Get rid of multiple-Paladin spawns.


Blue Rabbit

 

Posted

It is not fair to Villains merit-wise considering you took away the ability for multiple Deathsurges to be spawned at once.


 

Posted

Just add this to the list things villains wants/ dont have compared to heroes dude.


 

Posted

If villains want the merits from paladin so bad, become heroes and come get them.

/unsigned. It's not like that many people do anything with paladin anyway.


 

Posted

Quote:
Originally Posted by firespray View Post

/unsigned. It's not like that many people do anything with paladin anyway.
Then why have multiple of them if they are a waste of space?


 

Posted

Quote:
Originally Posted by The_Coming_Storm View Post
Then why have multiple of them if they are a waste of space?
Why waste the time to fix something that isn't causing any problems?


 

Posted

This comes across as a "wambulance" suggestion.

There is nothing wrong with having multiple Paladin spawns.

Advocate for something to be added/changed red side instead of whining that blue side has something better and should be hamstrung because "red doesn't get anything as good".


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

HERE is something you might want to suggest instead.

Adding to Port Oakes a new GM; "Visage of Merulina", an Avatar of the Coralax Goddess Merulina, who has come to destroy the surface dwellers who are poisoning the oceans of the planet.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

I like villainside. Most of my characters are villains.

/unsigned

Blueside has more GMs than redside even without taking into account multiple Paladins. I guess the devs should also remove some of them in order to make it more fair?


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

Don't give him any ideas.

As it is, badge-wise the only thing that counts is the monster construction, *not* the Paladin(s.)


 

Posted

Quote:
Originally Posted by firespray View Post
Why waste the time to fix something that isn't causing any problems?
Because they did so with Deathsurge.

Non-accolade badges mean NOTHING bill.


 

Posted

Quote:
Originally Posted by The_Coming_Storm View Post
Non-accolade badges mean NOTHING bill.
Except, of course, to those who collect them. (No, I'm not one of them.)


 

Posted

Ummm... most redside GMs can be spawned by player action. This theoretically gives redsiders *a lot* more chances for Merits from GMs than bluesiders.

And while the Ghost of Scrapyard is not player-generated, he spawns so often, that they'll be thirty of him for each Paladin that spawns.

And speaking of Paladin. Since the badge is for stopping his construction, theoretically, that lowers his spawn rate. Also, if a Paladin is not killed, a new one won't spawn, and he doesn't unspawn on his own except for server resets. So, if you log on and watch your event channel for "Unusual activity in Kings Row", and there are already 3 Paladins hanging around, you'll never see an advert for him.

Generally, redsiders do very well for possible GM Merit.


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Posted

Quote:
Originally Posted by Zombie Man View Post
Ummm... most redside GMs can be spawned by player action. This theoretically gives redsiders *a lot* more chances for Merits from GMs than bluesiders.

And while the Ghost of Scrapyard is not player-generated, he spawns so often, that they'll be thirty of him for each Paladin that spawns.

And speaking of Paladin. Since the badge is for stopping his construction, theoretically, that lowers his spawn rate. Also, if a Paladin is not killed, a new one won't spawn, and he doesn't unspawn on his own except for server resets. So, if you log on and watch your event channel for "Unusual activity in Kings Row", and there are already 3 Paladins hanging around, you'll never see an advert for him.

Generally, redsiders do very well for possible GM Merit.
This.

/unsigned


 

Posted

They'd better remove the Arachnos Flier from the STF too, that's also unfair since it respawns and can be defeated multiple times for the merit reward. (Although as I recall, the fact that it rewards merits at all is not WAI.)


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
HERE is something you might want to suggest instead.

Adding to Port Oakes a new GM; "Visage of Merulina", an Avatar of the Coralax Goddess Merulina, who has come to destroy the surface dwellers who are poisoning the oceans of the planet.
You sir! I like the cut of your jib, see!


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