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Thread: Summary of Profession Rebalancing: Round 1: Reference Thread Only

  1. #1

    Funcom employee Summary of Profession Rebalancing: Round 1: Reference Thread Only

    Just so we don't have to keep looking everywhere, here's all the professionals have said regarding the latest batch of balancing

    Adventurer

    Morphs: Create greater distinction between morph lines & enhance benefits for being morphed. Morphs will not see benefits boosted past Wolf form - Instead, greater distinction between the functionality of the differing morphed forms, including enhancing the nano-based toolset for morphs.

    Un-morphs: Create differing advantages for Adventurers who choose *not* to use morphs.

    Heals: Increased nano cost. Goals are to place Adventurer in second place for amount of healing output, but via sacrificing damage (potentially via a morph line [tree morph?]).

    Damage Type Modifiers: Looking into extending the functionality of the Adventurer's damage-changing toolset across multiple level ranges.

    Towers: Create diversity in Advy tower pets by including multiple functionality based on currently used morph (IE: Casting a tower under Wolf morph will create a tower with different effects than casting a tower while under Pit Lizard, or while unmorphed).

    Calms: Duration decreased, faster casting, increased functionality in Shadowlands (goes for all professions).
    Deadfroobs - 18 agent- Work in progress
    Reidsangry - 30 enf - Work in progress
    Reidsmp - 76 mp
    Reidsagent - 95 agent/enf
    Reidsdrainz - 114 agent
    Reidscrat - 161 crat
    Reids - 218 crat
    Reidventurer - 220 advy
    Reidsma - 220 MA

  2. #2
    Agent

    First off I want to give a global look at some known changes, before going into detail about ... our Mimics! I personally don't like every change, probably neither will you, but the overall outcome is great for the profession.
    Aimed Shot: Agents exclusively will get access to a secondary Aimed Shot special, sort of like Backstab. Name will probably be Snipe Shot, and it won't deal more damage than a Burst. I have no other details yet, it's a work in progress.
    Ruse of Taren: size reduction and Concealment buff will be separated, and size reduction can be cancelled at will (about 1 NCU for the -size).
    Detaunts: revampage, apparently for all levelling ranges. No details.
    Bailing nanos: they're getting a revamp, again not much details.. especially durations will be changed.
    Damage over Time: they will be "fixed", but noone has a clue how that's going to work out.
    Snares/roots/stuns: shorter duration, faster casting, and they'll finally work in the Shadowlands.

    I know that list isn't very impressive, however with that out of the way, let's have a look at The Big Revelation (tm) we've been teasing you all about!

    The Agent rebalance thingie will have a heavy focus on our Mimic lines. Biggest change, really, would be that we're finally getting to Mimic a form of perks. A form of, because they technically aren't perks, but specializations. The plan is to enable us to Mimic every profession effectively, including Shades and Keepers.
    Shadow Profession: aside from the existing False, Assume, and Mimic Profession lines there will be Shadow Profession for endgame Agents.
    NanoInit: this particular debuff will be heavily modified on the whole line of nanos, and might even be completely replaced by other debuffs tailored for the Profession you're mimicking.
    Static (de)buffs: there will be static buffs and debuffs attached to each profession you choose to Mimic, for example Mimic NT could give you some %nanodamage and extra MatCrea, at the cost of attack rating. These bonuses scale as you level, until you hit the "upper limit" for your line and pretty much have to move on to the next version to reap higher benefits.

    "Perk" actions: the Devs are looking into tying the Mimic lines together with the Specialization quests, you know, those books you've got to collect to cast certain Shadowlands nanos. Each specialization will mean you get access to another action, provided you're casting the right nano along with it - IE False Profession will get less actions than Shadow Profession, even if you do have the Specializations complete.

    These actions will change based on the Profession you choose to Mimic, it could be a DD action but also in the sense of classic perks a defensive option like a heal or evades. Basically this is how we'll get access to nanos, perks, items, et cetera that the Devs don't just want to give us a direct copy of. Basically the thing we've all been hoping for, finally we can compete to a certain degree with the real deal.

