I see a lot of threads about BFI doffs (which just give you a few hitpoints back), Extend Shields and the like, but where is the solution to the actual problem, that is, Emergency Power To Shields' overpowered-ness?
It has been suggested to just nerf it to the level of the other Emergency Power abilities. Such as, removing the resistance bonus alltogether (so any resistance bonus from EPTS comes form the energy boost only), or reduce its time to that of the damage boost of Emergency Power To Weapons, that is, 5 seconds.
Why not do something about the root cause of the overhealing/overresistance problem?
Why not do something about the root cause of the overhealing/overresistance problem?
Yes, lets!
If you look at the problem from a different angle it's not the healing that is overpowered at all, it's actually nicely balanced in the case of 1 cruiser vs 1 escort. The big offender is Tax skills (Both career and BOFF skills) setting damage as high as they do meaning that player healing needs to be high to compensate (else cruisers would become more like cannon-fodder) and NPCs have stupid amounts of health and resists as a result.
I know it's not what you want to read but it is the truth
can see where some pvper's want an easy kill, 'you heal too much i can't hurt you qq' run with a sci then. thought pvper's were supposed to be better than pve'ers? teamwork, build's and all that other rot. instead it seems several are in the 'i want an easy button' category.
w/10% shield resist, 30% EPtS III resist, + whatever bonus from shield power levels wouldn't matter one bit if hit with one subnuc. OP? no, it has a counter. you choose not to employ that counter. so i guess it's op to you and anyone else who is incapable of planning or working in a team with a sci or 2.
you don't want PvP to be challenging, you want to kill anything you fire at fast. you don't want to work with a team, you want to be the hero. it's not about balancing PvP and PvE it's about what you and a few others want. a PvP experience where you are quick kill kings.
bleh.
Dr. Patricia Tanis ~ "Bacon is for sycophants and products of incest."
Donate Brains, zombies in Washington DC are starving.
Actually, no. People who want easy and quick kills have an entire class for them to play, and it is not sci.
Back to topic: If the stacking of EPTS and ES is seen as the problem, they why not leave ES as it is and fix EPTS.
Because then ES becomes even more important... and enter the undead cruiser es circle jerk. Of course there is always room on the team for one or two escorts as long as they can equip and ES as well.
This is an ironic turn seeing as a few months ago you where trying to convince everyone that EPTS wasn't that great.
In truth yes I would love to see EPTX powers all get there durations cut to 15 seconds from 30... they are to powerful. However truth is that would destroy the game as its balanced on that right now. I don't like that everyone can have 100+ power to mulitple systems for an entire match... its broken, completely.
However that doesn't make ES fine....
And if you are going to correct EPTS... then yes there is a ton of dps that needs to be cut back to compensate... I don't know its possible that a combo of DPS reduction and EPTS nerfing could work... really I don't think Cryptic is about to rewrite every single pve mission to make such a thing work do you ?
Actually, no. People who want easy and quick kills have an entire class for them to play, and it is not sci.
Back to topic: If the stacking of EPTS and ES is seen as the problem, they why not leave ES as it is and fix EPTS.
perhaps i wasn't clear...have a sci on your team. nothing about EPtS needs fixed except from a PvP perspective. better solution have a different rule set for PvP and PvE when it comes to skills that way changes to PvP or PvE don't affect the other.
and/or tick boxes for how a match will be played, various gloal debuffs, handicaps, consoles/skills/abilities/ship classes that can't be used in the match.
everyones happy that way, balance changes to PvP won't affect PvE and vice versa. devs have an easier time (if implemented) of balancing both. if tick boxes are used for match parameters, then custom matches would actually be custom, and could be made far more challenging.
Dr. Patricia Tanis ~ "Bacon is for sycophants and products of incest."
Donate Brains, zombies in Washington DC are starving.
can see where some pvper's want an easy kill, 'you heal too much i can't hurt you qq' run with a sci then.
you don't want PvP to be challenging, you want to kill anything you fire at fast
Have you ever been stuck in a pvp match running for 30, 40 minutes? That's BORING. 10 minutes for a match is perfect, but escorts tanking like mad make it way too long. That's why a nerf of escorts heals is required. That was the plan with the nerf of RSP but the devs were weak against the ultra conservative pvp players who hate changing their builds.
