Starglide Posted February 18, 2012 Share Posted February 18, 2012 Please fix this. This shouldn't be. This was ninjad in either on purpose or by accident and it sucks. Link to comment Share on other sites More sharing options...
Ron_Moore Posted February 18, 2012 Share Posted February 18, 2012 I love undocumented changes. Thank you for the surprises, Bioware! Link to comment Share on other sites More sharing options...
sinfulace Posted February 18, 2012 Share Posted February 18, 2012 why then you could fall forever if you can target and leap at the last second Link to comment Share on other sites More sharing options...
nkitch Posted February 18, 2012 Share Posted February 18, 2012 Pretty sure this has always been like it, it happened to me in early access. Link to comment Share on other sites More sharing options...
Tuhalu Posted February 18, 2012 Share Posted February 18, 2012 If you force leap/charge from a standing start, no problems. If you force leap/charge while in the air, you take falling damage equal to the total distance dropped while in the air. It's always been like this. Pretty sure it has to do with how the falling mechanic works and not how force leap/charge works. Link to comment Share on other sites More sharing options...
Lacedemon Posted February 18, 2012 Share Posted February 18, 2012 If you force leap/charge from a standing start, no problems. If you force leap/charge while in the air, you take falling damage equal to the total distance dropped while in the air. It's always been like this. Pretty sure it has to do with how the falling mechanic works and not how force leap/charge works. Its always been this way. Its bloody useful in the SoA fight when jumping down as it gives your healers 1 less person to have to worry about Link to comment Share on other sites More sharing options...
Starglide Posted February 19, 2012 Author Share Posted February 19, 2012 Its always been this way. Its bloody useful in the SoA fight when jumping down as it gives your healers 1 less person to have to worry about Its always been where you DO NOT receive fall damage. I used to use this in SOA as well. Now I cannot. It makes sense not to. If you happen to cast force leap at the pristine time, you should be rewarded. It is little perks like these that add up to make people love their class. Link to comment Share on other sites More sharing options...
Ashnazg Posted February 19, 2012 Share Posted February 19, 2012 (edited) Its always been where you DO NOT receive fall damage. I used to use this in SOA as well. Now I cannot. It makes sense not to. If you happen to cast force leap at the pristine time, you should be rewarded. It is little perks like these that add up to make people love their class. Incorrect. You always took damage if you leapt while in the air (at least starting on Jan 15th, which is when I first did it on a marauder). You didn't use to take damage if you leapt from a standing start (e.g. you can leap from a platform to a node on Soa and not take damage, but if you leap to the node after jumping, you take damage). I am not sure if the latter is changed now, haven't logged on in ages. Edited February 19, 2012 by Ashnazg Link to comment Share on other sites More sharing options...
Hauvarn Posted February 19, 2012 Share Posted February 19, 2012 So now we have to conflicting first person accounts. This is gonna be good Link to comment Share on other sites More sharing options...
DuronXM Posted February 19, 2012 Share Posted February 19, 2012 I've never experienced this falling damage, and I've used force leap from a relatively high distance, maybe it's bugged to be either/ or? Link to comment Share on other sites More sharing options...
Starglide Posted February 19, 2012 Author Share Posted February 19, 2012 I think what someone posted above is correct. If you use force leap by just standing on the ledge to a lower ledge you do not receive the damage. But if you jump off the ledge then force leap you will receive the fall damage. Even still, this should be fixed. Not a major issue, but like I stated before; little perks like these add up to make someone love their class. I am not sure if the latter is changed now, haven't logged on in ages. I advise you come back. I think it is fair to give BioWare the opportunity since the foundation is great and positive changes are the plenty on the horizon. Link to comment Share on other sites More sharing options...
eightohfive Posted February 19, 2012 Share Posted February 19, 2012 Incorrect. You always took damage if you leapt while in the air (at least starting on Jan 15th, which is when I first did it on a marauder). You didn't use to take damage if you leapt from a standing start (e.g. you can leap from a platform to a node on Soa and not take damage, but if you leap to the node after jumping, you take damage). I am not sure if the latter is changed now, haven't logged on in ages. This was my experience as well, so unless they changed it within the last week or so, you will only take the fall damage if you jump before doing the charge/intercede. Using those abilities while standing on the ground will negate falling damage. Link to comment Share on other sites More sharing options...
eightohfive Posted February 19, 2012 Share Posted February 19, 2012 Its always been this way. Its bloody useful in the SoA fight when jumping down as it gives your healers 1 less person to have to worry about Also use Intercede if you so happen to it. You can bypass quite a bit of damage by switching between the two while moving down the platforms. Link to comment Share on other sites More sharing options...
Rocketride Posted February 19, 2012 Share Posted February 19, 2012 Its always been this way. Its bloody useful in the SoA fight when jumping down as it gives your healers 1 less person to have to worry about As a healer during the SoA fight, the phase changes are easy mode no need to worry about predictable damage. Link to comment Share on other sites More sharing options...
Cindikle Posted February 19, 2012 Share Posted February 19, 2012 (edited) Seems it calculates the land based on where you are. If you're in the air it 'sets' you down next to the target. If that distance would cause fall damage you take it. If you do it while on ground it considers the downward distance zero, thus no fall damage. This is also why you can be knocked back before you're even in range of the target(just at the start of the jump). It's a little annoying but once you get use to timing it, it becomes minor. Be nice if they fixed it to work better(especially if I'm being knocked back before I'm even near the target yet). But there are many more things I prefer to see fixed. I'd assume a short 1-2 second hidden buff that makes you take no fall damage would band-aid it. Wouldn't fix the knockback issue though. Then again as a Marauder, I sell my ability to use an offhand for a knockback counter. In short: Don't jump unless you have to. Even if it does look cooler. Edited February 19, 2012 by Cindikle Link to comment Share on other sites More sharing options...
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