Please read my previous post:
Perks using nanoskills or tradeskills as attack skill will attack against nano resist.
Requires a Grenade weapon type to be wielded on demo, what complete ****.
So, effectively:
1) All perks that are based on "Attack modifier" with a defense check that is evades/dodge/duck are nerfed. This is because AAO is no longer being counted twice as before, and AAD is still counted for defense, FOR THESE PERKS.
2) All perks that are based on "Weapon skill" with a defense check that is evades/dodge/duck are unchanged.
3) All perks that are based on "Attack modifier" with a defense check that is NOT evades/dodge/duck (usually nano resistance) are changed in performance.
So extreme AAO profs lose some chance of landing the perk, but will prob. land it anyways in all situations where they could land it before.
Extreme AAD profs. lose some chance of avoiding the the perk, and will definitely get hit in situations where they could avoid hits before.
4) All perks that are based on "Weapon skill" with a defense check that is NOT evades/dodge/duck (usually nano resistance) are enhanced in performance.
Conclusion, looking at the overall picture, this change is an enhancement on perks that check against nano resistance, but at the same time a nerf to evades profs (which are also AAD based profs). The net result is: CERTAIN PERKS (=checking NR for defense) WILL LAND MORE OFTEN ON EVERYONE and CERTAIN PROFESSIONS (=AAD based defenses) WILL GET HIT MORE OFTEN.
So, fixers are given some luv (=FA) and then get nerfed (=getting hit more often).
MAs are given some luv (parry and riposte) and then get nerfed (=getting hit more often).
Also, contrary to what some would think, now that defense against NR defense perks is nerfed, mongo rage (which is atrox specific) becomes EVEN MORE USEFUL.
My prediction on the changes announced so far - atrox enfos are going to become even more dominant in PvP, nano casting profs will become even more powerful.
as long as you want to be literal (which imo is ridiculous in a game set 30,000 years in the future where people can't permanently die), the name of two of the perks are 'install explosive device' and 'install notum depletion device'. I've never seen anyone 'install' anything with a grenade launcher.
I have to say, nice!!!
and yeah enfo will be the one mostly used now :P
i still need to find the time to actually sit down and read for longer than 2 mins without being interrupted with the honeydew.pdf file my wife throws at me :(
ALL HAIL MEANS!! (and colleagues) :D
GIVE ME MORE and NERF EVERYBODY ELSE.
They just swapped around some psychology skill and altered the defense check. The perks are still completely and utterly worthless.
Besides, you will need to max out Psychology to even have a chance in hell at landing it against a 75% NR check, which is impossible against most people anyway even if you do max it out.
I really hope the grenade wep requirement on demo gets reconsidered.... As is it's complete crap; considering the complete and utter lack of viable pvp grenade weps.
I can certainly see how many of these changes will help balance identified problems in the pvp areas, but there seems to be a large number of nerfs that will make it more difficult in the pvm game, especially for those who prefer to solo. I would like to see a lot more attention/analysis to what happens outside the pvp area. If the impacts are as bad as they appear to be based on these write-ups for shades, MA, Fixers, and others expect to see another exodus from these professions and from the game. Mostly by those who have a focus wider than the pvp aspect.
Perhaps there isn't enough information in the write-ups, but it looks like another train wreck on the way :(.
So instead of finetuning things slowly you are going to change EVERYthing?
I wonder who will end up at the bottom of the food chain this time.
Personally I'm not prepared to remake any of my chars to be able to make things work. If you **** them up I quit. And I know I'm far the only one feeling this way.
Tread carefully (not that you ever listen) or you will kill the game, literally.
Wonder why noone has mentioned it yet...
Keeper are death, death!
It has been said over and over again that the concept of solo pvp is to be left up to the chances as all balancing will be done exclusively around team situations.
Finetuning didn't exactly work out in the past, did it now?
And to translate your post for you, what you're basically saying is that you don't want to change a single perk on any of your characters, should one of these other perklines become viable, instead of the ones you've locked yourself into now because that was the only option at the time. So, you might as well quit right now, because it might become a good idea for you to have different perks.
Actually, I was attempting to integrate concerns over LACK OF PLAYERS with the likely impact of these changes on a significant portion of the remaining players in the game. It is unlikely that the focus on teams and pvp at the expense of the rest of the game has no correlation to the dramatic reduction in the number of players. In the 8 or so years I have been playing, I have personally convinced close to 30 people to play. Most left precisely because of the increased teaming requirements and the enforced pvp. (the rest left mainly due to the absolute boredom of having to camp items but that is another issue). What these changes seem to do is redouble the focus on the ever narrowing path of teams and pvp. If that is the case, just a simple comment that Funcom should anticipate yet another reduction in the number of players and further concertration of those remaining professions into fewer professions.
I will reiterate that Funcom would be well served to consider the impacts on soloist (pvp and pvm) and on the profession's pvm capabilities. Failure to do so may well result in a further deterioration in the business aspect of the game.
Not saying not to balance for pvp, just to balance in a manner that doesn't further unbalance the pvm and solo. I can think of many ways, other than nerfing someone, to accomplish the goal.