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<title>Latest posts for the topic &quot;FIX IT: Bleeding Sleepwalker Phantams&quot;</title>
<ttl>10</ttl>
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<description>Latest messages posted in the topic &quot;FIX IT: Bleeding Sleepwalker Phantams&quot;</description>
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<item>
<title>Re:FIX IT: Bleeding Sleepwalker Phantams</title>
<description>I don&apos;t see why one cannot keep an item for always. If you have the items, means you put effort and time into getting it. A Sleepwalker Stage 3 box is 5 million info a pop and you don&apos;t get the item you want from just one box. So in my opinion, when I spend that ammount of money and time on it, I deserve to keep the item when I want. It can break down, but at least I can get it &amp;quot;repaired&amp;quot;, even if it will cost me.&lt;br /&gt;&lt;br /&gt;In most games you simply go to a vendor and press the repair button. In MxO with purity that has been avoided, for the better of the game I might add. I thi,nk in terms of farming MxO is one of the &amp;quot;user-friendly&amp;quot; games outthere. 3-4 hours and you can have a Sati&apos;s gear, or a Pandora&apos;s Box item. 3-4 hours in games like Lord Of The Rings Online or World Of Warcraft just don&apos;t cut it.&lt;br /&gt;&lt;br /&gt;I can understand your points though, it could be unfair but what&apos;s the fun in using your guns for 30 minutes and half of their stability is down the drain?&lt;br /&gt;&lt;br /&gt;</description>
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<pubDate>Thu, 16 Oct 2008 10:07:26 GMT</pubDate>
<author>Hellie</author>
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<item>
<title>Re:FIX IT: Bleeding Sleepwalker Phantams</title>
<description>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&apos;t want to give subgunners a balance boost over other gunmen.&lt;br /&gt;&lt;br /&gt;I had intended to mention the decay in the details text for them, which I see that I forgot to do, so I&apos;ll have to add that. I&apos;m also going to have the collectors mention it in the trade window. Svanhild&apos;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.&lt;br /&gt;&lt;br /&gt;All other items added recently have the standard decay rate.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;</description>
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<pubDate>Thu, 16 Oct 2008 13:52:45 GMT</pubDate>
<author>Rarebit</author>
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<item>
<title>Re:FIX IT: Bleeding Sleepwalker Phantams</title>
<description>wow that really is bad especially for price of the clothes with no buffs and guns u work so hard for &lt;img src=&quot;/mxo/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;</description>
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<pubDate>Thu, 16 Oct 2008 14:24:22 GMT</pubDate>
<author>OooRoyooO</author>
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<item>
<title>Re:Re:FIX IT: Bleeding Sleepwalker Phantams</title>
<description>&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;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&apos;t want to &lt;b&gt;give subgunners a balance boost over other gunmen&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;&lt;a href=&quot;http://forums.station.sony.com/mxo/posts/list.m?start=15&amp;amp;topic_id=36300023859#36300489749&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;*aherm*&lt;/a&gt; (see sidenote)</description>
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<pubDate>Thu, 16 Oct 2008 14:37:26 GMT</pubDate>
<author>GoDGiVeR</author>
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<title>Re:Re:Re:FIX IT: Bleeding Sleepwalker Phantams</title>
<description>&lt;cite&gt;GoDGiVeR wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;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&apos;t want to &lt;b&gt;give subgunners a balance boost over other gunmen&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;&lt;a rel=&quot;nofollow&quot; href=&quot;http://forums.station.sony.com/mxo/posts/list.m?start=15&amp;amp;topic_id=36300023859#36300489749&quot; target=&quot;_blank&quot;&gt;*aherm*&lt;/a&gt; (see sidenote)&lt;/blockquote&gt;I&apos;m well aware that Clamors are overpowered...but I don&apos;t think they&apos;re so overpowered that the benefit of nerfing them would outweigh the upset it would cause to those who&apos;ve become used to them as they are.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;</description>
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<pubDate>Thu, 16 Oct 2008 14:48:54 GMT</pubDate>
<author>Rarebit</author>
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<item>
<title>Re:Re:FIX IT: Bleeding Sleepwalker Phantams</title>
