Old
Deals 50 radiation damage every second for 30 seconds (Ignores Shields)
-75% Target Energy Weapons Damage for 30 sec.
New
Deals 550 radiation damage every second for 10 seconds (Ignores Shields)
-50% Target Energy Weapons Damage for 10 sec.
Extended Shields
Old
1.6 Shield Regeneration each sec for 30 sec
Reduces Damage to Shields by 30% for 30 sec
New
Increases Shield HP Of the player and his target by 15% for 15 sec
Reduces Damage to Shields by 20% for 15 sec
Science Skills
Charged Particle Burst
Old
5km range
New
7.5k Range, travel speed of shock wave increased by 20%
Jam Sensors
Old
Stops the target from targeting now
40 second Cool down
New
Forces the target to lock on you, and be unable to select another for 10 seconds.
20 second cool down
Note: I though a sort of taunt would be a great addition for cruiser, and its role in game.
Scrambles sensor
Old
Scrambles sensors for 8.8 sec
New
Scrambles sensors for 12 sec, Lowering accuracy by 50%.
30 second cool down Feedback Pulse
Old
Feedback Pulse refects damage back to the target 0.65
New
When caught in tractor beam, or tachyon beam, a feedback pulse is sent
causing the shields to be weakened for 15 seconds, increasing bleeding rate by 50%.
Tachyon Beam
Old
Tachyon Beam drains an enemy starship's shields. -0.61 All Shields each pulse, 10 pulse max
New
Drains 2.5% Of shielding from the target each second, for 10 seconds. Heals for 50% of damage done.
Tractor Beam
Old
10 Kinetic Damage
-20 Flight Speed against fighters
-5 Flight Speed against frigates and player ships
-2.5 Flight Speed against cruisers and larger ships
-5,000% Flight Turn Rate strength
New
- 75% Flight Speed
-5,000% Flight Turn Rate strength
Transfer Shield Strength
Old
500 Shield Regeneration applied on each facing
142 Shield Regeneration for 15 sec to each facing
15% Damage Reduction to Shields for 15 sec
New
1500 Shield Regeneration applied on each facing
45% Damage Reduction to Shields for 10 sec
Polorize Hull
Old
+61 All Damage resistance for 15 sec
Immunity to Tractor Beams for 15 sec
New
+61 All Damage resistance for 15 sec
Immunity to Tractor Beam, Warp Plasma, Tachyon Beam for 5 sec
Tactical Skills
Attack Pattern Beta
Old
Grants Attack Pattern Beta III for 10 sec
to target: -49 all damage resistance for 5 seconds
to target: -198 stealth for 5 seconds
New
Grants Attack Pattern Beta III for 10 sec
to target: -25 all damage resistance for 10 seconds
to target: -150 stealth for 15 seconds
+10% damage
+15% accuracy
Attack Pattern Delta
Old
+20 (40) All Damage resistance for 15 sec
When receiving All Damage, applies Attack Pattern Delta III to Damage owner for 15 sec
To attacker: -20 (40) All Damage resistance for 5 sec
New
+50 All Damage resistance for 15 sec
When receiving All Damage, applies Attack Pattern Delta III to Damage owner for 15 sec
+25% Shield regeneration for 10 seconds
Attack Pattern Omega
Old
+20% All Damage strength for 15 sec
+12 All Damage resistance for 15 sec
+132% Flight Speed strength for 5 sec
+132% Flight Turn Rate strength for 5 sec
Immunity to Movement Debuffs for 15 sec
+24% Defense strength for 5 sec
New
To attacker: -25 % Accuracy for 15 sec
+200% Flight Speed strength for 15 sec
+150% Flight Turn Rate strength for 15 sec
Immunity to Movement Debuffs for 15 sec
Beam Array: Fire at Will (Now Called "Fire at will" Works with cannons)
Old
Upgrades your next beam attack by 40% DPS improvement (5 attacks, each attack improved by ~12%)
New
Your next beam attack hits the target 5 times. Each attack has a 15% chance
to shut down a sub system for 5 seconds.
