opprime28

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  1. Quote:
    Originally Posted by BrandX View Post
    Mutants are feared...hated...let's get enemies out there that aggro on mutants like they had 3 aggro auras! Have mutants actually live up to what their description says about them.

    How's that?

    As someone who has almost exclusively mutant toons because origins have meant so little and it was the origin where I knew where the shops were, etc. I might get a little annoyed if every two minutes my characters were always getting ambushed through out the city.

    I WOUDLN'T mind some missions where, say, NPCs that were rescued by me mentioned something like "don't think this changes my opinion of mutants, you freak" or if a contact gave me an enemy group that tended to focus on me, even over a taunting tank, during -that mission- or something. But this would need to be in very specific situations (specific missions against specific enemy groups, or specific areas of certain zones, etc.) or it could easily be overwhelming.

    I COULD see this fitting more in line with certain zones offering unique things to certain origins (Croatoa or Dark Astoria having a scattered NPC mob that attacks magic origin toons, PI having a certain mob that focuses on Tech toons, IP having a mob that focuses on natural toons, Founders Falls with Science, etc. since those zones sort of have the "theme" of that origin going on, but again, it should be a rare occurence if they did this. Maybe even something more in line with a zone event.

    hmm...there's an idea.




    WHAT IF THE WAY THAT THEY BROUGHT ORIGINS MORE IN TO PLAY WAS WITH ORIGIN-SPECIFIC ZONES EVENTS?

    For example (and these are just off the cusp, not actual suggested events)

    Anti-mutant riot in Skyway
    * An anti-mutant riot in Skyway where mutant/natural orign heroes work together to try to protect NPCS while rioting waves of enemies tried to attack them under the belief they were mutants.

    Magical battle in Dark Astoria
    *A "mystical battle" in Dark Astoria where magical heroes stop the spread of the darkness curse to all of Paragon and temporarily end the curse in DA for 1 day,

    Techno-virus attack in PI
    * A technological threat in PI where science and tech heroes work together to save the city from destruction by a living technology infesting the city.


    Or come up with one event for each of the five origin instead of pairing them. You could even add one for epics, say an all out Void Stalker assault breaks out and only Khelds can act to stop it, etc.

    You could have these events give special drops or rewards, maybe special costume pieces, maybe special merits to BUY costume pieces from a special tailor (that way ANY origin could get any of the pieces by getting merits from their zone events and spending them at that tailor) or maybe something as simple as special origin based inspirations (the same buffs from the insps regardless of their orign, but only usable by a given origin?) Unique, more powerful inspirations could actually be a simple, great motivator to participate, as could merits/access to special costume pieces, etc. Make these like Rikti and zombie Raids: all levels welcomed, and this could be a great!

    Could be an interesting way to motivate people to "think about" their origin as if it had an effect every once in a while, yet in no way penalize ANYONE for ever having chosen an origin before or force anyone who doesn't care about orgins to participate.

    If you linked it to origin-specific contacts, the events could be triggered when a team completes the final arc of an origin-specific contact.

    Would that sort of origin-based content bother anyone?
  2. Quote:
    Originally Posted by Techbot Alpha View Post
    Second Point is pointless, considering the stance on the First Point is 'The Devs do not want to change origins, and are happy with them as they are now. Most of the playerbase is too.'

    I think I'm done here, really.
    Tech, not trying to be a jerk, but don't get so upset. This should just be a discussion.

    Do you have any data that shows that the majority of the player base is against origins being given a more prominent role in the game?

    Do you have evidence the devs dont?

    So far a pretty sizeable group seems to exist on either side, with the vast majorty on both -agreeing- that the role shouldn't be game changing or penalize previous choices. The disagreement seems to be primarily how/if that could be achieved.

    And given that the devs -originally- did have origins playing a bigger role, can we say for sure they wouldn't LIKE to find a way to make them more prominent and still have us all happy?
  3. Quote:
    Originally Posted by Lothic View Post
    This just goes to show that no matter how clearly established things seem to be there are always other people who can see some kind of merit in hopeless causes.

    The irony in this case is that someone can look at one of the singular strengths of this game - the fundamental concept that things like costumes and origins are NOT linked to in-game stats thus freeing us to assign these details to our characters in any way we wish without fear of affecting how our characters work in-game - and consider that strength a "problem" that needs to be fixed.
    Ok, so all of that is opinion, which I could clearly counter with "The irony in this case is that some people see the biggest weakness of the game -that one of the biggest parts of super hero lore and mechanics is ignored or relegated to "costume" status as a strength that needs to be maintained."

    But again, that would just be opinion. One that clearly isn't only shared by one person, just as yours isn't. I -can't- believe that in a game this awesome, with a development team as great as this one is, and players as fun, creative, and passionate about the game we all are, there isn't some creative compromise or approach we can take that would satisfy us all. THAT'S what we should be discusssing here.

    Quote:
    The idea that you'd want to give up that uniqueness and shackle Origins to some hardwired, cookie-cutter scheme based on arbitrary and highly debatable bonuses is very, very sad. If you can't see that what you're really arguing for is to have the Devs take away our freedom of character design choice in order to gain a few randomly assigned buffs then there's not much hope of us ever agreeing on this issue.
    I don't know how to make this more clear...


    THE IDEA OF ORIGN BUFFS WAS ONE IDEA OF HOW TO MAKE ORIGINS MATTER MORE, AND HAS BEEN DROPPED FROM THE SUGGESTION ONCE VALID PROBLEMS WERE POINTED OUT. Please people, move on and quit acting like giving orign buffs was the only point, or even the main point brought up in this thread.

    Quote:
    Thankfully we don't have to agree because the Devs will continue to uphold the wisdom of their decisions in this matter regardless of what you or I think about it.
    Just like they continued to agree with the wisdom of their decisions for how PVP should originally work, or how characters should never be allowed to "respec"? The devs in this game listen to players, and do their best to make all players happy. If they hear players like myself and others ask for something with a well explained reason why they want it, and hear players like yourself explain your fears for that, they work to find an answer. PVP (both its inclusion and subsequent redesign) and the introduction of respecs, both show that they KNOW that things aren't perfect, and that player input is listened to. Not all players can always be fully satisfied, but I genuinely believe that 9 out of 10 times, those of us who look for a middle ground find it in the devs responses, and the game is better for it.


    Quote:
    Originally Posted by Lothic View Post
    Then let's talk realities shall we?

    There is a significant difference between the Devs saying something like "we'd like to do Power Customization but it'll take literally years to do" and them eventually doing that and them saying something like "we don't want to provide any more Origin-gated content because we don't want anything to be limited to certain subsets of the playerbase based on Origin".

    One was desired by the Devs, even if it was very hard to do.
    The other the Devs don't want to change even if it's the most trivial thing in the world to do.
    Get the difference?
    Except that, as pointed out in here, Preatoria apparently proves your assertion above wrong. The devs specifically injected origin-gated content into the missions there.

