowing as appropriate.

The Phoenix Rising Initiative Rules Lawyer

notears
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I know :) I've already read

I know :) I've already read all the updates and I know how powers are going to be made. I'm just saying that there should be a Frisbee like animation. If that's the case cool, if they haven't added yet they should. Oh, and make it so I can throw A plate at someone. Doesn't matter who, just a plate to the face.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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notears
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Burning aura

Burning aura

Base: 65% self mitigation/35% DoT Auras
Theme: resistance for self mitigagation, burning for DoT auras
Animations: like every other burning set. Options for different types of element like electricity or acid or fire or sand and what not

It was always weird to me that the fire powers back in CoX that weren't attack powers sets had healing powers in them. I mean fire isn't really something you heal someone with unless your cauterizing a wound and even then it still hurts. I think to make burning more unique the armour set should at least have more DoT auras than the other armour sets to make it different from CoX's fire armour so that they don't sue.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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syntaxerror37
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I just wanted to note web

I just wanted to note web grenade did have a recharge slow effect of -50% (chilblain's was -20%). That's not a bad debuff for a blaster.

-----------------------------------------
I never set anything on fire accidentally!

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