Have you ever been stuck in a pvp match running for 30, 40 minutes? That's BORING. 10 minutes for a match is perfect, but escorts tanking like mad make it way too long. That's why a nerf of escorts heals is required. That was the plan with the nerf of RSP but the devs were weak against the ultra conservative pvp players who hate changing their builds.
personally i think it was a combination of ES and RSP that made battles well above 40 mins possible.
combined with some new ships (armitage) that were able to bring firepower and support heals...crosshealing teams made any ship in the team a resiliant target.
cryptic definately wanted to do something against that, even though they said they would keep off gamebalance in the PVP sector for another 2 seasons, they introduced a change to abilities used by 90% of the community.
The change had hardly any impact to PVE, not even tanking (support being nonsense anyway in cuurent PVE content)
So, while the CEO states no changes to PVP for another year...the rest goes ahead and changes abilities mainly used for PVP. Interesting company.
If anything I think we need to start with damage and bring it down to a sort of 'player damage range' this would allow for people with low damage (Eng/Cruisers) to still look competent in the face of higher damage dealers (Tac/Escort), once this is established they can look at heals and bring them down just a few points below the highest damage figures but I think the durations could remain the same with said lower active figures, this would mean that EPtS would give good protection but any major damage would require that you back it up with perhaps TSS or an aux2SIF to absorb hull damage, this would mean that a tac/escort and an eng/cruiser would be nicely balanced and the battle would come down to skill (provided both builds were min/maxed), this would also mean that an eng/cruiser using backup heals could likely hold it's own against 2 escorts trying for it (so tank status would be maintained) but even a few more points of incoming damage would put it in a very bad position, I think hull resists can stay as they are.
With this in place they could rebuild NPCs based on the 'player damage range' such that lower damage dealers could still solo them in a reasonable time frame but the higher end damage dealers would rip through them as per a plasma knife through poly-butter, then add some form of AI to said NPCs, which would be better than what they have, if Squaresoft could make enemies seem semi intelligent with FF7 (which they did) then Cryptic could make their NPCs better.
And there is a combat system that still uses the MMO template, is balanced and allows more customisation of builds than we currently have. Your opinions?
Whatever the methodology may be, it seems to be a pretty much overall consensus that both heals and damage-increasing powers are too high, and need to be scaled down. I am glad that we all agree on this.
Could the devs, too? ^^
It's nice to see all the involved player parties finally agree on something, it seems to be an extremely rare occurrence (more so than someone getting the jackpot from a lockbox), so yeah.
As for the devs agreeing, well I darn well hope so, lets face it, if they don't then their disagreeing with the majority of the forum users and THAT is bad business practice. The other problem is that lockbox ships would all be less overpowered... which from their point of view is bad as they wont sell as many keys
Whatever the methodology may be, it seems to be a pretty much overall consensus that both heals and damage-increasing powers are too high, and need to be scaled down. I am glad that we all agree on this.
Could the devs, too? ^^
Well I don't think there is complete agreement on that... I honestly don't really have an issue with EPTS... as it is. I in fact liked the last good thought the devs had... you know the one they tucked tail on when the qq got to loud.
DMG and Healing are fine... they both could stand some adjustment in terms of the Cycles they are on... so that dmg can be intelligently used to break heals... instead of just mash the space bar keybind that has 10 buffs on it... VS mash the space bar heal keybind that has 10 heals on it.
I am really not sure EPTS is the key to that... having said that I think bring EPTS into line with the other EPTx is in line... in as far as every other EMTx buffs something for 5 seconds and boosts power for 30.... EPTS for some reason boosts and buffs for 30s... just saying.
I would be in favor of a front load change... in as far as EPTS can last 30s... but perhaps the resistance buff should not... obviously 5 seconds would be dumb... but 15 seconds of a resist buff... I think that would be perfectly in line with the other EPTx skills.... Then take all the ETPx skills and push there cool downs out to 1 min leave the global at 15 seconds... Then take the same system global that is now at 30s and push it out to 45s... KILL chaining of eptx skills.
Then fix the tac buffs... Put Cannon Rapid Fire... Fire at Will... and Beam Overload... onto 1 min cool downs... and set there globals to 30s....
Put the ES RSP EPTS 15 second global back...
Then take Hazards TSS and push there cool downs to 1 min as well....
