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Captain Citadel

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  1. I missed that. I apologize. OP compared the idea to the Contamination effect in Radiation Melee, and that effect is applied by all damaging abilities in the set, triggering bonus damage on Contaminated targets hit by any single-target Radiation Melee attack. I don't see why Impact should only apply to some of the single-target attacks in SS and not others. With the exception of Foot Stomp, everything is single-target. The proposed AoE shockwave effect from Impact should be applicable to every single-target damaging ability. I'd rather see Impact apply a -Res debuff, but either of these options would improve Super Strength across the board without radically altering how it's played or which attack powers are picked.
  2. Exactly. This is why I like the idea of adding Impact to Super Strength, but don't like Street Justice. It would work exactly like the secondary effects in all of the original damage sets: a thing that happens while you're normally using your powers. It's not like Bruising where you absolutely must always be using your T1 attack to keep a debuff on the target. It wouldn't suddenly change SS into a combo-based gimmick set. The proposal wasn't to only add Impact to certain powers and force a specific rotation, this would be something applied by every attack in the set. The idea is that successive strikes are applying the effect by chance over time, not any specific attacks.
  3. I'm not really sure Invuln needs a buff that badly, and I say this as someone who plays my Invuln/SS Tanker almost daily. Moving Invincibility up towards the front end of the set is a good idea, as well as maybe turning Dull Pain into an absorb shield. But I don't think there's much to do about Unstoppable. Nobody really takes it, but I always thought that was because it's just not needed in the age of IO sets. You can completely plug the Psionic and Toxic resistance holes with set bonuses.
  4. Then people will complain they have to take Hand Clap. Having more AoE is great, but this would mess up existing builds because you'd have to not only figure out which power to trade for Hand Clap, but reconfigure your IO slotting because presently only one AoE damage set can fit into a Super Strength build. I think Impact is the better solution (whether it's the chance for AoE shockwave effect, or chance to apply -Res effect) but replacing Jab with Punch is fine. Adding a new "Super Cross Punch" as the T2 creates the same problem as converting Hand Clap to an attack power, though.
  5. I mean...if you do then so do I, lol. I'm in no position to judge. I should be using Street Justice but I just prefer Super Strength, even in spite of the gripes I have with the set.
  6. I don't know if I'd call Willpower an elegant solution to Regen's problems, though. Existing Regen characters basically had to reroll in order to take advantage of a set that wasn't hampered by fossilized design mistakes. I mean, Willpower's here now. No sense in getting rid of it and trying to graft its advantages into Regen, obviously. But I would say we should maybe avoid repeating that chain of events and figure out a way to fix Super Strength instead of effectively discarding it in favor of a newer and better version of a very similar concept. Frankly I'd say Street Justice is arguably an example of this exact kind of "fix" but one that may have missed the mark because it's built around a combo-based system, whereas Super Strength is much simpler to use because you can just fall into a rhythm of hitting whichever button in the attack chain has come off cooldown.
  7. A while back I proposed an alternative version of Super Strength that had -Res effects as its special gimmick, without Rage. It was mostly in response to not liking the removal of Bruising, at least in a thematic "team support" sense, and also hating how SS is built around perma-Rage, with terrible damage output if you choose not to take it. Not taking Build Up in other melee sets is nowhere near as big of a detriment because there's not a ton of uptime. Maybe this proposal could be revisited as a special gimmick for the existing Super Strength set? I don't know what the exact debuff numbers would look like, but more or less this would tweak Super Strength to resemble something like a theoretical "Sonic Melee" set but without a Sonic-oriented theme. This would represent the overwhelming power of a character with Super Strength. Street Justice and Martial Arts deal the same flavor of Smashing damage, but they represent "normal" melee attacks. Super Strength should be, well...super, right? So applying a minor -Res debuff for flavor would make it feel more powerful. Thematically, the justification for the -Res effect would be that the character with Super Strength is delivering such punishing blows that the target's armor is buckling under the strain. Impact could represent landing an attack to a vital area, with additional strikes to Impacted targets building a -Res debuff as that vital area is subjected to further earth-shattering strikes. I think one of the other CoH servers has an AoE effect applied to SS, similar in function to the concept @SkyeSharpe is proposing. I haven't tested it for myself, but I wouldn't be opposed to it. Super Strength does need something. The only question is what.
