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Old Jun 13, 2007, 02:40 PM // 14:40   #1
Frost Gate Guardian
 
Join Date: Feb 2007
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Default Soul Reaping Idea: Income Tax :)

I am not a huge fan of the SR change to limit energy gain, but I see that it was needed. However the way it is currently just seems...well not smooth, a bit cumbersome. In trying to think of any alternative I had one idea, and I did not see anyone else post it in here so I figured I would.

Diminished Returns

Remove the clock that was implemented. When something dies, you get energy every time. Period. However, the gain should be diminished over time. Taxed may be a good word for it.

Lets say you have 10 SR and something dies. You gain 10 energy.
Let say something dies in the next second. You gain 9 energy.
Something dies in 2 seconds. You gain 8 energy.
Etc, follow the idea.

Now, to counter this our happy 5 (or whatever interval) second clock should be used to lower the penalty over time. Now I realize that this example still yeilds the ability to get a massive spike of free energy at once, so perhaps the gain should be decreased much faster, perhaps 25% penalty every time (rounded up, minimum of 1 at all times). 10, 7, 5, 4, 3, 2, 1, etc.

These numbers are all generic, I am simply saying that instead of a hard wall to block the number of SR triggers perhaps just add a throttle to the rate SR can feed you energy. Gains are diminished when you trigger it in rapid intervals, but you are always getting something (even if its just 1e) for your attribute points. At the same time when you are not triggering the penalty slowly melts away. With the proper balance of penalty vs penalty reduction over time I am sure some healthy and fluid feel to SR can be returned.

Yes/No? Am I a crazy n00b who needs to get back to work? Just thought I would suggest an idea I have not seen yet. Thanks for reading.
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Old Jun 13, 2007, 02:53 PM // 14:53   #2
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Your idea is still based on a clock though....

One of my ideas was based on your current energy.

If you have 90% energy, you gain 1 energy on deaths.
If you have 70% and up on energy, you gain 1 energy per 3 ranks of SR per death.
If you have 50% and up on energy, you gain 1 energy per 2 ranks of SR per death.
If you have 50% and below, you gain 1 energy per 1 rank of SR per death.

Basically, the more energy you have, the less you gain. *shrug*
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Old Jun 13, 2007, 02:57 PM // 14:57   #3
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Like it i agree some thing had to be done about necros having unlimited energy but Anet are scary, when they set sights on something they render it useless (stop, deep breaths, don't bring your anger about capped armor nerf here)
/signed i like the -25% version
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Old Jun 13, 2007, 03:03 PM // 15:03   #4
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Quote:
Originally Posted by JeniM
Like it i agree some thing had to be done about necros having unlimited energy but Anet are scary, when they set sights on something they render it useless (stop, deep breaths, don't bring your anger about capped armor nerf here)
/signed i like the -25% version
Its a lot easier to nerf something down to useless and buff it up slowly, because the effects are more evident than if you buff something up to overpowered immediately, and then try to nerf it down to balanced.
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Old Jun 13, 2007, 03:30 PM // 15:30   #5
Frost Gate Guardian
 
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Quote:
Originally Posted by TedTheDead
Yes/No? Am I a crazy n00b who needs to get back to work? Just thought I would suggest an idea I have not seen yet. Thanks for reading.
Are you a tax man?
It's an okay idea, but it seems to complicated. Anet seems to be putting a cap on everything lately to stop people from abusing things to greatly. And I havent tried the new updated SR but i do think that SR is going to always be broken.
You're a crazy n00b, go back to work
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Old Jun 13, 2007, 03:32 PM // 15:32   #6
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Quote:
Originally Posted by lyra_song
Your idea is still based on a clock though....

One of my ideas was based on your current energy.

If you have 90% energy, you gain 1 energy on deaths.
If you have 70% and up on energy, you gain 1 energy per 3 ranks of SR per death.
If you have 50% and up on energy, you gain 1 energy per 2 ranks of SR per death.
If you have 50% and below, you gain 1 energy per 1 rank of SR per death.

Basically, the more energy you have, the less you gain. *shrug*
decent idea tbh.
I think Anet is just having troubles with having there skill changes affect PvP and PvE.
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Old Jun 13, 2007, 03:50 PM // 15:50   #7
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Quote:
Originally Posted by lyra_song
Your idea is still based on a clock though....
It is, true. But the clock does not function as a hard stop like it does now. Instead it is used to return your rate of energy gain over time to maximum. Its a matter of gain vs down time to throttle it.

That said I like your idea as well. Perhaps an even easier version of it would simply be you gain X% of your soul reaping bonus where X = 100% - %OfEnergy.
So at 50% energy you gain 50% of your SR, at 75% energy you gain 25%, at 25% you cain 75%, at 0% you get 100%, etc.

Oh the possibilities, all of which are better than the broken stone wall that is currently in place for SR.
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Old Jun 13, 2007, 04:41 PM // 16:41   #8
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I still vote for the energy regeneration idea that someone posted a LONG time ago.
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Old Jun 14, 2007, 01:38 AM // 01:38   #9
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i do really like this idea cause it would stop you from abusing it in pvp cause most the action happens fast but in pve where things are more lax it will make sr useful again.
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