The Bio-Molecular Incubation proc is extremely overpowered in Ground PvP. The proc provides a 5% chance to slow a target by 16.7% for 8 seconds before detonating to deal a base damage of 146.1 Radiation damage. The damage caused by Bio-Molecular Incubation may be increased by anything that provides a boost to all damage. A fully buffed Bio-Molecular Incubation proc will deal 680.6 Radiation damage to the target after 8 seconds.
Players are only capable of having a maximum of 681 health points under the new system and they don't have any Radiation resistances on standard armor types. A single weapon proc should not have the potential to one hit kill. This proc is way over the top and more players will start to notice this as more players obtain Species 8472 reputation ground weapons. This proc is as bad as the Cryo Pulsewave resistance bypass problem back in 2012.
The Bio-Molecular Incubation proc is extremely overpowered in Ground PvP. The proc provides a 5% chance to slow a target by 16.7% for 8 seconds before detonating to deal a base damage of 146.1 Radiation damage. The damage caused by Bio-Molecular Incubation may be increased by anything that provides a boost to all damage. A fully buffed Bio-Molecular Incubation proc will deal 680.6 Radiation damage to the target after 8 seconds.
Players are only capable of having a maximum of 681 health points under the new system and they don't have any Radiation resistances on standard armor types. A single weapon proc should not have the potential to one hit kill. This proc is way over the top and more players will start to notice this as more players obtain Species 8472 reputation ground weapons. This proc is as bad as the Cryo Pulsewave resistance bypass problem back in 2012.
Can't be cleared in any way? 8 seconds before detonation is a long time really. I haven't been playing much to check it out.
Yet another thing to add to the (already large) pile of broken things in Season 9.
And I was hoping that the proc wouldn't be enhanced by buffs. So naive!
Yes, there area few broken things with Season 9...like Motion Accelerator + Ambush + Rally Cry + Deactivated Stealth Module hits with the Lunge ability. Lunge now has the ability to hit for around 5,500 Physical damage with 80% Shield bypass when using the above kit ability combination, normal Tactical captain buffs, and something like the Omega Force armor. It is a new Season, I'm sure they will work out the issues in the upcoming weeks.
Can't be cleared in any way? 8 seconds before detonation is a long time really. I haven't been playing much to check it out.
Anything with "Removes all debuffs" will certainly remove the proc. That brings in Quick Fix and Battle Strategies. I haven't had a chance to get a willing volunteer to test and see if Vascular Regenerator and Bio-filter Sweep clear it as they should. Yes, 8 seconds gives the player a long time to potentially clear it, but it is a weapon proc. A single weapon proc should never mean the difference between life and death. Not to mention using the two piece Species 8472 set will decrease the time from 8 seconds to 5.3 seconds.
This proc works very similarly to the way DoT on Ambush duty officers worked before the bug fix. If a player gets hit with a Tactical buffed Bio-Molecular Incubation proc, which Tactical officers have up 33-100% of the time, then they will die instantly once the proc detonates. A few abilities with long cooldowns and one off cleanses aren't viable counters.
Yes, there area few broken things with Season 9...like Motion Accelerator + Ambush + Rally Cry + Deactivated Stealth Module hits with the Lunge ability. Lunge now has the ability to hit for around 5,500 Physical damage with 80% Shield bypass when using the above kit ability combination, normal Tactical captain buffs, and something like the Omega Force armor. It is a new Season, I'm sure they will work out the issues in the upcoming weeks.
Why Motion Accelerator? Just so the attacker doesn't get stopped by roots and holds? It's not a damage buff, so I guess it can get even worse.
Those damage numbers make me cringe. I am frustrated, disappointed and losing hope that they will address this. I'm not sure they anticipated things like Ambush + Rally Cry, and I don't exactly know how to properly fix it without nerf-hammering those skills somehow, making them non-stackable or something to that extent.
Why Motion Accelerator? Just so the attacker doesn't get stopped by roots and holds? It's not a damage buff, so I guess it can get even worse.
Motion Accelerator provides a 27-30% Physical Damage buff for the duration. Lunge deals physical damage. You can also toss in the +40% Physical Damage for 5 seconds with two piece Adapted MACO if you really feel like racking up physical daamge.
Those damage numbers make me cringe. I am frustrated, disappointed and losing hope that they will address this. I'm not sure they anticipated things like Ambush + Rally Cry, and I don't exactly know how to properly fix it without nerf-hammering those skills somehow, making them non-stackable or something to that extent.
Ambush and Rally Cry need a 15 second shared cooldown just as Exothermic Induction Field and Hyperonic Radiation both need 15 second minimum cooldowns. Else you can stack Ambush + Rally Cry and oneshot anything exposed...especially if you critically hit. Exothermic and Hyperonic may be used constantly via Geologist duty officers. They have virtually no cooldown under Tactical Initiative, which makes it possible to use them every time they are available.
Then we have the new reputation trait, Adrenaline Release, which provides a toggle +50% all damage output at the price of -100 All Damage Resistance Rating. That damage bonus needs to be cut in half or the ability to use buffs while it is active needs to be disabled. I'm working on a Ground PvP concerns directory 3.0 as we speak and I should have it posted here on the forums within a half hour. That way we can start collecting issues in bulk.
