If you were a dev...
Actually, thinking about it more, I'd probably do a mix of both.
Some types of IOs (ranged and melee damage particularly) have a TON of sets. Those I probably wouldn't add new sets to, I'd just replace some of the already existing sets (since a lot of them suck). Other types (PBAoE, Targeted AoE, many others) need more sets, and I'd probably just add new ones rather than changing ones that already existed. I'd still probably end up changing quite a few though. And since getting rid of the crappy sets also means getting rid of all the cheap sets, I'd make generic multi-aspect IOs. They'd work exactly like multi-aspect set IOs, they'd just give no set bonuses. Then people who just wanted to slot cheap IOs for the enhancement and don't care about set bonuses could use those cheaply. Actually, people might not hate that so much, so I better stick with the first idea. |
The problem is no matter how cheap and crappy it seems, someone somewhere has it in their build and LOVES it.
The title of the thread is amusing, and has been fun in places. Consider though that this is a question the devs have to deal with every time they make any change in the game, good or bad. I bet "Man that would really piss people off." is said as often or more than "They are going to love this!"
Developers are in a crappy spot. The discussion I had with Ogi concerning Incarnate powers is a good example. When we were first testing these powers people were really angry that they would not get their level shifts all the time. Imagine the crap storm if they didn't even get the power all the time!
The Devs have this balancing act they have to do that really is as much about not pissing us off as it is about keeping us happy.
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Oh, that reminds me. Toggles and passives are designed wrong in this game. Passives should be stronger than toggles most of the time, particularly for mitigation powers.
No, I'm not kidding. I've mentioned it before, but this is a case where the devs do not see the forest for the trees. Its not that this is another way to do it. Logically, its the only correct way to do it. |
Toggles have more value because we pay a constant cost in endurance to use them. Why should something that has no cost, other than selection, should give greater benefit?
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Remove the "VIP" status.
No subs. Everyone's a freemium, and everything goes on the Market. |
Because the monthly sub cost produces a lot of the content in this game - take that away and the game becomes stale..looking at 1 MAYBE 2 issues a year.
No, I don't want to play CO ever again.
I thought we players were in for a lot of trouble when Scrapyarders were introduced in the game. They don't stay clumped up. They run off in different directions and circle back on you. So, basically, they don't just stand there and take it, nor do they become perma-runners. But for some odd reason, only a very few of the ranged critters since I6 got that AI code; and certainly not a whole faction like the Scrapyarders. |
I hated Scrapyarders because of all their AoE burn patches! Ninja MMs need not apply!
sheesh they killed my ninjas quiiiiick!
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I would like to know also. Because honestly other than the advanced math you use, this is the only thing you have ever said that makes no sense to me.
Toggles have more value because we pay a constant cost in endurance to use them. Why should something that has no cost, other than selection, should give greater benefit? |
Passives are just that passive...they are "who you are" as a character. Superman can't turn off his invincible-ness (yes, yes, kryptonite and all that)...so in that sense I can see why passives should be stronger than toggles.
Toggles are something you "add on" to the character I guess. *shrugs*
Leader of The LEGION/Fallen LEGION on the Liberty server!
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*I would get rid of pvp altogether and turn all the pvp zones into co-op zones.
*I would limit premiums on the boards more than it is now....player questions..there ya go.
*I would create specific items to sell on the market to fund a new base system....and then make it a market item that the Super Leader could buy....once..meaning if you are SL in more than one base...you would have to purchase it multiple times ...once for each base
*I would open up the Rewards program so that it was tier-less and you could spend your token on any of the items...I look at it this way - I am not a costume person so why should I use my "reward" for somethign I know I will never use.
*I would get rid of post counts on the forums
*CoH has too much bloat - I would get rid of approx half of the zones....make their content accessible via oro though.
Think that's about it for now
I'm not sure I'd be "hated" for these by the playerbase at large (though there is always at least one person who gets upset). Here goes anyway:
I'd try to take CoX even further away from the standard model of MMO and try to push it toward Gauntlet or Diablo, focusing on swarms of enemies with some mixed hard targets.
