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Archived Post
08-14-2010, 04:45 AM
Seriously, trying to enjoy V-Bay (after the Jury-Rig missions) and Dogz and Vamps always disable it right at the start. I'm clearing a warehouse and EVERY fight thats the first thing they do.

I have acrobatics. I would love to get through just ONE fight without having to re-toggle it. Its not worth it. I just run slowly from fight to fight. So why do I have a travel power?

V-Bay is not the only place this happens. Canada and MI immediately come to mind as well.

Don't know what you Devs are so worried about by letting us have FUN with our travel powers. As an acrobat, leaping around while fighting would be so much fun. As a flier, zipping around while punching and blasting guys would be awesome, etc...etc... Speed and energy gains get reduced while your travel power are active and you're fighting, I think thats enough of a compromise.

Sorry, but there have been numerous threads on this and although there have been a couple of vague replies, no real action has been taken on this. I'm level 37 and both V-Bay and MI are just too damn annoying with the TP removal action.

How many threads do we need to make about this before something is done?

Archived Post
08-14-2010, 12:04 PM
The latest SotG said they were looking into it.

Archived Post
08-14-2010, 12:16 PM
The latest SotG said they were looking into it.

Ah! Must have missed that. Wait...Is that the one where they also stated that they were worried about potential kiting by not removing our TPs??

Yeah, they want to make it less irritating. I wouldn't mind totally not irritating.

Worried about kiting or bypassing? Yeah, flying way over is one way. So everyone takes flying. Great.

Sorry, I'm kind of ranting/flaming/Whining even, but I just don't get this partial attitude. There are places where you don't get your Travel Power removed by crappy henchmen and its awesome. No one seems to be kiting or any such thing in those areas...so whats the prob?

Ah well...going out for dinner. Laterz!

Archived Post
08-14-2010, 12:27 PM
Seriously, trying to enjoy V-Bay (after the Jury-Rig missions) and Dogz and Vamps always disable it right at the start. I'm clearing a warehouse and EVERY fight thats the first thing they do.

I have acrobatics. I would love to get through just ONE fight without having to re-toggle it. Its not worth it. I just run slowly from fight to fight. So why do I have a travel power?

V-Bay is not the only place this happens. Canada and MI immediately come to mind as well.

Don't know what you Devs are so worried about by letting us have FUN with our travel powers. As an acrobat, leaping around while fighting would be so much fun. As a flier, zipping around while punching and blasting guys would be awesome, etc...etc... Speed and energy gains get reduced while your travel power are active and you're fighting, I think thats enough of a compromise.

Welcome to the club. Seems just about everyone (gross exaggeration) posts one of these threads when going through Vibora Bay the first time. :)

The best thing to do is target the Lycan or Curs (Mongrels? been a while) (assuming you're annoyed at the Dogz) and jump into the fight, and hit them first before they can hit you. The trick is to get into melee range of them before they see you, because they won't Lunge at close range. Doing this, I've gotten through many of the fights without getting my travel power knocked out. Only time it sucks is when there's more than one of them - then there's like a 100% chance you'll have to reactivate.

Sorry, but there have been numerous threads on this and although there have been a couple of vague replies, no real action has been taken on this. I'm level 37 and both V-Bay and MI are just too damn annoying with the TP removal action.

How many threads do we need to make about this before something is done?

Not trying to toot my horn, but my thread on the subject got a lot of recognition and CM or GM collected a lot of the data there and said they'd pass it on.

Archived Post
08-14-2010, 12:42 PM
Yes, it is obnoxious. I think it was done to keep players from running away too easily/dodging fights, along with melee enemies having generally weak ranged attacks so that flier can just pick them off with minor reprocussion.

My main TP is Super Jump, and going through Vibora with it is a big problem. See, you jump so high, so fast that by the time a TP remover hits you you're at the peak of your jump.

I get why they did it. I'm not running from fights though. I'm using it to run to fights faster.

Archived Post
08-14-2010, 01:17 PM
If they want people to not be able to easily avoid fights, why'd they even put in Teleport?

Archived Post
08-14-2010, 02:19 PM
for that matter, why even spend time on any TP in the first place?
i see a TP both as a fast way to travel and to quickly retreating, if i can't even retreat without being shot down all the time then this game really is poorly designed.
i can't remember how many times both a villain and hero retreated to care there wounds, even in old movies you see the same.

the more i see threads like this, the more i get reminded how much the game is still in beta.

Archived Post
08-14-2010, 03:09 PM
Honestly, it wouldn't be so bad if the TP wasn't just completely turned off. If it was just "shut down" for the duration of the remover then automatically back on, it would be better.

HOWEVER!!!!! - We get resistances to everything but this? Well, 98% of the time, the resistances do absolutely nothing anyway, but we definitely need a resistance for TP removers.

Archived Post
08-14-2010, 03:18 PM
Seriously, trying to enjoy V-Bay (after the Jury-Rig missions) and Dogz and Vamps always disable it right at the start. I'm clearing a warehouse and EVERY fight thats the first thing they do.

I have acrobatics. I would love to get through just ONE fight without having to re-toggle it. Its not worth it. I just run slowly from fight to fight. So why do I have a travel power?

V-Bay is not the only place this happens. Canada and MI immediately come to mind as well.

Don't know what you Devs are so worried about by letting us have FUN with our travel powers. As an acrobat, leaping around while fighting would be so much fun. As a flier, zipping around while punching and blasting guys would be awesome, etc...etc... Speed and energy gains get reduced while your travel power are active and you're fighting, I think thats enough of a compromise.

Sorry, but there have been numerous threads on this and although there have been a couple of vague replies, no real action has been taken on this. I'm level 37 and both V-Bay and MI are just too damn annoying with the TP removal action.

How many threads do we need to make about this before something is done?

Obviously not enough which means the next logical step is to stop giving them money for a monthly subscription. There are other things to play and maybe when the population drops some more they will finally get the message

Archived Post
08-14-2010, 03:21 PM
It's an archaic game mechanic that they simply need to remove except for Master Villains and above.. ironically, those guys never seem to have a remover.

Archived Post
08-14-2010, 03:38 PM
It's an archaic game mechanic that they simply need to remove except for Master Villains and above.. ironically, those guys never seem to have a remover.
Yeah, in the comics it's always the surprise shot from the arch villian that knocks the hero out of the sky or knocks them back a loop.

NOT the !@#$% "Legion-of-not-so-deadly-Ninjas!" :mad:

Archived Post
08-14-2010, 04:20 PM
Watch your step, hero. It's part of wearing a silly costume and fighting badguys...sometimes you get attacked and there's nothing you can do but fight.

Oh...right. You're only playing a game about heroes. My mistake. Thank you for reminding me. Not like theres not enough stuff around here to remind me.....

Archived Post
08-14-2010, 05:46 PM
Obviously not enough which means the next logical step is to stop giving them money for a monthly subscription. There are other things to play and maybe when the population drops some more they will finally get the message

He has a lifetime sub.

Your argument is invalid.

Archived Post
08-14-2010, 06:11 PM
Many think that too many critters in game can dispel travel powers. We're looking at ways to make them less irritating while still not letting players kite or ignore them with impunity.

As Smack pointed out, his thread from a while back elicited a dev response that they were looking into it, and Poz' statement confirms that. Unfortunately his comment is somewhat ambiguous with regard to their intent.

TP removers do not prevent all players from ignoring mobs with impunity. Flyers and teleporters can still go right to a mission location without any aggro. Only gropos have to watch their step.

As far as kiting, I don't see an issue -- when you have to fight mobs for missions, you fight them -- CO is not like games where squishies have to kite to survive. Almost every mob has a ranged attack. So what if players move around in combat?

When I play, the primary effect of travel power removers is to inhibit me from using my TP in most fights, where using them would be cool and enjoyable. Being denied their use reduces enjoyment and does not increase difficulty.

Archived Post
08-14-2010, 09:30 PM
It wouldn't even be so bad if PvE travel removers were blockable. That would add a bit of strategy to fights and would be a lot less annoying.

Archived Post
08-14-2010, 10:14 PM
My biggest complaint is that I used to consider taking advantages like Rebounding Resilience and Flippin', but those are a waste now that everyone and his mother has a TP remover.

Archived Post
08-15-2010, 06:12 AM
This:
As Smack pointed out, his thread from a while back elicited a dev response that they were looking into it, and Poz' statement confirms that. Unfortunately his comment is somewhat ambiguous with regard to their intent.
Yeah...it sounds like they don't really want to remove them. They seem to think the slim possibility of exploitation is more important than the fun factor.

TP removers do not prevent all players from ignoring mobs with impunity. Flyers and teleporters can still go right to a mission location without any aggro. Only gropos have to watch their step.
Aye. Swinging can avoid things too. I don't want to avoid fights of mobs I need, and as far as running away, well take Flight for example. Its pretty slow ascending while getting hit.

As far as kiting, I don't see an issue -- when you have to fight mobs for missions, you fight them -- CO is not like games where squishies have to kite to survive. Almost every mob has a ranged attack. So what if players move around in combat?
Exactly! Moving around in combat is half the fun!

When I play, the primary effect of travel power removers is to inhibit me from using my TP in most fights, where using them would be cool and enjoyable. Being denied their use reduces enjoyment and does not increase difficulty.
This, totally this! The game is heaps of fun, and as you say, in other games ya may need to kite. I have never needed to or wanted to in this game.


There is also this:
My biggest complaint is that I used to consider taking advantages like Rebounding Resilience and Flippin', but those are a waste now that everyone and his mother has a TP remover.

Whats the point of any of these so called advantages? So worried about people taking advantage of the travel Power Mechanics, then impliment Advantages for them. Talk about mixed signals.

Archived Post
08-15-2010, 09:46 AM
Bullets.....no
Energy blasts......no
Knives, spears and other random thrown objects......no

Wolves that spit tobacco juice.......yes?



WHAT??????

AND while we're on that, WOLVES THAT SPIT????

Archived Post
08-15-2010, 02:52 PM
Bullets.....no
Energy blasts......no
Knives, spears and other random thrown objects......no

Wolves that spit tobacco juice.......yes?



WHAT??????

AND while we're on that, WOLVES THAT SPIT????

It's not spit, it's toxic furballs

Archived Post
08-15-2010, 10:27 PM
Playing around in the tutorial with my hover boots and the Quelarr henchmen have nailed to the ground as well... But by far the real tipping point was playing with Acro in VB running a standard mission and it felt like no matter how I approached a group I would have to recharge Acro after the fight.

The best part is during setup I would target the mob I knew that would turn off my TP and lunge from max range, the group would notice me halfway through the lunge and he would lunge at me net result I am were he was he is 15ft away rooted and Acro is turned off....again.

Just reading this thread I started frothing at the mouth again just thinking about it, this is perhaps the most aggravating mechanic in the game at the moment and it only seems to be in place to aggravate the player it adds jack to the game play.

Archived Post
08-16-2010, 05:25 AM
I really enjoy acrobatics, but also lose a lot of fun factor over being stopped by any schmuck that wants to pick a bone with me.

I have a bestial character, and the acrobatics animation is part of 'the look', so I am often disappointed in the toon's look as he limps around during and after combat. And travelling takes forever with teh constant interruptions. Some mobs throw stuff or whack me, and I keep going, but far too often the TP is shut down, and my momentum carries me into other mobs. So while anyone i am grouped with flies or swings across the map, I am stalled again, fighting 3-4 mobs.

And as someone else posted - why on earth would I take the combat advantage for acro when it can and will be turned off ad nauseum?

I say that the TP removal shoud not be so easy for mobs to do. It kills fun factor when it happens so often. A master villain blasts me and stops me in my tracks? I can handle that. Every schmuck that can throw a bottle or spit a lugie can bring me to a grinding halt? No, if that's 'as intended', someone needs to re-evaluate their intentions.

Archived Post
08-16-2010, 06:14 AM
I really enjoy acrobatics, but also lose a lot of fun factor over being stopped by any schmuck that wants to pick a bone with me.

I have a bestial character, and the acrobatics animation is part of 'the look', so I am often disappointed in the toon's look as he limps around during and after combat. And travelling takes forever with teh constant interruptions. Some mobs throw stuff or whack me, and I keep going, but far too often the TP is shut down, and my momentum carries me into other mobs. So while anyone i am grouped with flies or swings across the map, I am stalled again, fighting 3-4 mobs.

And as someone else posted - why on earth would I take the combat advantage for acro when it can and will be turned off ad nauseum?

I say that the TP removal shoud not be so easy for mobs to do. It kills fun factor when it happens so often. A master villain blasts me and stops me in my tracks? I can handle that. Every schmuck that can throw a bottle or spit a lugie can bring me to a grinding halt? No, if that's 'as intended', someone needs to re-evaluate their intentions.


Aye, last night I was Swinging thru V-Bay, gaining altitude to avoid the dang TP removers (which is so much less fun than swinging along the buildings thru the streets, Spidey style). Anyway, got over roof level but got to close to some roof perched beasty. TP removed during upward swing, flying helplessly thru the air, crashing down and lossing a big chunk 'o health at the feet of a villain and henches...Priceless.

I don't even know what hit me.

These things happen to us so we don't kite or bypass encounters according to the last SotG. So yeah, its working as intended. Its also there to teach us a valuable life lesson. Evidently heaps of Frustration is better then heaps of Epic Fun.

Archived Post
08-16-2010, 06:18 AM
Post deleted by KenpoJuJitsu3.

Archived Post
08-16-2010, 08:13 AM
"The point of travel powers is for travel from point A to point B and nothing else...no one said that you wouldn't have a few traffic accidents and train derailments along the way...every...single...time."

Excerpt taken from The Cryptic manual or irritating players with "game mechanics" that are more mechanic than game.

:D

Lmao!

So basically, our travel powers were created by AmTrak?

Archived Post
08-16-2010, 08:35 AM
Combat already slows down your travel speed, why would they need to shut it off? Doesn't make any sense. TP removal for PVP I can understand, or in special instances in PVE like a boss power or something.

Archived Post
08-16-2010, 11:54 AM
After I made Lady BuzzLizard I was bopping around canadia and saw an ice wolf run through the air to get someone much higher than the trees. It was so dang funny. Then they fell to the earth like a brick and died.

That was pretty funny too ;)

Archived Post
08-16-2010, 12:18 PM
After I made Lady BuzzLizard I was bopping around canadia and saw an ice wolf run through the air to get someone much higher than the trees. It was so dang funny. Then they fell to the earth like a brick and died.

