Could we please get a "quick" fix for the stacking/chaining Phaser Procs and the the unclearable Chroniton Procs? Phasers could you use a 10 second resistance for all systems after one system has been effected (similar to the KHG Shield proc cool down). Chronitons used to be cleared by Hazard Emitters but now nothing helps.
I know there are a lot of issues and many things aren't scheduled for a balance pass anytime soon but it would be nice to see a few basic fixes. Thanks.
Could we please get a "quick" fix for the stacking/chaining Phaser Procs and the the unclearable Chroniton Procs? Phasers could you use a 10 second resistance for all systems after one system has been effected (similar to the KHG Shield proc cool down). Chronitons used to be cleared by Hazard Emitters but now nothing helps.
I know there are a lot of issues and many things aren't scheduled for a balance pass anytime soon but it would be nice to see a few basic fixes. Thanks.
im sorry sir, but a hot fix consitutes a "balance" fix and they are not doing those for the foreseable future.
Sadly, I don't believe this will happen. As posted above me Gozer is focusing his efforts elsewhere. It's been a long time now since J-man has showed any interest in balancing powers on the forums and I don't know if he could if he wanted to. I don't know of any other dev that would spend their free time on the matter.
Edit:
You could try keeping a ET in reserve and be judisious in using TT. Eng bat & evasives & APO/PH/AuxID/TBR but the latter 3 require having some aux. Not sure what faction character is having the most issues for you, but perhaps C-Store consoles could help in escaping (decoy, impulse thrusters, subspace jump). Then there's the reason I believe it's not going to change: Team Batteries.
Could we please get a "quick" fix for the stacking/chaining Phaser Procs and the the unclearable Chroniton Procs? Phasers could you use a 10 second resistance for all systems after one system has been effected (similar to the KHG Shield proc cool down). Chronitons used to be cleared by Hazard Emitters but now nothing helps.
I know there are a lot of issues and many things aren't scheduled for a balance pass anytime soon but it would be nice to see a few basic fixes. Thanks.
Lulz <---- the new Akira is bugged and they fix it today, these and many other issues take months!
1 - Phaser Procs should not stack
2 - Phaser should not disable shields (like viral matrix)
3 - Chroniton Debuff should not stack
4 - Attack Patern Omega and Polarize Hull should clear Chroniton debuff
5 - Chroniton Movement Debuff time reduced from 10 seconds to 8seconds, with an small inmunity after is cleared.
Fix this 2 small things will be a GREAT improvement to PvP, and won't affect PvE at all. But this is the prove that they don't care about PvP, this can be solved very easy but they don't give a ****
From my point of view this is far more important that the new pvp maps, or pvp game-modes. Nothing of what they can add will care if they don't fix at least, the important balance issues.
Lulz <---- the new Akira is bugged and they fix it today, these and many other issues take months!
Well, to be fair, that was as simple as changing a database value.
Stacking resistances on phaser procs are a bit more complicated codewise. Probably relatively simple, but while simplicity scales linearly, the time it takes to do those simple fixes scales exponentially.
... it's hard to command or captain a ship when you can't move and/or have many of your subsystems disabled.
[...]
Well, it is also hard to command or captain a ship when it is destroyed. That alone would not make anyone want to adjust weapon damage down, no?
I just think that if you request something for "balance", there should be some kind of reason given why this should, in the opinion of the requester, be required.
what you see here is the new carrier escort with runabouts, hitting me with 2 phaser procs, 2 crono procs, a tractor beam, and a plasma fire caused by the armatige itself. also between those 2 pictures, which were taken about 2 seconds apart, i have 3 different disabled subsystems. for any other escort to have done this, it would have needed crono and plasma tops equipped up front, a tractor beam instead of a sci heal, and phasers instead of any other weapon type. the mother ship can focus on dealing direct damage and having nothing but heals wile the pets, that it gets with no disadvantage, very effectively give its target a negative defense score. basically my worst fears about the power of this thing were realized in the first match i went toe to toe with one.
oh but us elitest pvpers just call everything op before we can even test it, you need to test it to know for sure! bull ****ing ****. i was calling it op on the 8th, when i saw this on tribble
all i needed to know was that there was going to be an escort with a hanger bay. i was saying that this exact thing was going to play out before the ship was even revealed. it should be obvious to anyone with any success at pvp how dangerous a combination this would be.
not only does this show how deadly a combination an escort is with its befuddling pets, but it illustrates how devastating the effect of these things stacking like the op was talking about. especially if its an escort that causes them.
Well, it is also hard to command or captain a ship when it is destroyed. That alone would not make anyone want to adjust weapon damage down, no?
I just think that if you request something for "balance", there should be some kind of reason given why this should, in the opinion of the requester, be required.
