Falling from a rooftop as a result of an attack
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In CoX, falling barely hurts even characters without flight or super jump powers This is also prevelant on enemies.
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Roll a new character and jump off the balcony of the AE building. It will take about half your hit points away.
Now do it with a highbie, it is barely a scratch.
Falling damage is proportional to the falling distance, and doesn't scale with levels like you base HP does.
So even now it can hurt if you are a lowbie.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
Falling does do massive damage, when you're lower levels.
Kick a CoT off a rooftop in Kings sometime. They take the falling damage the same as you would.
The thing is, falling damage remains the same as you level up. So, the more HP you get the less effect the fall will have on you. Since enemies also have higher HP at higher levels it works out the same for them. So, basically unless you are a low level chump, you can take that fall and come back for more.
Should falling damage scale with you as you level? Well, that's debatable. If it did so it would have to do so for both players and enemies. Do you think players would be okay with their level 50 Invulnerability/ Tanker taking nearly his whole Health bar worth of damage from a fall? I doubt it.
Any time I'm in that really massive room in an Arachnos base, I love KBing enemies over the edge. When I find them down below, one or two attacks is usually enough to finish the job...
Now, n to the whole "stape of comics" bit...Yes, it is. But you failed to notice one thing:
How often does the guy show up later, having survived the fall?
Haven't you ever seen this happen and thought "If only he had been smart and made sure he was dead!"? Well, that's the point here. Instead of being an overly confident villain, I'm gonna make damn sure that hero isn't going to come back and ruin my plans. He's getting 10,000 volts in the face, just to be sure...
Besides, WoW has lethal fall damage. This was one of many reasons I quit WoW in favor of CoV. Go play WoW if you want to die every five minutes from some innane "gameplay mechanic" or another.
The off-beat space pirate...Capt. Stormrider (50+3 Elec/Storm Science Corruptor)
The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)
Virtue Forever.
It is too bad it doesn't hurt more lol. I'm reminded of a time I used crane kick to knock a troll off of a cliff in the hollows. As I passed him and he says: "hehe long drop"
Tempted by that line, I run up and bam! down he goes, it even looks as if he bounced on his head.
Friends don't let friends buy an ncsoft controlled project.
Try this one. Go to top of the highest building in Atlas. Make sure that there is a clean drop all the way to the ground (aka no ledges in the way to stop you on the way down). Now zoom into first person view. Turn around and face the building and then step backwards off the roof.
Keep your eye on the windows as they pass by.
What I found fun to do early on was use Superjump to max jump height, then kick in the Jump Pack from GVE Edition. I would hit the glass ceiling and fall all the way back down and lose all but a few hit points.
Ahhhh, the weird fun you have when you are bored...
What if u have Super Speed?
Power is unless without the will to use it,
But will in nothing unless you believe in yourself.
And that is ture power!
Written by-Mr Amazing
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What if u have Super Speed?
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Then you keep falling. Duh.
Super Speed doesn't give you any vertical control. And when you smack into a wall, a lamp post, a bus stop with Super Speed on it should hurt you too.
If we're going to be realistic, why not go all the way?
I don't want falling to hurt ME more, but I would really love it if enemies knocked off rooftops did take serious damage and possible even got defeated. Exploding police cars already do significantly more damage to NPCs than they do to us, which makes it cool to blow up cars near them. It would be cool if, in the same vein, falling damage, or at least falling damage while being knocked back, would hurt a LOT more.
Use the excuse of landing badly. When an enemy jumps off a rood, he lands on his feet, so presumably he takes a lot less damage. When ragdoll-knocked-back, however, he often lands on his head, so it can be assumed he'll take a LOT more damage. Make knocking things off high places fun, rather than annoying and counter-productive.
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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Do you think players would be okay with their level 50 Invulnerability/ Tanker taking nearly his whole Health bar worth of damage from a fall? I doubt it.
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Solution: Type falling damage as Smashing, and also make falling damage scale with level independently of max HP. That way, Colossus still feels it when he falls off of the Sears Tower, but still fares a lot better than Cyclops does.
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I don't want falling to hurt ME more, but I would really love it if enemies knocked off rooftops did take serious damage and possible even got defeated. Exploding police cars already do significantly more damage to NPCs than they do to us, which makes it cool to blow up cars near them. It would be cool if, in the same vein, falling damage, or at least falling damage while being knocked back, would hurt a LOT more.
Use the excuse of landing badly. When an enemy jumps off a rood, he lands on his feet, so presumably he takes a lot less damage. When ragdoll-knocked-back, however, he often lands on his head, so it can be assumed he'll take a LOT more damage. Make knocking things off high places fun, rather than annoying and counter-productive.
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IIRC, before the devs actually fixed this, it wasn't uncommon for energy Blasters and teleport pool users to solo substantially higher level enemies without any real effort by knocking and teleporting enemies off of tall rooftops. Falling damage was changed in order to prevent it from being a very high form of unresistable damage that was incredibly low on the risk scale to use.
Leave it alone. Comic heroes can plunge multiple stories and catch a ledge without ripping their arm out of its socket. Or land on concrete and they don't even have to roll to dissipate the energy.
We [u]should[u] be able to do similar at high levels.
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Or land on concrete and they don't even have to roll to dissipate the energy.
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Depending on the comic world, some heroes use inertics to disperse the energy across every atom of the body at once rather than having it pass through in a wave.
Something that might help this concept is new mission maps that are designed around this concept. For instance, a level similar to the Virgil Tarikoss finale with lava but it's actually a long drop. Add a few enemies with KB and it's a fair enough risk vs reward scenario of using the drop as a tool but needing to be careful of it yourself.
Just a though I had. It used to be common in comics for rooftops to be a present danger to either side of a conflict. Even if the hero was SpiderGuy(tm) who could stick to the wall, that civilian hanging on for dear life would die from a fall. How many times did BatDude(tm) threaten someone by holding him over a ledge. Ok, maybe not that often, but it did happen from time to time.
In CoX, falling barely hurts even characters without flight or super jump powers This is also prevelant on enemies.
I don't think falling need to hurt all of the time, but I think it should be a viable strategy for people with knockback powers, when fighting in an environment where a fall is a significant distance.
So, my idea is this: If you are in combat, [u]and[u] your fall is the result of a power that isn't your own, landing from the fall should do a lot more damage, and have the possiblity of defeating you (or the enemy you knocked down), which also doesn't happen currently. This of course could be helped by CJ/SJ, or fast activating of fly or hover, and of course, since a fall is smashing, i suppose the damage could be resisted.