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Posted

Super Speed is pretty lackluster as far as the pool goes, and others have made better suggestions for a rework than I care to. The travel power though, I think could be fairly simply buffed, as at the moment it lags behind the rest. I find that it's actually fairly decent when paired with Sprint, and Athletic Run, but I'd love for it to feel that way without the other two toggles. What if the attributes from those were just added to the SS travel power and then made to not be able to activate Sprint and the athletic run type powers while it was active?

 

Bonus points if you could replace the jump animation that occurs when scaling a steep surface using athletic run with a running animation running up the object. (though I'm aware the game may simply not allow that)

 

Oh, and bonus bonus points if you can let us run on water.. 😆

 

Thanks for your time.

 

Jack

Posted
27 minutes ago, JackONight said:

Super Speed is pretty lackluster as far as the pool goes

 

My Brother in Statesman, What Are You Talking About? Hasten, Burnout, Super Speed Stealth With One Celerity IO, among other things.

Super Speed is quite literally one of the most player-favored translations of power pick to effect in the game.

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Posted

Please explain how super speed is lagging behind the rest as a travel power. Super Speed has 1 contemporary power: Speed of Sound. Super Speed has +350% running speed, +35 feet stealth radius, and -1 threat level. Speed of Sound has +350% running speed. Super Speed has a secondary power in a popup tray that makes your character intangible and thus unaffected by enemy attacks. Speed of Sound has a short range teleport.

Posted

The Superspeed power, itself, is fine IMO.  I do think that Flurry is an incredibly lame implementation of a superspeed punching power, though.  It's utterly skippable in almost every respect.

As for wall-running, I actually do like his animation suggestions, except for the fact that I don't think it's possible to code for it.  Unless I'm misremembering, running up walls and on water have both been suggested before, and it isn't possible due to issues with the game code (much as web-swinging and wall-crawling travel powers aren't possible for the same reason)

Posted

Speed Phase is not a proper intangible. It just deletes hitbox collision. Super Speed is still one of the most popular travel powers for the fact that its stealth is actually a ThreatLevel -100%, and not a stealth radius, and thus bypasses all perception radius mechanics!

But please don't spread yet more misinformation, Rudra. In fact, maybe just don't post at all until you test every claim.

Posted (edited)
42 minutes ago, JackONight said:

Super Speed is pretty lackluster as far as the pool goes,

 

The single most powerful power pool in the game.


Whirlwind and flurry won't get buffed until some significant change is made to how the powers team follows their coveted formulas.

Edited by ScarySai
Posted

To the subject of Athletic Run and Super Speed: they did add a momentum mechanic where running for a bit gives you temporary jump height so you can clear minor barriers or get to slightly higher ground without having to go around them like back in the day.

Posted (edited)
31 minutes ago, A.I.D.A. said:

Super Speed is still one of the most popular travel powers for the fact that its stealth is actually a ThreatLevel -100%, and not a stealth radius,

It's both.

 

31 minutes ago, A.I.D.A. said:

Speed Phase is not a proper intangible. It just deletes hitbox collision.

Double checked against a +17 Rikti Pylon. Okay, yeah, Mag 4 intangibility does not protect you. (Edit: Except Phase Shift is only Mag 3. So if Super Speed doesn't work the same, then it needs to not say it is an intangibility.)

Edited by Rudra
Posted (edited)
11 minutes ago, Rudra said:

So if Super Speed doesn't work the same, then it needs to not say it is an intangibility.

"Speed Phase allows you to vibrate the atoms in your own body so quickly that you can pass straight through both allies and enemies. Whilst in this state you are unable to affect anyone but yourself, but can still be attacked by foes."

 

EDIT: Note also that its power tooltip lists its effect as "Self Phase (Special)" whereas powers like Phase Shift, Quantum Flight, and Nebulous Form list themselves as "Self Intangible."

Edited by megaericzero
Posted (edited)
2 minutes ago, megaericzero said:

"Speed Phase allows you to vibrate the atoms in your own body so quickly that you can pass straight through both allies and enemies. Whilst in this state you are unable to affect anyone but yourself, but can still be attacked by foes."

I appreciate that, but I meant it needs to not be called intangibility for its effect if it does not abide by what intangibility in the game says it does. (Edit: When you look up detailed info or look on City of Data for its effects, it says Mag 4 intangibility. It should have a different name if it follows different rules for its intangibility.)

Edited by Rudra
Posted (edited)
14 minutes ago, Rudra said:

I appreciate that, but I meant it needs to not be called intangibility for its effect if it does not abide by what intangibility in the game says it does. (Edit: When you look up detailed info or look on City of Data for its effects, it says Mag 4 intangibility. It should have a different name if it follows different rules for its intangibility.)

The whole game could use a full pass for lexicon consistency.

 

The other powers come with an additional effect called Combat Phase. Ironic, given the tooltip describes Speed Phase as phase whereas the other powers call themselves intangible, but it appears it's the reverse case for which term does what effect when you look at COD.

 

EDIT: And then there's Dimension Shift which has a sub-effect called dimension_shift_ally which I assume is the added function to walk into the field and be able to act against the foes that the power phased. One of its effects is listed as "1.0 points of Designer Status."

Edited by megaericzero
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Posted
1 hour ago, JackONight said:

I find that it's actually fairly decent when paired with Sprint, and Athletic Run, but I'd love for it to feel that way without the other two toggles

You can 100% hit the run speed cap with just Super Speed, so at that point the extra speed from Sprint and Athletic Run is doing nothing for you.

