Okay, I want to edit this main post to reflect current issues and its status, at least *we* can directly slap Cosmik with that when he's back no? Please try not to discuss the lot here, do that in the single threads for them. New input or comments are appreciated of course.
For the top-3 we are going to submit go here http://forums.anarchy-online.com/sho...hreadid=105726.
4. Teamhp first heals then buffs
Status at Funcom: On professionalforum data-bug list
Description:
The Doctor Team HP buffs are intended to inrease teammates health by a certain amount, and then heal them for that amount to 'fill up' the extra HP. Presently though, the heal effect hits before the health buff takes effect. This means that the extra HP that is buffed on does not get healed automatically, but requires an extra 1-2 team heals afterwards. More of an annoyance than a serious bug, but a bug non-the-less.
5. Heal-delta nanos are worthless
Status at Funcom: Will be re-looked over to enhance
Description:
The HealDelta nanos namely Continuous Reconstruction and Hearty Constitution. They modify the Healdelta attribute, which effectively does nothing. Certainly nothing worth 45 and 24 NCU respectively. Again, a clarification on the existance of these nanoformulas would do, but it'd be nice if they could be changed to have a proper Heal over Time effect
6. DoT strains
Status at Funcom: On professionalforum data-bug list
Description:
Our DoT nanos have two 'strains', which stack together. They also tick at different speeds. Those two pieces of information should be in the nano description, as the tick rate (combined with the size and duration) is needed to determine the power, and the strain so that you can see at a glance which nano stacks with which. New suggestion: Different icons/logos for the strains!
7. Init debuff strains
Status at Funcom: On professionalforum data-bug list
Description:
There are two types of Init debuff, in the same stacking order. One debuffs initiatives by a larger amount, yet has a chance to break when damage is inflicted ('Decrepitude' is an example). The other debuffs initiatives by a smaller amount, has a larger damage debuff, yet will alway run its full duration ('Uncontrollable Body Tremors' is an example). Presently there is no information stating that the first line is breakable, and that leads to a lot of people incorrectly stating that they are bugged (as they use the one with the biggest numbers). New suggestion: Different icons/logos for the strains!
10. Team heals go DOWN in healing output
Status at Funcom: Looking into it
Description:
Because the latter end Team heals increase in healing strength only slightly, yet still get penalised with a slightly longer recharge time, we are currently in the curious situation where the top Team heal does not heal at the fastest rate. In terms of average health per second healed, the QL Of nanos goes like this: 175, 172, 169, 182, 152, 156, 159, 149.
This doesn't seem right to me. There's not an awful lot on it actually. The Q149 nano does 147.95 HP/sec, and the QL175 does 150.74. I can imagine if it didn't go up much, but when it's debatable as to whether a ql182 nano outheals a QL169 nano something is clearly wrong.
11. HoTs are too NCU-costly
Status at Funcom: Will be changed, no ETA
Description:
Heal over Time nanos are underused in teams. People very rarely have the NCU free for them, and aren't keen to do so because they take up . The Fixer HoTs in 14.4 are far better, being longer and smaller. That's understandable, as Fixers are intended to be the masters of health regeneration. But our HoTs could do with being smaller, as currently they just aren't worth the NCU they take up.
15. Rampant Decay DoT bug
Status at Funcom: On professionalforum data-bug list
Description:
The DoT "Rampant Decay" is intended to do 20 hits of 174 damage over 1 minute. However, the ticks are 6 seconds apart, when they should be 3. This means that it only ever gets through 10 ticks, with a total damage of 1740. Compared to the DoTs directly before (All-Consuming Toxin - 3150 damage) and afterwards (Morgue Longings - 3790 damage) it is clear that there is a problem. Halving the tick delay to 3s will allow the DoT to get in all 20 ticks before it times out, thus letting it do a total of 3480 damage... which is in scale with the other two Addition: Acidic Lesions has its attack and recharge delays inverted
16. IC/TeamHP buffs describe incorrect NCU use
Status at Funcom: On professionalforum data-bug list
Description:
The Team Health buff lines have the incorrect NCU usage in their descriptions. As an example, Superior Omnj-Med Enhancement is marked in its nano description as taking up 55 NCU, but the actual nano, when executed, takes up 45. This trend continues all the way through the line, with the NCU usage a little lower than it should be. Addition: IC lists as using 26 NCU but only uses 23 once cast.
17. Init buff seems takes too much NCU
Status at Funcom: - No reply as of yet -
Description:
The Nano Init buff, 'Instinctive Control' (+85 Nano Initiative, 28 NCU) is rather large compared to other similar nanos. Focused Anger (+72 to ALL initatives) takes up 19 NCU, roughly 2/3 of the size. It could be that this is intended, because Instinctive Control stacks with the line that Focused Anger is in. Can we get clarification on the role of this nano?
21. Colour bug in icon
Status at Funcom: ] On professionalforum data-bug list
Desciption:
Small bugs but bugs nevertheless: The icon for the teamheal: Radiant Heal should be green, not red. The Icon for Iron Circle is a questiomark while that means a unkown nano, a real icon would be neat
Addition: The nanocrystal for "Superior Life Reinforcement" is blue. Since it's one of our short term health buffs, The nano crystal needs to be red like the others in that line.
22. AoE heals?
Status at Funcom: No answer yet
Desciption:
Ma's are getting an AoE heal after us doctors requested it multiple times. The Ma one isnt hat good, but shouldn't we get a line of this nano? Currently AoE heals would be very needed in tower wars, as targetting is way less doable.
