Here's a summary of the new bureaucrat changes as they match up against our wishlist. Sometimes it's difficult to see that the devs pay any attention to what we ask for, so I thought it might be nice to organize the upcoming updates according to what we have asked them for in the past.
Bureaucrat changes, the highlights:
: : : Crowd control : : :
We asked for:
root sand snares to improve in SL, and more effective crowd control in pvp.
The devs have responded with:
Improving all of our CC to work in SL and be more effective in pvp.
Crowd control of the future will be faster paced and land more reliably. The effects will be much shorter, but CC nanos will have quick cast times and lower checks across the board. Cooldowns will replace long nano recharge timers to allow us to use as many of our varying nano tools as possible.
: : : Defense : : :
We asked for:
bureaucrat only items or buffs that improve our defenses, and some kind of supplementary defense to our strictly evade based defenses.
The devs have responded with:
An exciting new feature! That I'm not sure I can talk about yet. >.> I'll ask to make sure, since it's not in the docs yet.
: : : Weaponry : : :
We asked for:
an alternative weapon line. Not everyone likes pistols! (Pistol haters, you are all wrong—just know that).
The devs have responded with:
expanding our nuke toolset with a much wider range of nukes, including alpha nukes, finisher nukes, steadier damage nukes, and nukes with debuffs. These additions will make it much more viable to go a more nano-focused route for any crat who doesn't want to depend heavily on pistols to get the job done.
: : : Pets : : :
We asked for:
better offensive buffs for pets, including de-motivational speeches being assigned to our pets and a wider range of buffing options.
The devs have responded with:
completely revamping pets to modernize them, and hopefully future proof them a bit so that they don't fall so out-of-date in the future.
Also, a new tl5 version of carlo!
: : : Offensive speeches : : :
We asked that for:
our offensive auras would extend to our pets.
The devs have responded with:
changing our offensive speeches dramatically! We will no longer use pulsating aoe auras for our offensive speeches, instead, these speeches have become 100% pet procs that we can cast on our pets, which we can change up depending on how we want to debuff our opponents. Pets will then debuff on every hit.
-----------------
In addition to our wishlist, the devs have improved a few other items.
: : : Defense speeches : : :
defense speeches will now be split into different bonuses so that you can mix and match which bonuses you wish to receive instead of only having the choice of iHM or NR.
: : : Init debuffs : : :
half nerf, half love, the total amount that we can debuff for will be lowered a bit (not too much!), however, our init debuffs will be collapsed into two lines, and the total execution time will be dramatically faster.
: : : Pet debuff removal : : :
we will be able to wipe debuffs on pets when pets are out of combat. Yay!
: : : Moving around defenses and AR : : :
Some of our AR and def has been shifted around, but we haven't actually lost any net AR or def in buffs. I think we actually gained a little AR.
: : : Charms : : :
We can now recast *long* charms without releasing *short* charms! (thanks for catching the typo).
-------------------
That's all I can share for now. There are perhaps a few other interesting things in store for us, but there aren't enough details worked out yet for me to share anything of substance.
[edit]
And here's a link to a relevant post by Kintaii in the balance forums.