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EPtX rebalance on tribble

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  • darkfader1988darkfader1988 Member Posts: 0 Arc User
    edited April 2013
    Overall im all for it to balance the 4 EptX abilities, but im afraid that it will turn for the worst for puggies and ppl that already have problems setting up a solid build.

    Definately buff to spike damage. Adapt or die.
    MT - Sad Pandas
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited April 2013
    Like it. No, love it. My eng will be usefull again.

    Ok, it will be creating gaps but... ES1 is almost on pair with EPtS1 when it comes to resists and ES3 is better by 10% when compared with EPtS3 (unless wiki lies). Get an eng/cruiser with ES on ride to give you protection during those 10 seconds IF you are attacked.

    Antonio is right. This is a great change.

    And you, escorts players - deal with it. You are supposed to be glass cannons.

    It's not the Escort pilots complaining about these dumb changes. :P
    [SIGPIC][/SIGPIC]
  • darkfader1988darkfader1988 Member Posts: 0 Arc User
    edited April 2013
    That does not seem to be what has happened:

    This is where they think they have created more choices.

    The truth is that they have created less choice.

    Their assumption is that A, B, C & D are all equal.

    That now, with all buff times being the same, you simply choose which one you prefer the most. A, B, C or D. They think that each of these are "substantial".


    That's not how this game works, because A (shield resistance) is still critical, the other three are simply "nice to have".

    I couldnt agree more on this. I suppose its KDF/Romulan + Cloak all the way now, prepare for 5v5 perma cloak matches!!!!
    MT - Sad Pandas
  • timejumperstimejumpers Member Posts: 120 Arc User
    edited April 2013
    I am new to pvp but i noticed that if you are running epts1 at 50 shield power it only gives a 5% increase in resist over just running my shield power setiings higher and using another eptx ability.

    With the new emergency power to aux doffs with 3 equipped it is like almost 4 extra purple xii sif consoles and 2 purple xii emitter consoles. I dont see any reason why you need to run epts 1.

    The first reason being if you get nuked wich is when most people die the epts actually puts you at a disadvantage because you lose the resist and power level. If you run a higher shield power setting you mantain your resist even if you are nuked.

    The second reason being it is so easy to reach max shield resist in this game you really dont need the extra resist from epts 1.

    The only benefit to having epts1 would be for shield disables and with human boffs subsystem repair eng team and batteries i dont see the need for this skill anymore since when i do get shield procced it is only down for a second.

    Now with the new changes with epta giving bonus to particle gens decompiler and grav generators and these new doffs i will drop epts for epta in my sci without any complaints.

    Im sure this post will have people laughing saying this idiot doesnt use epts. I urge you to do some testing first before ripping me to shreds lol. The old days are gone dont be close minded dont trust what everyone else tells you find out for yourselves.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited April 2013
    snoge00f wrote: »
    It's not the Escort pilots complaining about these dumb changes. :P

    I was in fact looking forward to being able to fly my engi healer again...

    My engi toon hasn't been in a pvp match in likely over a year. :P lol

    Rotate Shield Freq just became a fantastic addition to a healer build. (not that I think you have to have it)... EPTS is still way over rated... great skill don't get me wrong... but people don't splod instant like because they don't have EPTS 1 running.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
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  • oridjerraaoridjerraa Member Posts: 313 Arc User
    edited April 2013
    I've been running 1 epts3(with no damage control doffs)for a long, long time. I use it more as a shield heal than a res buff, with my setup it's giving 3090 shields per facing. Because I can manage my powers I simply put my shields to full when I am taking a lot of fire. My full unbuffed shield power is very close to 125.

    I like the proposed change. I think it will require players to actually use power settings other than full to weapons. Res gaps can be covered with TSS, Extends, RSP, and for engineers-RSF.
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  • eminencegriseeminencegrise Member Posts: 0 Arc User
    edited April 2013
    Obviously a huge change to the state of the game! I am cautiously in favor of it, because I think it will make good piloting that much more of a factor in play. And that beats sitting in one place, to me, any day.

    Cruisers had surplus survivability... maybe not any more.

    Escorts used to be able to just sit on a cruiser's backside and pewpew him all day while taking a nap... maybe not any more.

