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Forms Toggled To Always On

polishlightningpolishlightning Posts: 404 Arc User
edited November 2012 in Suggestions Box
Since forms have become a big part of the game, it'd be nice if there was an option, like Energy Builder has, to be always on. Since the new vehicles are here to stay, having to turn my form back on every time I exit out of a become device or die is a pain.
Post edited by polishlightning on

Comments

  • lotar295lotar295 Posts: 903 Arc User
    edited November 2012
    Yeah, it got annoying for me too after a while of doing it, it would be nice to have a toggle for it.
  • crypticbuxomcrypticbuxom Posts: 4,633 Arc User
    edited November 2012
    Having to turn on your form again after being revived is annoying too. You'll most likely be dead before you can reactivate it. I'd prefer them all to be changed into toggles.
  • beldinbeldin Posts: 1,708 Arc User
    edited November 2012
    Don't buy vehicles .. problem solved. And maybe we will get real content some day
    if you don't pay for that crap.
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  • polishlightningpolishlightning Posts: 404 Arc User
    edited November 2012
    I'm thinking they could create a box next to your passive where you slot your form. That way if you have more than one form you would just put the one you want active in there.
  • cptvanorcptvanor Posts: 274 Arc User
    edited November 2012
    Part of the whole idea behind them is that it takes a bit of time to turn them back on. Time in which you have to be out of combat or else you'll never be able to do it.

    So setting them to always on, and making them effectively a passive means having to rebalanced what they do.

    Myself I'd rather have to turn them on, then have them nerffed.
  • polishlightningpolishlightning Posts: 404 Arc User
    edited November 2012
    cptvanor wrote: »
    So setting them to always on, and making them effectively a passive means having to rebalanced what they do.

    Myself I'd rather have to turn them on, then have them nerffed.

    I'm not understanding why they wouldn't be able to function the same way. Can you explain further?
  • ramthananaxramthananax Posts: 128 Arc User
    edited November 2012
    cptvanor wrote: »
    Part of the whole idea behind them is that it takes a bit of time to turn them back on. Time in which you have to be out of combat or else you'll never be able to do it.

    So setting them to always on, and making them effectively a passive means having to rebalanced what they do.

    Myself I'd rather have to turn them on, then have them nerffed.

    Balance through annoyance is never a good idea. Honestly, if they're relying on the startup time as a balancing mechanism, it fails horribly- Forms make you more powerful, so you're less likely to die, which means that you have to restart the forms even less. That's not a balancing mechanism.

    I agree with the OP- Forms should exist in a slot just like the Passives do. This would encourage more players to use the "builds" mechanic; right now, if you've got two builds and you want each one to have its own Form, you don't dare try to switch in combat.

    I'd take it a step further, as well- I'd put Energy Unlocks in their own slot, so you could buy more than one EU if you wanted (of course, I'd rather you could just buy multiple EUs- seriously, if I want to have tons of energy and I'm willing to burn power choices to do it, let me).
  • stoopidmestoopidme Posts: 250 Arc User
    edited November 2012
    The thing is that basically everyone takes a form anyway, balancing all of them by making them cancelable is moot when it affects everyone.
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  • ashensnowashensnow Posts: 2,048 Arc User
    edited November 2012
    I'm honestly not understanding the issue here.

    Activating a form, lets say Form of the Tempest, takes one second. The form then stays active without effort on the player's part for as long as he wishes. There are only a couple of situations in the game where the Form turns off requiring the expenditure of one second to turn back on. These Form cancelling situations seem unlikely to occur with any high degree of repetition or frequency. If they are occurring often enough to interfere with gameplay, it seems likely that you have bigger problems than the one second activation time of a form.

    'Caine, miss you bud. Fly high.
  • crypticbuxomcrypticbuxom Posts: 4,633 Arc User
    edited November 2012
    Gravitar defeats you. Revive and attempt to activate form. Auto killed from Force Cascade that is programmed to be spammed on targets low on health, which trying to wait for form to activate.