  8. Invuln/SS might be possibly the most unimaginative combo for this AT, but I love it all the same. Mine is based on a build @Infinitum created and posted in his build collection. I just tweaked it for thematic reasons. It's less powerful than the original build, because it doesn't have Hasten, though it still maintains perma-Rage with 15 seconds of double-Rage. No ranged attacks either. But it does exactly what I wanted it to do: fly, punch stuff, and absolutely refuse to die. It's probably got less-than-ideal typed defenses, but melee defense is capped. Resistances are pretty nice too, reaching about 72% resistance (with help from the +Res proc in Superior Might of the Tanker) to everything plus overcapped resistance and defense against Smashing/Lethal damage. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Captain Citadel: Level 50 Science Tanker Primary Power Set: Invulnerability Secondary Power Set: Super Strength Power Pool: Flight Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Resist Physical Damage -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(3), ImpArm-ResPsi(3) Level 1: Jab -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(7), SprBlsCol-Rchg/HoldProc(9) Level 2: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(13), Prv-Absorb%(13) Level 4: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(19), ImpArm-ResPsi(19) Level 6: Haymaker -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(21), SprMghoft-Acc/Dmg/Rchg(21), SprMghoft-Dmg/EndRdx/Rchg(23), SprMghoft-Acc/Dmg/EndRdx/Rchg(23), SprMghoft-Rchg/Res%(25) Level 8: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-Max HP%(29) Level 10: Taunt -- PrfZng-Taunt/Rchg/Rng(A), PrfZng-Dam%(31) Level 12: Hover -- LucoftheG-Def/Rchg+(A) Level 14: Fly -- Flight-I(A) Level 16: Resist Elements -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-EndRdx/Rchg(31), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(33), ImpArm-ResPsi(33) Level 18: Resist Energies -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-EndRdx/Rchg(34), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36), ImpArm-ResPsi(36) Level 20: Kick -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(36), TchofDth-Dmg/Rchg(37), TchofDth-Acc/Dmg/EndRdx(37), TchofDth-Dmg/EndRdx/Rchg(37), TchofDth-Dam%(39) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-EndRdx/Rchg(39), UnbGrd-Rchg/ResDam(40), UnbGrd-ResDam/EndRdx/Rchg(40), ImpArm-ResPsi(40) Level 24: Invincibility -- GssSynFr--Build%(A), ShlWal-Def/EndRdx(42), ShlWal-Def/Rchg(42), ShlWal-Def/EndRdx/Rchg(42), ShlWal-Def(43) Level 26: Knockout Blow -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(43), SprGntFis-Acc/Dmg/Rchg(43), SprGntFis-Dmg/EndRdx/Rchg(45), SprGntFis-Acc/Dmg/EndRdx/Rchg(45), SprGntFis-Rchg/+Absorb(45) Level 28: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(46), ShlWal-Def(46), ShlWal-ResDam/Re TP(46) Level 30: Combat Jumping -- Rct-ResDam%(A) Level 32: Rage -- RechRdx-I(A) Level 35: Afterburner -- LucoftheG-Def/Rchg+(A) Level 38: Foot Stomp -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(48), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(50), SprAvl-Rchg/KDProc(50) Level 41: Assault -- EndRdx-I(A) Level 44: Tough Hide -- LucoftheG-Def/Rchg+(A) Level 47: Focused Accuracy -- RctRtc-Pcptn(A) Level 49: Physical Perfection -- NmnCnv-Regen/Rcvry+(A), PrfShf-End%(50) Level 1: Gauntlet Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- IntRdx-I(A) Level 2: Swift -- Flight-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15) Level 2: Stamina -- PrfShf-End%(A) Level 50: Agility Radial Paragon Level 50: Mighty Radial Final Judgement Level 50: Diamagnetic Core Flawless Interface Level 50: Longbow Core Superior Ally Level 50: Ageless Radial Epiphany Level 50: Support Radial Embodiment Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1486;709;1418;HEX;| |78DA4D93CB4F135114C6EFB4534B1F58A19657A1B45428053A50E2DE05AF8090906| |05CA8D80C706D274E86A61D8C2C4D7CEE7C4617A2B8D485FF802EFD0B7C01FA0FF8| |424D7CC7453DF47C326D02BF33DF9C6FBE33F7DE99393B1A7C3C71EE90508223A65| |E2EE78EE8D66959F2CE2D1AD25A94827EA111BD68EB86151F316C7D499A5ED262DC| 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  9. The Fighting power pool should definitely be tweaked to not require taking Boxing/Kick to get Tough/Weave. I hate having to take one as a melee character and then work it into my attack chain so as not to completely waste a power slot. The synergy is there for people who want to voluntarily invest in the entire pool, but Tough and Weave are as commonly used as powers like Hasten, CJ or Hover which don't require any pre-requisites.
