A total of sixteen new Duty Officers are included in the Xindi Lock Box! (8 Fed, 8 Kdf)
Each of these officers has a new Active Roster Ability (described below), as well as an R&D Specialization which allows them to be used to craft some of the high-end R&D recipes that unlock when you reach Level 15 in an R&D School. (Example: 360-Arc Beam Arrays)
They also all come with a total of five traits, including Resolve.
-- TECHNICIAN -- Active Roster Ability:
Activating Emergency Power to Auxiliary has a chance to increase the damage dealt by your Exotic Damage abilities for a short duration
* 10% chance: Grant 25% Bonus Damage to Exotic Damage abilities for 10 sec
-- FABRICATION ENGINEER -- Active Roster Ability:
Whenever you launch a Tricobalt Torpedo there is a chance it will fly to its target much faster. This affects High Yield and Spread versions as well
* 35% Chance: Tricobalt Torpedoes you launch will have 50% more Flight Speed.
-- SYSTEMS ENGINEER -- Active Roster Ability:
Beaming in a Combat Supply crate also has a chance to periodically create a small number of Chroniton Mines in the surrounding area.
* Every second, Combat Supply has a 25% chance: Set up a Chroniton Mine nearby that will last 30 seconds.
-- MATTER-ANTIMATTER SPECIALIST -- Active Roster Ability:
Your Gravity Well will have a periodic chance to disable any affected foes' Engines for a very short duration. This chance is checked each time the anomaly deals damage.
* Each second, 20% Chance: Gravity Well will knock affected targets' Engine subsystem offline for 1 sec
-- RESEARCH LAB SCIENTIST -- Active Roster Ability:
Whenever Stasis Field is applied to an enemy, you gain a chance to capture a second nearby enemy in a weaker Stasis Field. This effect can only chain once per Duty Officer of this type on active duty.
* 20% Chance: Stasis Field will spread to a secondary enemy target.
-- ASSAULT SQUAD OFFICER -- Active Roster Ability:
When using Ambush, there is a small chance that a short duration Ambush effect will be automatically re-applied when outgoing damage causes the Ambush effect to end. This re-application can only ever happen once per Ambush use, and the re-applied Ambush is of shorter duration.
* 20% Chance: Automatically refresh Ambush for 5 sec when expired by outgoing damage.
-- ENERGY WEAPONS OFFICER -- Active Roster Ability:
While Draw Fire is active, this officer grants you a chance to restore some health each time you take damage from a non-periodic source.
* While Draw Fire active, 20% chance when receiving damage to Heal Self for +65.5 Hit Points
-- SHIELD DISTRIBUTION OFFICER -- Active Roster Ability:
The last activation cycle of your Tachyon Beam gains a chance to knock the opponent's nearest Shield Facing offline for a short duration.
-- SHIELD DISTRIBUTION OFFICER -- Active Roster Ability:
The last activation cycle of your Tachyon Beam gains a chance to knock the opponent's nearest Shield Facing offline for a short duration.
Bort, I'm going to give you my quick and very fair opinion on this one.
SDO - While it's nice you decided to try and help Tahcyon Beam, there are two problems. First, most people don't use tachyon beam because (unless taken to extreme flow caps levels) it's very very weak. Even on those, just using tachyon beam and shooting is more effective than this 20% for a 2.5 sec knockout. Oh yeah, we have target shields subsystem if we want a chance to knock out shields and even I don't bother buffing that as people have a lot of disables protection.
Veredict - Useless
The SDO could be useful if you increased the chance or the disable duration.
-- TECHNICIAN -- Active Roster Ability:
Activating Emergency Power to Auxiliary has a chance to increase the damage dealt by your Exotic Damage abilities for a short duration
* 10% chance: Grant 25% Bonus Damage to Exotic Damage abilities for 10 sec
this will do scarey things for FBP, TBR and GW, sci ships were already dealing huge damage with stuff like this. sci becomes even more powerful in pvp, but its pretty marginalized by only having 3 roles of 10% chance of procing
-- FABRICATION ENGINEER -- Active Roster Ability:
Whenever you launch a Tricobalt Torpedo there is a chance it will fly to its target much faster. This affects High Yield and Spread versions as well
* 35% Chance: Tricobalt Torpedoes you launch will have 50% more Flight Speed.
