Would be absolutely useless in pvm and almost useless in pvp, I mean how often do you hit advs/keepers/fixers with normal hits? Surely wouldn't be enough to use that feature even semi-reliably.Quote:
Originally Posted by Ober
Printable View
Would be absolutely useless in pvm and almost useless in pvp, I mean how often do you hit advs/keepers/fixers with normal hits? Surely wouldn't be enough to use that feature even semi-reliably.Quote:
Originally Posted by Ober
Hehe, useless in PvP? Not IMO.
That one AS is all you need sometimes.
Tho my thought was it required some sacrifices to increase both the chance for it to land (pharmatech), and for its effect to increase (aka, need high ar to hit, high as for damage/recharge on the special), took some luck ofc, and also took some skill (or button smashing) to exploit in combat.
And ofc, to annoy you a little, considering yes, it would be quite useless in pvm :D
Now that's just evil:p In such case, I'd rather see a nuke, 8k dmg (4k in pvp).Quote:
Originally Posted by Ober
I really don't agree with the order of the list. I would switch position one and two around. Even if that's not done I'd put position 2 as red.
If we where able to go full def in PvP we'd actually have a chance of resisting GTH. The way it is now we don't stand a chance of resisting it thus having absolutely no defenses against it.
Also: defenses against GTH is actually just defenses against one profession. Going full def makes our evades and our nanoresist usefull for once thus it gives us defenses against ALL professions.
I'd actually even put defenses against stuns above defenses against GTH since I certainly die a lot more often due to being stunned than due to GTH. Being stunned we loose all our defense (heal) and all our offense (guns, dots) for the duration of the stun. Most other professions only loose their offenses - imagine how solds would whine if stuns also had -100% reflect or advys if stuns did -2000 evades (how are you supposed to evade while stunned anyway - so that one would even be logical) - thus it taking their defs and offs like it does to us.
i put the "full def." issue down the list a little bit from where i had it (originally first and red.) because ive received feedback that it is very unlikely that we would get the ability to go full defense from FC themself.
Can you quote anything on that Mmba?
Stitch - stuns are balanced imo, but GTH certainly isn't, which is the big difference. Stuns can be removed, reduced, and you have the option of a short term immunity. When the stun is over, you're off the hook - GTH counts none of those possibilities.
[disclaimer]please do not project this threa to the C-DoT line. the C-line is imho fine as it is. this is just about A and B[/disclaimer]
dont know if mid-end-content is still of interest to funcom, but i wouldnt mind to see one or two SL dots that would scale between the A-line's Scythe B Virus top rk dot and Viral Neurotoxin first sl dot, as well as between the B-line'sSentient Nano Gorger top rk dot and Entropic Sores first sl dot. if you have a little set of arith armor, or a pocket mp, you can cast those top rk dots @ lvl 100 with ease, meaning you are running around for over 100 levels with the same dots, until you get new ones at 203 and 207.
would be nice to see a new dot at say....lvl150 and 175.
the B-line could do with just reducing the time between the ticks, say 4.5sec @ 150, 3sec at 175. as for the b-line...maybe leave it @ 3sec, but raise the dmg a bit.
i wouldnt want em to get too close to the first sl dots, dmg-wise.
but i would like to see the gap between the lowest sl and the highest rk dot closed a bit :)
Really need new UBT.
It doesn't affects NTs and MPs at all now, they still insta their nanos @ full def.
Makeing decreptitude unbreakable would be a good option.
ive added a new issue about "old RK lines" that need updating.
Have FC made any comment on the possibility of removing the 1k AR cap for docs ?
I mean, its clear that the average AR for all the player base is much higher than it used to be with all the gear from new patches.
So, since the AR cap didn't change, doc are today more nerfed regarding AR than yesterday (everyone as more AR, yes, but others dont suffer a cap).
Maths (random figures considering there is a 500 AR gain) :
Soldier AR :
2 years ago : 2000
today : 2500
Doc AR :
2 years ago : 1500 (in fact 1000 + 500/6 = 1083)
today : 2000 (in fact 1000+ 1000/6 = 1166)
I'm really not sure about the AR/6, I think its after 2K, I can't recall, but you get the point :)
No more AR cap please (or at least move it up) ! We can't get more AR than damage prof anyway.
PS : I'll edit the maths when I find the real numbers.
I think that if FC was concerned about our damage, that theyd give us boosts in other ways. changing the formula, although i havent formally asked, would almost assuredly be embedded too deep in code to remove or modify.
if this becomes a huge problem that the gap widens and we become much less better DDs than other classes, then we can address it. but for now, i believe (and FC does as well) that docs can come out to be sufficient DDs, even just purely from a weapon standpoint and ignoring DoTs
The AR gap is most noticable in PVP, but can also be seen in PVM. As for the cap, I believe it starts at 1k, and docs are just one of about half of the professions with the 1/6 nerf. The other half have a 1/3, so even though soldiers may get 3k AR, their effective AR = 1667 calculated from: (3k - 1k)/3
I completely agree that our defensive toolset is extremely powerful, but what I would like and hope to see is an increase to our more passive defenses: NR gear choices, Nano init gear choices, evade gear choices, and even AAD gear choices. I'm not concerned with insta-casting BI on full def, I'd be quite happy with a 1-1.5 sec cast. (okay okay, I can even live with 2seconds =P)
for me personally, the lack of wep skills on doc symbs is the most annoying part of being a doc :x as well as the ar cap (although that's for the future, since my doc isn't quite that far yet x))
My most immediate concern with docs is the stupidly high MR reqs on the doc guns. Even though I really like the guns I'm constantly debating whether to reset and go MBC or not.
AO for me is about having choices. Changing your setup depending on the situation, choosing between many viable options the route you want to go. With the pistols we've been given a very good dmg option with some very nice buffs. But at what cost? Unless you have a soldier or fixer alt or main, you need to spend time getting a set of armor that doesn't benefit your role in any way, just to equip these pistols. Ofc you can borrow the armor, but it's so expensive items needed it's not just something you do.
Top of my want list (yes, top) is some way to allow me to take of my guns when I want. And put them back on without borrowing gear from others or farming a set of armor I would never use otherwise. I don't care if it cost me 10 or 20 reperks. I just want to be able to do it myself. In fact, I think perks would be the best way to do it, since it would mean that in order to swap the guns back and forth, you'd have to sacrifice something important, i.e. perks.
/Wylde
I would very much like an "infizicators blessing"
this should give doctors: 1000nanoinit, stunresist 68%, healeffic -50%
i added another item.
Could you add "fun" to the list of needs?