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Go Down Fighting Nerf?!

cletusdeadmancletusdeadman Member Posts: 248 Arc User
http://sto-forum.perfectworld.com/showthread.php?t=688641
Quote:
Updated Go Down Fighting:
? This now requires you to be below 50% hull before activating.
? While Go Down Fighting is active, all of your outgoing attacks now have a chance to increase your Resistance to all damage by 5%.
? This buff stacks up to three times.



I hope this is a typo.
In an escort as designed in this game, there are only a few milliseconds between 50% hull and the respawn timer. NO WAY is there time to click anything even if it would make a difference.

So aren?t engineering and science captains restricted to using miracle worker and dampening field until they reach 50% hull? I can clearly understand you not wanting it to stack with Attack Pattern Alpha, but a 50% hull requirement is ridiculous when your Elite STF?s have insta-kills. All that was stop anybody from using it. Why put it on the ship?

Does this mean you are actually setting out with a ?collective? manifesto to change the alpha-strike capabilities of tactical pilots in escorts?
Post edited by cletusdeadman on
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Comments

  • stirling191stirling191 Member Posts: 0 Arc User
    edited May 2013
    It's not a typo. The change was argued against quite vehemently for almost the entirety of LoR's time on Tribble, but unlike in the EPtX situation we got zero interaction from Cryptic as to why they were setting a hideous precedent for Captain specific powers.
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited May 2013
    50% hull or 75% hull isnt gonna mean squat in an STF

    pvp on the other hand...
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  • edna#7310 edna Member Posts: 21 Arc User
    edited May 2013
    Thats the biggest BS change with this update.They more or less removed a tac power.

    no science and engineering are not restricted because poeple dont complain about them.

    My main toon (the one i invested the most) is a tac.I have a sci but Id pay to be able to turn my tac into a sci.
    ... but unlike in the EPtX situation we got zero interaction from Cryptic as to why they were setting a hideous precedent for Captain specific powers.

    yea because who cares when your BLOCK a power.

    Id understand a nerf as 0 damage bonus at 100% hull ...but let me click the damn thing even at 1% damage bonus when hull is 99%.
  • oneandonlyrecceoneandonlyrecce Member Posts: 0 Arc User
    edited May 2013
    It's not a typo, it's going back to how it used work.
    It's going to be far more useful in PvE than PvP
  • yargomeshyargomesh Member Posts: 179 Arc User
    edited May 2013
    The argument in PvP is that you'll die before you can use it anyway and it'll probably be SNB'd off if you do manage to use it.

    For Competitive Team-based PvP anyway. In PuG PvP it'll be very nice.

    I'm interested in seeing if the damage scaling has been kept the same, which means that this is more a nerf to prevent stacking those resistances (15% without LDE, 30% with) whenever you want rather than a damage nerf. (Above 50% GDF comes to being less powerful than AP:Alpha thanks to the latter's crit and crit damage buff.)


    Of course, I fly a cruiser on my Tac and can easily survive getting to sub-50% health so mmmmm, Cruiser/Escort parity.
  • baelogventurebaelogventure Member Posts: 1,002 Arc User
    edited May 2013
    That is the way that power was supposed to work from the beginning.

    It always said it had a Hull Health restriction on it but it was never enforced.

    The name says it all...Go Down Fighting...meaning it's supposed to be used to dole out as much punishment as possible before dying. A desperation move. A glorious final attack.

    Think Boromir in The Lord of the Rings, protecting Merry and Pip.

    Think Hudson from Aliens before he was grabbed.

    If it was always meant to be used as a First/Alpha Strike skill, I believe the name would have been something different.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited May 2013
    It's going to be far more useful in PvE than PvP

    Considering STO's PvP consists of content that either instagibs you, or can't hurt you...not so much.
    If it was always meant to be used as a First/Alpha Strike skill, I believe the name would have been something different.

    Naming idiosyncrasies never, ever, justify a fundamental reshaping of an ability.
  • edna#7310 edna Member Posts: 21 Arc User
    edited May 2013
    That is the way that power was supposed to work from the beginning.

    It always said it had a Hull Health restriction on it but it was never enforced.

    The name says it all...Go Down Fighting...meaning it's supposed to be used to dole out as much punishment as possible before dying. A desperation move. A glorious final attack.

    Think Boromir in The Lord of the Rings, protecting Merry and Pip.

    Think Hudson from Aliens before he was grabbed.

