City of Heroes: Rebirth Forums

Development => General Suggestions and Feedback => Topic started by: brw316 on January 20, 2023, 10:32:22 am

Title: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: brw316 on January 20, 2023, 10:32:22 am
(https://archive.paragonwiki.com/w/images//f/f7/Originicon_science.png) New Pool Power Set: Experimentation
Experimentation gives you access to poisonous ranged attacks as well as powers that boost your attack power and the survivability of your allies. This pool's travel power is Speed of Sound. While active, this power allows you to run at incredible speeds and also gives you access to the Jaunt power. Jaunt allows you to quickly teleport long distances once every so often.



(https://archive.paragonwiki.com/w/images//b/b9/Experimentation_ExperimentalInjection.png) Experimental Injection
Short Ranged, Ally +Regeneration, +Recovery, +Res(Status)

You inject an ally with a compound that greatly boosts their regeneration, recovery and resistance to status effects for a short time. Recharge: Long

(https://archive.paragonwiki.com/w/images//5/5b/Experimentation_ToxicDart.png) Toxic Dart
Ranged, Minor DMG(Lethal), High DMG(Toxic)

You fire a toxic dart at your target causing a very minor amount of immediate lethal damage followed by a High amount of toxic damage over time. Recharge: Moderate

(https://archive.paragonwiki.com/w/images//d/dc/Experimentation_SpeedofSound.png) Speed of Sound
Toggle: Self +Speed, (Special)

Your experiments have yielded incredible results. By activating this power, you're able to run at incredible speeds. In fact, while this power is active, you gain access to the Jaunt power. Jaunt allows you to teleport to a distant location once every short while. Recharge: Moderate

(https://archive.paragonwiki.com/w/images//a/a8/Experimentation_CorrosiveVial.png) Corrosive Vial
Ranged (Targeted AoE), High DoT(Toxic), -Defense

You hurl a vial of toxic fluid that explodes upon impact leaving a corrosive puddle at your target's feet. Any foe that stands within the puddle will take toxic damage and have their defense reduced for a short while. Corrosive Vial requires you to have 2 powers from the Experimentation power pool. Damage: High (DoT), Recharge: Long

(https://archive.paragonwiki.com/w/images//b/b4/Experimentation_AdrenalBooster.png) Adrenal Booster
Self, +To Hit, +Recharge, +Damage

You inject yourself with a concentrated serum that boosts your damage, recharge, and chance to hit by a large amount for a short time. Adrenal Booster requires you to have 2 powers from the Experimentation power pool. Recharge: Very Long



Travel Pool Powersets Revamp

(https://archive.paragonwiki.com/w/images//2/22/SuperSpeed_SuperSpeed.png) Running, (https://archive.paragonwiki.com/w/images//8/84/Jump_LongJump.png) Jumping, and (https://archive.paragonwiki.com/w/images//d/d8/Flight_TravelFlight.png) Flying speed caps have all been raised by 400%!



(https://archive.paragonwiki.com/w/images//2/22/SuperSpeed_SuperSpeed.png) Speed

(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/SuperSpeed_FlurryCone.png) Flurry
Melee (Cone), High DoT(Smash), Self +Def(Melee, Lethal), Special

(https://archive.paragonwiki.com/w/images//4/4d/SuperSpeed_AcceleratedCombat.png) Hasten
Self +Recharge, +SPD

(https://archive.paragonwiki.com/w/images//5/57/SuperSpeed_Whirlwind.png) Whirlwind
Toggle: PBAoE, Moderate DMG(Smash/Energy), Foe Attract, Knockback, Stun, (Special)

(https://archive.paragonwiki.com/w/images//e/e2/SuperSpeed_Burnout.png) Burnout
Self +Recharge, +SPD, Res (Slow), +DEF(All), Special


(https://play.cityofheroesrebirth.com/public/images/fp-banner/Ri5_Leaping01_banner.jpg)

(https://archive.paragonwiki.com/w/images//8/84/Jump_LongJump.png) Leaping

(https://archive.paragonwiki.com/w/images//6/67/Jump_JumpKick.png) Jump Kick
Melee, High DMG(Smash), Foe Knockdown, Stun Self Teleport

(https://archive.paragonwiki.com/w/images//5/5f/Jump_CombatJump.png) Combat Jumping
Toggle: Self +Jump, +Def(All), Res(Immobilization)

(https://archive.paragonwiki.com/w/images//8/84/Jump_LongJump.png) Super Jump
Toggle: Self Long Jump

