UberGuy

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  1. Quote:
    Originally Posted by Nicetry View Post
    I gathered. When I talk about a change occurring in the city I'm generally not too worried about the hermit that lives 30km outside of the limits...
    When someone shifts their argument to ad homenim, it's often a good sign that they can't actually defend their position.

    Quote:
    Well you either haven't played any other MMO's and/or you haven't actually examined this game very closely. Both of which are fine, but not a great position to be in if you want to counter my statements.
    Ooh, lets set up a completely unprovable assertion about my gaming experience and then lay out how I am in a worse position than you because your unprovable assertion. Awesome!

    Quote:
    Most MMO's indoctrinate players with the holy trinity. People bring that preconceived notion into every new game they play whether they mean to or not. Additionally healing IS the most effective method of damage mitigation in the early game in CoX.
    Who's in a worse position now? I'm sorry, before I give you a milligram of further consideration, I'd like you to produce quantified evidence of this assertion. How early in the game? What healing powers compared to what shileds/buffs? Are you claiming that healing is better mitigation before other powers are available? Or are you claiming that weakly slotted healing is better than weakly slotted shields?

    Even if you manage to clarify the above questions and show strong evidence that healing is actually the better survival over some useful level range, are you arguing that people don't learn to use better tools when they become available?

    Quote:
    So by the time that buff/debuff becomes so powerful that it greatly overshadows 'heals' you are facing two strong forces that contine to cause people to "look for healers".
    Oh, so you are arguing that. But wait, doesn't that support my position? Is that really helping your position that they will jump on the Vengeance bandwagon?

    Quote:
    It actually already does happen quite often at higher levels (especially on late game TF's) as a direct result of those uber buffs/debuffs that you were just ragging on people looking for healers about.
    You can't have it both ways here. Either this is going to be a power shift because no one uses this stuff today, but they're all going to start tomorrow, or it's not going to be a power shift, because lots of people are already running around softcapped today, and Vengeance becomes a +toHit and +damage buff.

    Quote:
    Every power in the game is conditional.
    I'm talking about the conditions under which you can use the power. A Cold or FF user on a team doesn't have any preconditions on buffing their teammates. Vengeance requires a teammate to die. I can promise you that non-veteran people look at that and think "why would I pick that when I can use other stuff to keep them alive?" I'm not arguing about what knowledgeable people will do here. We're talking about the mythical casual gamer will do - the people who make up a big chunk of PuGs. You're claiming that so many of these people are going to figure out that they should now snag Vengeance that it's going to be a shift in overall power.

    I don't think you're selling that very well.

    Quote:
    It so happens that meeting the conditions of Veng just got a lot easier, which was namely - not having room for an additional power pool, especially going 3 deep into it. Actually employing the power is trivial even in terms of this game.
    And that for the record is all I've said.
    Really? Hmm.

    Quote:
    HOWEVER, the team power creep is through the roof. People content with the build sacrifices necessary to fit in stamina by 20 can now replace that with vengeance by 20.
    -Ignoring the power of unslotted leadership toggles on a team for now because we are pretending people don't have much endurance to spare-
    Even the weakest AT modifier puts out huge numbers for vengeance and will easily allow teams to tackle some of the highest difficulty settings and plow through them like they are on base settings.

    No vengeance isn't becoming MORE powerful, but it is currently *balanced* (or pretends to be) by the rarity of it, which should be completely eliminated with this change. It will only take 1 or 2 (incase your main guy with the power is the one that dies) people on a pug with similar insight to me and the game will be stupid-easy from 20+.
    You declare massive team power creep, which you implicitly tie to increased access to Vengeance by reduction in demand for other power picks. You state, directly, that Vengeance is currently "balanced" by its scarcity. You imply strongly, by using the statement "the team power creep is through the roof" that this is going to change.

    Quote:
    Again claiming something that I certainly never stated. The only claim with any assertion that I've made is that it will probably make the game a lot more fun for anyone that uses the knowledge to their advantage.

