http://img21.imageshack.us/img21/2151/dafuqj.png
I have NOTHING to say to this except NERF NERF NERF NERF NERF NERF NERFITY NERF.
I just tested it, I reached... Wiat for it, wait for it, 80% all resist. Yea 80%... that's INSANE
That is with TWO neutronium... Cryptic u need to lower this to MAYBE a maximum of a 20% gain.
Side Note: Remove Going down fighting from 50%, Let us use it whenever we want.
Comments
But yes, this looks pretty much OP.
Cheers,
Brandon =/\=
Please... don't make that so. It would ruin 8 of my characters.
Commanding Officer: Captain Pyotr Ramonovich Amosov
Dedication Plaque: "Nil Intentatum Reliquit"
How would this make tacticals squishy? This lowers their maximum damage, but actually makes them more tanky.
It's pretty much this hard to keep just one timeline intact. ♪
http://i.imgur.com/8fDX9qO.png
Both Crippling Fire (Reduces target accuracy) and Last Ditch Effort look very bad for balance, since they both boost Tactical survivability.
Grace Under Fire looks like it might finally give Engineers some love.
Photonic Capacitor looks pretty useless.
When they said they were introducing Advanced Traits, I had the impression we unlocked one or two new traits on top of the 3-4 original traits we originally chosen with our characters. But not 9, more or less 4 of them being super-class specific traits. :eek:
Those Tactical Traits are way overpowered. Expecially the Grenade Exposes, just takes 1 grenade and a group to easily clean up. Tough mobs would be cake. And forget PVP, that be so overdone, it's charcoal.
So I for one would like the Devs to go back and re-think this system.
I would prefer a ground trait that buffs mines and bombs. Similarly, the embassy has turret and drone kit, but no mine and bomb kit.
I suppose the intention of Medical Vanguard is to make science officers better healers. But I doubt most science officers will play that role. Instead, they will heal themselves to become the ultimate tank. Currently, shield healing is an engineering ability, while health healing is a science ability. However, the health healing of science officers is actually more effective for tanking than the shield healing of engineers. Medical Vanguard will give science officers the ability to both shield tank and health tank.
Commanding Officer: Captain Pyotr Ramonovich Amosov
Dedication Plaque: "Nil Intentatum Reliquit"
Ok i won't rush into things that ain't even released but those traits are silly.
Current traits we have are fine and should stay as they are.I was thinking they will make advanced version over basic ones(advanced traits only avaible on boffs)This ''traits'' should be unlocked like other ''accolades'' but this ones could be unlocked by spending dill or zen so devs would have some money income from this.
I know myself i would spend alot of dill,zen ec etc for advanaced traits like creative--->Superior creative
But i wouldn't spend a thing to replace my current traits for this new toys.Simply becauze i cant see them as ''traits''.More like those reputation passive skills.
Looking at this it doesn't look like the current design is hitting the mark concerning gameplay balance. Since you are hell bent on making tacs the only thing that counts, and engineers even more obsolete. Please remoce eng from the game already. These ideas are bad, i mean really bad. Engies still do not contribute anything to the team that makes up for the absence of SNB, and tacs get even tankier. Moar energy for engs is useless. Bort complained about too much nergy around the beginning of S5, to argue for the console nerf (+energy to subsystem eng consoles). Since then energy power creep has multiplied instead of reversed.
Seriously, get some patch notes and start making changes, once more: bad bad bad
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
Dont care for the set stuff as before with the ability to choose traits, this takes character creation and dumbs it down imo, please for the love of god dont go the "roll face on keyboard" route that some other mmos have done....
Consider the typical new player to the game. He has NO idea what half of this stuff does or what any of it means. And the first thing he's immediately asked to make is an rather expensive decision that he will almost certainly TRIBBLE up unless he exhaustively researches the game before ever even playing it. Most players don't think this way.
...what idiot make this ?
Last Ditch Effort for GDF (which may or may not retain the 50%)
Crippling Fire
LDE kind of sums up the issue that has arisen with Tac/Escorts. High Damage/Fragility. There was a pseudo balance. As time has gone on, it's been a case of adding more damage and reducing fragility. Things which have helped the Tac/Escort the most.
LDE, depending on how it actually plays out (WIP, etc) - just oozes that lack of balance.
Crippling Fire is a trip - because you take the Career that is likely to have the most CrtH and is flying the Ship with the most Bonus Defense...and offer them an Accuracy Debuff on top of that?
So, let's see:
Increased Resistance while doing Increased Damage.
Reduced To-Hit, increasing Avoidance.
That's just Traits, eh?
That's not looking at the 5% DEM Passive (which will work best with DHCs just like DEM does) - nor - even the minor damage bonus that will occur from the Offensive Aux Passive. Don't forget to toss out that T5 Refracted Tetryon attack.
Figure the Nukara console will add even more CrtH too, eh?
Yep, it's one of those things - are there like three to four groups working on things that never discuss anything?
I see what they are doing and I like it. We will likely see more traits as we come closer to the release date. We will be traited for a specific kit on ground instead of random stats.
Sorry to all of you science officers who like to pretent you are TACs. Looks like it's time to grow up :P
You like what they're doing?
Continuing to provide Offensive Buffs that benefit Tacs in Escorts with DHCs the most while also continuing to provide Defensive Buffs that benefit Tacs in Escorts the most?
Suppose in the end, it would be best if they didn't drag everything out...just remove Eng/Sci from the game and make it a Space TPS, eh?
http://i.imgur.com/8fDX9qO.png
They still took down Go down fighting from the Alpha strike, so tacticals should definatly do less spike damage.
Should GDF have been offering that bonus to an alpha though? It's Go Down Fighting...not Attack Pattern Zeta.
A +24.9% damage buff on a pristine ship. A damage buff that scale to over +100% damage.
As one who used to rely on spike damage to take down the big nasty things in STFs, it should have been doing that.