With the Mimetic Weaponry power set you can form weapon constructs to aid yourself in battle, diversity is the key and you can create the right weapon for the job at a second’s notice. Mimetic Weaponry attacks are as varied in effect as they are in appearance, giving you a great deal of utility.
It’s not in the icon pic, but we’ll also have this kind of melee as an option too…
We have over 80 power sets at various stages of development currently.
Hello everyone, my name is Frank “Jaximus” Ambrose and I am the Design Director for Valiance Online. Today, we are ready to share our initial power set progression. Fair warning, these design elements are subject to change as we proceed further in development.
Some features will not be in the Pre-Alpha test, but keep your eyes open for updates in the future. Likewise, all of us on the team welcome the community’s feedback on the system itself.
The power system is planned to have players build their characters by following a progressive power selection system. When the player reaches the power selection phase of the character generator, they will first have the option of selecting from three styles of combat, Melee, Ranged or Hybrid.
After selecting your character combat style, you will be shown the options for your Primary Power Group and the Power Sets in each.
Afterwards, the player chooses a different Secondary Power Group which follows the same selection process as their primary. Once the power is chosen, the player’s choices are combined to determine the player’s Archetype and inherent power.
To help get a better feel how Power Groups work, let’s break down the initial selection phase of the character creator by detailing the combat types and then the Power Groups. When you make your power selection, you will choose between Melee or Ranged (or Hybrid which will be covered in Part 2).
These sets focus on close-quarter combat styles and are more durable than their Ranged and Hybrid counterparts. Melee players have access to several different styles: Damage, Control, Team Support, and the unique Defensive Power groups. If you like being the first one in the fight with your fist to your foe’s face, this is the set for you.
Melee Power Groups
|Offensive Melee: Power sets focusing on dealing massive damage to multiple targets. Abilities in these styles often trade utility for raw damage output.|
|Melee Damage Control: When the team needs to go toe-to-toe with a huge threat, these styles help lock down larger threats with powerful, crippling blows. These sets favor focusing on a single foe with greater combat utility.|
|Melee Defensive: Defensive fighting styles have very little in the ways of utility and damage while boosting the survivability of the user. For when the best offense is a greater defense.|
|Melee Defensive Control: Fighting styles favoring survival through finesse and precision to lock targets down. Tends to deal low damage with greater utility while conferring specialized defensive abilities.|
|Team Support: Melee power sets that focus on enhancing the combat potency of allies rather than the user. Favors tactical leadership combat styles.|
Ranged powers focus on fighting your opponents at a distance in a variety of ways. These characters have access to sets granting them superior damage, damage mitigation, or control at the cost of survivability. These sets include the following: Damage, Control, Support, and Melee Utility. If you like blasting a foe before they see you coming or supporting the team with healing and superior control, this may be the way to go.
Ranged Power Groups
|Ranged Damage: Power sets designed to deal as much damage to as many enemies as possible from a distance. Lacks utility and control in favor of disposing foes as quickly as possible.|
|Ranged Control: Power sets specializing in controlling battlefields. Deals very little damage, but foes will often be left helpless for allies to finish the job.|
|Ranged Support: Sacrifices damage output for supporting allies from a distance. These sets can heal allies, mitigate enemy damage, and boost the abilities of the allies around them.|
|Melee Utility: Sometimes kiting around an enemy isn’t enough. This power group will focus on close quarters single target damage and highly effective single target control.|
As stated previously, each combat style is divided into several Power Groups, or PGs. The order the PGs are selected determine your character’s Archetype which influences the effectiveness of your powers and respective role in the game. This choice also affects which powers will unlock as you level. The finer points of Leveling and Power Progression will be discussed in a future blog post, so for now just keep in mind that powers from your Primary PG will unlock faster than your Secondary as you level up.
When trying to select your Primary PG, I recommend choosing what you feel you’ll enjoy the most. The Primary will always be more effective than your Secondary. So, if you choose a Defensive set as your Primary, you will always be more durable than a player that picked Defensive as their Secondary.
Furthermore, your Primary choice will determine what Secondary options are available to you. For instance, If you go with Damage as your Primary PG, you will not be able to choose Damage as your Secondary. Instead, you will have other options to make a well-rounded character.
In future blog posts, we will talk about what combinations are allowed, the effects of your choices, and how you can make a unique and effective character to fit your personality in the world of Valiance Online.
We are looking forward to providing a power system that truly gives you the “super-powered play style” you want. From saving the citizens of San Cielo to crushing any and all who would oppose your might, you will leave your unique mark on the world of Valiance Online. We look forward to providing the experience you deserve.
Frank “Jaximus” Ambrose
Server is up! Mac and Linux launchers should be available shortly.
– Implemented the first iteration of the true leveling system; player now earn COMBAT_XP and have a leveling progress bar
– Implemented the first iteration of DEBT_XP; though we haven’t imposed it on the player, it is coming soon. To regain XP, players will have to visit a hospital and be treated for a percentage of their lost XP
– Implemented the first iteration of the enhancement system; players now have the option to slot enhancements collected as either loot from a downed opponent or by purchasing it from an enhancement vendor
– Implemented a baseline iteration of tertiary powers and archetype powers, neither of which are accessible in this patch; archetype powers will be issued based on the archetype you’re issued based on your primary and secondary power choice, while your first tertiary power set will be unlocked after level 10
– Implemented the framework for mob levels and advancement properties; prepare to soon see colored labels with ranks and levels
– Improved custom shaders and optimized shaders for DirectX 9 compatibility
– Transitioned from the former remote icon downloading system to a client-inclusive icon management system to improve initial loading performance and to relieve the resource server a bit
– Implemented the second iteration of the character body scaling system; the systems is not yet included in the live build, but it is coming soon as well as an overgrow power set
– Added new parameters to the live event system to allow for moderator/administrative triggering of scripted live events
– Completely the structural outline of San Cielo’s first 3 zones; all of which are dynamically handled, and created with the dynamic, open-world’s expansion in mind
– Improved the dynamic resource loading technology
– Updated character generation background once again
– Added new animations in preparation for all currently available powers as well as upcoming power sets
– Fixed both minor and major client-side bugs
– Implemented the core framework of the day/night cycle
– Added a collection of new character creation options
– Further improved the AI tech for NPCs and mob navigation/pathfinding
– Added “per player loot” to allow every player to have unique loot
– Added “per mission loot” to allow mobs to drop loot specific to a mission; this was something that was holding back mission development progress a bit (now content creators can insure their missions play out as expected)
– Added a host of new player/mob combat attributes including DISPLACE_RESISTENCE (combats knockback, knockup, knockdown), DEFENSE, ACCURACY, LETHAL_DAMAGE,PSIONIC DAMAGE, and a host of others
– Implemented the core framework for the night/day cycle
– Fixed some extremely offensive bugs
– Optimized many features of the server and its tool sets
– This release of one part of a series of sequential updates. This update lacks many of the upcoming character generation assets, zone art, animations, NPCs, and missions that will be coming in the next few days. This release is focused on NPC/AI server stress testing, character generator capability testing, and live event spawning and intensity testing. This is an early warning that this is going to be a very demanding phase of testing, but once it’s successful, it’ll setup for some really great future releases.
– Another great thing to note is that female are on the way. So look forward to new work-in-progress releases of the new female body, and outfits!