@Lupus,
Thanks for follow ups, all your time and efforts are so greatly appreciated.
For the change itself, however, most of my concerns which I wrote in my first post in this thread still stands.
#1. Too many nanos in certain nanolines, especially Single Roots.
I still don't see the point we have 13 nanos for the line.
For PvP, increment of 0.5sec does not really looks like "improving" each step,
and what is the point of the lowest one --- 0.5sec "stumbling" will not do anything even at TL1 PvP.
Consolidate it to 4~5 nanos as other snare/AE snare line, just to make things more clear and unwasteful for new players.
The same could have said to:
- Mid range nanos in the DoT line: they have too minor improvement between each steps.
- Damage buffing line: Too many of them with less than 10 increments (worst: +2 for +121 req). Not worth a database slot.
Remember, unlike we have with current nanos, the news buffs do not have any improvement in their duration ---
where the current nanos are justify-able even when the effect itself does not change much.
- Root/Snare reduction line: only 50% and 100% reducer is relevant, all others inbetween have so little use.
Snare reducer might be okay as it is 50/75/100%, but for root ones it is definitely wasteful to have 10% increment each.
Again, 220s (including me) won't have any trouble from that, but I'm concerned for new players.
Less overall number of nanos are better, as we definitely will need to manage more of them in total than we do now.
#2: Conceal buffs
Where the "split the scaling and buffing element" thing has gone? I thought kinda everyone had agreed on that point.
And, can you explain why we have an increase in the NCU usage for it?
All other nanos have been given good reasons for the increase that none of us would complain about,
but for this one I don't see any change in the effect --- while the cost increased alot.
Not that it really matters anything, but it looks so weird.
And for team buffs auto-cast with it --- please, remove it or make it only cost 1 NCU.
Seriously, it *will* bring so many uncalled annoyance for every teammate who don't need it, which is the very majority.
I'd even dare to call it a harrasment for everyone as it is currently proposed.
As this line also have too many of them with so minor increment in power,
you can just change half the nanos in the line to single-target versions with the same effect (40NCU, +400 conceal at the top).
#3: Skilllock mod debuff:
Now that you have confirmed that this line is a debuff,
don't forget to poke the devs to have the modifier changed to have POSITIVE mods, to make it actually debuffs.
(and also, I'd say this line could have less number of nanos too. I don't think we need 10 steps for this)
#4: NCU wipe:
Looks like no one, other than devs, really agreeing on the full-wipe.
So far there are 5 possible ways of dealing with the buffs upon VP switch:
- Full wipe --- Current proposal. Objections for this method have been talked alot in this thread already.
- Wipe only non-agent buffs --- So we could maintain the least things we definitely deserve to have anytime.
- Only wipe self-casted buffs --- So we could maintain anything we received from outside, which we definitely deserve to have.
- Selective wipe --- Only removes certain key nanos upon switch, like Auras/TMS/Challenger etc.
- No wipe at all --- Absolutely out of question, it should never happen and noone will ever ask for such.
Discarding E (not happening) and A (current state), which leaves B / C / D,
let's examine an important aspect when we suggest something --- their implementability.
So obviously, devs would not be able to implement it if they are not supported by the game code, no matter how brilliant the idea itself is.
- Wipe only non agent-buffs: Nightmare to implement.
The current game code does not have a function like "remove any friendly effect that does not have an attribute XXX",
so they must set every non-agent buffs one by one by hand to achieve it --- unimaginably tedious work to do,
and practically impossible to maintain it, as they need to update it everytime they add/remove any new line.
- Only wipe self-casted buffs: Unlikely.
I don't think the current game code has an flag of "selfed" or "OSBed" for each NCU effect.
So, to implement this, they must add such a mechanism to the code solely for dealing with this issue.
- Selective wipe: More work than mindless full wipe, but well within manageable amount.
All they need to do is to create specialized wiper effects attached to each VP's "onDeath" effect,
which has 3~5 lines of "reduce line XXX's duration by XXXXXX" that'll do the work of removing specific nanos, tailored for each VP.
So, out of three possible partial-wipe scenario, the selective wipe is only practical method to achieve it
without forcing devs to do some tedious work / too-dedicated coding only to deal with the VP problem,
and that's why I keep suggesting that.