Modulation Specialist AA delayed until January patch
Re: Modulation Specialist AA delayed until January patch
Hey
I want to wrestle with an 18 wheeler that's doing 60mph on the interstate. Since calling a dumb idea isn't recommended would you say my desire to wrestle the 18 wheeler is ???????
***psssst....I'd call that a pretty stupid idea***
I want to wrestle with an 18 wheeler that's doing 60mph on the interstate. Since calling a dumb idea isn't recommended would you say my desire to wrestle the 18 wheeler is ???????
***psssst....I'd call that a pretty stupid idea***
Re: Modulation Specialist AA delayed until January patch
No, It could have been very clever but still a bad idea because it doesn't solve the problem it was supposed to. For example, Nylrem's unliked RS pet is not stupid because it is rather clever but it is a bad idea because it's not gonna do what he wants.Piemastaj wrote:
Saying an idea is bad or good is also based on feeling. Like I said if I believe an idea is bad, dumb, stupid, horrific, wtfever ect I am going to say it (just like the multiple pet buff). It is nothing against any1, it is against that person's idea. Most of us here I would imagine are not big bad bullies out to hurt people, I am one of the people who does not like sugar coating things either. If you can't handle your idea is bad or stupid or whatever, that is not my fault imho. It is called stating my opinion which I am entitled to just as much as the poster is with posting their idea.
You can have stupid people but no idea is truly stupid, just bad.
Re: Modulation Specialist AA delayed until January patch
I didn't say they are similar, but your whole 'based on feeling' applies for bad and good as well. Nylrem's idea is not stupid it would indeed be bad for what he wants, but Tweelis's idea above is definitely stupid. There is such thing as a stupid idea and a dumb question. You can believe what you want, but I have heard my fair share of both.Voragath wrote:No, It could have been very clever but still a bad idea because it doesn't solve the problem it was supposed to. For example, Nylrem's unliked RS pet is not stupid because it is rather clever but it is a bad idea because it's not gonna do what he wants.Piemastaj wrote:
Saying an idea is bad or good is also based on feeling. Like I said if I believe an idea is bad, dumb, stupid, horrific, wtfever ect I am going to say it (just like the multiple pet buff). It is nothing against any1, it is against that person's idea. Most of us here I would imagine are not big bad bullies out to hurt people, I am one of the people who does not like sugar coating things either. If you can't handle your idea is bad or stupid or whatever, that is not my fault imho. It is called stating my opinion which I am entitled to just as much as the poster is with posting their idea.
You can have stupid people but no idea is truly stupid, just bad.
I am pretty sure I have had a stupid idea or 10 as well.
Last edited by Piemastaj on Thu Jan 19, 2012 10:16 pm, edited 1 time in total.
Re: Modulation Specialist AA delayed until January patch
Would you like me to list the ones for the last year PJ? *grin* ... J/K!
Savil
Savil
Re: Modulation Specialist AA delayed until January patch
Whether or not an idea has merit is up to the individual. I doubt many would suggest something that they know would be a determent for the class, but may fail to see the draw backs that would entail when used in a situation they are not familiar with.
There are many examples, the easiest is an AOE spell. Great and if you were ever in an aoe group with a chanter stunning that was a great way in the past to gain experience. Pull a ton of mobs, the chanter aoe mes's or stuns and the casters AOE them dead. Great spell and use, horrible spells for a raid for the most part (there are of course exceptions). So people asking for abilities that are aoe in effect maybe perfect for their set intent but a death sentence if used at the wrong time and place. So we need to look for idea that help the majority and scales for the raid and group game.
Back to the combine buff of burnout, velocity, and ice flame guard, with the spell level of burnout and each part having it's own icon would be a nice time saver. PJ doesn't like it, but his I don't want velocity on my pet argument fails if it has the icon to click off. His argument that to take a spell dev time to create it over more dps or mana regen is valid. The thing is how much spell time does anyone thing take? As other classes have combined spells it would seem combining spells would not be a huge work task as they have to make the individual spells for a new expansion anyway. Only a dev can say if it is the same amount of work or a huge time sink.
The thing to remember is, the idea someone has may not suit your play style, and you feel it is stupid, but it may not be for the person suggesting it, and it may be a huge help to them. So point out the benefits when you make a suggestion on how you would use it. Those not liking it point out why and how this could be a waste of time as it would be used in so few situations to develop it is not a value for the class. Also point out how the idea could cause more harm to the class then good. A perfect example was the rod dropping of old. Some said that is a mages role, and want it, like it and don't take it away. They went on to say a mage was a utility class, we have food/water/weapons/rods we are utility for others. How we fought that battle and said no we are DPS and not utility. We won, but for those that wanted the rod dropping role, well they wanted to feel needed and did. It just wasn't anything I would endorse ever. Long fights but nothing personal it was all game related. So lets try to focus on that. No personal attacks, but attack the idea, and make suggestions to improve it or why to scrap it, but leave the person out of it, and make that doubly true when talking about the Dev's. No personal attack, but the idea or suggestion is fair game.
