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QuiJon

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Everything posted by QuiJon

  1. You say "it only takes a couple more loading screens" like that is no big deal which to some like maybe you and I it might not be. But i do have several super group members that can crash easily a few times a night at loading screens. I am sure for those people adding in 1-2 loads per travel to keep up with the group is a lot bigger deal. Adding these tactics to what should be as simple of a travel as possible just makes possibly already crashing 1-2 times into something that might be 3-4 to get to a mission door and into a mission.
  2. So essentially you earn the charges at the same rate as you earn the badge, about 7 days for a complete 0-30 charge. Seems to me that is an even better indication of why it would have been much easier and keep more people happy to just give people what they wanted and have it be a free p2w power with a short cool down useable anyway other then in places it can be exploited. There are a ton of day jobs and it takes roughly 7 days a day job to earn the badges. So on top of this "fix" requiring people to badge toons they might not care to badge, now it also requires those that do badge to essentially put off new badges to maintain these powers if they want to have them. And yes i get the idea that day jobs will be looked at that it is "on the list" however it seems like if the fix here is causing more work down the road how is that worth the time to keep compounding issues. Cause then when you fix day jobs, what will those fixes require, and then those etc. One power, functions like enterbasefrompasscode by opening a portal, no limit to uses, no exploits, 2-3 minute recharge. Problem fixed with player satisfaction and not compounding more work for devs.
  3. And what then happens when charges run out? Kind of makes earning the 30 something day job badges hard when you have to always be logging out in 1 or 2 spots to keep these two powers charged and in use.
  4. See when i read something like this it makes me feel like maybe you are not understanding what we liked or what we are asking for. At least for me personally i am not looking for "instant" travel. I am fine with those p2w teleporters for teams and individual that take you to a mission door to be on a long timer. However the base entry macro was more convient. Some zones are very large and even with travel powers can take some time to get around on. So think for instance a TF where you have to jump between missions in Talso and IP. Both are huge zones and i have had missions that would require 4-5 MILES of flight time to go between the door in the corner of talos to the train, to IP to the door in IP. Jumping into the base and porting to IP just saved time. It was not door to door no, but it did allow me to cut off getting to the initial point of a travel corridor to IP and only had to travel in that destination zone. For over a year it has not been "game breaking" to allow that macro command to be used to jump into your base and use your teleporters for travel. If it had been then it would have been shut down back then. Yes there is an exploit of some kind now i get that, but as has been said the multiple teleporters were being changed before that was noticed. And i get what you are saying about a slash command that killed everything on a map. However if that command was left for public use, and left running for over a year open for all to take advantage of, simply one day deciding to turn it off means that you have changed the expectations of what had become the norm of the game. I dont see this any differently. Sure it wasnt for us, but you all let it be. Now all anyone is asking for is to fix the problems, avoid the exploits but give us back the core of the slashcommand that made us use it to begin with. Just give every player a portal with spawning limitations to prevent abuse. Very low cool down, say under 5 minutes. Now the flexibility of the slash command persists with out the exploitability and players are not forced to get creative or badge on toons they dont badge on or anything like that. And there is no reason why when we already have teleportation powers in every base that it breaks any lore to think we have a sumonable portal to get to our bases from anywhere we are.
  5. With how little death means these days i doubt that it would have been an issue. However for those trying to work pvp or MOTF runs i guess if it actually counted as a death it would be counter productive to using it as a cheat and negate the need to worry about it all together.
