Devs: Any hope for the flight pool?


Aaron123

 

Posted

If you wanted to justify people taking Hover, then give it a more significant Defense %. Like 7-12%. Then people would fall all over themselves to take it, even if it was slow.

Or if you really wanted to make a whole new power out of it, go for Glide.. an auto power that cannot be turned off, and just makes you fall at 50% slower, and take no damage when you touch ground. It could also provide the faster knockback recovery that Fly/Hover currently has, even while standing on the ground.


 

Posted

Adding my vote to an increase in the flight pool - at least a little bit in Hover. Maybe if they didn't increase the base speed (of either Hover or Fly) they could allow Sprint to tack it's speed boost (or a percentage thereof) onto either Hover or Fly's base speed?


 

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If you wanted to justify people taking Hover, then give it a more significant Defense %. Like 7-12%. Then people would fall all over themselves to take it, even if it was slow.

Or if you really wanted to make a whole new power out of it, go for Glide.. an auto power that cannot be turned off, and just makes you fall at 50% slower, and take no damage when you touch ground. It could also provide the faster knockback recovery that Fly/Hover currently has, even while standing on the ground.

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WOW! That Glide Power is a really good idea. If you could get the physics of it right it would be a really fun power.

The defense buff though has no chance. The SR toggles only give 12.5%, there is no way a level 6 power pool will give that much (even 7%) to melee AND ranged. The defense lobby on these boards would go nuts.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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I've never understood the dev's arguements for Fly.

Safety is freedom from risk or danger. However, it is not the power that creates safety, it is the knowledge and skill of the player using the power. A person with Fly, flying at ground level, is not "safe". He will get pot shotted by every mob he comes across. It is the players knowledge that no mobs exist in the sky above that allows him his "safety". Therefore, safety is dependant upon knowledge and skill rather than the power itself. So a person who understands how Super Jump or Super Speed works can be just as "safe" as someone with Fly.

Vertical movement is the other advantage that Fly has. I have only come across vertical movement as a limitation once. When I was trying to get the Top Dog badge at Lv 14. That's it. As far as getting to my missions, getting to mobs, getting to exits, or getting to contacts, they have all existed at ground level.

The devs attempted to justify the use of verticle movement by creating zones where it is difficult to run or jump around in. What was the result? These zones are now rarely inhabited. Rather than increasing the value of fly, this mentality has decreased the desire to visit the zones in the first place.

Finally, the question of balance? This reasoning I never understood since the beginning. The travel powers were not suppose to have any combat value, that is why they added Supression in the first place, they didn't want them running during combat. So why bring balance into the equation at all? You do not level faster by taking Super Speed over Super Jump. The travel powers should be picked based upon flavor, does your character run fast or fly?

The second confusing thing about balance is the question, Why pick any other travel power if you have superior vertical movement and speed and safety? If you're going to look at it that technically, than you have to look at the power set as a whole. Increasing the speed of fly will not decrease the value of Hasten or Acrobatics or Teleport Friend. If you're going to try and use technical balance as part of your justification for things, than the power pools themselves have to be looked at in their entirety, and in my opinion Fly is the weakest total travel power pool out of them all.


 

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I think the most important thing we should be getting across to the Devs is this:

This is a super hero game and aerial combat is a big part of the genre and should be part of the game. Its not. That alone should be worth your investigation.

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QFT

I just about feel out of my chair at the end of the sky raider ST. It was so interesting and unique to see all those sky raiders around the big oil rig thingy.


 

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GROUP FLIGHT - End any scaling. No additional cost for each teammate.

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A few other things they should also do with Group Flight is either:

A) Change the centerpoint of the powers emination so that it trails and follows you allowing teammates and pets to stay more in towards the center of the effect instead of the edge when following.

OR...

B) Increase the speed at which pets and teammates (and NOT the user) follow allowing them to maneuver around or closer to the user when following as well as allowing them to catch up to the user instead of loosing distance.

As well as...

C) Install a NO ACCEPT GROUP FLY option for Players!! This will allow people who would really, really like to use this power with all its other draw backs without unintentionally greifing other players! This is an important QOL issue.