Beam Over Load (Now called Overload) Works with cannons
Old
Upgrades your next beam attack.
Inflicts approximately 850% standard beam damage.
After firing, drains weapon power by 50.
New
Upgrades your next attack.
Charges a large burst of energy, Increasing critical strike chance by 75%, and Severity by 150%. (maybe 200)
After firing, drains weapon power by 50.
Rapid Fire (Now works with beams)
Old
Increases the number of shots fired by each cannon volley for 10 sec.
Improves base damage by approx. 50%
New
Your next attack will hit twice, and have a 20% chance to hit a third time.
Scatter Shot
Now Releases a single ball of energy, that deals 150% Damage to its target, and
damages all enemies hit by the shockwave (released from the target it hit). Shockwave, travels 3500 meters, and disables the ships engines for 5 seconds, and slows by 50% for an additional 5 seconds.
Torpedo Yield/Spread
Increases torpedo projectile speed by 50%.
If you feel anything here is not good, or needs a change let me know!
please leave constructive feedback.
While it needs a buff to damage, given the CD - I'm not sure nerfing the primary effect which is so easily cleansed is helpful. Also, as I've said elsewhere - I'd move this from Eng to Sci.
Also, as a "physical" attack...beam...it should require a To-Hit roll to land. Obviously, the CD/strength/effect/etc would need to be adjusted to take this into account. It might hit less, but when it hits - it would hit harder. I feel this way about the other "physical" abilities out there...will have to see if any are mentioned later.
Hrmm, don't even know what to say about what you suggested there. Personally, my suggestion has been that the power work akin to how the name sounds. Player A extends their shields around Player B. It adds additional shield strength/damage reduction/etc to Player B, but in return - that damage is actually applied to Player A's shields.
For example:
Player B's shields are down to 20%, say they've got 2k left. Player A with 100% shields (say 10k for easy numbers) extends their shields around Player B. Player B gets hit for X damage. That X damage is applied against Player A's shields. Get it? Player A extended their shields...tada!
While I like the idea of the secondary affect (it's one of those logical name things), I would also add what I've said about Science abilities in the past. They need pseudo To-Hit rolls.
Much like there is Accuracy vs. Defense, there should be Countermeasures vs. Sensors.
It's always bothered me that the following takes place:
Guy with 0 CMS (no skill/no gear) has the same chance to Scramble/Jam/etc a person with...
...0 Sensors (no skill/no gear)
...5x UR Mk XII Sensor Probes, Astrophysicist trait, 9 in Sensors, Sensor Deflector, QSM active.
That's garbage, imho...ahem. There should be better returns on the investments in skill points (including reasons to perhaps spend skill points in certain skills).
Basically, not only should the skills be compared for the effect after something lands - but they should play a role in whether the effect lands in the first place.
First of all, I'm not a fan of percentage based numbers. That 2.5% against somebody with 6k shields and somebody with 12k shields...just isn't logical. The ability is stronger against stronger targets?
As for it providing a leech heal, that makes it somewhat redundant and would cut into Cryptic revenue.
Also, as a "physical" attack - the To-Hit stuff I mentioned for Aceton would apply.
Again, not a fan of percentage numbers. They're generally broken.
Also, imho, the issue with TB is not so much with TB itself as it is with all the possible counters for it. Rather than looking at TB, it might be best to look at them.
Don't forget too, it's "physical"...apply that To-Hit (don't forget to look at the CD/strength to account for that possibility of it missing).
First, well...this should be an Eng ability and not Sci. /cough
Second, I'm a stickler for names. An ability called "Transfer Shield Strength" should...transfer shield strength. Player A transfers part of their shield strength to Player B. Player B will have increased shield strength. Player A will have decreased shield strength.
ExS and TSS would have their uses dependent on what is taking place in the space of battle, etc, etc, etc.
As for the amount of damage reduction you're suggesting for it, well...you know how shield damage reduction is calculated and the cap? That much would be kind of pointless.