    Another plan out there is making it a viable choice to *not* use a Mimic nano, and remain a normal Agent.

    As for Mimic Doctor, there has been no news of a specific nerf to our current bread-and-butter yet, but it's safe to assume this one will be affected by the same changes other healers are undergoing. Going from Means' statements in the past that will for example include no more end-less healing.

    We haven't received any further details about other key Agent abilities: I don't know what's going to happen with our AR and damage, or Concealment/Perception, or RunSpeed, Snare perks, and kiting.

    In summary, it seems Agent will be one of the least cookie-cutterish Professions. We'll have a wide range of choices how to build your Agent once again, and won't be forced into one mold.

    So, what do you think? They're all theoretical ideas at this point, and need a lot of work. What static (de)buffs would you like to see on each profession? What about the "actions"? Keep in mind, you aren't restricted by the existing borders: we won't be getting the perk line benefits from "Careful in Battle", or perk action "Bio Cocoon", or quest nano "Superior Nanobot Shelter", but rather a fine-tuned version designed and balanced especially for Agents!
    Deadfroobs - 18 agent- Work in progress
    Reidsangry - 30 enf - Work in progress
    Reidsmp - 76 mp
    Reidsagent - 95 agent/enf
    Reidsdrainz - 114 agent
    Reidscrat - 161 crat
    Reids - 218 crat
    Reidventurer - 220 advy
    Reidsma - 220 MA

  3. #3
    Bureaucrat

    Crowd control:

    it's going to be completely revamped. Yay! It will likely be shorter lasting, more dynamic, and hopefully much more useful (both in pvp and in pvm/SL)!

    Pets:

    also going to be revamped, specifically with attention to how outdated crat bot pets are, leveling crats, and crats who pvp at sub-220 levels.
    New TL5 secondary pet (like a mini-carlo) that would be obtained with pen quest instead of the rollable brainfreeze (retroactive if you did quest already).

    Charms:

    there are talks about providing a way for bureaucrats to 'capture the essence' of npc's/monsters and spawn them later on in other zones for pvm or pvp!

    Nukes:

    more interesting nukes and more support for nukes as a REAL damage alternative, instead of just a damage supplement.

    Misc. Fixes:

    TTB: getting reworked to become worth casting!

    Multiple Red Tap lines: collapsed into one!

    Charm pathing/scrip behavior bugs: getting fixed! (eg /pet wait not working)
    Deadfroobs - 18 agent- Work in progress
    Reidsangry - 30 enf - Work in progress
    Reidsmp - 76 mp
    Reidsagent - 95 agent/enf
    Reidsdrainz - 114 agent
    Reidscrat - 161 crat
    Reids - 218 crat
    Reidventurer - 220 advy
    Reidsma - 220 MA

  4. #4
    Doctor

    Healing: Spreading out the amount of healing to balance the numbers across all level ranges.

    Cyberdeck: Potential non-offensive Doctor 'weaponry' which allows the Doctor to choose between maximum healing/debuff/nuking capabilities, or whether they wish to go fully-offense by choosing a weapon.

    Debuffs: Potential AoE debuffs.

    Nuking: Nuke lines will be extended and adjusted across all level ranges, including the introduction of new nukes. Malpractice will receive adjustments. :P

    Buffs: Potential creation of team-based versions of existing buffs (such as Team-Enhanced Deathless Blessing)
    Deadfroobs - 18 agent- Work in progress
    Reidsangry - 30 enf - Work in progress
    Reidsmp - 76 mp
    Reidsagent - 95 agent/enf
    Reidsdrainz - 114 agent
    Reidscrat - 161 crat
    Reids - 218 crat
    Reidventurer - 220 advy
    Reidsma - 220 MA

  5. #5
    Enforcer

    1.Mongo - In short, it will be improved over all Title Level Ranges. The direction to do that appears to be the addition of nanos in the line, as well as a 'rescaling'. As we know, there is a gap to fill there around tl6, early TL7.

    2. Rage - Seems we are getting a cooldown on that. Don't get too upset ... many things are, including the debuffs that Rage is meant to remove. The timing of cooldown will definitely have implications on how enfos will use it in PVP. Think of them, and discuss it.