    No, you declared directly it was going to be a change in power level. I quoted where you said that above.
  2. Quote:
    Originally Posted by Foxy_Phoenix View Post
    And what would be the problem with teams regularly hitting defense cap? Especially if you had a bubbler/cold on the team, or people with shield running Grant Cover?
    When did I say it was a problem?
  3. As a change of pace for my posts in the thread, I too think the pic of Ajax looked fugly. I like just about all the player composed screenshots posted here quite a lot more.
  4. Quote:
    Originally Posted by Warkupo View Post
    With this change I will now always be at the soft-cap against AV's, and have quite a bit of defense OVER the soft-cap in every other encounter to deal with defense debuffs (And because a lot of my net "defense" is tied into To-Hit Debuffs, that means I'm even better at mitigating enemy DefDebuffs than normal). My S/L resistance will also go up from a value of 53% to about 70%. Add in RttC, High Pain Tolerance, and the ability to spam the Attack Vitals combo back to back, and I have gotten quite ridiculous indeed.

    My loss in doing all of this? I took two slots out of Health that where only there because I ran out of a good place to put slots. In other words, about 0.23 less health per second and a bit more endurance per second from the new toggles (-0.42 End/s, but that still leaves me with +2.2 End/s to go bat**** with, and my attacks don't cost much endurance with IO's anyway). I think I'll be able to live with that~
    That's pretty nice. You've got a situation where you have slots that you don't especially value in the place you have them. Being able to take new powers and add a few slots them is something I can see being transformative. I've looked, and on all my existing characters I would have to sacrifice something I don't want to decrease if I moved slots, so my high end is going to move less in general.
  5. Quote:
    Originally Posted by Another_Fan View Post
    And @brand X, with these kind of changes they are going to need +5 on the difficulty slider.
    This is bigtime hyperbole.

    On the solo side of things, only a very few characters can solo at those settings today, and only against some things. Primarily, they are softcapped characters. If they want to stomp around the game against arbitrary foe factions, they're basically SR, and really expensive Shield builds, because those are the only ones who can get the Defense Debuff Resistance to stand impassive in the face of things like Cimerorans or Vanguard. Even BillZ doesn't waltz over +4/x8 Arachnos.

    On the team side of things, people already walk over content. You don't need these changes to hit the hard defense cap at 50. You just need a team with multiple sources of strong defense buffs, which are regularly available from Cold Domination, Force Fields and Villain epic ATs, with the occasional Vengeance tossed in. Will more people achieve this now? Quite possibly. But if we don't need +5 now for teams, there's no way in hell we're going to need it tomorrow. (My opinion is that we could use +5 now, and these changes are relatively minor to the people who would use that setting today.)
  6. Quote:
    Originally Posted by Another_Fan View Post
    You honestly don't see how this can be transformative and vastly increase the potential and power of even min maxed builds ? Really hard to believe.

    Ok lets take your uber scrapper, with 5 lotg uniques, hasten already slotted in and no use for the stealth pool.
    Nope. Have super Speed and a Stealth IO, so no meaningful use for more Stealth. Not a big fan of modern Phase Shift in PvE.

    Quote:
    They can now take the leadership pool, slot a perception unique, a +to hit unique, and have vengeance all for 0 cost to performance.
    Already have Leadership. May get Assault, may get Vengeance. Don't have Fitness now, so I'll get Health and Stamina for free and will therefore be better at sustaining my optimal DPS. My optimal DPS will improve slightly because I'll have room for another LotG (I already have four) and my attack chain is not currently gapless. I already have a +toHit unique. I have focused Accuracy if I want +perception, though it's certainly cheaper on my blue bar if I use an IO for that, but I'll likely still keep FA for the -toHit debuff resistance.

    Quote:
    Team wipes for that character have just become a thing of the past.
    All I can really say is that I think you have interesting criteria for what might cause a character to wipe regularly, and thus how filling those gaps might transform a character's performance. Things that give me a problem today will be a bit less of a problem tomorrow, but they're still going to be a problem. My characters absolutely will improve, but only the ones where I have found a way to stack more defense on an existing defense build are likely see what I consider big changes in overall performance.
  7. Quote:
    Originally Posted by Another_Fan View Post
    Reading is fundamental Time: Phase Power OR that last 7.5 for free. Seeing as each power has 1 slot I doubted anyone would need slotting options.
    I'm failing to see how adding the other two powers in the Stealth pool gives them the option of the third extra LotG "for free". Also, way to ignore the point about not being able to slot three more LotGs.

    Quote:
    And if you don't think this is big thing go take a look at the shield builds in the scrapper forums. There are many builds that can't squeeze in hasten and now they get it. Or you can just go take a look at the Perma Dom builds in the Dominator forum.
    I consider it likely that I'm more in tune with the Scrapper forum than you are, though I don't hang out in the Dominator forum much at all. In either case, in my opinion, if they couldn't squeeze in Hasten, and the recharge it grants them is transformative, they probably weren't already "maxed out" by not having it already.

