
SwitchFade
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Everything posted by SwitchFade
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I would yes vote a change to rocket void skiff board: suppression not detoggle. That would be supercalafragalistic.
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Can I be on the nerf Regen testing team?! Weeeeeee *nerf* 😋😁
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More importantly, Regen needs a good nerf. Issue 6, Regen nerf!
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The rumor is, if you say @GM Miss three times, she becomes a..... ........game master. 😁😁😁
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I vote... Pet peeve threads... Amarite? GAH! Hate those things like butter on a skateboard.
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If You Could Change Sentinels, How Would You Do It? (Another Take)
SwitchFade replied to Zeraphia's topic in Sentinel
Res debuff is capped at -300 -
Could self flagging for pvp in any zone be a thing?
SwitchFade replied to Llewellyn Blackwell's topic in General Discussion
General/pvp chat is the true unresistable taunt. And it has no aggro limit. -
Removing the aggro cap would not solve any of the issues being discussed. A tank that can afk 17, can afk 200. This was proven on live. The only result of removing the aggro limit would be the return to a tank now being able to control the aggro of everything, thereby eliminating any potential threat to anyone. On live, before the aggro changes, I was able to hold aggro of limitless foes and never be harmed. This made game play for all other players single faceted. My tanks are now actually tougher than live and if they can stand on GM island with 10 GMs pounding away and afk, then there's no number of minions and LTs that could be a threat that the game engine could get within perceptual range. The aggro cap doesn't remove risk, it ADDS risk to all other toons. Anything above 17 will aggro someone ELSE, so every other non-tank type is going to feel the pain. This introduces tactical gameplay. The argument that "we run in, kill one group and move on," is not an issue of aggro, but of spawn design. Let me be clear, spawn size, spawn spacing and spawn density are the issue many mistake for "omg 17 aggro makes game nofunz." Next time you think this is not true, run a map that puts 30 MOBs in close proximity and watch how the tank cannot protect the team. Remove the cap? I can now trivialize all other players. Tanks were the INDIRECT target of an aggro limit. Tanks should NEVER be able to control all the aggro. The target was to balance risk, reward and dynamic gameplay and it did just that. Now, before rushing in everyone needs to be aware of just how many MOBs there are and the very real possibility that a tank can't just be an I win button. This is the same reason controllers had their AoE hold adjusted, a single power or AT could effectively neuter all MOBs. Make no mistake, if you raise or remove the aggro cap all that would result is less risk to everyone, less dynamic gameplay and less for everyone to do. Further, mob spacing, mob size, mob density and more would all have to be adjusted. Even more to the point, any team that didn't have a tank would have a really bad day, as the increased threat that no other AT can handle would instantly dirt nap them. Let's take the "realism" argument and put it in a nice glass case called reality of gameplay: in the real world, that stupid, lumbering unthreatening tank would be ignored as I rapidly Gank support toons. Really, in the real world, defenders and controllers go down first, always. None of this debate should even consider lvl 50 "zerging" gameplay with twinked sets. Load up a lvl 25 team on SOs and it will become very clear that a limit of 17 is very well designed aspect of gameplay, because virtually no AT can even handle 17, let alone 30, 50 or no limit. I'm sorry, but fighting groups of MOBs from factions like council, freaks or even carnies on maps that isolate groups from each other in different rooms and break line of sight is not "solvable" by increasing aggro cap; even if aggro cap were raised, the additional MOBs can't see you. Want proof the aggro cap makes things more dynamic? Go fight banished pantheon at level 50+ where groups of MOBs spawn close to each other and watch how the cap makes everyone a target. Remove that cap? Now, no threat to anyone but the tank. One dimensional gameplay again. No thanks on an aggro cap increase.
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Weekly Discussion 59: Veteran Level Rewards
SwitchFade replied to GM Miss's topic in General Discussion
I'm fine with vet level rewards as is. -
Could self flagging for pvp in any zone be a thing?
SwitchFade replied to Llewellyn Blackwell's topic in General Discussion
Ok so, after laborously struggling to not facepalm myself through 5 pages of..... Discussion(?)... Let's be clear, 1. If you are in a pvp zone, you're fair game. Don't go in if you don't want to get ganked. This is called pvp. 2. Badges in pvp zones... Are in pvp zones. Those badges are there for a reason, and getting them requires effort. Just like other badges. 3. If you get straight jacked in A pvp zone, this is perfectly legit. Don't want to get ghetto tp'd to the nurse? Stay out of pvp. Still getting hoodwinked after asking to be left alone IN PVP... Please see point 1 5. GM/Dev position on pvp in pvp zones is clear: you're fair game, so be ready, hero. All that said... Hard NO vote on changing badges to be out of pvp zones. They're in there for a reason. Want 'em? Be brave, hero, and stretch out your hammies 'cuz it's gonna get crazy. -
Could self flagging for pvp in any zone be a thing?
SwitchFade replied to Llewellyn Blackwell's topic in General Discussion
The Switchfade zone. -
All enemies have global chance to proc +to-hit
SwitchFade replied to aethereal's topic in Suggestions & Feedback
Ahem.. No. -
If You Could Change Sentinels, How Would You Do It? (Another Take)
SwitchFade replied to Zeraphia's topic in Sentinel
As this is a new thread... Any change to opportunity that removes the current defensive opportunity healing is a hard no vote. Other than that, change away, for the better only. Any change to opp must include the healing component from defensive opportunity -
QoL Helicopter exits - turn me around please
SwitchFade replied to ninja surprise's topic in Suggestions & Feedback
@heroworldproblems, eh? -
Bloody Marvelous! Good show, old chap!
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I REALLY hope they fix the bug with Hail of Bullets from dual pistols soon, I miss playing my DP toons... 😌😣😌😁🤔😁
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Some things players do that annoy you?
SwitchFade replied to killigraphy's topic in General Discussion
Dude! What's more annoying that someone who talks about economics on a damned game forum?! Amarite?! Sheesh! I hate that 😁 -
I'm sorry, I cannot support this. No vote.
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Edna once said... ... NO CAPES!
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No. First, we need: 1. Nerf player Regen power added. NPCs have to deal with nerf Regen... NOW ITS YOUR TURN, REGEN! 2. Pie. We need pie added. Until those get added, I must vote.... Pie
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issue 26 Patch Notes for June 30th, 2020
SwitchFade replied to The Curator's topic in Patch Notes Discussion
To be fair, there is quite a bit of rubberbanding that happens, routinely. Now, much of this is due to internet traffic, server load, bandwidth, etc... NOT specifically the game. When I play at odd hours, there's no lag. -
The point is, 100 merits for any io or recipe is foolhardy. So, using merits for recipes is incredibly expensive, when the same 100 merits can buy 4-5 purple ios
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Nerf @Mender Derek
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Exactly. And spending 100 merits for an ATO, when that 100 merits is worth 80-100 million inf, is worse than paying 20 million for the same ATO at the AH.
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No one said selling converters, I said turn 100 million. Yellows, roulette, rares, sell. 1 hour a week, 100 million.