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[Proposal] Remote Logi fatigue

Author
Khan Wrenth
Viziam
Amarr Empire
#1 - 2015-10-02 12:44:47 UTC
Background
This will take a bit of explaining, but hear me out. I do not, repeat, do NOT want remote logistics to be nerfed. With that said, I see the writing on the wall. Over the years I've seen many topics always brought up. Some are rightfully ignored. Others, well, sometimes make legitimate points, and CCP eventually made changes. Thus far, remote logi has escaped the wrath of nerf, however, proponents of nerfing it have made convincing arguments in the past about the power of logi, especially in large groups and null battles. Therefore, I fear CCP will nerf them, and I'm not comfortable with CCP's nerf record (heavy missiles, first iteration of jump fatigue, etc). So I wish to get ahead of this, as it were, and propose something reasonable before it gets hammered, if it gets hammered at all. I'm still hoping it doesn't get nerfed, because I did train logi to 5, and it would suck if yet again something that seems fun gets hammered just as soon as I finish training.

When I create proposals, I try my best to use as many existing systems and game mechanics as possible to limit both coding requirements, and player confusion (akin to my sensor overhaul proposal in my sig, it also mostly uses existing game mechanics).

Also I have way too much free time on my hands, and I actually enjoy coming up with ideas and trying to flesh them out. Since there seems to be a dearth of ideas concerning remote logi, it is hard to have a discussion about the pros and cons of anything specific since there is nothing specific. Therefore, I am putting forth something specific so we can discuss something concrete.

The basics, a.k.a. TL;DR version

Simply put: when you, as a pilot, receive remote reps, two timers start. The first timer is the fatigue amount, based on percentage. The more reps you receive, the greater the percentage accumulates, up to a limit. This "fatigue" diminishes the amount of rep you receive from the next cycle based on that percentage. The second timer counts down from the last time you received remote reps. When that one counts down to zero, your fatigue resets completely.

That's it Just that simple, just that easy.

The variables in play.

Maximum fatigue. This variable is the highest amount of fatigue you can accumulate. You can also consider it as, the highest possible percentage of diminished received reps.

Base fatigue rate. This is the base amount of reps diminished per cycle, based on percentage. Accumulation is additive.

Multiplier. This is factored against the base fatigue rate. Each source of remote reps is given a multiplier, with bigger sources of remote reps giving a higher multiplier.

Fatigue cooldown. The amount of time you must go without receiving remote reps, in order for the fatigue to reset.

Other terms I'll be referencing.

Number of reps needed to reach max fatigue. Pretty self-explanatory. This is the number of times a single source of remote reps can rep a single target, before the target reaches max rep fatigue.

Time (in seconds) that it takes to reach max fatigue. Will be used for reference, as people know battles take place over extended periods of time. Since there's different rep times and different rep multipliers based on size of module, this is just a handy reference to understand how long it takes to build up fatigue.

Other important tidbits

Fatigue is applied to the recipient of the repairs, NOT the logi pilot.

Keep in mind that repair/cycle time is already a set number in the game, none of my proposals change the current numbers.

Proposed numbers are for discussion and example only, these are not final proposal numbers unless so indicated.

The numbers we will work with.

To start these examples, the variables will be set as such. Max fatigue possible will be 30%. The base fatigue rate is 0.02%. Multipliers for the sources will be as follows: small = 1, medium = 2, large = 3, capital = 5. The fatigue cooldown timer is 15 minutes.

Since smalls cycle twice as fast as mediums, with half the multiplier, small and medium end up giving equal amounts of fatigue over time. Thus, for the example I will limit my discussion to mediums and above.
Khan Wrenth
Viziam
Amarr Empire
#2 - 2015-10-02 12:45:16 UTC  |  Edited by: Khan Wrenth
The example of how this works

Baltec1 is cruising in his Megathron with a supporting fleet when he engages an enemy fleet. During the battle, he receives remote reps from an Augoror using 1 medium remote repair module. It gives Baltec1 the full burst of 312 armor points. It also starts the 15 minute "cooldown" timer, and generates 0.04% fatigue (base .02% * medium multiplier=2). But it takes two reps to fully repair Baltec1's armor. The second cycle lands for slightly less, at 311hp (312 hp reduced by 0.04% and rounded up). After the second cycle, Baltec1 now has 0.08% fatigue.

