The buff doesnt have to be removed because its "too strong".
It has to be removed because its causing this kind of unexpected (and very much lame) behaviour.
Make the current empie much stronger, i dont care, this farming thing needs to be stopped... yesterday.
I keep hearing this sentiment echoed.DontBeAfraid wrote: »my point is just im curious where the problem is to not to begrudge so.having ppl former emp buffs. which isnt even a huge buff. just a small tweak.
2% more reg, 5% ultcost reduce and a bit 40 more dmg on balistas. must be totally op!
this game has enough easy to reach goals and contents for casual randoms.
emp buff is pretty much the only thing u can achieve as hardcore player.
and since its not even a strong buff there is absolutely no need to even consider removing it. even the thought itself is far from smart.
especially when it appears that 90% of the voters here dont even know the difference between emp and former emp buffs.
I keep hearing this sentiment echoed.DontBeAfraid wrote: »my point is just im curious where the problem is to not to begrudge so.having ppl former emp buffs. which isnt even a huge buff. just a small tweak.
2% more reg, 5% ultcost reduce and a bit 40 more dmg on balistas. must be totally op!
this game has enough easy to reach goals and contents for casual randoms.
emp buff is pretty much the only thing u can achieve as hardcore player.
and since its not even a strong buff there is absolutely no need to even consider removing it. even the thought itself is far from smart.
especially when it appears that 90% of the voters here dont even know the difference between emp and former emp buffs.
"It's not a strong buff" "Its just a small tweak"
Then why are you so upset at the thought of losing it?
DontBeAfraid wrote: »i played 4 weeks hardcore no life 14h++ a day to get my emp tree.
DontBeAfraid wrote: »because i worked hard for it. and as i said - i deserve it.
smercgames_ESO wrote: »
3. Lose the line once the campaign resets (and reset the darn points unlike you do with WW and Vamp)
.
DontBeAfraid wrote: »smercgames_ESO wrote: »
3. Lose the line once the campaign resets (and reset the darn points unlike you do with WW and Vamp)
.
campaings will be 5, 5, 7, 7 and 30 days soon.
on the first 4 campaigns there would be no point in trying to get emp if it gets resetted some days after.
make rules about farming emp + punish abusers and for gods sake leave the buff as it is.
it doesnt hurt anyone.
smercgames_ESO wrote: »
Well once the campaigns are shortened in time you can have it last for X amount of days instead of just a campaign reset then. Have it last 30 days then or even 90 like a normal campaign lasted now but eventually it should wear off or there would be little point in someone trying to get it again.
Nox_Aeterna wrote: »Well , i understand people are exploiting this , but i still believe there should be something for those who did it.
I'm going to steal this idea from someone else and I'm sorry I cannot remember who originally posted this.
Make it so that each of the below perks open up as time passes. You were emperor for 1 hr? Congrats, you get 1% extra healing. that's it. You want the full skill line, make it so for each day (24 hrs, or whatever is balanced) you hold the title, another line opens up. This will entice people to keep it (for at least 4 days or whatever it ends up being). Also move the Decrease Ultimate cost passive to #4 (In my opinion, it's the best one of the bunch) to encourage you to hold it the full time.
1) Increases the magnitude of healing on them by 1%.
2) Decreases Ultimate costs by 5%.
3) Increases health/magicka/stamina recovery while in combat by 2%.
4) Increases siege weapon damage to keeps and other siege by 2%.
Problem solved. Skill line still has meaning and if you dont hold it long enough, it encourages the former emperor to stay to unlock more passives.
galiumb16_ESO wrote: »Need to move the skills to their own achievement based skill tree, not related to emperor. This way everyone can get them in time, and it removes the carrot that rewards those currently abusing the Emp system.
ThyIronFist wrote: »If it ain't broke don't fix it.
I'm going to steal this idea from someone else and I'm sorry I cannot remember who originally posted this.
Make it so that each of the below perks open up as time passes. You were emperor for 1 hr? Congrats, you get 1% extra healing. that's it. You want the full skill line, make it so for each day (24 hrs, or whatever is balanced) you hold the title, another line opens up. This will entice people to keep it (for at least 4 days or whatever it ends up being). Also move the Decrease Ultimate cost passive to #4 (In my opinion, it's the best one of the bunch) to encourage you to hold it the full time.
1) Increases the magnitude of healing on them by 1%.
2) Decreases Ultimate costs by 5%.
3) Increases health/magicka/stamina recovery while in combat by 2%.
4) Increases siege weapon damage to keeps and other siege by 2%.
Problem solved. Skill line still has meaning and if you dont hold it long enough, it encourages the former emperor to stay to unlock more passives.
Only problem there is one of my guildies has been emp for 10 days on Dawnbreaker. Completely unchallenged as one of the big DC guilds left Dawnbreaker and headed over to wabba.
AD has all the map, has had for around two weeks now, added to that, after the buff the NPC's got it became harder to take keeps without the big zergs taking what they wanted. Not an issue for me personally as the current emp is a friend of mine who I like a lot, but what you are suggesting would make him in this example completely OP due to the time over passives you are talking about.
For servers that are heavy with one colour, it means if an emp (if miles ahead of others in his/her pact) can stay emp for long periods of time accruing passives making them OP, of course this is only on servers that are one colour heavy where this is possible.
This will be a pretty lopsided poll since players who aren't emps will all vote to lose it. :P
P.S. Here is the list of the "OP" buffs lol
1) Increases the magnitude of healing on them by 1%.
2) Decreases Ultimate costs by 5%.
3) Increases health/magicka/stamina recovery while in combat by 2%.
4) Increases siege weapon damage to keeps and other siege by 2%.