<description>&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;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&apos;t want to give subgunners a balance boost over other gunmen.&lt;br /&gt;&lt;br /&gt;I had intended to mention the decay in the details text for them, which I see that I forgot to do, so I&apos;ll have to add that. I&apos;m also going to have the collectors mention it in the trade window. Svanhild&apos;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.&lt;br /&gt;&lt;br /&gt;All other items added recently have the standard decay rate.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;I believe that Enhanced Level 50 Submachines guns that have a chance to cause Daze have much more power than Submachine guns that cause you to lower someone else&apos;s Inner Strength Regen Rate. If you can daze someone and have that Daze last for 10 seconds instead of the normal 5, you give everyone around you a longer chance of being able to cast Dazed State Specials which would kill the person very easily. When you reduce someone&apos;s Inner Strength Regen Rate by 10% for 10 Seconds, you cause their Inner Strength Regen Rate to go down by about .5 Inner Strength per second. This means that you are actually only taking away 5 Inner Strength from them, which is not enough Inner Strength to even cast any ability.</description>
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<pubDate>Thu, 16 Oct 2008 15:47:32 GMT</pubDate>
<author>Seymour</author>
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<item>
<title>Re:Re:Re:FIX IT: Bleeding Sleepwalker Phantams</title>
<description>&lt;cite&gt;Seymour| wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;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&apos;t want to give subgunners a balance boost over other gunmen.&lt;br /&gt;&lt;br /&gt;I had intended to mention the decay in the details text for them, which I see that I forgot to do, so I&apos;ll have to add that. I&apos;m also going to have the collectors mention it in the trade window. Svanhild&apos;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.&lt;br /&gt;&lt;br /&gt;All other items added recently have the standard decay rate.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;I believe that Enhanced Level 50 Submachines guns that have a chance to cause Daze have much more power than Submachine guns that cause you to lower someone else&apos;s Inner Strength Regen Rate. If you can daze someone and have that Daze last for 10 seconds instead of the normal 5, you give everyone around you a longer chance of being able to cast Dazed State Specials which would kill the person very easily. When you reduce someone&apos;s Inner Strength Regen Rate by 10% for 10 Seconds, you cause their Inner Strength Regen Rate to go down by about .5 Inner Strength per second. This means that you are actually only taking away 5 Inner Strength from them, which is not enough Inner Strength to even cast any ability.&lt;/blockquote&gt;&lt;p&gt;The point in this thread is; that you farm an item and use time and around 5-10 mill to get it. And if you only can use it for around 3 hours max, then i guess a lot ppl. will not farm it anymore. I stick to the normal smg&apos;s now and glamours. I just can&apos;t see the point in creating a item that only will last for a very short time and has a short living time. That&apos;s just my opinion.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
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<pubDate>Thu, 16 Oct 2008 16:11:53 GMT</pubDate>
<author>Mindsweep</author>
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<item>
<title>Re:Re:Re:Re:FIX IT: Bleeding Sleepwalker Phantams</title>
<description>&lt;cite&gt;Mindsweep wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Seymour| wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;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&apos;t want to give subgunners a balance boost over other gunmen.&lt;br /&gt;&lt;br /&gt;I had intended to mention the decay in the details text for them, which I see that I forgot to do, so I&apos;ll have to add that. I&apos;m also going to have the collectors mention it in the trade window. Svanhild&apos;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.&lt;br /&gt;&lt;br /&gt;All other items added recently have the standard decay rate.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;I believe that Enhanced Level 50 Submachines guns that have a chance to cause Daze have much more power than Submachine guns that cause you to lower someone else&apos;s Inner Strength Regen Rate. If you can daze someone and have that Daze last for 10 seconds instead of the normal 5, you give everyone around you a longer chance of being able to cast Dazed State Specials which would kill the person very easily. When you reduce someone&apos;s Inner Strength Regen Rate by 10% for 10 Seconds, you cause their Inner Strength Regen Rate to go down by about .5 Inner Strength per second. This means that you are actually only taking away 5 Inner Strength from them, which is not enough Inner Strength to even cast any ability.&lt;/blockquote&gt;&lt;p&gt;The point in this thread is; that you farm an item and use time and around 5-10 mill to get it. And if you only can use it for around 3 hours max, then i guess a lot ppl. will not farm it anymore. I stick to the normal smg&apos;s now and glamours. I just can&apos;t see the point in creating a item that only will last for a very short time and has a short living time. That&apos;s just my opinion.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;/blockquote&gt;I feel that anything you have to farm for should last a lot longer than an item that you can just code whenever you want to in a minute.</description>
