After messing around with it on tribble with a Victim- Err test subject..and having it used on me.. Tyken's 3 is redonkulous.. Of course you can just fly out of it. Though it has a nice radius also..
Reminds me of the old Tyken's 3 prior to the Skill Changes..
Add in After Shock doffs.. and you have something crazy..
Add in the new Grav well with a good amount of Grav gens and you could have a deadly Team combo.
Just my thoughts.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
What kind of numbers are we talking here, Webdeath?
I don't recall how much I had in Flow Cap.. my opponent I believe mentioning he had about 220 in his.. I had around 100ish in ID.. and my Weapons, engines, and shields were getting drained down to about 0 after about 1-3 seconds in side Tyken's Rift 3. Even Tyken's Rift 2 was pretty nasty.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
I don't recall how much I had in Flow Cap.. my opponent I believe mentioning he had about 220 in his.. I had around 100ish in ID.. and my Weapons, engines, and shields were getting drained down to about 0 after about 1-3 seconds in side Tyken's Rift 3. Even Tyken's Rift 2 was pretty nasty.
Sweet, my drain build should benefit. I'll probably keep away from GW unless I see one positive comment.
Sounds like a 5 Flow Cap Vesta w/ Siphon 2, TS:S3, E Siphon 2, and Tyken's 3 with After Shock doffs should have little trouble peeling the shields off a target pretty much out of hand.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
I don't recall how much I had in Flow Cap.. my opponent I believe mentioning he had about 220 in his.. I had around 100ish in ID.. and my Weapons, engines, and shields were getting drained down to about 0 after about 1-3 seconds in side Tyken's Rift 3. Even Tyken's Rift 2 was pretty nasty.
That's sounds a bit on the ridiculous side.
Even if all of those systems are set to 100, and you have 50% resistance to drain, 3 seconds would mean Tyken's 3 is draining 50 x 4 subsystem power every second for a total of -200 power per target per second.
Even if all of those systems are set to 100, and you have 50% resistance to drain, 3 seconds would mean Tyken's 3 is draining 50 x 4 subsystem power every second for a total of -200 power per target per second.
x3 Targets? -600 power per second.
Are you sure those numbers are accurate?
Yes. I am sure what I had. I am sure what I saw.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
Not sure if there is some bug out there the devs haven't spotted with drains, but some seem to drain more (than the tooltip says) versus others using my sci toon, and I haven't been able to pinpoint why.
Even if all of those systems are set to 100, and you have 50% resistance to drain, 3 seconds would mean Tyken's 3 is draining 50 x 4 subsystem power every second for a total of -200 power per target per second.
x3 Targets? -600 power per second.
last i checked, in TNG, tykens rifts are suppose to drain all the power
looks like cryptic finally got one right from the series
last i checked, in TNG, tykens rifts are suppose to drain all the power
looks like cryptic finally got one right from the series
1) That was a naturally formed anomaly, not one projected by a ship.
2) If you think it should be like in the shows, then it should drain any ship near it - friend or foe.
3) This is still a game, and game's require balanced mechanics. Do we really need 5x Tyken's rifts on either side of the field? People have always hated all drain teams, and this looks to be taking the worst their is available and giving it new fuel.
As much as I want to see sci powers be feared again, this iteration of Tyken's is excessive. I am afraid if it's not toned down, it'll be fuel for another round of science nerfs. Perhaps, instead of both flow cap skill and aux power increasing the drain, we have skill points boost the drain magnitude and aux power boost the duration of the rift (similar to how Energy Siphon operates now)?
As much as I want to see sci powers be feared again, this iteration of Tyken's is excessive. I am afraid if it's not toned down, it'll be fuel for another round of science nerfs. Perhaps, instead of both flow cap skill and aux power increasing the drain, we have skill points boost the drain magnitude and aux power boost the duration of the rift (similar to how Energy Siphon operates now)?
The existing version of Tyken's Rift I in its current state is a joke. It's supposed to suck x power each second kind of like the plasmonic leech console. I used it on myself in Holodeck. My power level just went down from 125 to 115 and back every second which is pathetic.
1) That was a naturally formed anomaly, not one projected by a ship.
2) If you think it should be like in the shows, then it should drain any ship near it - friend or foe.
3) This is still a game, and game's require balanced mechanics. Do we really need 5x Tyken's rifts on either side of the field? People have always hated all drain teams, and this looks to be taking the worst their is available and giving it new fuel.
