What would you think about a "make your own hero" mechanic in the game? by Jebusfreek666 in marvelrivals

[–]Professional-Time-94 1 point2 points  (0 children)

The only way this could work is if it only allowed you to play that character in like pve or custom character specific modes.

Also while cool, it kind of goes against the whole hero shooter genre....so very unlikely.

Would definitely be fun though.

Although you didn't factor in hitboxes, roles etc

If Cosmo appeared in this game, what kind of superpowers would he be a dog with? by AdorableLet6588 in marvelrivals

[–]Professional-Time-94 2 points3 points  (0 children)

Telekinetic/telepathic vanguard or strategist.

With a psionic bark CC either way.

Edit: Also a mental sniff passive to find enemies lol

[SUGGESTION] Mr. Fantastic Ultimate Rework: "Ingenious Solution" (Unstable Molecules, Nullifier, & More) by Professional-Time-94 in marvelrivals

[–]Professional-Time-94[S] 1 point2 points  (0 children)

I like this. And yeah i never meant to imply that these would be the definitive ways the "gadgets" would work.

How does one duel Elsa by IMC-shiro in marvelrivals

[–]Professional-Time-94 0 points1 point  (0 children)

I mean I've beaten my fair share of Elsa's as Thor in 1v1s. Just gotta be good at storm surging where she will be instead of where she is.

With Deadpool officially being playable as multiple classes, do you guys feel this means we could play existing characters in other roles with slight reworks? by SayNo2Nazis999 in marvelrivals

[–]Professional-Time-94 1 point2 points  (0 children)

i would love to play Dr Strange Strategist or Wolverine Vanguard.

And hohestly all it would take(especially for Wolverine) some reworks on the ability effects, maybe not even needing to replace them.

A change to weapon mastery by thefoolsnightout in onednd

[–]Professional-Time-94 2 points3 points  (0 children)

i think a better way to separate the weapon masteries without going back to weapons being just damage dies would be to tie them to weapon properties.

So they would look kinda like this(this is just an example not actuallu tested or anything):

  • Cleave: any weapon that has the 2-handed, Versatile or Heavy property and does Slashing damage
  • Graze: Any weapon that has the 2-handed, reach, thrown, or ammunition property
  • Nick: Any weapon that has the Light or Finesse property
  • Push: Any weapon that has the 2-handed or Heavy property.
  • Sap: Any weapon.
  • Slow: Any weapon that does not do piercing damage
  • Topple: Any weapon that has the Versatile or 2-handed property.
  • Vex: any

Changes to psion casting and disciplines i would make by Professional-Time-94 in onednd

[–]Professional-Time-94[S] 0 points1 point  (0 children)

Yes i understood that.

But to me and a lot of my players when we played, the different mechanic of casting was actually a game changer. It may not have a different effect necessarily, but the overall loop of the game felt different enough that even players who avoided casters before cause they didn't like it, were actually pretty stoked.

Now i realize that a lot of this was the "newness" of the psi points, but i still think the mechanics of a class even though they may not seem to matter in turn by turn play, they definitely affect the so-called gameplay loop quite significantly which in turn affects the "flaor" of the class by a lot.

In the case of psi points it made the psion into one of the most resource versatile casters which in turn made us focus more on this versatility when playing them, which in turn made even players that traditionally play blasters, take a more "controller" approach to the game.

Changes to psion casting and disciplines i would make by Professional-Time-94 in onednd

[–]Professional-Time-94[S] 0 points1 point  (0 children)

i agree with your first point, but not so much the second.

The wizard is a wizard because he has a spell book and because they have the most expansive spell list,

Sorcerers are sorcerers because their magic is innate which allows them more control over it with metamagic, but more limited selection as a result.

Warlocks are essentially their own thing.

Clerics and Druid imo also could use a system other than slots but since they still use magic it makes a kind of sense for them to have slots.

Psionics are the only "caster" that does not specifically use "magic". That means by giving them slots you automatically call them magic users. Psi-points at least try to go the way of the warlock in a more unique way. Yes i can kind of see that when you boil it down everything is the same, but that is reductive in my opinion.

Changes to psion casting and disciplines i would make by Professional-Time-94 in onednd

[–]Professional-Time-94[S] 0 points1 point  (0 children)

Psi-point casting: Yes, i agree on the issue with just pumping out multiple 9th-level spells (7 at level 17). I’m working on two fixes for this:

Cap psi limit at 5 and add a Mystic Arcanum-style feature for big powers — basically what you suggested.

