IWhile i see where you are coming from, the red matter capacitor is no longer available, neither is the veterans BO. How about those random drop MK XII purple Field Gens, or any other MK XII purple console. Or Mk XII [Acc]x3 Phaser beams
As Husanak said, STO's gear dependency has increased dramatically in F2P, and since most people posting here have been around for a while, they (me included) have some nice gear. UNless we get some White gear only matches, nothing is going to change that. However, i m more then happy to talk have agreements before a game.
I don't want to limit myself to white gear in pug queues, why should I. I m solo most of the time, and i m getting AMSed enough as is.
Those consoles and weapons are mediocre in comparison to those doffs. Mainly due to the fact the doffs are ultra rare and you need more than one in order for them to be effective. Now I don't know about you, but most PvP communities are poor unless they're using bots to scour the exchange for buy/resell.
With that said, it is far fetched to expect these poor communities to get 60+ million. An ACCx3 weapon is not necessary, nor are the consoles in order to contend. However, these doffs are very much necessary in the event your opponent is using them. I still have MK XI blue phaser consoles on my Dr. Lecter build. MK XII blues vs Purples aren't a big difference either nor are they contentious with the price of SN doffs.
Even if what you're saying had some merit, it isn't the main complaint. It's the doffs.
But ask any PvP player, offer them a MK12 Purple or a SN Doff, and ask which one they'll take. I can only see the naive player take the MK 12 console over the doff.
I guess we have taken a big leap towards that scenario in the last couple of days.
IMO it is the best PROC in the game. The ability to remove buffs should have only been available on science ships. Now, Escorts can use it too while the de-buff you like crazy. Yeah, it is so much fun to fight against this. wait, no it isn't.
Hi, I usually do not make this kind of threads, but we need this addressed ASAP.
Borticus, please, any comment on this would be really appreciated.
Thank you in advance.
Given the Drivel they've spewed forth from the past about phaser procs I can give everyone an educated guess as to what he's going to say.
"It rarely happens, so it's not a problem!"
Despite the fact that the Math says every 8 seconds it happens. And that it's effects are virtually identical to what a sci captain skill that happens once every minute thirty does.
(...)Math says every 8 seconds it happens. And that it's effects are virtually identical to what a sci captain skill that happens once every minute thirty does.
I agree, and that is why I am VERY worried.
L2P PvP is hard enough when facing a well armed premade to add this to the table...
It least they should limit to 1 the use of this DOFF...
Given the Drivel they've spewed forth from the past about phaser procs I can give everyone an educated guess as to what he's going to say.
"It rarely happens, so it's not a problem!"
Despite the fact that the Math says every 8 seconds it happens. And that it's effects are virtually identical to what a sci captain skill that happens once every minute thirty does.
SNB doffs have always been stupid. They basically give the crowning captain ability of the Sci class to a super proccing damage focused Tac Captain. Terrible from a balance perspective. Do attack pattern doffs give sci captains a proc for attack patterns? Is there an Alpha Strike doff that procs alpha strikes for Engis? This is a doff that got stuck in for pve and no one there wanted it and it was forgotten.
Make SNB doffs reduce the cooldown of SNB on Sci Captains.
Voila fixed. This is what it should have been from the beginning. This forces any Sci Cap who wants to use them to reduce the effectiveness of his sci abilities (vm doffs, sci team, etc) or his survivability (bfi, conn, etc).
Honestly the mechanics on the SNB doffs are as stupid as giving pets phaser procs. Both are fine in small doses, and absolutely ruinous when used en mass.
Mind you that's assuming most of the team is using beams.
I haven't done the Math (Hilbert have you beat me to it yet?) on a team using Cannon.
I didn't do the math on it either. I do know from experience that when an Escort uses it on you with CRF-x2, you as a Cruiser can sort of kiss your shield buff uptime goodbye; which I personally think is a real problem because before, you only had to worry about SNB once in a while and you could use RSP or something in the meantime as a stopgap measure. Now, now, now you are totally screwed because even your stop-gap measure is Sub Nuked.
Recently, I set my Fleet-mate up in a Sci-escort with two of these duty officers. Once the EPTS buff is removed from the target cruiser or carrier, thanks to the Duty Officer PROC, and the target goes to use RSP, my fleet-mate can immediately SNB the target and then the target is just totally screwed because it can?t even clear tactical de-buffs like APB as all of his defensive buffs are now possibly on extended cool-downs including tactical team.