But that will never happen... lmao
We have what we have and all the dev in charge can do is make minor changes... now everyones yelling about yesterdays GOOD change ... got some pve kids wiped up and I'm sure the person who came up with the global idea got a good rap on the fingers. So there it is have fun with what we got its not changing so there it is... MWO I understand its not bad.
Love this idea, lets render eng/cruisers even more incompetent, my escort wouldn't care just as my escort wouldn't care about a tac skill cd extension , but my cruiser would lose it's defence against NPC BS damage figures and t would lose it's ability to do sustained damge.
Congratulations friend, you've suggested we finally put the final nail in the cruisers coffin
Bring the other EPTx skills up to par with it instead.
If CHAINING of EPTS is the issue, then stop the chaining of any same powers period.
No more chaining EPTS or CRF or any of identical powers period.
The fact is, is that EPTS is not the issue at all. I say look at the Shield Distribution of Tactical Team or the bonus heal of the Shield Distribution DOffs when stacked three times or the bonus healing from the 3 Borg set + shield of choice. These are closer to the real issue, becuase I have never (till this week) heard people ******** about EPTS but have heard them all complain about the bonus healing I have mentioned.
I would rather see the other EPTx powers made more desirable than changing the nature of the game mechanics and PvP once again just to have the industriuos PvP'ers figure out the inner workings to best min/max the system again that brings us back to this sort of "knickers twisted" bee hive of sudden drastic change " for the better" (wink wink) driven by the attempts at change made by the Developers.
As I said in the other post, as long as we get OP ships, OP DOFFs, OP Consoles, etc we will have this problems.
At least what we can expect is to have ALL the powers tweaked and make the more powerful powers available only to their own class or something like that...
I dont have a magic answer, but the actual game systems allows many combinations of ships, power, classes, etc and that is hell to control. Add the variable of OP items required to sale and this becomes impracticable to address...
Unless you are an engineer commanding a cruiser, then damage is obviously not fine. Do you disagree?
Yes I disagree... if you mean engies don't do any dmg so what there not intended to. There heal boats... period.
The fact that you don't need an engi cruiser annoys me.... what the heck good is a heal class if everyone can do 90% of the healling of the heal class. That is the issue not that engis don't do enough dmg.... thats like saying the heal class in any mmo doesn't do enough dps... its absurd. The issue is that to many things step on the toes of the engi cruiser.
Making Extends work best on an engi cruiser combo was a good change and adding a simple 15 sec global with EPTS and RSP accomplished just that imo. That would have been the up side to yesterdays change... but to many people are shortsighted and wanted to have there RSP on there escort and still chain there 2 copies of EPTS with no issues. And to many people that have stopped flying there engies at all and are now healing with sci toons where equaly annoyed... and they wiped up some pve kids that all of a sudden saw doom and gloom in there blockade and no win runs. LOL
Yes engi cruisers do TRIBBLE dmg... and yes I am fine with that.
Kill the other classes that are pretenders to the heal title. Heals are engi cruiser domain or at least they used to be until Cryptic lost there brains and made healing so great a tac could do it.
lol get over it soph... engi cruisers are healers PERIOD. If you think the devs are ever going to make changes that allow them to be anywhere close to the main dps dealers dream on. There healers period. I don't rightly care what the documentation says... frankly for 2 years it said aux buffed your turn rate... lol
I know you don't want to face reality... but reality of sto is that its a MMO... and as such
Cruisers... are healers
Sci Ships... are Debuffers
Escorts.. are the damage class
Tacticals... are the damage class
Science... are the debuffers
Engies... are drum roll the healers.
You can mix and match those into combos... like Sci Escort... and have a hybrid debuffing dmg dealer... or have a Sci Cruiser debuff / healer....
Best results however for the game we have is to play your class in the ship class it belongs in....
The issue right now with game balance... is that Engi Cruiser... isn't needed. That is the real issue with balance right now.... It should be needed... There is no viable role right now for an engi cruiser... no its not an issue of dps... its low as it should be... healing honestly is SUPER HIGH on an engi cruiser... problem is its pretty much 95% as high on a sci... so why not be a debuffing healer....
The Engi Captain type is pointless right now.... that needs to be changed somehow... don't know if EPTS gets us anywhere close to that... IMO it would take much more then that... and it doesn't involve giving engies more dps. IT involves removing a good chunk of healing potential from the ship....