Later in that engagement, Baltec1 gets hit by a bigger volley. A Guardian using a large armor repper uses 1 cycle to rep him, and that lands for 381 hp (384 reduced by 0.08% and rounded up). This gives him an additional 0.06% fatigue (0.02 base * large multiplier of 3), so he now has 0.14% rep fatigue.

The battle is over, and Baltec1's fleet has won! Since the last reps just went out, most people have a fatigue cooldown very close to 15 minutes, so they decide that buffing their shields won't be a big deal, as far as cooldown timers go. So a friendly shield carrier buffs up Baltec1's shields in one cycle, which is diminished by the current 0.14% fatigue, but it's more than enough to give him a good amount of shields. He gets 0.1% fatigue from the carrier rep (0.02% * capital module multiplier of 5), bringing his total fatigue up to 0.24%.

They continue their roam.

More than fifteen minutes elapse before they engage another enemy fleet. Therefore, nobody in Baltec1's fleet has fatigue at all. They get into a battle that is long range, lower DPS overall, but larger enemy numbers. Baltec1 is primaried. Logi manages to keep him alive at first, but as the battle wears on, his fatigue keeps increasing, eventually reaching the max fatigue level of 30%. Remote reps from a large repair module, at this point, would give him 269 per cycle (384 diminished by 30% and rounded up).

Baltec1 starts using his local repair module since the remote fatigue timer does not effect local reps or vice versa. It helps, but there isn't enough remote logi to make up the difference in incoming DPS. Other fleet members are also getting hit, and reps are switching to them because they have fresh timers and reps pretty much work fully on them. Remote logi is getting strung out between heal targets, and said targets are eventually getting diminished ability to receive those reps. Ships start to blow up once remote logi can no longer keep up with incoming DPS. Once a few ships blow up, Baltec1 makes the call to retreat for now, wait for reinforcements, and have others re-engage the enemy fleet.

The second fleet, fresh, engages the enemy fleet, which still has their own timers from the battle with Baltec1. The second fleet destroys enough enemy ships to cause the enemy to disengage.
Frostys Virpio
State War Academy
Caldari State
#3 - 2015-10-02 12:52:24 UTC
Or we stack more logi in our fleet and ignore your 30% reduction...
Khan Wrenth
Viziam
Amarr Empire
#4 - 2015-10-02 13:01:45 UTC  |  Edited by: Khan Wrenth
Frostys Virpio wrote:
Or we stack more logi in our fleet and ignore your 30% reduction...


Absolutely!

But you'd also need to devote 30% more pilots to it, and get diminishing returns for your pilot investment. In the beginning of the battle, you'd have 30% more remote logi than you'd need, and therefore you're wasting manpower and overkilling your logi needs. Plus, since you probably bring all available pilots for a fleet, you're not magically getting 30% more pilots out of thin air. You're taking them out of DPS, EWAR, and tackle roles. So if you want to keep that invincible wall of logi, nothing can stop you. But you'll have to throw a lot more pilots into the mix to keep it up, to get a lot less results from it, and you're taking away from your ability to take out enemy ships.

I've never supposed than an idea is perfect, just that something might be an improvement over current systems.

[Edit]: Also to throw in some quick numbers, I'll suppose that a fleet for you consists of a logi wing that is 50-strong. You'd have to bring approximately 15 more skilled logi pilots to make up the difference on the heavy end of fatigue. Assuming you can get enough ratters and industrialists to stop their stuff and join your fleet, more power to you. You deserve to reap the rewards of the numbers you can herd. But assuming the fatigue is capped at say, 50%? You're going to bring 75 logi pilots instead of 50? Again, nobody can stop you from doing that.

And I don't want to stop you from doing that. But the point of this is diminishing returns from logi investment. And I feel that while numbers would have to be worked out for balance, this could work well. Once the system is in place, we just have to slide numbers up or down to achieve a good balanced goal.
Frostys Virpio
State War Academy
Caldari State
#5 - 2015-10-02 13:10:34 UTC
Khan Wrenth wrote:
Frostys Virpio wrote:
Or we stack more logi in our fleet and ignore your 30% reduction...


Absolutely!

But you'd also need to devote 30% more pilots to it, and get diminishing returns for your pilot investment. In the beginning of the battle, you'd have 30% more remote logi than you'd need, and therefore you're wasting manpower and overkilling your logi needs. Plus, since you probably bring all available pilots for a fleet, you're not magically getting 30% more pilots out of thin air. You're taking them out of DPS, EWAR, and tackle roles. So if you want to keep that invincible wall of logi, nothing can stop you. But you'll have to throw a lot more pilots into the mix to keep it up, to get a lot less results from it, and you're taking away from your ability to take out enemy ships.