trics still deal less damage then most HY torps if i recall correctly, and they can be used twice as often. if anyone uses these anymore, you can launch it farther away and not have to worry about damaging yourself, wile still having about the same chance of it not getting shot down. a fine doff
-- SHIELD DISTRIBUTION OFFICER -- Active Roster Ability:
The last activation cycle of your Tachyon Beam gains a chance to knock the opponent's nearest Shield Facing offline for a short duration.
this would be great for opening with an alpha or a decloak vap, but that proc chance on the last tick pretty much kills that. unless you can line up that proc on the opening pulse, its pretty unlikely this will even line up with a DHC fireing cycle, and there wont be any surprise left if you wait for tach beam to finish before firing your first shot
bort, these low chance of something actually happening doffs are sorta TRIBBLE. its hard to justify space for things you cant reliably build around. like this tech doff, why not each doff adding like 7.5% damage per, to all exotic at all times? thats actually worth possibly sloting 3 of. it would hardly be OP if that tric doff just always gave it boosted speed, and the tach beam doff, ether have it be a 20% chance, OR last tic, not both.
1) Technician - In the first place, no aux2bat build will use these and you know why. Even worse, why would a sci captain use these if the Aux drain negates the bonus damage. Veredict - Useless
This Technician's usefulness was aimed squarely at players that do not rely on A2B Technicians, which includes many Sci officers that rely on Exotic Damage, or play healing/support roles. Many of these already utilize Emergency Power to Aux.
Also, I have no idea what "aux drain" you're talking about. Did your brain cross-wire EmergencyToAux with Aux2Battery?
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
This Technician's usefulness was aimed squarely at players that do not rely on A2B Technicians, which includes many Sci officers that rely on Exotic Damage, or play healing/support roles. Many of these already utilize Emergency Power to Aux.
Also, I have no idea what "aux drain" you're talking about. Did your brain cross-wire EmergencyToAux with Aux2Battery?
Ok, I admit it, I had a brain TRIBBLE, but you have to admit, the Tachyon beam one is pretty bad. It's right up there with the Juel Ducane doff that, even with the fix, it's too much doff space for little benefit.
1) Technician - In the first place, no aux2bat build will use these and you know why. Even worse, why would a sci captain use these if the Aux drain negates the bonus damage. Veredict - Useless
they are literally tech doffs, as in, the same type of doff used with AtB. you cant AtB and use these at the same time. these aren't draining aux ether, its a EPtA based doff
they are literally tech doffs, as in, the same type of doff used with AtB. you cant AtB and use these at the same time. these aren't draining aux ether, its a EPtA based doff
bort, these low chance of something actually happening doffs are sorta TRIBBLE.
You've always been an exceedingly vocal opponent of power creep in STO, yet now you are proposing increasing the utility/power of every Doff by an exponential amount, by changing their "chance on activate" abilities into "always happens" effects. You can't have it both ways, DDIS.
"Chance of X when Y" has always been a core design concept of Duty Officer active roster abilities. Exceptions have been made over the ~1.5 years since the system's introduction, but we haven't thrown out the rule. Doffs are intended to be fun, extra effects to existing abilities. Not game-changing, build-altering abilities. The existence of A2B Technicians (and their ilk), and the resulting builds they have spawned, are an anomaly that was never intended to happen in this system, and which we don't intend to repeat.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
they are literally tech doffs, as in, the same type of doff used with AtB. you cant AtB and use these at the same time. these aren't draining aux ether, its a EPtA based doff
Yeah it actually looks really nice... a boost to aux power from Ep2aux AND exotic damage bonus on top? I'm going to try it with the new matter antimatter specialist and see what I can do, being a GW fan and all.
Will we ever see Romulan characters given unique options here? Current system sucks a bit.
I have exactly 4 Romulan faction doffs out of a 300 person crew, and 3 of them are from the Tal Shiar lockbox As always it'd be nice but I'm not holding my breath.
You've always been an exceedingly vocal opponent of power creep in STO, yet now you are proposing increasing the utility/power of every Doff by an exponential amount, by changing their "chance on activate" abilities into "always happens" effects. You can't have it both ways, DDIS.