I'd add to the list of ways enemies tend to show up on the map. In addition to the ambush, there would be the Bell (trying to assault an enemy group deep in the maze alerts all others and sends them running for you) and the Trickle (instead of the whole ambush appearing at once, one enemy at a time drops in, one every 5-10 seconds, severely limiting the ability to just blow them all away at once or use a single AoE control).
I'd look into removing the aggro cap. In it's place, I'd borrow a rule another set of games uses to make Tanking much more dynamic: any enemy above the 10th lowers your defense and resistance slightly. Defense limits are therefore impossible to predict and more is always better no matter what the cap is.
I would design future incarnate abilities to be powered by a meter seperate from your actual endurance meter that is repowered by defeating incarnate enemies, to make casting costs meaningful and to give leagues incentive to defeat "trash" spawns.
I would make some implicit playstyles explicit. For example, this is a game that heavily encourages alting. So I would look to build a system that rewards players for having a variety of alternates, including the possibility of allowing a single character to have two to three builds with completely different powersets and ATs. This sounds incredibly overpowered, but is actually not very different in today's than having two characters share a badge. Each build would have seperate IOs and have to be leveled seperately, it would just be more obvious that the toon was the same character, and could switch roles as needed.
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AOE damage powers would damage players!
Better hope that tank standing in the middle could take it!
Pulling wouldn't work. You blast an enemy, his nearby friends come with him!
"Dude! I just got shot by a fireball!"
"Let's go find this intruder!"
Brutes would lose 5% of Resistance. Scrappers would gain 5%.
Tough/Weave would give better returns for squishies and less for the melee's.
Some powersets would lose their lethal resist, but gain some Smashing Resist.
Kill off BABS.
BrandX Future Staff Fighter
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And I would quit.
Because the monthly sub cost produces a lot of the content in this game - take that away and the game becomes stale..looking at 1 MAYBE 2 issues a year. |
*I would get rid of pvp altogether and turn all the pvp zones into co-op zones.
*I would limit premiums on the boards more than it is now....player questions..there ya go. *I would create specific items to sell on the market to fund a new base system....and then make it a market item that the Super Leader could buy....once..meaning if you are SL in more than one base...you would have to purchase it multiple times ...once for each base *I would open up the Rewards program so that it was tier-less and you could spend your token on any of the items...I look at it this way - I am not a costume person so why should I use my "reward" for somethign I know I will never use. *I would get rid of post counts on the forums *CoH has too much bloat - I would get rid of approx half of the zones....make their content accessible via oro though. Think that's about it for now |
Also, I had thought Zwill was going to get rid of post count. I like reg date, because it allows some of us to walk down memory lane together. I am not a fan of post count though, it too often is used as a tool in arguments. "He has a ton of posts, he must know what he is talking about" or the other side "You have so many posts, you think you know everything."
Tomorrow Memphis_Bill you should start a thread for us to list things that would make the players love us if we were Devs. I think it would be even more interesting where that would go, and I bet it may even get more heated.
Brand X inspired me!
17. The Fighting pool and the Leadership pool would give the same benefits to all ATs
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I'd also make a Dual Pistol set for melee ATs! I would switch out some attacks for melee centric ones...like a powerful ST attack that has the character roll along in the ground, KU the target with a kick (something akin to Jump Kick) then releases multiple shots at the target while in the air.
Though I'd keep some of the range attacks, because, well, not like other melee sets dont have lots of range.
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I'd also make a Dual Pistol set for melee ATs! I would switch out some attacks for melee centric ones...like a powerful ST attack that has the character roll along in the ground, KU the target with a kick (something akin to Jump Kick) then releases multiple shots at the target while in the air.
Though I'd keep some of the range attacks, because, well, not like other melee sets dont have lots of range. |
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I would like to know also. Because honestly other than the advanced math you use, this is the only thing you have ever said that makes no sense to me.
