Get Rid of Group Fly
The only thing I can possibly think of to say in Group Fly's defense, is that the MM bots look cool with rocket feet and get better angles on mobs in the air. Other than that it's crap lol.
For those who like this power, keep it. Possibly buff it.
If you feel that it stinks, don't take it. Suggest a better power and have a fifth power in the pool.
How about "no."
The devs, fortunately, learned how *stupid* it is to replace powers when they tried it with APPs/PPPs and were nearly lynched for doing so. You'll notice they have a fifth power now.
See also "Cottage rule."
You don't like the power? Don't take it. Simple as that. Don't suggest depriving the people who DO use it of the option of having it.
I'm one of the 14 people who have it, and I love it. It's not terribly useful, but it sure is fun.
Tell you what, I'll gladly give it up if you give up one of your favorite "fun" powers. Deal?
Useful for those of us with pets/henchmen.
also still useful on hami raids, though the cheaply available jetpacks has reduced the need somewhat.
So no, add don't replace
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My understanding of the power, mostly from reading other people's comments, is that Group Fly applies a forced fly movement on characters in the zone around the caster, and then determines the character's movement rate using the modifiers held by each character (especially Swift), not a common movement rate based on the caster. Also, I believe that at one point in the past (and possibly still) the Fly Speed enhancements in the Group Fly power only affected the fly speed of the caster and not the targets, meaning the caster always moves quicker than the targets, leaving them behind and letting them drop.
Masterminds would love to use this power properly, to fly with all of their henchmen (especially Robots), but even when they're following normally, they quickly and easily drop back 60ft (the power's radius) before they realize they're supposed to get going, and end up falling in less than 10 seconds. Unless the caster moves in baby steps, they're going to lose toons that are on Follow.
To make Group Fly work better for everyone, I would make sure that the enhancements in the power affect all targets equally. To help Masterminds, I might even add a small fly speed bonus to all henchmen - doesn't give them flight automatically, but helps them catch up similar to the Superjump ability most of them have. Can't do anything about casters having Swift, but that's the only thing left.
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I would be fine with group fly if it only affected things belonging to that player, like a MM being able to use it to make his pets fly. [I think my MM might be about to pick this up, for this reason.]
Otherwise it is a massive nuisance, much like idiots who insist on Invis-ing you when you already have the Concealment pool and have asked them nicely to stop. The problem with that is, those of us who have our own Invis forget it isn't ours, and then the thing wears off in the middle of a group of purples. Good times.
back in the day with the old sk system, i used group fly on a 50 to help lowbie friends get to mishs in grandville back before auction houses, back before you could buy a raptor pack in grandville
i would hit group fly then follow the lowbie to the mish because i would fly faster due to lvl difference and if they followed me they would fall usually
however, nowadays with supersidekick system, jetapcks everywhere group fly is a lot less needed but i do agree that its good for mm who have ranged pets, other than that pretty much useless unless you wanted it for the heck of it
My understanding of the power, mostly from reading other people's comments, is that Group Fly applies a forced fly movement on characters in the zone around the caster, and then determines the character's movement rate using the modifiers held by each character (especially Swift), not a common movement rate based on the caster. Also, I believe that at one point in the past (and possibly still) the Fly Speed enhancements in the Group Fly power only affected the fly speed of the caster and not the targets, meaning the caster always moves quicker than the targets, leaving them behind and letting them drop.
Masterminds would love to use this power properly, to fly with all of their henchmen (especially Robots), but even when they're following normally, they quickly and easily drop back 60ft (the power's radius) before they realize they're supposed to get going, and end up falling in less than 10 seconds. Unless the caster moves in baby steps, they're going to lose toons that are on Follow. To make Group Fly work better for everyone, I would make sure that the enhancements in the power affect all targets equally. To help Masterminds, I might even add a small fly speed bonus to all henchmen - doesn't give them flight automatically, but helps them catch up similar to the Superjump ability most of them have. Can't do anything about casters having Swift, but that's the only thing left. |
Look, I'm not trying to throw sand in the faces of you die hard CoH fans with your CoH posters above your beds...hehe. All I am trying to justify is why have a power that is not as practical to use as it may have been long ago? I would say some major tweaking of this power might be in order. I know its my choice not to pick it, I just get sick of looking at it every time I get to that level and it pops out like a loaf of bread from the oven. You know saying "Here I am, it's me,..look at me Group Fly"!...lol.
