lykka

Recruit
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  1. i kind of agree. but my take on it should be that all travel powers getting from point a to b should be the same speed and cost the same amount of end to get there. the differences should be tactical.

    the problem we have is that the travel powers are not balanced at all.

    flight: pros: excellent pvp skill for not getting hit by melee types; least irritating to use travel power can be used on auto-pilot.
    Cons: super high end cost, many skills that can negate fly, fly is the only travel power that can be negated. there is no way to stop jumpers/porters/speedsters in pvp, have to stop to attack and there is a long delay before you can fly again(this does not happen with the other travel powers btw)

    i would like to see fly brought in line with the other travel powers either by making it available at level 6 with no pre-requisite and keeping all the same negatives to it's usage or bringing it inline with the other travel powers by removing all or most of the negatives.

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    I personally find it ridiculous that Super Leap is faster than Fly. How can someone hop up and down faster from point A to point B than someone flying in a straight line? Sad.

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    The real issue in this question is balance. While logistically speaking yes you should be able to get from point A to point B faster when moving in a straight line. However, the balance supposedly comes from flight's safety (I'm not advocating what the devs have done in fact I find it just as deplorable as you, I'm just trying to reasonably explain it.) The risk when taking off from point A using SJ is in the fact that you inevitably must land, occasionally in a group of mobs. Whereas, using flight all mobs (save the high flying longbow versions of sky skiffs etc.,) are avoidable lowering the amount of risk you have. If flight were faster that SJ, SS, or TP, than what would be the point of anyone taking any of the other travel powers if they can get from point A to point B not only faster with flight, but also much, much more safely.

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    Having extensively used both powers, I can say without a shadow of a doubt that Super Jump is MUCH safer than Fly unless you Fly at or near the ceiling. Fly is so slow that you can't always get away if you use it to escape. Whereas I've jumped right into a group of ten purple mobs and been 150 yds. away before they can react.

    SJ is the most flexible and cheapest travel power. Thus it is selected at a rate that FAR outstrips its presence in the comics.

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  2. for those that have little experience in MMO from the player POV and the dev POV the reason that they do not put in notes that state what exploits are fixed is that when it becomes known what the cheats are it becomes easier for larger numbers of players to find and use exploits before the dev team can fix them.

    i would be VERY shocked if they ever started telling us the details of what is fixed or about to be fixed in any detail when they are plugging holes in the code. folks just need to chill and play the game.

    it is no secret a lot of the skills are waaaay over powered. for example the -acc of hurricane is such taht get 3 of those together and whatever enemy is fighting you they stand little to no chance of hitting back no matter what the enemy does whether it is pvp or pve. things like that will get changed.

    my hope is that the devs dont do a flat out nerf but instead pick more player friendly means of doing like hard capping de-buffs and such.


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    No, a patch note was not generated -- my fault, sorry! I simply forgot to note the change down.


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    You know, this is the only problem I'm having with the game...

    For the last several months *every* patch has had missing notes that the players have had to find out about and determine if there was a bug or an intentional change.

    Statesman even said in Ask Statesman that this was inexcusable and needs to change... And sure enough, the next three patches all had faulty notes.

    This is just getting under my skin. This and between-issue-blues.

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