View Full Version : About Drugs...
Stephan, can we get an insight of you guys for drugs?
what are your plans? you plan on eliminating them? you will fix the enormous drugflash they create, that makes them next to unusable?
Yesterday on my rifle spy, I got drugflash the instance I took a RF i think. Is this supposed to work like that? Also you now get drugflash no matter what, when drugs finish. Is this intended?
If drugs are supposed to work like this, then what is the reason for their existence?
If you think you have found a bug, it would be fine if you try to reproduce it and give us this informations for reproducing.
I took a Redflash and got no Instant DrugFlash.
When it runs out i got a small (very small) Drugflash from usage of 1 Redflash.
If i take another Redflash the small Drugflash is gone.
So it works like on Retail.
The point at drugs is, that they give large bonis without any penalties.
So the penalty must be the drugflash, when the drug runs out.
So if you think there is anthing wrong, try to reproduce it some times and give us detailed informations about your tests.
If i take another Redflash the small Drugflash is gone.
I think the problem is that it is not gone, but saved for later. Also the place for more drugs becomes less, that means sometime the flash isn't removed fully if taking one more, but becomes even harder.
But that doesn't explain the instant-flash. That could have something to do with the fixed reloging, maybe you log in and have no flash (maybe the bug is that you don't see it sometimes) but in real there are some registered drugs in the background from the last login, and as soon as you take one more you get the hard flash of all drugs. That's just an idea, I didn't test it.
Is the drug flash supposed to go when all the previous drugs have been re-taken? I don't think it works this way.
I'm nearly positive that after the second time your drugs run out (taking them again for the third time) the drug flash stays and sometimes taking drugs again can even cause crouching - which shouldn't happen in my opinion.
I'm nearly positive that after the second time your drugs run out (taking them again for the third time) the drug flash stays and sometimes taking drugs again can even cause crouching - which shouldn't happen in my opinion.
There has nothing changed from the retailstatus of drugs.
Maybe you havent noticed it in the past cause of the relogexploit.
correction : only the bonis has been balanced, flashvalues arent changed.
Jo Cranage,
did u guys changed the drugflash like to retail-servers? my last drugflash (3 days ago) was like .... befor the "testserver to retailserver"-patch ... lets say about double to the retail-server. even if u take 2 redflashes over eachother (say doubledone, cause the drugflash got bugs also and thought it wasnt going away).. its even harder drugflash than, because it gives the old_drugflash+new_drugflash. well this seams to be intended, but on retail it shows really no drugflash for me, even when i double-take a redflash.
Cheers,
Yoto
No, there has nothing changed. Only the Bonis from Drugs are balanced to other items which gave Bonis now and that the drugflash values are now safed to the database and stay active after a relog.
The duration and the strenght of the flash are exactly like on the retail servers.
@netster : there wasnt any Neptun setting for drugs and no special settings for the testserver. So there is no "old drugflash" or "new drugflash".
I think the problem is that it is not gone, but saved for later. Also the place for more drugs becomes less, that means sometime the flash isn't removed fully if taking one more, but becomes even harder.
Thats true, but thats like on Retail. No changes here.
No, there has nothing changed. Thats true, but thats like on Retail. No changes here.
Yup, take 3 drugs and die = you can't tap out. Another bug not being fixed.
Yup, take 3 drugs and die = you can't tap out. Another bug not being fixed.
We doin actually the balancing project.
This is no bug which is caused by the balancing changes,
top priority for fixings have actually only PvP/PvE relevant issues and bugs that are caused by the balancing. Other fixings must wait now.
The thing with drug flash seems to be that it's a constant annoyance when your drugs wear out, it not only stops you from fighting but also from doing everything thing else too which can be frustrating.
This just randomly came into my head while i was reading this thread as an alternative to drug flash which would definitely take you out of the fight - or make you less effective atleast - but still allow you to use your character to some effect.
For example not using a real drug say 'Drug X' gives you 5+ to RC and 5+ to TC and lasts for three minutes, after that you would get drug flash. How about rather than the flash on the drug running out you get a negative effect of the drug for twice the duration, so 'Drug X' would give you 5- to RC and 5- to TC for 6 minutes which with the finely balanced setups we all have would certainly cause some users to have to drop down to a lower weapon etc or atleast take a chunk of your damage output with it.
The more drugs taken would obviously have to have a different effect for this how about for every extra drug of the same type taken the length of time for the -ve effect lasts for would increase by the factor of time on the drug.
