No. That's not true. Of course I could make the [Over] mod not drain power. Was it convenient to make planned changes to Beam Overload in order to alleviate the [Over] issue? Yes. But game balance changes to "meta" and "non-meta" powers have been planned for months now, and we're finally getting to start making them.…
Yes, absolutely. We've made multiple passes at tweaking eSTF Borg difficulty over the years, and they still burst higher than we wish they did, due to at least one hard-to-reproduce bug and several design flaws. If you look at elite content in any of the critter groups we've made over the last 2 years, you'll find that…
I roll to disbelieve. In the case you presented in your post, 30% of the time your fully buffed ambush BO crit would one-shot a player. Now, every single time a player uses Beam Overload, they will deal substantial damage without reducing their future DPS - but they will do *less* spike damage in an optimal case. This…
OK. People blowing other people up in one shot doesn't make me happy. So we can be even. :P BO will remain a substantial burst damage tool, but as much as possible I want to move combat out of the "one-shot" territory and out of the "infinite slugfest" territory, and towards a happy medium where people die under focused…
That was a large part of the reasoning. I wanted to make Beam Overload mechanically unique, worth using, and satisfying. Beam Overload is sort of the quintessential "Timmy" power in STO - it's fun because big numbers pop up on your screen. It was a "trap power" before, since after the big number, all of your subsequent…
In your example, your 80k crit will actually be lower now (by 25% in base damage). But your average Beam Overload damage will be higher over time. Lower maximum burst, higher sustained DPS.
It's probably an NPC power or something. It was just one of the lance-type powers I found that drained power before, so I included it as an example. Maybe the Mogai electric lance would have been a better example.
It's all Beam Overloads. However, we can now tune the damage to whatever value is high enough to be a worthwhile DPS power, without worrying about extremely high spikes on subsequent critical hits.
Here's what should have happened with prices. Following up madly now but I want to communicate what our intent is clearly: Reputation: * Mk 12 Space Items, except consoles, in Reputation Store systems costs 22,500 Dilithium, down from 34,000. * Mk 12 Ground Items in Reputation Store systems costs 7,500 Dilithium, down from…
We've heard you guys and we do have our UI artist and programmer working on adding filtering and sorting options back in to the new UI at the soonest possible patch. We've also drastically improved the recommendation sorting algorithm - it will always give you the best chance for a critical success that your available Duty…
It'll give a little less than 600 XP per hour since it's cheap and efficient. However, yes, it will still give a large chunk of XP. The tutorial should already be there, at player-level 15 or higher. The research projects should be on Tribble early next week, barring anything going wrong.
<QR> While earlier I had mentioned potentially increasing the time of all item creations to allow players to more easily get close to 100% of offline time as progression time in the system, we've instead decided to create "Research Projects". These projects will allow you to send a duty officer to do research for 20 hours…
Honestly, I'm not the right person to ask. Logistics and scheduling have necessitated them not being done yet, would be my guess - but as much as I try to give you guys the status of things we've talked about, if I'm not personally working on it, I'm just passing on second-hand information and can't talk authoritatively…
Yeah, this one's funny. It's not actually knocking them - the power spawns an invisible pet at the location of each blast. Those pets are colliding with cubes, which is very noticeable due to their size and relative lack of mobility. It's definitely a bug, we'll fix it as soon as we can!
No, they're not in 9.5. We wanted to squeeze them in before 9.5, but schedules didn't permit for it. They're high on our list of Systems features to deliver, and we'll do them as soon as we can.
My assumption for pricing is not that you will get a specific set of mods, but rather that you will get at least some number of mods that you care about. The chance of a specific combination of mods is .25*.25*.1, which is of course very very low. The chance of "usable set of mods" is much better, at something like…
"Is the amount of XP required...going to be looked at"? Maybe. The XP curve is structured the way it is because the system is designed for 4 different types of player - super casual, casual, midcore, and super hardcore. It's less of a curve and more of 4 different curves stuck together - thus the extreme breakpoint around…
Thanks :) And more tuning can still be done, but this build at least has the basic dynamic of being able to eliminate Rare outcome weighting in favor of Very Rare once both Common and Uncommon are gone. Our goal is for a player who's gone through the system to be able to consistently make high-quality Mk XII items - you…
The XP is constant per time unit - so it would just be decreasing the amount of projects you need to run to hit cap. Sorry, I didn't explicitly say that if we, say, doubled the amount of time any given project takes, we would also be doubling its XP.
We're looking at increasing the amount of time all projects take (and decreasing the amount of Dil it takes to buy out the project such that their absolute cost remains the same). This will let long projects reasonably "make progress for you" while you're offline, similarly to how the 20 hour reputation projects do so.