Buff Pot Limit status?
71 posts
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Like I said, we do not implement new customizations and are very careful to do anything in that direction. You refer to changes which were made quite some time ago. So nobody is busy implementing new custom stuff.
Now, back to topic. It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later. "It is an inescapable law of nature that the amount of satisfaction one gains from achieving something is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure." Blue says, "you used macro tools or macro keyboard" Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand" [Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????" BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..." |
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That list is outdated, and far from complete. (Just try to read the descriptions and see if it is wrong, or actually reflects current situation.) If you deliberately avoid implementing a feature that should be there in set live-situation, doesn't make it a bug, it makes it a customization. To call it anything else would be the same as trying to preach that two and two is five. There are several examples of where what is needed to be done to implement something correctly is very much known, but nothing is done about it. Some even for 4+ years... |
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Sorry but the definition of a customization is different from a bug. We have about 200-300 open points to work through and honestly I won't admit these are customization just because we hadn't the time to work through all. Example, every spot which had wrong droprates is surely not a customization. That repairing weapons is not degrading weapons is not a customization. That mobs and pets make weak damage is not a customization. That buffs/debuffs on mobs/pets are nearly ineffective is not a customization. Weaponskill not affecting defense penetration is not a customization. Spell resist rate is not a customization. I can go on endless on this. Hope you get the point. You MAY get the impression that by setting priorities in that list that some points feel like customizations because they are down in the list but they are not. It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later. "It is an inescapable law of nature that the amount of satisfaction one gains from achieving something is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure." Blue says, "you used macro tools or macro keyboard" Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand" [Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????" BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..." |
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I would agree with your statement, and to be honest I like the general settings as they are. You pretty much summed up what I was trying to get at. Its not just rangers that will see a boost by this, all self buff classes will see a boost, and as you pointed out, most of those are allready up at the top of the food chain.
I know you werent QQ'ing about ranger, but I seen where the coversation was going. I agree with you as well Alanya. Its just that we cant pick and choose and say self buff classes are limited on charge/barrel usage but non self buff classes can use whatever they want. Its either make it a limit for all, or keep it as is. I'm fine either way and think there is a bunch of pro's and con's either way. |
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That didn't work. You only see what you want to see. Sometimes putting simple stuff to the extreme to justify once belief. Origin of changes
Why are people hostile?
What could change?
The general ranger flame here was expected, and is rather senseless. Of course he will still have self-buffs, of course he will still have more buffs than his targets. He will however, be an easier target, and weaker in comparison to others, then now. And if on top of that mos is gone, then those deadly hybrids who can go for bow without losing noticeably mélèe capability will become so much easier. |
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Pots and charges are bad for Uthgard. There's no strategy to them, they are a time sink, they are annoying to use (inventory swapping for "clickies"), and they create imbalance between people with the best charges and those without (150 abla and str/con charge). Endurance management was a big part of DAoC when it first came out. Now it is almost meaningless.
I say remove pots/charges from the game. Double the price of procs so that Alchemists can still make decent money.
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@sehya
A Str/Con Charge isnt very easy to achieve. And Blue already said people who invest tons of hours should get more than a casual player(s/c-charge). |
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+ but pot limit should be ok to make a tactic for some players lets say 4pots+charges max.
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If DAoC were like a fantasy Eve Online, where the best equipment can only be farmed on the frontier, then I would agree with this. If an enemy group could come into your Taj instance and fight you for control of Akavar's Barrier, then there would be a connection between your RvR performance and your access to the str/con charge. You would earn the advantage. But on Uthgard, getting the str/con and super-ablative charge is just a matter of luck for most people. Or you make a pact with your guild to farm Taj until everyone has the charges they need. My question is: how does that make RvR on Uthgard better? And if it doesn't make RvR better, then why should the players who farm for these charges get an exclusive, imbalanced advantage over those who do not? We're not talking about nice weapons with good procs and better utility for templating. We're talking about clicking two items and gaining a 250+ hp advantage, plus extra strength. I don't see how this improves RvR. I do see how it makes it worse.
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well what i hear is always the same,
got no s/c charge, flame got no abla charge, flame and "farming" churiel is sooo easy, you can make thousand runs a day. tear farming? pf you just have to run 3 circles than your inventory is full of tears of tajendi xD and atleast in albion a 150 mhb charge is so easy to achieve |
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If it's so easy, then make it craftable.
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its so easy get someone who buffs you real red buffs
Communism uarhg ppl that farmed there s/c charge over and over should get an adequate reward for it no? i remember ppl that farmed/organized raids for legion 50x for a s/c charge now its accessible easy enough and ppl still complain this is capitalism thats how the server should work if you want insta 50 go to it ![]() |
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No one has even tried to explain how charges make RvR better. I think that says everything.
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hm let me try: i put tons of hours for farming an item, or farming a horrible amount of hours to buy me one. i invested time, so i have access to better charges, so my rvr is better. but i bet if someone did not farm the sh*t and did in this time rvr, he would have more hp and/or strength due aug-str and toughness, cause he would have a higher rr rank.^^ allways the same, more time = more benefits done ![]() |
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Magicco is right. This game has always been based on the fact that people that have invested more time into the game generally always have an advantage with equipment. Why not make lifetaps craftable and any charge/proc on an item craftable? The reason is simple, because if all those things were craftable nobody would do the PvE encounters to obtain these items. They may do it once just to try it out, but they would never keep doing it since its always eaiser to craft items into a template rather then use dropped.
Players who invest the extra time into farming better templates should have an advantage. Please show me an example of DAoC on live that did not utilize this method. Every expansion, its whoever gets the "uber" items first is who owns the RvR war in the short term. At least until he other players can also start to get the same items. |
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