Should the heal from the Brace For Impact (BFI) Doffs be effected by skill points in Flow Capacitors? Flow Capacitors increase the heal significantly even though there doesn't seem to be a good reason for it.
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Foundry: Yet Another Borg Mission
It's terrible but easy, and these Borg are way cooler than the mess STO and Voyager left us.
May not actually be "way" cooler or even "slightly" cooler.
The BFI doff is going to be receiving a pretty significant change very soon. In the future, the shield heal will benefit from Shield Emitters instead of Flow Capacitors.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
The BFI doff is going to be receiving a pretty significant change very soon. In the future, the shield heal will benefit from Shield Emitters instead of Flow Capacitors.
Meh,I believe it when I see it. These changes should NERF bfi doffs, NOT buff them even further.
some times the proc from this ability can be quite underwhelming, and some times it can grant invincibility, i hope both types of procs don't get nerfed
The simple fact of the matter is that the BFI Doff has been proven to be one of the top 5 healers of any PvE or PvP content in logs I've been able to examine.
That's way too effective for a single piece of equipment.
It will be tuned, and that tuning will result in reduced effectiveness. It will still be considered a worthwhile officer to have equipped, but no longer a no-brainer/must-have.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
The simple fact of the matter is that the BFI Doff has been proven to be one of the top 5 healers of any PvE or PvP content in logs I've been able to examine.
That's way too effective for a single piece of equipment.
It will be tuned, and that tuning will result in reduced effectiveness. It will still be considered a worthwhile officer to have equipped, but no longer a no-brainer/must-have.
it along with the borg procs regularly cause tactical escorts to be the top healers in matches. healing is really out of hand thanks to these 2 things, on ships that put no emphases on healing!
tinkering with this will have the single largest effect on game play of anything you have talked about doing today, including the snb doff, be very careful tuning this one.
quiet! stop talking about the BFI doff its fine as it is. Why u guys have to tell them about flow capacitors too.
The same reason the ole Voldemort exploit needed to be gotten rid of. It's too powerful. Heck, I have some purple BFI DOFFs I use in PvE, and I get they are far too good.
So they should still be good, but not ridiculously good.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
The simple fact of the matter is that the BFI Doff has been proven to be one of the top 5 healers of any PvE or PvP content in logs I've been able to examine.
I knew this was he case for PvP, but to be honest I'm pretty surprised to see that as the case for PvE.
I've tried builds with and without BFI DOFFs and can't really notice more than a smidge of a difference on elite STFs.
It will be tuned, and that tuning will result in reduced effectiveness. It will still be considered a worthwhile officer to have equipped, but no longer a no-brainer/must-have.
In the future, the shield heal will benefit from Shield Emitters instead of Flow Capacitors.
Something to keep in mind, Shield Distribution Officers are in the Tactical
department.
Please do keep this in mind when you adjust these SDOs and perhaps consider adding some new different Tactical Dept. Specializations.
For a typical escort, your overall active space doff options in tactical are fairly narrow in scope - and while some of the DOFFs are very good, often they share the same specialization, for example:
Attack Pattern Ultra Rare DOFF
Evasive DOFFs
Tactical Team DOFFs
All of these are "CONN" officers. The other specializations are like this as well.
For a Tac/Escort running an all cannon build - if SDOs are suddenly weak / undesirable your options for DOFFs that have a meaningful impact on your build become really low.
The only dept. that is worse off is Security, which only has 3 specializations - one of which is completely unusable by Tac Captains on teams (Armory Officers) and another which is extremely limited depending on kit (Assault Squad Officers).
I'll cut it off here, rather than go off on a tangent about grenades, travel time to target and the sad story of shared cooldowns.
The simple fact of the matter is that the BFI Doff has been proven to be one of the top 5 healers of any PvE or PvP content in logs I've been able to examine.
That's way too effective for a single piece of equipment.
It will be tuned, and that tuning will result in reduced effectiveness. It will still be considered a worthwhile officer to have equipped, but no longer a no-brainer/must-have.
