More thought on the proposed changes.
#1: Debuffs associated with some VPs
As a non PvP agent, I don't have much care about those massive def debuff with certain VPs.
As devs state, the numbers are not final, and it's not that we can tank anything "worthy" evade-wise in the first place,
and it's not like we will be able to, even with proposed fixer form --- which gives far lesser final outcome than real fixers after all.
And, for implied "secret defence tool" which is not revealed yet --- why don't you tell us more about that?
Showing partial change, asking feedback for that, then saying "calm down it's not everything we got" is not a very nice way of communication.
#2: Skilllock modifier... debuff?
As pointed out by several people, this line is very confusing as it is currently proposed.
- The name of the line and each nanos and their durations implies that they are actually debuffs.
However, the effect says they LOWER the modifier which will SHORTEN the re-use timer, thus actually a buff.
If it is a debuff, it should INCREASE the modifier, not lowering it.
If it is meant as a buff... isn't the modifier capped at -50 or something?
- Assuming it is a debuff, again, what is this line trying to achieve?
Most in-combat items already has reuse time of 2~3min or more, which is already longer than any usual PvP combat.
Delaying a first aid reuse might be useful in some limited situation against some limited profs,
but is it a reason worth enough to give such a line to... Agents?
I thought the skilllock thing vaguely belongs to Traders, if anything.
#3: My only concern is, still, the full NCU wipe.
It's getting long again (sorry), so summing up it first:
- Self-buff only duel is so small portion of the gameplay, it should not used as a base point of rebalancing.
- We still can receive alot buffs from outside, so preventing "selfed" portion alone does not solve the implied overpoweredness.
- It brings so huge inconveniences even to non-PvPing agents, without giving them any 'balance' from it.
Well the, here comes the detail --- first, let me list what are foreseeable pros/cons with full NCU wipe.
The detrimental side of full NCU wipe:
- Practically unable to switch VPs mid-combat, since it will drastically cripple a agent in every aspect.
Having absolutely no buffs is unarguably worse than any debuffed state associated with any VP.
- Effectively losing benefit of generic increase of buff duration.
While every other professions enjoy keeping any buffs they get from people for longer duration without any drawback,
Agents will keep losing EVERYTHING from their NCU, even if those buffs are not self-casted at all.
- Related to above, the full wipe discourages Agents from switching VP in general.
Mind you, current proposal does not provide ANY method of safe-removal of a VP.
There's no safe timeout, no safe canceller nano, nothing without losing everything from our NCU.
With this, it is expected that most agents generally stuck in a VP of their choise semi-permanently,
disliking the tediousness of looking around for / asking their teammates to fully re-buff them again.
This is more true with generic buff duration increase, as we could maintain it longer if we just don't switch.
(and, as I wrote in my previous post, it as well discourages helping people as a crazy buffing demon)
The benefitical side of full NCU wipe:
- Devs can ensure Agents will not have any carry-over buffs between any VP change,
so they can give more powerful trick to Agents without worrying about them
getting uncontrollably overpowered by having any buffs from non-VPed profession toolset.
- uh... is there anything else?
So, in short, we get all of the drawback solely to make the self-stuffed duel balanced?
To my knowledge, "self-buff only" regulation is only a portion of whole duel scenario which is formed by willing combatants.
(i.e. no system-wise enforcement to ensure both combatants have only self-buffed)
And, the "Duel" thing itself is already a partial aspect of whole possible PvP situation.
And then finally, to begin with, the PvP itself is partial and *optional* aspect of Anarchy Online's gameplay.
On the other hand, the drawbacks introduced with the NCU wipe affect the ENTIRE gameplay of an agent.
I mean, no matter if they are interested in PvP, no matter if they are actually engaging in PvP combat,
no matter what level they are, no matter what gear they have, no matter where they are / what they do.
Giving so huge, devastating inconvenience and unfairness to entire population/playstyle
only to achieve a balance in such, I dare to say, a small and insignificant aspect of the entire gameplay?
I am sorry to say in offensive tone, but... no, it will not work.
Please give me more clarification about to following points.
- With currently proposed changes, as I wrote in my previous post, people around an agent
*can* receive all the buffs the agent can cast, only limited by their max NCU.
And it can, of course, include an another agent happens to stand by him.
If an agent will be overpowered with any self-casted carry-over buffs across VP switch,
how is it different from receiving whatever buffs from people around?
Or, are you going to make it so that we cannot receive any outside buff in VP?
Don't tell me your only intention is to balance self-stuffed duels and nothing else.
- What's the point of on-demand VP cancelling when there's practically no point of doing so?
This is especially true for solo-PvP scenario, as it'll be nothing but a pure suicide.
- Why there is no way of removing a VP without wiping NCU?
You say the wipe is "an unfortunate side effect" --- no, it is not just a 'side effect',
but is a game-destroying inconvenience that will curse the entire life of an agent.
Imo, no uber defensive trick could justfy such, even if it's a total invulnerability (which is of course not).
My suggestion for alternatives (again):
- Change it so it won't full wipe but only remove selective buffs tailored for each VPs.
It's not that any of us asked to have all the auras and self-only evades at once,
so just remove the overpowered things and let us keep other 'normal' stuff, which is mostly targettable buffs.
Optionally, you can add a total nanopool depletion to prevent risk-free VP switching.
- Give us a remover nano which provides the selective wipe suggested just above, with 20min-ish cooldown.
Yes, it is an equivalent to True Profession we currently have, with added key-nano wiping.
With it, we at least have a sane way to switch VP per 20min, giving a workaround for all three drawbacks I listed above,
without giving us ability to have whatever buffs we want by ourselves.
- Make it that we can't receive any outside buffs while in non-agent state,
and then give us whatever super-tricks you have in your mind.
In this way, you can precisely balance our performance nano-wise without worrying any uncontrollable factor.
After all, what the current proposal does is giving us an unasked mechanism (which is hidden to us atm)
only to handful of playing environment (solo-duel), in exchange of introducing many prof-breaking
frustrations to all of us whose not involved in PvP.
For other things people are pointing out (proc buff damage, detaunt efficiency etc), I'm really neutral about them atm.
Thay are all subject to our final overall dps, so we just can't say anything about it now... can we?
If I were to say something about it, it'd be "where's our big-critting rifle?" :P
My another two creds.