  6. Just something that came to me as i read some of the posts dealing with the Lore reasoning behind this or that. From a lore stand point since the game was introduced we have had emergency teleporters that took us to hospitals. And since Super Group bases were introduced this concept extended to being transported to super group hospital facilities. These teleporters have no limits. No charges, no cool downs. So from a lore stand point it makes little to no sense to have a hospital transporter that can take my almost dead body from any zone at any location and send it to my base as quickly as i can die as often as i can die, and then say the same teleport system my base has can only port me 1 every 10 minutes. IMO this furthers the argument that all we need is a single power, that opens a base portal wherever we are in the game that takes you to your own base or allows you to type in another base passcode. It should not be limited to charges or cool downs it should just be there fore us and should not be exploitable to in game advantages in pvp or taskforces. Once that is available which continues to give the players what they have wanted by using the slash command, then all the other LRTP and that junk is just extras for those that want to do them. And if for some reason you seem to think that having a portal like that breaks some kind of emersion in the game, well back when we were live there was this thing called the "level 50 highway". It was prior to alot of travel improvements made. But yeah it kind of also broke emersion when a zone of 50 or more level 50s that all just took down hamidon just jumped in front of a GM to willingly be killed so they could hit the hospital button and skip having to travel through Hive, eden and could pop back into the hospital in founders fall. I could see that starting up again as people run out of charges on teleporters or their options are all on cool down. I can see now entire teams taking turns selfdestructing to hopscotch their way through the kill missions in a Numina.
  7. It has been implied that there is an exploit beyond just using it to avoid an unwanted death.
  8. The thing is most of us likely dont know about, or if we do dont care about the exploit. I know if somehow i am using the exploit i have no idea i am doing so. All i want is the ability to travel as easily as i can currently. And frankly these fixes do not allow for that. They either require me to badge on toons i dont badge on, spend time logged off in places i might not otherwise go so i can keep powers charged or travel across zones just to get to a public portal because a mission didnt take long enough to recharge the powers. And frankly as far as any exploit goes, if they are not willing to reveal it, and i understand why, then it is not really fair to base a topic of discussion on theoretical possible problems. What has been publically released is all we can really base the topic for this discussion off of. And if the devs felt that the pvp and tf issues were large enough to fix the issue that is fine, but i fix was available to them with much much less work then they put into it that would have kept mostly everyone happy. So far i am not reading many people being happy with the way things are being changed.
  9. Yeah they kind of did. I mean sure it needed to be resolved at some point, but it really only got to be an issue because some overly competitive player could not stand to be beaten and abused it to avoid being killed by another over competitive player who then complained about it. I guess each player can look at it as they wish, but kind of just like how the whining about farming influence lead us to lose bonus infl when turning xp off, whining about losing their kill sort of introduced this as an issue that needed a fix.
  10. I dont see anyone yelling, but maybe even if they dont live on the forums they need to know this is not a new discussion. I think that is important information because when we look at how the devs have prioritized "exploits" in the past it is normally to patch it and shut it down asap. This feature, though a admin command was knowingly left open for use for over a year. IMO that means something. That it was not considered a high priority exploit. And though it has been hinted at that there is a bigger issue then just these two, the only reasons so far that has been told for why it was an issue was pvp and master of task forces.
  11. I am not arguing to leave the slashcommand open. However if there is an exploit i would think it should have been turned off long ago. What i am saying is their solution is just to much, and to much work. The orro portal is not an exploit right? So why not just copy that mechanic? Just give me a p2w power that summons my own base portal. Wont work in PVP zones, and maybe even give it an in and out of combat modifier like quick snipe or travel suppression has where if i have taken or given damage in like the last 10 seconds it wont activate. 5 minute cool down and it would seem suddenly everyone is happy again right?
  12. But didnt the pvpers ruin this? And i guess to a smaller extent pvers from the master of task force runs but lets get serious, it is less likely the initial complaints of this exploit came from someone whos team all got a hard to get badge by way of an exploit and much more likely the complaining came from pvpers crying that someone cheated them out of their ego stroking kill. Be that as it may, i dont blame pvpers for this fully. It was an admin slash command and should not have been open to begin with. However once it was and we all got to use it for a year, i dont think this plan is the right solution for it anymore. Just give us a base teleport power that is a portal summon with a resonable cool down like 5 minutes and is greyed out for pvp and MoTF runs. Seems like they could have solve this problem months ago.