    I wasn't even aware of that, and if they started adding more things like that, I'd be entirely happy. As I said, buffs were just -one- idea. Arcs was really the major focus of the intial post, and unique content/roles/experiences in arcs like they've added in Preatoria would be AWESOME.
  4. Quote:
    Originally Posted by Oldeb View Post
    *sigh* Let's read for comprehension together! Gather 'round class, it's story time! This might take a while, been a lot of comments, many of them repeated over and over again.



    ...


    It has nothing to do with some characters getting something that others don't. My Brute doesn't have any holds while my Dominator can't buff anyone, and my Corruptor has no mez protection.

    Each one of those has something that the other doesn't. But, and here's the part you have missed in every single one of those posts, I made my decision on what to play while fully informed of the result of my choices.


    Oldeb, First, you DO know that people can discuss issues, even ones where there's disagreement, without the need to childishly begin being insulting, right? Especially about something as unimportant as an online video game? How about just speaking civilly toward each other, listening to what we all have to say, and posting supportive views or flaws in their reasoning.

    You know, like the forums are intended for?


    What you did was called "Quote mining" and pretty much every freshman level rhetoric student knows it's garbage.

    Here, I can do it to...


    Quote:
    Originally Posted by Socorro View Post
    However, the more I think about it, maybe those shouldn't really be locked to an Origin. I'd get upset if the 'Natural' Sands of Mu clone looked much cooler than the 'Mutant' one (which my main is). I suppose it'd be better if all looks were available, like the Prestige Sprints.

    So, ultimately, NO to locked-in origin specific anything - YES to more variety of anything.


    Quote:
    Originally Posted by Catbert_NA View Post
    then you would create a an expextation that you must be a certain origin to be an effective archetype. people would say you magic and you a tanker why? with the current enhancements you can do this anyway

    Quote:
    Originally Posted by Lothic View Post
    Why should the game allow a new character to have the benefit of factoring in this new feature but an old character not be able to?

    Quote:
    Originally Posted by Lothic View Post
    Let's say I made a Fire/Fire Tanker 5 years ago with the Magic Origin. Nothing wrong with that. Now after your Origin bonus change I could make a new Fire/Fire Tanker with the (suggested) Natural +2% DEF bonus. In both cases I could equip both Tanks with identical builds/IOs but ultimately the newer Tank would have a +2% DEF bonus the old Tank, again through no fault of its own, might never have access to. The only difference between these two otherwise identical Tanks would be their real world creation dates, and that should NOT play a factor into what makes one a potentially better Tank than the other one.
    Quote:
    Originally Posted by flashrains View Post
    As a costume-and-concept junkie, might I give a resounding NO. Say one of the Mutant-only costume parts is the Tentacle Arm. What if I have a Magic-origin character with a Lovecraftian theme? That's just not fair!

    And even you stated:

    Quote:
    Originally Posted by Oldeb View Post
    That wasn't what I meant. Let me try again.

    Character C is created with origin X.
    Seven years later, X is suddenly given an effect in game, one which you had no way of knowing about when the character was created.
    You realize that instead of X, Character C would be better off with Origin Y or Z.
    There was no possible way for you to anticipate this change and now suddenly Character C is not as good as his otherwise identical friend D because of what was thought to be a fluff choice.



    But the truth is, NONE of those users said that it being unfair because some people would get things others wouldn't was the ONLY reason they didn't like it, but no one said that they did. A feeling of "unfairness" and "If every toon I have can't have it then it's not really fair" is there as well, and stated flatly at some points, whether "it" was a costume piece (if my magic guy wants a squid arm and its a mutant piece thats not fair) or simply that new toons was have a slight advantage taking origin effects in to account.

    The game has, at many times, changed some specific things about archetypes, including their inherent powers. Defiance works totally differently now, and Fury has been changed. Likewise even specific powers and sets have been changed, lik Enermy Melee or Electric Armor and how Energize was altered. Maybe I'd have made my brute a scrapper if I knew they were gonna scrap Fury as they did. Does that some break my toon? Not really.

    Hell, IOs were introduced into the game, and if ANYTHING has made the game more "divided" and forced people in to certain builds its the IO system and the way it adds buffs, etc. Do you really think as many doms would exist if it weren't for the ability to increase global recharge? When I chose an energy/Ice blaster, I had no IDEA how much better I could be as a Rad/Ice blaster because of how IOs would come in to play, because there WERE no IOs. But Im ok with that, because as you pointed out, my Energy/Fire blaster is STILL better than he was before IOs were introduced. What has been suggested here is FAR less effective to a player than any of the above, and keep in mind the suggestion of an inherent buff has been dropped from my suggestion because I have become convinced that the enhancement system suggested is actually the most fittin, fun, rewarding, and fair way to go. Even if it hadn't been, dropped though, under your -own- statement, any character you made would still be exactly as you made him, and would still function just as you planned, only now with perhaps some -added- buff somewhere. The only thing that you bring up that would upset you is that some other character playing the same type of toon was able to take origin in to account like we now take IOs in to account, and may have a slightly DIFFERENT buff, and thus he's playing slightly "better" in some way than you are with your buff, even though you're BOTH playing just as well as you always have, if not better.

    Regardless, as I said, that suggestion has been dropped.
  5. Quote:
    Originally Posted by Memphis_Bill View Post
    Here's the issue -

    For seven years, people have picked origin *specifically* because of flavor. It hasn't mattered one way or the other. Adding any sort of benefit *now* is just bad. You're telling them a choice they made (or ignored, just clicking something and moving on) now has a consequence, years after they did it, and it's not something that can be adjusted.

    If the devs were looking for suggestions for COH 2, I'd say "Hey, go ahead," as players could make an informed decision from day one. But right now you're saying "If you own a Chevy, you can use only even-numbered interstates. Fords, odd-numbered. Chrysler, only the bypasses. Foreign cars aren't allowed on at all."

    Adding arcs that address it? I don't see an issue - it doesn't affect a character's powers or abilities. Past that, though, yes, I do have an issue with it.

    I'll also point out that "Origins meaning something" was originally part of the game (determining how many powers you could take and how far you could progress in them,) and it was yanked before beta.
    If you can show me where I suggested anything even REMOTELY similar to your interstate idea, you may have a point.

    The problem is, what has been suggested has been, at BEST, a "Would be cool if they added some new roads for specific types of cars, and if a Ford travelled the Ford road it can have free dice air fresheners, the Chevy road travellers can have those dangly feet fresheners, etc."


    Quote:
    Originally Posted by PennyPA View Post
    Status quo - what do you mean by that?

