Mystoc
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Give Double Jump more functionality (Sub Power of Super Jump)
Mystoc replied to Mystoc's topic in Suggestions & Feedback
yes but no enemies (that I know of) give -teleport slow does not hurt super speed the same way -fly or -jump would the travel aspect is only partially oppressed you are still faster then the defualt movements speed unlike the other 2 if your jump or flying was disabled it gives resistance to slow effects that is not resistance to -fly or -jump it's a 7 speed cap difference in capped speed that afterburner a free power flight gets let's fly even surpass be it temporarily, 7 in my mind is a slight difference.. super speed raises your running speed cap by 30% while on so it does not infract match super speed at all, super speeds running speed cap is 120.25 not 92.25 -
Give Double Jump more functionality (Sub Power of Super Jump)
Mystoc replied to Mystoc's topic in Suggestions & Feedback
you are right Evasive Maneuvers only gives the -fly protection if you have hover or fly on. what confused me is in hover in the powers detailed info it states grants 4 mag to fly this what confused me into thinking this. 4.00 magnitude fly on self unresistable Specialfly speed on self unresistable +2.25%% strength to all defense on self unresistable but really my main point was the flight power pool offers way to protect against -fly in its own power pool super jump does not I mean that would be better then giving it to double jump sure I would love that, since double jump is toggle with a cooldown and enhancement is just always on I just think the devs are just way less likely to do this, so I didn't suggest it since when they added the extra travel IO sets they did it for each travel power I don't see them adding a new set just for leaping. Fly is marginally slower than super jump and I think we would both agree is picked way more as a travel power. the ease of use of the power of being able to just hold forward or use auto run and fly above obstacles with no hassle is why it's so beloved in spite of its slower speed super jump is faster but has all the weakness i mentioned in my previous response and it just sucks indoor maps caves with slopes you jump half a foot hit a incline and need mash jump again. Fly is not used because it's the fastest rather because it's by far the easiest travel power to use to navigate. -
Give Double Jump more functionality (Sub Power of Super Jump)
Mystoc replied to Mystoc's topic in Suggestions & Feedback
fly has many other ways to gain -fly protection if desired like hover which is often taken simply because its LOTG mule and even has dedicated flight IO set the does the same thing, not all sub travel powers need to give protection against its mean of travel if there are other ways to gain protection present to the player, super jump has none and fly has multiple. also the nature of fly means most times you will be at range thus less likely to be targeted in teams and will also avoid the ground effects the catch players that cause -jump and -fly like quicksand and tar patch ect.. super jump is much more prone to getting tagged by enemy powers that do this so its far more weak to it then fly is. -
Give Double Jump more functionality (Sub Power of Super Jump)
Mystoc replied to Mystoc's topic in Suggestions & Feedback
I said give more functionality to double jump not take away its ability to double jump. it still does what it does but now has something the differentiates it from the start vendor power is the idea. -
Give Double Jump more functionality (Sub Power of Super Jump)
Mystoc replied to Mystoc's topic in Suggestions & Feedback
afterburner lets you go over the flight speed cap those powers do not, those power you mentioned just help you reach the cap not pass it. takeoff might be worse I don't know enough to say otherwise I don't use the force of will enough in my builds to be informed on this, but at a glance an AoE knock back doesn't seem useless and it's not a permanent power the START vendor sells either but it does have a long 2 minute cooldown. Either way if you think it deserves a buff that should be its own thread. -
Let's face it Double jump is by far the least unique sub travel power we have it lets you jump in midair but there are two S.T.A.R.T. powers that already let you do that exact same thing Jump Pack & Steam Jump. How I would enhance it is simple let Double Jump give you protection against -Jump. Super Jumps biggest weakness is by far -jump since enemy powers that do this almost always also cause slow, you now have snail as character without the ability to use their core means of travel at the enemy's mercy. EDIT: many people want to me convince web grenades are stronger than gravity and that is not why I made this post so I'm removing this line its distracting from the goal of this topic, simply put I think super jump is way too weak to -jump and giving double jump protection against that makes logical sense.
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not the point of the post at all, I want it to be made easier to opt out of Group Travel powers that is all, without having it connected to only one NPC in a single zone is too disruptive to teamplay that's all I want changed. I am capable of playing my AT MM without the power and realize if I did refuse to turn it off when asked I would most likely get kicked from the group. I don't try sneak in group fly either I constantly have it toggled on and mention I use it in team chat before we even enter the first mission. I know going to PD is too much work during missions and impossible during TFs so if someone asked me to turn it off I would, but I would also expect to them to go opt out of it after the group session ends so future repeat scenarios can be avoided.
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I agree with you another person's forgetfulness or unwillingness to travel to PD, means you can't you use a power meant only for your pets or you get kicked from the team. that is what I want changed I don't care how it happens it doesn't need to be a command whatever gets the job done, I stated on in my original post that having it tied to only one NPC in one zone is too disruptive to teamplay and I stand by that, something needs to change.
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I am right because they can disable my power affecting them but instead choose to complain. I don't have the power to choose who my group fly affects that's their decision not mine. Group Fly is amazing on certain MM henchman in my case that's Mercenaries it's a great power on them with GoTo commands you can keep them safe in the air while they attack with purely ranged attacks from above, lastly normally they travel at 20ish speed now you can double that to 40ish, it's all around a great power on them. if there was group pet fly I would use that instead but there isn't.