So taking 2 of 'Drug X' would leave you with 5- RC and 5-TC for 9 minutes
for 3 it would be 12 minutes and so on and so forth.
Another alternative could be that on the drug running out the negative effect is increased by a factor for the length of time the drug is taken.
So taking 1 'Drug X' would give you 5+ RC and 5+TC, on running out it would give -5 RC, TC.
Taking 2 would give you 10- RC, TC.
Both of these effects would last 3 minutes.
-shrugs-
~moved to early impressions for further discussion~
Ok I cannot reproduce this effec, which it might have been something out of lag .. god knows.
But I think, since drugs were a large part of neocron already, and people are accustomed to drugs, let's just think of ways to make them viable, because as they are now, with the relog exploit gone, they have become a real pain in the ass. I like Tratos approach for instance. Lets get rid of that awful drugflash, by following his real cool approach.
There is another problem as well.
When you take one drug after another, it comes a time where, if you get more drugs you get more drugflash, which needs even more time to cool off. You cant play the game
Jason Parker
08-03-07, 18:15
To be honest i like Tratos' Approach a lot. He's completely right: the Drugflash is extreme because you get a combat boost but in trade you are stopped from everything afterwards.
Negative Effects, be it for double the amount of time or just the negative side being stronger than the bonuses were for the same amount of time, would be much more in balance to the benefits that drugs give.
So as an example, taking a redflash to be able of using a X-Bow for 10 Minutes would afterwards force you to stick with a wyatt earp, because of the negative effects. I think that's a good way to handle drugs, because you can fight on after drugs run out but you have t suffer the negative sideeffects.
There has nothing changed from the retailstatus of drugs.
Maybe you havent noticed it in the past cause of the relogexploit.
I probably didn't notice this because of the relog exploit. Maybe that's the problem with drugs now - they are working as intended even on retail but even this isn't how they should work (you could even say they aren't balanced ;) ) so changing them would be wise, as several people agree.
I believe as long as you have drugs active, you shouldn't have flash (even taking the same drugs again should remove drug flash unlike it does on retail/test. This is fair.) - but when you let them wear off you have a price to pay whether it be flash or the negative effect of the drug as Tratos said. Nice idea too.
We doin actually the balancing project.
This is no bug which is caused by the balancing changes,
top priority for fixings have actually only PvP/PvE relevant issues and bugs that are caused by the balancing. Other fixings must wait now.
But you manage to fix the most useful exploit in the game, which actually wasn't causing any problems to anyone? I would go as far as saying that fixing it has limited pvp.
Problem is that too many people see drugs as a necessity not an accessory - they're constantly striving for weapons/armour that are further and further out of their char's reach in a bid to gain an advantage and there must be some penalty for that. If someone chooses to roll a PE over a spy because they have better armour/resists then you have to accept they cannot use the highest end TL weapons and therefore might do slightly less damage. If you then choose to drug your ass off to reach the highest TL weapons and therefore have access to exactly the same arsenal as the spy but with better defences then you have to accept that comes with a penalty.
The main problem is that in 2.1 the PE has become the char of choice for a lot of PvPers purely because they can take a multitude of drugs with no penalty due to an exploit, and gain access to high end weapons not designed for them, thus gaining an advantage. This exploit has been fixed and the reality and consequences of such a setup have been revealed. No longer can you get huge bonuses with absolutely no negative effects. I do like the sound of Tratos' suggestion though, but the negatives would have to be severe enough that people really thought twice about popping a drug rather than the current situation where 4/5 drug setups are almost the norm for some classes.
If you ask me and I was KK, I would have dump drugs all together. If they werent with us for so much time that is
ashley watts
08-03-07, 22:00
Let us relog to get rid of the drugflash , problem solved :p , if i wasnt going to cancel my account for 2.2 i probobly wouldent use drugs all togther, Considering PE's pretty much NEED drugs in 2.2 id rather not use drugs at all rather than wait 10+ minutes for the flash to end.
