Travel suppression kills Regen
Perhaps I'm reading this wrong, but... why would movement supression kill regeneration?
Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.
not a bug, same way it was on test.
similarly not being able to turn off cetain powers during fights is rather ludicrous, I was fighting an AV yesterday in a team and I had to actually move away to turn focused accuracy off, rather than just not turning it off anymore.
if I want to stop sprinting in real life for example, I don't have to put everything down, move away from what I'm doing and seperately stop sprinting. I just stop sprinting...
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similarly not being able to turn off cetain powers during fights is rather ludicrous, I was fighting an AV yesterday in a team and I had to actually move away to turn focused accuracy off, rather than just not turning it off anymore.
if I want to stop sprinting in real life for example, I don't have to put everything down, move away from what I'm doing and seperately stop sprinting. I just stop sprinting...
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This is a real pain and I just can't understand why they did it. We've all made that daft mistake and left an endurance sapping power activated when starting a fight. Now we can't turn it off without running away. A lot of these changes are just adding to the frustration level. What possible exploit could there be in being able to turn a toggle off???
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similarly not being able to turn off cetain powers during fights is rather ludicrous, I was fighting an AV yesterday in a team and I had to actually move away to turn focused accuracy off, rather than just not turning it off anymore.
if I want to stop sprinting in real life for example, I don't have to put everything down, move away from what I'm doing and seperately stop sprinting. I just stop sprinting...
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This is a real pain and I just can't understand why they did it. We've all made that daft mistake and left an endurance sapping power activated when starting a fight. Now we can't turn it off without running away. A lot of these changes are just adding to the frustration level. What possible exploit could there be in being able to turn a toggle off???
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That's a bug, fixed on test. From the patch notes:
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Fixed issue when an attack power was in animation, you were unable to turn off a toggle. The fix now allows for all toggles to be turned off except costume changing powers.
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The 'except costume changing powers' seems to refer to Kheldians.
Octavian Vanguard
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similarly not being able to turn off cetain powers during fights is rather ludicrous, I was fighting an AV yesterday in a team and I had to actually move away to turn focused accuracy off, rather than just not turning it off anymore.
if I want to stop sprinting in real life for example, I don't have to put everything down, move away from what I'm doing and seperately stop sprinting. I just stop sprinting...
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This is a real pain and I just can't understand why they did it. We've all made that daft mistake and left an endurance sapping power activated when starting a fight. Now we can't turn it off without running away. A lot of these changes are just adding to the frustration level. What possible exploit could there be in being able to turn a toggle off???
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That's a bug, fixed on test. From the patch notes:
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Played a bit last night, was impossible to turn sprint off without drawing back and waiting a couple of seconds after the last attack. Not a major problem really.
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Not a bug, same way it was on test.
[/ QUOTE ]Test is a really bad comparison, since it's usually full of bugs. That's the idea of a test server, to weed out the little problems with any given update. Therefore, to assume it's not a bug because it was the same way on test doesn't really prove much.
In my mind it makes no sense to render multiple powers useless because they no longer work while under attack, especially when the whole point of them is to be used WHILE under attack. They work fine in PvE, thank goodness for small mercies, but in PvP it renders regen-based characters rather obsolete.
Characters:
The Heroic Mary Grace (50)
The Mystical Thunderspark (50)
The Candy-loving Little Jenny (50)
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Fixed issue when an attack power was in animation, you were unable to turn off a toggle. The fix now allows for all toggles to be turned off except costume changing powers.
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The 'except costume changing powers' seems to refer to Kheldians.
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You're not wrong.. Not being able to shift forms in combat is REALLY annoying, and potentially fatal.
@FloatingFatMan
Do not go gentle into that good night.
Rage, rage against the dying of the light.
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similarly not being able to turn off cetain powers during fights is rather ludicrous, I was fighting an AV yesterday in a team and I had to actually move away to turn focused accuracy off, rather than just not turning it off anymore.
if I want to stop sprinting in real life for example, I don't have to put everything down, move away from what I'm doing and seperately stop sprinting. I just stop sprinting...
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This is a real pain and I just can't understand why they did it. We've all made that daft mistake and left an endurance sapping power activated when starting a fight. Now we can't turn it off without running away. A lot of these changes are just adding to the frustration level. What possible exploit could there be in being able to turn a toggle off???
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I dont understand what you are talking about, other than possibly meaning the thing that alt+number command (and others like Ctrl+number) doesnt 'queue' in the same way it did pre-I13. I think its a bug and I wish it was fixed. Back then I could keep attacking with 1,2,3.. etc commands, and if I needed to stop a toggle I switched it off with alt+1, shift+1 etc (command to activate/disactivate power from the other power tabs). Because this command queued earlier, it didnt matter if you were in middle of combat and had attacks queued. Now it doesnt, and you have to stop attacking for a second or two (for attack buffer to clear) to switch off a toggle. Its quite irritating and does lead to unnecessary deaths in pvp.
I may be mistaken and this has something to do with travel suppression but imo its not. I have trouble switching off personal force field (Ctrl+1) until after my build up and aim (quickbinds) have finished activating for example.
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I had to actually move away to turn focused accuracy off
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You don't have to move away, you just have to not have any powers queued up to turn off your toggles. As has been mentioned, this will only apply to shape shifting powers after the next patch, it it to prevent an exploit, which the devs arekeeping quiet about.
They are aware that this adversly affects keldians, and they are looking at ideas.
Post from BAB on the topic:
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This change was to address issues with any toggle power that changes your costume, which includes Dwarf and Nova form toggles. It's not specifically targetting Kheldians, but Kheldians forms are one of the things that we needed to address...just to a much lesser degree than the other things that originally prompted us looking into costume change toggles in the first place.
Again, we understand this is a big change to the previous feel of how Kheldians play and we're still discussing ways to preserve that as much as possible without re-exposing the holes we needed to close. There are still things that can happen. De-toggling might be something that could be queue-able, we might be able to make exceptions for Kheldian forms, we might be able to shave down some of the activation times of powers used while in Kheldian forms.
I play a tri-form Kheldian myself and use keybinds to switch between forms, change trays, activate various toggles when dropping into human form. I'm keenly aware of how disruptive this change can feel. So, you guys have at least one champion on the dev team working to make this needed fix as palable as possible for form shifting Kheldians. And that's about the best I can do.
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I really should do something about this signature.
For the most part, I welcomed the PvP changes since the old system was woefully unbalanced in favour of a select few AT's. But there's one thing I simply can't remain silent about, because it directly affects several archetypes.
Yes, im talking about Travel Suppression. Firstly, I think it's a little crazy that healing yourself slows you down to a crawl in the first place, but the biggest issue I have with it is the complete removal of all regeneration.
For archetypes like Regen scrappers/stalkers, that's basically a death sentence. You've effectivly taken away their secondary powers when under attack, making them extremely vulnerable to enemy attack. Dull Pain and Reconstruction work just fine, but as anyone will tell you they're not to be relied on wholly in a fight because your HP can and will dip quickly.
This renders powers such as "Fast Healing", "Rise to the Challenge" the Health power pool, any regeneration benefits of IO's and, of course, the click-power "Instant Healing" on the Regen set, completely useless. I really hope this is a bug, but if it isn't, can you kindly remove it and let regens be regens once more?
Characters:
The Heroic Mary Grace (50)
The Mystical Thunderspark (50)
The Candy-loving Little Jenny (50)