The more varied adds were nice to look at, but for my melee dps this is a lot more manageable. Having to pay attention to the charge powers of the stronger adds that happened to be targeting me, and two mega-d's, was a bit much.
Yeah I am glad the little mobs are something Melee ppl can handle, even though for this event I most likely will not be in Melee range it will be nice to do some meaningful damage with my Mind AT on a mob rather than do 500-900 Ego Damage to a Mega D with a rank 3 Ego Blast...1.3k damage if 8 stacks of compassion if I am lucky >_>;
I know this idea of mine might be a "dumbing down" mechanic for those who like this content, BUT can we have a mechanic which works if we successfully block the Mega D's attack we return electrical damage to the Mega D which does 50 electrical dmg per successful block? Called Destrium Overload or something. Basically as if they themselves also take minor damage from the D Wave.
I'm not sure where I got the damage return on block idea from but I think it would increase the effectiveness of blocking and more people would block and survive. Which means in turn less deaths, which in turn also means quicker pwning.
I just hope the Nega Champions dont arrive with Dr.GCrush! He puts Destroyer to shame! :eek:
Direct observations on the Destroyer thing. Limited due to late arrival.
Electric form squishy high dps but fragile.
Champs building could be used to break contact when getting eyebeamed or rocketed, there seems less instant kill or perhaps even I can see the double fist attack coming. The crummy little (level 60) destroids were potentially lethal to my build if not taken into account. Going close (within 50ft) to AOE the destroids is high risk but not necessarily fatal (it helps if there are more people). The role of the champions is so far unknown to me, if they take a reasonable part and block properly then it will be much easier.
Rewards picked up: 1 x blue primary, 1 x green secondary, 1 x Summon Kinetik 3 use device.
Observations on Blaze and Freon alert..
Same toon
Run in do some damage, get held a bit, break free, get killed by... something? (in Dara O'Brien voice)
Questions
Can the level 60 mega d's be tanked and the tanks survive?
Does this require more sophisticated tactics like say some people keeping 1 mega d occupied whilst others murder the other one?
The second question is troubling! Whilst I am all for lairs requiring more skill and aptitude I'm not sure the same should apply to an open world mish or an alert. If the Mega D's require sophisticated tactics meaning more than usual communication and planning then this is not so good. There is sooo very little contact in an open world mish or an Alert. It is not something I can rely on happening.
_____________
[SIGPIC][/SIGPIC]
The one who can't shut up formerly known as 4rksakes
About the @handle - it's a long story.
Profound quote.. "I'm not a complete idiot - several parts are missing."
Ah yes, the Kenina Blaze and Freon Alert. Observe:
Kenina Blaze deals 80000 Fire Damage to Zack Grisham with Flaming Prison.
Parfait gives 176 (174) Health Points to Lightning Bug with Seraphim.
Kenina Blaze deals 80000 Fire Damage to Lightning Bug with Flaming Prison.
Kenina Blaze deals 80000 Fire Damage to Lightning Bug with Flaming Prison.
Parfait absorbs 635 damage to Parfait with Protection Field.
Parfait gives 152 Health Points to Parfait with Seraphim.
Kenina Blaze deals 79365 (80000) Fire Damage to Parfait with Flaming Prison.
Kenina Blaze deals 80000 Fire Damage to Parfait with Flaming Prison.
Kenina Blaze deals 80000 Fire Damage to Tlaloc with Flaming Prison.
Kenina Blaze deals 80000 Fire Damage to Tlaloc with Flaming Prison.
Parfait gives 283 Health Points to you with Sentinel Aura.
Kenina Blaze deals 80000 Fire Damage to you with Flaming Prison.
an unknown entity deals 80000 Fire Damage to HUSHRI with Flaming Prison.
an unknown entity deals 80000 Fire Damage to HUSHRI with Flaming Prison.
an unknown entity deals 80000 Fire Damage to master mind with Flaming Prison.
an unknown entity deals 80000 Fire Damage to master mind with Flaming Prison.
Paragon absorbs 0 (176) damage to Paragon with Invulnerability.
Paragon absorbs 0 (176) damage to Paragon with Invulnerability.
an unknown entity deals 79824 (80000) Fire Damage to Paragon with Flaming Prison.
an unknown entity deals 79824 (80000) Fire Damage to Paragon with Flaming Prison.