    3. Taunts - Again, changes slated for this across the board for all professions as I understand, but specifically for us, GOOD changes, while for others, taunt nerfs, which of course they will likely appreciate in some cases. A welcome change again for PVM enfos leveling.

    4. HP - OK here is the bad news. It's getting lowered, with the most focused dev attention on the endgame. There is no word on how, but I think you can imagine the most likely target ... I wouldn't assume that there will be no impact to PVP either, since there aren't details yet, so of course, let's not forget that HP is a defense for us and if it's nerfed in PVP, even I will say it, that's pretty lame.
    Deadfroobs - 18 agent- Work in progress
    Reidsangry - 30 enf - Work in progress
    Reidsmp - 76 mp
    Reidsagent - 95 agent/enf
    Reidsdrainz - 114 agent
    Reidscrat - 161 crat
    Reids - 218 crat
    Reidventurer - 220 advy
    Reidsma - 220 MA

  6. #6
    Engineer

    Buffs: Buff cast times will be decreased for all professions. Potential combination of pet-buff nanolines to decrease time spent getting pets battle-ready.

    Team Blockers: Change functionality, look into creating a more 'active' system of refreshing blockers on team-mates/self.

    Reflect Shields: Remove reflect shield prohibition in Shadowlands, remove double-reflect shields from pets on RK.

    Pets: Rebuilding pets from ground-up to rebalance pet viability across all level ranges.

    More Pets: Look into possibility of creating newer pets which serve more specialized functions. Most likely as an alternative to the mechdog pet line.

    Cyberdeck: Potential 'weapon' which allows the Engineer to vastly increase pet efficiency at the sacrifice of personal damage.

    Tradeskills: Increase functionality for tradeskill-based Engineers - Potentially new weaponry along the lines of the Remodulator, new tradeskill items/gadgets for combat use.

    Snares: Duration decreased, faster casting, increased functionality in Shadowlands (goes for all professions).

    Other important threads: A Frank Discussion About Engineers
    Deadfroobs - 18 agent- Work in progress
    Reidsangry - 30 enf - Work in progress
    Reidsmp - 76 mp
    Reidsagent - 95 agent/enf
    Reidsdrainz - 114 agent
    Reidscrat - 161 crat
    Reids - 218 crat
    Reidventurer - 220 advy
    Reidsma - 220 MA

  7. #7
    Fixers

    Runspeed: Readjust runspeed curve in AO from the ground-up, decreasing overall speed and raising the maximum runspeed cap to allow Fixers a natural advantage from their runspeed-based toolset.

    Runspeed Nanos: Revamp, allow for team amounts to be as good as single-target nanos.

    HoTs: Potential team-based variants of existing HoTs. Potential additions of %-based HoTs across various level ranges.

    Summon Stuff Lines: Improve ammunition-summoning line. Potentially replacing other summoning lines, as these are all worthless (yeah, that's right, I said it).

    Roots/Snares: Duration decreased, faster casting, increased functionality in Shadowlands (goes for all professions).
    Deadfroobs - 18 agent- Work in progress
    Reidsangry - 30 enf - Work in progress
    Reidsmp - 76 mp
    Reidsagent - 95 agent/enf
    Reidsdrainz - 114 agent
    Reidscrat - 161 crat
    Reids - 218 crat
    Reidventurer - 220 advy
    Reidsma - 220 MA

  8. #8
    Keepers

    Offense:
    The Fury/Wrath line might be extended. How? That's up to us to propose changes. Do you want more different actions? Different timers? The icon will finally grey out too.
    Access to a new weapon line! Most than likely it will be melee energy.
    Reverse Knockback (pulls your target to you)! No one else will get this.
    Dimach changes.
    Self-centered AoE effects. Not sure about this.
    Offensive capabilities rebalanced to be more in line with other professions. Mainly from the previous points.
    Global idea would be to have keeper offense looking a bit like Martial Artists attacks but with unique keeper-only effects.