Heck with that in mind perhaps Extend Shields just needs to be removed from the game as a BOFF skill.... make it a Engi Captain skill...replace nadion... make nadion a boff skill already.... They already put out a doff that gives nadion to anyone with dem... why pretend thats a captain skill anymore.
The problem isn't EPTS. EPTS has been Fine, since well forever.
the BFI doffs Are the problem. that "small" shield heal you are referring to? Yeah, when it procs with 3 doffs you get a Full Shield heal out of it.
Plus a chance to score an incredibly powerful HOT which keeps your shields easily charged for 15 seconds afterwards.
You should try a fully auxed up BFI with Good Doffs and not those whites that are on your ship.
Changing the BFI Doff will go along way to also fixing engineers. The problem is that particular doff when taken 2x and 3x, is such an incredible heal that it almost completely mitigates the biggest boon of Engineers, RSF and MW. It also makes their sub par damage a joke. I actually only have 1x purple SDO on my engineer, so I have him as full bore on Aggressive doffs as I can get. because of that, my power levels are almost perma 100+ in every sub system, my warp plasma has an immobilize... but a sci cruiser (properly built) will still bring almost as much to the team in raw heal potential as I can.
Coincidentally this would also strengthen SNB by proxy, as well as Scattering field. Since people will have one less Super Hax Heal that has absolutely 0 opportunity cost.
++++++++++++++Engineer, according to Stowiki:+++++++++++++++
"Survivability, support generators, and controlling the paths of enemy advance with fieldworks. The Engineering officer can withstand the most damage by improving the performance of their personal shields, while supporting their away team with power generators or by bottlenecking the enemies advance with defensive mine fields. The Engineer's own combat effectiveness is improved by modifications to their firearms or support fire from fabricated turrets and drones.
Engineers have advanced technical skills that are available in both space and ground combat. They are adept as using Starfleet technology to its best advantage. They can help in reducing the amount of damage done to your ship, repair systems quickly, and even do things not in the Starfleet Operations Manual.
On the ground, Engineers can disable enemy technology, build force field generators, and perform various sorts of technological feats. "
I do not see the sentence in the Engineer description that says, " can deliver damage in the widest variety of methods, while supporting his away team by drawing off enemy threat or bolstering their combat effectiveness with tactics and squad commands." or the sentence that describes the Engineer in space as, " increase the damage done by a ship, providing the ability to fire salvos of torpedoes and overload energy weapons for a massive attack."
Nevermind, found it in the Tactical class description.
TacticalFrom Star Trek Online Wiki
Combat damage, stealth tactics and squad tactics. The Tactical officer can deliver damage in the widest variety of methods, while supporting his away team by drawing off enemy threat or bolstering their combat effectiveness with tactics and squad commands.
A Tactical officer's job is to keep the ship and crew safe from harm. A Tactical officer's skills are specialized for combat, both in space and on the ground. They get the job, whether using phasers, fists, or photon torpedoes, allowing Starfleet to explore and learn in safety.
Tactical officers increase the damage done by a ship, providing the ability to fire salvos of torpedoes and overload energy weapons for a massive attack. On the ground Tactical officers make the most out of any weapon, and are able to mix it up in melee combat better than anyone
So why do you keep insisting the Engineer is suppossed to be a damage dealer like the tactical? From the STOwiki description the Engineer seems to be functioning just like it is described.
++++++++++++++Scientist, from Stowiki:++++++++++++++
"Weakening or incapacitating the enemy over time, creating energy fields that damage or hinder and healing their away team from such affects. The Science officer has the greatest potential to quickly react to chaotic combat situation through direct enemy holds, weakening an enemy groups combat strength or resistance, or responding to enemy attack by quickly healing damage. The science officers combat effectiveness is their versatility.
Science officers are essential to Starfleet's missions of exploration and diplomacy. They research, heal and innovate, using their knowledge and creativity to assist captain and crew. They can utilize technology to control and evade enemies, ensnare an enemy ship with a tractor beam, find cloaked ships, and even use holoprojectors to confuse enemies. "
You are correct they do heal but not more or less than the Engineer.
Science heals debuffs mainly in space by removing Hazzards, removing debuffs like Tractor beam, or using an ability to apply a small heal like transfer shield strength. In fact Science only has a limited amount of debuff healing in space (on the ground they are the healers) with PH, ST, HE and TSS.