Nothing wrong with making sci skills useful again and leveling off the playing field again. With all the tac DPS heavy DHC builds and A2B FAW cruisers, it's a welcome change.
Even if all of those systems are set to 100, and you have 50% resistance to drain, 3 seconds would mean Tyken's 3 is draining 50 x 4 subsystem power every second for a total of -200 power per target per second.
x3 Targets? -600 power per second.
Are you sure those numbers are accurate?
Has anyone checked to see if Insulators is in fact working vs the new TR?
Has anyone checked to see if Insulators is in fact working vs the new TR?
A fine question to ask. That needs to be taken into account FIRST before anything else. If it's discovered Tyken's is ignoring PI, then any potential 'overpowereness' have to take that into consideration.
I do agree that Tyken's should be actually useful and be a threat in both PvE and PvP, but there is such a thing as 'too good'.
Though with all the giant resists NPCs seem to have against most science stuff, it kinda says a lot about how messed up balance is, even PvE-wise.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
In a previous post discussing these upcoming changes, I expressed my fear that adding the appropriate skill/aux modifiers to this power may cause it to scale too aggressively. I'm relieved to hear the bulk of players agree.
As such, I've just checked in a series of changes to rebalance the output of Tyken's Rift.
1) The base value of the periodic power drain has been increased by approximately 50%, but the bonus from Aux Power has been decreased to less than half of its prior potential
** For a player with 25 Aux Power and no Flow Capacitor skill, the power drain increases in potency by about 80%
** For a player with 125 Aux Power and 100+ Flow Capacitor skill, the power drain decreases in potency by about 25-30%
2) The base kinetic damage dealt by this power has been increased by about 35%. The modifiers that increase this damage remain unchanged.
** While damage has never been the primary purpose of Tyken's Rift, we thought it appropriate to increase what little the power possesses, in hopes to mollify players that may be upset with losing some of their high-end drain potential.
I'm not sure when these changes will make their way to Tribble (or Redshirt), so please keep your eyes open.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
i recall running into TR in no win a few times that was so powerful it offlined all subsystmes in about 2 seconds. with a buff here, what will that do to boss level npcs that use it? same with GW. with the insane hitpoints and damage modifiers built in to those npcs, a tweek here would be a scaling nightmare
Just so I understand the currently planned changes on Tribble:
* the effects of TR on low AUX and with no skill at all are being increased heavily (by around 80%)
* the effects of TR on high AUX and with maxed-out skill are being lowered (by about 25 to 30/%)
Meaning the user that did invest no skillpoints at all in the ability who does not want to increase AUX power profits most - while the specialized (scientist) with a high skill and AUX does actually get a decrease in comparison to the current status on Holodeck - or the status on Tribble before the patch with a more or less crippling TR according to this thread?
Wouldn't the former mean that ships like the Multi-Vector Escort could always throw a TR now - and gain more from it than before - while the dedicated Scientist on a Science vessel has even less reason to use the skill or invest skill points in it?
Just so I understand the currently planned changes on Tribble:
* the effects of TR on low AUX and with no skill at all are being increased heavily (by around 80%)
* the effects of TR on high AUX and with maxed-out skill are being lowered (by about 25 to 30/%)
Meaning the user that did invest no skillpoints at all in the ability who does not want to increase AUX power profits most - while the specialized (scientist) with a high skill and AUX does actually get a decrease in comparison to the current status on Holodeck - or the status on Tribble before the patch with a more or less crippling TR according to this thread?
Wouldn't the former mean that ships like the Multi-Vector Escort could always throw a TR now - and gain more from it than before - while the dedicated Scientist on a Science vessel has even less reason to use the skill or invest skill points in it?
Yes, exactly. And the same goes for Gravity Well too.
Just so I understand the currently planned changes on Tribble:
* the effects of TR on low AUX and with no skill at all are being increased heavily (by around 80%)
* the effects of TR on high AUX and with maxed-out skill are being lowered (by about 25 to 30/%)
Unfortunately that isn't specific enough to come to any conclusions.
When I have a chance I'll copy a character to tribble with flow cap consoles and proper spec to test.
Wouldn't the former mean that ships like the Multi-Vector Escort could always throw a TR now - and gain more from it than before - while the dedicated Scientist on a Science vessel has even less reason to use the skill or invest skill points in it?
