In general, I think 18.7 is in VERY good shape; Michi has clearly thought through, worked through a huge amount of game/system/balance content, so I'd just like to say before anything, that I personally am extraordinarily impressed at Michi's dedication, efficiency, and how accepting he is of the community's feedback - Michi, you're doing a really great job.
That said, there are still some noises of discontent from the community and they represent a few sticking points for 18.7.
Here are a few of the worst ones I can see:
1. Doctor/advy team heals need a 4s local CD with 2s nano CD - I think this is an obvious change, it will make doc healing similar to MA zazen healing in that nice fast paced sort of way
Advy has team/single heals in alternate lines now ! Nice adjustment. What about doc's? Or doc LGE already on short CD.
So mostly fixed.
2. (top) Doctor, MA, advy and trader RK team heals need a minor boost (they are actually pretty grim)
Doc: Heals all members of the caster's team of 558-1115 points of damage.
MA: Heal for 346 to 866.
Advy: Heals all members of the caster's team of 385-819 points of damage.
Trader: Every member in the caster's team is healed for 920-1,144 points of damage. The caster pays for this by slowly losing small amounts of health for the duration of the formula.
These team heals not updated: Really, truly, lets boost these a bit.
3. Advy team boosts are still really botched:
TL7 18.6: 261 team evades vs 120 AAD self <-- good.
TL7 18.7: 110 team AAD vs 330 self <--- NOT GOOD
Tl5 18.6: 202 team evades <--- good.
Tl5 18.7: 40ish team AAD <--- NOT GOOD
Tl4 18.6: 117-126 team evades <---good.
Tl4 18.7: 25ish team AAD <--- NOT GOOD
Looks like no change here unfortunately so I assume this issue is closed.
4. Mongo's colossus should be Level 200 req (there's two nanos with QL 201 req, and the previous one is from level 141 on?)
Seems like scaling between Mongo's Titan and Mongo's Colossus is really wonky.
Maybe still worth having a quick check on these. I still feel like the lower QL 201 nano should be available at level 200... maybe I'm out of line on this.
5. It's been left unsaid, generally, but the removal of one line of enf perks is going to nerf enf DD - please can you add a damage modifier on the dreadbringer line for enforcers?
eg. proc chance 35%, taunt is 2333, perhaps add a 1166 damage proc in the same hit?
No movement here, but proc change as well as element line gives a fairly decent chunk of melee dmg.
6. Make absorption of Aesir an offensive proc that affects TEAM
I still think this would be a valuable addition to the advy team toolset.
7. From Solams: Reverse the defense checks of "Workplace Depression" and "Pink Slip". "Workplace Depression" checks 85% NR and "Pink Slip" checks 100% NR.
Sorted.
8. From Solams: the perk "Puppeteer", nano "Nanite Robot Protection" and nano "Greater Corporate Insurance Policy" currently requires us to target our pet. I would love to have this changed so it works like "Corporate Strategy" and "Droid Damage Matrix", so we don't have to target our pet as these buffs affect only one of our pets anyway.
9. Reduce prices on nanos from greedy shade - my suggestions is make them no more than 250m/nano at the most expensive
10. From Raggy - Nanobot Defence (line) - Slightly adjust the DamageToNanoMultiplier to bring it in line with our nanopool for each level range.
Sorted
11. From Justinsane I think, but can't find the post to confirm... Make engi SL reflect aura hit pets. The main reason is to reduce the number of casts in order to get pets combat ready. it's also a very minor boost to pets survivability (29% reflect vs 24% I think), as well as gaining the free NCU from the RK reflect buff.
Right now: 1-215, Engie pets have 10%-29% reflects on RK, no reflects in SL. 215-220 pets have 53% reflect on RK, 24% reflect in SL.
If reflect auras casted on pets: 25-215, Engie pets would have 10%-29% reflect both in SL and RK. 215-220, they would have 53% reflect in both SL and RK. The only change is pet reflection in SL and a small NCU savings for the pets over RK single target reflect buffs.
Sorted
11B. Mechanized Reflect Shield - Should have requirements lowered by 100 points or so to get in line with rest of the nanos.
Sorted
12. Improved Heroic Measures needs a self defencee boost dependent on # of members in Team. Crats are too squishy in mass PVP while all other profs get huge boosts from crat auras.