Basically making people REALLY if they gotta wait 10 mins to a drug flash to end bored :cool:
@netster : there wasnt any Neptun setting for drugs and no special settings for the testserver. So there is no "old drugflash" or "new drugflash".
erm..... i was more about old_drugflash=flash from the first drug, that was running out / new_drugflash=flash from the 2nd drug taken, when i remember correctly
drugs should just have an addiction factor
you have to keep taking the drug to stave off the flash... forever
your body becomes use to working on a redflash so u get a moments of realy bad drug flash untill u take another one then your totaly fine ( or you take one before the flash comes in and it refreshes your 10 mins) and this should continue forever, drugs wearing off having to be retaken... when you finaly decided to stop taking the drugs your body should shut down. wether its because u ran out of drugs or because u want to come off the drugs...
the best way to remove a flash should be returning to your aparement or a medcare and using a recreational unit (is that what the beds are called) this should cause instant drugflash even if the drugs are still running and should wear off in a matter of mins up to 10 mins depending on the number of different drugs you are addicted to, (5 drug setups should be realy hard to come off of
this means that people even if they are not fighting will have to keep taking drugs so the cost will be high. this keeps a ingame money sinc and players fighting fit.
drug flash should only occure when you run out of drugs and your body goes into withdrawal
Jason Parker
09-03-07, 14:55
another idea I could live with.
Anything else than now is an improvement is think. at the moment you will get a flash after taking the second doasge of your drugs, no way arpund that, and this is a pain in the ass. Retking drugs should prevent you from flash possibly forever. But the longer you been on te drugs, the longer the flash should be afterwards. Maybe it should add up.
Yes, zovos gives us an interesting as well as easy to implement idea. In any case it will be something you can live on, But: Isnt it way to easy for some? which will be the stopping factor in drugging? I remember some guys drugged like drugwhores. Krinhak is taking 8 drugs for his Apu on terra. Even if I, dont understand the real reason why take 8 drugs, I cant even think of taking 8 different drugs!
We might go with one's or the other's Idea, but we also need a mechanism which will limit setups, so that everyone is fighting even
Jason Parker
09-03-07, 16:13
well limit the amount of drugs that can be in use at the same time.
Let's say 4 Drugs is the maximum of Drugs that can be in effect.
As long as you keep using the same 4 Drugs you experience no flash.
For each Drug you experience 25% flash for half the amount of time yourCharakter was drugged.
So as an example after being on 4 10 Minute Drugs for an Hour (so you have taken the dosage 6 times) you have 100% Flash for half an hour (which means nearly no sight and crouching).
Another example: after half an hour you change one drug, which results in 25% drugflash (slightly blocked sight, some distrbed movement) for 15 minutes.
I think it would be great if the recreational unit played a part in recovering from drugs, because at the moment they are pretty much useless. Maybe the units could make flash slightly less intense (to a point where you can actually see) but without decreasing the duration. Or it could make the flash more intense but make it wear off quicker. I'd prefer the first.
Drug flash as it is now definitely needs a rework. It's clear how people want drugs to work, this is also the most fair and balanced system there is in my opinion.
ok to get the system working after lots of thinking
3 classes of drugs
lvl 1 lvl 2 and lvl 3 (yellow reds n blues)
lvl 1 drugs
Flash intensity +1
Flash time + 10
Lvl 2 drugs
Flash intensity +3
Flash time +30
Lvl 3 drugs
Flash intensity +5
Flash time +60
each drug has a posible tripple up effect on length of time... all drugs are independant of eachother
flash time is = seconds
flash intensity
0-8 = slight blur but movement isnt impeded
9-15 = bigger drug flash no movement impairment
16-35 = bigger flash only slight movement impairment
35-60 = same flash but bigger movement impairment
+60 = major flash and realy bad movement impairment
each drug is indipendant each drug nocks 20% off the total addition untill no greater negatives are added
i have wrote some examples but ill post them after a game of C&C generals
k i changed it slightly. lvl 3 drugs need a 120 second flash involved with them, and the value should be 16-30 not 16-35
LVL 3 LVL 2 LVL 2
TIME Time Flash Time Flash Time Flash
0 120 5 30 3 30 3
5 54 5.4 54 5.4
10 216 9 72 7.2 72 7.2
15 84 8.4 84 8.4
20 288 12 90 9 90 9
25 90 9 90 9
30 336 14 90 9 90 9
35 90 9 90 9
40 360 15 90 9 90 9
45 90 9 90 9
50 360 15 90 9 90 9
55 90 9 90 9
60 360 15 90 9 90 9
this shows 1 lvl 3 drug with 2 lvl 2 drugs. at the end of an hour constant fighting with this setup you will have burned thrugh 6 lvl 3's 24 lvl 2's leaving you with a flash with 32 strenght for 540seconds (9 mins)
this flash will never hit you aslong as you keep taking drugs and be reduced to 7 flash strength when taking a recreational unit. this would be good because the person will have 9 mins of walking around with a slight blur on there screen wich will be anoying
it also means people can take 1-2 lvl 1 drugs or even a lvl 2 drug for 30 mins withough worrying about an seriouse side effects. so drugs in small quantities or with weak strengths would be usefull... also druggin up on the rare occation you realy need the boost is now posible
Jason Parker
10-03-07, 12:43
Sounds good.
