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Reaps989

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Everything posted by Reaps989

  1. It needs a wipe to remove duped items, period, it would be a healthy start as well for people coming into the game. Tho they should definitely make it easier to reach 45ish before any real grind should happen... and a XP lock feature for those that want to stay in certain sectors for whatever reason. The level of difficulty for a new player wanting to "do it all" and craft is a long and tedious road, that's definitely the first thing to look into for a new player starting up. Vendors having materials of course helps, if you have chips, but doesn't help that new player when the economy is inflated with duped items jacking up prices. Most of the issue in that regard was due to node nerfs, a planned map to allocate where nodes would spawn to help progression would be huge, as would adjusting progression of armor/weapons post-45 as now we have THREE PVP lvl55 "end game" armors. Tho you could also count DT tier 1 and Stage 2 suits. As well as DT tier 1/2 weapons, volatile weapons, GORE weapons, and AP weapons. Which the weaker variations should be scaled down on cost to properly sttep-up, even tho I'd never in my right mind craft stage 2 unless every other option wasn't available.
  2. True, tho it definitely had better micro transactions... FE would've had a lot more funding with properly prices items as well as just a broad selection, afterall they had two individuals on the art team. Tho I enjoy the work they did on "The Unknown" given that I don't think they could add a new model.
  3. Gonna try to keep this short... General Remove save checks from skills/mutations - It's an RNG system that hasn't been tuned in 7+ years, it should simply be abolished from a PVP standpoint. Which isn't many abilities thankfully. Weapons Remove passive 5m bonus range in system, this is across the board. Increase melee listed range to 3m in stats. Skills Kneecap (Dirty Tricks) needs dispel values checked to make sure preservation/suck it up cannot dispel it. Stanch Wounds cast time and cooldown increased by 1s. (Still think it should be self-only... but we'd have to add another heal) Remove passive 7% critical chance given to characters for free, instead split it between Weapon Skill and Precision. This would bring the total at "cap" investment for player level to 29% vs 22%. Weapon Skill would be 2.9% Precision would be 26.1% This increases the gap between pure power builds, power/precision, and most certainly pure precision builds. This does not mean critical chance caps at 29%, obviously like all passives it scales base on total boosted stat. (7.5095 vs 9.8989 per 1%) Diplomatic Immunity should remove all armor debuffs off of a friendly target (Not for self) This aura is one of the weaker lines and could use a boost. Fix Power's tooltip (6.3% at max for your level) and Weapon skill tooltips (.7% at max for your level) These are clientside actually, serverside should be 90/10 (%) of total investment checks (Was confirmed back before GORE by previous staff) Mutations Increase cooldown of high damage nukes (direct damage) by 50% (ThermalTK/Sonic would be 30s rather than 20s. It's a "free" hit, given it's potential to kill a target with enough players it should be planned rather than spammed. Increase cooldown of Benevolence by 1s A slight nerf to healing. Add "mutation/grenade/heavy weapon" protection of 5/5/10/10/15/15/20/20 (%) to Resilience under Enhancement Vital Omosis change HoT (or a mix of direct/hoT), most will probably agree this heal got a bit too strong. I'd prefer the old 20s cooldown zone, required positioning. Mutations requiring one to "stand still" should root the user while casting, but also increasing cast times of Benevolence/Endless Reserves/Vital Osmosis by .5s (If V.O. remains in it's current state) To allow punishment of healers in PVP, won't effect much in PVE as mobs do not currently switch agro from healing. Meditation 5 under Illumination fixed to require 123 illumnation NOT 121. ADD A BLOODY METHOD TO USE AN EQUIPPED MUTATION WITHOUT IT TAKING OVER SECONDARY FIRE (Assign it a key of it's own) Huge QoL change, would open up TK/Nano to Dual Wield users that were punished by not being able to time attacks fully. Would add more but not going crazy here.
