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Empowerment buffs to last 8 hours


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1 hour ago, Laucianna said:

But you have the Start vendor selling better buffs for something much simpler to get that lasts up to 8 hours and is in a ton of zones?
The Start buffs are more expensive but majority have influence and not a set list of different salvage needed to craft the empowerment buffs. 

 

You made your call on it.

I made my call on it.

 

I think we have both made our points.

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19 hours ago, Rudra said:

So why not use the time rallying between TFs/SFs to pop into your base, maybe even talk your team into joining you inside, and everyone refreshing your buffs before the next TF/SF?

I'm sure that could still be done for the committed and encouraged, people have some pretty cool bases.

 

Slightly unrelated, but you gave me an idea about being in your base replenishing durations of things. Like the longer you stay in your or another's base, the more duration is replenished on certain temporary powers. To simulate going to base and re-equipping. The replenish rate wouldnt be quick enough to abuse, just a sort of neat quirk for people that decided to chill in a base. Long enough it would hamper speed runs to try and exploit it. Maybe it would even apply to these auto's Laucianna proposed.

Edited by Monos King
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8 hours ago, Laucianna said:


But you have the Start vendor selling better buffs for something much simpler to get that lasts up to 8 hours and is in a ton of zones?
The Start buffs are more expensive but majority have influence and not a set list of different salvage needed to craft the empowerment buffs. 

Okay, I have to ask. The amplifiers from START say they activate immediately when claimed and you cannot activate them if you already have one running. So do they actually stack? (Edit: And then I checked them in game, and it says you can buy up to 8 hours. So does all 8 hours apply immediately or do you have to claim one from your e-mail every hour? For clarification, the 1st place I checked was the wiki.)

 

Edit again: Oh, and counter-argument: START is in Atlas Park, Mercy Island, Nova Praetoria, and Pocket D. I don't count the tutorials. On the other hand, your base portal can be found in every non-PvP zone and you can buy a power from START to access your base in any zone including PvP zones.

 

Edited by Rudra
And yet again to correct "On" to "Oh".
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1 hour ago, Rudra said:

Okay, I have to ask. The amplifiers from START say they activate immediately when claimed and you cannot activate them if you already have one running. So do they actually stack? (Edit: And then I checked them in game, and it says you can buy up to 8 hours. So does all 8 hours apply immediately or do you have to claim one from your e-mail every hour? For clarification, the 1st place I checked was the wiki.)

 

Edit again: Oh, and counter-argument: START is in Atlas Park, Mercy Island, Nova Praetoria, and Pocket D. I don't count the tutorials. On the other hand, your base portal can be found in every non-PvP zone and you can buy a power from START to access your base in any zone including PvP zones.

You buy them 1 hour at a time up to 8 times, just like the XP buff can be 8 hours.

 

One strategy with those buffs is buy eight hours of each as a level 1 since it's very inexpensive then.  Much more expensive at level 50 of course, but better than the empowerment station buffs.

 

And it's not a huge deal to hit the base every 90 minutes for the Empowerment station buffs, but if you are running a PUG, then you have the potential of waiting while people do that.  With a larger margin of time, less waiting around.  Remember, you're also waiting for them to dig around for salvage and such.

 

It's basically making it so people don't have to wait around for other people, rather than wait for the person to hit their base.   I honestly don't think it would be used to much since each buff is very limited, so I think most people would just buy more targetted buffs.

There are 25 different buffs; Seven take one common piece of salvage, the other 18 two.   So, if someone was wanting all 25 for eight hours, that would be 344 common salvage.

 

The one I use the most is KB Protection just before doing Positron since I often don't have some sets slotted yet with that.

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8 minutes ago, lemming said:

You buy them 1 hour at a time up to 8 times, just like the XP buff can be 8 hours.

 

One strategy with those buffs is buy eight hours of each as a level 1 since it's very inexpensive then.  Much more expensive at level 50 of course, but better than the empowerment station buffs.