Motion Accelerator provides a 27-30% Physical Damage buff for the duration. Lunge deals physical damage. You can also toss in the +40% Physical Damage for 5 seconds with two piece Adapted MACO if you really feel like racking up physical daamge.
I didn't know about the Motion Accelerator melee buff. Thanks for the clarification.
The wiki doesn't have that info, and I don't recall it being added in recent patch notes. I totally missed it, apparently.
IMO, that damage buff needs to be removed from Motion Accelerator. Makes no sense. Hitting faster doesn't exactly mean hitting stronger.
Ambush and Rally Cry need a 15 second shared cooldown
Would be useless, since Rally Cry can be used by anyone, as it is teamwide. Since already citing Tac Initiative as a factor in Exo/Hyper, even though you can't USE those skills together, clearly, just separating them onto different people isn't going to help you, just annoy everyone else.
Would be useless, since Rally Cry can be used by anyone, as it is teamwide.
It would prevent a single player from stacking the two buffs together. Hitting ambush on another player's Rally Cry cycle takes team coordination and teamwork is OP. Another solution would be to cut the Critical Chance/Severity bonus in half while significantly improving the heal over time.
Since already citing Tac Initiative as a factor in Exo/Hyper, even though you can't USE those skills together, clearly, just separating them onto different people isn't going to help you, just annoy everyone else.
Tactical Initiative only ensures that Hyperonic Radiation and Exothermic Induction Field don't have cooldowns while using Geologist duty officers. It is quite possible to get a Hyperonic/Exothermic chain going without Tactical Initiative. It is already overpowered without Tactical Initiative and it gets even worse with Tactical Initiative. Hyperonic/Exothermic is one of the only kit abilities in the entire game that does not have a minimum cooldown. It is not unreasonable to add a minimum cooldown.
Comments
And I was hoping that the proc wouldn't be enhanced by buffs. So naive!
STO Screenshot Archive
Can't be cleared in any way? 8 seconds before detonation is a long time really. I haven't been playing much to check it out.
Vanilla Ground PvP information
Anything with "Removes all debuffs" will certainly remove the proc. That brings in Quick Fix and Battle Strategies. I haven't had a chance to get a willing volunteer to test and see if Vascular Regenerator and Bio-filter Sweep clear it as they should. Yes, 8 seconds gives the player a long time to potentially clear it, but it is a weapon proc. A single weapon proc should never mean the difference between life and death. Not to mention using the two piece Species 8472 set will decrease the time from 8 seconds to 5.3 seconds.
This proc works very similarly to the way DoT on Ambush duty officers worked before the bug fix. If a player gets hit with a Tactical buffed Bio-Molecular Incubation proc, which Tactical officers have up 33-100% of the time, then they will die instantly once the proc detonates. A few abilities with long cooldowns and one off cleanses aren't viable counters.
It gets even better than that, the proc's damage is doubled vs Species 8472. The numbers I listed are vs players and non-Species 8472.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Why Motion Accelerator? Just so the attacker doesn't get stopped by roots and holds? It's not a damage buff, so I guess it can get even worse.
Those damage numbers make me cringe. I am frustrated, disappointed and losing hope that they will address this. I'm not sure they anticipated things like Ambush + Rally Cry, and I don't exactly know how to properly fix it without nerf-hammering those skills somehow, making them non-stackable or something to that extent.
STO Screenshot Archive
Ambush and Rally Cry need a 15 second shared cooldown just as Exothermic Induction Field and Hyperonic Radiation both need 15 second minimum cooldowns. Else you can stack Ambush + Rally Cry and oneshot anything exposed...especially if you critically hit. Exothermic and Hyperonic may be used constantly via Geologist duty officers. They have virtually no cooldown under Tactical Initiative, which makes it possible to use them every time they are available.
Then we have the new reputation trait, Adrenaline Release, which provides a toggle +50% all damage output at the price of -100 All Damage Resistance Rating. That damage bonus needs to be cut in half or the ability to use buffs while it is active needs to be disabled. I'm working on a Ground PvP concerns directory 3.0 as we speak and I should have it posted here on the forums within a half hour. That way we can start collecting issues in bulk.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
I didn't know about the Motion Accelerator melee buff. Thanks for the clarification.
The wiki doesn't have that info, and I don't recall it being added in recent patch notes. I totally missed it, apparently.
IMO, that damage buff needs to be removed from Motion Accelerator. Makes no sense. Hitting faster doesn't exactly mean hitting stronger.
STO Screenshot Archive
Tactical Initiative only ensures that Hyperonic Radiation and Exothermic Induction Field don't have cooldowns while using Geologist duty officers. It is quite possible to get a Hyperonic/Exothermic chain going without Tactical Initiative. It is already overpowered without Tactical Initiative and it gets even worse with Tactical Initiative. Hyperonic/Exothermic is one of the only kit abilities in the entire game that does not have a minimum cooldown. It is not unreasonable to add a minimum cooldown.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
It probably affects Lunge as well.
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