    Something new like WTS? Or incarnates? Merged markets? GR? New powersets like DP or DS? Changes to Doms/Blasters/Stalkers/Khelds? Changes the colors of powers or proliferation of powers? IOs? New zones like Cim or RCS to RWZ? Addition of CoV? EATs? ED/GDN? etc.

    Maybe you missed all that has gone in this game, hardly the status quo after 19 issues in close to 7 years - just under 3 per year if I20 comes out by April.

    I don't think you know what "Status Quo" means in context. Since we're talking specifically about "origins" it's pretty clear we're talking about the "status quo" in respec to how origins function in the game. No one has ever suggested in this, or any thread that I know of, that nothing in the game every changes. This very thread is suggesting a change, which, if nothing changes, would be pointless. This thread has ALSO referenced ways that origin effect has already changed (inherent powers, etc.)


    Quote:
    Originally Posted by Oldeb View Post
    This is so far removed from the actual objection being made by people in this thread that I wonder if you've read anything at all before posting.
    Actually, that is EXACTLY the objection -some- posters in this thread have been talking about. Read back about the discussion of two fire/fire tankers.
  6. Quote:
    Originally Posted by Megajoule View Post
    While we're at it, let's give bonuses based on the dominant color of the character's costume!

    /unsigned



    THIS is my, and many others, exact problem with the status quo.


    As far as the game goes currently, the origin of your powers and character matter JUST about as much as the color or your costume.


    Hell, less even, since no one holds "origin contests" in Atlas Park. ;-)



    For a lot of us, even min-maxers like myself, that kind ruins a part of the game. And we're complaining and asking for more, just like the min-maxers are saying they might complain if they suddenly had to work harder, or buy something from another player of a different origin, to get that very small extra edge in their min/maxing.
  7. Quote:
    Originally Posted by Cheetatron View Post
    can the blue wisp be buffed via defense bubbles and the like?
    I do it all the time on my ice dom corruptor, giving me an almost constant +def/+ end boost.



    Personally, I find it laughably -bad that origins mean absolutely zilch in this game.

    I mean, really, really bad.


    As for being "forced" in to one origin or the other, were people "forced" in to one Patron pool or the other? Not really. Some people chose one for RP/Conceptual reason, another chose one for its benefits. And the world survived.


    By the way, where in the hell is everyone getting the idea that your OLDER toons WOULDN'T be able to run the arcs and get whatever rewards were offered? Your 5 year old fire/fire tanker would be able to run his magic arcs and unlock any SOs/Temps/Costume pieces that my brand new Fire/Fire tanker could. I'm not sure why you'd think otherwise.
  8. Quote:
    Originally Posted by Oldeb View Post
    Epic Archetypes would be Archetypes, not Origins. See how the two words are different? Just because a specific AT is required to have a specific Origin, does not mean that they are even remotely the same thing. That's like using the existence of inherent powers to justify adding Origin powers.



    p.s. Please don't try and argue for Origin powers based on inherent powers.


    I suppose that's a fair point. My thinking was that since Epic Archetypes are locked in to one specific origin, and they have costumes/auras that are only useable by those archetypes, those costume pieces were also origin locked, so it's not "unheard of." But in reality, you bring up a good point that the costume pieces really are "archetype" locked, with the origin being a secondary effect.



    You know, the DID make me think of an interesting idea that I may go back and add to the edited orignal post:


    What if these rewards, whether enhancements, costume pieces/auras/weapons, or temp powers, -WERE- origin specific in how you received them, but were also sellable on the markets?

    That way ANY archetype would have access to the pieces/rewards, but through the market, while origins would still matter in that your origin would allow you access to "gain" these items. This could be an interesting way to kill 2 birds with one stone. Perhaps your magic character doesn't really need a True Origin level 5 Damage enhancement his mutant arc gave, but COULD benefit from a True Origin level 5 Recharge Rate enhancement your Tech arc gave. He sells his Damage enhancement on the market and purchases your Recharge Rate one, while you sold your Recharge rate one and purchased MY Science Accuracy rate one.

    As a matter of fact, if you did this, perhaps instead of the culmination of completing all four main arcs unlocking a TF or a special proc enhancement, it unlocks a "repeatable missions" aspect to the contact. Completing the repeatable missions would give you some sort of merrit/credit sort of like "training" in your origin powers and thus purchase these items for sale/use, and then you could either use them yourself use the funds to purchase the ones you want from the market. This could actually be worked all the way through, giving the purchase merits to only characters of the correct origin who are active in that mission. While you could do these missions as teams, the merrits are give only to the correct origin players, since they also are the only ones affected by the debuff in said mission. The limit to slotting one of a given type, and four total, would have to still be in place, but it could allow variety, uniqueness of origin, and fairness/access to all to come in to play in unison.

    I could even see teams forming up of multiple origins to run back to back origin arcs of all origins to "swap" to the type of enhancement they desire at that level.

    I'll have to think that through more, but that might be the perfect way to go.
  9. Quote:
    Originally Posted by Techbot Alpha View Post
    Let me make this perfectly clear;

    HELL NO!

    K? Costume pieces should never, ever ever be origin locked. Ever. Worst. Idea. Ever.
    Except they already are in some cases.


    See: Epic Archetypes.


    That being said, that was my least favorite idea suggested so far, yet. :-)
  10. Just so you all know, I updated the original post with the new ideas.


    Got rid of touching "inherents" in any way, so no one would feel pushed into future choices or annoyed at past choices over origins.


    Added the possibility of special enhancements as rewards for the origin contacts.


    Added the possibility of upgrading inherent temps or getting new temps as rewards


    Added the possibility of costume pieces/special weapon looks as rewards.

    Discussed how the arcs could seem "tougher" to certain proper archetypes due to origin.

    Discussed bonus XP/mish xp as a possible reward.
  11. First, thanks for the feedback.

    Quote:
    Originally Posted by OneWhoBinds View Post
    Meh...

    First off, this looks like you want three sets for the price of one, which I can already tell would play havoc with AE and clone enemies. I think you need to drop the whole 'source' aspect, and just try to wing it with a single, standard set.
    I dunno. Is Dual Pistols 3 blaster sets for the price of one? With that set, almost every one of its powers can be "changed" when it comes to secondary effect by swapping ammo. Keep in mind that can be done in the same build, at any time. This concept allows the -secondary effect- of just four of its powers to be "tailored" to your source, and can't be changed without changing your build.

    In total, you have a choice between a +dmg/-dmg secondary effect, a -regen/+regen/HP secondary effect, and a -recovery/+recov/rech secondary effect on just four powers. The rest of the set functions the same regardless of source, offering moderate resistances, one self heal, and two localized mitigations. Keep in mind these are -seconary- effects meaning their buffs/debuffs are temporary and minor, also.


    Quote:
    Particle Cloud: Again, standard toggle. (As a possible suggestion, split the Toxic resistance between the two toggles.)
    Actually, great suggestion!