The focus of the Science is the removal of direct debuffs that do not attack a power system but affect a vessel stats or ability to function normally, like turnrate or movement.
Science is light healing with a lot of CC and Debuff powers.
Engineers though have the heals that also remove debuffs, except thier removal only affects systems or ship stats that have been debuffed directly.
EPTX all have the statement " repairs disabled (power system)" and the Engineers have the abilities that keep other ship stats functioning when debuffed or in need of a boost. EPTS, EPTW, EPTA, EPTE, A2D, A2Sif, ET, ES AND RSP are all the Engineer healing and system protection powers.
Engineers are the heavy healers, power system debuff remover, energy levels management and combat support class.
Both Science and Engineers are the healers/ debuff removers and then the use of teh classes split with one becoming the CC/debuff applier and the other becoming the system support and power management class.
Niether are ment to be the heavy damage dealers.
Your view of the classes is skewed and not entirely correct.
I understand the game mechanics as they exist... you don't seem to soph.
This game is Never going to be Captain Kirk in the Uss constitution mowing down all the klinks in his path.... or Captain Picard in the USS galaxy laying waste to borg This far no Further....
Sorry those are tv shows and movies....
STO is very much a Video game... and not just a video game its a MMO... and yes its advertised that way.
From the STO wiki
"In nearly all MMO games, players are generally seperated into broad categories depending on their type of character or class. These are primarily the tank, healer and damage dealer, and help define the equipment, statistics, and tactics that a player should use. These roles are described below in more detail."
I won't continue the quote but yes it will go on about Tanks Healers and DPS.... well as anyone with a brain will tell you there is no tanking in PvP.... in PvP its heal debuff dps... and cruiser is NOT DPS.... it is 80% heal 20% debuffer. Depending how you setup your boffs anyway.
I know you have some wonderful RP vision of STO... and I know I'm not the first to tell you this. STO will never exist in a place where you can load your USS Galaxy up and Mow down the universe. You have heard it before... and I am sure you will ignore it again.
Until then, let us just nerf EPTS so engineers can at least damage something.
Well I will agree that in general reissts are to high soph yes in that we can agree. Just not sure EPTs is the biggest contributer to that.... having said that.
Ya I would love to see the resist on EPTS reduced to 15 seconds the skill still last 30... and to see the buffs on the other EPTx skills buffed to 15 seconds as well like the now 5 second dmg boost on EPTW.
Have you ever been stuck in a pvp match running for 30, 40 minutes? That's BORING. 10 minutes for a match is perfect, but escorts tanking like mad make it way too long. That's why a nerf of escorts heals is required. That was the plan with the nerf of RSP but the devs were weak against the ultra conservative pvp players who hate changing their builds.
Take the escorts out from that game and it will take even more time. Problem is not escorts, problem is the huge healing potential available to everybody way too easy, without any compromise.
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...
( star trek ) ships into the farce that they
Are I'n this game
It hurts the game really it does
If they want a healer class they should make
One clearly defined I'n character creation and
New ships just for them and not burden this
Job on the ships it's dumped onto now.
I've saw many many posts saying this and it's true
Cruiser captions do not want this job, give it
To someone who wants it.
Very poor business decision on stos part I think
It costs them a lot of money by players quiting
The game I'n digust after they find out how poor
The TV and movie ships are
Too a strait space game player what I've said means
Nothing as your posts confirm the ships looks or history
Mean nothing just performance
Too a star trek fan it means everything , it's the
Biggest reason they play the game I'n the first place.
I'n all past star trek games the core group of fans
Spent money on there game because it was star trek
I don't feel STO is getting that core group support because
Of the way it treats cruisers which are the tv and movie ships.
This game does not deserve star trek fans support
Because of the way it treats the cannon ships.
It's just a space game I'n a semi star trek setting
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Comments
Yes, lets!
If you look at the problem from a different angle it's not the healing that is overpowered at all, it's actually nicely balanced in the case of 1 cruiser vs 1 escort. The big offender is Tax skills (Both career and BOFF skills) setting damage as high as they do meaning that player healing needs to be high to compensate (else cruisers would become more like cannon-fodder) and NPCs have stupid amounts of health and resists as a result.