That was pretty funny too ;)

Well...thats ALWAYS funny! (When it happens to other folk) :cool:

Archived Post
08-16-2010, 12:36 PM
Well...thats ALWAYS funny! (When it happens to other folk) :cool:

That's why I don't take flight as a first TP mainly, so I don't get shot out of the sky by an air walking snow dog that barfs rocks over 100 feet.

Archived Post
08-16-2010, 02:09 PM
So what's going to come of this I wonder.

It seems to have gotten much worse since launch as well. A while back, I remember that VIPER infiltrators would do it, and they stood out -- I don't remember everyone just turning off travel powers at every encounter, in every zone.

I hate it.

Archived Post
08-16-2010, 02:40 PM
Viper Infiltrators did during open beta I remember that but they were almost by themselves and thus something interesting, the only other mobs I remember doing that back then were a couple of might based super villians with charged hurls Ripper comes to mind. Ironically Grond's hurl assumeing you survive it won't strip your TP....

Archived Post
08-16-2010, 08:06 PM
to make it worse, most of these mobs with the tp removers have one hell of a vertical. You can be well outside the regular players jumping ability and they can still reach you.

Archived Post
08-16-2010, 09:11 PM
Hopefully Cryptic will get the message that TP removers are nothing but annoying.

They gave us advantages for TPs during combat...only to design enemies to cut off TP's during combat...making the TP combat advantages completely pointless. Um...WHAT?!

I'm not going to speak for PvP here...but in PvE the only time my TP should toggle off is when I turn the damned thing off. If something hits me and knocks me out of the air...that's fine. But the instant I stand up I should still be able to fly. If I get held or stunned...that's fine. The second it wears off or I break free; my freaking TP should instantly be working again.

At one time the "Flippin'" advantage for Swinging was actually nice to have. With things the way they work now; it's COMPLETELY POINTLESS!

If someone has Acrobatics or has the ability to jump really high, how the hell do you just "turn it off"? If someone is strong enough to leap hundreds of feet in the air, or can run really really fast, or has the physical merits to do flips and combat rolls...how does that just "cut off"?

TP's are part of our characters as much as our costumes and our other powers. Stop treating them like they are trivial "conveniences". To a character that has force blasts and the ability to fly; flying is just as natural and just as important as producing force blasts are. In a game where the main objective of 95% of the game is combat, penalizing any powers for being used "in combat" is just utterly stupid.

Players realize this, why can't the Developers?

Travel powers shouldn't cut off.

Travel powers shouldn't shift gears in speed like a freaking sports car either.

This isn't City of Heroes.

Archived Post
08-16-2010, 09:32 PM
This is the same complaint I had a few weeks back. It's just bad game design.

Archived Post
08-17-2010, 12:00 AM
I wonder if they could simply "swap" the version of lunge that the NPCs currently have w/ a version that doesn't have it. And as far as kiting goes - the enemies already outrange us, and most of us will have to use our energy builders if we're going to use anything more than a handful of attacks before leaving the fight. What they should do is give more enemies travel powers so they can come and meet us on our own terms. This could easily be done for most enemy groups, and those that it wouldn't make sense could get something like chained kurai (sp?) and just pull us in, w/o shutting off our travel power.

On a related note - can you please fix the lunges so they actually take you to the enemy, in Lemuria. It must be something w/ the underwater mechanics, because when I use lunge, it only moves me forward a few feet, yet it takes me all the way to the enemy everywhere else, including the "dry" instanced missions in Lemuria.

Thanks for reading.

Archived Post
08-17-2010, 02:13 AM
I wonder if they could simply "swap" the version of lunge that the NPCs currently have w/ a version that doesn't have it. And as far as kiting goes - the enemies already outrange us, and most of us will have to use our energy builders if we're going to use anything more than a handful of attacks before leaving the fight. What they should do is give more enemies travel powers so they can come and meet us on our own terms. This could easily be done for most enemy groups, and those that it wouldn't make sense could get something like chained kurai (sp?) and just pull us in, w/o shutting off our travel power.

Aye, even in places where mobs don't seem to have TP removal I haven't seen players kiting or anything similar. Generally for the reasons ya mentioned. Kiting in this game would make for boring combat. this is the one game I know of where kiting is "Meh" because its more fun to zip around the mobs and "Mix it up".

On a related note - can you please fix the lunges so they actually take you to the enemy, in Lemuria. It must be something w/ the underwater mechanics, because when I use lunge, it only moves me forward a few feet, yet it takes me all the way to the enemy everywhere else, including the "dry" instanced missions in Lemuria.
Aye, Mighty Leap...on any map its like you're underwater. Often don't get to your enemy. Too often. Pounce works great, the coding should be similar I would think...
Thanks for reading.


Lot of good points made in this thread, I hope the devs take notice and go from their stance on "We're worried about kiting, but want to make TP Removal Less annoying." and move on to, "We really want our heroes to feel like heroes and have fun."

Less annoying? So still annoying...just not as much?

Archived Post
08-17-2010, 02:23 AM
Lot of good points made in this thread, I hope the devs take notice and go from their stance on "We're worried about kiting, but want to make TP Removal Less annoying." and move on to, "We really want our heroes to feel like heroes and have fun."

Less annoying? So still annoying...just not as much?

Started VB last night.

I don't have any plans on staying there for long. EVERY battle makes me lose acrobatics.

Not only annoying, poor game design.

This is like your car turning off every time you come to a stoplight.

Archived Post
08-17-2010, 02:28 AM
This is like your car turning off every time you come to a stoplight.

You know some cars do that and its considered a good thing?


(course they also start back up automatically when you press the accelerator)

Archived Post
08-17-2010, 03:00 AM
Started VB last night.

I don't have any plans on staying there for long. EVERY battle makes me lose acrobatics.

.

And its too bad because the story arch and how things unfold is so much fun, but the constant loss of your TP, well it sucks all the fun out of it.

My question is: Where can you go at mid-level 30's where its not going to happen?

Archived Post
08-17-2010, 03:29 AM
And its too bad because the story arch and how things unfold is so much fun, but the constant loss of your TP, well it sucks all the fun out of it.

My question is: Where can you go at mid-level 30's where its not going to happen?

I really didn't have much trouble with the Bigfoots (Bigfeet?) and Ice Demon missions in Canada. It also isn't so bad for me in MI.

Archived Post
08-17-2010, 04:58 AM
I really didn't have much trouble with the Bigfoots (Bigfeet?) and Ice Demon missions in Canada. It also isn't so bad for me in MI.

Ok, thats a point.

MI isn't as bad. Still gets on my nerves, but the BigFoots and Ice Demons are tolerable. Nothing came to mind...it just turned into one big Travel Power removing Blur...

Archived Post
08-17-2010, 06:13 AM
Annoyed and ready to scream. Yes, I to am having this issue. Working agaist the Gadroon. Then I realized every mob has someone who or something that can disable travel powers. Every mob!

I wanted to use my flying as a tactical advantage, just like anyone would want to use their power as a tactical advantage. This is the only game in which you can't really use your travel powers. The Gadroon disable me and I fall and die. I was so frustrated this morning, I exited the game and did not come back on.

Hey Cryptic. This is a serious issue.

Archived Post
08-17-2010, 06:19 AM
Started VB last night.

I don't have any plans on staying there for long. EVERY battle makes me lose acrobatics.

Not only annoying, poor game design.

This is like your car turning off every time you come to a stoplight.

After doing the VB Crisis, which overall I enjoyed (and I think I'd enjoy VB too) I opted to stay in MI to 40. Why? Not every mob on MI strips my Super Jump and Acrobatics, which I use to speed things up. I got so tired of recharging my TP every - single - battle in VB Crisis. I don't so much use them to flee battles as I do to move faster during them, and between them. Incredibly obnoxious.

If they insist on keeping things this way, a new variant of the current TP remover needs to be made just for critters. Rather than a remover, a suppressant that shuts down your TP for ~3 seconds so at least you don't have to turn the damn thing back on when you're done, and then allows it to come back up. That might be a greater technical feat than they have the time for, though.

In the meantime, my teleport characters still get to zip around with impunity. :D

Archived Post
08-17-2010, 06:28 AM
There is no real "kiting" in this game when every enemy (even pure melee ones) have some type of ranged attack, regardless of how silly or stupid it is.

They're just an annoyance. There is no strategy to "Hey, we're gonna knock your travel power off! LOL" with absolutely no chance to avoid it without one shotting the enemy from out of it's range. Like was said in the OP: Having a travel power on already increases energy costs, so if I want to fight at a "disadvantage", then let me, darn it!

Archived Post
08-17-2010, 06:33 AM
For me travel powers are part of the character concept. Loosing you travel power at the begging of the fight is like the Flash loosing his superspeed at the beginning of every comic.

Archived Post
08-17-2010, 07:54 AM
If they insist on keeping things this way, a new variant of the current TP remover needs to be made just for critters. Rather than a remover, a suppressant that shuts down your TP for ~3 seconds so at least you don't have to turn the damn thing back on when you're done, and then allows it to come back up. That might be a greater technical feat than they have the time for, though.

In the meantime, my teleport characters still get to zip around with impunity. :D

Even this 3 second suppresor would bug me I think. Thats still along the lines of: We don't want you using Haymaker or Ego Blades to kill the mobs too quickly, so EVERY mob will disable them for the first 3 seconds of the fight.

I think that quite simply Super Villains and up should have them, other mobs...not so much!

Archived Post
08-17-2010, 07:57 AM
There is no real "kiting" in this game when every enemy (even pure melee ones) have some type of ranged attack, regardless of how silly or stupid it is.

Aye this. Someone else also mentioned the fact that energy builders are pretty limited with range as well. Kiting? Not so much in this MMO.

Archived Post
08-17-2010, 09:52 AM
I really didn't have much trouble with the Bigfoots (Bigfeet?) and Ice Demon missions in Canada. It also isn't so bad for me in MI.

That's exactly how it was for me. I was annoyed at it in Monster Island (ever find yourself superjumping 80 feet in the air, then realizing you're no longer superjumping? Ouch), but it wasn't so bad as in Vibora Bay, where it's so prevalent that that's when people (myself included) start making threads about it.

Grats on almost-40 though.

Archived Post
08-17-2010, 01:18 PM
Even this 3 second suppresor would bug me I think. Thats still along the lines of: We don't want you using Haymaker or Ego Blades to kill the mobs too quickly, so EVERY mob will disable them for the first 3 seconds of the fight.

I think that quite simply Super Villains and up should have them, other mobs...not so much!
I could see it on Master Villains and up. Everything below that should perhaps just have standard snares, rather than outright TP disablers. Since snares stack, it would still discourage running through 10 packs of enemies nonstop because you'd be slowed. It's far less theme breaking to just be slowed a bit rather than outright shut down.

That's exactly how it was for me. I was annoyed at it in Monster Island (ever find yourself superjumping 80 feet in the air, then realizing you're no longer superjumping? Ouch), but it wasn't so bad as in Vibora Bay, where it's so prevalent that that's when people (myself included) start making threads about it.

Grats on almost-40 though.

Yessss. Thanks to the joys of typical client-server lag, enemy ranged TP disablers always work as perfect surface-to-air missiles that hit you just at the pinnacle of your Super Jump. WHAM. TO THE GROUND, BABY.

Archived Post
08-17-2010, 03:13 PM
I could see it on Master Villains and up. Everything below that should perhaps just have standard snares, rather than outright TP disablers. Since snares stack, it would still discourage running through 10 packs of enemies nonstop because you'd be slowed. It's far less theme breaking to just be slowed a bit rather than outright shut down.

Aye, this would work and make total sense.

And this next part:
WHAM. TO THE GROUND, BABY.

because its too true, that last part is both funny and sad all at once!

Archived Post
08-17-2010, 04:08 PM
Silly question, perhaps... Does anyone know if the crafted travel powers are also affected by the NPCs TP removers? I haven't finished making one yet :(

Archived Post
08-18-2010, 01:56 AM
Silly question, perhaps... Does anyone know if the crafted travel powers are also affected by the NPCs TP removers? I haven't finished making one yet :(

Not sure. I would have to assume that they are just as vulnerable, but than again we all know what happens when we assume!

Archived Post
08-18-2010, 05:34 AM
Not sure. I would have to assume that they are just as vulnerable, but than again we all know what happens when we assume!

MESS get ice cream?

Archived Post
08-18-2010, 06:32 AM
MESS get ice cream?

Here's your answer:

http://www.youtube.com/watch?v=M5QGkOGZubQ&feature=related


Muhahahahaaaaaa

Archived Post
08-18-2010, 08:12 AM
I have to comment on this even though its the same general comment as everyone else. I HATE travel power removers on NPC's!!!! Master Villain or higher is fine but I am sick of turning it on all the damn time too. Lets see how DCUO works with the travel powers. From what I see they make it work with your powers to better your character. In CO we know it works against your character all day long. This is also why when I get to level 35 I choose both acrobatics and teleport. I use the teleport for traveling from point A to point B and acrobatics when I don't get annoyed with turning it on after every mob.

Teleport = No one knows your there (if used correctly) so you can avoid any and all mobs. It also has a decent travel speed.

Why the dev's allow certain travel powers to have all the benefits while others get none at all I will never understand. If you don't have a travel with the ability to either go unseen or stay a far distance from the mobs then your going to get extremely upset when your waiting for the TP remover to ware off so you can turn it back on again. I think the main point here is, if we didn't have to lose our travel powers we wouldn't try to avoid the mobs so much. If you know that getting too close to a mob in a mission means losing the TP you have active then you might avoid the mob if killing them is not needed to complete the mission.

Another thing I disagree with is losing speed of your travel powers when you get hit. I suppose a certain hit point level should knock the wind out of you and slow you down for a bit but not just any and all hits should slow you down. That's the one thing I do like about acrobatics is a hit can speed you up with versatility ranked. But when your changing instances most of the time you run slower and it takes longer to get full speed than if you to turn off your acro and fully charge it up again! We are super heroes so PLEASE quit slowing us down all the time!!!

Lets say you have a level 40 character with 10,000 HP. You should be able to take a bigger hit while in travel and not have to worry about losing speed as often as a character same level with less HP. You are built to take more damage therefore it should reflect on your travel powers too if we are going to have such things as TP removers or hits slowing us down. Its shotty game mechanics when a henchy at level 18 removes the TP of a tank build at level 40 while he is grinding mobs for a perk. I have had this happen to me many times. LMAO I mean come on this is ridiculous!!!

Archived Post
08-18-2010, 09:14 AM
I have to comment on this even though its the same general comment as everyone else.

No worries on this, just glad people are posting their opinions and valid points. Hopefully when the devs read this they will understand a bit of why we feel that there stance on making travel powers "Less annoying" while being mindful of kiting or bypassing bad guys is perhaps not a reasonable solution.

