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Aracknight

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Everything posted by Aracknight

  1. Hey, thanks for answering. We can always get around it with costume and stance switches too. Appreciate the answer tho.
  2. Hey, with this change, I really like that you can select the regular Fly animation with Hover. Hover Added new customization themes that allows you to remove the hover animation But since you can now change the Hover animation to be the same as for Fly, could you also conceivably change Super Speed, Infiltration, Super Jump, Sprint, etc to have alternate options so that we could activate Super Speed but have Ninja Run animation, Infiltration but have Slide animation, Super Jump but have Beast Run animation, and so on? This could make it so instead of changing a stance under the inherent tab and being stuck in Beast Run mode all the time, I could change it in a travel power and only be in that stance when that travel power is activated! (I know I asked on the old thread, but they opened this new one and locked the old one. Thanks.)
  3. Hey, with this change: Hover Added new customization themes that allows you to remove the hover animation Since you can now change the Hover animation to be the same as for Fly, could you also conceivably change Super Speed, Infiltration, Super Jump, Sprint, etc to have alternate options so that we could activate Super Speed but have Ninja Run animation, Infiltration but have Slide animation, Super Jump but have Beast Run animation, and so on? This could make it so instead of changing a stance under the inherent tab and being stuck in Beast Run mode all the time, I could change it in a travel power and only be in that stance when that travel power is activated!
  4. Winger. She's only seventeen (seventeen!)...
  5. Truthfully i never noticed that 4 second drop with sprint and ninja run happening on live. Ill check when i get home.
  6. Did we ever get an answer to if the travel portion of infiltration dropping when in combat like the stealth and defense portions was a bug or working as intended? Sorry, there's a lot of pages to this thread.
  7. So....to be clear. We're upset that New Fly is slower than New Super Speed and New Super Leap when....Old Fly is slower than Old Super Speed and Old Super Leap? And the issue is during MSRs, fliers are slower than other travel powers? The same way it is now? Especially when a *lot* of those fliers are using jet packs because most of the city (according to some posters) get by on PTW travel powers and not the Travel Pool powers because (checks notes) Travel Pools are superfluous with the PTW store? On live, I use fly. It's certainly slower than people with SS and SJ. I get a few licks in on a pylon, like everyone else. A lot of people are built to solo pylons. I can. Get a few of those guys together and a pylon crumbles quick. And if you're that far behind....you still know where the league is gonna end up. Is...is it me?
  8. Really digging Infiltration. I have it two slotted with Winter's Gift and I've been zipping around Faultline, Grandville, and other high-elevation zones and having a good time. I was even able to get on top of the globe in Atlas Park when jumping from city hall. Mechanics aside, I'm just straight up having fun with it. I'm gonna have to bite the bullet and trade fly for it when it goes live. I don't really like relying on temp powers like jetpacks, but I haven't had this much fun travelling since I first learned Super Jump when I joined back in I-8.
  9. I don't disagree with you, except for on what is being solved. Right now some people have an issue with hover's animation overriding fly's because they want the benefits of both. This pushes the benefits of hover into fly, and solves the animation issue, not to mention the endurance issue of running more than one toggle. Now, while I agree that this does nothing to let you run infiltration and combat jumping together, that wasn't really the problem I was aiming at. Truthfully, if I had to do it, I'd arrange the travel powers like so: T-1: Single target attack. (Air superiority, teleport target, flurry, jump kick) T-2: Combat version (Combat Jumping, Hover, Combat Teleport, Combat Speed(doesn't exist, i know. you get the point)) T-3: Full version (Super Speed, Fly, Super Jump, Teleport) T-4: Group version (Click powers, not toggles. Group Fly, Inertial reduction, group teleport, something for speed. Essentially a click to give the group a travel power for a duration. And of course, the ability for null the gull to cancel it) T-5: Multi target attack (Spring attack, fold space, something for fly, whirlwind) The pop up tray/bonus power is an interesting idea, but more people seem to not like it than like it. I also get that I've taken out Acrobatics and Hasten to include a group jump and speed power and that might obviously upset folks. But, change always does. Compromise was once explained to me as "no one feels they got nothing, and no one feels the other side got everything." Infiltration is a niche case. I've longed for a ninja run style power that could be slotted, and sliding it over into concealment is an interesting take on it that I had not considered because its both a run and a jump power. But, that being said, I dig it and have been having fun trying it out on test. All of these are, of course, only my ideas, and I don't even like all of them. But there can be interesting ways of doing it differently and in the name of balance and fun combined, which is where I think the devs are trying to go. Anyway. See you in the City.
  10. Mutually exclusive, I guess, since I'm suggesting a way to minimize toggles.
  11. I wonder if there is another solution to running multiple travel powers. In the fighting pool, if you take boxing, kick, and cross punch, you get bonuses to each. What if, in the same vein, they altered the travel powers so that, for example: Fly stays the same. Hover, stays the same, but adds flight control to Fly if you have both. Evasive Maneuvers stays the same, but adds defense to Fly if you have both. Super Jump stays the same Combat Jumping stays the same, but adds jump control and immobilize protection to Super Jump if you have both. Acrobatics stays the same, but adds knockback protection to Super Jump if you have both. This way, you still have to take the powers to get the abilities you want, but you only have to have one toggle running, the main travel power. Obviously I've left a couple of defense bonuses out because this was off the top of my head, but maybe it splits the difference.
