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Remric
Joined: Tue Jun 08, 2010 6:52 am Posts: 1742 Location: Bridge of my ship, preparing thousands of my tactical officers for the next battle
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Quote: Containment cages are now granted as single-use, instead of coming as stacks of 3. Why give the containment cages for single-use when NPC bosses can use their abilities multiple times. I know a lot of players have been complaining because of they use of containment cages in PVP but nerfing the containment cage also affected the NPC fighting. I already have high attack but if I dont debuff the nullify field of this boss I would have to use more than 400 enegy just to lock my self on this boss. Remric's ship Log wrote: 0 mins ago The Dark MegaComplex envelops your ship with a Dark Nullify field, lowering your attack by 25% for 15 minutes. 4 mins ago The MegaComplex has overcharged its phase pylons - its defense output has increased 25%! 5 mins ago The Dark MegaComplex envelops your ship with a Dark Nullify field, lowering your attack by 25% for 15 minutes. 6 mins ago The MegaComplex has overcharged its phase pylons - its defense output has increased 25%! 6 mins ago The MegaComplex has overcharged its phase pylons - its defense output has increased 25%! 7 mins ago The Dark MegaComplex envelops your ship with a Dark Nullify field, lowering your attack by 25% for 15 minutes. 8 mins ago The Dark MegaComplex envelops your ship with a Dark Nullify field, lowering your attack by 25% for 15 minutes. 10 mins ago The Dark MegaComplex envelops your ship with a Dark Nullify field, lowering your attack by 25% for 15 minutes. 13 mins ago The Dark MegaComplex envelops your ship with a Dark Nullify field, lowering your attack by 25% for 15 minutes. 13 mins ago The MegaComplex has overcharged its phase pylons - its defense output has increased 25%! 14 mins ago The MegaComplex has overcharged its phase pylons - its defense output has increased 25%! 46 mins ago From: Swiftus Swiftus asks for your assistance with the following enemy: Dark MegaComplex I got Nullify Field 6 times in this battle. Used Containment cage 6 times on this fight Remric's ship log wrote: 2 hours, 50 mins ago The Dark MegaComplex envelops your ship with a Dark Nullify field, lowering your attack by 25% for 15 minutes. 2 hours, 51 mins ago The Dark MegaComplex envelops your ship with a Dark Nullify field, lowering your attack by 25% for 15 minutes. 2 hours, 56 mins ago The Dark MegaComplex envelops your ship with a Dark Nullify field, lowering your attack by 25% for 15 minutes. 2 hours, 56 mins ago The MegaComplex has overcharged its phase pylons - its defense output has increased 25%! 3 hours, 8 mins ago From: Darkerothe Darkerothe asks for your assistance with the following enemy: Dark MegaComplex I got lucky on this run. But I still had to use 3 containment cages.. I really don't know why the containment cage was nerfed when its use is not only for PVP, In our legion we mostly use them for debuffing NPC attacks. Not to ruin the drop rate of Cloning pods. But I dont think people use cloning pods as often as Containment cage both in PVP or in NPC fighting.
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Wed Sep 22, 2010 3:54 pm |
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zophah
Joined: Sat May 22, 2010 6:22 pm Posts: 1760 Location: On the bridge of the Vikiera
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then perhaps the change is to limit the NPC to only effecting a ship once per debuff effect? for example, if the NPC has a defense effect and an attack effect, a ship can only be hit once with the attack debuff and once with the defense debuff.
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Wed Sep 22, 2010 4:12 pm |
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Remric
Joined: Tue Jun 08, 2010 6:52 am Posts: 1742 Location: Bridge of my ship, preparing thousands of my tactical officers for the next battle
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zophah wrote: then perhaps the change is to limit the NPC to only effecting a ship once per debuff effect? for example, if the NPC has a defense effect and an attack effect, a ship can only be hit once with the attack debuff and once with the defense debuff. that can work too zophah.. I would love to see that happen
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Wed Sep 22, 2010 4:25 pm |
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SciFiNerd83
Joined: Thu Apr 15, 2010 5:24 pm Posts: 37
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I totally agree. The frequency that some of these bosses have their abilities activated are crap sometimes. I hit the Stryll Prison like 40 times once and didn't get hit with any special abilites. I hit it again about 1 hour later and in 10 straight attacks I was hit with the ability every freaking time. I didn't have any containment cages, but still I was already effected, why should it try to hit me again?
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Thu Sep 23, 2010 1:49 am |
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Nocifer Deathblade
Joined: Mon May 03, 2010 5:48 am Posts: 1945
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Yeah, NPC buff/debuff spamming gets old. It needs fix..