There have been some great ideas in this thread and some very obvious problem assosiated with the TP removal action, but also the general consensus is the same.

We care about fun in a casual game that really need not worry about kiting. I say, shut off this ability on anything less then a master villain in one area...and see what happens there. Do people like it? Are their exploits we didn't see? Whats the general diagnosis?

What can it hurt?

Archived Post
08-19-2010, 07:57 AM
Ever get so used to turning your TP back on, that the one time ya don't lose it, ya actually shut it off after a fight? Yeah, I did that last night. I actually had to laugh at the rediculousness of the situation at that point. :cool:

Archived Post
08-19-2010, 08:01 AM
Yep. I actually called it in my thread, I said I would probably end up doing it because I was so used to hitting T after a fight. Turns out I did it a lot.

Definitely diculous a second time.

:D

Archived Post
08-19-2010, 08:04 AM
Post deleted by KenpoJuJitsu3.

Archived Post
08-19-2010, 08:20 AM
Do that all the time. It is a little nuts.

Yep. I actually called it in my thread, I said I would probably end up doing it because I was so used to hitting T after a fight. Turns out I did it a lot.

Definitely diculous a second time.

:D

Ah, good to know I'm not alone in this! :D

Yeah, if shutting off your TP after a fight doesn't scream that theres something wrong with the game...nothing does!!!

Archived Post
08-19-2010, 08:46 AM
I am so annoyed by the TP removers that I find myself turning my TP off before I enter combat in many areas -- effectively turning myself into a standard fantasy MMO character as far as movement goes. I hate it, but I'd rather do that than have to turn the TP back on all the time. TP removal is a fun drain.

Archived Post
08-19-2010, 08:53 AM
.Is that the one where they also stated that they were worried about potential kiting by not removing our TPs??

Kiting?

KITING??

Are we playing different games?

In the game i'm playing enemies give near no experience or loot and drop like flies with near no difficulty.

Kiting is a concern in games where the main XP and reward comes from enemy drops.

This is not a game here EITHER of those are the case.

Archived Post
08-19-2010, 08:56 AM
I am so annoyed by the TP removers that I find myself turning my TP off before I enter combat in many areas -- effectively turning myself into a standard fantasy MMO character as far as movement goes. I hate it, but I'd rather do that than have to turn the TP back on all the time. TP removal is a fun drain.

Aye, I was playing last night and everything was hitting me for the TP removal. Like the Trey Kings...I run up start slicing and than I'm thinking: I'm right NEXT to you! I'm STANDING here and you STILL are removing my Acrobatics? What possible purpose can that serve?

I found myself trying to block against it...which is just stupid, because ya can't.

You're right on the money: Its a Fun Drain!!!

Archived Post
08-19-2010, 09:12 AM
Getting you travel power removed while standing next to the goon sucks twice as hard when it also had a defensive power. Really makes you feel like you wasted the advantage points when they can just bypass it with their opening move.

Archived Post
08-19-2010, 10:30 AM
Kiting?

KITING??

Are we playing different games?

In the game i'm playing enemies give near no experience or loot and drop like flies with near no difficulty.

Kiting is a concern in games where the main XP and reward comes from enemy drops.

This is not a game here EITHER of those are the case.

Aye! Exactly...and well said Good Sir Sharks!


And this:
Getting you travel power removed while standing next to the goon sucks twice as hard when it also had a defensive power. Really makes you feel like you wasted the advantage points when they can just bypass it with their opening move.

I won't spend points to "combat up" any travel power for this reason.

Archived Post
08-19-2010, 12:59 PM
Silly question, perhaps... Does anyone know if the crafted travel powers are also affected by the NPCs TP removers? I haven't finished making one yet :(

While I do not have a crafted travel power I do have the preorder hover boots witch work in a similar fashion i.e. they are a device that activates a travel power and they are shut off by TP removers also the Acro granted by the Feline serum is also shut down by TP removers ( obnoxious by the way that item has a 1 hour cool down)

Archived Post
08-19-2010, 01:07 PM
TP removers also the Acro granted by the Feline serum is also shut down by TP removers ( obnoxious by the way that item has a 1 hour cool down)

Maaaan....obnoxious isn't even quite the right word for that!

Archived Post
08-19-2010, 02:02 PM
Ever get so used to turning your TP back on, that the one time ya don't lose it, ya actually shut it off after a fight? Yeah, I did that last night. I actually had to laugh at the rediculousness of the situation at that point. :cool:

I did that in VB Crisis a lot toward the end. It was vaguely suicidal, since my long-range TP is Super Jump.

Archived Post
08-20-2010, 12:02 PM
I am so frustrated by this. I am so frustrated that I keep turning off the game. I dont want to walk to the enemies and I like the way my powers look in flight.

Every mob can cancel flight, and fall damage is insane. I end up walking to enemies now, and that is not fun, and FC needs to fix it, because it's stupid, unfun and frustrating to the point where I just don't log in.

Archived Post
08-20-2010, 01:00 PM
thnx for the replies AM and VW. I hadn't though of trying it with the serum. I would have to assume that would be the case, then.

I was hoping to use that as an excuse to motivate myself to finish one of those bloody things, too :p

Archived Post
08-20-2010, 01:44 PM
...and FC needs to fix it, because it's stupid, unfun and frustrating to the point where I just don't log in.

Force Cascade? O_o

Archived Post
08-21-2010, 02:23 AM
why block just doesn't work against is is a mystery to me, i even don't see why i should block at all since almost every power just ignores block.

Archived Post
08-21-2010, 08:24 AM
why block just doesn't work against is is a mystery to me, i even don't see why i should block at all since almost every power just ignores block.

If you are gaining no benefit from block or a block enhancer, your timing is off. If your block command has not reached the server before the server starts the attack animation, you are deemed not to have blocked. You have to block during the charge-up. Try blocking earlier.

Block works fine for what it provides -- damage mitigation, hold resistance, KB/KU resistance. No, it doesn't prevent TP removal -- TP removal resistance would have to be created as it doesn't currently exist.

Archived Post
08-22-2010, 04:57 AM
Seriously, trying to enjoy V-Bay (after the Jury-Rig missions) and Dogz and Vamps always disable it right at the start. I'm clearing a warehouse and EVERY fight thats the first thing they do.

I have acrobatics. I would love to get through just ONE fight without having to re-toggle it. Its not worth it. I just run slowly from fight to fight. So why do I have a travel power?

V-Bay is not the only place this happens. Canada and MI immediately come to mind as well.

Don't know what you Devs are so worried about by letting us have FUN with our travel powers. As an acrobat, leaping around while fighting would be so much fun. As a flier, zipping around while punching and blasting guys would be awesome, etc...etc... Speed and energy gains get reduced while your travel power are active and you're fighting, I think thats enough of a compromise.

Sorry, but there have been numerous threads on this and although there have been a couple of vague replies, no real action has been taken on this. I'm level 37 and both V-Bay and MI are just too damn annoying with the TP removal action.

How many threads do we need to make about this before something is done?

Just get Teleport as your primary travel power, I usually vanilla run from group to group. Sometimes I teleport when it's not on cooldown, so maybe I teleport once out of three fights. :P You get used to it!

Archived Post
08-22-2010, 07:50 AM
Just get Teleport as your primary travel power, I usually vanilla run from group to group. Sometimes I teleport when it's not on cooldown, so maybe I teleport once out of three fights. :P You get used to it!

Gee -- if everyone did this, then teleport would show up as vastly over-used in the devs' data-mining. They might actually say, "Hey, there's now a PvE reason to nerf teleport!"

On the serious side, I don't want every alt to have teleport. While your "solution" would obviate the need for the devs to do anything, that is its only virtue. Fun-removers are fine for PvP, but ideally would be player-only advantages. For PvE, the only time I've actually wanted to use a TP remover on a mob was on an Osprey in SL, and guess what, they're immune.

Archived Post
08-22-2010, 10:44 AM
Just get Teleport as your primary travel power, I usually vanilla run from group to group. Sometimes I teleport when it's not on cooldown, so maybe I teleport once out of three fights. :P You get used to it!

Your humor almost eluded me!

*Prays to the Gods that Nalixor was joking*

Archived Post
08-22-2010, 02:07 PM
If you are gaining no benefit from block or a block enhancer, your timing is off. If your block command has not reached the server before the server starts the attack animation, you are deemed not to have blocked. You have to block during the charge-up. Try blocking earlier.

Block works fine for what it provides -- damage mitigation, hold resistance, KB/KU resistance. No, it doesn't prevent TP removal -- TP removal resistance would have to be created as it doesn't currently exist.

so if i block 4 seconds before the attack fires it's my fault for not blocking a minute ago?
block is broken, it should be looked at.

Archived Post
08-22-2010, 04:16 PM
so if i block 4 seconds before the attack fires it's my fault for not blocking a minute ago?
block is broken, it should be looked at.

My client-server relationship doesn't work that way. If I block 1 second or more before the attack animation appears, I get the block effect. Every time. The problem may be in your computer or connection if you block that much before and get no benefit.

Archived Post
08-22-2010, 05:33 PM
Here's an idea :cool:
Why not reduce ALL TP Speeds by a % = to HP loss?

EXAMPLE: If you take an attack that reduces your HP by a whopping 02%, your MAX TP speed is also reduced by THAT AMOUNT.

It supports the RL fact "If you're injured, you can't run so good!" :rolleyes:

Archived Post
08-22-2010, 06:46 PM
Hit 40 and went on an altaholic binge. Now that I got that out of my system, I'm going to try to re-focus and decide on what toon goes to 40 next. :cool:

Edit: Yeah, feeling cocky now.... :D

Archived Post
08-23-2010, 01:06 AM
Hit 40 and went on an altaholic binge. Now that I got that out of my system, I'm going to try to re-focus and decide on what toon goes to 40 next. :cool:

Edit: Yeah, feeling cocky now.... :D

*see's a fellow "Altaholic" on a binger, nudges him into the THREAD (http://forums.champions-online.com/showthread.php?t=114167) he THINKS he's posting in* :rolleyes:

Archived Post
08-23-2010, 04:36 AM
I don't have an alt problem. I can quit anytime I want...plus my available character slots are all full.

Archived Post
08-23-2010, 05:25 AM
*see's a fellow "Altaholic" on a binger, nudges him into the THREAD (http://forums.champions-online.com/showthread.php?t=114167) he THINKS he's posting in* :rolleyes:

Oops...thanks Caine.

*Picks up alt and leaves the thread*

Archived Post
08-23-2010, 05:26 AM
Travel Powers. They define us as characters, they are part of who we are...why do they get ripped from us at the beginning of most fights?

Discuss!

Archived Post
08-23-2010, 07:06 AM
Force Cascade? O_o

Ack...ack ack ack. I was playing AOC this morning and I wrote FC as in Funcom...I meant Cryptic.

Cryptic...fix the travel power removers.

Archived Post
08-23-2010, 08:23 AM
It doesn't make a lot of sense to me, considering most travel powers are innate to the character (Flight/TP/Acro/running/jump) and aren't ever really "off" so disabling...umm HOW exactly do they do that by throwing their shoulder into me?

Regardless, I've gotten to the point where I turn on my travel power mid battle just so I don't forget. Not that I haven't turned it off mid battle due to habit or anything...oh no. :rolleyes:

Yeah, I hate it. It sucks and needs to go the way of the dodo

Archived Post
08-23-2010, 08:37 AM
It doesn't make a lot of sense to me, considering most travel powers are innate to the character (Flight/TP/Acro/running/jump) and aren't ever really "off" so disabling...umm HOW exactly do they do that by throwing their shoulder into me?

Regardless, I've gotten to the point where I turn on my travel power mid battle just so I don't forget. Not that I haven't turned it off mid battle due to habit or anything...oh no. :rolleyes:

Yeah, I hate it. It sucks and needs to go the way of the dodo

Aye, its something that just seems odd. Like, I really hate it when I'm standing right next to the guy. I'm punching you in the face and you think I'm going to fly away? Wouldn't you want me to fly away?:cool:

Archived Post
08-23-2010, 08:48 AM
Aye, its something that just seems odd. Like, I really hate it when I'm standing right next to the guy. I'm punching you in the face and you think I'm going to fly away? Wouldn't you want me to fly away?:cool:

LOL so at the start of combat it's a TP disabler and when things go south for them it's a TP ENABLER? I LIKE IT!! :D

Archived Post
08-23-2010, 08:54 AM
I mean it’s bad enough we have ground to air strike missiles homing in on us, let alone everything disables flight or acrobatics etc.

Someone had a post on here asking if it was important or worth it to raise ranks in the travel power.

I would say no at the moment.

Second of all, if I rank up my travel ability it should be harder to knock me out of it.

Archived Post
08-23-2010, 08:58 AM
Post deleted by KenpoJuJitsu3.

Archived Post
08-23-2010, 09:12 AM
I'm hoping by the utter lack of dev response to this thread it means they are considering the issue.

This mechanic needs to be removed completely except in special concept cases such as VIPER infiltrators and other specific cases, like maybe those shark guys who throw nets at you. Not just every random Minion and Villain you cross paths with.

Archived Post
08-23-2010, 09:47 AM
What I find most funny is that the one thing I would think would knock out travel powers (i.e. anti-air missles and cannons) don't....but wolf spit...yeah, that'll knock me out of the air every time.

Wolfs in nature tend to use their spit to ground large flying birds so they can eat them. So It's totaly possible.




:cool:

Right! /End Sarcasm

Archived Post
08-23-2010, 10:00 AM
That's fish, dear.

Maybe we should remove TPRs from everything, but install archer fish on all maps. (even maps without lakes)

Archived Post
08-23-2010, 10:24 AM
That's fish, dear.

Maybe we should remove TPRs from everything, but install archer fish on all maps. (even maps without lakes)

I get confused between wolves and fish regularly. Sorry for the mixup

Archived Post
08-23-2010, 11:15 AM
That's fish, dear.

Maybe we should remove TPRs from everything, but install archer fish on all maps. (even maps without lakes)

LIES! It's aardvarks.

Archived Post
08-23-2010, 11:24 AM
Post deleted by KenpoJuJitsu3.

Archived Post
08-23-2010, 12:07 PM
LIES! It's aardvarks.

Lets face it 8bit...if Cryptic introduced Aardvarks they would probably have a travel power disabler.

Archived Post
08-23-2010, 12:13 PM
Lets face it 8bit...if Cryptic introduced Aardvarks they would probably have a travel power disabler.

Yup. It's one of their aardvantages.

<_<
>_>

Archived Post
08-23-2010, 12:17 PM
I knew it!

Fix this!

