With the new lock boxes especially a new set of very rare doffs are introduced. I think they are very effective in pvp, especially for cruiser captains (expect to see lot more cruisers in pvp). When facing cruiser premades, it means losing.
So far I noticed the following doffs (purple):
System engineer: +200 resistance to weapons subsystem energy drain for 8 seconds when activating directed energy modulation
Warp theorist: 25% chance of disabling 1 subsystem for 5 sec on enemy targetted by energy syphon
Warp core engineer: Reduces incoming damage to shields by 20% for 30 seconds when extend shields is active
Entertainer: On activation of beams or cannons 1% chance of reducing enemy perception distance by 20% for 6 seconds
I see already 5 cruisers using FAW with DEM while the entertainer (performing striptease in front of the window) reduces perception of all enemy ships. That would be a 5-in-1 ship kill.
I think I'm totally missing the point on this thread.
To me the DEM doff looks like the only really good one and it's a P2W special instead of the general buff cruisers have been asking for and makes DEM1 a strong damage buff for anyone wanting to abuse BO3 and CRF3. The shield resist bonus is nice and makes ES1 much better but the resist cap is 75%(afaik, please correct me if wrong) which heal spamming just about gives someone already, most decent cruiser builds should already be capped when buffs are active.
The 20% perception Debuff doesn't really do squat if I'm understanding it right (~20KM instead of ~25km). A 25% proc for a highly resisted effect on a highly resisted power like energy siphon with a 1 minute cooldown isn't really worth using, better to just run phasers.
Extend needs NO type of bonus buff anyway. I know you'll resist it, but this doff should just go away bort. Extend is THE best team heal atm, especially sInce I've recently learned that extends are now chainable with no cd between them. I never used to run two on my cruiser in the past due to the shared cd between them, and I'm not sure when that changed, but extend is OP as it is now with no need to add any doffs to make it even more desirable. My guess is that most pve'ers aren't using extend (I know I rarely see it in a pug STF group despite pug groups being primarily comprised of cruisers) and you guys wanted to incentivize players to give it a try by giving it a benefit to themselves
Any chance we can get the extends cd back to what it was before to where you had a 15 sec cd between uses?
I think I'm totally missing the point on this thread.
To me the DEM doff looks like the only really good one and it's a P2W special instead of the general buff cruisers have been asking for and makes DEM1 a strong damage buff for anyone wanting to abuse BO3 and CRF3. The shield resist bonus is nice and makes ES1 much better but the resist cap is 75%(afaik, please correct me if wrong) which heal spamming just about gives someone already, most decent cruiser builds should already be capped when buffs are active.
The 20% perception Debuff doesn't really do squat if I'm understanding it right (~20KM instead of ~25km). A 25% proc for a highly resisted effect on a highly resisted power like energy siphon with a 1 minute cooldown isn't really worth using, better to just run phasers.
It's difficult to reach the 75% cap due to ability resistances being multiplicative vs added together.
Ex. Two 20% resistances does not equal 40% resistance, but instead 36%. Add a third 20% resist, and it only increase to 49%. It takes 6X 20% resistances to get to 74%
it is its own form of pvp, but nothing beats the real thing. theres plenty of advice threads to help you get started! nothing would help you understand the things you work on better then becoming a talented pvp'er yourself.
also regarding DEM, its bugged
DEM currently does no extra damage when you use an over time tactical ability like CRF, FAW, and CSV. its like dem deactivates when those skills are used but reactivates after they end. its proboly been like this the whole time, and is why the ability is generally considered to be a crummy one.
I saw your thread on the subject and intend to look into it.
Also when using the point defense console and DEM it causes the player to take damage, not sure if that has been mentioned yet. Totally awesome that these things are getting some love.
It's difficult to reach the 75% cap due to ability resistances being multiplicative vs added together.
