Is Ninja Run killing Travel Powers?
Wow, I expected a variety of opinions but I would have never guessed that so many didn't use travel powers even before the Ninja Run Pack came out. To me the travel powers help define the identity of the character. Not having one would also have the same effect. I just didn't think it would be so wide spread.
That is one of the beauties of this game. The ability for 100K people to play in 100k different ways and 99.95% of them are valid(cheaters exempted). Thank you for all the opinions. They give me something to think about. I would take your advice but I'm afraid they might take me serious and turn it into a walk like power. I don't want to be drawn and quartered in the streets by thousands of angry gamers. |
This makes me wonder. Have all these people bought the booster pack(highly possible) or are they just going without a travel power?
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- OR -
they could have bought a Raptor Pack in the Shadow Shard or Grandville (which you can do at level 1) - they sell for 10 k inf, (these also last for 2 hours of use time)
- OR -
they could have parked their character in the Shadow Shard or Grandville to earn time on a Traveler's Pack - which is a Raptor Pack that can only charge up to a max of 30 minutes of use time for just parking in either of those two zones.
Plus the GVE Package Jump pack, not to mention that old Clasic of Hurdle+CJ, OR Quickness/Lightning Reflexes+Swift.
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Hello world. Not new to the game but the forums
Onward. For me; travel powers isn't really worth spending power slots on early in the game.
You can navigate through the city fast enough using sprint and ninja run. While you can't jump over buildings with Ninja Run, you can hurdle over them using windows and some textures also makes you float. When you've got the technique down it's fast enough to suffice your need for speed.
Though I do agree in that travel powers helps defining your characters persona, they are just not good enough to waste taking early in game IMO. (Super jump is the only good one anyway cause it both have fast vertical and horizontal travel). Though again that's only my opinion and opinions differ
Ninja Run is nice, but it is not fast enough for me to have as my only means of travel. What it does is grant me an easier time of moving around fast in a mission on characters who normally super jump, so I don't have to stutter hop around. It's still not as fast unless I pick up a Speed Boost or have built for Run Speed, but it's more convenient.
I can't abide for my characters to not have true travel powers, even if that is the Flight pool. They all offer different levels of either direct 3D movement or speed that Ninja Run, as nice as it is, only dabbles in.
One place I have used Ninja Run extensively is on a new Regen Scrapper, the only character I've ever built without the Fitness pool, and who therefore has no Swift. The character has SJ as a travel power, and as a Regen, it also has no compensating replacement for Swift such as Quickness or Lightning Speed. Until I did this, I had no idea how addicted I am to having Swift-like powers grant me high tactical ground speed for moving from foe to foe. Unfortunately, NR suppresses, so it's not a perfect substitute for this kind of power, but it helps fill the gap to some degree.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
My first 50, Kat/SR, has never had a travel power, just hurdle and swift. But when the MA pack came out I thought to myself I gotta get my hands on that! Now both his running and jumping speeds are over 70mph which is by no means slow.
My stalker is a natural and uses NR exclusively, plus I have the good vs evil jump booster. Nope, no need for a travel power there. Any bigger size toons I make usually get SJ. But I still take fly or whatever else if the consept calls for it.
Yeah, while I would have to say that NR does help those folks who prefer not to use a travel power, it is by no means alone in that category.
Between the Ourborous Portal, the Base Teleporter (for vets), the Pocket D teleporter, the purchasable Wentworths teleporter, the Mission Teleporter... well, getting around outside a mission is easier than it has ever been.
As for getting around inside a mission, I rarely used my travel powers in the missions anyway, except on those rare outdoors maps.
So no, NR is not killing travel powers, but it does provide yet another option for people. And options are good. Well, usually.
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I get to have my travel powers at level 6 now so I'm pretty much in the clear. ^_^
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Not to knock the players who enjoy Ninja Run or the developers who worked on it, but quite frankly the aesthetics of Ninja Run creep me out.
In motion, it's City of Samurai Jack. At rest, it's City of Quasimodo. I'll be sticking with Power Pool travel powers, sprints, and jetpacks, thank you very much. . |
Everyone is talking about concept, but none of my characters is Quasimodo or an arthritic geriatric. That bent-over stance just weirds me out.
