Ok, answers to a few questions - will get to the others as I can/as I get answers from FC (JustinSane4 here).
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Just wanting to double-check.... It looks like DtP stacks with soldier reflect buffs - in that they're in a different line. So we'd essentially get a total of 50% reflects with DtP + RRFE.... without it being tied to using a creation. Am I right there?
- Yes, that's right. 50% reflects with DtP + RRFE.
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I don't see why NSD needs such a nerf in pvm. As I understand in the paid pvm world NSD is barely used at all because it's not needed. So then there is 2 places where NSD is used currently: pvp and froob pvm. For pvp I can understand a short duration and an immunity. For pvm it just becomes even more useless. 7 seconds is nothing in pvm unless you can predict when a boss is going to nuke or cast harmful effects. What happened to the different effect in pvp vs pvm idea some dev mentioned once?
- The current NSD is useless in most endgame PvM because the bosses resist it, or use nuke procs rather than actual nanos. With the current shorter duration/lockout mechanic for our debuff, it will no longer be necessary for bosses to have innate resistances to NSD and our other debuffs. So rather than crippling Hezak and being useless in most other raids, it will be useful on most raids but not decisive anywhere.
Kintaii Edit: Pretty much what Justin said on this one. I want to note for the lowbie/froob players, we are adding a lower-level version of NSD to the document, so you guys aren't left out on that front. =)
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About the Damage-to-Pet thing: First I'll say I'm glad something like this made it into game for MPs but my question is does this line only affect the attack pets health? Or is there an order? What's the story?
- Will need to wait for Dev confirmation on this, but my understanding is that it only affects the attack pet's health.
Kintaii Edit: As it stands, this will currently effect all pets - If you get hit, all three take a whack. This is mostly due to code issues to my understanding, and may change in the future, but that's what we're rolling with at the moment.
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EDIT: WTF?!!!!! We lost pet init buffs?!!! Now they are back to slowpoke spot? :x
- Pets are being re-designed from the ground up with the intent of being useful from the second we cast them, rather than gimp until we've buffed them with half a dozen different nanos. I wouldn't worry too much about this one :).
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Oh, whatever happened to getting different debuff pets instead of a strict mez?
- No longer happening, but hey, AOE mezz! That's cool at least... right? (Actually I was hoping for a bit of variety there myself).
Kintaii Edit: For the record we haven't forgotten about this. We've thought about a series of nanos which let you 'change' what the Mezz pet does, but we haven't decided if we want to implement it through the rebalancing or if it's something we may want to save for later down the line - Gotta keep *some* shinies for future quests/boosters/etc. etc. ;)
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Is sheol quest staff locked to 175 now and inf to 200? Sheol is lvl 100+ zone if i remember correctly, those staffs shouldnt be level locked st all.
- No level locks on the staffs themselves, but the construct empowerment buffs are locked to 207 for level 2 (from the healing staff) and 212 for level 3 (from the aggressive staff). The first level construct empower buff isn't level locked.
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There is a dead zone between lvl 116 and 160 in terms of creation weapons. Lvl 150 is very popular, dont make people stick with hecknoob time weapons there, 160 locks should be lowered to 150.
- Only Asp of Titaniush, Cane of Esa and Shield of Zset are level locked.
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Creation bows and 2hb staffs … slooooooow, veeeery sloooow. I doubt anyone will ever use them, at last st lower levels. They should be 1,5/1,5, maybe 2/2 if they really want them to be slow but 3/3 really kills the idea. Why would i ever use 3/3 weapon that buffs nuke dmg a bit if i could use 1 or even 2 1/1 weapons?
- I basically agree with you. The design intent though is that the construct empowerment buffs, which work with any of the creation weapons or quest staves (but not other weapons) and the ability to use the base nuke line will be incentive enough to go with creations. It wouldn't surprise me though if they were very rarely used until TL4 at minimum though. I am also really unhappy with the attack/recharge on the bows.