Toggles have more value because we pay a constant cost in endurance to use them. Why should something that has no cost, other than selection, should give greater benefit? |
You seem to be saying why should the passive offer more benefit than the toggle, because if it does you'd choose to run the passive instead of the toggle. But that actually doesn't represent reality. In reality, assuming you have both powers (more on that in a minute) you have no choice but to run the passive: its always on. The only choice you have is whether you run the toggle or not. You do not get to choose between running the passive or the toggle. You can only choose to run either the passive, or the passive and the toggle. And the passive plus the toggle is always more, so in fact you always get more when you burn endurance than when you don't.
But, you might say, you could choose to not take either power. The choice could occur when you are constructing the build. But in that case, the question then is: is that be a real choice? There are four possibilities: take neither, take the passive, take the toggle, or take both (looking at the simple case of one passive and one toggle: the logic applies to more complex situations as well).
Lets look at the simple case of Super Reflexes (simple because for each positional type there's one passive and one toggle offering defense to that type, and the values are the same for all three types and for passives and toggles). We'll assume SO slotting for discussion purposes. The slotted passives are about 8.8%. The slotted toggles are about 21.6% (for scrappers, brutes, and stalkers). The combined total is about 30.4%.
So the four choices are: take nothing and get nothing, take the passive and get 17.6% mitigation, take the toggle only and get 43.2% mitigation, and take both and get 60.8% mitigation. Value-wise, the difference in survival is proportional to the inverse of those numbers: you either take 100% of incoming damage, or 82.4%, or 56.8%, or 39.2%.
The passive only choice causes you to take 45% more damage than the toggle only choice. If we are assuming you don't take both (if you take both, see above) the choice is take almost 50% more damage, or take the toggle with its endurance costs. And this assumes no power pool defenses stacked on top. Is that really a legitimate choice?
When we look at sets with passive and toggle powers doing similar things in the same set, it seems to almost *never* be a legitimate choice to take the passive only. Specifically *because* the passive is so small it only has real value when stacked onto the toggle. But notice that's an inversion of reality. In reality the toggle is stacked on the passive, not the other way around. Because you can't turn the passive off. When you have the passive, its always on. The only choice the player has is to turn the toggle on, or turn the toggle off. They can't choose to turn the passive off. They can choose to take the toggle only, but rarely the passive only, because the passive is simply too small.
If the choice doesn't really exist as a practical matter, its worth looking at the situation where you have both again and see what the real choice is. And using SR as our example again, we can note something very interesting. The differential difference between toggle on and toggle off is *huge*. With the toggle off, you have 17.6% mitigation and take 82.4% of incoming damage. With the toggle on you have 60.8% mitigation and take only 39.2% of the incoming damage. That's a difference of a whopping 210%.
In a build that has both the passive and the toggle, the difference between running the toggle and not running the toggle is over double the damage (in this example). That's why detoggling is so catastrophically dangerous. That's why players don't often toggle-manage. The toggle is numerically larger, and then the way stacking works in this game that numerical value gets amplified when it comes to defensive and resistive toggles (the situation is more complicated for regenerative toggles, but a more complex version of this argument applies to them). When the difference between running and not running the toggle is that vast, even *that* is not much of a choice.
Even the devs say we shouldn't directly compare two different powers in different sets, because individual powers are designed for the sets they are in. That's why we can't compare the endurance costs and strength of RTTC and Focused Senses, say. But that's actually true even *within* the powersets: each power was designed to fit within that set: comparing one to another within the set as if they were separate individual options is equally wrong. The correct thing to do is to look at the powerset as a whole and ask what options it really presents to the player.
If you really wanted to present *valid* build options to the player, then the all passive route would have *most* of the strength of the set. Then the toggles would have the rest. So you could get 75% of the strength of the set, for example, without toggles, and the last 25% would cost you more. That way, you end up with escalating costs and diminishing returns. Instead, the all passive option is basically for fools, and the only real option is all toggles or everything. And in terms of endurance, once you've decided to take all the toggles there's little point in passing on the passives, so long as you can fit them.
But the idea is that you only pay endurance if you want the *best* performance. Right now, you pay endurance if you want *any* real performance. Because the passive-only option is usually farcical.