  10. Sorry if this has been posted elsewhere before and already discussed, but I didn't find anything when I tried searching for it. So here goes. How would people feel about giving Air Superiority a gap-closing teleport effect, similar to Spring Attack? This might necessitate switching its position in the pool with another power to keep it balanced with the investment required in Leaping for Spring Attack, but perhaps it could also be added as a bonus effect that only applies if you have other Flight pool powers selected. To differentiate it from Spring Attack, I would propose making it a single-target ability rather than a targeted PBAoE. Just seems like a good thematic addition to Air Superiority, even if you only got the teleport-to-target effect by using it while having a flight power toggled on. Flying characters should have a way to zip towards their target to deliver a melee strike, just like Leaping characters do. Super Speed has (or will have) Speed Phase to dash directly into a pack of mobs, and Teleport already has Combat Teleport.
  11. Adding onto this suggestion, a "hover" stance for the Walk power would be cool too. Not capable of actual flight, just an option to show your character moving at Walk speed using a pose that floats off the ground. Would be ideal for all sorts of character concepts.
  12. It's unfortunate that coding issues prevent the flight powers from being fully customized. I like the "Magneto flight" pose, but only while I'm hovering because it just doesn't look right to me at Fly and Afterburner speeds. I'll just have to keep toggling between Fly and Hover like before. Having a tailor setting to make Fly override Hover while toggled would be perfect, but I'm glad it works for people who wanted it the other way.
  13. You're assuming I can afford to slot LotG in every +Def power I have, which is unfortunately not true. It's not a purely Defense-based build, I've set it up so that I can achieve perma-Rage without using Hasten (it's much simpler for me to just set Rage on auto-cast and not have to worry about keeping two powers up) while also devoting a considerable amount of slotting to improving my resistance to all damage types, including Toxic and Psionic to the point where they no longer pose a threat. I have between 72% and 79% resistance to everything that's not S/L, which as I said is already overcapped. Hover, Afterburner, and Tough Hide hold my 3 LotG global recharge IOs. Invincibility is 5-slotted for 4 pieces of Shield Wall and a Gaussian's Build Up proc. Weave is 4-slotted with the same Shield Wall 4-piece set. The rest of my recharge comes from other miscellaneous set bonuses, plus my Agility Alpha slot Incarnate power.
  14. I already have Hover, Combat Jumping, and Weave in my build. Plus the few defense powers in Invulnerability, which is of course a resistance-based set rather than defense. I'm fine with Afterburner being a mule as it exists on Live because I'm constantly using it to fly fast, obviously. EM is less useful because I've already got -Fly debuff protection from Hover, albeit not as much. EM also gets around the usual in-combat travel suppression, but since I'm generally only using Hover while fighting anyway, that suppression effect barely impacts me as it is. Hover can't exceed the speed Fly is normally reduced to while being suppressed. Lastly, EM also provides some +Def outside combat, more or less like Afterburner does on Live, but I can't think of a situation I've been in where that +Def actually helped, because the one time I could use a bit more of it is when I'm fighting, meaning I have Afterburner toggled off and am not getting any +Def from it. Now, if EM were to be tweaked to provide slightly less +Def in combat rather than having that effect completely suppressed, that would make it a genuinely attractive power choice and provide a tangible active benefit to my build. It would be somewhat similar to Stealth in that regard. As it stands, I'm just going to take Afterburner off the extra tray it comes in and put it where EM is and pretty much forget EM is there at all.
  15. I think you misunderstand the portion of my post that you quoted. I don't have additional slots in Fly, Swift, or EM. I have to keep the single LotG global recharge IO in EM because my Live build needs it in Afterburner's single slot. I put a single 50+5 generic +FlySpeed IO in Fly and a single one in Swift, because...well, what else would I put in there? I don't need endurance reduction in Fly, I use Hover while fighting. I don't need extra run speed in Swift if I'm never going to use my legs to get around. EM is barely increasing my Fly speed because of how high it already is due to those two simple IOs and my Alpha slot's 33% travel speed bonus. Basically I was explaining why EM was of such limited benefit to me compared to the Afterburner power currently in that slot. I know we're getting Afterburner as a bonus power now, which is fine. But I need that power slot to have a LotG global recharge set bonus in it because I only have 3 of them in my entire build and I've set it up to achieve perma-Rage without Hasten. EM has effectively turned that power slot into a dead mule, which is disappointing. Like I said before, I already have Tough from the Fighting pool 6-slotted for set bonuses but I never actually turn it on because it only increases S/L resistance, which I'm already overcapped on. It's nice to have Afterburner for free now, but it doesn't feel great to have a recharge timer on it, and it also doesn't feel great to have Afterburner replaced by a power that I can't really swap out for something else, but also won't benefit much from actually using. Sure, it's one less button to push, but I'm not playing a very demanding build to begin with so that wasn't an issue. I have like 8 active buttons and a whole bunch of toggles as it is.
