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EPtX rebalance on tribble

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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2013
    edit: Uh, yeah...I didn't sleep last night. Let's all pretend I didn't type that. :)
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited April 2013
    If shield power was given more natural resist.... and the resist from the skill itself was reduced some more.

    Perhaps just perhaps... people would simply run higher shield power settings and run things like EPTW.

    The end of the era of the zombie wouldn't be the end of the world.


    Unfortunately, to be perfectly honest I don't actually think the devs were intending to "reduce resistances" and re-balance the game we play in.


    None of the ideas you've put foward, while interesting, are likely even an idea being "kicked around".



    I really do, firmly, believe these changes were made with the idea that the cycle would only leave a 2.5s gap on either end and even though it's been pointed out to be incorrect, this change will move forward regardless with no thought to re-balancing all of the other things that are majorly out of wack.


    We often say that this game is ruled by healing, and it generally is.

    The truth however is more complicated, although healing/buffing can totally nullify the combined damage output of several ships at once, a single SNB suddenly turns all of that into the house of cards that it actually is and a target will be destroyed in 5s of focus fire.




    This game has a massive balance issue that has spider like threads running through all of the interconnected powers and abilities, but I don't actually believe this EPTx was part of some grand design to change any of that.


    This change was quite literally making EPT A, W and E "equal" choices by normalizing the durations and gaps.


    Anyone who knows anything about game mechanics knows that it's complete nonsense.

    ETPE might be a more viable pick in general, but it is in no way suddenly "equal" to EPTS, 10s gap or not.
  • zorena#3961 zorena Member Posts: 254 Arc User
    edited April 2013
    29 pages on what should be good for the game, I don't think much of it is going to happen, thing is even if Borticus is working his TRIBBLE of and fix individual powers, hes just really taking one piece of the puzzle looking at it and polish it and sets it down again look at another one fix that one and then.. It doesn't solve the whole issue.

    I dont belive anyone thing Tier4 shield passives, elite fleet shields and epts make good fun game mechanics atm, and further moving towards everyone need to be killed by spike makes boring gameplay, why isn't sustained damage viable or torpedoes outside of transphasics?
    Noone.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited April 2013
    If shield power was given more natural resist.... and the resist from the skill itself was reduced some more.

    Perhaps just perhaps... people would simply run higher shield power settings and run things like EPTW.

    The end of the era of the zombie wouldn't be the end of the world.

    zombie is totally overused. a zombie is an eng that has 2 EPtS3, and 2 RSP, and doesn't cross heal. this zombi, and every other slow mover will simply cease to be viable at all, its the end of the era of cruisers period. these 'zombie' cruisers you cant kill are also doing 0 damage to anyone, and idf just shooting them is all it took then there would be no reason for sci to exist.

    running maxed shield power is already what they do, and the margins for their survival are already incredibly thin with functioning EPtS
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited April 2013
    im so glad at least 2 or 3 other people see this for what it is, regardless of the clueless intentions the devs had in their pve sandbox testing.

    how blatant of a handout this is to escorts, and a nerf to already nearly irreverent cruisers, not to mention it actually marginalizes sci. you would think everyone who thinks SNB was overpowered would be going nuts over this.

    and theres joe, who seems to think ever ship can speed tank, is capable of spike, and stays battle cloaked most of the time so all this is no big deal.

    That post left out the low power preset escorts usually run. The 10 sec gap opens them up to a Target shields offline from the power drain which would be far more effective than compared to a cruiser w/a high shield power preset. It's not like the Escort can just park alongside the cruiser anymore w/o losing mobility by moving 100 25 50 25 preset to one that raises shield power instead of engine power, or being very vulernable to power drains. Escorts that run EPtW and/or EPtE would lose the power/resists for longer than 10 seconds, if they don't they lose out on damage potential.

    Also, why the insistance EPtS is the only base damage mitigation? A max shield power preset can reach the regen ceiling w/o an EPtS. A maco shield (not to mention fleet shield) mitigate the resist issue. As I posted previously there are a TRIBBLE ton of ways to deal w/this. Why should any ship, cruiser or no be able to sustain a defense vs high mix of Tac/Sci spam w/o help from allies? If the other team is bashing away on the cruiser, it's done it's job. Up for the rest of the team to take out the damage dealers/sci spammers.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited April 2013
    zombie is totally overused. a zombie is an eng that has 2 EPtS3, and 2 RSP, and doesn't cross heal. this zombi, and every other slow mover will simply cease to be viable at all, its the end of the era of cruisers period. these 'zombie' cruisers you cant kill are also doing 0 damage to anyone, and idf just shooting them is all it took then there would be no reason for sci to exist.

    running maxed shield power is already what they do, and the margins for their survival are already incredibly thin with functioning EPtS

    You have made my point...

