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macskull

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Everything posted by macskull

  1. It's not a lot of range increase, so you won't see much benefit from it over short distances. Once you factor in range enhancements basically being more effective and the extra range making it faster over long distances 50ft is pretty generous. That's basically the difference between 91MPH and 106MPH, assuming no range slotting or bonuses. With ED-capped range slotting that changes to 142MPH and 166MPH.
  2. Ehh, I'm not really seeing why the movement slow resistance value needed to be lowered, especially since you don't get any of the extra movement bonuses at the same time as the movement slow resistance. It might be a bit more palatable if it were 40% resistance to all slows (recharge included).
  3. So I'm finding an issue here. Defensive Adaptation's "before" value is listed as "65% speed strength" which implies it does what Efficient Adaptation is now doing, but in reality Defensive Adaptation provides 65% slow resistance (except to recharge). Is this patch note incorrect, or did the slow resistance actually get nerfed?
  4. You won't need to do that anymore, but IIRC you'd still be able to just pop the breakfrees before activating Rest and you'd still get the immob protection.
  5. They're not saying Fly is overperforming, they're saying it's poor design that flight powers get little to no benefit from enhancements because the fly speed cap is so low. Builds which specifically took a flight power because it required no real investment to reach the cap (which is a really odd take but that's neither here nor there) will continue to have equal or greater speed than before without changing anything, or those builds can be tweaked to go faster than they can now at the expensive of power picks or slotting elsewhere. Teleport is, once again, the odd one of the bunch of travel powers because it doesn't have an explicit speed cap - you are only limited by your endurance and the amount of range bonus you can get (the +range cap is 400%, so Teleport's 350ft becomes 1400ft which equates to a theoretical maximum travel speed of about 425MPH). None of the travel or universal travel sets have more than three pieces, but their bonuses are actually pretty good for the number of slots required, especially the universal travel sets. Calling something a "dead slot" because it isn't directly enhancing the power it's slotted in is a little weird though since in many cases the benefit provided by the enhancement in that slot is more beneficial to the build as a whole than whatever the enhancement attribute would've been. I'd much rather have the slow resist or knockback protection than a bit of extra speed enhancement in my travel powers in most cases. You're... practically arguing against yourself earlier in this thread at this point. First you complained that teleportation was too fast compared to other travel powers, now you're saying it's useless over long distances because it costs too much endurance? I think you're starting to realize why it's okay for teleportation to be so fast, but you're not quite putting it together yet. For what it's worth, the only AT that gets movement bonuses from Bio Armor is Sentinel which has arguably the worst version of Bio Armor anyways. The (presumable) reasons Sentinels don't get an additional range boost to match their speed boost from Athletic Regulation are as follows: Sentinels already get a 33.3% range boost from Aim so you can use that to bump up your speed over longer distances It's not possible to give a range bonus which only applies to one power unless you make every other power ignore range bonuses so this would be a gamewide buff but you'd only have access to it if you chose one particular powerset on one particular archetype. EDIT: And I see Jimmy has already addressed pretty much every one of my points, this is what I get for getting distracted in the middle of a post.
  6. It should be abundantly clear by now they are not making a good-faith argument. The only thing they care about is their speed relative to the maximum possible speed regardless of what that speed actually is which is a completely nonsensical way to approach this. You were correct earlier when you said other players are correctly seeing these changes as a buff.
  7. This doesn't really check with the rest of your post, since Rage has a 120s duration and a 240s recharge and therefore needs no additional recharge short of what you'd already slot in the power.
  8. There should be a "screenshots" folder inside the game's install folder, which is wherever you told Island Rum to install it. Pretty sure the default is your Applications folder. If you're playing in fullscreen you can still use shift+cmd+3 to capture a screenshot using MacOS's built-in screenshot tool.
  9. If the team leader is okay with unilaterally changing difficulty/parameters without talking to the team beforehand, I'm also okay with unilaterally leaving the team. After the leader refused to dial the difficulty back down I probably would've just said "okay, bye" and took off.