    Will there be too much of a gap between tough like rock and flimsy like paper? Will there be too much instant explody in teamplay, or from ambush? I honestly don't know. Needs testing to find out.

    Although my main worry is that having a decent baseline is no longer something you can get from a fresh character -- now maybe you'll need all your rep abilities and fleet gear to be able to keep up in PvP.
  • shookyangshookyang Member Posts: 1,122
    edited April 2013
    Escorts used to be able to just sit on a cruiser's backside and pewpew him all day while taking a nap... maybe not any more.
    I do that to cruisers all the time. One time, I did that to a cruiser with the Romulan Hyper-Plasma torpedo in the aft. Had to break off my chase because I was taking too much DOT. Didn't do much to my shields, but the plasma stacks were killing me.
  • captainf00kcaptainf00k Member Posts: 0 Arc User
    edited April 2013
    My initial thought was OH NO! After thinking about it for a few minutes it makes perfect sense. A 100% uptime on something might as well be an innate part of the game/build which has occurred to me before. Why should the game be balanced around having 2 BOff power choices running 100% of the time? It's actually pretty silly the way it is now. So what, for people who run 2xEPtS or a damage control build with EPtS/EPtX there is now a 10s downtime on shield resist. Not a huge deal. It means switch to your defensive power profile when it's down, pop a battery, TSS, get healed by a sci or extended by a cruiser, evasive, get out of the line of fire, etc. What this will do though is create an even larger divide between those who use more than one power profile and those who don't; experienced PVPers and new PVPers. The other concern is that it opens up the field to more ganking, which I'm not in favor of. It could hurt FVK even more. Sure, a successful gank doesn't even concern itself with EPtS, but it can make a difference between an otherwise failed one. We will see. Perhaps a better compromise would be 25 up 5 down on EPtS? Perhaps even 20/22.5/25 for EPtS 1/2/3.

    This will probably force people with the Fleet Fleet Escort (Patrol)/Bug layout to drop their Lt. Sci power (tractor, etc.) for TSS to cover gaps. Oh well, something else cruisers can do for us. Hilbert is right though. I think the price and threat of the Temporal Destroyer just went up. Too bad the Patrol Escort wasn't given the lt. commander engineering BOff instead of tactical. It would make sense though; the Defiant is a tactical ship with a lt. commander tac and MVAE is a sci focused escort with lt. commander sci. The Fleet Saber already covers the Patrol/JHAS BOff Layout. Wasn't the Patrol supposed to be the engineering focused escort? Perhaps it's time to give the Patrol it's own niche. It would also be nice to see the shield mod on the Defiant pushed up to match the other escorts seeing as it seems to have been forgotten when the rest of the fleet ships got balanced. With these new changes it will be even squisher than it currently is.

    I do think that this is opening up something for the future. I saw a post talking about a tweet Gecko made in regards to a dedicated hull armor slot. Perhaps we're about to see a shift in focus to more hull tanking.

    Also, perhaps the 2-Piece M.A.C.O. bonus could be justifiably increased now so that it offers a usable increase in EPS power transfer rate. 5% is really quite insignificant. With the new need for power profile shifting perhaps it can be moved to 10/15/20% (Mk X/XI/XII).

    I agree with Antonio though, thanks Bort/Gecko/whoever.
    RHINO | SAD PANDAS
  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited April 2013
    My initial thought was OH NO! After thinking about it for a few minutes it makes perfect sense. A 100% uptime on something might as well be an innate part of the game/build which has occurred to me before. Why should the game be balanced around having 2 BOff power choices running 100% of the time? It's actually pretty silly the way it is now. So what, for people who run 2xEPtS or a damage control build with EPtS/EPtX there is now a 10s downtime on shield resist. Not a huge deal. It means switch to your defensive power profile when it's down, pop a battery, TSS, get healed by a sci or extended by a cruiser, evasive, get out of the line of fire, etc. What this will do though is create an even larger divide between those who use more than one power profile and those who don't; experienced PVPers and new PVPers. The other concern is that it opens up the field to more ganking, which I'm not in favor of. It could hurt FVK even more. Sure, a successful gank doesn't even concern itself with EPtS, but it can make a difference between an otherwise failed one. We will see. Perhaps a better compromise would be 25 up 5 down on EPtS? Perhaps even 20/22.5/25 for EPtS 1/2/3.