    There win rate isn't good now...

    However it has nothing at all to do with the weakness of the epts3 they are chaining.

    It has to do with the fact they do zero dmg... of course they do they have nothing in there build dedicated to doing any... they don't even bother running more then min weapon power as you say.

    Pushing them to consider how they are in fact going to do dmg isn't a bad thing.

    Fed cruisers fail because fed players think not dying is winning. When in fact winning in this game involves NOT dying more then your opponent. If you have no way to kill anyone you have already lost you are just dragging it out.

    You laughed earlier that Mai dies in his vids... its true.

    I die as well... and you know what... it never ever made me go hmmm I should install that second copy of EPTS that everyone talks about. Cause I do like to be able to kill people. Now I know my escort is a bad example as even a bad escort build mostly has the ability to kill still. I am talking about my cruisers both tac and engi... and even sci ships... I don't have max heals like most... I don't run mulitple hazards and TSSs on my sci I run one copy of both and one EPTS... and I don't die all the time... mostly because the people trying to kill me have 1-2min to do it tops... and then they better run or they are going to spawn.

    Just telling people that playing with a more balanced build is both fun... and in fact more effective hasn't worked for 3 years now... as we still end up arguing with people that tanking is somehow viable in pvp... I think its time a few changes on cryptics end push people into more balanced builds. I want to see some fed cruisers with actual offensive buffs... then if they are still wining about being ineffective I will perhaps believe them. :)
    [SIGPIC][/SIGPIC]
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  • cha0s1428cha0s1428 Member Posts: 416 Arc User
    edited April 2013
    You have made my point...

    There win rate isn't good now...

    However it has nothing at all to do with the weakness of the epts3 they are chaining.

    It has to do with the fact they do zero dmg... of course they do they have nothing in there build dedicated to doing any... they don't even bother running more then min weapon power as you say.

    Pushing them to consider how they are in fact going to do dmg isn't a bad thing.

    Fed cruisers fail because fed players think not dying is winning. When in fact winning in this game involves NOT dying more then your opponent. If you have no way to kill anyone you have already lost you are just dragging it out.

    You laughed earlier that Mai dies in his vids... its true.

    I die as well... and you know what... it never ever made me go hmmm I should install that second copy of EPTS that everyone talks about. Cause I do like to be able to kill people. Now I know my escort is a bad example as even a bad escort build mostly has the ability to kill still. I am talking about my cruisers both tac and engi... and even sci ships... I don't have max heals like most... I don't run mulitple hazards and TSSs on my sci I run one copy of both and one EPTS... and I don't die all the time... mostly because the people trying to kill me have 1-2min to do it tops... and then they better run or they are going to spawn.

    Just telling people that playing with a more balanced build is both fun... and in fact more effective hasn't worked for 3 years now... as we still end up arguing with people that tanking is somehow viable in pvp... I think its time a few changes on cryptics end push people into more balanced builds. I want to see some fed cruisers with actual offensive buffs... then if they are still wining about being ineffective I will perhaps believe them. :)

    And again you prove why some of us are angry about this. Yes I am sure you love this change. Most kdf should. Its a silver platter for anyone with cloak and even more so for battle cloak.

    And I am sorry you don't see the viability of a tank in pvp, I really am, but that's not my fault. Cruiser have become a running gag because most people who use them think they can be dps, where as dedicated healers such as myself are getting screwed here just so that you don't need SNB to kill everyone. Maybe now that they won't exist anymore you'll be happier.
  • bareelbareel Member Posts: 3 Arc User
    edited April 2013
    I still think it is a good idea, and that most of you all are both over reacting nor taking the changes in context of the entire set of changes. In addition I have yet to hear of proper testing being conducted on tribble to 'prove' any of these doom and gloom prophecies.

    The change is a nerf to sustain more so than resists. I'm sorry if you are not creative enough to find a way to cover the gap in EPtS coverage with the myrid of options available to do so, including ramping up your shield power to 130. Or that no one (except me) has bothered to mention the nerf to most alpha strikes thanks to the go down fighting change currently on tribble. And finally if you think these changes are a complete nerf to cruisers I am at a loss for words. You can now double a snoozers turn rate with an EPtE and that is an amazing option.

