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A cure for Engulfing Swarm http://galaxylegion.com/forum/viewtopic.php?f=6&t=31964 |
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Author: | Wolfy Minion [ Wed Dec 26, 2012 4:38 am ] |
Post subject: | A cure for Engulfing Swarm |
A reward for killing the cluster should include a second art that removes the effect. That was if you are stuck with it after the NPC dies you can remove it. Or save them for the next time one spawns. |
Author: | Fear [ Wed Dec 26, 2012 4:49 am ] |
Post subject: | Re: A cure for Engulfing Swarm |
maybe Dan can give us a cure for spaceherpes on the bt too? Oh wait i fix that myself :p |
Author: | Plagueis [ Wed Dec 26, 2012 8:36 pm ] |
Post subject: | Re: A cure for Engulfing Swarm |
It'd be simpler if the engulfing swarm just disappeared after the npc was killed. I agree that players shouldn't be stuck with it for one hour after it's killed. |
Author: | Darth Flagitious [ Wed Dec 26, 2012 9:50 pm ] |
Post subject: | Re: A cure for Engulfing Swarm |
Plagueis wrote: It'd be simpler if the engulfing swarm just disappeared after the npc was killed. I agree that players shouldn't be stuck with it for one hour after it's killed. Why not? You still have Sha'din Overshock, Stryll Disruption, Dark Nullify, Inverse Warp Pulse, etc. even after the NPC is dead. You also can have KVT and Bane trap effects after the player that had them set is disabled. The Remote Intrusion base ability can still active after the base is disabled. The Engulfing Swarm is consistent with all other negative effects in that respect. This sounds to me like complaints because you guys aren't doing it smart, you're just mashing the button like angry monkeys. |
Author: | kirkeastment [ Wed Dec 26, 2012 9:55 pm ] |
Post subject: | Re: A cure for Engulfing Swarm |
Darth Flagitious wrote: Plagueis wrote: It'd be simpler if the engulfing swarm just disappeared after the npc was killed. I agree that players shouldn't be stuck with it for one hour after it's killed. Why not? You still have Sha'din Overshock, Stryll Disruption, Dark Nullify, Inverse Warp Pulse, etc. even after the NPC is dead. You also can have KVT and Bane trap effects after the player that had them set is disabled. The Remote Intrusion base ability can still active after the base is disabled. The Engulfing Swarm is consistent with all other negative effects in that respect. This sounds to me like complaints because you guys aren't doing it smart, you're just mashing the button like angry monkeys. Except it can't be caged or nullified at all, all the other examples you gave can be. Plus the only way to nullify the effect, is no longer available once the NPC is killed. |
Author: | Darth Flagitious [ Wed Dec 26, 2012 9:56 pm ] |
Post subject: | Re: A cure for Engulfing Swarm |
Darth Flagitious wrote: This sounds to me like complaints because you guys aren't doing it smart, you're just mashing the button like angry monkeys. |
Author: | kirkeastment [ Wed Dec 26, 2012 9:58 pm ] |
Post subject: | Re: A cure for Engulfing Swarm |
Darth Flagitious wrote: Darth Flagitious wrote: This sounds to me like complaints because you guys aren't doing it smart, you're just mashing the button like angry monkeys. Prey tell the smart way good sir... is it to wait till 1 hit left(as was done)... then use the purge effect button.. because that doesn't work does it, if you're hit by the debuff on the killing blow. |
Author: | Fear [ Wed Dec 26, 2012 10:07 pm ] |
Post subject: | Re: A cure for Engulfing Swarm |
kirkeastment wrote: Darth Flagitious wrote: Darth Flagitious wrote: This sounds to me like complaints because you guys aren't doing it smart, you're just mashing the button like angry monkeys. Prey tell the smart way good sir... is it to wait till 1 hit left(as was done)... then use the purge effect button.. because that doesn't work does it, if you're hit by the debuff on the killing blow. simple get the plus 900 guy you don't like in crew to be the last one to hit it in case swarming takes effect ![]() |
Author: | biz387 [ Wed Dec 26, 2012 10:13 pm ] |
