Group Fly


ageone

 

Posted

I might agree with the OP if I had ever once seen anyone besides my Bot MM use this power. And even then I have only seen it used like 3 times over 3.5 years playing this game.


"Where does he get those wonderful toys?" - The Joker

 

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I'd say nuke both Group Fly and Group Teleport from orbit and rewrite them.

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I'd like Group Teleport a zillion times more if it was reconfigured to be Team Recall (i.e., "Assemble the Team").

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You've apparently never seen TTP used properly.

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Which, in itself, might suggest something isn't quite right with it. I, for one, have never seen Team Teleport used... Ever. And I'm not joking.

[/ QUOTE ]TTP is a combat maneuvering power, that lets the entire team enter a spawn at the same time. This disperses aggro, and allows PBAoEs to envelop the whole spawn immediately. It was used to great effect on the Fire/Rad superteam (Hotfeet + Choking Cloud x8 all affecting the spawn at once), and it was used occasionally on the Traps superteam I was on (keeping everyone inside the stacked FFGs when the alpha hit). I've also seen several Masterminds use it to great effect. For teams like the Frads, it not only serves as protection (disperse aggro among a team of squishies) and offense (Hotfeet/Choking Cloud combo), but also speed (no travel time between spawns).

It's not a common power by any means, but it does have use.

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I might be missing something here, but wouldn't Team Recall do essentially the same thing you are describing?


 

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/signed to the prompt idea

And really, "Make rest of the team a ham sandwich" would be just as good of a power. Probably better, really.

Group Fly is probably my least favourite power and is abused about as much as it's used to good use, in my experience. Well, 'trying to put it to good use' anyway.

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Anyone who has [Make rest of team a ham sandwich] gets an automatic invite to my team. I love me a sammich.


Shortspark: 50 Fire/Fire tanker
Emberblast: 50 Fire/Fire blaster
Jessie Inferno: 50 Fire/SD scrapper
a wizard: 50 Rad/Sonic defender
The Nemesis Plothole:
50 StJ/Reg scrapper

 

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I'd say nuke both Group Fly and Group Teleport from orbit and rewrite them.

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I'd like Group Teleport a zillion times more if it was reconfigured to be Team Recall (i.e., "Assemble the Team").

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You've apparently never seen TTP used properly.

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Which, in itself, might suggest something isn't quite right with it. I, for one, have never seen Team Teleport used... Ever. And I'm not joking.

[/ QUOTE ]TTP is a combat maneuvering power, that lets the entire team enter a spawn at the same time. This disperses aggro, and allows PBAoEs to envelop the whole spawn immediately. It was used to great effect on the Fire/Rad superteam (Hotfeet + Choking Cloud x8 all affecting the spawn at once), and it was used occasionally on the Traps superteam I was on (keeping everyone inside the stacked FFGs when the alpha hit). I've also seen several Masterminds use it to great effect. For teams like the Frads, it not only serves as protection (disperse aggro among a team of squishies) and offense (Hotfeet/Choking Cloud combo), but also speed (no travel time between spawns).

It's not a common power by any means, but it does have use.

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I might be missing something here, but wouldn't Team Recall do essentially the same thing you are describing?

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No. You are missing something.

See either link in Sig (the RV one demonstrates TTP to a greater degree)...you can't do that will assemble team.


 

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I might be missing something here, but wouldn't Team Recall do essentially the same thing you are describing?

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No. You are missing something.

See either link in Sig (the RV one demonstrates TTP to a greater degree)...you can't do that will assemble team.

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Thanks ... I can see how that could work a bit easier now. It's almost like reverse herding, in that the team clusters around the leader who brings all the team to each mob. The team has to be coordinated and expecting the tps, just as during herding the team has to wait for the tank to complete gathering.

Team Recall wouldn't enable the same kind of play, as it would require the TPer to sneak into foe groups and tp (without interruption) from inside them ... which would be difficult, as I think tp activation exposes the user. (Maybe Sup Invis would work?)

I could see fortunata teams and shield teams using this to some advantage, as this style of attack would play to their proximity buffs.