I've never supposed than an idea is perfect, just that something might be an improvement over current systems.


People take logi on board of their fleet to save their ship. Do you really think people will stop doing that? You guys keep crying how no fleet ever undock unless it has it's appropriate number of logi and then stalemate happen because the loss of a few DPS makes them lost the critical mass they need to burn through the logi wall and now, you want to make the number of logi required higher by limiting how much they can rep over time. Do you really think the FC will change their mind on trying to get enough logi support to hold their fleet up and just go with relatively less (same number with your new rule mean less power) logi power on board just because you made a change?

FC supposedly don't undock without X logi but they will without X * 1.3 under your new rule?
Faxat
#6 - 2015-10-02 13:27:18 UTC
This is the inverse version of the increased damage from weapons over time, and while I love numbers and examples, the premise is just as flawed. Except for a slight modifier as to how much dps vs buffer vs logi, depending on fleet size. Fleet composition would shift to accomodate more logi until fleet sizes get big enough for alphastrike kills. Increasing the "need" for logi generally.

I'm sorry to say it, but tackling this issue requires considerable reworking of logistics mechanics, to the point that people will be crying about nerf halfway through the argument.

The biggest problem I see with logistics is that until the difference between what a normal ship can do with logistics vs what a specialized ship can do is considerably lowered and brought down to less than godlike levels, any obvious changes to the mechanics would just modify the balance i mentioned in my first paragraph.

I've suggested drifter barriers that can be generated by local reppers before, aswell as shift towards boost % increase logi + resist buffing etc. But this is only a bandaid, kinda like the ancilary repppers.

Faxat out! o/

Khan Wrenth
Viziam
Amarr Empire
#7 - 2015-10-02 13:30:45 UTC  |  Edited by: Khan Wrenth
Frostys Virpio wrote:
People take logi on board of their fleet to save their ship. Do you really think people will stop doing that? You guys keep crying how no fleet ever undock unless it has it's appropriate number of logi and then stalemate happen because the loss of a few DPS makes them lost the critical mass they need to burn through the logi wall and now, you want to make the number of logi required higher by limiting how much they can rep over time. Do you really think the FC will change their mind on trying to get enough logi support to hold their fleet up and just go with relatively less (same number with your new rule mean less power) logi power on board just because you made a change?

FC supposedly don't undock without X logi but they will without X * 1.3 under your new rule?


An excellent discussion already!

I don't pretend to know what people will do. I wish I could give accurate predictions, but no matter what your experience, people can still surprise you.

What I would expect, however, is a new meta to emerge. In the first parts of the battle, logi still remains the same. Reps go out, there's minimal reduction if any at all, nothing really changes there. What changes is what happens over the long run. And by design so far, I haven't proposed drastic amounts of buildup or a large cap. The buildup increment is tiny, the cap is reasonable. The point is to decrease the likelyhood of stalemates because of two range fleets spitting at each other over the course of hours. With the way DPS generally decreases over range (exceptions noted), this is to make long-range fleets a bit more viable, as logi wall will crumble over time.

FC's can do whatever they wish. They can adapt and have people fit local reps to do minor repairs or supplement long-term repairs to reduce the need for remote logi. They can put more emphasis of DPS ships in their own fleet since logi now has diminishing (but still important!) returns, thusly increasing the chances of breaking through your reps fatigue or not.

FC's can even field a field of exclusively logi, with all of them just repping in circles just to troll. But it is not going to be effective at doing anything other than making logi pilots bored, and you're not going to protect any territory like that.

Modules fitted to your ship have stacking penalties. In a way, this introduces it to remote logi. With this, logi is still important even at max fatigue, it's just not as effective so people can start shooting through your wall. And if you can't destroy enough enemy ships to make up the difference in coming DPS verses logi fatigue, you lose ships. This makes timing and tactics important.
Khan Wrenth
Viziam
Amarr Empire
#8 - 2015-10-02 13:35:05 UTC
Faxat wrote:
This is the inverse version of the increased damage from weapons over time, and while I love numbers and examples, the premise is just as flawed. Except for a slight modifier as to how much dps vs buffer vs logi, depending on fleet size. Fleet composition would shift to accomodate more logi until fleet sizes get big enough for alphastrike kills. Increasing the "need" for logi generally.