Anyway, the SNB DUFF is total cheese!! I won?t play against groups using them! Yes, I now actually leave matches. Sorry guys! I can?t tolerate this level of BS>
Sigh... it will ruin PVP once more people start to catch on.
7 Beams (6.4 being the max): 3.74 hits per second average without FAW
With 3 SNB DOFFs the proc chance is 1.5% = 3.74 * 0.015 = 0.0561 Proc/Sec average
1/0.0561 = 17.82 seconds. So with 6.4 beams you get a proc every 17.82 seconds. Now divide by the number of people running 3 DOFFs with beams and that is how often you will have a proc.
An Escort with 4x DHC + 3 x Turret chaining RF3 and RF2 will have ~7 hits per second.
7 * 0.015 = 0.105 Proc/sec average.
1/0.105 = 9.52 seconds. So a proc will occur every 9.52 seconds on average. With two escorts doing this, there will be a proc every 4.76 seconds on average. This is using averages. During the heat of Rapid Fire 3 and 2, the hits per second would be the highest. Since there is a proc in less than 10 seconds, it can basically be assumed that each rapid fire will have a proc with it.
An Escort with 4 x DC + 3 x Turret chaining RF3 and RF2 will have 9.4 hits per second.
9.4 * 0.015 = 0.141 Proc / sec average.
1/0.141 = 7.09 seconds. So a proc will occur ever 7 seconds on average. With two escorts, this will happen ever 3.5 seconds.
It would be nice if someone can check my numbers. Thanks!
First, I can confirm that this Doff's enhancement can only proc once per firing cycle. So let's imagine a best-case scenario of using 8 turrets on a ship in order to maximize the potential for procs. They have a 2-second firing cycle with a 1-second cooldown, so 3sec cycle ... that's 20 cycles per minute, per turret.
20 x 8 = 160 per min
160 x .005 = .8
60 / .8 = 75
So, using 8 turrets and one of these Doffs, you should average one proc every 75 seconds.
Slotting 3 doesn't change the odds, it simply triples the opportunities for the proc. It's not 1.5% chance, it's 3 rolls at .5% chance each. So, based on the math above, it's 3 times per 75 seconds (not once every 25 sec - there's a difference, though arguing it could be semantic).
For comparison, 8 phaser arrays work out to 3 per 100 seconds.
I have to agree, for a power that strips all buffs off a target, this proc rate is concerning, even when only looking at the "attack of the spreadsheet" tallies.
Before we start discussing possible solutions, lemme cover a few things openly here...
- We will not limit the stacking of this Doff. Stack Limits are defined by Specialization, and this Doff belongs to a spec that allows a stack of 3. Changing it would affect all Energy Weapons officers, and would have an adverse affect on too many players. This is not something we're open to considering at the moment.
- Decreasing the odds of the proc further is not likely to net a positive result. The proc rate isn't really the core complaint here, but rather the overall effectiveness of the Doff.
- This is very nearly a PvP-only issue. This Doff's value is negligible in PvE, where enemies generally run with very few active buffs, or use buffs with shorter up-time. This means that reducing its effectiveness has to be done with care, as it is already largely undesirable for players that do not participate in PvP and we don't wish to diminish that even further.
Ok, with that out of the way, here's a few possible solutions I could foresee happening:
1) The power currently strips up to 1000 buffs from the target whenever it goes off. This can be reduced in magnitude to only clear 1-3 buffs.
This solution could allow the power to maintain nearly its full effectiveness in PvE (where enemies rarely have more than a couple buffs at a time) while reducing its impact on PvP players (where enemy players frequently stack 10 or more buffs at a time).
2) We can add an internal cooldown that would limit the proc from firing more than once every X seconds.
The exact figure would probably end up being in the 30-second region. Given the proc chance math I did above, this would somewhat normalize the scenario of a player having 3 slotted.
That's all that comes to mind immediately. I'm open to hearing feedback on these suggestions, or considering other options (as long as they're reasonable).
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Make SNB doffs reduce the cooldown of SNB on Sci Captains.
That would be also a great fix, even though I'm not too keen for a sci captain to have subnuc ability every minute or so. But at least that would be restricted to only sci Cpt...
Thing is that before, due to the rarity, subnuc doffs were not very likely to be encountered in a full team, now the probability has increased drastically...