  13. I have to say i am a bit disappointed in the changes here. Specifically to the "enterbasefrompasscode" which i think we all knew was gonna be the big gripe when it was finally addressed. Look i get that the slash command allowed it to be exploited in pvp and on master of TF runs and i get wanting to eliminate that. But frankly i think maybe you all should have just added a p2w power that functioned much the same as the slash command and was not available in pvp or on those task forces rather then doing this big tadoo with all this other stuff. Could have just altered the current base teleport at p2w to maybe have a 5 second activation time and maybe a 5 minute cool down. So really like no different then using a orro portal. But it would only take you to your own SG base. Then if you wanted to go into other peoples bases you could then use the standard base portals on the map. It is not like it is that difficult to make a base with teleporters on it for personal use if you dont belong to a SG that has one already. Kind of one of my problems is that part of this new revamp requires the time sink of badging again. I only actively badge 1 of my characters. But on this new system characters will have less options open to them if i dont take a whole day and badge hunt all the explorer badges for every zone. It just seems like you all put way to much thought into this fix. I mean you had little trouble leaving the command available to us for a year or more now, so obviously there is not a concern with it breaking the game balance other then the pvp and master tf runs. So fix that, and let us keep a useful option for travel.
  14. I am sure people have done better, but this is my build and i like the way it plays. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Ewok King: Level 50 Magic Dominator Primary Power Set: Plant Control Secondary Power Set: Earth Assault Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Ice Mastery Hero Profile: Level 1: Strangler -- UnbCns-Hold(A), UnbCns-Hold/Rchg(5), UnbCns-Acc/Hold/Rchg(7), UnbCns-Acc/Rchg(9), UnbCns-EndRdx/Hold(9) Level 1: Stone Spears -- Apc-Dmg(A), Apc-Dmg/Rchg(11), Apc-Acc/Dmg/Rchg(11), Apc-Acc/Rchg(13), Apc-Dmg/EndRdx(13) Level 2: Stone Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/Rchg(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17) Level 4: Super Jump -- Jump-I(A) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7) Level 8: Seeds of Confusion -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SprDmnGrs-EndRdx/Rchg(19), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(21), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21) Level 10: Hurl Boulder -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(23), Dcm-Dmg/Rchg(23), Dcm-Acc/EndRdx/Rchg(25), Dcm-Acc/Dmg/Rchg(25) Level 12: Kick -- Acc-I(A) Level 14: Tough -- StdPrt-ResDam/EndRdx(A), StdPrt-ResDam/Def+(27), GldArm-3defTpProc(27), StdPrt-ResKB(48) Level 16: Power Up -- RechRdx-I(A) Level 18: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(29), RedFrt-Def/EndRdx(29), RedFrt-Def(31) Level 20: Heavy Mallet -- Hct-Dmg(A), Hct-Dmg/Rchg(31), Hct-Acc/Dmg/Rchg(33), Hct-Acc/Rchg(33), Hct-Dmg/EndRdx(33) Level 22: Vines -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(34), SprAscoft-EndRdx/Rchg(34), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(34), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(36) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(36), RedFrt-Def(36) Level 26: Carrion Creepers -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(31), PstBls-Dmg/EndRdx(37), PstBls-Dmg/Rchg(37), PstBls-Dmg/Rng(37) Level 28: Seismic Smash -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(48), CrsImp-Dmg/Rchg(48), CrsImp-Acc/Dmg/Rchg(50), CrsImp-Acc/Dmg/EndRdx(50) Level 30: Tactics -- HO:Membr(A) Level 32: Fly Trap -- EdcoftheM-Acc/Dmg(A), EdcoftheM-Dmg/EndRdx(39), EdcoftheM-Acc/EndRdx(39), EdcoftheM-Acc/Dmg/EndRdx(40), EdcoftheM-Dmg(40) Level 35: Sleet -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(39), PstBls-Dmg/Rchg(40), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg/EndRdx(50) Level 38: Fissure -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rchg(42), PstBls-Dmg/Rng(43), PstBls-Acc/Dmg/EndRdx(43) Level 41: Frozen Armor -- Rct-Def(A), Rct-Def/EndRdx(43), RedFrt-Def/EndRdx(45), RedFrt-Def(46) Level 44: Ice Storm -- Rgn-Dmg(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(46), Rgn-Dmg/EndRdx(46) Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), EndMod-I(3) ------------
  15. The people who are claiming that prices have fallen are not looking at the bigger picture. Yes a LOTG Proc might have dropped 1-2 million since the change, however the price of the other 5 peices of the set have gone up 1-2 million a peice as well as the cost of just about every defense set that can be converted into LOTG procs. Just the same thing with PVP IOs. Yes the cost of pancea, shield wall, and some other high cost pieces might have dropped a bit, but over all the cost of lesser wanted PVP IOs have went way up as people become accustom to using converters more and more to get what they want. And this is really true across the board. Yes you can argue that some purples have come down but i found prior to the change i could get say a Absolute Amazement peice for like 15-16m where a Ragnorok might have cost me 22-24 million, now they are all 19-20m. So what i am getting