13. De'valos protection ring missing modifiers: kyr'ozch ring has 200 NR, HHAB/upgraded ring has 500 NR, The fully combined de'valos ring without the gem from 12m loses the 500 NR modifier. Maybe the solution is just to make the gems yesdrop? Then you can farm them with main, and build for lower toons, and adjust the level req on the final ring if there is one.
Think this got sorted
14. It would be really nice if all the usual twinkbuffs where made 4h, like ES/FG/NS/SFA etc. (Nanoforcer)
Sorted
15. This ADVY nano is missing its VP criteria in game and can't be used by agents.
https://aoitems.com/item/162322/
https://aoitems.com/item/162321/ (DoctorGore)
Think this got Sorted
16. Can we have a zone within Arete Landing to allow friends to meet up in the same GS? (Emma)
??? No idea on this.
17. Boost deflect/riposte on "Return Attack" - I couldn't sort out what else Rocklee is really asking for here
I think this got sorted
18. Enforcers Requesting a new special attack:
"We would like to see a new Brawl-based special that is either enforcer, or enforcer/MA only. Some people would like more of a stun/debuff type of special, others would prefer a high dd special with no chance to stun, either works for me, though a debuff would be more useful for us in pvp, whereas a high dd special would be very nice in pvm where at the moment grabbing aggro off a solder/shade with a 20K+ specials alpha is really hard for enforcers."
While this wouldn't/shouldn't replace a whole perk line, a new high dd special attack would be useful for both enforcers and MA's.
19. Enforcers request the requirements lowered slightly for the top taunt(s). 1534 PM is not viable without nerfing our setup with either nano skill huds or perking CoNC. Lowering the requirement on both iMalice and the highest taunt on mongo to about 1450 would still require an endgame setup while giving us an option to perk out of CoNC.
20. Remove the Froob Unfriendly flag from Remi's Rocket launcher mission, please. (Actually this is kind of a cool idea - froobs get a taste of mech warfare in startup, but no more outside of newb island... )
21. Could Improved Guardian of Might's duration get extended to 4h (I'd like to just say many of the lower keeper buffs in general could use a 4hr duration)
22. Health and nano recharger still doesn't remove debuffs such as dominates (check what debuffs not included - tapes were bad in 18.6 for this).
Any report on these?
23. No longer relevant
24. Regarding MA heals: reduce nanoskill req's on Matrix of Ka to 1730 BM, 1750 SI. reduce nanoskill req's on Team Matrix of Ka to 1730 BM, 1750 SI
And perhaps add a second SL level team heal which has the same Reqs as Soul of Rubi. (Others are asking for more nanoskill reductions, but frankly I personally think the top end heals are sufficiently scaled.)
Sorted
25. Keeper heal aura's are not functioning correctly - also no idea where to purchase the new heals... it wasn't in patch notes.
Partially fixed: all old auras still in game and not working correctly. New nanos available at OFab shop - some nanos should move to superior nano booth (similar to Advy auras)
26. ICRT isn't stacking with predator (alappa buff) - is this intended?
I think this is sorted... What about Corporate protection/Industrial Sabotage - any trader can comment?
27. Composite buffs (some from Emma, some general observations):
Could we get Heavy Weapons, Ranged Energy, Grenade, Sharp Objects added to the general weapons composite, please?
All are listed in the Ranged Weapons skill window now.
Add deflect/nanodelta/healdelta to combat composite
The second tradeskill composite is not available in shops - I couldn't buff some basic stuff on a toon yesterday - Please ensure BOTH tradeskill composites are available in the general nano vendor.
Sorted
28. Few more buffs missing 4hr duration:
Quantum Uncertainty
Extreme Prejudice
29. Based on the Perfected Diamondine Kick pistol coming into game, I don't think it's out of line to give a couple profs a shotgun buff (traders don't need with drains), but "swiss cheese" could be boosted a bit (up to 120?) made OSBable and given to engi as well as soldier, also remove the level lock on it, I don't think this really serves any valuable purpose nowadays.
30. Enforcer/other profession damage perks really need an adjustment to make them more consistently recharging so you're not left with 1 perk with 15s to go and all the other 3 are ready... This is only a problem since the "1 hand blunt focus" etc. Please look at this Michi.