    Escorts will be hit the hardest by this. When you reduce overall sustain and tank it tends to effect the ship with the least amount...the most.

    Sustain is out of control, passive regeneration is stupid high. An EPtS 1 grants more effective shield regeneration alone in fifteen seconds than a max AUX TSS1 does. That is bad bad bad.

    This literally reminds me of the complains about the fleet shield nerf. Most posts seem that silly to me.
  • renimaltrenimalt Member Posts: 219 Arc User
    edited April 2013
    Aaaaaand this entire EPtS bonus reduction debacle is made moot:
    Emergency Power-class abilities:
    The shared cooldown between two Emergency Power-type abilities of the same type has been reduced from 30 seconds down to 20 seconds.
    Example: Emergency Power to Shields I and Emergency Power to Shields II

    Have fun with the rest of the thread, peeps! :D
    Resist viewer! See shield/hull resists! Read about it here!
  • cha0s1428cha0s1428 Member Posts: 416 Arc User
    edited April 2013
    I have tested it on tribble. Most I could muster was a 4 v 4 but still I have tested it and psoted the results on the tribble feedback thread. I tested both with my old shield power setting (which ended up maxed with cycling) and with keeping it at a constant 125 (have to redo build to get 130 constant)

    The spike in damage I receive after eps3 fades can, with effort, be lessened however each time it happens I get further and further down in shields and hull. after a few cycles, I explode. And that is with using EVERY heal I have on myself, rather than what they are meant for which is my team. Mind you this is when only 1 escort was shooting me. More than one is not possible to compensate.

    The damage a cruiser puts out to said escort remains unchanged. Escorts are not suffering from this change by any measure of the word.
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited April 2013
    "Originally Posted by pwebranflakes View Post
    Emergency Power-class abilities:
    The shared cooldown between two Emergency Power-type abilities of the same type has been reduced from 30 seconds down to 20 seconds.
    Example: Emergency Power to Shields I and Emergency Power to Shields II"


    Thanks to drunk and the rest of the dudes who showed them why this change was dumb as hell! :)
    [SIGPIC][/SIGPIC]
  • emoejoeemoejoe Member Posts: 229 Arc User
    edited April 2013
    snoge00f wrote: »
    "Originally Posted by pwebranflakes View Post
    Emergency Power-class abilities:
    The shared cooldown between two Emergency Power-type abilities of the same type has been reduced from 30 seconds down to 20 seconds.
    Example: Emergency Power to Shields I and Emergency Power to Shields II"


    Thanks to drunk and the rest of the dudes who showed them why this change was dumb as hell! :)

    glad to see the issue resolved. the changes that remain are what were most appropriate, as said chaining an emptx power was not a problem

    the added boosts to empte and a are great, and lengthening emptw to 20 will certainly make it more viable for non bops.

    now can we sing kumbaya and embrace cryptics balance efforts. i hope so
  • timejumperstimejumpers Member Posts: 120 Arc User
    edited April 2013
    The placebo effect too many people talking without knowing what they are talking about. You are all making a big deal about something that for a while now you have believed is a necessity on your ship.

    Here are some numbers to show how not only will you not be losing anything you will actually gain alot in survivability or damage.

    This is tested on a vesta with elite fleet shields.

    shield power 50/94 with epts1 56% resist

    shield power 80/95 no epts 50% resist

    A 6% loss in resist is not game breaking if you look at it epts1 actually puts you at a disadvantage when you get subnuked.

    shield power setting 50/71 44% resist

    Now i actually gain a 6% resist after a subnuke without the epts1.

    The point im making is with the buffs being made to the other eptx abilities they will be better then the current epts.

    Epta makes all aux based heals better from higher aux power plus you now get a bonus to particle gen decompiler and grav gen you also get a huge healing bonus if you use the maintenence engineer doffs all that gain to lose a 6% resist.

    Eptw plus 10% to all energy weapons dammage for 20 seconds pretty good swap for a 6% resist.

    Epte increased duration of flight speed bonus and a turn speed bonus this could benefit both defense and dps.

    I think now sci ships will use aux dps cruisers will use weapons and or shields heal cruisers will use aux escorts will use engines shields or weapons depending on play style. This to me shows balance when every ship runs different abilities. Imbalance is when every ship runs the exact same abilities wich is what we have now in the game.
  • cha0s1428cha0s1428 Member Posts: 416 Arc User
    edited April 2013
    Those of us running at 125 shield when epts3 is up notice a difference.