  16. EM looks really good on paper initially, but unfortunately that +19.04 mph is largely being wasted. I have two 50+5 generic +FlySpeed IOs, one in Fly and the other in Swift. Combined with Agility Radial Paragon in my Alpha slot, this is what I'm getting with Fly after EM is turned off. Basically, the only beneficial effect I'm likely to notice from having EM on in combat is the removal of Fly suppression, but it's not very often I'm going to need to switch to Fly in a fight for a short burst and then back to Hover. Or in Page 2 terms, switch Fly on and then off again. Even with the forthcoming vastly reduced endurance cost, it doesn't really seem worth it to turn on EM at all. It does increase Hover's speed to around 58 mph, but that's so fast it's more of a hindrance in indoor maps, which is where most fights take place. Makes EM feel like a dead mule. It's bad enough that I have Tough 6-slotted for set bonuses but will never actually turn it on because my S/L resistance is already overcapped, and it only gives S/L resist. That's why I'm strongly considering dropping EM for Maneuvers, because my build is only partially def-capped. Though that extra 3% +Def isn't pushing any specific defenses over the 45% line that are currently below it, so it's probably not worth the end drain. Sure, it's helping my team, but they probably don't care about a measly +3% defense. On that note, I think it would be nice if EM could retain some small percentage of its +Def while in combat, but I see how that would probably be considered OP. It just doesn't feel great to have another mule power that I may as well never turn on, that's all. It's not the end of the world if I just wind up forgetting EM is even in my build once these changes go live, because it's still giving me all the same benefits that Live Afterburner does when switched off.
  17. There's no need to get snarky. I was simply trying to explain that the Live version of Afterburner is only useful to me as a speed boost and LotG mule, and I always shut it off upon arrival to a fight. I'm glad that EM has the same IO slotting, because it means my build isn't affected. But EM is dead weight compared to the old form of Afterburner. For my money, the -Fly debuff resistance is a pretty niche benefit. It's probably much more useful for ranged characters who are using it to fight in the air. I use Hover in combat so I have on-demand 3D movement, but I'm a melee character with Foot Stomp and Mighty Judgement, so I'm generally glued to the ground as long as I have something to punch. That's why I'll most likely have to replace EM with Maneuvers when this goes live, because it's not worth micromanaging EM to the same degree I currently micromanage Afterburner when EM's relative benefits have more or less been baked into Fly and/or rerouted into the new Afterburner. Again, I'm sure EM is going to be a boon to other people with entirely different builds and playstyles, Just giving feedback that after testing it, I've concluded that it's not a power I'd benefit from keeping. Achieving perma-Rage without Hasten has stretched parts of my build very thin, so I'm depending on Afterburner to provide a 3rd LotG recharge bonus. Once it becomes EM, the benefits of constantly activating and deactivating it are vastly reduced, so I'd rather replace it with something I would get more use out of. This means I have to swap it for something with equivalent IO slotting, and Maneuvers is literally the only other option I have for an extra +Def power given my current powers and pool choices.
  18. I understand EM has conditional +Def because the Live version of Afterburner has it with an OAS condition, so it's effectively only working out of combat, but it doesn't feel good to fall short of the (non-AB) Fly cap without it while only benefiting from the -Fly resistance in combat. I know Hover already has +Def, but would it be unreasonable for EM to have its +Def simply reduced in combat rather than eliminated? With two 50+5 generic +FlySpeed IOs slotted in Fly and Swift, I'm 1.95 MPH short of the base (non-AB) Fly cap. That means EM is barely increasing my flying speed, and as a tank the +Def only out of combat isn't very beneficial because I'm going to be in the center of the fight all the time anyway. I know the endurance cost is going to be adjusted, but even setting that aside, EM is still offering very little benefit. I realize this is just the perspective of one player with a very specific role and build, but I just wanted to provide my feedback that EM is turning out to be a very underwhelming power pick. I'm more than likely going to drop it in favor of Maneuvers and keep using that slot as a LotG mule. Hopefully the animation issue can be resolved somehow. I like both of the animations but it would be nice if we could choose between "Magneto flight" and regular flight on Fly, and just have that override Hover as long as it's toggled. I'll have Hover on 100% of the time for the +Def and air control, but when I'm going full speed with Fly, (especially Fly+AB) I'd like to override Hover's animation to reflect the difference in speed.