Post subject: | Re: A cure for Engulfing Swarm |
Fear wrote: simple get the plus 900 guy you don't like in crew to be the last one to hit it in case swarming takes effect ![]() And you said you wanted me to kill them as a sign of respect! |
Author: | Annabell [ Wed Dec 26, 2012 10:17 pm ] |
Post subject: | Re: A cure for Engulfing Swarm |
biz387 wrote: Fear wrote: simple get the plus 900 guy you don't like in crew to be the last one to hit it in case swarming takes effect ![]() And you said you wanted me to kill them as a sign of respect! Literally laughed out loud. ^_^ |
Author: | Wolfy Minion [ Wed Dec 26, 2012 10:32 pm ] |
Post subject: | Re: A cure for Engulfing Swarm |
biz387 wrote: Fear wrote: simple get the plus 900 guy you don't like in crew to be the last one to hit it in case swarming takes effect ![]() And you said you wanted me to kill them as a sign of respect! he respects your gullibility Darth Flagitious wrote: Plagueis wrote: It'd be simpler if the engulfing swarm just disappeared after the npc was killed. I agree that players shouldn't be stuck with it for one hour after it's killed. Why not? You still have Sha'din Overshock, Stryll Disruption, Dark Nullify, Inverse Warp Pulse, etc. even after the NPC is dead. You also can have KVT and Bane trap effects after the player that had them set is disabled. The Remote Intrusion base ability can still active after the base is disabled. The Engulfing Swarm is consistent with all other negative effects in that respect. This sounds to me like complaints because you guys aren't doing it smart, you're just mashing the button like angry monkeys. Are you suggesting that there should be absolutely no way to remove it other than wait for it to wear off and the NPC? All debuffs have a way to remove them instantly whenever. My suggestion is a just a back-up for the repeatable one and even if the user gets 1 free pass on the debuff on the next one, the chance of the NPC not debuffing you once is very low. |
Author: | John Falls [ Wed Dec 26, 2012 10:59 pm ] |
Post subject: | Re: A cure for Engulfing Swarm |
Like darth, yes this is a tactical NPC But also i think there should be a cure. If its team work how about another player in the same legion as to spend 50 energy + (something else). to remove the effect, Can not be removed if the NPC is active. Or a new NCP that only respawns when you have a debuff on you, 100% possiblity. It will remove your Debuff in exchange for something else. Energy, EM, CTP, Artifacts. ~JF~ |
Author: | Plagueis [ Thu Dec 27, 2012 12:12 pm ] |
Post subject: | Re: A cure for Engulfing Swarm |
How about it always drops a swarm disbursement capsule for everyone upon being disabled? The artifact would require 250 energy to use, remove the swarm from your ship, and would expire (thus disappear from your cargo) after an hour. That way there's still a way to remove it after it's killed, but you can't stockpile them. It would be nice to have an artifact like this and be able to stockpile it, but it would to some extent undermine the engulfing swarm ability. It's there for a reason (to give us a challenge), but we don't want to be stuck with the debuff for an hour. |
Author: | Wolfy Minion [ Thu Dec 27, 2012 2:37 pm ] |
Post subject: | Re: A cure for Engulfing Swarm |
Plagueis wrote: How about it always drops a swarm disbursement capsule for everyone upon being disabled? The artifact would require 250 energy to use, remove the swarm from your ship, and would expire (thus disappear from your cargo) after an hour. That way there's still a way to remove it after it's killed, but you can't stockpile them. It would be nice to have an artifact like this and be able to stockpile it, but it would to some extent undermine the engulfing swarm ability. It's there for a reason (to give us a challenge), but we don't want to be stuck with the debuff for an hour. So my idea with a time limit, works for me. Or even still the bugger can remain on the alerters bt for an hour or until the ability is used once more (much less desired solution) |
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