EnigmaBlack

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  1. EnigmaBlack

    New booster

    Quote:
    Originally Posted by Chad Gulzow-Man View Post
    It's because Ninja Run is half Super Speed and half Super Jump, the latter half being the reason.

    Super Jump detoggles Combat Jumping too, and I've never once heard anyone complain about it.


    For the first 14 issues, I had to turn on all my toggles every time I got mezzed. At times, bugs made it so I had to retoggle every time I zoned. It didn't make the game unplayable or even more difficult; it just meant I had to be aware of my toggle status. And this "problem" you have, as I mentioned above, is still an ongoing issue with Super Jump, as it automatically detoggles Combat Jumping and always has.

    As far as I'm concerned, you're just being lazy now. I'm not going to put your steak in a blender just because you don't want to exert the effort to chew it.
    Yes SJ turns off CJ, but if you saw my SR regen builds you'd see I don't have SJ, and the one SR regen build I do have it on, it's only used when scaling walls in the RWZ. Also CJ and SJ are in the same pool of powers and are similar, which makes sense that one de-toggles the other,just as Hover de-toggles Fly.

    So what if I'm being lazy, that's my prerogative, just like it's my prerogative whether or not to spend my $10, so since you want to be rude just because my opinion and play style differs from yours; you know what you can do with your steak and your blender.
  2. EnigmaBlack

    New booster

    Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Sooo... make a bind or macro that will activate the alternating power at the press of a button?

    /bind g "powexec_toggleon Ninja Run$$powexec_toggleon Combat Jumping"

    (I think that's right... you might just want to use powexec_name)

    Since binds read from right to left, you'll activate Combat Jumping the first time you press G, then Ninja Run (which detoggles Combat Jumping) the second time, then toggle on Combat Jumping (which will detoggle Ninja Run) with the third press, and so on.
    Thanks for the input.

    Creating a bind to toggle off one power and activate the other is still a waste of time IMO and a task that I am not willing to do as it is still an extra step I'd have to take from mob to mob.

    I pick up CJ, not for the vertical benefit, but for the defensive benefit. The power should work with CJ, but it does not; which means I won't be buying it. More power to the players that are willing to deal with it, but I'm not. Ninja Run does not affect Sprint, Hurdle, or Swift among others; I don't see why it should de-toggle CJ.

    I'd love to support the team (and GR) by purchasing a pack, but I won't be with this one, I'll be looking out for the Mutant pack
  3. EnigmaBlack

    Ninja Running

    [QUOTE=Failsight;2401950]
    Quote:
    Originally Posted by EnigmaBlack View Post

    I'm a bit surprised by reactions like this. Most people who have CJ also have travel powers, often SJ, which de-toggles CJ.

    Other travels which may not, or players who go without actual travel powers are losing out on a grand total of 2-2.5% def. If you're soft-capped with it, there's still very little chance you'll get hit, so long as you don't stop to fight while keeping NR up instead of switching back to CJ. If you're not near or at soft-cap, then that 2.5% really isn't making such a large impact to really matter.

    As for the movement aspect, NR actually provides faster jumping movement and height than CJ, albeit with less air control.

    Ultimately, the only real aspect left out when toggling NR on is CJ's immob protection. Personally, I can't see that as a game breaker for a power that either makes no change to your build otherwise or actually saves a power.

    Mind you, not buying it is not buying it. I just think that it de-toggling CJ is an odd reason to base this decision off of when looking at the facts.
    It just doesn't lend to my playstyle on my SR scrappers (which are really the only toons I play).

    It doesn't matter if SJ de-toggles CJ as many of my SR builds (built for regen) take CJ and not SJ. Personally I leave on SS, Sprint, and all my defensive toggles including CJ during travel and battle.

    Had I purchased the pack, it would have been for the extra travel speed of NR, which I'm not willing to sacrifice for the defensive of CJ.

    I currently have 47% defense across all positionals; I can tell the difference from 40-45% especially when fighting enemies that do -Def like Cimoreans.

    I know there are scores of players that will love this one, but this pack is just not for me, but neither was the Wedding pack.

    I'll keep my eye out on the Mutant pack
  4. EnigmaBlack

    New booster

    Quote:
    Originally Posted by Grey Pilgrim View Post
    I think you jump higher than CJ with it, and it detoggles in combat anyway, so you wouldn't want to run it at that time anyway.

