MechaMarshmallow Posted October 3, 2019 Posted October 3, 2019 I, as I'm sure a lot of players do, run combat jumping on most of my characters as a cheap source of defense and immobilization protection. However, it is really frustrating that it's constantly toggled off when I activate ninja run or a number of other similar jump-affecting powers. I'm not sure whether this was implemented due to technical limitations or as a specific decision. If the former, that's too bad. But it's very irritating to have to toggle CJ back on every time I'm done using ninja run, super jump or similar powers. I can't really see any gameplay reason that allowing it to be stacked would cause a problem. It's just a small thing, but it feels like a simple QoL improvement that a lot of players would enjoy if possible! 4
MunkiLord Posted October 3, 2019 Posted October 3, 2019 I'm all for this as I use CJ on all my characters. But I handle this via a bind: /bind c "powexec_toggleon Combat Jumping$$powexec_toggleon Ninja Run" 1 1 The Trevor Project
GunnyBarney Posted October 4, 2019 Posted October 4, 2019 Ninja and Beast need to be converted to just an animation aesthetic for those people who want them -- opening the door for new versions for different character postures/styles when/if the ability is added to the game, like an undead shuffle! The run speed and jump boosts they both currently have should be migrated to its own stand-alone power. 2
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