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arcane

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Posts posted by arcane

  1. 1 minute ago, Laucianna said:


    Just taking the resist if you add orange salvage: It will cost 32m for the 8 hours compared to the START vendor which for twice the benefit will only cost 20m and is much easier to have inf on you then the required salvage

    Just tack it on Recharge, Recovery, Smashing, and Lethal and call it good enough then, IMO

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  2. 5 minutes ago, Laucianna said:


    The only reason I wouldn't include damage resistance buffs is you get a much better version from START that gives you 5% resist AND defense to ALL for only 2.5m ❤️

    My thinking is base buffs have at least the recharge, recovery, and damage resistance of amplifiers if you get them all. We’ll say 3 of 9 main effects, plus some other things. So, I’m thinking it would be reasonable for a full set to cost you 15-30 mil per 8 hours if amps cost 60 mil per 8 hours. And giving 4-6 of the best choices a rare salvage requirement would get you there. IMO that’s a reasonable cost if they’re going to have parity with Amplifiers’ 8 hours.

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  3. 3 minutes ago, Laucianna said:

    @arcane What if for the better buffs like recharge and recovery a single orange salvage is used to craft the 1 hour buff? So if you want 8 hours it will cost you around 4m?

    I would consider maybe extending that to damage resistance buffs (or some? S/L?) but yeah that sounds reasonable to me.

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  4. Just now, Rudra said:

    However, if their proposal was modified so that the 1st hour still has the same costs as current but each subsequent hour they craft to stack has an increasing cost in inf' to make up for the stacking time, would that work for you? Adding a cost for any stacking buffs past the first of meaningful value should help, right? (The question here being what constitutes "meaningful value".)

    Yes, added cost would make a difference. It’s this pretending that a couple of pieces of common salvage is a substantial cost that is just ridiculous to me.

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  5. 5 minutes ago, Ston said:

     

    Depending on the base layout, it takes like 15 seconds to use the p2w base teleport power and buy the empowerments you want. Is that really a core gameplay mechanic that would lead to power creep if it were to be altered? Is looking at loading screens really that important? 

    I don’t understand why people keep claiming that visits to their base are a negligible activity. That undercuts your argument, not mine. If it’s so negligible then just visit the damn base.

     

    I, on the other hand, don’t find the visits to the base to be negligible; they’re the only meaningful cost these buffs have. 
     

    I think it would cause a very small amount of power creep that is completely unnecessary.

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  6. 3 minutes ago, PeregrineFalcon said:

    All this proposal really does is reduce the number of times a player has to visit their base over the game session. I don't know if that really qualifies as a buff.

    I don’t pick up temporary buffs that often, but a couple of nights ago I did. I’ll have those buffs for 1.5 hours because of that action. I probably won’t bother to re-up any time soon, so 1.5 is it for me. If this proposal were reality, I would have those buffs for 8 hours instead. The current cost is irrelevant because you can earn the funds for 8 hours of 20% +recharge faster than you can sneeze. Why is that not a buff?

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  7. 1 minute ago, Snakebit said:

     

    The proposal is not an ask for more power.  The ask is a reduction in time sink.  

     

    If you aren't willing to acknowledge that, then you aren't making your arguments in good faith. 

    I guess I can’t possibly be arguing in good faith and must be the evil forum boogeyman you accuse me of being, because I can’t wrap my head around how an 8 hour buff for the same player input as a 1.5 hour buff is not more power.

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  8. Just now, PeregrineFalcon said:

    This is true.

     

    So my questions are: Is this a problem currently? (in your opinion) And would reducing the duration to 1 hour but then allowing the duration to stack be a problem?

    I think temp powers/buffs are already a bit overboard, and allowing 8 hours of base empowerment buffs would be worse than the current state of play, yes.

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  9. Just now, ShinMagmus said:

    Incarnates in general were power creep, but longer base buff potential just means that the players currently using them, don't make as many stops at the base.  It doesn't increase their power beyond what they currently have, therefore it literally cannot be power creep.

    If a player stops at the base once every 8 hours before vs after the proposed change, the proposed change literally increases their power beyond what they currently have…

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  10. 3 minutes ago, Ston said:

     

    Asking for a QoL improvement to not need to go to your base every hour is not power creep.

    Asking for a new base buff that gives you negative energy damage procs to all your powers would be power creep.

