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Posted

The 'punch really fast' power Flurry in the Super Speed pool has a cool and entertaining animation, but feel slower than basically every other attack because it roots the player in place and its animation can't be interrupted.  Most other powers now let the player move on to the next attack roughly halfway through their animation and don't snare them to the ground at all... Flurry should do the same.

To put this into context, the pool power Flurry and the pool power Jump Kick deal essentially identical damage and have roughly the same probability of triggering their rider effect (knockdown for Jump Kick, disorient stun for Flurry).  Both are rotation filler powers, but Jump Kick is vastly superior to Flurry by the simple fact that the player may activate another power before the flip-back portion of the animation plays out, and they're free to move around while the animation is running.  By comparison, Flurry clamps the player to the ground... they can't even run away if the attack misses or puts them in danger.  Worse, it doesn't even clamp the target for the full duration; they break free and start punching the player's face while the animation continues to flail in place.  Removing the root effect would improve the feel and effectiveness of the power greatly, perhaps even taking it off the burning heap for people other than pool-power challenge players.

Posted

I'm all for Flurry buffs, but removing the self-root isn't the fix here. That's just part of its ludicrous animation time. The best way to solve that is to divide the animation time by 4 and speed it up accordingly. THAT gets us super speed and gets that attack out of irrelevance.

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!

Posted

When Shadow Maul was buffed recently, its animation time was reduced to 2.37s. Flurry's animation was copied from the original Shadow Maul, yet the update wasn't ported over and its animation time still sits at 3.07s. This seems like really low-hanging fruit.

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