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EPtX rebalance on tribble

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  • emoejoeemoejoe Member Posts: 229 Arc User
    edited April 2013
    Drunk, at this point - I think you're looking for whatever comes after ad nauseum, eh?

    Some of the replies in the various threads that blatantly ignore most of what has been said...c'mon...face it...have to figure at this point that they are simply trolling.

    you are trolling, among so many noobs who dont have any understanding of the games history. you can keep spouting nonsense till ur blue in the face, u will never convince veteran players.


    i dare anyone to argue that emps should keep 30s and all other emptx should remain 5.

    would u agree if they were all 30?
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2013
    emoejoe wrote: »
    you are trolling, among so many noobs who dont have any understanding of the games history. you can keep spouting nonsense till ur blue in the face, u will never convince veteran players.

    Will never be able to convince geriatric players that are too blind to read or have forgotten how...no doubt about that.

    It usually takes 2-3 times of telling them that they haven't read what I've said before I get a reply based on what I've said.
    emoejoe wrote: »
    i dare anyone to argue that emps should keep 30s and all other emptx should remain 5.

    would u agree if they were all 30?

    I don't think any of them should be 30. I think them being 20s is still too long.

    I think it is ludicrous that it took them this long to put the secondary ability for each at the same duration.

    Know what else is ludicrous? That you put that in your reply to me.

    Like I said...folks aren't even bothering to read...they're just trolling. If you'd read what I've posted, you wouldn't have replied with that...

    /sigh
  • je11yfishje11yfish Member Posts: 43 Arc User
    edited April 2013
    The place to begin a balance pass is not with the EPtX abilities, it is with TT/ET/ST, specifically TT.

    The best shield tanking ability is not EPtS3 (though it is great), it is TT1. It provides minimal investment with enormous benefit. Now I'm going to quantify that statement with actual numbers from in game (hey, what a novel idea). Consider the following:

    I have included a heal-per-second value as way to normalize the heal values of TT/ET/ST. It is not a meaningful value on its own but is useful here for comparison only.

    ET1 = 6,360.1 hull heal @ 114 Hull Repair @ 15s global = 424 heal/s
    ET2 = (~8480)
    ET3 = 10,600 hull heal @ 114 Hull Repair @ 15s global = 707 heal/s

    ST1 = 2018.2 regen applied once to each facing @99 Shield Emitters = 135/face/s
    ST2 = 2691 regen applied once to each facing @99 Shield Emitters = 179/face/s
    ST3 = 3363.8 regen applied once to each facing @99 Shield Emitters = 224/face/s

    Now just to be generous with ST I'm going to give the above value multiplied x4 to indicate the total heal it provides every 15 seconds, in order to put it on equal terms with ET; in reality we know that these values are lower because a face that doesn't need the heal has the benefit wasted:

    ST1 = 135 x4 = 540 heal/s
    ST2 = 424 x4 = 1696 heal/s
    ST3 = 707 x4 = 2828 heal/s

    Okay now look at Tactical Team, all 3 levels providing the same shield distribution:

    TT1 @ 500 shield regen every 6 seconds = 333 heal/s to the face that needs it
    TT1 @ 750 shield regen every 6 seconds = 500 heal/s to the face that needs it
    TT1 @ 1000 shield regen every 6 seconds = 667 heal/s to the face that needs it
    TT1 @ 1250 shield regen every 6 seconds = 833 heal/s to the face that needs it
    TT1 @ 1500 shield regen every 6 seconds = 1000 heal/s to the face that needs it

    These regen values are obtainable with various levels of EPtS and vary by shield, MK XII Borg shield with defensive shield proc providing the best regen value. For the sake of comparison, grant that a typical cruiser pilot is at 1000 shield regen every 6sec (being modest here).

    Now, look at the opportunity cost vs. benefit; specifically TT1 against ET3 and ST3, and keep these in mind:

    Engineering Team:
    Repairs disabled subsystems <-- remember that cycling EPtX abilities provides repair
    Removes ENG debuffs

    Science Team:
    Removes science debuffs for 5sec:
    Sensor Scan
    Subnucleonic Beam
    Viral Matrix
    Jam/Scramble Sensors

    Tactical Team:
    Distributes shields for 10sec
    Removes hostile boarding parties for 10sec <-- ENG LT/LCDR/CDR ability
    Removes tactical debuffs for 10sec:
    Fire on My Mark
    Attack Pattern Beta
    Attack Pattern Delta

    There really is no comparison. For those that are new to the game or late to the party you know that you can choose only one of these (TT/ET/ST) to be active at a time. You're going to choose TT almost every single time because it is an ENS level ability and if you are flying an escort that is no sweat off your back to slot multiple copies. If you're a cruiser that has only TAC LT you're still going to choose it because of the enormous synergy with regen, especially because you lack the turn rate to change your shield face.