 

Posted

The more PBAoEs, (toggle buffs, or offense clicks/toggles), the more useful TTP actually becomes. As you say, though, the team needs some coordination to use it. You can't just whip it out on a PuG and expect it to work.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

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The more PBAoEs, (toggle buffs, or offense clicks/toggles), the more useful TTP actually becomes. As you say, though, the team needs some coordination to use it. You can't just whip it out on a PuG and expect it to work.

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That's how you find yourself booted. I've kicked way too many people who did the "Hey! Check out my new power! How'd we all die?!?!" as the waiting team was suddenly and unexpectedly TP'd into an enemy spawn.

It is beautiful when it's done right, though. I've seen it a couple times in person, seen it more in videos.


 

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I have Group fly on my Ill/Emp, and my Emp/Rad.

It has its uses, for instance in the Eden trial while taking out the Titan. No one but the tank (maybe) wants to be on the ground during the Titan's footstomp.

Hami raids are another. Group flying the Blaster team is handy.

Ships raids, well, you need some longer ranged Blasters to stay out of most of the ranged Rikti powers.

I do agree it needs a Prompt, the -acc removed, and the flight speed for others buffed significantly. Would this be so hard to do before i14?

For the record I saw TTP used by a Def on a Farm map. I didnt know what was happening the first 3 times we were tp'd.

Fighting a mob, bright flash, still fighting a mob, bright flash, fighting a mo..wait a sec, didnt I kill that boss already? where did those stairs come from? etc..It Was Insane.

I think a combo of the broken Group Fly and TTP would be VERY useful in Hamis and Ship Raids. The shame of it is using 2 powers to cancel out the negatives of each. Im contemplating and alt build with this combo just for Hami/Ship Raids.


Pinnacle: Sgt. Major - L50 ARDevicesElec Blaster ,Sgt. Medic - L50 IllusionEmpathy Controller, PootyButt - L50 DarkDP Defender Skunk
Virtue: Rockford Pennington - L50 StoneSS Tank, L50 WPSS Tank, L40 ElecDM Tank, L37 DADM Tank, L50 EmpRad Def, Zoom Jr - L50 FireDev Blaster

 

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Would this be so hard to do before i14?

[/ QUOTE ]Yes


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

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You can't just whip it out on a PuG and expect it to work.

[/ QUOTE ] Unless it's a Virtue pug. The name of that server really is a misnomer.


 

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Instead of "Group Fly" maybe it should be "Grant Fly" and give players the same prompt that exists for Recall Friend. I think that'd be a cool change and the new Grant Fly power would likely get more use than Group Fly does currently.

Group Fly is pretty terrible as is. The few times I recall teammates using the power were promptly followed by requests from teammates to turn it off.


 

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Grant fly is an awesome idea.
Just have to watch those timers.


 

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Instead of "Group Fly" maybe it should be "Grant Fly" and give players the same prompt that exists for Recall Friend. I think that'd be a cool change and the new Grant Fly power would likely get more use than Group Fly does currently.

Group Fly is pretty terrible as is. The few times I recall teammates using the power were promptly followed by requests from teammates to turn it off.

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This is the best idea I've heard so far. Drop the -toHit and make this power a 4 min click. While it might not be taken because it may not grant the user fly anymore, it would certainly get more use in the team.


 

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Given it's a toggle, yeah, a prompt would work better than the (also often suggested) "cancel buff" bit. I know it irritated the heck out of my Stalker who'd have her AS interrupted by a teammate with this on (Bots MM) and suddenly find I'm flying... with lower acc. Or my Earth controller who suddenly couldn't use the various "Must be on the ground" powers.

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But since it's a toggle, how would that prompt work? I mean, would it pop up every time you left and re-entered the area? What about if the power owner flies away and then returns? That could end up being extremely annoying.

What we really need is a list of the offending buffs added to our Options menu with selections that allow us to ignore those effects completely.


 

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Instead of "Group Fly" maybe it should be "Grant Fly" and give players the same prompt that exists for Recall Friend. I think that'd be a cool change and the new Grant Fly power would likely get more use than Group Fly does currently.

Group Fly is pretty terrible as is. The few times I recall teammates using the power were promptly followed by requests from teammates to turn it off.

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This is the best idea I've heard so far. Drop the -toHit and make this power a 4 min click. While it might not be taken because it may not grant the user fly anymore, it would certainly get more use in the team.

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As long as it doesn't cost too much Endurance, I'd be fine with that. I use Group Fly frequently for my MMs and would hate to have yet another power to apply that drains my Endurance dry.


 

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The only problem I see with a 4 minute fly buff is that if it's non-refusable, non-cancellable, it might really mess up, say, my Stone/Stone Brute. Even without a to-hit debuff, I'm still losing Fault, Hurl Boulder, Tremor, Rooted and possibly Granite Armour.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

If it was Grant Fly it could be prompted like TP.


 

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The only problem I see with a 4 minute fly buff is that if it's non-refusable, non-cancellable, it might really mess up, say, my Stone/Stone Brute. Even without a to-hit debuff, I'm still losing Fault, Hurl Boulder, Tremor, Rooted and possibly Granite Armour.

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IIRC, Granite Armor and Rooted have -fly attached to them which more than overcome whatever +fly Grant Flight would give you. Once you turn them on, you are pretty much incapable of flying.

The bigger issue with that comment is the fact that flying can render some attacks impossible, which I thought they were trying to fix.


 

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IIRC, Granite Armor and Rooted have -fly attached to them which more than overcome whatever +fly Grant Flight would give you. Once you turn them on, you are pretty much incapable of flying.

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However, neither can be activated while airborne. Once Group Fly catches you, it's impossible to land. And since both Rooted and Granite Armour have movement speed debuffs that, even when mitigated, still put you at a walking speed slower than the rest of the team, you're going to want to turn them off at least some of the time. Yes, contrary to popular belief, Granite Armour CAN be turned off.

If ground-only powers were modified to work NEAR the ground (possibly requiring brand new animations, possibly not), then maybe this could be workable. I know that's possible for clicks, Trip Mine and Time Bomb used to do it and may still do that. Whether that's possible for toggles... No idea. Probably not.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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This is the best idea I've heard so far. Drop the -toHit and make this power a 4 min click. While it might not be taken because it may not grant the user fly anymore, it would certainly get more use in the team.

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Group Fly could be handled like Inertial Reduction, where on activation a wave moves out from the caster and those within the radius get a temporary ability to fly. In this way the caster gets flight and those within the radius get independent flight. (This would also help MMs with pets that fall off pathways in multilevel CoT rooms.)

Or it could work like Grant Invis, where you dole it out to individuals. This gives the player more precision on casting, but it prevents the power from being used on self. (Chances are, though, that the player already has Fly in addition to Grant Flight.)

Or it could be kept as is, but with a prompt.


 

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The only problem I see with a 4 minute fly buff is that if it's non-refusable, non-cancellable, it might really mess up, say, my Stone/Stone Brute. Even without a to-hit debuff, I'm still losing Fault, Hurl Boulder, Tremor, Rooted and possibly Granite Armour.

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Oh yeah. Not to mention the problem of running out of time in the middle of flight while you are 800 feet above the ground. OUCH!

I repeat my previous statement:

What we really need is a list of the offending buffs added to our Options menu with selections that allow us to ignore those effects completely.


 

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What we really need is a list of the offending buffs added to our Options menu with selections that allow us to ignore those effects completely.

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There might be a problem with that. Teleport and Resurrection prompts don't actually prompt based on what power is used to invoke them, they seem to prompt based on a mechanic being invoked. Being teleported, for instance, or having your "dead" flag flipped. If we make an option to disable flight in general, that would disable Fly and Hover along with Group Fly, which isn't always what you want.

Technicalities aside, yes, choosing to refuse ally flight is an option I am definitely behind, though it would have to block the debuff as well as the fly component.

Something interesting occurred to me, though. Why not use very slow flight as an enemy-affecting status effect? We already have Stun, which makes characters walk around dazed and bottoms out their run speed. Why not have some powers induce forced Hover that rips you away from the ground and bottoms out your Flight speed? Just an idea


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Hami raids are another. Group flying the Blaster team is handy.

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That there is the best place ever for group fly.

I've also used it to transport sidekicks past dangerous mobs when teleport was not available. (but ya gotta let the noob pilot and YOU follow them).