The Science Vessel is the only one that can use TR 3 vs. the MVAE/Escort Hybrids bringing TR 2.
Which IIRC, is about a 25% to 27% increase in drain just from the higher tier power, on top of whatever these new changes bring.
Another thing to consider, while yes this makes the power more potent for the general user vs. someone who wants to use it at 125 Aux - it also means a dedicated Sci ship doesn't necessarily have to have 125 Aux and can therefore put more power into other subsystems.
In addition it appears they are trying to shore up the lower end and middle, while toning down the extreme upper end.
Only the devs can really shed light on why they are making any particular changes, but those are my guesses.
I'm all for some Sci BOFF powers to have some improvements, but I think the devs are right to be careful in particular with something that is an AoE Effect, Debuff (force multiplier) that very specifically can render a target totally helpless.
/snip
In addition it appears they are trying to shore up the lower end and middle, while toning down the extreme upper end.
Only the devs can really shed light on why they are making any particular changes, but those are my guesses.
I'm all for some Sci BOFF powers to have some improvements, but I think the devs are right to be careful in particular with something that is an AoE Effect, Debuff (force multiplier) that very specifically can render a target totally helpless.
TR3 has been broken useless for almost three years straight, Even before the skill tree changes it was broken and only "fixed" for like a couple of weeks tops.
The problem is that high end aux users are, rightfully, complaining that there powers are useless. while unspecced XX1 versions, with low aux, give almost the same cc benefits, but without the cost of flying a sci ship (only 6x weapons, no DHC, few tac consoles).
I mean you cc, to set up a kill, right. So {mucho boom + meh cc} >>>>> {would like to be mucho cc + meh boom} is the problem.
The fixes fit that pattern, and its not a friendly one for sci ships.
TR3 has been broken useless for almost three years straight, Even before the skill tree changes it was broken and only "fixed" for like a couple of weeks tops.
The problem is that high end aux users are, rightfully, complaining that there powers are useless. while unspecced XX1 versions, with low aux, give almost the same cc benefits, but without the cost of flying a sci ship (only 6x weapons, no DHC, few tac consoles).
I'm not asking for TR to remain broken.
We can have a conversation or we can have one side launch into hyperbole and strawman territory.
If you feel the low/middle end is too high, then be my guest to perform testing and get some specific numbers and provide useful feedback here - as Bort is obviously reading this.
I don't want low end/non-skilled users to have massively strong TRs either - because that's even worst of a balance issue - but as I've already stated (oddly the part that you cut out of my quote):
I'm all for some Sci BOFF powers to have some improvements, but I think the devs are right to be careful in particular with something that is an AoE Effect, Debuff (force multiplier) that very specifically can render a target totally helpless.
There is a massive 3 year long ingonred feedback about Tykens. After 9 user's comments in this thread. It has already been decided that:
Tykens drain needs to be nerfed for high end sci uses. The (tac boostable) damage needs to go up, and the sci console boost for the drain needs to go down. Finally, TR1 needs a buff and TR3 needs a nerf.
It takes two to have a conversation about the state of CC in sto's meta and the sci cmdr bo skill effectiveness.
The changes clearly continue in a direction that doesn't address the root concerns that caused the complaints. There are many ways to prevent 5xTR3 premades from ruining the fun, while keeping it an effective cc power, and allowing energy drain to be a viable cc method.
But this "conversation" is not the one systems is having. So whats the point in testing. Furtermore, Geko already confirmed. There are plenty of sci ships around ESD, nothing wrong with SCi ship. WHy then does the high aux performance of sci skill need to be nerfed?
Without Cryptic finally telling us how they imagine the performance of sci ship n bo skills. There is no conversation. Also while we're at it, mind giving us a list of which NPCs will receive special Tykens resists, to keep it fun in PvE?
Just give apo3 immunity to energy drain and be done with it. /sarcasm
I think (testing will verify) that ya'll may be reading too much in the boosts to the low-end scales of Tyken and GravWell. While they are definitely improvements for ships that are completely unskilled for the use of these abilities, they are not intended to make the powers superior to the versions used by properly geared/specced ships and players.
One of the purposes behind shoring up the bottom end of these abilities is so that we have a more solid, predictable level of impact being witnessed by all players and critters when the abilities in question are used in combat. Without these changes, the variance in effectiveness from the low-end to high-end was simply far too wide for us to even begin balancing the ability to any sort of standard use cases. There was no 'average' that could be used as a meaningful metric for establishing the power's overall effectiveness, and the existing range was too large to establish expected results.