Hrmm, well...first, regarding the +Acc...applied to the person using APB or would it be more akin to applying a -Def to the target of the person using APB (functioning in the manner which APB functions)...?
Second (and I'll have to go back and edit some of my earlier responses - or maybe I'll just leave it here - dunno, lol), it is too easily cleansed. This has been a beef of mine regarding certain abilities that cleanse.
So there you are, dropping out APB3...it's cleansed by TT1, TT2, TT3. A "3" ability cleansed by a "1" ability. A Commander ability cleansed by an Ensign ability. That's garbage.
TT1 should have a chance to cleanse, but in general - it should just reduce the effect. The same with TT2. TT3 should be required for a guaranteed chance to cleanse the debuff.
In a similar fashion, I'm not too happy with how SNB strips buffs - believing that it needs to be limited (and heh, it's "physical") in how many and what kinds of buffs it can strip.
The game's too Yo-Yo - it would be more balanced if folks were flying around with a mix of buffs and debuffs, imho.
So uh, you're just making APD a purely defensive ability? And that Shield Regen, are you talking one-shot shield regen or boosting the ship's natural shield regen over time?
I get wanting to combine certain things, but you're going to need to add a bunch of Tac abilities and consider how the suggestions would actually lower DPS by splitting certain things.
Um...outside of a few torps, there's no need to increase their speed. Are you adding this to what they do already or are you replacing what they do with this?
There's oh so many things you didn't touch upon in this list...hrmmm, but I've posted them elsewhere and they've been ignored - so, I'm not going to bother retyping them. So why did I bother replying to this thread? I'm still having my morning coffee and didn't know any better.
While it needs a buff to damage, given the CD - I'm not sure nerfing the primary effect which is so easily cleansed is helpful. Also, as I've said elsewhere - I'd move this from Eng to Sci.
Also, as a "physical" attack...beam...it should require a To-Hit roll to land. Obviously, the CD/strength/effect/etc would need to be adjusted to take this into account. It might hit less, but when it hits - it would hit harder. I feel this way about the other "physical" abilities out there...will have to see if any are mentioned later.
I'd remove the ability to cleanse it, and i'd also make it a science skill.
Outside of decreasing the skill requirements for the person using it, I'm not really sure what that would accomplish.
Personally, I've always thought the CPB should create a field of residue that persists for a limited duration after use.
There's a lot of these posts with no context. Why are you suggesting any of the changes? Is it for balance or for the heck of it? At least virusdancer is suggesting a motive for changes, be it balance of the classes, "logical" place to put powers, or whatever. Change for the heck of it makes practice pointless.
Feed back pulse would be "reactive" skill.
when cause in a tractor beam, etc etc you'd use it, and it'd TRIBBLE over their shielding for so much time (either shutting it down, or increasing bleed by 50%)
Originally Posted by uhmari
Tachyon Beam
First of all, I'm not a fan of percentage based numbers. That 2.5% against somebody with 6k shields and somebody with 12k shields...just isn't logical. The ability is stronger against stronger targets?
As for it providing a leech heal, that makes it somewhat redundant and would cut into Cryptic revenue.
Also, as a "physical" attack - the To-Hit stuff I mentioned for Aceton would apply.
Yes, stronger against heavy tanked targets, A science counter for tanks that they just cant break. Its built specifically for that, to help them with heavy targets being that they have low damage outputs.
The only % i added in here was from Tachyon, the rest are natural and in the game at current.
I agree with the transfer shields bit, I also though the same, But if thats the case it needs to stay on Engie.
I guess this is where we have problems, You cant give all the DR shield skills to engies, that will super empower them, Imagine all that tank with more DR?! to much.
Leave the DR shield regen and healing to the Sci ships.
In regards to the cleanse, we should make a system.
If skill is < Skill, chance to resist cleanse.
This way, its possible to cleanse a commander skill with ensign, but say only 35% of the time it happens.
As for Formations.....
Beta: Damage formation with anti-stealth
Delta: Defense formation, with regeneration over time
Omega: Mobility formation, with some defense
Originally Posted by uhmari
Scatter Volley
/facepalm
Well...
