That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
While I agree with many things being down to player inability to adjust, there are a few that do need to be adjusted to be more playable. Take the original crystalline entity stf. It was impossible for your average pug group to beat. It took a lucky team setup or a well built premade to accomplish it. But I agree that even the elite version we have now is just a little bit too easy.
Of course, there are stfs that are bugged to the point of being unbeatable at a certain point. Hive onslaught is a good example of this. And , in fact, both versions have the same problems. When it comes down too it, getting past the cubes and spheres and probes is relatively straight forward. The group concentrates their fire on each cube first, then deals with the probes and spheres as they like. Easy, right? But I've been part of pugs that failed even this first stage because they can't work together, and once one leaves, there's little chance for the others to succeed.
Once you're through this first stage, then the buggy part comes up. And its not exactly a bug in itself, but rather as a result of how the enemies were programmed (but lances firing at over 25000, yeah, that has to be a bug). It comes in the form of the probes that each unimatrix launches. If you don't take out one of the unimatrixes on your initial assault, if someone makes a mistake and dies, then there is very little chance of recovering and you lose. A premade group has a chance of getting back into the fight and winning, but a pug can't possibly recover. Probes begin regenerating the unimatrix, and then you become the target of the beam lances, so there's no chance of getting the whole group back into the fight.
While I agree with many things being down to player inability to adjust, there are a few that do need to be adjusted to be more playable. Take the original crystalline entity stf. It was impossible for your average pug group to beat. It took a lucky team setup or a well built premade to accomplish it. But I agree that even the elite version we have now is just a little bit too easy.
Of course, there are stfs that are bugged to the point of being unbeatable at a certain point. Hive onslaught is a good example of this. And , in fact, both versions have the same problems. When it comes down too it, getting past the cubes and spheres and probes is relatively straight forward. The group concentrates their fire on each cube first, then deals with the probes and spheres as they like. Easy, right? But I've been part of pugs that failed even this first stage because they can't work together, and once one leaves, there's little chance for the others to succeed.
Once you're through this first stage, then the buggy part comes up. And its not exactly a bug in itself, but rather as a result of how the enemies were programmed (but lances firing at over 25000, yeah, that has to be a bug). It comes in the form of the probes that each unimatrix launches. If you don't take out one of the unimatrixes on your initial assault, if someone makes a mistake and dies, then there is very little chance of recovering and you lose. A premade group has a chance of getting back into the fight and winning, but a pug can't possibly recover. Probes begin regenerating the unimatrix, and then you become the target of the beam lances, so there's no chance of getting the whole group back into the fight.
Keeping track of which tab you're reading while posting is OP, plz nerf.
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
Cool story time. I just want you to know that yesterday, me and a PUG lost Cure space elite. It started like any other, but after we destroyed the first cube, it was like everyone forgot how to play. In the end, all five of us were trying to defend the Klingon ship, we were all using heals on it, and it died. I was stunned and slack jawed. I don't think I'd ever lost an elite space STF, even with a PUG.
I guess my point is that you should never underestimate a PUG's ability to fail.
All that sounds like to me is everybody in the group didn't really know how to play that mission. in the old days you did not blow the 1st cube because the ship spawns increase and go after kang. so you took out all the generators then moved on to the next. then took out the cubes as fast as possible. but with the high dps so many new people are used too they lost all sense of tactics for completing missions. so you get into a pug and this time that person with insane dps was not there to carry the mission and you all failed.
Trophies for killing FEDS ahh those were the days.
You're throwing broken game mechanics, regular and actual overpowered game mechanics, bugs and perceived broken/overpowered game mechanics into one pot, and try to cook some catchy, polemic phrase out of it.
That's not very expedient.
Or, let me ask - what was the intent of this thread in the first place? Just getting acknowledgment?
If something is overpowered, it has to be brought back in line. There is no alternative. Otherwise everything will end up broken. Eventually.
BUT - not everything that is perceived as 'OP' is actually overpowered. And some things are just bugs.
Tbh the first couple of things the OP mentioned are indeed the reason why the game is too easy. This and the fact that it was easy way before the current power creep. Just not as obvious. Nowadays even a fully lobotomized braindead pug must try real hard to fail, once he's sufficiently 'geared' and has read through 1 or 2 guides.