    Edit: To be clear, there is a difference in there being a major increase in maximum potential for a given build, and the change causing people to find major increases in the potential their builds actually realize.
  8. Quote:
    Originally Posted by Another_Fan View Post
    I Laughed at this.

    Without even trying. Just take the stealth pool. You can now slot 3 luck of the gambler globals for 22.5% more recharge and you get stealth, invisibility and a phase power or that last 7.5 all for free. The fruit doesn't get closer to the ground without being a potato.
    I apparently get to laugh at your idea of, and I quote myself, "previously maxed out builds". I can't add 3 LotGs to any "previously maxed out build" I have because I already have at least three in place already.

    Math time!

    Let's say I could add two LotGs, for a +15% global recharge. I typically run between 60% and 70% global recharge. I typically slot between 43% and 87% enhancement recharge. I typically have Hasten. Let's take the low end there, and assume no Hasten. If I have an attack with 15-second base recharge, 43% slotted +recharge and 60% global bonuses, adding 15% will change my recharge time on that power from 7.28s to 6.79s, a before/after ratio of 93% or a 7% decrease. If Hasten is in play, I instead go from 5.44s to 5.16s, a ratio of 95% or a 5% improvement. That's how much my 15s attack improves - my faster recharging ones get lower returns.

    To be fair, lets pick a long recharging power - one with 650s base recharge time and 95% slotting. Without Hasten, 249s to 235s, or 6% reduction. With Hasten, 196s to 188s, or 4% reduction. (Edit: The Hasten example here is wrong, because this recharge time outlasts Hasten's duration. I don't have time to fix it now, but it's probably closer to 5-6% improvement.)

    Is that nice? Yes, and you can be sure that I'll take advantage of things like that where I can, because I strive for maxed out performance like that. I don't accept that it represents a major leap in power. It's more incremental. I don't think anyone sane is suggesting that there's no power increase here, but I think it's being very much over-hyped by some.

    And it'd help if you actually offered possible slotting options. Phase Shift doesn't accept set IOs at all.
  9. Quote:
    Originally Posted by Nerfed2Hell View Post
    I keep hearing from different people that Accuracy has taken a hit. Now, sure, I could open up the stats window and look at all the numbers for myself... but I'll admit it, I are an idiot when it comes to looking at all the numbers and trying to make logical conclusions from the information presented.

    I will say that the more I hear such talk, though, the more it feels like I am missing in combat. Like when I use Aim+Build Up and then miss on my next attack which is 2-slotted for accuracy... frequently. It could all be in my head put there by friends who don't know any better than me.
    There's actually a way to monitor your hit chances in game.

    If you don't know about the attribute monitor in general, look at your main power trays, and click "Powers" to bring up your power list window (default key "P"). On the top of that window, click "Combat Attributes". In the resulting window, click on "Base" to expand it, and look for "Last Hit Chance" - its roughly in the middle of the "Base" attribute list.

    This will be added to a little movable window that will now let you monitor the probability that your most recent attack roll had of hitting your enemy.

    (If you're new to the attribute monitor, you now know you can monitor a whole slew of stuff, up to 10 items, if I recall correctly.)
  10. Quote:
    Originally Posted by Nicetry View Post
    I'm not assuming anything. What you're depicting just isn't nearly as common as people on the boards pretend it is. If fact it is a mighty large assumption in and of itself to claim that teams are softcapped with any kind of frequency.
    You might notice I didn't make any claim about its frequency. I stated what it would do to my play experience.

    PuGs are PuGs are PuGs. The powers and builds that allow people to softcap their teams are common and readily accessible, but people still run around looking for "healers". I think the notion that some vast greater percentage of teams will be running around like demi-gods because of it is silly, because if it were going to happen, it already would happen a lot more today at later levels. "Typical" players tend to shun most conditional powers, even ones as good as Vengeance. Will more people pick up Vengeance? Yes, almost certainly. Might that have a network effect and raise the percentage of users even higher? Probably. Is it going to be a game-balance changing transition? I seriously doubt it.