 

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Or if you really wanted to make a whole new power out of it, go for Glide.. an auto power that cannot be turned off, and just makes you fall at 50% slower, and take no damage when you touch ground. It could also provide the faster knockback recovery that Fly/Hover currently has, even while standing on the ground.

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I really like the idea of Glide as a power but I wouldn't want to replace Hover with it. Glide would be a good additional power to add to the pool, though I wonder at how it would act with the Rooting of powers, Rooting and Gliding would look really wonky.


 

Posted

With the prevailance of -fly powers compared to -jump powers in pvp, flight pool really needs this boost.

Just a comparison between flight and jump for pvp and pvp zones:

Jump:
-CJ: cheap end, fast, Immob. prot.
-SJ: Reasonable end cost, fast, GREAT escape power, barely effected by slows
-Acrob: Hold and KB prot., cheap end

Fly:
-Hover: cheap end, Def buff, slow as hell, cant keep up with opponent with any other travel power, Horrible power to use as an escape
-Fly: High end cost, Still slower than all other travel powers, bad at catching or escaping
-GF: ok if your a MM, otherwise......blah

My point is this: For pvp, someone with Jump is in a much better posistion than a flyer currently. My toons with Jump can run both SJ AND SS without it being a problem with endurance. My SJer can catch 90% of my targets in a open PVP zone, and can escape from death if need be. My flyers are sitting ducks who cant seal the contract. Fly has less mezz prot, and more counterbalances. It needs a fix fast.

Double Hover speed at a minimum.

Cut end cost for flight in half bare minimum.


 

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Ugh, excuse me. It's my turn on the soapbox.

But the Flight Pool in general is in a pretty sad state. AS is a great attack, but Hover is too slow for any real effective level of use, and there are so many -Fly attacks in PVP that more than half the time you're going without a travel power at all. I don't really mess with Group Flight, but I'm sure it has its own pitfalls.

Castle, for all that is holy, please give a timeframe one when Flight will become viable as a travel power, or at least as viable as the other options out there.

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I agree that flight could use some performance loving, but let's remember that flight has alot of "intangibles" going for it as well: it's one of the few powers that allows for a broad view of the battlefield (from higher up), it can eliminate many foe's ability to direct melee attacks at you, it's one of the "safer" travel powers, and it absolutely avoids all obstacles. Then there are the indoor uses for flight..

Now, teleport comes close to this, with the obvious pain of moving faster than the enemies load, and running out of blue on a rooftop you thought was unoccupied when you ported there is a pain. have you ever tried to teleport up a floor indoors? Not fun, not much control.

Superspeed? As long as you're selective in your adventures... Some maps are nightmares... Even Jump- by far a solid power- has a tougher time in the Rogue Isles with all the overhead obstacles interfering...

Many of the requests here appear to be akin to the "i win" button. They want to fix ALL flight's troubles, when all that SHOULD happen is flight should be adjusted to be more comparable to the other travel powers, each of which has advantages and disadvantages.

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And you might be finding that this will come in a number of ways- imagine if all -fly powers also gave temporary immobilization as well. IIRC, that's something that was added to the MA -fly attack. That way, it affects most (teleport's unaffected) travel powers, putting them closer to an even footing.

What if they did that to all -fly attacks?


 

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The short version of this is that Flight needs to be viable. Compare Hover to Combat Jumping. Players with Combat Jumping will leave the power on constantly, recieving protection to status effects, some defense, and a movement buff, in all circumstances. That's not the case for Hover. Pre-SOs, you don't turn it on unless you're hoversniping. Post-SOs, you *might* be able to stand slowly edging toward the enemy. Might not. Still takes three slots just to do that.

We paid for vertical movement by giving up a power. That's a big cost in this post-ED world - I coulda bought a great pulling tool, an attack that beats the first 4 from Claws primary, or Hasten. We shouldn't have to give up a further two slots just to bring a power up to par.

I understand that Hover can't be a travel power. It comes at level 6, it shouldn't be as powerful as a seperate tier. But, just by as much of a definition, it shouldn't be a situational power.

