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Thread: Infector Nerf

  1. #51
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    Quote Originally Posted by K A S H I H A R A D View Post
    So those of us grinding for combat pursuits should enjoy having extra hours lumped on at any given point in time to appease a branch of the community we rarely associate with?

    Sounds legit.
    Extra hours? Lets exaggerate more please. And assuming it did add hours to gameplay, then that'd simply be a bonus since this game is void of any meaningful content anyways.

  2. #52
    Senior Member Escalith's Avatar
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    So wait. How does a '31%' nerf to range change the infector leveling/grinding rate at all?

    If you kill Mutants/99ers/Raiders - it doesn't matter if you afk half the fight since most of them miss anyway, having to get a bit closer won't be a deal breaker.

    If you kill Dark Matter, you need to LoS anyway else you're down in a few seconds. And if you LoS on Emergencys/Etc, it's most likely behind a car or similar causing any shots you take to be at close to melee range anyway.

    Even if not, use terrain, cover, get closer - and hide while the bugs do the work.

    Infectors never had front loaded damage, but if you on your own spawn a little army of 10+ bugs you take down anything in a matter of seconds. 31% less range won't do anything to change that.

  3. #53
    Senior Member K A S H I H A R A D's Avatar
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    Quote Originally Posted by Escalith View Post
    So wait. How does a '31%' nerf to range change the infector leveling/grinding rate at all?

    If you kill Mutants/99ers/Raiders - it doesn't matter if you afk half the fight since most of them miss anyway, having to get a bit closer won't be a deal breaker.

    If you kill Dark Matter, you need to LoS anyway else you're down in a few seconds. And if you LoS on Emergencys/Etc, it's most likely behind a car or similar causing any shots you take to be at close to melee range anyway.

    Even if not, use terrain, cover, get closer - and hide while the bugs do the work.

    Infectors never had front loaded damage, but if you on your own spawn a little army of 10+ bugs you take down anything in a matter of seconds. 31% less range won't do anything to change that.
    I'm more concerned about the bug speed and damage nerf than them potentially making one Infector model obsolete. Homing and range doesn't affect my grinding.


    "They say I'm evil cause I trained my ego to see gold..."

  4. #54
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    Quote Originally Posted by Escalith View Post
    Infectors never had front loaded damage, but if you on your own spawn a little army of 10+ bugs you take down anything in a matter of seconds. 31% less range won't do anything to change that.
    You start the story from the end, and not from the beginning. 10+ bugs isn't an option at the start of an encounter. However, the opposition has got their numbers and thus it's the beginning of a fight when you're supposed to eliminate much of the threat.

    The lone, last raider is always the easiest one.

  5. #55
    Quote Originally Posted by Jestunhi View Post
    UO was ruined by Trammel. The whiners that ruined it were the anti-PvP people.


    That said, it's foolish to continue to try to balance PvP and PvE based on the same stats. A mob is not the same as a player, we all know this. It's time that developers in general realised it too.
    errr... UO was ruined by the Rep Patch.

    most people i know were so deep red it was stupid. then they added the synergy bonuses with like EI and Anat. and destroying the original combat formula of skill + tactics / 2 = % to hit, so at 100 both you were 100% to hit.

    want to know the easiest way to wipe out everyone in the bone knight room in deceit?

    3-4 people.

    1) EQ 2x
    2) casts 1-2 MS or CL, and maybe an EB or FB
    3) casts EB or FB for cleanup

    nice and easy way to have killed 20-30 people trying to level their melee skills.

    trammel was just the final knife thrust for PvP. it had already been neutered pretty hard at that point. in its original form, THAT was purest form of PvP ever. it is why i cannot take PvP nowadays outside of like counter strike and such. PvP in MMOs is embarassingly simple and easy compared to real skill that was required in UO, even during the double-tap or insta-hit days. you cant even really call what in current MMOs "skill" because it is not. its all pure randomness of the RNGs, not skill. if you have to rely on a RNG to win, then its not skill.

    i wonder when MMO makers/developers are going to realize, you cannot have true "skill" in a MMO environment. people would cry like little whiny babies. ESPECIALLY if you actually include CONSEQUENCES for losing. but then again people are used to the PvP in EQ and WoW and such where you get rewarded for LOSING!

    sorry, i cant take anyone seriously who thinks PvP in any current MMO seriously. scratch that, im not sorry, you are just a carebear PvPer. tell me when you want a real PvP game that relies on player skill, not RNGs or gear. oh wait, you cant, those types of PvP MMOs failed because people couldnt hack it other than a select few of us.