    Now, I'm going to add one layer of complexity without writing you a graduate thesis. The duty officers associated with these abilities do not in any way provide a moderating influence. I'm just going to list the basic ones here without detailed evaluation. Yes, I know there are others but these are the basics, all purple for comparison, and stackable as high as 3:

    ET -- Maintenance Eng = +10 hull repair for 15s on use of ET, -8sec recharge
    ST -- Development Lab Sci = +10 shield emitters for 10s on use of ST, -8sec recharge
    TT -- Conn Officer =+10 Attack Patterns for 10s on use of TT, -8sec recharge

    At this point, I'm still going to use TT and if I can only get one copy (such as cruiser) then I'm going to strongly consider slotting a Conn Officer to reduce the cooldown so that I can maximize it's uptime. Again, the synergy with TT and shield regen (whether provided by EPtS or not) is insane.

    All of this to say that a balance pass should not begin with EPtS, it should begin with ET/ST/TT.

    As for the other EPtX abilities, each of those is a matter to be treated separately due to downstream consequences. I understand you're trying to normalize their value. I get it, and I happen to agree with you that they need a pass -- but I think your method could be better. Consider the following:

    1. Start with ET/ST/TT, and associated doffs.
    2. Then look at shield resists across EPtS, TSS, shields, etc.
    3. Then look at EPtW, EptE, EPtA.
    4. Then go back to step 1 and repeat this process until you have a balanced system with respect to these abilities.

    Do not start with step 3.


    Addendum:
    Just for the record, I am in complete agreement with Dontdrunkimshoot's argument that a 10sec window (or greater) on EptS is the wrong way to go here.
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited April 2013
    Here's another fun consequence of a sudden gap vs. a toning down of resistance numbers.


    Cruiser running EPTS 3

    vs.

    Escort running EPTS 1


    Which one has larger resistance dip during the 10s gap?


    (hint Cruiser loses 30% resistance and approx 35 power, Escort loses 18% resistance and approx 20 power)



    Guess which ship class is running EPTW to hit that 125 (or overcap) to run their 8 weapons?

    Guess which ship will lose more DPS when that EPTW 10s gap happens?

    Well, its pretty obvious they actually had good intentions. But because they do not understand the dynamics and consequences of their own game, the change is what it is. But maybe it's just one part of series of changes...who knows....but the religious ones amongst us, should probably start to pray.
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited April 2013
    I think you should consult Webster and analysis the definition of emergency .....

    i think you should go to the 10 forward section if you want to RP .....
  • naeviusnaevius Member Posts: 0 Arc User
    edited April 2013
    Someone needs to set up a match with the devs to 'reason' with them...I mean illustrate the problem.

    But I suspect there needs to be a compelling argument made on the PvE side as well.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2013
    naevius wrote: »
    Someone needs to set up a match with the devs to 'reason' with them...I mean illustrate the problem.

    But I suspect there needs to be a compelling argument made on the PvE side as well.

    The latter.

    Change occurs because of PvE.

    Can fudge change for PvP by exploiting things in PvE and leaking it to the PvE crowd so the devs take notice and make the change for PvE...

    ...but change occurs because of PvE.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited April 2013
    Lets setup a match with the devs under the current system...

    You know the one where the average pvping dev won't ever get to any of the players hulls. lol

    I'm sure that will convince them that shield resists are fine. :)
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited April 2013
    Here's another fun consequence of a sudden gap vs. a toning down of resistance numbers.


    Cruiser running EPTS 3

    vs.

    Escort running EPTS 1


    Which one has larger resistance dip during the 10s gap?


    (hint Cruiser loses 30% resistance and approx 35 power, Escort loses 18% resistance and approx 20 power)



    Guess which ship class is running EPTW to hit that 125 (or overcap) to run their 8 weapons?

    Guess which ship will lose more DPS when that EPTW 10s gap happens?

    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.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited April 2013
    Lets setup a match with the devs under the current system...

    You know the one where the average pvping dev won't ever get to any of the players hulls. lol

    I'm sure that will convince them that shield resists are fine. :)

    no one is arguing its fine now. ive been calling for a magnitude nerf on EPtS, as long as it lasts 30 seconds
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  • shar487ashar487a Member Posts: 1,292 Arc User
    edited April 2013
    no one is arguing its fine now. ive been calling for a magnitude nerf on EPtS, as long as it lasts 30 seconds

    The problem with EPtS lasting 30 seconds is that it completely nullifies any shield subsystem targeting attacks. The revised 20 second EPtS duration now opens up a 10-second window. The latter can still be countered by Engineering Team, but at least BTSS1 thru 3 will once again be viable.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited April 2013
    no one is arguing its fine now. ive been calling for a magnitude nerf on EPtS, as long as it lasts 30 seconds

    No buff deserves a 100% uptime...

