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Subnuke doffs should be nerfed - PvP is nearly dead

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  • diogene0diogene0 Member Posts: 0 Arc User
    edited September 2012
    meurik wrote: »
    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.

    Well we can also consider the fact that this doff removes the perma attack pattern omega III the tacs have now, which means they are immune to half of the science powers.

    The attack pattern doff has to be nerfed if this one is, because immune targets aren't good for the game balance either.

    This is why there isn't really any need to nerf this doff. The OP can't play if he isn't permanently buffed to death; that's something he'll have to work on.

    Or at least if Borticus makes the wrong decision and nerfs this at least, no immunity should be given if the doff procs and it will always remove the attack pattern buffs first. But anyway a nerf isn't required.
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • latinumbarlatinumbar Member Posts: 0 Arc User
    edited September 2012
    I'd favor choice 2. How would choice 1 work if it only clears 1-3 buffs? Do I get to CHOOSE which buffs get stripped? I mostly PVP in Kerrat. I think there are too many zombie cruisers around that just can't be killed without SNB to counter RSP. I am definitely NOT in favor of changing how SNB works. Just limit how often the proc activates.
    _____________________
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  • teleon22teleon22 Member Posts: 424
    edited September 2012
    switchngc wrote: »
    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.

    Is it your intention to Troll the PVP forum... Or do you really not understand that having a practically free chance ability like SNB that removes all buffs from a target is broken because without buffs like TT/EPTS and or just resistances in general, you die in PVP within or less than ten seconds.

    Also remember, that this duty officer equiped on a entire team means that you will lose all of your BUFFs once, if you are the focus of the pack, within every fifteen or so seconds (This includes re-applies and team mates throwing TT and stuff on you and this doesn't even take into account if you get SNB from a Science captain.) And no amount of buffs from your team mates or ES or heals is going to change the fact that you will die very fast.

    You know what... if you don't understand or know any better as to why this Duty Officer is so very broken, I have no time right now to educate you. I am sorry. I just dont have it in me to agrue with ignorance.
  • francescos77francescos77 Member Posts: 122 Arc User
    edited September 2012
    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.

    My opinion:
    1 - this doff is useless in PvE and also in PvP pugs, because in a single player perspective a 0,5% proc chance is ridiculously low.
    2 - the problem we are facing with this doff is the very same problem you just resolved on polaron and phaser weapons: 5 mans using a low-chance proc multiple times on multiple ships are able to transform a useless proc into a must-have one.
    3 - if the problem is the same, the solution must be the same to keep game mechanics consistent.

    For the reasons above the following actions should be taken:
    - Restore SNB doff proc chance to 1,5 or maybe even 2,5 to make it consistent with weapons procs.
    - Add an immunity passive power to the proc receiver, for 45 or 60 seconds.

    This would improve this Doff for PvE scenarios and "normalize" it in PvP.
  • teleon22teleon22 Member Posts: 424
    edited September 2012
    My opinion:
    1 - this doff is useless in PvE and also in PvP pugs, because in a single player perspective a 0,5% proc chance is ridiculously low.
    2 - the problem we are facing with this doff is the very same problem you just resolved on polaron and phaser weapons: 5 mans using a low-chance proc multiple times on multiple ships are able to transform a useless proc into a must-have one.
    3 - if the problem is the same, the solution must be the same to keep game mechanics consistent.

    For the reasons above the following actions should be taken:
    - Restore SNB doff proc chance to 1,5 or maybe even 2,5 to make it consistent with weapons procs.
    - Add an immunity passive power to the proc receiver, for 45 or 60 seconds.

    This would improve this Doff for PvE scenarios and "normalize" it in PvP.

    That is a good idea as well and simular to my proposal... go figure. :P
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited September 2012
    diogene0 wrote: »
    It's just tacs crying because "OH HEY I'M NOT THE KING OF PVP ANYMORE". :D

    I doubt that, as 5 Scicorts with these DOff would wreck havoc on a Cruiser by destroying thier heal/resistance buffs in PvP as easily as having thier own tac buff removed would wreck havoc with them.

    Though the more I read on these DOffs the more those old " He killed me though I was fully buffed..." threads make more sense now.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2012
    there is 1 good thing i can say about this doff, it is 1 thing we can claim is pvp content :rolleyes: no thanks, you can have it back cryptic. 90% of our ships ability to do anything relies on the station powers, you could not be effecting anything more critical.

    so they cancel every ability that is active right? ok, that HAS to change to 1 active ability cleared at a time, with at least a 30 second cooldown
  • havamhavam Member Posts: 1,735 Arc User
    edited September 2012
    there is 1 good thing i can say about this doff, it is 1 thing we can claim is pvp content :rolleyes:

    Was the SNb doff a stupid idea, and every single pvp'er in game said so when they first came out (with a 1.5% proc rate)? Heck, yes.

