I half expected this be a revamp of their visuals and the extremely heavy memory tax they have… but nope… it’s just a topic about more PvP related nerfs. Ugh… come on… can we STOP with the PvP related nerfs all the time? Sword of Crom too OP… NERF! Spears on mounts too op… NERF! Thralls too op… NERF! Come on now… this is getting ridiculous!
That is the problem. There isn’t a negative if you know how to work them and you can operate this sorcery based technology without the negatives of a sorcerer. That’s what I’m getting at. The corruption that you get is easily avoided.
I fail to understand why demanding upfront corruption costs like an advanced spell is going to do anything to the PVE game. Please expand on why this is something akin to lifeblood spear. Plus you have lumped every nerf into a PVP request and that’s just not the case. Show me where there was outcry of SoC needing nerfed (actually not nerfed but nuked from orbit)?
How about instead of upfront costs, 40% corruption minimum to use? The thing is that this is a sorcery device and you can use it in a moderate way to not get negatives. Yes PVP logistics is where the advantage is huge but where is the PVE game getting negatively affected? That your sorcery teleportation means you get significant corruption? Yeah that was the intent I thought.
It negatively affects PvE because we use it to fast travel for ease of moving around the map to actually enjoy the game. Not all of us want to use sorcery. The sole purpose I learned sorcery was to make the transportory stone. Also, think about this, it would be extremely cumbersome to expect someone to gain 40% corruption from zero when they want to use it. This would imply purposely trying to gain corruption by the best means possible (which was usually a transport) and instead trying to get it via a corruption zone or capturing a thrall, performing a sacrifice, then rinse and repeat until appropriately corrupted. It’s too long and too menial, only to be potentially lost if you walk by a dancer. This is absolutely a call for nerf due to PvP.
Apparently you do. Teleporting is sorcery via device. Power comes with sacrifice. You are literally transported between two points of space via a hell dimension warp tube. Sure there is a PVP thing about it but come on…there is a freaking huge RP reason as well.
Also I doubt I will get many PVPers to agree with this because this would also negatively affect their explo…i mean use of it as well.
This is just me saying the sacrifice of this power is too small for what it is.
I disagree… the LOC debuff is plenty as of right now. And on EL, when I travel to my base, it gives me a ton of corruption already. If it’s in fact tied to distance traveled, that makes sense since I’m going from the mounds to the western edge of the jungle. If it’s a flat corruption gain, that would be ok, but to make it required corruption to use it changes how players play the game and would absolutely negatively affect the game.
Upfront costs we can deal with. I’m just trying to avoid an upfront cost that will require me to RNG-grind too much.
The only way I can think of keeping the transportory stones as useful as they are now with the change you proposed is to have something like a Black Feather Helm stored at each of my transportory stones.
I wouldn’t mind paying a material cost to appease the worshippers of Nerf-Sothoth, but I really don’t wanna go hopping on slot machines to do so
And that still won’t stop the people that move their bombs. The argument to nerf it for pvp is moot. If you can’t kill them when they’re bombing the heck out of your place, and using lightning storms now that they’re corrupted, then some corruption cost is not gonna change that fact.
Not bombs…that’s too easy of a thing to move around anyways. For PVP, its the idea that you can literally gut your base within 3 minutes of back and forth if you are getting raided and then just exhaust the other teleporter when done.
See what you are still missing is if done in moderation, the teleporter LOC and corruption gain is nonexistent.
Sounds tough. I don’t what to tell you, but nerfing the best thing (aside from the transmog system) to come to the game because PvPers are abusing it seems ridiculous. You can’t say Funcom doesn’t listen to PvPers because most of the changes and nerfs have come about BECAUSE of them. I’m just tired of changing up how I want to play the game because I can’t do something anymore due to a nerf or update to how something is done. There needs to be different rules for PvP and PvE because it’s just getting bothersome.
Oh I’m not complaining. I am the one that has abused this several times and I just had enough of it…it’s too easy now and all I’m doing is raging players to the point where it’s not so friendly anymore.
What about minimums of 10% corruption for transport and/or 30 seconds LOC taint?
I can deal with the LOC. it has no affect on me if I’m merely needing to wait it out. However, I don’t think corruption is going to stop anyone from moving their stuff. The only thing I believe will stop it is if you can only transport once per hour or you can’t if you’re over encumbered. And neither of those are feasible since I’d be hella ticked about it, as would many others.