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How fast are shields, i cant see their attack/recharge.
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Is dmg debuff locked somehow or it can be spammed?
- Spammable, but brutal nano-cost and the debuff is followed by a 20 second immunity on the target. So you can debuff lots of targets if you're willing to spend the nano, but can't debuff any one target more than 1/3 the time.
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Zset shield looks bad, the difference between it and classic red shield is way to small.
- Err, yeah, I agree :(.
Kintaii Edit: Stuff was changed with the Shield of Zset right before we pushed out the document yesterday. No promises, but I'd be surprised if we didn't tweak it a little further along - Again, numbers are malleable and easily changed. So we'll probably take another look later. =)
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No creation arrows with special debuffs? Why fling shot reqs if we can't use it (pointless IP sink)? Or can we?
- Good question. I'm assuming we can use fling shot, but will need to get that clarified.
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Why on earth they have to be 100% weapon + 25% TS? They should have stayed at 80% nano skill (MC makes more sense then TS) + 20% weapon skill (except bows, they are fine with weapon skill as a main). Also, what's the deal with "unique" flag on 1hb sticks?
- 100% weapon +25% TS is so that they will work with perk actions that require a specific weapon to be wielded (Ranger, Blunt Mastery, etc). EDIT (JustinSane4): Genele confirmed that the unique flag has been removed from the 1hb creation staves, so they can be dual-wielded (if you can hit the 1,290 Multi-Melee).
Kintaii Edit: Unique flag may be removed in the next version of the doc - Was speaking with Genele about it and we'll need to decide exactly what we want to do there.
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60 seconds cooldown is seriously wrong, 15 sec should do.
- This was an intentional design decision. FC wants killing our pets to be a viable strategy, so if we can't keep it alive for 60 seconds we'll be petless until the minute is up. However, our pets are being re-designed to have actual defenses, and our heal pet will have nearly doc level healing on itself and our other pets, so we should be pretty able to keep our pet alive.
Kintaii Edit: I should note on this one that, assuming your pet is already out, then your opponent effectively has to kill *two* of a pet within 60 seconds, not just one. There's a 60s cooldown on the nanocast - Not on your pet dying. So, assuming that you didn't just cast the thing five seconds before it croaks (and if it does we aren't exactly doing our job properly :P) it's not quite as dire as it might sound. ;)
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2500 nano skills for end game pet? Hell no, not with 0 nano skill gain. 2300 reqs are fine enough (think of them bow users who will use mostly weapon based armor - you don't need countless whines about gear swap like you had from engies, now, do you).
- My understanding is that it's supposed to be tough to cast, particularly for weapon focused MPs (and I suspect if the reqs were lowered the pet's power would be also). The gear swap whines are a good point though. I guess we'll see on that one.
Kintaii Edit: Also remember that there's itemization still to come, and Genele and I have already started talking about how we want to alter the various armour sets, equipment, and stat benefits for the various professions. We want to make it to where people don't have to swap as much in the future to utilize their toolset to its fullest. This *doesn't* mean that you'll reach a point at end-game where you'll be able to do everything at once; we're trying to add more diversity and choice, not remove it. ;P But you're a pet class - You should be able to cast your pets without having to jump through flaming hoops of death. :P
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3/3 for the creation bow is way toooooooooooo much and make it useless for the ip cost
we have a lot of bow spec attack support (close to +400 with this bow and the Masterpiece Ancient Manual Aiming Aid) but only albtraum special arrows at TL7 (and pvp only) ? creation arrows would have been great (pve and pvp).
If we want to try the bow setup we have to ip bow+fling+bowspec+rangeinit, all dark blue skills, all that for that ? :/
- Erm, yeah, that's gonna be an IP intensive option. We're hoping for additional special arrows to be added in itemization. I agree, bow is way too slow.