    If you really want to solve it with out such a stupid mechanic....

    Think more of this

    Increase the resistance provided by shield power, and further reduce the resist given by epts as well as reduce the effect to 20s... (this would give epts a better resist value for 30s through natural regen)

    Still there is no way they can leave 100% up time buffs in a game and call themselves professional game designers. ;)
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  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited April 2013
    ...not to mention it actually marginalizes sci. you would think everyone who thinks SNB was overpowered would be going nuts over this.

    Honestly, and this is coming from a primarily Escort player, I think people advocating this want exactly that.

    They'd like a further marginalization of SNB + APA kill cycles.

    At least antonio is willing to say that up front. ;)
    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.


    Well yeah this change is great if you only play one ship, one playstyle and love to play like a kirk.



    Who cares about EPTx cycles when your favored ship can just cloak during downtime. :rolleyes:
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited April 2013
    Still there is no way they can leave 100% up time buffs in a game and call themselves professional game designers. ;)

    Maybe battlecloak should automatically turn off after a certain period. Say, 20s?

    I mean, you shouldn't be able to have 100% uptime invisibility buff on demand until your full suite of captain powers are ready. :P
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited April 2013
    Maybe battlecloak should automatically turn off after a certain period. Say, 20s?

    I mean, you shouldn't be able to have 100% uptime invisibility buff on demand until your full suite of captain powers are ready.

    I don't disagree... always on cloak was a bad decision as well. :P

    All cloaks should be battle cloaks... and max duration should be 20s... at which point the sensors of the future detect you.

    The sub boffs could extend the duration... and so could the romulan racial trait.
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  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited April 2013
    I don't disagree... always on cloak was a bad decision as well. :P

    All cloaks should be battle cloaks... and max duration should be 20s... at which point the sensors of the future detect you.

    The sub boffs could extend the duration... and so could the romulan racial trait.


    Well at least we agree there. :)


    Honestly, I want to see resistances toned down across the board. I'd rather they cut down EPTS 1 / 2 / 3 by 6% each, cut down TSS, ES and Endgame shields.


    Rather than create gaps that are easily exploited.

    That's my main issue with this change, and also the fact that the ship class they seemed to want to help with this (cruisers) is most likely the one to be the most adversely affected.

    I think they are trying to make, and I'm serious, battery using Engineers more interesting.

    They are banging on the wrong door for improvement. They seem to think Engineers aren't tanky enough.


    What they haven't caught onto is that Engineer mitigation isn't the issue, Engineer role (tanking) does not have an actual role space in PvE (nothing requires that much mitigation) nor PvP design (tanking as a role makes no sense).






    Off topic, but I might actually name my next sci ship the USS "Sensors of the Future". :P
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited April 2013
    No buff deserves a 100% uptime...

    If you really want to solve it with out such a stupid mechanic....

    Think more of this

    Increase the resistance provided by shield power, and further reduce the resist given by epts as well as reduce the effect to 20s... (this would give epts a better resist value for 30s through natural regen)

    Still there is no way they can leave 100% up time buffs in a game and call themselves professional game designers. ;)

    i have though on this more then i ever want to. the EPt skills are passives you refresh every so often if make room for them in your spell book. long turm buffs are as old as first addition pen and paper.

    considering the game is balanced around the res levels EPtS provides, it cant be simply undone without changing literally everything else

    oh, people can say over and over that they never use 2 copies, well thats fine, you can die, run or cloak, thats your choice. i have it on all the time and im only killed by sci debuffs. mai only uses 1 copy on his vesta, go ahead and watch his vids, he dies over and over and over in them. shi scips can better get away with it though, having so many ways to deter or prevent them selves from getting fired on.
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  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited April 2013
    What if, replace the resist buff with a stronger one-time shield boost. Then it would be mostly useful when shields were depleted, instead of being something that was constantly cycled for resists. Also, it would be useful for filling in the valley, instead of adding to the peak, and therefore make ships more resilient. The only downside is that it would not be as useful for prepping a defense against an incoming spike.
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited April 2013
    I suppose in a roundabout way it makes Engies a bit more attractive... RSF has a moderate cooldown and it does give you some resilience over the guy whose resist keeps dipping every twenty seconds.

    With the way the game is being proposed now, though, if anything I'd run a much more aggressive comp than before. See someone hit their EPtS, count to fifteen, get the nuke out and it's a guaranteed kill, without question (if the five seconds of being nuked doesn't get them, the full ten second buffer of having no basic resist will, and no ST in the world will save them).

    Sci would still be quite strong because a team with Sci Fleet/Damp Field has a strong team resist advantage over one that doesn't. The real loser isn't so much a class as a ship type. I think it's time to shelve our snoozers for good and learn to love the Wells, through gritted teeth.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2013
    Honestly, I want to see resistances toned down across the board.