I simply don't care. I have self flight. Why should I allow you guys to fly with me when you can't even share your superspeed with me? Yeah I'm selfish. Don't judge me!
All I am trying to justify is why have a power that is not as practical to use as it may have been long ago?
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I would say some major tweaking of this power might be in order. |
I use it so I tell you your suggestion is bad. You're bad.
Actually, if there is one pool power that is useless it's Team Teleport. It is much more efficient for the person to teleport themselves to the destination and then use Recall Friend (or Assemble Team if they have it) to bring everyone else.
Still, I don't necessarily think it should be removed. It's just one more power I don't need to worry about saving space for.
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Actually, if there is one pool power that is useless it's Team Teleport. It is much more efficient for the person to teleport themselves to the destination and then use Recall Friend (or Assemble Team if they have it) to bring everyone else.
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Some PVP tactics.
Or, one a group of friends and I were having fun with - group of sapper-type characters (all elec/elec blasters in our case,) all show up, and almost immediately everything else is twitching and/or nearly out of END, of not outright dead. Why? .... Team teleport.
Actually, if there is one pool power that is useless it's Team Teleport. It is much more efficient for the person to teleport themselves to the destination and then use Recall Friend (or Assemble Team if they have it) to bring everyone else.
Still, I don't necessarily think it should be removed. It's just one more power I don't need to worry about saving space for. |
I used Group Fly on a supergroup of characters I made over two accounts. All the characters on one account had no travel powers, the other account had characters with Group Fly (or PeaceBringer equivalent), Kinetics, Recall Friend and other "taxi" powers.
I came to hate Group Fly.
Trying to fly across a map with either the flier or passenger in the lead and the other on follow would often lead to the passenger getting dropped, no matter how I slotted Group Fly or Swift or anything else.
I like the idea of bestowing flight on teammates, but I really think the way Group Fly currently works is broken, and can't think of any workable alternatives.
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I'd be happy if they changed Group Fly to;
- Set everybody equal to or slightly greater than the Group-Fly source, that way when you set to follow, passengers shouldn't fall behind and drop unless they hit an obstacle for a long period of time
- Make Group fly more like group hover, to give a small defense bonus to compensate for the high ToHit debuff.
- OR Reduce the ToHit debuff to a more reasonable level, maybe -5% to -10% instead of -20%
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First off change the name to Grant Flight
Get rid of the hit debuff
Make group fly a buff type power similar to Speed boost visual wise.
Players must be in the same group to Grant or receive flight.
The receiver of Grant flight pays with his or her own endurance.
Users of Grant flight pays for endurance for their pets or if possible take the endurance away from the pets, whichever is easier to implement.
Remove the tether that group fly has.
If a person dies or gets endurance drained fly must be reapplied. The player can remove the grant flight power by clicking on the icon to remove the buff
End result is this is a power that requires 2 other powers to have access to it.. It should not be WORSE it should be better.
Those using Group Fly / Grant Flight still can buff their pets and pay for the endurance or if they are lucky the pets would pay for their own endurance use of flight, which would make it more realistic persay. . The only issue is you would to spend a moment to buff the pets. I do not find it unreasonable as it would take several seconds to do so and your done.
My idea makes no changes that would affect the cottage rule and further make everyone not wanting group flight happy on the team. So now the Mastermind can have his bots hovering above the team without forcing the rest of the team to be flying as well.
It's a win / win for everyone
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I sorta like that. My bots MM was planning on getting group fly to be able to travel with bots, but it sounds as though it might be sort of difficult to use -- sixty feet ain't much.
So, in a nutshell, I say get rid of this option of Group Fly. I cannot be the only one who feels this is a needless power with only a very small percentage that uses it. Maybe replace it with another practical power. I cannot think of anything at the moment but I am sure you guys can come up with something better. I also know there will be those of you who defend and love Group Fly. Well, "clap", "clap" "clap". Yes, that is me clapping for you because you are braver then me for picking that useless power. If you can give me a good logical reason for picking this power after level 20 then the floor is yours!
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Let's just say I'm not going to hold my breath for it to ever happen...
Besides even if everyone could universally agree that Group Fly is the "worst" power in the game there would be another power dubiously named the "worst" power after it got removed. Where would that get us? There's always going to be a "worst" power no matter how much the Devs work on this game. It's easier just to accept that fact.