    So we had phaser proc's somewhat adjusted, but anybody denying that they have turned matches around or decided matches is either very lucky or just not telling the truth. While we're at it, how about taking shields out of the rotation for phaser procs as well. BFI Doff needs some serious nerfing just as bad.

    Procs are game changers in STO, the SNB is just the latest instahlment.

    @hilbert just do the math on how many system are offline for how long with three atrox carriers VM and three VM doffs, i know "it's canon" ....

    To the SNB doff:

    making them a snb cd reduction for sci cpt only would TRIBBLE over to many players, not a good idea.

    if it only reduces one ability (probably the transwarp to starbase one 90% of the time) people are going to be pissed that their ultra rare shinny has become worthless. Not so sure that would go down well with the players.

    making them a clickable would be ok, i want clicky apa, and MW, next in line though.

    they are useless in PvE, might as well buff them there. So...

    giving it its old proc rate back and add an immunity to its proc, would be the way to go, imv.
  • zyphoid7zyphoid7 Member Posts: 0 Arc User
    edited September 2012
    Bort I am going to throw this out here again to see if it's even an option.

    Make SNB doffs reduce the cooldown of SNB on Sci Captains.


    Instead of changing the proc, immunity status, number of buffs it strips, etc......couldn't we just change this one doff into something that is consistent with the attack pattern doffs? Pattern doffs don't give patterns to sci and engis, I don't see why snb doffs should give an snb power to tacs.

    I'm also worried that doff SNB immunity will also grant Sci Capt SNB immunity and diminish it's usefulness.

    I'm just trying to think of the easiest fix that caters to the PVP crowd since it's virtually unused by the vast vast majority of players in game. The good news is that if any changes are detrimental to current users it's probably limited to about 100 people or so across the entirety of the server. :D
    [SIGPIC]Nixus[/SIGPIC]
  • dukedom01dukedom01 Member Posts: 462 Arc User
    edited September 2012
    It boils down to proper immunities, like so many things pvp related.
    Ceterum censeo Otha supplendum in praemiis.
  • fakehilbertfakehilbert Member Posts: 252 Arc User
    edited September 2012
    havam wrote: »
    @hilbert just do the math on how many system are offline for how long with three atrox carriers VM and three VM doffs, i know "it's canon" ....
    I have never said that VM was "canon" or anything remotely like that.

    Phasers are the canon choice for the Federation though, just like disruptors are for the Klingons. The subsystem shutdown proc is arguably the best in the game and needs to be properly balanced. I never said anything else.

    And no, I truly have never been in a match that I lost because of phaser procs and would have won if the other team had used a different weapon type.
  • husanakxhusanakx Member Posts: 1,608 Arc User
    edited September 2012
    And no, I truly have never been in a match that I lost because of phaser procs and would have won if the other team had used a different weapon type.

    Not to go off topic... but bs. ;)

    Anyone here who claims they have never seen a match decided by phaser procs hasn't played enough games.

    Mancom you have NEVER played a game where the healer gets shield proced goes down and then the team looses 2-3 other players before he can get back in ? I have multiple times...
    You have never been in a game where an engine proc on an escort stops him in his tracks and goes boom? ....30s later again the team is down 2 or 3 kills.

    Come on we have all seen phaser procs 100% decide games they are more obnoxious then sub nuke doffs by a mile. Come on no one remembers the Turret Boats .... every match those ships won where 100% due to phaser procs... don't make me convince 4 other people to kit there cruisers with phaser turrets to prove the point TSI style. ;) lol
  • redrickyredricky Member Posts: 1,004 Arc User
    edited September 2012
    husanakx wrote: »
    ... don't make me convince 4 other people to kit there cruisers with phaser turrets to prove the point TSI style. ;) lol

    Dooooo it! Turret boats FTW!
    _______________
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  • fakehilbertfakehilbert Member Posts: 252 Arc User
    edited September 2012
    husanakx wrote: »
    Mancom you have NEVER played a game where the healer gets shield proced goes down and then the team looses 2-3 other players before he can get back in ? I have multiple times...
    You have never been in a game where an engine proc on an escort stops him in his tracks and goes boom? ....30s later again the team is down 2 or 3 kills.
    Of course I have been in such matches. I have seen many individual kills (and follow-up kills) that happened faster (or at all) because of phaser procs. But it never changed the ultimate outcome of the game in terms of which side won. Maybe that's because I have had the luxury of usually being teamed with Era and his ETs.