Hover's starting value, 4.2 feet/s, is far too slow to be viable. Even Mental Blast moves faster than that, nevermind a hero sprinting along at 31.5 feet/s.

But we understand that you don't want us going at Fly's base speed of 50 feet/s. That'd make Fly valueless. So, let's take a good portion below that, oh, 35 f/s - not as good as slotted Sprint or Hurdle, but still a decent speed - and take that to be the maximum we want. As another point on the bar, let's take base movement speed, 21 f/s, cut down a bit do 18 feet/sec (so people don't waste the first slot), and assume that's what you want base hover to be at - there shouldn't be a penalty for a power like this.


 

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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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The only time I do not select SJ is when I'm playing a "concept" character, and even then I consider figuring out how SJ could fit the concept. That's how much better SJ is than all other movement powers.


 

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If you wanted to justify people taking Hover, then give it a more significant Defense %. Like 7-12%. Then people would fall all over themselves to take it, even if it was slow.

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The devs are really, really keen on powers that keep mobs (or toons) out of melee range. Why? Because there's a ghetto damage debuff, 20 or 30%, when mobs switch from melee attacks to ranged. Hover is the only "travel" power that can, in many situations, guarantee that a toon can stay out of melee.

There are, of course, caveats. Hovering above combat isn't always appropriate due to certain maps or teaming situations. Floating above combat, for instance, removes the user from many heals and buffs.

Anyways, just looking at the raw numbers, and assuming you're not facing snipers or mobs with ranged mezzes, the damage reduction from hovering out of melee is superior, in and of itself, than having the power give 7% def. Keeping out of melee is THE advantage hover has over CJ or sprint. Hovering requires no managing of position to stay out of melee; CJ and sprint do.

I'm not saying the speed numbers for the flight pool are right, or that the distance = defense thing is good, but hover does have its advantages.

Just something to chew on: until a few weeks after I5 went live, Force Bubble (ninth tier FF power) was the most expensive toggle in the game. On its own, with 1 redux slotted and no stamina, it could drain a bubbler's endurance in about 30 seconds. Until recently, its only effect was to keep non-resistant mobs out of melee. No debuffs, mezzes, buffs, or KB. All it did was gently shove mobs out of melee. That's how good the devs figure keeping mobs out of melee is. They've backed off on the position more recently in toning down the end cost of some keep-away powers, but that's the mindset behind hover.

Quickie edit: hover also minimizes KB and ragdoll. When hit with KB while hovering, you flip and don't get blown half-way across the map.


 

Posted

Flight pool is just plain broken....sadly I'm a die hard flyer on my main.

Air Superiority is the one power I don't want from it, and the only one that from all reports is fine. For my money, I think all the travel pool attacks should have some motion to them---Ie, click air sup and you zooom to your target and smash him. Jump kick should be a wire-fu long distance jump kick. Flurry should run up and flurry, possibly even circling the target. But I digress, they seem Ok for what they are now.

Hover----is a joke. A bad one at that. It should not be a travel power, sure. But it also should not be a self-inflicted de-buff either. It's base should be equal to unenhanced movement, just with the ability to fly added in. For all I care, don't allow it to accept flight enhancements at all, if it must remain that slow to have balance, but I should not have to slot to avoid losing normal ground speed. It's end cost does seem resonable.

Flight----- is stupid. At 46, which is at or near it's speed cap, I have it with 2 End, 3 fly. 5 Slots grants me flight which is slower and still more end intensive than my wife's Superjump at 23, which was completly unslotted when I first tested it after her free-spec. This is unacceptable and completly unbalanced. The air control of flight over jump does not justify having way more end cost, way less speed---and the kicker for me, when fly suppresses your basically immobilized, with jump you can still run at your full speed +sprint/Hurdle/Swift.

Group Fly---- is just poor design given the other flaws of flight. Here we have a power where we can at will inflict on our team a 20% accuracy penalty, the inability to use a small selection of powers starting with rest, and a movement speed debuff on anyone useing any travel power other than flight, since you can neither run nor jump while flying. I would like to see it changed to a click power that hit your team with a buff that grants a temporary power that the recipient can then use for a set time at will rather than simply being subjected to it---heck, make it 'grant flight' and leave it a single target buff. 99% of the problems involved with it go away. One change to pet AI to make them prefer flight to other movement abilities if it's available leaves it functoinality in place for masterminds.

