Primordis Posted May 31 Posted May 31 I'd like to make a suggestion to add a power similar to Evasive Maneuvers that basically mimics it but allows you to jump instead of fly. So you would need Combat Jumping in order to make it work, just like you would need Hover in order to make Evasive Maneuvers work. This would be great for people who want the same defense but don't want to fly all the time. Or just add defense to acrobatics and take away the hold resistance because it's worthless anyway. Acrobatics could be molded to fit the role I'm suggesting. I'm sure there's an easy way to go about it that wouldn't take much effort. Thank you for the consideration. 1
Primordis Posted May 31 Author Posted May 31 Never mind, I just realized Evasive Maneuvers doesn't give defense if you do anything besides move around, so it wouldn't really matter anyways. I guess it would only matter for the theme alone, so not really worth it.
arcane Posted May 31 Posted May 31 The main appeal of Evasive Maneuvers is air control and -flight protection, and I’m just not sure there are equivalents to that in the jumping world?
Uun Posted June 1 Posted June 1 19 hours ago, arcane said: The main appeal of Evasive Maneuvers is air control and -flight protection, and I’m just not sure there are equivalents to that in the jumping world? Combat Jumping already provides movement control and works both while leaping and flying. If you run Combat Jumping and Flight at the same time, you get air control. It might be nice if Combat Jumping got protection against -jump, but I think most if not all of the -jump powers ignore resistance. Uuniverse
tidge Posted June 1 Posted June 1 As near as I can tell (and I rarely take the Leaping pool) the only thing I notice about "jumps" is that it appears that JumpHeight is also subject to travel suppression effects (e.g. from combat).
Luminara Posted June 2 Posted June 2 9 hours ago, tidge said: As near as I can tell (and I rarely take the Leaping pool) the only thing I notice about "jumps" is that it appears that JumpHeight is also subject to travel suppression effects (e.g. from combat). It isn't. Get busy living... or get busy dying. That's goddamn right.
tidge Posted June 2 Posted June 2 13 hours ago, Luminara said: It isn't. Is there something subtle I am missing? I often have Force of Will's Mighty Leap toggled on, and when I try to jump immediately after making an attack, it feels like the Jump Height is suppressed
Frozen Burn Posted June 2 Posted June 2 (edited) 25 minutes ago, tidge said: Is there something subtle I am missing? I often have Force of Will's Mighty Leap toggled on, and when I try to jump immediately after making an attack, it feels like the Jump Height is suppressed Mighty Leap and Super Jump - and other travel powers that have Jump Height increased are suppressed by combat. Combat Jumping, however, is not suppressed - it is meant to still give the extra Jump Height during combat, which part of what makes it so great. Edited June 2 by Frozen Burn 1
Uun Posted June 2 Posted June 2 3 hours ago, Frozen Burn said: Mighty Leap and Super Jump - and other travel powers that have Jump Height increased are suppressed by combat. Combat Jumping, however, is not suppressed - it is meant to still give the extra Jump Height during combat, which part of what makes it so great. Mighty Leap and Super Jump are suppressed in combat for 4s. Infiltration isn't suppressed in combat, it's cancelled. Since the power activates every 0.5s, it comes back much more quickly (if you stop attacking). 1 Uuniverse
Glacier Peak Posted June 2 Posted June 2 1 hour ago, Uun said: Mighty Leap and Super Jump are suppressed in combat for 4s. Infiltration isn't suppressed in combat, it's cancelled. Since the power activates every 0.5s, it comes back much more quickly (if you stop attacking). Also this IO gives unsupressed run speed and pairs really well in Infiltration: "Grants a small amount of run speed that will not suppress in combat and can be enhanced." https://cod.uberguy.net/html/power.html?power=boosts.crafted_thrust_d.crafted_thrust_d 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....
tidge Posted June 3 Posted June 3 A possible Enhancement piece that could be slotted which would allow a "small amount" of JumpHeight/JumpSpeed (*1) to be "not suppressed" is what I was thinking of as the only "obvious" (to me anyway) thing missing from Jump(s) as a Travel power. I suppose such a thing could be worked into a power pool similar to the OP suggestion, but since multiple pools include "Jump", I was thinking more along the lines of the enhancement pieces that offer "Fly protection", "Run Protection" etc. Teleport would still be the odd man out, but it got its "hang time" addressed IIRC. (*1) I can't be sure, but I think it is the JumpHeight suppression that takes me out of the game immersion the most. Often this is because I simply want to get over some map obstacle and suddenly cannot. There is another case when I am using the Experimentation pool's Speed of Sound, hit the space bar, and all of a sudden I feel like an at-launch level 1 character again. I suspect the latter is because there is no JumpHeight component to Speed of Sound, but often it feels like it isn't even accounting for any slotting of Hurdle.
Primordis Posted June 7 Author Posted June 7 I was looking more at the defense aspect of it (evasive maneuvers) for a def based build that would allow me to do something else with my IOs instead of stacking def sets. But it wouldn't serve this purpose anyway since like I said earlier, even if you buff an ally you lose the defense bonus.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now