    I have seen many matches be decided because my side didn't have a subnuke we could call or because of pugs who didn't rebalance their shields. But I cannot recall a single match where phaser procs decided which side won. (Although they may have changed how fast a side won or given the losing side some additional kills they would otherwise not have scored.)
  • naldorannaldoran Member Posts: 0 Arc User
    edited September 2012
    pug02 wrote: »
    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).
    The problem with your math is that it's based on the number of hits per second; the proc has a chance to apply with each weapon firing cycle, NOT with each shot fired. Per-shot abilities are limited (as a far as I know) to Tetryon Glider and DEM. It works out to a 9.9912% chance to proc with every firing cycle if you have seven weapons and three doffs. If a weapon has a 5-second firing cycle, that gives you 12 firing cycles per minute, for an average of 1.19 procs per minute, which is far, far too high to be acceptable.

    I rather like Zyhpoid's notion of the doffs reducing SNB cooldowns; perhaps 10 seconds per doff; I'd propose though that for those that have them bound to Tac or Eng captains, some way of unbinding them would be appropriate.
    12th Fleet | Sad Pandas | Starfleet M.A.C.O.
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited September 2012
    Borticus, from the choices you laid down, the best for me is the one with immunity, but it should be at least 1.5 - 2 min. Or better, 1 min immunity, and up to 3 buffs cleared, 1 if you have 1 doff, 2 buffs for 2 doffs and 3 buffs for 3 doffs.

    As a side note, I see this as a great opportunity for balancing the whole doff system, if possible. I would propose this:

    Instead of having x% chance for each specific doff to proc, why not adding all % into a single proc chance, and limit the intensity of the power, for ex bfi doff, 2 of them -purples- give a 100% chance, but they should proc a tss1, not higher, which to be honest is more than enough as a free heal. [edit: right now, almost always when I have 3 purple doffs I get a full shield back and a huge resistance due to the fact more of those doffs proc most of the time-> for 10 secs I'm almost in god mode, lol, only getting bleed through damage]. For subnuc, 3 of them should give you 1.5 chance to strip only one buff (probably the last casted by/to target to make it useful). This way the % proc chance doffs wont make pvp seem like lotto-game. It would be similar to the doffs that reduce cool down by x sec.

    There is a big difference between bfi and subnuc doffs though, bfi doesn't debuff you as subnuc and subnuc even debuffs your fun when used abusively, lol.
    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...
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited September 2012
    I'd rather see those subnuc doffs reducing the subnuc for a sci Cpt than the way they are now, but the only downside this has is that we'll see a lot of sci captains teams subnucing the TRIBBLE out of everybody. It's better than everybody with those subnuc doffs but it opens the realms of another nightmare IMO.
    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...
  • falkex3falkex3 Member Posts: 0 Arc User
    edited September 2012
    Phaser Procs. is not a great problem You can conter that with a Eng Team. Give an Team player a Eng team and the phaser Proc is off. For the SNB Doff's give's nothing to conter......


    And higher you resistance against Phaser Weapons......


    Cryptic can change the chance from 0.5% to 0,1% or 0,05% when to Fleets fight with max SNB Doff'S (15) that Proc go from 8sec to 2min
    ........
  • falkex3falkex3 Member Posts: 0 Arc User
    edited September 2012
    A new idea.....

    Erase all SNB-Doffs in the Game, or Cryptic create a New ,,withe Doff" there neutralize that SNB doff.... that is easyer for Cryptic and not to many work.
  • skurfskurf Member Posts: 1,071 Arc User
    edited September 2012
    dukedom01 wrote: »
    It boils down to proper immunities, like so many things pvp related.

    And what would be the proper immunity to counter the subnuc proc?
  • skurfskurf Member Posts: 1,071 Arc User
    edited September 2012
    falkex3 wrote: »
    A new idea.....

    Erase all SNB-Doffs in the Game, or Cryptic create a New ,,withe Doff" there neutralize that SNB doff.... that is easyer for Cryptic and not to many work.

    Actually, I kinda like this idea. A new Doff with say, 50% chance to avoid snb for a blue doff and 75% chance to avoid with a purple.
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited September 2012
    skurf wrote: »
    Actually, I kinda like this idea. A new Doff with say, 50% chance to avoid snb for a blue doff and 75% chance to avoid with a purple.

    Lol, dont give them ideas, they could make another subnuc of the subnuc doff... with a proc to subnuc the target too... but what would happen if somebody has the subnuc and "subnuc of the subnuc" doffs? Wait, there is the new lockbox temporal ship that fixes that...
    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...
  • falloutx23falloutx23 Member Posts: 456
    edited September 2012
    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.