    Quote:
    Noxious Fumes: A click mez protection on a Resistance based set? With a PBAoE hold included? I think you may be asking for too much - making this an attack as well as the mez protection will either make its cost ridiculously high, or make it impossible (or at least impractical) to make permanent. And why would it provide Psionic resistance? While this makes for an interesting idea, I think the balance will be too much. Content yourself with either a standard click mez protection, or make it a toggle.

    Actually, I was thinking the click mez protection was a -drawback- in exchange for the very minor benefit of the localized, very temporary mititgation of the choke/vomit. Keep in mind this isn't a hold, it's a vomit emote like poison gas trap. It just offers a brief moment of mitigation, and since it's very localized and it only activates for a second or so after you click the mez protection, it's really more "thematic" to give the set a unique flair than it is really going to effect game play. A melee toon would be almost idiotic "waiting" to activate the power when they have a mob gathered, since they could be held/mezzed/etc. without it active. Keep in mind that when this goes off, NPCs in the immediate vicinity of where it was activated would display the vomit emote, and even then, only a %chance, for 1 second or so. I'm talking a radius as small as "burn."


    Quote:
    Biological Infusion: ...Yeah, you know what? +Perception is nice to have, but not worth an entire power for it alone. Now, make THIS have the hold effect you put in Fumes... Now you've got something. In fact, switch the names - make the tier 4 Biological Infusion a standard Mez protection toggle (maybe with some small amount of additional resistance to S/L/T? I hate having a toggle with no enhanceable aspects...), and make Noxious Fumes the Tier 6, a click PBAoE that inflicts a Mag 2 (50% chance for an additional +1 Mag) 4-6 second hold (vomit animation), a -Dam to any enemy hit (even if the hold doesn't work), and a +Perception to the character. Yeah, I think that would be a good prop for this kind of resistance based set...


    I agree, though this power would have the "Strongest" secondary effects in the set. It almost is unfair to call the source effects secondary. The power would grant a +percept plus a strong +source boost. So this power would, for a chemical toxic user, be a +perception/+dmg boost. Not fiery embrace or soul drain level, but enough to warrant being a useful power. For a Bio user they don't just get a minor regen boost, it is +Perception/+HP giving them more survivability, and for a radiactive user +percep/+Recharge. I could see a combo like a toxic/fire tanker making better use of the +dmg effect here, while a toxic/kinetic brute might benefit more from the +recharge, etc. This power would actually be a nice one for the set, and the uniqueness of the sources are what would make it shine.



    Quote:

    Localized Infection & Cesspool: Okay, not seeing it as you put it down. Localized Infection just comes across as too little, too late... Instead, how about this:

    Tier 7 becomes Cesspool, which sets up a 10' diameter patch on the ground that inflicts -Speed, -Recharge, -Regen, and (just because I seem to have made it a theme for this set) -Dam. No direct added damage, but a nice bit of mitigation, both personal, and for teammates.
    Actually, it is meant to be kind of "little" in the same way that Dark Armor's cloak of Fear or Oppressive Gloom or Ice's Chilling Embrace are. They aren't main sources of mitigation, they're meant to be back up. I DID think about this possibly being a toggle, like the powers above, but thought that it would have to have such a huge end cost that it wouldn't be feasible for many players unless you went Radioactive for the end boosts. My thinking is that this wouldn't have a long recharge, but also wouldn't have a long duration. You get in to a pickle and can lay this down to help weaken the mob. That's it's only real purpose.

    I'm cool with actually removing the source effect from this, though, and saying regardless of source, this power just does a -spd, -rech, -acc effect.

    Quote:
    ...and Cesspool makes this set too much like Fiery Aura...

    Tier 8 becomes Catalyst, a self rez that provides an initial +Dam and +To Hit bonus, then after 30 seconds inflicts the 4-second vomit animation hold (irresistable, it will even take effect if the Mez protection is active.)

    I avoided a self rez specifically to stay away from /fire and /dark. Cesspool does damage like burn, but in a way that entirely fits with the concept of this set. You're not a Willpower, stoner, or invul tanker able to stand there and take hits all day. You're also not an SR or Ice or Shields tanker or brute who can just avoid the incoming damage. You're a walking chernobyl/chemical spill/disease factory. You survive by weakening and damaging your foes as they get close simply from the toxicity you emit. You get in to a long, drawn out fight with someone powerful and you'll go down, so you make em sick and cut through them as fast as you can.

    In all honesty, I was toying with "cesspool" being a -acc/-res localized power instead of a damage dealer, but I thought a -res PBAoE power on a melee set could easily be way overpowered, even if it does fit the concept perfectly. Instead, I thought a nice burst of localized damage would also fit, and help survival much like burn and mud pots do. Not make you uber, and possibly make you draw enough aggro to get him even more, but eat through them in the process.

    What about making it some other form of AoE mitigation. What would fit the theme but not be overpowered for a melee oriented toon? Maybe an AoE disorient like Oppressive Gloom, costing you HP as you emit the energies instead of doing damage? What about just lowering the damage output slightly but like mud pots adding a -acc or -recharge component?


    Quote:

    Of course, I'm not sure there really needs to be a toxic-based defense set, but by the same token, I can see it working...
    There doesn't NEED to be ANY kind of armor sets, but I know people have been asking for radiation/toxic/chemical armors for issues.

    Thanks again for the feedback.
  12. Quote:
    Originally Posted by BrandX View Post
    No. Instead the hero side has THREE OTHER TFs that require a story arc to be ran to run.

    Cavern of Transendence, Ernesto Hess, and Katie Hannon.

    What does any of that have to do with the -equivalent- arc for the LRSF?


    And take all three of those out of blueside and you STILL have more TFs available than you do redside, and STILL have the main level 50 SF locked behind seriously difficult content.
  13. Wow. I gotta admit, Im really surprised I got more interest in my temporal defender than in this set. This set just begs to be made, to me, and I thought I came up with a pretty well rounded, but unique, armor set. :-)
  14. Quote:
    Originally Posted by Techbot Alpha View Post
    ^ This sums it up nicely.
    The ideas generated by a few above of the specialized enhancements and unlockable costume pieces would absolutely fit under that concept. The same type of buffs would be available to all, but the method of earning those buffs, and the unique rping costume pieces you get from them would be based on your origin arc.
  15. Quote:
    Originally Posted by MajorDecoy View Post
    I'm not opposed to the idea of enhancements because everyone is going to get enhancements for their characters, and they can decide what to slot or what not to slot, they can decide which power to slot it into and the reasons why that power gets that enhancement.
    Good. I think Im gonna edit the orignal post to update it with some of the better ideas from the thread so far.