at is if this change was intended to lower prices it really has not. Over all i think prices are higher then before, it is just SOME things that used to be more expensive are not quite as bad as they were. Which is likely not as a result of the farming infl change to begin with, but the result of people learning over a year or so now how to use converters to save themselves cash by buying crap and converting it to better stuff. As a result the gold stuff might have come down a bit, but if you are say an SR brute and need to load up 4-5 defense sets you are likely paying more over all because the 5 pieces of every set no one used to want have also now gone up in price. So you saved 2 million to people that wanted only the proc but cost 5 million more to people that wanted the actual set completely. And yes i get this is my personal experience. But being that i used to farm to get most of the expensive stuff i wanted or bought and stored like 150 winter IOs during the sale i would normally use converters on my drops to get the real expensive stuff to make a toon and then would just go AH shopping for the other stuff i needed. I find i am spending more on that other stuff now, and over all more money to complete the toon then before even when i am still not having to shell out the money for the purples or Winters. But your experience could vary but if the over all result of the changes are that prices over all have risen, then the change actually hurt the common player player base by taking it away, and then hurt it even further by taking away their option to raise extra cash as well.
  16. But one reason that was given was that the creep in the cost of items on the AH was being caused by players that had all that farming money to spend and didnt care about prices. And yet since the change went through what has happened? Most everything i would seek to buy on the AH has gone up in price. All purples are mostly around 20million now where there used to be some flex between the different types, all winters are around 20 million even though the drop rate on them is more like 1.5 per pack. ATOs stayed about the same got a bit more expensive if you are impatient. Any pvp IO is now atleast 10 million, most all procs and their sets have gone up dramatically in price, And over all converters have dropped. When all this went down converters sold for about 85-95k per pretty reliably and now i can log in just about whenever i want and buy them for like 65k. Which is a direct hit to those that "played the game" and used merits instead of farming in that one of the means they did make money on is becoming less of a gain for them. Absolutely nothing has gone down and most has continued to go up. This idea that you can treat a fake game with fake money with real economic principles is just not true. If they want to control price creep they need to set a ceiling on the prices for items. I get that a change might have been needed but if the issue was that patrol xp boosted and screwed up the AE farm earning without requiring extra effort (50 down to 49) there were multiple ways to handle it beyond just nerfing the extra Inf. For example, change the exemp rule so that you only earned the xtra influence if you were down at least 10 levels. Then you are argue you have made the game harder in that to earn the extra influ you would have to drop down far enough to lose at least your last 2 power choices and far enough to lose incarnate boosts and powers. You also could have just got rid of patrol xp for everyone. There is already double xp at will in the game, the idea of needing a "boost" off logging off really to me was obsolete to begin with. So if that was the problem then remove it, or hell do both of these and then put it back in the game for everyone. Let me decide if farming at level 40 or 50 produces the most infl per hour and let people that want to shut down xp while playing the game running TF and such keep earning the extra as well. But no matter what, none of the problems that this change was suposed to have fixed has been fixed, prices still rising, people still farming.
  17. The thing is everyone tells me this even back before villains like talking about elec blasters as well. And i am always disappointed with the draining that i do when i actually play. In my experience if an enemy has like even 1 point of end left they can attack with just about anything, like their powers dont have a set cost, but just a on/off switch to if they have end or not. And being that in most cases it takes 2-3 attacking powers to drain and then have to maintain end, with just normal chances to hit and miss i kind of find the reliance on end drain to be disappointing. Or at minimum very time consuming. It seems like you have to dedicate a vast majority of your resources to end draining to keep up the effect as with most sets the amount of control you can send out is a much more reliable defense then end drain. And IMO elec is really kind of weak on control. Which then means if you take resources away from damage to do end drain you also have to take resources away to buff control because you are not killing as quckly. I dont know i keep trying to find a way to like electric and keep just losing interest because it just frankly feels to weak. I get it, end drain, but if it means i am having to kill +4 bosses feeling like a defender with no debuffing, whats the point.
