created because i never saw any mention on movement powers. first and most important of all: high pressure shares the same animation with wirlwind attack. not cool, NOT COOL AT ALL!!! other feedback considering movement powers?
I was parsing 34k on 3 targets rotating between dust off, low pressure, and high pressure, tempted to take it in an instance since it was fairly cheap on power consumption lol. Flight movement abilities are hitting pretty hard, haven't tried superspeed or acro yet.
yeah, but... look at this silly animation! i think it is rather cheap to give two powers the same animation, especially one like wirlwind attack... mean, ok: i am nitpicking but STYLE MATTERS aswell... its goovy!
yes! you can theoretical use a loadout containing only movement modes and iconics and be very well competitive ^^ look at this if you like iconic powers aswell: https://forums.daybreakgames.com/dcuo/index.php?threads/iconic-powers-from-legend-characters.284604/
Since we are talking about movement abilities, make Backflip(Acro) again useful - replace SC from it to another ability like Throwing Knives.
QUESTION: how likely is it for high pressure to get a new animation? just taking wirlwind an using it for high pressure is... well, i think it was the cheapest fix you could think of... well, sorry, i just realy want to have back high pressures curently animation on live, or even what was before, because i would totally like to run a movement loadout... low pressure and high pressure are the only flight powers with PI. thing is: i will sure not use high pressure if it stays a power that looks like wirlwind ^^ lol¨! please!!
please devs, hear me: take superman legends pirouette attack (vacuum spin) for the animation of high pressure.
i realy like the flight movement power, only high pressure, needs an other animation, supermans vacuum spin... also superspeed needs a change: dash attack could be no supercharge i think. would be awesome to use it more often... acrobatics has two forward moving attacks and both arent supercharges, yet fast movement with jumpcanceling would help! also don't forget the pvp debuffs we once had in the movement trees... somehow i miss them! maybe too OP however. and if other things would be added, like downdraft adding weaponize dammage on levitatet enemies, it would spice up movements...
Here are my testing notes on Movement and Iconic Abilities (in case anyone cares). Haven't tested most of the supercharges yet. OVERALL: Movement mode abilities do very strong damage and many are are more than worthy of a place on your load out. Flight's intrinsic attack (I forget what it's called where you just fly down) is doing virtually no damage -- like a base damage of 1/2. The breakout is extremely useful. Whirlwind is a long melee channel that does strong damage but could really use a little more range. Downdraft is one of the hardest hitting max range abilities for its 200 power cost. Swoop is a strong single-target lunge attack. I don't see it being used too often as is, though. Low Pressure is now a mid-range AOE pull that does very strong damage. (20 base damage higher than backdraft) High Pressure is melee only, with a long (3-second ish) animation that hits very hard. Worth using if you can clip it with a self-buff or trinket.
Super Speed has a shield in phase dodge that I think will see action. Vortex Trap does similar damage to Whirlwind with a similar range and animation time. A strong melee move, but channeled. Cyclone Push does a little more damage than low pressure, with the same range, a more limited area of effect, and a push instead of a pull. Tornado Pull is a high-damage single target pull.
Acrobatics is a middle-of-the-road movement power, but lacks either a shield or a breakout. Grapple line does much less damage than Tornado Pull. (56 average base damage for grapple line vs 69 for tornado pull). Forward Flip is a strong multi-target lunge move. Throwing Knives is a good max range attack with about the same average damage as Downdraft. Stronger than most 200 power cost abilities. Backflip -- decent melee attack. Zip Tie -- single target that damages and incapacitates.
The Iconic Abilities are quite a bit weaker than the Movement. I don't think Animation Time accounts for it in all cases. The good news is some of them are still usable. I haven't looked at how strong the CC effects are, but I don't see them making up for the decreased damage in most cases. BUG: neither sonic shout nor sonic cry seem to apply dazed, but both tool tips claim that they do. Mesmerizing Lasso -- does a burst plus damage over time, but overall less total damage than grapple line and WAY less than Tornado Pull. Sonic Cry -- EXTREMELY WEAK melee ability. Sadly useless as-is Sonic Shout -- weak mid-range channel with a long animation. Hard Light Shield -- one of the stronger shields, still has an extremely long (30 second) cool down. Accelerated HL shield mods would be OP. Freeze Breath -- decent max range channel, about the same damage as sonic shout, but at full range. Batarang Multi-shot -- weak damage spread out over two hits. Both hits add up to about 20% less damage than throwing knives. Heat Vision -- Strong single-target channel with a DOT at the end. Fun, but expensive power-wise. Word of Power -- I believe this is the only non-troll supercharge that returns power. I can see this being used a lot. Neo Venom Boost -- is a great defense and damage buff. I can see this being used