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<pubDate>Thu, 16 Oct 2008 16:20:37 GMT</pubDate>
<author>Seymour</author>
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<item>
<title>Re:Re:Re:Re:Re:FIX IT: Bleeding Sleepwalker Phantams</title>
<description>&lt;cite&gt;Seymour| wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Mindsweep wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Seymour| wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;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&apos;t want to give subgunners a balance boost over other gunmen.&lt;br /&gt;&lt;br /&gt;I had intended to mention the decay in the details text for them, which I see that I forgot to do, so I&apos;ll have to add that. I&apos;m also going to have the collectors mention it in the trade window. Svanhild&apos;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.&lt;br /&gt;&lt;br /&gt;All other items added recently have the standard decay rate.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;I believe that Enhanced Level 50 Submachines guns that have a chance to cause Daze have much more power than Submachine guns that cause you to lower someone else&apos;s Inner Strength Regen Rate. If you can daze someone and have that Daze last for 10 seconds instead of the normal 5, you give everyone around you a longer chance of being able to cast Dazed State Specials which would kill the person very easily. When you reduce someone&apos;s Inner Strength Regen Rate by 10% for 10 Seconds, you cause their Inner Strength Regen Rate to go down by about .5 Inner Strength per second. This means that you are actually only taking away 5 Inner Strength from them, which is not enough Inner Strength to even cast any ability.&lt;/blockquote&gt;&lt;p&gt;The point in this thread is; that you farm an item and use time and around 5-10 mill to get it. And if you only can use it for around 3 hours max, then i guess a lot ppl. will not farm it anymore. I stick to the normal smg&apos;s now and glamours. I just can&apos;t see the point in creating a item that only will last for a very short time and has a short living time. That&apos;s just my opinion.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;/blockquote&gt;I feel that anything you have to farm for should last a lot longer than an item that you can just code whenever you want to in a minute.&lt;/blockquote&gt;Yep!! &lt;img src=&quot;http://forums.station.sony.com/mxo/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; width=&quot;15&quot; height=&quot;15&quot; /&gt;</description>
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<pubDate>Thu, 16 Oct 2008 16:24:27 GMT</pubDate>
<author>Mindsweep</author>
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<item>
<title>Re:Re:Re:Re:Re:FIX IT: Bleeding Sleepwalker Phantams</title>
<description>&lt;cite&gt;Seymour| wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Mindsweep wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Seymour| wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;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&apos;t want to give subgunners a balance boost over other gunmen.&lt;br /&gt;&lt;br /&gt;I had intended to mention the decay in the details text for them, which I see that I forgot to do, so I&apos;ll have to add that. I&apos;m also going to have the collectors mention it in the trade window. Svanhild&apos;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.&lt;br /&gt;&lt;br /&gt;All other items added recently have the standard decay rate.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;I believe that Enhanced Level 50 Submachines guns that have a chance to cause Daze have much more power than Submachine guns that cause you to lower someone else&apos;s Inner Strength Regen Rate. If you can daze someone and have that Daze last for 10 seconds instead of the normal 5, you give everyone around you a longer chance of being able to cast Dazed State Specials which would kill the person very easily. When you reduce someone&apos;s Inner Strength Regen Rate by 10% for 10 Seconds, you cause their Inner Strength Regen Rate to go down by about .5 Inner Strength per second. This means that you are actually only taking away 5 Inner Strength from them, which is not enough Inner Strength to even cast any ability.&lt;/blockquote&gt;&lt;p&gt;The point in this thread is; that you farm an item and use time and around 5-10 mill to get it. And if you only can use it for around 3 hours max, then i guess a lot ppl. will not farm it anymore. I stick to the normal smg&apos;s now and glamours. I just can&apos;t see the point in creating a item that only will last for a very short time and has a short living time. That&apos;s just my opinion.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;/blockquote&gt;I feel that anything you have to farm for should last a lot longer than an item that you can just code whenever you want to in a minute.&lt;/blockquote&gt;&lt;br /&gt;Hence my idea of the collector that &apos;repairs&apos; your gear for a small fee. &lt;br /&gt;&lt;br /&gt;Kinda takes away the whole idea of pumping your money and time into it. &lt;br /&gt;&lt;br /&gt;&amp;quot;Look, I&apos;m spending 15 million info so I can use these guns for 3 hours. And how productive was your day?&amp;quot;&lt;br /&gt;&lt;br /&gt;Not everyone walks around carrying a couple billion info in their pockets you know.</description>