Removing Group Fly is not the answer. Obviously there are many ways it could be improved and I'd be all for that. But outright removing it after 6 1/2 years would be a major overreaction that would likely cause more trouble than it's worth.
As an FYI most people often suggest replacing Group Fly with some kind of "Supersonic Fly" that would go really fast. But trust me when I say the Devs will never go for that. Fly's speed is set at what it is relative to the other travel powers so that it won't make the other powers pointless. If a version of Fly was as fast as Super Jump or Super Speed why would anyone ever take those powers? The Devs have effectively explained that to us for years now.
So in a nutshell Group Fly needs to be improved to make it more useful, not removed.
P.S. I still use it occasionally to move my Fire Imps around. It's amazing how many people don't bother looking up in this game.
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Well, if I could change my main title I would have changed it to "Tweak Group Fly" instead of "Get Rid of Group Fly". I currently have two MM's but never really thought about getting Group Fly for them because they will normally spawn back up in the location once I get there or come to a stop.
We know that a lot a people don't like change but if something works as an inferior power, then it should be revisited by the dev's for an overhaul. A few months ago, I ended up doing a mish or something and received a temporary power "Team Teleport". I never had this power before but when I was able to use it in team play, I really liked how it worked. Especially in TF's to where you need to get a blinky or TP everyone to the Boss. It speeded things up and saved a lot of lives in the process. Now, that is a practical power and is useful.
I think Group Fly needs to incorporate something that can benefit, not hinder you and/or your teammates.
Well, if I could change my main title I would have changed it to "Tweak Group Fly" instead of "Get Rid of Group Fly". I currently have two MM's but never really thought about getting Group Fly for them because they will normally spawn back up in the location once I get there or come to a stop.
We know that a lot a people don't like change but if something works as an inferior power, then it should be revisited by the dev's for an overhaul. A few months ago, I ended up doing a mish or something and received a temporary power "Team Teleport". I never had this power before but when I was able to use it in team play, I really liked how it worked. Especially in TF's to where you need to get a blinky or TP everyone to the Boss. It speeded things up and saved a lot of lives in the process. Now, that is a practical power and is useful. I think Group Fly needs to incorporate something that can benefit, not hinder you and/or your teammates. |
Having said that I think most would generally agree that Group Fly has always needed some major QoL improvement. Even so it's pushing it to say it's a completely 0% benefit/100% hindrance situation right now. As people have mentioned in this thread there's at least some of us still using it as it is.
It's not really a question of "not liking things to change".
In this case it's a question of getting an appropriate change.
An improved version of Group Fly would likely be much better for this game than removing the concept completely.
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Ever since I was in college and played this game back in 2004-2005 and then started up again Jan. 09', I have always wondered way anyone would ever take this power? I bring this up because now, there are so many ways one can get around until they can obtain their travel powers.
Buy a Jet Pack at Wentworth's for example. There are those who got jump packs with their purchase of CoX....etc. Based on what paragonwiki's description says about Group Flight: "You can endow your nearby teammates with Flight. Be mindful! Your friends will fall if you run out of Endurance or if they travel too far away from you. Group Fly travel speed is slower than Fly.
Flying allies suffer from reduced Accuracy. You must be at least Level 20 and have two other Flight Powers before selecting Group Fly. Major hit to Accuracy; use with caution. Popular at Hami Raids." Well, it appears there are more negatives than positives on this one.
You can see, based on this description, that you must be at least level 20 and have two other flight powers. Also, it has a limited range if your teammates travel too far from you. The only practicality I can see would have this available in the early stages of the game, not after level 20 and not after already getting two other flight powers.
Yes, this game is based on individuality and everyone has their own unique choice on what travel powers to use. Some people like Super Speed, some like Super Jump, while others including myself, like flight. This being said, when traveling to missions it would seem most people (after level 20) have their own way to get there. In most cases, you will have another teammate TP you over to the mission door or TP the entire group over.
So, in a nutshell, I say get rid of this option of Group Fly. I cannot be the only one who feels this is a needless power with only a very small percentage that uses it. Maybe replace it with another practical power. I cannot think of anything at the moment but I am sure you guys can come up with something better. I also know there will be those of you who defend and love Group Fly. Well, "clap", "clap" "clap". Yes, that is me clapping for you because you are braver then me for picking that useless power. If you can give me a good logical reason for picking this power after level 20 then the floor is yours!