  10. Translocation doesn't have a built-in hover because you have to be running Mystic Flight to use it, and using that two-press macro means you'll drop out of the sky as soon as you teleport (sometimes this is desirable, sometimes it is not). A potential advantage of Translocation relative to Teleport was you didn't have to sit there and wait for 4 seconds before being able to move again, though the current set of changes sort of removes this restriction for Teleport. It's worth noting Translocation does not ignore bonuses such as range increase or endurance reduction, so any amount of those you have via IOs, buffs, or other powers will apply to Translocation even if it can't be directly enhanced. I think the point of the travel power overhaul happening here is there was little reason to use the "old" travel power pools when the newer origin pools were better in virtually every way, so it makes sense Teleport would still retain some advantages over Translocation. The end result is Mystic Flight isn't going to be as fast as Fly and Translocation isn't going to be as flexible as Teleport, but that's okay from a balance perspective because you get both types of travel with only one power pick.
  11. Don't forget you also get Translocation, which allows you to travel as fast as ~106MPH (based on going 350ft every 2.244 seconds), faster if your build has any range bonus at all.
  12. Since the /enterbasefrompasscode change I've started doing most of my crafting either in RWZ (pretty much every service is right by the SG base portal) or just using the portable crafting table and going somewhere quiet to do it.
  13. Defensive toggles don't drop when mezzed.
  14. Blaze not having an instant recharge.
  15. This is pretty much why it's being added (and why it's only being added to ally-cast powers instead of self-cast powers).
  16. I think the distinction there is Hover isn't a "travel power."
  17. Sort of, but rather than "Hover" it's "any flight power that isn't Fly or Mystic Flight." Temp raptor packs, P2W travel powers, etc, all have the original flight speed cap.
  18. Not full flight speed, I'd assume.
  19. The only powers susceptible to travel suppression are the actual travel powers (i.e. Super Speed, Super Jump, Fly, Speed of Sound, and Mighty Leap). You've always been able to get around travel suppression with powers such as Hover or Combat Jumping, it's just at a much lower speed.
  20. Eh it's more an anecdotal thing. On the flip side, considering how much hype Combat Teleport got when it showed up in the last update I'd have expected to see more people use it but I'm pretty sure I've only seen a few. While I don't have access to the same metrics the devs do, I'd bet a billion inf they'd show Teleportation to be the least-used travel pool.
  21. The vast majority of that TF is in Independence Port or Talos Island, with a few missions in Skyway. IP and Skyway are easy enough since there are trains in both the north and south ends of the zone so you should pretty much never end up with 2+ miles of travel unless the two missions were in exact opposite corners of the zone (this does not happen). Talos can sometimes have missions at similar distances and doesn't have multiple train stations but a quick Ouro or SG base trip puts you right back in the middle of the zone in the event all of the various "teleport to mission door" powers you have are on cooldown. TL;DR: travel at those extreme distances is very rare and the time differences over shorter distances is not significant, and despite its theoretical speed teleport is too clunky for even most powergamers to bother with.
  22. Sorry, I left out teleport from my post. Almost no one has been focusing on teleport in this thread because teleport is already theoretically the fastest way to get around but it requires a lot more to actually get there and you can't maintain it indefinitely, especially at lower levels where you lack enough recovery and endurance reduction.
  23. One other thing to point out re: number is sure, you can say "speed and leaping got even higher caps all the time and fly is stuck with a lower cap some of the time" but it's important to remember speed and leaping very rarely let you take full advantage of those superior numbers. With flight I can pick pretty much any two points and make a straight line between them, but in most cases that isn't possible with the other options.
  24. That seems reasonable. Remembering to activate Afterburner a second time would have probably shaved another few seconds off. For context, that's 20 seconds of difference over 2.2 miles, which is a distance you're unlikely to need to travel in one go outside of the Shadow Shard zones - and those zones are a nightmare for anyone who doesn't have a form of flight.
  25. I mean, it seems like even if this does cause issues with flying characters during the pylon portion of MSRs (spoiler alert: it won't), the smart thing to do would be for those people to just skip a pylon every now and again and get a head start on the next one. Am I wrong here?
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