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<pubDate>Thu, 16 Oct 2008 17:01:53 GMT</pubDate>
<author>Hellie</author>
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<title>Re:Re:Re:Re:FIX IT: Bleeding Sleepwalker Phantams</title>
<description>&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;GoDGiVeR wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;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&apos;t want to &lt;b&gt;give subgunners a balance boost over other gunmen&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;&lt;a rel=&quot;nofollow&quot; href=&quot;http://forums.station.sony.com/mxo/posts/list.m?start=15&amp;amp;topic_id=36300023859#36300489749&quot; target=&quot;_blank&quot;&gt;*aherm*&lt;/a&gt; (see sidenote)&lt;/blockquote&gt;I&apos;m well aware that Clamors are overpowered...but I don&apos;t think they&apos;re so overpowered that the benefit of nerfing them would outweigh the upset it would cause to those who&apos;ve become used to them as they are.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;True enough, but at least I now know that I&apos;m not the only one who thinks that way.</description>
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<pubDate>Fri, 17 Oct 2008 00:39:07 GMT</pubDate>
<author>GoDGiVeR</author>
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<title>Re:FIX IT: Bleeding Sleepwalker Phantams</title>
<description>If you know somethings broken then fix it. Being scared of people who moan because their unbalanced advantage suddenly dissapears isnt the way to run a game. This is probably the same reason Tactic Switching&apos;s still around, huh?</description>
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<pubDate>Fri, 17 Oct 2008 01:03:05 GMT</pubDate>
<author>cloudwolf</author>
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<title>Re:FIX IT: Bleeding Sleepwalker Phantams</title>
<description>Balance trough buffing, not nerfing. &lt;br /&gt;&lt;br /&gt;NO item that costs so much and takes more time to farm than it lasts should exist in my oppinion.</description>
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<pubDate>Fri, 17 Oct 2008 05:19:17 GMT</pubDate>
<author>The Leo</author>
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<title>Re:Re:FIX IT: Bleeding Sleepwalker Phantams</title>
<description>&lt;cite&gt;The Leo wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Balance trough buffing, not nerfing. &lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;SWG is currently working by those terms and the game has turned into who can have more buffs running then the other, its horrible.</description>
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<pubDate>Fri, 17 Oct 2008 05:27:38 GMT</pubDate>
<author>Endomorph</author>
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<title>Re:FIX IT: Bleeding Sleepwalker Phantams</title>
<description>&lt;p&gt;The oppertunist in me says i should start farming blue marbles &lt;img src=&quot;/mxo/images/smilies/69934afc394145350659cd7add244ca9.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;&lt;/p&gt;&lt;p&gt;Could be quite a nice little earner if people want to keep using these guns despite the decay rate.&lt;/p&gt;</description>
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<pubDate>Fri, 17 Oct 2008 05:38:02 GMT</pubDate>
<author>Criingey</author>
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<title>Re:FIX IT: Bleeding Sleepwalker Phantams</title>
<description>&lt;p&gt;I&apos;m actually surprised honestly. Generally from most &amp;quot;quests&amp;quot; that I see, there is a decent level 50 item which is scaled down to appease lower levels. The Sleepwalker gear, though,&amp;nbsp; had the basic norm except for maybe the shoes and SMGs which are practically useless other than just looks. Although the health regen on the pants was astoundingly high, I have to admit. -10% IS regen is practically nothing, given that you&apos;ll be wearing at least 2 other IS regen clothes nearly anytime you fight, and 45% health regen plus the resistance the pants give are overpowered to say the least.&lt;/p&gt;&lt;p&gt;Max out vitality, wear Seraphims/Widow&apos;s Moore/Sleepwalker Pants/Peck&apos;s Shirt/Area K and then load up Upgrade Master which allows you to use Fast Healing 2.0, and then pop an Oracle&apos;s Anniversary cookie and you&apos;ll be regening about 40 health per second in no time.&lt;/p&gt;</description>
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<pubDate>Fri, 17 Oct 2008 10:23:38 GMT</pubDate>
<author>Ballak</author>
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<title>Re:Re:FIX IT: Bleeding Sleepwalker Phantams</title>