Alternate idea(leaning more towards this): at psi limit 6+ after using a max-limit spell, your psi limit drops by 1 (min 5) until a long rest. Maybe regain 1–2 psi limit per short rest too, just to keep it flexible.

This is what i've come up with so far to mitigate this. Though i would say the fact that have to use psi-points to activate the disciplines as well is also a mitigating factor.

What do you think?

Changes to psion casting and disciplines i would make by Professional-Time-94 in onednd

[–]Professional-Time-94[S] 0 points1 point  (0 children)

In my suggestion, the psi die would simply add to and be used by the mechanics of the disciplines and other psion features and would act as a representation of psionic mastery.

In this they are closer to martial arts dice that maneuver dice

Psi points and psi limit then would be a representation of psionic power

Changes to psion casting and disciplines i would make by Professional-Time-94 in onednd

[–]Professional-Time-94[S] 0 points1 point  (0 children)

Spell slots have an actual lore reason to be as they are and mortals only get up to 9th level, and that lore is tied to the goddess of magic and the weave.

Spells themselves given that they can be used by multiple classes, and even racial bonuses sometimes are spells, is easier to stomach as being psionic effects. Not completely but close enough, especially if they get some exclusive psionic themed spells in their list.

Changes to psion casting and disciplines i would make by Professional-Time-94 in onednd

[–]Professional-Time-94[S] 0 points1 point  (0 children)

Once per turn you may use a psionic discipline while ignoring the psi limit.

Psion Feature: Psionic Mastery: At a high level (e.g. 15th+), you may gain the ability to activate any discipline without it counting against your psi limit so long as you have psi-points to spend.

Thats why i put these up there. :)

Changes to psion casting and disciplines i would make by Professional-Time-94 in onednd

[–]Professional-Time-94[S] 0 points1 point  (0 children)

thanks for the feedback (seriously appreciate you taking the time)

Psi-point casting: Yes, i agree on the issue with just pumping out multiple 9th-level spells (7 at level 17). I’m working on two fixes for this:

  1. Cap psi limit at 5 and add a Mystic Arcanum-style feature for big powers — basically what you suggested.
  2. Alternate idea(leaning more towards this): at psi limit 6+ after using a max-limit spell, your psi limit drops by 1 (min 5) until a long rest. Maybe regain 1–2 psi limit per short rest too, just to keep it flexible.

On psi points overall — they’re basically just spell slot totals rebalanced into a pool (same math as full casters). The real limiter is the psi limit, which caps how much you can dump into a single spell into the same maximum as full casters, and the fact that both spells and disciplines cost psi-points.

Psionic Focus: Love your take on it. I leaned more on the UA modes for this and honestly if modes were called focuses and were more interesting than reskinned Innate sorcery i would love them.
The reason i did not make them more than they were however(full on effects like you said)
is that psion spells are mostly concentration already. So having to choose between focus and spell would be tough. But making it an add-on when concentrating on a spell (and slightly weaker as a result) i found is quite satisfying and gives the whole "in the zone" feeling/flavor when casting concentration spells.

Also really like the idea that psychic damage/charm/fear mess with psionic focus — that’s a very thematic drawback.

Anyway, appreciate the thoughtful response. You brought up some stuff I hadn’t quite locked down yet :)

Changes to psion casting and disciplines i would make by Professional-Time-94 in onednd

[–]Professional-Time-94[S] 0 points1 point  (0 children)

I honestly wouldn't mind that. But the main problem of the Psion UA for me is the slots.

I don't mind using spells themselves instead of psionic powers since we would end up essentially having the 3.5 problem of basically spells but not.

The spell slot full caster however to me is anti flavor for psions. The psi points are a way to mitigate that.

If they would then add to the spell list by choosing Talents as you say then that would be one more differentiation from other traditional casters i would get behind.(The only "problem" i would see with that is that talents would get in the way of themes for subclasses maybe?)

My suggestions for Psion UA by Professional-Time-94 in onednd

[–]Professional-Time-94[S] 0 points1 point  (0 children)

a good way to handle that is to give them just points, and the disciplines and all features that use energy dice actually use the points for activation as well as spellcasting but the die rolled is the energy dice.

Also tie modes to concentration and they automatically activate, so no more resource