Ex. Two 20% resistances does not equal 40% resistance, but instead 36%. Add a third 20% resist, and it only increase to 49%. It takes 6X 20% resistances to get to 74%
I thought that only applied to hull resist and shield resist were additive up to the cap as their own separate system. What you're saying makes sense and seems to collaborate some of the things I've seen people do to my shields in PVP, but wasn't what I learned from other sources.
The decloak B:O3 combo doing dropping my Ody's shields which should be 12,000 thick with 75% resist always amazed me and is the best supporting evidence I've seen for your argument.
The 20% perception Debuff doesn't really do squat if I'm understanding it right (~20KM instead of ~25km).
Can someone verify this? I'm at work and can't check for myself. But, I could have sworn I read the description on the DOFF as being reduced TO 20% of normal, not reduced BY 20%.
If what I thought I read is correct, that would reduce the perception to 5km.
Apparently, you can't see anything past 25km normally. If what I read is correct, you wouldn't be able to see enemies beyond 5km for 6 seconds. Not sure if that applies to team mates as well.
I saw your thread on the subject and intend to look into it.
great to hear, been experimenting a lot with it lately, when this got figured out i thought it was great, and bought a fleet heavy cruiser because it would have more high end eng stations and less CRF up time with single cannons so i could use DEM more effectively.
wile tac buffed, DEM3 and 2 did have pretty good effect, but its such an over time way of dealing damage that it is to easily countered by healing to make much of a difference, its worthless if there is anyone willing to throw heals around. i said early in my testing that it might be op if skills like CRF an d DEM worked together, i retract that now.
also, since its such an over time power, which takes away a lot of its value, maybe its duration should be reduced, its cooldown reduced, and its magnitude increased? or simply lower its cooldown so it can be chained with full up time like EPtX skills can. even fully tac buffed its an underwhelming skill, working with tactical station powers wouldn't completely fix that
Apparently, you can't see anything past 25km normally. If what I read is correct, you wouldn't be able to see enemies beyond 5km for 6 seconds. Not sure if that applies to team mates as well.
This is closer to the actual effect. However, several other factors can improve your innate Perception distance.
It should affect the viewable distance to teammates.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
This is closer to the actual effect. However, several other factors can improve your innate Perception distance.
It should affect the viewable distance to teammates.
the viewable distance of team mates is unlimited isnt it? at the very least you will see a square around them no mater how far away. does the doff do away with that during the duration of it's proc?
FYI, this Doff is being changed to grant a 10% shield resistance for 8sec. Still powerful, but much less ridiculous.
Cool good change...
As others have pointed out... extends is already the best heal in the game. It would be nice to see it incentivise PvE kids to run extends more... would have been more happy to see the doff give some kind of tac buff.... ya I know that doesn't make lots of technical sense...
Perhaps Add this description....
Using advanced temporal algorithms a feedback loop is created in the shield transfer beam. In order to keep the ships shield emitters from overloading the excess energy is channeled through the ships defector directly to the weapon systems for dispersion. Providing a 20% energy weapon damage boost for 10 seconds.
I know likely way to late to make a change like that... still it would be nice to pug an stf and get a heal from the 4 cruisers watching me tank everything. lol
EDIT... honestly this doff could even do both and not be OP... and set it to 7 seconds to fit with everything else temporal. lol
FYI, this Doff is being changed to grant a 10% shield resistance for 8sec. Still powerful, but much less ridiculous.
hmm, it doesn't last the duration of the power? perhaps it should still do that, at least half the ability's duration
i always kind of thought extending your shields should put your own at a resistance disadvantage, and a doff could maybe do away with that resistance disadvantage
FYI, this Doff is being changed to grant a 10% shield resistance for 8sec. Still powerful, but much less ridiculous.
No reason to use it then.
To be honest, I had mixed feelings about the doff originally. On one hand, 20% free resistance was far too good, like another free EPtS. On the other, it would give PvErs, RPers, and puggers a reason slot one of the best heals in the game and hopefully lessen the gap between casual and premade PvP. It would encourage selfish players (99% of the player base, unfortunately) to heal others, and maybe even help them make the connection that it is bad to run away from people who are extending them. Overall, you would be encouraging far better behavior from the bottom 99% of the playerbase.
