Finally somoene with sense :)
FINALLY SOMEONE WITH SENSE IN THIS FORUM. everyone think that the trader has it made with the wrangles when in fact when we do a wrangle we get screwed becuase we lose in our skills when we give someone a wrangle.poeple who are not traders seem to have no knowledge of this. WE give YOU our skills for 3 minutes basically.!!!!
THANKS FOR BRINGING THIS UP :)
Won't be a twink anymore? Why don't you look up "Gunsei" in the people lookup and tell me how the one and only character I play can be a twink?
Or click here. http://community.anarchyonline.com/c.../1/name/gunsei
I have read this. You know as well as I do that the problem with the high level game isn't mobs HP and damage though it is ia little extreme. While not soloable, it is doable in groups. The ONE AND ONLY reason Funcom is making these changes is for PVP complaints. So what do they do? They reduce the damage done in PVP by half and then effectively reduce it in half once more by changing the overequipping requirments.
No, wrangles will essentially become useless. Why? Because think about it. Even if used in battle sort of like a 3 minute "Challenger" to any other class, with the reduction in the Traders OWN skills (it costs the trader skills 3 minutes to wrangle you if you didn't know) it will now leave all his nano skills below what he could be using, but it will also reduce his weapon below 80% and effectively shut them off for the duration of the wrangle.
Not only will wrangles be thrown out the window for money making, but they will be useless in battle as well.
Deprive skills is 100% resist, and Ransack (stacks with Deprive) is 190% resist. It does take awhile to land a Ransack but it will happen. It DOES happen. Just think about it. Right now Traders can pretty much nullify any NT because they cannot overequip and use overequipped spells. Would you want a Trader to be able to stop ALL chars from attacking? Damage is halved for Trader yet their Health Haggler lines of nanos return full healing back to them. They can damage you and heal you in the same attack AND stop you from attacking.
I might play my Trader again. I'm just pissed that Funcom even has the nerve to SUGGEST incomplete solutions.
The problem isn't Trader, the problem is everything. Why do Soldiers have Rifle Mastery? Why do Fixers have Green burst skill yet Soldiers have Riot Control? Why do Doctors have Iron Circle? There are plenty of reasons and ways to overequip from other classes buffs because that is what makes the game fun. Right now every character has one advantage over another and lacks in other departments. Buffs are useful because not everybody has them. Yet after this, there won't be any point in them because they aren't self sustaining and literally there isn't enough NCU in the game to sustain the average Soldier or Enforcer that is JUST COMPETING. [/B][/QUOTE]
Now, Let Me Get This Straight
Every single time a Trader casts Deprive Skills, puppets turn to stone?
What, are you NUTS? Are you SERIOUS?
You know ... and I say this as someone who has never been twinked, who only uses his own characters' self-buffs ... I never thought this was that big a problem. I can live with or without most of this. Bet your sweet donkey I'm going to do an IP reset on all my pistol-using characters as soon as you let me, too. But, yeah, I have huge problems with two parts of this.
Number one, I agree with the people who say that debuffed weapons and armor should not be less effective than the same version of the same weapon that you could equip at that level. If you're using a QL100 something, and after the debuff you could only equip the QL92 version, then it should perform exactly like the QL92 -- not substantially worse. But oh my ghod, what an ugly piece of code that'll turn out to be -- and it'll have to be calculated at the beginning and end of every buff and debuff.
But much more importantly, number two, stopping the pets in their tracks as soon as the puppeteer gets hit with a debuff is crazy. Lower their attk skills and damage and amount healed to be equivalent to a lower level pet, fine. Stop them dead? And not only that, but don't let the puppeteer kill 'em and activate a lower level pet? Boy, I can't think of a better disincentive to play a puppeteer. This kills engineers, meta-physicists, and bureaucrats 100% dead. I am not exaggerating here.
Look, my primary character is a martial artist. Nanotechnicians have the same problem I do, now. When debuffed, you have to fall back to a lower level attack. So you keep some lower level ones around, say on a different toolbar or whatever. But it doesn't stop us completely, it just screws us up. But with their pets locked up, all a puppeteer has left is their own miserable (mostly non-existent) combat capabilities.
I'd rather you did nothing than do this the way it was described.
Just stop and think in moderation.
Functional changes, I like them.
Traders, your wrangles were meant as combat boosts to one play or another... they got turned into the over-equiping holy grail more or less by accident. If Funcom HAD intended all these wrangles to let level 100's equip level 200 weapons, they would not be discussing it as a problem. While I understand your duress at the change, with an optional IP-wipe in the chute, tradeskill stores being revamped, and higher-level equipment being lowered in price... things may not be so bad for you.
For those complaining about the IP wipe - I'm sorry, but some people were hit by major nerfs. We're not talking about the guy who spent 5k of IP in tutoring or something to find out it doesn't really work, or the guy who tried riposte and didn't like the effects - we're talking about level 65 Adventurers whom pumped pistol, fling shot, ranged energy, and multi-wield every level to use the awesome Freedom Arms pistols. Taken out of the game and multi-wield reqs raised massively, they got beat down with a ql200 Professional Nerfhammer of Doom. That is NOT a nerf you can just sit up and recover from - and that's just talking about a level 65, not some level 124 NT you worked even harder on. These are character killers, and when things like that happen, you don't want to reroll, you want your goddamn work reimbursed. This is made even harder for those whom missioned hard to get their token boards - that's alot of work that you can't port over to your re-roll.
Soldiers got beat down with nerf sticks (you can debate how hard, but the truth is if they got IP back from what used to be good but now sucks - they'd be very happy), docs got gyped on pistols with the FA's, akimbo Adv's got slapped so hard I hurt thinking about it, MA's have a Blessed-with-Thunder nerf coming up, some old-school Metaphys players never had the chance to prepare for the 1HB/2HB reqs on the Creation line, MA's still don't know if using 2HB sledges with punches is supposed to be legal (???) and good IP spending, Crat's have had their entire profession revamped, Fixers, dear god the Fixers need their IP back to adjust for their upcoming changes!
The list goes for miles. We're not talking about the difference between smart and dumb IP allocation, we're talking about huge changes to the fundemental mechanics of the game, and all the players need their investments to the old mechanics reimbursed. Nobody's going to get free IP resets any time they want to, and we're not going to become cookie cutter characters either - some will use map nav, some will skip first aid, some will use this branch of nanos or that.
Moreso, with these changes coming that are going to alter the usefulness of buffs (both the ones you COULD have casted yourself and the ones others cast on you), you'll have the opportunity to get your IP back if you want it.
Think about it. This list of ideas are ideas for now, and your opinions are important to the direction of the game - don't make knee-jerk calls that will make you unhappy later.
Killahsin you don't see my point
A Level 80 Trader using a ql200 weapon that crits for 2500 vs
a Level 80 Agent using a ql200 weapon that crits for 2500. (There is already a penalty in place in attack skill, mind you)
Fully Buffed using the new rules the agent will will only be criting for 25% of the intended damage of the weapon which is 625.
But the trader has the ability to dramatically increase attack skills using divest and plunder and will be criting for 75% of the intended damage of the weapon which is 1875.
Is this the balance you were looking for? Or do you play a trader?
Katsuri