    If it was always meant to be used as a First/Alpha Strike skill, I believe the name would have been something different.

    and miracle worker should make water pipes stop leaking on your ship.

    Photonic Fleet should be a flashlight....thats what photons are.

    want to continue with name= description?
  • twg042370twg042370 Member Posts: 2,312 Arc User
    edited May 2013
    Good. Like Leadership it was insanely OP.

    I would have made it 60% hull though...
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  • jadz3jadz3 Member Posts: 107 Arc User
    edited May 2013
    If you go from 50% hull to 0% hull in a few milliseconds... your build PLAIN AND SIMPLE SUCKS. My Tac captain in a Chel Grett will sit around 50%ish for as long as it takes to get hull heals off cooldown, I personally have NO issue with this change as it makes it fair with the buffs they gave this ability as well, giving you buffs to resistance AND upping your damage output when you're 50% or less hull? That's a pretty nice bonus, you people always find something to rage about when they make the game a little more balanced. If you need an OP specialization to win... I question your true ability to win....
  • edna#7310 edna Member Posts: 21 Arc User
    edited May 2013
    twg042370 wrote: »
    Good. Like Leadership it was insanely OP.

    I would have made it 60% hull though...

    same for mw and photonic fleet.both should be blocked till your hull is 50-69% and have 4 minutes cd.
    jadz3 wrote: »
    If you go from 50% hull to 0% hull in a few milliseconds... your build PLAIN AND SIMPLE SUCKS. My Tac captain in a Chel Grett will sit around 50%ish for as long as it takes to get hull heals off cooldown, I personally have NO issue with this change as it makes it fair with the buffs they gave this ability as well, giving you buffs to resistance AND upping your damage output when you're 50% or less hull? That's a pretty nice bonus, you people always find something to rage about when they make the game a little more balanced. If you need an OP specialization to win... I question your true ability to win....

    If you never played PvP your build simply sucks.A sci can make that pretty fast and easy.Same with a engineer.

    MW and Photonic Fleet are not blocked.Im fine with a power blocked if both MW and Photonic FLeet are blocked....Im sure you dont mind that.
  • baelogventurebaelogventure Member Posts: 1,002 Arc User
    edited May 2013
    adrianm63 wrote: »
    and miracle worker should make water pipes stop leaking on your ship.

    Photonic Fleet should be a flashlight....thats what photons are.

    want to continue with name= description?

    Sure, lets do it in the Star Trek Universe, obviously.

    Who was routinely called the Miracle Worker? Montgomery Scott. What could he do? Get systems back up and running in less time then he quoted himself and generally get a ship back into tip-top shape in less time then an entire Engineering Team.

    What does the Miracle Worker skill do? Large Hull and Shield Heal.

    Okay, Photonic Fleet. What does Photonic refer to in the Star Trek Universe? Holograms. Photonic Lifeforms are Holographic to us.

    What would a Photonic Fleet be...oh, a Fleet of Photonic creations, aka Holograms.

    What does Photonic Fleet do? Create a small group of Holographic Ships.

    Yeah, got something else to say?
  • saxfiresaxfire Member Posts: 558 Arc User
    edited May 2013
    I would call this a buff, not a nerf, with newest change you are restricted into getting approx 50% dmg boost from GDF at ALL TIMES! this is certainly a buff and addition to the dmg resistance it also aplies, another buff. I never used GDF above 50% hull, actually i used it from between 10% to 40% based on shield strength and rsp availibility. and also, i can stop fae plaming on the fools trying to do any dmg with 90%+ hull with GDF so it also makes beter players and it will improve overall dps and allow more people to join the strategy of the best players.
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  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited May 2013
    Seeing a nerf in that, well, look again. When dying in pvp having GDF active doesnt really mean much if you really die fast. If you dont die fast, but are temporarily under 50%, this becomes a huge buff for defense. But this is for teamplay. 1on1 might be a different theme.
    So two scenarios: You die almost instantly even with teamhealing->GDF wasted. You get healed properly->boost your defense.

    Yes GDF increases with damage taken, but if you argue about the 50%-Rule, you are nullifying that argument quite nicely.
  • edna#7310 edna Member Posts: 21 Arc User
    edited May 2013
    saxfire wrote: »
    I would call this a buff, not a nerf, with newest change you are restricted into getting approx 50% dmg boost from GDF at ALL TIMES! this is certainly a buff and addition to the dmg resistance it also aplies, another buff. I never used GDF above 50% hull, actually i used it from between 10% to 40% based on shield strength and rsp availibility. and also, i can stop fae plaming on the fools trying to do any dmg with 90%+ hull with GDF so it also makes beter players and it will improve overall dps and allow more people to join the strategy of the best players.

