Buff Inertial Reduction, slightly.


BBQ_Pork

 

Posted

Upon playing a Corruptor with the Kinetics Secondary, I was pleased to have Inertial Reduction in my powerset. I could have a travel power without having to taking up one of my pool choices, or fit in a pre-requisite power into my build.
I was happy with my choice until fighting an enemy with Immobilize effects. The I was struck by the fact that a Pool (Leaping) was superior in some ways to a Secondary power. Heck, for Defenders it's a Primary!

Kinetics is all about Speed and Power, Damage and Energy being shifted in your (and your team's) favor.

What I propose is that Inertial Reduction grant Resistance (or Protection, whichever the correct term is) to Immobilization effects, equal to Combat Jumping.
I feel that this change would not make this power unbalanced, as I'm not asking for mez resistance for the /kinetics character and thier buffed allies, not even resistance to Slow.
Nor am I asking for Combat Jumping's +Def.


 

Posted

A good idea. I hardly consider IR to be an "in combat" power, more a travel exclusive, but in point of fact I also *never bothered to take any travel power pools* because of that. I could have taken others, in order to accent any defenses, but you're right - it doesn't, and probably should, even just in keeping with other similar style powers.


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Posted

I forgot to mention that IR doesn't suffer from Suppresion in combat, unlike Super Jump, but Combat Jumping doesn't suffer from Suppression either.
It just seems like a boost that would be keeping with the Kinetics theme of building a team's momentum.

I would also consider adding resistance to slow, but that might be more fitting to Speed Boost, and I don't want to open that can of worms.


 

Posted

Combat Jumping doesn't suffer from suppression, but then neither can you leap tall buildings using it either. It's called Combat Jumping for a reason. Super Leap gives you the ability to bound over the areas like someone just stuck a rocket to your back. Combat Jumping is more like bouncing energetically on a pogo-stick.

To be honest though, IR needs a weakness and it's lack of immob protection is the only one which makes sense. Super Jump requires you to take another power from the pool. One you might not necessarily want.


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Posted

Quote:
Originally Posted by BBQ_Pork View Post
I would also consider adding resistance to slow, but that might be more fitting to Speed Boost, and I don't want to open that can of worms.
Speed Boost does include resistance to slow, but I'd actually add a little more to IR, in addition to Immobilize protection. As it stands, there isn't much reason to use it in combat, and no reason to take it at all if everyone takes travel powers anyway. Slow resistance would make sense conceptually in IR, and it shouldn't be problematic.


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Posted

IR is a superior version of Super Jump, not Combat Jumping (or Super Jump + Combat Jumping), so this is not an apples to apples comparison. That said, some Immob resist would not be out of line thematically or in terms of balance.


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Posted

Quote:
Originally Posted by Xyzyx View Post
some Immob resist would not be out of line thematically
How does reduced inertia allow you to be immobilized for a shorter amount of time?

(I don't really care either way, the suggestion that immob resistance is thematic for a power called Inertial Reduction just struck me as funny)


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Posted

Quote:
Originally Posted by Fleeting_Whisper View Post
How does reduced inertia allow you to be immobilized for a shorter amount of time?

(I don't really care either way, the suggestion that immob resistance is thematic for a power called Inertial Reduction just struck me as funny)
There are two side to inertia: moving things want to stay moving, and still things want to stay still. Presumably since the kineticist wants to stay in motion, he'd be shifting the scale away from immobility towards mobility.


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Posted

Quote:
Originally Posted by Red_Valkyrja View Post
Except you can't Speed Boost yourself.
True. But there's Siphon Speed, which is self (and your targeted Foe) only.

Having IR grant Immob Resistance would not only benefit the Caster (and thus the team indirectly as the caster is better able to serve the team), but would be handy as an occasional break-free from Immobilize effects.


 

Posted

Quote:
Originally Posted by Xyzyx View Post
There are two side to inertia: moving things want to stay moving, and still things want to stay still. Presumably since the kineticist wants to stay in motion, he'd be shifting the scale away from immobility towards mobility.
Inertia resists change in velocity. By reducing inertia, it becomes easier to change velocity. So if you want to get technical, IR should debuff your slow and immob resistance


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Posted

build for soft capped ranged defense and take CJ


 

Posted

Quote:
Originally Posted by Fleeting_Whisper View Post
Inertia resists change in velocity. By reducing inertia, it becomes easier to change velocity. So if you want to get technical, IR should debuff your slow and immob resistance
Only if it boosted your speed and immob resistance by the same amount, since velocity could go up OR down. But "Reduce the 'Bad' Kind of Inertia" was too wordy for the power selection window, so they just left all that out and let you jump real high.


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Posted

Quote:
Originally Posted by BBQ_Pork View Post
True. But there's Siphon Speed, which is self (and your targeted Foe) only.

Having IR grant Immob Resistance would not only benefit the Caster (and thus the team indirectly as the caster is better able to serve the team), but would be handy as an occasional break-free from Immobilize effects.
Oh, trust me, I'm not arguing against the Immob Res. My Kin/Arch would appreciate it greatly. But Siphon Speed requires a.) a fow b.) a hit. while SB does not.

It'd be nice to have a little sumthin' sumthin' in IR.