I'll add my voice to the crowd...
The "too effective for a single piece" argument while all fine, can lead to decisions like "every escort uses DHC, therefore DHC is the single most effective piece of equipment, let's nerf it". Which to the curious eye look like "We need to do something, this is something, therefore we need to do it". Or in other words: oh, such a pretty button, I wonder what it does?!
Not to mention that numerous examples from the past suggest that every time something widely used is changed, it is usually borked all the way through. Plasmonic leech console comes to mind...
This is just one of those "don't get me started type of things"... And you got me started...
May I suggest, that before the mighty dev team start to pull balance levers, the mighty dev team turn their eyes on some of the most annoying bugs in game:
* Teaming bug - 3 out of every 10 private teams I play usually looses the player due to the team creation bug. Usually happens when person stays in heavily populated ground/orbit space. I suspect this has something to do with the length of the warp animation, or the lag of populated area. When team owner gets kicked from a team, the new team is created with unknown team name/password, so the team owner can never rejoin the game.
* Powers activation - this is 21st century, I'm sitting on a 100Mb line, yet the ping (from /netgraph) is usually between 100 - 150 carrots (or whatever). And on a best day it only takes 5 clicks on Tactical Team icon in the power bar to actually activate the Tactical Team. I have personally played online shooters like CoD, or BF where response reaction is _INSTANT_. I press a space bar, character jumps. From that I can conlude that humankind in said 21st century posseses the technology of writing efficient network gaming code. And the question just begs itself: why doesn't we have it in STO?
* Klingon/Fed/All drop down filter on exchange... Frankly this should've been there from the start... Honestly...
This is only a short list of stuff that will make the playerbase happy. Can we have them fixed? Please?
Having flow cap buff them doesn't seem right, maybe it is why they never get used on my ship, since I have none, without flow cap its just.. meh. If they are healing that much maybe there is a problem.
The borg set is designed for healing, people that know how to use it will get a lot more out of it than those that don't. The hull heal used to be substantial a while back and it made cruisers a nightmare, massive constant hull heals got nuked and they buffed up the shield heal part.
ussultimatum is right on a lot of points. Take a look at the escort's options for active space doffs, the entire tactical section has awful active powers. Without BFI you have really nothing, you can use damage control Doffs, but they are super risky because of the % chance instead of being a sure thing. Warp core doffs are kinda nice but can't be relied upon. Projectile doffs are only good for torp boats and beam escorts aren't very effective. Escorts use shield dist. doffs because that is the only thing that works.
I've complain about tactical ground powers before.
The grenade recycle doff is terrible, grenades aren't that powerful, and rarely hit anything, then you need to factor in all the bugs with them, it gets worse.
The security doff isn't useful, but what choice do we have? Other than slotting nurses for tiny extra heals we need more terrible security guards, and when every other class can use Shards of Possibilities for far stronger guards of their own I fail to see what the point is. The shards are always alive far longer than redshirts, they aren't terribly durable but the redshirts are one hit to take them out.
The borg set is designed for healing, people that know how to use it will get a lot more out of it than those that don't. The hull heal used to be substantial a while back and it made cruisers a nightmare, massive constant hull heals got nuked and they buffed up the shield heal part.
Yes but the borg set is the most basic endgame set out there. There's only a couple of equivelent avalibility, (Dominion and Breen), the rest are much harder tio aquire. Yet it consistantly makes any and all of them look downright stupidly bad. A set this basic shouldn't be this powerful. Moving the tractor beam to the 2-set and nerfing the heals magnitudes at least 2/3 is a minimum change for this set IMHO.
The "too effective for a single piece" argument while all fine, can lead to decisions like "every escort uses DHC, therefore DHC is the single most effective piece of equipment, let's nerf it".
Which to the curious eye look like "We need to do something, this is something, therefore we need to do it". Or in other words: oh, such a pretty button, I wonder what it does?!
No, it looks exactly like you said it the first time: that someone has a rather misguided sense of what needs to be nerfed, simply because something is being used a lot. I'm glad I'm not the only one getting it.