Gosh...Cryptic, sometimes I want to spank you like the sassy french maid you are!

Archived Post
08-23-2010, 12:32 PM
Lets face it 8bit...if Cryptic introduced Aardvarks they would probably have a travel power disabler.

Well, at least you could excuse it if they lassoed you with their sticky tongues.

Archived Post
08-23-2010, 12:48 PM
Yup. It's one of their aardvantages.

<_<
>_>

"BOOooo this man!!!!"

BOOoooo!!!!

Ok, I have to admit, it was kind of funny. Definitely your style of wordsmithing! :D

Archived Post
08-23-2010, 12:52 PM
I was thinking I would be annoyed if a thread I started went WAY off topic, until I read things like this:
IGosh...Cryptic, sometimes I want to spank you like the sassy french maid you are!

Or this:
Well, at least you could excuse it if they lassoed you with their sticky tongues.

And then I think: NIIiiice! Chika-waa-waaa...

Archived Post
08-23-2010, 12:53 PM
"BOOooo this man!!!!"

BOOoooo!!!!

Ok, I have to admit, it was kind of funny. Definitely your style of wordsmithing! :D

Ah.....!

Now I get it.

Good one Speedknob!

I was just so preoccupied with thinking of spanking cryptic in a french maids outfit that I completely missed what you did there.

Ps...I do not want to get tangled up in an Aardvarks sticky tounge

Archived Post
08-23-2010, 12:57 PM
I was thinking I would be annoyed if a thread I started went WAY off topic, until I read things like this:


Or this:


And then I think: NIIiiice! Chika-waa-waaa...

We're only derailing threads for your own good. Trust Us.

Archived Post
08-23-2010, 01:01 PM
Ok...back on track

Cryptics french maid costume can also deactivate travel powers.

Which means that literally everything in the game does.

Which ruins the fun of having travel powers. Also it makes us feel less super powered. Who wants to run in slo-mo while fighting enemies that seem to be able to do cooler stuff than us.

There....at least I tried Void. I at least tried to route your thread back to where it was going.

Archived Post
08-23-2010, 01:47 PM
Ok...back on track

Cryptics french maid costume can also deactivate travel powers.

Which means that literally everything in the game does.

Which ruins the fun of having travel powers. Also it makes us feel less super powered. Who wants to run in slo-mo while fighting enemies that seem to be able to do cooler stuff than us.

There....at least I tried Void. I at least tried to route your thread back to where it was going.

Hehe, and a valiant effort! Still, now I can't get images of french maids out of my head. Not saying its a bad thing...:D

Archived Post
08-23-2010, 08:32 PM
on top of everything here which i completely agree with, i would like to point out that the slowing in combat is really quite stupid and feels so UN-HEROIC. i almost always play melee toons, (enhance shaman/ feral druid in wow, scrapper in CoH, stalker in CoV, just about the only non melee ive played is mm in CoV and smuggler in SWG) however ive found myself only playing ranged toons in CO, mainly because the slow combat with tp's on make melee almost impossible, and i hate the running animation/ have character concepts that rely on a tp that i will only fight with a tp on. i suspect after reading this thread and doing a run through Canada that it is only going to get worse, ive already had to stop The Flying Dutchman (single blade/force ghost pirate) because i couldnt really use the single blade powers once force explosion threw everybody away (because chasing after them is slower with flight in its slo-mo combat mode on than without a tp all together) Even though this game has the least reason to limit players use of a tp in combat, it seems that it has the most significant restrictions on it, i cant think of any other game that if you dont leave a losing fight with like half health you are dead before your tp's actually reach a semi usable speed... PLEASE LET US REALISTICALLY USE TP'S IN COMBAT!!!!

p.s. to cryptic, im on a trial account right now, and the only thing stopping me (other than my current subscription to WoW and the hefty price tag for the client for an MMO) is the unepicness that tp's create in combat...

Archived Post
08-23-2010, 10:09 PM
Another thing while I'm thinking about it.

Ever notice that the civilians in CO can both walk and run faster than we can? We're friggin' super heroes, yet old man river can out walk us if we don't use a travel power.

I'm hardset againt travel powers cutting off by a means other than us cutting them off ourselves. Period. You want to disable travelpowers for a limited time...that's fine (though that shouldn't happen every other second either). I was really, REALLY hoping that Cryptic would have learned the lesson from City of Heroes.

It's pretty lame when the first thing I do in a fight is turn off my travel power so the enemy cutting it off doesn't cause me extra irritation.

I'm tired of ninja kicks and flying dogs causing me to fall out of the sky literally every time I turn around.

Archived Post
08-23-2010, 10:12 PM
Flying dogs....

Archived Post
08-23-2010, 10:23 PM
Flying dogs....

The first time a dog ran through the air and bit me causing my travel power to cut off; I bug reported it. That's how much sense it made to me.

Archived Post
08-23-2010, 10:34 PM
Of course we are intended to spend hours angsting over which amazingly cool travel power is a perfect fit for our most recent labor of love character.

That allows for more impact when a nameless goon takes it from us.

Isnt that why you play, "Masochism Online ?"

In all seriousness, the TP removers dont bother me as much as they do some people, but I do hope that at some point they are scaled back a bit.

Archived Post
08-24-2010, 02:13 AM
on top of everything here which i completely agree with, i would like to point out that the slowing in combat is really quite stupid and feels so UN-HEROIC. i almost always play melee toons, however ive found myself only playing ranged toons in CO, mainly because the slow combat with tp's on make melee almost impossible, ...

Yeah, it wouldn't be so bad if Mighty Leap from the Brick set actually worked. I find it usually only moves you half the distance to your target and then ya need to hover towards them...slowly.

Archived Post
08-24-2010, 03:36 AM
I rocket boot everywhere :P Doing that while using my wrist bolters and finishing them with ego weaponry makes it all worthwhile, even if it can mess up occasionally. I look so epic!

Archived Post
08-24-2010, 09:55 AM
I was thinking I would be annoyed if a thread I started went WAY off topic, until I read things like this:


Or this:


And then I think: NIIiiice! Chika-waa-waaa...

Pro tip, if you have a point to make, never start a thread. Just derail another person's, it's easier and has a comedy value, particularly if it's a troll thread. ;) It has the added bonus of not causing you frustration if it gets derailed again, as it wasn't yours in the first place.

Ok...back on track

Cryptics french maid costume can also deactivate travel powers.

Which means that literally everything in the game does.

Which ruins the fun of having travel powers. Also it makes us feel less super powered. Who wants to run in slo-mo while fighting enemies that seem to be able to do cooler stuff than us.

There....at least I tried Void. I at least tried to route your thread back to where it was going.

Personally, I feel French Maid outfits SHOULD remove travel powers. They frequently do in real life, when I inevitably get distracted and crash into the stationary car in front.

Archived Post
08-24-2010, 09:59 AM
Pro tip, if you have a point to make, never start a thread. Just derail another person's, it's easier and has a comedy value, particularly if it's a troll thread. ;) It has the added bonus of not causing you frustration if it gets derailed again, as it wasn't yours in the first place.

Personally, I feel French Maid outfits SHOULD remove travel powers. They frequently do in real life, when I inevitably get distracted and crash into the stationary car in front.

Lol...two true statements!

Aye, I get that. I have to say that my thread being totally derailed by french maids makes me happy I even started the thread. I don't even care what my point is any more! :D

Archived Post
08-24-2010, 10:10 AM
Aye, I get that. I have to say that my thread being totally derailed by french maids makes me happy I even started the thread. I don't even care what my point is any more! :D

*Feather Dusts Void Warrior*

My Love. Le point était d'environ Voyage compétences et votre equisit derrière

Archived Post
08-24-2010, 10:58 AM
*Feather Dusts Void Warrior*

My Love. Le point était d'environ Voyage compétences et votre equisit derrière

Ah-HA! That kind of talk drives me crazy, Mon Cherie! It matters not what ya said....

Archived Post
08-24-2010, 11:08 AM
Yeah, it wouldn't be so bad if Mighty Leap from the Brick set actually worked. I find it usually only moves you half the distance to your target and then ya need to hover towards them...slowly.

I use Mighty Leap on all but one melee character (who uses Pounce). Haven't had troubles like that with it for a long time now. It was buggered up in the melee pass, but now I use it constantly and its failure rate is no worse than the other lunges for me. Maybe one out of ten, discounting geometry collisions which would stop any of them.

But that's not what this is about. :P

I'd really like to spend more time in Vibora. I love the design of the zone, the atmosphere, and the colorful critter factions. I don't spend much time there because I got sick of having my TP turn off every fight.*

*Sovereign Sons don't seem to have a mob with ensured TP disablers, just the total disable power that is rarely used by the caster villain.

Archived Post
08-25-2010, 01:05 PM
My client-server relationship doesn't work that way. If I block 1 second or more before the attack animation appears, I get the block effect. Every time. The problem may be in your computer or connection if you block that much before and get no benefit.

i have a 20MB/s connection with a 3GHz router, not even mentioning the power my PC has and the stability of my connection.
if there is something wrong and there must be something to blame on, it's really not my side.

Archived Post
08-25-2010, 02:07 PM
i have a 20MB/s connection with a 3GHz router, not even mentioning the power my PC has and the stability of my connection.
if there is something wrong and there must be something to blame on, it's really not my side.

Well, I don't have that problem. And I'm not trying to blame you. I'd have to speculate that it is somewhere in the interaction between your equipment and the server. Have you tried posting this issue in the PC and Tech Issues Forum?

Archived Post
08-25-2010, 03:57 PM
I use Mighty Leap on all but one melee character (who uses Pounce). Haven't had troubles like that with it for a long time now. It was buggered up in the melee pass, but now I use it constantly and its failure rate is no worse than the other lunges for me. Maybe one out of ten, discounting geometry collisions which would stop any of them.

But that's not what this is about. :P

I'd really like to spend more time in Vibora. I love the design of the zone, the atmosphere, and the colorful critter factions. I don't spend much time there because I got sick of having my TP turn off every fight.*

*Sovereign Sons don't seem to have a mob with ensured TP disablers, just the total disable power that is rarely used by the caster villain.

just try it with flight on and you will see how "buggered" up it can be...

Archived Post
08-25-2010, 10:57 PM
[X] I'm all for removing the TP removers from the game

It shouldn't be possible especially not done by henchmen/villains. Let mastervillains and above or special mobs slow, root or stun players .. but don't disable the travelpowers -- never.

Archived Post
08-26-2010, 01:52 AM
Here's your answer:

http://www.youtube.com/watch?v=M5QGkOGZubQ&feature=related


Muhahahahaaaaaa

Sniff sniff why you so mean to MESS sniff sniff

ah well ill go drown my sorrows with a new alt that'll make me feel better.

Archived Post
08-26-2010, 01:56 AM
Feline serum is also shut down by TP removers ( obnoxious by the way that item has a 1 hour cool down)

Yea why is that it seems completely stupid its not like its giving you some great advantage, unless I'm missing something?

Archived Post
08-26-2010, 01:59 AM
Sniff sniff why you so mean to MESS sniff sniff

ah well ill go drown my sorrows with a new alt that'll make me feel better.

Oh...now I feel all guilty. Ok, for you:

http://www.youtube.com/watch?v=M3-OAwhIvU0&feature=fvst

Make your own and enjoy!

Archived Post
08-26-2010, 02:02 AM
I don't have an alt problem. I can quit anytime I want...plus my available character slots are all full.

But there having a sale soon so its the perfect time to splurge on some more :D

Archived Post
08-26-2010, 02:14 AM
Oh...now I feel all guilty. Ok, for you:

http://www.youtube.com/watch?v=M3-OAwhIvU0&feature=fvst

Make your own and enjoy!

Wooo of to happy place i go :D:D:D:D

Archived Post
08-26-2010, 02:53 AM
But there having a sale soon so its the perfect time to splurge on some more :D

I bought the Tights set and the Geo set...I've done my part. Plus they want waaaay too much for character slots and retcons in my opinion.

If they offered character slots in single purchases for 200cp each, I might go for that. Not blowing 1200 for 4 slots when I wouldn't want to get 4 at a time in the first place. Not everyone has the need to buy in bulk.

On topic:

I just want to go on record and say that Vibora Bay would be ten times more fun to play through if enemies couldn't neuter your travel powers ever other second. If you get in a situation where you need to make a hasty retreat; you might as well just type /killme and be done with it.

Archived Post
08-26-2010, 08:20 AM
I bought the Tights set and the Geo set...I've done my part. Plus they want waaaay too much for character slots and retcons in my opinion.

If they offered character slots in single purchases for 200cp each, I might go for that. Not blowing 1200 for 4 slots when I wouldn't want to get 4 at a time in the first place. Not everyone has the need to buy in bulk.

On topic:

I just want to go on record and say that Vibora Bay would be ten times more fun to play through if enemies couldn't neuter your travel powers ever other second. If you get in a situation where you need to make a hasty retreat; you might as well just type /killme and be done with it.

The whole VB experience mad me very glad I made an unstoppable killing machine. If I ever had to run, I would have earend all of the death perks in that zone alone.

Archived Post
08-26-2010, 08:42 AM
Cascanade earned all but one death perk trying to bring down one of the guys in Fight Club on VH solo. The invulnerability guy using only gatling ;)

Archived Post
08-26-2010, 09:08 AM
When Smackwell posted his thread on this a while back, I remember sending PMs to every Cryptic bigwig I could find, and we finally got a "We are aware and looking into it" post. I would like to see a update on that with more details and a proposed fix/adjustment. They minds well have a big notice pop up when they attack you that says "YOUR FUN IS BEING DRAINED, HIT Z".

Oh wait, that's the other ridiculous annoying thing. I especially like how you can block wait for the hold to pass, stop blocking, and then the hold hits anyways.

Archived Post
08-26-2010, 09:36 AM
I was speaking to one of the developers this morning and he explained the reason for travel removers:

The art department are justifiably proud of their work and so were annoyed that we kept zooming past all their beautiful creations, without even the curtesy of glancing at their handiwork. Consequently they arranged for mobs to 'persuade' us to tarry a bit and admire their designs, thus allowing us to fully appreciate the majesty of their creative talents.

Also coming is a fix for Lemuria. As many people refuse to go there, soon mobs will be equipped with special travel removing powers that ONLY allow swimming. Everywhere else you will reduced to a belly slide. This will ensure that Lemuria is fully appreciated by all players as it fully deserves.

Many will also be pleased to hear that teleporting will be removed as a travel power. The art department objected to the fact that the greying effect ruined all their hard work.