In other words, these changes lay the ground work for us to be more capable of tuning and tweaking the abilities in meaningful ways that will lead to more predictable results in the long run. Players have been clamoring for Science improvements for years now, and this is the first step towards being able to deliver on those requests with fixes that aren't just band-aids.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Comments
I don't recall how much I had in Flow Cap.. my opponent I believe mentioning he had about 220 in his.. I had around 100ish in ID.. and my Weapons, engines, and shields were getting drained down to about 0 after about 1-3 seconds in side Tyken's Rift 3. Even Tyken's Rift 2 was pretty nasty.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Sweet, my drain build should benefit. I'll probably keep away from GW unless I see one positive comment.
http://sto-forum.perfectworld.com/showpost.php?p=12512581&postcount=3
Here you go, enjoy, and leave feedback
That's sounds a bit on the ridiculous side.
Even if all of those systems are set to 100, and you have 50% resistance to drain, 3 seconds would mean Tyken's 3 is draining 50 x 4 subsystem power every second for a total of -200 power per target per second.
x3 Targets? -600 power per second.
Are you sure those numbers are accurate?
Yes. I am sure what I had. I am sure what I saw.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
"Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.
Support the "Armored Unicorn" vehicle initiative today!
Thanks for Harajuku. Now let's get a real "Magical Girl" costume!
last i checked, in TNG, tykens rifts are suppose to drain all the power
looks like cryptic finally got one right from the series
1) That was a naturally formed anomaly, not one projected by a ship.
2) If you think it should be like in the shows, then it should drain any ship near it - friend or foe.
3) This is still a game, and game's require balanced mechanics. Do we really need 5x Tyken's rifts on either side of the field? People have always hated all drain teams, and this looks to be taking the worst their is available and giving it new fuel.
The existing version of Tyken's Rift I in its current state is a joke. It's supposed to suck x power each second kind of like the plasmonic leech console. I used it on myself in Holodeck. My power level just went down from 125 to 115 and back every second which is pathetic.
Nothing wrong with making sci skills useful again and leveling off the playing field again. With all the tac DPS heavy DHC builds and A2B FAW cruisers, it's a welcome change.
Has anyone checked to see if Insulators is in fact working vs the new TR?
A fine question to ask. That needs to be taken into account FIRST before anything else. If it's discovered Tyken's is ignoring PI, then any potential 'overpowereness' have to take that into consideration.
I do agree that Tyken's should be actually useful and be a threat in both PvE and PvP, but there is such a thing as 'too good'.
Though with all the giant resists NPCs seem to have against most science stuff, it kinda says a lot about how messed up balance is, even PvE-wise.
In a previous post discussing these upcoming changes, I expressed my fear that adding the appropriate skill/aux modifiers to this power may cause it to scale too aggressively. I'm relieved to hear the bulk of players agree.
As such, I've just checked in a series of changes to rebalance the output of Tyken's Rift.
1) The base value of the periodic power drain has been increased by approximately 50%, but the bonus from Aux Power has been decreased to less than half of its prior potential
** For a player with 25 Aux Power and no Flow Capacitor skill, the power drain increases in potency by about 80%
** For a player with 125 Aux Power and 100+ Flow Capacitor skill, the power drain decreases in potency by about 25-30%
2) The base kinetic damage dealt by this power has been increased by about 35%. The modifiers that increase this damage remain unchanged.
** While damage has never been the primary purpose of Tyken's Rift, we thought it appropriate to increase what little the power possesses, in hopes to mollify players that may be upset with losing some of their high-end drain potential.
I'm not sure when these changes will make their way to Tribble (or Redshirt), so please keep your eyes open.
Cryptic - Lead Systems Designer
"Play smart!"
There's another thread for GW, please keep your feedback there. We're reading it, and analyzing the results.
Cryptic - Lead Systems Designer
"Play smart!"
* the effects of TR on low AUX and with no skill at all are being increased heavily (by around 80%)
* the effects of TR on high AUX and with maxed-out skill are being lowered (by about 25 to 30/%)
Meaning the user that did invest no skillpoints at all in the ability who does not want to increase AUX power profits most - while the specialized (scientist) with a high skill and AUX does actually get a decrease in comparison to the current status on Holodeck - or the status on Tribble before the patch with a more or less crippling TR according to this thread?
