With the recent change and rewind of this last patch, many great ideas have been thrown out there that I believe would have a better chance of being looked at if it was in it's own thread. This thread is to talk about a change to BFI doffs. While we can talk about the synergy of this ability with other abilities, lets keeps the thread on topic as to how to better balance these doffs and keep the ideas of how to balance other abilities in their own thread.
My hope is to have a CIVIL discussion. Most the community agrees that this ability could be better balanced, so lets throw out some ideas.
the heal is to strong, but i would hate if it was extremely unreliable, i just want it to be consistent. aux should not buff it, flow cap should not buff it, it should basically be a free TSS
3 Purple (heck, even 3 Blues is good enough) = free RSP every minute or so.
And there's no shared CDs.
Limit it to one, or perhaps have it SLIGHTLY increase the natural shield distribution rate at a fraction of what TacTeam does it. This allows ships that can't feasibly carry a TT to still get a nice bonus out of it, fills the 10 second gap in 2x TT Escorts, and goes along with the "Shield Distribution" aspect of it.
I think there's a pile of anecdotal evidence that boffs function with "1 proc they all proc." So yeah, limit 1 is probably the best option. Toning down the magnitude is going to be pretty tough when you can't trust the proc rate.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Best would be that 1 purple to give 1 tss1 at full power, 2 purples to give a tss2 and 3 purples a tss3. Blues should do same but at lower intensity (same as having lower aux when applying a TSS). But I think this would need a re-write on the proc and way of work of those doffs.
Edit: or, why not make them reduce the cool down for TSS, same as attack patterns doffs work.
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It has alerady been stated that they won't reduce the number of slottable doffs of a given type.
What could be done:
1) Change the activation mechanics. Instead of giving a chance based on incoming fire, just do a straight dice roll. This eliminates superstacking of the proc to 10+ and reduces it to a maximum of 3 if one has 3 doffs.
2) Reduce the heal/resist part. (By how much depends on how big the effect of (1) turns out to be.) My favourite idea at the moment: remove the resist/HoT part and keep only the instant heal (maybe adjust the magnitude). The biggest problem with BFI is imo not the instant shield refill, but rather the period of invulnerability that follows a successful multi-proc because of the huge HoT/resist.
It has alerady been stated that they won't reduce the number of slottable doffs of a given type.
What could be done:
1) Change the activation mechanics. Instead of giving a chance based on incoming fire, just do a straight dice roll. This eliminates superstacking of the proc to 10+ and reduces it to a maximum of 3 if one has 3 doffs.
2) Reduce the heal/resist part. (By how much depends on how big the effect of (1) turns out to be.) My favourite idea at the moment: remove the resist/HoT part and keep only the instant heal (maybe adjust the magnitude). The biggest problem with BFI is imo not the instant shield refill, but rather the period of invulnerability that follows a successful multi-proc because of the huge HoT/resist.
Was that because it would effect all the doffs in that category though? IIRC, shield distro doff is only one flavor of doffs isn't it?
If this is the case however, then I'd support Hilbert's idea
Was that because it would effect all the doffs in that category though? IIRC, shield distro doff is only one flavor of doffs isn't it?
If this is the case however, then I'd support Hilbert's idea
I was under the same impression as you (I tried to find the thread that mentioned this, but couldn't find it in the subnuke doff thread).
And, as far as I know, SDOs only have one version. So, I don't see why it can't be restricted.
But, in a thread I did find, they said it was cause a lot of problems if they changed it because there are so many people with more than one already equipped.
I was under the same impression as you (I tried to find the thread that mentioned this, but couldn't find it in the subnuke doff thread).
And, as far as I know, SDOs only have one version. So, I don't see why it can't be restricted.
But, in a thread I did find, they said it was cause a lot of problems if they changed it because there are so many people with more than one already equipped.
Well, that issue makes sense
I had really hoped bort would jump into these threads and tell us what cryptics views are on these three abilities and if and when they may have the time to work on them. With the normal response he gets (myself sometimes included) I can see why he may be gunshy. If you do decide to join the discussion, I for one will remain civil and open minded to what you have to say on the subject.
The majority of this community really wants to help with these issues, even of we are a little undiplomatic in the way we express it tell us what you guys need the ability to do for the game as a whole, and test us to find a solution!
But, in a thread I did find, they said it was cause a lot of problems if they changed it because there are so many people with more than one already equipped.
This is the primary issue, but there are other concerns as well. And to be clear, it's not an insurmountable obstacle, but it comes with a potential cost of server and client performance.
