There's a couple handy things with that lesson investment just the groupings split them up.
Negation blocks the next incoming attack, ripples seems like might be handy if you group up with other nanos (ripple then coordinate to hit different targets), sunderer itself buffs nano damage.
I guess my frustration is that making full use of all of that with frenzy is soo many balances between each fight if you're only using frenzy at the start. (I.e end combat in sunderer > swap progenitor > negation > channel off > channel conqueror > frenzy > sunderer start combat) but that many balances is generally more than enough to kill something appropriate for my level.
Negation can be kind of ignored. It’s nice if you can apply it as a free buff before battle, but eh. Fury hits between the blocks, Nanoseers have our DoT stuff (and damage isn’t what we should be doing anyway)
Ripples will hit your allies, and if used hunting, will hit multiple mobs and aggro them into you. Nanoseer Damage is subpar too, so.
Sunderer isn’t worth the effort and isn’t going to see much use other than Breakdown.
Our best oblivion technique is to stay in Conqueror or Traveller then to cast Frenzy/Speedup every fight, alongside your two obligatory repairs.
I might throw up some ideas to rework some Oblivion stuff.
After that I’ll do Voidism and Nanotech, so people have a clearer idea about what I’m complaining about and how I think things should work compared to how they do.
I'm just bashing at the moment, but that would be why I noted the frustration at how we have these potentially useful tools in our kit but the gating well... gates them out of usefulness.
If I could use the ones I noted together (excluding ripples) i'd probably be able to kill the small leeches and algerions in Goribar without being hit, in turn being able to take two or three at a time without worrying about pausing for a breather. The large leeches I'd also take down more easily.
A tweak that enables this might be having an empyreal that combines the bashing utilities of other empyreals, while ensuring that doesn't break PvP of course and I'd defer to experienced PvPers on that.
I like negation as it is. In PvP, probably not so great (I don't PvP so IDK), but it's been very useful and convenient for me in PvE. Played the glass cannon build in other games, so being able to negate damage even if for a single hit is nice, particularly when bashing.
Your maladies suggestion is way too OP since the drawback is supposed to be you have to let yourself be afflicted if you want a big bomb. Getting to maladies affs you block and cure gives you best of both worlds. Why remove affinity and jolt? I love Jolt in theory (it seems bugged atm, as it hasn't reduced a single CD but I bugged it).
Flex and omnichannel kind of eliminate the point of swap, so I think it'd make more sense to just remove swap CD like I mentioned before.
I think I'd like the balance cost of speedup/slowdown reduced. You're giving a buff or penalty to everyone so it doesn't seem like it has to cost an attack's worth of balance. I think it should be close to free in terms of balance.
It'd be nice if we could see when wetwiring procs, even if we can't see what it cures. Maybe add that as an effect to rattle, even. Currently, rattle seems like a lesser version of wireblock so that could add a unique element to it.
Let's talk about the information skill group. I like scan, and I love alertness- now that I've coded them both to ignore all the bots and turrets that clutter up our world. Analyze is good too. That leaves, of course: envelop, relay and control. I'm not really a fan of these three skills, but I'm willing to hear if people find them useful.
Envelop seems like it should be a stealth skill, but it has an effect line. I'm sure everyone has already coded in the 'that was nothing right' line with a highlight to show that they've been infiltrated. That pretty much removes it from being an information skill and makes it combat-utility, in that if you aren't in combat- you are about to be, cause nobody wants to be surveilled. And that basically leaves its only purpose as a pre-req for relay and control. Yes, I know you can envelop some things that aren't players, but there's still a notification. In any case, aren't Scoundrel's supposed to be the spies?
Relay would let you follow someone around I suppose, but I just don't feel the love for it. Plus it's gated behind envelop and it's just not useful enough to have a pre-req in my opinion, especially when you can't do any of it while invisible or with stealth. So, you can hear what they hear and follow them around, but they are SO going to know you are doing it. It basically makes us the creepiest, most obvious stalkers of all time.
Control is clearly not an informational skill at all. It's what let everyone steal things in MKO, but since you can't have anyone give you anything its usefulness is limited to screwing with priorities or having them unwield things. Remove the prereq and put it somewhere else if we need to keep it.
I'd personally be happy to lose all three of these and have them replaced with something that provided additional information. Something that let you probe a terminal and set it to a lower challenge level perhaps, or smart dust that we could leave that would record people moving through an area.
[Cassandra]: Poet will be unsurprised to learn that she has unread news.
I like relay, moreso for chasing someone you are in combat with than stalking someone.
Control would be cool if it didn't cost a ridiculous amount of balance. You have to use control, but then you also have to order them, and ordering has like a 4 second balance iirc.
