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# 1 Travel disables should be longer
09-24-2009, 09:16 PM
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I think travel disables should be longer then 3 seconds. Really at 3 seconds they serve almost no purpose. The only real use for this is to knoock a flying guy down to the ground in BASH but by the time you get down to the ground they are already able to use their travel power again. 3 seconds to me is not enough time, I would think looking at 6 seconds would be a good jump up and see how that works on PTS.

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# 2
09-24-2009, 09:31 PM
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Yes. Definitely yes. I was just discussing this issue earlier ingame with someone after a BASH match.

Not just longer. More powers should have a travel disable advantage.

It sucks that so few powers have it. If it doesn't fit your hero concept, you are still forced to take it, if you want any chance of preventing people from running away from you. CC/knockdown does help prevent runners, but it's not a replacement.

But...there is one additional factor. Right now, many people are far tougher than they should be, because of broken or way overpowered abilities. When these powers get nerfed/fixed, it won't be as easy to survive and get a chance to run away.
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# 3
09-24-2009, 09:34 PM
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Yes, they should have more time but then they will run into the issue of having to make people resistant to them for a short time after to balance it. Like holds.

And people will still get ****ed when they hit you but you still have travel suppression res from the last negation.
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# 4
09-24-2009, 09:44 PM
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Hmm...interesting angles.

Just my thoughts, but ideally it should still be short enough that it doesnt provide a resistance buff, as those seem to not work very well. 6 seconds would be something to check out, 3 seconds doesnt even allow you to get in range and get an attack off. The only travel disabler I have found that really can actually lockdown travel powers is conflag being tapped by someone with a lot of endurance. That will in fact lock down travel powers. TBL is well .. mostly uselss except to knock a person out of the air in bash.

They did a heavy handed change to TBL but it just doesnt feel like its where it needs to be yet. 3 seconds is not cutting it. Though if you look at conflag and up it to 6 seconds that could really become a bad situation cause it would be near impossible to get away.

Maybe different powers should have different disable times much like other holds/stuns have different strengths and lengths. TBL for instance may make sense to give it a 6 second disable and a 12-15 second cooldown? Conflag on the other hand might be good to stay at 3 but it has no cooldown so it behaves differently.

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# 5
09-24-2009, 09:48 PM
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They should be longer, yes.

But crip challenge also should be shorter. I'm sure you've seen what happens to a player when they have block disabled and 2 others are taking turns keeping their travel power shut off. It's pitiful. And should absolutely not be easy to achieve by a single player.

But once again, I agree that travel power removal is weak. There just needs to be some balance when it comes to completely disabling another player.
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# 6
09-24-2009, 09:49 PM
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gonna sit back and observe the chaos...



this should be good.
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# 7
09-24-2009, 09:56 PM
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Good points F-Dru. Personally I would rather have my travel power disabled and not be able to block temporarily then constantly be wathcing the PRESS Z PRESS Z type of lockdown which I see happening a lot more then the other. At least in the above circumstance I can move, attack and have control of my character.

Isn't there a timer already in place so that once your shield has gone down it can't be brought back down for like 20 secs or something like that? The way the game is right now, I think the time is pretty good for the shield being brought down. It takes a fair amount of beating on most people to drop them.

Travel power disables I don't think can be a universal 3 seconds because they are tied to different powers that have different energy costs, different mechanics and different cooldowns. Maybe each one should be looked at to determine a correct number of seconds based on the various elements of that individual power.

I wouldnt like the travel disable to become an easy IWIN button, but I would like to see it being another type of dynamic that people can focus on. This may also help to balance out TP as right now a flying guy gets knocked to the ground in BASH you get down to them, they TP away done deal.

If the disable was a bit longer maybe people would agree that okay teleport is alright because you do have a chance to do something before they can get out of there. 6 seconds wouldnt allow you to have free reign on them but it might give you a second or two by the time you got to them to do something, anything.
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# 8
09-24-2009, 09:57 PM
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Quote:
Originally Posted by Sidac
gonna sit back and observe the chaos...



this should be good.
Sidac, love it!!

where's the popcorn????

No popcorn tonight?
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# 9
09-24-2009, 10:00 PM
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If they make the travel take aways longer. They could make it that the power that you have the travel negation advantage on have a cooldown on it when used vs another player so you cant just ground a player indefinitely. And in pve the power work without the cooldown to not gimp your pve style build.
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# 10
09-25-2009, 12:39 AM
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Quote:
Originally Posted by Prey777
I think travel disables should be longer then 3 seconds. Really at 3 seconds they serve almost no purpose. The only real use for this is to knoock a flying guy down to the ground in BASH but by the time you get down to the ground they are already able to use their travel power again. 3 seconds to me is not enough time, I would think looking at 6 seconds would be a good jump up and see how that works on PTS.

Thoughts?
I'm with you on this one. I use flight and it doesn't even bother me when someone disables my travel power. I'm usually back in the air so fast that it was just a waste of time for both me and the person who knocked me down. After people figure this out, they usually don't even bother knocking me out of the air anymore. 6 seconds would be good. I'd even be OK with 10 seconds.
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