/facepalm
LOL!
Well that fodder spam is tacky, and i (and others iv talked to) hate it.
Big cobalt like charge Explosion makes much more sense (and can look pretty too!)
Well that fodder spam is tacky, and i (and others iv talked to) hate it.
Big cobalt like charge Explosion makes much more sense (and can look pretty too!)
I was just trying to picture a Turret launching a big ball of spamkillwhupassery.
I don't really like the fact that it's boosting your own shields as well as your ally's. It doesn't make much sense, and means people will tend to just fire it at anything to boost their own shields, which isn't something I'd really want to see.
The uptime on this is probably too high (50%) for PvP, and if you're going to have it it makes much more sense as an Eng ability (since cruisers are the tanks in the game).
Might be ok if this is something like level 2 at 50 skill on attacker and none on target. It's a tricky one to balance so that it can really do the job for sci ships without being overpowered on escorts.
I much prefer TSS as primarily an HoT like it is now. Making all the heals have slightly different mechanics just makes the game more interesting.
Polorize Hull
You made the duration on this shorter than the duration on Tractor Beam, and I don't think EWP needs another counter, and Tachyon Beam really doesn't need one at all.
Since the debuff hits every time one of your weapons does, this gives the ability an effective 20 second duration, with a 15 second global cooldown. Fortunately the debuff doesn't stack, but I still think it's probably a bit much (although not for PvP, of course, where Tac Team abounds, there it's still a waste of a slot).
15 seconds is definitely too long for the debuff, no one should get that big a damage nerf from firing a single shot at a target that just hit a defensive ability. I also feel like it's basically turning into a "run away" ability this way, and I feel like Evasive Maneuvers is really enough for that.
Beam Over Load (Now called Overload) Works with cannons
So it would only do anything when it crits? Doesn't seem very good for something that drains so much power. On the other hand, if it's that on top of the current stuff, that's probably too much chance of a one-shot crit.
The AoE is too small to clear spam or hit multiple targets effectively, and the stun seems a bit much for PvP (it's better than Photonic Shockwave, so...).
Second, I'm a stickler for names. An ability called "Transfer Shield Strength" should...transfer shield strength. Player A transfers part of their shield strength to Player B. Player B will have increased shield strength. Player A will have decreased shield strength.
Transfer Shield Strength actually comes directly out of an episode of TNG, where they used a pulse from the deflector to strengthen their shields (of course, they were worried it was going to blow up the ship). So it makes much more sense as is.
Transfer Shield Strength actually comes directly out of an episode of TNG, where they used a pulse from the deflector to strengthen their shields (of course, they were worried it was going to blow up the ship). So it makes much more sense as is.
What Barclay did...isn't what TSS does. Unless you were referring to something else...
What Barclay did...isn't what TSS does. Unless you were referring to something else...
No, not Barclay's thing, that was never really explained. At some point in the show they actually did do a thing where they worked really hard to figure out how to use the deflector to give a quick boost to their shield strength. I don't remember which one or why, I just remember watching the episode and thinking, "Oh, so that's where they got TSS from."
Using the Deflector to boost Shields though, wouldn't that work more like an Aux to Shields sort of thing? Course, AtSh would make it Eng and not Sci (not that I would complain).
To an extent, the description comes off as just another EPtS sort of ability - rather than using some of the "magical" emergency power pool - it's a "magical" modification to the deflector to boost shields.
If the ability is modifying the deflector to boost shields, then should it not adversely affect any abilities that rely on the deflector as it is being used for something else?
That's always been something that's rubbed me the wrong way about many things - that they do not have built in balancing for such things. Something along the lines of what one would have done with the ol' HERO System...a mix of advantages and limitations.
Have always wished that more developers followed something like that at the start to balance things. Give a certain "point" value for a level of abilities - then apply advantages and limitations to the ability. One can see where certain things tried to do that, but they were never adjusted when the limitations became less of a limitation...throwing many things out of whack so to speak.
