Axela's Wishlist from 2008
Information provided in this thread is taken from the gathering post on the Trader board, comments made by other players on other boards, comments made here, and some of my own personal wishes. Any further additions you'd like for this thread, please post here, and not in the gathering thread. Thanks!
Please note that this is in no particular order. Every point here is important to the Trader class.
1) Crowd Control
-- A calm similar in effectiveness and performance to the 209 calm, Cosmic Relaxation, given to TL5 Traders. Level lock should be no higher than 170; perhaps 150 for S10, or 160.
-- A low-recharge, low-resist root locked
to TL5 or TL6, or series of roots. Short duration, easily breakable, but should allow the Trader to hold his target in place so that he can land a couple drains before being forced into major combat.
-- A complete rework on Charms. Make them work as Bureaucrat ones do (of course keeping us to one pet). Perhaps allow us to drain the pet in emergency situations, or in boss battles.
2) Nemesis Nanos
Grand Theft Humidity:
1) Eliminate the opponent nano replenishing that occurs when the nano terminates.
Issue still supplies. GTH change is unsatisfactory.
3) Drains
-- Reduce the recharge time of RK Deprive/Divest nanos. Divest Nanite Improved and Divest Nanite Enhanced do this, and it seems to do pretty well.
-- Allow Lesser Industrial Sabotage/Lesser Corporate Protection to be usable in PVM.
-- Stop the anti-Trader methodology at raid areas and instances; cut down or remove drain resistance on mob and raid bosses.
4) Trader Pets
-- Kill them. It's insulting enough we have to go through a rather hacknayed quest to get the nano, but when the nano provides little benefit for 30 seconds... every 30 minutes? And with pets? No way.
5) Damage buffs
-- Unstoppable Killer is pretty nice; the others in the line should buff all damage types as well.
-- Investigate stacking order of Unstoppable Killer and Soldier/Keeper damage auras; they should be able to be used alongside Soldier and Keeper damage auras.
6) Heals
-- Reduce the nanocost and attack time of Health Freeloaders/Health Plunders.
-- Speaking of Health Plunders, we'd like:
1) An SL health plunder that is much stronger than Improved Health Plunder.
2) A very strong health drain with a lockout of about 10-12 seconds, somewhere on the order of 5000-7000 damage with drained HP scaled by number of Accumulator perks. We hope to be able to use this as a replacement for AimedShot when the change comes down the pipeline.
3) Optionally, a change from a single hit drain to a DOT on the target and an HOT on the trader.
-- Have Health Hagglers heal the target before damaging the Trader. There are many times where an unlucky hit or a bad keypress killed a Trader that casted the Haggler on himself because his health was low enough for Haggler to bring his HP to zero.
7) AC Drains/Debuffs
-- Either change the SL AC Debuff lines so that no matter how high the monster's AC is, it will debuff the full amount (25k for Polonium, 18k for Bismuth, f.ex.) or find a way to make sure that Polonium DOES work better than Bismuth.
Optionally, change the SL AC debuffs to short duration percentage debuffs, whereby Polonium would debuff 100% of all ACs, and scaling down from there.
-- Take out the RK AC transfer nanos (both single and team). Keep the drain effect of
the Pawnbroker's Armor and Siphon AC lines, but change the positive buff to a team buff, taking 1 NCU. As an optional additional effect, add a very small reflect (2-6%) on the buff portion of the top of the lines.
8) Weapon Choices
-- Add good 1-handed Shotguns to partner with the Shattergun. Home Defender is quite nice at low levels especially against Hecklers, and many people find success in using alien Pistols (KMP5/KEP5/KP1) around these levels, but some good one-handed Shotguns that can be dualed with Shattergun or with itself, has fast FlingShots, maybe even slowish Bursts, and decent to good minimum damage, would be immeasureably valuable to the Trader class, especially at lower levels.
-- Add a one-handed Shotgun with AimedShot that capitalizes on our high crit chances, and is better minimum damage than the Craphander.