The BFI Doff is being altered in the near future. The exact changes are still being iterated upon, but primarily revolve around simply reducing the effectiveness of the heal it grants.
The secondary issue with this Doff is how well it synergizes with powers that grant Shield Resistance, and with Tactical Team. I'm all for allowing players to have inventive cross-power synergy in their builds, but this is a case where the combo quickly scales out of control.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
This is the primary issue, but there are other concerns as well. And to be clear, it's not an insurmountable obstacle, but it comes with a potential cost of server and client performance.
The BFI Doff is being altered in the near future. The exact changes are still being iterated upon, but primarily revolve around simply reducing the effectiveness of the heal it grants.
The secondary issue with this Doff is how well it synergizes with powers that grant Shield Resistance, and with Tactical Team. I'm all for allowing players to have inventive cross-power synergy in their builds, but this is a case where the combo quickly scales out of control.
Bort, do you have any data on what seems to be the "One procs, all proc?" It really seems like this is going on with other x3 doffs, as somebody pointed out being easily observable with the Security Escort doffs.
This is just my impression from anecdotal evidence, but it feels like it's going on. I might be crazy. Well, probably I am, but I might be wrong on this.
If it is going on then any changes in the magnitude of the heal are going to be confounded.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Not sure if the all procing is a real bug or a severe limitation in STO's randomization mechanics.
How many times do I run haggle for with the same Doffs and all 4 at once critical? What are the odds on that?
How many times do multiple ones fail at the same time? It should happen less than 1%.. but its far far far higher.
Security guards seem to beam down almost always in large numbers or just two, once in a while you'll get a few extra, but rarely. Doesn't matter though, they all die in 3s anyway.
The counter to that is sometimes I pull 3 nurses down, but thats very rare, its usually 0 or 1, so why does that seem right when the others clearly aren't?
This is the primary issue, but there are other concerns as well. And to be clear, it's not an insurmountable obstacle, but it comes with a potential cost of server and client performance.
The BFI Doff is being altered in the near future. The exact changes are still being iterated upon, but primarily revolve around simply reducing the effectiveness of the heal it grants.
The secondary issue with this Doff is how well it synergizes with powers that grant Shield Resistance, and with Tactical Team. I'm all for allowing players to have inventive cross-power synergy in their builds, but this is a case where the combo quickly scales out of control.
Outstanding! Thanx for the response.
Don't like the idea of causing stability issues. If that's the case, I definately support Hilbert's second idea of just removing the HOT and the resistance. The 2-3 second rsp like spot heal is fine and still remains powerful. The 15 sec resistance and regen is really what's at fault when it's x3
As always, feel free to ask us if you want any test subjects or opinions (we're not lacking in these ;-) )
Make it an effect that allways goes off when the ability is used. Then limit the buff to 1 stack, and adjust it's magnitude to an appropriate value. This equates to a 1DoFF limit without actually applying said limit, (TBH from my PoV even if you nerf the OP nature of it if you let people stack they will do so and suddenlyl it'll be a case of stack 3 doffs or don;t bother with BFI which is somthing we don't want), and it makes for an easier balancing act on the numbers since you know exactly how many copies are going to be up and don't have to worry about potentiolly wasting the DoFF effect by having it not proc as woud be the case if it was a % chance on activation of the ability.
The exact changes are still being iterated upon, but primarily revolve around simply reducing the effectiveness of the heal it grants.
Take a look at how it is activated.
Currently it is not just a roll in your random generator when BFI is clicked. It is somehow related to the amount of incoming fire. And this leads to massive proc stacking in heavy-fire situations.
Currently it is not just a roll in your random generator when BFI is clicked. It is somehow related to the amount of incoming fire. And this leads to massive proc stacking in heavy-fire situations.
I thought this was so obvious that we wouldn't have stress it... but we do. Bort, this is really, really crucial to the issue.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Currently it is not just a roll in your random generator when BFI is clicked. It is somehow related to the amount of incoming fire. And this leads to massive proc stacking in heavy-fire situations.
I can also confirm this. Every time in pvp they proc at least once, no matter what. Most times i get the full shield back and 15 sec of shield almost-immunity. In stfs, it happen few times they haven't proced at all. So reducing the amount of heal may not be a good idea for pve. Best IMO would be to guarantee a proc, function on quality and number slotted (purples have 100 chance, blues 80 and greens 50, 1 would cast tss1, 2 doffs tss2 and 3 tss3).
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...
Comments
And there's no shared CDs.