Oh, don't get me wrong, I'll use it for sure in the lower levels to get around, but you can bet I'll be grabbing Flight or SJ at 14 so I don't have to look at it any more.
Heh, reminds of the first episode of The Tick.
Run out of roofs, eh? |
Ninjas -- these guys are everywhere. |
*THUMP* "I think I just ran over a ninja." "We're already late dear. It's not like we hit a collie or something." |
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Between the GvE Jump pack, the Base Teleporter, Team TP, Ouroboros TP, Pocket D, mayhem mission temp powers, and Raptor packs it has made it easier than ever getting around. NR is just icing on the cake. I really don't see a need for travel powers anymore unless it is for fun, concept, or IOs.
In my own case I don't see me ever replacing a permanent travel power wit NR but I do have a 15 level KIN that picked her's up with 1:52 minutes left on her Raptor Pack. It didn't take long after I creater her to realize that unless I needed to get someplace that was too high to jump and too far to run to the only set of stairs I quickly discovered that Ninja run was faster than the Raptor Pack. I will always still feel more comfortable having that travel power for times when NR just seems less practical to use.. Trying to get up and down high cliffs in Faultline, Any mission in IP (that's an awful lot of water to run through as opppsed to flying or TPing over), Missions taking to certain parts of TV or Crey's Folly.
It's a great bonus power and I love goofing around and jumping from building top to building top to see just how far I can get without touching ground. I'm sure some players will use it and not take any other travel power but the majority? I sort of doubt it.
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My SR scrapper uses only ninja run + sprint for travel. I have Quickness and Swift also.
Of course Ninja Run is killing travel powers. It sneaks up on those old, visually uninteresting travels and stabs them in the back before speeding away into the shadows! Let's see super speed do that!
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Anyone Who wants to argue about my usual foolishness can find me here.
https://twitter.com/Premmytwit
I'll miss you all.
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i make stuff...
Well, if we're talking about real-world, competent drive-by shootings, then you do in fact stop long enough to shoot. Attempting to fire while driving at speed usually results in anything but the target getting hit; assuming you hit anything at all.
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edit: Also, I said Stab, not shoot.
Anyone Who wants to argue about my usual foolishness can find me here.
https://twitter.com/Premmytwit
I'll miss you all.
I picked up the Martial Arts pack a few weeks ago. Ninja Run is certainly a useful tool (kicking in Sprint for an extra "gear"). I loves me my fly to much to stop flying, certainly. I have one or two characters, low level, who are only using NR at present, but don't know if that will be the case forever.
I have been playing long enough to get the traveller bennie, with access to travel at lvl 6. Still pick up a full on movement power earlier rather than later given that advantage.
My scrapper doesn't need an AoE. She IS an AoE.
On some of my characters, I deliberately DON'T use Ninja Run because it doesn't fit their concepts.
I don't care for the ninja run poses for running or standing. Running does look kind of cool with shield and weapon out.
I do like NR for the leaping poses. Reminds me of old Steve Ditko Spider-Man poses.
Finally picked up the martial arts booster...
NEVER will ninja run kill travel powers for me and I doubt for enough people to make them obsolete.
I like it on my dual blades scrapper... but on my tank who I made very large and bulky... yea no, he'll keep super jump. Even on my scrapper I don't know that he'll go without a "traditional" travel power, he's only lvl 9 atm.
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Usually playing one of the following toons blueside on Virtue:
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Radubadu 46 Fire/Fire blaster
Hell Runner 35 Fire/Fire brute
Wow, I expected a variety of opinions but I would have never guessed that so many didn't use travel powers even before the Ninja Run Pack came out. To me the travel powers help define the identity of the character. Not having one would also have the same effect. I just didn't think it would be so wide spread.
That is one of the beauties of this game. The ability for 100K people to play in 100k different ways and 99.95% of them are valid(cheaters exempted).
Thank you for all the opinions. They give me something to think about.
Super Speed and Super Jump still work on all of my characters that have them. Maybe you should send a Bug Report if Ninja Run is affecting your travel powers. You might get Bug Hunter!