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Posted

Currently, activating several of the P2W travel powers deactivates all toggles, presumably to keep them from being useful in combat.  I bought the void skiff.

 

My Dark Armor tanker looks fantastic on the Void Skiff.

 

He also has 12 toggles, 9 of which are self-only.

 

I use the jetpack.

No-Set Builds: Tanker Scrapper Brute Stalker

Posted

This would be a great qol change.

There he goes. One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die.

Posted

The Void Skiff, Magic Carpet, and Hoverboard detoggle you because their animations do not play well with others - Ninja and Beast Run took the devs MONTHS of time to get working well enough to allow toggles to remain, and they still screw up most attack power animations, especially weapons.

Posted

The Void Skiff, Magic Carpet, and Hoverboard detoggle you because their animations do not play well with others - Ninja and Beast Run took the devs MONTHS of time to get working well enough to allow toggles to remain, and they still screw up most attack power animations, especially weapons.

 

Toggle animations can be over-ridden (try running Slide and Ninja Run together, for example) and I'm explicitly not asking for attacks to be permitted.  The P2W travel powers aren't and shouldn't be "as good as" dedicating a power slot to travel.

No-Set Builds: Tanker Scrapper Brute Stalker

  • 2 weeks later
Posted

I'd very much like to see this converted to "affecting self only". It'd keep them inferior to Fly, etc, while actually making them usable. Right now, there just isn't a point to these powers outside of a costume contest or something.

Posted

/signed

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

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