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arcane

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arcane last won the day on January 25

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  1. Just tack it on Recharge, Recovery, Smashing, and Lethal and call it good enough then, IMO
  2. 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.
  3. I would consider maybe extending that to damage resistance buffs (or some? S/L?) but yeah that sounds reasonable to me.
  4. Oh I spend 0% of my time doing that so you probably got me there.
  5. Nah he probably has. Masterminds are atrocious outside of niche scenarios.
  6. 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.
  7. 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.
  8. 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?
  9. 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.
  10. 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.
  11. 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…
  12. 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.
  13. “Power creep hasn’t completely ruined the game yet so more power creep must be good” is what I’m reading.
  14. I don’t see how this could possibly be working as intended. It’s literally comparable to if heals did damage to full health allies.
  15. Proc rates are unaffected by range changes because proc rates rely on radius, not range. A power’s internal radius value doesn’t change when you enhance its range.
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