Ah yes, the Kenina Blaze and Freon Alert. Observe:
= fun for all.
The living flame. It's a mechanic of the fight. Don't destroy it it explodes and everyone dies. If the person it tagged onto moves away from it, it explodes and everyone dies. If everyone else stays too close it explodes and everyone dies. It's a fairly simplistic mechanic, but requires more coordination than most people can put out in Champs at this time.
Ah yes, the Kenina Blaze and Freon Alert. Observe:
= fun for all.
Ah yes, the flaming prison. It deals unmitigated damage through dodge and damage resistance. So the only thing that works apparently is damage absorption. I checked it out with Silverspar yesterday and dug up some old archived threads before the forum conversion. Apparently we cannot touch the prison. The problem is I think no one saw any indication of any prison or cage or sort coming forth. So no one was expecting anything and suddenly all were flat on the ground LOL. There is also the living flames but apparently we did not get to see those haha. The problem I think are the placeholders.
The living flame. It's a mechanic of the fight. Don't destroy it it explodes and everyone dies. If the person it tagged onto moves away from it, it explodes and everyone dies. If everyone else stays too close it explodes and everyone dies. It's a fairly simplistic mechanic, but requires more coordination than most people can put out in Champs at this time.
I think the issue was no one seem to recall seeing anything coming. LOL. And really, 80000 damage? Unmitigated? Is that really necessary? No one has a bubble of more than say 15k and another 5k health. Even 30000 damage is overkill LOL. I guess since everyone was trying it for the first time, no one knew what to expect and hence no one saw anything coming. We had to dig the combat log to figure out what hit us.
I think the issue was no one seem to recall seeing anything coming. LOL. And really, 80000 damage? Unmitigated? Is that really necessary? No one has a bubble of more than say 15k and another 5k health. Even 30000 damage is overkill LOL. I guess since everyone was trying it for the first time, no one knew what to expect and hence no one saw anything coming. We had to dig the combat log to figure out what hit us.
Well you aren't meant to survive it. So yea, 80k damage is necessary and nicely evil
I remember seeing the Living Flame things during one of my runs.
Problem is that the playerbase is (smartly) programmed to get the heck away from things that look like doom on one's character (or in this case, a giant ball of lava and flame). And that will wipe the entire team every single time.
Another mechanic needs to be used. I'm sorry, but something like this means that it can be griefed as well by the playerbase (and/or ruined by someone who doesn't know how things go). You can NOT have an event that PUGs can join have such an easy to obtain failure state.
Gravitar, Alerts, etc, the worst that happens is that either 1) They die, or 2) The counter going to the fail state goes up by one (out of 16). So even if the player has no idea what they're doing, they can't harm the rest of the team that badly.
OK; I finally broke down and bought Cape Glide on Live so that I could test it. My thoughts and observations:
First and foremost, I'm satisfied with my purchase. Cape Glide is good enough, even with its flaws, that I'm fine with using it on thematically appropriate characters. In short, I did not waste my money -- which is a relief, because I don't have any money to spare.
Cosmetic issues:
One glaring issue: when I'm stealthed, my glider cape isn't. Something similar holds true for the Swinging powers; but it's easier to ignore with them. With the Cape Glide, you've got this huge half-circle of cape flying around on its own. It reminds me of the "super-stealth vehicles" from the old Paranoia P&P game (where the "Stealth" came in the form of guys with bullhorns announcing "There's nothing to see here; move along, citizens").
Let me second the request that there be no cape involved if the character's costume doesn't have a cape. In particular, this would work well in conjunction with the various "underarm flaps" costume pieces. There's even less of a need for a default cape than there is for a default jet pack with the Jet Pack power.
Finally, the charge-up animation. Currently, it's the same as for Athletics, which isn't quite right in this case: I can see having the character stoop down; but instead of looking like she's about to burst out onto a racetrack, I'd say that both of the toon's arms should be extended backward, ready to grab hold of the cape and whip it out to the sides. (Similar to the running pose used by Superspeed.)