And whoever said private matches can be set up, with specific rules, this ideea, as is a good one in essence, doesn't address the main issue. It's hard enough to get a match rolling in queues, having private matches is even harder. Most pvpers, from the few left still in game, don't have the luxury of setting private matches every time, due to time zone, personal availability, etc. come on cryptic, how hard is to fix this?
Hear! Sons of Kahless
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
First, I can confirm that this Doff's enhancement can only proc once per firing cycle. So let's imagine a best-case scenario of using 8 turrets on a ship in order to maximize the potential for procs. They have a 2-second firing cycle with a 1-second cooldown, so 3sec cycle ... that's 20 cycles per minute, per turret.
20 x 8 = 160 per min
160 x .005 = .8
60 / .8 = 75
So, using 8 turrets and one of these Doffs, you should average one proc every 75 seconds.
Slotting 3 doesn't change the odds, it simply triples the opportunities for the proc. It's not 1.5% chance, it's 3 rolls at .5% chance each. So, based on the math above, it's 3 times per 75 seconds (not once every 25 sec - there's a difference, though arguing it could be semantic).
For comparison, 8 phaser arrays work out to 3 per 100 seconds.
I have to agree, for a power that strips all buffs off a target, this proc rate is concerning, even when only looking at the "attack of the spreadsheet" tallies.
Before we start discussing possible solutions, lemme cover a few things openly here...
- We will not limit the stacking of this Doff. Stack Limits are defined by Specialization, and this Doff belongs to a spec that allows a stack of 3. Changing it would affect all Energy Weapons officers, and would have an adverse affect on too many players. This is not something we're open to considering at the moment.
- Decreasing the odds of the proc further is not likely to net a positive result. The proc rate isn't really the core complaint here, but rather the overall effectiveness of the Doff.
- This is very nearly a PvP-only issue. This Doff's value is negligible in PvE, where enemies generally run with very few active buffs, or use buffs with shorter up-time. This means that reducing its effectiveness has to be done with care, as it is already largely undesirable for players that do not participate in PvP and we don't wish to diminish that even further.
Ok, with that out of the way, here's a few possible solutions I could foresee happening:
1) The power currently strips up to 1000 buffs from the target whenever it goes off. This can be reduced in magnitude to only clear 1-3 buffs.
This solution could allow the power to maintain nearly its full effectiveness in PvE (where enemies rarely have more than a couple buffs at a time) while reducing its impact on PvP players (where enemy players frequently stack 10 or more buffs at a time).
2) We can add an internal cooldown that would limit the proc from firing more than once every X seconds.
The exact figure would probably end up being in the 30-second region. Given the proc chance math I did above, this would somewhat normalize the scenario of a player having 3 slotted.
That's all that comes to mind immediately. I'm open to hearing feedback on these suggestions, or considering other options (as long as they're reasonable).
If you can make it clear a single buff per PROC, that is a least, in my own opinion, the best solution because now I can maybe get another TT or ES from another team mate. Point is, it will be less of an issue if I only lose 1 buff verses all buffs. Even if I lose two, I have team mates.
Someone is clearly unaware of how doff stacking actually works in game.
maybe so, but he is at least listening to us for a possiable solution. So give him one that won't "break" PVE and that we can live with in PVP.
I know how to fix it. The fix is to make you immune to SNB PROC for a duration of time after being hit with it, because 5 people all equiped with 3 of these things, even with only removing a single Buff at a time; will still mean that you will have been completely stripped. :rolleyes:
So I propose limiting the Buff removal to 1 or 2 buffs and then placing an immunity to SNB over a set duration. I have no idea what a fair duration of time would be, but i'd like it to be significant. Someone that wants to crunch numbers can tell me what that duration should be.
Slotting 3 doesn't change the odds, it simply triples the opportunities for the proc. It's not 1.5% chance, it's 3 rolls at .5% chance each. So, based on the math above, it's 3 times per 75 seconds (not once every 25 sec - there's a difference, though arguing it could be semantic).
Thanks for that clarification. So lets do the probability calc for 3 DOFFs:
1-(0.995*0.995*0.995) = 0.014925
So with 3 DOFFs you have a 1.4925% chance of a proc. ~1.5%
From combat logs I have found 4xDC + 3xTurrets + RF3 + RF2 = ~9.4 hits per second
From combat logs I have found 4xDHC + 3xTurrets + RF3 + RF2 = ~6.99 hits per second
From combat logs I have found 8xBeams = 3.4-3.74 hits per second.