  6. #56
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    Quote Originally Posted by RawrKitty View Post
    yeah. i find it a little peculiar that trion has one of the best track records for balancing rift between pve and pvp (imo), and only to see defiance completely derp all the way to derpland kind of irks me. its very clear that the core design and methods being used to fix issues and priority list is just far from where it should be, i kind of wish the dev team that was on rift would come slap these devs in the face.

    i don't understand the concept behind making a TPS that has an open world with the entire games infrastructure being designed specifically to prevent interacting with other players.

    forced solo instances (always fun to group with people and then be forced every 2 missions to solo, i had to wait an hour on my friend to finally down nim... lol), unusable and practically invisible chat, tiny notifications, no towns or postage or trade options, no global chat.

    whether or not people want to believe it, defiance is an mmo. it needs to feel like one.
    I have faith that these things will happen someday. But that faith was given via Rifts developmental team. Defiance's developmental decisions is taking that reputation and burning it. Making some instances specifically solo also was kind of like a "wait...what?" moment for me. I haven't progressed to the final boss yet (850 EGO with a 600 EGO what used to be "main", started a new character to level with my bud before realizing that Defiance scaled baddies) but we just did the boss with the shields in the 99er area. I can tell that had it not been a forced single player mission, it would have been a a lot easier and its supposed to be hard. But couldn't they have just scaled up the difficulty like everything else? When you sit back and look at some of the decision making, it's almost painfully easy it should have been to make the "right" gameplay change only to see the developers took shortcuts or something. I love Defiance but man, when will the developers wake up?

  7. #57
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    Quote Originally Posted by Thunderclap View Post
    How about this, let the people who actually buy the bits decide. I will buy a $h!tload of bits if it guarentees they nerf PVP everytime. How about YOU ADAPT. I'll drop $100 a month if it gets me the ability to solo quickly and cleanly, will you?
    Well, I mean thats totally up to you, but how is that fun?

    Pay more, for a game you paid for, so its LESS challenging? Gufaw? Confused I am. But if you wish to do that, go for it (Not really needed for this game tho...no need for grinding)

    But nerfing it for EVRYONE, Helllll no, that would irratate me beyond belief....

  8. #58
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    Quote Originally Posted by K A S H I H A R A D View Post
    I'm more concerned about the bug speed and damage nerf than them potentially making one Infector model obsolete. Homing and range doesn't affect my grinding.
    Yeah lol. I Guess she forgot to read that one. /shrug

  9. #59
    Senior Member SweetMadness's Avatar
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    Quote Originally Posted by Wrenito View Post
    I'll agree with this. PVP is broken, and PVE is laughably easy.

    You do realize guns in shooter games often get radically changed, nerfed, post launch. If someone wants to counter a sniper, counter snipe with a sniper rifle?

    For people crying about weapons getting nerfed in pve due to pvp, adapt. The game really isn't that hard, and there are plenty of viable weapons for easymode pve.
    I have a question, why can't the PvPers learn to adapt? For everything there's a counter.

    Cloak, counter with Decoy. There's a perk right there that makes Cloak visible when Decoy is active. Never mind you can teleport with Decoy. Oh infectors are over powered... learn to kill the bugs? That is the the only severe damage an infector user has unless they use a Canker, in which case all they have is the DoT, and you can easily drop them before the DoT can down you. 2-3 rounds from an AR matches/outdoes a single bug, and you can empty an AR clip before an Infector can get five bugs. Hey you know how they are limited in range? Stay out of their range.
    Madness in its sweetest form.

  10. #60
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    Quote Originally Posted by SweetMadness View Post
    I have a question, why can't the PvPers learn to adapt? For everything there's a counter.

    Cloak, counter with Decoy. There's a perk right there that makes Cloak visible when Decoy is active. Never mind you can teleport with Decoy. Oh infectors are over powered... learn to kill the bugs? That is the the only severe damage an infector user has unless they use a Canker, in which case all they have is the DoT, and you can easily drop them before the DoT can down you. 2-3 rounds from an AR matches/outdoes a single bug, and you can empty an AR clip before an Infector can get five bugs. Hey you know how they are limited in range? Stay out of their range.
    PVPers do adapt. Their weapons get nerfed, they migrate to the next best op flavor of the month. PVEers need to adapt too.

    As for why they're not balancing perks instead of weapons... I'd assume its just easier to nerf X weapon, than changing a perk that could potentially involve the effectiveness of a far wider range of weapons.

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