Performance issues:
The automatic forward motion is a killer, especially as it's "automatically go as fast as jet boots on full throttle". Please tweak as follows: instead of the Forward and Back commands being do-nothing buttons, change it so that Back kills your forward motion (instead of Space and X used simultaneously doing so). Downgrade the normal forward motion to something less hectic than the full speed of jet boots (slower than normal flight would be appropriate, and would feel more like gliding), but make the current high speed available by means of the Forward command.
A more radical suggestion:
I would very much appreciate it if you could rework the power to be a sort of "two-mode" power like Swinging: when you first activate it, you're in "ground mode", and the power works like an inferior version of Athletics (i.e., running speeds somewhere between the default and what Acrobatics and Athletics get) or like Swinging does when you're not using your swing line*. If you jump while in the air, you switch to gliding mode instead of nothing happening. If you select X and Space at the same time while in gliding mode (or maybe if you select Back while in gliding mode?), you switch back to ground mode.
* Preferably, Swinging and Cape Glide would work the same way in this regard, with Swinging also getting a slight boost to ground speed and the use of the Athletics animation when the swing line is not in use; but that's a separate issue.
Well you aren't meant to survive it. So yea, 80k damage is necessary and nicely evil
When 80k hits are "necessary" there's a problem considering majority of players are 10k hp or less, and a large number aren't utilizing a strong def passive.
Well you aren't meant to survive it. So yea, 80k damage is necessary and nicely evil
Again, I suggested this before, why not percentage based damage? So not Everyone gets autogibbed, do they expect us to see this attack when 10 players are blowing off crap tons of powers. It should be a VERY obvious attack.
When 80k hits are "necessary" there's a problem considering majority of players are 10k hp or less, and a large number aren't utilizing a strong def passive.
Again, I suggested this before, why not percentage based damage? So not Everyone gets autogibbed, do they expect us to see this attack when 10 players are blowing off crap tons of powers. It should be a VERY obvious attack.
Considering it has a big pink charge bar and is a big pink bauble, yes. You aren't meant to survive it if you mess up. It's meant to kill you.
This isn't a fight for PUGs anyways, and sounds like Crush wants to make it an actual raid anyways. And considering several people think Gravitar's mechanics are too hard, well hopefully it won't be made a rampage and an actual raid. In short, if you aren't willing to work as a team, then yea you will die, a lot.
Considering it has a big pink charge bar and is a big pink bauble, yes. You aren't meant to survive it if you mess up. It's meant to kill you.
This isn't a fight for PUGs anyways, and sounds like Crush wants to make it an actual raid anyways. And considering several people think Gravitar's mechanics are too hard, well hopefully it won't be made a rampage and an actual raid. In short, if you aren't willing to work as a team, then yea you will die, a lot.
They won't be making this a raid unless they make a proper raid UI with 10 man teams (real ones). If they do make this a raid, I'd be jumping with joy.
Making attacks like these bypass damage reduction is nice (please make the gravitar yellow bubble like this).
The thing about one person's actions killing the while team, without some way to avoid it, is a bit questionable. If this is to be an alert, I would not like the dependance.
Making attacks like these bypass damage reduction is nice (please make the gravitar yellow bubble like this).
The thing about one person's actions killing the while team, without some way to avoid it, is a bit questionable. If this is to be an alert, I would not like the dependance.
I can agree here.
I still want percentage based attacks like this though, Squishies can get gibbed in Gravitar fights while its pretty easymode for good tanks. (omit the yellow bubbles, don't think most tanks live through those, except the really good ones).
I believe CoX had raid bosses with percentage based attacks, while also being unmitigatable. Makes it more important for a healer to keep his team at full health while these attacks come in.
Regarding the fire cage...first time I saw it I didn't run out, it looked dangerous to touch. Who cares if people are programmed to run out of things, they'll learn pretty darn fast when doing so kills them :
Never saw a fire cage any of the times I've tried this out. Interesting to note that I've been killed by somebody elses efforts. So a ten person team learns this firecage trap one team member at a time, this may take a while.
Perhaps a cameo appearence by a champion who gives us a brief cutscene or ingame commentary maybe just a single line to explain the threat?
Assuming it is to remain an alert rather than a raid/lair. Raids/lairs tend to have better coordination, well better than alerts at any rate.
_____________
[SIGPIC][/SIGPIC]
The one who can't shut up formerly known as 4rksakes
About the @handle - it's a long story.
Profound quote.. "I'm not a complete idiot - several parts are missing."