    As I said before, I'm not sure why they made it exclusive with CJ, as you no one is going to want to use it in combat. Doesn't really add up, and limits how much it's going to help you travel a bit.
    The point is that if you use it when traveling, even on mission maps, Cj will be de-toggled. As a player that leaves travel powers on so I can get to the next group of bad guys faster; I'm not willing to sacrifice the defensive by having CJ off.

    I can understand why they would want CJ de-toggled when using NR, but they should have realized CJ is more than just added vertical movement, it has a significant defensive bonus to it too.
  5. EnigmaBlack

    Ninja Running

    [QUOTE=munecaroon;2401289]
    Quote:
    Originally Posted by Fleeting Whisper View Post
    ... which would be why I only listed combinations with Sprint, Hurdle, and Swift.

    I find it very important to mention since many players like to keep CJ on.
    This

    And that is the ONLY reason I didn't purchase the pack. My scrappers depend on CJ for it's defensive benefits. Having it de-toggle when using NR is an annoyance I'm not willing to deal with.

    Maybe next pack...
  6. I was just about to head to the store and purchase this pack until I read that the sprint detoggles Combat Jumping; that's a deal breaker for my SR scrappers.

    Maybe next pack...
  7. Quote:
    Originally Posted by _Pine_ View Post
    There are a few things I want to bring up about Ninja Run.

    1) Detoggles my Combat Jumping.
    This I can probably get over.

    2) It suppresses when you attack. =(
    When fighting with this on, it is completely supressed and you don't get any benifit from it, just like a travel power.

    Note: I have not tested in a PvP zone

    3) It is unenhanceable.
    This is another point that I can probably get over. The devs wanted to give us a good power without the ability for it to become over powered.

    4) It costs double the endurance of sprint.
    This falls under the overpowered part of the power as the point above states. If it didn't cost any end, then it could definitely be called over powered.

    5) Doesn't work in Granite :/
    Not that big of a deal, just saw that some one asked about it and wanted to note that it doesn't.
    I was just about to head to the store and pick this up until I saw this post. Detoggling CJ is a deal breaker for my SR scrappers and thus it's a deal breaker for me.

    Maybe next pack...
  8. EnigmaBlack

    New booster

    Quote:
    Originally Posted by VoodooCompany View Post
    I was about to head over to the store and purchase it until I saw it detoggles CJ; that's a deal breaker for my SR scrappers and thus a deal breaker for me...
  9. I have always been fond of S&W 460 and 500's

    Extra Large Frame
  10. I guess Walking > TFs

    "Greetings Players! We are receiving reports of Task Force missions repeating, likely caused by a change in leadership of the TF. Until a fix is implemented, a workaround is to have the current TF leader log out and back in which should allow the team to select the next mission. We appologize for any inconvenience this may cause. Thanks for your continuned support. "
  11. Quote:
    Originally Posted by EvilRyu View Post
    I wanted to add this where that nice little option of I want to fight bosses when solo on a team set to 8 comes in nicely. But again this is going to be where you have to make a few choices. Is it better to fight more bosses that take longer to kill but have a higher chance to drop purples and a chance at a pool c or d recipe or to kill only luitenents/minions that you can go thru faster that will give you more drop opportunities in a shorter amount of time just for purples. Personally I been waiting to see if someone has done the math on this to see which method is going to be better for a standard non-AE farm.
    Do bosses really have a higher change to drop purples? I've never heard that before.
  12. EnigmaBlack

    Your 1 thing?

    Quote:
    Originally Posted by Dispari View Post
    Forget that! I want...

    As long as males can have them too ala Bruiser Brody
  13. EnigmaBlack

    Your 1 thing?

    Quote:
    Originally Posted by Perfect_Pain View Post
    What 1 thing do you want in Going Rogue, or any upcoming Issue really, that hasn't been announced yet. (or even hinted at)







    Mine would be new zones for CoV.
    One thing I want has been hinted to already, and that's Castle looking at Defenders. Although specifically Vigilance was not mentioned but I want Defenders to get a useful inherent power.

