Fix Group Flight


AkuTenshiiZero

 

Posted

As most of you probably recall, flight used to have a tohit penalty and no suppression. The tohit penalty was removed and suppression was thrown in. It's endurance cost was also lowered so it didn't suck your entire bar dry in 40seconds of use.

And then we have group flight. A power which would actually be a pretty neat (if somewhat odd) tactical and useful in various situations if not for one thing: It has a tohit penalty of 25%.

25%

That is completely ridiculous. /Dark users would kill to have that kind of tohit debuff potential in one or even three separate powers. Group flight has a bit of a speed penalty given to others in its radius, which makes it questionable in terms of a group travel power. What makes it useful is the manueverability it affords a group in combat. The power is designed in such a way that it benefits large teams by giving them limited immunity to knockback/knockdown, targetted slow powers, (such as Knives of Artemis caltrops) and the option of maintaining distance for ranged superiority. Imagine fighting an Archvillain or a GM using group flight. It neuters their ability to counter ranged archtypes like Blasters, Corrupters, Controllers and Dominators. Group Flight would see a great deal more use if it didn't have such a gigantic penalty attatched to it. So my suggestion boils down to this:

Remove the 25% tohit debuff penalty in group flight.

Add suppression to group flight.

Either increase the personal end cost of a single person using group flight, or decrease the cost but spread it out over the entire group for each person being affected by it.


 

Posted

With the upcoming change allowing Mastermind pets to zone with you, I've considered actually getting group fly for my cadre of cannibals.

I'd never use it in combat though...

My only fear is that they'll constantly fall out of it. In my 4 and 1/2 years of playing I've taken fly on virtually all my toons. Not once have I thought about taking GF.

Come to think of it, I'm not sure I've EVER seen it used...

Lets see a show of hands if you've even used it!


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Posted

I don't care much about the ToHit. I'd never use it for combat, personally.

I'd just be happy if you could run Group Fly with Swift/and FlySpeed bonuses and not lose your passengers. It completely defeats the purpose.


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Posted

Quote:
Originally Posted by Paradigm_Shift View Post
As most of you probably recall, flight used to have a tohit penalty and no suppression. The tohit penalty was removed and suppression was thrown in. It's endurance cost was also lowered so it didn't suck your entire bar dry in 40seconds of use.

And then we have group flight. A power which would actually be a pretty neat (if somewhat odd) tactical and useful in various situations if not for one thing: It has a tohit penalty of 25%.

25%

That is completely ridiculous. /Dark users would kill to have that kind of tohit debuff potential in one or even three separate powers. Group flight has a bit of a speed penalty given to others in its radius, which makes it questionable in terms of a group travel power. What makes it useful is the manueverability it affords a group in combat. The power is designed in such a way that it benefits large teams by giving them limited immunity to knockback/knockdown, targetted slow powers, (such as Knives of Artemis caltrops) and the option of maintaining distance for ranged superiority. Imagine fighting an Archvillain or a GM using group flight. It neuters their ability to counter ranged archtypes like Blasters, Corrupters, Controllers and Dominators. Group Flight would see a great deal more use if it didn't have such a gigantic penalty attatched to it. So my suggestion boils down to this:

Remove the 25% tohit debuff penalty in group flight.

Add suppression to group flight.

Either increase the personal end cost of a single person using group flight, or decrease the cost but spread it out over the entire group for each person being affected by it.
Group fly was always one of those powers that made me scratch my head and go "huh?" ...

The only use for it was at the old style hami raids. You don't even need that now though with the purchasable jet packs .... I'm not exactly sure why they haven't removed that power completely yet and replaced it with something else. Maybe they don't know what to replace it with?


 

Posted

Not that I disagree with your premise (fix GFly), but...

Quote:
Originally Posted by Paradigm_Shift View Post
25%... Dark users would kill to have that kind of tohit debuff potential in one or even three separate powers.
They don't need to kill. Dark Defenders get 18.75% base from both Darkest Night and from Fearsome Stare (~28.125% after slotting). Dark Servant's* Chill of the Night is -30% before slotting, and his Darkest Night + Twilight Grasp + Tenebrous Tentacles together (three separate powers) are -25% before slotting.

* And this is Dark Servant for Defenders, Corruptors, and Masterminds


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Posted

Quote:
With the upcoming change allowing Mastermind pets to zone with you, I've considered actually getting group fly for my cadre of cannibals.
When was anything like that announced?


