View unanswered posts | View active topics It is currently Tue Jul 22, 2025 4:50 am



Reply to topic  [ 14 posts ] 
 A cure for Engulfing Swarm 
Author Message
User avatar

Joined: Mon Sep 05, 2011 9:16 am
Posts: 2737
Reply with quote
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.

_________________
Image
Image


Wed Dec 26, 2012 4:38 am
Profile

Joined: Tue Nov 23, 2010 2:41 am
Posts: 1069
Reply with quote
maybe Dan can give us a cure for spaceherpes on the bt too? Oh wait i fix that myself :p

_________________
Image


Wed Dec 26, 2012 4:49 am
Profile

Joined: Mon Apr 18, 2011 9:37 am
Posts: 854
Reply with quote
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.


Wed Dec 26, 2012 8:36 pm
Profile
User avatar

Joined: Thu Nov 25, 2010 6:49 pm
Posts: 8964
Reply with quote
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.

_________________
Ranks 400+ Join us in exploring..
ImageImage

[20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked
[20:43] DarthFlagitious: is it spearmint or peppermint?


Wed Dec 26, 2012 9:50 pm
Profile WWW

Joined: Sun Jun 19, 2011 6:24 pm
Posts: 2810
Location: UK
Reply with quote
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.


Last edited by kirkeastment on Wed Dec 26, 2012 9:57 pm, edited 1 time in total.



Wed Dec 26, 2012 9:55 pm
Profile
User avatar

Joined: Thu Nov 25, 2010 6:49 pm
Posts: 8964
Reply with quote
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.

_________________
Ranks 400+ Join us in exploring..
ImageImage

[20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked
[20:43] DarthFlagitious: is it spearmint or peppermint?


Wed Dec 26, 2012 9:56 pm
Profile WWW

Joined: Sun Jun 19, 2011 6:24 pm
Posts: 2810
Location: UK
Reply with quote
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.


Wed Dec 26, 2012 9:58 pm
Profile

Joined: Tue Nov 23, 2010 2:41 am
Posts: 1069
Reply with quote
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 :)

_________________
Image


Wed Dec 26, 2012 10:07 pm
Profile

Joined: Thu Feb 03, 2011 3:29 am
Posts: 312
Reply with quote
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!

_________________
strm avenger wrote:
I hear the Dysonians have a couple of open sluts.

Leader of Ghosts


Wed Dec 26, 2012 10:13 pm
Profile
User avatar

Joined: Sun May 29, 2011 7:33 pm
Posts: 1988
Location: Aboard Blackwood Hall
Reply with quote
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. ^_^

_________________
DixieLandDelight: Lord SoulPlay's Padawan & Warden of the Chesterton Royal Asylum

Image
Image


Wed Dec 26, 2012 10:17 pm
Profile WWW
User avatar

Joined: Mon Sep 05, 2011 9:16 am
Posts: 2737
Reply with quote
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.

_________________
Image
Image


Last edited by Wolfy Minion on Wed Dec 26, 2012 11:01 pm, edited 1 time in total.



Wed Dec 26, 2012 10:32 pm
Profile
User avatar

Joined: Tue Sep 28, 2010 7:50 pm
Posts: 1010
Reply with quote
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~

_________________
Image
Give Respect To Gain Respect, Never Demand it,
Treat Others, How you would like to be treated,
Manners Doesn't cost anything,
Those who dont follow these rules, aren't worth knowing,
Member of The Unknown.

~John Falls~


Wed Dec 26, 2012 10:59 pm
Profile

Joined: Mon Apr 18, 2011 9:37 am
Posts: 854
Reply with quote
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.


Thu Dec 27, 2012 12:12 pm
Profile
User avatar

Joined: Mon Sep 05, 2011 9:16 am
Posts: 2737
Reply with quote
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)

_________________
Image
Image


Thu Dec 27, 2012 2:37 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 14 posts ] 

Who is online

Users browsing this forum: Google [Bot] and 22 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group
Designed by ST Software.