  4. Did either of you play this game?... Melee has always been the META unless in PVE. Pistol was DPS king with obviously highest difficulty (minus AR/BR/Sniper as they never reached DPS to kill people effectively) Melee was your second best option as you were just behind pistol dealing the most consistent DPS, period, and due to no issues of reload meant pressure was always on when winning any fight. Shotgun like melee had consistency due to it's aiming method, yet it's DPS was pitiful. Thus it's only real aspect was in group play and positioning which gave it an edge in group fights. As for "sprint" : Smoke Sphere, Charge, and Dash. This is before considering options of snaring your enemy (Sonic, DT, Rifle, HW, and hell even suppression if you drained out their stamina) You "could" turtle in this game, but it only shines in PVE. In a PVP aspect at no given point will you have enough HPS to beat DPS unless going heavy HP6 build with SW7. And melee obviously would still kill you as it doesn't have reload downtime. Enhancement, EA, Green Paste. You could already reach a consistent 60% reduction to primary damage, if you needed more in PVP I recommend looking into dodge. Hell you can effectively make a 150-160 HPr build with SW 7 and roughly 1.3k+ HP with very little effort which is pretty much unkillable in PVP (teamfights) and impossible to die in PVE.
  5. Well actually in 3.2 you can be debuffed by DT, GT, TK, HW, and grenades... so normally quad-cut unless pierce/slash for the little bit HW also cuts. Social's Diplomatic Immunity when used properly on allies actually handles it quite well, armors don't really need a buff.
  6. My brudda, why you trying to jack my name :o
  7. Bloodsports : Remove Assault, Remove Deathmatch, Remove Survival. Add team deathmatch, then simply lower requirements to start a match to 4 players rather than 5. This will stop team-stacking. As for promoting training for players... simply add raids for factions which have two difficulties. One easy as fuck, the other with stronger NPCs where players might need to focus specific NPCs or crossheal properly to survive. This way you add a repeatable method to earn faction, besides simply killing NPCs, still earn faction/xp but can add a proper payout as well. Then of course it also adds at least something to group play besides Citadel.
  8. Well... truth be told I can't think of an anti-cheat that would watch for this. Since it's not an actual error, besides L&F methods... but it could at least track it better.
  9. Well ya there's that option as well, but you'd still need it to change your character's "scale" of height. Even then, it should be possible for male/female characters to simply be cosmetic rather than anything involving game mechanics.
  10. The Q&A with Matt Scott and myself explained it... They will most likely have a secondary "legacy" server with older data and a newer server, the older server would simply be there for those who want to keep said characters/items, but most likely not be as focused as the new one in terms of performance... after all it's littered with duped items.
  11. Or just allow males to scale down in size to equal that of a female character, then add "one time" quest item (kinda like the faction reset in flagstaff) and cash shop item which will change a character's current "scaling" to that very same minimum. Any boosts can be quickly abused, even if you consider the idea "Well my male is 50% bigger", does that mean 50% more health or defenses in general would fair? Even if it was 25%, people would roll male simply because at no point will being a small female give you "that" much of an advantage. Then consider client/server-side issues causing heavier warp between players, it's simply not a solid idea to add boosts as if everything is consistent.
  12. No AP limit would mean everyone would have a build with everything, especially characters currently in-game which would simply apply injectors before their removal. Max skills/mutations and stats?... Just wouldn't work unless you were talking post-wipe. Even then limitations are a good thing. "Rework of the combat system" doesn't explain how, if it's similar to previous combat system, or what will change. If they're intended to introduce a new client I doubt a combat revamp would be out of the question. GORE Bosses would be useful, if they toned down GT armor resists and improved GORE weapons while reducing material requirements to craft. (Well that and upgrade chance) Harvesters still work fine, but I admit if they were more consistent (pre-nerf) people would probably fight over them more, if there was population, but that also means intense levels of hording. Items are on NPCs to craft which will still require crafters, all and all it's more efficient to harvest the very same materials... NPCs are simply there for a chip sink (which is kinda busted since they also are the only means of chips otherwise) +1, if it can be reverted... but at the very least improved would be a huge improvement.
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