Considering it has a big pink charge bar and is a big pink bauble, yes. You aren't meant to survive it if you mess up. It's meant to kill you.
This isn't a fight for PUGs anyways, and sounds like Crush wants to make it an actual raid anyways. And considering several people think Gravitar's mechanics are too hard, well hopefully it won't be made a rampage and an actual raid. In short, if you aren't willing to work as a team, then yea you will die, a lot.
Aside from latency, competent players will generally be capable in Grav and avoid all the nasty stuff aside from her random gravity cascades. However, the whole idea with alerts is centered around pugging, which is its own source of frustration, grav or not.
As a raid requiring pre-formed teams, Grav would be far more justified in her current state albeit would need a reward adjustment. As a pug, you're at the mercy of the server pop, which we know can struggle with even rudimentary basics.
The living flame. It's a mechanic of the fight. Don't destroy it it explodes and everyone dies. If the person it tagged onto moves away from it, it explodes and everyone dies. If everyone else stays too close it explodes and everyone dies. It's a fairly simplistic mechanic, but requires more coordination than most people can put out in Champs at this time.
Well thanks for the education but no one in the entire group even had an inkling of any of this. Were we all imbeciles? Never saw anything, and certainly didn't have any lead in, at the time we did this.
I don't have a problem with mechanics nor learning a certain pattern and coordination, though I'll certainly never be one of the first ones to 'get it' by any means. I wouldn't claim to be the best first time tester of such things. That group was kinda thrown together.
The seeming out of nowhere group wipe just immediately screamed 'bug' to us, and yeah placeholders and incompleteness, as it were, in general might be the reason. Also, most of the peeps who played wouldn't queue for a repeat so it was a one and done mystery.
Anyway, should be interesting to see how this develops.
Also, totally agreed on this being a Lair like thing. We need those vs. more frackin Alerts anyway. Preferably with viable and interesting rewards.
I may be wrong... but isn't it impossible to be gliding in the air if you're not moving though?
Kites do it all the time.
In this case, Cape Glide already has the ability to halt in midair. It's possible that this is a side-effect of combining the otherwise-meaningless "rise" (which kills forward momentum while adding upward movement) and "fall" (which has no effect on forward motion but would logically cancel the upward motion); what I do know is that the resulting animation looks like the toon is using his cape as a kite: his pose is more vertical than horizontal, and you can easily imagine a stiff breeze holding him aloft. This is no less believable than the ability of people to change their jump trajectory in midair, and should exist for the same reason: while it's technically impossible, the more realistic approach would render an already tricky power even harder to use.
In this case, Cape Glide already has the ability to halt in midair. It's possible that this is a side-effect of combining the otherwise-meaningless "rise" (which kills forward momentum while adding upward movement) and "fall" (which has no effect on forward motion but would logically cancel the upward motion); what I do know is that the resulting animation looks like the toon is using his cape as a kite: his pose is more vertical than horizontal, and you can easily imagine a stiff breeze holding him aloft. This is no less believable than the ability of people to change their jump trajectory in midair, and should exist for the same reason: while it's technically impossible, the more realistic approach would render an already tricky power even harder to use.
Except... a kite is held by string. it's pushing to one direction, but being held in place by the person with the string, or it crashes horribly into the ground.
In this case, Cape Glide already has the ability to halt in midair. It's possible that this is a side-effect of combining the otherwise-meaningless "rise" (which kills forward momentum while adding upward movement) and "fall" (which has no effect on forward motion but would logically cancel the upward motion); what I do know is that the resulting animation looks like the toon is using his cape as a kite: his pose is more vertical than horizontal, and you can easily imagine a stiff breeze holding him aloft. This is no less believable than the ability of people to change their jump trajectory in midair, and should exist for the same reason: while it's technically impossible, the more realistic approach would render an already tricky power even harder to use.
Who cares? It's a hero game. . . we're meant to do weird and impossible things.
They won't be making this a raid unless they make a proper raid UI with 10 man teams (real ones). If they do make this a raid, I'd be jumping with joy.
Except... a kite is held by string. it's pushing to one direction, but being held in place by the person with the string, or it crashes horribly into the ground.
Under the right circumstances a bird can do it too.
Keep in mind that gravity is a, "string," pulling something in one direction too.