I know it's not what you want to read but it is the truth
w/10% shield resist, 30% EPtS III resist, + whatever bonus from shield power levels wouldn't matter one bit if hit with one subnuc. OP? no, it has a counter. you choose not to employ that counter. so i guess it's op to you and anyone else who is incapable of planning or working in a team with a sci or 2.
you don't want PvP to be challenging, you want to kill anything you fire at fast. you don't want to work with a team, you want to be the hero. it's not about balancing PvP and PvE it's about what you and a few others want. a PvP experience where you are quick kill kings.
bleh.
Donate Brains, zombies in Washington DC are starving.
Because then ES becomes even more important... and enter the undead cruiser es circle jerk. Of course there is always room on the team for one or two escorts as long as they can equip and ES as well.
This is an ironic turn seeing as a few months ago you where trying to convince everyone that EPTS wasn't that great.
In truth yes I would love to see EPTX powers all get there durations cut to 15 seconds from 30... they are to powerful. However truth is that would destroy the game as its balanced on that right now. I don't like that everyone can have 100+ power to mulitple systems for an entire match... its broken, completely.
However that doesn't make ES fine....
And if you are going to correct EPTS... then yes there is a ton of dps that needs to be cut back to compensate... I don't know its possible that a combo of DPS reduction and EPTS nerfing could work... really I don't think Cryptic is about to rewrite every single pve mission to make such a thing work do you ?
perhaps i wasn't clear...have a sci on your team. nothing about EPtS needs fixed except from a PvP perspective. better solution have a different rule set for PvP and PvE when it comes to skills that way changes to PvP or PvE don't affect the other.
and/or tick boxes for how a match will be played, various gloal debuffs, handicaps, consoles/skills/abilities/ship classes that can't be used in the match.
everyones happy that way, balance changes to PvP won't affect PvE and vice versa. devs have an easier time (if implemented) of balancing both. if tick boxes are used for match parameters, then custom matches would actually be custom, and could be made far more challenging.
Donate Brains, zombies in Washington DC are starving.
Have you ever been stuck in a pvp match running for 30, 40 minutes? That's BORING. 10 minutes for a match is perfect, but escorts tanking like mad make it way too long. That's why a nerf of escorts heals is required. That was the plan with the nerf of RSP but the devs were weak against the ultra conservative pvp players who hate changing their builds.
God, lvl 60 CW. 17k.
One could say the same for PvE :cool:
personally i think it was a combination of ES and RSP that made battles well above 40 mins possible.
combined with some new ships (armitage) that were able to bring firepower and support heals...crosshealing teams made any ship in the team a resiliant target.
cryptic definately wanted to do something against that, even though they said they would keep off gamebalance in the PVP sector for another 2 seasons, they introduced a change to abilities used by 90% of the community.
The change had hardly any impact to PVE, not even tanking (support being nonsense anyway in cuurent PVE content)
So, while the CEO states no changes to PVP for another year...the rest goes ahead and changes abilities mainly used for PVP. Interesting company.
With this in place they could rebuild NPCs based on the 'player damage range' such that lower damage dealers could still solo them in a reasonable time frame but the higher end damage dealers would rip through them as per a plasma knife through poly-butter, then add some form of AI to said NPCs, which would be better than what they have, if Squaresoft could make enemies seem semi intelligent with FF7 (which they did) then Cryptic could make their NPCs better.
And there is a combat system that still uses the MMO template, is balanced and allows more customisation of builds than we currently have. Your opinions?
It's nice to see all the involved player parties finally agree on something, it seems to be an extremely rare occurrence (more so than someone getting the jackpot from a lockbox), so yeah.
As for the devs agreeing, well I darn well hope so, lets face it, if they don't then their disagreeing with the majority of the forum users and THAT is bad business practice. The other problem is that lockbox ships would all be less overpowered... which from their point of view is bad as they wont sell as many keys
Well I don't think there is complete agreement on that... I honestly don't really have an issue with EPTS... as it is. I in fact liked the last good thought the devs had... you know the one they tucked tail on when the qq got to loud.
DMG and Healing are fine... they both could stand some adjustment in terms of the Cycles they are on... so that dmg can be intelligently used to break heals... instead of just mash the space bar keybind that has 10 buffs on it... VS mash the space bar heal keybind that has 10 heals on it.
I am really not sure EPTS is the key to that... having said that I think bring EPTS into line with the other EPTx is in line... in as far as every other EMTx buffs something for 5 seconds and boosts power for 30.... EPTS for some reason boosts and buffs for 30s... just saying.