    In all honesty, I love this discussion and think people are coming up with a rather stellar, fairly simple way to implement this that DOESNT step on the toes of people who dont want to origins to really matter overall, while letting those who DO get what they want.
  16. Quote:
    Originally Posted by MajorDecoy View Post
    Why should origins matter beyond just story elements? I'm fine with the idea of upgrading the origin specific inherent powers, an arc that gives you the choice between 3-5 origin specific inherent powers, with improved accuracy (as damage already scales by level). But I don't see why the developers should randomly decide an inherent bonus for all science characters to have.
    First, I like your idea for how the special enhancements might work. I'd even suggest perhaps making them function like purples in that they are level-irrelevant, but you can't slot the same enhancement more than once. So you could get the 40% accuracy enhancement, and use it in -1- power at level 5 and it never expires, then you could get the 40% recharge enhancement at level 20, and it won't expire, but you cant get another 40% damage enhancement. And with only 1 enhancement being "given" with each mini-arc completed, at most you'd end up with 4 of the special 40% enhancements.

    I'd probably reserve the types of enhancements you can choose at each level, though. So at level 5 you can only choose from 4 (say, acc, end, damage, and hold), at level 20 you can choose any of those 4 plus 4 others (defense, resistance, recharge, and heal) then at 32 four others. At completion of the final arc you get access to one "proc" enhancement. Call each one different, the tech proc called "overload" and the magic one called "Channel" or something, and when it procs it unleases an origin specific animation and then adds some sort of buff for a brief time. The buff can be the same among the origins, with the idea that since you've completed the arc you've become more adapt at using your origin to your advantage.

    Secondly, right now in game the Devs already do exactly what you're explaining. They've randomly decided that Corruptors, for example, can "scourge" while Brutes can build "fury" and blasters can attack while mezzed, etc. The ideas I suggested were FAR less influential to game play, however, I admit that origin doesnt affect team play nearly as much as archetype, nor should it. Truthfully though, only SOME of the archetype inherents are designed around team play though.

    That being said, if Origin specific contacts with special origin specific payouts were implemented as people have discussed (extra xp for specific mission or enemy types, and/or access to special origin-specific enhancemnts) you may not need to touch "inherents" in any way.
  17. Quote:
    Originally Posted by Crazy1van View Post
    If you want something that gives a toon a benefit based on origin, you could give a small xp bonus for certain arcs based on origin. This would encourage ppl to play their origins more closely, and by the time you're 50, it would make no difference at all. After all, at L50 you're going for Incarnate, which is a big cosmic / mystic revamp anyway, so origin SHOULDN'T be involved, IMO.

    That, my friend, I think is a brilliant idea.

    Have origin specific contacts with origin tailored unique enemy groups, and have them grant bonus XP to players of said origin.

    Then give one special reward of some sort at the end of the complete arc at level 45. Maybe the reward simply being the unlock of the origin-based TF.

    Either way, making it as simple as "these missions grant you bonus XP if you're the right origin" would make running the arcs worth while, and having one pay out at the end (unlocking a TF or trial which, when done, gives you a single special enhancement based on your origin the same way that the Eden Trial gives you a special enhancement) would leave the lasting feeling that where your powers came from actually mattered in the course of your evolution as a hero.

    You, sir, are a brilliant man.
  18. Quote:
    Originally Posted by Leo_G View Post
    I would *like* origin to matter...but then I would also *like* to be able to choose for it not to. And I would also *like* for whatever system implemented for origins to expand customization and not be limited to vanilla 'stat bonuses'.

    For terseness, if I have a concept for a character who is, like, a religious priest or something that exorcises demons and ghosts, I can make a Mind/Empathy controller that has a natural origin with the ability to have modified effects on ghosts and demon type creatures...

    Or a concept for a magic medium that channels ghosts and speaks with demons, I could make the same Mind/Empathy controller that has heightened control of humans (ghost! possess that mortal!) but is vulnerable to holy/religious faith type abilities...

    Or, if I don't want to deal with any advantage/disadvantage system, to simply pick an origin but not have to pick a disadvantage at the cost of not being able to pick up advantages.
    This is exactly why I proposed it be optional contacts that "unlock" at certain levels and offer buffs minor enough to not be considered any more "necessary" than buying the mutant, magic, ninja, or science origin packs.


    Something you raised brings up an interesting idea, however. It could feel "worth it" if, instead of unlocking -buffs- or -debuffs- completing the arcs unlocked special auras/costume pieces/weopons instead.

    So a mutant character could unlock mutant only costume pieces at level 5 by completing the initial stage of the arc, a special mutant only aura at level 20 by completing that, one, etc. Same with a magic character, a tech one, etc.

    This could still make it feel like completing the arcs IS having an effect based on your origin, and yet completely fit in line with it not actually affect mechanics in any way and/or fit with the way this whole idea stems from the importance of -concept-. Would be even cooler if what it actually unlocked was a special mentor who functioned sort of like a tailor but for these specific "upgrades."
  19. Quote:
    Originally Posted by MajorDecoy View Post
    Ignoring the rest of your post for a moment: +def, even a small amount, is a bad idea. To a blaster +1% might mean nothing, but to a tanker or a scrapper in the right situation, it can reduce incoming damage by 14%.
    And yet thats a smaller bonus than the types of defense bonuses you get from "secondary mutation" or "blue wisp pet" or "Fortune." None of those are game changers. And I'd be fine with making them non-permanent buffs but clickable temporary buffs.


    Quote:
    Okay, now to the idea of specific inherent powers to different origins. I think your explaination for science sums it up. "I don't know why you'd get this power, so you're better at physics than you would otherwise be, which translates for no good reason to improved accuracy." I'm paraphrasing a little, but the spirit's the same. I'm sure that you could go to any university and find 50 people who are really good at physics but couldn't hit the broad side of an aircraft carrier.

    Your explaination for mutation is even worse. "I don't know enough about ingame lore to do anything for mutants, so I'll assume the City of Heroes universe is a lot like the marvel universe." Honestly, there are shops that cater specifically to mutants, they don't get their windows broken by protesters. Sister Psyche is one of the city's most beloved heroes.
    Actually, from http://cityofheroes.wikia.com/wiki/Mutant

    "You were born with abilities which set you apart from the rest of humankind. Your powers manifested at birth, puberty, or possibly adulthood. Mutants are often viewed with awe and fear by those who don't understand them. This origin will give you access to Mutagen. This item has a very short range and deals minor Energy damage, as well as lowering the damage the affected target deals out."


    Quote:
    Honestly, a player can say "Well, since my origin is this, I should have this inherent power." and that person will be right.
    Hey, I can sympapthize. I think getting a "mutagen" inherent is lame as all get out.



    Quote:
    So then, you might argue, "Why not give them a choice between a lot of different bonuses they can have for their characters?"