Other travel balance changes:

Sprint should be changed to +spd rather than +run and +jump. It is unfair that Speeders and Jumpers can get this free, unsupressable boost to their mode of travel, but flyers not only are slowed below normal walking speed but lose this power too.

Fitness:Swift should also be changed to +speed. This eliminates the need for 2 fitness powers that do the same thing to 2 different travel powers, and includes the third in with it. What used to be hurdle could be called 20/20 Vision and be an Auto power that is +perception and +Range. This includes teleport in the innate boost catagory, but is deserving of a second power as this would also improve practically all ranged attacks with it, not to mention help see through stacked stealth. While I was tinkering, given the changes that ED wrought, I'd combine Health and Stamina into one power as well, but replacing the resist in health to End Drain resist---then you could 6 slot it for 3 of each. You could then add Discipline, Mag 3 or so Resist to Sleep, Hold, Stun and Confuse at either 14 or 20---probably 20. No one would say it's 'required' like stamina, but everyone but maybe the melee would want it. Alternatively, I could go for a self-rez here too.

PS: Glide. Great idea and actually fairly easy to put in. Just give it the same physics as the downward arc of Superjump... but slow down the rate of fall so as to get an actual gliding effect. I have no idea where to put it though, Perhaps a future Gadget Pool, or a new Flight based power pool "jetpack", as one of the beginning powers, With it's other powers being the attack 'Strafe' (Almost single-file Cone, 20 yard range machine gun attack), the Travel power being "Jet Boost" (The 'jump' portion of Superjump, but usable in mid air as well to gain altitude, requiring Glide to have air control.) the final power could be "Loan Jetpack" to grant the pack to others for flight. So ultimatly what you get is a long distance controlled fall with boosts of altitude at will, and that classic double line of machine gun fire seen in millions of movies, including Batman---though he somehow missed the Joker with it. Oh, and spare packs to give your friends.


 

Posted

On my SJ toon I jump around to get to skyscraper roofs so that I can roof-to-roof jump while in higher level zones, typically less dangerous on rooftops...typically...

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The devs attempted to justify the use of verticle movement by creating zones where it is difficult to run or jump around in. What was the result? These zones are now rarely inhabited. Rather than increasing the value of fly, this mentality has decreased the desire to visit the zones in the first place.


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I've always had fly. Those zones just suck :-p Faultline has nothing to do other than a couple missions and I don't think more than maybe one or two in all honesty. And TV only has a handful of missions aside from running in there for the respec trial.

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I really like the idea of Glide as a power but I wouldn't want to replace Hover with it. Glide would be a good additional power to add to the pool, though I wonder at how it would act with the Rooting of powers, Rooting and Gliding would look really wonky.

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Why not an inherent power you get at say 30 or 40?

You go talk to someone and can choose (only once and permanently?) to get Glide (as described above) or a boost to jump height that can't be enhanced therefore not replacing hurdle for SSers, or maybe a similar safe landing power for each...

flash cuold spin fast an create a tornado and land couldn't he?

I don't see why an extra 50 ft would hurt a guy who can leap 100ft into the air and travela half mile per leap yet stepping off the top of a building hurts him...

And couldn't you TP at the last instance before hitting the ground and negate the falling speed you had built up?

Just trying to think of ways to do this.


 

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As Monument says, my main is a stone tank who used to heavily slot swift so he could move at acceptable speed in granite armor (which slows you and doesn't stack with any other movement enhancing powers including sprint for the uninitiated).

[/ QUOTE ]By acceptable, he means slower than a sprinting toon, but still capable of feeling like you're getting somewhere.

Rooted and Granite together are monstrously slow. a 6 slotted Swift was the only recourse unless you wanted Teleport for in-map movent (not travel, just plain ol' movement!)

Currently, against the grain of concept for him, my Stone now has TP and I got him Granite Armor. Neither of those fit him, as I wanted him to be a SJer and not look like a member of the Devouring Earth.