Cryptic are confident that these changes will be appreciated and intend to boost our appreciation of the in game music too. Soon, the Snake Gulch cowboys will lasoo any passing heroes, within 1 mile or so, just so that you can enjoy the beautiful music that the sound department created for that zone. They expect this feature to be very popular and have plans to allow many mobs in all zones to pull you close in a similar manner.

Archived Post
08-26-2010, 09:39 AM
IThe art department are justifiably proud of their work and so were annoyed that we kept zooming past all their beautiful creations, without even the curtosy of glancing at their handiwork. Consequently they arranged for mobs to 'persuade' us to tarry a bit and admire their designs, thus allowing us to fully appreciate the majesty of their creative talents.
.

I actually considered this might be the case some time ago, but then all of those fists and wolf saliva in my eyes blinded me so I couldn't appreciate it anyway.

Archived Post
08-26-2010, 09:48 AM
I actually considered this might be the case some time ago, but then all of those fists and wolf saliva in my eyes blinded me so I couldn't appreciate it anyway.

This is another issue. Those poor wolves are so misunderstood. It's not saliva it's tears of joy that you have stopped to say hello. They are so neglected that they are forced to eat dead Viper troops in lieu of proper food. Eating all those soldier's armour results in terrible indigestion and they are constantly forced to hack up bits stuck in their gullet, which frquently hit passing heroes, thus knocking them out of the sky. However, this does allow us to do our bit for the enviroment and admire the scenery. Just remember NOT to wear any clothes that might choke the poor wolves.

Archived Post
08-26-2010, 10:17 AM
I was speaking to one of the developers this morning and he explained the reason for travel removers...
…L to the mothafunking (http://www.youtube.com/watch?v=RorXnigtCTM) MAO
..........

Archived Post
08-26-2010, 10:28 AM
Many will also be pleased to hear that teleporting will be removed as a travel power. The art department objected to the fact that the greying effect ruined all their hard work..

I normally don't correct folks, but you misunderstood. Teleporting will be the FIRST to go. They plan on removing all Travel Powers in time for the 1 year anniversary. They believe it will make us even more festive then we already are!

They want us to appreciate the surroundings of the game, but not be upset about Travel Removal Powers so they are simply ridding the game of a problem. Travel Powers.

Archived Post
08-29-2010, 05:10 AM
Bumpity, bump-bump!

Archived Post
08-29-2010, 05:53 AM
I've found that there's something more annoying than flying dogs (!) after playing in VB.

Curs.

They cut your travel power off AND slow you with the same attack that works even if you block.

WTH man?

Archived Post
08-29-2010, 07:33 AM
I use Mighty Leap on all but one melee character (who uses Pounce). Haven't had troubles like that with it for a long time now. It was buggered up in the melee pass, but now I use it constantly and its failure rate is no worse than the other lunges for me. Maybe one out of ten, discounting geometry collisions which would stop any of them.


GammaBreaker, out of curiousity, do you have your energy builder set to "Always on, never cancels"? I'm having -heavy- issues with Mighty Leap and trying to identify what's causing it and possible workarounds.


Back on topic:

1. I wholeheartedly agree that Travel Power removers on NPCs are really irritating (understatement).
2. I could expect them from certain mobs: anti-aircraft missiles/cannons, the VIPER tar mobs, the net-throwing Karkarodons, high-level mobs... Not the infiltrators though, I mean... a kick I barely feel will stop me from flying? So to sum-up, I'd only like to see travel powers affected where it makes thematic sense.
3. The idea of low health debuffing travel power speed sounds interesting. Could be expanded on to allow a chance for Flight or Teleport shutdown or misfire at low health. Mechanically it might even have a diversifying effect in PvP as Teleport won't be as useful for quick getaways when things go south.

Archived Post
08-29-2010, 02:14 PM
GammaBreaker, out of curiousity, do you have your energy builder set to "Always on, never cancels"? I'm having -heavy- issues with Mighty Leap and trying to identify what's causing it and possible workarounds.


Back on topic:

1. I wholeheartedly agree that Travel Power removers on NPCs are really irritating (understatement).
2. I could expect them from certain mobs: anti-aircraft missiles/cannons, the VIPER tar mobs, the net-throwing Karkarodons, high-level mobs... Not the infiltrators though, I mean... a kick I barely feel will stop me from flying? So to sum-up, I'd only like to see travel powers affected where it makes thematic sense.
3. The idea of low health debuffing travel power speed sounds interesting. Could be expanded on to allow a chance for Flight or Teleport shutdown or misfire at low health. Mechanically it might even have a diversifying effect in PvP as Teleport won't be as useful for quick getaways when things go south.

Mine's on Toggle, Change Cancels.

Archived Post
08-30-2010, 03:37 AM
Vibora Bay can go straight to Hades.

Same for Lemuria.

Those are two zones I will never take any of my heroes into until they fix;

1) Travel power removers. I can accept travel power suppressors that don't completely shut off your TP. It's very annoying to have to turn them on after EVERY DAMNED ENCOUNTER!

2) The fact that melee is nearly useless in Lemuria. I took my main there, and left after about 3 minutes.

I'd rather grind out SL for the levels I would gain in those zones, even with the pathetic XP rates there.

Archived Post
08-30-2010, 05:15 PM
The fact that an enemy mob even looking at you causes your travel power to slow to an absolute crawl is more than enough of a hassle. Having every group of mobs populated with at least one mob that can completely remove travel powers is STUPID! It means that anyone who spent advantage points on the defensive advantages some TPs have just WASTED those advantage points since those advantages can only be used if the TP is on.

While I am encouraged that the Devs listened to the players and postponed the pet pass, stuff like this and the crafted travel power grind and the non-existent drop rates for VB costume parts shows that the devs may be listening but they obviously have selective hearing.

I'd love for this to turn into a world class MMO, but STUPID stuff like this and the superjump/block bug and a list of other faults as long as my arm are definitely holding it back. Some of these problems have relatively simple fixes. Some are a bit more complicated. The fact that the devs haven't even touched even the simplest of these problems does NOT inspire confidence.

Archived Post
08-30-2010, 09:27 PM
I'm far too sleepy right now to read through this whole thread. Maybe tomorrow. But my question is if anyone has come up with any alternative ideas to keep players from kiting enemies with ease if travel power removal was in it's self removed? I mean I guess the devs could go overboard and give nearly every enemy a pounce attack or something to close the gap.

Archived Post
08-30-2010, 11:01 PM
Ok.. I just downloaded the trial, and now waiting for the long patch to download. So I decided to check out the forums and ran into this topic. Seems like this problem with TP while in use is annoying. I think this might be enough of a problem for me to not want to play this. I will give the trial a try, but if i experience the same thing you guys are.. Then it's bye bye CO! Back to WOW... hehe... :)

Archived Post
08-30-2010, 11:16 PM
Ok.. I just downloaded the trial, and now waiting for the long patch to download. So I decided to check out the forums and ran into this topic. Seems like this problem with TP while in use is annoying. I think this might be enough of a problem for me to not want to play this. I will give the trial a try, but if i experience the same thing you guys are.. Then it's bye bye CO! Back to WOW... hehe... :)

You are not reading it right. If you get into a fight some enemys have a remover that disables your TP(travel power). This is perfectly reasonable; otherwise players could just blast through any enemy group without fighting them. Also it would give teleporters way to much of an advantage in PvP. TP works fine you will not randomly drop from the sky like a dead sparrow every couple of minutes.:rolleyes:

Archived Post
08-30-2010, 11:29 PM
You are not reading it right. If you get into a fight some enemys have a remover that disables your TP(travel power). This is perfectly reasonable; otherwise players could just blast through any enemy group without fighting them. Also it would give teleporters way to much of an advantage in PvP. TP works fine you will not randomly drop from the sky like a dead sparrow every couple of minutes.:rolleyes:

Perhaps your right! I just read the the first 3 pages... Anyhow, I thought the complaint was not about blasting through enemy groups rather, for the area in debate, seems like you pull aggro no matter how near or far, thus disabling your TP. I could see how that could be annoying when you have no intentions of facing a mob, when your just trying to get from point A to point B using your TP. After all, isn't that what TP is all about? To avoid such instances where you had to fight every mob when your level noob?

Archived Post
08-30-2010, 11:40 PM
Considering that your base travel power in WoW doesn't show up until level 30.. I think you'll find being able to jump over a 2 foot tall fence a breath of fresh air :)


This issue isn't really that prevalent in the early game. It doesn't really start showing up until higher levels and then it just becomes annoying.

The crux of the complaint is.. if you want to use your travel power to avoid fights, you can with most of them, but not with some of them -- this creates an imbalance in that aspect. (Teleport, Flight, Swinging can bypass these mobs -- acrobatics, superspeed cannot, for example)

But the main complaint is, if you're going to be fighting a group anyway, having them disable your travel power at the start of the fight for NO REASON is annoying beyond measure.

But mostly it's just at the utter stupidity in the notion that this somehow keeps us 'in check' from doing things that we don't want to do or need to do in order to win a fight.

Archived Post
08-30-2010, 11:51 PM
Considering that your base travel power in WoW doesn't show up until level 30.. I think you'll find being able to jump over a 2 foot tall fence a breath of fresh air :)


This issue isn't really that prevalent in the early game. It doesn't really start showing up until higher levels and then it just becomes annoying.

The crux of the complaint is.. if you want to use your travel power to avoid fights, you can with most of them, but not with some of them -- this creates an imbalance in that aspect. (Teleport, Flight, Swinging can bypass these mobs -- acrobatics, superspeed cannot, for example)

But the main complaint is, if you're going to be fighting a group anyway, having them disable your travel power at the start of the fight for NO REASON is annoying beyond measure.

But mostly it's just at the utter stupidity in the notion that this somehow keeps us 'in check' from doing things that we don't want to do or need to do in order to win a fight.

Ah I see... I gets it now. Wow mounts are now at lvl 20. :) hehe

Archived Post
08-31-2010, 12:39 AM
Travel power or no travel power, I don't think I've -ever- kited a mob in this game. Ever.

Archived Post
08-31-2010, 01:41 AM
man the patch is still downloading.. 90% compete though :) hehe can't wait to try this game. I did use to play COH... and that was a great game for me, hope this lives up to same expectations! :D

Archived Post
08-31-2010, 06:03 AM
Travel power or no travel power, I don't think I've -ever- kited a mob in this game. Ever.

Does gatling gunning down 5 groups in a line by targeting the furthest away and killing them all before they even get in range count as kiting?

Archived Post
08-31-2010, 06:15 AM
Post deleted by KenpoJuJitsu3.

Archived Post
08-31-2010, 06:25 AM
Killing them in one shot is not kiting. I can rest with that one. Gatling, however, is a lot of tiny shots ;)

Archived Post
08-31-2010, 06:31 AM
Post deleted by KenpoJuJitsu3.

Archived Post
08-31-2010, 06:35 AM
Wait...what?

http://www.youtube.com/watch?v=9E4KrTNa5VE


I will corroborate that rank2+ Acro and rank 1+ SS can easily evade NPCs by running past them at full speed.

I do this all the dang time.

Ice Slide can also "evade" npcs by gaining speed and using forward momentum to go past them. It's a bit more tricky though.

Archived Post
08-31-2010, 07:34 AM
Travel power or no travel power, I don't think I've -ever- kited a mob in this game. Ever.

I don't know if I would call this kiting, but I do draw the high serpent mages back into the small hallway just before the big snake so that I can kill them there rather than having to fight both the mages and the snake at the same time. Since the snake is immobile, this is just good strategy. Divide and conquer.

Still I have no need to use a travel power to do this.

Using flight (or any other travel power) to maximize your defensive capabilities by removing yourself as much as possible from the enemies' kill zone is good tactics. Using travel power removers is an artificial way of removing a viable strategy. In other words, they are cheating. So why do the devs feel forced to use such a tactic? I won't answer that question.

Its bad enough that the travel powers (with one occasional exception) cannot provide an escape from a tight spot since they are slowed to a crawl during combat and any attack initiated while you are in range will hit you regardless if you are halfway across the map (at that speed you won't be, just exaggerating to say that it doesn't matter how far the attack has to travel it will hit you) when it finally catches up to you.

Archived Post
08-31-2010, 08:17 AM
That's "rounding up" or "LOS Pulling" or "herding" not kiting.

Kiting would be activating an NPC and backpedaling while attacking so they can't hit you. You can also fear kite in some games (mostly WoW) where you invoke a debuff that causes them to run away while you still hit them from range.

It's pretty much anything that involves actively forcing the NPC to move while you shoot them without being shot at.

Archived Post
08-31-2010, 09:52 AM
That's "rounding up" or "LOS Pulling" or "herding" not kiting.

Kiting would be activating an NPC and backpedaling while attacking so they can't hit you. You can also fear kite in some games (mostly WoW) where you invoke a debuff that causes them to run away while you still hit them from range.

It's pretty much anything that involves actively forcing the NPC to move while you shoot them without being shot at.

How many NPC's in CO don't have either a ranged attack or a Pounce-style move?

And no, Gatling Gunning several groups is not kiting. In kiting, the kite (player) moves and the tail (mobs) follows. I don't remember whether GG roots its user, but even if it doesn't moving backwards while using it is elective rather than required. It's more like reeling in fish than it is like kiting. ;)

Archived Post
08-31-2010, 09:59 AM
I will corroborate that rank2+ Acro and rank 1+ SS can easily evade NPCs by running past them at full speed.

I do this all the dang time.

Ice Slide can also "evade" npcs by gaining speed and using forward momentum to go past them. It's a bit more tricky though.

In theory that works, but the topology in Vibora May makes it less than ideal to execute.

Archived Post
08-31-2010, 10:00 AM
It's more like starting an acetylene flame thrower underwater and having the fish roast itself when it gets curious about the light in the distance ;)

And yeah, CoX and CO everyone has ranged attacks but some NPCs are worth forcing into the ranged mode versus the melee mode.

In CoX if you close to melee, some NPCs will go into "melee mode" and refuse to use ranged attacks even when they're snared and can't get to you.

In CO some NPCs just have super melee attacks like Redstone or Diamondback. I'd rather eat rocks to the face or shruikens than get haymakered by Diamonback or wrathed by Redstone.

Archived Post
08-31-2010, 10:01 AM
In theory that works, but the topology in Vibora May makes it less than ideal to execute.

I do this on indoor missions. It's absolutely ideal in the catacombs where there's a high ceiling :)

Archived Post
08-31-2010, 10:04 AM
How many NPC's in CO don't have either a ranged attack or a Pounce-style move?

