Re: Re: Re: Re: Re: 14.7.1 : World changes
Quote:
Originally posted by Kuroshio
Face it, a nanoprogramming buff is about as needed as crome mags on a car.
Agreed.
Quote:
Originally posted by Kuroshio
When the Fixer NCUHI was implemented, the parts needed to make one could be aquired at any Ordinary/Basic Supermarket. Why? Because it was an important profession balancing item.
New melee items are getting sold from a vendor and all that's required is for people to find him. Pretty easy to aquire. Why? Because it's an important balancing item.
Nanoprogramming is not a major feature in AO. So far every feature in AO that utilizes nanoprogramming has been doable without the nano. To me it says it's not a necessity but an extra. And to me it's perfectly valid to have to work at it.
Not agreed. Where do you think the *rest* of the NT balancing nanos will come from? Boss mobs. Not just your superfluous nanos.
Up until 14.4, fixers had one SMG and Burst buff apart from the generals and wrangles: our startup nano. Everybody else had their AR mastery, Take The Shot, Dirty Fighter. The "masters of the SMG" had a +8 buff.
After 14.4, we got level req'd boss drop self only nanos to fill that gap. Adventurers got level req'd boss drop self only (I think) nanos for their pistols. Is that fair compared to what other classes have? No.
Why are you disagreeing with me? What I want is for all professions to have the same difficulty in getting their central nanos, not just for two (maybe four now, with NTs and Engis on the line) professions to have to go through crap to get them.
Again, like I said, make all high level nanos for all professions level req'd and boss loot only, or make none of them level req'd and boss loot. Anything else is blatant hypocrisy.
Re: Re: Re: Re: Re: Re: 14.7.1 : World changes
Quote:
Originally posted by Evil "Evilspork" Spork
Agreed.
Not agreed. Where do you think the *rest* of the NT balancing nanos will come from? Boss mobs. Not just your superfluous nanos.
Up until 14.4, fixers had one SMG and Burst buff apart from the generals and wrangles: our startup nano. Everybody else had their AR mastery, Take The Shot, Dirty Fighter. The "masters of the SMG" had a +8 buff.
After 14.4, we got level req'd boss drop self only nanos to fill that gap. Adventurers got level req'd boss drop self only (I think) nanos for their pistols. Is that fair compared to what other classes have? No.
Why are you disagreeing with me? What I want is for all professions to have the same difficulty in getting their central nanos, not just for two (maybe four now, with NTs and Engis on the line) professions to have to go through crap to get them.
Again, like I said, make all high level nanos for all professions level req'd and boss loot only, or make none of them level req'd and boss loot. Anything else is blatant hypocrisy.
If FC designed a AoE Divest/Plunder for Traders, I'd fully expect to find those nanos on boss mobs only. And I'd wipe out whole playfields, if necessary to get them.
The reason for this is I have survived as a trader without them for this long they obviously aren't the most necessary nano in my playbook. But if I want to be among the best, I have to work at it.
Same goes for the nanoprogramming nano. Now if FC actually implements that object they talked about briefly that NTs would wield instead of weapons, magnifying thier nuke ability, I'd fully expect the GMs to air drop them from Yalmahas and the ARKs to give them away as party favors in the Reet on an hourly basis. Because that wouldn't be a perk but it would be balancing item for NTs.
What kills me though is how overly sensitive people are on this issue. Not everything is a nerf and I highly doubt anyone at FC has enough time to concentrate on hating 1 single profession when there are 11 more to pick on (yes, I'm still smarting from the last DHP I cast). Lighten up...it's only implants :p