kelika2 Posted April 17 Posted April 17 Combat Jumping is just too appealing all around for most characters. And I am wondering if Infiltration and Stealths costs can go down after attacking. there are probably other movement secondaries that can benefit from something like this 1
CrusaderDroid Posted April 17 Posted April 17 I'm in favor. The practical aspect is you just save a few seconds toggling it back on after a fight - on top of not having to remember to turn it back on. Only possible hangups might be if it's even possible with the current code, and if it's worth losing the reminder to newbies that toggles drain endurance and slotting for endurance and choosing toggles wisely is important. 1 Aspiring game designer and minotaur main. Anyone can tear something down. The true talent is building it back up again, better than before. My collection of powerset suggestions - open to comments and feedback!
Uun Posted April 17 Posted April 17 I'm not aware of any toggle in the game that stops using endurance while it's suppressed. That said, not all of Stealth's defense suppresses in combat. If it's still providing defense, it should continue to use endurance. Infiltration should be treated the same way that other travel powers are. Infiltration, Super Speed, Fly, Super Jump, etc. all suppress their movement buffs while in combat (and all have the exact same endurance cost). If you want the convenience of not having to toggle the power on and off, you have to pay the endurance tax. 1 Uuniverse
Captain Fabulous Posted April 17 Posted April 17 I think this should apply to all suppressed toggles. Why should we be paying full endurance if we're not getting the full benefits of the power? It's only fair.
Saiyajinzoningen Posted April 17 Posted April 17 it sounds like OP doesn't want to go through the hassle of turning off travel powers when entering combat & turning on travel powers when leaving combat so as a compromise perhaps, travel power could detoggle themselves when and only when players choose to make an attack? Its easy to criticize a suggestion but can you suggest an alternative?
golstat2003 Posted April 17 Posted April 17 7 minutes ago, Saiyajinzoningen said: it sounds like OP doesn't want to go through the hassle of turning off travel powers when entering combat & turning on travel powers when leaving combat so as a compromise perhaps, travel power could detoggle themselves when and only when players choose to make an attack? And what do you do for players who keep their travel powers on while attacking? If they do this it should ONLY be an option you pick in a setting. It should not apply for everyone. Some folks have their build set up so that they can attack and run travel powers at the same time. That should NOT change.
Saiyajinzoningen Posted April 17 Posted April 17 4 minutes ago, golstat2003 said: And what do you do for players who keep their travel powers on while attacking? If they do this it should ONLY be an option you pick in a setting. It should not apply for everyone. Some folks have their build set up so that they can attack and run travel powers at the same time. That should NOT change. fair enough, with all the teleports sprint, athletic run, and hoverboards I don't even take travel powers anymore so I forgot about that Its easy to criticize a suggestion but can you suggest an alternative?
Uun Posted April 17 Posted April 17 51 minutes ago, Captain Fabulous said: I think this should apply to all suppressed toggles. Why should we be paying full endurance if we're not getting the full benefits of the power? It's only fair. I can't resist. /powercreep 6 1 Uuniverse
Vanden Posted April 17 Posted April 17 5 hours ago, Uun said: I'm not aware of any toggle in the game that stops using endurance while it's suppressed. Kheldian armor toggles do, when Shapeshifted. A Cheat Sheet for efficient Endurance Recovery slotting Invention Set Designer Tool Spreadsheet with every Ancillary Power Pool
macskull Posted April 17 Posted April 17 4 hours ago, Vanden said: Kheldian armor toggles do, when Shapeshifted. Those powers use toggle suspension which is different from toggle suppression. "If you can read this, I've failed as a developer." -- Caretaker Proc information and chance calculator spreadsheet (last updated 15APR24) Player numbers graph (updated every 15 minutes) Graph readme @macskull/@Not Mac | Twitch | Youtube
Glacier Peak Posted April 18 Posted April 18 (edited) 38 minutes ago, macskull said: Those powers use toggle suspension which is different from toggle suppression. Might need to clean up the power attributes/effects naming. "Set Mode (Suppress_PoolToggles) (self only) for 2s" Set Mode (Suppress_JumpToggles) (self only) for 0.75s Set Mode (Suppress_RunToggles) (self only) for 0.75s Set Mode (Suppress_FlyToggles) (self only) for 0.75s Edited April 18 by Glacier Peak I lead weekly Indom Badge Runs / A newer giant monster guide by Glacier Peak / A tour of Pocket D easter eggs! / Arena All-Star Accolade Guide! Best Post Ever....
