Remove the damage delay from Lift/Levitate
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. |
*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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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.
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. |
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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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.
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.
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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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.
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. |
There is no reason whatsoever to waste time and resources fixing something that is working just fine the way it is.
Issue 16 made me feel like this.
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