    Without the ability to have the form up automatically we can block and if we can have the form up at all then Gravitar takes an hour or two to go down.

    This is only a single example.
  • ashensnowashensnow Posts: 2,048 Arc User
    edited November 2012
    Gravitar defeats you. Revive and attempt to activate form. Auto killed from Force Cascade that is programmed to be spammed on targets low on health, which trying to wait for form to activate.

    Without the ability to have the form up automatically we can block and if we can have the form up at all then Gravitar takes an hour or two to go down.

    This is only a single example.

    So you block the FC, get healed, and activate your form. Your form (with the exception of IDF) provides no benefit while blocking that FC anyway (and even IDF's benefit is all but irrelevant there).

    SPending one second of the time, let me repeat that...one second, activating your form will not make Gravitar take an hour to put down.

    'Caine, miss you bud. Fly high.
  • sanguinevipersanguineviper Posts: 451 Arc User
    edited November 2012
    ashensnow wrote: »
    So you block the FC, get healed, and activate your form. Your form (with the exception of IDF) provides no benefit while blocking that FC anyway (and even IDF's benefit is all but irrelevant there).

    SPending one second of the time, let me repeat that...one second, activating your form will not make Gravitar take an hour to put down.

    Or, better yet, you can just rez and immediately run/teleport/fly/jump/roll/evasive maneuver/breakaway shot at least 121ft. away from Gravitar, then activate your form and heal instead of standing there like a big fat vulnerable force cascade target.

    Her cascades -are- still limited to 120ft. range, after all.

    Snark never dies.
  • lafury001200lafury001200 Posts: 567 Arc User
    edited November 2012
    Since forms have become a big part of the game, it'd be nice if there was an option, like Energy Builder has, to be always on. Since the new vehicles are here to stay, having to turn my form back on every time I exit out of a become device or die is a pain.

    Is this a joke? Dev time should be wasted because you can't be bothered to press a button? Seriously?

    Maybe gaming is not for you.

    *Edit for weird creepy non response response by goofy op for this terrible idea.

    No maybe about it, I don't think gaming is right for you.
  • polishlightningpolishlightning Posts: 404 Arc User
    edited November 2012
    Is this a joke? Dev time should be wasted because you can't be bothered to press a button? Seriously?

    Maybe gaming is not for you.

    I didn't realize this was a section for Suggestions approved by Lafury? I thought it was the suggestion box.

    Also, remember when you said if Cryptic didn't offer a better explanation for there security breach you were going to leave? It doesn't surprise me that you're not a man of your word.
  • ashensnowashensnow Posts: 2,048 Arc User
    edited November 2012
    Also, remember when you said if Cryptic didn't offer a better explanation for there security breach you were going to leave? It doesn't surprise me that you're not a man of your word.

    Remember when you agreed to the forum usage rules that prohibit this comment...?

    'Caine, miss you bud. Fly high.
  • roughbearmattachroughbearmattach Posts: 4,785 Arc User
    edited November 2012
    Power activation time is a balancing factor of a power. Making forms into toggles means one could swiftly change forms during combat, which would mean that new combos would come about, requiring another round of balance.

    Forms could go on a toggle with a cooldown for switching, perhaps, but again, the activation time is part of the balancing factor.
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  • polishlightningpolishlightning Posts: 404 Arc User
    edited November 2012
    ashensnow wrote: »
    Remember when you agreed to the forum usage rules that prohibit this comment...?

    No.
    Power activation time is a balancing factor of a power. Making forms into toggles means one could swiftly change forms during combat, which would mean that new combos would come about, requiring another round of balance.

    Forms could go on a toggle with a cooldown for switching, perhaps, but again, the activation time is part of the balancing factor.

    Couldn't the same thing be said for Passives. Right now I can switch passives as a freeform with only a minor cooldown out of combat and a longer cooldown in combat. Would being able to switch forms have a bigger effect, you would still have to build stacks up.
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