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  1. #1
    Community Member Elaril's Avatar
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    Aug 2007
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    115

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    At first I thought this idea was better than hard to kill. The more I think about it, though, the worse it becomes.

    I'll go ahead and say that this idea is worse than dungeon alert, worse than the swing speed nerf, worse than the wing nerf and worse than the nerf to haste. It is unnecessarily complicated and punitive towards players with high dc's. There is no hard cap or DR curve and it reeks of "giving us and idea that you knew that we'd hate, after giving us an idea that you knew we would hate even more," which I, for one, am absolutely sick of.

    Please stop it alread with the major game mechanic alterations and give us minor tweaks, like maximum target caps on spells.
    Akori-Fighter Iroka-Sorcerer Censured-Rogue Isilti-Cleric Tony-Sorcerer Duress-Cleric Elaril-Fighter Avatard-Fighter Mitigation-Paladin Loose-Bard Shiken-Fighter Unreasonably-Barbarian Jueh-Monk

  2. #2
    Community Member Boneshank's Avatar
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    Jan 2009
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    Quote Originally Posted by Elaril View Post
    At first I thought this idea was better than hard to kill. The more I think about it, though, the worse it becomes.

    I'll go ahead and say that this idea is worse than dungeon alert, worse than the swing speed nerf, worse than the wing nerf and worse than the nerf to haste. It is unnecessarily complicated and punitive towards players with high dc's. There is no hard cap or DR curve and it reeks of "giving us and idea that you knew that we'd hate, after giving us an idea that you knew we would hate even more," which I, for one, am absolutely sick of.

    Please stop it alread with the major game mechanic alterations and give us minor tweaks, like maximum target caps on spells.
    I agree with this.
    Why are the constant game-play mechanics/philosophy shifts taking precedence over everything else?
    Stop changing things needlessly.
    Fix bugs.
    Fix lag.

    Why not simply put a kill-cap on Wail/CoD, at six (or even 5) kills per spell?
    The increased cost of SP to kill the same amount of mobs should be enough of a deterrent for many players to zerg, as the caster would then have to weigh the pros/cons of either killing a small fraction of a mob group for 50sp, or holding the whole group for 50sp for the melees to beat down.

    Stop with the overcomplicated systems and fix the real problems in your game.
    The introduction of yet even more frustration to player base is not what I would call 'increasing challenge'.
    Tonkho | Scepter | Hemorrhage | Siegeengine | and many others...

  3. #3
    Community Member Postumus's Avatar
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    Jul 2010
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    Quote Originally Posted by Elaril View Post
    At first I thought this idea was better than hard to kill. The more I think about it, though, the worse it becomes.

    I'll go ahead and say that this idea is worse than dungeon alert, worse than the swing speed nerf, worse than the wing nerf and worse than the nerf to haste. It is unnecessarily complicated and punitive towards players with high dc's. There is no hard cap or DR curve and it reeks of "giving us and idea that you knew that we'd hate, after giving us an idea that you knew we would hate even more," which I, for one, am absolutely sick of.

    Please stop it alread with the major game mechanic alterations and give us minor tweaks, like maximum target caps on spells.
    This is also how I feel. this Haunting idea is even worse. Back to the drawing board devs!

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