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To be clear I don't have the issue with how it is now its my teammates who are constantly complaining I have group fly and demand I take it off because they are too lazy/forgetful to go to PD and do it themselves. this is just one example of what I deal with, I redacted this person's name cause I'm not sure if naming and shaming is allowed.. Having this decision tied to an NPC in a single zone is not good and is disruptive to teamplay. How it is now just makes the person using the group ability appear like the disruptive one because you are demanding they go to a whole different zone to solve the issue while they are demanding you untoggle a single power. One result is instant and the other one going to PD and back can take minutes depending on that persons access to travel utility. Please please just make it a command I can have ready to tell them to use so this friction can stop.. Yes I know I am in the right here but not having to deal with this team friction of constant complainers while playing MM would be amazing /end rant EDIT: many people have pointed out due to game limitations it can't be a command so really any solution that makes it easier to opt out of group fly/teleport for others is something I desire I don't care how it gets done. having it tied to just one NPC is too disruptive.
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Give Speed Phase an Additional Jump Speed + Height
Mystoc replied to Etched's topic in Suggestions & Feedback
I never use it on any of my super speed characters right now, I think the idea was the devs added it for flavor that you are so fast you can phase through matter like what the flash can do. Its just the upside is so small it doesn't feel worth micromanaging to turn off and on between fights. I feel like if the power suppressed if you attacked anything it would feel less clunky to use since the toggle could stay on, I don't think it needs a mobility speed incentive to use though. -
This a great to know and I will use this base code thanks, but this really just highlights the need for an official base even more. word of mouth is the only way to know about these bases a new player who hasn't seen this thread will just never know it exists. its great to know players are creating bases even though they can be wiped at any time but knowing is really the main issue here, there is no resource in game to know this or suggest test server base passcodes to use which is what I would like to see changed.
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I think if the main area had everything easy to find I wouldn't mind it being decorated but I understand your point. I think a mix of two would be fine some people like having a scenic base but at the same time if it's too big it's now too hard to find and get to everything, so you lose efficiency. not sure what you mean by the last line though upgrading/buying stuff for bases is free right?
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add a command to the freebie popmenu that has a base code that takes people to the public official server base with teleports, flashbacks and the mission computer for tip missions ect.. or make it a free power you can buy from the S.T.A.R.T vendor that does something like this. Having an official base only for the test server would be fine since data can be wiped at anytime no one wants to spend the time to create a cool scenic base and even though it's the test server there is still useful features that bases exclusively have. Lastly it would be awesome to allow the most talented base building individuals to create an official base for everyone to use there so it's a win win.
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so if I disable team teleport on me then group teleport wont move my pets?
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when someone group tps your pets just get whisked away even if you have prompt for teleport turned on, this take MMs whole power away and might be a bug or is this intended? to make matters worse if you used a GoTo command they don't tp back to you its annoying enough to the point I clipped it to share. linking to imgur if that not allowed, please tell me and ill remove it here is the clip
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Adding more D-SYNC Enhancements to the game.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
so dual enhancement should only exist from now on if they are a super meta combo that every build can use? Personally, that sounds like power creep to me which is something the devs want to avoid. if you do want to avoid power creep new dual-purpose enhancements likely need to be niche, they can't fit every build that's the point. we already saw this this threat/recharge/accuracy D-SYNC everyone wants it for the accuracy recharge and now its 300+ million a pop. Do we really want to repeat this and have all builds after the same enhancement driving it up to insane prices? A cheap enhancement that helps only some builds but is not wanted by everyone sounds perfect to me. -
Adding more D-SYNC Enhancements to the game.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
yeah if the heal had a accuracy check I would say no, but for healing other with ST heals for sure and some cone heals have lower range the normal so the range would help. -
Adding more D-SYNC Enhancements to the game.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
so the power with shortest most annoying dismal range can't be enhanced for range, dang that is disappointing just why? well, a heal/range enhancement would still be useful elsewhere RIP Aid Other -
The one I really want the most is Heal/Range this really would have high demand in the medicine power pool for Aid Other you often want range on this power badly cause its range is so dismal but also want to enhance the heal too. so it turns you cant enhance aid other for range so yeaaaah dunno why but you cant (ignore that part) 😅 furthermore, no IOs Sets currently exist to allow you to get both Healing/Range in one enhancement, meaning this enchainment combo would be filling a very unique purpose and have high demand. I kept the tittle vague on purpose so feel free to suggest other D-SYNC enhancements you feel are missing from the game!
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to be clear I am not asking for cones to be changed they consistently have lower range across all archetypes so should stay that way. what I ask you to do is look at targeted AoE attacks you will see 99% of them have ranges that match their single target range. they are outliers you can find but very few, the standard practice for ranged powersets is for ST and TAoE's to have the same range.
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at the price of making the combat awkward compared to every other ranged archetype they do this? you play any other ranged class and are used to flow of combat bet then get mismatched ranges on sentinel. If they really need to curve sentinel AoE power mismatched range is not the way to do it. scrapper is just played way more than sentinel by a huge margin, and I know that if sentinels TAoE suddenly had 60 range this fact would not change. Some people just prefer ranged combat better then melee that is why sentinel is picked over scrapper, if you compare them in any other way scrapper just comes out on top.
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Yes exactly what I mean exclude cones but make TAoE match the ST powers range which would be 60 yards. the reason I think it would be a good change is anyone who is already used to ranged combat is used to being able open with any of the two power types and then using the other, sentinel being the one outlier on this makes using its ranged powers just feel super awkward and clunky.
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first time I have received no response on a topic, does that mean no one feels strongly enough either way on this to comment anything?