Quote:
Originally Posted by Arcanaville View Post
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Posted

Group Fly shoul dbe changed so that allies within a radius gain the flight ability for a limited period of time that they can toggle on or off themselves.

the ability only lasts a few seconds (say 10 or 20) and is automatically renewed if you are within range of the initiator.

this way, if you "fall out" of the area of effect you have 10 or 20 seconds to catch up and recharge


 

Posted

Quote:
Originally Posted by MaestroMavius View Post
With the upcoming change allowing Mastermind pets to zone with you, I've considered actually getting group fly for my cadre of cannibals.
Quote:
Originally Posted by Samuel_Tow View Post
When was anything like that announced?
Posi let that slip in a tweet a few days ago.
It was supposedly meant to be in a patch note but apparently fell through the cracks or some-such.
I think it's supposed to apply to all pets, not just MM henchies.


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Posted

Group Flight = Utterly Useless.

I've never seen anyone use it. I've never used it myself. I did pick up the Kheldian version on a 2nd build for my PB, but have never seen the need for it...Ever. Well, were I a jerk and wanted to grief people a bit, there's a use...

What could replace it...? I think an extremely fast version of flight (Super Sonic Flight) where you rocket across zones would see some use. That you have to have two power picks to get it would provide some balance against other Travel Powers (also make it an endurance hog)


 

Posted

I've got a better idea.... Add in a "reverse Force Bubble" effect on all users within its radius so that you CAN'T fall out, the primary user of the power pulls you slowly near them, and you CAN get out IF you choose to "swim against the stream" so to speak.

And, yes, take out the -ToHit, it's stupid and pointless.


 

Posted

I think there's so much "negative press" against Group Fly that they ought to consider simply removing the To Hit penalty from it without applying any other kind of penalty to take its place.

The reason they never applied the travel suppression "solution" to the power in the first place was that it would make people fall away from the user so much more badly than it already does that it would be totally unusable. Travel suppression could never be an alternative for the power as it works now.

I understand that removing the To Hit penalty without applying travel suppression to take its place could potentially make GF better than regular Fly for personal use, but I think that would be balanced by the fact that GF still costs more END than regular Fly and would still have the difficulties of 'interfering' with teammates if you didn't want it to.

As it is now Group Fly basically has far more disadvantages than advantages. That's why no one likes it. I feel removing one of its big disadvantages would make the power more desirable without making it overpowered.


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Posted

Quote:
Originally Posted by Socorro View Post
Group Flight = Utterly Useless.

I've never seen anyone use it. I've never used it myself. I did pick up the Kheldian version on a 2nd build for my PB, but have never seen the need for it...Ever. Well, were I a jerk and wanted to grief people a bit, there's a use...

What could replace it...? I think an extremely fast version of flight (Super Sonic Flight) where you rocket across zones would see some use. That you have to have two power picks to get it would provide some balance against other Travel Powers (also make it an endurance hog)
I've actually used GF with a Fire Controller with Imps.

I did that more as a novelty than a necessity though. I'd guesstimate that after several years there was maybe only 3 or 4 times where using GF to get the Imps up to bad guys was the easiest way to tackle the situation.

People have often suggested a "Superfast Fly" as a replacement to GF but it seems clear that the Devs aren't willing to make Super Speed pointless in any way. *shrugs*


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Posted

Quote:
Originally Posted by Lothic View Post
...
People have often suggested a "Superfast Fly" as a replacement to GF but it seems clear that the Devs aren't willing to make Super Speed pointless in any way. *shrugs*
Give them Super-Duper Speed to replace Whirlwind then - I've seen Whirlwind used exactly as much as I've seen Group Flight used (ie, Never)

Or a running up walls ability... they'd love that...


 

Posted

I used to have group fly with my MM for taking my flunkies with me while scouring outdoor maps (which I loathe), and it was a pain in the neck, I had to constantly tell my minions to run(fly) ahead of me or they'd fall too far behind, and thus to the ground.

I respeced out of it when they introduced AOE upgrades, Now I dismiss/resummon them.


 

Posted

Quote:
Originally Posted by Evangel_EU View Post
Group Fly shoul dbe changed so that allies within a radius gain the flight ability for a limited period of time that they can toggle on or off themselves.

the ability only lasts a few seconds (say 10 or 20) and is automatically renewed if you are within range of the initiator.

this way, if you "fall out" of the area of effect you have 10 or 20 seconds to catch up and recharge
That's exactly how it does work.


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Posted

My understanding is that Fly is as fast as it'll ever be.
The Dev's have stated that making Fly any faster poses problems with peoples machines not being able to handle it. Apparently SS doesn't have this problem because of the XY axis deal.

