Buff
1) Ma's
2) Pets (in general)
3) Docs/solds (dont really need buffs just re-worked)
Nerf:
1) Advs
2) Fixers
3) Nt's
Buff
1) Ma's
2) Pets (in general)
3) Docs/solds (dont really need buffs just re-worked)
Nerf:
1) Advs
2) Fixers
3) Nt's
This entire thread is a little misleading. It misses a very important section of professions who don't need to go up or down, but need moved laterally.
Profs that Need boosts:
1) Melee needs a way to keep ranged profs in melee range. This goes a LONG way to fixing MAs, Shades, Keepers.
2) Pets. They need major boosts in PvP. This goes a LONG way to fixing Crats, MAs, and helping out Engis.
3) Keepers. They need more sustained damage to go with their defensive abilities, and again a way to keep people in range.
Profs that Need lateral changes:
1) Agents. Mimic Doc reliance cripples the prof since it is so vulnerable to debuffs. Really excells in no situation except having an AS that caps almost every time.
2) Fixers. Too much defense, not fast enough.
3) Crats. Too much evades, not enough defense. AOE Fear is stupidly powerful.
4) Enfs. Too alpha reliant for a slowed down game. Needs more sustained damage and a "tank" feel.
5) Soldiers. Defense is too much up or down.
6) Doctors. Defense and offense linked in the same form makes many Docs spam Malp for pvp epeen ++ instead of heal the target's target.
Profs that Need to go down:
1) 1hb perks. Not Enfs, just the perks.
2) LE Nukes... oh wait...
3) Ranged Advys Defense.
4) ALL debuffs should be removable out of fight. Period.
Up
1) Keepers
2) Martial Artists
3) Meta-Physicists
Down
1) Fixers
2) Ranged Advys
3) 1hb/1he Enforcers
4) Anyone who uses an aimed shot pistol as well as pistol mastery perklines
Profs that need reworking
1) Doctors
2) Traders
3) NTs
4) Pet pathing/debuff resistance/general power
5) Agents
Last edited by Phylicity; Sep 8th, 2010 at 19:12:34. Reason: forgot the little ones :P
Last edited by Anarrina; Today at 18:32:45.. Reason: constantly mistyping someone else's name in an attempt to belittle them in harassment
up
1) adv - They didnt see any improvement since SL
2) Sol - Poor things get obliterated by Engies.
3) NTs - Cant even tank more than two ppl at once AND killing them too
Down
1) Tra - They drain everyone for all their AR and are really annoying, they also kill 10 people at once, just by being closer as 25 m to them. There is no way to counter them at all.
2) Shade - Their AR and alphas are way over the top. No way to kill em.
3)Engie - They seriously are THE solder nemesis. Nerf the shield ripper, because all sols start dropping like flies, soon as there is one in the same zone. Their pets are incredibly fast, never get stuck and rooting them is nearly impossible.
Neophyte Nerf"Shareida"Batted First Order
Freshman Jefferey"Bailan2"Ginsberg - Retired
Shareidah - First Order
A Producer's point of view
Up
1. MPs
2. Keepers (Offense wise. They got more than enough defense already)
3. MAs
Down
1. Advs (especially ranged)
2. Crats
3. Engis
UP:
1. MA/shade/keeper
2. MP Balanced setups (prof need revamp imo)
3. non-AS pistol crats (need different defence besides evades, lower and longer evades for different defence, some small self heals, for eg.)
Down:
1. Anyone using AS pistol (engi, doc, crat, advy) -> engi is way OP'd generally anyway, so add to that AS pistol and they're game breaking...
2. Fixers
3. NT's
Last edited by McKnuckleSamwich; Sep 10th, 2010 at 02:57:53.
UP:
- Specials that never land, Fling, Burst, FA, and I'm sure a bunch melee too
- Perks that never land
- Nano resist
Down
- All debuffs
- All nemesis nanos
- Aimed Shot (except for agents).
UP :
Keepers
MPs
DOWN
Advies
Docs
TL5- Traders
All immunitites
Tribute to Aratink : Racatti and Artyomis will be pale shadows of you as long as they don't have the infamous Clanslator in their sig.
Noim, Neutral TL7 NT
Sethis, Neutral TL7 Keeper
Anthraxal, Omni TL5 Enfotrox
1hb perks are not the problem its when they are combined with 1he... I mean how many pure 1hb enfo's you see running around owning people?
UP:
Keeper
non-shield MP
shade spirits
DOWN:
doc heals or HP
NT's but not so much they become cannon fodder
AS pistol... there should be a - aad/aao effect on the pistol that would help it a bit
Last edited by Fixietrox; Sep 10th, 2010 at 02:15:46. Reason: added my ups and downs
Ok for a serious post
Up
MPs (for obvious reasons)
Shades (their killing power is pretty good, but not very many reliable defenses)
MAs (not sure what the issue is here, I just see lots of bad MAs)
Down
NTs (where to start. ridiculous NR - the one class that should really go "OH ****" when they see an MP just laughs and shrugs off eNSD because they have like 7k NR. OP nukes - hits through reflect for 60% of your hp with 1 button. somehow they get better evades than a lot of other profs too)
Docs (their killing power is fine, but their healing is too much. they can also get a lot of NR, although not nearly as much as NTs. UBT needs an easy way to be gotten rid of or needs double or even triple the NR check in pvp)
3rd is a tie:
Engi (hardest and fastest hitting pets, combined with ridiculous ACs, reflects, blockers, and blinds, reflect rippers? GOOD JOB FUNCOM)
Traders (lets give a prof the capabilities to shut down anyone else's offense - and defense in the case of NTs/docs - with just 2 button presses! and lets make it so that they always land!)
I think we got our winner for the "unwillingly funniest quote of the thread".
7K NR? Obviously...
Shrugging eNSD? You mean we had special NR powers like... I don't know... Nano Doctorate, only much more impressive?
Better evade than A LOT of other profs... hmmm, sols, docs, agents... and?
Tribute to Aratink : Racatti and Artyomis will be pale shadows of you as long as they don't have the infamous Clanslator in their sig.
Noim, Neutral TL7 NT
Sethis, Neutral TL7 Keeper
Anthraxal, Omni TL5 Enfotrox