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Bane Nightmare crew effect ... tweak for future Bane ?
http://galaxylegion.com/forum/viewtopic.php?f=6&t=42100
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Author:  senatorhung [ Fri Oct 31, 2014 11:15 pm ]
Post subject:  Bane Nightmare crew effect ... tweak for future Bane ?

i was not high enough ranked to see this last year, so i did not see the Bane Nightmare effect until this season.

MrSpock wrote:
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Battletab
Image
Ghastius, Bane Fiend
( The Hallows Bane )
Rank 900 Pirate
Extremely Rare

Abilities Bane Nightmare, Fear of Mind

Bane Nightmare: Will sometimes influence attacking ships, preventing them from attacking further.

the effect message indicates: "Ghastius influences your crew, preventing further attacks."

this effect prevents attacks, but can be cleared with a containment cage.

what about an NPC effect that only affects crew, but can not be debuffed for 30 minutes ? so a ship build that relies mostly on crew for attack and defense would be held up a bit, while a more balanced one could continue to attack ? make it a 10-person drop so there is an actual disadvantage to the 30 minute waiting period. of course, engineers would also be affected, so you might take an inopportune energy hit as well ;)

Author:  KJReed [ Fri Oct 31, 2014 11:53 pm ]
Post subject:  Re: Bane Nightmare crew effect ... tweak for future Bane ?

-1 to changing max e

Author:  Uy23e [ Sat Nov 01, 2014 4:52 am ]
Post subject:  Re: Bane Nightmare crew effect ... tweak for future Bane ?

KJReed wrote:
-1 to changing max e

Why? if it's a 10 man it will hang around a bit for most legions. You just have to spend the amount that would overflow before going at it and it would be no big deal. All you have to avoid then is refilling in any way or form and you are good.
The only problem would be unable to kill the thing with a full debuffed bar of energy, which is possible considering the attack debuff it will also come with.
If it keeps its current def and rank, 500/shot w/o crew shouldn't be too hard and with 5k or so uncrewed energy, you can deal up to 500k damage. I don't know if "fair share" will increase from the current 125k but it should be doable overall.

The only problem is, of course, that it would really mess with SSB. Thou a rank 600+ SSB will probably at least have enough deck to put on the most efficient toys and get in 200k with a full uncrewed bar.

Author:  kirkeastment [ Sat Nov 01, 2014 1:08 pm ]
Post subject:  Re: Bane Nightmare crew effect ... tweak for future Bane ?

Uy23e wrote:
KJReed wrote:
-1 to changing max e

Why? if it's a 10 man it will hang around a bit for most legions. You just have to spend the amount that would overflow before going at it and it would be no big deal. All you have to avoid then is refilling in any way or form and you are good.
The only problem would be unable to kill the thing with a full debuffed bar of energy, which is possible considering the attack debuff it will also come with.
If it keeps its current def and rank, 500/shot w/o crew shouldn't be too hard and with 5k or so uncrewed energy, you can deal up to 500k damage. I don't know if "fair share" will increase from the current 125k but it should be doable overall.

The only problem is, of course, that it would really mess with SSB. Thou a rank 600+ SSB will probably at least have enough deck to put on the most efficient toys and get in 200k with a full uncrewed bar.


Why?

because it's a rubbish NPC with drops that are completely useless

also Dan isn't going to be taking any unsolicited advice about an NPC which is 2/3 years old and has already been replaced by a more suitable NPC.

Author:  senatorhung [ Sat Nov 01, 2014 9:43 pm ]
Post subject:  Re: Bane Nightmare crew effect ... tweak for future Bane ?

you completely missed the point Kirk. the point was that we have an effect that is affecting the crew. my suggestion is to have a NEW crew effect that works differently from the current bane nightmare effect, and a future bane npc would be an obvious choice for it. the drops from that npc would obviously have to be better than Ghastius for it to be worth the hassle.

i still haven't figured out what kind of research the raving gibbering affected scientists would come up with ...

Author:  Peticks [ Mon Nov 03, 2014 7:34 am ]
Post subject:  Re: Bane Nightmare crew effect ... tweak for future Bane ?

I actualy like this idea, but not engineers. those guys wouldn't be at the battle instead would be locked nice and secure in their reactor rooms waiting for raiding time. Same for science men, locked in their labrotorys. Crew Attack + defence - X% for 30 minuets, stacks

Author:  kirkeastment [ Mon Nov 03, 2014 8:41 am ]
Post subject:  Re: Bane Nightmare crew effect ... tweak for future Bane ?

Peticks wrote:
I actualy like this idea, but not engineers. those guys wouldn't be at the battle instead would be locked nice and secure in their reactor rooms waiting for raiding time. Same for science men, locked in their labrotorys. Crew Attack + defence - X% for 30 minuets, stacks


so long as it remains cageable

because for the last time, if you cannot do anything for 30 minutes due to these stackable debuffs, then there's zero point to hitting them

Author:  Peticks [ Mon Nov 03, 2014 4:48 pm ]
Post subject:  Re: Bane Nightmare crew effect ... tweak for future Bane ?

kirkeastment wrote:
Peticks wrote:
I actualy like this idea, but not engineers. those guys wouldn't be at the battle instead would be locked nice and secure in their reactor rooms waiting for raiding time. Same for science men, locked in their labrotorys. Crew Attack + defence - X% for 30 minuets, stacks


so long as it remains cageable

because for the last time, if you cannot do anything for 30 minutes due to these stackable debuffs, then there's zero point to hitting them

maybe not cage instead say a hive style removal ability. so being able to keep going for a few procs before needing to remove it would be a big boon

Author:  kirkeastment [ Mon Nov 03, 2014 6:06 pm ]
Post subject:  Re: Bane Nightmare crew effect ... tweak for future Bane ?

Peticks wrote:
kirkeastment wrote:
Peticks wrote:
I actualy like this idea, but not engineers. those guys wouldn't be at the battle instead would be locked nice and secure in their reactor rooms waiting for raiding time. Same for science men, locked in their labrotorys. Crew Attack + defence - X% for 30 minuets, stacks


so long as it remains cageable

because for the last time, if you cannot do anything for 30 minutes due to these stackable debuffs, then there's zero point to hitting them

maybe not cage instead say a hive style removal ability. so being able to keep going for a few procs before needing to remove it would be a big boon


i'll take a proc removal system with a 2 minute cooldown similar to Hives

we regulate teh #&$# outta those here, so could cope with such a system - perhaps we could get that same idea on them lepus elites too, cuz those be well out of order

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