The City of Heroes Super Booster IV: Martial Arts is out!


ABC123

 

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Quote:
Originally Posted by Marcian Tobay View Post
My mind is battling. On one side of the arena is "You're selling a better power than can be earned"... on the other is "But run and jump don't really affect gameplay that much, so shut up"...

Not sure who will win.
Edit: Considering what little problem I've had with Mystic Fortune and Self-Destruct, the second half won.
Not to mention it shuts off defensive "travel" powers like Combat Jumping, so once again, "not intended for use in combat".


 

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Quote:
Originally Posted by Castle View Post
Ninja Run (I wanted to call if Wuxia, but was overruled...) is better than sprint by a pretty good margin. It's better than Combat Jumping, in terms of speed, as well.
Is the ninja run slottable? This would be the ultimate super reflexes toon. I could finally drop super speed for that totally natural character.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

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Quote:
Originally Posted by Texas Justice View Post
Can we get the slash commands for the costume changes? Please? I prefer binds for costume changes using an emote.
/cce 1 cclightning

Where 1 is the slot you want to change to

and

cclightning can be replaced by ccspin or ccwhatever


 

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Quote:
Originally Posted by Blue Rabbit View Post
And apparently combines SS with SJ. But I may be wrong.
It detoggles the other travel powers.


 

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It doubt it's as good as either SS (esp. considering the stealth bonus here) or SJ combined. Also, it sounds like the end cost is somewhat prohibitive of it's use in battle. I will have to log in to see what it is like though.


Sermon
@sermon
One of Six, Cannibal 6

 

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I'm at work, so unable to check out the booster pack right now, but I have a few questions

1) The Ninja Run power will work on any character regardless of origin, correct?

2) Is Ninja Run enhanceable?

3) If Ninja Run is not enhanceable, can its effect be further improved with the selection of powers like Swift, Hurdle, or Combat Jumping?

4) If this is the "Natural" origin booster pack, I guess we're out of luck on things like backpacks, quivers, scabbards, etc., huh? Unless maybe (hopefully) they'll appear in a future pack.

Looking forward to seeing the new costume pieces, but Ninja Run is probably what will ultimately make me plunk down my $9.99 for this pack.


(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon

 

Posted

Quote:
Originally Posted by EvilRyu View Post
Is the ninja run slottable? This would be the ultimate super reflexes toon. I could finally drop super speed for that totally natural character.
It cannot be slotted.


 

Posted

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Originally Posted by Blue Rabbit View Post
*ahem*

I think that reads as enhancement over other players who choose not to buy it. Especially as it doesn't occupy a power slot. And apparently combines SS with SJ. But I may be wrong.
Does not combine with SJ or SS, turns of SJ, SS and CJ, as someone mentioned above.


 

Posted

1) Yes it works on any character
2) No
3) Swift, sprint and hurdle, yes. Travel pool powers, no
4)


 

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Originally Posted by FitzSimmons View Post
It cannot be slotted.
Wow, so yeah. I'm going to have to get really good about remembering to turn it off and turn CJ back on when getting into combat.

I don't suppose there's a way we could have Ninja Run simply suppress Combat Jumping instead of turning it off? So when I engage in combat I can just turn off Ninja Run and still have my (meager) defense? *ducks* Sorry Devs! Still not complaining! I love youuuu! ;]


 

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Quote:
Originally Posted by Bright Shadow View Post
Oh come ON!!!!

I bought it right away because of my OCD on this booster system. And then I went to check out the costume pieces.

The first thing I noticed where the boots and I was like "Boy, these would look GREAT under Flared Pants as an alternative to the crappy Sneakers we have in-game right now!"

Then I go to actually check that hypothesis, and guess what!

We're not allowed to have 'em under pants!!!

COME ON!!!!!

Please, guys! Please please please please please, can we PLEASE have them enabled under pants as well?!
Can someone please enable Bright's underpants?!


 

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Weee! Thanks BAB! I lurv you!


 

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YES!!!

*bounces*



"City of Heroes. April 27, 2004 - August 31, 2012. Obliterated not with a weapon of mass destruction, not by an all-powerful supervillain... but by a cold-hearted and cowardly corporate suck-up."

