Traders at 220? Even on an bow mp they are waaay down the list of prof's I dont want to meat on a bs.
Traders at 220? Even on an bow mp they are waaay down the list of prof's I dont want to meat on a bs.
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So, are traders going to be fixed any time soon or what? Low lvl traders are most OP thing ever seen in any videogame.
1 class to rule 13 is not balance.
I always get myself excited about a certain prof/lvl twink and then I just imagine what would happen when double drained and abandon it.
Bump.
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Nave [ 220 Solitus Fixer ] Qien [ 220 Solitus Engineer ] Navezero [ 200 Solitus Soldier ]
Rafeg [ 150 Opifex Agent ] Midriff [ 60 Atrox Soldier ] Lowriff [ 30 Atrox Keeper ]
Also: Giant horde of alts.
plently of counters to traders from tl3-tl5. in the end, you may nerf traders but they'll just be some new oped profession that'll wtfpwn all ur toons and u'll just whine about it. Better just be quiet and continue failing at NW
Deathmaster1 220/30/70 Dmsengi 220/28/70
Dmstanker 220/30/70 Dmsdoc 220/25/70
Anarchic1 126/15/35 Dmsfix 220/30/70
Imakeyouoe 164/22/42 Imakeyouoe2 85/9/21
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Says who? If you adjust down the power of of a class that has too much accordingly then stuff should be more balanced. As it stands now traders aer obviously overpowered at lower level. After they are fixed then perhaps a few other classes should get bumped. Or perhaps agents and enfs should get slight nerfs.
But.. if you do it step by step and not go overboard you will end up with something that is more balanced in the end compared to what we have now.
TOR patch times...might as well post.
76 MP dominates trader, NSD lands and traders are destroyed. I would not even put a duel situation in favor of the trader. Traders are only several nukes or several 179 enmity hits from death without massive OSBs.
As for the comments saying wait until rebalance...well I am playing another MMO now. A hundred ways to balance traders and we have to wait half a decade or more to see them? My level 1 trader should not self cast 30ish drains in an unfinished setup and the issue only scales. I could even cast shutdown skills selfed at level 1 if I bothered twinking for it. Even a level 5 enforcer attempting to gank me using all his tools gets me to 50%, I drain him and go full def and he cannot hit me, AND I can completely heal up using the general heal spam.
Just do something swiftly for a change and nerf the toolset.
Last edited by Gatester; May 18th, 2012 at 19:35:56.
As for lower levels - twink better, damn it. Seriously, my lvl 30 froob enforcer has few problems with Traders. Only when they frickin Backyard on me until my Flurry's out do I have a problem. At ALL levels, Traders are squishy as hell and significantly lower damage than most professions. Even at TL1, the DD professions destroy them - Kinetic Axe and a Katana at lvl 5 and boom. Instakilling them.
You obviously have not looked at the level 1 in my signature or encountered many skillful low level traders. A 21 twinked trader can kill 49 twinked enforcers with appropriate use of aggdef, drains, and health draining. This is a fact from many witnessed encounters in the old battlestations and I am not referrencing noobs on either side.
The trader toolset is strongest when an opponent's toolset lacks burst because a trader builds his survival over the duration of an encounter. Regular damage is high at low levels but alpha damage at low levels is incredibly limited, and the trader's survival boosting toolset exists nearly in its entirety. This means few professions can actually kill a trader at low levels in most encounters.
I would attribute your lack of difficulty with traders at low levels to the lack of traders...or any profession...at all anymore.
I have alot of experience fighting fully OSB'd traders at lowbie towerwars, there's only a handful of godmodes out there, some with illegit tricks might I add, I have killed several of the good twinked ones simply cause they are squishy, most I have killed was on my 14 froob enf and a handful on my 22 froob enf, the problem is not only the huge drains that makes traders OP, its the CL buff to get that HUGE ncu advantage, THAT is what needs to be removed, things will change alot when the NCU is at same speeds, no more mochies
But oh no, thats not in FC's idea of balance, no no no , now traders get 4 hour CL buffs, why not go take a piss when you're putting your 6 sloton at lvl 1-15, if they have any sense at all of starting a balance in tl1-5, start by removing the CL buffs, I hope there's at least 1 smart guy in the dev team that will figure this out after a decade of OP...
EDIT: Traders do NOT need the CL buffs at all I'd even suggest making 1 seperate skill to sell to vendors that can be boosted by items and whatnot, but that does not go on CL, so that stupid buff can be removed to take away the advantage + ANYONE at any breed or profession can get 2k CL at 220, alot even without maxing the skill, CL buffs other than expertise needs to be REMOVED, anyone with any common sense will agree with me, only ones that wont agree are well those that just seek out conflict or those that dont wanna lose their power
Last edited by jefke; May 22nd, 2012 at 03:15:01.
The drains are still worse. A 21 trader should not beat a 49 enforcer self-buffed in a standing fight. Traders are even able to drain themselves now to reach top drain-casting levels, so until the devs actually allow traders to be hit or take damage from a full drained opponent, or at least allow players to avoid those drains in a reasonable manner, the trader toolset will be completely broken at lower levels.
Addressing some other comments: One class (enforcers) or one setup type (full NR perked with no casting) is not an excuse for a broken toolset. The argument "a raidforce can still kill xxx profession" would then nullify every complaint, which is ignorant.
I agree and disagree
Drains ARE indeed worse but to take care of the overpowering effect traders have at low levels is to take away the CL buff, no ncu for mochams, no high drains etc
CL buffs need to be removed and drains need to get a decent NR check or basically NR needs a fix
Ive always wondered why weapon dmg and nuke dmg was 1/2 or lowered for pvp but debuffs were not. Init debuffs, dmg debuffs, drains all "could" be lowered for pvp. Not sure if heals should be lowered for pvp also though.
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