"Chance of X when Y" has always been a core design concept of Duty Officer active roster abilities. Exceptions have been made over the ~1.5 years since the system's introduction, but we haven't thrown out the rule. Doffs are intended to be fun, extra effects to existing abilities. Not game-changing, build-altering abilities. The existence of A2B Technicians (and their ilk), and the resulting builds they have spawned, are an anomaly that was never intended to happen in this system, and which we don't intend to repeat.
oh yes i can not all power creep is created equal. like these new traits, i wonder if i can now reach the shield res cap, sustained, not spiked to. if i stack EPtS3, 8472 rep shield res trait, an elite shield, and this new lockbox trait, someone do the math on that. that is power creep. the shield penetration on high DPS beam boats is about to be boosted an entire 8%! those ships are at the same red alert for a 10 minutes to a half hour, 45 seconds is nothing to them. that is power creep. a 5/2 weapons escort that can run an AtB build, move near as fast as the bug, has a fleet cruiser shield mod, and a 5th tac console, thats power creep. nothing i suggested for these doffs is withing miles of THAT power creep.
you wanna know what AtB doffs don't do? they don't in any way make your shield resistance, peek spike damage, peek DPS, mobility, turn rate, or any of those things better. for all they do, no were do they push out the goal posts on anything. all AtB does for cruisers these days is increase their self sufficient survivability, and without it they are the weakest link. they cant avoid damage like fast movers, all they can do is tank. before AtB builds, tac cruisers were a very underpowered concept, due to how poor their survivability was. its actually more balanced now! i don't see it as a problem that its the default thing to use were you can, so is EPtS, FAW with beams, CRF with cannons, there's no real difference.
the truth is, tech+AtB is not that bad, more then anything it just makes you more self sufficient in pugs. with the sheer power of healers on organized teams, those gains are irreverent. the escort with the most mobility and turn rate is still the most effective, the bug is still the best.
doffs have the potential to add in new ways of building ships, new reasons to use skills. the TBR doff is a perfect example of this, there's no chance of it pulling or pushing. i think a great deal of thinking need to go into this exact type of thing, the system will have these anomalies, as long as you insist on following a philosophy that makes them anomalies. as long as you make everything but AtB doffs, the TBR pull doff, TB shield drain doff, and AtD doff hamstrung by chance occurrences, they will always be this massive, on paper, outlier.
i know you guys don't like AtB, but you cant nerf it out of existence. instead, you should try marginalizing it, remove chance roles on things like beam cooldown and cannon coldown doffs, stuff like that. make it so you just need 1 purple, or 2 blues, or 3 greens to get the max effect. is that power creep? yes and no, i really need to think of a good word for this, but what it is is 'within goal posts power creep', its not letting you do anything you couldn't do by just slotting 2 copies of a skill. instead you trade a very high value active roster slot for uptime on a certain thing. this would takes value away from AtB builds, if you could a la carte pick and choose skills you want cooled down near global, without the blanket cooldown and the associated disruption to your aux levels. do this, and you don't need to nerf AtB, you have marginalized it until its less relevant.
You've always been an exceedingly vocal opponent of power creep in STO, yet now you are proposing increasing the utility/power of every Doff by an exponential amount, by changing their "chance on activate" abilities into "always happens" effects. You can't have it both ways, DDIS.
"Chance of X when Y" has always been a core design concept of Duty Officer active roster abilities. Exceptions have been made over the ~1.5 years since the system's introduction, but we haven't thrown out the rule. Doffs are intended to be fun, extra effects to existing abilities. Not game-changing, build-altering abilities. The existence of A2B Technicians (and their ilk), and the resulting builds they have spawned, are an anomaly that was never intended to happen in this system, and which we don't intend to repeat.
like pvp only mods for weapons which would be a bad design choice, since you prefer to things to remain identical between pvp and pve. Oh wait *read crafting patch notes again*
bort for the longest time, systems has jumped 10 steps down the power creep rabbit whole, and occasional glanced in the opposite direction. the problem is: there is too much chance of x procing y occurring with proc z which rolls for a crit while chance to buff b is up on random group member c
the damage is done, more consistency and opportunity cost is a good way to balance things out. Some of the common active roster doff powers were simply not designed while [pen] torps, can bypass shields, with an added 3 traits rolling for the same effect, on a boat with a universal consoles which adds another percentage to by-pass shields, on a set-bonus to add kinetic damage to hull on critical hits with....
