Superleap Hurts...Why?
Don't land on ground lower than your take-off point. Success!
The damage is mostly trivial, but I understand your overall point. It just doesn't happen to bother me enough to add some kind of damage to the other powers.
OK, I can see that it might hurt if you landed badly, but it doesn't seem fair to penalise Leapers when Flyers never run into buildings and Speedsters never hit cars. (Nor do Teleporters ever materalise inside brick walls). Leaping is the only Travel Power that can result in personal damage.
I'm not all that concerned about it, actually, but it's just one of those game mechanics that makes me scratch my head. Ideally, I think any form of Travel Power should be chancy if you're not careful. Adds realism. Then again, it would be a pain in the butt. Any comments? |
I like it when my heroes/villains take damage from running downhill! It makes me feel superior in RL because I don't take damage from running downhill unless I fall, but then again if I do fall in RL it hurts a lot more! So I guess it kind of balances out. Very Zen-y, isn't it?
... I could be wrong, but I didn't think it did change damage if you landed onto the same elevation (or higher) than what you started.. Its only when you land LOWER than where you lept that you take damage... and that damage is only calculated from the difference between those two points. At least, thats how I thought it worked...
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Furio--Lvl 50+3 Fire/Fire/Fire Blaster, Virtue
Megadeth--Lvl 50+3 Necro/DM/Soul MM, Virtue
Veriandros--Lvl 50+3 Crab Soldier, Virtue
"So come and get me! I'll be waiting for ye, with a whiff of the old brimstone. I'm a grim bloody fable, with an unhappy bloody end!" Demoman, TF2
It's especially noticeable with the taller buildings in Praetoria. Last night, after talking with Praetor Sinclair, I superleaped down to the ground -- and found myself knocked down to 1 hp. Fortunately, there were no enemies near where I landed....
34 heroes,
20 villains, Victory, Justice, Infinity, Virtue, Triumph, Exalted -- some more active than others
My understanding is also that you only take damage if you land at a point lower than where you "touched off" from, and that the damage was based on how much lower your landing point was from your starting point.
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
Relative elevation is a good general guideline simply because that's how things tend to work out while traveling, but I think what's actually checked is the distance between your peak elevation and your landing point. Simply landing lower than you started won't necessarily cause you to take damage: if you step off the roof of a two-story building with SJ on, for example, you won't take damage.
I suspect the game simply adds your maximum jump height to the normal safe falling distance; whether you start lower or higher than you land isn't actually relevant.
Relative elevation is a good general guideline simply because that's how things tend to work out while traveling, but I think what's actually checked is the distance between your peak elevation and your landing point. Simply landing lower than you started won't necessarily cause you to take damage: if you step off the roof of a two-story building with SJ on, for example, you won't take damage.
I suspect the game simply adds your maximum jump height to the normal safe falling distance; whether you start lower or higher than you land isn't actually relevant. |
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
Leaping is the only Travel Power that can result in personal damage.
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Leapers don't spend as much time trapped in bus stops as my Super Speeders do. :P
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
we cant hear you back there.
-every other travel power
While the damage is trivial in most cases, I have often wished they would disable falling damage while Super Jump is active.
50: Ill/Kin(A+,R,J)-1047 badges RE/Dark(A) Fire/Elec Warshade BS/Regen Necro/Poison Ice/Fiery(A+) Son/Son Bane(A) FM/DA(A) DM/Nin Grav/Icy
lvling: Inv/EM DM/Sheild Arch/MM Bane NW Elec/Earth Grav/Elec Elec/FA Rad/Ice
Paragon Elite/Rogue Elite Joined Oct 2004
Why?
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
If you like, instead of taking damage in a fall, play an animation of the character landing hard and putting a crack in the pavement instead, or something of that sort.
"This is Batman to all points. I could use some air support. Because I can't fly. At all. .... Now would be good."
My characters at Virtueverse
Faces of the City
If it helps, if I turn off Fly toggle, I take damage from the fall.
BrandX Future Staff Fighter
The BrandX Collection
Because getting hurt from a fall doesn't feel super. All sorts of supers take falls of remarkable height without damage in comics, whether they can fly, jump high, or are just badass normals.
If you like, instead of taking damage in a fall, play an animation of the character landing hard and putting a crack in the pavement instead, or something of that sort. |
We already have the best of both worlds- risky rooftop-rumbles that hurt at low levels and virtually insignificant falls off the highest skyscrapers after you level up. Don't see the problem with that.
"This is Batman to all points. I could use some air support. Because I can't fly. At all. .... Now would be good."
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Harsh Justice is gonna be my first DCUO char. Acrobatics for travel power. Maybe if possible a grapple line.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
See, now there is one thing we superleapers and super speeders can agree on. Flyers are jerks.......
It's my understanding that the point of greatest importance is not the elevation at which you take off, but the PEAK of your jump.
That is, when leaping off of a high building, do NOT press and hold the space bar. Approach the edge of the building, and tap the space bar to "hop" off of it.
I do this all the time, and I am able to avoid falling damage most of the time. I believe the rule is that you do not take damage as long as you fall a shorter distance than the maximum height you can jump. However, this is measured from your peak, so you essentially need to make sure your peak is the same elevation as your takeoff point.
I actually think I'll double check this to make sure it's true. But either way, once you get into the 30s or so, falling damage is so small compared to your overall HP it's no longer really an issue.
OK, I can see that it might hurt if you landed badly, but it doesn't seem fair to penalise Leapers when Flyers never run into buildings and Speedsters never hit cars. (Nor do Teleporters ever materalise inside brick walls). Leaping is the only Travel Power that can result in personal damage.
I'm not all that concerned about it, actually, but it's just one of those game mechanics that makes me scratch my head. Ideally, I think any form of Travel Power should be chancy if you're not careful. Adds realism. Then again, it would be a pain in the butt.
Any comments?