And no, Gatling Gunning several groups is not kiting. In kiting, the kite (player) moves and the tail (mobs) follows. I don't remember whether GG roots its user, but even if it doesn't moving backwards while using it is elective rather than required. It's more like reeling in fish than it is like kiting. ;)

While its been a while since I have played my munitions toon, if I remember correctly, GG does root you. As a matter of fact most of the heavy hitting ranged powers root you in place either while charging or maintaining them and even the taps make you stop briefly. This is not conducive to effective kiting unless the attacks in question have significant and reliable knockback. Since ranged KB is primarily found in the force tree (as well as a few isolated powers in other trees) and even there it is not reliable, the point is fairly moot.

Honestly, I thought the entire point of having ranged powers was to be able to attack your opponents from a (fairly) safe distance. Or is that me using the heretical "logic" again?

Archived Post
08-31-2010, 02:14 PM
In CO some NPCs just have super melee attacks like Redstone or Diamondback. I'd rather eat rocks to the face or shruikens than get haymakered by Diamonback or wrathed by Redstone.

Agreed on that, but kiting out of those is ridiculously easy without a travel power. I just did it to Viperia, pulling her around and around one of the snake statues while walking backwards in block.

Archived Post
09-02-2010, 02:17 AM
I honestly don't mind supervillains etc having travel power removers, those things have a cooldown and can be worked around.

Its generic minionsand villains etc that are the problem, especially due to them being everywhere, just standing around waiting to use it first.

Archived Post
09-02-2010, 02:29 AM
I don't know if I would call this kiting, but I do draw the high serpent mages back into the small hallway just before the big snake so that I can kill them there rather than having to fight both the mages and the snake at the same time. Since the snake is immobile, this is just good strategy. Divide and conquer.


Like Austerity said, that's not kiting, that's pulling. Standard MMO tactic, been doing it since 1999.

You can't kite in CO anyway, since pretty much all mobs have a 100-meter ranged attack.

Kiting is the 'act of attacking a melee-only mob and forcing it to chase you, while you stay out of range of it's melee attacks, thus allowing you to defeat it without ever being at risk yourself."

I've never kited in CO.

I've -been- kited, by those freakin' Ospreys.

I played a druid in EQ. I've quad-kited wyverns across Velious. I know how it works.

CO isn't that sort of game. The developers are knee-jerk reacting against something that won't ever happen.

I honestly don't mind supervillains etc having travel power removers, those things have a cooldown and can be worked around.

Its generic minionsand villains etc that are the problem, especially due to them being everywhere, just standing around waiting to use it first.

Worst part is that even if you use yours first, they still do it. My ML has the stun advantage. I can hit a henchman first, and he'll still try and lunge at me, resulting in him standing all cross-eyed and drooling where I was, and me standing where he was, without a TP to get back that 50 meters to where he is now.

********.

Archived Post
09-02-2010, 02:35 AM
Seventeen pages.

One hundred and sixty five posts.

Zero devs.

Face it; they don't give a damn.

Archived Post
09-02-2010, 02:56 AM
Seventeen pages.

One hundred and sixty five posts.

Zero devs.

Face it; they don't give a damn.

Yeah, but it's nice to rant anyway.. Even if all they're doing is sitting in the Cryptic offices and saying "You know what, moan all you like kiddies, you ain't getting it."

Archived Post
09-02-2010, 04:48 AM
You can't kite in CO anyway, since pretty much all mobs have a 100-meter ranged attack.


I've never kited in CO.

I've -been- kited, by those freakin' Ospreys.


CO isn't that sort of game. The developers are knee-jerk reacting against something that won't ever happen.
.

this.

10 char

Archived Post
09-02-2010, 05:05 AM
Seventeen pages.

One hundred and sixty five posts.

Zero devs.

Face it; they don't give a damn.

I'm inclined to agree with 8bit here.

Is it really that difficult to remove these travel removing powers from Henchmen and Villains? I get the impression that Cryptic are going to try and re-build them into something else or change the way they work or add some kind of weird convoluted math behind their hit chance or something, which is why they are remaining quiet.

Just remove them.

In PvE, travel power removers add nothing to the game but irritation. They do not increase difficulty, they do not require skill, and they most certainly are not fun.

Archived Post
09-02-2010, 05:16 AM
there was a post, I think by Poz, that basically said they didn't want to remove them, but they did want to make them less annoying...so they were trying to figure something out. Or words to that effect. The link may be in this thread...but I'll go try and find it.

Archived Post
09-02-2010, 05:22 AM
Here it is as quoted from the SoTG:

Many think that too many critters in game can dispel travel powers. We're looking at ways to make them less irritating while still not letting players kite or ignore them with impunity.

Really? Kite or ignore them?

I think we have determined the whole "Kiting" thing.

Ignore them? Like FLYING over them or Teleporting thru them...really?

I can ignore any critter I want as it is now.

This makes no sense. At all.

If you are going to fight critters, you're going to fight them. If you're not, you then you're not. How hard is that to comprehend? The only people who are "Forced" to engage the enemy are Speeders, leapers, and acrobats...

Archived Post
09-02-2010, 05:37 AM
Exactly!

Which is why they should just remove them. I think Cryptic are just too precious over some things that simply don't work.

Villains and below using travel removing powers, adds nothing beneficial to the game. It isn't even right thematically. Superman NEVER gets grounded by street level thugs. Batman neither. Imagine Spidey being unable to leap and spring around the grunts. What if the Flash lost his speed every time he tried to stop a mugging???

Super villains, ofcourse should have them! They should have the ability to ground Supes, destroy Batman's grappling hook, or pin down Spidey and the Flash. But not the Henchmen...

Just remove them. Done and dusted! Problem solved!

Archived Post
09-02-2010, 05:45 AM
Just remove them. Done and dusted! Problem solved!

This. What more is there to say? Yet, for some reason this is too simple for the Devs...who really don't want us to exploit something that you really can't exploit to begin with (Kiting).

Or it makes it totally stupid for the travel powers that aren't moving way up over the heads of the critters. (Avoiding)

I don't know...its like where I work. I want something very simple to be done and I am met with non-existant complications created by those who simply just don't want to change what they have worked on. Sorry Devs...kind of feels that way to me at this moment.

Archived Post
09-02-2010, 05:52 AM
Seventeen pages.

One hundred and sixty five posts.

Zero devs.

Face it; they don't give a damn.


Probably not. Until someone comes up with a better argument than 'it's annoying'. I've just finished VB for the third time and it's never struck me as a problem.

Devs aren't obligated to respond to every nerdrage post, They'd never get anything else done if they did.

Archived Post
09-02-2010, 06:07 AM
Probably not. Until someone comes up with a better argument than 'it's annoying'. I've just finished VB for the third time and it's never struck me as a problem.

Devs aren't obligated to respond to every nerdrage post, They'd never get anything else done if they did.

It's not nerdrage or the usual whining at all. It's not simply a minor annoyance either, for some characters travel powers are an integral part of the concept and getting them shut down every fight quite frankly doesn't make sense.
It's an issue that quite often kills the fun and doesn't feel heroic at all.

Archived Post
09-02-2010, 06:48 AM
Probably not. Until someone comes up with a better argument than 'it's annoying'. I've just finished VB for the third time and it's never struck me as a problem.

Devs aren't obligated to respond to every nerdrage post, They'd never get anything else done if they did.

People have come up with a lot of valid points. Read through the thread. Deals with emmersion, damage to game value, why combat advantages for travel powers are useless, how the very thing the devs are trying to eliminate are non-exsistant anyway, etc...etc...

Archived Post
09-02-2010, 06:54 AM
Well, since the patch, having my travel power removed is a blessing for my muitions toon.

Many of us with munitions toons now lose animations on two-gun powers while the travel power is activated.

Archived Post
09-02-2010, 12:46 PM
Probably not. Until someone comes up with a better argument than 'it's annoying'. I've just finished VB for the third time and it's never struck me as a problem.

Devs aren't obligated to respond to every nerdrage post, They'd never get anything else done if they did.

That's because all your characters have jet boots or flight.

Archived Post
09-02-2010, 01:08 PM
I'd be cool with seeing them on Enforcers, Master Villains, and beyond.

Archived Post
09-02-2010, 01:28 PM
Thinking on this from another angle... the bad guys that have TP removers are, by and large, henchmen. Some villains, but mostly henchmen. Few master villains and supervillains that I can think of have them... But honestly, who needs to kite henchmen? A few aoe taps (or one well charged aoe) and most groups of henchmen are gone. Villains only take a little longer. But these little fellas that most people have no need to kite for any reason are, with a few exceptions, the only ones that have TP removers... I could understand the need to kite a MV or SV, some of them are pretty tough, especially if the have defiance. But henchmen?

Archived Post
09-02-2010, 03:19 PM
Yes, here's the extent in which we need to kite

Archived Post
09-02-2010, 03:37 PM
Not to mention that just about every melee critter in the game has a lunge and moves fast enough that you can't really kite them anyway. The only real problem is flying characters vs ground stuff that mostly does melee damage; for example, Kigatilik's dogs used to not have travel power removal and didn't do crap for ranged damage.

Honestly, I think 'nailed to the ground' should just set flight gravity to some huge value, set max jump height to zero (or apply a -100% debuff), prevent teleportation, and apply a -100% running speed debuff. Don't detoggle movement powers at all; the above is plenty to make sure characters can be attacked with melee.

Archived Post
09-02-2010, 05:34 PM
Yes, here's the extent in which we need to kite

Yeah, I count somewhere between 12 and 15 mobs in there, did they manage to get you below half health?

Archived Post
09-02-2010, 06:07 PM
I don't think they ever got me down past 90% health. They die pretty quick.

Archived Post
09-02-2010, 06:13 PM
I don't think they ever got me down past 90% health. They die pretty quick.

Well, there ya go, and those are new shadows henchmen, pretty high level stuff. Was that in the crisis or in VB proper? If in the crisis they were likely level 37 mobs. In VB proper, they were likely 38 or 39 depending on the area. So, high level henchmen and plenty of them and you just stood there and blasted away at them. Never felt the need to drag them around the map to keep yourself safe, so there was no point to them having a travel power remover huh?

Archived Post
09-02-2010, 06:22 PM
I am surprised no one mentioned that the big problem with the supression is that it breaks the game powers.

The advanatges that make acrobatics or super jump or super speed are made non-existent as they are auto-canceled.

Kind of sad really.....the powers have this increased power consumption if you do things while they are on...but if they get turned off that never comes into play.

In addition the concept of flight...the entire maneuverability as its is explained in the power description becomes wrong...due to the fact the power gets auto-shut down.

And what is worse...if any power is auto-shutdown while you are in the air....you get hit by whatever hit you...plus the fall damage...kind of makes that a double penalty.

so anywise this supression is the reason alot of people dont take certain travel powers...becasue the advanatges they get of increased speed...extra damage...extra resistance is nullified by a supression effect.

kind of silly when you think about it....did i also mention powers like invisibility and the ice mist are also travel powers....

Supression breaks both of those....the the ice mist says it makes you immmune to all pyshical attacks...well not to travel supression powers.....if you happen to get hit while in that icy mist form fromthe ice powers you take way more damage then normal....as all your defenses and resistance are nulified while its active...so if you have a wolf pet....it can attack intangible and non-attackable targets.

And i wont talk about invisibility....it doesnt work anywise...and penalyzes you for you using it so no point to even mention it too much.

Archived Post
09-02-2010, 06:31 PM
I am surprised no one mentioned that the big problem with the supression is that it breaks the game powers.

The advanatges that make acrobatics or super jump or super speed are made non-existent as they are auto-canceled.

Actually those points have been brought up. Yes, powers such as acrobatics and such have advantages either optional or built in that get completely nullified by nullifying the travel power, placing the characters that rely on those advantages into a kind of triple jeopardy. First they have the mobs themselves to deal with but they have to deal with those mobs without the maneuverability of their TP or the defensive benefits of their TP.

Archived Post
09-02-2010, 09:56 PM
My pet peeve right now is slowdown, I fly directly at a baddie and it kicks into fight mode before I even get there and I get shot in the face before I land a punch... Oh then the second guy knocks out my travel power even though I'm at ground level.

Archived Post
09-02-2010, 11:42 PM
Still no dev reply to this post ... Amazing! They really know how to make people put their wallets back in their pocket. With these blaring lack of response I feel no pain about letting my account lapse

Archived Post
09-03-2010, 07:13 AM
there range is crazy high.
they are able to knock someone 80 meters out of the sky.
they move sometimes faster then you ever can.
and this:
Seventeen pages.

One hundred and sixty five posts.

Zero devs.

Face it; they don't give a damn.
all we can do is wait (http://www.sync-blog.com/wp-content/uploads/2010/08/Waiting.jpg)

Archived Post
09-03-2010, 08:16 AM
Still no dev reply to this post ... Amazing! They really know how to make people put their wallets back in their pocket. With these blaring lack of response I feel no pain about letting my account lapse

The big problem is that the devs make bad decisions, just like every other human in existence. Examples include the insane grind for CTP materials, the hideously low VB costume drop rates, and, of course, the power travel removers. Once they make these bad decisions, they latch onto them like pit bulls and stubbornly refuse to admit the error of their ways despite overwhelming evidence against.

Archived Post
09-03-2010, 08:38 AM
Well, theres this:
. Once they make these bad decisions, they latch onto them like pit bulls and stubbornly refuse to admit the error of their ways despite overwhelming evidence against.

When I read the response in SotG, its a bit disheartening, because it seems kind of like how ya say. Then the lack of response in any of these threads make it seem even more solid that they are set and good with their decision.

Why not just remove the ability for anything under a Master Villain. If it doesn't work out they can always put it back!!! I'd be happy if they just tried it.

Which takes us to this:
all we can do is wait (http://www.sync-blog.com/wp-content/uploads/2010/08/Waiting.jpg)

Nice link!

Archived Post
09-03-2010, 12:26 PM
The big problem is that the devs make bad decisions, just like every other human in existence. Examples include the insane grind for CTP materials, the hideously low VB costume drop rates, and, of course, the power travel removers. Once they make these bad decisions, they latch onto them like pit bulls and stubbornly refuse to admit the error of their ways despite overwhelming evidence against.

I agree with you fully. To err is human, to forgive divine. I understand that devs are human and make mistakes however digging in and holding on like pit bulls only serve to make me respect them less. I'm more than willing to let things go when they mistake has been admitted to and fixed. This type of arrogance seems synonymous with devs in general and it has cost them time again. Good examples would be tabula rasa, Star wars, and I would even say COx with the legendary ED nerf and most recently positron with his AE nonsense. Jack emmert can sleep easy knowing that good old positron replaced him as most hated dev. There was a mass exodus from COH to CO as a result of positrons god like complex and his refusal to admit a mistake. That attitude needs to change and I think players are far more forgiving when an error has been admitted and fixed.

