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Originally Posted by Mimi Miyagi
The devs are even talking about making an alternate pirate profession with group buffs, etc to make the overpowered even more so.
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There's a complete skill revamp in the works. It impacts everyone, not just the potential for a new career. Regardless, new careers aren't a direct sum when it comes to balance. The abilities they have cannot be calculated by simply adding them on top of what exists, because that ignores the areas where there will be losses due to the new career not having the same strengths as the existing one.
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Originally Posted by Mimi Miyagi
The NO skill tree needs some serious work.
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NOs are getting around ten skills replaced in 1.4.
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Originally Posted by Mimi Miyagi
Refits. Refits are a waste of time. Supposedly one of the "perks" of the NO
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Refits are
not intended as a perk for NOs. Everyone except Freetraders has access to refits, and FTs are getting their first refit in 1.4.
Neither are refit ships supposed to be cost-effective at the same ratio as normal ships. They're supposed to be better, but at a price. With the various ways that there were too many MoVs entering the game, refits become very dangerous ships. The concept behind MoVs and refits diverged, and the changes to make MoVs farmable meant refits could not function as intended. If the stats are too good, then it ends up limiting your ship selection to anything except refits (that happened in beta), thereby pigeonholing each career. Now that MoVs are back to being a commodity that isn't easy to farm, we will be making adjustments to make refits fill specific PvP roles. That may or may not include MoV quantity adjustments.