Just updating this with a few quotes from the Trader Bugs and Balance report. These are official FunCom communications made in mid-October of this year with regard to trader debuffs:
- "It was never our intention that skill drains would have an effect on the MOBs. These nanos are meant to counter the effects of wrangeling your team. We may look at the possibility of having the drains effect MOBs in the future."
"Trader nanopool drains are not meant to shutdown MOBs from being able to cast nanos. They are meant to help the Trader recover from the large amounts of nanopool their nano formulas require. We are not looking into lowering the nanopools of MOBs."
"Mobs still hit for the same and cast same nanos when they are debuffed by a trader.
It was never our intention that skill drains would have an effect on the MOBs. These nanos are meant to counter the effects of wrangeling your team. We may look 1at the possibility of having the drains effect MOBs in the future."
While these are trader specific, they do give some insight into the intentions of FC regarding debuffs in PvM. As far as I'm aware the only debuffs that now work effectively in PvM are Init Debuffs and Runspeed Debuffs (snares). Damage debuffs are generally seen as working - but ineffective due to the very low values that they debuff at higher levels.
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