(https://archive.paragonwiki.com/w/images//7/77/Jump_Acrobatics.png) Acrobatics
Toggle: Self +Jump, +DEF(All), +Res(Knockback, Hold)

(https://archive.paragonwiki.com/w/images//8/86/Jump_SpringAttack.png) Spring Attack
PBAoE High DMG(Smashing), Foe Knockdown; Self Teleport, +Jump


(https://play.cityofheroesrebirth.com/public/images/fp-banner/Ri5_Flight01_banner.jpg)

(https://archive.paragonwiki.com/w/images//d/d8/Flight_TravelFlight.png) Flight

(https://archive.paragonwiki.com/w/images//a/a3/Flight_CombatFlight.png) Hover
Toggle: Self Fly, +DEF(All)

(https://archive.paragonwiki.com/w/images//9/96/Flight_ArialAssault.png) Air Superiority
Melee, High DMG(Smash), Foe -Fly

(https://archive.paragonwiki.com/w/images//d/d8/Flight_TravelFlight.png) Fly
Toggle: Self Fly

(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/Flight_Aerobatics.png) Aerobatics (formerly Group Fly)
Toggle: Self +FlySpeed, Res(-Fly), +Def(All), +Flight Control

(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/Flight_DiveAttack.png) Dive Attack (formerly Afterburner)
PBAoE Superior DMG(Smashing), Foe Knockdown; Self Teleport


(https://play.cityofheroesrebirth.com/public/images/fp-banner/Ri5_Teleportation01_banner.jpg)

(https://archive.paragonwiki.com/w/images//9/95/Teleportation_Teleport.png) Teleportation

(https://archive.paragonwiki.com/w/images//6/6a/Teleportation_RecallTeleport.png) Recall (formerly Recall Friend)
Teleport Target

(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/Teleportation_InstantTeleport.png) Blink (formerly Teleport Foe)
Ranged, High DMG(Smash), Self Teleport, +DEF(All)

(https://archive.paragonwiki.com/w/images//9/95/Teleportation_Teleport.png) Teleport
Ranged (Location), Self Teleport

(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/Teleportation_BlitzTeleport.png) Blink Blitz (formerly Team Teleport)
PBAoE High DMG(Smashing); Self Teleport, +DEF(All)

(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/Teleportation_TeleportFoes.png) Mass Translocate (formerly Long Range Teleport)
Ranged (Targeted AoE), Foe Teleport


(https://play.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/Screenshots/Peacebringer01.jpg)

(https://archive.paragonwiki.com/w/images//b/be/Archetypeicon_peacebringer.png) Peacebringer

(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/LuminousAura_CombatFlight.png) Combat Flight
Toggle: Self Fly, +DEF(All)

(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/LuminousAura_EnergyFlight.png) Energy Flight
Toggle: Self Fly

(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/LuminousAura_QuantumAerobatics.png) Solar Glide (formerly Group Energy Flight)
Toggle: Self +FlySpeed, Res(-Fly), +Def(All), +Flight Control

(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/LuminousAura_DiveAttack.png) Starfall (formerly Quantum Acceleration)
PBAoE Superior DMG(Smashing), Foe Knockdown; Self Teleport


(https://play.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/Screenshots/Warshade01.jpg)

(https://archive.paragonwiki.com/w/images//9/93/Archetypeicon_warshade.png) Warshade

(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/UmbralAura_StarlessRecall.png) Starless Recall (formerly Shadow Recall)
Teleport Target

(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/UmbralBlast_StarlessCharge.png) Starless Charge (formerly Starless Step)
Ranged, High DMG(Negative), Self Teleport, +DEF(All)

(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/UmbralAura_ShadowStep.png) Shadow Step
Ranged (Location), Self Teleport

(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/UmbralAura_ExtinguishLight.png) Extinguish Light (formerly Shadow Slip)
PBAoE High DMG(Negative); Self Teleport, +DEF(All)





(https://archive.paragonwiki.com/w/images//6/63/ForceField_DispersionBubble.png) Force Field Revamp
Force Field has long needed improving for the set's most underused and lackluster powers.  Particularly giving those powers effects suited to supporting the team in a way that befits this classic heroic support set. Alongside this revamp, Force Field becomes available to corruptors for the first time as well as to Guardians in the new Force Composition power set.



