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Overmind

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  1. Well, I'm in 12 guilds, some used to do NiM ops. I think only 2 will actually still be alive after late January.
  2. New gear levels is the last things this game needed. While I rate the story content 10/10, that itself will not keep the subs subbed. The game will practically die because most mixed guilds will die because preferred do not ave access to GC. The base player will decrease to about half in Januray, the guild number will decrease and most guilds will be kinda useless. As I have stated before, the game does not need new gear levels. What it needs is alternate sets of the same level and new ops content. Alternately, crafting should allow improvement in item rating, just as it is in many other games. People are sick of harvesting gear for ~1y and then that being turned into trash items. The second important thing the game needs is a 'Veteran' player category, something above the mockery of preferred. Founder players with minimum 6 months of total sub or normal players with minimum 1 year sub should qualify for this category, which should not have credits limitations and should have access to GC. Last but not lest, there will be absolutely no balance in classes while ranged can 'unload' while moving, while they get 'iron curtains' and while theres no melee damage modifier. Absolutely any game has melee do more damage than ranged when the uptime is 100% (which a melee can never achieve). We need dmg modifier of 1.2 for melee and removal of merc/sorc iron curtains. There is no reason for ranged to have invulnerability. Currently, WZs have become a merc vs commando only thing, ops are useless to be done since they (chapters excluded) are the most inefficient way to earn CXP and uprisings favor ranged too much.
  3. I don't play this game for gear or CXP harvesting, so I'll pass. My main only has 30-something.
  4. Founder definitely need some benefits. What this game actually needs is a veteran category of players, better than f2p and preferred, with additional privileges. Being a Founder would make the basis of that category.
  5. It's the psychological impact. What this game actually needs is new ops instead of new gear levels.
  6. 2 rules are needed: higher actual damage for melee (1.2 dmg modifier) vs ranged and no iron curtains for ranged. Until then, ranged will keep owning everything.
  7. Stop relaying on mauling so much. You have the under 1/3HP power available at any time you teleport to a target. Use that instead. If you want mass maul, use stuns.
  8. There will only be class balance when melee will out-dmg ranged while ranged not getting any iron curtains. Anything else...range will win.
  9. Some do that intentionally. It's called queue exchange. Something like a healer Q's with you while his friends group up and Q. then he leaves and friends get a guarantee win.
  10. Sorcs/sg and commandos/merx should not have any type of invulnerability.
  11. 3 of any DPS should do a fast kill, or 2 good ones.
  12. I don't see the logic in them OPing that class like that. Btw, unload while moving has to go, it's too exaggerated.
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