so bring them up to snuff, and be done with it. it is much more enjoyable for all if we know what we can expect from equipment instead of adding proc chances, on top of proc effects, on top of activation prods, on top oc crit chances, with crit effects, and secondary prods going of on dual proc weapons with 8 flavors of dual prods happening none or all at once....and thats what a tuffli can do
oh yes i can not all power creep is created equal. like these new traits, i wonder if i can now reach the shield res cap, sustained, not spiked to. if i stack EPtS3, 8472 rep shield res trait, an elite shield, and this new lockbox trait, someone do the math on that. that is power creep. the shield penetration on high DPS beam boats is about to be boosted an entire 8%! those ships are at the same red alert for a 10 minutes to a half hour, 45 seconds is nothing to them. that is power creep. a 5/2 weapons escort that can run an AtB build, move near as fast as the bug, has a fleet cruiser shield mod, and a 5th tac console, thats power creep. nothing i suggested for these doffs is withing miles of THAT power creep.
I absolutely agree.
The SDO and the Technician here have no consistency to them. Even with 3 equipped, there's less than a 50% chance you'll get the desired effect on the tachyon beam and only a 27% chance you'll get the exotic damage bonus (for 10 secs and you get a chance at it no more often than once in 30 secs) from technicians.
It's not Aux2Batt technicians that are the only outliers, many other doffs are just plain much better than that. Usual shield healing SDOs give good chances at a heal every minute or so. Damage control engineers also give you a reliable source of procs for lowering EPtX CDs.
Of the doffs presented, the Gravity Well one may be useful, you should see it do something with every GW you spawn. The tricobalt doff at least has a better chance at proccing, but it's still more of a gimmick. For one, tricobalts aren't all that amazing compared to newer photons or normal quantums, and then the ability still forces you to either go full on or pass. (If you count on the speed buff, you're far from target ->if it procs, fine, if not, the tricobalt will be blown up before it gets to target/target dies before it gets there/... If you don't expect the speed buff, you'll bomb the target from a close distance -> If it doesn't proc, fine, if it procs, you're caught in the blast before you get out.)
Obviously I don't comment on ground doffs, I'm a nood for ground.
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class. Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider. Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
i just want to emphasize again the difference between ok power creep and bad power creep
bad power creep pushes a certain capability beyond its current limits, this lock box is filthy with this type of creep, plz never do this type again! this is the kind of creep i decry
ok power creep is something that might make it a bit easier to do something you can already do in the system, or helps sub par ships more then best ships. i advocate creative ways to do this, because things are far from all created equal in the system.
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
You've always been an exceedingly vocal opponent of power creep in STO, yet now you are proposing increasing the utility/power of every Doff by an exponential amount, by changing their "chance on activate" abilities into "always happens" effects. You can't have it both ways, DDIS.
"Chance of X when Y" has always been a core design concept of Duty Officer active roster abilities. Exceptions have been made over the ~1.5 years since the system's introduction, but we haven't thrown out the rule. Doffs are intended to be fun, extra effects to existing abilities. Not game-changing, build-altering abilities. The existence of A2B Technicians (and their ilk), and the resulting builds they have spawned, are an anomaly that was never intended to happen in this system, and which we don't intend to repeat.
That's all well and fine, but on the other extreme, assigning pretty bad chances of lackluster procs to rarely used or high global cooldown abilities doesn't help either.
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class. Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider. Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
The SDO and the Technician here have no consistency to them. Even with 3 equipped, there's less than a 50% chance you'll get the desired effect on the tachyon beam and only a 27% chance you'll get the exotic damage bonus (for 10 secs and you get a chance at it no more often than once in 30 secs) from technicians..
Here lies the problem. People hate Tachyon Beam, and I agree it sucks except in very very particular builds. I already have 3 deflector doffs for cooldown reduction. Even if I made an alternate build. I wouldn't waste 1-3 slots for a low proc chance that only lasts 2.5 seconds. Lets say it scales with subspace decompiler. Well, who cares. No one specs that because people laugh off disables.