Yes but the borg set is the most basic endgame set out there. There's only a couple of equivelent avalibility, (Dominion and Breen), the rest are much harder to aquire.
You're overlooking the fact that the Borg set is only currently easily obtainable at Roxy and friends, for EDCs, because the purple tech that now drops is for MACO and Omega gear. When even newer gear replaces the latter, MACO and Omega will likewise become obtainable via regular, easier ways.
The simple fact of the matter is that the BFI Doff has been proven to be one of the top 5 healers of any PvE or PvP content in logs I've been able to examine.
-=-=-=-=-=-
Jeremy Randall
Cryptic - Systems Design
"Play smart!"
Play smart? Why? So you and your logs can see what clever ideas people came up with, and nerf them?
Personally i'd change shield distribution doffs to have a 100% chance of the heal going off, with reduced healing magnitute for qualities below purple, but make it so you can only equip 1 to your roster at a time.
Oh and you really want to sort out the borg set heals? Change the tractor beam to the 2 piece set bonus and put both heals as the 3 piece bonus. That should do it.
The simple fact of the matter is that the BFI Doff has been proven to be one of the top 5 healers of any PvE or PvP content in logs I've been able to examine.
That's way too effective for a single piece of equipment.
It will be tuned, and that tuning will result in reduced effectiveness. It will still be considered a worthwhile officer to have equipped, but no longer a no-brainer/must-have.
Excellent. Makes me happy I never relied on them more than the occassional SMA move for shield heals.
Comments
Cryptic - Lead Systems Designer
"Play smart!"
Meh,I believe it when I see it. These changes should NERF bfi doffs, NOT buff them even further.
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
That's way too effective for a single piece of equipment.
It will be tuned, and that tuning will result in reduced effectiveness. It will still be considered a worthwhile officer to have equipped, but no longer a no-brainer/must-have.
Cryptic - Lead Systems Designer
"Play smart!"
it along with the borg procs regularly cause tactical escorts to be the top healers in matches. healing is really out of hand thanks to these 2 things, on ships that put no emphases on healing!
tinkering with this will have the single largest effect on game play of anything you have talked about doing today, including the snb doff, be very careful tuning this one.
It's terrible but easy, and these Borg are way cooler than the mess STO and Voyager left us.
The same reason the ole Voldemort exploit needed to be gotten rid of. It's too powerful. Heck, I have some purple BFI DOFFs I use in PvE, and I get they are far too good.
So they should still be good, but not ridiculously good.
Besides, it's a bit late now, they already know.
Just to be clear, Hazard Engineers aren't going to be touched....right?
I knew this was he case for PvP, but to be honest I'm pretty surprised to see that as the case for PvE.
I've tried builds with and without BFI DOFFs and can't really notice more than a smidge of a difference on elite STFs.
Something to keep in mind, Shield Distribution Officers are in the Tactical
department.
Please do keep this in mind when you adjust these SDOs and perhaps consider adding some new different Tactical Dept. Specializations.
For a typical escort, your overall active space doff options in tactical are fairly narrow in scope - and while some of the DOFFs are very good, often they share the same specialization, for example:
Attack Pattern Ultra Rare DOFF
Evasive DOFFs
Tactical Team DOFFs
All of these are "CONN" officers. The other specializations are like this as well.
For a Tac/Escort running an all cannon build - if SDOs are suddenly weak / undesirable your options for DOFFs that have a meaningful impact on your build become really low.
The only dept. that is worse off is Security, which only has 3 specializations - one of which is completely unusable by Tac Captains on teams (Armory Officers) and another which is extremely limited depending on kit (Assault Squad Officers).
I'll cut it off here, rather than go off on a tangent about grenades, travel time to target and the sad story of shared cooldowns.
I'll add my voice to the crowd...
