If it was made more powerful i obviously would not care however it is the fact that there is something being taken away I feel typed on what I paid for. If it was being "buffed" that is like getting a tip at a restaurant
In my opinion the best choices are those which make the use more risky because of less health. So weakness or increased hunger for less healing. Another idea - not mentioned here - might be to decrease from Strength2 to Strength1. But I think that speed should't be nerfed, or at least not much. Speed is less dangerous than str2, unless combined. But it itself is good to run away from heavily armoured players.
Except it's nothing like a "tip at a restaurant". A tip would affect only you and not the restaurant. Buffer affects the entire community. I know people will not like there favourite thing in a game being nerfed but when that thing has such a negative impact on the community it makes sense to nerf it and try to keep everyone happy. It would be interesting to see how games would play out with this. str1 + criticals = str2 so it still can be as powerful but with a bit of extra effort needed.
I did see your question and have asked Phys. It is not something which I can answer or even have authority to answer.
If buffer is nerfed I believe that every user should be reimbursed with store credit as well as the donation itself being decreased in price. Those who wish to buy the kit once again may do so.
Andrew's post was in fact deleted, but there was a user who was complaining that their feature was taken away, and andrew responded saying that since they donated, ECC is not legally binded to reimburse.
Personally I do not mind what happens to the kits as long as the rate at which a user can potentially and realistically gain points is preserved. For example, if Bfr was nerfed where you could not chain many kills as easily, the points system may need some modification, otherwise it will hinder the potential to accomplish much in terms of reaching the top of the sg boards.
I don't understand maybe because I'm not an sg'er but to just solve the issue of everyone who don't like kits why not just add more arenas without kits and keep the existing arenas with kits the same, with the 10% chance of no kits and etc. This way people who are so great can work up the skills and confidence to the arena with kits, then no features have to be modified? Would this not solve this issue? Again I am totally clueless on SG
This would not solve the issue, although I do support this. However, this would greatly decrease the value of kits as there would be less players for the SGers to kill = less income = less value of kits. Won't happen.
ahh i see so the number of players determine the amount of money that can be made makes sense. But there is a chance that more people would want to play with kits after tiring themselves out or becoming better at sg in an arena without kits right, like a beginner arena? Then it would be More people playing sg = more chance of people wanting to buy sg kits = more potential money in the kit arena where u should be able to make a higher pay than the arena with no kits Isn't that the reason people buy kits to have a something new to enhance their sg experience? I see people say that the current arena scares off people is this a fact or an assumption? I know personally for me it would, I wont be paying anytime soon because I honestly have know idea how to play properly cause every time i join i get killed soon as the grace period is over (may not be due to kits but do to my lack of skill)
Kits are meant to give you an advantage over other players. If people without kits had the choice to join a lobby with no kits at all it would lessen the amount of people that the kitters can potentially kill, thus reducing their profit and the worth of kits.
Guys, Dewsy kinda said that, no, it's not getting nerfed altogether. But I absolutely agree that something should be done about the kit. I agree with oxwood that the swiftness pot is also a big problem, but I don't think anything will really be done about that. I say we should bring the strength pot down to str1, and reduce the time it's effective as well. I also like the idea about halving the time of the potions after each kill. Not just the strength pot, but the swiftness pot as well. Also, what we could do is make the regen and insta-health splash pots, not splashes; this way, the user has to actually take more time to sup the potions, making it riskier as an opponent could attack them in that time. On the other hand, the swiftness pot allows the user to get away before supping the potion, so I'm not sure how effective that would be. As for the vote, I only am voting for Reduce the amount of time the strength pot lasts and Make the pot effects time half after each kill.