Phaser Procs:
The reasons to give a Hot fix in a PVP environment is because in PVP Players have more weapons fireing at each other then PVE. More Phasers = More chances of a Proc. If you add in Atrox Pets as well that increases the chances. As does other PVE spam based items that can be used. 5v5 Premade + pets can almost guarentee at least 1 Shield Proc per kill, in addition to other subsystems being shut down in the process. All this despite being able to use Engineering team to remove the disabled system since ET only lasts 5 seconds. Hardly enough time when your being bombarded with Phaser Proc disables.
Chronoton Procs:
It's one of the few abilities in STO that does NOT have a true way to clear. And the more Slow Procs that stack up the less and less likely the defensive power Attack Pattern Omega will be able to help you defend against it. Last I observed, it took 3 Chronoton Procs to neutralize any and all help Attack Pattern omega can provide. Also since the more Chronoton Procs, the better.. Using Advanced Danubes on Carriers + Chronoton Mines can eaisly provide enough slow procs to immobolize ships rendering their Defense stat almost all but useless. And while that may be intended, the fact that there is nearly no true way to clear said proc makes it almost an Over Powered effect.
I doubt that the urgency behind this request reaches our Czar, as thinking about balance still doesn't seem to be any ones forte.
Its a good guick fix, and oh yes do we need it (same with the target optoin to ignore pets, took only what 12 months??)
Something to think about: Now that both KDF and FED have become a spam fest, the original design for proc rates needs to be adjusted. Rare procs are awesome, having that lucky shot once in a while makes the shooter feel good, and puts a lol on the receiving party. Nothing could be done, just lucky...moving on.
But with all the pets adding proc chances on the battelfield, i die more to procs that cannot be countered (there is only 5 ET for 15s in team setting) then to anything else. It is profoundly unfun, since winning feels undeserved, and loosing has no relation to skill takes no skill. In short we have too many procs, with too much of an effect.
Please hire another studios Dev team, and outsource a balance pass, I dread what Cryptic in its infinte wisdom comes up with.
Let's assume weapons check to proc once per firing cycle. Let's assume phasers have a 2.5% proc rate. Let's assume you have an Atrox. Let's assume this Atrox has 6 phaser turrets. Let's assume your Atrox has 2 hangars loaded with Advanced Peregrines. Let's assume each Peregrine has 1 phaser pulse turret and 1 phaser dual cannon. Let's assume you have a grand total of 12 Peregrines out at once. Let's assume you fire all of your phaser turrets at a target once, while each of your 12 Peregrines fire both of their phaser weapons just once at a single target.
So, let's see... 6 phaser turrets, 12 phaser pulse cannons, and 12 phaser dual cannons. One the initial volley that works out to 30 checks to see if you've knocked one of your target's subsystems offline, with a potential of anywhere from 0 procs to 30 procs. Now, given how crippling it is to lose a subsystem, that's a lot of opportunity to deal a crippling blow on the first strike. For fun, if we had a team of 5 Atrox identical to the one above, that'd be 150 checks (each with a 2.5% chance) to see if you've disabled 1 of your target's 4 subsystems. Did I mention this repeats the next time you fire your weapons? So 30 very quickly becomes 60, then 90 and 150 quickly becomes 300, then 450.
+1 for toning down what is currently about as random , and every bit as lethal, as a headsman's axe when it's your neck on the chopping block.
Oh yeah, Chronitons need a counter, too (maybe not Hazard Emitters as it already clears most debuffs, I'd lean more towards Science team).
I was told yesterday that DStahl plans to remove the subsystem effect from phasers COMPLETELY. Of course he was throwing out teasers in REDALERT so i'd take that with as big a pinch of salt as anything else he says.
Especially with the pets able to give procs it's getting silly
Also though for procs in general we need firing cycles brought into line
Cannon's higher fire rate appears to give quite an advanatage over beams and this appears even more pronounced with pets with pulse cannons, point defense etc.
Although I'd like frequency altered and pets excluded from procs I would like to keep phaser procs though as sometimes they are the only chance people have of killing players , stops total invulnerability, always gives some risk .
I was told yesterday that DStahl plans to remove the subsystem effect from phasers COMPLETELY. Of course he was throwing out teasers in REDALERT so i'd take that with as big a pinch of salt as anything else he says.
he deserves a pat on the back then! the proc should be 'nadion effect' you see often when phasers hit they disintegrate exactly what is hits, but then for a second keeps burning and disintegrating more of the hull around it. it could basically be an extra damage to hull like tetryon has an extra damage to shields. plasma would still be different with the dot.
or they could give it the poloron proc, it would be subsystem disable light. maybe have it drain 50 power from 1 subsystem when it procs, and it would only disable if that subsystem had less then 50 power. then polorons could have their canon proc, a chance for a shot to bypass shields. not a bleed like anti proton used to have, just a chance 1 shot would hit hull directly per proc.