-- Increase droprate on Mudurlugus, or remove NODROP tag. If needed, raise the Shotgun requirement by about 40%; 350-500(500) damage on a weapon that has been equipped at level 75 is quite high, although in a way it probably is not a major problem, as the gun is slow and carries no specials.
-- Add Shotguns with health drain procs or nano drain procs at low levels, to drag lowbie Traders away from the Neleb's Nightmare Battlerod that has become a staple to them. We are a Shotgun class, after all; if a generic 2hb weapon is leagues better than a weapon locked to us, there's a problem.
-- Raise MaxBeneficialSkill on all Fine Smith Shatterguns by 50%-60%.
-- Fix the Scoped Salabim Shotgun Supremo (S4) to enable its proc with exactly 399 AimedShot skill. Currently it
does its first proc if your AS is 398 or lower, and its second tier proc if your AimedShot is 400 or higher.
-- Raise the minimum damage on the Low Recoil Diamondine Kick Pistol (or create a Trader version that does so). [EDIT 6/14/10] As the LRDKP can now be acquired from The Collector, the wishlist to change the base item for the weapon is no longer needed.
-- [NEW 6/14/10] Change the look of the Inamorata Shotgun and, by extension, the Shotgun of Noticeable/Impressive Presence. The Shotgun of Security (clan version) looks fantastic, but the SoNP/SoIP looks like a pipe.
9) Perks
-- The proposed changes to our perks is very positive. However, there is one problem: Easy Shot. This special has been our bread and butter for fighting high evade opponents. Currently it has a 5% check, and even at this point it gets countered by opponents with extraordinary amounts of AddAllDef. But that's not the problem. The problem is that it has always meant to be an easy-to-land perk special... hence the name Easy Shot. The proposed changes has this special check 100% Duck, which is BAD. The defense check of this perk should be no more than 70%. Headshot at 75% is pretty cool.
-- Shorten Purple Heart casting time to 1 second. Proposed cripple effect of this perk and Sacrifice is perfect.
-- Change Accumulated Overflow to be a HP/NP leech.
10) Miscellaneous Nanos and Other Ideas
-- Increase duration on CompLit buffs to 5 minutes to allow Traders ample time to sell off all of their equipment to vendor terminals. It has been proven MANY times that making this buff last 1 minute does not affect how high players can equip belts and NCUs. Also, reduce the swap delay on all belts to 10 seconds at the most. Many new players, non-Traders included, hate the fact that it takes 140 seconds just to swap belts, and I believe the 70 second delay was put in to curb belt twinking by Traders? Well, it ... didn't do anything at all actually.
-- Eliminate the cap on attack time with the first-stage NR debuffs, potentially raise their values a small bit to make sure they do affect the target. Leave the second-stage NR debuffs (the one with the 6400 debuff in the line) alone, and keep it to PVM.
-- Eliminate the credit cost for casting the RK nanopool drains.
-- Bring back the old shotgun shell-discharge graphic effect!
-- Introduce a line of Shotgun and FlingShot buffs that have a higher stacking order than all drains, to give us an AR boost in combat areas where opponent nanoresist or evades is too strong or drain immunity is present.
Also, have a more powerful version of these Shotgun buffs, providing a very largeAAO boost (on the order of 600-800 points) that would overwrite drains. Have a reasonable lockout on this one.
-- Allow us a small portion of the Umbral Wrangler beneficial effect, that could be overwritten by all regular Skill Wranglers; perhaps a quarter of the benefits.
-- (New: 2/1/10) Cut the execution time of Personal Grid Beacon to 30 seconds.
-- (New: 7/21/10) Create a stacking order for the debuff portion of the skill wranglers, so that using different Wrangles don't tear apart your skills.
-- (New; 9/18/10) Add some cool upgrades to the Trader's Utility Belt, perhaps by a series of SL quests, by which the quest rewards would upgrade it to 5 or 6 slot.
Alrightythen, Traderdudes. If you've got anything else to add, anything here you want modified, or you just need a place to bitch about Traders, here's your place. Let your views be known.