    I think I should decide when to activate captain powers.
    Whats next?
    You order your ships and watch a movie battle without any interaction?
    If they want to nerf gdf they can remove the 25%damage bonus at 100% hull and give 1% for each 1% of hull lost ,but let me decide when I use my powers ,how and which order.
  • cletusdeadmancletusdeadman Member Posts: 248 Arc User
    edited May 2013
    This just figures.... And here we go again.
    The best thing on the game gets a nerf.
    I don't know why I am so surprised, I have spent the last three years watching Cryptic and their management learn what not to do on a MMO. Apparently from the release notes, they are further from their objective than I realized.




    So, that being said, it is time to remove a power from engineering and science characters.
    Come on Cryptic, your lack of vision and knee-jerk reactions caused this, now balance this **** out and put limitations on them.
    If attack pattern alpha and go down fighting are the top two, then nerf miracle worker and dampening field since one has sensor scan and the other nadion inversion.

    How is it balanced if one career looses the practicality of a skill and the others don't?

    Stupidest thing I have hear yet.... right up there with the crafting fiasco you created yourselves, another shining moment in your company history!
  • stirling191stirling191 Member Posts: 0 Arc User
    edited May 2013
    saxfire wrote: »
    I would call this a buff, not a nerf, with newest change you are restricted into getting approx 50% dmg boost from GDF at ALL TIMES! this is certainly a buff and addition to the dmg resistance it also aplies, another buff. I never used GDF above 50% hull, actually i used it from between 10% to 40% based on shield strength and rsp availibility. and also, i can stop fae plaming on the fools trying to do any dmg with 90%+ hull with GDF so it also makes beter players and it will improve overall dps and allow more people to join the strategy of the best players.

    You're missing one major issue: you have to be alive for the buff to function. STO's content, both PvP and PvE, swings from one of two extremes: either you don't get hurt (in which case you can't activate GDF), or you're dead nearly instantly (in which case, even if you manage to get GDF off, it doesn't help).

    The inability to activate GDF when the player deems it to be most useful is a seriously detrimental, and completely unnecessary, change. The only other abilities that are similarly gated are Ramming Speed, Abandon Ship and Fleet Support. Think for a moment how many times you've used those.
  • yargomeshyargomesh Member Posts: 179 Arc User
    edited May 2013
    So, that being said, it is time to remove a power from engineering and science characters.
    Come on Cryptic, your lack of vision and knee-jerk reactions caused this, now balance this **** out and put limitations on them.
    If attack pattern alpha and go down fighting are the top two, then nerf miracle worker and dampening field since one has sensor scan and the other nadion inversion.

    How is it balanced if one career looses the practicality of a skill and the others don't?

    Unlike all of the other Captain skills, GDF directly stacks with AP:Alpha, since both boost Attack Damage. No other set of captain powers has this much synergy so there was already an imbalance.
    SNB is too powerful by itself and Engineers have a varied toolkit.

    This is not knee-jerk nor does it lack vision.
    The inability to activate GDF when the player deems it to be most useful is a seriously detrimental, and completely unnecessary, change. The only other abilities that are similarly gated are Ramming Speed, Abandon Ship and Fleet Support. Think for a moment how many times you've used those.

    Unlike those abilities who have niche uses, GDF is always useful. Fleet Support would also but it's hampered by a start up time and way too long CD.
    Fleet Support needs a buff all it's lonesome IMO.
  • nicha0nicha0 Member Posts: 1,456 Arc User
    edited May 2013
    It is a bad change because the reality of the game is different than theory.

    In PvE a single borg torpedo does more damage than 100% of most escorts hull. If your shields are down, you die, your can get lucky with a partially absorbed torp and maybe down to 50%, but thats just luck.

    In PvP a single subnuc can end you in a second, you can't react.

    To me it is non-sense to have one captain type's abilities locked behind conditions where others aren't.
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  • cletusdeadmancletusdeadman Member Posts: 248 Arc User
    edited May 2013
    I'm okay with doubling Miracle Work repair to shields and hull, and I am okay with 75% resistance to incoming damage, just make the power activate until you have 7.53% hull.
    Same with dampening field, take the incoming damage to near zero and double the time, just don't activate until 7.53%.
    I figure this percentage seems about right since we just guessed at 50% for GDF.

