test content
What is the Arc Client?
Install Arc
Options

Stf difficulty increase?

kdawgenigmakdawgenigma Member Posts: 300 Arc User
This may not be the case, but, it seems that the difficulty of the STFs may have bumped up some. I have been killed more times this week on infected elite than the whole last month. I have noticed numerous others running these with me stating similar feelings. Some people who have gone one on one with tac cube feel squishy all of a sudden. Did something get changed and was it intentional or not?

-Rule of Acquisition #113: Always have sex with the boss.
-I am one of the many victims from the hijacked Caspian Division.
I will not let the childish acts of a criminal ruin this game for me.
-The actions of Cryptic, on the other hand......
Post edited by kdawgenigma on

Comments

  • Options
    leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited September 2012
    This may not be the case, but, it seems that the difficulty of the STFs may have bumped up some. I have been killed more times this week on infected elite than the whole last month. I have noticed numerous others running these with me stating similar feelings. Some people who have gone one on one with tac cube feel squishy all of a sudden. Did something get changed and was it intentional or not?

    Maybe about a month ago, the boss fights all seemed to get harder and a lot less forgiving.

    I remember feeling like I was making progress as a player. My PuGs getting most of the optionals. Then WHAM.

    It felt like the Borg on Elite started hitting harder. The timers started acting funny on Infected and maybe the Cure, resetting with time still left. The turrets in Cure started bugging out too. Sometimes respawning as they're blown up. Respawn timers on the Infected boss room also seem much higher. The cure boss seems to kill melee like crazy now too.

    The bosses don't seem to hit as hard and can be soloed. (In fact, the only time I've beaten any in the last month with PuGs relied on a science sniper tank or two to finish it. As a melee tac, I have to switch to sniping a lot more, almost as if they rebalanced things around the melee buffs.)

    It almost seems to me like somebody decided to try to keep the difficulty intact while eliminating one shot mobs by nerfing the Elite Tactical Drones and bosses and buffing everything else.
  • Options
    pwebranflakespwebranflakes Member Posts: 7,741
    edited September 2012
    I played a few elite STFs this past weekend and the difficulty seemed the same to me, but I've moved this to the PvE Gameplay feedback forum so the appropriate devs see it.

    Cheers,

    Brandon =/\=
  • Options
    leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited September 2012
    I played a few elite STFs this past weekend and the difficulty seemed the same to me, but I've moved this to the PvE Gameplay feedback forum so the appropriate devs see it.

    Cheers,

    Brandon =/\=

    It could well be that PuG quality is declining with the added player created channels and improved fleets, coupled with attention being focused elsewhere.

    A few months ago, it seemed like I always had at least 3 solid teammates in a PuG in full Mk XII visuals. Now, I usually am lucky to see one teammate in Mk XII.

    I also maintain that I see a HUGE difference between PuGs with Science and without in ground STFs and that more Science is almost always a better team.
  • Options
    th3xr34p3rth3xr34p3r Member Posts: 0 Arc User
    edited September 2012
    I played a few elite STFs this past weekend and the difficulty seemed the same to me, but I've moved this to the PvE Gameplay feedback forum so the appropriate devs see it.

    Cheers,

    Brandon =/\=

    Bud tbh here, its not the difficulty that needs fixing its the over crits on elites that need fixed then we can talk about difficulty adjustments. there is no point in setting up a good challenge if you get taken out too fast when they proc and they proc way to much from them to make them fun.
    [SIGPIC]Click to visit Subspace-Radio[/SIGPIC]
    Twitter | Blog | Original Join Date: Dec 2007 | Gaming Setup | Raptr Profile | Gamer DNA
    The opinions expressed in my posts are my own views and do not reflect on any other entity(s) or person(s) I may or may not represent at the time.
  • Options
    jam062307jam062307 Member Posts: 197 Arc User
    edited September 2012
    I've played a bunch of STF's the last couple days......haven't had any trouble with them, or with getting the optionals...and I'm playing on a new max level toon that's under equipped. And I haven't had any trouble with elites critting too much. Perhaps you are just finding sub-par teams, or your tactics/ SP distribution needs to be adjusted for STF's!
    STOP THE
    tacofangs wrote: »
    We planned on doing it next weekend, but then we saw your post and were like, "Dude, we should totally move that up a week! Tee Hee!"
  • Options
    diogene0diogene0 Member Posts: 0 Arc User
    edited September 2012
    It's just worst pugs, many people are back for season 6 and are clueless about what to do with their chars in these instances. It's even more terrible since they restart it at level 50.