Glacier Peak Posted April 18 Posted April 18 Toggle Suspension allows toggles to pause their periodic activations when under specific modes (e.g. Granite Armor, Kheldian Forms). This means the toggles will stop working and stop costing endurance while in one of these modes. Once you leave the mode, the toggles will resume automatically without the need to re-toggle. Once a toggle is suspended, you will no longer be able to activate it or deactivate it until you come out of the mode that caused the suspension. Tank & Brute/Stone Armor/Granite Armor suspends the other Stone Armor armor toggles in the set while transformed instead of deactivating them. Also will suspend travel toggles (Run, Jump and Fly). Suspended toggles cost no endurance while running. Peacebringer/Luminous Blast/Bright Nova suspends the other Peacebringer toggles in the set while transformed instead of deactivating them. Also will suspend pool power toggles. Suspended toggles cost no endurance while running. Peacebringer/Luminous Aura/White Dwarf suspends the other Peacebringer toggles in the set while transformed instead of deactivating them. Also will suspend pool power toggles. Suspended toggles cost no endurance while running. Warshade/Umbral Blast/Dark Nova suspends the other Warshade toggles in the set while transformed instead of deactivating them. Also will suspend pool power toggles. Suspended toggles cost no endurance while running. Warshade/Umbral Aura/Black Dwarf suspends the other Warshade toggles in the set while transformed instead of deactivating them. Also will suspend pool power toggles. Suspended toggles cost no endurance while running. 1 I lead weekly Indom Badge Runs / A newer giant monster guide by Glacier Peak / A tour of Pocket D easter eggs! / Arena All-Star Accolade Guide! Best Post Ever....
kelika2 Posted April 18 Author Posted April 18 On 4/17/2024 at 9:57 AM, Uun said: not all of Stealth's defense suppresses in combat. I think they all go down to 1.88%, which is combat jumping's defense
macskull Posted April 18 Posted April 18 16 hours ago, Glacier Peak said: Might need to clean up the power attributes/effects naming. Probably. The key difference between the two is that toggle suspension is handled for the entire power so during suspension it’s like the power is not on at all, while toggle suppression is handled for individual attributes which means the power is still running and using endurance but not having some or any of its effects. The latter is how powers behave while you’re mezzed (in PvE, at least, in PvP defensive toggles don’t suppress at all while mezzed). "If you can read this, I've failed as a developer." -- Caretaker Proc information and chance calculator spreadsheet (last updated 15APR24) Player numbers graph (updated every 15 minutes) Graph readme @macskull/@Not Mac | Twitch | Youtube
Uun Posted April 18 Posted April 18 30 minutes ago, kelika2 said: I think they all go down to 1.88%, which is combat jumping's defense Stealth and Combat Jumping vary by AT (1.88% is scrapper/stalker/brute), however, Infiltration goes down to 0% in combat. Uuniverse
kelika2 Posted April 18 Author Posted April 18 3 minutes ago, Uun said: Stealth and Combat Jumping vary by AT (1.88% is scrapper/stalker/brute), however, Infiltration goes down to 0% in combat. Every passing day I feel that Combat Jumping needs a nerf. 3
ScarySai Posted April 19 Posted April 19 On 4/17/2024 at 8:57 AM, Uun said: I'm not aware of any toggle in the game that stops using endurance while it's suppressed. I missed the part where that matters.
Shin Magmus Posted April 19 Posted April 19 On 4/18/2024 at 6:58 PM, kelika2 said: Every passing day I feel that Combat Jumping needs a nerf. ... Thank Energy Transfer that you aren't in charge of anything balance-related. The End Costs of travel powers are fine, and setting up keybinds or macros to turn them off in-combat and back on after-combat is something you can do in 15 seconds if clicking the powers manually is too much of a drag. Most people just don't turn the powers off and eat the cost since they get sources of +Recovery from the team and other sources. 1 1 Treating everyone fairly is great; unfair discrimination is badwrong! I do not believe the false notion that "your ignorance is just as good as my knowledge." The Definitive Empathy Rework
kelika2 Posted April 19 Author Posted April 19 2 hours ago, Shin Magmus said: ... Thank Energy Transfer that you aren't in charge of anything balance-related. The End Costs of travel powers are fine, and setting up keybinds or macros to turn them off in-combat and back on after-combat is something you can do in 15 seconds if clicking the powers manually is too much of a drag. Most people just don't turn the powers off and eat the cost since they get sources of +Recovery from the team and other sources. .08 end a second is one of the lowest cost toggles in the game, with that you gain 1.8%~ defense and immobilization protection and fantastic short range movement. In terms of secondary benefits from pool powers that towers over everything else. I thought offering up alternatives was a nice idea. Turns out I just offended you.
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