Wouldn't the former mean that ships like the Multi-Vector Escort could always throw a TR now - and gain more from it than before - while the dedicated Scientist on a Science vessel has even less reason to use the skill or invest skill points in it?
Taskforce 47 Falkenwacht (Federation) / Greifenreiter (KDF)
(at) deianirrah
Free Gear and where to get it
Does this mean that we wont' have to expect the current trible Tyken's to make it to Live this week?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Yes, exactly. And the same goes for Gravity Well too.
Unfortunately that isn't specific enough to come to any conclusions.
When I have a chance I'll copy a character to tribble with flow cap consoles and proper spec to test.
The Science Vessel is the only one that can use TR 3 vs. the MVAE/Escort Hybrids bringing TR 2.
Which IIRC, is about a 25% to 27% increase in drain just from the higher tier power, on top of whatever these new changes bring.
Another thing to consider, while yes this makes the power more potent for the general user vs. someone who wants to use it at 125 Aux - it also means a dedicated Sci ship doesn't necessarily have to have 125 Aux and can therefore put more power into other subsystems.
In addition it appears they are trying to shore up the lower end and middle, while toning down the extreme upper end.
Only the devs can really shed light on why they are making any particular changes, but those are my guesses.
I'm all for some Sci BOFF powers to have some improvements, but I think the devs are right to be careful in particular with something that is an AoE Effect, Debuff (force multiplier) that very specifically can render a target totally helpless.
TR3 has been broken useless for almost three years straight, Even before the skill tree changes it was broken and only "fixed" for like a couple of weeks tops.
The problem is that high end aux users are, rightfully, complaining that there powers are useless. while unspecced XX1 versions, with low aux, give almost the same cc benefits, but without the cost of flying a sci ship (only 6x weapons, no DHC, few tac consoles).
I mean you cc, to set up a kill, right. So {mucho boom + meh cc} >>>>> {would like to be mucho cc + meh boom} is the problem.
The fixes fit that pattern, and its not a friendly one for sci ships.
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
I'm not asking for TR to remain broken.
We can have a conversation or we can have one side launch into hyperbole and strawman territory.
If you feel the low/middle end is too high, then be my guest to perform testing and get some specific numbers and provide useful feedback here - as Bort is obviously reading this.
I don't want low end/non-skilled users to have massively strong TRs either - because that's even worst of a balance issue - but as I've already stated (oddly the part that you cut out of my quote):
There is a massive 3 year long ingonred feedback about Tykens. After 9 user's comments in this thread. It has already been decided that:
Tykens drain needs to be nerfed for high end sci uses. The (tac boostable) damage needs to go up, and the sci console boost for the drain needs to go down. Finally, TR1 needs a buff and TR3 needs a nerf.
It takes two to have a conversation about the state of CC in sto's meta and the sci cmdr bo skill effectiveness.
The changes clearly continue in a direction that doesn't address the root concerns that caused the complaints. There are many ways to prevent 5xTR3 premades from ruining the fun, while keeping it an effective cc power, and allowing energy drain to be a viable cc method.
But this "conversation" is not the one systems is having. So whats the point in testing. Furtermore, Geko already confirmed. There are plenty of sci ships around ESD, nothing wrong with SCi ship. WHy then does the high aux performance of sci skill need to be nerfed?
Without Cryptic finally telling us how they imagine the performance of sci ship n bo skills. There is no conversation. Also while we're at it, mind giving us a list of which NPCs will receive special Tykens resists, to keep it fun in PvE?
Just give apo3 immunity to energy drain and be done with it. /sarcasm
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
You forgot about the temporal ships. I run around with Energy Siphon 3 on a tac captain.
One of the purposes behind shoring up the bottom end of these abilities is so that we have a more solid, predictable level of impact being witnessed by all players and critters when the abilities in question are used in combat. Without these changes, the variance in effectiveness from the low-end to high-end was simply far too wide for us to even begin balancing the ability to any sort of standard use cases. There was no 'average' that could be used as a meaningful metric for establishing the power's overall effectiveness, and the existing range was too large to establish expected results.
In other words, these changes lay the ground work for us to be more capable of tuning and tweaking the abilities in meaningful ways that will lead to more predictable results in the long run. Players have been clamoring for Science improvements for years now, and this is the first step towards being able to deliver on those requests with fixes that aren't just band-aids.
Cryptic - Lead Systems Designer
"Play smart!"