/rant on
Drains suck. They're annoying...a lot of professions that are good in pvp have something annoying. MA's have crits, fixers have grid armor, docs have init debuffs, enforcers have nano resist, traders have drains, etc.
Yeah, i'll admit i get furious when i get double debuffed and i can only cast expertises practically, and have to sit in a bunker for 3 minutes. But consider this. If all these good 'annoying' things were nerfed, you'd have template profession PvP...is that fun? A good friend of mine made a point to me the other day that with all the docs and mp's running around with kaehlars and the MA's and enf's running around with flashpoints (kaehlars too, no less) the *ONLY* great distinguish between professions despite the 'colored skill' system is the nano formulas. And he's abseloutley right. If these are what people are looking to nerf, it shows one of two things: 1. People are looking for a boring, black-and-white 1-1 ratio style of pvp. Or the more popular pipe dream, number 2: To be the 'uberest' of them all.
The calls for trader drain nerfs are what combine a fart and a fire, though. Everyone whines about level reqs on items and nano's, saying 'this is a skill game, not a level based game.' If you do not have skill debuffs, the game becomes even more level based, and not only less skill based but less profession based too.
Whats even more the rage is how so many say fixers are so hard to kill then post a thread saying 'nerf trader drains,' 'nerf init debuffs' when these two things are what make fixers run faster than any profession, no pun included with runbuffs fixers are the number one most vulnerable profession to drains/debuffs. Complaining you can't hit a fixer and then saying drains are too powerful are dual arguments that cancel themselves out. Nerfing debuffs only makes us twice as powerful, and debuffs twice as less feared. It's ridiculous to make them 40%/50% also because they have virtually almost no effect in PvM.
/rant off