<?xml version="1.0" encoding="UTF-8"?>
<rss xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:taxo="http://purl.org/rss/1.0/modules/taxonomy/" version="2.0">
<channel>
<title>Latest posts for the topic &quot;Changing Hyperjump&quot;</title>
<ttl>10</ttl>
<link>http://forums.station.sony.com/mxo/</link>
<description>Latest messages posted in the topic &quot;Changing Hyperjump&quot;</description>
<generator>Station Forums</generator>
<item>
<title>Re:Changing Hyperjump</title>
<description>&lt;p&gt;The thing is, this isnt a &quot;problem&quot; that the devs would want to spend time to &quot;fix&quot;.&amp;nbsp; The only 2 ways i could see them making hyperjump disabled would be to have it disabled if you are:&lt;/p&gt;&lt;p&gt;1.&amp;nbsp; flagged for pvp.&amp;nbsp; This wont happen though becuase vector itself would be disabled from using HJ.&amp;nbsp; Also, any constructs you enter would mean hj is disabled.&lt;/p&gt;&lt;p&gt;2.&amp;nbsp; &quot;effects of combat&quot;&amp;nbsp; This wont happen either.&amp;nbsp; How many times have you walked out of a hardline only to have a lvl 100 agent shoot you? Or how many times have you datamined and been hit by a spawn?&amp;nbsp; Both events put you in a &quot;effect of combat&quot; state, and yet both events need you to hyperjump away to avoid it.&lt;/p&gt;</description>
<guid isPermaLink="true">http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300535043#36300535043</guid>
<link>http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300535043#36300535043</link>
<pubDate>Tue, 13 Jan 2009 09:53:37 GMT</pubDate>
<author>Tygrius</author>
</item>
<item>
<title>Re:Re:Changing Hyperjump</title>
<description>&lt;p&gt;&lt;cite&gt;Tygrius wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;2.&amp;nbsp; &quot;effects of combat&quot;&amp;nbsp; This wont happen either.&amp;nbsp; How many times have you walked out of a hardline only to have a lvl 100 agent shoot you? Or how many times have you datamined and been hit by a spawn?&amp;nbsp; Both events put you in a &quot;effect of combat&quot; state, and yet both events need you to hyperjump away to avoid it.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;Like I said before, a percentage debuff would go some way as a compromise between the two but I very much doubt that the Dev&amp;#39;s see the rolling and HJing as an issue to be fixed. Seeing as it&amp;#39;s only MA that really get&amp;#39;s the short end of the stick, perhaps the state of enraged could be attributed to another move in the MA&amp;#39;s arsenal, one that doesn&amp;#39;t cost 70 IS. Yes it means actually getting the jumper into IL but then... that&amp;#39;s the challenge.&lt;/p&gt;</description>
<guid isPermaLink="true">http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300535053#36300535053</guid>
<link>http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300535053#36300535053</link>
<pubDate>Tue, 13 Jan 2009 10:04:04 GMT</pubDate>
<author>Croesis</author>
</item>
<item>
<title>Re:Re:Changing Hyperjump</title>
<description>&lt;p&gt;&lt;cite&gt;Garu wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;However, I can certainly empathize with Martial Artists since all they really have is Hindering Shot. &lt;img src=&quot;/mxo/images/smilies/1cfd6e2a9a2c0cf8e74b49b35e2e46c7.gif&quot; border=&quot;0&quot; /&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;&lt;br /&gt;Hindering shot is worthless &lt;img src=&quot;/mxo/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif&quot; border=&quot;0&quot; /&gt;&amp;nbsp;Hits about a quarter of the time, prob would go up if we were wearing ball acc gear (think i&amp;#39;v been hitting more with ninja gloves and wireframes.)&lt;/p&gt;&lt;p&gt;Rolling doesn&amp;#39;t bother me that much, we all do it. More makes me laugh when people do it, especially when they stand on the roof directly next to you lol but yeah bunny hopping between 2 buildings can get annoying. After a couple of mins i just get bored and go for someone else.&lt;/p&gt;&lt;p&gt;I think it would be a stupid idea to weaken hj, we all use it, and would bugger us up when its 8 v 2 and you&amp;#39;re trying to split and pull.&lt;/p&gt;&lt;p&gt;So for MA&amp;#39;s, change Ki Burst etc to make a root, oh and more bloody damage &lt;img src=&quot;/mxo/images/smilies/1069449046bcd664c21db15b1dfedaee.gif&quot; border=&quot;0&quot; /&gt;&lt;/p&gt;</description>
<guid isPermaLink="true">http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300535076#36300535076</guid>
<link>http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300535076#36300535076</link>
