That would make sense, but in practice I don’t know if it’s really the case. I mean, other than the new trick arrow, are debuffs generally better than buffs?
Neither of you quite nailed it. What I’m saying is that debuffs are at a disadvantage because they have to be applied. Buffs have an advantage in that they are always up or you can put them up in advance.
That’s part of how they work. That may not be balanced, I’m not saying it is, but it’s clearly how the game works.
Not at full health.
I didn’t get a prompt to Accept a rez, I just started standing up completely to my surprise. It’s not the first time it’s happened.
Nerva and IP have north and south transport.
Again, the ONLY place in the game big enough for this to matter is the Shadow Shard where Fly and Teleport are hands down the best.
I do feel a little bad for Kinetics users who use Inertial Reduction as their travel power. The original intent of that design definitely was to allow Kinetics to skip travel powers although they still can do so it's a lot less appealing than it used to be.
This seems very clear to me.
The design of the power is obviously that we are supposed to leave it on all the time. At .52 that's really not going to happen. It should be lower.
Neither Dwarf teleport gets any of the other added benefits, the 350 ft range, the 15 second hover, the untouchable effect.
The Warshade human form teleport Does get all those added effects, even the untouchable effect which it doesn't have on live. It also lets you cancel from the hover by moving.
Ok, I tested the Dwarf Teleports.
They are the same speed as on live, no change.
HOWEVER
The White Dwarf teleport operates Exactly as on live, no changes at all.
The Black Dwarf teleport lets you cancel out of the 4 second hover period immediately by moving. The White Dwarf teleport does not.