Originally Posted by Clouded
Did you bother to read the next sentence in my post?
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Like I suggested...a different mechanic is involved. |
Originally Posted by Clouded
Did you bother to read the next sentence in my post?
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Like I suggested...a different mechanic is involved. |
At what point did someone deem it "a must" that characters that have super speed should be able to run up walls, how does the ability to be able to move your legs faster than anyone else make you able to defy gravity?
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To be fair, Ninja Run trivialized ALL the travel powers. I can very easily just take swift+hurdle, which I was usually going to take anyway in order to get Stamina, combine it with ninja run, and have a very valid form of transportation without ever needing to take a travel power.
That said, Fly is a really crappy power worthy of only concept. I wrote some 4 page essay on why if anyone is seriously interested. That being said, I do have about 5 characters that fly, including my main.
Fly, is the redheaded step child of the travel powers. It's pretty hard to think otherwise.
It's the slowest, most end expensive, and has some of the least useful "other" powers for it's pool powers. Not to mention every gets basic fly for FREE (or darn close to it.) all over the place. (raptor pack, jet pack vender, DJ power..)
That was all still before Ninja run. Now it's even slower then a perk power.
And the only reason people can come up with for it being that slow is "it's the safest". Yeah.. maybe true technaly. But i'll be frank, if your getting killed alot using other travel powers to get around,..... ..... I won't say it, it's not nice. Lets just say you need to work on that... I can "Stealth" missions, full of mobs, with superjump, or even now ninja run, and no stealth. And i can't REMEMBER the last time i died out of a mission going some place to a random mob. Now an ambush maybe, but not a random spawing mob...
That "safty" is a joke of a reason to keep it as slow as it is. (all of this is IMO of course.) You want to keep it the slowest travel power, FINE, but make it faster then a beefed up ninja run. You got like, almost 20 MPH to work with between fly and superjump. Split the different and give us like 10 more on our cap or something. That way were at the very least as FAST as Ninja run.
Tell me, in all honesty, how THAT would unbalance the game... I really want to know.
But alas, i'm not holding my breath here. doubtful it'll ever happen...
Since when does Fly cost more than Teleport? The only time I've run out of endurance using Fly was when I coupled it with Superior Invisibility (total endurance drain of 2.04 EPS unslotted, compared to base recovery of 1.67 EPS). Teleport at its maximum speed is 6.5 EPS, or 3.25 EPS if you go the minimum speed without falling.
Fly is not slower than Ninja Run. Fly is 45.2 mph unslotted; Ninja Run is 34.4 mph running and 33.9 mph jumping. Comparing Fly to Ninja Run paired with other powers (Swift, Hurdle, Sprint, etc.) is like comparing Fly to Fly+Swift. It's stupid. |
I don't agree with the complaining about ninja runs vertical movement drawback. If you know how to actually hurdle with ninja run you can out fasten most travel powers.
What I use to do when running to another mission is that I make use of tilted buildings. Ninja run +sprint +tilted buildings +holding down space; make you trigger a glitch that makes you float over a building at a very high speed. When you reach the top, hurdle kicks in. With the already built up speed from the float your toon makes an extremely high jump which make you fly for a while in the air at a fast speed until you land on another building, bouncing from one to the other. If you've picked hurdle also (I usually don't though) you can pull of an insanely high jump after the float
When you've done it sometimes you know exactly which buildings in every zone to make use of to build up your speed. It's easy comparing the pros with the awesome possibilities of ninja run to the slow movement that I have when I make a toon with flying. Using the float glitch I use to beat most team members to the mission and I don't even have to be concentrated to make the correct jumps
I don't really care if Fly is made faster. But Fly is not the most expensive travel power, Fly is not slower than Ninja Run, and comparing NR and two extra powers to Fly alone is not a fair comparison.
Note Ben's point of comparing Fly+Swift to NR+Hurdle; this is much more fair than Fly vs. NR+Swift+Sprint, and puts NR a few mph ahead of Fly. I would say that's still not quite fair, since Hurdle has always been a bigger speed boost than Swift. Fly+Swift is faster than NR+Swift; since Swift adds 1.9mph to fly speed and 5mph to run speed, all that comparison really says is that the difference between Fly and NR's flight speed and running speed is larger than the difference between Swift's flight boost and its run boost. Usefulness or fairness, comparing Fly and NR comboed with other powers doesn't help in the analysis of their relative speeds. |
In a lot of ways, I think the biggest problems are that the ground simply isn't dangerous enough, enemies are slow (and dumb...), and everyone is handed out temp jetpacks. In other words, different zone and map design would make Fly more useful without needing to speed it up. However, I don't see it happening. It's a catch-22 of sorts. Can't make ground spawns more dangerous because it would "punish" other travel powers but as they are now Fly seems to have a false advantage.
