i want (read: demand) answers on this:
1) Will there be introduced options to dual SMG's, so a person who spent lotsa expensive IP on the gammas, might also take advantage of this at later levels? (I urge you not to come with that "you just have to wait and see" as im tired of surprises, i wanna know NOW, so i can base myself on going regular chemical mausser, or stick to the gammas till new are introduced)
2) HOW are you gonna balance or improve the use of Grid armor, as it takes a huge drop of IP into nanoskills, but it becomes useless to use the same grid armor for several/later levels, and you WILL need an upgraded version to continue using that Grale, which GA is. It doesn make sense to introduce an rather expensive feature to fixers, but a player cannot depend on it for continual use....
Second part of this is protecion against nanos.. The description of the GA is briefly "leaves a shell of the fixer behind while in the grid..", so i wanna hear an logical reason why it provides no protection against nano(which then should actually strike the shell OR the fixer WHILE IN GRID, right?)
3) Fixers are yerk of all and masters of none, in my opinion, as we have NO area (in combat/fighting/team), where we are The Masters, unique and/or special. We have no key features which we and only we can provide, like MA's SG, doctors health buffs, soldiers riot control, MP's masteries, enforcers essence-buffs etc...
4) An approximate ETA on the black market: Yes please.
5) I know there are easy ways to actually make the fixers a black market fast, as you can introduce an own chat channel for them.. This could be done as a step forward to the entire black market.. WHY can't you aid us with this?
Re: as it was said before
Quote:
Originally posted by Luthcian
... Can we please have Feedback on the "Minor Suppressor" Issue as well? Alot of other professions that are not "Expert in <insert weapon type here>" get Mastery buffs; Traders for instance and their notorious Shotgun buffs...
ill state right up front that i -fully- support fixers having whatever sort of Transcendent Suppressor buff ur suggesting ( provided it doesnt make riot control as useless as rifle mastery for soldiers ), but please try to be factual when making comparisons to other classes - there is no such thing as a 'shotgun buff' beyond the general ones -- not on the trader, not on any profession. the trader's ability to steal skills via divest/plunder obviates the need for any such trader buff.
edit:
i think fc has some issues with the dilution of profession-defining abilities in general, and although i think its great that they finally acknowledge a lot of fixers r indeed struggling, i am concerned about what they will do to 'redefine' the class as it were.
i strongly disagree with passing around nano abilities so that each profession 'gets some' -- the charm line on traders makes no sense ( course its useless anyway.. ) and is a slap to the crats. similarly, giving docs and traders team grid transport nanos really dilutes the fixer's uniqueness. granted, if all three r in the same party, the fixer transports will be used every time, but still it represents a lack of thought in nano design -- if it was really important to the nano palate of the doc and trader to have grid transport capability, they might have been given just the ridiculously long and expensive personal transport nanos leaving at least the team functionality to the fixers. while of course it would be 'nerfing' to take nanos away once they've been passed out, i think either additional grid abilities should go to the fixers or they should look at whether traders/docs really need team versions.
although i think such things as the mcs r great specifically because they require b&e, limiting somewhat the domination of their construction by engis and traders, im concerned that fc may try to push fixers into a more tradeskill oriented role.. which doesnt really help to define the fixer and puts them in competition with two other professions ( one of which has very good tradeskill buffs ). while granting fixers a better palate of tradeskills certainly doesnt hurt ( although its not as though there r lots of ips to go around what with the nano skills ), i hope its not the sole 'redefinition' of the class.
making snares more effective is so ridiculously long overdue, especially because it represents the increased viability of an additional tactic. nothing but praise for that.. but most importantly id really like to see something new added to the fixers abilities, rather than just someone else's thing with a different name on it - theres been enough of that already and i think the fixer's abilities have been given away to the point that they really could use something we havent seen before and that makes sense for their profession.. and please note, fc, that 'Summon Random Useless Thing MKV' is not gonna cut it.
easy efective fix for the fixer
for starters i must say that alot of the unbalance in the game is do to crit buffs its makes no sense for other profesions to be able to understand a line of nanos that has alot to do with ancient wisdom intense training and knowledge plus this would add more efectiveness in balance terms compared to other profesions with this said
1) make the damage add line of nanos a % instead of a flat bonus this would fill the gap to a smaller extent if crit buffs were self only
2) lower nano skill requirments by 25% this would avoid the dreaded color change of skills but still alow fixers to acces nanos they should be at there lvl
3) add a major supresor line alowing us to equip and maintain better weapons once the much needed overequiping fixes go in to efect
4) keep going with the blackmarket stuff im loving it !!!
i think all these changes are in line with the invisioned fixer thx for a chance to put in my two cents cozmik
Slightly modified from a Post on the Fixer board.
Quote:
by Trond Ivar Hansen (aka Jim Salabim)
Please note that the Soldier should, and will still deal superior damage with ranged weapons.
Yes I can agree with you on this one. The problem is that reality is getting in the way. If there were a way for Fixers to be Fixers and earn experience or help a group as well as other professions, it would be the best solutions. For a while I was advocating that that was exactly what Funcom should do. The thing that changed my mind was that Funcom has given up on a non-combat means for gaining experience. That means that there are no non-combat classes.
People like to use the analogy of a secretary’s fighting skill compared to a Navy Seal’s. They do that to point out that support classes shouldn’t fight as well as the combat class. The point that they are missing is that in the AO world, the secretary would have to be able to storm a beach and take out an enemy camp to get a raise.
Since everyone must kill to gain experience, the argument shifts to how does each class defeat an opponent not if. Fixers have no knockout punch. If you look at the highest nanos for a Fixer, is there anything there that really makes you drool. When you look at the damage that we can do with our weapon, is it awe inspiring? Other classes have that ability. Which is what makes them unique and fun to play. Our poor combat abilities are not made up for by any other ability.
In the end AO is not the diverse game that Funcom wanted to be. They have admitted that. Now is the time to balance the professions within the new realistic scope of what really matters for character advancement. To advance in AO you have to win fights and Funcom has stated the criteria for doing that.
Quote:
In general terms, there are three ways to survive a battle in AO: You may have a good amount of hit points and AC, you may have good firepower (either with weapons, nano programs, pets or charmed pets) or you may have good healing powers.
Every class should be balanced against this. Good in some areas. Weak in others. Fixers are weak in all areas, so something needs to be boosted.
*Edit* Enforcers are good in all three areas. Fixers are good in none. How is that balance?
Re: Slightly modified from a Post on the Fixer board.
Quote:
Originally posted by Crin
Every class should be balanced against this. Good in some areas. Weak in others. Fixers are weak in all areas, so something needs to be boosted.
I'd believe our solution should be different from the take hits/have strong pets/have good heal - paths, as ive suggested in some post: We should be totally different from all these, and introduced a strong new feature: NOT taking damage/avoiding damage. Id give a **** bout hitpoints or weak healing, if we had very strong evades, like what Grid armor provides. Problem is, grid armor is not a good thing, since its rare and it lacks some features. We should be introduced avoidance nanos, not only avoiding physical damage, but also nano-resistance buffs. These should be so strong and useful, both for self-use and team-versions, balanced towards our HoT. If these buffs would provide a good lot of evades, but still took some NCU, teams would desire us and would happily discard some other buffs to instead have our buffs.
Now, a small problem is, MA's got good evade buffs, but i think we should have even better than theirs. We NEED a strong feature, better than any other profession got. PERIOD.
it must be zuh, or his brother
but if i leaded zuh? no. maybe he ran into a mob?