I would be in favor of a front load change... in as far as EPTS can last 30s... but perhaps the resistance buff should not... obviously 5 seconds would be dumb... but 15 seconds of a resist buff... I think that would be perfectly in line with the other EPTx skills.... Then take all the ETPx skills and push there cool downs out to 1 min leave the global at 15 seconds... Then take the same system global that is now at 30s and push it out to 45s... KILL chaining of eptx skills.
Then fix the tac buffs... Put Cannon Rapid Fire... Fire at Will... and Beam Overload... onto 1 min cool downs... and set there globals to 30s....
Put the ES RSP EPTS 15 second global back...
Then take Hazards TSS and push there cool downs to 1 min as well....
But that will never happen...
We have what we have and all the dev in charge can do is make minor changes... now everyones yelling about yesterdays GOOD change ... got some pve kids wiped up and I'm sure the person who came up with the global idea got a good rap on the fingers. So there it is have fun with what we got its not changing so there it is... MWO I understand its not bad.
Love this idea, lets render eng/cruisers even more incompetent, my escort wouldn't care just as my escort wouldn't care about a tac skill cd extension , but my cruiser would lose it's defence against NPC BS damage figures and t would lose it's ability to do sustained damge.
Congratulations friend, you've suggested we finally put the final nail in the cruisers coffin
Bring the other EPTx skills up to par with it instead.
If CHAINING of EPTS is the issue, then stop the chaining of any same powers period.
No more chaining EPTS or CRF or any of identical powers period.
The fact is, is that EPTS is not the issue at all. I say look at the Shield Distribution of Tactical Team or the bonus heal of the Shield Distribution DOffs when stacked three times or the bonus healing from the 3 Borg set + shield of choice. These are closer to the real issue, becuase I have never (till this week) heard people ******** about EPTS but have heard them all complain about the bonus healing I have mentioned.
I would rather see the other EPTx powers made more desirable than changing the nature of the game mechanics and PvP once again just to have the industriuos PvP'ers figure out the inner workings to best min/max the system again that brings us back to this sort of "knickers twisted" bee hive of sudden drastic change " for the better" (wink wink) driven by the attempts at change made by the Developers.
R.I.P
At least what we can expect is to have ALL the powers tweaked and make the more powerful powers available only to their own class or something like that...
I dont have a magic answer, but the actual game systems allows many combinations of ships, power, classes, etc and that is hell to control. Add the variable of OP items required to sale and this becomes impracticable to address...
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Yes I disagree... if you mean engies don't do any dmg so what there not intended to. There heal boats... period.
The fact that you don't need an engi cruiser annoys me.... what the heck good is a heal class if everyone can do 90% of the healling of the heal class. That is the issue not that engis don't do enough dmg.... thats like saying the heal class in any mmo doesn't do enough dps... its absurd. The issue is that to many things step on the toes of the engi cruiser.
Making Extends work best on an engi cruiser combo was a good change and adding a simple 15 sec global with EPTS and RSP accomplished just that imo. That would have been the up side to yesterdays change... but to many people are shortsighted and wanted to have there RSP on there escort and still chain there 2 copies of EPTS with no issues. And to many people that have stopped flying there engies at all and are now healing with sci toons where equaly annoyed... and they wiped up some pve kids that all of a sudden saw doom and gloom in there blockade and no win runs. LOL
Yes engi cruisers do TRIBBLE dmg... and yes I am fine with that.
Kill the other classes that are pretenders to the heal title. Heals are engi cruiser domain or at least they used to be until Cryptic lost there brains and made healing so great a tac could do it.
lol get over it soph... engi cruisers are healers PERIOD. If you think the devs are ever going to make changes that allow them to be anywhere close to the main dps dealers dream on. There healers period. I don't rightly care what the documentation says... frankly for 2 years it said aux buffed your turn rate... lol
I know you don't want to face reality... but reality of sto is that its a MMO... and as such
Cruisers... are healers
Sci Ships... are Debuffers
Escorts.. are the damage class
Tacticals... are the damage class
Science... are the debuffers
Engies... are drum roll the healers.
You can mix and match those into combos... like Sci Escort... and have a hybrid debuffing dmg dealer... or have a Sci Cruiser debuff / healer....
Best results however for the game we have is to play your class in the ship class it belongs in....