I'm sorry to say it, but tackling this issue requires considerable reworking of logistics mechanics, to the point that people will be crying about nerf halfway through the argument.

The biggest problem I see with logistics is that until the difference between what a normal ship can do with logistics vs what a specialized ship can do is considerably lowered and brought down to less than godlike levels, any obvious changes to the mechanics would just modify the balance i mentioned in my first paragraph.

I've suggested drifter barriers that can be generated by local reppers before, aswell as shift towards boost % increase logi + resist buffing etc. But this is only a bandaid, kinda like the ancilary repppers.


All of this feedback is appreciated.

Though I disagree on the premise that more people just go logi. If two fleets, 100 verses 100, go at it under the current system and bring 20 logi each, okay.

If under the new system, one fleet fields 30 logi and 70 other ships, you've already gimped your DPS output so the enemy fleet already needs less logi.

I have no doubt people would try stacking more logi. But all told, it's not going to work in the long run. And that's what this proposal seeks to change. Not the short-term, but the long-run.
Donnachadh
United Allegiance of Undesirables
#9 - 2015-10-02 13:42:19 UTC
-1

If logi is the problem then work on those who provide the logi, not those that receive it.

Instead of crying rivers of tears about the evils of remote reps why not apply those brain cells to developing effective counter measures. From personal experience I can assure you there are many ways to deal with them in most battles, so the challenge is can you think outside the box? can you be unpredictable enough in your battle plan to figure out how to deal with them? Do you have the fleet makeup that would allow you to implement some unusual attack plan?
Frostys Virpio
State War Academy
Caldari State
#10 - 2015-10-02 13:45:56 UTC
Khan Wrenth wrote:


Modules fitted to your ship have stacking penalties. In a way, this introduces it to remote logi. With this, logi is still important even at max fatigue, it's just not as effective so people can start shooting through your wall. And if you can't destroy enough enemy ships to make up the difference in coming DPS verses logi fatigue, you lose ships. This makes timing and tactics important.


Module with % effect have stacking penalty (except buffer rigs somehow...) but not those with flat value hence why guns suffer no stacking penalty. The same apply to buffer mods (plates & extenders) and local reps. Remote reps works in the same way. They provide a flat amount of repair so are not stacking penalized.
Faxat
#11 - 2015-10-02 14:01:25 UTC
Khan Wrenth wrote:

All of this feedback is appreciated.

Though I disagree on the premise that more people just go logi. If two fleets, 100 verses 100, go at it under the current system and bring 20 logi each, okay.

If under the new system, one fleet fields 30 logi and 70 other ships, you've already gimped your DPS output so the enemy fleet already needs less logi.

I have no doubt people would try stacking more logi. But all told, it's not going to work in the long run. And that's what this proposal seeks to change. Not the short-term, but the long-run.


I see what you are getting at, but as most of this balance is centered around fleet balance with less than 40 participants having more than 7-8 logi would almost always be the hardcap for subcap fights. You just brought the hardcap up to 10ish, which is kinda meh... if you go over 40ish, you enter alpha land, which is another beast alltogether, bringing logi to alphaland is a bad idea in general, but can be done if baittanking is engaged, at certain compositions.

Which leaves us with the current issue of fleets of 20-30 people being unable to kill eachother. Unless they fly some variations of fuckyou mechanics.

Generally speaking though, I would advice against trying to think of ways to increasing bad omplexity, and rather break down the existing complexity and tweak the level of badness. Which means feature balancing by removal/simplification instead of adding more fuel to the fire Big smile

Faxat out! o/

Khan Wrenth
Viziam
Amarr Empire
#12 - 2015-10-02 19:02:27 UTC
Faxat wrote:
I see what you are getting at, but as most of this balance is centered around fleet balance with less than 40 participants having more than 7-8 logi would almost always be the hardcap for subcap fights. You just brought the hardcap up to 10ish, which is kinda meh... if you go over 40ish, you enter alpha land, which is another beast alltogether, bringing logi to alphaland is a bad idea in general, but can be done if baittanking is engaged, at certain compositions.

Which leaves us with the current issue of fleets of 20-30 people being unable to kill eachother. Unless they fly some variations of fuckyou mechanics.

