PROFESSION BALANCE: MODIFIED PERKS HERE (Oct. 30 2009)

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Chrisax
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PROFESSION BALANCE: MODIFIED PERKS HERE (Oct. 30 2009)

Post by Chrisax »

Edit: another version now available here: http://www.athenpaladins.org/forums/vie ... 979#p42979


You can download the PDF documents here:
AI - Group Perk Lines - Oct. 30th.pdf

AI - Profession Perk Lines - Oct. 30th.pdf

Shadowlands - Group Perk Lines - Oct. 30th.pdf

Shadowlands - Profession Perk Lines - Oct. 30th.pdf

  • • Many perk lines currently have 10 levels available to them, but lack a perk special at level 9/10. For several of these lines, we will be adding in an additional perk special if the line is trained to level 10.

    • Adventurers in particular will see large adjustments to their morph nano lines, attempting to seperate the lines and give them unique functionality which makes them more appealing within certain situations. This will also be reflected through their perk lines as our nano-change documentation becomes more finalized.

    • Parry and Riposte are returning as part of the overall balance change situation. Final designs on how these special actions will work have yet to be nailed down, but there is a large chance that these actions will have different benefits for different professions, similar to Dimach.

    • Grenades are an interesting topic, in that they are obviously a weapon line which has not received much support over the years. It is our hope to revitalize the weapon line - While weapons of this type will be available to all professions if they so choose, the revamp of the weaponry will feature its largest focus on Engineers. Much like other neglected areas we are looking to alter, this will be a very radical, "ground up" revamp.

    • Nanotechnicians will see radical changes to their nuke lines, particularly focused on nanos introduced with/post-Shadowlands. Currently their perk lines have seen very few changes in the available documentation - This will change based on the final decisions made for the profession's nano-based toolset.

    • Many debuff timers in the existing perk documentation have been reduced. This level of reduction is meant to reflect their functionality in Player vs. Player combat. In many cases, the perks will have dual functionality, wherein the time exist is different depending on whether it is used on an NPC or another player. It should be noted, however, that for debuffs with very long time exists, these will most likely be reduced in duration across the board.

    • For Bureaucrats, we will be merging the "Directorship" and "Insurance Agent" perk lines into a single, ten-point line. Replacing this will be an additional eight-point line named "Autocracy", designed to focus on nano-based damage. There is a chance that we will look at other professions and offer new perk line options to them, either as new additions or due to the removal/replacement/merger of other perk lines.

    • Martial Artists will see the largest amount of changes taking place within their nano lines and Martial Arts attacks. They will also, most likely, be one of the professions to see the largest benefit from the incoming Parry & Riposte additions.

    • Many changes are focused around the idea that total investment in a perk line will aid in specializing a character in one direction or another - A focus on pets vs. weaponry, or offense vs. defense.

    • Ranges for melee perk specials will be increased across the board - With perhaps only a few very special exceptions, ALL perks should have a minimum range of 5 meters as their distance.

    • Shades will see a large portion of changes taking place in the rebalancing of their itemization. In line with our desire to see Shades as a faster-paced class, Hecatomb has had its duration returned to 1 second, keeping in line with the rest of the perk specials

    • For perk lines where the thematic elements have been altered, there will be eventual renaming of the perk lines and actions.

    • Perk specials that have different effects while in Shadowlands (as opposed to on Rubi-Ka) will have this difference removed. The perk action will then be altered to one static value that works the same regardless of location.

Brad (Kintai) added the following comments:
I think it's really important to let you guys know that nothing here is finalized or written in stone. We're trying to keep ourselves from being locked into only making minor changes, or just slightly tweaking what's already there - Where there are major changes that need to be made, we're trying to keep ourselves open to the idea of actually making said changes. In addition, we will devotedly change and alter these perklines based on feedback - This includes alterations after the perk changes have hit live. None of us here want to lock ourselves into a situation where we feel that we can't/shouldn't be open to the idea of making additional changes down the road (which is, to an extent, what placed us in this situation in the first place). So nothing here is final, everything is malleable, and nothing - nothing - is considered untouchable. We wanna do this and do it right - Hopefully, with the help of everyone else out there, we can make some great improvements to our gameplay and systems while maintaining the exact same feeling for all the Professions.