    Quote:
    It's also not like veng only buffs defense now is it? No it turns your team into nearly unstoppable demi gods.
    The defense is the vastly more helpful and content-rolling aspect of the power. Everything else it does is nice, but I find it of distant secondary benefit most of the time. Yes, sometimes the +toHit comes in real handy. Having high mez resistance is handy, but usually being nearly unhittable covers that, too. The damage buff is pretty nice, but comparable with a lot of other team buffs that may well already be present (which reduces the final % increase in team DPS it provides, like any damage buff). I don't ever remember the heal being a pivotal event.

    There are only two pieces of content I regularly see Vengeance used for where I think it makes a big different almost without question: the STF and the RSF last mission AV/Hero fights. Even in those situations, it's usually but not always primarily being used to buff summoned pets such as Shivans, who benefit far more from the +toHit and +damage aspects of the power than most player character builds, having no accuracy slotting and no damage slotting as players do. I can tell you though that with the advent of Villain epic ATs, the number of RSFs I went on that didn't use Vengeance at all went up noticeably.

    Quote:
    Heck if someone does die on a softcapped team the other benefits of veng could very well prevent that from happening again. Perhaps more than any other power pool could.
    I'm really not seeing that. I mean, yeah, OK, it's clearly technically possible, but ... I am really struggling to see it as something we can point to and say it's a big deal.

    Quote:
    Finally I've never seen a grantable def buff that also includes DDR. That Forcefield team that is comfortably sitting at the softcap is a mere quicksand away from getting trounced. Veng to the rescue!
    .....
    While I agree that this example is mechanically valid, again, it seems like you're reaching here. I just haven't seen situations like that come up that much.

    I'll agree completely that if you've got a sterotypical PuG team in the 20+ range, with fairly mundane, non-Set IO builds, low to moderate experience with the game, and no one providing large-scale defense buffs, adding Vengeance to the team can make a tremendous difference. I just don't think there's going to be such an increase in the number of people using it, that these teams see a measurable uplift in performance. Time will tell.

    Quote:
    The last thing I want to say with regard to tightness is that if you inherently think it is automatically a negative thing then you my friend need to get out of the computer room and get out meeting people! have fun guys.
    I gave parlance examples of how the term is typically used to imply something negative. For example, saying "times are tight" is practically never used to imply good things. Ignoring how words are used is dumb. I will agree that the actual mechanical outcome we're talking about in the game is hardly a bad thing.

  11. Quote:
    Originally Posted by UnSub View Post
    This is going to be the interesting outcome - what is going to fill in these newly created gaps and how it impacts on how CoH/V plays. Although I think the aim was to speed up the pre-Stamina journey, the full impact is more likely to be seen in the lvl 40+ game when players have their final powers to choose from.
    There's no question that any increase in picking general ally/team buffs will likely stack on teams in the general case, and so probably make more teams more powerful. Hell, even just more global recharge on a single character who otherwise has click buffs has some effect like that. Defense is a tricky one though, as it's a bit more prone to run into the softcap if too many people do it. Damage is a bit similar, but there's usually no danger of running into the damage buff cap without a kin on the team (and a decently large team).
  12. Quote:
    Originally Posted by MunkiLord View Post
    At this point I'm done arguing with people about it since it is been clarified several times what was meant, and they are choosing to ignore it(at least from the posters the last few hours).
    Yeah, I did notice, so sorry for raising it again. I was gone for those past few hours.
  13. Quote:
    Originally Posted by Timeshadow View Post
    This I can sort of agree with. Only have two issues with the way the Illusionists work. First off, when they go intangible they're not subject to "Only Affecting Self" status. They can still attack and summon. It's really only a problem with those damned Master Illusionists. Personally, I think they're overpowered. They just summon way too many other things. Also, they phase automatically regardless of any controls that may be on them. So even if you get a Hold or Stun on 'em they'll still become untouchable.
    They didn't always work this way. I am sure they used to honor the "only affecting self" status. I no longer remember when this changed.

    I wonder if it's actually the same bug that has the Aspect of Rularuu attacking through his bubble in the CoP. If they fix that, it'd be nice if it fixed the Illusionists as well.
  14. Quote:
    Originally Posted by Memphis_Bill View Post
    But some really need to be looked at. (Such as Valkyrie's freaking-forever invincible, rez, invincible. All you do is run around and dodge her for a few minutes, then try to knock down her HP before she fires it off again. (Normally do. Then she rezzes and hits it again, which is irritating.)
    FWIW, as a work-around to this (and I agree it's irritating), you almost never have to defeat her twice. If she's part of a spwn, like in the RSF, just save her for last. Defeating her the first time should count as finishing the spawn. Even if she rezzes you should be able to move on, exit the mission, or what-have-you. If you defeat her early, you have to endure the whole duration.
  15. It's worth pointing out that not all mobs get crashless "god modes" these days. A lot of more recent mobs get Unstoppable with a crash that stuns them (a throwback to a really old, old version that players got). This is a guaranteed death sentence.