    Lol...well hell, don't worry about if this is a change that the majority of your pvp base would be "interested in". If you guys aren't interested, it must not be a good change for pvp then.

    And I believe he stated in that thread that he didn't believe this is the "best" solution, but one that you guys could pull off for us (or in simpler terms, throw us a bone and we'll be obediant for a bit longer). It's pretty clear that you guys won't commit the resources to try to do a balance pass for pvp. It's kind of sad when your players are throwing out "minimal effort" ideas in the hopes that it's minimal enough for you guys to possibly put some effort into to make pvp more enjoyable, and your response is "not interested"
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited September 2012
    They don't want to nerf the doff because it's already a little used one by PvEers, even if it makes PvP worse? :eek:

    Just chuck the thing in the trash and get it over with.

    You don't need this doff to beat PvE content and it ruins PvP, so why keep it as is?

    Good thing I have other games to keep me busy while this stuff goes on.
    [SIGPIC][/SIGPIC]
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2012
    snoge00f wrote: »
    They don't want to nerf the doff because it's already a little used one by PvEers, even if it makes PvP worse? :eek:

    Just chuck the thing in the trash and get it over with.

    You don't need this doff to beat PvE content and it ruins PvP, so why keep it as is?

    Good thing I have other games to keep me busy while this stuff goes on.

    pretty much, trashing them and giving everyone that has one an icon that looks like a middle finger would be a perfectly acceptable solution to this. this doff ONLY effects pvp, there is 0 use for this in pve, so go ahead and flush them, our combined 'rage' would be a whisper compared to doing the same thing to something that would effects pve.

    overall we would thank you for doing it. those that have them would just have to use more 'legitimate' tactics to win, like siphon spam, tractor spam, chrono spam, tric mine spam, and ams spam
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited September 2012
    this doff ONLY effects pvp, there is 0 use for this in pve


    This DOFF affects anyone who has purchased lockbox keys from the store in an attempt to get this pack for these doffs, purchased the packs off the exchange for these DOFFs, purchased the DOFF off the exchange or mistakenly slotted one thinking it would be useful in PvE as well as people that specifically slotted them knowing they'd be powerful in PvP.

    I say there isn't a chance in hell they are going to suddenly remove them from the game.
  • hurleybirdhurleybird Member Posts: 909
    edited September 2012
    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).

    Option one sounds like the best bet, but that's more because option two is flawed.

    Flaws in option two:
    1. If you limit the proc via an immunity on the affected target, people will just switch targets. Or, if they have a regular SNB lined up will just use that once the target buffs up again. Not very many targets can survive having their buffs stripped twice. The ability is still nearly as powerful.
    2. If it's implemented as a global limit, then you've introduced a convoluted and difficult to grasp rule to the game where you didn't need to. Convoluted rules are more likely to break somewhere down the line, and more likely to be miscategorized (for example, as a math bug;)) by future devs after you leave in disgust as all competent developers at cryptic eventually do.
  • hurleybirdhurleybird Member Posts: 909
    edited September 2012
    Ok guys, I figured it out. Cryptic just applied the wrong portion of the SNB power to the doff proc.

    Get rid of the buff striping effect entirely, and replace it with the less powerful increase cooldown effect. Maybe up the proc rate a tad.

    The doff would still have a place in PvP, mainly to eat up the enemy team's ST pool and make them more vulnerable to real SNBs and debuffs.

    It would still be pretty worhtless in PvE, but at least you would be able to see the debuff on the enemy which could make it feel more useful. As it stands, the current iteration is probably going to go entirely unnoticed vs. NPCs.
  • cerritourugcerritourug Member Posts: 1,376 Arc User
    edited September 2012
    I have a bad feeling about this.. the SNB doff should be nerf/remove what ever.. but for the love of Zeus, do not touch the SNB skill of the science captain! We dont need another nerf!
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  • corsair114corsair114 Member Posts: 276
    edited September 2012
    hurleybird wrote: »
    Ok guys, I figured it out. Cryptic just applied the wrong portion of the SNB power to the doff proc.

    Get rid of the buff striping effect entirely, and replace it with the less powerful increase cooldown effect. Maybe up the proc rate a tad.

    The doff would still have a place in PvP, mainly to eat up the enemy team's ST pool and make them more vulnerable to real SNBs and debuffs.

    It would still be pretty worhtless in PvE, but at least you would be able to see the debuff on the enemy which could make it feel more useful. As it stands, the current iteration is probably going to go entirely unnoticed vs. NPCs.


    I could live with this. It's still an odious DOff, but, thi is fairly reasonable and still quite powerful in the long-term, as opposed to being the current "Surprise Proc on Alpha Strike You're Dead, GG" effect they have at the moment.
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