    I see getting an 8 hour free buff instead of a 1.5 hour free buff as power creep. (I’m going to call it free until we can at least agree on it costing more than 2-3 pieces of pocket lint.) I genuinely do not understand claims to the contrary. You can argue it is a very small amount of power creep, but not power creep? Help me, remember Sai said I’m stupid.

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  11. 3 minutes ago, macskull said:

    Some other examples of much more impactful QoL buffs that have happened without needing “major rework or rebalancing:”

    • MM pets persisting between zones
    • MM pet upgrades becoming AoE
    • Massive reduction in recharge time of MM pet summon powers
    • Making almost every quick-recharge single-target buff into a 255-target AoE
    • Making the Fitness pool inherent
    • Getting rid of crashes on nukes
    • Assassin’s Focus
    • Fast snipes
    • Travel power level unlocks
    • Primary and secondary power level unlocks
    • Travel power speed buffs
    • The very existence of the START vendors
    • Giving everyone access to /ah

    There are plenty of way more impactful QoL changes that have been introduced over the years and somehow the sky hasn’t fallen.

    “Power creep hasn’t completely ruined the game yet so more power creep must be good” is what I’m reading.

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  12. 4 hours ago, Laucianna said:

     

    Increasing its cost by 1.5 and if you want it for 8 hours you have to by each hours worth? We're not saying that the buff should last for 8 hours buying it once

    “Increasing its cost by 1.5” you realize it costs pennies right? This is such a disingenuous point from everyone who’s tried to make it. Nothing x 1.5 = Nothing, people. Don’t lie.

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  13. 1 hour ago, PeregrineFalcon said:

    People disagreeing with you IS NOT BULLYING. And people aren't automagically "entitled" simply because they disagree with you.

     

    I love how you all speed-hammer the report button whenever anything I post is even slightly confrontational and then you'll turn around and just insult a large swath of people like this.

    You are correct on both counts.

     

    - Disagreement is not bullying. Multiple posters dogpiling someone with ad hominem attacks is though.

     

    - Disagreement doesn’t render someone entitled. Getting aggressive towards others over expanding your access to free shit does though.

     

    - I have never reported you nor was I even talking about you.

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  14. On 3/26/2024 at 12:32 PM, lemming said:

    One thing I find with Gull is just click on them and you get the opening choice again.

    This has always worked well for me. Just position yourself so that you can click on Null again without closing the window.

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  15. 47 minutes ago, PeregrineFalcon said:

    Someone suggested reducing the duration to 60 minutes, instead of the current 90, and then making the duration stackable. This suggestion actually makes these temp powers more expensive, and in return removes the tedium of having to go back to your base as often.

     

    I'm struggling to figure out where the powercreep is.

     

    Not every desirable change is powercreep.

    Again, multiplying a cost of near-zero by 1.5 still yields a cost of nearly zero, so that argument is meaningless to me. Literally the only meaningful cost of these buffs is the time it takes to re-up them. 

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  16. 20 minutes ago, Laucianna said:


    What about adding an influence cost on top of some of the better ones then? Similar to crafting where you need the salvage and the set influence? Say a 100k influence cost on top of the salvage?

    Idk what the number should be but that’s moving in the right direction, yeah.

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  17. 4 minutes ago, Laucianna said:

    I would just like the option for when I log on to be getting my buffs for the day, having the day to have fun with friends, do TFs, raids whatever it is we are doing, without having to break up that fun by going to my SG base, looking up what salvage I need, heading out of the base to buy the salvage, going back in the base and buffing up and repeat again later. I play on average 5-6 hours most days so that would require me to do it around 4 times instead of just the once.

    To me personally tedious things like this is not content that makes the game harder it just makes it more annoying

    And if some of the buffs weren’t so good for their already non-existent cost, you’d probably get 100% agreement here. But with buffs like +recharge in the mix, a little bit of tedium seems appropriate if there’s not going to be any other meaningful cost. Common/uncommon salvage is not a meaningful cost on its own. Maybe if the best ones at least required one piece of rare salvage I could see myself moving a bit on this.

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  18. 12 minutes ago, SeraphimKensai said:

    That's my understanding. But to throw a monkey wrench in CoD also says stacks with existing effect. So I could very well be wrong. I'd suggest booting up test and checking it out real quick. I'm at the office so I don't have access to the game right now.

    Yeah this is why I ask on the forums, those CoD tags confuse me when it comes to pseudopets and other weird powers. Shouldn’t be too hard to test though. Thank you.

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