    This will probably force people with the Fleet Fleet Escort (Patrol)/Bug layout to drop their Lt. Sci power (tractor, etc.) for TSS to cover gaps. Oh well, something else cruisers can do for us. Hilbert is right though. I think the price and threat of the Temporal Destroyer just went up. Too bad the Patrol Escort wasn't given the lt. commander engineering BOff instead of tactical. It would make sense though; the Defiant is a tactical ship with a lt. commander tac and MVAE is a sci focused escort with lt. commander sci. The Fleet Saber already covers the Patrol/JHAS BOff Layout. Wasn't the Patrol supposed to be the engineering focused escort? Perhaps it's time to give the Patrol it's own niche. It would also be nice to see the shield mod on the Defiant pushed up to match the other escorts seeing as it seems to have been forgotten when the rest of the fleet ships got balanced. With these new changes it will be even squisher than it currently is.

    I do think that this is opening up something for the future. I saw a post talking about a tweet Gecko made in regards to a dedicated hull armor slot. Perhaps we're about to see a shift in focus to more hull tanking.

    Also, perhaps the 2-Piece M.A.C.O. bonus could be justifiably increased now so that it offers a usable increase in EPS power transfer rate. 5% is really quite insignificant. With the new need for power profile shifting perhaps it can be moved to 10/15/20% (Mk X/XI/XII).

    I agree with Antonio though, thanks Bort/Gecko/whoever.

    Just an FYI, if you're looking for an Escort w/ an LTC Eng slot, that'd be the Fleet Heavy Escort Carrier. As a bonus it comes with a hangar, too.
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited April 2013
    Yea, funny how devs that don't know the global for ep2s cool down is 30 sec and the global all ep2x is 15 secs are making changes to the game. Lol.

    And total ignorance for any pvper that posted in the tribble forum explaining the geniuses how stupid this change is.

    I think that sais everything on why pvp is in such a bad state...
    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...
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited April 2013
    That does not seem to be what has happened:
    ...

    This is where they think they have created more choices.

    The truth is that they have created less choice.

    Their assumption is that A, B, C & D are all equal.

    That now, with all buff times being the same, you simply choose which one you prefer the most. A, B, C or D. They think that each of these are "substantial".


    That's not how this game works, because A (shield resistance) is still critical, the other three are simply "nice to have".

    Resistance will always be more important than any other buff or power because you can't use other powers if you are dead.

    Even you admit this, when you agreed that people should cover the gap with OTHER healing. (TSS/HE).

    So now, instead of slotting 1 heal power to cover the gap you absolutely must choose OTHER heal powers (whereas right now, I' m running TB instead of TSS on my escort for example).

    Again, a point where there is actually less choice through an unconsidered domino effect.

    Then, there is this:
    Originally Posted by arbiterhawk
    The gap is 5 seconds out of 45, for 11% - I'm not seeing where you're coming up with a 33% gap in coverage.

    T=0 - Use first copy of EPtS 1
    T=15 - Global Emergency Power cooldown finishes
    T=20 - EPtS buff falls off
    T=20.01 - Use second copy of EPtS 1
    T=30 - Global Emergency Power cooldown finishes again
    T=40 - EPtS buff falls off
    T=45 - First copy of EPtS finshes recharging
    T=45.1 - Go to T=0

    It's not an 11% gap, it's not 5s.

    Runaway healing, and resistances in this game is an issue but this ignores the problem (power creep) and targets instead baseline mitigation.

    Instead of a resistance reduction which would benefit pressure damage (and therefore to an extent all ships), this is a 10s gaping hole that benefits spike (limited amount of builds and ships).

    That is exactly the plain blunt truth! If they would only listen to it...

    for the other folks that are pro this change: I totally understand this is routine-breaking change and it will open the possibility for different builds other than what everybody already knows... but this is not the proper way to add diversity in the game. This is wrong since it creates less choice and even more problems for pvp (and pve for that reason). Who won't have any tier resist, would pretty much be at an even bigger disadvantage now. And btw, somebody said in opvp yesterday that aux2 batt builds won't be so efficient... they will be even more now, lol, you can slot that tss right in between 10 sec gap of the eps, and still have it available back by the time the second eps runs off. So here you go, even more imbalance.
    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...
  • freakreakfreakreak Member Posts: 2 Arc User
    edited April 2013
    I am new to pvp but i noticed that if you are running epts1 at 50 shield power it only gives a 5% increase in resist over just running my shield power setiings higher and using another eptx ability.

