I was wondering if the developer responsible for our class (my apologies for not knowing whom you may be) would be kind enough to shed some light in regards to what's behind (read: concept) of whatever a change is upcoming for LRMs within the year. Namely:
-- interdependency of systems/mechanics with the other 'casting' classes. What it entails for LRM skills --
Changes have been made to power, but the core issue still stands. Power should in theory be present in this game as a resource pool and only that, the tool through which you would measure our potential, help balance the class with the others. To any an extent. It has all gone out the window since RKs were introduced. You brought in a 'pure' casting class, kept Power for those exact reasons, very logical..but..and here the problem begun.. you made no changes to neither LRMs nor Minnies skills. Not at their core. Forget the numbers for just a minute. For LRMs, we have so few spells that fall under the 30sec CD and yet even those have a CD as well..why? They have a relatively long casting time, even if fire traited, and they need the Power resource to function. Why the CD? Have you played as a LRM doing solo quests/farms? For how long? At what a rate/rush? It is so often one has to wait for CDs, all of different a length, and for what a reason really? Don't tell me balance, cause that never happened, not really.
1) -> Would you be willing to look into the skills' cooldowns and change them? By simultaneously changing what power ups or downs each trait line would give them? If not, would you be kind enough to provide some form of a direction towards which you would go, if any? In regards to this subject that is;
On a different topic, the systems related to weapons weilded and powers 'active', one again has to wonder what the direction has been, or shall be. It was a system that held its own, even if only in theory, prior to the introduction of RKs. Since then..need i remind you the problems during beta with RK weapon dmg and speed? That instead of sorting them, you ended up changing the entire thing and homogenising all the weapons? For all the classes?.. We are at a point where the wrong system has been shoe-horned and forced to fit into all the classes. Sadly. With all that this entails, both in sense of how melee classes perform, and how mechanics are 'universal'. Interdependency again. Disarming say. A lore master without his staff need not necessarily be useless, neither by Lore, nor by common logic. And yet they are. Because of the above changes. I am sure you get my point, this is getting long as it is. Disarming is but one example.
2) -> Is it a system you would be willing to look into again? In regards to LRMs or all 3 'casters'? Or do you feel the demands (time= Turbine suits convinced they should give money) it entails are such that you are forced to leave it as is?
2.a) -> If it is to be left as is, would you be willing to reconsider in practical obviously a sense what an imbalance it feels like when melee classes no longer have 'miss' penalties, whereas we are still getting that blasted 'resisted' ? We are after all..homogenised..are we not..?
2. b.) -> If it is to be left as is, would you be willing to help LRMs more by adding some finesse items? Through crafting and maybe even questing later on? Our, once again, yes, beloved RK cousins got those finesse class items from 20(?) onwards. May we as well? Even optionally, no one is advocating the removal of the current pet boost ones.
We still play you know. We want to