Nice post. I don't agree with everything and can't coment on many things (I'm a low-lvl / casual player), but good ideas.
Especially: we have now fixed all bows to use the correct initiatives.Weapons = Fixed various problems with different weapons, these weapons should now perform as intended
Agreed. Or alternatively: "Fumble chance is now based on the difference between the minimum skill requirement and the actual skill, not a static percentage as was previously the case."Fumbles = Have been removed from the game
Nah. Instead I'd like: "Mobs have now been made dangerous by making them smarter and deadlier, instead of giving them millions of hit points"PvM damage = Mob against player damage is now capped at 45%. However, it is still possible that a high level encounter could get you killed in three shots
Nano-Technicians
Nullity Sphere = Protects NT also from all hostile nanoprograms and damage shields
Enfraams = Have been halved in terms of NCU cost
Range = The cap has been increased to 50 with according buffs
HE = will now tick almost twice as fast, but only for NTs
Dark Movement = Two new versions available and will also increase target’s nano resistance
Blinds = Reduce the crit chance by 25% and all evade skills by 200(with highest version, toned down versions apply for lower level blinds), keep in mind that it is still difficult for NTs to use these higher level blinds (without outside buffs)
Direct Damage = New nanos have been introduced (880-990 MC requirements)
Agreed. Enfraam's NCU cost is ridiculous compared to the effect, and why is there only on Dark Movement, that should be a line of nanos like the rest are. Blinds need a boost, right now they are not very useful. All good changes IMHO.
I don't PvP, but...
...sounds like a very good idea.Engaging in battle = Players can now only attack those that are on the same title level. With an exception of Title Level 5 and Title Level 6, which are allowed to engage in battle against each other
I would also add:
Items
We have increased the places and monsters that drop rare loot (NS, GA, etc) to reduce camping of certain sites.
There is no longer any "boss only" loot, almost all items in the game can now be found as normal loot, with the exceptions being certain named NPCs and monsters. The chance of a boss dropping rare loot is still higher, to give incentive to team missions and dynacamps. This was done to reduce camping.
Cities and guards
We have added robotic shooting ranges into cities, so that players can test out their weaponry and armor without killing guards and other NPCs.
Guards can now "call for backup" if attacked. Expect heavy and increasing resistance if you attack a city guard.
Guards now remember hostile players for a certain time period, regardless of faction. Guard-killers will get attacked on sight while they are on the guard hate list. This applies to all cities belonging to the faction in question (guards have intercoms).
Future patches
We are looking into ways of reducing camping of certain static dungeons and sites, but have not finalized anything yet. This is a known problem.