Originally Posted by
Veebliez
Nano debuff fix:
All debuffs in PvM (With very few exceptions) should be of length 2 minutes or greater. Many should be upwards of 5 minutes in length.
All debuffs in PvP (With NO exceptions) should be of length 45 seconds or less. Many should be less than 20 seconds in length.
All buffs on casters who debuff should stay the same length they are now, with a few being changed in duration (Trader drains lowered by to around 3 minutes, shade drains increased to about 2 minutes)
All debuffs that are cast via nano programs should be removable.
Most debuffs cast via perks should not be removable, because of the nature of perk recharges.
Most debuff recharge times are a bit longer than they should be, and a few have cast speeds that are a bit long, too. I personally think that the majority of debuffs in the game should have a 1 second capped attack speed with a 5 second maximum on the recharge speed. No profession should have their entire debuff toolset (Ignoring roots and snares) take longer than 10 seconds to land on a target, with one exception (Malpractice).
Fears should have lockout timers of at least 2 minutes, ALL of them. A target who is being feared should snap out of it instantaneously with no snare effect the moment ANY offensive action short of being aggro'd is initiated against them. Any debuff, perk action, hit, or even failed nano attack (Which shouldn't exist in the first place) should break fears instantaneously. As it stands, one can be feared and attacked for upwards of 5 seconds before the fear breaks.
Nano resistance is broken in the current way it exists: It functions only as a coin toss in PvP, which insults the intelligence of players who took the time to crunch the numbers and twink their toons, only to be defeated by lady luck. My personal feeling is that NR would be best suited as an active defense stat, which controls the regularity with which a target can remove debuffs on themselves. Eg, free movement stims and viral scanners should require NR skill and not CL, and recharge time should be based on the QL of the items; there should also be a minor nano resistance debuff to the users of removal tools when their NR skill is used, for a short duration. In this way, high NR professions can quickly remove debuffs on themselves a few times. Debuff casters will be forced to spam their debuffs instead of other skills like life taps (traders) and nukes (NTs, Crats). Nano resistance should also have the passive ability of lowering damage from nukes on a target.
In the event that NR can't be modified in this way, ALL nanos with very few exceptions should have a 100% check.
The ideal situation would be someone who really wants to keep a target debuffed should be able to; at the sacrifice of not being able to use some other offensive abilities.
Roots and snares should be considered debuffs with a maximum of 20 second duration for the initial cast, with diminishing returns on every cast after; high level roots should be able to land on a target upwards of 4 or 5 times before they are reduced in duration to a maximum of a few seconds. Someone that is spamming roots or snares should be able to hold off on using those nanos for a certain amount of time, maybe around 1 minute, to refresh the potency of their abilities.
Free movement and viral scanner stims would have to be reworked so they do not always immediately remove any debuff on a target with their first use on a low NR profession.
In this way, an NT/Fixer/Crat/Engi/ who would otherwise be nuking/debuffing/blinding a single target could do nothing but spam roots/snares on the target and effectively keep it rooted with micro length roots while allies kill the target for them.
These ideas are fairly solid if you give them a chance, but the numbers will be nitpicked of course. The numbers are a basis for change; they should all be individually modified to better fit the game and balance needs with time.