    I've seen far more carriers not using pets, rainbow beams, cruisers tanking less than a bop not using cloak, or players with miniguns and turret kits in stfs since S6 is out. There are also many more demons now, ie tacs in cruisers, but i guess we'll never get rid of them.
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • Options
    leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited September 2012
    diogene0 wrote: »
    It's just worst pugs, many people are back for season 6 and are clueless about what to do with their chars in these instances. It's even more terrible since they restart it at level 50.

    I've seen far more carriers not using pets, rainbow beams, cruisers tanking less than a bop not using cloak, or players with miniguns and turret kits in stfs since S6 is out. There are also many more demons now, ie tacs in cruisers, but i guess we'll never get rid of them.

    Class and ship selection SHOULD be mostly unrelated. Are you saying it causes a disadvantage?
  • Options
    kdawgenigmakdawgenigma Member Posts: 300 Arc User
    edited September 2012
    th3xr34p3r wrote: »
    Bud tbh here, its not the difficulty that needs fixing its the over crits on elites that need fixed then we can talk about difficulty adjustments. there is no point in setting up a good challenge if you get taken out too fast when they proc and they proc way to much from them to make them fun.

    Have been on the receiving end of numerous one shots over the past couple days myself.

    -Rule of Acquisition #113: Always have sex with the boss.
    -I am one of the many victims from the hijacked Caspian Division.
    I will not let the childish acts of a criminal ruin this game for me.
    -The actions of Cryptic, on the other hand......
  • Options
    azurianstarazurianstar Member Posts: 6,985 Arc User
    edited September 2012
    In general the STFs and the Elite STFs didn't get harder. HOWEVER, that Isometeric Charge ability from Borg Negh'vars does seem like things are much difficult when you're group gets obliterated in one shot. Of course it's easy to avoid this by staying out of the front arc.

    The only other thing that makes STFs seem difficult is the players themselves, which which a good group, it's smooth sailing. But with a bad group, it can feel like an eternity.
  • Options
    kdawgenigmakdawgenigma Member Posts: 300 Arc User
    edited September 2012
    In general the STFs and the Elite STFs didn't get harder. HOWEVER, that Isometeric Charge ability from Borg Negh'vars does seem like things are much difficult when you're group gets obliterated in one shot. Of course it's easy to avoid this by staying out of the front arc.

    The only other thing that makes STFs seem difficult is the players themselves, which which a good group, it's smooth sailing. But with a bad group, it can feel like an eternity.

    Haven't noticed much difference in cure(assume that's the one you are referencing), am primarily speaking about infected. Seems to be the tac cube more than anything. Players that have been able to go solo with it are being swatted away like flies.

    Of course the ridiculous death penalty timer doesn't help matters either.

    /start sarcasm

    "Oh, sorry guys, have to wait 2 days before I can help finish mission."

    /end sarcasm

    -Rule of Acquisition #113: Always have sex with the boss.
    -I am one of the many victims from the hijacked Caspian Division.
    I will not let the childish acts of a criminal ruin this game for me.
    -The actions of Cryptic, on the other hand......
  • Options
    toivatoiva Member Posts: 3,276 Arc User
    edited September 2012
    Haven't noticed anything unusual lately. Also, as far as I know, borg can't crit in STFs anymore (for a couple months already).

    What is still relatively new and annoys me are the Isometric charges in CSE, though. Even after tweaking the damage (was always over 100k at first), I often get hit repeatedly with a 40k blow that jumps to a nearby player and back to me. Usually ending in all nearby players dead.

