Level 20 Movement Power Change


Fleeting Whisper

 

Posted

I was thinking of ideas for abilities and have determined that the Level 20 powers on the: Speed, Flight, Leaping, and Teleportation movement pool powers should be changed due to the fact that they could be used for powers much more suited to the class it is specified.

All of the replacement powers should have a heavier endurance draw due to the fact that they are movements with damage effects. All names are more like suggestions, than official names for the powers.

and without Further ado,


Speed Pool Power in Question: Whirlwind.

Reason for Change: it is not chosen often and not what the 'Speed' Pool name implies.

Sonic Boom (replacement for Whirlwind) (Toggle) - The hero emits sonic waves from his/her/its(it for the huge class) body, propelling the Hero forward (We thought twice the base speed of Superspeed would be a good start) and while the power is active, the waves that are engulfing the hero, would also cause a(n) [Insert Value]% chance of knockback to foes nearby the hero, and a(n) [Insert Value]% to-hit debuff on the enemies attacking the hero due to the molecular structure of the hero being unstable.


Leaping Pool Power in Question: Acrobatics
Reason for Change: although it is not a bad power and is somewhat useful, it is not what you would expect in a Leaping Power

Cannon-Ball (replacement for Acrobatics)- Once activated the hero, when he/she/it jumps, will zoom into the air and slam down after picking up momentum from gravity, causing knockback and disorienting enemies.


Flight Pool Power in Question: Group Fly

Reason for Change: Although it is a fun power to play with, the practicality of it is faulty due to the fact that the ally cannot follow you efficiently and not fall down because you are not close enough to them. It is also inconvenient to those who have powers that cannot be activated unless grounded

Super Fly (replacement for Group Fly) (Interuptable Toggle)- The hero charges for take off by bending down (using his/her/its knees) to launch off the ground using it as a fulcrum to exceed the speed of Fly. The Launch knockbacks nearby enemies. The launch is Interuptable, but the flight is toggle and draws more endurance due to the fact that it is a faster Fly.


Teleportation Pool Power in Question: Team Teleport

Reason for Change: Not only is it solemn chosen, it is deceiving in title making the User believe it teleports the entire team to the hero rather than the teammates near him ALONG with the hero.

Combat Teleport (Replacement for Team Teleport) - The Hero selects the position in which he/she/it wishes to teleport. The Hero teleports above the target slaming his/her/its fist down to the ground knocking back and stunning all foes within area. <u>OR</u> The Hero selects the position in which he/she/it wishes to teleport. the force of the rift in time and space knockbacks all foes within the area.


 

Posted

You're going to get very little support for outright replacing powers. Particularly Team Teleport (used by many Masterminds, as well as coordinated superteams) and Acrobatics (used by a number of Fiery Aura and Dark Armor characters for knockback protection, as well as some squishies for Hold protection).

You might get away with suggesting ana ddition of a 5th power to the pools, similar to the 5th power in the APP/PPP pools.

WRT the powers you've suggested:
- Radial knockback is generally looked upon poorly by players in this game, and you've put it in all four of these suggestions
- Increased speed (which you've put in your Flight and Speed suggestions) means very little in the face of the hard speed caps, especially when those caps are reached with very little slot/enhancement investment.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

to translate what fleet said: NO THANKS.


 

Posted

Cottage Rule


"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
You're going to get very little support for outright replacing powers. Particularly Team Teleport (used by many Masterminds, as well as coordinated superteams) and Acrobatics (used by a number of Fiery Aura and Dark Armor characters for knockback protection, as well as some squishies for Hold protection).

You might get away with suggesting ana ddition of a 5th power to the pools, similar to the 5th power in the APP/PPP pools.
This - and for that exact reason. The devs initially *replaced* seldom-chosen powers in the PPPs (I was surprised some of the pets stayed.) The outcry was ... well, I'm sure they were expecting to see the parking lot swarmed with people holding pitchforks and torches.

For your idea? For me, team teleport is the perfect example. Removing that would have a *huge* impact on some characters - for instance, I've got an elec/elec blaster that plays as part of a (themed) team. I TP everyone in, the team fires off, the enemies are stunned and generally have no END... if they're alive.

Your replacements would not only be completely useless to me, but completely useless to that team, and in fact be *detrimental* to them all.

So... /no.