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BigBrother Posted:
MeInAnotherThread Posted:
The high refreshes are a clbum strength. You can pick an attack cycle that intentionally leaves turns open for frequently consuming cheap items for pathetically little total cost without losing any real damage-dealing power. If you pop a Caffinated Mint every 9 turns you’ll be reasonably close to breaking even for PP if you go for efficiently over raw damage. The same goes for healing; three XRs when you don’t REALLY need them cost a third as much as downing a 5-HTP when you DO.
Kilroy Posted:
Frankly, I don’t care about ET pleasing anybody. Balancing FW is a VERY difficult task, and it’s not made any easier by ****ty players whining about how their clbum doesn’t make up for their lack of skill. I’m not bugged by one clbum or another complaining about getting shafted, I just want them to be *able* put up a reasonably solid argument to back their claims up. Take Emo kids getting too much defense from their Eq, for example. That prevents them from taking damage and keeps them from using their clbum strength. There are plenty of ways to boost defense, but it’s counterproductive to make Emo kid equipment one of those ways. SimplyTHEBEST edited this message on 12/01/2008 9:46PM |
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Posted On: 12/01/2008 9:35PM | View SimplyTHEBEST's Profile | # |