To an extent, the description comes off as just another EPtS sort of ability - rather than using some of the "magical" emergency power pool - it's a "magical" modification to the deflector to boost shields.
None of it really makes that much sense, does it? The emergency power abilities might actually make the most sense (call it a reserve that's only used in combat, ships with the eng slots to run multiple systems are the ones with bigger power plants anyway). But none of the tac abilities make sense (attack patterns that don't affect movement? randomly being able to use the weapons better?) and most of the sci ones aren't much better (there's no evidence that starfleet ships could create artificial gravity wells (and anyway it would require a large mass), the Tyken's Rift was a natural phenomenon). HE, PH, TSS, and CPB make a little bit of sense, it's pretty much those, EPtX, and maybe A2X that are somewhat logical, the rest are pure suspension of disbelief.
Comments
Can't see nerfing something like that in this Time of Wheeeee! as folks zip around even more than before.
While it needs a buff to damage, given the CD - I'm not sure nerfing the primary effect which is so easily cleansed is helpful. Also, as I've said elsewhere - I'd move this from Eng to Sci.
Also, as a "physical" attack...beam...it should require a To-Hit roll to land. Obviously, the CD/strength/effect/etc would need to be adjusted to take this into account. It might hit less, but when it hits - it would hit harder. I feel this way about the other "physical" abilities out there...will have to see if any are mentioned later.
Hrmm, don't even know what to say about what you suggested there. Personally, my suggestion has been that the power work akin to how the name sounds. Player A extends their shields around Player B. It adds additional shield strength/damage reduction/etc to Player B, but in return - that damage is actually applied to Player A's shields.
For example:
Player B's shields are down to 20%, say they've got 2k left. Player A with 100% shields (say 10k for easy numbers) extends their shields around Player B. Player B gets hit for X damage. That X damage is applied against Player A's shields. Get it? Player A extended their shields...tada!
Outside of decreasing the skill requirements for the person using it, I'm not really sure what that would accomplish.
Personally, I've always thought the CPB should create a field of residue that persists for a limited duration after use.
There are not enough expletives in all the languages that have ever existed on this planet to offer in reply for that suggestion...ahem, just saying.
While I like the idea of the secondary affect (it's one of those logical name things), I would also add what I've said about Science abilities in the past. They need pseudo To-Hit rolls.
Much like there is Accuracy vs. Defense, there should be Countermeasures vs. Sensors.
It's always bothered me that the following takes place:
Guy with 0 CMS (no skill/no gear) has the same chance to Scramble/Jam/etc a person with...
...0 Sensors (no skill/no gear)
...5x UR Mk XII Sensor Probes, Astrophysicist trait, 9 in Sensors, Sensor Deflector, QSM active.
That's garbage, imho...ahem. There should be better returns on the investments in skill points (including reasons to perhaps spend skill points in certain skills).
Basically, not only should the skills be compared for the effect after something lands - but they should play a role in whether the effect lands in the first place.
Um...huh?
First of all, I'm not a fan of percentage based numbers. That 2.5% against somebody with 6k shields and somebody with 12k shields...just isn't logical. The ability is stronger against stronger targets?
As for it providing a leech heal, that makes it somewhat redundant and would cut into Cryptic revenue.
Also, as a "physical" attack - the To-Hit stuff I mentioned for Aceton would apply.
Again, not a fan of percentage numbers. They're generally broken.
Also, imho, the issue with TB is not so much with TB itself as it is with all the possible counters for it. Rather than looking at TB, it might be best to look at them.
Don't forget too, it's "physical"...apply that To-Hit (don't forget to look at the CD/strength to account for that possibility of it missing).
First, well...this should be an Eng ability and not Sci. /cough
Second, I'm a stickler for names. An ability called "Transfer Shield Strength" should...transfer shield strength. Player A transfers part of their shield strength to Player B. Player B will have increased shield strength. Player A will have decreased shield strength.
ExS and TSS would have their uses dependent on what is taking place in the space of battle, etc, etc, etc.
