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Demonstrating this is easy enough. Take a ranged character with a Flight travel power and Athletic run. Engage a mob with Flight and Sprint turned on, then move away at full speed. You will move at a reduced speed for a second or two, until the game decides that you're no longer in combat and removes the movement suppression that is dampening your speed. Now do this again, but with Sprint off and Athletic Run on. You will find that you are moving much more slowly, and for a (at least perceptively) longer period of time before the movement suppression turns off and you return to your normal flight speed. To make things even more unreasonable, Athletic run is doing this despite the power having zero effect on flight:

 

445 + ( 5 * Level ) % jump height on self

109.45 + (0.55 * Level) % jump speed on self

99.184 + (0.816 * Level) % run speed on self

 

The same effect occurs with running or jumping, although this is more explainable (except for the magnitude) because the power affects those types of movement. Teleportation, however, is unaffected, and using, say, Translocation from the Sorcery pool runs the timer for the suppression out, allowing you to fly normally once you reappear at your destination.

 

I can't say for sure, but it feels as if Athletic run is applying the movement suppression debuff twice, holding your character back more strongly than movement suppression does with any other movement power.

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