<pubDate>Tue, 13 Jan 2009 12:21:51 GMT</pubDate>
<author>The_Bruceter</author>
</item>
<item>
<title>Re:Re:Re:Changing Hyperjump</title>
<description>&lt;p&gt;&lt;cite&gt;Vinia wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;strong&gt;&lt;em&gt;...&lt;/em&gt;&lt;/strong&gt;would go some way as a compromise between the two but I very much doubt that the Dev&amp;#39;s see the rolling and HJing as an issue to be fixed...&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;&lt;br /&gt;That&amp;#39;s correct, imo.&amp;nbsp; Reallistically there is no problem.&amp;nbsp; It&amp;#39;s not an exploit or a design flaw.&amp;nbsp; It&amp;#39;s just a debate between two groups, &quot;OMG PEEVEEPEE IS SERIUS BIZNISS!!&quot; and &quot;OMG PVP DEATH = DEATH IRL!!&quot;&lt;/p&gt;&lt;p&gt;I point no fingers!!&amp;nbsp;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;CTRL+SPACE&lt;/p&gt;</description>
<guid isPermaLink="true">http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300535081#36300535081</guid>
<link>http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300535081#36300535081</link>
<pubDate>Tue, 13 Jan 2009 12:34:07 GMT</pubDate>
<author>Garu</author>
</item>
<item>
<title>Re:Re:Re:Re:Changing Hyperjump</title>
<description>&lt;p&gt;&lt;cite&gt;Garu wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;cite&gt;Vinia wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;strong&gt;&lt;em&gt;...&lt;/em&gt;&lt;/strong&gt;would go some way as a compromise between the two but I very much doubt that the Dev&amp;#39;s see the rolling and HJing as an issue to be fixed...&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;&lt;br /&gt;That&amp;#39;s correct, imo.&amp;nbsp; Reallistically there is no problem.&amp;nbsp; It&amp;#39;s not an exploit or a design flaw.&amp;nbsp; It&amp;#39;s just a debate between two groups, &quot;OMG PEEVEEPEE IS SERIUS BIZNISS!!&quot; and &quot;OMG PVP DEATH = DEATH IRL!!&quot;&lt;/p&gt;&lt;p&gt;I point no fingers!!&amp;nbsp;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;CTRL+SPACE&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;Zion&amp;#39;s dont HJ....&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;*sneaks out*&lt;/p&gt;</description>
<guid isPermaLink="true">http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300535094#36300535094</guid>
<link>http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300535094#36300535094</link>
<pubDate>Tue, 13 Jan 2009 13:25:54 GMT</pubDate>
<author>Mindsweep</author>
</item>
<item>
<title>Re:Re:Changing Hyperjump</title>
<description>&lt;p&gt;&lt;cite&gt;Tygrius wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;1.&amp;nbsp; flagged for pvp.&amp;nbsp; This wont happen though becuase vector itself would be disabled from using HJ.&amp;nbsp; Also, any constructs you enter would mean hj is disabled.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;On top of that, we&amp;#39;d be relegated to the ground in all of the Archives too, even Sati&amp;#39;s Playground (Still flagged in a way, since you can&amp;#39;t group with other orgs).&lt;/p&gt;</description>
<guid isPermaLink="true">http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300535113#36300535113</guid>
<link>http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300535113#36300535113</link>
<pubDate>Tue, 13 Jan 2009 14:04:08 GMT</pubDate>
<author>ArchDuke</author>
</item>
<item>
<title>Re:Re:Changing Hyperjump</title>
<description>&lt;p&gt;&lt;cite&gt;Garu wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;As primarily an MKT, I have a few options at my disposal for those so inclined to spread their wings.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Neuro-dart&lt;/li&gt;&lt;li&gt;Sever Artery&lt;/li&gt;&lt;li&gt;Crippling Throw&lt;/li&gt;&lt;li&gt;Deadly Throw&lt;/li&gt;&lt;li&gt;Paralyzing Throw&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;&lt;img src=&quot;/mxo/images/smilies/908627bbe5e9f6a080977db8c365caff.gif&quot; border=&quot;0&quot; /&gt;&lt;/p&gt;&lt;p&gt;However, I can certainly empathize with Martial Artists since all they really have is Hindering Shot. &lt;img src=&quot;/mxo/images/smilies/1cfd6e2a9a2c0cf8e74b49b35e2e46c7.gif&quot; border=&quot;0&quot; /&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;Don&amp;#39;t forget bottleneck, stun, etc.&amp;nbsp;&amp;nbsp;&amp;nbsp; There are ways to stop the serial jumpers in PvP.&lt;/p&gt;</description>
<guid isPermaLink="true">http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300535147#36300535147</guid>
<link>http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300535147#36300535147</link>
