Increase Octopi spawn time in non-boss maps

Discussion in 'Closed' started by Heidi, Sep 30, 2019.

  1. Heidi
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    Heidi GM Intern

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    Farming on a Corsair (e.g while also collecting monster cards) is crippled badly by the summon loot change. Octopi are central to farming on a Sair, as you drop them around the map.

    Manual looting is tedious even on a high speed internet connection. The lag is noticeable. It's not as simple as holding z down. Holding z down also means you can't use recoil shot as much, which is a slow down in itself. Other classes don't have one their core farming skill nerfed in this way.

    So, to make up for it, could we have Octopi spawn time increased so that a bit less time has to go into setting up Octopi, and that time can then go into the extra looting burden? I say in non boss maps so that nobody can complain about potential dps increases in bosses.

    I know the GM's are very quick to defend this "feature". I get that you wanted to stop afk summon farming, and I, before I realised that it hurts legit players more than illegit, even supported that. I'm not saying I think you should remove the "feature" (even if it's value is questionable), just that it needs to be recognized that some classes were hurt a lot more than others, and so there needs to be changes made to those classes to make up for it.
     
  2. Cynn
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    Was the current Royals timer for ocotpi the same as pre-bb MS? If so makes sense why its like this in the first place.

    As a stopper farmer; if you buff ocotpi by like 10-20seconds more I don’t see any problems. They won’t ever be as competitive as mages/archers anyways. Don’t think slapping ing on a bit of more time will make them a powerhouse AFK farmer, but it’d be nice for sair mains to be able to farm a few stoppers with theirs.

    Don’t think ocotpi affects the bossing damage that much. I don’t see why they dont think about adding like 10s on ocotpi in general, it would be hard to whitelist only boss maps I feel anyways.
     
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  3. Tim
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    As soon as you increase the uptime of an octopi by fractions of 10 seconds you also increase the amount of octopi a player with max ''wraith of octopi'' can summon.
    Currently with both skills maxed there is a 10 second cooldown on spawning another summon, and each summon lasts for 30 seconds making it possible to have 3 octopi on your map at all times (once you spawn the 4th the 1st disappears).
    This might make a buff to their uptime a bigger buff than you might expect since you'd essentially have more octopi shooting around killing things.

    Other than that we don't have the ability to make such skill differences depending on the map a player is at making the exclusion of boss maps difficult.
     
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  4. Heidi
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    Very slight correction, it's actually 35 seconds, not 30 seconds. You can briefly have 4 up at the same time.

    Would it be possible to make it that you simply can't cast a 5th while there are still 4 up?
     
  5. Josefu
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    Doesn't octopi stop attacking once you're "out of range"? From what I know in sniping newtie is that your character has to be near to the octopi's shooting range (or was it the same platform?) for it to attack successfully or else it'll just idling there.
     
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  6. P'Chob
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    P'Chob Well-Known Member

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    Don’t know if I’m wrong but my Octopis always hit the same target even when i spawned them across the platforms. Like in stage 4 APQ, I often spawn 3 octopi and let them shoot the mob, but they just shoot the same target while there’re 4 or 5 more targets, not the closest to them, or closest to me ~f6
    No you don’t need to be near or on the same platform to make the octopi shoot. I quite sure that because I always spawn them all over the map when farming keys to APQ, let them shoot and come back to collect the keys later ~f17
     
  7. LichWiz
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    LichWiz Well-Known Member

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    It might be by design to help the sair do good focused damage, sairs are not known for their aoe afterall
     
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