The gating with relay seems like it lets you use it remotely which can be handy cause you could bring it up if they got away.
Also with control couldn't you time a delay with forcing the target to remove a relevant defence? Or something similar in a group situation. Maybe forcing an Empyreal swap?
Just remembering that one of the bigger uses for Pooka's in Lusternia (which also let you control an enemy) was turning off a defence which opened up a strategy the defence otherwise prevented.
Just some general nanoseer feedback, if any devs happen to read this:
Currently I feel like nanoseer bashing is the least newbie-friendly of all the classes. Multistrike-freeze-swarm is very weak without some of the higher investment buffs, and suffocate is difficult to use without triggers to auto refresh it every time a mob hits you.
I'd like to suggest experimenting with the following changes: -Keeping up freeze, multistrike, and healing yourself leaves very little room for swarm. So first, I'd like to suggest extending freeze. If it can't simply be lengthened due to standard affliction curing times, I suggest making freeze apply 2 stacks for every cast in pve. -Make multistrike tick 5 times instead of 3, reducing the number of times it needs to be recast.
Just some general nanoseer feedback, if any devs happen to read this:
Currently I feel like nanoseer bashing is the least newbie-friendly of all the classes. Multistrike-freeze-swarm is very weak without some of the higher investment buffs, and suffocate is difficult to use without triggers to auto refresh it every time a mob hits you.
I'd like to suggest experimenting with the following changes: -Keeping up freeze, multistrike, and healing yourself leaves very little room for swarm. So first, I'd like to suggest extending freeze. If it can't simply be lengthened due to standard affliction curing times, I suggest making freeze apply 2 stacks for every cast in pve. -Make multistrike tick 5 times instead of 3, reducing the number of times it needs to be recast.
Extending freeze would actually make shatter viable, depending on how long it's extended. As it stands one stack of freeze lasts for 9s(on mobs at least), and stacking any amount of freeze on a target is nearly impossible solo unless they're prioritizing something other than afflictions.
The aff can be cured by WW, and also passively wears off, making it very unreliable when it comes to sticking it. You would need to afflict and damage subsystems enough that you can get off 13 freezes in a row without being interrupted or them running. At this point you can more than likely breakdown or mindmelt much quicker.
tldr: extending freeze will make PVE better, while also helping make shatter a more viable kill route
log of the shatter, her prios were health-sys-aff:
* Analyze now only shows information relevant for the class instakills, not a full diagnose
* Distract and Sluggish no longer cure an affliction, they just give one
* Architect empyreal now correctly reduces the tied nanite costs
Voidism:
* The 'frozen' affliction now gives internal damage for each stack, not only for the first one
* The 'frozen' affliction stacks now wear off every 8 seconds (up from 6)
* Roomdrain now gives 3 'frozen' stacks to each target, and its cooldown has been reduced
* Rattle now reduces healing abilities too, although the effect is smaller than the one on wetwiring
* Soothe is now fixed and heals more
* Suffocate formula rescaled a bit
Shatter may now be too weak or too strong, going to wait and see how things work out.
Oblivion:
* Sanity now regens faster
* Swap cooldown reduced
* Mindmelt now requires 6 mental afflictions and 75% mind damage (up from 5 and 50%)
* Storing a timeline no longer consumes balance or sanity - you still need to have enough sanity to do this, however. The cooldown for storing the timeline remains, but is now shorter.
* Speedup/slowdown now correctly affect mobs
* Jolt should now be fixed, also increased its effect
* Fixed some Oblivion abilities to not be considered aggressive
It's a small thing, I guess, but I'm glad to see that Soothe is fixed. There is one bit of it that I still find a bit odd flavor-wise: Void Soothe doesn't affect your sanity recovery, despite it having you "feeling a sense of perfect balance and control in your efforts" as you meditate on the void. I suppose the escape clause here is that it has you "focus your control of the void on drawing the harmful energy out of your cells", but it still seems strange...
I'm enjoying the changes so far, Haven't been able to test everything. But I feel like I generate less nanites now and run out way more often. Is it just me?
Edit1: I even switched over to Progenitor, Still feels like I generate too little. I've also tested Progenitor, same feeling. Before I just stayed in Traveller 100% of the time pmuch and had no nanite generation issues.
I am guessing it is speedup affecting mobs. More Repairs needed; plus, each balance used for Repair is a balance not used for Swarm, and so, fights are also a bit longer.
Mereas Eyrlock "They're excited, but poor." - Ilyos (August 2019)
I am guessing it is speedup affecting mobs. More Repairs needed; plus, each balance used for Repair is a balance not used for Swarm, and so, fights are also a bit longer.