<pubDate>Tue, 13 Jan 2009 15:21:05 GMT</pubDate>
<author>Villemar_MxO</author>
</item>
<item>
<title>Re:Changing Hyperjump</title>
<description>&lt;p&gt;I for one am quite happy with how it currently works but I do have an idea for a good way to change it if it were to be changed.&amp;nbsp; All you&amp;#39;d have to do is disable hyperjump (or even just ctrl+space) for players while they&amp;#39;re affected by the 5sec no-interlock timer they get when rolling out.&amp;nbsp;&lt;/p&gt;</description>
<guid isPermaLink="true">http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300535187#36300535187</guid>
<link>http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300535187#36300535187</link>
<pubDate>Tue, 13 Jan 2009 17:19:27 GMT</pubDate>
<author>Cadsuane</author>
</item>
<item>
<title>Re:Changing Hyperjump</title>
<description>&lt;p&gt;I have to vote in on the negatory side... most of the above presented by others covers it.&lt;/p&gt;&lt;p&gt;Personally, most of PvP seems to be about annoyance anyway. Would you also do away with all the s**t-talking, taunting bravado? If you are going to pvp at all you might as well not get annoyed by ANTHING, including HJr&amp;#39;s.&lt;/p&gt;&lt;p&gt;Secondly, while I agree that for an MA this is annoying, I am under the distinct impression that PvP is, in fact, intended as a group exercise. When I last checked, there are 5 combat trees. Isn&amp;#39;t the idea supposed to be that you team with people using other trees to broaden your attack capability? All of the other combat trees have ways of keeping people on the ground or in IL, and I&amp;#39;ve always presumed this was for a reason. If MA&amp;#39;s could root you before IL, and by extension afterwards, what could you do against em? They could root you, break shield, IL, root you again when you roll, break, IL,etc.&lt;/p&gt;&lt;p&gt;To me, it makes sense that an MA should rely on allies in other tree to assist in this regard.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
<guid isPermaLink="true">http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300536252#36300536252</guid>
<link>http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300536252#36300536252</link>
<pubDate>Sat, 17 Jan 2009 20:07:54 GMT</pubDate>
<author>psilody</author>
</item>
<item>
<title>Re:Re:Changing Hyperjump</title>
<description>&lt;p&gt;&lt;cite&gt;psilody wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;I have to vote in on the negatory side... most of the above presented by others covers it.&lt;/p&gt;&lt;p&gt;Personally, most of PvP seems to be about annoyance anyway. Would you also do away with all the s**t-talking, taunting bravado? If you are going to pvp at all you might as well not get annoyed by ANTHING, including HJr&amp;#39;s.&lt;/p&gt;&lt;p&gt;Secondly, while I agree that for an MA this is annoying, I am under the distinct impression that PvP is, in fact, intended as a group exercise. When I last checked, there are 5 combat trees. Isn&amp;#39;t the idea supposed to be that you team with people using other trees to broaden your attack capability? All of the other combat trees have ways of keeping people on the ground or in IL, and I&amp;#39;ve always presumed this was for a reason. If MA&amp;#39;s could root you before IL, and by extension afterwards, what could you do against em? They could root you, break shield, IL, root you again when you roll, break, IL,etc.&lt;/p&gt;&lt;p&gt;To me, it makes sense that an MA should rely on allies in other tree to assist in this regard.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;Exactly.&amp;nbsp; And, nerfing hyperjump would really put the nail in the coffin in the sense that we&amp;#39;ve drifted away from the &quot;Matrixness&quot; of MxO over the past year or so IMHO, especially recently...I mean really, if you can&amp;#39;t hyperjump in Mega City, what&amp;#39;s the point of even jacking in?&lt;/p&gt;&lt;p&gt;Bottom line if you need a hj nerf, you&amp;#39;re doing it wrong.&lt;/p&gt;</description>
<guid isPermaLink="true">http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300536256#36300536256</guid>
<link>http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300536256#36300536256</link>
<pubDate>Sat, 17 Jan 2009 20:56:57 GMT</pubDate>
<author>Villemar_MxO</author>
</item>
<item>
<title>Re:Changing Hyperjump</title>
<description>&lt;p&gt;Face/follow should be re-enabled.&lt;/p&gt;&lt;p&gt;Hyperjump was never that much of an issue when chasing and fleeing were balanced in terms of difficulty.&lt;/p&gt;&lt;p&gt;Now, as long as the jumper is not horribly, horribly incompetent, he/she can get away &lt;strong&gt;guaranteed&lt;/strong&gt;. Reds have NO chance to catch the jumper if the jumper has even a small idea what they&amp;#39;re doing. It didn&amp;#39;t use to be this way.&lt;/p&gt;</description>
