PvP Clarification: Travel Power Restriction


Accualt

 

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Who said anything about causing falling damage? I thought you just wanted to be on higher ground for the tactical advantage.

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And who said anything about high ground as a tactical advantage? Not the poster I quoted: he specifically said Teleport would have a use in PVP, because one could find a tall building and use Teleport Foe.

Call me crazy, but when a player teleports one's foe to the top of the building with him, he loses the high ground, yes?

The only way I think that original post could be interpreted was as a suggestion of falling damage. And yes, even with Superjump on, falling from the top of those skyscrapers in Steel does hurt quite a lot, and the damage cannot be resisted. That would certainly be an advantage against any character with high resists to conventional damage.


 

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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.

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A Stern Kick in the Pants to the Kinetics Powerset.


 

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"This will be avoided by those who really want a turkey shoot when fighting melee characters."

[/ QUOTE ]Yep. The problem of how to balance meele and flying characters isn't unique to CoH. WizKids HeroClix has the same issue, and it's resolved there by limiting "soaring" characters to only being able to affect other soaring characters. I'm not certain that something similar would work in PvP, though, because I suspect that if there was a "meele altitude ceiling", flying blasters would simply become good at dive bombing.


 

Posted

I think this post by Statesman is awesome!!! Just the fact that this option will exist in PVP is awesome.

There was way too much talk/speculation about people just flying away endlessly from an enemy who can't follow into the air.

This whole thing just makes my day!!


 

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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.

[/ QUOTE ]In PvE hover makes you immune to knock. Will this be the case in PvP as well, even if you aren't actually hovering?


 

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Will be odd to have hover on and not be floating, lol


 

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Sure. Now if you can explain to me how you'll get to the top of that nice tall building without yourself having a travel power...

That's really the only thing I can consider to be a problem. Even if the "No Travel Powers" option is selected, a hero and villain each with Teleport Foe could find a way to use their powers cooperatively and leapfrog-teleport each other somewhere they would otherwise be incapable of reaching.

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You guys do realize this is for PvP inside the arenas only. I seriously doubt there's going to be skyscapers crammed into the arena just so heroes can fight around them.


 

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You guys do realize this is for PvP inside the arenas only. I seriously doubt there's going to be skyscapers crammed into the arena just so heroes can fight around them.

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The Arena is much like the x-men's danger room. The maps will be representations of many familar "outside" maps. So I think there will be skyscrapers.


 

Posted

why is this even in the badge section? red name post and everything.