(https://archive.paragonwiki.com/w/images//6/63/ForceField_DispersionBubble.png) Force Field

(https://archive.paragonwiki.com/w/images//d/dc/ForceField_PersonalForceField.png) Personal Force Field
Toggle: Self +Def, Res(All except Toxic)

(https://archive.paragonwiki.com/w/images//1/10/ForceField_ForceBolt.png) Force Bolt
Ranged, Moderate DMG(Smash), Foe Knockback, Disorient, -Fly

(https://archive.paragonwiki.com/w/images//1/13/ForceField_RefractionShield.png) Barrier Field (formerly Detention Field)
Ranged, Ally +Absorb OR Foe Capture (Special)

(https://play.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/ForceField_ContainmentShellB.png) Containment Shell (formerly Repulsion Field)
Ranged (Location AoE), Foe Attract, Immobilize, -Jump, -Repel, Knockback to Knockdown

(https://archive.paragonwiki.com/w/images//b/b5/ForceField_RepulsionBomb.png) Repulsion Bomb
Ranged (Targeted AoE), Moderate DMG(Smash), Foe Knockdown, Disorient

(https://archive.paragonwiki.com/w/images//e/e5/ForceField_ForceBubble.png) Force Bubble
Toggle: PBAoE Foe -Speed, -DMG(All), Knockdown, Repel (Special)

(https://cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/Screenshots/FFRevamp05.jpg)

(https://cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/ForceComp_ForceBolt.png) Force Composition

(https://cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/ForceComp_TempInvul.png) Temp Invulnerability
Toggle: Self +Res(Smash, Lethal)

(https://cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/ForceComp_ForceBolt.png) Force Bolt
Ranged, Moderate DMG(Smash), Foe Knockback, Disorient, -Fly

(https://cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/ForceComp_ForceAffinity.png) Force Affinity
Auto: Self +Res(All DMG but Psionics), Endurance Discount

(https://cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/ForceComp_DispersionBubble.png) Dispersion Bubble
Toggle: PBAoE, Team +Res(Hold, Immobilize, Disorient)< +DEF(All), Self +Res(Knockback, Sleep)

(https://cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/ForceComp_ForceBarrier.png) Force Barrier
PBAOE, Team +Absorb

(https://cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/ForceComp_ContainmentShellB.png) Containment Shell
Ranged (Location AoE), Foe Attract, Immobilize, -Jump, -Repel, Knockback to Knockdown

(https://cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/ForceComp_RepulsionBomb.png) Repulsion Bomb
Ranged (Targeted AoE), Moderate DMG(Smash), Foe Knockdown, Disorient

(https://cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/ForceComp_ForceSkin.png) Force Shielding
Auto: Self +DEF(All but Psionics), +Res (Debuff DEF)

(https://cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/ForceComp_SuppressionFieldB.png) Suppression Field
Ranged (Location AoE), Foe -Speed, -Jump, -Fly, Hold, -DMG(All)
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: Generator on January 20, 2023, 04:55:57 pm
Containment Shell takes Immobilization enhancements, but it doesn't look like they do any good.  The Shell itself lasts for about 45s and it looks like the immobilize effect lasts about that long too.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: faith-grins on January 20, 2023, 10:06:24 pm
OK.  Having actually tried it out a bit in various actual gameplay scenarios, I am now prepared to offer my feedback on the Personal Force Field change.  And while my impression of it has improved upon use, and while it's very close, I still think this is not the version of PFF that I ultimately want.  I actually really like being able to turn PFF on in the middle of things without having to effectively remove myself from the fight, especially with all the new tools Force Field has gotten.  Given the new role of the set with this redesign, that is not a factor I would be willing to give up; I definitely prefer "shoot through PFF" to the old PFF, even if it is much more limited in duration.  However, I dislike the mechanism which disallows the player from simply staying in PFF all the time — a hard 30 second time limit on the toggle itself.  The reason I dislike this is that there are no visual indicators for when the toggle is going to drop — you simply start taking a lot more damage if you still have aggro.  For Masterminds this isn't a tremendous concern because they are likely not going to be holding much aggro themselves, but for the other ATs, and Controllers in particular (who naturally draw a lot of aggro because enemies hate Mez), I think this is a significant issue, *especially* because the set's redesign encourages Force Bolt/Repulsion Bomb spam and increases their damage output for the two Force Field ATs most likely to draw aggro.