<guid isPermaLink="true">http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300536264#36300536264</guid>
<link>http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300536264#36300536264</link>
<pubDate>Sat, 17 Jan 2009 21:08:11 GMT</pubDate>
<author>Bayamos</author>
</item>
<item>
<title>Re:Changing Hyperjump</title>
<description>&lt;p&gt;ya while either running/jumping and trying to guess that persons distance without losing there target is much more difficult than jump here and turn random direction jump really close then really far and hide is some elevator if really needed.&lt;/p&gt;</description>
<guid isPermaLink="true">http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300536296#36300536296</guid>
<link>http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300536296#36300536296</link>
<pubDate>Sun, 18 Jan 2009 00:47:08 GMT</pubDate>
<author>Zeac</author>
</item>
<item>
<title>Re:Re:Changing Hyperjump</title>
<description>&lt;p&gt;&lt;cite&gt;Bayamos wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;Face/follow should be re-enabled.&lt;/p&gt;&lt;p&gt;Hyperjump was never that much of an issue when chasing and fleeing were balanced in terms of difficulty.&lt;/p&gt;&lt;p&gt;Now, as long as the jumper is not horribly, horribly incompetent, he/she can get away &lt;strong&gt;guaranteed&lt;/strong&gt;. Reds have NO chance to catch the jumper if the jumper has even a small idea what they&amp;#39;re doing. It didn&amp;#39;t use to be this way.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;I&amp;#39;d have to disagree there bay its not *that* difficult to look for the white lines in the sky and follow them and if your really good you can hyperjump too with them instead of running. That said it is more effort to actually catch them but meh.. if you want it that bad.. lol&lt;/p&gt;</description>
<guid isPermaLink="true">http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300536450#36300536450</guid>
<link>http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300536450#36300536450</link>
<pubDate>Sun, 18 Jan 2009 15:48:48 GMT</pubDate>
<author>Danger_Frog1471</author>
</item>
<item>
<title>Re:Changing Hyperjump</title>
<description>&lt;p&gt;I just recently came from another very popular game that tried to nerf travel powers in PvP. The end result was disastrous. Most of the PvP population quit the game, leaving the games PvP virtually dead. Part of PvP is moving freely, just as you would in real life. The locked mêlée aspect of PvP in this game is tolerable, but to nerf anyones means of movement in PvP would end up with alot of people quite upset.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;No offense when I say this....Bad idea.&lt;/p&gt;</description>
<guid isPermaLink="true">http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300544204#36300544204</guid>
<link>http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300544204#36300544204</link>
<pubDate>Sun, 15 Feb 2009 15:42:48 GMT</pubDate>
<author>Cyber_Casket</author>
</item>
<item>
<title>Re:Changing Hyperjump</title>
<description>&lt;p&gt;WTB&amp;nbsp;OoIL ankle-stomp ability. Half metre range 20% chance to slow enemy by 25% for&amp;nbsp;4 secs (5 DPS)&lt;/p&gt;</description>
<guid isPermaLink="true">http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300544273#36300544273</guid>
<link>http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300544273#36300544273</link>
<pubDate>Mon, 16 Feb 2009 01:38:11 GMT</pubDate>
<author>Croesis</author>
</item>
<item>
<title>Re:Changing Hyperjump</title>
<description>&lt;p&gt;Yea...nerfing Hyperjump would result in death to Mxo. Though, One change I wish they would make is in the animations. Not that this is &lt;span style=&quot;color: #ff0000;&quot;&gt;even&lt;/span&gt; &lt;span style=&quot;color: #33cccc;&quot;&gt;possible&lt;/span&gt;, but the best hyper jump animation in the game, you never get to see. If you&amp;#39;ve ever jumped off of a super tall building, and done the back roll land, then you know of what I speak. I wish that the height was lowered so I could see that animation more often. And as most likely the only, or one of the few that only loads Beta jump, I say that pretty confendantly, especially considering I&amp;#39;ve turned evade breaking into an artform. If your from Vector and I&amp;#39;ve broken your evade without a scratch on me, then you know I speak the truth on this subject.&lt;/p&gt;</description>