Similarly, if you want to present a tactical choice to the player - run or don't run the toggles - the difference between the two options can't be astronomical. If it is, then the endurance cost becomes a lesser issue. It becomes more a case of "can I afford to have very little protection?" If the answer is yes, you can turn the toggle off. If the answer is no, then it doesn't matter what the endurance cost is: you have no choice but to run it. The choice is pretty binary because the difference between toggles on and toggles off is night and day.
If the difference were lower, then the question would be more reasonable: do I accept only being at 75% strength, or do I burn endurance and get 100%? That's a valid tactical option. Do I accept only being at less than half strength, or do I burn endurance and get back to 100% is much less reasonable a choice.
If you are comparing the endurance burn vs strength of a passive vs a toggle, you're doing exactly what the devs say not to do. And yet they do it, specifically for the case of both powers being in the same set. But there's no reason to make that distinction. In both cases, the powers are being compared out of context. The real question is are *all* the powers in a powerset designed correctly for the powerset as a whole? And that question cares nothing about the numerical balance between two powers in isolation. The question is what role do those powers play in the powerset. What choices if any do they present to the player? And in more cases than not, strong passives and numerically smaller toggles presents better choices, given how this game is currently implemented (in terms of powersets and mitigation stacking). The way toggles and passives are currently designed, they only present the *illusion* of choice, but its obviously an illusion because almost no one takes that choice seriously, except for conceptual reasons totally disconnected from performance completely and therefore outside the scope of discussing the numbers.
If this was a points-based power system where we could pick any power from anywhere, it would be really important to make sure every power choice was balanced against each other. But we don't have that choice. We don't get to choose between RTTC and Focused Senses. If we pick Willpower, we're locked out of the second choice; if we pick Super Reflexes we're locked out of the first. That choice doesn't exist. But in a real sense, we don't get to choose between Focused Senses and Agile either. Once we pick Super Reflexes, we've picked a set designed around both powers. We can choose to dump one if we want, but we have to accept the consequences of that decision if we do. And for most situations, dumping the toggle has consequences that make the choice not very reasonable.
Its a question of thinking about powersets holistically, and not as separate independent pieces. Because those pieces were never actually independent pieces.
You can't change this dramatically and suddenly, but if I was in charge would I try to steer future powersets in this direction? Maybe.
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An actual change that I would like to see but would alienate almost everyone?
Get rid of the following ATs entirely:
Replace them with the following hybrids, named whatever the heck you want to call them, with any powerset available to either AT being available to the hybrid:
As for Blasters... there isn't a good way to stay within the concept (only do damage plus die a lot), so they just get to make a Dominator (control stuff and still do damage) or the new ranged hybrid instead. That's why I said to keep the full bonus from Vigilance (including the solo/small team damage bonus). Since this affects every single "free" AT, I'm sure it would impact a huge number of players and offend almost all of them. But we have too many ATs that all do the same thing, and the only reason can come up with that many of them were created was because CoH and CoV were originally marketed as separate games and so they couldn't just revamp the "old" CoH ATs. I think it's a good idea, at least from a future-balance and team role standpoint, but it would never happen this late in the game because people are too attached to their characters. |
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An actual change that I would like to see but would alienate almost everyone?
Get rid of the following ATs entirely:
Replace them with the following hybrids, named whatever the heck you want to call them, with any powerset available to either AT being available to the hybrid:
As for Blasters... there isn't a good way to stay within the concept (only do damage plus die a lot), so they just get to make a Dominator (control stuff and still do damage) or the new ranged hybrid instead. That's why I said to keep the full bonus from Vigilance (including the solo/small team damage bonus). Since this affects every single "free" AT, I'm sure it would impact a huge number of players and offend almost all of them. But we have too many ATs that all do the same thing, and the only reason can come up with that many of them were created was because CoH and CoV were originally marketed as separate games and so they couldn't just revamp the "old" CoH ATs. I think it's a good idea, at least from a future-balance and team role standpoint, but it would never happen this late in the game because people are too attached to their characters. |
Keep the Brute mechanic of Fury, which already lets them get close to Scrapper levels of damage, then lower the Scrapper damage o.O
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*I would limit premiums on the boards more than it is now....player questions..there ya go.