    Its fixed now anyway according to new patch notes.
  • studleydoostudleydoo Member Posts: 105 Arc User
    edited April 2013
    Ok tested the "fix" to EPtoX powers. It is 20sec cooldown to same type powers but the shared cooldowns between 2 different types remain at 15 secs. That means, if you only chain one type of EPtoX power, you can have 100% uptime, but if you are chaining 2 different types of EPtoX powers, you get a gap of 10secs between the same type of EPtoX power.
  • portgazdportgazd Member Posts: 0 Arc User
    edited April 2013
    studleydoo wrote: »
    Ok tested the "fix" to EPtoX powers. It is 20sec cooldown to same type powers but the shared cooldowns between 2 different types remain at 15 secs. That means, if you only chain one type of EPtoX power, you can have 100% uptime, but if you are chaining 2 different types of EPtoX powers, you get a gap of 10secs between the same type of EPtoX power.

    That said, it doesn't give you much of a choice to use another EPtX if you want to run EPtS 100% of the time. So people are forced to not use the other 3 Emergency powers in favour of keeping up 100% shield resist from EPtS, but now without the chance of using another EPtX in between
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  • hurleybirdhurleybird Member Posts: 909
    edited April 2013
    studleydoo wrote: »
    Ok tested the "fix" to EPtoX powers. It is 20sec cooldown to same type powers but the shared cooldowns between 2 different types remain at 15 secs. That means, if you only chain one type of EPtoX power, you can have 100% uptime, but if you are chaining 2 different types of EPtoX powers, you get a gap of 10secs between the same type of EPtoX power.

    They need to lower the GCD between different types of emergency power to 10s then.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2013
    People are reading what studleydoo said wrong (though, there's also a tidbit wrong in there as well).

    When studleydoo says chaining the same...that's chaining two copies of the same. If you have 2x EPtS1...not that you're chaining a single copy of EPtS1.

    But it's incorrect, it's not 100% uptime. There's a 5s gap every 40s.

    000 EPtS1A
    020 EPtS1A expires, EPtS1A TCD expires, EPtS1B
    040 EPtS1B expires, EPtS1B TCD expires
    045 EPtS1A CD expires, EPtS1A

    There's a 5s gap there after running them back to back. So you have 20s of EPtS1A, 20s of EPtS1B, 5s gap, 20s of EPtS1A, 20s of EPtS1B, 5s gap...

    It's Hawk's 11% thing.
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited April 2013
    Since EPTS comes w/a repair, it just got buffed ... more turtle mode for all.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2013
    To the folks that said I was talking garbage about their twisted intent to get everybody to run 2x EPtS... consider this post that I just added to the notes thread:
    Long-term, we believe the EPtX abilities would be more interesting if their effects were yet more substantial but they had significant downtime. However, changing the lockout between two abilities of the same type down to 20 seconds results in the original downtime I had intended for abilities of 11%, rather than the 33% that the previous patch introduced.
    Old (Holo):

    000 EPtS1A (30s Dur, 45s CD, 30s TCD)
    030 EPtS1A expires, EPtS1A TCD expires, EPtS1B (30s Dur, 45s CD, 30s TCD)
    045 EPtS1A CD expires
    060 EPtS1B expires, EPtS1B TCD expires, EPtS1A (30s Dur, 45s CD, 30s TCD)

    0s Gap/Downtime

    Old (Tribble):

    000 EPtS1A (20s Dur, 45s CD, 30s TCD)
    020 EPtS1A expires
    030 EPtS1A TCD expires, EPtS1B (20s Dur, 45s CD, 30s TCD)
    045 EPtS1A CD expires
    050 EPtS1B expires
    060 EPtS1B TCD expires, EPtS1A (20s Dur, 45s CD, 30s TCD)

    10s Gap/Downtime

    New (Tribble):

    000 EPtS1A (20s Dur, 45s CD, 20s TCD)
    020 EPtS1A expires, EPtS1A TCD expires, EPtS1B (20s Dur, 45s CD, 20s TCD)
    040 EPtS1B expires, EPtS1B TCD expires
    045 EPtS1A CD expires, EPtS1A (20s Dur, 45s CD, 20s TCD)
    065 EPtS1A expires, EPtS1A TCD expires, EPtS1B CD expires, EPtS1B (20s Dur, 45s CD, 20s TCD)
    085 EPtS1B expires, EPtS1B TCD expires
    090 EPtS1A CD expires, EPtS1A (20s Dur, 45s CD, 20s TCD)

    20s up/20s up/5s down/20s up/20s up/5s down

    So basically, for folks running 2x EPtS1 - compared to what's on Holo, you've added a 5s gap after they've run both of them.

