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Posted
17 minutes ago, Lunar Ronin said:

I have seen Bruisers, Ninjas, Demons, and Zombies try to jump to a mito, miss, and then jump again.  Doesn't always happen of course, but I have seen enough of it.

I main a ninja MM. The only time I've seen my ninjas fail to jump to a mito is when other pets or players in melee with the mito knock my pet off. And even then, my ninjas still get their attacks in before falling back to the ground. Even if they have to jump to the mito over and over for each attack because of how many other characters are clustered around it. Just like I've seen melee MM pets from MMs with Group Fly completely fail to do anything to mitos because players and other pets are so heavily packed around the mito that they can't even get in range for their attacks. They just keep floating in the area shifting from side to side trying to find an attack point. (Meanwhile, my ninjas throw shuriken, jump at to the mito, manage to get a slash in, then get knocked back down by other characters, where they throw another shuriken before jumping back up to the mito to slash it again.) So while I can understand your stance on Group Fly for that, I've never seen it work like how you portray it.

Posted
12 minutes ago, Ghost said:

Okay, time for a serious question.

 

When group fly is activated, does it only affect teammates within a certain distance of the user?  Or everyone, regardless of map location?

Group Fly has a radius of 60 feet. As long as your character is not in that radius, Group Fly will not affect him/her/them/it. However, once you leave that radius, Group Fly lingers for a little bit so you can get back in range before falling. MM pets are affected by it even if they leave the radius.

Posted
1 hour ago, Lunar Ronin said:

Survival and damage.

Thank you for at least answering the question that everyone else was afraid to answer.

 

As I said before, I've played a LOT of MMs, none with Group Fly. Although I've never done Hamidon or the LGTF with an MM. I have done Rikti Mothership Raid and Imperius TF with MMs without issue. Yeah, in the Hamidon raid specifically I can see where Group Fly would be mandatory for an MM. It certainly isn't for anything else. At least it wasn't for me, YMMV.

 

So is this really why we've had so many of these threads this year? Because nearly everyone is exclusively playing Hamidon, LGTF, RMR, and ITF?

Being constantly offended doesn't mean you're right, it means you're too narcissistic to tolerate opinions different than your own.

Posted
1 hour ago, Rudra said:

Group Fly has a radius of 60 feet. As long as your character is not in that radius, Group Fly will not affect him/her/them/it. However, once you leave that radius, Group Fly lingers for a little bit so you can get back in range before falling. MM pets are affected by it even if they leave the radius.

So once cast, if you get within 60ft it affects you?

Posted
17 minutes ago, PeregrineFalcon said:

Thank you for at least answering the question that everyone else was afraid to answer.

 

As I said before, I've played a LOT of MMs, none with Group Fly. Although I've never done Hamidon or the LGTF with an MM. I have done Rikti Mothership Raid and Imperius TF with MMs without issue. Yeah, in the Hamidon raid specifically I can see where Group Fly would be mandatory for an MM. It certainly isn't for anything else. At least it wasn't for me, YMMV.

 

So is this really why we've had so many of these threads this year? Because nearly everyone is exclusively playing Hamidon, LGTF, RMR, and ITF?

The thing I think is super weird is that most people who are on the side of "group fly isn't necessary" is that we're not saying don't use it on MSR's or Hami's as those are well known group fly friendly raids, so I don't understand why those keep being brought up as a counterpoint.

 

The main complaints come from people using inside of regular TF's & missions where it's not really necessary to have it running and you're now griefing your team with it.

 

The other major thing has already been discussed ad nauseam as well: If you're on a team, and you're not the leader, and you use group fly and the team leader asks you to turn it off, then you should comply and turn it off. And sure, politely let the team know they can turn it off at Null as well; but if you're on a TF, not much can be done about that once the TF has started. And if you're gonna stand your ground and act like a turd because you think your "need" to use group fly is superior to being asked to turn it off, then you're probably going to find yourself kicked. Group Fly may be a useful tool, but it is not a necessity to play an MM well.

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Global: @Valnara1; Discord Handle: @Valnara#0620

I primarily play on Everlasting, but you may occasionally find me on Indom. 🙂

Notable Characters: Apocolyptica - Demons/Storm MM; Lurking Monster - Human-Form WS; Environmentabot - Bots/Nature MM; Miss Fade - Ill/Traps Controller; Sister Apocalypse - Beast/Dark MM; Dr. Elaina Wrath - Plant/Rad Controller (Join the House of Wrath, and spread the word of science!); Ruff Ruff Boom - AR/Devices Blaster

Posted
52 minutes ago, Ghost said:

So once cast, if you get within 60ft it affects you?

