PvP Clarification: Travel Power Restriction
Wow that is a really good question.
I think it means people will be grounded and restricted to Spring or Power Slide as the only fom of travel. But I don't know for sure.
Currently, if you set up a match with the "No Travel Powers" ground rule then:
Your ground speed is capped at Sprint speed.
Your jump height is capped at slightly above normal jump height.
No beneficial teleportation (Teleport, Recall Friend, Warshade/Dwarf 'port, etc.). Wormhole and Teleport Foe still work.
No flight.
You -still- recieve any of the other benefits those powers give you, like Combat Jumping and Hover add to your defense. You can toggle them on for the defense bonus, but you won't get the movement power.
Things that were put into powers as side effects to counter certain game-created condiitions (off the top of my head, the stealth inherent in Super Speed) are NOT given to you in the Arena. If you want any stealth in PvP, you need to be using a stealth-based power.
Of course, this is all subject to change.
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What about things from the Kinetics line such as Siphon Speed and Intertia Reduction?
I think he already answered that. You can use them all you like, but ground speed and jump height are capped.
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Your ground speed is capped at Sprint speed.
Your jump height is capped at slightly above normal jump height.
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And also air speed while jumping? I can move along at a pretty fast clip with Super Jump by hopping along very close to the ground (which I do in missions a lot)....
DS
Yeah and it sounds like you could slow down your opponent with siphon speed, that's almost as good as increasing your speed.
TP Foe and Wormhole work, but what about Recall Friend?
I'm probably not going to much of a PVPer, but I must ask: Does this travel power restriction apply to swift, and more importantly (to me) to granite tankers who have slotted swift to compensate for that armor's movement penalty?
This is only with the No Travel Power option.
You can have PVP with Travel Powers, if you want to use them.
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Your jump height is capped at slightly above normal jump height.
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You -still- recieve any of the other benefits those powers give you, like Combat Jumping and Hover add to your defense. You can toggle them on for the defense bonus, but you won't get the movement power.
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What about jump control? Would Combat Jumping still give you jump control, even if the height doesn't change?
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No beneficial teleportation (Teleport, Recall Friend, Warshade/Dwarf 'port, etc.). Wormhole and Teleport Foe still work.
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I believe that the maximum speed that a person can travel is what is capped. If you have swift to compensate for a movement penalty then you should be fine.
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Yeah and it sounds like you could slow down your opponent with siphon speed, that's almost as good as increasing your speed.
TP Foe and Wormhole work, but what about Recall Friend?
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He said "No recall Friend", and I can deal with that, but:
But, Posi! PLEASE! Let me keep my SS stealth! I have more then one character who relies on this + stealth for invis.
What about Kheldian Nova Form? Thats pretty silly if they can't fly.
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He said "No recall Friend", and I can deal with that, but:
But, Posi! PLEASE! Let me keep my SS stealth! I have more then one character who relies on this + stealth for invis.
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According to the Notes on the features page, Stealth and Invisibility work identically in the arena. Thus, the stealth benefit from SS would be redundant in the arena to any character with the pool power "Stealth".
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He said "No recall Friend", and I can deal with that, but:
But, Posi! PLEASE! Let me keep my SS stealth! I have more then one character who relies on this + stealth for invis.
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According to the Notes on the features page, Stealth and Invisibility work identically in the arena. Thus, the stealth benefit from SS would be redundant in the arena to any character with the pool power "Stealth".
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Tho, I'd doubt you can attack while invis is active. I would like to know....I know he said "no travel powers" mode, but when this mode is not active, does ss still have its stealth component?
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What about Kheldian Nova Form? Thats pretty silly if they can't fly.
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*envisions a squid flopping around on the ground helplessly*
I'm guessing it'd work like when you apply a -fly effect to a fly only creature (sky skiff, hoverbot, ect..) They just stay low to the ground, but don't actually hit it. So you'll look like you're flying, but in actuality you'll still be able to jump and won't be able to ascend/descend.
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Point A
You -still- recieve any of the other benefits those powers give you, like Combat Jumping and Hover add to your defense. You can toggle them on for the defense bonus, but you won't get the movement power.
