Make it so it needs to be equipped to be used, along with starting on cooldown when it is first equipped to prevent just swapping it into place during the middle of a fight.
Gorgoroth wrote: ↑Sat 8 Jun 2019 10:07 AMHow about no?
I have it built into my temp anyways, but why would you impose nonsense restrictions to items and their charges?
You have super cheap access to this item as well so there is literally no poi t to your suggestion?
Also, this would make creating a temp for players potentially more difficult and pricey, which is bad in itself, as we all want to spend our time in rvr and not in a farm team somewhere hitting on mobs.
So please enlighten (at least me) why you think your suggestion is good and what you think this change would improve.
Thank you.
Cadebrennus wrote: ↑Sun 9 Jun 2019 6:21 PMI'm all for a change like this. It would force people to be more creative with their templates. Right now they're all too cookie-cutter with no diversity. It's all the same chest + ROGs.
Gorgoroth wrote: ↑Sat 8 Jun 2019 10:07 AMHow about no?
I have it built into my temp anyways, but why would you impose nonsense restrictions to items and their charges?
You have super cheap access to this item as well so there is literally no poi t to your suggestion?
Also, this would make creating a temp for players potentially more difficult and pricey, which is bad in itself, as we all want to spend our time in rvr and not in a farm team somewhere hitting on mobs.
So please enlighten (at least me) why you think your suggestion is good and what you think this change would improve.
Thank you.
Deekina wrote: ↑Wed 12 Jun 2019 11:24 PMGorgoroth wrote: ↑Sat 8 Jun 2019 10:07 AMHow about no?
I have it built into my temp anyways, but why would you impose nonsense restrictions to items and their charges?
You have super cheap access to this item as well so there is literally no poi t to your suggestion?
Also, this would make creating a temp for players potentially more difficult and pricey, which is bad in itself, as we all want to spend our time in rvr and not in a farm team somewhere hitting on mobs.
So please enlighten (at least me) why you think your suggestion is good and what you think this change would improve.
Thank you.
I disagree about difficulty in temping. Temps should never be about having everything capped with lots of toys. As people say in this thread, it's better to have players decide on what to prioritise in temps. You've managed a temp with the item in and others can do the same easily if they want.
I never liked the easy access to so many toys that live had, with capped temps easy to attain along with so many options in fights. We had a crazy situation where people could run three ablatives at the same time. I think it is better to limit the toys people have, or at least force a sacrifice to have the bells and whistles.
Deekina wrote: ↑Wed 12 Jun 2019 11:24 PMGorgoroth wrote: ↑Sat 8 Jun 2019 10:07 AMHow about no?
I have it built into my temp anyways, but why would you impose nonsense restrictions to items and their charges?
You have super cheap access to this item as well so there is literally no poi t to your suggestion?
Also, this would make creating a temp for players potentially more difficult and pricey, which is bad in itself, as we all want to spend our time in rvr and not in a farm team somewhere hitting on mobs.
So please enlighten (at least me) why you think your suggestion is good and what you think this change would improve.
Thank you.
I disagree about difficulty in temping. Temps should never be about having everything capped with lots of toys. As people say in this thread, it's better to have players decide on what to prioritise in temps. You've managed a temp with the item in and others can do the same easily if they want.
I never liked the easy access to so many toys that live had, with capped temps easy to attain along with so many options in fights. We had a crazy situation where people could run three ablatives at the same time. I think it is better to limit the toys people have, or at least force a sacrifice to have the bells and whistles.
Sepplord wrote: ↑Thu 13 Jun 2019 6:59 AMTOA kind of ruined that, by increasing the grind needed to achieve the cap-templates immensely, driving loads of people away (yes, i am aware that many many other factors also contributed, and it even worked in pulling in PvE-players that liked the grind)
There is a MASSIVE difference between not being able to cap everything and constantly moving the bar higherSepplord wrote: ↑Thu 13 Jun 2019 6:59 AMDeekina wrote: ↑Wed 12 Jun 2019 11:24 PMGorgoroth wrote: ↑Sat 8 Jun 2019 10:07 AMHow about no?
I have it built into my temp anyways, but why would you impose nonsense restrictions to items and their charges?
You have super cheap access to this item as well so there is literally no poi t to your suggestion?
Also, this would make creating a temp for players potentially more difficult and pricey, which is bad in itself, as we all want to spend our time in rvr and not in a farm team somewhere hitting on mobs.
So please enlighten (at least me) why you think your suggestion is good and what you think this change would improve.
Thank you.
I disagree about difficulty in temping. Temps should never be about having everything capped with lots of toys. As people say in this thread, it's better to have players decide on what to prioritise in temps. You've managed a temp with the item in and others can do the same easily if they want.
I never liked the easy access to so many toys that live had, with capped temps easy to attain along with so many options in fights. We had a crazy situation where people could run three ablatives at the same time. I think it is better to limit the toys people have, or at least force a sacrifice to have the bells and whistles.
the problem with making it impossible to have everything you create a huge gap in RvR between RvR-players and PvE-farmers. One of the best things in daoc (for me and my friends at least) was that it was NOT a constant gear-spiral to get better gear so you can own people harder. And having caps also makes balancing easier.
TOA kind of ruined that, by increasing the grind needed to achieve the cap-templates immensely, driving loads of people away (yes, i am aware that many many other factors also contributed, and it even worked in pulling in PvE-players that liked the grind)
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