The issue right now with game balance... is that Engi Cruiser... isn't needed. That is the real issue with balance right now.... It should be needed... There is no viable role right now for an engi cruiser... no its not an issue of dps... its low as it should be... healing honestly is SUPER HIGH on an engi cruiser... problem is its pretty much 95% as high on a sci... so why not be a debuffing healer....
The Engi Captain type is pointless right now.... that needs to be changed somehow... don't know if EPTS gets us anywhere close to that... IMO it would take much more then that... and it doesn't involve giving engies more dps. IT involves removing a good chunk of healing potential from the ship....
Heck with that in mind perhaps Extend Shields just needs to be removed from the game as a BOFF skill.... make it a Engi Captain skill...replace nadion... make nadion a boff skill already.... They already put out a doff that gives nadion to anyone with dem... why pretend thats a captain skill anymore.
the BFI doffs Are the problem. that "small" shield heal you are referring to? Yeah, when it procs with 3 doffs you get a Full Shield heal out of it.
Plus a chance to score an incredibly powerful HOT which keeps your shields easily charged for 15 seconds afterwards.
You should try a fully auxed up BFI with Good Doffs and not those whites that are on your ship.
Changing the BFI Doff will go along way to also fixing engineers. The problem is that particular doff when taken 2x and 3x, is such an incredible heal that it almost completely mitigates the biggest boon of Engineers, RSF and MW. It also makes their sub par damage a joke. I actually only have 1x purple SDO on my engineer, so I have him as full bore on Aggressive doffs as I can get. because of that, my power levels are almost perma 100+ in every sub system, my warp plasma has an immobilize... but a sci cruiser (properly built) will still bring almost as much to the team in raw heal potential as I can.
Coincidentally this would also strengthen SNB by proxy, as well as Scattering field. Since people will have one less Super Hax Heal that has absolutely 0 opportunity cost.
R.I.P
This game is Never going to be Captain Kirk in the Uss constitution mowing down all the klinks in his path.... or Captain Picard in the USS galaxy laying waste to borg This far no Further....
Sorry those are tv shows and movies....
STO is very much a Video game... and not just a video game its a MMO... and yes its advertised that way.
From the STO wiki
"In nearly all MMO games, players are generally seperated into broad categories depending on their type of character or class. These are primarily the tank, healer and damage dealer, and help define the equipment, statistics, and tactics that a player should use. These roles are described below in more detail."
I won't continue the quote but yes it will go on about Tanks Healers and DPS.... well as anyone with a brain will tell you there is no tanking in PvP.... in PvP its heal debuff dps... and cruiser is NOT DPS.... it is 80% heal 20% debuffer. Depending how you setup your boffs anyway.
I know you have some wonderful RP vision of STO... and I know I'm not the first to tell you this. STO will never exist in a place where you can load your USS Galaxy up and Mow down the universe. You have heard it before... and I am sure you will ignore it again.
Well I will agree that in general reissts are to high soph yes in that we can agree. Just not sure EPTs is the biggest contributer to that.... having said that.
Ya I would love to see the resist on EPTS reduced to 15 seconds the skill still last 30... and to see the buffs on the other EPTx skills buffed to 15 seconds as well like the now 5 second dmg boost on EPTW.
Take the escorts out from that game and it will take even more time. Problem is not escorts, problem is the huge healing potential available to everybody way too easy, without any compromise.
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
( star trek ) ships into the farce that they
Are I'n this game
It hurts the game really it does
If they want a healer class they should make
One clearly defined I'n character creation and
New ships just for them and not burden this
Job on the ships it's dumped onto now.
I've saw many many posts saying this and it's true
Cruiser captions do not want this job, give it
To someone who wants it.
Very poor business decision on stos part I think
It costs them a lot of money by players quiting
The game I'n digust after they find out how poor
The TV and movie ships are
Too a strait space game player what I've said means
Nothing as your posts confirm the ships looks or history
Mean nothing just performance
Too a star trek fan it means everything , it's the
Biggest reason they play the game I'n the first place.
I'n all past star trek games the core group of fans
Spent money on there game because it was star trek
I don't feel STO is getting that core group support because
Of the way it treats cruisers which are the tv and movie ships.
This game does not deserve star trek fans support
Because of the way it treats the cannon ships.
It's just a space game I'n a semi star trek setting
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse