Travel Power Pool Additions
I ... like them. We're not very likely to ever see running up walls, but I really love combat teleport (I've been saying I want it since ... I started my first teleporter in october of 04...) and the shoulder leap idea is great. Because well, jump kick IS [censored].
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My only suggestion is that Shoulder Leap be a kick instead. It just seems more thematically proper. Some sort of straight, flying Bruce Lee kick would be awesome (And if I'm not mistaken, a similar animation exists in MA already).
In any case, I want Combat TPort...NAO! It would make for a much easier way to take down fliers (Fraggin' LB Eagles are like annoying gnats with Assault RIfles...) and generally pump a much-needed dose of badass into Teleport.
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I like all of these suggestions. They would be a great addition. I want Ultra Flight, how slow flight is, is the only reason I don't take it. And as for Teleport, I guess I'm just too lazy for all the clicks and too lazy for use the shift+lclick combo.
I think the Ultra Speed would be awsome too, the running up walls thing I hope would be possible but it is likely that it isn't with out physics engine.
Combat teleport would be nice, I hate being on my stone brute and I accidentally tp past the enemy and the spot me as I franticly turn around and try tping back.
Made very similar suggestions myself regarding extra tier 4 options.
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The problem I see with ultra flight, and especially ultra speed is, it will be much easier to get stuck, i.e. much harder to control. Flight not so much, but I can't imagine running around Sharkhead at ultra-speed very easily unless you use it soley to run on water, and then you've probably added so much transit time vs a straight line that why bother?
As for TP, I would love a power that allowed me to teleport to any location I'd already uncovered on an indoor map. If that would be too powerful, you could add an uninterruptable casting time of 3 seconds or so to it to prevent you from too easily escaping a fight that's going badly.
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Combat teleport would be fantastic! I'd definitely take that.
Considering that the looming competition is touting line-swinging and burrowing as two other major travel powers, I'm all for a revamp to travel powers here in this franchise. These are interesting suggestions for places to improve upon existing travel powers. *thumbs up*
(Of course I'd love it if they would say "we'll see your bet of +2 travel powers and raise the ante." Have long wanted burrowing or line travel.)
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The problem I see with ultra flight, and especially ultra speed is, it will be much easier to get stuck, i.e. much harder to control. Flight not so much, but I can't imagine running around Sharkhead at ultra-speed very easily unless you use it soley to run on water, and then you've probably added so much transit time vs a straight line that why bother?
As for TP, I would love a power that allowed me to teleport to any location I'd already uncovered on an indoor map. If that would be too powerful, you could add an uninterruptable casting time of 3 seconds or so to it to prevent you from too easily escaping a fight that's going badly.
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Well he just said it would be an autorun lock-on, not that you couldn't move left, right, turn, and jump.
I made a suggestion people actually like ::Is stunned:: Sweet, thanx for the feedback guys!
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I think now's a good time to add to the travel powers. I'd love to have another option or two.
As far as flight goes, instead of another toggle power with greater speed, I'd prefer to see something like a Speed Burst that adds to flight speed, reduces control, doesn't last all that long, and fades out rather than stopping abruptly. Probably also locking you into Fly for the duration, though that might be hard to do in the game, or open up some exploit. The rough intent would be that it would make crossing IP fun if you had the power, as you could activate it once or twice, but it'd probably not help you much in Talos because the distances are too short. It should be hard to control and somewhat unforgiving; if you activate it in Dark Astoria, you're going to get stuck on a building.
Probably could do something similar with Super Speed and maybe even Super Jump.
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I am all over your combat TP suggestion. Just be sure both Dwarf forms get it, too.
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The problem I see with ultra flight, and especially ultra speed is, it will be much easier to get stuck, i.e. much harder to control. Flight not so much, but I can't imagine running around Sharkhead at ultra-speed very easily unless you use it soley to run on water, and then you've probably added so much transit time vs a straight line that why bother?
As for TP, I would love a power that allowed me to teleport to any location I'd already uncovered on an indoor map. If that would be too powerful, you could add an uninterruptable casting time of 3 seconds or so to it to prevent you from too easily escaping a fight that's going badly.
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Well he just said it would be an autorun lock-on, not that you couldn't move left, right, turn, and jump.
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I know, but it would still be hard to control IMO if you were running at 1.5-2 times the speed of super speed through an area with a lot of rubble and other stuff to get stuck on. Look how much trouble people have with speed boost in caves and such. Just a thought.
(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon
Right but the purpose of that particular version of flight would be to *avoid* being in rubble and such. Hover/fly up to the ceiling of the area, and turn on the power, free of worry for a bit. Rather like teleport...
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Repurposed
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The problem I see with ultra flight, and especially ultra speed is, it will be much easier to get stuck, i.e. much harder to control. Flight not so much, but I can't imagine running around Sharkhead at ultra-speed very easily unless you use it soley to run on water, and then you've probably added so much transit time vs a straight line that why bother?
As for TP, I would love a power that allowed me to teleport to any location I'd already uncovered on an indoor map. If that would be too powerful, you could add an uninterruptable casting time of 3 seconds or so to it to prevent you from too easily escaping a fight that's going badly.
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Well he just said it would be an autorun lock-on, not that you couldn't move left, right, turn, and jump.
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I know, but it would still be hard to control IMO if you were running at 1.5-2 times the speed of super speed through an area with a lot of rubble and other stuff to get stuck on. Look how much trouble people have with speed boost in caves and such. Just a thought.
[/ QUOTE ]Well, you can't run 1.5-2 times the speed of super speed. The max run speed is based off of game limitations, not some arbitrary "let's cap it here" notion. Much faster than that, and the game cannot serve zone information fast enough for the client to update your screen with.
So, Ultra Flight would "only" go as fast as the current run speed cap. (Which is almost twice the fly speed cap.)
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In issue 13 the Devs added extra powers to the Ancillary and Patron power pools due to the fact that some of the powers were getting skipped a lot, or had problems.
I got to thinking about Travel powers, many of the common complaints about them and the fact that I very rarely run into people who choose or use some of the tier 4 powers, Group fly, group teleport etc. I also got to thinking about some of the common complaints about the powers. Teleport is too hard to use\laggy with the point click interface. Fly is too slow, Super Speed can't run on water or has no vertical element etc.
So here are some powers I suggest as add on to the Travel powers pool, these would be alternate Tier 4 powers, available at level 20 if the player has picked 2 other powers from that pool.
Ultra Flight - When you are in a hurry you have the power to focus all your concentration and energy into flying at a much greater speed than usual. However due to the concentration required, you can not use other powers while using this ability and while this power is active you are always moving. Recharge: Long
--Ultra flight would suppress all other powers while it is active, allowing simply for much quicker travel during flight, without giving players an increased ability for "hit and run". Ultra flight would also essentially lock on the "autorun" function so the player is moving forward constantly until the power is shut off. (The player can still steer.) This is to simply make it a faster mode of travel, rather than greater offensive ability. Also it would have a 2-3 minute recharge to keep players from toggling it on and off at will.
Ultra Speed - You have learned to focus all your ability to make yourself run at a much greater speed. While this power is active all other powers will be suppressed and you will constantly be moving forward. Recharge: Long
--This is less about making super speed faster, but as BaBs has said, the problem with running on water is that the game doesn't know how fast you are going, so you could be "running" on water while standing still if they let SS run on water. With the constantly moving forward enabled while this power is on, Speeders could run on water, and possibly up walls, if that's possible. Recharge would be 2-3 minutes and powers suppressed to keep from "hit and run" style maneuvers.
-Combat Teleport - You have learned that the element of surprise is a powerful weapon during combat. You have learned the ability to instantly teleport yourself very close to your foe. Appearing so suddenly next to your foe gives you a moment of being undetected and a small chance to disorient your foe with a quick strike. Recharge: Short, +Stealth for 5 seconds, +5% chance disorient for 5 seconds.
-- I thought this would make teleport more combat friendly. Rather than having to use a pointer to target your spot, you can just target a foe and activate it an appear right next to him. This would be a quicker version of teleport with lower special effects to make it less laggy during battle. Would have a slightly longer recharge than Recall friend or TP foe.
Shoulder Leap - You can use your super jumping skills to leap forward with a shoulder charge into your foes and cause them to be knocked back. AOE: Cone, Knock back, Damage: minor-moderate Recharge: medium.
-- This power would give super jump another combat power since I hear many complain Jump kick isn't that great. This would work similar to shield charge, or Combat Teleport, simply choose the target and activate to cause the character to leap suddenly forward, shoulder first. Has a short cone to cause knock back to all enemies in a tight group.
I am sure there are holes in these powers but I think they could be entertaining, fun and maybe round out some of the problems with power sets while not unbalancing any of them.
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First of all Superspeed has a cap of 88mph. I know there would be trouble for it to be higher than that. Flight's slower speed is made up by its vertical control. The travel powers as they are now each have advantages but are balanced where no one will be used more than the other.
This is the way it should a player should be the one to choose a travel power based on its advantages and be willing to put up with it's disadvantages. Now your combat teleport is fine as long as the combat version does not give you a jousting type ability. Meaning you will not be able to use it to hit the enemies without them being able to hit you. I would vote for a combat version for all travel powers.
Or you could add on a new power that would fit the travel power and the rest that would be more useful.
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In issue 13 the Devs added extra powers to the Ancillary and Patron power pools due to the fact that some of the powers were getting skipped a lot, or had problems.
I got to thinking about Travel powers, many of the common complaints about them and the fact that I very rarely run into people who choose or use some of the tier 4 powers, Group fly, group teleport etc. I also got to thinking about some of the common complaints about the powers. Teleport is too hard to use\laggy with the point click interface. Fly is too slow, Super Speed can't run on water or has no vertical element etc.
So here are some powers I suggest as add on to the Travel powers pool, these would be alternate Tier 4 powers, available at level 20 if the player has picked 2 other powers from that pool.
Ultra Flight - When you are in a hurry you have the power to focus all your concentration and energy into flying at a much greater speed than usual. However due to the concentration required, you can not use other powers while using this ability and while this power is active you are always moving. Recharge: Long
--Ultra flight would suppress all other powers while it is active, allowing simply for much quicker travel during flight, without giving players an increased ability for "hit and run". Ultra flight would also essentially lock on the "autorun" function so the player is moving forward constantly until the power is shut off. (The player can still steer.) This is to simply make it a faster mode of travel, rather than greater offensive ability. Also it would have a 2-3 minute recharge to keep players from toggling it on and off at will.
Ultra Speed - You have learned to focus all your ability to make yourself run at a much greater speed. While this power is active all other powers will be suppressed and you will constantly be moving forward. Recharge: Long
--This is less about making super speed faster, but as BaBs has said, the problem with running on water is that the game doesn't know how fast you are going, so you could be "running" on water while standing still if they let SS run on water. With the constantly moving forward enabled while this power is on, Speeders could run on water, and possibly up walls, if that's possible. Recharge would be 2-3 minutes and powers suppressed to keep from "hit and run" style maneuvers.
-Combat Teleport - You have learned that the element of surprise is a powerful weapon during combat. You have learned the ability to instantly teleport yourself very close to your foe. Appearing so suddenly next to your foe gives you a moment of being undetected and a small chance to disorient your foe with a quick strike. Recharge: Short, +Stealth for 5 seconds, +5% chance disorient for 5 seconds.
-- I thought this would make teleport more combat friendly. Rather than having to use a pointer to target your spot, you can just target a foe and activate it an appear right next to him. This would be a quicker version of teleport with lower special effects to make it less laggy during battle. Would have a slightly longer recharge than Recall friend or TP foe.
Shoulder Leap - You can use your super jumping skills to leap forward with a shoulder charge into your foes and cause them to be knocked back. AOE: Cone, Knock back, Damage: minor-moderate Recharge: medium.
-- This power would give super jump another combat power since I hear many complain Jump kick isn't that great. This would work similar to shield charge, or Combat Teleport, simply choose the target and activate to cause the character to leap suddenly forward, shoulder first. Has a short cone to cause knock back to all enemies in a tight group.
I am sure there are holes in these powers but I think they could be entertaining, fun and maybe round out some of the problems with power sets while not unbalancing any of them.
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First of all Superspeed has a cap of 88mph. I know there would be trouble for it to be higher than that. Flight's slower speed is made up by its vertical control. The travel powers as they are now each have advantages but are balanced where no one will be used more than the other.
This is the way it should a player should be the one to choose a travel power based on its advantages and be willing to put up with it's disadvantages. Now your combat teleport is fine as long as the combat version does not give you a jousting type ability. Meaning you will not be able to use it to hit the enemies without them being able to hit you. I would vote for a combat version for all travel powers.
Or you could add on a new power that would fit the travel power and the rest that would be more useful.
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First off, Super Speed caps at 92 or so MPH at level 50, not 88. (It's not a delorian you know.)
Secondly, it could go faster since Teleport is faster than SS is.
And I have no problem with powers having strengths and weaknesses, however some people complain about those and the powers above are meant to supplement the powers they already have. The powers I listed above all have weaknesses as well, just give players some more options to supplement their travel pool and alleviate some of the complaints given about travel powers.
