sorry I dunno hwo to quote
"Since when were traders able to solo so well? they certainly dont solo as well as any of the pet classes or as well as my enforcer. "
Bgumble my point is that the trader solo's better then the doctor , posts before has mentioned that traders solo'ed and earned loads of money through missions before they got their top wrangle. I'm not saying doctors can't but they take much mroe trouble doing so. I play enforcer and doctor
"Clue: They already are secondary healers. Better than Advents or MAs but worse than doctors - except maybe at very high levels when healing is barely an issue. "
IF they are secondary healers then why the fuc should they be better then adventurers and MA's and this whole thread has proven that traders ARE better healers than doctors even if it only remains at 90+ it's still a issue that needs to be solved
"So rather than address your problem you believe that making another class worse will somehow improve you? Odd reasoning. "
Well my point is that i've changed views i'm sure all of the people know that nerfing a problem is much faster then fixing the problem especially for funcom and the heals won't be boosted again anywayze if the heals of the docs become over powered then another set of balance issue will come. I am predicting that it takes more time to fix the dot then changing the usage of the traders heals.
If funcom changes the traders heal it'll make them back into the secondary healer that they are meant to be at higher levels not a cause that makes the doctors kicked out in higher levels, and plus ...and plus by changing the traders heal the adventurers and the Ma's and the MP's and doctors will feel more powered and complain less
but what if only the doctors were improved , not only does it generate another issue of problem w th doctors becoming the next super class. it doesn't solve any problems of the adventurers or the other secondary healing class.
"Hello? you must be aware of some exploit or secondary effect that has caused Trader heals to be changed. For your information the heals operate exactly as originally designed with the exception that the DoT component is now half its original level - which doesnt affect healing output at all, merely makes the heals less dangerous to use. Why shouldn't our heals be as powerful as they are? they are obviously at the level Funcom originally thought was correct. What has changed?"
Because funcom has never anticipated that these heals would be such a problem , it's probaly a design flaw I do not tihnk Funcom orginally thought it was correct that high level traders should be able to outheal doc's at higher levels.
I understand that the best way to fix the issue is to fix the dot , and make it stack but this will cause alot more programming and I can only see it is funcom's easy way out , further more funcom has more problems to deal with then this issue.
also boosting doctors will generate problems like tooo easy game play , or always looking for a doctor groups ,and will make every other secondary healing class feel jeolous then another issue will rise causing funcom to boost everyone. What an easy solution to just nerf the traders funcom thought .if you were in a position like that you'd certainly take the easy way out would you then address all the other problems out there
Re: Sure as hell DID tell us exactly what they will do
Quote:
Originally posted by Mercatura
Let me hand you a f*cking clue:
-- [Quote of Cosmik] This change will mean that Traders have to wait for the DOT to run its full duration (from execution to finish) before another team heal can be executed.
The dot lasts over a minute.
[...]
I'm not sure exactly who this was aimed at. Regardless I can only suggest that you calm down. You might not have noticed, but Cosmik posted again several posts after the one you quote above.
He says 'Erk, yes, I forgot to mention that I believe the DOT duration is being decreased. I'll confirm that and get back to you'
This is an important detail. Without knowing how much the DoT duration will be shortened it is difficult to evaluate the effect the change.
Why always nerf Cosmik???
Quote:
Originally posted by Cosmik
Just want to say that I've been keeping up to speed on this thread, and to also bring some news about Trader heals.
Currently when executing a team heal the Trader is hit with a DOT (hit with an amount of damage over time). This amount isn't all that much, and Traders can keep executing the team heals without their health getting dangerously low.
A change is going to be made to the Trader team heals. This change will mean that Traders have to wait for the DOT to run its full duration (from execution to finish) before another team heal can be executed. So, over time, a Doctor will heal for more (as should be the case). This change is scheduled for an upcoming patch soon (no, not 14.2).
Feedback? I know you've got it. :)
:confused: Why do you guys always have to nerf? This isn't the solution. Make doctor heals better. Why always make something worse?
:eek: Just because it is the easiest thing to do, doesn't mean it gives balance. Since you taking away crits, why not give doctors a bump in healing ability since fights will be lasting longer. Perhaps reduce the nano cost on doctor nanos!!!! That would make doctors better healers also.
The other problem is that there is no clear plan for what balance you guys are trying to bring to the professions. If there were some published article that said here is what the professions should be, at least relatvive to one another (and I'm NOT talking about the vague stuff that has been published, fixers don't even have beacon warp, how can they master grid travel when it is all one way). Publishing this would also go a long way to setting customer expectations.
Abunari, lvl 137 trader RK2 - (formerly retired until IP reset, now probably just going to max tradeskills and nano-programming while I level my uber MA)
Re: Why always nerf Cosmik???
Quote:
Originally posted by Abunari
:eek: Just because it is the easiest thing to do, doesn't mean it gives balance. Since you taking away crits, why not give doctors a bump in healing ability since fights will be lasting longer. Perhaps reduce the nano cost on doctor nanos!!!! That would make doctors better healers also.
I suspect that the opposite may be the case. A reduction in crits means more healing isn't necessary. Less damage per period of time and longer fight time means more opportunity to heal, more opportunity to recharge, more opportunity to escape a difficult battle, and less need to spam heal.
I assume you are referring just to PvP. In case you aren't:
Healing is very powerful in this game. Having a healer in the team makes a huge difference to the level of mobs you can fight.
I don't see any reason why healing in general should be improved. That is one reason among others I can see why the best solution for the problem raised in this thread is a reduction of healing capability of one of the non-doctor healing professions.
The point is, doctors don't need to be made better healers in general, only (perhaps) in relation to other healers.
FUNCOM if you do this your insane!!
As stated in another thread if this nerf happens I know myself and at least 5 friends will be gone, and I would be willing to bet that MOST of the other traders that have built thier high lvl traders to be total support to a team will more than likely quit too you might as well just take money and burn it you fools. I have invested too much time in this character to have her nerfed to totally useless along with most of her other nano lines, no team will want a trader after this so i will have no reason to play her anymore, and why bother switching to another class and wasting my time there cus you'll prolly be along to that one with the nerf bat too so screw this game if this nerf goes thru.
:mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad:
Increase the doc heals fools and leave us alone we are the only balanced class there is, so go screw!!!