I used speedup before when killing mobs, I tried not using it now that its changed and It doesnt matter either way. I normally dont use repair while hunting until the creature is dead or im about to be.
Comments
If I could use the ones I noted together (excluding ripples) i'd probably be able to kill the small leeches and algerions in Goribar without being hit, in turn being able to take two or three at a time without worrying about pausing for a breather. The large leeches I'd also take down more easily.
A tweak that enables this might be having an empyreal that combines the bashing utilities of other empyreals, while ensuring that doesn't break PvP of course and I'd defer to experienced PvPers on that.
Your maladies suggestion is way too OP since the drawback is supposed to be you have to let yourself be afflicted if you want a big bomb. Getting to maladies affs you block and cure gives you best of both worlds. Why remove affinity and jolt? I love Jolt in theory (it seems bugged atm, as it hasn't reduced a single CD but I bugged it).
Flex and omnichannel kind of eliminate the point of swap, so I think it'd make more sense to just remove swap CD like I mentioned before.
I think I'd like the balance cost of speedup/slowdown reduced. You're giving a buff or penalty to everyone so it doesn't seem like it has to cost an attack's worth of balance. I think it should be close to free in terms of balance.
Interdict CD is too long, I agree.
Envelop seems like it should be a stealth skill, but it has an effect line. I'm sure everyone has already coded in the 'that was nothing right' line with a highlight to show that they've been infiltrated. That pretty much removes it from being an information skill and makes it combat-utility, in that if you aren't in combat- you are about to be, cause nobody wants to be surveilled. And that basically leaves its only purpose as a pre-req for relay and control. Yes, I know you can envelop some things that aren't players, but there's still a notification. In any case, aren't Scoundrel's supposed to be the spies?
Relay would let you follow someone around I suppose, but I just don't feel the love for it. Plus it's gated behind envelop and it's just not useful enough to have a pre-req in my opinion, especially when you can't do any of it while invisible or with stealth. So, you can hear what they hear and follow them around, but they are SO going to know you are doing it. It basically makes us the creepiest, most obvious stalkers of all time.
Control is clearly not an informational skill at all. It's what let everyone steal things in MKO, but since you can't have anyone give you anything its usefulness is limited to screwing with priorities or having them unwield things. Remove the prereq and put it somewhere else if we need to keep it.
I'd personally be happy to lose all three of these and have them replaced with something that provided additional information. Something that let you probe a terminal and set it to a lower challenge level perhaps, or smart dust that we could leave that would record people moving through an area.
Control would be cool if it didn't cost a ridiculous amount of balance. You have to use control, but then you also have to order them, and ordering has like a 4 second balance iirc.
Also with control couldn't you time a delay with forcing the target to remove a relevant defence? Or something similar in a group situation. Maybe forcing an Empyreal swap?
Just remembering that one of the bigger uses for Pooka's in Lusternia (which also let you control an enemy) was turning off a defence which opened up a strategy the defence otherwise prevented.
Currently I feel like nanoseer bashing is the least newbie-friendly of all the classes. Multistrike-freeze-swarm is very weak without some of the higher investment buffs, and suffocate is difficult to use without triggers to auto refresh it every time a mob hits you.
I'd like to suggest experimenting with the following changes:
-Keeping up freeze, multistrike, and healing yourself leaves very little room for swarm. So first, I'd like to suggest extending freeze. If it can't simply be lengthened due to standard affliction curing times, I suggest making freeze apply 2 stacks for every cast in pve.
-Make multistrike tick 5 times instead of 3, reducing the number of times it needs to be recast.
"They're excited, but poor."
- Ilyos (August 2019)
The aff can be cured by WW, and also passively wears off, making it very unreliable when it comes to sticking it. You would need to afflict and damage subsystems enough that you can get off 13 freezes in a row without being interrupted or them running. At this point you can more than likely breakdown or mindmelt much quicker.
tldr: extending freeze will make PVE better, while also helping make shatter a more viable kill route
log of the shatter, her prios were health-sys-aff:
https://cdn.discordapp.com/attachments/502565140521025577/535094476729876490/unknown.png
It's a small thing, I guess, but I'm glad to see that Soothe is fixed. There is one bit of it that I still find a bit odd flavor-wise: Void Soothe doesn't affect your sanity recovery, despite it having you "feeling a sense of perfect balance and control in your efforts" as you meditate on the void. I suppose the escape clause here is that it has you "focus your control of the void on drawing the harmful energy out of your cells", but it still seems strange...
Edit1: I even switched over to Progenitor, Still feels like I generate too little.
I've also tested Progenitor, same feeling.
Before I just stayed in Traveller 100% of the time pmuch and had no nanite generation issues.
"They're excited, but poor."
- Ilyos (August 2019)