I don't play him much... While I find his new build very effective in the I-5/ED environment, it's not "fun" for me. He's just not what I wanted him to be. At his level I'm not going to delete him, that would be a waste. He is, however, shelved indefintely at this point.


"I play characters. I have to have a very strong visual appearance, backstory, name, etc. to get involved with a character, otherwise I simply won't play it very long. I'm not an RPer by any stretch of the imagination, but character concept is very important for me."- Back Alley Brawler
I couldn't agree more.

 

Posted

Since fly gets faster as you level, any chance of boosting it's initial speed, even if the "top end" can't be upped? By the time you're level 40ish, Fly isn't nearly as pokey as it starts out to be.

I do think that fly should be able to hit it's in-game limit with three SOs, even post-ED.


Synchrotron, level 50 Radiation/Radiation Defender
Fighting crime on Champion since 2004

 

Posted

I still want new flight animation. I hate flying with both arms at the side.

Come on, one arm out in front. Two arms out in front. There are several different ways to fly, not that same generic way. Please give us random flight animations.


Come on devs, art guys, where is my Maid costume for my characters! 5 years now, its a simple request.

 

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Unfortunately, better zone design in the future doesn't really help the dozens of zones that already exist. I don't see reworking all the zones just to un-gimp that aspect of SS

[/ QUOTE ]I think that's a serious design flaw in SS, IMHO. I would imagine, by definition, a "travel" power should enable you, by itself, the ability to travel almost any zone. Just about anyone I know that has Speed, gets Jump as well. The same thing applies to Teleport with Hover.

An easy fix is available for both of those problems though. I've heard a good one for Super Speed right on these forums. I forget who originally suggested it, but allow for the ability for speedsters to run up vertical surfaces. Stopping of course would negate that vertical movement. This allows a SS toon to get through faultline and other such areas without being penalized for picking it as a concept; plus it would be fun and neat to watch

As for Teleport, I would like to see it have an "indefinite" hover that would be negated by making an attack, or pressing any of the movement keys. That would still make getting Hover with it still desireable, but not nescesary. As it stands, with the two second hover, the slightest lag hiccup you're kissing pavement. Not only that but conversing while in transit to a location requires that you find a place to "land" before responding (not game breaking, but annoying).

Thoughts?


"I play characters. I have to have a very strong visual appearance, backstory, name, etc. to get involved with a character, otherwise I simply won't play it very long. I'm not an RPer by any stretch of the imagination, but character concept is very important for me."- Back Alley Brawler
I couldn't agree more.

 

Posted

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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Can someone explain to me how jousting could be used to give any significant advantage in PvE?


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Advantage? I'm not sure you'd call it an advantage, but if you're something without mez protection, say a blaster, and you're dueling a mezzing boss, there is a significant advantage to melee-jousting; landing your own heavy-duty hits and making sure that if you're mezzed, you're a half a mile away when the mez kicks in.

Its an advantage, although frankly I always considered it a proper advantage: using tactics to manage your weaknesses in a tough situation. And suppression doesn't really negate the usefulness of jousting in this fashion either, although it does slow it down.

*Without* suppression, though, one thing you could always do if you were really good was to ensure your foe always used ranged attacks while you were using melee attacks (again, especially if you were a blaster) by timing your melee runs to happen essentially right as they were firing a ranged shot, guaranteeing that they couldn't switch to melee on you. Its questionable if this was game-breaking, though, since it was only "risk-free" if you were really good at it, and if you judge on that basis, there's a lot of things that are risk-free (and being shot at by ranged shots is not "risk-free" for blasters or anyone else really).


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Posted

FWIW, I PM-ed Statesman about this back in I4 and he specifically said that suppression was not to prevent jousting. It was "to prevent PvE issues." What issues those were other than jousting, he didn't say, but apparently, jousting wasn't one of them.


 

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*Without* suppression, though, one thing you could always do if you were really good was to ensure your foe always used ranged attacks while you were using melee attacks (again, especially if you were a blaster) by timing your melee runs to happen essentially right as they were firing a ranged shot, guaranteeing that they couldn't switch to melee on you. Its questionable if this was game-breaking, though, since it was only "risk-free" if you were really good at it, and if you judge on that basis, there's a lot of things that are risk-free (and being shot at by ranged shots is not "risk-free" for blasters or anyone else really).

