Got a lot of comments on the database.. What you all should know that its always a preliminary database, until it hits live. Of course - not many items DOES change, but some does.. I hope to comment somewhat smaertly about this.
Soldiers:
Very nice nanos there, however I fail to see the reasoning behind the nanos that gives a soldier 120 to AR and 3 to fling. 3 points is a slap in the face for many - I hope you understand that. Look at the fixer nanos - 130 SMG and 80 Burst. (Those numbers arent correct, btw, so dont flame me about that - but its something like that at least). Also - I would VERY much like to know how you expect any - ANY soldier to be able to cast the high ones there without the help of a meta as well as a trader.. (because mochams alone wont cut it)
Enforcers:
I see a lot of nice nanos here as well, but the same problem really. Adding 120 to one skill and 3 to another is.. heh, not very well planned, I think. Some enforcers would like Multimelee as well. Personally I think Adv's are more multiwielding than enforcers, though. I dont really see that one happening. Tons of new Enforcer-weapons there as well - that was a nice inclusion, I think those will be popular really. The same problem appears here as well for nanoskills - you guys really need to check how much an Enforcer can do by himself - your numbers are really up the walls with these.
Nanotechnicians:
I havent seen the nukes from The Pest in action really, so I cant really comment on how those affected NT's in general. For now, all I see is the nanoprogramming buff there. Someone told me that metas would still be the masters of buffing that, but with the inclusion of the +150 buff there, that must have been wrong, heh. Good for NT's though.
Bureaucrats:
The long awaited XP loss reducer nano hits finally - good work on that one, will be popular I believe.
Fixer:
Look.. I dont mean to complain or anything - but fixers have very nice heals, they have a line of nanos that makes them more or less capable of soloing (some) level 200 bosses at level 114, and they now get a root-decreaser? I do like you fixers a lot, its not that, but you guys are unkillable as it is - I just dont get it. Do fixers have a lot more trouble than others when they get rooted? Not if you wear GA at least, I'll tell you that. If a soldier gets rooted, they are doomed. I hope this is an effort to give Fixers something they want and then proceed to include some kind of nano for the rest of us mortals out there.
Martial Artists:
A couple of bows with 1001 Bow req. Alrighty - kind of nice if you are into that sort of thing - but where are the bow buffs? It would be nice to have some sort of bow buff for MA's, especially since they're more or less the only ones that uses bows for anything but cosmetics.
Mantidae items:
Adventurers get another +60 perception. Why? =) They have the buffs for this, I have an extremely hard time understanding this. Those 60 could go into something else more worthwhile to be frank.
Doctors get +32 nanoinit and some 240 nanopool - not shabby. Not good, but not shabby.
Metas will get +12 to ranged energy and melee energy. Hm. I dont think I'll comment on that, I'll just delete that thing if I ever get it instead, lol.
Soldiers - yes..not sure what to say about the soldier item, but the miniscule AC of 150 doesnt do anything really, its an impressive amount of numbers in that item, but the numbers doesnt make up for the pretty mediocre item that it is.
Traders get an item that adds to nanopool and HP - and a lot of it - but that item just happens to be neck-only which means farewell to your tokenboard. The +30 QFT is a very nice buff, but this is a trinket people would only use for tradeskills - you will never see a trader wear this in combat, thats the truth.
Eleet doll:
Just for your information there, FC - its not even possible to have that much Biomet unless you have the INT-req there as well - that would be like saying "To wear this you need at least 60 HP and be level 120". I hope its an error that snuck in.
Armors:
All the new armor seems to be built upon the principle of "They liked Tarasque armor, lets make them all like that but with less bonuses" which just isnt something I can understand. Variations is nice, sure, but does everything have to be an armor template? For items I can understand a template, but not armors, especially since I suspect the armors will all look very much the same as the ones already in the game.
Yalmaha:
Hm. I dont know - but personally I dont see anyone raising their Vehicle air up to 750 to get the black one. Why on earth did you put that up there? No lower quality yalmahas? I will actually pity the ones flying around in the black ones, because ok, they might be rich enough to get one, but sheesh - You will have gimped yourself I'll tell you that.
The yalmahas actually bring up another issue which is kind of interesting. The lower QL yalmahas, the white ones - these are quite low in requirements - and if you are level 200 like me and have spent all your IPs and IPR's (yes, because of various reasons, one of which being the fact that I thought metas would have a place in the tradeskill world (what with them building Jobe together with Nanotechnicians) - but realizing this just isnt true having a measly amount of IPR's to reallocate this to something worthwhile (damage) I have no chance in the pit of hades ever to get one of those - no matter if I have 20, 80 or 900 million credits to my name. In my honest opinion - lower the yalmaha-requirements to an even 100 or something, and increase the prices on them instead - make it mean something to own one, instead of forcing people to spend IP's into Vehicle Air. OR give everyone another set of IPRs. 750 Vehicle air for changing the color to black. Hm. No sirree - not me - not even if I had the IP's =)
(Edited for vely pool engrish)