Personally speaking, I would vastly prefer for PFF to simply be the heaviest toggle in the game coupled with that 90 second (or maybe 120 second, if need be) recharge.  I'm talking upwards of 4 END/sec.  That puts a pretty strict limit on how long you can maintain it in the middle of a bad situation and still contribute to the team, but the player has multiple tools to manage and/or extend that duration themselves, and you have a very obvious visual cue for when it's about to crash on you (and have reason to cancel it early yourself).  This makes PFF a big power with a big impact, but difficult to master and very demanding of investment if you want it to be truly powerful.  It also has the side-effect of allowing players to use it very similarly to how it functioned before if desired simply by slotting it for END redux and making sure you have Stamina slotted.  (It also happens to justify the power's appearance later in the set for Masterminds thanks to their built-in Endurance penalty.)

I do recognize that there are several END management tools that run the risk of making "shoot-through" PFF whose drawback is a high endurance cost a ridiculously powerful power.  I am personally of the opinion that this is not more game-breaking than building for a large amount of Defense from IOs, but I also acknowledge that it's a legitimate balance concern that needs careful consideration.  If the team believes this is not tenable with the prevelance of +END IOs/Speed Boost/Ageless Invocation, then I would at least request that the team consider converting the power to a click so that the icon under your Health/Endurance bars blinks as it is about to expire.  This is more difficult to notice than the blue bar crashing, but at least it is a visual warning of some kind.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: Ourobius on January 20, 2023, 10:16:53 pm
The enhancement permissions for Aerobatics and Dive Attack appear to be switched. I can slot damage into Aerobatics, but I *cannot* slot Soaring or Freebird. However, Dive Attack *will* accept Soaring and Freebird.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: Ourobius on January 20, 2023, 10:22:01 pm
CORRECTION: Dive Attack does not accept them either.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: Ourobius on January 20, 2023, 10:25:23 pm
There appears to be a hitch in the flight animation. When my character comes to a dead stop, the flight pose is held for roughly half a second before dropping into idle.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: SilverAgeFan on January 20, 2023, 11:02:14 pm
There appears to be a hitch in the flight animation. When my character comes to a dead stop, the flight pose is held for roughly half a second before dropping into idle.

For clarity, a few questions:

Are you using the default flight pose? Or a custom flight pose?

Were you using Afterburner as well? Have you customized either Afterburner or Hover?
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: Ourobius on January 21, 2023, 01:18:31 am
I tested it with custom and default flight poses. Same result with both.

I also tried it with and without Aerobatics. Did not try it with Afterburner.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: faith-grins on January 21, 2023, 03:05:38 pm
There appears to be a hitch in the flight animation. When my character comes to a dead stop, the flight pose is held for roughly half a second before dropping into idle.

For clarity, a few questions:

Are you using the default flight pose? Or a custom flight pose?

Were you using Afterburner as well? Have you customized either Afterburner or Hover?

This seems to be a general delay in changing poses while flying.  There is a half-second delay when moving from a full-stop (you'll be moving forward in the default Hover animation for a moment then enter whatever flight pose you have selected) as well as when stopping while in flight.  (You'll have stopped while holding your Fly pose for a moment.)  There is also a delay when you change direction from moving forward to moving upward, which has a different animation as well.  There is also a visual bug caused by being attacked while in flight, which causes you to revert to the default Hover pose (regardless of which flight pose you have selected for Hover) until you do something else which would cause you to change flight poses (stopping and starting again, moving upwards, etc.).

All testing of above was done in Rikti War Zone with the default Fly pose, the Heroic Fly pose, the Soaring Fly pose, the default Hover pose, and the Fly Hover pose.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: Microcosm on January 21, 2023, 03:50:09 pm
Posted some of this in Discord, but want to elaborate here. I like the way a lot of these changes have been thought out and applied. I think we have some issues with the Warshade part of this though. The most valuable part of the TP changes to a Warshade is going to be Teleport Foes. More than any other character in the game a WS needs enemies grouped around them for all their melee-range buffs/stun/attacks. Because of the original slap-together design of khelds, they have many abilities that actively push enemies away from their buff/debuff zone, and Teleport Foes would be the only current power that can dump a group right into it instead.

You can go through the TP pool as a WS and still get to TP foes, but it forces you to pick one completely useless duplicate power in either TP Self or TP Other since WS's get those by default. (You can pick up the pool version of Blink instead of the Starless Charge for the other pick, which is fine). Even as valuable as TP Foes is for WS's, picking one duplicate power with no benefits feels bad.

Now, combine this with the fact that Starless Charge looks to be actually an inferior choice. First, human Warshades have plenty of single target attacks, but hurt more on AoE (Extinguish Light helps here!), so they don't really need it except as a mule. Second, Blink seems to actually do the same amount of damage in game for a slightly shorter animation time, and since it pushes you along the path for that more valuable Teleport Foes, it makes more sense to just grab Blink (Warshades don't tend to have as bad a pool power crunch as they used to).

