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FIX IT: Bleeding Sleepwalker Phantams
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Perceptive Mind

Joined: Oct 1, 2006
Messages: 974
Location: Vector
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Rarebit wrote:
GoDGiVeR wrote:
Rarebit wrote:
The Sleepwalker submachine guns have a slightly higher than normal decay rate. This is because their combination of buffs is higher than normally allowed for a level 50 enhanced weapon, and I didn't want to give subgunners a balance boost over other gunmen.


*aherm* (see sidenote)
I'm well aware that Clamors are overpowered...but I don't think they're so overpowered that the benefit of nerfing them would outweigh the upset it would cause to those who've become used to them as they are.


I don't think they are heavily overpowered, but if a Dev (such as yourself) acknowledges that they are, maybe some action should be taken. Obviously 15% is an irregularly high bonus for a gun, and maybe one way to help balance things out would be to bring their DPS down to 11. But, this probably won't be necessary unless Gunmen take over the Matrix.
 



Ascendent Logic

Joined: Mar 16, 2006
Messages: 4809
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monkeymanx8 wrote:
Rarebit wrote:
GoDGiVeR wrote:
Rarebit wrote:
The Sleepwalker submachine guns have a slightly higher than normal decay rate. This is because their combination of buffs is higher than normally allowed for a level 50 enhanced weapon, and I didn't want to give subgunners a balance boost over other gunmen.


*aherm* (see sidenote)
I'm well aware that Clamors are overpowered...but I don't think they're so overpowered that the benefit of nerfing them would outweigh the upset it would cause to those who've become used to them as they are.


I don't think they are heavily overpowered, but if a Dev (such as yourself) acknowledges that they are, maybe some action should be taken. Obviously 15% is an irregularly high bonus for a gun, and maybe one way to help balance things out would be to bring their DPS down to 11. But, this probably won't be necessary unless Gunmen take over the Matrix.
 
The problem isn't the DPS, it's that the high 15% chance to stun is greatly emphasised by the short resue timer (2.5 seconds). A 10% chance is more than enough on the SMGs (still 40% chance of stun in 10 seconds), while a 15% chance on the Bedlams would make things better for that too (would then have a 37.5% chance to blind in 10 seconds or 45% in 3 shots (12 seconds), currently is lower than 30%).



Jacked Out

Joined: Dec 27, 2006
Messages: 6256
Location: The Real World This is how MxO ends: Not with a bang but a whimper
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Rarebit wrote:
Svanhild's shoes and dress from the Valkyrja quest have a similarly increased decay rate, but for those I did remember to mention it in the two messages.

All other items added recently have the standard decay rate.

I didn't bother farming for the SMG's but I have to agree that it's quite a farm for something that breaks so easily. What I'm curious about is why the gold dress and shoes have an increased decay rate. Not being buffed means that they would not normally be used in combat and in most cases would only be worn to parties or other such social events.

So why increase their decay when they'd rarely be involved with the decay check system for clothing? I realise that increased or not, it doesn't really make a difference but as I said, I was curious as to the reasoning for that decision.

I can understand the reason for slightly increased decay for the SMGs, but it sounds like the decay rate is either too high, or a lot of people have been really unlucky with the decay check system lately.



Matriculated Mind

Joined: Oct 13, 2007
Messages: 92
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I have been using the sleepwalker smg's after it was told to me don't worry about farming them. I have found them to be very powerful and effective during combat. So, if the Sleepwalker smg's were to be fix would some of the buffs be lowered to compensate for a slower decay rate? I lost mine on Thursday, luckily we still have the option of using those sweet sweet Clamors, but even with Clamors i felt that the decay rate on those were a tad to too high as well. SMILEY

 
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