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Posts
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Joined
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Here's a sort of weird idea...What if buff duration scaled somehow with team size?
Right now when duoing my kin def, buff casting really isn't that much of a problem. But the increase in percentage of time spent buffing with each additional team member is steep enough as to pretty much discourage adding anyone else to our little team. Large teams can become distinctly un-fun, very quickly...
What if each person in your team at the time acted as a sort of multiplier on the base duration? This way the powers and ATs that are supposed to be the most attactive to a team wouldn't have to pay such a large penalty to join one... -
A quick thought on the danger of the two account buffbot thing...I'd rather have my own game experience be a little bit more fun than be secure in the knowledge that someone, somewhere, isn't two-boxing an empath to PL themselves. (Which of course happens plenty anyways.) As for selling...what economy? Once you hit 30 you'd feel like an idiot for wasting all that time.
Still, those who don't want to see it have opinions as valid as my own, but would a minute or so extra all around really suddenly transform ID or fort into KEI?
-signed, a kinetics defender who never wants to hit the #4 key again in her life. -
Apply early is good. Apply often is okay too...but when that turns into 'restart application cycle every 33 seconds, alternating with other buffs' then it isn't a matter of strategy, it's a matter of unfun rote repetition. Stretch that out for an hour or two, repeat every time you play the game, and it starts to be a little bit frustrating.
If status effects didn't eat toggles, I probably wouldn't be worrying. I'm *not* going to avoid certain zones or enemy types or anything because they have status effects...defeats the whole point of playing the game to only hang out in the easiest zone farming the easiest mobs. I want to be somewhere scary trying new things and generally having fun. But if I have to spend most of my time there spamming status protection, that fun will eventually dissipate. -
Good overall points, I think. If baddies with status effect attacks are going to be an intregal part of the high level game, and status effects are going to continue to have the steep penalty that they currently have in terms of dropped toggles, ect then reliable status effect protection needs to be an integral and reliable part of the players' tools. If they are not, large otherwise interesting and rewarding swaths of the game may end up being ignored because challenge is not the same as suicide or tedium.
Without getting into debates about what the actual duration should be, I agree that status effect protection needs to be looked into overall. The longer duration of stimulant gave me some hope that this was being recognized, even if it made my primary protection, ID, seem even shorter in comparison...
Maybe they're worried that there's going to be problems when PvP comes out with controller type powers if good status protection actually exists?