recharge should be completely different to cool down. but i see you're point.
as far as how effective it would be for the shade... well, it will be a very effective "i win" button against a fair few professions, a reasonable defensive action against a couple more and not much use against a couple.
6 s not being able to use nanos is not big deal bcs they still can use perks stims and ****s.it is not the same as stuns and it has long recharge.
we lost the stun procs which would made doc sit on edge now they will just keep their perks for this one and will leave easly
perks and stims? Oh please...
An agent doesn't have perk heals, plus he won't be able to heal or root. = dead agent
A soldier with perk heal and stims, yeah that sounds like it'll outheal a shade's damage = dead soldier (no AMS)
You'll be able to stop a crat from rooting/nuking, won't mean instadeath for the crat, but it's still helpful somewhat if you need to run from him or something, same concept with fixer
You'll stop a NT from rooting/nuking/using NBG or NSII = dead NT.
You'll stop roots and drains from traders = dead trader
You don't think that's a big deal? Ok then.
Most likely you won't really need the stun proc vs docs, since you have your nanodrains and doc heals are going to have a massive nanocost attached to it.
But your nano drain proc got twice as strong and is guaranteed to proc on a successful hit = constant nanodrain, roughly 33% more nano per second gone. I'm not assuming the nano drain ring will stay in game, but if it does, you're going to just destroy their nano. Their heals' costs are going up, and AS docs are probably not going to stay AS because of the melee interrupt.
Combine this with the stun perk and the Silence nano = docs will get hit harder than they do now. No heals, you can stop their healing for 6 seconds if they do have nano, their heal perks will take 2 seconds to execute, plus a stun and high damage.
I couldn't agree more with this sentiment... At 150 I'm able to get ~800 max NR with with spirits and nr items... (without perking notum repulsor) consequently "everything" lands.
Is that what susceptible means? I'm not asking for immunity just some reasonability... I don't think its unreasonable to ask for TL5 shades to have access to some NR nanos, and I'm disappointed that they weren't even on the map.
6 second silence and 90sec cooldown, i really doubt you can kill soljas in 6 second after they get normal reflects buffed and 4k more HP.
and NTs and traders and crats. they probably want to keep their distance so you need to use silence to get close, and they can kite even while unable to cast anything.
but i don't pvp much so i wouldn't know..
Last edited by Otinsainpas; Dec 9th, 2010 at 23:29:26.
You hit Tarasque with nanobots for 18280 points of melee damage.
First shade with Blades of Boltar
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How much is enough?
Member of Halinallet!
We need some AR in some of these nanos or lower the NCU cost :/. If a 150 shade with 1.3k ar cant perk pretty much 80% of bs theres a problem.
220 crat ~Frocratarox~
130 doc ~Mrfunny~
150 engi ~Miniwheats~
220 Shade ~Tsume~
60 NT ~Nomorenano~
220 fixer ~Barlock~
Spirit Guide You
So... I have 1549 AR (full CC, aao rings, igocs, etc) and I can't perk a decent MA (no alien armor) when he is in full agg. Something is seriously wrong... Maybe instead of (or in addition to) augmenting our AR, we can get a lower def check on all the perks... This seems like the most simple change to this unbelievable problem.
I know that there are not 'that many' shades at 150, but it's not a chicken before the egg question... People tried and quit when FC ignored fixing this for so long.
The perk thing could be changed in a week or less.
I really hate people like you what makes you think you should be able a evade proffesion like MA ? 220 shades cant perk a MA either , also i suggest learning how the game works before you judge whats wrong with a proffesion , full agg / full def doesnt matter at all means jack 0 when it comes to perks you can go full agg or full def they still work the same .
"Men are more ready to repay an injury than a benefit, because gratitude is a burden and revenge a pleasure. "
Last edited by wooooot; Dec 12th, 2010 at 14:45:49.
"Men are more ready to repay an injury than a benefit, because gratitude is a burden and revenge a pleasure. "
Limdul - Shade / Sammybear - Doctor / Swakhammer - Enforcer / Puriel - Fixer / Kalutika - Nano Technician / Tengen - Adventurer
I know it would make life a lot easier for a shade if all perks didn't need chaining.
But I think being able to que many perks in an instant is a major part in what is broken about the game. Only having to be able to perk a target for a split second to activate an enterior alpha (for anyone with a perk alpha except shades) makes MR and surprise extremely powerful. It also takes away some of the defensive power of cc, stuns, evade perks and drains.
If the perk mechanics were changed to only be able to que 1 perk while another was being run (or something which limited the number of perks that were queable in a split second), then I think combat would be a lot more dynamic. This sort of change couldn't be looked at in isolation - because other things in the game would need to be balanced along with this change.
I am just going to say this without making a TLDR post and am only interested in your thoughts and explanations on the matter.
But what if shades had one of the highest ARs in game/out of all melee professions? How would you feel about that? How would other professions feel about that? etc etc.
^^This
I dont think they should have the highest static ar/def, but I do think they should have a chance to drain that high (or like Saetos said, and be able to bring their opponent down to their level). I do not mean guaranteed, but I think their drain perks should drain/give more and be able to land worth a crap.
Limdul - Shade / Sammybear - Doctor / Swakhammer - Enforcer / Puriel - Fixer / Kalutika - Nano Technician / Tengen - Adventurer