Re: Funcom: Martial Artists have been given enough already! Enough is Enough!
Personally, as an MA, I'd like to make two points before I start going through Lucid's original post.
1) I'd like to see a lot more content for people like Engies. I really would.
2) I'm sick of hearing people pointing the finger at MAs.
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Originally posted by Lucid Flow
14.6:
- Added Martial Artist only Bows (as if their damage output alone wasn't high enough already)
We get ONE line of bows that only we can use. Joy. They're actually decent, worthwhile bows, in my opinion. Bows in general are becoming better, for everyone, not just MAs. Note that if we equip a bow, we can't use our fists. And, listening to all the complaints on the MA board about these bows, no-one'll use them in PvP due to the equip time, so don't worry about that.
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- Four Fists of Kali is now made Self/Martial Artist only, effectively making Martial Artists a lot better at their skill then any other profession might be (understandable but still in relative terms it pushes downward any other profession who might want to use Martial Arts.)
Martial Artists actually come closer to being the best at Martial Arts. We're not, but we're closer. Note that we did not ask for this, and there have been wonderings and complaints, from Martial Artists, about this being made self-only. Personally, I'd prefer the description of the nano changed to match the effect, rather than the other way round.
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14.5:
- Added Small Ebony Figurines for the Martial Artist. While every profession got these, Martial Artist ones are some of the most useful for their profession added to their main skills and to treatment. When compared to Crat figurines. for example, which either use a nano skill we have no use for or add to skills we dont use (Matter Met and Melee Energy) it seems silly.
I must have missed the glut of these on the market. Mind directing some my way? You can't compare profession-specific stuff if almost no-one has them. If they were more common, I'd accept the argument. If they're 1 in a million, no.
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14.4:
- Added Area of Effect Fears effectively giving Martial Artists some of the best Crowd Control on the game. Before this, only Crats and Enforcers had single target fears. These both made sense, Enforcers being big and scary and Crats being the masters of crowd control. Why did Martial Artists need fears?
Not something we asked for, and quite frankly, something I was shocked we got. Check Jayde's DB, look up at the MA fear nanos, and then check the nanos that are actually cast on the mobs. High-resist, and last for a few seconds.
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- Fixed many broken nanos and Special Attacks. Other classes have been asking for fixes for up to 1 year with no change.
Fixes. Again, I'm all for other classes getting stuff, including their fixes. Sooner, not later.
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- Increased the damage on Parry Sticks and Wall Blades, now along with martial Arts some of the best weapons in the game.
Not that a huge number of people use them, really. Nice to have, though, we actually get a wider choice of viable weapons. We're not all forced to go fist-only (cookie-cutter anyone?) to have decent damage.
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14.2:
- Martial Artists Crit buffs were made self only, effectively making them the best damage dealers in the game. Now they can have UVC while other professions are limited to Mark of Peril, which has a 17% Crit chance difference between the 2.
Not something I can say I was happy about (because I wasn't). But, if Martial Artists are supposed to be the best at damage-over-time (or 2nd best, once NTs' nukes get fixed), then we need to crit. Still, I'll repeat, I wasn't happy about this change.
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- Added Martial Artist suits, some very good armor that any profession would love to have.
- Added Claws for Martial Artists, some very good weapons that are currently the weapon of choice.
If they can stand the look :) They're nice enough, and I'm not complaining. Claws are also nice, if you can afford the Piercing. Something to convince MAs away from their fists. Again, cookie-cutter anyone? Let's stay away from that.
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14.0:
- Martial Artist fist nanos effectively change their damage type to Energy, Chemical or Fire, the latter 2 being some of the least resisted armor class used in the game today (between Mobs and Players).
- More fixes to Martial Artists initiatives.
And no other class is able to find a chem/fire weapon, are they? What's wrong with this? I'm sorry, all I can say is raise your Chem and Fire AC if you're worried.
And again, fixes (inits). More fixes to all classes, say I.
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13.8:
- Martial Arts skill above 120 stopped working with any weapon. Now, only Martial Artists with their weapons can effectively punch and use a weapon at the same time.
No, if you picked up a weapon with Martial Arts as its main weapon skill, and you had high enough Martial Arts, you'd punch and use your weapon at the same time. Can't punch while wielding your assault cannon/rifle/pistol any more? I'm sorry, I just can't sympathize on this one. If Martial arts and Parry Sticks/Wall Blades are such great damage-dealers, you know where to spend the IP.