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The VIP community (in a general sense) should do more to embrace the Premium players of the game and encourage them become (or remain) a part of the community. Not gate themselves away from the "masses". The often hostile attitude towards Premium players has been one of the biggest turn-offs to lurking the boards since I came back to the game.
This attitude annoys the bejeezus out of me (currently a tier 9 premium player who cannot even post on the archetype board that I helped to shape in the early days).
The VIP community (in a general sense) should do more to embrace the Premium players of the game and encourage them become (or remain) a part of the community. Not gate themselves away from the "masses". The often hostile attitude towards Premium players has been one of the biggest turn-offs to lurking the boards since I came back to the game. |
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This attitude annoys the bejeezus out of me (currently a tier 9 premium player who cannot even post on the archetype board that I helped to shape in the early days).
The VIP community (in a general sense) should do more to embrace the Premium players of the game and encourage them become (or remain) a part of the community. Not gate themselves away from the "masses". The often hostile attitude towards Premium players has been one of the biggest turn-offs to lurking the boards since I came back to the game. |
Paragon Studios is trying to walk a fine line between making enough free to encourage free/premium players to spend money in the Paragon Store, but provide enough incentive to VIPs to encourage people to upgrade to a $15/month subscription. (And for that matter, continue to provide incentives for VIPs to spend additional money on Paragon Points to purchase stuff past their monthly stipend.) We players like to pretend like we know what is and isn't obvious that free/premium/VIPs should and shouldn't have access to in order to maximize the studio's profit, but the harsh truth is that only they have the mined data on what people are spending money on and they are in the best position to make authoritative decisions based on actual data.
Obviously, this doesn't mean that they will reject all of our input, but it also does mean that sometimes they will do things that don't necessarily make sense to us but that there is a compelling business case for based on data to which we do not have access. The mark could be overshot on either side--providing so much free stuff that people start dropping their VIP subscription, or providing not enough free stuff so that people don't bother wasting their time playing on a gimped account and choose some other game.
We've been saving Paragon City for eight and a half years. It's time to do it one more time.
(If you love this game as much as I do, please read that post.)
Here are a couple of new ones that I'd like to see but most others probably don't.
I'd remove random chance to miss because you suck and you missed. No character would ever miss unless his target has a power that grants it defence of some sort. This goes for both players and NPCs. Enemies would no longer just naturally have a 50% chance to miss anything they shoot for. They would hit every time unless the player brings defences to the table of some sort. Obviously, this would have the implication of raising the defence "soft cap" to 95%, but there are ways to deal with this. Yes, this also means that characters without any form of defence in their powersets will get hurt a lot more.
Players, too, would never miss NPCs unless those NPCs have defences of their own, such as Rikti Drones, Family Underbosses, the Comeroran Traitors and so forth. I'd get rid of accuracy enhancements entirely and replace those with to-hit buff enhancements straight into the powers, and I'd remove enemy accuracy and to-hit buffs for rank and con. This would actually give a legitimate choice to players as to whether they want to slot for "accuracy" or not. If they don't, they'll still hit normal enemies all the time, but they'll suffer when fighting enemies with defence. However, unlike current accuracy enhancements, slotting for to-hit would actually directly contribute to overcoming enemy defences, as opposed to how accuracy's effect diminishes now against enemies with high defence numbers.
In other words, I'd remove accuracy as a "level scale balance mechanic" and rely instead on modifying the strength of effects after they land.
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I'd also get rid of endurance entirely. No power would ever cost anything, and powers would instead be bound by recharge and animation times. Toggles would all become click powers that are "perma-able" out of the box. I would remove "passive" powers entirely and award them as stat boosts at character creation just for taking a particular powerset. You chose to be Invulnerable? Congratulations, you are no resistant to physical, elemental and energy damage.