That being said, 20% was obviously too much, and 10% for 8 seconds is obviously too little. To make the doff worthwhile without being too powerful, it either needs to grant a large resistance buff (eg. between 25% and 40%) for a short time (no more than 8s), or a smaller resistance buff (no more than 10%) for the duration of the ability. I prefer the later, since I think it encourages more team friendly behavior. The former could encourage hoarding ES until you get focused, which is the wrong idea to give to bad players.
I see your point Hurley, but this game honestly doesn't need any more resistance stacking. I'm running two extends right now, and with them no longer having a shared cd, it means I have a bonus 10% resistance with a 100% uptime with that idea.
It makes no logical sense at all, but husanaks idea of a boost to weapons is more appealing to me than more resistance does when it's so tough to break extend circles as it is. This should have the same draw to pve'ers (hopefully even more draw since cruiser do so much less dps than scorts), while not adding to the already great resistance healing in the game. It may encourage more escorts to run extend though.
I'm sure this doff doesn't stack, correct? We'd be looking at a 27% resistance then
Comments
Cryptic - Lead Systems Designer
"Play smart!"
Glad we agree Bort!
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
And this
Seem out of place for you. In a good way. You're talking like a PvPer, and I like it.
Have you started PvPing by chance?
Good, maybe the Cruiser players will stop whinning about how they do not do damage like an Escort in PvE or PvP.
R.I.P
Does this forum count? It feels like it should.
Cryptic - Lead Systems Designer
"Play smart!"
too funny borticus, i just love your sense of humor!!!!
A'jora
Rofl
Well, this is more like PvDev, but your slowly turning the tide
To me the DEM doff looks like the only really good one and it's a P2W special instead of the general buff cruisers have been asking for and makes DEM1 a strong damage buff for anyone wanting to abuse BO3 and CRF3. The shield resist bonus is nice and makes ES1 much better but the resist cap is 75%(afaik, please correct me if wrong) which heal spamming just about gives someone already, most decent cruiser builds should already be capped when buffs are active.
The 20% perception Debuff doesn't really do squat if I'm understanding it right (~20KM instead of ~25km). A 25% proc for a highly resisted effect on a highly resisted power like energy siphon with a 1 minute cooldown isn't really worth using, better to just run phasers.
What good is the perception reduction? Extend Shield is a support ability anyway, I didn't even know it was carried on DPS cruisers.
The only thing I got out of this was that DEM (which was worthless) is now actually useful if you have the DOff.
Any chance we can get the extends cd back to what it was before to where you had a 15 sec cd between uses?
It's difficult to reach the 75% cap due to ability resistances being multiplicative vs added together.
Ex. Two 20% resistances does not equal 40% resistance, but instead 36%. Add a third 20% resist, and it only increase to 49%. It takes 6X 20% resistances to get to 74%
awesome! glad you recognize that
it is its own form of pvp, but nothing beats the real thing. theres plenty of advice threads to help you get started! nothing would help you understand the things you work on better then becoming a talented pvp'er yourself.
also regarding DEM, its bugged
DEM currently does no extra damage when you use an over time tactical ability like CRF, FAW, and CSV. its like dem deactivates when those skills are used but reactivates after they end. its proboly been like this the whole time, and is why the ability is generally considered to be a crummy one.
I saw your thread on the subject and intend to look into it.
Cryptic - Lead Systems Designer
"Play smart!"
Also when using the point defense console and DEM it causes the player to take damage, not sure if that has been mentioned yet. Totally awesome that these things are getting some love.
I thought that only applied to hull resist and shield resist were additive up to the cap as their own separate system. What you're saying makes sense and seems to collaborate some of the things I've seen people do to my shields in PVP, but wasn't what I learned from other sources.
The decloak B:O3 combo doing dropping my Ody's shields which should be 12,000 thick with 75% resist always amazed me and is the best supporting evidence I've seen for your argument.