    EDIT: Now that I think about the last few ISEs and KASEs, I have a feeling Gateways are somehow more agressive. But for now, it's just a feeling. It might be me getting less wary of them (and being punished for it).
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • Options
    zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited September 2012
    TBH this game since f2p has had several pushes in momentum where at begining of f2p there were a lot of returning players who came back and as they saw nothing really had changed with the game overall they quit and then with the surge of new players with no real experience with the game you started to see less quality. Now with the huge sinks with fleets you are seeing the really good players with experience are focusing more on that because there really isn't much time to get into stfs and do the fleet events. Another big thing I've noticed is majority of players will say this is Star Trek not Ground trek although half the content in tv and movies happened on what is ground in this game. Plus if you don't do ground 50% of the game as well is something you aren't taking part in. I'd probally say too not exact figures but close to only 1% of the player base actually knows how ground passives work and have toons that use them effectively. As for difficulty of STF's they haven't changed its just that most players do not know how to use tactical and engineers and have this pre conceived notion that science class are nothing more than healers and expect them to be their personal healers which is a draw back from the stereotypes of mmorpgs in general mostly from less than average intelligence people that can't see there are healing sci kits, buff sci kits, and then offense sci kits.

    Overall though I hope seasons 7 personal progression with stf's involves a system where when you do ground or space that a given person has to have achieved goals that actually classifies them as elite before getting put in a team in pugging before they can jump into it because that is the real problem is under developed players have this ability and they do not have the gear, tactics, or skills to pull off elite stf's. Even trying to get quality players from channels with the words elite or stf in them are usually full of noobs that don't have any business there and makes it very hard to find quality teams.
  • Options
    eurialoeurialo Member Posts: 667 Arc User
    edited September 2012
    This may not be the case, but, it seems that the difficulty of the STFs may have bumped up some. I have been killed more times this week on infected elite than the whole last month. I have noticed numerous others running these with me stating similar feelings. Some people who have gone one on one with tac cube feel squishy all of a sudden. Did something get changed and was it intentional or not?

    In the last week I have had the feeling that my dps have been lower than usual, but probabily it's me playing bad. For sure, I notice a loot of noobs: useless players with heavy damaged ships, a lot of support ships (mainly cruisers) not doing their job... many players who can't play. For example often in CSE I have to remember that is very important healing the kang, playes often spawn neghvars but do not care about it... yesterday 3 players have had difficulty in defending the kang.
    In KSE often people do not care about probes, it is an easy job even for a support ship and cruiser/sci vessells captains should care about it so that escorts can use their dps to destroy gates as soon as possible... But often it's an escort that have to do it, because players care only about cubes and gates.
    [SIGPIC][/SIGPIC]

    Playing STO spamming FAW is like playing chess using always the computer's suggested moves
  • Options
    szimszim Member Posts: 2,503 Arc User
    edited September 2012
    As long as I can tank a tactical cube with my escort in a STF Elite, the difficulty is too low.
  • Options
    zerobangzerobang Member Posts: 0 Arc User
    edited September 2012
    In my experience normal STFs were much harder than Elite STFs.

    Simply because the quality of Players is better when you play Elite STFs with the guys from the various Elite Channels compared to even normal STFs in a PUG.

    I agree that the Isometric Charge is OP on NPCs.
    Even in my Cruisers i'm left with not much hull after these things hit, in any Escort i just go boom instantly.

    But that only happens in Cure.

    In Khitomer Accord i noticed that if Donatra shoots that... big green instakill thing, the area of effect is not limited to the visual effect, i was killed a few times now by it while clearly being outside of the indicated area, oh and sometimes she decloaks and just instantly fires it without any indication.

    Both these things have yet to result in any of my teams failing the optional of any mission.

    I am sure the STF's and Borg themsel have not been touched.
    All that happened was Geko playing around with the default Mobs, and the Klingon Ships are part of that.



    I don't mind if ELITE STFs get a bit harder, they have not been challenging for a while now...
    but then the drop chances for the Tech should be increased accordingly.

    I always said there should be a normal advanced and elite version of the STFs. Where Elite is really for the Elite players and Advanced is more aimed at PUGs.... with more forgiving timers and stuff like that.
    [SIGPIC][/SIGPIC]
  • Options
    diogene0diogene0 Member Posts: 0 Arc User
    edited September 2012
    Class and ship selection SHOULD be mostly unrelated. Are you saying it causes a disadvantage?