Generally speaking though, I would advice against trying to think of ways to increasing bad omplexity, and rather break down the existing complexity and tweak the level of badness. Which means feature balancing by removal/simplification instead of adding more fuel to the fire Big smile


I agree about "bad" complexity, but it seems to be a matter of perspective. I think the current jump fatigue mechanics are more complicated than they need to be, but the goals CCP had in mind were achieved, and even a portion of the playerbase has been supportive through and through. So is that really bad complexity, or just people not liking their particular toy being messed with?

I digress though, anyway, thus far people seem to be dismissive mostly of the max cap I proposed to start the discussion. 30% seemed reasonable to me, but what if I pull a "freighter rebalancing" by giving a little and taking a lot?

New numbers: cut base fatigue rate in half to 0.01% (so it accumulates slower - a good thing), but the new max logi fatigue is 75%.

Enemy hotdrops 200 Archons on your outpost/fleet/etc. They have both immense firepower and immense repping power...to start with. You take heavy loses from the get-go, but you primary and keep up DPS on one carrier at a time. His fatigue raises to a point where at max fatigue, max reps only apply 25% now. By relying too much on their own remote logi needs, the logi power of three-fourths of that fleet is now meaningless to that particular pilot. He eventually falls. Then you start to whittle down the next carrier...

The idea is that logi in this system provides you an immense step-up and is entirely necessary to fielding a fleet, without it being a crutch and unbreakable wall that the enemy never has a chance to push through.
Joe Risalo
State War Academy
Caldari State
#13 - 2015-10-02 19:23:51 UTC
That's a lot of words to essentially say nerf logi...

Why couldn't you just say nerf logi?

TBH, I didn't read your nerf logi proposal, because a nerf logi proposal doesn't need to be 8000 characters on nerfing logi.

You could have said, nerf logi by introducing fatigue.. DONE..

Despite the nerf logi rant, I support a nerf logi idea.

Though, I don't know why it can't just be a stacking penalty logi nerf..
Mavros Pete
Doomheim
#14 - 2015-10-02 19:25:10 UTC
Yes but, will that fatigue of yours relieve cap consumption on the actual modules? Cause if im repping at 25% , i should consume 25% cap ONLY. Since my cap will get alot of fatigue from repping. Do we introduce fatigue on capacitor transfer ? Neutralizers?
Should stalking penalties apply to them? cause neuts can effectively shut down RR.

Faxat
#15 - 2015-10-02 20:08:16 UTC
Khan Wrenth wrote:

I agree about "bad" complexity, but it seems to be a matter of perspective. I think the current jump fatigue mechanics are more complicated than they need to be, but the goals CCP had in mind were achieved, and even a portion of the playerbase has been supportive through and through. So is that really bad complexity, or just people not liking their particular toy being messed with?

I digress though, anyway, thus far people seem to be dismissive mostly of the max cap I proposed to start the discussion. 30% seemed reasonable to me, but what if I pull a "freighter rebalancing" by giving a little and taking a lot?

New numbers: cut base fatigue rate in half to 0.01% (so it accumulates slower - a good thing), but the new max logi fatigue is 75%.

Enemy hotdrops 200 Archons on your outpost/fleet/etc. They have both immense firepower and immense repping power...to start with. You take heavy loses from the get-go, but you primary and keep up DPS on one carrier at a time. His fatigue raises to a point where at max fatigue, max reps only apply 25% now. By relying too much on their own remote logi needs, the logi power of three-fourths of that fleet is now meaningless to that particular pilot. He eventually falls. Then you start to whittle down the next carrier...

The idea is that logi in this system provides you an immense step-up and is entirely necessary to fielding a fleet, without it being a crutch and unbreakable wall that the enemy never has a chance to push through.


Now you just broke lowsec gatecamps, not to mention structure repping, incursions and probably a bunch of other things :-/

I really feel for you though, let me see if we can think up some other mechanics? How about reppers increasing signarure radius at slightly higher rate than you suggested, with no cap? This would actually create a bunch of weird effects, most of which is a slight step away from cruisers online, not to mention buff bombs vs everyone engaged in combat, or even herodropping a phoenix Smile

Faxat out! o/

Cidanel Afuran
Grant Village
#16 - 2015-10-02 20:20:32 UTC
Why?
Khan Wrenth
Viziam
Amarr Empire
#17 - 2015-10-02 20:29:41 UTC
Faxat wrote:
Now you just broke lowsec gatecamps, not to mention structure repping, incursions and probably a bunch of other things :-/