    Let's take a look at what you've done for people running a single EPtX, eh?

    Holo:

    000 EPtX1 (30s Dur, 45s CD)
    030 EPtX1 expires
    045 EPtX1 CD expires, EPtX1 (30s Dur, 45s CD)
    075 EPtX1 expires
    090 EPtX1 CD expires, EPtX1 (30s Dur, 45s CD)

    15s Gap/Downtime

    Tribble:

    000 EPtX1 (20s Dur, 45s CD)
    020 EPtX1 expires
    045 EPtX1 CD expires, EPtX1 (20s Dur, 45s CD)
    065 EPtX1 expires
    090 EPtX1 CD expires, EPtX1 (20s Dur, 45s CD)

    25s Gap/Downtime

    So basically, for folks running a single EPtX1 - compared to what's on Holo, you've added 10s to the gap.

    Let's take a look at what you've done for people running a combination of EPtX1 & EPtY1 (giving them perfect procs from their 3x purple DCE DOFFs), eh?

    Holo:

    000 EPtX1 (30s Dur, 30s CD, 15s TCD)
    015 EPtX1 TCD expires, EPtY1 (30s Dur, 30s CD, 15s TCD)
    030 EPtX1 CD expires, EPtY1 TCD expires, EPtX1 (30s Dur, 30s CD, 15s TCD)
    045 EPtX1 TCD expires, EPtY1 CD expires, EPtY1 (30s Dur, 30s CD, 15s TCD)

    EPtX1 - 0s Gap/Downtime
    EPtY1 - 0s Gap/Downtime

    Tribble:

    000 EPtX1 (20s Dur, 30s CD, 15s TCD)
    015 EPtX1 TCD expires, EPtY1 (20s Dur, 30s CD, 15s TCD)
    020 EPtX1 expires
    030 EPtX1 CD expires, EPtY1 TCD expires, EPtX1 (20s Dur, 30s CD, 15s TCD)
    035 EPtY1 expires
    045 EPtX1 TCD expires, EPtY1 CD expires, EPtY1 (20s Dur, 30s CD, 15s TCD)
    050 EPtX1 expires
    060 EPtX1 CD expires, EPtY1 TCD expires, EPtX1 (20s Dur, 30s CD, 15s TCD)

    EPtX1 - 10s Gap/Downtime
    EPtY1 - 10s Gap/Downtime

    So basically, for folks running EPtX1 & EPtY1 - compared to what's on Holo, you've added a 10s gap for each of them.

    Course, that's with a perfect proc on the 3x purple DCE DOFFs. The reality is that it could be a 10-25s gap after each one.

    So uh, if we look overall at what's going on then with regard to the changes and use the new 20s duration; we can say the following, eh?

    2x EPtX: for every 80s of uptime, there is 5s of downtime
    1x EPtX: for every 80s of uptime, there is 75s of downtime
    EPtX/EPtY: for every 80s of uptime for each, there is between 30s-75s of downtime

    So uh...was the goal to try to ensure that everybody runs 2x EPtX?
  • wildweasalwildweasal Member Posts: 1,053 Arc User
    edited April 2013
    capnmanx wrote: »
    That 10 second gap could be the beginnings of a reason for engineers to exist maybe. And a reason to save tac team for just the right moment, instead of just setting it off whenever.

    I'm not sold, but I'm willing to give it a chance.

    exactly I warned yall...........rise of the eng has begun
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  • portgazdportgazd Member Posts: 0 Arc User
    edited April 2013
    People are reading what studleydoo said wrong (though, there's also a tidbit wrong in there as well).

    When studleydoo says chaining the same...that's chaining two copies of the same. If you have 2x EPtS1...not that you're chaining a single copy of EPtS1.

    But it's incorrect, it's not 100% uptime. There's a 5s gap every 40s.

    000 EPtS1A
    020 EPtS1A expires, EPtS1A TCD expires, EPtS1B
    040 EPtS1B expires, EPtS1B TCD expires
    045 EPtS1A CD expires, EPtS1A

    There's a 5s gap there after running them back to back. So you have 20s of EPtS1A, 20s of EPtS1B, 5s gap, 20s of EPtS1A, 20s of EPtS1B, 5s gap...

    It's Hawk's 11% thing.


