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Hmm it's certainly true that the extension at the top of the line adds on some extra skills debuffing. And it has the advantage in ease, of having all 6 nanoskills rolled into the debuff - and the debuff rolled into a nuke of course. So all in all, at higher levels there's a definite win.
At lower levels, there's a definite loss though. Since the Dominates/Unmakes were RK nanos and had low skill requirements, you could access an extra 75 or 125 skill debuff very easily from really quite low levels. And of course, at those lower levels, that amount of debuff was a great deal more debilitating.
In past discussions about making mini shutdowns instead of Dominates, rolling all the skills up into a single debuff, some people also expressed a disappointment about losing the skill needed to choose the right debuff for your target. Rolling the debuff entirely into the nuke is an even greater overall simplification of play. So some people may feel, that there are losses in game-play, though without seeing how all the other changes (esp. cooldowns) play out, it's hard to assess what game-play will actually look like.
Of all the changes in the nano document, this one is one of the least worrisome though. I do worry about how much of the changes that they planned, can now be implemented and so from a lobbying point of view, it would almost certainly be better to focus on higher priority issues
X
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Atm I'm holding my thoughts and concerns about Nanodocs and overrall Rebalance. Most because its been years and Devs probably changed idea of some things and because they priorize other stuffs atm.
Waiting fresh stuff from Devs so far.
P.s.: I'm also a Dominates defender. The lost of those buffs not only gonna affect (negatively) our average gameplay but also hurt us hard in pvp situations.
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I mentioned it elsewhere but can the Professionals lobby for Curse of Chronos to instead of being dropped be modified?
a 5s stun with a hate wipe would be a valuable addition to our role as a support class and fits with the Mezz pet. It would give us a usefull tool in teams that don't have a Crat for emergencies such as an add agroing on the Doctor/DPS and giving the Tank a chance to regain agro.
EDIT: Given that most boss's are stun immune anyway this wouldn't be over powered. if there are any worries perhaps a 30s lockout to prevent spamming with a modified much lower defense
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Unfortunately, the devs just don't like Curse of Chronos. We (the professionals) tried on that one.
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Is it the devs or the players that play this game?
Come on .. hehe just kidding but you really do wonder why they do the things they do ;)
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I second Justinsane on that. They also dont like dominates :/
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I'm, um.. A little confused by this. I havn't long returned to AO by the way. Are these changes actually FC plans or a players hopes? :/
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These are FC plans, but due to structural changes within FunCom, AO has a much smaller development team than when these plans were made, so some or all may no longer be in the works.