    There are only a few godmodes I really, really dislike on mobs.

    One is the aforementioned Moment of Glory, which has full defense to all damage types (even Psi!) and lasts a really, really long time. (I'm not sure if it's the full 180 seconds of the version players used to get, but it sure feels like it.) You pretty much can't hit them with anything, which is usually just a waste of everyone's time waiting for it to expire.

    Another one is the modes given to AV/EB signature characters in missions. I'm sort of OK with these in TF's (but I'll get back to that), but in story arcs, these characters get crashless godmodes that operate off really high AT modifiers and have absolutely preposterous recharge times. If an EB Wretch wants to pop Unstoppable and become damn near invulnerable to my damage for three minutes, OK, fine, I wouldn't like it, but I could stand it. But he gets to do it again like 30 seconds after it wears off (with no crash). That is frustrating.

    Finally, I really, deeply and truly despise the few godmodes that combine with other powers give 100% DR to any given damage type. The Honoree in the LGTF still gets 100% lethal/smash resistance when he pops Unstoppable. I hate knowing that if I bring a character who deals L/S damage that I will stop contributing DPS at all once he pops that.
  16. Quote:
    Originally Posted by Santorican View Post
    I just thought that I'm going to be adding Assault to my Dark/Shield Scrapper, I should be able to get close to 300dps with Assault.
    Despite not being a huge fan of the Body Mastery pool, the powers in it are pretty handy for being useful with low or no slot investment. I suspect it might find its way into more builds now, though in some cases that might be done by giving up other epic pools, and thus EPP/PPP attacks. That could mean you move those slots into primary/secondary attacks, though, with potential implications on your ranged or AoE options.
  17. Quote:
    Originally Posted by Wildwind View Post
    To say that the outcome is the same is to say that your entire secondary has no bearing in the outcome... which is really a sad comment on /Regen if it's true.
    This is a false statement, and I'm really not sure how to continue this discussion if you have this kind of grasp of how the fight goes.

    If I am teleported naked into the heart of the sun, I'll go poof. If I don a fire-retardant radiation suit and teleport into the sun, I'll still go poof. It does not follow that fire-retardant radiation suits are useless, only that they aren't any help for teleporting into the sun.

    If you strip the defense off of a Scrapperall the way down to the defense floor (not just zero defense), can you tell me how many Scrapper powersets can consistently leap in a spawn of +2 or higher, x6 or higher, then just stand there (I did use those exact words), and not die before they kill the spawn? Do you really find it surprising that the outcome for most powersets will be defeat? If you can agree that's case, then yes the powerset usually doesn't ultimately matter.

    I mean, seriously, why do you think Cimerorans come up so much as ***-kicking foes for anybody who can't get really high DDR? It's the same thing, except Quartz also screw people with high DDR.

    In the specific case of Regen, it works by out-healing incoming DPS, and you just are not going consistently do that in the middle of a team-sized spawn at -45% net defense. I might last marginally longer than your SR, bit I will still die if I stand there and fight.

    I defeated DE by kiting them like crazy until I could defeat the Quartz or the mobs that produce them. I've done that on a Nightwidow as well, which has all the same challenges as your SR and lower base HP. If your SR is dying despite jockying around to keep the spawns away from thir Quartz emenators, I don't know what to tell you.

    +Defense is highly proliferated in this game. Because of the way it builds returns on survival, and because it works the same way regardless of AT, +Def is the single most effective thing available to players today for letting them fight more foes at higher difficulty. That means if the devs want more difficult challenges, they're probably going to need mobs that better counter our defenses. DE are very good at that. Like I said before, I'm open to the idea that they're too good at it, but I'm still surprised the devs aren't using them more.
  18. Quote:
    Originally Posted by MunkiLord View Post
    I don't think yall understand what he is saying. In this context tighter build simply means less slots per power. Which is true.
    You comment on this further in later posts, but I do think the problem some folks are having is that we consider saying that something gets "tighter" has an inherently negative connotation.

