Remove the damage delay from Lift/Levitate


Aura_Familia

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Leave Lift and Levitate alone. 99.99% of the time in my experience the damage happens when they hit the ground.

There is no reason whatsoever to waste time and resources fixing something that is working just fine the way it is.
This isn't a "can't click doors when they're open" bug or "Energy Aura underperforms compared to other armor sets" issue that take serious resources to fix. This is a five minutes in the power spreadsheets fix.

Quote:
Originally Posted by ClawsandEffect View Post
Vanden: Has it occurred to you at all that the discrepancy you're seeing on when the damage occurs could be because of LAG, and not because there is anything wrong with the power? I bet not. And I bet that is EXACTLY what is happening, because I tested it myself and Bill is correct. Unless you are so many levels above your target that it launches them off the screen, they take the damage right about as they are hitting the ground.
It's not lag, it happens when my netgraph is completely green with no lost packets, 100% of the time. Besides, there are other reasons to change it, like flying enemies taking damage before they hit the ground, flying enemies looking silly when hit by the attack period, and enemies who don't get knocked back at all taking damage anyway.

Quote:
Originally Posted by ClawsandEffect View Post
And Bill is right on another point: If the damage happened at the beginning of the animation, and there was no damage upon them landing, it would look bat guano, pants-on-head STUPID
It would look the same as every single other knockback power in the game. If you think that looks stupid, well, that's your prerogative. But it would at least look consistent.


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Warning: This poster likes to play Devil's Advocate.

 

Posted

Quote:
Originally Posted by Vanden View Post
This isn't a "can't click doors when they're open" bug or "Energy Aura underperforms compared to other armor sets" issue that take serious resources to fix. This is a five minutes in the power spreadsheets fix.


It's not lag, it happens when my netgraph is completely green with no lost packets, 100% of the time. Besides, there are other reasons to change it, like flying enemies taking damage before they hit the ground, flying enemies looking silly when hit by the attack period, and enemies who don't get knocked back at all taking damage anyway.


It would look the same as every single other knockback power in the game. If you think that looks stupid, well, that's your prerogative. But it would at least look consistent.
Well no, at the moment it works like every other kb game, you see the orange number when the impact happens. What you're proposing is that you'd see an orange number when they take off and none when they hit the ground, which would look pretty pants (pants not being good).


 

Posted

*reads over the first page* Cripes, remember when the creed of Suggestions and Ideas was to attack the idea and not the poster?

Also, I just checked on my Mind/ Dominator, and yes, Levitate's damage tick comes in about a half-second to a second too late, consistently, and against even con/+1 enemies.

That said, I think the ideal solution would be to just tweak the damage timing and not shove it to the beginning of the animation. I agree that it would look bleh to do so.

And since we're on the subject, I wouldn't mind a consistency pass on all powersets for this sort of thing. I seem to recall Dark Blast having a number of hit delay issues, which only makes the set feel even wimpier than it already is.


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Posted

The major issue I have with damage occurring at the beginning of the animation is thematic.

You can say that the enemy is being hit with some invisible force all you want, but that's not what I'm seeing. When I look at those powers I am seeing something lifted or levitated, which does NOT imply that they are being hit with something. It looks like some sort of force has picked them up and slammed them to the ground. I see no logic in saying that being picked up should hurt, but being violently slammed on the ground would cause no damage at all.

The powers are designed to deal their damage when the enemy impacts the ground. A half second difference one way or the other is NOT a good enough reason to change it so it functions how one person wants it to. Because that's the real issue here. The power works just fine the way it is, but one person has decided to start a crusade because they want their powers to work how they say they should, instead of how they were designed.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by Vanden View Post
It would look the same as every single other knockback power in the game. If you think that looks stupid, well, that's your prerogative. But it would at least look consistent.
You mean the powers that very distinctly hit the target straight on, like Force Bolt, most of Energy Blast and the Peacebringer powerset?

The ones that the damage *visually* and *unquestionably* comes from being hit with something, as opposed to being lifted up then slammed on the ground?

If Lift and Levitate did knock*back* intead of knock UP, you might have had a point here. However, they don't. And neither do you.


 

Posted

Well if we are going to fix the timing of when powers do what, can we also fix Total Focus so it stuns when it hits instead of as you jump in the air? At least the timing for that is static no matter what level the mob is you are facing.


 

Posted

Quote:
Originally Posted by Vanden View Post
It would look the same as every single other knockback power in the game. If you think that looks stupid, well, that's your prerogative. But it would at least look consistent.
Looking like every other knockback power in the game wouldn't be a good thing. Lift and Levitate are designed in such a way that it looks like your character is picking them up and slamming them on the ground. Changing it so they are like every other KB power would cause them to lose that appearance and there would be nothing at all unique about those powers like there is currently.

Why should every power in the game look and work exactly the same? I'm sorry if you don't like it, but if every power looked and functioned exactly like every other similar power, that would be.....well.....BORING.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.