Lets talk about Nanoseers abilities. Nanoseer General
Ill just go over everything I've kinda taken note of so far. seems to crash anytime I try to format it better or spell things better so, im just posting my unedited version.
-------------------------------< Abilities in Nanotech >-------------------------------
Ability Info Lessons
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Nanites -- Recharges nanites: Good, but should be built into class
Recall -- Calls them back to you if you need them: has its uses
Miniaturisation -- Generates more nanites at a cost of 35% of total :Good even though you lose a bunch because of this ability I haven't ran out of nanites yet
[Attacks]
Swarm -- a good bashing ability further amplified by other means
Confound -- says nerves, applies mental damage? and affliction: decent ability doesn't apply any pressure with damage just stacks an affliction
Distract -- requires 3 mental afflictions applies periodic balance loss if it isn't cured instantly: I've tested it a little bit in the arena I don't have too much of a gauge on how good or bad it is
Multistrike -- basically a slightly weaker swarm that applies while you cast 3 swarms: moderately useful good in bashing when paired with delay
Eyestrike -- apply 1 of 3 sensory afflictions at the same time as canceling channels/crashes: not bad I suppose not sure where the sensory damage comes into effect if there really isn't anything else that goes off of sensory damage
Zap -- tested on a few different mobs, no players yet but didn't seem to have any effect whatsoever. SEE AFINITY
Sluggish -- slows down balance costing afflictions I've applied it and seen it healed by the ww system instantly every time so i'm not sure how good or bad it is
Echoing -- apply every sensory affliction then apply this to increase sensory damage. not sure why though what does building sensory damage accomplishes
Multiswarm -- I haven't used this in any case other than testing in bashing in areas that were way lower bc if I tried in a proper area id get slaughtered: probs good in group combat unless it hits allies
Wireblock -- my opinion so far is that this skill is likely your bread and butter if you want to go for any affliction based kill
Mindswap -- I've tested this one and its kinda weird it will sometimes cure something and just give that exact same thing back. WW curing is automatic though so it will never mess up someones curing by making them cure the wrong thing not sure why it exists
Delay -- not too much of a use for this other than to delay things, Its not bad. but not amazing. It has its uses though.
Affinity -- I cant get this ability to work no matter how hard I tried. Ive applied zap to a terraworm 30 times and tried no luck, thinking it was just the terraworm I tried it on a opal beetle same result. If it works on players its got the same problem as other things that just don't fit with the class what is it helping with?
[Defenses]
Repair -- Everyone's got one, moving on.
Protect -- I'm not sure if it has an effect. I have it on 100% of the time though so it probably does. also 10% of max nanites for the possibility of this doing something.
Intercept -- I'm sure this is great, just haven't been able to test it.
Counterzap -- I'm sure this will have an effect if anyone ever decides to use EM damage but 10% of nanites for protect but against EM damage.
[Information]
Alertness -- Imo this ability is the reason I love this class. I know who is around me at all times.
Scan -- Not really any reason to use this afaik
Mislead -- I suppose for 20% of your nanites this would be useful if you are running from someone with a scan. AKA another nano not sure who else has scans. doesn't work on bugs though.
Analyze -- Must have for mind stacking so you know your progress
Envelop -- reconnaissance I suppose but they get a notification if you do it so possibly useless unless you just catch someone who isn't paying attention
Relay -- useful-ish, see ENVELOP as its a requirement but still a fun thing to do
Control -- What even is this? You cant make people give you things so its not useful for stealing and anything else I've tried to get it to do has 0 effect so I BUG'd it
[Support]
Rush -- SEE PROTECT I have it on 100% of the time hopefully whatever its intended to do it does. 5% of nanites used for this
Disarm -- haven't had a use but i'm sure this is useful
Reconstruct -- haven't had a use but i'm sure it could help somehow
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Comments
Sanity as a feature feels completely out of whack. Completely. You're either full or empty.
Gating stuff behind Empyreals is absolutely excruciating.
Can we get a list of abilities that you would even use Oblivion Affinity for?
Most of the Nanoseer abilities mess up your allies as much as your enemies.
So... Oblivion abilities look REALLY strong at first glance, but when you actually come to using them, you're sort of like "Why am I expected to use up this many resources to accomplish this task?"
If anything, they look like abilities that you can only really use well if you're exploiting something.
Many more complaints to voice.
