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Darkneblade

Restrict Judgment powers during regular play.

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4 minutes ago, Sailboat said:

you may find plenty of players who want to play their ATs and not be carried or merely a Judgment button.

the "judgement button" thing keeps getting brought up and it's nonsense every time.   to suggest all people are doing in missions is spamming judgment is stilly.  They're not. People are using other abilities while judgement is on cooldown.  it's a power just like anything else.  trying to claim people don't use anything else but is a flat out lie.

Edited by ZacKing
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19 minutes ago, ZacKing said:

the "judgement button" thing keeps getting brought up and it's nonsense every time.   to suggest all people are doing in missions is spamming judgment is stilly.  They're not. People are using other abilities while judgement is on cooldown.  it's a power just like anything else.  trying to claim people don't use anything else but is a flat out lie.

Sure...and yet it's still the dominant power for spawn clearing, despite all the other powers.  That should indicate something.

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17 minutes ago, Sailboat said:

Sure...and yet it's still the dominant power for spawn clearing, despite all the other powers.  That should indicate something.

Uhm no it isnt. It may seem that way simply due to every AT having access to one, but Any AT with its own actual nuke is using it far more often, and since its pretty rare to be on a team with none of the nuke capable ATs, there is always at least one nuker with a nuke that can be used 2 to 3 times as frequently as judgement.

 

Likewise plenty of AOE heavy sets even on the non nuker ATs will be able to clear the trash minions just as fast as an actual nuker. The only meaningful threat in any group are the bosses and maybe, and I mean maybe some LTs with something atypical like  buff or debuffs that are abit above the avg trash mobs abilities. Except again maybe and I mean maybe at max dif settings where minions might live just long enough to throw a few attacks that can dent squishier builds.

 

About the only time I see constant judgement rotation at all is on mindless, non threatening, no real risk and easy reward PI council radio runs. And that is still not that common as typically not more then 1 or 2 incarnates helping PL lowbies are on such teams ime.

 

Since your hear trying to prove there is a problem, why not make a video showing how all the teams your on just judge rotate hmm? Because you and yours here are trying to prove a need to alter the game for all of us, yet besides hyperbole I have seen 0 evidence supporting your sides position.

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I have been disheartened in teams many times due to excessive use of Judgements and Lore pets. Sure, it's enjoyable to use them yourself, a lot of the time, but magnified by a 6-8 person team, and now you're left wondering if you should even bother targetting a mob in the next pack with one of your actual AT powers or not, figuring whoever's cooldown is up will just pancake everything within 3 seconds. I just think everyone should be able to feel individually powerful and contributory in a team setting, IF that's something they desire, and I feel that giving players options to better enable this goal wouldn't be a negative thing.

 

Not sure if it's been brought up in this thread yet, but why not implement more options for the leader of a team to set? The full enjoyment of this game really comes through when you cooperate with others, so let's make it a more impactful (and even RP rewarding) thing to be the team leader.

 

I would personally love to see the notoriety settings that adjust mission level and group size get a better UI. And with it, add options for the group leader to allow, or disallow, active Incarnate powers such as Judgement nukes and Lore pets. Restrictions would be off by default.

 

Everyone in the team would get a pop-up prompt, like when you have prompt for teleport enabled, when you join a team with any restrictions in place. There should also be some sort of prominent notification, perhaps in the system channel in chat, that tells you when the team leader has changed any notoriety or power restriction settings. The restricted powers would simply be grayed out and unusable, as if you were exemplaring below their level threshold.

 

Team members can make up their own minds whether or not they want a team with the given restrictions in place, and everyone involved has a better understanding of how the leader would like the given objectives to be accomplished. Tailoring your experience within the world shouldn't just be relegated to your costume and power choices. 

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1 hour ago, Sailboat said:

Sure...and yet it's still the dominant power for spawn clearing, despite all the other powers.  That should indicate something.

Based on what?  I have yet to be on a team where the group moves from mob to mob firing off Judgement.  People use it when it is available, just like any other power. 

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1 hour ago, Dungeoness said:

I have been disheartened in teams many times due to excessive use of Judgements and Lore pets. Sure, it's enjoyable to use them yourself, a lot of the time, but magnified by a 6-8 person team, and now you're left wondering if you should even bother targetting a mob in the next pack with one of your actual AT powers or not, figuring whoever's cooldown is up will just pancake everything within 3 seconds. I just think everyone should be able to feel individually powerful and contributory in a team setting, IF that's something they desire, and I feel that giving players options to better enable this goal wouldn't be a negative thing.

 

Not sure if it's been brought up in this thread yet, but why not implement more options for the leader of a team to set? The full enjoyment of this game really comes through when you cooperate with others, so let's make it a more impactful (and even RP rewarding) thing to be the team leader.

 

I would personally love to see the notoriety settings that adjust mission level and group size get a better UI. And with it, add options for the group leader to allow, or disallow, active Incarnate powers such as Judgement nukes and Lore pets. Restrictions would be off by default.

 

Everyone in the team would get a pop-up prompt, like when you have prompt for teleport enabled, when you join a team with any restrictions in place. There should also be some sort of prominent notification, perhaps in the system channel in chat, that tells you when the team leader has changed any notoriety or power restriction settings. The restricted powers would simply be grayed out and unusable, as if you were exemplaring below their level threshold.

 

Team members can make up their own minds whether or not they want a team with the given restrictions in place, and everyone involved has a better understanding of how the leader would like the given objectives to be accomplished. Tailoring your experience within the world shouldn't just be relegated to your costume and power choices. 

Having these options would be terrible.  You're going to be invited to teams that don't clearly advertise what restrictions they want to self impose.  If you don't want to use incarnate powers, don't use them.  If you don't want teammates to use them, don't team.  You don't control what you're teammates are going to do, you control who you invite.

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7 hours ago, Sailboat said:

Sure...and yet it's still the dominant power for spawn clearing, despite all the other powers.  That should indicate something.

Have you ever teamed with two blasters? Nuke - Nuke - Nuke - Nuke. Should we also limit those or change them so they don't do nearly enough damage? My blaster does WAY more damage on his 20 second recharge nuke than even comparable to Judgement. Sure judgment CAN hit more, but the opportunity for that in a regular mission (not a farm) isn't there. If you don't like the way others play - do not play with them. If you want to run paper missions or story arcs and not have to worry about judgements... invite people who are 35-44... or ask people not to use their powers. It's only a problem if you let it be one. 

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20 minutes ago, Burnt Toast said:

It's only a problem if you let it be one. 

It's more like "It's only a problem in your perspective so you should overlook it".

 

But there are various other "problems" that stack one on top of another on top of another.

 

Should Blaster nukes get nerfed?  That a discussion for another topic.  The shift from crashing nukes with some special non-crashing nukes to all crashless nukes has caused an imbalance within the blast sets by itself.  It's also created a push to remove crashes from all powers.  And here we are now, with an oversaturation of buffs and AoEs that mobs can barely withstand.  "It's only a problem if you let it be one." Pfft.

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