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Point B
Things that were put into powers as side effects to counter certain game-created condiitions (off the top of my head, the stealth inherent in Super Speed) are NOT given to you in the Arena. If you want any stealth in PvP, you need to be using a stealth-based power.
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Is it just me or do these two points seem contradictory in their intentions? On the one hand, capping travel speed while keeping defense bonuses expresses one philosophy which would seem to say: well they shouldn't go too fast but other bonuses won't interfere with the fun. Besides, we don't wan't to the no-travel-powers option to render travel powers completely useless in PvP, right?"
On the other hand, the decision to remove the stealth effect of Super Speed from PvP would seem to send the opposite message by rendering the power completely useless in no-travel-power PvP matches.
Fliers get the shortest end of this stick. They have no bonuses associated with their travel power that could be retained to preserve some usefulness in a no-travel-powers scenario.
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Of course, this is all subject to change.
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That's good to hear because the reasoning behind this descion seems fairly inconsistant to me. I dont' see the point of offering PvP that's free of travel powers, while still rewarding Super Jumpers over all the over travel types.
As always, I hope you'll accept my posts in the spirit they're intended; as constructive criticism. I wouldn't spend my time posting here if I didn't think it had a chance of providing useful feedback.
Very nice!
You know, those rules would be a good thing to put into the Storm Palace zone all the time.
He seemed to indicate that the stealth component of SS will not be in PvP.
CatMan - some form on every server
Always here, there, and there again.
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What about Kheldian Nova Form? Thats pretty silly if they can't fly.
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Good question. Posi, can you answer?
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Currently, if you set up a match with the "No Travel Powers" ground rule then:
Your ground speed is capped at Sprint speed.
Your jump height is capped at slightly above normal jump height.
No beneficial teleportation (Teleport, Recall Friend, Warshade/Dwarf 'port, etc.). Wormhole and Teleport Foe still work.
No flight.
You -still- recieve any of the other benefits those powers give you, like Combat Jumping and Hover add to your defense. You can toggle them on for the defense bonus, but you won't get the movement power.
Things that were put into powers as side effects to counter certain game-created condiitions (off the top of my head, the stealth inherent in Super Speed) are NOT given to you in the Arena. If you want any stealth in PvP, you need to be using a stealth-based power.
Of course, this is all subject to change.
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No hover?!?!?!?! well why don't you just kill all the blasters automatically when they enter the arena, it would save time.
The defensive Bonus from hover even fully slotted is worthless... the Defense from Hover comes from staying out of melee range. It's an interactive defense, you have to use your brain instead of relying on the systems math to protect you. If you can't hover in there and you are a blaster who relies on hover, you may as well just kill us when we walk thru the door.
Hover isn't a travel power unless you are level 6-14 and trying to cross the hollows or a dangerous zone and you have 45 minutes to spare.
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But, Posi! PLEASE! Let me keep my SS stealth! I have more then one character who relies on this + stealth for invis.
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It think SS stealth is meant to be a PvE game mechanic to make traveling around the game world easier since Fly, Teleport and SJ all have z axis movement abilitiy.
Most people use SS as a stealth ability, but that's only because the game design is broken. SS wasn't intended to be used this way.
IMO, the stealth bonus should only apply to the hero while they're moving. When the stop, they lose the stealth bonus.
"I might not see you when you run by at 1 million bigillion miles per hour, but when you stand still 10 feet away from me, I'll realize you're there."
We do realize this is ONLY if you set "No Travel Powers" rule for the match, right?
If you're a Hover Blaster (like me), just don't fight in matches that don't allow Hover. Cake.
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No hover?!?!?!?! well why don't you just kill all the blasters automatically when they enter the arena, it would save time.
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Two things.
1) Not all blasters use hover. Many use other travel powers, like SS or SJ.
2) Not all arena matches will have travel powers turned off. So don't agree to matches that have travel powers off.
Do we have a definitive view of what the "No Travel Powers" restriction affects?
Does it only impact the power pool main travel powers (super speed/jump, flight, teleport)? Does it extend to encompass Hover, TP Friend, Hurdle, Swift? Does it apply to primaries like Quickness, Accelerate Metabolism or the innate Kheldian travel powers?
Edit: Sprint/Power Slide/etc?