I'm sick of reading people crying for nerfs as soon as something new is working except their old build they're too lazy to change.
PvP isn't "dead". The way you played it might be but it's not dead, you just need to adapt. I don't even see why it's an issue, removing my buffs had never been an issue for me. There's no CD increase. It's just about BUFFS. Most of you get confused by the wrong "SNB doff" name, but it has nothing to do with an SNB. SNB is a debuff, this doff isn't.
No buff is mandatory to play pvp. Get your heads out of the clouds, pvp is still working well and this doff won't kill it.
We will not limit the stacking of this Doff. Stack Limits are defined by Specialization, and this Doff belongs to a spec that allows a stack of 3. Changing it would affect all Energy Weapons officers, and would have an adverse affect on too many players. This is not something we're open to considering at the moment.
Why not simply change the specialisation type of the doff to one that allows only a stack of 1?
And for all your other appraches: This does not solve the problem that teams with the doff will have severe advantages over teams without and that it moves PVP from a skill-based contest to a chance-based one.
(And really? A 30s lockout for a proc that on average happens every 40s or so for an individual player?)
Nothing more to add then, Bad game design from start to finish. SNB that is the best skill in the game being added to the p2w system is horrible but that is what you have.
Why not simply change the specialisation type of the doff to one that allows only a stack of 1?
That's not a "simple" change. We'd have to perform a fix-up script on every version of the Doff currently live on our servers, in players inventories, equipped, and in all bags they can be fit in, as well as on the Exchange and Mailboxes. And then all of the players that just spent their resources purchasing and slotting multiples would suddenly find themselves unable to do anything with the items they just purchased. We like to avoid that when ever possible, and I firmly believe there's a solution out there that won't TRIBBLE players over like this.
And for all your other appraches: This does not solve the problem that teams with the doff will have severe advantages over teams without and that it moves PVP from a skill-based contest to a chance-based one.
Do you have an alternative? The possible solutions I listed above were arrived at after literally just minutes of brainstorming. I'm certain I've overlooked something.
The concept of disabling an entire aspect of our game's advancement system for PvP, in order to address a few edge-case balance issues, is ... well, it's not something we're interested in. "Radical" isn't the proper word I'd use to describe it.
BFI heals are definitely another aspect of the Doff system I'm interested in reviewing, but I'd appreciate if this thread could stay on target with discussing the SNB doff power.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Nothing more to add then, Bad game design from start to finish. SNB that is the best skill in the game being added to the p2w system is horrible but that is what you have.
I can't even argue with you on this point. It is really bad design for PVP and even so for PVE.
I mean, really, who needs the SNB duty officer to defeat the very bad AI in this game? Who would equip that over anything else that is available for PVE? Anyone? Just give me one reason you would use SNB officer in PVE over the other good duty officer choices?
No, I think someone made that duty officer because they wanted it for PVP. Who over at the studio PVP's... :mad:
I know how to fix it. The fix is to make you immune to SNB PROC for a duration of time after being hit with it, because 5 people all equiped with 3 of these things, even with only removing a single Buff at a time; will still mean that you will have been completely stripped. :rolleyes:
So I propose limiting the Buff removal to 1 or 2 buffs and then placing an immunity to SNB over a set duration. I have no idea what a fair duration of time would be, but i'd like it to be significant. Someone that wants to crunch numbers can tell me what that duration should be.
I read that as "I want the subnuke doff to be completely worthless. Make it so that after my buffs are stripped I can instantly reapply them but can't have them stripped away again. I am incapable of playing unless I am buffed to the max."
If that is not your intention, maybe you could explain it to me better.
I read that as "I want the subnuke doff to be completely worthless. Make it so that after my buffs are stripped I can instantly reapply them but can't have them stripped away again. I am incapable of playing unless I am buffed to the max."
If that is not your intention, maybe you could explain it to me better.
It's just tacs crying because "OH HEY I'M NOT THE KING OF PVP ANYMORE".
Do you have an alternative? The possible solutions I listed above were arrived at after literally just minutes of brainstorming. I'm certain I've overlooked something.
Can you make Doffs unlock click ablities? Like when one equips a device / P2W console on a ship and it becomes a clickable power that one can place in the tray?
If yes, then make it a "strip 1 buff" subnuke (number of stripped buffs stacks with number of doffs) with a 3min cooldown.