Something else of interest is that it's usually the defensive advantages that are mentioned but it's interesting that outside of Hover-blasting (which is viable and may technically stop some arguments on its own, yet it's still defensive) there don't seem to be offensive advantages. Only so many flying enemies and with the exception of Cabal witches, Longbow Eagles, and Diabolique they're too dumb to live. It's nice to have when fighting Rikti ships but that's not common.
In a lot of ways, I think the biggest problems are that the ground simply isn't dangerous enough, enemies are slow (and dumb...), and everyone is handed out temp jetpacks. In other words, different zone and map design would make Fly more useful without needing to speed it up. However, I don't see it happening. It's a catch-22 of sorts. Can't make ground spawns more dangerous because it would "punish" other travel powers but as they are now Fly seems to have a false advantage.
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They should make Fly faster by about 15mph and then give you like 2 times negative stealth and slightly increase its endurance usage. Thus you can be seen from farther away. That would "balance" it, but it would make it more fun to get to places.
The thing is that none of the travel powers are hard to use safely for anyone that has played for awhile and is paying attention. The one exception might be Super Speed since it has no verticle movement, but even then people make it work for particular builds. I think many like it in PvP.
I think the logic behind balancing fly is no longer necessary. Don't confuse Fly with Hover either. Hover provides defense and allows positioning for fights. Flight is a separate choice that is really the travel power. Flight generally uses too much endurance to be used during fights, if it doesn't you could increase it to do so, forcing people to take Hover if they want to use it to put distance between enemies.
I like Ninja Run. I bought Ninja Run and think its a great thing for the game. Now you don't need to take a travel power. But I think creating a gap in travel speed between Ninja Run and Flight is important.
2 times negative stealth and slightly increase its endurance usage. Thus you can be seen from farther away.
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I've always looked at Travel Powers in terms of Speed Vs. Versatility.
Super Speed is OMG FAST but if you don't combine it with a jump power, FENCES WILL BE YOUR BANE.
Super Jump is balanced in terms of speed vs. vertical movement, but you have to hop anywhere unless you combine it with super speed.
Fly and Teleport offer total three dimensional movement, but Fly is Slow and teleport isn't the most intuitive power. (Though it is unsuppressed)
Ninja Run is an oddball, especially when combined with buffs from Sprint, Fitness, Quickness, Lightning Reflexes, Kinetics, Etc. etc... It offers balanced horizontal and vertical movement. It's slower than super speed and less bouncy than super jump. With buffs, it is faster than fly, but it lacks it's versatility. There's a reason why Raptor Packs are so popular.
Would raising the fly speed cap to 60-65 be imbalanced?
There's also a tech limitation. The Fly Cap isn't just an arbitrary limit. It's "If you go faster than this THE GAME WILL BREAK".
It's like going faster than 66 miles an hour in a DeLorean. You go back to Pre Issue 1 beta.
Or something.
There's also a tech limitation. The Fly Cap isn't just an arbitrary limit. It's "If you go faster than this THE GAME WILL BREAK".
It's like going faster than 66 miles an hour in a DeLorean. You go back to Pre Issue 1 beta. Or something. |
At what point did someone deem it "a must" that characters that have super speed should be able to run up walls, how does the ability to be able to move your legs faster than anyone else make you able to defy gravity?
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I'm going to go ahead an regurgitate a saved argument I had against fly. The wording is wonky, and it's not accounting for ninja run, but it covers most of the basic arguments that come up during a discussion about Fly. One day I shall fine tune it, but until, enjoy the jumbled mass of thoughts~
*Edit* - Screw you Warkupo of the past, Air Sup is a great power.
