Page 2 of 10

Re: The Enhanced Weapon Charm issue

Posted: Fri Jul 10, 2009 3:28 pm
by Jinx
it's not becoming personal, it's just how he's making it look. read all of his other posts...

Re: The Enhanced Weapon Charm issue

Posted: Fri Jul 10, 2009 4:42 pm
by DW_FrankyTheFly
You want to resolve the problem here 2 solutions:

1. The medic gun base damage is 0% and 4 EWC can be apply to it.
or
2. The medic hun base damage is 10% amd 2 EWC can be apply to it.

Each EWC should give 5% more damage to the medic gun making the maximum at 20%.

BTW : I've never complained spawning with a +0 magic weapon, infinite or not and with a triple that do not mean i'm not going to kill anything. So this brings me to the point : Why give such power to the medic Waill.... WHY?

Re: The Enhanced Weapon Charm issue

Posted: Fri Jul 10, 2009 5:08 pm
by Corky
the most ive been able to apply is 5 but after the first 2 there is no difference

Re: The Enhanced Weapon Charm issue

Posted: Fri Jul 10, 2009 5:41 pm
by DW_WailofSuicide
DW_FrankyTheFly wrote:You want to resolve the problem here 2 solutions:

1. The medic gun base damage is 0% and 4 EWC can be apply to it.
or
2. The medic hun base damage is 10% amd 2 EWC can be apply to it.

Each EWC should give 5% more damage to the medic gun making the maximum at 20%.

BTW : I've never complained spawning with a +0 magic weapon, infinite or not and with a triple that do not mean i'm not going to kill anything. So this brings me to the point : Why give such power to the medic Waill.... WHY?
Franky, doesn't it seem a little unfair to be arguing that Medics should be capped at 20% damage bonus from their weapon when AMs/WMs are running around with Vorpal/Immolation weapons that have damage bonuses in the 110 - 120% range (AM +1 artifact adding +10% to these weapons, or the WM ADB skill which effectively adds +2 or more to a +10 Vorpal)?

Re: The Enhanced Weapon Charm issue

Posted: Fri Jul 10, 2009 6:07 pm
by DW_Ant
DW_Cheapshot wrote:I have played many maps as a medic and not been able to even find the artifact.

Well some people are a bit lucky with the EWC.

We even have a couple ask for the EWC every wave :\

I average in finding 1 every map, but once you find one, you usually find a second since you're killing monsters inside and out.

Re: The Enhanced Weapon Charm issue

Posted: Fri Jul 10, 2009 8:50 pm
by DW_FrankyTheFly
Franky, doesn't it seem a little unfair to be arguing that Medics should be capped at 20% damage bonus from their weapon when AMs/WMs are running around with Vorpal/Immolation weapons that have damage bonuses in the 110 - 120% range (AM +1 artifact adding +10% to these weapons, or the WM ADB skill which effectively adds +2 or more to a +10 Vorpal)?
Not realy, AM usualy dont use only vorpal but most of em use energy or infinite. Do I have to remind you vorpal and immolation cannot be use on the mp5, that energy is only 9% more damage at +3 and inf 20% at +4, that the old medic gun was 6% and that alot of WM spawn with +0 gun that are 0% more damage. So yeah caps at 20% for medic is perfect. After all this is the cap for an infinite weapon.

The current situation is that medic can not score a high score, they raped everyting leaving nothing for other players. It's the exact same thing has the overpowered petri mp5, so untill this is fixed i'm not going to play Invasion anymore because yes it is pissing me off, and no its not because I'm not the higest scorer. I don't care if someone score 1000 or 2000 more pts then me that mean that someone has better aim then me and I respect that.... but 10000 more!?... on a medic!? That's a freaking joke and I'm not laughing... not even one bit.