Oh I know.
I'm just breaking it down in a shorter version
I'd disagree though, there'd still be some limits. afterall, if a superhero can break physics and float in midair to begin with, why would they need a gliding apparatus?
And this is why I didn't go with the shorter version.
As Ashensnow pointed out, a bird can do it under the right circumstances, too. Basically, both this and gaining altitude make use of updrafts; and as long as it looks like there's an updraft at work (e.g., the cape flutters as air blows past it), that's good enough. We don't need to go with a rigorous physics model, and we certainly don't need to make the assumption that the only movement involved is of the glider; we just need to create enough of an illusion of gliding that it doesn't break peoples' suspension of disbelief.
I love comic books. I specifically love comic book physics.. but this isn't about the physics of a superhero.
The developers of this game are taking GAME MECHANICS as their priority. If you as a player do not like the ability to ascend with cape glide.. why don't you simply not use it in that manner.
To the subject of game mechanics.. it does move hella fast in comparison to other travel powers.
Comments
Yeah I am glad the little mobs are something Melee ppl can handle, even though for this event I most likely will not be in Melee range it will be nice to do some meaningful damage with my Mind AT on a mob rather than do 500-900 Ego Damage to a Mega D with a rank 3 Ego Blast...1.3k damage if 8 stacks of compassion if I am lucky >_>;
I know this idea of mine might be a "dumbing down" mechanic for those who like this content, BUT can we have a mechanic which works if we successfully block the Mega D's attack we return electrical damage to the Mega D which does 50 electrical dmg per successful block? Called Destrium Overload or something. Basically as if they themselves also take minor damage from the D Wave.
I'm not sure where I got the damage return on block idea from but I think it would increase the effectiveness of blocking and more people would block and survive. Which means in turn less deaths, which in turn also means quicker pwning.
I just hope the Nega Champions dont arrive with Dr.GCrush! He puts Destroyer to shame! :eek:
My Characters on PRIMUS
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Electric form squishy high dps but fragile.
Champs building could be used to break contact when getting eyebeamed or rocketed, there seems less instant kill or perhaps even I can see the double fist attack coming. The crummy little (level 60) destroids were potentially lethal to my build if not taken into account. Going close (within 50ft) to AOE the destroids is high risk but not necessarily fatal (it helps if there are more people). The role of the champions is so far unknown to me, if they take a reasonable part and block properly then it will be much easier.
Rewards picked up: 1 x blue primary, 1 x green secondary, 1 x Summon Kinetik 3 use device.
Observations on Blaze and Freon alert..
Same toon
Run in do some damage, get held a bit, break free, get killed by... something? (in Dara O'Brien voice)
Questions
Can the level 60 mega d's be tanked and the tanks survive?
Does this require more sophisticated tactics like say some people keeping 1 mega d occupied whilst others murder the other one?
The second question is troubling! Whilst I am all for lairs requiring more skill and aptitude I'm not sure the same should apply to an open world mish or an alert. If the Mega D's require sophisticated tactics meaning more than usual communication and planning then this is not so good. There is sooo very little contact in an open world mish or an Alert. It is not something I can rely on happening.
[SIGPIC][/SIGPIC]
The one who can't shut up formerly known as 4rksakes
About the @handle - it's a long story.
Profound quote.. "I'm not a complete idiot - several parts are missing."
= fun for all.
The living flame. It's a mechanic of the fight. Don't destroy it it explodes and everyone dies. If the person it tagged onto moves away from it, it explodes and everyone dies. If everyone else stays too close it explodes and everyone dies. It's a fairly simplistic mechanic, but requires more coordination than most people can put out in Champs at this time.
Silverspar on PRIMUS
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Ah yes, the flaming prison. It deals unmitigated damage through dodge and damage resistance. So the only thing that works apparently is damage absorption. I checked it out with Silverspar yesterday and dug up some old archived threads before the forum conversion. Apparently we cannot touch the prison. The problem is I think no one saw any indication of any prison or cage or sort coming forth. So no one was expecting anything and suddenly all were flat on the ground LOL. There is also the living flames but apparently we did not get to see those haha. The problem I think are the placeholders.
