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Allow use of powers with all flights.

shaidonshaidon Posts: 29 Arc User
This is something that bothers me for years, why certain flight powers need to be toggle off to be able to use my powers?
I have a character with Shadow Skull Flight and this inconvenience. =/

Comments

  • jaazaniah1jaazaniah1 Posts: 5,544 Arc User
    Amen!
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  • stergasterga Posts: 2,353 Arc User
    That would be fabulous. Scarab Flight lets you use powers and interact, but Bat Flight does not. It makes me kinda sad.​​
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  • guyhumualguyhumual Posts: 2,397 Arc User
    If they take away our powers we should get something in compensation. For example if I can't use powers with bat flight it should make me move faster, give me some kind of DR or dodge/avoidance, or even drastically reduce the time it takes for a villain to target me. Maybe a threat wipe? I mean you couldn't turn it into flying tunneling but if it doesn't let you use your powers then it should bring something else to the table. Otherwise you have a travel power that's not only worse then basic flight but also time consuming to unlock.
  • decorumfriendsdecorumfriends Posts: 2,802 Arc User
    I think any flight power that changes your form should lock you out of using your powers. Simple logic.
    'Dec out

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  • shaidonshaidon Posts: 29 Arc User

    I think any flight power that changes your form should lock you out of using your powers. Simple logic.

    What logic is that?
    If you are locked of your powers (and interact with objects) you loose a lot, so what you gain in return?
    Plus, usually when heroes change form, they get different or poweful versions of their powers. That also don't happen.

    Nah, this flight power issue is a oversight. Pehaps related to the visuals, but I don't think that people care to an occasional human form appearing as a smoke.

    Ground travel powers in another side, usually gives you stealth. So it make sense. Although I think that some of these powers are not working as intended.
  • markhawkmanmarkhawkman Posts: 4,916 Arc User
    Maybe just have it do something similar to what Millennial flight does? Out of combat it makes you glow like a comet, but in combat it is barely noticeable.

    So maybe just have you turn back to normal when you are in combat, but stay flying?
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  • guyhumual said:

    If they take away our powers we should get something in compensation. For example if I can't use powers with bat flight it should make me move faster, give me some kind of DR or dodge/avoidance, or even drastically reduce the time it takes for a villain to target me. Maybe a threat wipe? I mean you couldn't turn it into flying tunneling but if it doesn't let you use your powers then it should bring something else to the table. Otherwise you have a travel power that's not only worse then basic flight but also time consuming to unlock.

    This I agree with. There shouldn't be TPs that are directly inferior to others. If they lock you out of using powers, then they should offer something else in exchange.

    Just not an aggro dump; that's what teleport is for.
  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    I would be happy if the non-power use flight were superior in some significant way.
    Cape Glide is fast, maybe could be a bit faster.

    The other ones, like Bat Flight and Shadow Skull, should give some bonus, like aggression stealth, increased speed, or maybe ignore collisions (like teleport).
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  • decorumfriendsdecorumfriends Posts: 2,802 Arc User
    edited October 2016
    shaidon said:

    What logic is that?
    If you are locked of your powers (and interact with objects) you loose a lot, so what you gain in return?

    I definitely go along with the idea that there should be something in return. I just think it's silly to think you can use your powers when you've been transformed into a flock of bats or a floating skull.

    'Dec out

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  • pr0fp0ttspr0fp0tts Posts: 46 Arc User
    It'd be nice if they all had different bonus stuff - maybe something like the skull flight having a chance to Fear people near you, the bat flight having a chance to inflict bleed, etc? Some sort of Dodge / Avoidance bonus would make sense for the ones when you turn into a swarm of whatever too.
  • mithrosnomoremithrosnomore Posts: 521 Arc User
    Yeah, maybe some special power(s) that the different forms can use.

    Nothing spectacular, just a little bonus thing.

    Skull could have a dimensional damage ranged attack with a fear effect.
    Bats could have a lunge attack that deals piercing damage with a bleed.
    Scarabs could have a lunge attack dealing toxic damage with a resist or damage debuff.

    That sort of thing.
    Something that might be okay to lead off with then you revert to normal form and start in with the regular attacks.
  • ashensnowashensnow Posts: 2,048 Arc User

    shaidon said:

    What logic is that?
    If you are locked of your powers (and interact with objects) you loose a lot, so what you gain in return?

    I definitely go along with the idea that there should be something in return. I just think it's silly to think you can use your powers when you've been transformed into a flock of bats or a floating skull.

    Why shouldn't a floating skull be able to breathe fire or a flock of bats be able to use telepathy?

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  • jennymachxjennymachx Posts: 3,000 Arc User
    I'm assuming that it's a case of awkward animation issues when it comes with how something like bat flight would correlate with certain power animations.

    I mean, granted, I don't see anything wrong with a flock of bats or floating skull throwing fireballs or shadow bolts, but it gets trickier with powers like iron cyclone or TGM for e.g., Other flight powers that don't involve character animation replacements are compatible with all powers for obvious reasons.
  • markhawkmanmarkhawkman Posts: 4,916 Arc User
    You could have the character briefly reappear to do the attack animation then go back.
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