 

And it's not a huge deal to hit the base every 90 minutes for the Empowerment station buffs, but if you are running a PUG, then you have the potential of waiting while people do that.  With a larger margin of time, less waiting around.  Remember, you're also waiting for them to dig around for salvage and such.

 

It's basically making it so people don't have to wait around for other people, rather than wait for the person to hit their base.   I honestly don't think it would be used to much since each buff is very limited, so I think most people would just buy more targetted buffs.

There are 25 different buffs; Seven take one common piece of salvage, the other 18 two.   So, if someone was wanting all 25 for eight hours, that would be 344 common salvage.

 

The one I use the most is KB Protection just before doing Positron since I often don't have some sets slotted yet with that.

Also remember that some of those require 2 of a single piece of salvage, so it may actually need 3 salvage to craft. (4 for some?) (Edit: Hells, the Grant Invisibility and Increase Attack Speed ones requires 3 different ones each.)

 

Edit again: Okay, I checked them all, and I got them confused with enhancements. They only require 1 of each, but 2 require 3 different ones.

Edited by Rudra
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I stand corrected: Seven one piece, 15 two piece, three three piece.   Must of skimmed right part those three, so total of 368.

Edited by lemming
counting hard
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On 4/8/2024 at 10:13 PM, Clave Dark 5 said:

This is such a silly gimme point in the first place, but people are apparently finding it far too onerous a task to go get these extra extra extra icing-on-the-cake buffs. 

Yeah, yeah, back in my day I'd walk to the empowerment station barefoot in the winter both ways, yadda yadda.

 

Nobody cares.

Edited by ScarySai
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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

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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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1 minute ago, arcane said:

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.


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?

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13 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?

Make it 1,000,000 maybe, but 100K is nothing. That won't even get you a rare salvage.

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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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I'd prefer the option to craft them as click powers, with a limit of one click power in the "inventory", and keep the 90 minute duration.  That would be reasonably balanced if the salvage cost were raised (add an uncommon to the buffs using only common salvage, add a rare to the buffs using common and uncommon).  Craft one, use it, craft a second and keep it in the tray for later.  Not having to keep track of timers and trying to race through missions, or delete buffs and reacquire them, would send me over the moon.

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6 minutes ago, Luminara said:

I'd prefer the option to craft them as click powers, with a limit of one click power in the "inventory", and keep the 90 minute duration.  That would be reasonably balanced if the salvage cost were raised (add an uncommon to the buffs using only common salvage, add a rare to the buffs using common and uncommon).  Craft one, use it, craft a second and keep it in the tray for later.  Not having to keep track of timers and trying to race through missions, or delete buffs and reacquire them, would send me over the moon.

I could agree with that.

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40 minutes ago, Rudra said:

Make it 1,000,000 maybe, but 100K is nothing. That won't even get you a rare salvage.


The only one I could see be worth 1m is the Recharge so yeah I would be okay with that one, if the rest stay at 100k 🙂 

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57 minutes ago, arcane said:

And if some of the buffs weren’t so good for their already non-existent cost, you’d probably get 100% agreement here.

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.

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22 minutes ago, PeregrineFalcon said:

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

 

Not every desirable change is powercreep.

I'm on the same page with you. I view it as a QoL change to allow someone to stack the buffs. I'm personally alright with the idea of dropping them to an hour and then stacking up as well for an increased salvage cost.

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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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On 4/8/2024 at 10:23 PM, Rudra said:

What TFs take longer than an hour or 90 minutes any more? Even Quaterfields aren't that long any more.

 

 

Two points:

 

One, not everyone runs max team, max level (and/or exemped.)

 

Two, the buffs start when you get them, and can expire partway through. If you're a low-to-midbie running stuff, don't have all the fancy (say) END boosting IOs but are at a point where powers are being used enough to make that an actual consideration, being able to stack them and *keep* them just because you joined a TF that was forming right now would be nice... instead of having to check their duration (if you remember) and/or hold up the team while you run back to base. (And if you're in something that's a *bad idea* to leave partway through - such as getting into an MSR, where the zone can be filled and you *can't* get back in, well...)

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