Especially with the pets able to give procs it's getting silly
Also though for procs in general we need firing cycles brought into line
Cannon's higher fire rate appears to give quite an advanatage over beams and this appears even more pronounced with pets with pulse cannons, point defense etc.
Although I'd like frequency altered and pets excluded from procs I would like to keep phaser procs though as sometimes they are the only chance people have of killing players , stops total invulnerability, always gives some risk .
Only if all other weapons get a similarly deadly proc. Phaser>all is just stupid.
Well, to be fair, that was as simple as changing a database value.
Stacking resistances on phaser procs are a bit more complicated codewise. Probably relatively simple, but while simplicity scales linearly, the time it takes to do those simple fixes scales exponentially.
...So yeah, it's gonna be a few months.
If I remember at least 1 of those shield bugs with the jem and haxco shields was on tribble for at least a few days then they put it into a regular patch.
If I remember at least 1 of those shield bugs with the jem and haxco shields was on tribble for at least a few days then they put it into a regular patch.
Wasnt just one it was Both, They took there time fixing them bc it wasnt hurting the pve heros.
Comments
im sorry sir, but a hot fix consitutes a "balance" fix and they are not doing those for the foreseable future.
Edit:
You could try keeping a ET in reserve and be judisious in using TT. Eng bat & evasives & APO/PH/AuxID/TBR but the latter 3 require having some aux. Not sure what faction character is having the most issues for you, but perhaps C-Store consoles could help in escaping (decoy, impulse thrusters, subspace jump). Then there's the reason I believe it's not going to change: Team Batteries.
Lulz <---- the new Akira is bugged and they fix it today, these and many other issues take months!
http://forums.startrekonline.com/showthread.php?t=270462
http://forums.startrekonline.com/showthread.php?t=269982
1 - Phaser Procs should not stack
2 - Phaser should not disable shields (like viral matrix)
3 - Chroniton Debuff should not stack
4 - Attack Patern Omega and Polarize Hull should clear Chroniton debuff
5 - Chroniton Movement Debuff time reduced from 10 seconds to 8seconds, with an small inmunity after is cleared.
Fix this 2 small things will be a GREAT improvement to PvP, and won't affect PvE at all. But this is the prove that they don't care about PvP, this can be solved very easy but they don't give a ****
From my point of view this is far more important that the new pvp maps, or pvp game-modes. Nothing of what they can add will care if they don't fix at least, the important balance issues.
Stacking resistances on phaser procs are a bit more complicated codewise. Probably relatively simple, but while simplicity scales linearly, the time it takes to do those simple fixes scales exponentially.
...So yeah, it's gonna be a few months.
... it's hard to command or captain a ship when you can't move and/or have many of your subsystems disabled.
Did I win?
no sorry because your not a tact in the cat box
Don't you see, they want you all to buy the cat carrier. Chroniton proc does nothing to the Atrox since it doesn't move anyway
But... I want to get kills in PVP, not laughs.
Well, it is also hard to command or captain a ship when it is destroyed. That alone would not make anyone want to adjust weapon damage down, no?
I just think that if you request something for "balance", there should be some kind of reason given why this should, in the opinion of the requester, be required.
this seems like the perfect place to post the worse case scenario i just experienced this earning, check these out
http://cloud-2.steampowered.com/ugc/577833245607079673/7C3FAD842BA46AB99766D18571E8C52EFBEA2D6C/
http://cloud-2.steampowered.com/ugc/577833245607078609/77559483BCFF8B158E1933FB6C9135C7521DC828/
what you see here is the new carrier escort with runabouts, hitting me with 2 phaser procs, 2 crono procs, a tractor beam, and a plasma fire caused by the armatige itself. also between those 2 pictures, which were taken about 2 seconds apart, i have 3 different disabled subsystems. for any other escort to have done this, it would have needed crono and plasma tops equipped up front, a tractor beam instead of a sci heal, and phasers instead of any other weapon type. the mother ship can focus on dealing direct damage and having nothing but heals wile the pets, that it gets with no disadvantage, very effectively give its target a negative defense score. basically my worst fears about the power of this thing were realized in the first match i went toe to toe with one.
oh but us elitest pvpers just call everything op before we can even test it, you need to test it to know for sure! bull ****ing ****. i was calling it op on the 8th, when i saw this on tribble
http://cloud-2.steampowered.com/ugc/577832503114478466/359AF85FF6847FA34D32A8C69A39F5FA15256070/
all i needed to know was that there was going to be an escort with a hanger bay. i was saying that this exact thing was going to play out before the ship was even revealed. it should be obvious to anyone with any success at pvp how dangerous a combination this would be.
not only does this show how deadly a combination an escort is with its befuddling pets, but it illustrates how devastating the effect of these things stacking like the op was talking about. especially if its an escort that causes them.