That's where the sh## starts hitting the fan, so to speak.
I think I kinda understand the ulterior motives of the OP. As long as Cryptic refuses to implement and design some regular challenge, some difficult gameplay and endgame content, it's the bugs, broken game mechanics and flaws of the game that keep us entertained.
It's pretty much the only way to get a challenge, if NPCs are affected.
But imho that's the wrong approach. Don't settle for "come on! at least leave us the bugs!".
Demand some proper game design that doesn't rely on broken stuff to provide challenge or entertainment.
Regarding the BO3 - that's of course clearly not a bug, maybe a bit overpowered when double- or tripple tapped, probably working as intended.
But what it definitely is - hard to control or balance. With massive stacking like in STO, a game is ultimately impossible to balance from a PvP point of view.
If Cryptic really wants to promote PvP, then they have to get rid of ridiculously huge amplitudes of numerical values. And of overly exclusive/rare/expensive/musthave items. Otherwise it will always be perceived as 'unfair' or 'pay2win'.
Well, that's it. My 2cents. Got a bit sidetracked. Sorry for that.
Don't get me wrong. I'd like more challenge, I'd like more balance, I'd like more role-enforcement and teamplay / proper planning required. Just not 'replacement difficulty' in the form of badly designed or broken mechanics or whatnot, justified by a catchy phrase.
You're throwing broken game mechanics, regular and actual overpowered game mechanics, bugs and perceived broken/overpowered game mechanics into one pot, and try to cook some catchy, polemic phrase out of it.
That's not very expedient.
Or, let me ask - what was the intent of this thread in the first place? Just getting acknowledgment?
If something is overpowered, it has to be brought back in line. There is no alternative. Otherwise everything will end up broken. Eventually.
BUT - not everything that is perceived as 'OP' is actually overpowered. And some things are just bugs.
Tbh the first couple of things the OP mentioned are indeed the reason why the game is too easy. This and the fact that it was easy way before the current power creep. Just not as obvious. Nowadays even a fully lobotomized braindead pug must try real hard to fail, once he's sufficiently 'geared' and has read through 1 or 2 guides.
That's where the sh## starts hitting the fan, so to speak.
I think I kinda understand the ulterior motives of the OP. As long as Cryptic refuses to implement and design some regular challenge, some difficult gameplay and endgame content, it's the bugs, broken game mechanics and flaws of the game that keep us entertained.
It's pretty much the only way to get a challenge, if NPCs are affected.
But imho that's the wrong approach. Don't settle for "come on! at least leave us the bugs!".
Demand some proper game design that doesn't rely on broken stuff to provide challenge or entertainment.
Regarding the BO3 - that's of course clearly not a bug, maybe a bit overpowered when double- or tripple tapped, probably working as intended.
But what it definitely is - hard to control or balance. With massive stacking like in STO, a game is ultimately impossible to balance from a PvP point of view.
If Cryptic really wants to promote PvP, then they have to get rid of ridiculously huge amplitudes of numerical values. And of overly exclusive/rare/expensive/musthave items. Otherwise it will always be perceived as 'unfair' or 'pay2win'.
Well, that's it. My 2cents. Got a bit sidetracked. Sorry for that.
Don't get me wrong. I'd like more challenge, I'd like more balance, I'd like more role-enforcement and teamplay / proper planning required. Just not 'replacement difficulty' in the form of badly designed or broken mechanics or whatnot, justified by a catchy phrase.
Chill out! Everything longer than two sentences here is way too OP!
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
Comments
I call it, the Stoutes paradox.
Of course, there are stfs that are bugged to the point of being unbeatable at a certain point. Hive onslaught is a good example of this. And , in fact, both versions have the same problems. When it comes down too it, getting past the cubes and spheres and probes is relatively straight forward. The group concentrates their fire on each cube first, then deals with the probes and spheres as they like. Easy, right? But I've been part of pugs that failed even this first stage because they can't work together, and once one leaves, there's little chance for the others to succeed.