    Unless you have an excellent reason why a specific orgin should have a specific inherent bonus, I don't see why the bonuses should be tied to origin at all.
    Actually, my original idea was something closer to how Wu Yin's shop functioned. I thought it would be cool if you could unlock certain special enhancements that did unique things related to your origin. This way the the buffs COULD be tailored specifically to your toon, yet actually tied to your origin. Right now while we have origin specific enhancements, they are entirely identical on each side except for name. This could allow for special tailoring.

    The problem was that I was worried this would become yet ANOTHER way toons were becoming over powered. I wanted something that was very minor, but still "felt" like it had an effect. As for my reason why a specific origin would have a specific inherent bonus...um...because they already do. The lame temp powers we get depend on origin. I was trying to keep in line with already established game mechanics and concepts.

    That being said, I'd be TOTALLY cool with switch to, say, "upgraded" origin specific inherent powers. As you complete the arc at level 5 you have the option to trade in your mutagen for, say, a stronger energy dealing power, etc. THE buffs/effects aren't really important to me. The concept that origins should matter and affect my game play is.

    Either way, I'd REALLY like to see something like #2 implemented to make characters' origins matter in the LORE of the game more, and kinda think you'd need a minor #1 to really make that LORE feel like it actually matters more than lip service.
  20. Quote:
    Originally Posted by Forbin_Project View Post
    The devs decision to minimize the impact Origins have on the game was the correct thing to do and it's too late to go back and screw things up now.
    Can you explain more?

    I mean, that's an opinion stated as a fact. Im not saying its wrong, just that it needs to be defended.
  21. *****Updated due to excellent discussion. New suggestions included to prevent possible problems*****************

    *****Updated 2/11/11 with the possibility of zone events******************************************** ***



    OK, so lets face it. For 90% of us, unless we're RPing in some way, our origin choice doesn't affect...well...anything in the game.

    I mean sure, you have the rare situation where you choose an origin because you need the energy damage from the inherent attack to ignite your oil slick, but really, origins don't affect anything in the game.

    And they should. I mean, they SHOULD be a major choice with effects to your character's story and development. So I have a couple of suggestions (updated via suggestions and inputs from this thread) on ways to increase their meaning that fit in line currently with the game, increase the -feeling- of their importance without affecting gameplay or penalizing someone for having chosen an origin before any of this was implemented.


    Option #1: ORIGIN SPECIFIC CONTACTS
    Lets face it...in comics, a character's "origin" largely dictates the entire path of their career. It is usually the source of their greatest strengths and weaknesses. Superman, for example, can stand toe to toe physically with almost anything in the universe, yet he becomes nearly helpless when it comes to magic. Why? Because his natural origin is entirely related to a physical process (how his body absorbs energy from the sun.)

    In comics, a hero's origin also often is directly linked to their greatest arch nemesis, as well. It usually opens them up to the conflict and storyline that defines them, forcing them to improve their powers and skills over time.

    The game KIND of has this, in that some contacts offer access to enhancements that are specific to one origin, but in reality, with so many sources of enhancements in the game, and with SOs now being the -second- best, this has become all but null. The only "difference" is the name of the enhancements and where you have to run to buy them.

    The game already has a "representative" for each of the origins on both sides, as seen in the Origins of Powers arc, so you could just use those, or you could make some new ones, perhaps beginning with the only existing origin-specific "contacts" in GIFT, MAGI, etc. Regardless...here's how some have suggested this might work:


    *The origin specific contact would offer a single storyline related to your character's origin type but like the special contacts for epic archetypes, this storyline comes in stages through out the character's career.


    This storyline could be tailored to the archetype; for example, a mutant-hating politician slowly organizing an all out war to eliminate mutants, or a cult's attempt at destroying science from the world, or technological mastemind attempting to collect the specs on all known specialized technology in the world, or a Sorceror attempting to bind all magic users to his will. You get the idea.

    *These missions could offer special bonuses to players of the correct origin, as well as specialized weaknesses.
    The bonuses could be bonus mission XP for the correct origin, or bonus XP per enemy killed of the correct NPC group for the correct origin, etc, or any number of creative motivators. The weaknesses would likely be because these contacts and missions are meant to focus on five unique enemy groups not seen elsewhere in the game, tailored to that be the "best foe" of that origin. This could be difficult to code if you try and focus on giving the enemy group specific origin-based advantages, since nothing about origin dictates the types of powers or archetypes you play. One possible method might be a sort of temp power affect given during the missions like you have in some missions/zones/storylines. There's the lost mission arc where you become infected, or the -stealth in some missions, etc. Regardless, the idea would being that these foes are trained to fight a specific origin, and as such give that origin some sort of tougher challenge with greater reward, though the reward isn't really game-effecting outside of these missions. Minor on both counts, but enough to "feel" like for these special origin contacts/arcs your origin is actually playing a role.

    Another reward given could be in the form of access to special temp powers or enhancements. The way in which you "unlock" and/or maintain these special rewards is by completing these arcs at certain levels ( I would argue level 5, level 20, 32, and 45.) They don't need to be long arcs, maybe 1-2 missions each time (for a total of only 16 missions created if you made red and blue storylines different.) Enough to continually make your origin "count" through out the game, but not be a massive draw on development resources. They would be something like a slightlt better version of Mr Yin's enhancements.

    OPTION 2: ORIGIN LINKED ZONE EVENTS

    One idea would be to have the origin-specific contacts trigger an "origin-specific" zone event linked to that storyline. So if the Tech origin contact's storyline deals with an alien entity attack earth that "absorbs" and merges technology and biology, perhaps when a character completes the next to the last mission of the final arc of that origin story(around level 40
    ?) it triggers an origin specific zone event in PI, where Science and Tech origin characters can go and help stop mobs of techno-organic slaves from breaking in to Portal Corp to absorb the advanced portal technology. They work together to protect Portal Corp (or some lesser populated region of PI) like all heroes would during a zombie or rikti raid. Likewise the Magic arc could trigger a Magic Origin Zone event where Magic origin characters fight a spiritual uprising in Dark Astoria trying to spread the darkness curse across the world, and at the end, break the fog in Dark Astoria for 1 "day." Mutant and Natural characters could have a zone event in Skyway where they have to protect NPCs from a rioting mob of villains intent on killing them for being suspected of being mutant terrorists. etc. Those storylines are just possible examples.

    These zone vents could offer some sort of special drops, like unique costume pieces (unique to the zone events, not the origins) or special inspirations, or some sort of special "merits" used at a new "store" specializing in unique costume pieces, weaponry, etc. "inspired by" given origins (but not reserved for them.)

