No, I think this is a stupid nerf for the following reasonsOriginally posted by Terranigma
Bob you're a great writer you have sumed up all which I think is right from a much better explaination
What i'm trying to tell people is dat nerfs are actually fixes which seem to be implied as another view as if weakening a class people think nerfs are bad because it removes a portion of their abilities , but they do not reliase if the problem was solved in reverse it'll only be worse and generate more problems.
if you raise the docs skill docs will become better healers but traders are still superb healers and the other healing proffesions will still see traders as the super class > better healers, plus now they will see that the doc proffesion is overpowered and it'll lead to many other problems like too good healing and so on
if you nerf the traders then docs will become best at healing and the trader will go back to secondary healing which they are meant to be in current traders will feel this as a stupid nerf because they are losing a ability which they shouldn't have in the first place. They do not realise this is actually a fix to the games balance Funcom is already nice to leave the heal line to traders with all the other stuffs they've got already like calm , root and super shotgun.
even if the damage was completed to full damage it might not be usefull because the traders can still chaincast. I cna only see Funcom's solution to be well planned and thought out and most of all they planned it to be the easiest solution : (
- The arguements concerning Trader healing vs Doctor healings have mostly involved attempted straight comparisons of amount of HP healed. That ignores the cost to attain the ability to cast the nanos (both in credits/time/risk and in IP expenditure) and the additional price: that Traders have to pay for that healing out of their own HP.
- The nerf is being based the effectiveness of known bugged mechanics which, currently, reduces the price Traders have to pay for their healing abilities. The damage done is halved by PvP rules, the damage does not stack which allows multiple executions for almost the same price as one execution, and the team heals work outside a team on the person executing the nano. The safest thing to assume for Traders is that these bugs will be fixed, especially now.
- The root complaint was the fact that Traders were being chosen over Doctors because the Doctor's additional abilities to keep team members alive is currently trivialized by the length of battles. Traders brought other desired skills/abilities to teams while the Doctor's other abilities, which lend themselves very well towards team survival, were not needed. The upcoming changes to critical damage and overequipping have the effect of lengthing fights, which will provide a natural boost in Doctor desirablility by themselves.
- The Doctor's team healing ability could have been improved while not as drastically affecting the Trader team healing ability simply by swapping the min damages on the comparable QL team heals, providing a wider range in trader team heals while lowering the average damage healed without reducing when those heals would be availible. And narrowing the range of doctor team heals and raising the average damage healed, making them more desirable as a team member when they're availible while leaving traders a viable option when they aren't.
- With the 14.2 OE changes nullifying the value of skill wrangles as a credit source and the 14.2 critical damage changes significantly reducing the damage the weapon chosen by a lot of traders, our desirability in teams and a significant source of credits will will be reduced simultaneously. While most traders were prepared to deal with that, a new announced change that would significantly reduce the profession's desirability is not welcomed at all. Especially when nothing has been said to address the bugs in the profession which, for the most part, Traders were content to wait patiently on.