    It does. When you choose a non-dps class ship with a dps class character it means that you're trying to do things wrong. Trying to get dps with a heal boat is... dubious, because you can't. Instead of focusing on healing (which is the role of a real cruiser) they slot the wrong powers to try to do some damage they can't do in any way.

    It's just facts. All tacs in cruisers are fragile and suck both at dps and survivability. They serve no role but feeling they are independant and of course it doesn't work.

    In pvp the tac in cruiser will also often be the first target because it's just a guarantee for an easy kill.
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • Options
    theparanoidtheparanoid Member Posts: 94 Arc User
    edited September 2012
    My experince has been the ground elite are the ones where people are dropping like hot cakes. I am not talking about inexpernice pug or undergear. But teams of people that have been doing them. On character they have been doing them on. Know seem to die far more then before. To point that people are alive then dead.
  • Options
    sdkraustsdkraust Member Posts: 524 Arc User
    edited September 2012
    I have seen no issues with the increase in difficulty in ESTFs since the launch of Season 6 (And that was solely Donatra's doing.) There is no ISE buff like you say that there is because on the team I run ISE with whoever solos Right Cube still does just fine.

    The issue is still Isometric Charges from the Negh'Vars in CSE, however CSE can still be done fast enough with either Chat Channel I regularly use.

    Still can't get that IGE Optional tho. That's more or less my fault as I am an IGE noob, even with 4 really good players.
  • Options
    leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited September 2012
    diogene0 wrote: »
    It does. When you choose a non-dps class ship with a dps class character it means that you're trying to do things wrong. Trying to get dps with a heal boat is... dubious, because you can't. Instead of focusing on healing (which is the role of a real cruiser) they slot the wrong powers to try to do some damage they can't do in any way.

    It's just facts. All tacs in cruisers are fragile and suck both at dps and survivability. They serve no role but feeling they are independant and of course it doesn't work.

    In pvp the tac in cruiser will also often be the first target because it's just a guarantee for an easy kill.

    I'd chalk the idea of DPS classes up to "design flaw."

    The game is not supposed to have the tank/dps/heal paradigm enforced totally. Everyone is theoretically a hybrid. Aside from Escorts for some reason and I see the problem there as being that shield tanking is underpowered (for sci) and this game doesn't really have evasion tanking.

    Still, you can't DPS if you're dead. So, ideally, all three classes would have differing forms of tankiness.

    Said as someone who has evasion tanked as a rogue and DPSed as a warrior for years. The trinity model is a bad model for video games and a worse model for games that involve PuGGing. And a DPS tanker and tanking scrapper in CoH.

    Ideally, the model here would have been something more like RogueMonk/PaladinHunter/DruidWarrior as opposed to even having a pure DPS class. And if you have four cruisers in an STF, you might as well have five because of the lack of external support.

    But where we're at, I don't think player class is supposed to have all that much influence on space. Part of why they sell ships and mostly cruisers.

    Besides which, Captain background and "ship class" on the shows NEVER matched. If anything, pure builds should be what gets penalized.
  • Options
    leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited September 2012
    My experince has been the ground elite are the ones where people are dropping like hot cakes. I am not talking about inexpernice pug or undergear. But teams of people that have been doing them. On character they have been doing them on. Know seem to die far more then before. To point that people are alive then dead.

    Yeah. What I was discussing initially was ground and that's what the OP seemed to be referencing.

    It all seems to come down to sci-tanks. More = success. Fewer = failure. My observation is that Elite Tactical Drones and bosses themselves seem to one shot a lot less and be safer to attack solo or melee but everything around them and their special abilities seem like they've become tougher as if to compensate.
  • Options
    leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited September 2012
    I'll also add from my observations in The Foundry that Captain rank mobs seem to bear this out. It FEELS as if the main Captain level mob is a touch weaker (still pretty tanky) but the supporting mobs are all tougher. I don't have any hard metrics to go on but I used to have a much easier time with Level 50 Captain Nausicaan and Borg ground mobs. It feels like there's been a retuning.