I really feel for you though, let me see if we can think up some other mechanics? How about reppers increasing signarure radius at slightly higher rate than you suggested, with no cap? This would actually create a bunch of weird effects, most of which is a slight step away from cruisers online, not to mention buff bombs vs everyone engaged in combat, or even herodropping a phoenix Smile


1: Not structure repping. I explicitly stated, for this very reason, that fatigue accumulates onto a pilot. In the first post in another thread where I first floated the idea, I also spelled this out. Structure repping would not change at all. Structures are not pilots, therefore cannot get fatigue timers. Also why I put fatigue onto pilots who receive reps, instead of logi pilots handing out the reps.

2: As for the others...possibly. Remote logi is a very powerful tool and might be in line for rebalancing soon no matter what we say and do here. Which means that lowsec gatecamps and incursions might have to make adjustments, but every change in this game requires adapting. I'm certain the incursion community can do something about it. Either manipulating aggro onto fresh players, cycling in new pilots (hey spreading that LP around doesn't sound like a bad idea), or something else, but I cannot fathom a change to this game where incursion runners can't find a way to adapt.

As for lowsec gate camps...that's debatable. Fresh reps would still work against gate guns, and even over the course of fatigue, would probably be more than enough to keep you alive despite them, especially if you adapt and equip local reps too. Again, the idea is to keep logi powerful without being insurmountable, a great tool without being the end-all be-all crutch that people imply that it is now.

If you can flesh out some other mechanics like you hinted at, in more detail, feel free to post it in this thread and we'll look at them. How would you see it effecting a basic fleet battle? Flesh it out a bit more and we'll discuss :)

Mavros Pete wrote:
Yes but, will that fatigue of yours relieve cap consumption on the actual modules? Cause if im repping at 25% , i should consume 25% cap ONLY. Since my cap will get alot of fatigue from repping. Do we introduce fatigue on capacitor transfer ? Neutralizers?
Should stalking penalties apply to them? cause neuts can effectively shut down RR.


Cap consumption - interesting idea, but no. Diminishing returns doesn't mean reduced investment in what you were trying to accomplish. My second invul field doesn't get reduced fitting requirements, fatigued pilots shouldn't take less cap to rep. If he really needs the reps despite the fatigue, then you deal with the cap issues. Your outgoing reps and cap use aren't changing, the other pilot's received reps are what's changing. Changing your cap use because the other pilot is fatigued doesn't even make sense and would likely be impossible to code correctly anyway.

Fatigue on cap transfer, neuts? No. And "no" to any other fatigue that gets generated by remote systems. Remote sebos, cap transfer, eccm, are nice side benefits from some logi cruisers that would be great to keep at full effect even if their reps aren't. Also I haven't seen compelling reasons to diminish returns on those, and some wouldn't even make sense to do (like sebos and eccm).

Sure you could generate infinite cap from xfers, but preserving that is also part of my balancing point. Increased reliance on local reps....that cap has to come from somewhere over the long haul.

Joe Risalo wrote:
TBH, I didn't read your nerf logi proposal, because a nerf logi proposal doesn't need to be 8000 characters on nerfing logi.


That's why I boiled it down to six sentences. Six sentences. What kind of world are we living in anymore where people's attention break over that? This must have something to do with the Twitter generation.
Khan Wrenth
Viziam
Amarr Empire
#18 - 2015-10-02 20:32:05 UTC
Cidanel Afuran wrote:
Why?


Spelled out in the first paragraph, and would have taken less time for you to read than it took for you to click "reply", wait for the page to load, type your response, hit "post" and wait for the server to process.
Cidanel Afuran
Grant Village
#19 - 2015-10-02 20:38:20 UTC
Khan Wrenth wrote:
Spelled out in the first paragraph, and would have taken less time for you to read than it took for you to click "reply", wait for the page to load, type your response, hit "post" and wait for the server to process.


I did. Your line of reasoning was "massive nerf to everyone out of fear of me training a level V skill that is slightly less useful"

That's not a reason to me. What part of current game mechanics justifies this idea?

-1
Thron Legacy
White Zulu
Scorpion Federation
#20 - 2015-10-02 21:04:22 UTC
fatigue?

Just bring stacking penalties to RR (altho at a lower rate)
changes
tears
I like it
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