No I don’t want to stop the ability to move out, I just want to slow it down and give the attackers a chance to get something out it.
Soa minimum LOC taint timeframe is where we could find common ground on this. Which is great. THIS IS HOW ITS SUPPOSED TO BE DONE! People discussing and relating and coming up with compromises that would work…vs just reduce it to nothing or increasing it to Meta levels. Now if some one reads the exchange here that has authority to review changes, they can see input from various players and can make more informed decisions…which usually is against what we agreed on and do something else entirely.
You act as though Funcom actually reads the whole topic. I just saw a CM post about troubleshooting the missing knowledge required to craft Watcher stuff. That’s been mentioned numerous times since 3.0 dropped and we all thought it was on their list of patches being worked on.
I have hope. And really that’s all we got as players. If i get to the point of losing hope, then I walk because ‘Games as a Service’ means the game is always going to change and so the direction of the game matters more than the current game itself. If i don’t have hope that they will improve based on feedback, there really isn’t a point to playing anymore because the game is going to be something I dislike eventually.
- Sword of Crom was a stealth nerf, very little if any chatter among pvpers it needed nerf.
- Spear was abug, registering multiple hits, so needed a fix. Not a nerf. BTW, kitana special has that bug and they are dixing it next chapter.
- Thralls were easy button, and they created a way fpr both, called authority attribute. So not nerfed, just made a choice.
So olease stop with gas lighting and age old no winner argument of pve vs pvp.
Sword of Crom didn’t need a nerf to make it useless. They went about that all wrong. The sword was already extremely difficult to acquire and all they did was make it a glorified trophy… and it’s not even that pretty since it has the same look as other swords.
Um, so why not make it impossible to extinguish, move, or dismantle the teleporter within (say) 30 minutes of its use? And let recently used teleporters pop up on the map, like T3 shrines, just like you originally suggested.
I still have to test the LOC duration thing, but even if it’s true, I don’t really want Funcom to implement any change that will give people an incentive to build more of the damn things. People are already asking for an in-game limit on how many teleporters a clan can build, precisely because everyone went nuts and started building little teleporturd outposts all over the map.
It boggles the mind how sometimes it seems (at the very least) that they didn’t think things through. They want to curb the building spam, and then they introduce something that will encourage people to spam outposts.
At any rate, I don’t wanna derail this thread, so let’s get back to your argument. I really don’t think that telling PVE players to suck it up and revamp their logistics system is any better than telling PVP players to suck it up and not let their enemies teleport away.
No offense, but neither of those seems very helpful to your cause. I was bіtching about the Black Feather Helm, because it’s the only alternative I can think of for getting fast corruption without messing up with the aesthetics of my build.
On a PVP server, I’m pretty sure the aesthetics will end up ranking low when compared to being able to freaking escape, so it should be no problem for anyone to just have a sacrificial stone with an NPC left on it indefinitely until they need to escape.
Someone raiding your base and you need to bail? Add 20-25 seconds to those “3 minutes of back and forth” to drain the NPC of its soul and you’re ready to port away.
I still insist that if porting away while overencumbered is such a big problem, then it should be disabled on PVP servers via a new setting. Maybe limit the effect of that setting to raid times.
This doesn’t seem to be a problem you can address by adding more upfront cost, at least not without an LBS-grade nerf on teleporters.
I am almost certain the LOC debuff has a time limit that is unchanged by distance with only the severity being increased. Also pretty certain it lasts more than 30 seconds.(although I am impatient, so maybe not)
I still vote they add a toggle, to toggle it on and off with default off on PvE/C servers. And they can add what ever absurd barriers they want to PvP. This isn’t something that should be standard across server type, for the sole fact that one primary motive in PvP is to steal other peoples stuff which does not exist on the other two server types.
Speak for yourself. If its not done in style, there really isn’t a point to play this game. It literally pains me that PVP mentality has turned into this. Even my hidden stuff has to be aesthetically pleasing.
I had a hidden base about 25% of a grid length away from a public maproom that had a teleporter inside. By the time I loaded in (~10 sec), LOC dropped off and the dancer was removing the last points of corruption.
Okay, but does it really invalidate my point? If you put yourself in the shoes of the people whose escape your suggestion is trying to prevent, would you not just plop down a sacrificial stone, keep a cheap NPC in it indefinitely, and use it to get a quick corruption boost so you can bolt with your stuff?