So where is the downside to using drugs? "This flash will never hit you as long as you keep taking drugs." This is precisely the problem that KK are trying to fix - people are taking drugs to give themselves huge bonuses with absolutely no negatives. The fact you have to keep popping them is no problem whatsover. If people don't want the drug flash then maybe drugs should have maluses on them, say -10 to body health or certain resists. If people want to drug up to reach weapons that are designed to be out of their reach then you have to accept there is a downside. Drug whores designing more and more systems that give themselves no penalties is like turkeys voting out Christmas. There has to be negative effects otherwise you get the situation we have on retail where setups that rely on 4/5 drugs are common and due to people exploiting have absolutely no drawbacks leading to overpowered chars, which is precisely what people are trying to protect.
'Weapons designed to be out of their reach' - First of all if they were designed to be out of their reach, they would be out of their reach.. Drugs wouldn't solve this.
Personally I think the downside to using a drug setup is that drugs cost money to get. Having to pay 300k per stack of drugs on a 4 drug setup just to be able to pvp for a week or so is very costly. The fact that my setup does not even work without drugs is a downside enough, if I don't have drugs I don't get to play my character.
On terra I have a character who relys on 3 blue drugs and a 5 minute drug to be playable. After a while I got used to popping drugs constantly, drugging just to be able to draw my weapon or to even have armor on and having drugs running constantly for hours at a time just incase I might get attacked.
Then I got myself a shiny new monk on a 0 drug setup and it was like heaven. He was even more dangerous in pvp than my drug char was, he had the same defences and a much higher damage output. All on 0 drugs. I could run around for hours and the only thing I'd have to worry about was casting a few buffs every few minutes. I was losing no money on this character.
Drugs are a massive pain in the arse.
drugs still give you a lot of bonus though. Particularly where it really hurts: in agility for some... And yes, drugs Do kill this game's experience
We doin actually the balancing project.
This is no bug which is caused by the balancing changes,
top priority for fixings have actually only PvP/PvE relevant issues and bugs that are caused by the balancing. Other fixings must wait now.
How is this not PvP or PvE relevant? If you die with drugflash, you're still standing and nobody can start a rez on you because of the QUICKFIX you did on the healing corpses exploit. Also, the bug of relogging to remove the drugflash is the only way to get out of this... which doesn't always work.
So what happens when you cant tap out and you cant be rezzed because you have drug flash?
Happened to me on test server. And no GMs would come when my friends on vent asked, all said they were "stationed in the neoconstruct".
How about you fix that ENTIRELY PVP/PVE RELEVANT ISSUE
'Weapons designed to be out of their reach' - First of all if they were designed to be out of their reach, they would be out of their reach.. Drugs wouldn't solve this.
The high end weapons are designed to be out of reach of PEs. The fact that they are not out of reach on the retail server is because people cheat and use an exploit that lets them take large numbers of drugs to significantly boost their main skills without the negatives that are supposed to prevent this, or at least make it so inconvenient as to not be worth while. Whats happened on the TS is that this explot has been fixed and so people are now experiencing the intended negatives and are whining about it.
If you want to take 4/5 drugs so you can use weapons that are intended to be out of the normal reach of your class then you have to accept the penalties that come with it. What this whole discussion comes down to is complaining that they can't exploit anymore. Live with it.
And the argument that the cost of drugs should be sufficient penalty is rubbish. I don't know any player who's been playing for more than about 6 months with cash problems. Money is extremely easy to get hold of.
J J, i agree with your post with one exception. Money will be harder to get ahold of in 2.2. Mobs take ages longer to kill, tradeskillings less profitable etc etc. and everything costs more. so drugs will infact, be expensive.
How is this not PvP or PvE relevant? If you die with drugflash, you're still standing and nobody can start a rez on you because of the QUICKFIX you did on the healing corpses exploit. Also, the bug of relogging to remove the drugflash is the only way to get out of this... which doesn't always work.
