Originally Posted by
McKnuckleSamwich
I don't know about anyone else, but I effing hate this change.
It's a colossal waste of coding effort, has exactly ZERO precedent, and the biggest clusterf*ck of it all is that ALL it's going to do is take up a crap-tonne of slots on crat hotbars that are already completely filled up with stuff.
There are several VERY obvious reasons why this change is really, really annoying and totally stupid.
1. few - if any mob use more than 1 init type (beast does nuke, but I've never in all my years playing AO seen his nuke interrupted)
2. It stands to blazingly obvious reason, that there's no BENEFIT to the other 3 init debuffs in any particular init debuff if a mob is only debuffed by 1 out of the 4.
3. It's this just a mindf*ck waste of time? The most obvious adjustment here is to separate COMBAT inits from NANO inits (if you're going to break the debuffs into usable parts, AT LEAST make it so we don't have to have 4-8 stupid nanos on our hotbar... what a joke!
Dear Michi
I appreciate your balancing efforts. In no way will I criticize your overall effort, however, I feel that you've made a small error in this adjustment.
Please consider the following plausible alternative:
Nano Crystal (Bur: Inefficient Arm Movements)
- ranged init
- phys init
- melee init
Nano Crystal (Bur: Inefficient Nanobot Control)
-nano init
And the obvious change for the second set.
This at least would cut down the number of debuff nanos by 4 on the hotbar, and while I don't even really agree with this, at least it's a step in the right direction.
It begs the question though: why aren't ALL init debuffs split into similar categories?
Why does UBT affect all 4 inits? why does malaise affect all 4 inits? Why does shade debuffs affect all 4 inits?