The implant and armour rework has been on Vedeena for a while now.
We'd like to get some more general feedback before things are taken forward.
Like many areas, implants and armour will be a long-term balancing process. That said, we need to find any glaring issues.
Now, while all of the different 'layers' of a character's setup and the whole balancing project are interconnected - and everything here has been done with that in mind - we'd like you to respond on this area in isolation.
The intention of the new implant system, and by extension the new armours, is that it allows you to choose a weapon that you want to use (for whatever reason) and build a viable setup around it.
That said, the weapons (on Vedeena) are not in a good situation, so testing the implants and armour as a facilitator for that purpose is always going to be difficult.
So there are a few areas I'd like to get feedback on.
Main skill vs subskill:
A key choice is higher TL vs higher sub-skill and/or armour. Be that higher primary dmg skill, resists, speed or a Str boost to use the next level of armour.
Is +5 main-skill equal to +20 primary dmg skill? Should it be +25 or +15 for example?
Are the resist chips (which give +45 total resist) too powerful?
Lower total sub-skills:
An issue with the move from NC2 to current retail was the significant increase in available sub-skill values, which we have grown used to. Especially having high sub-skills and high main-skills. The new system allows higher bonuses in both areas but not at once - a choice has to be made.
While that does not necessarily matter if everyone is in the same boat, there are some issues that arise from a lower sub-skill system; namely the effect that sub-skills have on certain areas of performance.
Areas of note:
Aiming: Are your aiming % values notably off cap? I don't mean 240%, I mean 150-200%
HP: Many of the bonuses and negatives of the implants have been chosen with decent changes in mind. Do they seem significant or not?
Rare/MC5 implants:
These are the best implants, but are they worth it over their non-rare counterparts? Are they too powerful perhaps? (the Synaptic Accelerator give +30 sub-skill over the Co-Ord 3 for example).
Power Armour:
Which armours do you tend to gravitate towards and why? Which seem redundant to you?
Do you see any of the 'experimental' versions (ones with a name like Juggernaut or Tsunami) as being of use in either PvP or PvE?
Redundant implants:
Any of these seem useless for PvP or PvE?
The cyber eyes, psi defence and resistor, persistence and movement implants in particular.
Anything else?