I fully understand that the modifier is a great thing to play with. I love having different modifiers and special actions to combine and experiment with myself. I'm always looking for new possibilities in this area (within the existing system - not new features) that I can point out to the devs.Originally posted by Hellfire
I understand your motivation but I would ask you and the developers to reconsider changing it again as I'd hate to see AO lose a pretty unique game mechanic. A good portion of the playerbase loves Skill Lock.
Wouldn't nerfing some weapons bring the balance back just as well if not better? I'd be happy to accept that, probably many others too. How do you other players feel about it?
Basically my point is a Skill Lock discussion cannot be made without the context of certain weapons. So you can adjust Skill Lock or adjust weaponry and achieve the same result as your original design intentions.
However, leaving this modifier in the combat system would probably mean either that a lot of weapons would have to be changed (read: nerfed) or that the entire balance system for damage (not just weapons, but e.g. nukes and DoTs too) has to be reworked. Since the whole point of doing this would be to avoid nerfs, such a reworking would have to mean increasing all damage potentials. That again would mean we'd have to re-balance monster data, nanos and AC budgets to reflect this.
Basically, all systems are linked together, and rebalancing them all is a huge task. Between doing that and changing the effect of this modifier it's not really a hard choice, though it's not an easy choice either (hence the long time to agree on it).