Here lies the problem. People hate Tachyon Beam, and I agree it sucks except in very very particular builds. I already have 3 deflector doffs for cooldown reduction. Even if I made an alternate build. I wouldn't waste 1-3 slots for a low proc chance that only lasts 2.5 seconds. Lets say it scales with subspace decompiler. Well, who cares. No one specs that because people laugh off disables.
it almost makes it an appealing skill for a tactical ships, not ships that might already use it. using it to lower a facing before an alpha is a new game play option, but its just to hamstrung by low chance and last tic activation for anyone to consider using up a sci skill slot and active roster slot. as it is now, it might as well not exist, and thats the sad truth for at least half of the almost good doffs out there.
Ixmuat (KDF) has a Fed border, background, and emblem. I expect this will cause some confusion.
It's far worse... ALL of them have the same Problem, and the Crafting ability does NOT WORK for Klingons (at least tried that with Ainsuri, "KDF" Tech DOFF, he is not selectable when crafting Consoles)
Beta, LTA, CE, Multiple preorder Versions, all Addon Packs except AoY, nearly all KDF/Rom and ~50% of all Fedships, over 25 LockboxShips, Endurer of Atari's "Year of Hell", but...
Those KDF Xindi doffs will not work for KDF assignments or be bound to crews if they have the FED portrait in the background and the FED logo in the corner... add that bug to the pile
Suggestion, if you're creating these doffs to make certain boff abilities more desirable to use, don't give them such a low proc chance.
Personally I dislike any doffs that proc <33% of the time.
10% chance on that new technician for 25% boost, I'd rather see a 50% chance and 5% boost, or 25% chance and 10% boost at worst. Considering how often you'd activate EPtA, that'd be more useful.
Tachyon beam, considering you have to keep it actively on target for full duration to MAYBE get the proc, not great either. 40% proc at least would be the go on that one imo.
Thanks for finally putting something like this in though. Just a shame it'll never be part of the base skill now, which it should have been from the get go. I always thought that a tachy doff instead of drain would simply apply a reverse Tac Team effect. But this is close enough I guess.
The facing offline time is too short to even bother with for me.
-- FABRICATION ENGINEER -- Active Roster Ability:
Whenever you launch a Tricobalt Torpedo there is a chance it will fly to its target much faster. This affects High Yield and Spread versions as well
* 35% Chance: Tricobalt Torpedoes you launch will have 50% more Flight Speed.
Those KDF Xindi doffs will not work for KDF assignments or be bound to crews if they have the FED portrait in the background and the FED logo in the corner... add that bug to the pile
Sorry to see this bug went live. It's already been fixed internally and should be included in the next patch we push out. So, hold onto your KDF-Xindi - they will be repaired shortly.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Comments
(Edited the "brain TRIBBLE" I had out)
Bort, I'm going to give you my quick and very fair opinion on this one.
SDO - While it's nice you decided to try and help Tahcyon Beam, there are two problems. First, most people don't use tachyon beam because (unless taken to extreme flow caps levels) it's very very weak. Even on those, just using tachyon beam and shooting is more effective than this 20% for a 2.5 sec knockout. Oh yeah, we have target shields subsystem if we want a chance to knock out shields and even I don't bother buffing that as people have a lot of disables protection.
Veredict - Useless
The SDO could be useful if you increased the chance or the disable duration.
this will do scarey things for FBP, TBR and GW, sci ships were already dealing huge damage with stuff like this. sci becomes even more powerful in pvp, but its pretty marginalized by only having 3 roles of 10% chance of procing
trics still deal less damage then most HY torps if i recall correctly, and they can be used twice as often. if anyone uses these anymore, you can launch it farther away and not have to worry about damaging yourself, wile still having about the same chance of it not getting shot down. a fine doff
this would be great for opening with an alpha or a decloak vap, but that proc chance on the last tick pretty much kills that. unless you can line up that proc on the opening pulse, its pretty unlikely this will even line up with a DHC fireing cycle, and there wont be any surprise left if you wait for tach beam to finish before firing your first shot
bort, these low chance of something actually happening doffs are sorta TRIBBLE. its hard to justify space for things you cant reliably build around. like this tech doff, why not each doff adding like 7.5% damage per, to all exotic at all times? thats actually worth possibly sloting 3 of. it would hardly be OP if that tric doff just always gave it boosted speed, and the tach beam doff, ether have it be a 20% chance, OR last tic, not both.