    Defense:
    Fury/Wrath line extended with defensive versions. Again waiting for your feedback.
    Parry/Riposte working.

    Auras:
    More options, versions or .. not sure yet.
    Local cool-downs on auras. Mainly to prevent chain swapping I guess.
    All auras will be instacast.
    It will be easier to swap from one aura to another.

    Tanking:
    Quite obscure but the idea would be to give us the ability to play with our team taunts values. I won't say more because it's not clear to me.
    Deadfroobs - 18 agent- Work in progress
    Reidsangry - 30 enf - Work in progress
    Reidsmp - 76 mp
    Reidsagent - 95 agent/enf
    Reidsdrainz - 114 agent
    Reidscrat - 161 crat
    Reids - 218 crat
    Reidventurer - 220 advy
    Reidsma - 220 MA

  9. #9
    Martial Artists

    Local cooldown on healing nanos: Rather than locking out recharge, which previously locked out martial arts attacks, healing nanos will now place only the healing nanos themselves into cooldown, allowing the MA to still utilize their items-based toolset, as well as potentially additional nanolines.

    New Parry/Riposte: Large benefits for Martial Artists (more details on Parry/Ripost are Coming Soon™)

    Heal Nanos: Most likely a reduced cast/recharge time, allowing the MA to ensure a decent rate of healing for both themselves and their team.

    Martial Arts Attacks: Modifying MA attacks and adding new attacks are on the docket as a potential change.

    MatCrea Nanos: Either enhancing current MC nanos, while adding in additional MC nanos which will offer benefits across the MA's level progression, or removing MC as a requirement on their nanolines.

    Fist Weapons: Minimum damage most likely increased.

    Aimshot Changes: Aimshot will most likely receive an execute time, diminishing effectiveness in hotswap setups.

    Dimach: May receive additional benefits at lower levels, based off martial arts items/attacks.

    Form of Risan: Removal from Evade line.
    Deadfroobs - 18 agent- Work in progress
    Reidsangry - 30 enf - Work in progress
    Reidsmp - 76 mp
    Reidsagent - 95 agent/enf
    Reidsdrainz - 114 agent
    Reidscrat - 161 crat
    Reids - 218 crat
    Reidventurer - 220 advy
    Reidsma - 220 MA

  10. #10
    Meta Physicists

    Pets

    Pets will be rebuilt from the ground up to rebalance pet viability across all level ranges. That includes all the pets, not just the attack pet.

    Mezzpet line will be split apart to allow for choices between different debuff pets, with debuffs in the direction of mezz, snare, skill reduction, etc., etc.

    Nukes

    Increased viability across all level ranges, with possibly a greater functionality for creation weapon MP's.

    Creation Weapons

    MP toolset to be enhanced when combined with the use of creation weapons. 'Toolset' includes pets, nukes, etc.
    A removal of the possibility to use creation weaponry with other weapon types. Yes, that means the Parry Stick and Abandonment are probably getting nerfed.
    Possibly adjustments will be made to the creation weapons.

    Sacrificial Shielding

    Bam! NERF!

    Removal of blockers. DoT adjustments so it no longer prevents the current Doc C DoT's from landing. Chances are really good this will be totally reworked from the ground up as well.

    New Emergency Defenses

    We will receive an emergency nano, possibly along the lines of a revamped 'Take the bullet', to improve our defenses in 'oh crap' situations.

    Reflect and Damage to Nano hardcaps

    100% reflect or DtN will be prevented by implementing hardcaps. No more info on the actual numbers yet.

    Damage to pet or other alternatives

    This part is still in its experimental phase. Damage to pet is an option being considered if it can actually be made to work.
    Bear in mind that the SS modification will not just pass trough without the proper justification.
    Deadfroobs - 18 agent- Work in progress
    Reidsangry - 30 enf - Work in progress
    Reidsmp - 76 mp
    Reidsagent - 95 agent/enf
    Reidsdrainz - 114 agent
    Reidscrat - 161 crat
    Reids - 218 crat
    Reidventurer - 220 advy
    Reidsma - 220 MA

  11. #11
    Nano Technicians

    So, what's going to happen to NTs when the great rebalancing patch starts to head towards live? Well, for one, triples and such are most likely going byebye. So, better start lvling that triplenub if you want those easy kills, 'cause they're not gonna be around forever. Good stuff, LE nukes were so insanely boring anyway.