So what happens when you cant tap out and you cant be rezzed because you have drug flash?
How about you fix that ENTIRELY PVP/PVE RELEVANT ISSUE
I'm with safunte on this one. This bug pisses me off more than fatalling in combat or the endless sync loops. It applies to both pve and pvp for obvious reasons.
Fix. Danke.
The high end weapons are designed to be out of reach of PEs.
Jesus christ, are you that stupid? How many FL/Executioner PEs do you see on the test server?! They ARE out of PEs reach.
The fact that they are not out of reach on the retail server is because people cheat and use an exploit that lets them take large numbers of drugs to significantly boost their main skills without the negatives that are supposed to prevent this, or at least make it so inconvenient as to not be worth while.
PEs using the highest lvl +dex items and taking several dex drugs is not an exploit. All this exploit did was remove drug flash.
Whats happened on the TS is that this explot has been fixed and so people are now experiencing the intended negatives and are whining about it.
No. What has happened on the TS is that fixing this exploit has opened up a highly flawed system.
If you want to take 4/5 drugs so you can use weapons that are intended to be out of the normal reach of your class then you have to accept the penalties that come with it.
For the last time, these weapons are not intended to be out of their reach. Drugs are actually putting these weapons within reach of the class. I want to use medium end weapons, but I'd like to be able to use them for more than 20 minutes at a time.
What this whole discussion comes down to is complaining that they can't exploit anymore. Live with it.
Wrong once again. If we were complaining we couldn't exploit anymore we would be bitching and moaning for this exploit to be put back in. Do you see us doing that? No. What we're trying to do is give KK ideas for a system that actually works for the balance of drugs and for the fun of the players. Remember that word? Fun?
And the argument that the cost of drugs should be sufficient penalty is rubbish. I don't know any player who's been playing for more than about 6 months with cash problems. Money is extremely easy to get hold of.
I've been playing NC for several years and I would say I'm a pure pvper. I'm part of a pure pvp clan who don't have millions upon millions of credits in their clan bank. Between my characters I would say I have a few mil at most, I have enough money for drugs but that's basically all I spend my little money on. I don't have any trade skillers and being barely able to afford drugs is the price I pay for having things this way.
I believe jini has said something before about only being a pvper and not having a lot of money. I totally agree with him.
If you had read my posts with your eyes open you would have seen that I have not been saying the cost of drugs 'should be sufficient penalty'. What I actually said was that drugs are extremely expensive for players that intend to use a large amount and this is part of the balance of using them. I've even posted suggestions in the direction of a fair and fun system for using drugs.
I have read all the posts and all I see are ideas to remove any negatives from using drugs. "Jesus christ, are you that stupid? How many FL/Executioner PEs do you see on the test server?! They ARE out of PEs reach." :rolleyes: Just about sums up your contributions really, the old 'I have no argument I'll resort to bitching instead.' If you'd like to point to where anyone mentioned FL/exe I'd be very interested... The fact is, and it's really rather simple, that the high TL weapons are supposed to be out of the reach of PE's. There are plenty of lower TL weapons on the TS that are perfectly viable for PvP since the balancing, there is no need to use drugs it's simply people looking for an extra advantage. It is a deliberate choice to use drugs to reach higher TL weapons, and to get the benefits that that brings. That benefit has to be tempered with some drawback, either in the form of drugflash or maluses to skills. What some people are looking for is a system whereby there is no penalty whatsover for the huge bonuses that drugs give.
I think the best system if people want drugflash removed is to put a malus on the drugs, either in the form of maybe -2 to a different mainskill or -10 to body health/resists/psi abilities. That way people can pop as many drugs as they like, but the increase in offence will be balanced by a reduction in defence.
So where is the downside to using drugs? "This flash will never hit you as long as you keep taking drugs." This is precisely the problem that KK are trying to fix - people are taking drugs to give themselves huge bonuses with absolutely no negatives. The fact you have to keep popping them is no problem whatsover. If people don't want the drug flash then maybe drugs should have maluses on them, say -10 to body health or certain resists. If people want to drug up to reach weapons that are designed to be out of their reach then you have to accept there is a downside. Drug whores designing more and more systems that give themselves no penalties is like turkeys voting out Christmas. There has to be negative effects otherwise you get the situation we have on retail where setups that rely on 4/5 drugs are common and due to people exploiting have absolutely no drawbacks leading to overpowered chars, which is precisely what people are trying to protect.
you have to keep taking drugs forever. if u pic another drug you have to add that to the list of drugs you have to keep taking... the point is you cant stop taking the drug so you need a healthy transport and it creates a moneysinc in the game to getrid of the money that constantly pours into the game
If you'd like to point to where anyone mentioned FL/exe I'd be very interested... The fact is, and it's really rather simple, that the high TL weapons are supposed to be out of the reach of PE's.