    In common parlance, I find that people use that to mean something like:
    • People now get less return on the same investment, meaning they need to invest more to stay in the same place
    • The return on investment is the same, but they require more return, and they have no additional resources to invest.
    I think you and others are using the second definition above (or something like it). I just don't think it applies, though, because we don't actually "need" to have greater return, and so we don't need to invest more resources. Yes, you now have more powers to invest slots in, and we don't have more slots to invest. I think the part that's causing the contention is the idea that we don't need to invest any slots in the new powers, and the situation can't be tighter without that need.

    I think it's fair to say most of us would love to be able to invest more slots in these new powers, but we can't do worse than break even if we don't. I think most of us will come out slightly ahead. If we want to define "tight" as "increased ratio of powers to slots" then I guess that's OK, but I just don't find that a useful definition based on how people around me communicate.

    Also, I really do think some people have issued that as an honest to goodness complaint, and not just as a statement of ratio change.
  19. Quote:
    Originally Posted by Nicetry View Post
    Personally my builds are all excellent even with fitting in stamina, so for the majority of them this means veng by 20 as a straight swap. And this means any team I'm on (if I ever resub to this game) will be breezing through +2-4/x8 of pretty much any enemy faction from level 20 on with insane speed and reward rate.

    You guys are right though, that's not really power creep, that is power leap . Provided roughly 20% of people think like I do so that most pugs will have a veng caster or two from now on.

    P.S. even for the selfish player there is little reason not to go the leadership route as it will give you two lotg's as opposed to 3 with concealment. Unless you literally never team then taking leadership is a pretty simple decision for most toons as a straight swap for stamina's power picks imo.
    You're assuming that people aren't already teaming with one or more someones who packs Vengeance already, and/or aren't running around with enough defense for more mundane defense buffs to softcap them, or that they aren't already softcapped because someone on the team isn't running a FF or Cold Domination character, one or more Soldiers of Arachnos, and/or their own IO defense bonuses.

    I can tell you that this particular point will probably increase the survival of teams I run with something like ... 5-10% of the time.
  20. Quote:
    Originally Posted by Knightfox View Post
    There's no way they'll actually have mailed in NDA signatures, that's just absurd on a colossal level. It will simply be an electronic signature rather than the normal "signing in means you agree to abide by the NDA" method. Electronic signature is much quicker and doesn't involve sorting masses of snail mail. I don't see how so many jumped to the conclusion that it would be an actual physical signature.
    I've been in betas with physical signatures required. We got them as an email attachment were allowed to return them by fax, but we had to print them out and sign them. I don't really see that as so absurd.
  21. Trust me, if my Regen or FA builds pile into a +2/x6 spawn of them an tries to stand there, the outcome isn't going to be much better than if I was SR.

    In any case, I'm pretty sure you kind of missed my point. The fact that they are brutal on defense is, from the dev's perspective a good thing. Are Quartz perhaps a bit too unfair? I'd be open to that position - I'd rather see stuff like this be big +acc than big +toHit. But mechanical tweaking opportunities aside, the fact that they force someone with high defense to kite or run around a corner probably means the mobs in some form deserve to be used a bit more.
  22. Quote:
    Originally Posted by Eva Destruction View Post
    Shield Charging into the mob rather than running in and hitting Soul Drain usually stops them from dropping the Quartzes right away, giving me time to kill them before they do. If they drop one I'm dead. Do not pass go, do not collect $200, get hit by a x8 DE spawn all attacking at once on a shielder and you're eating floor.
    I've got high defense Regen scrappers, and they mess me up enough that I've been wondering why they haven't used them more before now.
  23. Yeah, sorry, I'm not seeing this as half-... anything.

    Sorry this isn't buff you'd like it to be, but that doesn't make it half-<whatever>. It's just not what you wanted it to be.
  24. Quote:
    Originally Posted by Panzerwaffen View Post
    Now that all players are going to start out with Fitness straightaway, does it make sense to remove the 20% XP bonus at low levels?
    My guess is no. If they're doing this now, they're very unlikely to be doing it based on what used to be like back before that 20% increase. I'm sure they're keenly aware of what leveling rates at various level ranges are, and I'm sure they have some idea what effect this will have on the low-end game. I can only think it has to be intentional.
  25. I really, really, really don't understand why people want Swift and Hurdle to be merged for this.

    They're free powers. Having two of them costs you nothing. Having them merged means you have to spend additional slots if you want to slot both run and jump, unless you happen to be level 47+ and slot a Hamidon travel enhancer in them.