Granted, when they were saying this they were also saying power customization was impossible with the current engine the game used. So who knows whats changed since then.

I'd personally love an Afterburner though!


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Posted

Quote:
Originally Posted by Socorro View Post
Group Flight = Utterly Useless.

I've never seen anyone use it. I've never used it myself. I did pick up the Kheldian version on a 2nd build for my PB, but have never seen the need for it...Ever. Well, were I a jerk and wanted to grief people a bit, there's a use...

What could replace it...? I think an extremely fast version of flight (Super Sonic Flight) where you rocket across zones would see some use. That you have to have two power picks to get it would provide some balance against other Travel Powers (also make it an endurance hog)

That's a good idea .. maybe make it a click power that lasts 20 seconds, gives the user max speed on flight (or surpasses max speed) and recharge of a minute, and uses up a good chunk of endurance so there's something to compete with the end sucking travel power teleport.


 

Posted

Quote:
Originally Posted by Folonius View Post
That's a good idea .. maybe make it a click power that lasts 20 seconds, gives the user max speed on flight (or surpasses max speed) and recharge of a minute, and uses up a good chunk of endurance so there's something to compete with the end sucking travel power teleport.
As I implied before people have been regularly suggesting pretty much exactly this as an idea to replace GF for well over 5 years now. I'm willing to accept the reality that if they haven't bothered to replace GF by now they likely never will. *shrugs*

I agree that GF has always needed some serious fixes to make it work better but there's nothing really wrong with the basic concept. I suspect the Devs would finally get around to fixing GF long before they outright replace it with any kind of "superfast fly" no matter how limited/balanced it would be.

But based on what the Devs are doing in I16 with adding powers to the epic power pools (many of the pools that only have 4 powers are supposed to be getting a new 5th choice to choose from) it might be possible that they would eventually add a 5th choice to the travel power pools as well. This way instead of GF being "replaced" we might get something "added" to the pool as a new alternative.


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Posted

Quote:
Originally Posted by MaestroMavius View Post
With the upcoming change allowing Mastermind pets to zone with you, I've considered actually getting group fly for my cadre of cannibals.

I'd never use it in combat though...

My only fear is that they'll constantly fall out of it. In my 4 and 1/2 years of playing I've taken fly on virtually all my toons. Not once have I thought about taking GF.

Come to think of it, I'm not sure I've EVER seen it used...

Lets see a show of hands if you've even used it!
I was on a task force once where a defender had it and all the defenders and controllers that didn't have fly would ride in the GF area during battles because the spawns were mostly melee. It works out really nicely for targeted aoe focus stuff that doesn't need acc. Helped a lot.

That was the one and only time I ever liked it and I would never waste the power pick on it for myself (except now maybe I will for my MMs, if the pets will stay in it).

Robin


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Quote:
Originally Posted by Techbot Alpha View Post
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Posted

Quote:
Originally Posted by Socorro View Post
Group Flight = Utterly Useless.

I've never seen anyone use it. I've never used it myself. I did pick up the Kheldian version on a 2nd build for my PB, but have never seen the need for it...Ever. Well, were I a jerk and wanted to grief people a bit, there's a use...
You need to look around more. I see Masterminds with it (especially 'bots masterminds) rather frequently. I've seen it used to ferry others across zones.

The "tohit" penalty makes sense for me, thematically - you're not really in control of your own flying. I wouldn't argue with the penalty being lowered, mind you, but having it there does make sense to me.

That said, I'd *love* to have a "Decline" for it - preferrably in the options menu. I've had it interfere with various characters (assassin strikes get interrupted, powers "suddenly" don't work because my controllers or doms got lifted off the ground, elec brutes lose status protection as I recall as well) more often than I care to remember. THAT gives it a bad name to me.


 

Posted

Make it a AoE buff like Inertial Reduction, or even a ST buff. 90-120s up time otherwise works identical to normal fly (lower max speed). Make it easy to remove for those who don't like it (either by r.clicking the icon or with a new /macro command).

St would be best for teams but AoE would be better for MMs... ideally it'd function differently depending on who was the target...


 

Posted

Quote:
Originally Posted by Socorro View Post
Give them Super-Duper Speed .
This made me LOL =D


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Posted

I'm glad someone started this thread because I had plan to start one myself. Group Fly would be a great power if the Devs would fix the follow issue on it. I don't understand why a power that could be so potentially great, especially for MMs, has not been changed. And as other posters have said already, now with the ability for MM henches to zone this would be a fantastic time to make this change as well!