5th Tier Travel Pool Powers: Mez on Travel Effects!
Change the 1 to a 2 (ala Telekinesis) and sure.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
Remember when BABs was talking about letting superspeeders run on water, but one of the problems was that it turned out that the necessary systems can't tell if you're moving or not? So that you ended up standing still on water, and other oddities?
The same problem would arise here. The powers system doesn't know when you land from a jump. Neither does it know if your super speeding across town, or just standing around really fast. I'm not sure what would happen with the jump power you suggested, but the run and fly ones would fling enemies away, even if you weren't moving at the moment. I don't think that this is the effect you wanted.
The teleport one would work just fine though. After all, we've already got that power in the game. In two different sets even.
@Roderick
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
Remember when BABs was talking about letting superspeeders run on water, but one of the problems was that it turned out that the necessary systems can't tell if you're moving or not? So that you ended up standing still on water, and other oddities?
The same problem would arise here. The powers system doesn't know when you land from a jump. Neither does it know if your super speeding across town, or just standing around really fast. I'm not sure what would happen with the jump power you suggested, but the run and fly ones would fling enemies away, even if you weren't moving at the moment. I don't think that this is the effect you wanted. The teleport one would work just fine though. After all, we've already got that power in the game. In two different sets even. |
You... do... realize that I sort of already went over that before creating this thread... In fact, it was why I created this thread in the first place?
http://boards.cityofheroes.com/showt...=230370&page=2
http://boards.cityofheroes.com/showp...3&postcount=26
http://boards.cityofheroes.com/showp...2&postcount=33
Maybe I should have just reposted the relevant posts from that thread here to begin with.
...
You... do... realize that I sort of already went over that before creating this thread... |
Maybe I should have just reposted the relevant posts from that thread here to begin with. |
@Roderick
That's because his landing counts as an attack which suppresses his travel power, so he switches to Combat Jumping real quick and proceeds to SMASH. Because Hulk just want to be left alone so his travel power will un-suppress.
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And I also like the suggested idea here.. Especially if it came with some nifty graphics as well. Such as the "Crater Smash" power leaving behind some cracks on the ground, or whatnot.
I'm going to talk about Super Jump for a moment.
On the one hand, I like the idea of being able to drop from a great height with an earth-shattering kaboom and knock enemies off their feet. Alex Mercer did this to amazing effect in Prototype, so it definitely has merit.
On the other hand, precisely fifteen seconds with Champions Online's Super Jump variant made me keenly aware of how ANNOYING it is to land with smashing thunder on EVERY FRIKKIN' JUMP!
Huaa!
BOOM!
Huaa!
BOOM!
Huaa!
BOOM!
Argh! Make it stop! I basically rage-quit out of that game just so I could load City of Heroes up and do a few jumps which didn't rattle my teeth. God that was annoying. Any game mechanic which makes each and every landing I do annoyingly obtrusive is a bad idea, especially since your average trip across a zone tends to involve something upwards of 20 jumps. Ack!
Now, if it were at all possible, I'd love to see an attack I could activate in the air and fall down with it, but I don't think such a thing can even work in City of Heroes, not the way powers are hooked up. It'd be cool, tough. But maybe a bit restrictive, especially if you're trying to use it under a low ceiling.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Now, if it were at all possible, I'd love to see an attack I could activate in the air and fall down with it, but I don't think such a thing can even work in City of Heroes, not the way powers are hooked up. It'd be cool, tough. But maybe a bit restrictive, especially if you're trying to use it under a low ceiling.
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We know that there's a check to see if you're close to the ground; it's used by several powers. If that flag can be used to see if you're not near the ground, use it on this hypothetical power. Then just make the power give a few seconds of high mag, unresistable -fly and -jump, and delay the damage so that it happens close to when you land. If it's possible, the damage should probably be dealt by a summoned entity like a Burn patch, which summons on the ground below you, just in case you're still technically airborne when it fires.
It probably wouldn't play nice if fired from extreme heights though.
@Roderick
Another thread started in the Going Red, I mean, Going Rouge, I mean, Going Rogue section of the forum got into expected physical effects of Travel Powers.
Superspeed: Repelling Blow Teleport: Explosive Return Fly: Rushing WindWell, here's a suggestion to expose expected physical effects to travel power usage. Add mez aura's as a 5th tier selectable power for travel powers, selectable at level 20, and you must take the level 14 travel power. Each aura affects an enemy similar to how you probably think the enemy should be affected. E.G. if you land while Superjumping, you pretty much expect the ground to shake and enemies to be knocked off their feet.
However, these powers aren't supposed to replace existing primary or secondary powersets, nor are they supposed to be used in every combat situation. While it would be effective for say, the Hulk, to simply ground-pound mobs of enemies into submission, he doesn't really land, re-jump, land again, re-jump, ad nauseum. Ergo, the endurance usage cost is deliberately set ludicrously high to discourage keeping the power enabled on an always-on basis.
Superjump: Crater Smash