  18. I find this true on all my multi pet toons. I have a couple fire doms and trollers and it seems like everytime i turn around one of the three is dead and the other 2 seem just fine. Like one is playing meat shield.
  19. For in game purposes my biggest peeve is people who seem to think that the game is some kind of advance science and that only THEY have mastered it through playing how THEY deem to be the right way to play. Therefore no one that power levels could possible know as much as them or how to play the game etc. My second biggest is people who cry about making their character how they want. I mean sure, we should all make characters to our own standards of fun to play that is the entire point. But i do think it is a bit crappy to join a TF with people thinking they took on a damage dealer to find out that you have 25 power choices spread across the healing pools, 2 different travel pools, stealth and teleports etc. Just like if you were to have made a defender or a controler and then said you only pick powers that you gain benefit from for your own attacks, so no fort, no clear mind etc. I mean make a character that is fun sure, but come on there is a limit. And if you are at that threshold it prob just means you should have made a different AT to begin with.
  20. Wow you need a ladder to get on that high horse or does your inflated ego just float you up there? Why should anyone NOT gain xp and levels just like anyone else because of how they choose to play? I mean seriously at what point do we call doing a TF or "farming" experience? When you have done it 100 times, 1k? Or what if you just do that same TF 10 times to work through a level 30-40 level range and then move onto the next TF and farm that 10 times to do 40-49 etc. Techopedia defines game farming as : "Farming refers to a gaming tactic where a player, or someone hired by a player, performs repetitive actions to gain experience points or some form of in-game currency." So that is right, when you start to repeat any action in a game for which you are going to gain a reward for it you are farming. So how about suggest changes that benefit you all you want, but punishing other peoples play preference seems kind of petty and egotistical. Once you have experienced content you know the story and lore. The only reason to go back to play it again is because you liked it, in which case vet levels mean nothing to you and so then why does it matter if a AE farmer earns them just as you do cause they are inconsequential to your desire to repeat the action, or you repeat the action because it is what you want to do to earn that vet level, influence, IO drops etc. In which case you are farming that action for a reward since you have already completed it once. So essentially you are saying punish THOSE farmers because I choose to farm less productively then them.
  21. I think you are just mistaken at how long it took you. Like i said being a farmer i used only what i was earning in the AE. Which came from level rewards and possible drops. So absolutely no rewards from Itrials at all. I bought all common and uncommon with threads and all rare and very rare with EMs. You dont even earn enough EMs off vet leveling until level 48 to cover the cost of all of your rare and very rare needs. But even so, if you say it is possible now, which i doubt kind of then what is the problem with making it a sure thing and coming up with other rewards past level 50 for the vet leveling like a winter pack, hero pack or purple recipe or something like that which doesnt cap out every 3 levels?
  22. Well this is not true in my experience but who knows, i dont mess with shards beyond using them on alpha slots and wells i have not kept track of. The only toons i have i know i can reference is my farming toon. She is level 93, has never been anything but an AE farm toon. I didnt even craft a lore power at all, and the other 5 are only t3s because i figured screw it she seems fine and used EM for other things. At 93 she currently has 3675 threads. So considering i have only used about 200 threads to get t3s per power for only 5 powers, that is 1000 threads. Which means i maybe earned 4675 divided by 93 is about 50 threads per level between the drops AND the ones granted off the early vet levels. Which means on average i earned about 2500 threads by level 50 which is not enough to finish the t4s. Grant this is all based on RNG for drops which can vary. Which is why i said boosting the EMs awarded means that you for sure will get your incarnates done by level 50 no matter what, and if you happen to complete them sooner well then EMs can be transfered or used for other things like reward merits for purples or winter IOs and such like that. And if you do end up with more threads then you need because of drops well how is that then any different then now when you keep playing a toon and have 3k threads that are going to waste just sitting there?