Calebe
There are many examples, the easiest is an AOE spell. Great and if you were ever in an aoe group with a chanter stunning that was a great way in the past to gain experience. Pull a ton of mobs, the chanter aoe mes's or stuns and the casters AOE them dead. Great spell and use, horrible spells for a raid for the most part (there are of course exceptions). So people asking for abilities that are aoe in effect maybe perfect for their set intent but a death sentence if used at the wrong time and place. So we need to look for idea that help the majority and scales for the raid and group game.
Back to the combine buff of burnout, velocity, and ice flame guard, with the spell level of burnout and each part having it's own icon would be a nice time saver. PJ doesn't like it, but his I don't want velocity on my pet argument fails if it has the icon to click off. His argument that to take a spell dev time to create it over more dps or mana regen is valid. The thing is how much spell time does anyone thing take? As other classes have combined spells it would seem combining spells would not be a huge work task as they have to make the individual spells for a new expansion anyway. Only a dev can say if it is the same amount of work or a huge time sink.
The thing to remember is, the idea someone has may not suit your play style, and you feel it is stupid, but it may not be for the person suggesting it, and it may be a huge help to them. So point out the benefits when you make a suggestion on how you would use it. Those not liking it point out why and how this could be a waste of time as it would be used in so few situations to develop it is not a value for the class. Also point out how the idea could cause more harm to the class then good. A perfect example was the rod dropping of old. Some said that is a mages role, and want it, like it and don't take it away. They went on to say a mage was a utility class, we have food/water/weapons/rods we are utility for others. How we fought that battle and said no we are DPS and not utility. We won, but for those that wanted the rod dropping role, well they wanted to feel needed and did. It just wasn't anything I would endorse ever. Long fights but nothing personal it was all game related. So lets try to focus on that. No personal attacks, but attack the idea, and make suggestions to improve it or why to scrap it, but leave the person out of it, and make that doubly true when talking about the Dev's. No personal attack, but the idea or suggestion is fair game.
Calebe
Re: Modulation Specialist AA delayed until January patch
I agree that you can have good ideas and bad ideas, but calling an idea stupid no matter which way you look at it is counterproductive to brainstorming ideas. It more often than not will prevent the submitter of that idea from submitting more ideas, which may be a good thing or bad thing depending on how you look at it.
I know I probably submit some bad ideas from time to time.
I know I probably submit some bad ideas from time to time.

Re: Modulation Specialist AA delayed until January patch
Maybe we could just make life easy for SOE. Instead of even trying to get Mod Specialist to work... how about this:
Take the three existing AA (Small/Medium/Large Modulation Shard), and combine them into one AA: Modulation Shard, that for HoT has three levels 1/2/3, each with costs that match the costs of the original Small/Medium/Large AAs. Then, for VoA, expand the Modulation Shard AA to have 6 levels. Then for the next expansion, expand it to have 9 levels... etc.
If Mod Specialist is hung up on some coding problem, and overall lack of SOE priority, just take this approach instead. Its easier, its cleaner in your AA tab, and we get the upgrade faster instead of waiting, possibly forever, for it.
Take the three existing AA (Small/Medium/Large Modulation Shard), and combine them into one AA: Modulation Shard, that for HoT has three levels 1/2/3, each with costs that match the costs of the original Small/Medium/Large AAs. Then, for VoA, expand the Modulation Shard AA to have 6 levels. Then for the next expansion, expand it to have 9 levels... etc.
If Mod Specialist is hung up on some coding problem, and overall lack of SOE priority, just take this approach instead. Its easier, its cleaner in your AA tab, and we get the upgrade faster instead of waiting, possibly forever, for it.
Re: Modulation Specialist AA delayed until January patch
Welp...after like 30 seconds or hard work, i think i solved the huge soe dilemna. Keep in mind this code is top sekret!!!
# include <stdio.h>
int main()
{
int oldrod, plus, newrod;
oldrod=25000;
plus=25000;
newrod= oldrod + plus;
return 0;
}
wow i cant believe how difficult that was.
Cmon soe.... All kidding aside, its a simple issue to fix. I even give you permission to start with my 30 second iphone version until you can get your silly AA to work
# include <stdio.h>
int main()
{
int oldrod, plus, newrod;
oldrod=25000;
plus=25000;
newrod= oldrod + plus;
return 0;
}
wow i cant believe how difficult that was.
Cmon soe.... All kidding aside, its a simple issue to fix. I even give you permission to start with my 30 second iphone version until you can get your silly AA to work
Last edited by Snagg on Tue Mar 06, 2012 5:22 pm, edited 2 times in total.
Re: Modulation Specialist AA delayed until January patch
if they can't figure out how to increase the hp damage and mana returns, why not look at lowering the reuse timer of mod rods as a class aa instead? my biggest concern with mod rod specialist is that enough noobs already kill themselves as they are.

Re: Modulation Specialist AA delayed until January patch
yeah but it was fun and funny back in the daybluejaye wrote: my biggest concern with mod rod specialist is that enough noobs already kill themselves as they are.
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