    OPTION 3: SPECIAL ORIGIN ENHANCEMENTS:

    The enhancements could function sort of like "True Origin Enhancements." They would offer a slightly higher percentage buff than an regular SO (where between the 33% of an SO and the 42.4% of a 50 IO), and would not expire like normal SOs. Note: ALL origins would gain access to these enhancements by completing their origin arcs. The same enhancements are available for each origin. A way to keep these from becoming any major game changer could be that, like rare enhancements, you can only have one True O enhancement of a given type on your toon, and can only recieve 1 True Origin enhancement at the completion of each arc. So you can't stock up at level 10 on damage or recharge Super SOs and run around with major damage on all your powers for the rest of the game. You could have one power that you slot with a True Origin Damage enhancement after completing the level 10 arc, and it buffs damage more than you normally would be able to at that level, but you can slot no other powers with another damage TO. You could enahncement four differnt powers with one TO each by the time you complete your fourth arc, or spend all 4 TOs you get on one power, giving it more buffs than normal under the SO system, but thats it. One suggestion made was to have the first four arcs offer the True Origin enhancments and have the final, culminating arc offer one special proc style enhancement as your final True Origin enhancemet, but that's just an idea.


    OPTION 4: TEMP POWERS:

    The temp powers idea was to branch off of existing origin-specific inherent temps. Upon completion of each arc in the overall storyline you origin-specific temp could be "upgraded" or you could be given access to all new temp powers.
    The benefit to this is it's probably an easier addition than the enhancements, and fits with already existing origin-specific "content" like the current inherent powers based on origin. The draw back is that temp powers are already incredibly abundant and few of them are really very useful for most people, as well as the fact that unless each "upgraded" power does the same thing, people may feel shafted by some upgraded powers being more beneficial than others, but locked in to it because of their origin. Still it would accomplish the primary goal of making the origin arcs, and thus the origins, feel slightly more meaningful.


    OPTION 5: UNLOCKABLE COSTUME PIECES/WEAPONS

    The final idea was to have the arc completions open up "specific origin" costume pieces. These would fit in line with the chaarcter design aspect that origins play right now, but not affect game play in any way. This could be very cool, but would likely conflict with their ideas of origin packs for sale, and MANY users don't like the idea of not having access to costume pieces on all of thier characters. The idea of orign "merits" spendable at a unique story open to all origins for these pieces COULD solve this, still bringing origins into how and why they are aquired but opening them up to all players regardless of origin. This could also expand the ways current characters can unlock existing locked costume pieces, like rulaaru weapons, vanguard weapons, etc.





    So, thoughts?
  22. Then there's also the fact that the equivalent hero-side TF doesn't require ANY arcs being completed before you run it.

    That's a little unbalanced and unfair, especially when you consider the overall higher level of difficulty of redside arcs versus blueside arcs and the higher degree of difficulty redside in forming teams.

    I'd say either STF needs to be "locked" to anyone who hasn't done, say, the Maria Jenkins arc, or the LRSF needs to be "unlocked" just for fairness.

    And no, I'm not whining that devs hate villains. I'm primarily a hero player, but I have levelled a few redside toons to fifty and found redside higher level arcs are, generally, harder (though also better written and more interesting) and forming redside tfs is more difficult. Combine both of those with a TF that requires having done some arcs to run as THE main level 50 redside TF and...well...I think it leaves a bad taste in my mouth.
  23. opprime28

    Fix Praetoria

    To be fair, you DO have to start toons in preatoria if you're making a Corruptor who has been "good" from the start, or vice versa.

    Now if you could roll any archetype in the Rogues or Paragon like you can on preatoria, then that would be different.

    My biggest problem with Preatoria is that it's almost impossible to find teams there, there are too few contacts and missions (I've already run them enough to begin being bored by them) and with no TFs or a wider range or contacts, I cant varying it up from one toon to the next enough for it to "feel" as new and fun as it is.

    The zones rock. The missions and contacts rock. But right now there isn't enough there to draw enough people to make it as "fun" as normal content. Add a posi-level TF and a few more contacts and that might begin to change.
  24. Toxic Aura:
    Your body has been exposed to deadly energies, and you've become a walking environmental disaster. Through sheer will, you've mastered these energies and now use them to become a true force of power.

    This set requires you to choose a "source" for your power. Each source offers different benefits to your powers. You may only choose one source per build. The sources are:

    Chemical: Your body pulses with chemical toxins which can increase your own damage and weaken the attacks of nearby foes.

    Biological: Your body has been exposed to various biological contagions. This can increase your healing and sicken the foes around you.

    Radioactive: Your body is fueled by radioactive energies, making you a nearly exhaustless fighting machine.


    Power choices:

    Tier 1: Resistant skin: Self +Res (Smash, Lethal, Toxic, energy) (Toggle)
    Your body has become hardened by exposure to toxic energies. Your tough skin protects against incoming physical attacks. You have gained strong resistances to Smashing, Lethal, and Toxic attacks, as well as some resistance to energy based attacks.

    *This would have weaker resistances than some sets when it comes to s/l damage, more on par with fire and dark, due to other powers in this set. Toxic resistance would be high, however in this first power.

    Tier 2: Toxic Emission: PBAoE Minor DoT, Toxic. (Foe -dmg if Chem, -Regen if Bio, Self +Rech. if radioactive) (Toggle)
    Your body literally oozes with dangerous energies, damaging all nearby foes, and possibly aiding you. The secondary effect depends on your chosen power source.

    *this toggle seems OP at first, due to it being both a damage AND secondary effect at the same time. The damage would need to be scaled properly, perhaps 65% of a normal damage aura, inexchange for the secondary effect.

    Tier 3: Particle cloud: Self + Res (Fire, Cold, Energy, Negative Energy, slow) (Toggle)
    You surround yourself with a cloud of toxic particles which protect you from the elements.

    *fairly standard toggle +res power, again, similar in % to dark and fire as opposed to invul or Electric, etc.

    Tier 4: Noxious fumes: PBAoE Foe choke, vomit, Self + Res Knockback, Sleep, Disorient, Hold, Immob., Psionic. (moderate rech.)
    You release a noxious cloud around you. These vapors will stimulate your mind and body, leaving your resistant to status effects for a while, but can also cause weaker foes in melee range to choke and vomit.

    * This mez resist is a click instead of toggle, but has the unique function of creating a localized patch of mitigation when clicked.

    Tier 5: Phsyical Regeneration: Self heal, (if Chem +Dmg, if Bio +Regen, if radioactive + Recovery, for 20 seconds) (recharge 60 seconds)
    You unlease the energies within your body, briefly healing you and boosting you physically for a short while. The boost depends on your chosen power source.

    * This heal would be weaker that those of dark and fire, and instead leave a 20 second buff to the player after healing.

    Tier 6: Biological infusion: Self +Perception for 40 seconds, (+DMG if Chem, + HP if Bio, +Recovery if radioactive) (Recharge 120 seconds)
    Your body becomes fully infused with the toxic energies around you, exciting every molecule. You are given added perception, as well as a secondary boost depending on your chosen power source.