If what I thought I read is correct, that would reduce the perception to 5km.
Apparently, you can't see anything past 25km normally. If what I read is correct, you wouldn't be able to see enemies beyond 5km for 6 seconds. Not sure if that applies to team mates as well.
great to hear, been experimenting a lot with it lately, when this got figured out i thought it was great, and bought a fleet heavy cruiser because it would have more high end eng stations and less CRF up time with single cannons so i could use DEM more effectively.
wile tac buffed, DEM3 and 2 did have pretty good effect, but its such an over time way of dealing damage that it is to easily countered by healing to make much of a difference, its worthless if there is anyone willing to throw heals around. i said early in my testing that it might be op if skills like CRF an d DEM worked together, i retract that now.
also, since its such an over time power, which takes away a lot of its value, maybe its duration should be reduced, its cooldown reduced, and its magnitude increased? or simply lower its cooldown so it can be chained with full up time like EPtX skills can. even fully tac buffed its an underwhelming skill, working with tactical station powers wouldn't completely fix that
This is closer to the actual effect. However, several other factors can improve your innate Perception distance.
It should affect the viewable distance to teammates.
Cryptic - Lead Systems Designer
"Play smart!"
the viewable distance of team mates is unlimited isnt it? at the very least you will see a square around them no mater how far away. does the doff do away with that during the duration of it's proc?
Cryptic - Lead Systems Designer
"Play smart!"
FYI, this Doff is being changed to grant a 10% shield resistance for 8sec. Still powerful, but much less ridiculous.
Cryptic - Lead Systems Designer
"Play smart!"
Cool good change...
As others have pointed out... extends is already the best heal in the game. It would be nice to see it incentivise PvE kids to run extends more... would have been more happy to see the doff give some kind of tac buff.... ya I know that doesn't make lots of technical sense...
Perhaps Add this description....
Using advanced temporal algorithms a feedback loop is created in the shield transfer beam. In order to keep the ships shield emitters from overloading the excess energy is channeled through the ships defector directly to the weapon systems for dispersion. Providing a 20% energy weapon damage boost for 10 seconds.
I know likely way to late to make a change like that... still it would be nice to pug an stf and get a heal from the 4 cruisers watching me tank everything. lol
EDIT... honestly this doff could even do both and not be OP... and set it to 7 seconds to fit with everything else temporal. lol
hmm, it doesn't last the duration of the power? perhaps it should still do that, at least half the ability's duration
i always kind of thought extending your shields should put your own at a resistance disadvantage, and a doff could maybe do away with that resistance disadvantage
No reason to use it then.
To be honest, I had mixed feelings about the doff originally. On one hand, 20% free resistance was far too good, like another free EPtS. On the other, it would give PvErs, RPers, and puggers a reason slot one of the best heals in the game and hopefully lessen the gap between casual and premade PvP. It would encourage selfish players (99% of the player base, unfortunately) to heal others, and maybe even help them make the connection that it is bad to run away from people who are extending them. Overall, you would be encouraging far better behavior from the bottom 99% of the playerbase.
That being said, 20% was obviously too much, and 10% for 8 seconds is obviously too little. To make the doff worthwhile without being too powerful, it either needs to grant a large resistance buff (eg. between 25% and 40%) for a short time (no more than 8s), or a smaller resistance buff (no more than 10%) for the duration of the ability. I prefer the later, since I think it encourages more team friendly behavior. The former could encourage hoarding ES until you get focused, which is the wrong idea to give to bad players.
It makes no logical sense at all, but husanaks idea of a boost to weapons is more appealing to me than more resistance does when it's so tough to break extend circles as it is. This should have the same draw to pve'ers (hopefully even more draw since cruiser do so much less dps than scorts), while not adding to the already great resistance healing in the game. It may encourage more escorts to run extend though.
I'm sure this doff doesn't stack, correct? We'd be looking at a 27% resistance then