  19. I wouldn't even mind if Super Jump got buffed to put it more firmly in the middle between Fly and Super Speed. I just think not having 100% uptime on Afterburner sucks when Fly becomes 33 mph slower than Super Speed 66% of the time. Thing is, most people are still taking SS/SJ together, right? And even someone only taking Super Speed is still getting a Super Jump once every 4 seconds, plus 100% uptime on their new Speed Phase ability. It doesn't feel good to get an overall speed boost and then see that people with Super Speed and/or Super Jump are not just still faster, but way faster compared to my flying character than they already used to be, and now I can't even enjoy 100% uptime on my maximum speed. If Super Jump's jump speed cap got upped to 110 mph, this would maintain the pecking order of Fly < Jump < Speed while allowing us to have full-time Afterburner back (even if we had to take 3 Flight powers to lose the 30-second recharge, I'd call that an acceptable "tax") while still having a larger difference in speeds (relative to Live) that is less than that 33 mph gap.
  20. I appreciate that aspect of the change, but that's also why I've repeatedly suggested a compromise that no one seems to want to acknowledge. If someone is currently deeply invested in the Flight pool on Live for reasons beyond just having Afterburner, and doesn't mind continuing to give up those power slots in the Beta version, could the 30-second timer on Afterburner be conditionally removed? The Fighting pool already has a similar feature. It would be nice to have the recharge time taken off of Afterburner if you have 3 or more Flight pool powers.
  21. You're saying I shouldn't be dissatisfied with this change because the gap between Fly without Afterburner and the run speed cap got smaller. The only time Fly's speed becomes close to that of Super Speed's run cap is when Afterburner is running, for 30 seconds. The rest of the time, the best most builds can afford without giving up something else is 87 mph without Afterburner. That means more than half the time, Fly is lagging behind Super Speed by 33 mph. This is a greater disparity in speed than what currently exists on live, with 100% uptime on Afterburner. Because again, currently on Live there's almost no comparison between Fly and Super Speed without it. Just because I'll fly faster on Beta without Afterburner turned on, doesn't mean I should be happy about being 33 mph slower than Super Speed characters most of the time when I used to be just 5 mph slower all of the time. Even with Afterburner turned on, I'll be 18 mph slower. No matter how you slice it, I'm relatively a lot slower than a Super Speed character compared to how much slower I am on Live. That's why I previously suggested a compromise: Could the changes to Afterburner be tweaked so that the 60-second CD is eliminated if you have 3 or more powers from the Flight pool? This would preserve the significant speed disparity between characters that have only taken Fly or Super Speed, while softening the blow for those of us who would like to remain invested in the Flight pool. -18 mph is a lot bigger of a gap than -5 mph, but if I had to choose, I'd rather keep 3 powers in Flight like I have on Live and suffer that -18 mph if the alternative is a -33 mph difference instead.
  22. Snipping this from @Bopper's post because I can't figure out how to quote two posts on two different pages in one post: The disparity is not less, it's greater. The numbers don't lie. Afterburner is now 10% slower than the run speed cap in Beta compared to Live. Fly's speed cap is closer to the run speed cap than it was, but still not close enough to be comparable. And now Afterburner only works for 30 seconds, with a 60 second recharge. That's a significant loss, if you ask me. But I keep being told it's meaningless.
  23. Lagging behind Super Speed by 18 mph all the time, and 35 mph two-thirds of the time feels pretty relevant to me. That's a significantly wider disparity than the current flight speed vs. run speed caps. It's awesome that everyone with a full travel power gets to go faster, but I don't want to be lagging even further behind. Travel powers don't need to be perfectly equal, but they should be more or less in line with each other.
  24. I think what they're asking for is to have equal or slightly reduced disparity between travel powers as we have now. The proposed changes will leave Flight at least as far behind Speed and Leaping as it was before Afterburner was created specifically to try to reduce the huge gap between flight speed and running/jumping speeds. But it seems the present consensus against this proposal amounts to "Your travel power is the easiest one to use, so sit down, shut up and be happy that Fly is faster on Beta than it is on Live." The fact that Fly's speed relative to Super Speed on Live has gone down in Beta is apparently immaterial, and we're not allowed to be unhappy about that.
  25. I'd be perfectly fine with bumping up the new effective jump speed cap to sit anywhere between 102 and 120. Say...112? Then it's still faster than Flight and not as much slower than Speed as Flying would be. In exchange, leave everything like it currently is on Beta, but allow players who have taken Fly, Hover, and Evasive Maneuvers to have an unlimited toggle on Afterburner. Keep the Only Affecting Self limitation, it doesn't bother me. All I want from this update is for Fly to be not as much slower than SJ and SS than it is now. With the current proposed changes, Fly will end up being even slower relative to SS and SJ than it was before Afterburner was created specifically to address that gap.
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