23. Doc Omni-only armour?
Status at Funcom: No answer yet
Desciption:
New Omni-only doc armour. The new patch contains a new doc armour-set (Armored Omni-Med) which has an Omni side requirement. Please consider removing the side requirement as the neutral and clan doctors now cannot profit from this nice new doctor-love.
"Solved issues"
Alpha and Omega is unworkable
Description:
As it stands... this nano is useless. A 12 second cast time effectively means that you will take 5-6 seconds at least to get this nano off. For a nano that would be used in an emergency this negates its usefulness entirely. It is my opinion that the 12 second recharge time and massive nano cost are sufficient drawback for the bonus of healing your entire team completely
Funcom's reply:
This nano is designed as a situational nano program. A complete heal for everyone in the team should not really be executed time after time after time in terms of balancing game mechanics - and that seems to be the want by the point of the recharge time. Also on the situational aspect of the nano also reflects the execution time - if everyone in the team is getting hit over and over and a full, emergency heal is needed, the execution time is low enough to get it off. For one or two targets getting hit fast, there are single target nanos used for that situation. Alpha and Omega is used in specific situations, and may not be the most desired option at every time.
3. Nano: Nano repulsor
Status at Funcom: FIXED in 14.6 Db
Description:
Currently in description it should buff nano-AC (and old Beta mod) and it buffs 92 disease AC. Funcom replied it will be changed to NR buff, most likely +92 NR
2. Nano: Garguntulan Health - TeamHP buff
Status at Funcom: Fixed in 14.6
Description:
Gargantuan Health has an annoying bug which affects HP bars. Casting it will cause all HP bars to appear to show damage... damage which cannot be healed up. Only running out of visual range/zoning removes this bug. This is because (according to AntiGuardians) the nano has the effect "modify team max health 854 - 854 ". This should read "modify team health 854 - 854" to represent the heal effect that is intended to be part of this nano
20. Broken stimm of speed
Status at Funcom: Fixed in 14.7
Description:
In the past it was swim-stimm that was broken and speed-stimm worked now its the other way around. Speed stimms will even debuff you speed (maybe reflecting the 'downtime' after the use?) but it never increments speed.
1. Bugged HP bars
Status at Funcom: Fixed in 14.7
Description:
Walking out of LOS from team and walking back results in unbuffed unequipped unimplanted HP value until we refresh by selection the player. Sometimes even in LOS they are bugged and only 'T' helps. In PvP HP goes down when the opponent did more damage then the sum of his/her buffs, equipement and implants.
13. Ineffectiveness of taunts
Status at Funcom: Currently on enf issue-list now
Description:
Other professions' tools for aggroing mobs are ineffective compared to that generated via normal gameplay. This means that professions which can 'tank' well find it difficult to get aggro, and other professions, notably Doctors, have less protection (and die more) as a result.
18. "Target must be NPC" with init debuffs
Status at Funcom: Fixed in 14.7
Description:
Sometimes in PvP when you cast an init debuff on your opponent a message 'Target must be NPC' shows. It does however cast the nano.
14. Complete heal isnt complete
Status at Funcom: Name will be changed, amount not
Description:
Complete Healing is not complete. It needs to be 20001 HP or more. Calling a nano "complete heal" when people can now easily get more than 10,000 HP is rediculous .
1. Healing-cap in pvp.
Status at Funcom: No plans to change, more heals in shadowlands
Description:
Currently its better to have a lvl 150 doc then a 200 doc. Why?
A 150 doc can heal: 120-200s
A 200 doc can heal: 150-200s
Yesterday I was in my guild-team trying to destroy an enemy base. I was 200, but a lot were between 140 and 170, a few above that. What happens? Towers, clanners attack my guildies and they ask for a heal, I try to heal them but no, I can't if they are below 150. They belong to a normal group, yet i cant heal them, but I can try kill the attacker, makes little sense that I can't heal my friend and guildy. Suggestion:
Change the healcap, maybe to 120-200, or 75 or 100-200, or even better; remove the cap again. Right now I cant heal friends, while if I would've been a lower lvl doc (150, and lvl 150 docs use the same heals as I do !!!) I couldve been a "better doc".
8. Recharge bar
Status at Funcom: Will be fixed asap
Description:
Sometimes the recharge-bar does not show after casting a buff. At that time we need to guess when we need to cast again. Sometimes the hotkey keeps faded-out too (but still works).
19. Recharge bars stuck
Status at Funcom: Fixed asap
Description:
Casting some nanos will sometimes lock the recharge-bar and sometimes even disabling casting. Teamheal btw also takes 2 recharge bars, why? Casting a warp-nano will most of the time result in a stuck bar. Stuck bars can multiply and sometimes a relog have to be done to clear the screen. My bet is team nanos interveine with your own bar, but how is your job to find out and fix =)
9. Heals are not scaling well with HP past 125
Status at Funcom: Fixed in Shadowlands
Description:
Doctors can use their top target heal (bar Complete healing) at 125. After that point the average HP that a player has (particularly following level 146 when MK II armour can be worn) goes up, yet the heals don't get larger. Team heals carry on past 'Complete Healing', yet Target heals do not. Of course, additional heals would mean an increase in the power of a Doctor
Note:
Currently playing Firerose so should you want to /tell me in-game /tell her
If you'd like to e-mail me you can do that on letah@ff.net