This is one change that I don't think that is the case no.
Premades are super strong because they know how to stack resists on the right people at the right time.... AND save enough for the next guy. Because we are all used to rapid switching on each other all the time... faking out sub nukes ect.
Being able to burn all your skills in one cycle is not a good thing. Smart premades are going to be playing pretty much the same. We are not going to have 5 guys all burning multiple team skills to keep one person up... they are going to spread those heals around when needed... which means they are going to sit there waiting anyway.
I know I won't convince many people on the forums this morning. I do believe that after people play with this and don't just react to a healing change it will become clear that its not the major issue people are thinking it is.
This doesn't give people MORE healing then they had... it just changes the timing. It allows for a larger healing spike... but HPS is 100% the exact same as it was before. If you swap out a TSS for a sci team your HPS won't really change... I really don't see anyone honestly swapping in engi teams... the people that ran it before will continue to run it now. What they gain is a tac team I guess... which again only really effects pugs... premades already had more tac team then needed.
This is about cycles... I like this change a lot the more I think about it. What makes me laugh a little bit is for a month now everyone has been crying about Vapers... and this would seem to be a bit more ammo against that play style. Spike Dmg Counter more spiky healing. IF anything dmg wise this again favors the less spiky over time escorts that can take advantage of mistakes when a team blows to many of there spike heals on one target, or pops them all to early. (also remember when someone gets subnuked the clear is nice... but it doesn't replace buffs... what keeps those people up 9 times out of 10 is the instant hull and shield resists they get tossed.... if people really are messing there builds up trying to run more or higher copies of the team abilities they give up all that resistance they got out of the other skills they where using).
I could be completely wrong... but I am willing to test this one out and give it a good run... I can see the upside. (for DPS and CC both)
It's like... it's like Cryptic took one look at a shark riding a rocket-propelled motorcycle over a lake of lava filled with cyborg hydras and said to themselves "Not insane enough" and decided to top it with this change.
This doesn't give people MORE healing then they had... it just changes the timing. It allows for a larger healing spike... but HPS is 100% the exact same as it was before. If you swap out a TSS for a sci team your HPS won't really change... I really don't see anyone honestly swapping in engi teams...
Every one of my AtS1 Lt stations will become ET2 the minute this goes live. I already have DR buff with PH1, and this gives me an instant repair to go along with it.
Shields are almost the same story, and I already use EPtS1+ST on a couple of ships for buff+repair that is way more effective than EPtS1+TSS.
This doesn't give people MORE healing then they had..
Of course it does. Maybe you have only been playing in a Wells or some other no-tac-station ship, but the vast majority of ships has tactical slots. And if you have one of those ships and have been flying as a healer, i.e. most likely using either ET or ST at global or single copies of both, you will gain a free heal every 15-30s (depending on whether you have one or two TTs).
Everyone who has more than 2 team abilities available, whether via doffs or actual copies, will be able to use them more often and gains healing without changing a thing.
Of course it does. Maybe you have only been playing in a Wells or some other no-tac-station ship, but the vast majority of ships has tactical slots. And if you have one of those ships and have been flying as a healer, i.e. most likely using either ET or ST at global or single copies of both, you will gain a free heal every 15-30s (depending on whether you have one or two TTs).
Everyone who has more than 2 team abilities available, whether via doffs or actual copies, will be able to use them more often and gains healing without changing a thing.
Apart from doffs, or dropping a TSS, or something else. It's as if there is no opportunity cost in incorporating these flash heals with no resistances... (lol's at the people dropping TSS for ST +doffs then claiming no one is going to be squisher for it.)
This has all happened before. It is happening now and will happen again in the future.
Change... We asked for it. This is only the tip of the iceberg.
Heh, it is kind of funny...in one of those donkey kicks to the face sort of way. Long ago, we should have learned not to ask for anything - nothing good ever really comes of it. At times they might trick us by holding out a cupcake, but there's always the bat in the other hand...
Wait? Was it "What the frack??!" Pogees I forget ..
Didn't Taco say it's supposed to be "What's your beef with the X?" every time we're ready to launch into an expletive laden tirade at Cryptic on something...?
This doesn't give people MORE healing then they had... it just changes the timing.