FL/Exe = High TL weapons (as an example). Those weapons are the kind that made pes overpowered in 2.1. They are out of PEs reach as of 2.2.
Do you now understand?
The high end weapons are designed to be out of reach of PEs. I don't nderstand why Reakktor don't just make the waepons that are supposed to be out of PEs class-specific (like they did with stealth tools). Too simple a solution?
How is this not PvP or PvE relevant? If you die with drugflash, you're still standing and nobody can start a rez on you because of the QUICKFIX you did on the healing corpses exploit. Also, the bug of relogging to remove the drugflash is the only way to get out of this... which doesn't always work.
So what happens when you cant tap out and you cant be rezzed because you have drug flash?
How about you fix that ENTIRELY PVP/PVE RELEVANT ISSUE
I agree. I wish they would fix the existing bugs/gameplay problems BEFORE creating further ones.
I don't nderstand why Reakktor don't just make the waepons that are supposed to be out of PEs class-specific (like they did with stealth tools). Too simple a solution?
Aye i have said this once or twice, but KK like to do things the hard way :rolleyes:
Making weapons 'class specific' is too easy mode, makes for lame game play. You need at least some class dynamics for a fun game.
Drunk again. I'm diong well!
I think what saunte is trying to say is no PPU wants to rez a PE who has to relog before being rezzed, where as a monk does more damage with equal defence and no drugs needed !
Where's the disadvantage for the monk? (Although it is a completely different topic).
The high end weapons are designed to be out of reach of PEs. The fact that they are not out of reach on the retail server is because people cheat and use an exploit that lets them take large numbers of drugs to significantly boost their main skills without the negatives that are supposed to prevent this, or at least make it so inconvenient as to not be worth while. Whats happened on the TS is that this explot has been fixed and so people are now experiencing the intended negatives and are whining about it.
If you want to take 4/5 drugs so you can use weapons that are intended to be out of the normal reach of your class then you have to accept the penalties that come with it. What this whole discussion comes down to is complaining that they can't exploit anymore. Live with it.
And the argument that the cost of drugs should be sufficient penalty is rubbish. I don't know any player who's been playing for more than about 6 months with cash problems. Money is extremely easy to get hold of.
Basically what you are saying is simply not happening. Not in 2.1 n or in 2.2. In 2.1 high end weapons are in the reach of PEs and drugging to reach is not an exploit, unless elephants do fly :rolleyes: in 2.2 these weapons cant be reached by pes, with or without drugs (even though I havent really tried that)
I am not talking for an array of drugs here. I am talking that after taking a single blue drug, you get flash you cant avoid. If you take one after the other in the end, you will face big drugflash.
Making weapons 'class specific' is too easy mode, makes for lame game play. You need at least some class dynamics for a fun game.what if there were class-specific weapons for tanks, monks and pe's as well.. a ppu spell that only a pe can use? a pistol just for tanks.. god knows what monks could have tho heh
I wasn't thinking of ALL weapons, just high-end rares becoming class-specific.
But, obviously, that simple idea is too complex.
I wasn't thinking of ALL weapons, just high-end rares becoming class-specific.
But, obviously, that simple idea is too complex.
i don't mind at all about that. but the thing is not how to forbid this class to use that weapon. The thing is for a universal formula about DoT that is only dependant on invested skill. That is, if you have this r-c or p-c you do that DoT with an arti weapon, no matter what. You can decide that you need hi end weapons but this wont guarantee you bigger DoT. It can't be simpler than that. Different weapons simply give a different feel in handling and frequency and thats all. KK can also fit a special sweetspot in each weapons like a certain value in R-C which "makes" weapon "more" effective
I think what saunte is trying to say is no PPU wants to rez a PE who has to relog before being rezzed, where as a monk does more damage with equal defence and no drugs needed !
Where's the disadvantage for the monk? (Although it is a completely different topic).
Its not only that, its that rezzing that PE requires using a bug in the game... also an exploit (i'm sure it isn't an exploit while you're dead though...). Requires. And thats pretty bad, definitely worth fixing.
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