Also, Flight, SS and SJ allow combat now. Fly above, run to or jump to the person your attacking, teleport because you have to activate it, then click it then wait for activation, is clunky and not all that efficient as a combat power. Thus suggesting an idea for a new pool power, same with my other suggestions. Trying to make the pools better but not over powered.
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Secondly, it could go faster since Teleport is faster than SS is.
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Actually, no. Teleport operates completely differently than SS. SS is actually movement. You traverse the entire distance between 2 points. Teleport is simply changing your location.
The reason that SS is capped at such a speed is because of load time. If you move faster than that, the devs are pretty sure that the server would not be able to feed your computer the relevant information about what is going to be near you as you travel to it. You would start running into areas that you can't register the occupants of.
Teleport gets around this by simply reloading you in the new location. This is also why it's not instantaneous and there is that bit of lag at the end point of the jump that angers many Teleporters. Part of the jump is that it tells the server "give me all of the loading information for this point and then put me there".
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I am sure there are holes in these powers but I think they could be entertaining, fun and maybe round out some of the problems with power sets while not unbalancing any of them.
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I think you put alot of thought into this and it looks good... but here's a HUGE HOLE: you aren't a dev! and its a shame, too, because this is a GREAT IDEA...
I think it is anyway...
I think these are alright, balanced additions. I'm the kind of guy who loves the text walls other people TL;DR to.
In issue 13 the Devs added extra powers to the Ancillary and Patron power pools due to the fact that some of the powers were getting skipped a lot, or had problems.
I got to thinking about Travel powers, many of the common complaints about them and the fact that I very rarely run into people who choose or use some of the tier 4 powers, Group fly, group teleport etc. I also got to thinking about some of the common complaints about the powers. Teleport is too hard to use\laggy with the point click interface. Fly is too slow, Super Speed can't run on water or has no vertical element etc.
So here are some powers I suggest as add on to the Travel powers pool, these would be alternate Tier 4 powers, available at level 20 if the player has picked 2 other powers from that pool.
Ultra Flight - When you are in a hurry you have the power to focus all your concentration and energy into flying at a much greater speed than usual. However due to the concentration required, you can not use other powers while using this ability and while this power is active you are always moving. Recharge: Long
--Ultra flight would suppress all other powers while it is active, allowing simply for much quicker travel during flight, without giving players an increased ability for "hit and run". Ultra flight would also essentially lock on the "autorun" function so the player is moving forward constantly until the power is shut off. (The player can still steer.) This is to simply make it a faster mode of travel, rather than greater offensive ability. Also it would have a 2-3 minute recharge to keep players from toggling it on and off at will.
Ultra Speed - You have learned to focus all your ability to make yourself run at a much greater speed. While this power is active all other powers will be suppressed and you will constantly be moving forward. Recharge: Long
--This is less about making super speed faster, but as BaBs has said, the problem with running on water is that the game doesn't know how fast you are going, so you could be "running" on water while standing still if they let SS run on water. With the constantly moving forward enabled while this power is on, Speeders could run on water, and possibly up walls, if that's possible. Recharge would be 2-3 minutes and powers suppressed to keep from "hit and run" style maneuvers.
-Combat Teleport - You have learned that the element of surprise is a powerful weapon during combat. You have learned the ability to instantly teleport yourself very close to your foe. Appearing so suddenly next to your foe gives you a moment of being undetected and a small chance to disorient your foe with a quick strike. Recharge: Short, +Stealth for 5 seconds, +5% chance disorient for 5 seconds.
-- I thought this would make teleport more combat friendly. Rather than having to use a pointer to target your spot, you can just target a foe and activate it an appear right next to him. This would be a quicker version of teleport with lower special effects to make it less laggy during battle. Would have a slightly longer recharge than Recall friend or TP foe.
Shoulder Leap - You can use your super jumping skills to leap forward with a shoulder charge into your foes and cause them to be knocked back. AOE: Cone, Knock back, Damage: minor-moderate Recharge: medium.
-- This power would give super jump another combat power since I hear many complain Jump kick isn't that great. This would work similar to shield charge, or Combat Teleport, simply choose the target and activate to cause the character to leap suddenly forward, shoulder first. Has a short cone to cause knock back to all enemies in a tight group.
I am sure there are holes in these powers but I think they could be entertaining, fun and maybe round out some of the problems with power sets while not unbalancing any of them.
"Where does he get those wonderful toys?" - The Joker