It doesn't just gives people more healing, it gives them more debuff cleansing. People have complained for a long time about how both HE and ST can clear sci debuffs like Tyken's and Energy Siphon hence why only a select few of us even bother with them in this game. Now they throw this into the game, making running something apart from endless TT viable. So now, apart from the endless cycle of shield distribution, we can add debuff cleansing every 15 seconds to the mix.
Cryptic gave science a boost with the Vesta line and the Voth lock box and the promise of 2nd deflectors and for the most part it was all good. Now they go and throw all sci captain boff powers under the bus.
Remove sci based debuff cleansing from HE. It should only be for hull healing and cleansing non-sci based DoT. That brings back balance into this whole mess.
Yes select builds will have ST/ET/TT either 2 of the 3 or all 3. But for why slot a ST when cleanse doff will do the same thing. YOu do not need a ST when the cleanse doff is basically 100% proc on use of EPtX skill most ships are running at least 2 EPtX skills
Hey I Used to be Captain Data, well I guess I still am in game but the account link really screwed everything up :rolleyes:
It doesn't just gives people more healing, it gives them more debuff cleansing. People have complained for a long time about how both HE and ST can clear sci debuffs like Tyken's and Energy Siphon hence why only a select few of us even bother with them in this game. Now they throw this into the game, making running something apart from endless TT viable. So now, apart from the endless cycle of shield distribution, we can add debuff cleansing every 15 seconds to the mix.
Cryptic gave science a boost with the Vesta line and the Voth lock box and the promise of 2nd deflectors and for the most part it was all good. Now they go and throw all sci captain boff powers under the bus.
Remove sci based debuff cleansing from HE. It should only be for hull healing and cleansing non-sci based DoT. That brings back balance into this whole mess.
if u do that, were u think the energy siphon counter will go? BINGO! sci team. Every skill must have a counter-skill, i prefer energy siphon counter in hazzards emitters (that is a long coldown skill) that in sci team...
Yes select builds will have ST/ET/TT either 2 of the 3 or all 3. But for why slot a ST when cleanse doff will do the same thing. YOu do not need a ST when the cleanse doff is basically 100% proc on use of EPtX skill most ships are running at least 2 EPtX skills
Can I have your 100% chance cleanse doff please...mine procs one a match.:(
I give this latest plan to gut the Q's even more about 2-3 weeks to reach the desired effect. Pvp will become 2 or 3 times more frustrating and people will be bailing out of the regular q's with non stop pug stopping and even the organized q's with invincible teams. 'working as intended'
if u do that, were u think the energy siphon counter will go? BINGO! sci team. Every skill must have a counter-skill, i prefer energy siphon counter in hazzards emitters (that is a long coldown skill) that in sci team...
The thing is, with HE and ST both cleansing some of the same things, it's too much. I'm fine with one or the other doing the cleansing, but not both.
This is their response to the broken Faw /beam damage
they will never nerf beams/damage because stfs need to be done in 30 seconds.If people will complain more they will add even more damage which will make the new "super healers" useless.
This is their response to the broken Faw /beam damage
they will never nerf beams/damage because stfs need to be done in 30 seconds.If people will complain more they will add even more damage which will make the new "super healers" useless.
in the meantime bleedthrough is still broken.
Frankly, dealing with a FAW boat is hard but doable right now. Adding all this debuff cleansing to them will make them unstoppable beasts.
Comments
Premades are super strong because they know how to stack resists on the right people at the right time.... AND save enough for the next guy. Because we are all used to rapid switching on each other all the time... faking out sub nukes ect.
Being able to burn all your skills in one cycle is not a good thing. Smart premades are going to be playing pretty much the same. We are not going to have 5 guys all burning multiple team skills to keep one person up... they are going to spread those heals around when needed... which means they are going to sit there waiting anyway.
I know I won't convince many people on the forums this morning. I do believe that after people play with this and don't just react to a healing change it will become clear that its not the major issue people are thinking it is.
This doesn't give people MORE healing then they had... it just changes the timing. It allows for a larger healing spike... but HPS is 100% the exact same as it was before. If you swap out a TSS for a sci team your HPS won't really change... I really don't see anyone honestly swapping in engi teams... the people that ran it before will continue to run it now. What they gain is a tac team I guess... which again only really effects pugs... premades already had more tac team then needed.