    Fair enough. That's what I meant by chaining EPtS i.e. using 2 copies. and yes there definetely is that 5 second CD at the end of each 45 seconds.

    What I'm worried about, though, is that if you want to keep the EPtS buff for as long as possible, you won't be able to use any other EPtX ability apart from the 2 versions of EPtS. Using any other Emergency power would severly hamper your shield resist for a good 10 seconds.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2013
    portgazd wrote: »
    Fair enough. That's what I meant by chaining EPtS i.e. using 2 copies. and yes there definetely is that 5 second CD at the end of each 45 seconds.

    What I'm worried about, though, is that if you want to keep the EPtS buff for as long as possible, you won't be able to use any other EPtX ability apart from the 2 versions of EPtS. Using any other Emergency power would severly hamper your shield resist for a good 15 seconds.

    Yep, if you try to run say EPtS1/EPtW1...you're looking at a 10-25s gap between each (depending on if you get the proc). Not between the EPtS1 and EPtW1, but between when you first do EPtS1 and when you can do it again.
  • bareelbareel Member Posts: 3 Arc User
    edited April 2013
    Yep, if you try to run say EPtS1/EPtW1...you're looking at a 10-25s gap between each (depending on if you get the proc). Not between the EPtS1 and EPtW1, but between when you first do EPtS1 and when you can do it again.

    I must thank everyone who complained for the end result.

    Ships running two copies of EPtS will mostly be uneffected.

    Ships running two versions of EPtX just got nerfed hard.

    Just when I was getting excited that a buff to the cruiser was eminent I am reminded why I should never get my hopes up.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2013
    bareel wrote: »
    I must thank everyone who complained for the end result.

    Ships running two copies of EPtS will mostly be uneffected.

    Ships running two versions of EPtX just got nerfed hard.

    Just when I was getting excited that a buff to the cruiser was eminent I am reminded why I should never get my hopes up.

    It's what I was trying to explain to folks, but nobody wanted to listen. :(

    Before this recent change, it was:

    2x EPtX: 0s gap to 10s gap
    1x EPtX: 15s gap to 25s gap
    EPtX/EPtY: 0/15s gap to 10s/25s gap

    With this change, they've gotten rid of the 10s gap on the 2x EPtX. There's that 5s gap after 40s (after using both)...

    ...and sheesh, try managing 3 copies of EPtX abilities - I think part of my brain leaked out my nostril as I was trying to keep track of the different CDs/TCDs.
  • mbomberdavidmbomberdavid Member Posts: 0 Arc User
    edited April 2013
    Let's face it - being able to activate two copies of EPtS back-to-back from here until eternity was stupid. If it's got 100% uptime, then it's not "Emergency" anything. It might as well be re-named to "Always Power to Shields" instead. And if we're going that far, then why not just build it into the ships?

    Powers that are must-haves make a game boring. If everyone and their grandmother has the exact same build, then the designers failed. I'm glad Cryptic is addressing an obvious failure in this manner.

    well said...
  • studleydoostudleydoo Member Posts: 105 Arc User
    edited April 2013
    Thanks for the in-depth explanation virusdancer.

    Now I don't know what the devs are trying to accomplish with this change. They made it even more undesirable to run any other EPtoX powers besides EPtoS. Now I'll have to drop EPtoW and just keep 2 copies of EPtoS. Now what am I going to use the extra Eng slot for? Not much good options for ENS Eng slot.

    Ho hum....I'm sad again.
  • gralerongraleron Member Posts: 221 Arc User
    edited April 2013
    This could be the buff of the Galaxy-R we've all been hoping for! It can run 3 copies of EPtS1 for 100% uptime and still have 5 other Engineering powers!
    Vice Admiral Elaron, USS Hard Light
  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited April 2013
    Hilbert is right though. I think the price and threat of the Temporal Destroyer just went up.

    Not many have access to it but the Fleet HEC would also become more desirable. Its stats are similar to a Temp. Dest. but it also has the all important and flexible launch bay.
  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited April 2013

    I would say now Cryptic needs to address Tac Team... and Omega stacking with Terribly doffs. (I know the AP doffs cost us all a fortune of EC... but lets all be honest there terribly over powered). At that point we would have a game again... where Engi Cruisers are needed... and escorts don't zoom around laughing off everything that comes there way with stupid high defense and effective shield amounts of 40-50k.

    I have to ask how you stack Omegas? As far as I can tell the best you can do is run Delta or beta between Omegas, I have yet to see how you can run Omegas back to back. If there's a way let us baddies know! lol
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