Why 14.2 will BREAK this game, for the average player.
I know for a fact that Trader Npc's can stack 2 skill debuffs, let's just look at what happens with 1, and ONLY one trader skill debuff on some weapons shall we? This is of course assuming that these weapons are NOT over equiped. This is assuming that the player has every single point needed to use these weapons on their own.
First, the nano info.
Plunder Skills (Advanced)
Description Lowers all attacking and nano skills of the target by 211 points, transferring 178 points back to the caster.
QL 185
NCU 57
Nanocost 429
Duration 180 s
Attack time 4.52 s
Recharge time 6.52 s
visual profession trader
Effects
modify target sensory imp -211
modify target 2h edged -211
modify target assault rifle -211
modify target shotgun -211
modify target smg -211
modify target rifle -211
modify target pistol -211
modify target bow -211
modify target heavy weapons -211
modify target grenade -211
modify target sharp objects -211
modify target melee energy -211
modify target piercing -211
modify target 1h edged -211
modify target 2h blunt -211
modify target 1h blunt -211
modify target martial arts -211
modify target time and space -211
modify target matter creation -211
modify target matter meta -211
modify target biological meta -211
modify target psycho mod -211
modify target ranged energy -211
Now for a little eye opener about what that 1 debuff will do, IN ADDITION TO REDUCING YOUR ATTACK RATING BY 211 POINTS, and keep in mind there is another debuff line that stacks with it.
Premium Slegdehammer of Doom -25% damage from 1 debuff.
QL 200 Damage 1-906 (100)
Requirements
2h blunt 807
brawl 485
dimach 162
Premium Support Beam -25% damage from 1 debuff.
QL 200 Damage 33-519 (519)
Requirements
2h blunt 1008
brawl 605
dimach 202
breed atrox
Premium Notum Staff
QL 200 Damage 44-372 (158) -50% damage from 1 debuff ( hits 2hb and energy melee )
Requirements
2h blunt 921
brawl 614
melee energy 614
fast attack 512
sneak attack 512
dimach 205
Premium Rider Executioner -50% damage from 1 debuff. ( hits 1he and hvy weapons skills )
QL 200 Damage 10-484 (140)
Multi melee 832
Requirements
1h edged 851
brawl 568
heavy weapons 568
dimach 190
Disguised Zenith Taichi -50% damage from 1 debuff ( hits MA and 1he )
QL 200
Damage 75-95 (300)
Requirements
martial arts 1064
brawl 710
1h edged 710
dimach 237
Effects
modify self evade clsc 30
Lotus Parry Stick -50% damage from 1 debuff ( hits MA and 1hb )
QL 200
Damage 50-60 (300)
Requirements
martial arts 725
brawl 483
1h blunt 483
dimach 162
Effects
modify self parry 100
modify self evade clsc 100
A Well Shaped Tool of Torturing -50% damage from 1 debuff ( hits MA and 1hb )
QL 200 Damage 111-111 (666)
Requirements
martial arts 1108
brawl 739
1h blunt 739
dimach 247
profession martial artist
Effects
modify self max health 150
High Quality Nova Flow - Mark I -50% damage from 1 debuff. ( hits Assault Rif and Ranged energy )
QL 200 Damage 1-410 (260)
Requirements
assault rifle 847
burst 706
ranged energy 565
fling shot 471
Premium E-Beamer -50% damage from 1 debuff. ( hit range energy and assualt rifle )
QL 200 Damage 10-297 (101)
Requirements
ranged energy 874
assault rifle 583
fling shot 486
Premium Stigma Rifle -25% damage from 1 debuff
QL 200 Damage 12-326 (101)
Requirements
rifle 859
aimed shot 430
Krutt Assault 219 Waltzing Queen Special -25% damage from 1 debuff
QL 184 ( highest I could find stats for )
Requirements
shotgun 794
fling shot 398
Effects
modify self stamina 24
modify self intelligence 24
modify self computer literacy 20
Is any of this sinking in yet? Trader will be made into gods in this game either in pvp, or npc ones in EVP.
NPC traders are tuff enough without having our damages flushed down the toilet.
IN previous patches npc hit points have been upped in response to players "over equipping", will those npc hit pionts now be reduced? Some how i doubt it.