Re: The Enhanced Weapon Charm issue

Posted: Fri Jul 10, 2009 9:31 pm
by Bacon
but franky i saw you today..... a few times.....
ok well this is my opinion. med's don't get crap for xp when you heal people. in a group of like 10 people with a life burst and max exp healing i get average 15 xp, thats bull. and monster only last tell wave 10 cuz then the titans, raptors, seekers, and queens just kill them quick. and on the waves 1-10 i don't get much xp of my monsters anyway cuz they are week. i do agree that EWC are rare. cuz i only see a couple a map. and if im lucky maybe more. but if you would make the EWC 0% then thats complete bull. cuz i know that corky and i love to go out and kill monsters. and if you take that away we would deal with it but we would be getting ripped off cuz WM have advanced DB. (i don't care how much %. something is better than nothing) and AM's do make there own wep's so they can have damage wep's and or vorpal wep's. so i think that med's should still be able to keep then EWC. and im not just saying that cuz i am a medic.

Re: The Enhanced Weapon Charm issue

Posted: Fri Jul 10, 2009 9:35 pm
by Inspector
nightmorph wrote:No, medics don't really gain shit by healing or using a few pets. Even with the XP boost given to the Experienced Healing ability over the last several months, it's still almost unnoticeable. The only practical way for medics to improve is to be out there in the arena, killing monsters.

And that's good . . . the goal is to kill monsters. It helps the team. And as a bonus, you get healed by medics who are working to reduce the amount of crap flying at you. Even with max Experienced Healing and summoning top-level monsters, there's little noticeable XP gain unless you enter the arena and battle to stay alive.

Quit tryin' to take stuff away from the medics, and give 'em some firepower advantages that keep them alive longer on the battlefield. EWCs are a good start, even though they're vanishingly rare.

Just because you don't like the idea of a medic challenging your scores and being near the top of the wave charts doesn't mean that they shouldn't have the chance to compete with AMs and WMs. We all know that AMs and WMs are the most powerful classes in the game, and that has always been the case.

There is no such thing as an "overpowered medic."
This. Cut medics/MM a little slack. Healing others should not be the primary concern, killing monsters should be. I've been sounding like a broken record for a long time now, but I feel medic/MM should have some more killing power. Now that they have it, it is nice to hear some others agree with me.

Re: The Enhanced Weapon Charm issue

Posted: Fri Jul 10, 2009 11:19 pm
by DW_WailofSuicide
DW_FrankyTheFly wrote:
Franky, doesn't it seem a little unfair to be arguing that Medics should be capped at 20% damage bonus from their weapon when AMs/WMs are running around with Vorpal/Immolation weapons that have damage bonuses in the 110 - 120% range (AM +1 artifact adding +10% to these weapons, or the WM ADB skill which effectively adds +2 or more to a +10 Vorpal)?
Not realy, AM usualy dont use only vorpal but most of em use energy or infinite. Do I have to remind you vorpal and immolation cannot be use on the mp5, that energy is only 9% more damage at +3 and inf 20% at +4, that the old medic gun was 6% and that alot of WM spawn with +0 gun that are 0% more damage. So yeah caps at 20% for medic is perfect. After all this is the cap for an infinite weapon.
I'm aware that the Medic weapon enchantment can apply to the MP5, and Vorpal/Immolation can't. This is the real crux of the issue. (Whether or not you use weapons more regularly is outside of these two enchantments is beyond of the scope of this argument. If you're doing so it's obviously because you feel the additional effects of these other weapons is worth the loss of extra damage. Medics don't necessarily have that choice.)

What you don't seem to be getting here is we're not talking about "the cap for an infinite weapon" -- Medics can't effectively use most other weapon types, so don't try and use that argument as a bludgeon. We're talking about peak efficiency of the Medic class. WMs may not spawn with an MP5 worth a damn but it's not exactly hard to ask for one if you want one (or future WM ability). AMs will go sit in a corner and roll one every single game, not because they have to but because they want to. Compared to getting an EWC, getting anything else is easy. So why should something that's harder to get and harder to hold onto be worse than things you're getting every game if you want them?

Re: The Enhanced Weapon Charm issue

Posted: Fri Jul 10, 2009 11:34 pm
by Corky
ill agree with frank that it is overpowering. im all for adding more difficulty into the game. before the EWC i was averaging about 10-11k pts a map. now with the EWC im averaging 16-17k pts a map. big difference.

option 3 would be to make the EWC even more rare to get if it is possible.

id rather have frank back in playing. more competition.