    With the new emergency power to aux doffs with 3 equipped it is like almost 4 extra purple xii sif consoles and 2 purple xii emitter consoles. I dont see any reason why you need to run epts 1.

    The first reason being if you get nuked wich is when most people die the epts actually puts you at a disadvantage because you lose the resist and power level. If you run a higher shield power setting you mantain your resist even if you are nuked.

    The second reason being it is so easy to reach max shield resist in this game you really dont need the extra resist from epts 1.

    The only benefit to having epts1 would be for shield disables and with human boffs subsystem repair eng team and batteries i dont see the need for this skill anymore since when i do get shield procced it is only down for a second.

    Now with the new changes with epta giving bonus to particle gens decompiler and grav generators and these new doffs i will drop epts for epta in my sci without any complaints.

    Im sure this post will have people laughing saying this idiot doesnt use epts. I urge you to do some testing first before ripping me to shreds lol. The old days are gone dont be close minded dont trust what everyone else tells you find out for yourselves.

    What doff gives this bonus with epta.
  • buccaneerdtbbuccaneerdtb Member Posts: 575 Arc User
    edited April 2013
    I like the change. I have never run multiple copies of BO skills even for PvP and welcome more useable EPtX abilities. I know a lot of players who are similarly happy to finally get more useful engineering abilities.
  • maicake716maicake716 Member Posts: 0 Arc User
    edited April 2013
    id rather star seeing new powers rather then doffs and complete changing of old powers.

    there is a total lack of choices in all the class types of useful low end powers that dont share global cooldowns.
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
  • emoejoeemoejoe Member Posts: 229 Arc User
    edited April 2013
    snoge00f wrote: »
    Yeah, I just can't see Cryptic being dumb enough to release this as is. I'm thinking they've listened hard to the complaints and will roll this change back. At least on EPTS.

    they rollback this im done. listen to the true wisdom of /played giants. stfu noobs


    if they do i wont be surprised. more nooby a holes put their 2 cents in no one asked for.


    stack empts3 meet me in game. die every time.


    this is great for the game. as people slowly begin to utilize under used powers they will find a different dynamic in the playing field upon entering the arena



    anyone who doesnt give this change and cries for pre erf... dont let me see u in rl... u thought minmax was rough oponent.....
  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited April 2013
    emoejoe wrote: »
    they rollback this im done. listen to the true wisdom of /played giants. stfu noobs


    if they do i wont be surprised. more nooby a holes put their 2 cents in no one asked for.


    stack empts3 meet me in game. die every time.


    this is great for the game. as people slowly begin to utilize under used powers they will find a different dynamic in the playing field upon entering the arena



    anyone who doesnt give this change and cries for pre erf... dont let me see u in rl... u thought minmax was rough oponent.....

    Easy mini! Grrrrrr

    Lol
    ----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
  • hurleybirdhurleybird Member Posts: 909
    edited April 2013
    Mini has consistently been for any balance change that benefits his playstyle, and against any that hurt it. I've found this to be true for the entire time he's been posting on the forums.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited April 2013
    freakreak wrote: »
    What doff gives this bonus with epta.

    a maint doff


    look, i know your all happy about a nerf to shield res, im just as sick and tired of shooting permanently invincible targets too. think about whats actually going to happen with a 10 second hole removing nearly all your res, how will that change how the game is played in practice?

    well, every single kill will happen in that 10 seconds, guarantied. if your a slow mover, and your tanking focus fire, and suddenly your shields start taking twice or 3 times as much damage for an entire 10 seconds, you know what that feels like? getting subnuked. your not going to have TSS or RSP ready every time that hole comes up, and if your not in an escort, your cant just crank up the speed and avoid damage

    every non fail escort will speed tank, watching his chosen target's EPtS count down from 20, and use his 10 second long CRF, and any otehr spike, to hit during that perfectly sized 10 second window. if he uses RSP, oh well, he wont have it next time. if just has TT, that wont save him, not with his shields taking at least 25% more damage. TSS might help, but unless you have room for 2 of them thier coverage of your weaken shields will be spotty.