Originally Posted by Warkupo
The argument that Fly has an advantage over other travel powers in that you can take short breaks while your character auto-flies to the mission is invalid due to the fact that with any other travel power I can simply *be* at the mission, use the bathroom, and return before any of the fliers on my team have arrived. I still operate under the same rules of time as the fliers do, after all. In doing this I also avoid embarrassingly returning to see my character has spent the last 2 minutes of his free-will trying desperately to move through a solid object. The argument that Fly has the advantage of going in a straight line, thus arriving faster has yet to be true during my game-play experience. Save for perhaps Grandville or Terra Volta on a Super Speed character, I have never been beaten to a mission by a flier when we both started from the same point at the same time. I have often beaten the flier even when they had a head start. It is often not even the case for me that fliers can even travel in a straight line. Often a building gets in the way before I can reach a high enough altitude to avoid it, meaning I either have to stop going forward and travel straight up, increasing my travel time, or go around the building at a much slower speed than the others would have gone, and risk hitting another building I will have to go around as well, also increasing my travel time. Assuming I *did* take the time to go all the way up to the ceiling, I now have to descend as well. If the area is particularly crowded I may not be able to simply descend down to the door. If I decide to just drop down by turning of flight so I can get to the ground quicker I risk taking damage, though I'll admit I do like to suicide drop and turn on hover at the last moment as a thrill so maybe you enjoy this sort of thing. I also risk hitting a spawn I might not have seen from so high up in the clouds when doing this, which, if I just plummeted to the earth like a rock, could wind up in a very embarrassing death. The argument that Fly has superiority in certain maps is inaccurate as well. The Shard becomes far faster to navigate if you learn and use the jump points located all over the map. It does require that you map the area out a bit, but once done it is far quicker to use SS, SJ, or TP to quickly move to a jump pad and reach your destination in far less time. The only real advantage Fly has in the Shard is that it can be useful if the jump pad decides to be cute and throw you into the abyss, in which case you can activate Fly and correct your course. However, you can also just activate your temporary Fly power, which you can have indefinitely, so it's a moot point. The only zones where Fly has an advantage is Terra Volta, and Grandville, and only against Super Speeders. Teleporting and Super Jumping work just as well they normally do. The argument that Fly is safer is due to being out of the sight of anything that could harm it is also in accurate. There are enemies in the sky, but they still travel fairly low to the ground, so I will not include them as a threat. Snipers, however, have proven deadly at times for the slower fliers who can take 2-3 shots before getting out of their range, only to clunk their way into the range of another. This is especially hazardous for squishier characters. Conversely, my Super Speeder is typically unnoticed and out of a sniper's range before the shot even goes off, assuming I am even seen at all. He also has the advantage of slotting the (admittedly expensive) stealth IO for perma-invisibility, thus escaping the attention of nearly every enemy in the game. I have also never died from landing in a bad spot with Super Jump, but then, I have adapted the amazing ability to adjust my camera downward so I can see where I am going before getting there. While on this note, every other travel power has the advantage in that it can move the camera without having to worry that it will ruin its’ path. This is not true for Fly (and teleport to some degree). Teleport has the same vertical advantage Fly does, except that it is also the fastest travel power available, so the snipers are a virtual non-issue. Additionally, a Teleporter can keep moving if it gets immobilized, and can be useful for escaping such a situation in a combat scenario. Fly has a disadvantage in that you have to slot it to get it to an acceptable level which is, unfortunately, still very low compared to all others. Often I will leave Super Jump and Super Speed with only the initial slot until very late levels, if I slot them at all. Fly, on the other hand, forces you to devote slots to it early so that you can even comprehend getting to a mission in a realistic time, and even then, you will still probably just get teleported by someone faster than you. This problem is alleviated somewhat with IO’s such as Blessing of the Zephyr in that they add benefits from slotting a travel power, however, it isn’t as though the much faster Super Speed and Super Jump can’t also take advantage of these IO bonuses and be made even better than Fly by utilizing them, thus negating any real advantage this might have given Fly. Fly has a disadvantage in its perquisite powers. Combat Jumping and Hasten often make it into my character builds for their min/maxing potential. Combat Jumping costs nothing, can be slotted for defense and travel, both of which offer very good set bonuses for very few slots, offers the same defense as hover, grants immobilization resistance, and does not disrupt the flow of combat. Hasten makes everything faster, thus allowing me to do everything faster, such as attacking, healing, controlling, whatever, at the cost of a moderate amount of endurance which is typically very easy to get around. It is also essential for perma-Hasten, obviously. Builds which achieve perma-hasten are typically the kinds of creatures that are running around soloing enemies designed to be a challenge for groups of eight and more. Recall Friend is useful for getting the flier to your door, and Teleport Foe is useful for dividing a dangerous spawn, after you've slotted it with some range enhancements to beat the aggro radius of the spawn, of course. Air Superiority offers limited control for melee characters, but lacks enough power to typically stay on my builds, and becomes less useful as my defenses rise and my need for such gimmicks decreases. Hover is much better after the latest speed boost, and can be slotted similarly to Combat Jumping, however, it's endurance cost is much higher, lacks any res protection of any kind, and leads to Fly, which is still the worst travel power available. Unless your build somehow required both powers, for the interests of reaching the soft cap or fitting in another Luck of the Gambler, or concept, there's no real reason to take Hover over Combat Jumping. Finally, everyone can Fly now with temporary powers, thus negating any vertical penalties the other travel powers may have had. Not only are they handed out like candy, but you can buy them if you do manage to run out of all the free ones somehow for next to nothing. Actual game play experience has also proven to me that despite the reduced speed of these temp powers compared to Fly, I am still capable of arriving to the mission faster than a flier even if I do have to utilize them. In fact, they made me *faster* than I was before, as I no longer have to go around, thus pretty much *ensuring* that I arrive faster than a flier, where before it might have been close. Additionally, if an enemy flies out of my range, I can just activate my temp power and attack them, thusly negating any advantage Fly or Hover had in a combat scenario as well. I often feel that arguments against flight getting any sort of buff are based on purely on a conceptual basis, and lack any actual practical analysis. After having practically applied flight in various situations for the better part of three years, I can do nothing but conclude that Flight is the very worst travel power in the game with few, if any, redeeming qualities over other selections which are just as easily available, save, of course, for conceptual reasons. |