Phaser Procs:
The reasons to give a Hot fix in a PVP environment is because in PVP Players have more weapons fireing at each other then PVE. More Phasers = More chances of a Proc. If you add in Atrox Pets as well that increases the chances. As does other PVE spam based items that can be used. 5v5 Premade + pets can almost guarentee at least 1 Shield Proc per kill, in addition to other subsystems being shut down in the process. All this despite being able to use Engineering team to remove the disabled system since ET only lasts 5 seconds. Hardly enough time when your being bombarded with Phaser Proc disables.
Chronoton Procs:
It's one of the few abilities in STO that does NOT have a true way to clear. And the more Slow Procs that stack up the less and less likely the defensive power Attack Pattern Omega will be able to help you defend against it. Last I observed, it took 3 Chronoton Procs to neutralize any and all help Attack Pattern omega can provide. Also since the more Chronoton Procs, the better.. Using Advanced Danubes on Carriers + Chronoton Mines can eaisly provide enough slow procs to immobolize ships rendering their Defense stat almost all but useless. And while that may be intended, the fact that there is nearly no true way to clear said proc makes it almost an Over Powered effect.
Look Ma! I'm on TV!
are you in that picture some where?
Yeah.. logging out apparently, LMAO.
Its a good guick fix, and oh yes do we need it (same with the target optoin to ignore pets, took only what 12 months??)
Something to think about: Now that both KDF and FED have become a spam fest, the original design for proc rates needs to be adjusted. Rare procs are awesome, having that lucky shot once in a while makes the shooter feel good, and puts a lol on the receiving party. Nothing could be done, just lucky...moving on.
But with all the pets adding proc chances on the battelfield, i die more to procs that cannot be countered (there is only 5 ET for 15s in team setting) then to anything else. It is profoundly unfun, since winning feels undeserved, and loosing has no relation to skill takes no skill. In short we have too many procs, with too much of an effect.
Please hire another studios Dev team, and outsource a balance pass, I dread what Cryptic in its infinte wisdom comes up with.
tl:dr LESS procs..NOT MORE
So, let's see... 6 phaser turrets, 12 phaser pulse cannons, and 12 phaser dual cannons. One the initial volley that works out to 30 checks to see if you've knocked one of your target's subsystems offline, with a potential of anywhere from 0 procs to 30 procs. Now, given how crippling it is to lose a subsystem, that's a lot of opportunity to deal a crippling blow on the first strike. For fun, if we had a team of 5 Atrox identical to the one above, that'd be 150 checks (each with a 2.5% chance) to see if you've disabled 1 of your target's 4 subsystems. Did I mention this repeats the next time you fire your weapons? So 30 very quickly becomes 60, then 90 and 150 quickly becomes 300, then 450.
+1 for toning down what is currently about as random , and every bit as lethal, as a headsman's axe when it's your neck on the chopping block.
Oh yeah, Chronitons need a counter, too (maybe not Hazard Emitters as it already clears most debuffs, I'd lean more towards Science team).
Especially with the pets able to give procs it's getting silly
Also though for procs in general we need firing cycles brought into line
Cannon's higher fire rate appears to give quite an advanatage over beams and this appears even more pronounced with pets with pulse cannons, point defense etc.
Although I'd like frequency altered and pets excluded from procs I would like to keep phaser procs though as sometimes they are the only chance people have of killing players , stops total invulnerability, always gives some risk .
he deserves a pat on the back then! the proc should be 'nadion effect' you see often when phasers hit they disintegrate exactly what is hits, but then for a second keeps burning and disintegrating more of the hull around it. it could basically be an extra damage to hull like tetryon has an extra damage to shields. plasma would still be different with the dot.
or they could give it the poloron proc, it would be subsystem disable light. maybe have it drain 50 power from 1 subsystem when it procs, and it would only disable if that subsystem had less then 50 power. then polorons could have their canon proc, a chance for a shot to bypass shields. not a bleed like anti proton used to have, just a chance 1 shot would hit hull directly per proc.
Only if all other weapons get a similarly deadly proc. Phaser>all is just stupid.
Yes, I see your point one PvE map gets a bug and a fix dam near the same day. Kerrat has been broken from the get go and nothing.
rofl indeed. Its hilarious and funny. Like seriously, gozer cannot take a few minutes or an hour to do some quick fix on this?
If I remember at least 1 of those shield bugs with the jem and haxco shields was on tribble for at least a few days then they put it into a regular patch.
Wasnt just one it was Both, They took there time fixing them bc it wasnt hurting the pve heros.