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(on damage debuffs) Get rid of immunity (Hell, since when its more OP than init debuffs?) tweak up the duration to 15~20s and keep the impossibility to recast on same target while it doesnt wear off.
- That was my first reaction also, but it doesn't look like that one is going to change :(.
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But I would prefer current doc Mochies/Infuses/Mastery/Teaching with current ingame Odin's. So bow AS setups (if they survive) will not cry about hotswaps to cast pets.
- I'm pretty sure that would just result in all our our endgame nanos having their casting reqs increased by 120. Pretty sure they weren't intended to be easy for non-nano focused MPs to cast.
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Szet Nub shield huge, HUGE nerf. I would be lieing if I said I didnt love it, but ever I think the nerf was a bit too much; 500 AAD would be better. Since it lost reflects, I see no problem with the AAD; Also, bump a bit the snare/root resistance on Roundy shields: around 20~25% resistance on top ones and keep 10% on lowers (or keep all in 20~25% :P);
- Completely agree, but don't know if we'll get it.
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OMG BOW!!! And with Fling Shot? ; But 3/3 is crap, make 1.5/1.5 or 2/2 and I'm ok with it; Also, any changes on Special Arrows? And... no Creation Special Arrows?
- 3/3 is crap seems to be the consensus. I really doubt we'll get that changed without lower damage though. No creation special arrows, but we're hoping for new special arrows to be added later.
Kintaii Edit: Spoke with Genele about this, and she's at least aware of the prevalent sentiment. One potential option on the plate is to lower their damage a bit while boosting their attack speed to 2/2. We'll see what happens there, if anything. =)
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Regarding Pet summoning, are MP still stuck in the cookie cutter 3 pets setup like "Attack Pet + Heal pet + Mezz/debuff pet
- Yes - and there's nothing we as professionals can do to change this one, it's an FC decision. On the other hand, it will allow us to have stronger Attack Pets, Heal Pets and Mezz Pets than would have been balanced if we could mix and match.
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Self nanoskill buff for froob teaching/mastery is MISSING. make it 40/80 self.
- We're not getting increased nano-skill buffing, the nano-skill buffs from Odin's are just being moved into infuses/mochams. So the teachings and masteries aren't improving.
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Are the construct buffs ("pet special buffs: 854") going to be usable with any creation weapon (like today) or only with the mesmerising staff, heal staff, and redfire staff? Are they still going to cancel on zone?
- Will be usable with any creation weapon. Will have to check whether they will cancel on zone - so far as I know, they won't.
Kintaii Edit: We'll definitely look into the canceling on zone thing and see what we can do about fixing it.
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Our def rating. Effectively 60 less than with SS going. Without using a shield, around 3.2k-3.3k. Still completely alpha-able. Is the damage to pet going to be permanent or be more like an emergency nano. If the latter, 20% dtp is pitiful against alphas. Also if it's an emergency nano, we won't have to target our pets to use it right? "Damage to pet multiplier: 100"...ouch. I can still see us having an issue with alphas, though 2s attack times on a lot of perks and a much improved heal pet may be the saving grace. Also the pet based -aao debuff.
- The damage to pet nano is going to be permanent. We will have access to a DtP perkline, but almost nothing other than its existence is known about that one yet. The damage to pet multiplier just means that it will hit our pet for one point of damage for each one point of damage diverted to us (it's a percentage).
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The pet DoT resist survives rebalancing...? Joke?
- It's a pet and MP resist now :). It buffs us also.
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To sum up my main criticisms, I'm unhappy with the extremely severe cooldowns on a lot of our debuffs.
- FC appears pretty committed to that design model, so I wouldn't bet on it changing.
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User: Specialization: & Fourth on a lvl 40 Nuke, why? Both lines have 8 nukes, it should be easy to bring them into line with the specializers.
- Good question, will ask why all alpha and finishing nukes require Spec 4.
Kintaii Edit: Rampant copy/pasting error. Will be fixed with the next release of the doc. =)
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