My 2 cents would be, swap Starless Charge for a Warshade version of Teleport Foes. Players can still get the single target teleport attack if they want by grabbing Blink for one power pick (which is again already better than Starless Charge), and it doesn't force you to get two versions of TP Self or TP Other to get to the power they actually want. You could also move Extinguish Light to where Starless Charge is and put Teleport Foes where Extinguish Light currently is (might make more sense since the EL is actually an attack anyway).
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: Cinnder on January 29, 2023, 12:35:40 am
- Recall:
   - Range of NPC Teleport decreased to slightly over standard attack distance from 200 ft to 100 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.
   - Range of PvP Teleport decreased to long-range attack distance from 200 ft to 150 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.

Curious to know the thinking behind this change.  Maybe I've been using it not-as-intended, but I always thought of TP Foe as a substitute for a snipe power: able to pick off a single enemy at an extreme distance when you need to thin the herd.  If I'm correct in thinking 150 feet is standard for snipe powers, wouldn't it make sense for that to be the minimum range for this as well?
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: Redlynne on January 29, 2023, 08:43:22 am
- Recall:
   - Range of NPC Teleport decreased to slightly over standard attack distance from 200 ft to 100 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.
   - Range of PvP Teleport decreased to long-range attack distance from 200 ft to 150 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.

Curious to know the thinking behind this change.  Maybe I've been using it not-as-intended, but I always thought of TP Foe as a substitute for a snipe power: able to pick off a single enemy at an extreme distance when you need to thin the herd.  If I'm correct in thinking 150 feet is standard for snipe powers, wouldn't it make sense for that to be the minimum range for this as well?

I agree.
The base range of this power ought to be consistent in PvE and PvP.
Set both to 150 ft and call it a day.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: GueVesa on February 04, 2023, 11:16:39 pm
Question for Teleport powers: how baked in is facing for the power?  It would be great if the toon didn't have to stop and turn when using "powexeclocation left:6 recall". If it would just drop the target to the left of me, and not make me turn left before casting, so I then don't have to turn back to the fighting, that would be great.  Other uses would be "Powexeclocation backwards:10 teleport", just to skip backwards 10 feet, but still facing the direct I was.  Even sticking with the "must be in camera view" would be fine.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: Jagged on February 07, 2023, 02:37:48 pm
Please can we revert the lastest change that moved +flight control out of Aerobatics and into Afterburner. It doesn't work either mechanically or thematically.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: Redlynne on February 16, 2023, 12:31:35 am
(https://archive.paragonwiki.com/w/images//7/77/Jump_Acrobatics.png) Acrobatics
Toggle: Self +Jump, +DEF(All), +Res(Knockback, Hold)
  • Added moderate Defense(All) on par with Weave.  Acrobatics now accepts Defense enhancements.
  • Added moderate Jump height/speed.  Acrobatics now accepts Jump and Universal Travel enhancements.
  • Increased endurance cost from 0.26/s to 0.33/s.
  • Effects will suppress while Aerobatics (Flight) is active.
  • Weave will suppress while Acrobatics is active.

(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/Flight_Aerobatics.png) Aerobatics (formerly Group Fly)
Toggle: Self +FlySpeed, Res(-Fly), +Def(All), +Flight Control
  • Aerobatics now occupies the former Group Fly power in the Flight pool.
  • While Aerobatics is active, Acrobatics and Weave will suppress.
  • (https://archive.paragonwiki.com/w/images//7/7f/Flight_GroupFly.png) Group Fly
    • Obtaining Aerobatics now unlocks Group Fly mode for Fly.
    • If you previously had Group Fly you will now have both Aerobatics and Group Fly powers.

Just to confirm what ought to already be apparent ... it is perfectly possible (and indeed intended!) to have Acrobatics OR Aerobatics toggled on instead of Weave, even if not jumping or flying. It's not as if the +Def(All), etc. mods suppress when not jumping or flying ... correct?

In other words, Acrobatics/Aerobatics can be taken as "set and forget" toggles, much like how Weave is handled in that regard (no dependencies, it's just ON).

Granted, if you aren't jumping/flying around, having extra jump speed/height or extra flight speed/flight control isn't really "doing anything for you" until you move around "that way" ... but it's not as if the +Def(All) buff gets suppressed while just standing around (or fighting on the ground) ... right?