 

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Quote:
Originally Posted by mousedroid View Post
4) If this is the "Natural" origin booster pack, I guess we're out of luck on things like backpacks, quivers, scabbards, etc., huh? Unless maybe (hopefully) they'll appear in a future pack.
Yeah, that was pretty much my concern too. I was hoping for more swashbuckler, knight, ranger, and other (especially D&D) type options. I have made some fairly good costumes along those lines with what we have, but there are also some great ninja costumes already, so it's not a question of "need".

For me, it's more a question of getting a poofy shirt, vest, and ostrich feathered hat so I can justify rolling up yet another DB toon and name him Bruce, so he can take over Spirit of Tampa Bay's VG (The Buccaneers of course!) when she is redeemed.


 

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Quote:
Originally Posted by FitzSimmons View Post
Just bought it and checked it out real quick. It detoggles SJ, CJ and SS. I'm sure it detoggles Hover and Fly too.

So there's no advantage in PVP with it.

I hate losing the defense that CJ gives but it does look pretty cool.

I might bug it and see if we can at least get CJ not to detoggle.
Hm, but will it detoggle Granite/Rooted on a Stone tank/brute? If not, then something is either very wrong.....or VERY RIGHT......


 

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Quote:
Originally Posted by Kahlan_ View Post
If anyone could give the stats on ninja run I would be most grateful! (end usage, speed increase, etc)


Top speed for Ninja Run on my lvl 50 toon with only Swift not slotted for running is 39.38 MPH (46.53 MPH with Sprint!) Jumping Speed is 33.93 MPH and Max Jump Height is 31.80 feet (32.20' with Sprint). End use seems negligable or about what Sprint costs. Hurdle combined with this, especially if three slotted, is gonna be faster than Flight, no? Plus Ninja Run wins hands down for styleover any other travel power. The forward running animation is with one arm forward bent at the elbow with the other hand trailing behind but the animation when running backwards does have the two hands trailing behind anime style run and is the best part of this totally wonderful booster pack, imho. Great job to all the Devs who worked on this!

Edited: Because not enough (or anything?!) has been said about the fantastic cool sound effects that accompany NR.


 

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We have the best development team in the history of development teams, working on this game. So much love for you guys. <3

(And best community/playerbase. WE RULE!)


 

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It cannot be slotted.

Well, even still, swift+quickness+sprint+NR might be sufficient for a choppy "natural" version of superspeed

I'll probably be using it for windsprints on missions for my toons w/o Swift


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Quote:
Originally Posted by Blue Rabbit View Post
I think that reads as enhancement over other players who choose not to buy it. Especially as it doesn't occupy a power slot. And apparently combines SS with SJ. But I may be wrong.

It doesn't even remotely compare to either SS or SJ.

Superspeed is base 350%, with one 50 IO taking that to 471%. Ninja run is unslottable 140%.

Super Jump is base jumpspeed 249%, jump height 2780%.

Ninja run is a novelty power, and at best a slight improvement for folks who were already using something like hurdle+cj for non-combat travel.


 

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Quote:
Originally Posted by Blue Rabbit View Post
I think that reads as enhancement over other players who choose not to buy it. Especially as it doesn't occupy a power slot. And apparently combines SS with SJ. But I may be wrong.

LMAO! Someone will run a little faster than my toon and do a flip when they jump! Oh noes!

What kind of cheese would you like to go with your whine?


 

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Quote:
Originally Posted by brophog02 View Post
Ninja run is a novelty power, and at best a slight improvement for folks who were already using something like hurdle+cj for non-combat travel.
Well put. I have one toon who uses Swift/Hurdle/Sprint/Combat Jumping as her "travel power". The Raptor Pack and Zero-G pack are okay, but they're still really not her style. I'm going to love Ninja Run on her, even if she's not a ninja. (D&D Human Ranger.)


 

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This is a great power for /SR based toons, Swift+Quickness+Ninja Jump = nice


 

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Quote:
Originally Posted by Irresponsible View Post
Top speed for Ninja Run on my lvl 50 toon with only Swift not slotted for running is 39.38 MPH. Jumping Speed is 33.93 MPH and Max Jump Height is 31.80 feet. End use seems negligable or about what Sprint costs. Three slotting Hurdle is still gonna be faster but Ninja Run wins hands down for style. The forward running animation is with one arm forward bent at the elbow with the other hand trailing behind but the animation when running backwards does have the two hands trailing behind anime style run and is the best part of this totally wonderful booster pack, imho. Great job to all the Devs who worked on this!
Anyone test what that looks like with sword out? Or sword and shield? I just watched the video and at least one of my characters NEEDS the ninja run power very badly!!