Archived Post
09-03-2010, 02:10 PM
Not to be a dev apologist, but they are probably scrambling to completely rework the pet pass to fit into Demonflame, due this month, leaving them insufficient man-hours to address the TP Remover issue right now.

Should they post in here and say, "We still have it on our list of things to deal with, but can't get to it right now, and frankly we haven't decided yet what to do,"? If they were to post, however, I'd be satisfied with, "We've noted your rebuttal of our concerns about kiting/mob avoidance and will factor that into our discussion."

Archived Post
09-03-2010, 05:01 PM
Not to be a dev apologist, but they are probably scrambling to completely rework the pet pass to fit into Demonflame, due this month, leaving them insufficient man-hours to address the TP Remover issue right now.

Should they post in here and say, "We still have it on our list of things to deal with, but can't get to it right now, and frankly we haven't decided yet what to do,"? If they were to post, however, I'd be satisfied with, "We've noted your rebuttal of our concerns about kiting/mob avoidance and will factor that into our discussion."

Many of us would be absolutely THRILLED to have a simple, "We're looking into it." on any number of issues from the TP removers to the VB costume drop rates to the insane grind on crafted travel powers. The devs give us nothing or even worse, say that it's "Working as intended."

Well if their intent is to alienate their player base, I guess it is working as intended.

Archived Post
09-03-2010, 07:58 PM
Many of us would be absolutely THRILLED to have a simple, "We're looking into it." on any number of issues from the TP removers to the VB costume drop rates to the insane grind on crafted travel powers. The devs give us nothing or even worse, say that it's "Working as intended."

Well if their intent is to alienate their player base, I guess it is working as intended.

But they did say (in both a prior thread and SotG) they were looking into TP Removers; how many times do they have to say it?

While some, including myself, aren't happy with the way the sentence in Poz's SotG was worded, if they haven't decided anything, what more could they say other than, "Haven't decided yet?" I guess another way to ask the question is, "Are they ignoring the playerbase if they don't respond to every thread?"

Archived Post
09-03-2010, 08:55 PM
But they did say (in both a prior thread and SotG) they were looking into TP Removers; how many times do they have to say it?

While some, including myself, aren't happy with the way the sentence in Poz's SotG was worded, if they haven't decided anything, what more could they say other than, "Haven't decided yet?" I guess another way to ask the question is, "Are they ignoring the playerbase if they don't respond to every thread?"

They by no means have to respond to every thread out there. But this thread is quickly approaching 200 posts so obviously this is a serious matter to more than one person. What's more, by and large everyone in this thread seems to be in agreement that the TP removers need to be fixed. Its not like some threads where there are people on both sides of an issue and the two (or more) sides are debating back and forth over the pros and cons of an issue. (I may have missed a post somewhere about someone who actually likes the TP removers being in the hands of nearly every group of henchmen out there but I don't recall any right off hand.)

It goes back to an old line that goes something like this: If one man calls you a donkey, you call him a jerk. If another man calls you a donkey, you punch him in the nose. If a third man calls you a donkey... you might want to think about buying a saddle. Well I think that there are enough people here boldly declaring that TP removers are completely out of place in the hands of henchmen that the devs need to sit up and take notice that something in the game might not be quite right.

Edit: Oh, and how long ago were those comments made by the devs? Has anything even been mentioned about it in the intervening time?

Archived Post
09-03-2010, 09:41 PM
Here's what I'd love to see:

1. Get rid of all travel power removers form Henchman and Villain level enemies.

2. Add a ranged attack, (maybe hurl, shuriken, a pounce, etc) to those enemies to give them some ranged ability.

3. Perform a travel power pass to buff up the underperforming travel powers a bit to where ones like TP are. I'd start by giving tunneling a lot more vertical freedom to move over obstacles, as well as cutting down the initial animation time. I'd give superspeed a stealth or reduced aggro buff. Swinging should get some sort of fall protection if it doesn't already have it. Acrobatics should get a sort of double-jump ability.

Archived Post
09-03-2010, 11:37 PM
This isn't the first thread about this issue.

I guess the 'new improved dev communication' has died.. it was nice while it lasted though.

Archived Post
09-04-2010, 04:50 AM
This isn't the first thread about this issue.

I guess the 'new improved dev communication' has died.. it was nice while it lasted though.

Lasted?

For what, that one post the devs made about it?

They immediately went back to the old ways 10 minutes after making that post. Unless they count the SotGs as more communication. Or maybe those jokes called "Ask Cryptic". But that couldn't be...they completely ignore anything that would ever give any information ever in those.

Archived Post
09-07-2010, 08:47 AM
Lasted?

For what, that one post the devs made about it?

They immediately went back to the old ways 10 minutes after making that post. Unless they count the SotGs as more communication. Or maybe those jokes called "Ask Cryptic". But that couldn't be...they completely ignore anything that would ever give any information ever in those.

Not to get too off topic, but it always seems Ask Cryptic is where the obscure questions get answered obscurely and the common topics you always see threads about are missing.

Anyway, I just think that the Mods/Devs are a little out of touch on how they think they should fix this problem if they are determined to stick to their original philosophy about TP Removers.

I know I said it before, but just remove them from any baddie thats below the status of Master Villain and see how it goes. You can always put it back to where it was, but try it rather then trying to come up with some complicated method of making the Removers "Less Annoying".

Archived Post
09-07-2010, 09:13 AM
Not to get too off topic, but it always seems Ask Cryptic is where the obscure questions get answered obscurely and the common topics you always see threads about are missing.

Anyway, I just think that the Mods/Devs are a little out of touch on how they think they should fix this problem if they are determined to stick to their original philosophy about TP Removers.

I know I said it before, but just remove them from any baddie thats below the status of Master Villain and see how it goes. You can always put it back to where it was, but try it rather then trying to come up with some complicated method of making the Removers "Less Annoying".

Common sense has no place in business at any time.

Archived Post
09-07-2010, 10:49 AM
Common sense has no place in business at any time.

Damn...that was my final hope....

Archived Post
09-09-2010, 05:54 AM
bumpity-bump-bump...

Archived Post
09-09-2010, 06:03 AM
Doing MI on my lvl 33 atm, and getting very annoyed with having to reactivate Acrobatics all the time :P

Archived Post
09-09-2010, 06:11 AM
I am taking my lvl 40 munitions toon through SL for the crafting drops. Several munitions animations don't work while you have your TP activated. So I use acro to run from spot to spot, hoping that when i get there they will kill my TP so i can see what I am doing - and they're not playing along. My TP stays active so i can't see my attacks, I just have to watch the health bar to know that I am actually doing anything.

So I think that Viper is psychic, and do whatever they can to be annoying, because when I want my TP to remain active, they cancel it.

Archived Post
09-09-2010, 06:49 AM
I can't believe they haven't fixed the munitions animations yet. That's pretty p**s poor, Cryptic.
:(

Funny that folks are actually using the travel removers as a work around for it though. :D

Archived Post
09-09-2010, 06:53 AM
I am taking my lvl 40 munitions toon through SL for the crafting drops. Several munitions animations don't work while you have your TP activated. So I use acro to run from spot to spot, hoping that when i get there they will kill my TP so i can see what I am doing - and they're not playing along. My TP stays active so i can't see my attacks, I just have to watch the health bar to know that I am actually doing anything.

So I think that Viper is psychic, and do whatever they can to be annoying, because when I want my TP to remain active, they cancel it.

Only the Infiltrator's remove TP irrc about Viper. They don't have any dogs. :rolleyes: There are some Infiltrators in SL, but not that many. The melee role is more typically filled by the Knife Fighters.

Archived Post
09-09-2010, 07:22 AM
Kinda funny, I did the whole 0-40 in twenty days whit acrobatics as my main travel power and Never bin disabled from a anoying point of view. what some (read Some) npc's do is open there attack whit a long range slow down / remove travel power when you come to close into to there argo bubble.

its actualy a good way of slowing the player down who rushes from one point to the other. and yes, somepwoers can avoid (read avoid) this deu to them being not visible at all / being well out of range.
then again, I did watch were I was going when using acrobatics hopping over the island or vic.bay , i see plenty of player just stupitly running in a strait line to that next mission area no giving a damn if anpc group is in there path.


ps: flight does have its own travel power disable npc's them darn aliens on the island have a habbit of trowing you into a hold bubble and make gravity sudently much stronger

btw, if acrobatics and alike get there free pass why not give them stealth aswell like TP or burrow def bonus stacks or hell lets make everyting the same. and remove anyting that makes things diferent. be fun, no complains

Archived Post
09-09-2010, 07:26 AM
I am taking my lvl 40 munitions toon through SL for the crafting drops. Several munitions animations don't work while you have your TP activated. So I use acro to run from spot to spot, hoping that when i get there they will kill my TP so i can see what I am doing - and they're not playing along. My TP stays active so i can't see my attacks, I just have to watch the health bar to know that I am actually doing anything.

So I think that Viper is psychic, and do whatever they can to be annoying, because when I want my TP to remain active, they cancel it.

What animations can you not see? My 2 gun guy never had these issues, but I also haven't used him in a while, is this new? He has acrobatics, so maybe thats the diff?

Archived Post
09-09-2010, 07:40 AM
What animations can you not see? My 2 gun guy never had these issues, but I also haven't used him in a while, is this new? He has acrobatics, so maybe thats the diff?

Two Gun Mojo and Bullet Ballet are my worst offenders. Others have issues with different powers; there's a thread in teh bugs forum about it - it's affecting a bunch of us.

When the travel power is turned off, they work.

When I attack with these powers, it's like I just stare them to death.

p.s I have acrobatics and jet boots - they both effect the issue equally.

Archived Post
09-09-2010, 08:00 AM
Thats crazy. I remember reading about that bug months ago.

Archived Post
09-09-2010, 08:08 AM
Two Gun Mojo and Bullet Ballet are my worst offenders. Others have issues with different powers; there's a thread in teh bugs forum about it - it's affecting a bunch of us.

When the travel power is turned off, they work.

When I attack with these powers, it's like I just stare them to death.

p.s I have acrobatics and jet boots - they both effect the issue equally.

I made my new Might/Munitions toon with Acro last night and he was working fine.

Maybe it only affects some of us.

Archived Post
09-09-2010, 08:22 AM
Two Gun Mojo and Bullet Ballet are my worst offenders. Others have issues with different powers; there's a thread in teh bugs forum about it - it's affecting a bunch of us.

When the travel power is turned off, they work.

When I attack with these powers, it's like I just stare them to death.

p.s I have acrobatics and jet boots - they both effect the issue equally.

Ah! Thanks, yeah, I didn't know. I'll try my munitions guy out later...or did I retcon him during a bout of Altitis?

I know it wasn't that long ago (Like 3 weeks or a month) when I last used him and he had most of the two gun powers and they all worked fine.

Archived Post
09-09-2010, 09:09 AM
Ah! Thanks, yeah, I didn't know. I'll try my munitions guy out later...or did I retcon him during a bout of Altitis?

I know it wasn't that long ago (Like 3 weeks or a month) when I last used him and he had most of the two gun powers and they all worked fine.

The problem hit a bunch of us with the anniversary patch.

Archived Post
09-09-2010, 09:23 AM
The problem hit a bunch of us with the anniversary patch.


That would explain why I never experienced the problem then! Ok, now I'm going to have to try it for sure when I get home to night.

Archived Post
09-09-2010, 01:11 PM
When the travel power is turned off, they work.


You must be lying, what is this travel power being turned on in combat nonsense!

Everyone knows you get knocked out of travel powers at the beginning of any combat. ;P

Archived Post
09-10-2010, 04:41 AM
You must be lying, what is this travel power being turned on in combat nonsense!

Everyone knows you get knocked out of travel powers at the beginning of any combat. ;P

Ah-HA!!! too true!!!

Archived Post
09-10-2010, 04:59 AM
22 pages
218 posts.

No dev.

Archived Post
09-10-2010, 05:16 AM
22 pages
218 posts.

No dev.

Realistically, how many of those pages were actually relevant to the discussion?

Not saying they shouldn't respond, but I'd say there's a bigger possibility that they "avoid" the bigger rambling threads because it's just way too much to read as a paid staffer...

Short and concise threads are the ones I've seen most frequently get responses to.

Archived Post
09-10-2010, 05:18 AM
Realistically, how many of those pages were actually relevant to the discussion?

Not saying they shouldn't respond, but I'd say there's a bigger possibility that they "avoid" the bigger rambling threads because it's just way too much to read as a paid staffer...

Short and concise threads are the ones I've seen most frequently get responses to.

There really wean't any rambling. Other issues quasi-related were brought up.

Besides, Cryptic has a habit of putting their fingers in their ear screaming "LALALALAAL...I can't heeeeaaaarr yyyooouuuu...LALALALA"

Archived Post
09-10-2010, 05:38 AM
Realistically, how many of those pages were actually relevant to the discussion?

Not saying they shouldn't respond, but I'd say there's a bigger possibility that they "avoid" the bigger rambling threads because it's just way too much to read as a paid staffer...

Short and concise threads are the ones I've seen most frequently get responses to.

Most of the posts were pretty on topic or related to.

The threads devs respond to are short and concise because they respond to them early on before they get too long. Its not about the number of posts or how tidey they are, its a matter of a dev wanting to get involved or not.

A Dev could have gotten involved earlier when the thread was short and consice, but its evidently not a subject they want to comment on. So here we are, left to speculate and re-emphisize why we do not like thugs having travel removal powers.

Archived Post
09-10-2010, 05:46 AM
There was a time when this thread was short and concise. No devs then eirther . . .

Archived Post
09-10-2010, 05:53 AM
Post deleted by KenpoJuJitsu3.

Archived Post
09-10-2010, 06:27 AM
I hate when you do that...that we thing. Speak for yourself!


Just so you know, in a recent survey the result was 100% undeniable that I speak for everyone. Surveys don't lie and I questioned myself honestly.

I'm glad we were able to conclude this rather obvious matter and I am certain we are all happy with the results. Every one of us! :D

Archived Post
09-10-2010, 06:30 AM
So I definitely did not read through all this...so I could be confused...

are you questioning the reason for having a TRAVEL power because so many enemies can knock you out of your TRAVEL power?

Archived Post
09-10-2010, 06:45 AM
So I definitely did not read through all this...so I could be confused...

are you questioning the reason for having a TRAVEL power because so many enemies can knock you out of your TRAVEL power?

Yes.

Specifically, that every mob seems to have a power that can cancel your TP.

Archived Post
09-10-2010, 06:58 AM
So I definitely did not read through all this...so I could be confused...

are you questioning the reason for having a TRAVEL power because so many enemies can knock you out of your TRAVEL power?

