Request To Devs: Put Super Speed change in WIP so everyone can share their opinion

Discussion in 'Battle of the Legends (PvP)' started by Volkenraider, Sep 29, 2014.

  1. Clutchmeister Loyal Player


    Rage puts out more overall pressure on the opposing team, but HL may be better suited for pressuring a single target and forcing the healer to use more power. Counter punishment is slightly edged by rage, but in a 4s/5s game HL will probably have the edge due to splitting.


    Except neither of those have as many advantages as flywheel does and also have more limitations/counters...
    • Like x 5
  2. FameYack Committed Player

    So You are telling me you Do Have Tried Flight and Accro in PVP?
  3. junglejim New Player

    I was flight to begin with. Im not arguing that ss isnt best in combat movement i moved to it mainly for speed drain before wop was a thing. Flywheel and wall running make it best for pvp imo and most fair minded people will agree . Flight is very slow in combat and for 4s and 5s scrims that wont do and thats the arena of choice for us on ps. However if im playing legends or qing arena maps flight becomes very powerful particularly now with w.m range attacks in arena coupled with crit bonus . Its alright saying you can counter but the damage and possible kills you can get before that happens between line of sight and targetting issues make it worth it more so now if im right in saying if you have immunity you cant give immunity on test?

    My objection about flywheel is that its not being slowed or the distance it covers reduced its that its being removed completely in combat. Its not so much better than everything else that it should be removed altogether. All we can do in combat after this is run along the floor at combat speed while acro retain the jump and glide and flight can hold x and take off into the air . Any person being focused in pvp is generally grounded i know any target i focus gets kept grounded thats baby stuff so on live grounded you do a sort of silly hop into the air not very far and not very high what will the difference be after the update between grounded and in combat?

    Now grounding will last 3 seconds instead of 15 when it goes live. On that basis along with increased power costs ill go as far as to agree that it maybe need some adjustments but thats the key word. If it cant be adjusted removal isnt the answer not unless theres some sort of replacement for it otherwise it leaves ss seriously behind flight and acro and ill be honest if i cant do anything but hop and im back scrimming every night as it stands now ill go acro. the reason is that flying spamming bbs in scrims means death so the thing that would draw me there isnt any use although vacuum bubbles always been great. If i was a random qer though itd be flight. It wouldn't be the one that means i need to stand and get pounded on regardless of how i pvped
    • Like x 1
  4. FameYack Committed Player


    In legends, do you keep Flight movement mode when you are hit or stay in ground mode?

    Otherwise, in legends, you were flying and brought to ground,
    Would you try to fly away, keep fighting or does it depend on the situation?
  5. The Enquirer Steadfast Player

    That'll really depend on who you're playing as. Fate can stay up in the air, but if you're in the air with some like Lex or Faust, you're missing out on a ton of damage. It mostly has to revolve around jump cancelling.
    • Like x 1
  6. Zezimar Committed Player

    It depends on the situation of course. On nodes match for example ;)
    • Like x 2
  7. FameYack Committed Player

    Yeah, likewise

    So how vulnerable would be a speedster without flywheel be in comparison to what an Acro (double jump) and Flyer (limited Vertical movement) can do?
  8. The Enquirer Steadfast Player

    Roughly the same. A little worse off, but it's not going to be quite so bad as people make it out to be. Really they should just be treating it the way they treat acro's double jump, which if I understand Tunso's post correctly, is the plan.

    • Like x 2
  9. pitbullb3 Devoted Player

    Only people who seem to like this update is the players who play legends. Arenas will turn into 1v1 2v2, and the rest will be 10-30mins que timed, just like legends, unless players scrimmage.
  10. The Enquirer Steadfast Player

    What forums have you been reading exactly where you developed got that tidbit of info?
    • Like x 1
  11. pitbullb3 Devoted Player

    What league who do 5s like this update? On usps?
  12. pitbullb3 Devoted Player

    I think OP know how to counter beserk, so to them it prolly wasn't. They did win all the 4/5s pvp tourneys they were in
  13. FameYack Committed Player

    Definietly,
    It seems a very nice job indeed,

    Thanks
    • Like x 2
  14. FameYack Committed Player

    is that how it is in tests?
  15. pitbullb3 Devoted Player

    Idk, but on live anything over 2s take 10-30mins to pop(legends)
    • Like x 1
  16. FameYack Committed Player

    how much time do you usually take in matches as of now?
    how much competition do you find?
    How do you tell you are before good competition?
    Would you prefer being beaten by a very small margin or oblitarating your oponent?

    30 minutes! Sounds like a great fest
    Can't wait to hit it up :)
  17. The Enquirer Steadfast Player

    Yea, you haven't been reading very much of the feedback if you can't answer that.
  18. pitbullb3 Devoted Player

    Lol I'm talking about the que time, not match. But I do believe the matches last that long, I don't pvp unless for feats
  19. pitbullb3 Devoted Player

    Already have my answer
  20. FameYack Committed Player

    Don't worry,
    Once on Live Que times will drop inmensly i know i will keep it up for a long time
    And certainly a lot of us will welcome great arena challenges