This is about cycles... I like this change a lot the more I think about it. What makes me laugh a little bit is for a month now everyone has been crying about Vapers... and this would seem to be a bit more ammo against that play style. Spike Dmg Counter more spiky healing. IF anything dmg wise this again favors the less spiky over time escorts that can take advantage of mistakes when a team blows to many of there spike heals on one target, or pops them all to early. (also remember when someone gets subnuked the clear is nice... but it doesn't replace buffs... what keeps those people up 9 times out of 10 is the instant hull and shield resists they get tossed.... if people really are messing there builds up trying to run more or higher copies of the team abilities they give up all that resistance they got out of the other skills they where using).
I could be completely wrong... but I am willing to test this one out and give it a good run... I can see the upside. (for DPS and CC both)
What game is that and where do I sign up?? :P
Shields are almost the same story, and I already use EPtS1+ST on a couple of ships for buff+repair that is way more effective than EPtS1+TSS.
Everyone who has more than 2 team abilities available, whether via doffs or actual copies, will be able to use them more often and gains healing without changing a thing.
Apart from doffs, or dropping a TSS, or something else. It's as if there is no opportunity cost in incorporating these flash heals with no resistances... (lol's at the people dropping TSS for ST +doffs then claiming no one is going to be squisher for it.)
Heh, it is kind of funny...in one of those donkey kicks to the face sort of way. Long ago, we should have learned not to ask for anything - nothing good ever really comes of it. At times they might trick us by holding out a cupcake, but there's always the bat in the other hand...
Didn't Taco say it's supposed to be "What's your beef with the X?" every time we're ready to launch into an expletive laden tirade at Cryptic on something...?
It doesn't just gives people more healing, it gives them more debuff cleansing. People have complained for a long time about how both HE and ST can clear sci debuffs like Tyken's and Energy Siphon hence why only a select few of us even bother with them in this game. Now they throw this into the game, making running something apart from endless TT viable. So now, apart from the endless cycle of shield distribution, we can add debuff cleansing every 15 seconds to the mix.
Cryptic gave science a boost with the Vesta line and the Voth lock box and the promise of 2nd deflectors and for the most part it was all good. Now they go and throw all sci captain boff powers under the bus.
Remove sci based debuff cleansing from HE. It should only be for hull healing and cleansing non-sci based DoT. That brings back balance into this whole mess.
if u do that, were u think the energy siphon counter will go? BINGO! sci team. Every skill must have a counter-skill, i prefer energy siphon counter in hazzards emitters (that is a long coldown skill) that in sci team...
Vin Naftero@playhard88 - FED Sciencie
K'tan@playhard88 - KDF Tactical
Argento@playhard88 - RRF Tactical (FED)
Can I have your 100% chance cleanse doff please...mine procs one a match.:(
all i have to say on the matter
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I am feeling more disheartened each time i look at patch notes. The game has deteriorated into "1 console to rule them all" and no more pilot skill.
As a healer all i'd do is load up on 2 Tac Team Doffs, 2 Sci team doffs, 2 eng team doffs and hey presto, super spike healing here i come.
Cryptic care bear definition of PvP "I can tag more Epohhs than you can" feels like its the new revamp
The thing is, with HE and ST both cleansing some of the same things, it's too much. I'm fine with one or the other doing the cleansing, but not both.
they will never nerf beams/damage because stfs need to be done in 30 seconds.If people will complain more they will add even more damage which will make the new "super healers" useless.
in the meantime bleedthrough is still broken.
They'd have to nerf the epohhs first...you know...for the intended audience of the game.
dont forget all those poor space bars out there, there gnna get mashed more times than a teen's....well you know, at least they wont be going blind.
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don't you dare mock people who tap ...their spacebare...they have needs and is also not illegal lol
Frankly, dealing with a FAW boat is hard but doable right now. Adding all this debuff cleansing to them will make them unstoppable beasts.
I'm not mocking them, simply referencing....lol
Check this link on How to Play PvP March 2014
Lag Industries Executive - Fleet Project Management
PvP Boot Camp Coach
STO - Will PvP For Food - Official OPVP Channel <-Click Me
/channel_join OrganizedPvP