<guid isPermaLink="true">http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300544453#36300544453</guid>
<link>http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300544453#36300544453</link>
<pubDate>Mon, 16 Feb 2009 21:23:23 GMT</pubDate>
<author>NeoVII</author>
</item>
<item>
<title>Re:Re:Changing Hyperjump</title>
<description>&lt;p&gt;&lt;cite&gt;NeoVII wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;Yea...nerfing Hyperjump would result in death to Mxo. Though, One change I wish they would make is in the animations. Not that this is &lt;span style=&quot;color: #ff0000;&quot;&gt;even&lt;/span&gt; &lt;span style=&quot;color: #33cccc;&quot;&gt;possible&lt;/span&gt;, but the best hyper jump animation in the game, you never get to see. If you&amp;#39;ve ever jumped off of a super tall building, and done the back roll land, then you know of what I speak. I wish that the height was lowered so I could see that animation more often. And as most likely the only, or one of the few that only loads Beta jump, I say that pretty confendantly, especially considering I&amp;#39;ve turned evade breaking into an artform. If your from Vector and I&amp;#39;ve broken your evade without a scratch on me, then you know I speak the truth on this subject.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;&lt;br /&gt;I actually miss the old beta /early release landing animation in MxO.&amp;nbsp; Check out Cinematic 1.2 (IIRC) for an example of this.&amp;nbsp; It meant to emulate Final Flight of the Osiris when whatsername lands in the alley.&amp;nbsp; It was really cool and extremely Matrixy.&amp;nbsp; For some incoherent ungodly&amp;nbsp;reason they nerfed that.&amp;nbsp; Although they did add the in flight animations (ie barrel roll).&lt;/p&gt;</description>
<guid isPermaLink="true">http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300544458#36300544458</guid>
<link>http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300544458#36300544458</link>
<pubDate>Mon, 16 Feb 2009 22:00:26 GMT</pubDate>
<author>Villemar_MxO</author>
</item>
<item>
<title>Re:Changing Hyperjump</title>
<description>&lt;p&gt;I think it adds to the PvP. I play as a support class (MKT/Assassin) and I can not just solo anyone I want, to stand and die by a MAer is not smart. If you want to stop someone from using Hyper jump, hit them with Stun or Powerless. Some good pvpers have learned what root can do for you, and have used it effectivly.&lt;/p&gt;&lt;p&gt;PvP is more designed for Teams, a mixed variaty of builds to compliment each other. A couple of interlock builds, a healer, an AOE, and a debuffer/upgrade artist. If you find yourself getting rolled out of interlock, try looking for abililties in your tree that does Stun or powerless, or get with a friend who can load up a support tree like hacker or MKT. You can even use bridges to stop them from jumping, try to lure them down below a bridge and they are forced to find another way out other than jumping.&lt;/p&gt;</description>
<guid isPermaLink="true">http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300544477#36300544477</guid>
<link>http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300544477#36300544477</link>
<pubDate>Tue, 17 Feb 2009 02:33:16 GMT</pubDate>
<author>Ic3b3rg</author>
</item>
<item>
<title>Re:Changing Hyperjump</title>
<description>&lt;p&gt;I can&amp;#39;t see removing HJ would improve how the PvP is going to change. Then Master Shadow and other abilites should then might aswell be frozen in IL. They should instead focus on CR 3.0&lt;img src=&quot;/mxo/images/smilies/69934afc394145350659cd7add244ca9.gif&quot; border=&quot;0&quot; /&gt;&lt;/p&gt;</description>
<guid isPermaLink="true">http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300544481#36300544481</guid>
<link>http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300544481#36300544481</link>
<pubDate>Tue, 17 Feb 2009 03:09:20 GMT</pubDate>
<author>Mindsweep</author>
</item>
<item>
<title>Re:Changing Hyperjump</title>
<description>&lt;p&gt;Easiest fixes would be to have it use more IS but then lower lvls wouldn&amp;#39;t be able to use it.&lt;/p&gt;&lt;p&gt;So how about a timer then.&lt;/p&gt;</description>
<guid isPermaLink="true">http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300544757#36300544757</guid>
<link>http://forums.station.sony.com/mxo/posts/list.m?topic_id=36300027287&amp;post_id=36300544757#36300544757</link>
<pubDate>Tue, 17 Feb 2009 19:25:39 GMT</pubDate>
<author>SampleNow</author>
</item>
</channel>
</rss>