If you have not visited Null the Gull to have Group Fly disabled as being able to affect you, then yes, if anyone has Group Fly active and you get to 60 feet away or closer to them, you are affected by Group Fly.

Posted
2 hours ago, Ghost said:

So once cast, if you get within 60ft it affects you?

Not quite.

 

It lasts for a few seconds after you get out of the radius, then you'll fall.

 

CoD says that delay is 10 seconds.

 

 

What this team needs is more Defenders

Posted
46 minutes ago, Psyonico said:

Not quite.

 

It lasts for a few seconds after you get out of the radius, then you'll fall.

 

CoD says that delay is 10 seconds.

 

 

Question was about entering the radius.

Posted
On 11/22/2024 at 11:19 PM, Rudra said:

According to the Live devs when it was added to Null the Gull, it adds a hidden power that negates Group Fly as a power capable of affecting the character. Which is part of the reason why Group Fly is still an opt out power rather than an opt in one. (Aside from the power being an opt in completely negates the power itself for its function. Can you imagine taking Group Fly and finding out it doesn't actually make anyone other than yourself fly?

 

In this case, if Group Fly was disabled as the default, the opt in to enable it would be selection of the power itself from the flight pool.  Soon as you've selected it as part of the leveling/power selection process, you're granted the hidden power to enable it.  If you respec and remove it, the hidden power is removed.

Posted
2 hours ago, arcane said:

Group Fly is a troll power and Masterminds are a troll AT. There, I said it.

 

A troll AT that does some of the highest single target damage.

Posted
6 hours ago, PeregrineFalcon said:

So is this really why we've had so many of these threads this year? Because nearly everyone is exclusively playing Hamidon, LGTF, RMR, and ITF?

 

The reason for so many threads is that some players may be encountering Group Fly (for any noticeable length of time), no one on the team says anything, yet the player that encountered Group Fly was still unhappy. I'm always caught by surprise, unless I am using a character that needs to be on the ground for certain powers (because I've visited Null the Gull to change it to not affect me).

 

I have one character with Group Fly, I use it all the time solo outdoors or on instanced maps with lots of vertical space. I almost exclusively use it for traveling around zones, there are some instances with Giant Monsters where it helps the henchmen (e.g. nuEochai's Pumpkin Patch). If I'm fighting a Giant Monster, I will occasionally forget I have it on (moving to the next Lusca position, getting henches out of a Pumpkin patch, cleaning up sky-scattered clockworks in KR/Croatoa, are examples) but I typically turn it off as soon as I notice it is on and I'm not needing it. This seems to be what other players do as well. I can't say I've ever had a player troll a team or league with it... certainly I've seen Incarnate Incandescence used in a troll-ish manner (but not recently).

 

I've had exactly one player who was on a team my Mastermind was leading complain about my using Group Fly during the 'defeat striking scrapyarders' phase. Not only did the player NOT have to be close enough to be affected by Group Fly in order to defeat scrapyarders, they had plenty of time to go to Pocket D(*1) before the Ghost of Scrapyard would be summoned. Complaining to the team lead about the lead's use of Group Fly when zipping around Sharkhead seems pretty pointless, just as complaining about being asked to turn it off by a team lead.

 

(*1) Of course not every player has quick access to Pocket D, but that was almost certainly not the case here given how we were traveling between zones, and the player's comments.

Posted (edited)

If the leader says “turn it off”, you turn it off.

If the leader says “shut up, they can use it”, then shut up.

 

They don’t have to have a reason for their instructions, because they are the leader.  The person you agreed to follow into battle.

 

Dont like it?  Leave and start your own team.


 

 

 

Edited by Ghost
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Posted
On 11/25/2024 at 1:48 PM, PeregrineFalcon said:

Yeah, in the Hamidon raid specifically I can see where Group Fly would be mandatory for an MM.

For the "go around clearing mitos first" style of Hamidon raid normally used in the Hive, perhaps; the Abyss standard 'Hamikaze' style, where a group of tanks go in to get the attention of the yellows, then everyone else piles directly on the nucleus, it's not needed at all.

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