How to kill a pet user? deprive, charm pet. Fights over. Pet won't do jack now. UNLESS FC does something to prevent it ( not being a pet using class I am not 100% sure pet's can be charmed, and at current it wouldn't matter any how as the user can set them on the target again any how, but I see this as a nice tactic to exploit FC's belated ideas about balance ).
FACT: this patch does not address, and can not address over equiping implants, they are designed to be over equiped ( see med suit, surgery clinic etc ). It does not address and can not address trade skill item over equiping ( see tutoring, designed to give you the ability to over equip ).
FACT: if this patch goes live FC will find out real fast about how much band width can be occupied by screaming customers how at one time may have supported the notion of ending "over equiping", because this patch would NOT limit it's punitive effects to only those deleiberately over equiping, it WILL effect every person that plays this game and ever comes incontact with a Trader NPC or pvp'er on the other side.
This patch WILL break game balance. FC has spent a long time bringing mobs up to "challenging" levels in light of over equiping. Unless all those changes are reversed the NPC's just got their lubbin patch.
FACT: PvP can NOT be balanced in any way shape or form when it goes unlimited at level 75. A level 125 CAN take out a whole team of level 75's without much risk.
This notion is poorly concieved. Much like the original lack of fore thought that lead to unitended abilities to "over equip", this patch fails to see the far reaching effects it will have on game play.
FunCom, Hire ME I'll point this stuff out gladly for a pay check !! ( have offices in the states still ? ;)
Drabin, put me in the right part of that list.
I am all for addressing over-equipping. I just would almost rather have the servers melt down and the game end today before seeing it done so foolishly.
I am vehemently against the stupid method proposed to address over-equipping.
It is not logical.
It is not realistic.
It is not linear.
It provides stratified points where NO improvement in power is possible.
It is imbalanced.
It is such a poorly conceived way to address the large variance in power between the 'haves' and 'have-nots', I would find it comical if I didn't enjoy the game so much and care for the future of it.
We as players deserve more than this. Yes, some are willing to accept ANYTHING to bring the uber back to Earth. I am willing to live with kiddies in Godmode until they spend more than 20 minutes in a brainstorming session and present us with something that makes sense from all angles.
Address OE'ing - yes.
Put in the proposed changes ver batim - hell no!
Fix your list, please. It's a nice list. I actually started one myself to hand out to the guildies and send out to other organizations.
Re: Why 14.2 will BREAK this game, for the average player.
FACT: this patch does not address, and can not address over equiping implants, they are designed to be over equiped ( see med suit, surgery clinic etc ). It does not address and can not equip trade skill item over equiping ( see tutoring, designed to give you and over equip ).
FACT: PvP can NOT be balanced in any way shape or form when it goes unlimited at level 75. A level 125 CAN take out a whole team of level 75's without much risk.
[/B][/QUOTE]
Those are really good points for FC to think about how they should design the game, and what they did. If OE is not allowed why have implants, wrangler etc.. are those things jsut for fun??
Also PvP is the best one to win as they have better QL gun, armor, buffed etc... if everything is equal, then I guess some profressions will left behind for this game.......
Drabin please put me in the negative list
Until i hear some type of confirmation that mob hit points are going to reduced to go along with the oe patch i am strongly against the patch. reduce the mobs to manageable levels and i think the patch will work. if they dont i think they are going to have another 12.6 abortion on their hands
IP Reset - Ongoing feature.
I'm seeing a lot of posts regarding the IP reset. Some people feel that it should not be allowed, reduced significantly, or be a one-time deal and should not be allowed to continue.
To these people I will say this, Star Wars Galaxies has a fundamental skill set and profession reset built into their system.
Just on the fundamental prinicipal of "competition in the marketplace" Funcom must do this. That is why you are seeing Funcom discussions about being able to change professions.
Funcom needs to compete and be able to grab new players from the ever-growing pool of MMORPG player base.
If a "no-nothing" player wants to get into a Sci-Fi based MMORPG and looks at the two games, they will see one that allows skill reset and one that does not (AO in its current form).
To a new player just starting out, the ability to reclaim skills and change professions is pretty attractive.
AO must do this and provide a Profession changing system if they are to survive.
My personal opinion aside (I don't agree with an IP reset) Funcom must compete with an impending "Force" (sorry for the pun), and therefore must offer equivalent functionality. It will mean new players will be attracted to the game and I'm all for that and completely understand why they NEED this.
Vespucci
Chalk Me Up As Pro OE Change!!
This change is needed!! I am happy to see it on its way!!