As a general rule of thumb, no player would ever be allowed to take a power that the player doesn't have to use in some way. There would be no "fire and forget" powers. There would also be no toggle-juggling. If you don't feel like you need your AoE protection against the Rikti, you'd simply stop activating it. Players' performance would no longer be bound by cost, it would be bound by recharge and, more than anything else, by "uptime." As players are all of a sudden required to activate a bunch of other powers besides just spamming attacks, those begin to intrude on attack chains and become a trade between offence and defence.
The running goal here is that players are never, ever awarded "stats." They are awarded things they can do, and things they can see themselves doing. There would still be behind-the-scenes math, this is unavoidable, but player builds will not be based around manipulating that, but rather around getting new ways to act in combat, as action - not stats - is what will decide the outcome of battles.
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Finally, I'd break down all Set Inventions "packages" and offer those to people in pieces. When you make your multi-aspect Inventions enhancements, you will be able to pick which aspects they hold directly, with diminishing returns for their effects the more aspects you pick. "Set bonuses" would no longer be given out for sets. If they even exist (and I'm not sure they will), a player would simply be given a limit of, say, 30-50 of those that increases with level progression and allowed to pick any combination at will, though restricted by a set of internal rules.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I think because I didn't get what you stated, that I took some people more serous than they were. I mean no sane person would really want to nerf hasten...
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I'd cut it down to 20% (same as Quicknes, but without the runspeed), and make it a toggle (so it doesn't require a crazy build manufactured for perma-Hasten to keep it up all the time). Then take the end cost of the crash, double it, and divide by 120 to get the End Per Second cost (keeps the end cost the same, if you slot for max End Reduction, increases it for anyone who doesn't 3-slot it).
Hasten as it is, is crazy. A pool power shouldn't be better than a Primary or Secondary. Other powers would be adjusted for the same reason: Jab would be buffed to be better than Boxing (Boxing is at about the right level for a T1 pool attack, IMO), Air Superiority would be adjusted down (Currently the best attack in a power pool? Probably.), and probably a few others, both up and down.
I'd also give all pools the travel power adjustment; ie, first 3 powers at 4, fourth power at 14 (one power prerequisite), fifth power at 14 (two power prerequisite). Not all pools would get the new power at T5 - I'd add a thrown weapon as T3 to the fighting pool, leaving the requirements for Tough and Weave where they are right now.
@Roderick
Yeah, I think I misunderstood that part.
So, and all 16 of my suggestions were things I would really do. There may be one or two that would cause complaining (too lite a word maybe), but I don't think many if any would quit over them. I think because I didn't get what you stated, that I took some people more serous than they were. I mean no sane person would really want to nerf hasten... |
That's borked, even if I am insane. If I was a developer (and the game wasn't 8 years old) it'd be first in line for the nerfbat without question. I've been expecting it to be since i5 or so (but don't think it would be now, it's become institutionalized)
As to the question as why you'd nerf something rather than up enemy difficultly it's because that creates an arms race, and the longer it goes on the more chance there is that other characters who didn't take the overpowered powers get left behind and unable to compete, even at +0x1. There has to be a median level which things aspire to, some can be slightly over, some will be slightly under but outliers should be buffed / nerfed as appropriate to approach it.
I'd then emigrate to Easter Island or somewhere to avoid the imminent nerd-death that would chasing me once I had nerfed it.
I hope you know I am kidding. I see your point, but as it is not a point based system and you are right we never really get a choice then each power does not have to be balanced in the exact same way.
However it is the system we have, the one that has succeeded, and the one that history has prove any drastic change to this system hurts it bad.
Like ZM's suggestion about DR in PvE. Because I do not PvP I have never looked closely at how the devs implemented it in PvP. What I [b]do[/i] know for sure is those who PvP hated it, even the ones who are personal friends and I know are reasonable people irl hated it.
If it hurt PvP that bad, I can only imagine the damage it would do to try to implement it in the PvE game. Just the fact that it was used in PvP first would be enough to sink it, how it worked would not even matter to most people. It would just be "They are balancing the game around PvP!" they would be wrong, but sadly as a good friend once told me "For most people, perception is reality."
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But for some odd reason, only a very few of the ranged critters since I6 got that AI code; and certainly not a whole faction like the Scrapyarders.
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