  23. There is alot of talk on here about speeding things up or slowing things down ect, but i think that is getting away from the basic point of what might be more incentive thing to do with Vet rewards. I did a bit of math, which i can be wrong so someone might want to check out. But close as i figure it costs 276 Ems and 2640 threads to get all 6 incarnate powers to T4 assuming that you do not get any salvage drops and spend merits for rare and very rare and threads for everything common and uncommon. Now if you look at the current reward system by level 50 we will earn 280 Ems but only 960 threads. I personally think that there should be a level at which we can say that even if you did no itrials at all you could be seen to have completed the ability to max out your T4 powers. And i think vet level 50 is a nice place to say that. 50 levels to top IOs and such and 50 levels to complete incarnate. So my suggestion would be this, either up thread or EMs drops so that by level 50 you could complete your incarnates no matter of involvement in farming incarnate content. This means one of two things either we up the thread drops or up the EM drops with the intention of them being broken down to make up for threads (this i prefer because then if you do incarnate content and earn slavage the EMs can be transferred on account vs threads being locked) So it would mean that we need about 5 extra merits per EM award from levels 1-51. Then i think that post 51 we still get the badges up to level 99 or whatever they go to just because why not they exist. But forever on any character that is over level 51 you stop getting the incarnate rewards of EMs or Threads and every 3 levels you get a Winter Pack, Hero/Villain/Rogue/Vigilante pack or a Purple Recipe of your choice. (you get to choose because you still have to pay to craft it vs the random nature of packs) Now that way anyone that keeps playing a character can evenutally get t4s no matter what content they play in a fair amount of time, and any one that chooses to keep playing the character afterward gets a decently valuable reward every 3 levels no matter what level they achieve. And frankly it could not hurt prices in the AH to have more product available. Now keeping in mind that these changes would only work if there is no intention to ever complete the incarnate system with the remainder of the last 4 powers being that if they did we would need to keep earning those rewards to complete those powers. HOWEVER for those that think the game is already to fast and easy and characters to strong, perhaps if they did add the last 4 powers maybe having to have ALL the salvage be earned by playing incarnate content again like originally done might be a good thing for those 4 power choices. Just a thought.
  24. Sorry but that is BS. Even going back to issue 2 you could not go into Peregrine Island within a week of it being added without 30 dudes hanging out at the ferry begging in broadcast for power leveling. And they got it because back in those days you needed to buff out a team to get a full map spawn there was not setting for it. Even back then when accounts cost monthly money people had multiple accounts to farm with. Sure double xp was only going for a weekend here or there but people still would make 10 characters in a weekend to get multiple toons up into the 30s at least so they could skip the grind of the lower levels. People farm and speed content because there is a reward to it. PERIOD. It doesnt matter how new or old the player is, it doesnt matter how much or little of hte lore they know, how many characters they have or anything else. And frankly when you get up to the iTrial level they are speeding it because it is so boring to do the same few trials over and over again and it is decided that simply to speed to the reward table for most people is far more welcoming then killing every single mob in the map. By the time most people are trying to farm all that salvage to make incarnate powers they have unlocked all the slots and are likely not getting threads off leveling anymore anyway. So it is much faster to push through a Baf in 20 minutes or a 22.07 in 12 minutes to get a reward then the reward you actually get for killing the mobs. People go for best reward for time played it is that simple and always will be. Extending that time only results in boredom and people deciding to move on to other games faster.
  25. Or it could at minimum take us back to the old days. Remember those? Like when you didnt just take the first 7 people that replied to a request for a TF because who cares any group can steam roll it anyway. I remember waiting to try and find a tanker or we had the damage but needed healing or buffing and debuffing or we wouldnt put a scratch on the Honouree or Romulus. Where blasters had to sit back and let a tank get agro because they were not soft capped for defense and couldnt survive just running into the middle of a mob and setting off nova or inferno. The point being our characters have gotten so powerful now that having a place to play them where some of that uber IO and incarnate goodness gets sopped up in a level differenct or more capable enemies might not be a bad thing if it is a choice to take part in it.
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