<description>&lt;cite&gt;Ballak wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;p&gt;I&apos;m actually surprised honestly. Generally from most &amp;quot;quests&amp;quot; that I see, there is a decent level 50 item which is scaled down to appease lower levels. The Sleepwalker gear, though,&amp;nbsp; had the basic norm except for maybe the shoes and SMGs which are practically useless other than just looks. Although the health regen on the pants was astoundingly high, I have to admit. -10% IS regen is practically nothing, given that you&apos;ll be wearing at least 2 other IS regen clothes nearly anytime you fight, and 45% health regen plus the resistance the pants give are overpowered to say the least.&lt;/p&gt;&lt;p&gt;Max out vitality, wear Seraphims/Widow&apos;s Moore/Sleepwalker Pants/Peck&apos;s Shirt/Area K and then load up Upgrade Master which allows you to use Fast Healing 2.0, and then pop an Oracle&apos;s Anniversary cookie and you&apos;ll be regening about 40 health per second in no time.&lt;/p&gt;&lt;/blockquote&gt;Lol, that&apos;s not a bad idea... &lt;img src=&quot;/mxo/images/smilies/69934afc394145350659cd7add244ca9.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;</description>
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<pubDate>Fri, 17 Oct 2008 13:30:32 GMT</pubDate>
<author>monkeymanx8</author>
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<title>Re:Re:Re:Re:FIX IT: Bleeding Sleepwalker Phantams</title>
<description>&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;GoDGiVeR wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;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&apos;t want to &lt;b&gt;give subgunners a balance boost over other gunmen&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;&lt;a rel=&quot;nofollow&quot; href=&quot;http://forums.station.sony.com/mxo/posts/list.m?start=15&amp;amp;topic_id=36300023859#36300489749&quot; target=&quot;_blank&quot;&gt;*aherm*&lt;/a&gt; (see sidenote)&lt;/blockquote&gt;I&apos;m well aware that Clamors are overpowered...but I don&apos;t think they&apos;re so overpowered that the benefit of nerfing them would outweigh the upset it would cause to those who&apos;ve become used to them as they are.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;I don&apos;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&apos;t be necessary unless Gunmen take over the Matrix.&lt;br /&gt;&amp;nbsp;</description>
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<pubDate>Fri, 17 Oct 2008 13:34:42 GMT</pubDate>
<author>monkeymanx8</author>
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<title>Re:Re:Re:Re:Re:FIX IT: Bleeding Sleepwalker Phantams</title>
<description>&lt;cite&gt;monkeymanx8 wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;GoDGiVeR wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;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&apos;t want to &lt;b&gt;give subgunners a balance boost over other gunmen&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;&lt;a rel=&quot;nofollow&quot; href=&quot;http://forums.station.sony.com/mxo/posts/list.m?start=15&amp;amp;topic_id=36300023859#36300489749&quot; target=&quot;_blank&quot;&gt;*aherm*&lt;/a&gt; (see sidenote)&lt;/blockquote&gt;I&apos;m well aware that Clamors are overpowered...but I don&apos;t think they&apos;re so overpowered that the benefit of nerfing them would outweigh the upset it would cause to those who&apos;ve become used to them as they are.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;I don&apos;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&apos;t be necessary unless Gunmen take over the Matrix.&lt;br /&gt;&amp;nbsp;&lt;/blockquote&gt;The problem isn&apos;t the DPS, it&apos;s that the high 15% chance to stun is greatly emphasised by the &lt;b&gt;short resue timer&lt;/b&gt; (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%).</description>
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<pubDate>Sat, 18 Oct 2008 01:36:44 GMT</pubDate>
<author>GoDGiVeR</author>
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<title>Re:Re:FIX IT: Bleeding Sleepwalker Phantams</title>
<description>&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Svanhild&apos;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.&lt;br /&gt;&lt;br /&gt;All other items added recently have the standard decay rate.&lt;br /&gt;&lt;/blockquote&gt;&lt;p&gt;I didn&apos;t bother farming for the SMG&apos;s but I have to agree that it&apos;s quite a farm for something that breaks so easily. What I&apos;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. &lt;/p&gt;&lt;p&gt;So why increase their decay when they&apos;d rarely be involved with the decay check system for clothing? I realise that increased or not, it&amp;nbsp;doesn&apos;t&amp;nbsp;really make a difference but as I said, I was curious as to the reasoning for that decision.&lt;/p&gt;&lt;p&gt;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.&lt;/p&gt;</description>
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<pubDate>Sat, 18 Oct 2008 02:05:31 GMT</pubDate>
<author>Croesis</author>
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