We also have a third skillset called voidism, which wasn't mentioned lol
The issue with nanoseer pvp right now is getting enough affs sticking on our target. With confound as unreliable as it is and our damage output so low, there's not much we can do in a 1v1 before we're just damaged out ourselves or overwhelmed by affs. We have a lot of nice hinder, but we can't access any of it without 45s of prepwork and pain, which is more than enough time for a competent scoundrel to just straight-up damage us out.
I think fixing confound so it doesn't overlap affs that the target already has, and potentially increasing the subsystem damage of minddrain might make this a more viable class for 1v1s.
Nanotech
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Confound - Mental subsystem damage(2%) and a random mental aff, so far I've only seen it give stupidity, confusion, acrophobia, vertigo, and encroachment. The issue with this skill is it'll apply affs the target has, or even apply the same aff multiple times in a row, making it VERY unreliable to use, but also the backbone of our offense because mindmelt.
Distract - cures 1 mental aff and knocks the target off balance periodically, also a pre-requisite for sluggish.
Sluggish - requires target to be distracted, applies sluggish aff(slow bal)
@Soza
I'm not sure what you're doing, but if you're at this point they shouldn't be curing it instantly. It's more likely that you're not meeting the pre-requisites for it to actually land on target, and they're shrugging it off like nothing.
Eyestrike - Sensory subsystem damage(2%) and random sensory aff. I've seen blind, blurred vision, deaf, and I think one more but I can't remember it off the top of my head. Use this to help draw WW curing away from the mind affs we actually want to stick.
Analyze - Most important skill you have. 1s balance, Gives you a readout of the target's DIAG exactly how they'd see it, here's a log of it's readout.
https://ada-young.appspot.com/pastebin/kVO0nMGA
( "MIND IN KILLZONE - 0.0 - Eff: 100" -> this is a trigger, ignore that line. )
Mindswap - important for sticking mind affs. Currently broken, so it doesn't give a random aff but instead gives the same one it cured. Also seems to get hung up on one aff instead of picking at random from what they're afflicted with.
Protect - Reduces incoming damage at a 10% decrease to max nanites.
Scan - not useful? This gives you a list of everyone in your area as well as their location(similar to scent/spyglass/whatever on other games). great for finding sneaky buggers that try to hide in your station or even just keeping tabs on that one sketchy guy that might jump you because you stole his junk.
Voidism
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Minddrain - important for mindmelt. Does mind subsystem damage based on the number of affs the target has. Good for not only getting that last bit of damage needed, but also for getting them below 90% near the start of the fight. This gives you a free mental aff that can't be cured until they repair their mind back over 90%.
Freeze - Health damage and a muscular aff(frozen). not the greatest, but good for applying health and aff pressure at the same time.
Pointzero - increases the damage of drain-type damage(Freeze, roomdrain, minddrain, drain, you get the point) Also necessary for barrage, but that's not a very useful skill unless you're cleaning up bots.
Propgrab - steal their cover, then hit them with it using Propdrop. Can also suspend it for the entire duration of the fight, making it very powerful.
Rattle - another MASSIVE one. halves the effectiveness of wetwiring, requires sluggish, but at this point the target SHOULD be easy to kill. confound/eyestrike/mindswap -> distract -> sluggish -> rattle is what I've found works best but right now the class is just too spread out to actually be competent at anything other than meatshield.
Extinguish - don't let those nasty beasts force you through firewalls. (other classes can also pull peeps through the firewalls, use it against them instead of just dropping them!)
Groundfreeze - don't let them get away either! This seems to have a pretty high chance to cause any runners to be proned. Great way to keep peeps in the room. Flying lets you bypass it, and it affects EVERYONE including you so keep that in mind while using it.
Oblivion:
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@Wuff you might be looking for something like this?
This is a spreadsheet I did up of what the channels affect, and what skills are opened by each one. I'll add nanotech and voidism eventually, but wanted an easy way to compare the skills in oblivion.
https://docs.google.com/spreadsheets/d/1bra4_KRK4QlTM9cWTCoOEVLSVIsFmUFwYsoBPJ0jwNM/edit?usp=sharing
@Aurelius is already looking into making class changing a possibility with a full refund in these early days. But suggestions on how to fix what you think is broken would be A+
Turn this thread into suggestions for improvement rather than whinging. Then you have something useful for the growth of the game.
I personally don't care about how you express your opinion but I hate seeing people make a blanket statement like that after 2? weeks in game. It will get fixed eventually, stating it is useless fixes nothing at all and could drive away potential players if it isnt called for what it is.
And i am not saying that the skill is working by any means, I have no idea. If it needs fixed, 10/10 it will be fixed.