As for the amount of damage reduction you're suggesting for it, well...you know how shield damage reduction is calculated and the cap? That much would be kind of pointless.
Hey, it's another of those Sci abilities that should be an Eng ability. /cough
Hrmmm, not sure why you have a "Hull" ability countering a "Shield" ability.
I've also wondered at times why PH and MES were not combined...yes, this would mean MES could be used during combat.
Hrmm, well...first, regarding the +Acc...applied to the person using APB or would it be more akin to applying a -Def to the target of the person using APB (functioning in the manner which APB functions)...?
Second (and I'll have to go back and edit some of my earlier responses - or maybe I'll just leave it here - dunno, lol), it is too easily cleansed. This has been a beef of mine regarding certain abilities that cleanse.
So there you are, dropping out APB3...it's cleansed by TT1, TT2, TT3. A "3" ability cleansed by a "1" ability. A Commander ability cleansed by an Ensign ability. That's garbage.
TT1 should have a chance to cleanse, but in general - it should just reduce the effect. The same with TT2. TT3 should be required for a guaranteed chance to cleanse the debuff.
In a similar fashion, I'm not too happy with how SNB strips buffs - believing that it needs to be limited (and heh, it's "physical") in how many and what kinds of buffs it can strip.
The game's too Yo-Yo - it would be more balanced if folks were flying around with a mix of buffs and debuffs, imho.
So uh, you're just making APD a purely defensive ability? And that Shield Regen, are you talking one-shot shield regen or boosting the ship's natural shield regen over time?
I'm kind of scratching my head at that one...hrmmm.
Fire Everything! /cough
I can't see adding another random proc for shutting down a system...definitely not with that high of a proc rate.
So, er...giving everybody something akin to the Romulan Singularity ability? Meh...
I get wanting to combine certain things, but you're going to need to add a bunch of Tac abilities and consider how the suggestions would actually lower DPS by splitting certain things.
/facepalm
Well...
/facepalm
Um...outside of a few torps, there's no need to increase their speed. Are you adding this to what they do already or are you replacing what they do with this?
There's oh so many things you didn't touch upon in this list...hrmmm, but I've posted them elsewhere and they've been ignored - so, I'm not going to bother retyping them. So why did I bother replying to this thread? I'm still having my morning coffee and didn't know any better.
I'd remove the ability to cleanse it, and i'd also make it a science skill.
Agreed on the residue part, great idea!
I didn't get far into the OP or the reply.
when cause in a tractor beam, etc etc you'd use it, and it'd TRIBBLE over their shielding for so much time (either shutting it down, or increasing bleed by 50%)
Yes, stronger against heavy tanked targets, A science counter for tanks that they just cant break. Its built specifically for that, to help them with heavy targets being that they have low damage outputs.
The only % i added in here was from Tachyon, the rest are natural and in the game at current.
I guess this is where we have problems, You cant give all the DR shield skills to engies, that will super empower them, Imagine all that tank with more DR?! to much.
Leave the DR shield regen and healing to the Sci ships.
In regards to the cleanse, we should make a system.
If skill is < Skill, chance to resist cleanse.
This way, its possible to cleanse a commander skill with ensign, but say only 35% of the time it happens.
As for Formations.....
Beta: Damage formation with anti-stealth
Delta: Defense formation, with regeneration over time
Omega: Mobility formation, with some defense
LOL!
Well that fodder spam is tacky, and i (and others iv talked to) hate it.
Big cobalt like charge Explosion makes much more sense (and can look pretty too!)
I was just trying to picture a Turret launching a big ball of spamkillwhupassery.
Release a shockwave like charged particle wave
Only CSV does less damage than CRF.
Really don't see a need to nerf this, it's pretty hard to use and has an easy counter, and it's really needed for PvE.
I don't really like the fact that it's boosting your own shields as well as your ally's. It doesn't make much sense, and means people will tend to just fire it at anything to boost their own shields, which isn't something I'd really want to see.
Why do anything with it if you're not going to actually fix it?
