One question in IP reallocation
I like the patch, so long as FAST efforts are made after it to determine which classes got nerfed and rebalance them, none of this "We'll get to adventurers around 2026" stuff. It's unreasonable to expect that a change of this magnitude won't have legitimately destabilizing effects on some classes.
But anyway, I wanted to request something else:
I've been hit a couple of times by the "IP Eating" bug: I gain a level, spend my IP's, log out, log in, and the skills I spent on have reset to pre-spending levels, but the IP are gone.
This makes me grumpy, especially since policy appears to be for you NOT TO DO ANYTHING about it, and the bug still exists.
So basically, what I'd like to see is an option to redeem all skills for their IP, but rather than converting the existing skill levels into IP, it figures out what IP you SHOULD have at your level, and gives you that (in my character's case it would be some 60K higher, I think).
If this used all 90 of my "IPRs" I'd be fine with that, just so long as I could get back those points that the bug ate.
Oh, and it would be nice to get that FIXED one of these days. It would seem like the same code that determines how much IP to give back when you spend an IPR could also determine that you've "lost" points somewhere along the way, and give them back to you. It might even detect an exploiter or two if it gives an answer in the opposite direction.
Still don't get it, maybe my brain is OE :)
I still don't get it.
In my post a few pages back I gave a good example of wrangles still being beneficial. So yes wrangles will still be needed.
People just can't push the envelope like they used to.
Other than that, your reply didn't contain much information. Please explain.
Also, people no longer being able to use their Trader as a mule character for money doesn't qualify as a valid answer :)
Skara
Re: Re: lets think about how enfs are effected
Quote:
Originally posted by DOC against PVP
If you are self buffing, then you will be able to rebuff when the nano wears off. As such, you will not have dropped in effectiveness.
lol
If your an enf, use an essence and standard str/sta buffs. The armor you receive will still be worse than the armor you can equip lol.
well, it might be profitable at lvl 150ish when you can use es. of beh/lev. But, if your going totaly selfbuffable... hehe, good luck leveling... Or getting anywhere since you will die trying lol.
:D
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FC did this to me, not the other way around
FC created the monster, not I.
No direct responses. Hmm...
I see a lot of ranting, but no one putting up realistic numbers that shows this will be a problem.
Again, I know nothing about pet classes. I will repost my earlier post and see if someone can shed some light :)
1. Make the OE changes.
2. Fix the exploits.
3. Add buffing caps (if we can't group and both get xp, we can't buff each other).
4. Lower the HP of the monsters.
5. Lower the min dmg and the dmg shields of the monsters.
The above 5 will equal a more balanced and playable game.
No more lvl 6's in the Arena offering people 100,000 creds if they can beat them in a duel.
No more lvl 150's being used to run missions to get loot to equip the aforementioned lvl 6 to become majorly twinked to do the above.
I have not played a pet class to high lvls so I have no idea about the Engineer/MP issue. Time will tell, and further balancing will need to be done.
About people crying "I will be nerfed with this patch", here are some real numbers as an example:
My lvl 74 Adventurer with self-buffs and implants that were installed without using the treatment stacking "whatever-you-want-to-call-it-here" is dual-wielding QL 101 and 94 Riders. Another lvl or upgrading an implant or 2 and I will be in QL 111 and 94 Riders.
My implants range from QL 50-80 (yes I know I need to upgrade).
My armor is half mid 70's, the other half low 80's (yes I know I need to upgrade).
I currently do missions that range from QL 81 - 87. I do have to actually do something to get through the missions, and I occasionally die (mainly to chain nuking, so make that # 6 in the above list, fix chain nuking).
I could easily get into QL 90 implants (and plan to the next week or so). With those implants 1he will be around 500. I would easily be able to get into late 11x / low QL 12x Riders with a wrangle. After the wrangle wears off, I will still be within OE tolerance.
Someone please tactfully explain to me how they will be unable (weapons classes again, I can't speak about pet classes) to play anymore after these changes take effect?
For soloers, the monsters will be a little easier so they should fair better.
For those who want to be uber, they will get the right group together to always have the buffs they need to be as bad as they want to be.
What will change is the insane low lvl Arena duels and griefers who hang out around political zones to gank people. To do that would require other people to gank with you since you will require their buffs. Unless the ganking friends enjoy living vicariously, this shouldn't be a major problem (though it will happen some).
Please test this thoroughly, including the IPR, really check into the effect Trader NPC's will have on combat (stackable debuffs plus their skill going up even more will = exit mission when they are encountered otherwise), and LISTEN to the testers, and you will have an awesome patch on your hands.
Actually sounds like the game is getting back to what it should be. Monsters no longer on some bizarre mixture of crack and steroids, people able to solo with their first character without having to reroll/mule to be effective, no more lvl 6's twinked by lvl 150's who are bored with the game.
I like it :)
Skara