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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: jonny rust on June 12, 2011, 06:55:16 pm

Title: Cap Lifegiver?
Post by: jonny rust on June 12, 2011, 06:55:16 pm
So I took a poll here http://fodev.net/forum/index.php?topic=16754.0 (http://fodev.net/forum/index.php?topic=16754.0) and found that most people lean towards 1 level of lifegiver.

please see the discussion there before commenting here...
Title: Re: Cap Lifegiver?
Post by: Crazy on June 12, 2011, 07:02:54 pm
Heh, how much time we gonna need to tell that all perks have been reworked and it's useless to discuss about it right now?
Title: Re: Cap Lifegiver?
Post by: jonny rust on June 12, 2011, 07:11:42 pm
I haven't seen that in the changelog, when did it happen?
Title: Re: Cap Lifegiver?
Post by: Wipe on June 12, 2011, 07:28:15 pm
I haven't seen that in the changelog, when did it happen?

Changelog is posted AFTER changes are implemented, not BEFORE.
Title: Re: Cap Lifegiver?
Post by: jonny rust on June 12, 2011, 07:33:40 pm
I understand that, this is just the first I have heard of it. I'm not sure if my IQ effects my hearing...
Title: Re: Cap Lifegiver?
Post by: Reiniat on June 12, 2011, 07:35:08 pm
Heh, how much time we gonna need to tell that all perks have been reworked and it's useless to discuss about it right now?
rework all perks sound like a bad deal. create a new balanced game from nowhere will make a lot of exploits and powerful builts. anyway if something is wrong just change it, dont wait until next wipe.

for Jonny...he is just trolling you.
Title: Re: Cap Lifegiver?
Post by: spears on June 12, 2011, 07:36:28 pm
If most people are taking one lifegiver, surely thats because they feel the second is inferior ro an alternative perk. So how does capping lifegiver add anything to the game?
Title: Re: Cap Lifegiver?
Post by: jonny rust on June 12, 2011, 07:50:22 pm
If most people are taking one lifegiver, surely thats because they feel the second is inferior ro an alternative perk. So how does capping lifegiver add anything to the game?

in the other discussion the point was raised that 2 levels of life giver amount to a 75% hp increase, to me that seems a little excessive considering the effectiveness of many other perks. there is a reason why everyone picks it at least once. My issue with that is lack of diversity. As for capping it I would personally make the perk itself slightly better (perhaps a 6hp increase) but offer it only once at level 15 for a total 36 additional hp. that's about as useful as the discussed 'deadman walking' perk except you get to use the HP while you are actually still walking.
Title: Re: Cap Lifegiver?
Post by: Solar on June 12, 2011, 09:29:19 pm
People take it once because the earlier lifegiver is better and competes against less good perks. With the new ones there will be three (!) levels, flat bonuses that are higher for the later perks.

I doubt most people will take 3 levels, but its all about creating options.
Title: Re: Cap Lifegiver?
Post by: jonny rust on June 12, 2011, 09:38:17 pm
People take it once because the earlier lifegiver is better and competes against less good perks. With the new ones there will be three (!) levels, flat bonuses that are higher for the later perks.

I doubt most people will take 3 levels, but its all about creating options.

So the reworked lifegiver perk gives you a one-time addition instead of a cumulative one?
Title: Re: Cap Lifegiver?
Post by: Solar on June 12, 2011, 09:49:24 pm
Indeed. Going to be possible to build some real tanks ;)
Title: Re: Cap Lifegiver?
Post by: Rascal on June 12, 2011, 09:56:37 pm
nice :D
Title: Re: Cap Lifegiver?
Post by: jonny rust on June 12, 2011, 11:01:03 pm
I prefer Cadillacs...