The "too effective for a single piece" argument while all fine, can lead to decisions like "every escort uses DHC, therefore DHC is the single most effective piece of equipment, let's nerf it". Which to the curious eye look like "We need to do something, this is something, therefore we need to do it". Or in other words: oh, such a pretty button, I wonder what it does?!
Not to mention that numerous examples from the past suggest that every time something widely used is changed, it is usually borked all the way through. Plasmonic leech console comes to mind...
This is just one of those "don't get me started type of things"... And you got me started...
May I suggest, that before the mighty dev team start to pull balance levers, the mighty dev team turn their eyes on some of the most annoying bugs in game:
* Teaming bug - 3 out of every 10 private teams I play usually looses the player due to the team creation bug. Usually happens when person stays in heavily populated ground/orbit space. I suspect this has something to do with the length of the warp animation, or the lag of populated area. When team owner gets kicked from a team, the new team is created with unknown team name/password, so the team owner can never rejoin the game.
* Powers activation - this is 21st century, I'm sitting on a 100Mb line, yet the ping (from /netgraph) is usually between 100 - 150 carrots (or whatever). And on a best day it only takes 5 clicks on Tactical Team icon in the power bar to actually activate the Tactical Team. I have personally played online shooters like CoD, or BF where response reaction is _INSTANT_. I press a space bar, character jumps. From that I can conlude that humankind in said 21st century posseses the technology of writing efficient network gaming code. And the question just begs itself: why doesn't we have it in STO?
* Klingon/Fed/All drop down filter on exchange... Frankly this should've been there from the start... Honestly...
This is only a short list of stuff that will make the playerbase happy. Can we have them fixed? Please?
The borg set is designed for healing, people that know how to use it will get a lot more out of it than those that don't. The hull heal used to be substantial a while back and it made cruisers a nightmare, massive constant hull heals got nuked and they buffed up the shield heal part.
ussultimatum is right on a lot of points. Take a look at the escort's options for active space doffs, the entire tactical section has awful active powers. Without BFI you have really nothing, you can use damage control Doffs, but they are super risky because of the % chance instead of being a sure thing. Warp core doffs are kinda nice but can't be relied upon. Projectile doffs are only good for torp boats and beam escorts aren't very effective. Escorts use shield dist. doffs because that is the only thing that works.
I've complain about tactical ground powers before.
The grenade recycle doff is terrible, grenades aren't that powerful, and rarely hit anything, then you need to factor in all the bugs with them, it gets worse.
The security doff isn't useful, but what choice do we have? Other than slotting nurses for tiny extra heals we need more terrible security guards, and when every other class can use Shards of Possibilities for far stronger guards of their own I fail to see what the point is. The shards are always alive far longer than redshirts, they aren't terribly durable but the redshirts are one hit to take them out.
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Yes but the borg set is the most basic endgame set out there. There's only a couple of equivelent avalibility, (Dominion and Breen), the rest are much harder tio aquire. Yet it consistantly makes any and all of them look downright stupidly bad. A set this basic shouldn't be this powerful. Moving the tractor beam to the 2-set and nerfing the heals magnitudes at least 2/3 is a minimum change for this set IMHO.
No, it looks exactly like you said it the first time: that someone has a rather misguided sense of what needs to be nerfed, simply because something is being used a lot. I'm glad I'm not the only one getting it.
You're overlooking the fact that the Borg set is only currently easily obtainable at Roxy and friends, for EDCs, because the purple tech that now drops is for MACO and Omega gear. When even newer gear replaces the latter, MACO and Omega will likewise become obtainable via regular, easier ways.
Play smart? Why? So you and your logs can see what clever ideas people came up with, and nerf them?
Oh and you really want to sort out the borg set heals? Change the tractor beam to the 2 piece set bonus and put both heals as the 3 piece bonus. That should do it.
Excellent. Makes me happy I never relied on them more than the occassional SMA move for shield heals.
R.I.P
It seems the original intent was for a bit of burst heal to keep you alive. In practice they granted waaay to much total healing / sustain when used.
So instead have them grant (100% chance) a minor amount of 'temporary shield points' similar to the reman set shield proc.