The uptime on this is probably too high (50%) for PvP, and if you're going to have it it makes much more sense as an Eng ability (since cruisers are the tanks in the game).
Again, uptime seems way too high for PvP. And it still hasn't made the ability worthwhile for PvE, so you may as well balance entirely for PvP
I really don't think that the current weapon return properties of FBP should be eliminated, and Tractor Beam already has plenty of counters.
Might be ok if this is something like level 2 at 50 skill on attacker and none on target. It's a tricky one to balance so that it can really do the job for sci ships without being overpowered on escorts.
Not sure what the point of this is.
I much prefer TSS as primarily an HoT like it is now. Making all the heals have slightly different mechanics just makes the game more interesting.
Polorize Hull
You made the duration on this shorter than the duration on Tractor Beam, and I don't think EWP needs another counter, and Tachyon Beam really doesn't need one at all.
Since the debuff hits every time one of your weapons does, this gives the ability an effective 20 second duration, with a 15 second global cooldown. Fortunately the debuff doesn't stack, but I still think it's probably a bit much (although not for PvP, of course, where Tac Team abounds, there it's still a waste of a slot).
What exactly does Attack Pattern Delta III do to damage owner? Not the 25% shield regen, I hope, that would be too weird.
15 seconds is definitely too long for the debuff, no one should get that big a damage nerf from firing a single shot at a target that just hit a defensive ability. I also feel like it's basically turning into a "run away" ability this way, and I feel like Evasive Maneuvers is really enough for that.
More subsystem disabling procs seems excessive for PvP and irrelevant for PvE, and the lack of damage boosting isn't great either.
So it would only do anything when it crits? Doesn't seem very good for something that drains so much power. On the other hand, if it's that on top of the current stuff, that's probably too much chance of a one-shot crit.
So boost the burst from it really hard but keep the DPS boost constant? I guess that could work, although I don't see the point.
The AoE is too small to clear spam or hit multiple targets effectively, and the stun seems a bit much for PvP (it's better than Photonic Shockwave, so...).
I hope that's in addition to the current effects, otherwise there's no reason to ever take either of these.
Transfer Shield Strength actually comes directly out of an episode of TNG, where they used a pulse from the deflector to strengthen their shields (of course, they were worried it was going to blow up the ship). So it makes much more sense as is.
What Barclay did...isn't what TSS does. Unless you were referring to something else...
No, not Barclay's thing, that was never really explained. At some point in the show they actually did do a thing where they worked really hard to figure out how to use the deflector to give a quick boost to their shield strength. I don't remember which one or why, I just remember watching the episode and thinking, "Oh, so that's where they got TSS from."
To an extent, the description comes off as just another EPtS sort of ability - rather than using some of the "magical" emergency power pool - it's a "magical" modification to the deflector to boost shields.
If the ability is modifying the deflector to boost shields, then should it not adversely affect any abilities that rely on the deflector as it is being used for something else?
That's always been something that's rubbed me the wrong way about many things - that they do not have built in balancing for such things. Something along the lines of what one would have done with the ol' HERO System...a mix of advantages and limitations.
Have always wished that more developers followed something like that at the start to balance things. Give a certain "point" value for a level of abilities - then apply advantages and limitations to the ability. One can see where certain things tried to do that, but they were never adjusted when the limitations became less of a limitation...throwing many things out of whack so to speak.
None of it really makes that much sense, does it? The emergency power abilities might actually make the most sense (call it a reserve that's only used in combat, ships with the eng slots to run multiple systems are the ones with bigger power plants anyway). But none of the tac abilities make sense (attack patterns that don't affect movement? randomly being able to use the weapons better?) and most of the sci ones aren't much better (there's no evidence that starfleet ships could create artificial gravity wells (and anyway it would require a large mass), the Tyken's Rift was a natural phenomenon). HE, PH, TSS, and CPB make a little bit of sense, it's pretty much those, EPtX, and maybe A2X that are somewhat logical, the rest are pure suspension of disbelief.