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13.6:
- Special Arrows were added to be used with Bow Special Attack. The only profession with Green Bow special is Martial Artists.
And they're just so useful, too! [sarcasm=off]
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- Fixes to Inits on Martial Artist weapons.
- Added unique loot for Martial Artists such as the Torturing Tool (one of the best).
- Martial Arts damage was increased dramatically, effectively making them do the same damage as a slower weapons counterpart yet their attack was still 1/1 at full aggro with no inits.
- Martial Arts Critical damage was increased dramatically (too much considering how often they crit for).
- Stun added to brawl.
- Fixes.
- Camelot Loot (no complaint about it being cold damage?)
- Damage increase from the 'bad old days'.
- Ditto.
- A stun which benefits people grouped with the MA as much as it does the MA themselves.
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13.4:
- Destruction Nanos (short term damage buffs) had their nano shutdown of 2 minutes reduced to 15-20 seconds. They also had their nano cost and NCU cost dramatically reduced.
Which is what is happening to the Enf Challenger line in 14.6. GOOD, I say! More stuff for all!
Now, a short note on heals. No, they're not that high, and the recharge on them is, last time I checked, quite long. I'm not complaining about having them, and I'm not suggesting they be changed (for the better, they certainly don't need to be made worse, "No nerfs" I say), but they're not as powerful as was impleid previously.
Lucid, as you said, this stuff has been VITAL fixes and improvements. Most of it, not all, as I've outlined above, and all of this has been IMHO (so I expect some to disagree on things). Now, rather than simply calling for a stop to anything for MAs, I'd like to suggest a more positive approach. Give FunCom so many ideas for the other classes that need it, Engies, Crats, and so forth, good ideas, ideas they could and would implement, that they don't have TIME to put more MA stuff in.
Wouldn't that be better? :D
Re: Funcom: Martial Artists have been given enough already! Enough is Enough!
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Originally posted by Lucid Flow
To Funcom:
Enough is enough! When exactly are you going to consider Martial Artists to be "done?" Literally for the last 10 or so patches they have gotten new toys where other professions such as the Engineer or Crat have literally gotten nothing new to play with. It's starting to become a joke. When will you stop with them and move on to other professions that really need them? Look here.
The list is probably longer since I know I missed some things. When will it end for them? I know Martial Artists needed love pre-13.4 because they did probably the least damage in the game at the time, but enough is enough and excessive is excessive.
Start working on other professions who need tweaking like Engineers, Soldiers and Crats. Enough is Enough and i'm getting sick of Martial Artist changes EVERY SINGLE PATCH for the last year.
Oh right, please state to me which ma asked for FFoK to be fixed and elaborate what advantage it is to ma's.
Secondly, yes there will be one new bow that is ma only, but also nodrop and probably on a mob in Ian Warrs undefeatable Blood Bat posse. A bow that has no specials and an equip time that will make it suck in pvp anyways, and in pvm I can't see it outdamaging fists.
On the other hand some of the non complete crap bows will now be 66% rifle skill, meaning about every NON-MA profession will be better at using them than ma's.
Your arguments are as silly, yes uvc line self only was a COMPARATIVE boost, upping fist damage a boost an sich and the ma suits are nice. Everything else done for ma's were very slight tweaks at best.
The way you are argueing I could just as well say stop fixing soldiers after all you got a new weapon about every of the last few patches and you get a bunch of new nano's in 14.6. Well, most of them may suck but by your logic that is not important, just the fact that some uber rare item or semi useless stuff is being thrown at a profession seems to be enough to start whining.
The one point I do agree on in your rambling is that some professions need loving fast... engies and high-level mp's come to mind. What I do not agree on is that you are pointing the finger at some very slight tweaks for the ma profession and pointing a guilty finger at that for not giving other professions love.
Sorry the things fc did for ma's in most of these patches were minor twinks and fixes. Not massive love patches.
I agree ma's shouldn't get a massive love patch anytime soon, but stating that making minor (and in a lot of cases even very debatable ones in so far as you can call them a boon to ma's) fixes shouldn't be done anymore is plain silly.