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Thu Sep 23, 2010 12:07 pm |
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Remric
Joined: Tue Jun 08, 2010 6:52 am Posts: 1742 Location: Bridge of my ship, preparing thousands of my tactical officers for the next battle
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Remric's Ship Log wrote: 10 mins ago The Dark MegaComplex envelops your ship with a Dark Nullify field, lowering your attack by 25% for 15 minutes. 10 mins ago The MegaComplex has overcharged its phase pylons - its defense output has increased 25%! 13 mins ago The Dark MegaComplex envelops your ship with a Dark Nullify field, lowering your attack by 25% for 15 minutes. 16 mins ago The Dark MegaComplex envelops your ship with a Dark Nullify field, lowering your attack by 25% for 15 minutes. 17 mins ago The MegaComplex has overcharged its phase pylons - its defense output has increased 25%! 17 mins ago The MegaComplex has overcharged its phase pylons - its defense output has increased 25%! 18 mins ago The AI Matrix hacks into your system and overloads your weapons, lowering your attack by 25% for 30 minutes. 19 mins ago The AI Matrix hacks into your system and overloads your weapons, lowering your attack by 25% for 30 minutes. Thats 5 containment cages for 2 bosses
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Fri Sep 24, 2010 4:40 am |
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hunter
Joined: Tue Apr 20, 2010 2:27 am Posts: 672
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reduce the frequency would solve that problem, having 100 cages standing by is not a good solution.
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Fri Sep 24, 2010 7:12 am |
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ODragon
Joined: Fri Jun 25, 2010 1:16 am Posts: 3824
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I understand what you are saying but I have so many cages I was happy by this turn of events. I get about 2-3 of them a day, sometimes more. I don't mind them nerfed. I'm not saying the other suggestions in this thread are bad.
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Fri Sep 24, 2010 10:14 am |
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Nocifer Deathblade
Joined: Mon May 03, 2010 5:48 am Posts: 1945
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Heh. You know.. I never EVER used a cage during any kind of NPC fights cuz my defense/attack is already very high enough to handle any debuffs.  My attack is now at 6,500 buffed so any debuffs still pack plenty of punch.  So nerfs won't even effect me.. But I can see that it affects lot of players.. Maybe introduce NPC-only cage type with more charges that could solve it?
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Fri Sep 24, 2010 1:23 pm |
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Zhorgul
Joined: Mon Feb 15, 2010 8:10 pm Posts: 350
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NPCs debuffs are meant to be slowing down players. So I really don't understand why Dan would introduce solutions to do the opposite effect ... I find it good to have less cages ... Now you have to use them more strategically, which is ... More interesting 
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Fri Sep 24, 2010 2:37 pm |
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Nocifer Deathblade
Joined: Mon May 03, 2010 5:48 am Posts: 1945
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Zhorgul wrote: So I really don't understand why Dan would introduce solutions to do the opposite effect ...
Lol! He does that all the time.. Introduce one artifact that comes with its own opposite type of artifact.. Why? $ $ $.  Or make artifact production more interesting.. After all.. In history of warfare in reaf life, we always develop weapons and counter-measure defenses that comes with it.. It's normal.. So.. If NPCs debuff us all the time, wouldn't we do something to counteract it by developing new "tech" or artifact with that one in mind? Should we develop something to defend against those debuffs? Maybe, Dan should develop a new NPC defense and offense tech tree with % chance to defend against NPC debuffs and also give us some offensive tools to debuff them or something like that..
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Fri Sep 24, 2010 2:51 pm |
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mojo311
Joined: Tue Jun 08, 2010 3:47 pm Posts: 2180
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Nocifer Deathblade wrote: Zhorgul wrote: So I really don't understand why Dan would introduce solutions to do the opposite effect ...
Lol! He does that all the time.. Introduce one artifact that comes with its own opposite type of artifact.. Why? $ $ $.  Or make artifact production more interesting.. After all.. In history of warfare in reaf life, we always develop weapons and counter-measure defenses that comes with it.. It's normal.. So.. If NPCs debuff us all the time, wouldn't we do something to counteract it by developing new "tech" or artifact with that one in mind? Should we develop something to defend against those debuffs? Maybe, Dan should develop a new NPC defense and offense tech tree with % chance to defend against NPC debuffs and also give us some offensive tools to debuff them or something like that.. +1  I love that idea! New artifacts are all ways fun.
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Fri Sep 24, 2010 2:54 pm |
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webguydan
Joined: Sat Jan 09, 2010 12:49 pm Posts: 2085
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Or an artifact that, for a short time, prevents an NPC from using its abilities... 
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Fri Sep 24, 2010 6:13 pm |
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wolfprince01
Joined: Sun Sep 19, 2010 6:52 am Posts: 448
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you could make one like the planet artifact that gives immunity , but it would be for ships , traps would till work it just block debuffs.
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Fri Sep 24, 2010 11:38 pm |
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Remric
Joined: Tue Jun 08, 2010 6:52 am Posts: 1742 Location: Bridge of my ship, preparing thousands of my tactical officers for the next battle
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webguydan wrote: Or an artifact that, for a short time, prevents an NPC from using its abilities...  Dan That would be great!!!  Please please please.. the buffs and debuffs are really annoying  hehehehe 
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Sat Sep 25, 2010 4:44 am |
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Redlaw
Joined: Fri May 28, 2010 3:38 am Posts: 1280
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Dan I like that. The offence dampiner for NPCs sounds like a great add.
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Sat Sep 25, 2010 5:30 am |
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Remric
Joined: Tue Jun 08, 2010 6:52 am Posts: 1742 Location: Bridge of my ship, preparing thousands of my tactical officers for the next battle
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I think the question should be how much artifact points will it take and how common, uncommon, or rare the artifact would be.. I really hope its as common as the containment cages. 
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Sat Sep 25, 2010 6:16 am |
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