Headchef wrote:Yes let's start off by saying hey this is overpowered but if you don't remove it then might as well buff it (???)
The suggested change would make cave hermit less powerful in my case, though. For example, say there are three people: Autist, Intermediate, and Nab. Their study speed bonuses under the current system would be:
Autist = 13.4%, because they would spend the vast majority of their time in a cave
Intermediate = ~9% average study speed bonus, if they spend 8 hours/day on the surface as you've suggested
Nab = doesn't have cave hermit, 0%
With what I'm suggesting it would be:
Autist = 13.5%
Intermediate = 13.5%
Nab = 0 %
Making a powerful bonus easier to obtain makes it less powerful. 560% or whatever it was bonus LP sounds powerful, right? But in legacy everybody had it, so it wasn't overpowered. This is basically the same thing. THAT SAID, I want specifically this bonus(and branding for herder tbh) changed not because its powerful, but because of the way it shapes playstyles in a very unfun way.
KwonChiMin wrote:Those 13.5% study boost are nothing compared to quests that you are skipping if you are staying underground.
There's a cap on the number of quests you can do, and once you reach it the limit of additional quests you can do per day is pretty small. Road based, or teleportation based questing networks are 100% reasonable with the current iterations of fast travel, so at a certain point if you were going full autismo you would still be asleep underground for 95% of the day. Ya'know, not that there's even a single person attempting this, probably
Also, the credo you listed aren't the super duper overpowered ones, and your suggested alternative handling of the bonuses wouldn't remove their usefulness in PVP.
bitza wrote:I own a bed, so wounds should heal at the same rate whether I'm in the bed or not. It's just good gameplay people
If wounds are a less harsh punishment than death for playing poorly, then na having to sleep is reasonable IMO. There are abso

fricke

-lutely wounds that should heal at the same rate both in and out of beds, however.
MooCow wrote:You are currently choosing to optimism the fun out of your game. I manage to avoid the temptation to play in a way that ruins my fun
Yes, but the game could be changed without anybody having their fun negatively affected in a way that would make this not be a choice/necessity for me. It's not as though I'm suggesting something integral to the game, like quality, be removed for my personal enjoyment. I'm asking for something like 8 people care about to be changed, and probably 7 of them agree with me.
MooCow wrote:This guy was NOT having fun.
Guy was probs having fun until he died, but dying isn't a feature in Starcraft. Pretty sure he asn't a competitive player. Not sure how any of this is relevant.
MooCow wrote:Imagine a credo that increased your weapon damage by 50%
I get that you're trying to suggest an overhual to credos that could IN THEORY be fun and balanced, but I don't think a thread asking for a very specific balance change about one ability is the place for that. Also, it's off topic but the credo you used as an example would be OP and everybody in any team would want it.
MooCow wrote:I know many people of the form complained about them, but all the people I have ever played with liked it. They were all a bunch of low level noobs like me. Feel free to think I am lying. Nature/Industry was a problem because it excluded you from an important part of the game.
If you didn't PVP, except in very niche cases, there were no meaningful decisions in to be made with the legacy belief system, other than nature/industry(the real choice was to have an alt). So it sounds to me like the people you're describing only got to interact with a single slider in a meaningful way and they disliked it. I don't think you're lying, tho. No ill will, fren