    *This power can be used one of two ways: saved for fights with mobs like Arachnos or Knives for the +percept, or used primarily as a personal buff when desired.

    Tier 7: Localized Infection: PBAoE Foe slow, (-tohit Chemical, -regen if Bio, -recharge if radioactive).
    You release a localized infection which slows and weakens foes in very close range.

    *This would have a very narrow range, small enough that it really only protects the user, not his team. It would likely be used primarily to help when suddenly overwhelmed.

    Tier 8: Cesspool: Location PBAoE Moderate DoT (Toxic/energy if Chem/Bio, fire/Energy if Nuke)
    You create a cesspool of raw toxic energy beath you, damaging all foes who enter the sludge. The types of damage depend on your chosen power source.

    Tier 9: Meltdown: Self +Res all, + HP, +Regen, + Rec. (PBAoE moderate toxic damage, Self - Hp, -End, -Rec after 180s)
    Your body goes in to meltdown, making you an enraged, unstoppable warrior. During meltdown, you become highly resistant to all forms of damage and gain incredible regeneration and recovery. As the energies wear off, you unlease a damaging burst of toxic energy, however, you are left powerless, unable to recover health or endurance for some time. This power is not affected by recharge rate boosts.
    *fairly standard tier 9 but with a function similar to Electric Armor's stun at the end, only this is a fairly solid damage burst. In exchange, you get a -hard- crash on both end and HP, and it can't be recharged.


    So that's it. This is designed primarily to fit those toons who want to be the toxic beast ripping through the city. It clearly wouldn't stand up to WP, Stone, or Invul for survivablity, nor would it surpass shielders in terms of damage buffing and output, but it has enough unique possibilities to make it a solid, fun, survivable set and offer something new. Its much more click heavy than most of the sets, only having 3 toggles.
  25. I know it's been suggested before, but I think I've come up with what would be a very unique, fun, and original set for defender primaries, corruptor, controller, and mastermind secondaries. Give it a read and see what you think.


    Temporal Protection:

    Whether through magic, technology, or a freak of nature, you are a master of time, able to manipulate it to your own advantage. You adjust time to suit your needs, aiding yourself and your allies, or weakening your foes.

    1. Time slow: Foe -spd, -rch, -def, -rgn, -special. 20 sec duraction.
    You slow time around a single foe, lowering the speed of their movements and attacks. This weakens their ability to avoid damage, as well as lowering their rate of healing. Likewise, the damage of any smashing attacks they make is greatly reduced.


    2. Fast regeneration: Ally heal, +Regeneration (20 seconds)
    You are able to speed up time around a single allie, rapidly healing their wounds. Their regeneration rate is also boosted for a brief moment afterward.


    3. Temporal drag: Location AoE, foe -spd, -rch, -def.
    You can create a small drag in time at a targetted location. Any foes who enter this area
    will suffer a reduction in their speed, their recharge rate, and their defense.


    4. Temporal pull: Ally Rez, +spc.
    You reach back to the moment right before an ally fell in battle, pulling them safely into the present. The ally will find themself still at the height of battle readiness, and as such will have a temporary boost to their damage and defense.


    5. Chronal Acceleration: PBAoE, Ally +Spd, + Rch, +Rec.
    You shift yourself and nearby teammates briefly out of normal time, increasing their speed, recharge, and recovery rates.


    6. Future Glimpse Toggle PBAoE Ally + Def, +Res (hold, immob, slow)
    While this power is active, yourself and all nearby allies are able to see a brief glimpse of the future, giving you a boost to their defense and increasing their resistance to some forms of attack.

    7. Flashback: Location AoE, minor energy damage, Foe knockback, Disorient.
    You are able to create a small rift that will throw any foes who pass through it back in time a few seconds. This sudden shift through time will disorient weaker foes, and knock most foes down briefly. All foes will suffer some damage from the shock to their systems.

    8. Temporal lockdown: Ranged Hold, -def, -res, SELF -recovery, -rch.
    You are able to hold a single foe in a partial temporal lock down. Held foes will be frozen in time from their point of view, unable to take action, while your allies ability to affect them will be increased. While powerful, splitting a single point in time like this is exhausting, costing massive endurance and slowing your own rate of attack.


    9. Temporal Doubling: Summon Doppleganger, Ranged debuff special.
    You are able to reach back in time and pull yourself to your own aid in the present. Like your present self, your double has an assortment of temporal powers to weaken your foes, but its attacks are weaker due to the shock to their system. Your double can be buffed and healed like other allies.
    Double's powers:

    Time slow: (Ranged -spd, -rch.) weakened vers. of tier 1
    Fast Regeneration (PBAoE heal): PBAoE weaker vers. of tier 2
    Temporal drag: (foe immob, -rch) Weakened vers of tier 3, targetted.
    Temporal lock: (Foe hold) Weakened vers. of tier 8, no debuffs, lower mag
    Temporal Aura: (+def, PBAoE foe -rch. in place of +resist for most pets)


    Unique aspects/balancing issues:

    This set is a balanced mix of buffing and debuffing, with some unique powers. Because this set does both buffing and debuffing, the buffs it offers are not over powered, avoiding buffs to damage, tohit, or resistance. Future Glimpse functions similarly to Force Field Generator or any of the stealth auras, only trading the stealth component for higher defense numbers and a few mez resists similar to sonic's aura. Chronal Accel is a weaker version of Accelerate metabolism, adding no damage or tohit, but instead buffing recovery and with higher buffs to speed and recharge. The set has two single target debuffs: the first similar to both Sonic and Ice's tier 1s, with one added feature to ice's (-regen) raded for lower -def and -spd numbers), and the second is very unique and powerful but has a very high end cost and a personal -recharge for several seconds, to keep it balanced. It then has 1 mob debuff similar to Freezing Rain, Tar Patch, or sleet. While many will find the tier 7 Flashback situational at best, it gives ranged protection for squishies, gives it a minor damage dealing power like traps, storm, ice, sonic, dark, and trick arrow all have, and a sofyt control with it's chance to stun.

    The two most unique powers in the set, the tier 8 and 9 powers, are very unique. The debuffing hold may SEEM over powered at first. I mean, it is a mag 3 hold AND does -res and -def at decent numbers? What balances it is that, due to its massive end cost and -recharge, it would be VERY hard for someone to exploit this power because their rate of attacks would personally be so reduced. It would require a choice of playing, at that moment, the hard core "defender" holding the enemy and perhaps healing or buffing nearby allies without attacking or instead not casting it and continuing to attack. The Doppleganger is similar to Dark Servant in that it is a summoned, buffable pet who mimics some ofyour attacks. Its versions are all weaker, though ( I mean, you're younger self wasn't that good yet). Using the doppleganger tech we've seen lately, this could look like a differently colored clone of yourself.

    Tell me that wouldn't be fun. :-)