    this removes slow movers healing attrition, and gives them nothing in return. they are simply more vulnerable, and no more able to defend them selves offensively. an escort can stay glued to a cruiser with no fear of its damage, 10 seconds is not enough time for a cruisers pressure to seriously harm an escort. if its damage was substantial enough to do that for 10 seconds, it would be called spike.

    escorts dont have to guess what to do, dont have to rely on sci to make openings, the game has been modified so its easier for escort users to kill things, on their own, with no help. they also nerfed EPtS in a way that effects them the least. the EPtW change nerfs cruisers that actually need all that power it gives. escorts dont, their weapons dont drain tham below 90, they just want that 20 second long damage multiplier. so, another buff to escorts and a nerf to cruisers.


    here is the problem with the game right now

    - pressure damage is dead, no mater how strong it is it cant out pace basic heal cycleing, and needs a LONG time before it even has a chance too, like in a dual. any ship who's weapons arent DHC, a DBB for BO, or a build that revolves around shield penetrating torp damage or DOT, might as well not bother shooting. beam arrays, single cannons, dual cannons, and dual beam banks without BO dont do anything anymore.

    action taken- nerf EPtW for pressure damage dealers, buff it for spikers


    -the game's rouges can wear the fighters full plate and use its great sword. this games fighter can ether go into battle with a shield and just his fist (eng), or dual wield dagers (tac). this games rouge has only a slight con penalty over this games fighter, has incredible acrobatic feets, and suffers no encumbrance from using the great sword or plate armor

    action taken- the breast plate falls off every 20 seconds. the rouge can acrobatically avoid damage though so this is not much of a problem for the rouge, unless it is grappled


    - the game is too yoyo with on and off spike and cross healing grated invincibility or subnuked donwn to nothing and being paper thin. the difference between buffed and unbuffed is so huge that the only way to kill often enough is with a removal of the buffs. only yoyos work, nothing in between has any effect, pressure cant cause any sort of reaction.

    action taken- this game's control wizard had curses that made everyone's armor fall off, but now the armor falls of on its own, lowering the need for curses, or his presence at all. the players didn't seem to be causing yoyos enough on their own, stupid players, so we replaced what is the most fundamental baseline passive ability with 1 that has as big a yoyo hole in it as we could think up.

    and you guys love it, wtf is wrong with you.


    how about changes that benifit everyone more equally, and dont doom certain ship types? how about that? would that be ok?

    cut the bonus to res of EPtS in half, have it last 30 seconds like always, and drop the emergency part from the name, you bunch of RPers seem to have a big problem with that. also remove the resA/B mod from elite shields, replace it with a cap mod on all currently in use elite shields.

    for the rest of the EPt skills, 30 second durations, so EPtW isn't a nerf for cruisers and just a buff to escorts.

    fix the 1000000 stealth sight bug on EPtA, and its fine

    make EPtE primarily a turn rate buffer, not a speed buffer. escorts dont need to be made more speedy then they are now, just the engine power is enough. they actually need to be less speedy, avoidance is already better then actual tanking. buffing turn rate a FLAT amount would benefit slow turners more then already fast turners, something also needed.


    overall, there would be a bit of an invincible shield nerf, an increase in cruiser damage levels, escorts, and most of all the bug, not being able to zip around at hyper speed so freely, and evul cloakers wont have as much freedom.

    or you could have a built in spike exploit, and... well thats pretty much it. thats all the game will be, a 10 second hole in EPtS coverage, not needing a sci to get it, just escorts lazily dumping 4 cannons worth of damage through paper thin shields, winning the day, well and truly invalidating every other choice of ship or captain type as valid.

    please tell me you can see that now?
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited April 2013
    Is it really that bad for pressure damage builds?

    Among other things there's the Dem doffs + now 20 seconds of bonus damage from EPtW instead of the old 10, that's seems to be a huge boost to the bonus damage time. Most crf builds didn't need the more than old 10 second boost. Sure it'll help for the beginning of a 2ndary run on a new target, but seems like a huge boost to pressure damage builds.

    Imo this is good, there's less net power gain (there's way too much already) since there's a 1/3 drop in duration. There's less lolz shield resists (making ES more in demand). Both of these help Engie roles.