Once you're through this first stage, then the buggy part comes up. And its not exactly a bug in itself, but rather as a result of how the enemies were programmed (but lances firing at over 25000, yeah, that has to be a bug). It comes in the form of the probes that each unimatrix launches. If you don't take out one of the unimatrixes on your initial assault, if someone makes a mistake and dies, then there is very little chance of recovering and you lose. A premade group has a chance of getting back into the fight and winning, but a pug can't possibly recover. Probes begin regenerating the unimatrix, and then you become the target of the beam lances, so there's no chance of getting the whole group back into the fight.
Keeping track of which tab you're reading while posting is OP, plz nerf.
I think it'd be poetic if the OP in that thread got their ships nerfed. Some of us plebes find it quite challenging enough, thank-you-very-much.
bergins is nerf, plz OP.
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system Lord Baal is dead
I call it, the Stoutes paradox.
Join the Deltas today!
Dutch is UP, plz make all people speak dutch . Goeienavond :P.
I call it, the Stoutes paradox.
system Lord Baal is dead
Is sci hek? plz bat.
Dutch is nerf, plz OP . Goedenavond, mijn beste heer.
And don't worry, I tend not to speak my native language on the forums or in the game itself, even though I do know several other Dutchmen.
Join the Deltas today!
system Lord Baal is dead
EDIT: Actually, your post made too much sense to get the blame, I think Stoutes is on the hook for this one.
*shot*
"I always hope for the best. Experience, unfortunately, has taught me to expect the worst."
-Elim Garak
All that sounds like to me is everybody in the group didn't really know how to play that mission. in the old days you did not blow the 1st cube because the ship spawns increase and go after kang. so you took out all the generators then moved on to the next. then took out the cubes as fast as possible. but with the high dps so many new people are used too they lost all sense of tactics for completing missions. so you get into a pug and this time that person with insane dps was not there to carry the mission and you all failed.
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Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
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You're throwing broken game mechanics, regular and actual overpowered game mechanics, bugs and perceived broken/overpowered game mechanics into one pot, and try to cook some catchy, polemic phrase out of it.
That's not very expedient.
Or, let me ask - what was the intent of this thread in the first place? Just getting acknowledgment?
If something is overpowered, it has to be brought back in line. There is no alternative. Otherwise everything will end up broken. Eventually.
BUT - not everything that is perceived as 'OP' is actually overpowered. And some things are just bugs.
Tbh the first couple of things the OP mentioned are indeed the reason why the game is too easy. This and the fact that it was easy way before the current power creep. Just not as obvious. Nowadays even a fully lobotomized braindead pug must try real hard to fail, once he's sufficiently 'geared' and has read through 1 or 2 guides.
That's where the sh## starts hitting the fan, so to speak.
I think I kinda understand the ulterior motives of the OP. As long as Cryptic refuses to implement and design some regular challenge, some difficult gameplay and endgame content, it's the bugs, broken game mechanics and flaws of the game that keep us entertained.
It's pretty much the only way to get a challenge, if NPCs are affected.
But imho that's the wrong approach. Don't settle for "come on! at least leave us the bugs!".
Demand some proper game design that doesn't rely on broken stuff to provide challenge or entertainment.
Regarding the BO3 - that's of course clearly not a bug, maybe a bit overpowered when double- or tripple tapped, probably working as intended.
But what it definitely is - hard to control or balance. With massive stacking like in STO, a game is ultimately impossible to balance from a PvP point of view.
If Cryptic really wants to promote PvP, then they have to get rid of ridiculously huge amplitudes of numerical values. And of overly exclusive/rare/expensive/musthave items. Otherwise it will always be perceived as 'unfair' or 'pay2win'.
Well, that's it. My 2cents. Got a bit sidetracked. Sorry for that.
Don't get me wrong. I'd like more challenge, I'd like more balance, I'd like more role-enforcement and teamplay / proper planning required. Just not 'replacement difficulty' in the form of badly designed or broken mechanics or whatnot, justified by a catchy phrase.
Chill out! Everything longer than two sentences here is way too OP!
I call it, the Stoutes paradox.
Nerf.
system Lord Baal is dead