Sidekicks... suggested revamp... (long-ish post)

Discussion in 'War Room (Powers, Artifacts, & Builds)' started by AshocusTheMuse, Feb 11, 2024.

  1. AshocusTheMuse Well-Known Player

    For a WHILE now, I've felt that the Sidekick needs some love and attention. They take up SO many slots for base items store where you buy your Base items because they made one for each weapon... which just feels clunky, and weirdly, one of the reasons I don't think they are taken... They wear those fugly short shorts and a t-shirt, and they just don't cut it in end game currently... They are something that could be really cool for those wanting to do more support roles-centric game play. PLUS it would give the game some much needed new features, and give the game a new cash flow revenue... so I thought I'd take a stab at trying to "fix" them... First of all, these are meant to be SUPPORT characters, but right now they don't feel like that. I know some of these numbers and values are going to be WAY off, but this is just the idea and a basic pointer to show you what I am aiming for. It's not trying to cheese the game... Merely add a dynamic new feature that helps support roles to shine just a little brighter in this world dominated by DPS... So with that being said...

    Here's my concept for Sidekicks...

    Take them off the Base computer and RELAUNCH THEM AS AN EPISODE like you guys did when you introduced bases. Think of it...EPISODE: YOUNG JUSTICE!! Focusing on the Sidekicks of the major heroes. So you have Robin, Kid Flash, Aqua lad, Super boy, Speedy, etc... For the episode itself, some basic quests, a solo, an alert, and a raid. Have it all focused around the Sidekicks as there is LOTS of material to pull from for the story. Then have a basic quest line to "unlock" the sidekick option or maybe a mini instance like you did with Allies. The reward is the Sidekick Trinket. Have them available at level 20 or something like that so newer players can enjoy them too. (also means they will want to access it sooner meaning more likely to go to the Marketplace)

    This is then upgraded in a similar way to Allies, with it's own resources to level it. (as is always the way, the marketplace could sell the materials for leveling your Sidekick at a premium if you don't want to grind it out...) As you level the Sidekick it gains tiers which give it skill points (capped at 10 when maxed) and it's stats would be based on your CR meaning that in later content they would still be viable. something like this for the tiers...

    Tier 1: 2 Skill Points.

    Tier 2: 4 Skill Points.

    Tier 3: 6 Skill Points.

    Tier 4: 8 Skill Points.

    Tier 5: 10 Skill Points.


    So what do you get for your Sidekick?...

    Well for one... You gain the sidekick trinket to summon your sidekick (obviously), you would also gain a shortcut tab for you Sidekick on the options bar. The sub categories of this shortcut would be the three skill trees (First Aid, Tactics, and Resolute) and then a style-style tab. and... for yet more revenue options... You can spend replay badges to unlock the styles that you have collected for your main character to kit out how the SIdekick looks so you don't just have the shorts, t-shirt and back pack. This would give some great opportunities for creating some awesome character. These would attach to your armoury as normal so you could have different builds for different things... and different outfits for those occasions :p


    The first Skill point is used to pick your Sidekicks Weapon. E.G. Staff, Bow, Handguns, Rifle, Duel Wield etc... They will do BASIC weapon attacks for that weapon choice.


    After this, Additional Skill points would be spent to unlock abilities or Passives in those respective trees...

    Skill Tree one: FIRST AID.

    Field Medic: While you Sidekick is active, You gain 1% increase to your restoration.

    Here to help: While active, Sidekick increases your Healing Magnitude and Critical Healing by 1%/2%/3% (requires Field Medic) (up to 3 points can be spent in this skill)

    Come to Aid: When summoned, Your Sidekick heals the lowest health party member of your group for a small amount equal to 4% of your restoration (requires Field Medic)

    Healing Hands: When summoned, Your sidekick gives your party a heal over time equal to 2% of your total Restoration for 6 Seconds(requires Requires Here to help)

    First Aid Kit: When you Critical Heal, Your sidekick has a chance to Heal player with lowest hit points equal to 4% of your restoration 20 second cooldown. (requires Come to Aid)

    Soothing Words: using your super power has a chance for your sidekick to activate a Heal over Time for 6 seconds equal to 4% of your restoration. 20 Second Cooldown (requires Healing Hands)

    Valiant: When Sidekick dies, or is unsummoned, your Sidekick does a Heal over time for your yourself and three lowest group members over 6 seconds equal to 10% of your Restoration. (requires 5 points in the FIRST AID)


    Skill Tree 2: TACTICS.

    Hero Support: While your Sidekick is active, you gain 1% increase to your Vitalization.

    Useful Distraction: When Summoned, Your Sidekick gives your group a 1% Might increase and 1% Precision increase that lasts 12 seconds. (requires Hero Support)

    Tactician: When Summoned, Your Sidekick gives your group a Power of Time equal to 4% of your Vitalization for 6 seconds. (requires Hero Suppport)

    Quick Thinking: Reduce the cooldown to summon your Sidekick by 10%/20%/30% (requires 2 points in TACTICS) (up to 3 points can be spent in this skill)

    Acid Pellets: When you use a Group Weapon Buff, your Sidekick has a chance to apply damage, heal, and armour debuff on a single target that lasts 12 Seconds. 20 second cool down. (requires Useful Distraction)

    Cunning: When you do a critical Power Heal, your Sidekick has a chance to apply a Power over time to the group that lasts 5 seconds and is equal to 4% of your Vitalization. 20 second cooldown. (Requires Tactician)

    Teamwork: While your Sidekick is active, increase your Power Magnitude and Critical Power by by 5% and your Sidekick no longer effects your power regeneration. (Requires 5 points in TACTICS)

    Skill Tree 3: RESOLUTE.

    Stubborn: While your Sidekick is active, you gain 1% increase to your Dominance.

    Stalwart: While active, your Sidekick increases your defense and health by 2%/3%/5% (requires Stubborn) (up to 3 points can be spent in this skill)

    Tenacious: When Summoned, your Sidekick gives you and three other group members a shield that reduces all damage taken by 25% for a total equal to 5% of your Dominance that lasts 12 seconds. (requires Stubburn)

    Hearty: When you use a TAUNT, your Sidekick has a chance to heal you for %5 of you Dominance. 20 second reset. (requires Stalwart)

    True Grit: When using a PULL, your Sidekick has a chance to shield that lasts until your next hit or 5 seconds, which ever comes first, and will immediately absorb ALL damage that single hit you would take. 20 second cool down. (requires Tenacious)

    Sterner Stuff: Reduce the cooldown of Sidekick abilities by 5/7.5/10 seconds (requires 5 points in RESOLUTE)

    Iron Willed: While Active, every 6th shield you cast is free to cast. In addition, whenever you shield, your Sidekick is shielded too at no additional power cost (requires Sterner Stuff)

    So I KNOW they next question is going to be... But what about damage Role?... What do they get? They have the Henchmen... that was and still is their entire role. The sidekick is meant to be more personal to each player, where henchmen are hired thugs, devout followers, gang members etc...

    So What do you think?
    • Like x 6
  2. Cypharr Committed Player

    Eat, Sleep, Play DCUO. Not bad, loving the thought process.
    • Like x 3