Quote:
Originally posted by Kuroshio
Then you know nothing about shotguns. The shotguns have a large variation between min and max normal damage. And while they have a huge crit capacity, you really don't start landing crits until you go beyond the required skill on the shotgun. This is where the shotguns become overpowered in a trader's hands.
The majority of the people that overequip weapons no longer have the skills to deal crits regularly because the wrangle they got to equip the weapon has worn off. But if a trader can equip a shotgun with his base skills and then starts using ransack/deprive, his skill now jumps beyond the required skill and crits begin happening with more frequency. As I said, I barely have the skill (Shotgun of 427) to wield my current shotgun when using just a Shotgun Expertise buff. And it deals fairly normal damage under those conditions (between it's minimum of 6 and around 200 for targets with appropriate ac for their level). But if I land both a Deprive and Ransack Skills (Advanced), my shotgun skill jumps to 578. And I begin landing criticals for 1500 points rather easily.
Bla bla bla, why dont you get to the point? What do you want? Nerf the shotgun or what?
Quote:
Originally posted by Kuroshio
Bugged or unbugged healing? With the bug in healing at the moment, our heals are fairly strong. However, unbugged, the amount of damage we TAKE makes our healing fairly tame. In reality Docs and Adventurers (debatable on the Advs) are better healers. Having played a high level adventurer, I think Adventurers are better healers than traders.
I have never said anything else but that docs are the best... or have I? In a team in pvm you traders got the 2nd best heals.
Quote:
Originally posted by Kuroshio
Our roots break almost instantly if you sneeze hard at a rooted target. We do get an AE root line but there is a large span of levels between each new version.
To use your own words: Then you know nothing aobut roots. Your roots is no different from mine. THey break at the instant dmg is dealt. And who cares how long it is between them... do you know what root I use the most in pvp and pvm? Its hte lvl 1 root NTs start with in the backyard... Why do I do that, isnt it logical that a higher QL roots sticks better and can endure more hits without breaking? NO, it was like that earlier a patch or two ago, but now all roots break when dmg is done. Only difference is that higher QLs lasts longer as long as dmg is not dealt. My lvl 1 root lasts 15 secs, which is more than enough.
Quote:
Originally posted by Kuroshio
Again, we have the best blanket debuffs. Duh! We have the only blanket debuffs. But an MP is a much more effective debuffer than we are. They can debuff nanos skills, debuff nano skills while dealing direct damage, and debuff combat init skills.
MPs more effective debuffs... jezus. THats a funny statement. Cause its a lie and donkey****. "MPs can debuff nano skills... " oh, who told you that? jezus. "They can also debuff while dealing direct dmg..." oh damn, that sucks, you can debuff too you know, while shooting with your shotty... I know nothing about any MPs combat init debuff. First, what is combat inits? 2nd, are you sure you are not talking aobut doctors init debuffs?
Quote:
Originally posted by Kuroshio
Horse****...You care. You're almost fanatical about anything that can be used to un-'nerf' the NT profession. The fact is that you're not bothering to advocate fixing NTs and instead are choosing to get your fix by promoting removing your vulnerabilities to other preofessions. Of course with the short-sightedness that I've seen in your posts, if FC were to follow this 'strategy' of yours they'd
- Reduce the effectiveness of the traders in team situations by removing the buffer nanoskills we use to transfer to the rest of the team and stay somewhat effective.
- Have to redress the NT profession's balance when they do come around to fixing the NT problems because the profession would have only 1 real vulnerability left: the Metaphysicist.
Bla bla bla, I have said that FC stated taht NR worked as intended, and was not bugged even though the Psy ability didnt visually add to NR skill.
When they say htis, and think that its ok for lvl 75s to debuff lvl 170s without chance for resist, I gotto ask for some changes, and I didnt whine about this before I heard what was going to happen with the OE patch, which will greatly boost an already overpowreed profession: Trader.
INgame, ppl talk about this all the time, no balance, Traders got no natural enemies.
Quote:
Originally posted by Kuroshio
Of course I seriously doubt you care about the first one, since the majority of your posts seem to take a decidedly SOLO slant to things. It's not like a trader mob will target the NT during team PvM. And in team PvP, the rest of your team should be slaughtering the trader while he's focused on one target.
Team vs one trader... LOL, thats what you call balance? You want to balance the trader vs 6 otehr profs? And the fact that you say Traders should be first target, is a clear sign they are overpowered.
Quote:
Originally posted by Kuroshio
And for some strange reason, I suspect you'd love only having to worry about MPs
Since when was that a secret? LOL, as if im afraid to admit that... well, at least that goes for debuffs, I want to only worry about MPs debuffs... but that will not happen... docs got just as bad debuffs as MPs, they got init debuffs that can debuff with -1500 in all inits... which makes me cast QL 190 nukes as fast as a lvl -100 NT. (minus) - 100 lvl NT !!
NR needs a boost, but htat is totally unacceptable if ppl will start to chain resist my nukes. Or we need to remove the nano skill buff/debuff part from the traders.