So I propose limiting the Buff removal to 1 or 2 buffs and then placing an immunity to SNB over a set duration. I have no idea what a fair duration of time would be, but i'd like it to be significant. Someone that wants to crunch numbers can tell me what that duration should be.
This suggestion I agree with.
Any ability that disables, holds, stuns, debuffs, "cleanses" or knockbacks an enemy target, should automatically apply a short-duration immunity to said ability.
Nobody likes getting chain-CC:ed to the point of not being able to do anything, just sitting there watching your ship blow up.
7 Turrets with RP3 + RP2 = 8.35 Hits per second average.
With 1.4925% chance of SNB proc that equals 0.1246 Proc per second.
Or a proc every ~8 seconds.
The 4xDC + 3xTurrets + RP3 + RP2 is by far the most effective for SNB, with a proc every ~7 seconds (7.12s).
Comments
The problem is, cryptic frankly doesn't care.
Those consoles and weapons are mediocre in comparison to those doffs. Mainly due to the fact the doffs are ultra rare and you need more than one in order for them to be effective. Now I don't know about you, but most PvP communities are poor unless they're using bots to scour the exchange for buy/resell.
With that said, it is far fetched to expect these poor communities to get 60+ million. An ACCx3 weapon is not necessary, nor are the consoles in order to contend. However, these doffs are very much necessary in the event your opponent is using them. I still have MK XI blue phaser consoles on my Dr. Lecter build. MK XII blues vs Purples aren't a big difference either nor are they contentious with the price of SN doffs.
Even if what you're saying had some merit, it isn't the main complaint. It's the doffs.
But ask any PvP player, offer them a MK12 Purple or a SN Doff, and ask which one they'll take. I can only see the naive player take the MK 12 console over the doff.
[SIGPIC][/SIGPIC]
You've noticed that too, huh?
Borticus, please, any comment on this would be really appreciated.
Thank you in advance.
www.divisionhispana.com
IMO it is the best PROC in the game. The ability to remove buffs should have only been available on science ships. Now, Escorts can use it too while the de-buff you like crazy. Yeah, it is so much fun to fight against this. wait, no it isn't.
Given the Drivel they've spewed forth from the past about phaser procs I can give everyone an educated guess as to what he's going to say.
"It rarely happens, so it's not a problem!"
Despite the fact that the Math says every 8 seconds it happens. And that it's effects are virtually identical to what a sci captain skill that happens once every minute thirty does.
I agree, and that is why I am VERY worried.
L2P PvP is hard enough when facing a well armed premade to add this to the table...
It least they should limit to 1 the use of this DOFF...
www.divisionhispana.com
Is that with three of them?
3 of them, on a full team using them.
Mind you that's assuming most of the team is using beams.
I haven't done the Math (Hilbert have you beat me to it yet?) on a team using Cannon.
Make SNB doffs reduce the cooldown of SNB on Sci Captains.
Voila fixed. This is what it should have been from the beginning. This forces any Sci Cap who wants to use them to reduce the effectiveness of his sci abilities (vm doffs, sci team, etc) or his survivability (bfi, conn, etc).
Honestly the mechanics on the SNB doffs are as stupid as giving pets phaser procs. Both are fine in small doses, and absolutely ruinous when used en mass.
I didn't do the math on it either. I do know from experience that when an Escort uses it on you with CRF-x2, you as a Cruiser can sort of kiss your shield buff uptime goodbye; which I personally think is a real problem because before, you only had to worry about SNB once in a while and you could use RSP or something in the meantime as a stopgap measure. Now, now, now you are totally screwed because even your stop-gap measure is Sub Nuked.
Recently, I set my Fleet-mate up in a Sci-escort with two of these duty officers. Once the EPTS buff is removed from the target cruiser or carrier, thanks to the Duty Officer PROC, and the target goes to use RSP, my fleet-mate can immediately SNB the target and then the target is just totally screwed because it can?t even clear tactical de-buffs like APB as all of his defensive buffs are now possibly on extended cool-downs including tactical team.
Anyway, the SNB DUFF is total cheese!! I won?t play against groups using them! Yes, I now actually leave matches. Sorry guys! I can?t tolerate this level of BS>
Sigh... it will ruin PVP once more people start to catch on.
With 3 SNB DOFFs the proc chance is 1.5% = 3.74 * 0.015 = 0.0561 Proc/Sec average
1/0.0561 = 17.82 seconds. So with 6.4 beams you get a proc every 17.82 seconds. Now divide by the number of people running 3 DOFFs with beams and that is how often you will have a proc.