Limit it to one, or perhaps have it SLIGHTLY increase the natural shield distribution rate at a fraction of what TacTeam does it. This allows ships that can't feasibly carry a TT to still get a nice bonus out of it, fills the 10 second gap in 2x TT Escorts, and goes along with the "Shield Distribution" aspect of it.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Take the numbers they have now... and divide by 2.... perhaps even 3.
Edit: or, why not make them reduce the cool down for TSS, same as attack patterns doffs work.
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
What could be done:
1) Change the activation mechanics. Instead of giving a chance based on incoming fire, just do a straight dice roll. This eliminates superstacking of the proc to 10+ and reduces it to a maximum of 3 if one has 3 doffs.
2) Reduce the heal/resist part. (By how much depends on how big the effect of (1) turns out to be.) My favourite idea at the moment: remove the resist/HoT part and keep only the instant heal (maybe adjust the magnitude). The biggest problem with BFI is imo not the instant shield refill, but rather the period of invulnerability that follows a successful multi-proc because of the huge HoT/resist.
Was that because it would effect all the doffs in that category though? IIRC, shield distro doff is only one flavor of doffs isn't it?
If this is the case however, then I'd support Hilbert's idea
And, as far as I know, SDOs only have one version. So, I don't see why it can't be restricted.
But, in a thread I did find, they said it was cause a lot of problems if they changed it because there are so many people with more than one already equipped.
Well, that issue makes sense
I had really hoped bort would jump into these threads and tell us what cryptics views are on these three abilities and if and when they may have the time to work on them. With the normal response he gets (myself sometimes included) I can see why he may be gunshy. If you do decide to join the discussion, I for one will remain civil and open minded to what you have to say on the subject.
The majority of this community really wants to help with these issues, even of we are a little undiplomatic in the way we express it tell us what you guys need the ability to do for the game as a whole, and test us to find a solution!
This is the primary issue, but there are other concerns as well. And to be clear, it's not an insurmountable obstacle, but it comes with a potential cost of server and client performance.
The BFI Doff is being altered in the near future. The exact changes are still being iterated upon, but primarily revolve around simply reducing the effectiveness of the heal it grants.
The secondary issue with this Doff is how well it synergizes with powers that grant Shield Resistance, and with Tactical Team. I'm all for allowing players to have inventive cross-power synergy in their builds, but this is a case where the combo quickly scales out of control.
Cryptic - Lead Systems Designer
"Play smart!"
This is just my impression from anecdotal evidence, but it feels like it's going on. I might be crazy. Well, probably I am, but I might be wrong on this.
If it is going on then any changes in the magnitude of the heal are going to be confounded.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
How many times do I run haggle for with the same Doffs and all 4 at once critical? What are the odds on that?
How many times do multiple ones fail at the same time? It should happen less than 1%.. but its far far far higher.
Security guards seem to beam down almost always in large numbers or just two, once in a while you'll get a few extra, but rarely. Doesn't matter though, they all die in 3s anyway.
The counter to that is sometimes I pull 3 nurses down, but thats very rare, its usually 0 or 1, so why does that seem right when the others clearly aren't?
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Outstanding! Thanx for the response.
Don't like the idea of causing stability issues. If that's the case, I definately support Hilbert's second idea of just removing the HOT and the resistance. The 2-3 second rsp like spot heal is fine and still remains powerful. The 15 sec resistance and regen is really what's at fault when it's x3
As always, feel free to ask us if you want any test subjects or opinions (we're not lacking in these ;-) )
IMHO an easy way to fix things.
Make it an effect that allways goes off when the ability is used. Then limit the buff to 1 stack, and adjust it's magnitude to an appropriate value. This equates to a 1DoFF limit without actually applying said limit, (TBH from my PoV even if you nerf the OP nature of it if you let people stack they will do so and suddenlyl it'll be a case of stack 3 doffs or don;t bother with BFI which is somthing we don't want), and it makes for an easier balancing act on the numbers since you know exactly how many copies are going to be up and don't have to worry about potentiolly wasting the DoFF effect by having it not proc as woud be the case if it was a % chance on activation of the ability.
Currently it is not just a roll in your random generator when BFI is clicked. It is somehow related to the amount of incoming fire. And this leads to massive proc stacking in heavy-fire situations.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
I can also confirm this. Every time in pvp they proc at least once, no matter what. Most times i get the full shield back and 15 sec of shield almost-immunity. In stfs, it happen few times they haven't proced at all. So reducing the amount of heal may not be a good idea for pve. Best IMO would be to guarantee a proc, function on quality and number slotted (purples have 100 chance, blues 80 and greens 50, 1 would cast tss1, 2 doffs tss2 and 3 tss3).
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...