    Also, there are boost in effect durations and in some cases more effects with the exception of EPtS.

    Give people time to adapt playstyles and builds at least.
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited April 2013
    p2wsucks wrote: »
    Is it really that bad for pressure damage builds?

    Among other things there's the Dem doffs + now 20 seconds of bonus damage from EPtW instead of the old 10, that's seems to be a huge boost to the bonus damage time. Most crf builds didn't need the more than old 10 second boost. Sure it'll help for the beginning of a 2ndary run on a new target, but seems like a huge boost to pressure damage builds.

    Imo this is good, there's less net power gain (there's way too much already) since there's a 1/3 drop in duration. There's less lolz shield resists (making ES more in demand). Both of these help Engie roles.

    Also, there are boost in effect durations and in some cases more effects with the exception of EPtS.

    Give people time to adapt playstyles and builds at least.

    EPtW was a 5 second damage boost, not 10. pressure builds need the power in most cased more then the damage buff, losing both for 33% of the time is a nerf to them. for escorts its twice as long as they need.
  • blurrachiblurrachi Member Posts: 70 Arc User
    edited April 2013
    p2wsucks wrote: »
    Is it really that bad for pressure damage builds?

    Among other things there's the Dem doffs + now 20 seconds of bonus damage from EPtW instead of the old 10, that's seems to be a huge boost to the bonus damage time. Most crf builds didn't need the more than old 10 second boost. Sure it'll help for the beginning of a 2ndary run on a new target, but seems like a huge boost to pressure damage builds.

    Imo this is good, there's less net power gain (there's way too much already) since there's a 1/3 drop in duration. There's less lolz shield resists (making ES more in demand). Both of these help Engie roles.

    Also, there are boost in effect durations and in some cases more effects with the exception of EPtS.

    Give people time to adapt playstyles and builds at least.

    tact cruisers online...ssshhhhh
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited April 2013
    EPtW was a 5 second damage boost, not 10. pressure builds need the power in most cased more then the damage buff, losing both for 33% of the time is a nerf to them. for escorts its twice as long as they need.

    My mistake on the EPtW current holodeck time, shoulda double checked that.

    I still think there's ways to get around that 10 second gap. Aux2batt, Plas Leech, Batteries, and doffs w/Dem, Eng Captain power to name a few while doubling the damage boost time (in addition to the power boost fix assuming that works). Also w/the downtime in resists AoE DoT improves (granted FaW issues, but CVS decent against lower resist targets and lolz KDF Elite Fleet Weapon Proc).
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
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  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited April 2013
    p2wsucks wrote: »
    Is it really that bad for pressure damage builds?

    Among other things there's the Dem doffs + now 20 seconds of bonus damage from EPtW instead of the old 10, that's seems to be a huge boost to the bonus damage time. Most crf builds didn't need the more than old 10 second boost. Sure it'll help for the beginning of a 2ndary run on a new target, but seems like a huge boost to pressure damage builds.
    It's actually a massive penalty to pressure damage builds, because your power levels tank after the 20 seconds, taking damage down with it. The net result is that you actually do less damage than before. The new EPTW change is only good for spike damage, since you can activate it a bit earlier and still get the bonus without worrying about colliding with all the other TRIBBLE you're activating.
    [SIGPIC][/SIGPIC]
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited April 2013
    It's actually a massive penalty to pressure damage builds, because your power levels tank after the 20 seconds, taking damage down with it. The net result is that you actually do less damage than before. The new EPTW change is only good for spike damage, since you can activate it a bit earlier and still get the bonus without worrying about colliding with all the other TRIBBLE you're activating.

    How is a 20 second duration bonus to damage "spike"? Why can't you mitagate "power levels tank"?
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited April 2013
    It's actually a massive penalty to pressure damage builds, because your power levels tank after the 20 seconds, taking damage down with it. The net result is that you actually do less damage than before. The new EPTW change is only good for spike damage, since you can activate it a bit earlier and still get the bonus without worrying about colliding with all the other TRIBBLE you're activating.

    That tanking of damage due to drain is why I think EPTW needs a passive buff to weapon drain that lasts the 20 second duration of its effect. Possible an effect that would make the weapon power regen slightly quicker for the 20 seconds.
    Leonard Nimoy, Spock.....:(

    R.I.P
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