Yeah, basically in some areas or in some instances I don't even bother toggling it back on between encounters.

Its a frustrating situation when you take an advantage that is combat related for a Travel Powerand it gets disable at the beginning of every fight anyway.

The fact that a wolf can run up to your Superman based guy and bite you in the foot while flying by or some manimal throws a stick and knocks you out of the sky is just crazy.

The devs have stated they are worried about people kiting or by-passing encounters and it makes no sense. I can swing or fly way high to avoid the beasties. I can't kite because everyone has ranged attacks anyway. In an instance I could take Teleport or even rank up stealth and slip past...

Anyway, I wouldn't mind seeing them remove the disablers from anything short of a master villain.

Archived Post
09-10-2010, 07:14 AM
Post deleted by KenpoJuJitsu3.

Archived Post
09-10-2010, 11:08 AM
I can't kite because everyone has ranged attacks anyway.

Not only does everything have ranged attacks, but, unlike PCs who have some ranged attacks with only a 50' range, all NPC ranged attacks seem to have a full 100' range. The only two powers with longer ranges (One in archery and one in munitions at 120') have ludicrously long charge times and are interrupted if anything so much as sneezes on you, making kiting with them unlikely unless you are flying directly over head of the creature and there is nothing around for it to climb up on to get closer. Kiting is NOT an issue in this game. But even if it were, the only things that you can really kite are those like Diamondback in the Viper fort but he still has 100' attacks so...

Archived Post
09-10-2010, 12:09 PM
Actually the enemies have longer ranges than any hero and can hit you even if you're out of sight.
I don't get what the argument against kiting is anyway.

Archived Post
09-10-2010, 12:25 PM
Actually the enemies have longer ranges than any hero and can hit you even if you're out of sight.
I don't get what the argument against kiting is anyway.

Frankly, I think it's just a red herring from cryptic. Changing the attack range (which is way more than a mere 100' for enemies) would probably mean spending resources on reprogramming parts of the AI (which is already a mess) which they don't have. It's frustrating as a player to see that many game mechanics do not work as intenden for players, so why should those same mechanics be anything better when the AI controls it? Blaming it all on players "kiting in and killstealing" is just a silly argument in CO as mobs don't give much experience at all, and mobs are plentiful as well. Methinks either the CO staffers have a very different playstyle than the majority, or they don't play at all.

...In a bizarre and strange way, I miss GW's skill system. Over a 1000 skills, but almost no bugs. it's all in the coding, eh?

Archived Post
09-11-2010, 03:31 AM
Actually the enemies have longer ranges than any hero and can hit you even if you're out of sight.
I don't get what the argument against kiting is anyway.

Far as I've been able to ascertain, enemies -don't- have a longer range than you. They have a 100 foot range. But you only have to be in that 100 feet when they -start- their attack.

Archived Post
09-11-2010, 04:58 AM
Yeah, last night doing Hiker's Horror in a cave full of wolves with a SB toon with no ranged attacks was a nightmare for the TP removal action. I was fighting the wolves ok, but I'm standing next to you guys, do you really need to disable my acrobatics everytime? It seemed to be disable for a while too.

Needless to say, it really wasn't worth reactivating it after a while. So, WTH is the point of having a travel power? (See what I did there?)

I would love to hear a Dev's explaination for the reason of that and then explain why its good to have a combat advantage for a travel power.

Archived Post
09-11-2010, 06:15 AM
We're not even asking that the mobs that would be worth kiting have their TP removers taken away anyway. It could be an issue with supervillains etc if they weren't usually in enclosed spaces.

We're asking that world trash lose it, minions and villains.. that's all. That's just frustration that dies in no time anyway.

Archived Post
09-12-2010, 09:19 PM
234 replies and counting. I wonder just how long the devs can keep their fingers in their ears chanting la la la la

Archived Post
09-12-2010, 09:23 PM
234 replies and counting. I wonder just how long the devs can keep their fingers in their ears chanting la la la la
Well at least a year.....

Archived Post
09-13-2010, 04:26 AM
234 replies and counting. I wonder just how long the devs can keep their fingers in their ears chanting la la la la

Oh, I'm sure they are trying to work out a way to "Fix" it without changing it. Ya know, make it "Less annoying" (But evidently, still annoying) even though they are getting some pretty objective reports from the player base.

I'm sure they would reply if they knew what they were going to do to fix it. For some reason trying to remove the issue from anything lower then a Master Villain doesn't work for them. So what can they say?

To me it seems a simple fix and an issue the Devs are over thinking. Ah well.

Archived Post
09-13-2010, 04:37 AM
I was playing one of my many many alts last night and was doing the ghost town.

Alt concept think Harley Quinn crossed with Voldo it was more than a little annoying to have her acrobatics removed every 2 seconds :mad:

Come on Devs lets see some action this?

Archived Post
09-13-2010, 04:37 AM
Post deleted by KenpoJuJitsu3.

Archived Post
09-13-2010, 04:46 AM
Or just not thinking about at all.

We've gotten some lovely fixes over time but we've also got some things that are just clung onto stubbornly as though someone(s) on the dev team(s) can't stand that their idea is not as good as they thought it was. In some cases the idea is flat out terrible but it seems to be an ego problem and I'm not talking about the in-game stat...

For examples see: TP removers on basic enemies, VIPER guns that aren't exclusive to VIPER, that bypass defenses and that rip newbies up at lower levels, PFF functionality or lack there of, the complete initial disregard of months of player feedback prior to the pet changes added to PTS last month in favor of what one dev thought was "cool", etc.

I think you have hit the nail squarely on the head. We have indeed seen several examples of the devs not listening to what the players really want in order to fly off on some random tangent that often makes things worse.

Archived Post
09-13-2010, 04:53 AM
Or just not thinking about at all.

We've gotten some lovely fixes over time but we've also got some things that are just clung onto stubbornly as though someone(s) on the dev team(s) can't stand that their idea is not as good as they thought it was. In some cases the idea is flat out terrible but it seems to be an ego problem and I'm not talking about the in-game stat...

For examples see: TP removers on basic enemies, VIPER guns that aren't exclusive to VIPER, that bypass defenses and that rip newbies up at lower levels, PFF functionality or lack there of, the complete initial disregard of months of player feedback prior to the pet changes added to PTS last month in favor of what one dev thought was "cool", etc.

Agreed. Pretty much trying to think of a way to Fix it without changing it (Denting an ego or two). Rather then dealing with it, they seem to have this need to make it so it still functions on a less crappy level. Since there is no good explaination for this concerning game mechanics, then yeah, someone's ego is at stake it would seem.

Bottom Line: When you look at game mechanics, there is really no viable reason for the TP Removal action. So what is driving the reason to keep it or only lessen it without actually removing it?

Archived Post
09-13-2010, 05:00 AM
1st dev: Sorry, we had to take out the travel power removal ability from villains and henchmen. Turns out it wasn't that great an idea.

2nd dev: They didn't like my idea? That makes me sad.

1st dev:Well, that's interesting. You know what makes me sad? YOU DO! MAYBE WE SHOULD CHUG ON OVER TO MAMBY-PAMBY LAND WHERE MAYBE WE CAN FIND SOME SELF-CONFIDENCE FOR YOU, YOU JACKWAGON! Tissue?" <chucks tissue box at 2nd dev> "Crybaby.

Archived Post
09-13-2010, 08:41 AM
I'm sure they would reply if they knew what they were going to do to fix it. For some reason trying to remove the issue from anything lower then a Master Villain doesn't work for them. So what can they say?

To me it seems a simple fix and an issue the Devs are over thinking. Ah well.

Maybe, maybe not. Does anyone remember just how long Mindful Reinforcement's heal aspect remained bugged? That was one player power -- probably an error in one line of code.

If removing TP Removers (ack, now my head hurts) were a matter of going in and changing a couple of lines of code, that would be one thing. However, it probably involves locating every mob that does this (wanna bet there isn't a pre-made list?) and changing the villain version of the power that carries the TP remover to drop that aspect. One, by one.

Without even trying I can think of a dozen mobs that remove TP's. Multiply the MR fix time by 12 (or more) and add in the time to find out which mobs to fix, and you get a wait of how long?

That's what they don't want to comment on. :rolleyes:

Archived Post
09-13-2010, 10:05 AM
Maybe, maybe not. Does anyone remember just how long Mindful Reinforcement's heal aspect remained bugged? That was one player power -- probably an error in one line of code.

If removing TP Removers (ack, now my head hurts) were a matter of going in and changing a couple of lines of code, that would be one thing. However, it probably involves locating every mob that does this (wanna bet there isn't a pre-made list?) and changing the villain version of the power that carries the TP remover to drop that aspect. One, by one.

Without even trying I can think of a dozen mobs that remove TP's. Multiply the MR fix time by 12 (or more) and add in the time to find out which mobs to fix, and you get a wait of how long?

That's what they don't want to comment on. :rolleyes:

Aye, perhaps my wording was a bit off. A simple fix? Nah, nothing is "Simple" to fix in a game of this scope. I meant Simple as in the solution, not the cure. However the over analyzing of the situation by claiming we could bypass mobs or kite them is a rather inaccurate statement. I would hate to see them do a bunch of work to make it "Less annoying" and find that it was all in vain. I am just saying, they are reading into things that aren't there and posting it as if they were issues.

Remember how everything was Bleed Stacking X infinity? They went and corrected that pretty quick. Could the TP Removal be so unsimilar to the Bleed stacks that its suddenly a much larger undertaking to correct all the beasties? I honestly don't know, thats why I'm asking!

Archived Post
09-13-2010, 02:14 PM
Aye, perhaps my wording was a bit off. A simple fix? Nah, nothing is "Simple" to fix in a game of this scope. I meant Simple as in the solution, not the cure. However the over analyzing of the situation by claiming we could bypass mobs or kite them is a rather inaccurate statement. I would hate to see them do a bunch of work to make it "Less annoying" and find that it was all in vain. I am just saying, they are reading into things that aren't there and posting it as if they were issues.

Remember how everything was Bleed Stacking X infinity? They went and corrected that pretty quick. Could the TP Removal be so unsimilar to the Bleed stacks that its suddenly a much larger undertaking to correct all the beasties? I honestly don't know, thats why I'm asking!

The bleed fix simply placed a limit on the number of bleeds iirc, it certainly didn't remove the bleeds entirely. Bleed is an inherent effect on both player and mob versions of some powers. For players, TP removal is an advantage taken on any number of different powers. It would be fairly simple to just drop the advantage. If, in building the mob versions they didn't actually use advantages, then the TP removal is an inherent effect, and dropping them might mean changing each of the carrier powers, not adjusting a value in a table to limit the size of a stack.

I agree with you, though, about their take on the issue as represented in the SotG. The concern expressed is laughably unwarranted. Maybe the statement was really spin-speak for, "We need time to see if this is even feasible."

Archived Post
09-13-2010, 07:01 PM
The bleed fix simply placed a limit on the number of bleeds iirc, it certainly didn't remove the bleeds entirely. Bleed is an inherent effect on both player and mob versions of some powers. For players, TP removal is an advantage taken on any number of different powers. It would be fairly simple to just drop the advantage. If, in building the mob versions they didn't actually use advantages, then the TP removal is an inherent effect, and dropping them might mean changing each of the carrier powers, not adjusting a value in a table to limit the size of a stack.

I agree with you, though, about their take on the issue as represented in the SotG. The concern expressed is laughably unwarranted. Maybe the statement was really spin-speak for, "We need time to see if this is even feasible."

Thanks Scarlyng, this makes sense. Different beast, different programing. Yeah, like I said, it can't be easy reprogramming anything, but hope they at least listen to our opinions on this and re-adjust their perspective.

Dare to dream, eh?

Archived Post
09-13-2010, 09:07 PM
Thanks Scarlyng, this makes sense. Different beast, different programing. Yeah, like I said, it can't be easy reprogramming anything, but hope they at least listen to our opinions on this and re-adjust their perspective.

Dare to dream, eh?

I hope so, too. I'm not fond of status effects that are annoying but have little impact on challenge.

Archived Post
09-14-2010, 04:03 AM
Post deleted by KenpoJuJitsu3.

Archived Post
09-14-2010, 04:24 AM
1st dev: Sorry, we had to take out the travel power removal ability from villains and henchmen. Turns out it wasn't that great an idea.

2nd dev: They didn't like my idea? That makes me sad.

1st dev:Well, that's interesting. You know what makes me sad? YOU DO! MAYBE WE SHOULD CHUG ON OVER TO MAMBY-PAMBY LAND WHERE MAYBE WE CAN FIND SOME SELF-CONFIDENCE FOR YOU, YOU JACKWAGON! Tissue?" <chucks tissue box at 2nd dev> "Crybaby.

This is my management style. In my head. One day, I'm going to lose the plot and actually start coming out with this stuff.

With respect to 'making this or that change will involve a lot of programming effort" If that's actually the case, then they have the worst MMO building toolset imaginable, and, frankly, have no chance. Player written tools using the NWN1 toolset that shipped with the game, what, seven or eight years ago, did stuff like this. And, yes, there weren't any NWN1 or NWN2 PWs that had the kind of scope of an MMO....

....but there weren't any that were created by fully paid professionals, either. The differences are really just in scaling, anyway. And, whilst I like SL, and I'm sure I'll like the Demonflame pack when it comes out..... SL represents, ooh, probably a month's work for the entirely amateur, unpaid, unprofessional bunch of blokes who used to create the NWN2 PW I played on. Using, again, the toolset that shipped for free with the game. In their spare time!!!!

I thoroughly enjoy playing this game, but it does irk me when I hear about how 'hard' it is to change/add/fix things. It isn't; or, at least, it shouldn't be. If your tools...and, lets face it, you're in the business of building multiple MMOs for Atari, so those tools are the absolute core and lifeblood of your business; if those tools make changing things like this difficult, then I'm afraid you're already stuck in an epic fail.

Maybe; just maybe; they're spending all their programming time on fixing their toolset to allow changes like this to be made more easily....maybe.

In other news: What kenpoJujitsu3 said. Definitly hit the nail square on the head with that.

Archived Post
09-14-2010, 08:49 AM
The Bleed fix limited the number of stacks and removed bleeds from certain attacks such as thrown sticks and bones by manimals and zombies. The removal included enemy zombies as well as player zombies from the March of the Dead power.

Thx, KJ. I've studiously avoided MI lately, well, other than the Unity missions there, but no manimals in Andrithal. I've been in Canada, though. I thought I was getting bleeds from the level 30ish zombies, but won't swear to it. Was it the low level ones only?