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What kills me about this is that there's a long tradition of comic book characters using exactly this kind of tactic to hand down some beat down. Hell, in Champions, which Statesman allegedly plays and drew much inspiration from, Move By and Move Through maneuvers are the bread and butter moves of speedsters and bricks, respectively.

It's really regrettable that the developers have made a risk/reward analysis their be-all-end-all of game balance, because in that analysis creative methods of reducing one's exposure to risk become "exploits".


 

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FWIW, I PM-ed Statesman about this back in I4 and he specifically said that suppression was not to prevent jousting. It was "to prevent PvE issues." What issues those were other than jousting, he didn't say, but apparently, jousting wasn't one of them.

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There are things related to "jousting" that I combine together, because they are conceptually related, even though not everyone considers them all to be true jousting. Most people only consider it jousting if it involves a high speed approach that triggers a melee attack. But performing the same maneuver with a short range blast like power burst is basically in the same category.

Non-jousting things that travel suppression impair are things like the superjump/snipe issue, where you could begin moving after the snipe interrupt period, but *before* it fired, and so be far out of range of the target when the snipe actually went off, in effect getting a free shot.


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Posted

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Hover: We might buff it some, at some point. However, it should never be an effective travel power.

Flight: I'll talk to geko about it. No promises. (I got spoiled by the Holiday Jet Pack, too!)

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I just want to throw my 2 cents in here. I too used to have 5 or 6 slotted hover on a few toons pre ED, not to replace a travel power (god NO), but basically to be in the air at all times during missions. Part of this desire is strategic, part conceptual design.

In any case, the current 3 slotted hover isn't fast enough to keep up with people on the ground who have swift + sprint. So instead of spending the entire mission in hover, I have to run, then turn it on in battle, then turn it off and run, etc. Not only a pain, but certainly not in the spirit of my toon.

And there are a lot of powers like this. Was the elimination of perma hasten by design, or consequence? PH was a staple of so many toons since beta, and ED just obliterates that. It was said many times before there was nothing inherently wrong with perma hasten because even though you attacked more often, you used more endurance, and that was the tradeoff. Is this no longer the current thinking by the devs? That perma anything is bad?

And what about powers whose recharge times were lengthened so they could not be made perma back in the pre-ED and pre-HO nerf days? Does Unstoppable still need to have a 16 minute recharge?

And fly and teleport are other examples. Fly speed can't be capped any longer, and teleport just got cut in half. You can't possibly think that fly was too fast before and needed a nerf. And what is there possibly to gain by nerfing the hell outta teleport? So now instead of being at 1/2 endurance traveling to the next mish, I'm completely out. Is this necessary?

My overall feelings about ED are mixed, and I don't necessarily think it's a horrible thing. But I do think many powers need to be re-examined and adjusted with ED in mind.


 

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You could use superspeed to reduce the number of attacks you took, by breaking line of sight and otherwise kiting. You would still take attacks, but you could survive a bit longer if you were able to control the encounter.

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Strangely enough these are all things that would naturally occur to you if you actual could run at super speeds!

*smacks forehead*

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I know. I don't think it was really that uber.

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Apparently, the ability to control the encounter was too uber.

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From the forums I got the impression that with certain mobs you could trick the AI to swap between melee or range attacks or that with some mobs once they went to melee attacks they never went back to ranged.

I never once heard of a problem with travel powers, always with mob AI. So where did they apply the "fix" ?

I still believe travel suppression is the single biggest genre-breaking thing in the game.

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I never found an encounter where I could completely negate risk by using superspeed to kite. I have found encounters where I could completely negate risk by running backwards (fighting a Murk Eidolon on the streets of Galaxy with a ranged character). However, that only required sprint. In another instance, I managed to keep a Luminous Eidolon focused on melee, so it only used brawl which pretty much negated risk in that case too.

But neither required travel powers, or even precursors to travel powers.

I really don't like suppression.


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