I think the issue was no one seem to recall seeing anything coming. LOL. And really, 80000 damage? Unmitigated? Is that really necessary? No one has a bubble of more than say 15k and another 5k health. Even 30000 damage is overkill LOL. I guess since everyone was trying it for the first time, no one knew what to expect and hence no one saw anything coming. We had to dig the combat log to figure out what hit us.
Well you aren't meant to survive it. So yea, 80k damage is necessary and nicely evil
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Problem is that the playerbase is (smartly) programmed to get the heck away from things that look like doom on one's character (or in this case, a giant ball of lava and flame). And that will wipe the entire team every single time.
Another mechanic needs to be used. I'm sorry, but something like this means that it can be griefed as well by the playerbase (and/or ruined by someone who doesn't know how things go). You can NOT have an event that PUGs can join have such an easy to obtain failure state.
Gravitar, Alerts, etc, the worst that happens is that either 1) They die, or 2) The counter going to the fail state goes up by one (out of 16). So even if the player has no idea what they're doing, they can't harm the rest of the team that badly.
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First and foremost, I'm satisfied with my purchase. Cape Glide is good enough, even with its flaws, that I'm fine with using it on thematically appropriate characters. In short, I did not waste my money -- which is a relief, because I don't have any money to spare.
Cosmetic issues:
One glaring issue: when I'm stealthed, my glider cape isn't. Something similar holds true for the Swinging powers; but it's easier to ignore with them. With the Cape Glide, you've got this huge half-circle of cape flying around on its own. It reminds me of the "super-stealth vehicles" from the old Paranoia P&P game (where the "Stealth" came in the form of guys with bullhorns announcing "There's nothing to see here; move along, citizens").
Let me second the request that there be no cape involved if the character's costume doesn't have a cape. In particular, this would work well in conjunction with the various "underarm flaps" costume pieces. There's even less of a need for a default cape than there is for a default jet pack with the Jet Pack power.
Finally, the charge-up animation. Currently, it's the same as for Athletics, which isn't quite right in this case: I can see having the character stoop down; but instead of looking like she's about to burst out onto a racetrack, I'd say that both of the toon's arms should be extended backward, ready to grab hold of the cape and whip it out to the sides. (Similar to the running pose used by Superspeed.)
Performance issues:
The automatic forward motion is a killer, especially as it's "automatically go as fast as jet boots on full throttle". Please tweak as follows: instead of the Forward and Back commands being do-nothing buttons, change it so that Back kills your forward motion (instead of Space and X used simultaneously doing so). Downgrade the normal forward motion to something less hectic than the full speed of jet boots (slower than normal flight would be appropriate, and would feel more like gliding), but make the current high speed available by means of the Forward command.
A more radical suggestion:
I would very much appreciate it if you could rework the power to be a sort of "two-mode" power like Swinging: when you first activate it, you're in "ground mode", and the power works like an inferior version of Athletics (i.e., running speeds somewhere between the default and what Acrobatics and Athletics get) or like Swinging does when you're not using your swing line*. If you jump while in the air, you switch to gliding mode instead of nothing happening. If you select X and Space at the same time while in gliding mode (or maybe if you select Back while in gliding mode?), you switch back to ground mode.
* Preferably, Swinging and Cape Glide would work the same way in this regard, with Swinging also getting a slight boost to ground speed and the use of the Athletics animation when the swing line is not in use; but that's a separate issue.
Nope... It's like, the opposite of necessary. It shouldn't exist.
Nothing, be it the player, an NPC or the digitalized hand of god itself, should EVER do that much damage. Under ANY circumstances.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
Snark never dies.
When 80k hits are "necessary" there's a problem considering majority of players are 10k hp or less, and a large number aren't utilizing a strong def passive.
Again, I suggested this before, why not percentage based damage? So not Everyone gets autogibbed, do they expect us to see this attack when 10 players are blowing off crap tons of powers. It should be a VERY obvious attack.
This^
I just agreed with Roland... *_*
Considering it has a big pink charge bar and is a big pink bauble, yes. You aren't meant to survive it if you mess up. It's meant to kill you.
This isn't a fight for PUGs anyways, and sounds like Crush wants to make it an actual raid anyways. And considering several people think Gravitar's mechanics are too hard, well hopefully it won't be made a rampage and an actual raid. In short, if you aren't willing to work as a team, then yea you will die, a lot.
