Or you simply get grabbed by the "fixed" claw and pulled into abyss...lol fixed. Maybe correcting the patch news like: " We tried to fix the claw" is a good start.
> @thefabricant said: > Im going to be elitist too. > > > > If I see anyone in my party using a Soulforged they are getting the boot since its power resembles an instant revive like that of a scroll. > > Soulforged has an internal cooldown that prevents it from continually reviving you if you die over and over again...Which was, incidentally, precisely one of the things I proposed for scrolls.
You have already stated you have a regular group you run with where im sure everyone knows what they are doing so you guys probably don't have as many errors to be in a position to scroll but the regular joe doesn't always have that luxory of being in a premade group with communication. So, if im with randoms who are making constant mistakes and going down should the rest of us put ourself in danger to pick him up every other second or should we just go ahead and kick him? Its inconsiderate to expect people to constantly pick you up but if you have scrolls you can only punish yourself for your mistakes by spending the AD on the scrolls and learning. Imagine being in T9G at Ras nsi and one of your only two dps is constantly going down we should stop what we are doing to revive him and let the soulmonger charge fill up since one of our DPS is down and not helping to kill souls? We had to wipe but hey, at least we didn't use a scroll like those bad playerz dood! Scrolls are there for mistakes and not wanting to repeat 10 minutes of content cause someone messed up/lagged.
Scrolls should have a cooldown? Why stop there? Lets make cooldowns for how much healing a character should put out in a minute.
I'm inclined to side with Sharp in this debate, to a degree. I believe that the ubiquity of scrolls allows players to take on a 'lazy' attitude whereby they know they have scrolls and so do not try as hard as they would if they knew they did not. I believe that a cooldown or limit on scrolls per individual per fight would add an extra layer of desperation to succeed that the game currently lacks. If when going into a bossfight you knew you had a limited resource for battle-rezzing yourself or your group it may make you play better.
I liken this to how normal gameplay has trained most players that they don't need to avoid damage, or back when pally bubble and AA lasted longer allowing all party members to ignore all incoming damage. These things created a false sense of invincibility to the point that players became lazy and stopped even trying to avoid damage. So much so that when confronted with a situation where they do need to avoid damage to succeed they fall flat, unable to adjust.
However.
In order for something like this to be implemented certain adjustments would need to be made to make it viable. Currently one of the uses of rez scrolls is to purposely become defeated in order to re-summon a companion when it becomes desummoned during a bossfight by no fault of the player. This issue is particularly apparent when fighting the Atropal as I'm sure many of you are acutely aware. So either the ability to re-summon companions in combat or an overhaul of companion behavior to not fall off edges would need to be added.
In conclusion I'd like to express the idea that limits to player power or limits to a player's resources should not always be looked upon as a negative thing. If done well limitations can force a change in playstyle or mindset that improves both the character and the player in a positive way.
Neverwinter Module 6: The only MMO expansion in the history of MMO's to remove more content than it added.
Comments
Maybe correcting the patch news like: " We tried to fix the claw" is a good start.
> Im going to be elitist too.
>
>
>
> If I see anyone in my party using a Soulforged they are getting the boot since its power resembles an instant revive like that of a scroll.
>
> Soulforged has an internal cooldown that prevents it from continually reviving you if you die over and over again...Which was, incidentally, precisely one of the things I proposed for scrolls.
You have already stated you have a regular group you run with where im sure everyone knows what they are doing so you guys probably don't have as many errors to be in a position to scroll but the regular joe doesn't always have that luxory of being in a premade group with communication. So, if im with randoms who are making constant mistakes and going down should the rest of us put ourself in danger to pick him up every other second or should we just go ahead and kick him? Its inconsiderate to expect people to constantly pick you up but if you have scrolls you can only punish yourself for your mistakes by spending the AD on the scrolls and learning. Imagine being in T9G at Ras nsi and one of your only two dps is constantly going down we should stop what we are doing to revive him and let the soulmonger charge fill up since one of our DPS is down and not helping to kill souls? We had to wipe but hey, at least we didn't use a scroll like those bad playerz dood! Scrolls are there for mistakes and not wanting to repeat 10 minutes of content cause someone messed up/lagged.
Scrolls should have a cooldown? Why stop there? Lets make cooldowns for how much healing a character should put out in a minute.
I liken this to how normal gameplay has trained most players that they don't need to avoid damage, or back when pally bubble and AA lasted longer allowing all party members to ignore all incoming damage. These things created a false sense of invincibility to the point that players became lazy and stopped even trying to avoid damage. So much so that when confronted with a situation where they do need to avoid damage to succeed they fall flat, unable to adjust.
However.
In order for something like this to be implemented certain adjustments would need to be made to make it viable. Currently one of the uses of rez scrolls is to purposely become defeated in order to re-summon a companion when it becomes desummoned during a bossfight by no fault of the player. This issue is particularly apparent when fighting the Atropal as I'm sure many of you are acutely aware. So either the ability to re-summon companions in combat or an overhaul of companion behavior to not fall off edges would need to be added.
In conclusion I'd like to express the idea that limits to player power or limits to a player's resources should not always be looked upon as a negative thing. If done well limitations can force a change in playstyle or mindset that improves both the character and the player in a positive way.