cc_Darkis wrote:Please stop with the rhetoric of 'soft deleting postings' as that hasn't happened outside of what I clearly communicated to the community. That's transparency btw.
I hope you don't mind me jumping in Venom, but for clarification, "soft delete" was your words. Here, I'll quote you for your convienence -
cc_Darkis wrote:Thanks for noticing the Feb. road map has gone missing as I've soft deleted it a good bit ago. It serves as too much basis for misinformation which isn't good for everyone and I've made that clear before.
As the overseer of the boards, please let us know what rhetoric you want the community to use when you delete posts instead of the normal just locking them. I don't want to hurt the narrative, so we can use whatever wording you want.
Yep, put a bold, colored note at a topic starter post that the info is outdated, then lock the topic. Way better than deleting it...
My general feeling of any forum, not just this one, is: if a post isn't worthy of a forum ban, then it's achived for everyone to see/find until the time the forum gets shut down. (and even after that the wayback machine might still be able to find it
Feone wrote:In mid & early endgame the massive improvement energetic brings is an incentive to actually hunt for recipes (and buy packs). There's strategy in getting the recipes, setting up teams & finding the right combinations of gear and it gives incentive to craft, buy/sell, fuse and unlock throughout every aspect of the game.
Unfortunately you'd probably need to have at least 1 veteran in a city to teach the early/mid players of the importance of Support + Energetic, since the game itself doesn't. I wouldn't be surprised if plenty of players cap out 5+ of their heroes before equipping their first skilled item... At least the game now uses a bit heavy handed approach that prevents newer players from being virtually chest-blueprint-less once they realize the importance of skilled items. (flipping keys to gold was the "1 piece of candy" option in the "if that piece of candy is still here when I return, you get 2" experiment for young kids.
Just putting a 90% cap on revive will make revive useful to have but not something capable of skipping power requirements. Energetic is completely fine as-is.
My personal preference was to have the face colors influence how much Revive is needed for no injuries at all. All green faces: 100%, bunch of red faces: something like 200%. (so with a bunch of red faces 100% revive would then act as if it was just 50% revive)
With a 90% cap on revive, I might just stick to running 90% Healer in upgraded quest slots for horns/shards (can't always be at my laptop right as those end, so the upgraded slot can start the resting/healing)
as of 2016-09-11: Player level: 44, City: Eolythes, Blueprints: 517, Mastered: 419, Crafted: 78.61K
(except for tier 1 and some tier 2 artifacts mostly running my shop/gearing self sufficient)