    I said once you get down to 50% hull, there isn't much time for saving yourself. How did you infer that as dying fast?

    No, I want to decide when I use my Captain Power, not somebody else. And if I can't, then I want everybody under the same nerf I am. Then I have nothing to complain about, we are all in it together.
  • buddha1369buddha1369 Member Posts: 386 Arc User
    edited May 2013
    50% is a bit low, but I think it was a good change.

    Come on tacs, a minimum of a 24% damage buff up to 104% for a full 60sec? That is the 2nd largest damage buff and the single longest player buff in the entire game(source: I just made that up).

    And semantics aside, they did name it Go Down for a reason.
  • cletusdeadmancletusdeadman Member Posts: 248 Arc User
    edited May 2013
    yargomesh wrote: »
    Unlike all of the other Captain skills, GDF directly stacks with AP:Alpha, since both boost Attack Damage. No other set of captain powers has this much synergy so there was already an imbalance.
    SNB is too powerful by itself and Engineers have a varied toolkit.

    This is not knee-jerk nor does it lack vision (snip).

    Ummm.... a shared cooldown is how we prevent stacking powers, not restricting activation to health percentage.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited May 2013
    yargomesh wrote: »
    This is not knee-jerk nor does it lack vision.

    Considering it hamstrings a Captain specific power in a way unique to one profession, I would vehemently disagree. Had Subnuc, PF, NI, MW or EPS been given identical usage restrictions you might have an argument. But they were not summarily shackled.
    yargomesh wrote: »
    Unlike those abilities who have niche uses, GDF is always useful.

    Precisely my point. Gating an ability that should be able to be applied when and where the player chooses makes zero sense, and serves no beneficial purpose.
    yargomesh wrote: »
    Fleet Support needs a buff all it's lonesome IMO.

    Different argument entirely, but I agree.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited May 2013
    buddha1369 wrote: »
    And semantics aside, they did name it Go Down for a reason.

    Perhaps you'd like to significantly functionally restrict EPtX, Aux2SIF, Aux2Damp, Fire on my Mark, Nadion Inversion, TSS, Extend Shields, and Hazard Emitters since their functionality doesn't precisely match their name too?
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited May 2013
    Get rid of this stupid health damage gate!

    Or put miracle worker and photonic fleet on a 50% gate too.


    This is unfair! :mad:
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • yargomeshyargomesh Member Posts: 179 Arc User
    edited May 2013
    Ummm.... a shared cooldown is how we prevent stacking powers, not restricting activation to health percentage.

    There is no precedent for that among Captain Powers. No captain power has ever put another captain power on a shared CD.
    GDF was once a sub-50% ability, there is precedent for it being reverted as such.
    Considering it hamstrings a Captain specific power in a way unique to one profession, I would vehemently disagree. Had Subnuc, PF, NI, MW or EPS been given identical usage restrictions you might have an argument. But they were not summarily shackled.

    All of the Commander level Captain powers have a 'shackle' that matches the strength of the power. Photonic Fleet can be destroyed, Miracle Worker is useless if you're not hurt, and GDF grants an incredibly powerful and long lasting damage/resistance buff, therefore it has the strongest shackle. Oh wait, there is no downside to using it whenever you want. Free damage buff every 4 minutes.

    As it was, it was unfairly biased towards GDF.
    Precisely my point. Gating an ability that should be able to be applied when and where the player chooses makes zero sense, and serves no beneficial purpose.
    It's too powerful to not be gated or have a downside. With the addition of the resistance buff it is too powerful to not be shackled again.

