Feb 15, 2007, 11:36 PM // 23:36
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#41
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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I don't so much connect with my PvE warrior as I connect my axe with other people's faces. It just isn't quite the same thing.
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Feb 15, 2007, 11:57 PM // 23:57
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#42
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Frost Gate Guardian
Join Date: Jul 2006
Guild: RTD
Profession: E/
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I mostly pve but also pvp every so often
I think all items being treated as req 9 is fine
but i'm curious should the inverse also be true, as in all the pve mods automatically become maximum to offset that imbalance?
ie a +15% enchant mod becomes +20% when in pvp arenas
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Feb 16, 2007, 12:18 AM // 00:18
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#43
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Forge Runner
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Quote:
Originally Posted by Dark Dragon
but i'm curious should the inverse also be true, as in all the pve mods automatically become maximum to offset that imbalance?
ie a +15% enchant mod becomes +20% when in pvp arenas
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The question is, is it needed? Just because of the power of the J-screen, if you can't get max mods, why not just make a PvP character where you can fairly easily get max mods?
Not that I'm against it, I'm just wondering if it is needed.
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Feb 16, 2007, 03:37 AM // 03:37
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#44
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Something similar was mentioned before, but it isn't really that difficult to get a 14-armor req 7 tactics shield, which is still better for Mo/W than only getting 8 out of a shield they don't meet the reqs for. Get a cheap blue one and inscribe it with +10 slashing/+30HP if you want.
The best solution to this isn't really to make PvE mods available as much as it is to just make shield armor progress rather than being 8 or everything.
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Feb 16, 2007, 04:17 AM // 04:17
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#45
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Quote:
Originally Posted by Skuld
NURF
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SKULD! THAT'S SECRET!
Also, mine's better:
NO NURF PLZ.
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Feb 16, 2007, 05:29 AM // 05:29
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#46
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Krytan Explorer
Join Date: Nov 2006
Location: Ancestral/Grenz
Guild: [CneX]
Profession: W/
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^ Kidding right?...
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Feb 16, 2007, 06:16 AM // 06:16
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#47
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Wilds Pathfinder
Join Date: Nov 2005
Guild: Apathy Inc [AI]
Profession: R/Mo
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nope... just confirmed... it works...
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Feb 16, 2007, 06:31 AM // 06:31
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#48
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Banned
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Haha, oh wow. Now I feel like making a PvE character to just get it...
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Feb 16, 2007, 06:46 AM // 06:46
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#49
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Black Beast of Aarrrrgghh
Join Date: May 2005
Location: The Netherlands
Guild: The Biggyverse [PLEB] // Servants of Fortuna [SoF]
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Well, it's out in the open. It will be nerfed no doubt.... Give it two weeks?
The 40% enchant axe didn't last a week when it was out in the open....
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Feb 16, 2007, 06:50 AM // 06:50
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#50
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Desert Nomad
Join Date: Nov 2005
Location: US
Profession: R/Mo
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+55 hp hammer? (it's nonmax though, and rather useless as you can run +30 spear + shield.)
I have a few of these morgahn shields, but I can't trade 'em.
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Feb 16, 2007, 08:15 AM // 08:15
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#51
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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Haha, you actually dyed it black? ^^
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Feb 16, 2007, 08:20 AM // 08:20
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#52
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Quote:
Originally Posted by Skuld
Haha, you actually dyed it black? ^^
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What? I'm rich.
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Feb 16, 2007, 04:43 PM // 16:43
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#53
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Wilds Pathfinder
Join Date: Jun 2005
Location: UK
Guild: Portrayors of Valour [pV]
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I've kinda skipped posts, but I think there shouldn't be any stats on items in PvP that can only be achieved outside of the J menu.
To compensate, why not have PvE-only items with better stats for future chapters? Like 18-25 swords, +20%>50. Just don't have them available for PvP. This gives PvEers a bit more to play for in the game (this is just how I feel, I just don't see the need to go back to PvE as I have everything I need).
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Feb 16, 2007, 05:25 PM // 17:25
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#54
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Forge Runner
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amigawd! I'll have to PvE again!
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Feb 17, 2007, 09:35 AM // 09:35
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#55
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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Quote:
Originally Posted by Last update
Modified several Hero items that incorrectly allowed upgrades to be applied.
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They knocked the 25hp off, aw.
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Feb 17, 2007, 06:47 PM // 18:47
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#56
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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those jerks costed me 15k.
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Feb 17, 2007, 07:16 PM // 19:16
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#57
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Forge Runner
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Quote:
Originally Posted by Thom Bangalter
those jerks costed me 15k.
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A blind man could have seen this nerf coming a mile away.
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Feb 17, 2007, 11:31 PM // 23:31
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#58
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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Yeh, told ya! I'm sure you can salvage the handle off it.
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Feb 17, 2007, 11:45 PM // 23:45
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#59
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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no, it just disappeared.
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Feb 19, 2007, 09:41 PM // 21:41
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#60
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Lion's Arch Merchant
Join Date: Sep 2005
Location: Plano/Texas/USA
Guild: NN - No Names
Profession: R/Me
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Another thing is pve dropped mods that break the "item attribute" condition that pvp players have to conform too.
For example could you make a tactics shield with +1(20%) Smiting Prayers?
No you can't but I've had 2 drop for me for some odd reason.
Or the plagueborn scepter with req 9 fire and 20% HSR communing and 20% HCT of healing prayers.
This stuff isn't really too unbalancing per se, it just magnifys that there is a difference between pve and pvp equipment choices still.
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