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(Mad?) Scientist
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The (Mad?) Scientist
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Topic: The (Mad?) Scientist (Read 807 times)
Steampunkette
Creative Lead
Developer
Apprentice
Posts: 159
The (Mad?) Scientist
«
on:
July 10, 2009, 10:15:36 PM »
The (Mad?) Scientist is our Crowd Controlling and Status Effect Removing class.
Between interesting devices and noxious chemicals the (Mad?) Scientist freezes his enemies in icy-blocks, overloads their bodies with electric jolts, or renders them useless with vials of chemicals thrown to their feet, leaving them coughing and choking, unable to respond to the player's attacks. He favors pistols and other short ranged weapons and has the ability to concoct potions and notions to remove poisons from allies, wake them from their stunned state, and bring them back into the fight. Best in Team-Play, the (Mad?) Scientist -can- solo, though it's a long process.
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CabbyHat
Apprentice
Posts: 56
Re: The (Mad?) Scientist
«
Reply #1 on:
July 15, 2009, 05:01:47 PM »
MUAHAHAHA
THE MARCH HARE SHALL LIVE AGAIN IN CLOCKWORK SYMPHONY.
...you do not know what you have created.
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All stories are Anansi's stories...
Steampunkette
Creative Lead
Developer
Apprentice
Posts: 159
Re: The (Mad?) Scientist
«
Reply #2 on:
July 15, 2009, 05:21:17 PM »
Up to now I thought it was a really awesome concept for an MMO.
Now I'm questioning what I've wrought...
-Rachel-
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Styphathal
Apprentice
Posts: 3
Re: The (Mad?) Scientist
«
Reply #3 on:
July 20, 2009, 04:01:26 PM »
I would imagine that intead of casting times. The Scientist would have to wind or charge up their gear then discharge the effects. I would like to see them with the most unfinished looking equipment with wires hangeing out and chiped paint on most of the crafted devices. Players could later on repaint or remodel it to make it look nicer.
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Steampunkette
Creative Lead
Developer
Apprentice
Posts: 159
Re: The (Mad?) Scientist
«
Reply #4 on:
July 20, 2009, 04:21:46 PM »
Something like that, Yes. If a Scientist had a gun which could disperse a slippery chemical over a wide are he or she might have to load it, aim it, and fire it on each "cast" cycle. Similarly, pulling out a pair of vials, mix them, then throw for an AoE choking cloud of gas. Things of that nature.
"Casting Times" in the game will consist of animations that fit the class and particular talent. Not generic WoWesque castings.
-Rachel-
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Conquerer Worm
Apprentice
Posts: 5
Re: The (Mad?) Scientist
«
Reply #5 on:
July 29, 2009, 07:31:33 AM »
Hmmmm...I can see this being a VERY cool class- or very generic, once folks figure out what the 'most effective' powers are, and usher in the FOtM builds.
Unless, of course, the MadSci's 'powers' are actually treated as artifacts, and are therefore craftable...
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Steampunkette
Creative Lead
Developer
Apprentice
Posts: 159
Re: The (Mad?) Scientist
«
Reply #6 on:
July 29, 2009, 07:54:26 AM »
In which case players will just craft the FoTM build as soon as they can...
We're actually looking at a -rather- linear progression for classes. So that they're easier to balance. There won't be CoH "Pools" to take talents from....
Maybe I should post our core concepts on the forums in their own leveling mechanic discussion...? Not sure, though.
-Rachel-
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