    Other than that I'd LOVE for the citizens of Paragon City to FINALLY STOP PUSHING ME AROUND!
  14. Quote:
    Originally Posted by NordBlast View Post
    Prices came down somewhat after i16 release, but looks like almost all bounced back since then.
    I have experienced the same thing. I was able to purchase 3 Armageddon's for 100 Mil or less shortly after I16. Now the prices are double that.
  15. I always thought they just hang over the edge and do their business...
  16. Personally I'd rather the Ice/Cold. I love the shields, even though my SRs have 46%+ on all positionals and I love the +HP as well. If I chose to I could even turn off my toggles to conserve endurance.

    With the stormy there is just too much knockback going on for my tastes, that IMO far out weighs the benefits my SR would be receiving.

    But if I had to choose a build to partner up a SR with it would be:
    Kinetics for Speed Boost and Fulcrum Shift
    or
    Radiation but only if the player knows how to toggle herd a room.
  17. Personally I would love to see dual SW500's
  18. Fish have feet?! Just joking. I wish they would allow use to use the same bottoms as the Serpent group. I know it would be a nightmare for the powers and animation team, but it's just wishful thinking.
  19. I appreciate this post. I've been browsing the PvP section for the past few weeks looking for various information. This post sums up some of the information I was seeking.

    I tried PvPing a month or so ago and didn't like it. Here are a few reasons why:

    My main toons are scrappers and defenders. Defenders, I have found in my limited play are generally useless and my scrappers are mostly SR. Both of which made my experience both frustrating and boring.

    I am also what I would like to call a "rewards based" player. That is I generally only engage in game activity that will produce desired rewards for me (even if it is boring i.e. My love for farming). In this case it would be PvP IO's. The change in PvP IO drop rates was a huge turn off, and as I don't consider trash talking and bragging rights as a reward; I haven't PvP'd in a month or so.

    But again; thanks for the post!
  20. I think changing my subscription payment plans several times has screwed up my vet rewards, I always seem to get them a 4-6 weeks after.
  21. Quote:
    Originally Posted by Golden Girl View Post
    Yes

    I'm having Tomb Raider flashbacks after seeing this screen shot. Jeez I can imagine I will be having even more once Dual Pistols is released...
  22. EnigmaBlack

    All Defender ITF

    I would like to join with a 36 Rad/Sonic, it will also be a good opportunity to test my Macbook; however I won't be able to commit until I know a time.
  23. EnigmaBlack

    Can we keep it?

    Quote:
    Originally Posted by Morac_Ex_Machina View Post
    I think that TFs take much more development time, as well as generally a lot more time out of the players day. Invasions take around 20 minutes, but a TF can take anywhere from one to three hours on average (speed runs excluded).
    If M.A. uses similar development tools as the rest of missions/TFs do, I'm not sure how much more time it would take to create a TF rather than a zone event.

    However you are right; TFs do take some time to complete, but if the event were a TF it can be scheduled, where as a zone event you have to wait for it to start, then hope to find a team, something that is more difficult to do as the event gets older.

    Also the event this year takes a bit more coordination from multiple teams, which can be both good and bad depending on who is leading. Having all the associated badges, merits enemies etc mashed into a TF with a fleshed out story would mean only one team needs to coordinate it's actions instead of several.
  24. EnigmaBlack

    Can we keep it?

    Quote:
    Originally Posted by Fuzun View Post
    The devs try to cater to everyone but it's an impossibility. It's a balancing act the devs has to navigate. They need to run the event long enough to allow the casual players to get in enough play time for the zone events. But players who can play a lot more, they get in the event play time, and then they want it over with.

    And then there are players like me who went on 2 week vacation (Herocon) as the event started. I'm thankful they are extended it another week as I was recovered from my vacation over the week-end. I really didn't want to do much except veg.
    Which is why I suggested a seasonal TF instead of a zone event. This way zones would have less lag and players that are running normal missions or TFs of "defeat x enemies" wouldn't be affected. Yet players that want to obtain the event badges etc can still do so.

    I think it's a win/win and don't really see a downside to it, but I could be mistaken.
  25. /signed

    It would be nice to officially have information from Herocon posted here. If not about GR, at least have the media from Herocon made available for us to see. There is but so many camera phone videos I can look at before I want to claw my eyes out.