We are testing the game right now, working on balancing it, and they're working as fast as they can to fix stuff. There's only so many hours in a day, and devs for a game, give them time to get stuff sorted out and balanced. Skills are especially difficult, since the smallest change can make a massive difference balance-wise.
That's what these threads and betas are for. Ideas and suggestions for improvements to the game.
Maybe some of our afflictions should carry some damage?
Scoundrels can pick and choose practically any affliction in the game, and apply an affliction AoE in one balance that we need to spend 5 balances or so to apply to one person. Not really on.
Oblivion skills should be used without channelling and Empyreal and incentives for channelling should be upped, perhaps favouring different playstyles or killpaths.
Either that, or we need some of our current Oblivion skills tweaked, and we probably need a new skill for each Empyreal. I'm not sure if that's unreasonable, but the way it works now... It's just a bit egh.
Re:aff damage, we have freeze, which gives damage and an aff. Confound gives subsystem damage and an aff, eyestrike is similar to confound. We're an aff/subsystem class, with health pressure via multistrike, swarm, freeze, and multiswarm. The way combat seems to work is your attacks affect 2/3 of the things that can be prioritized using WW PRIORITIES.
Scoundrels are OP right now. They have affs, damage, and subsystem damage, and can do a LOT of it at once. That's more an issue regarding that class than nanoseer. We can also apply 1aff/balance, and deal some subsystem damage at the same time. there's a difference between sticking affs, and giving affs.
Oblivion stuff: What tweaks, and why? Oblivion is powerful, and it's not difficult to use it as it is. get swap, learn what skills do what, and make aliases or just code it. Learn to use the class instead of trying to make it easier because you don't understand it. You also asked for a list of the useful abilites in oblivion, My table above should help you with this.
If they fix confound and up the damage on minddrain we'll be able to apply affs and deal significant subsystem damage faster, and in the process also hinder our enemies easier with distract, sluggish, rattle, and easier mind aff stacking.
we'd still have the lowest damage output, and be the slowest hunters because of it, but buffing oblivion's skills won't really change that.
Confound's subsystem damage is based on the aff rather than anything else. Multistrike is the damage of one frozen swarm attack spread over 3 seconds. Swarm, our basic hunting attack, is worthless without freeze. When combined with freeze, it does mediocre damage. With frenzy, we can nearly match BEAST damage.
BEASTs chunk your health, give you afflictions, and chunk your subsystems at the same time.
Scoundrels right now can outright disable Scoundrels and Nanoseers by picking one particular aff and just re-applying it. It's insane.
I get Oblivion. I know the abilities, I have no issue with them. I was wondering why Affinity was a thing. Balance is really not an issue for many of our Oblivion things. We don't really have any attacks in Oblivion (that we'd use more than once) or anything. It seems... So bizarre.
Oblivion as a skill, is really not that powerful. A Nanoseer's oblivion skills don't really turn the tides of any battles or anything like that. We have some fun things that in the end come down to flavour or just looking cool, without actually being cool. Realistically, you're more likely to just kill yourself and your allies using it.
Now, IF Oblivion had the chance to be this one awesome move that could turn the tide of some great battle if used strategically, some risk would be fine. That is not the case at all though.
The reward and payoff we get is just nowhere near the risks we take in using it. Not at all.
Now, if we could cover ourselves in afflictions and walk into somewhere with Maladies... THAT'D be fun.
Having 4 niche skills behind Empyreals is NOT fun. Swap is not a solution, it's just one more skill that brings you closer to ending yourself.
-------------------------------< Abilities in Voidism >--------------------------------
It's the weakest class by far and the recent changes to multiswarm/multistrike only made it weaker.
I'm not sure if this is hideously OP or out of balance, but an over time freeze move that stacks up the freeze affliction would be really, incredibly useful and make Shatter viable.
Blizzard? Pointzero upgrade?
I don't know what Vacuumsphere DOES still. Does it do something like this? If not, could it do something like this?
I feel like I've done a LOT of complaining with little input, and now I feel like I'm asking too much. Damn.
I believe BEAST has legclamp and hobble.
Also, tried to limbdrain a few mobs so far and after 10 straight applications it doesn't seem to be "shattering legs like ice". Has anyone else had any luck with using it while hunting?
With the new changes levitating up voidgrabbing and then levitating down will automatcially drop them.
It does prone when you release
Unfortunately you cannot voidgrab mobs, and usually it takes about 5-6 hits per limb to "Mangle"