An Escort with 4x DHC + 3 x Turret chaining RF3 and RF2 will have ~7 hits per second.
7 * 0.015 = 0.105 Proc/sec average.
1/0.105 = 9.52 seconds. So a proc will occur every 9.52 seconds on average. With two escorts doing this, there will be a proc every 4.76 seconds on average. This is using averages. During the heat of Rapid Fire 3 and 2, the hits per second would be the highest. Since there is a proc in less than 10 seconds, it can basically be assumed that each rapid fire will have a proc with it.
An Escort with 4 x DC + 3 x Turret chaining RF3 and RF2 will have 9.4 hits per second.
9.4 * 0.015 = 0.141 Proc / sec average.
1/0.141 = 7.09 seconds. So a proc will occur ever 7 seconds on average. With two escorts, this will happen ever 3.5 seconds.
It would be nice if someone can check my numbers. Thanks!
First, I can confirm that this Doff's enhancement can only proc once per firing cycle. So let's imagine a best-case scenario of using 8 turrets on a ship in order to maximize the potential for procs. They have a 2-second firing cycle with a 1-second cooldown, so 3sec cycle ... that's 20 cycles per minute, per turret.
20 x 8 = 160 per min
160 x .005 = .8
60 / .8 = 75
So, using 8 turrets and one of these Doffs, you should average one proc every 75 seconds.
Slotting 3 doesn't change the odds, it simply triples the opportunities for the proc. It's not 1.5% chance, it's 3 rolls at .5% chance each. So, based on the math above, it's 3 times per 75 seconds (not once every 25 sec - there's a difference, though arguing it could be semantic).
For comparison, 8 phaser arrays work out to 3 per 100 seconds.
I have to agree, for a power that strips all buffs off a target, this proc rate is concerning, even when only looking at the "attack of the spreadsheet" tallies.
Before we start discussing possible solutions, lemme cover a few things openly here...
- We will not limit the stacking of this Doff. Stack Limits are defined by Specialization, and this Doff belongs to a spec that allows a stack of 3. Changing it would affect all Energy Weapons officers, and would have an adverse affect on too many players. This is not something we're open to considering at the moment.
- Decreasing the odds of the proc further is not likely to net a positive result. The proc rate isn't really the core complaint here, but rather the overall effectiveness of the Doff.
- This is very nearly a PvP-only issue. This Doff's value is negligible in PvE, where enemies generally run with very few active buffs, or use buffs with shorter up-time. This means that reducing its effectiveness has to be done with care, as it is already largely undesirable for players that do not participate in PvP and we don't wish to diminish that even further.
Ok, with that out of the way, here's a few possible solutions I could foresee happening:
1) The power currently strips up to 1000 buffs from the target whenever it goes off. This can be reduced in magnitude to only clear 1-3 buffs.
This solution could allow the power to maintain nearly its full effectiveness in PvE (where enemies rarely have more than a couple buffs at a time) while reducing its impact on PvP players (where enemy players frequently stack 10 or more buffs at a time).
2) We can add an internal cooldown that would limit the proc from firing more than once every X seconds.
The exact figure would probably end up being in the 30-second region. Given the proc chance math I did above, this would somewhat normalize the scenario of a player having 3 slotted.
That's all that comes to mind immediately. I'm open to hearing feedback on these suggestions, or considering other options (as long as they're reasonable).
Cryptic - Lead Systems Designer
"Play smart!"
That would be also a great fix, even though I'm not too keen for a sci captain to have subnuc ability every minute or so. But at least that would be restricted to only sci Cpt...
Thing is that before, due to the rarity, subnuc doffs were not very likely to be encountered in a full team, now the probability has increased drastically...
And whoever said private matches can be set up, with specific rules, this ideea, as is a good one in essence, doesn't address the main issue. It's hard enough to get a match rolling in queues, having private matches is even harder. Most pvpers, from the few left still in game, don't have the luxury of setting private matches every time, due to time zone, personal availability, etc. come on cryptic, how hard is to fix this?
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
If you can make it clear a single buff per PROC, that is a least, in my own opinion, the best solution because now I can maybe get another TT or ES from another team mate. Point is, it will be less of an issue if I only lose 1 buff verses all buffs. Even if I lose two, I have team mates.
maybe so, but he is at least listening to us for a possiable solution. So give him one that won't "break" PVE and that we can live with in PVP.