    FYI: I generally use a Tac, specced for melee, melee kit, 3 melee enhancing DOffs, gambling device, teammate with IDIC Tribble, swap between melee and sniper rifle.

    In general, looking at Infected, the upper levels of the station feel easier, like maybe the Borg deal less damage but also are harder to kill. It's the final boss fight that feels harder, mostly due to respawn timer and the shield lowering timer sometimes resetting ahead of time.

    My teams would traditionally shoot left, then right, then center. Team of three jumps right, left, back left, back right. Two stay in center. The respawns are what seems nuts along with a buggy virus timer. The whole room seems to respawn within about 30 seconds of eachother and only a sci sniper tank with team consumables can take the punishment.

    In The Cure, it also feels like Borg do less damage but have higher health. And the final fight, we do four snipers and one melee tank and used to have the alternate approach of five melee. The melee tanks (including experienced ones) seem to die without ever standing in the circle. If we can keep Armus turning after that, we're okay for awhile but then everyone gets hit with an attack in rotation by Armus which almost one shots them, they pop consumables, and get killed by the next two rapid succession shots. It takes an extra shield heal to live and that again comes down to a sci sniper tank.

    On the flipside, I've seen sci sniper tanks with a good supply of consumables take down both bosses SOLO after the rest of us made stupid mistakes and wiped before the boss even showed up. (Usually, two people fall in the lava and ask the rest of us to reset. The rest of us commit suicide aside from one sci tank. Traditionally, I'd commit suicide out of courtesy if anyone asks in a run. But I've stopped if there's even one sci still alive.)
  • Options
    lordmalak1lordmalak1 Member Posts: 4,681 Arc User
    edited September 2012
    I was just considering this possibility last night after noticing the Wells being replaced by a Promethius MVAM in a couple daily missions, and more Fed SCI ships lobbing the magic red bean. My little ENG dilith machine Qin seems to have more of a challenge this last week, tho my TAC Pach still laughs at all PvE engagements.

    STF's seem a bit harder tho, my TAC has had nothing but bad luck against invisible Borg torpedo's, and has been stiffed on all loot drops this last week.
    KBF Lord MalaK
    Awoken Dead
    giphy.gif

    Now shaddup about the queues, it's a BUG
  • Options
    toivatoiva Member Posts: 3,276 Arc User
    edited September 2012
    diogene0 wrote: »
    It does. When you choose a non-dps class ship with a dps class character it means that you're trying to do things wrong. Trying to get dps with a heal boat is... dubious, because you can't. Instead of focusing on healing (which is the role of a real cruiser) they slot the wrong powers to try to do some damage they can't do in any way.

    It's just facts. All tacs in cruisers are fragile and suck both at dps and survivability. They serve no role but feeling they are independant and of course it doesn't work.

    In pvp the tac in cruiser will also often be the first target because it's just a guarantee for an easy kill.
    I can't possibly pretend to know about PvP. The fact is, we're talking PvE, and even in elite STFs, any career in a cruiser will be able to survive anything, as for my experience (Isometric Charges put aside). In other words, if you plan on being the tank, you can choose any career, with Tacs having the advantage of actually holding the aggro and therefore protecting (passively) the team.

    For example my KDF Tac used the hegh'ta for some average DPS (compared in parses with other escorts/raptors/BoPs), yet was still too fragile to survive for prolonged time the aggro of a larger number of spheres/a Tac cube/gateway... without support from the team. But, putting this Tac in a traditional beamboat Negh'var resulted in very much the same average DPS (now notably higher than that of other careers' cruisers), much better survivability and some bonus ability to heal others (2 sets of shield/hull heals). Not to mention it's far easier playing a beamboat than a front-focused ship.

    What I'm trying to say is that the combination Tac-cruiser may be the most useful and most easily playable. It may be just me being unable to play fast enough to use an escort properly (I'll find that soon enough, planning on buying some "true" escort and raptor), but playing with a cruiser on my Tac has for now brought much benefit without any noticeable drawback. So please, don't slam Tacs using a cruiser.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
Sign In or Register to comment.