So what's next? Well, today you're getting your hands on the altered Profession-specific perk documents *and* your first look at the Group Perk documents. The AI Breed Perk documentation will be coming along Soon™ and there's plenty more information to come after that - We've still got Research, Nanos, Weaponry, Items... no rest for the weary or the wicked.

Anyhoo, I figure the documentation will keep you guys busy for the next little bit, so I won't keep you here any longer. Genele and I will be popping into the thread through-out the weekend to check in and maybe even answer a few questions/concerns here or there (and I get the feeling Means will show up sooner or later too ), so you guys have fun pouring over the docs and we'll chat with you later. Peace!
http://forums.anarchy-online.com/showth ... p?t=563483
Elrojo
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Re: PROFESSION BALANCE: MODIFIED PERKS HERE (Oct. 30 2009)

Post by Elrojo »

Crat perk reshuffle sounds good. I'd like to see more debuff perks or perks along the line of losing attention from the mob. "hide behind red tape" for example, makes the crat unattackable for 6 seconds (PvM) - not useable in BS. Since we cannot stun now, if we get agg from a big mob (4-5K+ hits) we dont last long even with a coon, and AAD perks. Given that now our toolset seems to revolve around doing more dmg, there is a liklihood that we will get more agg in PvM.
Rulzern
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Re: PROFESSION BALANCE: MODIFIED PERKS HERE (Oct. 30 2009)

Post by Rulzern »

Elrojo wrote:Crat perk reshuffle sounds good. I'd like to see more debuff perks or perks along the line of losing attention from the mob. "hide behind red tape" for example, makes the crat unattackable for 6 seconds (PvM) - not useable in BS. Since we cannot stun now, if we get agg from a big mob (4-5K+ hits) we dont last long even with a coon, and AAD perks. Given that now our toolset seems to revolve around doing more dmg, there is a liklihood that we will get more agg in PvM.
IMHO it would be hard to implement this without making crats (even more) OP in PvM. My thoughts on the crat perks are this:

Autocracy:
- The nano regain perk will be neat for lowbies.
- The DoT/nuke aren't really all that useful, kind of nice addition for PvM DD whoring, but it won't land on much in PvP (I have 1957 PM and 1486 MC currently, with the 100 from the autocracy line, that brings me up to 1845 AR vs NR (as far as I've understood, AAO/AAD won't effect perks that check NR anymore).
- The added AR for nukes and calms is nice (perhaps)

Directorship:
- The added nano skill is kinda nice for leveling I guess
- The merge with Insurance Agent saves one perk while leveling

Commanding presence:
- If they can fix the refresh issue, fantastic
- The damage perk is meh

Shuffle:
- Debuffs still use psychology, and aren't really good enough to be worth the IP IMHO.
- The new stun perk, while neat, is very short.

Loophole (formerly poophole):
- Amazing revamp on this perkline, went from only being useful for Overrule, to being very decent from perk one.

Pistol mastery:
- Good change here, with the increase in the defense check, means we won't land it on as many people, but also means that it's gonna be a lot harder for others to perk us.

All in all, the changes are kind of neat, it gives us two new choices:

- Perking Autocracy vs. perking Shuffle
- IPing Psychology vs. concealment/full auto/maxing nanoskills/whatever other "extra" skill(s) you have IPd

For me, the way it looks now, I won't be perking Autocracy (40 evades + DDB > 100 MC/PM + DD whoring perks + 10% nano damage), and I don't have the IP for Psychology without resetting concealment, which isn't something I'd like to do. I might spend the rest of my IP on psychology, with my dropoff point in terms of who I'm able to perk around ~2250 NR.
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Chrisax
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Re: PROFESSION BALANCE: MODIFIED PERKS HERE (Oct. 30 2009)

Post by Chrisax »

Another version now available here: http://www.athenpaladins.org/forums/vie ... 979#p42979
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