Silverspar on PRIMUS
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They won't be making this a raid unless they make a proper raid UI with 10 man teams (real ones). If they do make this a raid, I'd be jumping with joy.
The thing about one person's actions killing the while team, without some way to avoid it, is a bit questionable. If this is to be an alert, I would not like the dependance.
I can agree here.
I still want percentage based attacks like this though, Squishies can get gibbed in Gravitar fights while its pretty easymode for good tanks. (omit the yellow bubbles, don't think most tanks live through those, except the really good ones).
I believe CoX had raid bosses with percentage based attacks, while also being unmitigatable. Makes it more important for a healer to keep his team at full health while these attacks come in.
Perhaps a cameo appearence by a champion who gives us a brief cutscene or ingame commentary maybe just a single line to explain the threat?
Assuming it is to remain an alert rather than a raid/lair. Raids/lairs tend to have better coordination, well better than alerts at any rate.
[SIGPIC][/SIGPIC]
The one who can't shut up formerly known as 4rksakes
About the @handle - it's a long story.
Profound quote.. "I'm not a complete idiot - several parts are missing."
Aside from latency, competent players will generally be capable in Grav and avoid all the nasty stuff aside from her random gravity cascades. However, the whole idea with alerts is centered around pugging, which is its own source of frustration, grav or not.
As a raid requiring pre-formed teams, Grav would be far more justified in her current state albeit would need a reward adjustment. As a pug, you're at the mercy of the server pop, which we know can struggle with even rudimentary basics.
Well thanks for the education but no one in the entire group even had an inkling of any of this. Were we all imbeciles? Never saw anything, and certainly didn't have any lead in, at the time we did this.
I don't have a problem with mechanics nor learning a certain pattern and coordination, though I'll certainly never be one of the first ones to 'get it' by any means. I wouldn't claim to be the best first time tester of such things. That group was kinda thrown together.
The seeming out of nowhere group wipe just immediately screamed 'bug' to us, and yeah placeholders and incompleteness, as it were, in general might be the reason. Also, most of the peeps who played wouldn't queue for a repeat so it was a one and done mystery.
Anyway, should be interesting to see how this develops.
Also, totally agreed on this being a Lair like thing. We need those vs. more frackin Alerts anyway. Preferably with viable and interesting rewards.
In this case, Cape Glide already has the ability to halt in midair. It's possible that this is a side-effect of combining the otherwise-meaningless "rise" (which kills forward momentum while adding upward movement) and "fall" (which has no effect on forward motion but would logically cancel the upward motion); what I do know is that the resulting animation looks like the toon is using his cape as a kite: his pose is more vertical than horizontal, and you can easily imagine a stiff breeze holding him aloft. This is no less believable than the ability of people to change their jump trajectory in midair, and should exist for the same reason: while it's technically impossible, the more realistic approach would render an already tricky power even harder to use.
Except... a kite is held by string. it's pushing to one direction, but being held in place by the person with the string, or it crashes horribly into the ground.
Who cares? It's a hero game. . . we're meant to do weird and impossible things.
Crush said a Raid UI is on his wish list.
Silverspar on PRIMUS
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that's exactly what he's saying...... :rolleyes:
@Scrizz :biggrin:
Oh I know.
I'm just breaking it down in a shorter version
Under the right circumstances a bird can do it too.
Keep in mind that gravity is a, "string," pulling something in one direction too.
'Caine, miss you bud. Fly high.
I'd disagree though, there'd still be some limits. afterall, if a superhero can break physics and float in midair to begin with, why would they need a gliding apparatus?
As Ashensnow pointed out, a bird can do it under the right circumstances, too. Basically, both this and gaining altitude make use of updrafts; and as long as it looks like there's an updraft at work (e.g., the cape flutters as air blows past it), that's good enough. We don't need to go with a rigorous physics model, and we certainly don't need to make the assumption that the only movement involved is of the glider; we just need to create enough of an illusion of gliding that it doesn't break peoples' suspension of disbelief.
There are many things on his 'wish' list.
The developers of this game are taking GAME MECHANICS as their priority. If you as a player do not like the ability to ascend with cape glide.. why don't you simply not use it in that manner.
To the subject of game mechanics.. it does move hella fast in comparison to other travel powers.