    What's going to happen apart from that? Well, as some of you might've seen with the latest Snowball nano, and others with Improved Complete Healing, "Local Cooldown" (mark this, it's going to be used a lot in the coming times), that is cooldown that only restricts a single nano or line of nanos, is going to play a major part in how we're going to work in the future. So, now we are going to be able to do more things at once, such as cast absorbs/shields/roots/calms and keep on nuking while they recharge in the background. Seems someone did listen all those years after all (or some NT got hired ).

    Next, pretty much every nano is being looked over and reworked. RK nukes might be excempt from the total revamp, but all SL nukes are definitely being changed, same with AI DOTs. Changed how? Well, no firm info, but a concept that's currently known as "nanoweaving" covers another thing we asked for so many times in the past: More active combat. In addition nukes will have different added effects, something we also asked for repeatedly. So to give an example of how tings might work out, that's straight out of the imagination, we might cast an Ice nuke, it deals some damage, and because it's ice, the opponent gets sort of frozen, leaving him more open to a melee damage attack, so we cast a melee damage nuke on him, pretty fast too, since the ice nuke went into local recharge, and because the ice-nuke was cast first he takes additional damage from the melee.
    Different example could be two or three different fast-cast nukes create a powerful shortterm DOT on the target, or a major debuff, anything is possible really.

    This is just an example, but it outlines the general idea of nukes having a sort of interconnectivity that should make combat an interesting affair again, instead of just mashing a single button for 200 levels.

    One thing to watch out for during this is that there's a limit to the complexity of things. Each new combination makes for a lot of work, as you can imagine how this stuff is going to work (hostile nano in target NCU "affected by icenuke", and various checks on each nuke to figure out if something they work with is running on target), and of course the biggest problem is that it could get too complex for us, the players. After all, we don't want 50 different nukes that we all need. But that's also where I see one of the strengths of the "nanoweaving" concept, that a relatively limited amount of nukes can create many different effects if the order in which they're cast is changed about.

    Example, a+b nukes gives a+b effect on target, c nuke does a specific thing because a+b is on target. If b+a is cast, it gives b+a effect, c nuke does something else now. You get the drift.

    Exciting times are coming! We're moving away from the insta-kill arena that is current day PvP and the sort of boring grindfest that is PvM. I didn't mention anything about defence in this post, you might have noticed, but things are going to change in that department as well, but changes are not that clear at this point in time, but we're going to be having the same kind of things going that we have now. Oh, Nullity Sphere is going to have the root removed and local cooldown. Duration would see a decrease.
    Deadfroobs - 18 agent- Work in progress
    Reidsangry - 30 enf - Work in progress
    Reidsmp - 76 mp
    Reidsagent - 95 agent/enf
    Reidsdrainz - 114 agent
    Reidscrat - 161 crat
    Reids - 218 crat
    Reidventurer - 220 advy
    Reidsma - 220 MA

  12. #12
    Shades

    These are things we got from devs. My commends are in italic.


    Procs: Include more vampiric-style procs, possibly using percentage-based values.

    will help to fight non evaders

    Genele: I want shades to actively drain more of their opponents health.
    Graft: current health drains nearly hurt you more (via reflect/damage shields) that heal you
    Genele: well, we will make sure people feel your new drains.
    Items: Unique Shade-specific heal items.

    no need to IP treatment/first aid

    Token Board: YASE (shades will get regular tokenboards)

    YASE

    Spirits: We *want* to do something with spirits, but we're still researching possibilities within our current technology on how to reach a viable solution.

    probably instead of spirits only buffing one type of abilities, it will buff that type of abilities + other not fully (like arm spirit now buffs 198 def and 0 AR, will buff 198 def and 50% of AR that exsists in symb)

    Runspeed/Conceal/Health Drain: Possible extension for nano lines across all level ranges.

