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# 11
08-14-2010, 03:38 PM
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Quote:
Originally Posted by Kalidor
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!"
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# 12
08-14-2010, 04:20 PM
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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.....
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# 13
08-14-2010, 05:46 PM
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Originally Posted by volos
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.
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# 14
08-14-2010, 06:11 PM
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Originally Posted by Poz
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.
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# 15
08-14-2010, 09:30 PM
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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.
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# 16
08-14-2010, 10:14 PM
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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.
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# 17
08-15-2010, 06:12 AM
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This:
Quote:
Originally Posted by Scarlyng
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:
Quote:
Originally Posted by oddTodd
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.
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# 18 Knocked out of travel...
08-15-2010, 09:46 AM
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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????
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# 19
08-15-2010, 02:52 PM
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Quote:
Originally Posted by barnhouse13
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
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# 20
08-15-2010, 10:27 PM
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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.
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