  12. My feedback/question is about Infiltration. Feedback: I think Infiltration is a pretty awesome power. On my MA/SR scrapper, I was able to aasily get to the "old" speed cap of 92 mph running and 78 mph jumping with only Infiltration and Sprint activated. Ultimately, it put me at the old speed cap for running and jumping (if not jump height) while giving me more jump height and using less endurance than Sprint+Ninja Run which I use on live. Plus, I was able to reduce my end usage by slotting winter's gift into Infiltration, and double my stealth radius with the Celerity stealth io I keep in Sprint. So the net result (for me) by replacing Ninja Run with Infiltration is higher and faster jumping, faster running, less end usage, and more stealth! Winning all the way around! Really, really digging this power. Plus I can easily set a macro to switch costumes to a stance with Ninja Run when I toggle on Infiltration. Neat! My question about Infiltration is: I understand the difference between in- and out-of-combat defense, and why it is pertinent. Same thing with stealth dropping in combat. However, I do wonder why the speed portions of Infiltration seem to turn off when I enter combat, whether ranged or melee. Defense dropping, I understand. Stealth dropping, I understand. But the travel portion dropping? Bug or WAI? Thanks. PS: Can you consider having SR's Elude power "Increase the cap" of jumping and running like the new travel powers do? Thematically, since it's a click with a duration and a crash, I think it'd be a neat fit to a power that in the age of IOs isn't really necessary for the defense portion of the power (although the +Recovery remains awesome).
  13. I think the point made that moving away from the t-9 armor power being a "more unkillable" power is a good one. Power creep in the form of IO's and Incarnate powers has made far too many powers flat out skippable, and I think that's a shame. But at the same time, it's hard to find a consensus on how to reinvent said wheel. We skip travel powers because of prestige ones being available. We skip t-9s because we don't need them (Elude) or they don't give the best DPS attack chain (Eagle's Claw). We take powers we never actually use for IO mules or to get the power we need for IO mules (Boxing, Tough, and Maneuvers for me). It's clever, and a wonderful exercise in minmaxing and performance building but at the same time it feels me with a sense of...wasteful sorrow somehow. I get that this last bit is obviously the start of a much larger conversation, It was just sort of bothering me this afternoon.
  14. I've been playing my MA/SR scrapper since I8. It's my only character, save for the Tank version I experimented with last year. I think that for what it does, SR is an amazing set, but I think some of this is an attempt to re-invent the wheel. I wouldn't change what SR does, but I think some tweaks to make it do what it does better or differently could be acceptable. It has a simple setup: Three toggles for defense and ddr, three passives that give it defense, ddr, and scaling resistance, quickness, mez resistance, and elude. My 2 inf, would be to: 1) Generally leave the toggles alone. Don't reorder them, and add a small Taunt aura to Evasion for Scrappers. Or do re-order them, and add a small Taunt aura to Evasion for Scrappers. Sorry Stalkers, this obviously wouldn't be good for you. 2) Allow the scaling resistance in the passives to be enhancable, adjust the formula, and allow resistance enhancements and sets to be slotted in them. I believe that adding some more resistance could counter the perceived "need" for healing. I'm not talking about hitting the Resistance Cap when standing there at full hit points, but I think there's some wiggle room available to balance it properly. This would also give those of us who just use Tough as a mule for resistance uniques (and never turn it on) a reason to not take it, and get two powers back. 3) Add +jumpspeed to Quickness, just to make that quicker too, and allow it to accept universal travel sets (but not run/jump/fly sets because of the stealth IO being "permanent" in a passive) 4) The Practiced Brawler/Master Brawler debate. I see both sides, I really do. The PB click can be used as a "break free" and can be stacked, which is awesome. The MB version "builds them into the" toggles, which means I can put an attack on auto fire, or another power instead, which is awesome. I say split the difference. Make Practiced Brawler give a passive Mez resistance of 4 into the toggles like MB does, and add 6-8 when clicked. This lets us have a small amount all the time, a larger amount on demand, and still allows stacking. 5) Elude. This power has become skippable in the age of IO's, and I think that's sad. The last time I used it was when I was getting the ski badges in Pocket D, and I think that since soft-capping is so easy, that an interesting idea foe Elude is to look at what else it does, which is to boost recovery, run speed and jump height. Why not take out the Defense, since it's not really needed and turn it into a toggle (Not A Click) travel power, like Athletic Run, that you can slot? I think with the new stance selection animations this could be pretty awesome.
  15. Is it possible to divorce the jumping stance from the running/idle stance? Kind of like how ninja run with prestige slide works, where you slide until you jump and get the cool ninja flippy jump? I've always *loved* the jump animation from ninja run, but not so much the crouched one hand back tiny steps running animation. Perhaps you could have idle running stance, jumping animation, and use the fly poses to choose a flying animation? More customization is always better and welcome:)
  16. Storm Kick or Crippling Axe Kick would be better for cone or arc attacks. Both are sweeping attacks vs Eagles Claw which is clearly a single target big hitter with either animation. Right thought, wrong power.
  17. DMG? Mine has the Efreeti on the front cover.
  18. I don't have anyone on ignore. With everyone's rampant altitis it's pretty tough for me to keep track of who people are (i'm sure someone will educate me how in this very thread shortly!). I have been on teams/leagues that have had some people who say things that reference political hot button topics or general asshattery, but I generally just excuse myself with a "this is not the team/league for me." The great thing about the City, is that there's always something else to go and do, and tons of better people to go and do it alongside.
  19. Yes. My MA/SR Scrapper has been built as a Tanker and Stalker so far, with Brute next. I like learning a new playstyle, but without the added need to learn new powersets as an additional level of difficulty. I also don't really suffer from altitis, my main just gets a MK II, III, etc depending on what mode he's in. I may be an anomaly that way, other than Bill Z.
  20. Okay, so after the update, whenever I hit Tequila, it bring up the Tequila screen, begins to validate, and then simply closes. I attempted to re-download it, but it doesn't change anything. I've rebooted and yelled and etc, but no joy. Ideas?
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