    will help lowbie shades

    Removal need for Mongo Rage

    no comments

    Overall number rebalancing

    increased AR
    Deadfroobs - 18 agent- Work in progress
    Reidsangry - 30 enf - Work in progress
    Reidsmp - 76 mp
    Reidsagent - 95 agent/enf
    Reidsdrainz - 114 agent
    Reidscrat - 161 crat
    Reids - 218 crat
    Reidventurer - 220 advy
    Reidsma - 220 MA

  13. #13
    Soldiers

    First: FA - We pushed hard to make FA easier to land and there was opposition but there was a concession. The first bullet in each FA is going to have a lower defense check, making it a bit easier to get better FAs on evade profs, and at least "Flingshot" FAs on fixers and profs with CiB up.

    Second: Increased weapon support - Better buffs and more support for more weapons. Also, we might be given access to Pistol Mastery. How do people feel about that? Yes please, no thanks, not too bothered?

    Third: Perks - This is obviously what most of you are interested in. We will be getting a new perkline to replace Power Up. Perkline details:

    At 220 with the line maxxed: Max HP 500, Body Dev 150, Max Reflected Damage 100

    Perk 1 - HP drain. Hits for 2532-2532 and recovers 100% HP, taunts 8k, 40s recharge.
    Perk 2 - DD perk. Hits for 3462-5027, 45s recharge.
    Perk 3 - 10k taunt, 20s recharge.
    Perk 4 - DD perk. Hits for 3848-6774, 45s recharge.

    All perks have 35m range and are Attack Rating 100% vs Dodge 100%. All are 2s execution time except for Perk 3. My only big problem with this perkline is the lack of Stuns, and I've been asking the devs for Perk 3 to have a % chance stun attached to it. My idea for that perk would be a 10k taunt, 60s recharge time, 2s execution time, and a 30-40% chance of a 4s stun.

    Fourth: Reflect cap - Funcom don't want very-high reflect-twinked or damage-to-nano setups to be possible anymore. No details on this yet but Berinda and I will make sure this doesn't affect soldiers using AMS5 + OFAB back. We will try to ensure that reflect bracers are still viable but no guarantees there
    Deadfroobs - 18 agent- Work in progress
    Reidsangry - 30 enf - Work in progress
    Reidsmp - 76 mp
    Reidsagent - 95 agent/enf
    Reidsdrainz - 114 agent
    Reidscrat - 161 crat
    Reids - 218 crat
    Reidventurer - 220 advy
    Reidsma - 220 MA

  14. #14
    Traders

    Drains: ** see below **

    Nanolines: Potential merging of various buff/debuff lines. Debuff lines will most likely see differing durations based off PvP/PvM usage.

    Damage Boost Nanolines: Extension of nanoline across all Trader levelling ranges.

    Pets: Extend (and make not-suck) 'Committee' pet line for lower levels.

    Roots/Calms: Duration decreased, faster casting, increased functionality in Shadowlands (goes for all professions). Extension of calm lines across all leveling ranges.

    Damage to Nano: Likely hard-capped at a value below 100%. This change will effect all classes utilizing this mechanic.

    Quote Originally Posted by Kintaii
    GTH has long a sticking point for me in a lot of ways for a lot of reasons... at the end of the day I like the concept behind GTH (that being an invasive nanodrain on a target that gives the Trader a large boost to their own nano-regen on a single target), but I disagree with its current implementation in the game.

    While I can't say one way or another exactly what we'll be doing to GTH, and I won't say that the concept will disappear, the nano's current implementation will most likely be drastically altered.
    Deadfroobs - 18 agent- Work in progress
    Reidsangry - 30 enf - Work in progress
    Reidsmp - 76 mp
    Reidsagent - 95 agent/enf
    Reidsdrainz - 114 agent
    Reidscrat - 161 crat
    Reids - 218 crat
    Reidventurer - 220 advy
    Reidsma - 220 MA

  15. #15
    Thread restarted, stickied, and closed. Reids, please PM a moderator or Kintaii to open the thread when you need to update it.
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