    I would like if it received a CD reduction since it's now gated again, but overall this is a buff to the ability.
  • mattyou4mattyou4 Member Posts: 0 Arc User
    edited May 2013
    jadz3 wrote: »
    If you go from 50% hull to 0% hull in a few milliseconds... your build PLAIN AND SIMPLE SUCKS. My Tac captain in a Chel Grett will sit around 50%ish for as long as it takes to get hull heals off cooldown, I personally have NO issue with this change as it makes it fair with the buffs they gave this ability as well, giving you buffs to resistance AND upping your damage output when you're 50% or less hull? That's a pretty nice bonus, you people always find something to rage about when they make the game a little more balanced. If you need an OP specialization to win... I question your true ability to win....

    hahahah om.g ty finley sumone speking sence and can see that a good balince need to be brought forward .........

    as tac has alot more than uz eng / sci but even then ime still holding in thir but me an my fello comander bleave thats thanks to the ship ime flying if it wasent fot that ide be complaning ....but i new that tak was op and the onley way i can counter that was to have a tak ship of sum decription hence the jem drednort ..

    ime an enganer flying a fuley loaded jem'hadar drednort carrier ive had meney a 1v1 pvp an to date thir has onley been 1 to beat me an he was in a fleet defient with fleet cannons an a tak officer but even then it took all he had an a bugger load of weponds bats to beat me...

    now with this mabe uz sci and eng might have more fun . ty:P



    an sorry ya my spelling suks but who cairs lolz:cool:
  • stirling191stirling191 Member Posts: 0 Arc User
    edited May 2013
    yargomesh wrote: »
    GDF was once a sub-50% ability, there is precedent for it being reverted as such.

    Do you remember one of the primary reasons why GDF had it's activation shackle reduced? Because nobody could use it then. That hasn't changed one bit.
    yargomesh wrote: »
    All of the Commander level Captain powers have a 'shackle' that matches the strength of the power. Photonic Fleet can be destroyed, Miracle Worker is useless if you're not hurt, and GDF grants an incredibly powerful and long lasting damage/resistance buff, therefore it has the strongest shackle. Oh wait, there is no downside to using it whenever you want. Free damage buff every 4 minutes.

    As it was, it was unfairly biased towards GDF.

    A summoned entity being killed after the summon in no way changes the fact that it can be summoned at will. Likewise, the fact that you can erroneously fire off MW early doesn't in the slightest prevent it from being used at the player's discretion.

    Gating an ability based on the activating player's health on the other hand fundamentally removes flexibility from an ability.
    yargomesh wrote: »
    I would like if it received a CD reduction since it's now gated again, but overall this is a buff to the ability.

    Making an ability usable in only a small handful of situations (if at all) is in no way, shape or form a buff.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited May 2013
    saxfire wrote: »
    I would call this a buff, not a nerf, with newest change you are restricted into getting approx 50% dmg boo

    It's a nerf.

    It's uptime and usability nerf.

    It's a nerf to tactical coordinated use of this power.

    It's a nerf to player choice on when and where to use powers.


    Do you remember one of the primary reasons why GDF had it's activation shackle reduced? Because nobody could use it then. That hasn't changed one bit.

    The only thing that has changed is that we have newer devs who seem intent on changing things without even letting us know why.

    I don't want to be rude, but I'm fairly certain the amount of real in game testing it was minimal and the amount of PvP testing was probably non-existent.



    I'm quite willing to put together a friendly excercise with any dev who wants to test this in a 5v5 scenario, so they can see that coordinated SNB and APA means that GDF will become a borderline non-existent power.


    This is also a case of the right hand not knowing what the left hand is doing, or perhaps the right hand just doing stuff and not remembering.

    We lose the ability to stack GDF whenever we want, but Romulans now get ambush decloak +damage stacking with battle cloaks and a Romulan Racial only trait that makes the damage boost last longer.


    So is everyone else being nerfed to Romulans can be an even better choice than they already appear to be with their clearly superior out of the gate BOFFs, battle cloaks on escort level ships?


    I simply refuse to buy the naming semantics argument, which is complete and utter nonsense in this game with all of the other inaccurately named powers.
  • yargomeshyargomesh Member Posts: 179 Arc User
    edited May 2013
    Do you remember one of the primary reasons why GDF had it's activation shackle reduced? Because nobody could use it then. That hasn't changed one bit.
    If I recall correctly it also only started scaling at that 50% mark, making it rather weak. If it keeps it's current scaling it is far, far more usable.
    Plus content was nerfed and better gear has become more available. The game has changed from when removing the gating on GDF, so yes it being usable with gating has certainly changed.
    Gating an ability based on the activating player's health on the other hand fundamentally removes flexibility from an ability.
    You're right, GDF is now less flexible. It's also more powerful.
    Making an ability usable in only a small handful of situations (if at all) is in no way, shape or form a buff.

    Unless it's worth it. Let's see if it is. (Still 70% on my patch ATM hooray slow patching.)
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