    Hrmmm... I kind of completely disagree partially.

    I want to see:

    Hull Hitpoints buffed
    The DR on Hull Damage Resistance adjusted
    Crew worth a damn (as well as crew that doesn't die because somebody looked at them)
    Shield Strength buffed
    Opportunity Cost implemented on Shield Damage Reduction*
    Damage to Shields to reduce Shield Power**
    Extend Shields actually to Extend Shields***
    Transfer Shield Strength actually to Transfer Shield Strength****

    Bah, I could go on and on...but what's the point?

    Basically, I want passive/buffer tanking to be increased...and all the magic wand healing garbage to be nerfed into oblivion. No, you're not going to regenerate 40-50k of hull in a couple of seconds...but you're going to have enough hull that you're not vaporized in a couple of seconds either.

    Battles would be epic fights between starships - not rinkydink FPS/TPS starfighter nonsense. Nobody would be "invincible" and it would take considerable effort to destroy anybody quickly. If you don't kill the other guy(s) first, then you're going to die. None of this silliness where the greatgreatgreatgreatgrandchidlren of two Engineers fighting would still be carrying on the fight.

    But yeah, it's not STO. STO is never going to be that. It's going to end up more and more like playing Quake w/ starship models...and to be frank, it's getting damn frustrating.


    *For example, ResA/ResB - ResA would give higher resistance to Phaser, Polaron, and Tetryron but would in turn have reduced resistance to Disruptor, Antiproton, and Plasma. ResB would switch that. MACO which gives a bonus to all energy damage reduction would in turn allow more kinetic damage through. The STF shields that provide a bonus against Plasma would have a weakness against some other form of energy damage. Etc, etc, etc.

    **Yes, this in turn would lower the Shield Damage Reduction and Shield Regeneration.

    ***Damage taken to either target would damage the shields of both targets.

    ****This would actually transfer shield strength/power from one player to another - increasing the shield resistance/regeneration of the target while decreasing the shield resistance/regeneration of the player using the ability.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited April 2013
    patrickngo wrote: »
    huh, must be a record, this many pages before a Fed starts ******** about Battlecloaks- must be a record indeed.

    It was tongue-in-cheek, go re-read the exchange and maybe have a beer or take a yoga class or something?
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  • diogene0diogene0 Member Posts: 0 Arc User
    edited April 2013
    Here's the question for you though...if you did not already have the 3 purple DCE DOFFs - would you buy them for the chance at a 10s gap with the possibility of it still being a 25s gap? I've got too many toons all clamoring for my EC, lol, and I'm also doing two one-man fleets - so my guys are just running blue DCEs. I can't justify the cost of them if this change goes through.

    Yes. Why? From my experience, an extended downtime almost never happen if you run two different EPTx.
    My complaint is with the Yo-Yo nature of the change. Heck, my suggested changes for the EPtX abilities would actually be a bigger nerf to them than this change. But it would be a more balanced nerf. It wouldn't be the on/off thing that Cryptic is so fond of...meh.

    I keep telling you (and some others here) that there are many other tanking abilities, but you keep ignoring that. There are many defensive buffs. I could give you a list again but it would be the 3rd or 4th time. I've lost the count. You say "Yo-yo". I say "fill the blanks with other powers". There is no real gap if you can cycle something else if someone's firing on your ship. Try to pick abilities you can also send on others if you want to keep your healer role, it's perfectly doable.
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  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited April 2013
    No buff deserves a 100% uptime...

    If you really want to solve it with out such a stupid mechanic....

    Think more of this

    Increase the resistance provided by shield power, and further reduce the resist given by epts as well as reduce the effect to 20s... (this would give epts a better resist value for 30s through natural regen)

    Still there is no way they can leave 100% up time buffs in a game and call themselves professional game designers. ;)

    I thought about that too, put more resist in the shield power and less in the ability. But that will make the eps really not too attractive.

    One thing is for sure, we all agree that right now there are way too many resists. Where we don't all agree is the way this is getting fixed. And again, I am against this change. But I am pro a tac team fix, pro apo re-ballance, pro less shield resists gained with so less costs (current eps). I just think the way this change is supposed to fix things will in fact limits the alternatives and variety even more, escorts will be the kings even more than now. But to be honest, I fly mostly escorts, so at least I'll laugh for few months, even though I'll have a sour taste in my mouth...
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  • antoniosalieriantoniosalieri 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.
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  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited April 2013
    Maybe battlecloak should automatically turn off after a certain period. Say, 20s?

    I mean, you shouldn't be able to have 100% uptime invisibility buff on demand until your full suite of captain powers are ready. :P

    Well, at least battle cloak comes with a cost. You can't fire energy weapons, and most abilities are disabled. It's like saying spike/damage should decrease as target's shield resist goes down (that's for Husanak :P).
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