I know how to fix it. The fix is to make you immune to SNB PROC for a duration of time after being hit with it, because 5 people all equiped with 3 of these things, even with only removing a single Buff at a time; will still mean that you will have been completely stripped. :rolleyes:
So I propose limiting the Buff removal to 1 or 2 buffs and then placing an immunity to SNB over a set duration. I have no idea what a fair duration of time would be, but i'd like it to be significant. Someone that wants to crunch numbers can tell me what that duration should be.
Thanks for that clarification. So lets do the probability calc for 3 DOFFs:
1-(0.995*0.995*0.995) = 0.014925
So with 3 DOFFs you have a 1.4925% chance of a proc. ~1.5%
From combat logs I have found 4xDC + 3xTurrets + RF3 + RF2 = ~9.4 hits per second
From combat logs I have found 4xDHC + 3xTurrets + RF3 + RF2 = ~6.99 hits per second
From combat logs I have found 8xBeams = 3.4-3.74 hits per second.
PvP isn't "dead". The way you played it might be but it's not dead, you just need to adapt. I don't even see why it's an issue, removing my buffs had never been an issue for me. There's no CD increase. It's just about BUFFS. Most of you get confused by the wrong "SNB doff" name, but it has nothing to do with an SNB. SNB is a debuff, this doff isn't.
No buff is mandatory to play pvp. Get your heads out of the clouds, pvp is still working well and this doff won't kill it.
God, lvl 60 CW. 17k.
And for all your other appraches: This does not solve the problem that teams with the doff will have severe advantages over teams without and that it moves PVP from a skill-based contest to a chance-based one.
(And really? A 30s lockout for a proc that on average happens every 40s or so for an individual player?)
If you have the guts, you should consider a more radical approach that also solves the BFI issues that have lead to boring hour long matches: http://sto-forum.perfectworld.com/showthread.php?t=395691
Well I guess SNB are the counter to BFI Doffs.
That's not a "simple" change. We'd have to perform a fix-up script on every version of the Doff currently live on our servers, in players inventories, equipped, and in all bags they can be fit in, as well as on the Exchange and Mailboxes. And then all of the players that just spent their resources purchasing and slotting multiples would suddenly find themselves unable to do anything with the items they just purchased. We like to avoid that when ever possible, and I firmly believe there's a solution out there that won't TRIBBLE players over like this.
Do you have an alternative? The possible solutions I listed above were arrived at after literally just minutes of brainstorming. I'm certain I've overlooked something.
The concept of disabling an entire aspect of our game's advancement system for PvP, in order to address a few edge-case balance issues, is ... well, it's not something we're interested in. "Radical" isn't the proper word I'd use to describe it.
BFI heals are definitely another aspect of the Doff system I'm interested in reviewing, but I'd appreciate if this thread could stay on target with discussing the SNB doff power.
Cryptic - Lead Systems Designer
"Play smart!"
I can't even argue with you on this point. It is really bad design for PVP and even so for PVE.
I mean, really, who needs the SNB duty officer to defeat the very bad AI in this game? Who would equip that over anything else that is available for PVE? Anyone? Just give me one reason you would use SNB officer in PVE over the other good duty officer choices?
No, I think someone made that duty officer because they wanted it for PVP. Who over at the studio PVP's... :mad:
I read that as "I want the subnuke doff to be completely worthless. Make it so that after my buffs are stripped I can instantly reapply them but can't have them stripped away again. I am incapable of playing unless I am buffed to the max."
If that is not your intention, maybe you could explain it to me better.
It's just tacs crying because "OH HEY I'M NOT THE KING OF PVP ANYMORE".
God, lvl 60 CW. 17k.
If yes, then make it a "strip 1 buff" subnuke (number of stripped buffs stacks with number of doffs) with a 3min cooldown.
This suggestion I agree with.
Any ability that disables, holds, stuns, debuffs, "cleanses" or knockbacks an enemy target, should automatically apply a short-duration immunity to said ability.
Nobody likes getting chain-CC:ed to the point of not being able to do anything, just sitting there watching your ship blow up.
With 1.4925% chance of SNB proc that equals 0.1246 Proc per second.
Or a proc every ~8 seconds.
The 4xDC + 3xTurrets + RP3 + RP2 is by far the most effective for SNB, with a proc every ~7 seconds (7.12s).