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Posted

I love the drift aspect of Super Speed.

I was contemplating a Run set that has a proc to increase the drift, allowing for partially running up buildings etc.

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Posted
14 hours ago, JackONight said:

I find that it's actually fairly decent when paired with Sprint, and Athletic Run, but I'd love for it to feel that way without the other two toggles.

 

Athletic Run doesn't increase your Run Speed while Super Speed is active.  Travel powers were redesigned to only apply the strongest buff, three years ago, and Super Speed is faster than Athletic Run, so only Super Speed's +Run is applied if you're running both toggles.  Super Speed's Momentum mechanic also provides comparable Jump Speed and more than twice as much Jump Height as Athletic Run, and those buffs included in the non-stacking rules, so you're really only benefitting from Athletic Run's +Jump Speed/Height when you're standing still.

 

Sprint does stack with Super Speed, but as @macskull noted, you can hit the Run Speed cap without Sprint.

 

So this "fix" appears to be for the "problem" of having to use enhancements to hit the Run Speed cap.

 

On 4/10/2021 at 9:06 AM, Jimmy said:

Speed enhancements and enhancement sets now provide meaningful improvements to real travel powers (but these powers aren't any slower if you choose not to slot them), and the level of investment required to max out each travel power is much more even

 

That's from the Page 2 travel power update.

 

That means "Use enhancements, that's why we have them."

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Get busy living... or get busy dying.  That's goddamn right.

Posted
59 minutes ago, Luminara said:

 

Athletic Run doesn't increase your Run Speed while Super Speed is active.  Travel powers were redesigned to only apply the strongest buff, three years ago, and Super Speed is faster than Athletic Run, so only Super Speed's +Run is applied if you're running both toggles.  Super Speed's Momentum mechanic also provides comparable Jump Speed and more than twice as much Jump Height as Athletic Run, and those buffs included in the non-stacking rules, so you're really only benefitting from Athletic Run's +Jump Speed/Height when you're standing still.

 

Sprint does stack with Super Speed, but as @macskull noted, you can hit the Run Speed cap without Sprint.

 

So this "fix" appears to be for the "problem" of having to use enhancements to hit the Run Speed cap.

 

 

That's from the Page 2 travel power update.

 

That means "Use enhancements, that's why we have them."

 

Completely fair, and I honestly didn't notice that this was the case. I think what confused me most was that when Athletic Run is active I can literally "run" (whilst jumping) up the side of the  base of the wall barriers surrounding the zones as well as other nearly sheer surfaces. Perhaps just adding this ability to SS then? 

 

And I still want to run on water as opposed to moving super quickly through water with a relatively slow swimming animation😁

 

Thank you to everyone who has contributed to the discussion.  It has clarified much for me and helped my mindset a fair bit actually.

Posted (edited)
4 minutes ago, JackONight said:

 

Completely fair, and I honestly didn't notice that this was the case. I think what confused me most was that when Athletic Run is active I can literally "run" (whilst jumping) up the side of the  base of the wall barriers surrounding the zones as well as other nearly sheer surfaces. Perhaps just adding this ability to SS then? 

 

And I still want to run on water as opposed to moving super quickly through water with a relatively slow swimming animation😁

 

Thank you to everyone who has contributed to the discussion.  It has clarified much for me and helped my mindset a fair bit actually.

To the best of my knowledge, what you are seeing is a jump effect. I like to use it when running near a war wall in the RWZ to avoid Rikti Pylons or when in Faultline to cross gaps along the war walls. I don't think it works for strictly vertical movement as I haven't had it work on strictly vertical movement, but it is the jumping component of movement that seems to make that work. (Edit: I have Combat Jumping on when I do it, just for clarification.)

 

Edit: The problem with running on water in this game is that your character has to be on a suitable surface to move on it. And water has its actual surface below the visible surface. So to the best of my knowledge, you won't ever see characters running on water because the water would need to have a new surface added to it that only worked if the character has Super Speed or Speed of Sound active.

Edited by Rudra
Posted
4 minutes ago, JackONight said:

I think what confused me most was that when Athletic Run is active I can literally "run" (whilst jumping) up the side of the  base of the wall barriers surrounding the zones as well as other nearly sheer surfaces. Perhaps just adding this ability to SS then?

 

That's Movement_Friction.  SS does that when Momentum is active.  If you really like that, though, you want Combat Jumping.  If there's the faintest hint of an angle to the vertical surface, you'll rocket up it with Combat Jumping.

Get busy living... or get busy dying.  That's goddamn right.

Posted (edited)
13 minutes ago, Rudra said:

To the best of my knowledge, what you are seeing is a jump effect. I like to use it when running near a war wall in the RWZ to avoid Rikti Pylons or when in Faultline to cross gaps along the war walls. I don't think it works for strictly vertical movement as I haven't had it work on strictly vertical movement, but it is the jumping component of movement that seems to make that work.

8 minutes ago, Luminara said:

That's Movement_Friction.  SS does that when Momentum is active.  If you really like that, though, you want Combat Jumping.  If there's the faintest hint of an angle to the vertical surface, you'll rocket up it with Combat Jumping.

Bah. Beaten to the answer. Twice.

 

Yeah, war wall surfing is more of a physics engine exploit than a power feature.

 

EDIT: Which isn't to say it's bad. It's loads of fun; even on characters with travel powers. Hop on the wall, get the angle right, set autorun, and sail across the zone passively while you (the player) goof off.

Edited by megaericzero
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