I'm not going to get into each piece of gear here. I'll just say that this is
one of the absolute overall best shuffles to date. This is both pleasing and
disconcerting for a few reasons. But we'll get into that in a bit. I will say
that, if given the opportunity, I highly advise spinning this shuffle. There is
a lot of gear here that has value. Very few pieces are meh. The gear in this
shuffle are both strong and diverse, allowing to not only enhance pre existing
suit designs, but also add new affects that couldn't fit easily into one's
designs before.
For example, "Flexotensors" give 22 initiative. My current highest
initiative using suit has 40 initiative across 6 gear slots. By using 2 "Flexotensors"
instead of my current initiative gear, I not only improve my initiative by 4
points, I also free up 4 gear slots to either increase my initiative further,
increase my numbers for other effects, or add new effects into my suit I wasn't
previously able to fit in. That's huge!!!!
You'll find small amounts of move squirreled away into gear
slots not commonly known for move. "Overloader", "Polyfilament
arms", and "Thunderstruck" all have move bonuses in slots that
fill rings and arms. Typically, move is found in legs and boots.
Players will find tons of gear sporting stat steal and
redux, as well as life stealing effects. The popular and dreaded poison effect
makes an appearance with "Tabernus Celeritas". While super natural
poison has already made its appearance in the shuffle, magic poison has only
shown its face on 2 pieces of gear, the "manticore venom ring", found
in patrols, and the "sentient growth" found in raids. "Tabernus Celeritas" changes that with a strong entry into the poison category that
is easy to build upon through basic and advanced game play.
A new effect has also entered the fray, and one I find most
welcome. Disrupt aura can be found on the very stylish "Hatter's Pride".
There was a lot of concern when auras first came out that
they were too powerful. We've since learned this not to be the case. Most auras
have little in the way of producing large amounts of damage. However, this
isn't the case with the two most popular forms, nightmare and magic auras.
These 2 auras have are in plenty of supply. In order to combat this, nick came
out with disrupt effects to counter them. That's fine when attacking an
opposing toon, but what about when defending? I don't want to have to take away
from my toon's overall effectiveness by being forced into packing in all these
defensive measures to cover all my bases, while my attacker gets to streamline
his build specifically to battle mine. The more I have to pack into my suit for
all comers, the less effective that suit becomes to any one attacker, and thus
to all attackers.
So now, with all the different damage types available, i
have to use core resist, stun resist, prevent burn, disrupt this aura, disrupt
that aura, disrupt the next big aura. It's really getting ridiculous for the
defending player to try to keep up, while the attacking players is handed more
and more openings. Luckily, this new effect gives us a glimmer of hope. It only
has 5% disrupt aura, but that is effective against all auras and gives us a
sneak peak into the future when we'll be able to replace all our aura disrupts
with just 1.
This part is for the devs.
I'd like to double back to initiative. A lot of folks seem
to think initiative might be game breaking. It really isn't. It takes up room
on your suit to effect 1 round only of the entire fight. Now, that round could
make a difference. But it also can be dodged and now all that space that went
towards initiative just went up in smoke. Initiative really has its most affect
when 2 "leech and drain" builds are fighting each other, and even
then it can be dodged. So it isn't game breaking. The funny thing is that
initiative was already built into the game and didn't need this effect. And
now, to try to balance out the initial shock initiative brought on, it seems
like the devs are flooding the market with it. So now each player has to use up
more and more gear slots to compete for the highest initiative to increase
their odds of going 1st........ When there was already initiative built into
player builds to begin with.........
I guess I'm saying I wish the devs would reel back some on
all the "great ideas" they try to roll out to make the game fresh and
new. We don't need a constant rollout of new effects. When new effects do come
out, they should be well thought out with thought put into how this could
affect the game environment. Is it broken? Can it be broken? Does it help or
hinder players more? Ask the players what they think before making a new
rollout. They might see issues far in advance that you don't think about.
Better to discover the potential problems before a rollout, rather than have to
jump to create a fix, that just might create more issues. Case in point: too
many things players now have to defend against causing imbalance between
attackers and defenders. If you want to make the game exciting, we could use
more content and event variety, and prizes that get us excited. I find myself
more excited over what a belt will look like on my avatar far more than the
gear I would win.