This Technician's usefulness was aimed squarely at players that do not rely on A2B Technicians, which includes many Sci officers that rely on Exotic Damage, or play healing/support roles. Many of these already utilize Emergency Power to Aux.
Also, I have no idea what "aux drain" you're talking about. Did your brain cross-wire EmergencyToAux with Aux2Battery?
Cryptic - Lead Systems Designer
"Play smart!"
Ok, I admit it, I had a brain TRIBBLE, but you have to admit, the Tachyon beam one is pretty bad. It's right up there with the Juel Ducane doff that, even with the fix, it's too much doff space for little benefit.
they are literally tech doffs, as in, the same type of doff used with AtB. you cant AtB and use these at the same time. these aren't draining aux ether, its a EPtA based doff
Yeah, yeah, I read incorrectly. Fixed my post.
You've always been an exceedingly vocal opponent of power creep in STO, yet now you are proposing increasing the utility/power of every Doff by an exponential amount, by changing their "chance on activate" abilities into "always happens" effects. You can't have it both ways, DDIS.
"Chance of X when Y" has always been a core design concept of Duty Officer active roster abilities. Exceptions have been made over the ~1.5 years since the system's introduction, but we haven't thrown out the rule. Doffs are intended to be fun, extra effects to existing abilities. Not game-changing, build-altering abilities. The existence of A2B Technicians (and their ilk), and the resulting builds they have spawned, are an anomaly that was never intended to happen in this system, and which we don't intend to repeat.
Cryptic - Lead Systems Designer
"Play smart!"
Yeah it actually looks really nice... a boost to aux power from Ep2aux AND exotic damage bonus on top? I'm going to try it with the new matter antimatter specialist and see what I can do, being a GW fan and all.
I have exactly 4 Romulan faction doffs out of a 300 person crew, and 3 of them are from the Tal Shiar lockbox As always it'd be nice but I'm not holding my breath.
oh yes i can not all power creep is created equal. like these new traits, i wonder if i can now reach the shield res cap, sustained, not spiked to. if i stack EPtS3, 8472 rep shield res trait, an elite shield, and this new lockbox trait, someone do the math on that. that is power creep. the shield penetration on high DPS beam boats is about to be boosted an entire 8%! those ships are at the same red alert for a 10 minutes to a half hour, 45 seconds is nothing to them. that is power creep. a 5/2 weapons escort that can run an AtB build, move near as fast as the bug, has a fleet cruiser shield mod, and a 5th tac console, thats power creep. nothing i suggested for these doffs is withing miles of THAT power creep.
you wanna know what AtB doffs don't do? they don't in any way make your shield resistance, peek spike damage, peek DPS, mobility, turn rate, or any of those things better. for all they do, no were do they push out the goal posts on anything. all AtB does for cruisers these days is increase their self sufficient survivability, and without it they are the weakest link. they cant avoid damage like fast movers, all they can do is tank. before AtB builds, tac cruisers were a very underpowered concept, due to how poor their survivability was. its actually more balanced now! i don't see it as a problem that its the default thing to use were you can, so is EPtS, FAW with beams, CRF with cannons, there's no real difference.
the truth is, tech+AtB is not that bad, more then anything it just makes you more self sufficient in pugs. with the sheer power of healers on organized teams, those gains are irreverent. the escort with the most mobility and turn rate is still the most effective, the bug is still the best.
doffs have the potential to add in new ways of building ships, new reasons to use skills. the TBR doff is a perfect example of this, there's no chance of it pulling or pushing. i think a great deal of thinking need to go into this exact type of thing, the system will have these anomalies, as long as you insist on following a philosophy that makes them anomalies. as long as you make everything but AtB doffs, the TBR pull doff, TB shield drain doff, and AtD doff hamstrung by chance occurrences, they will always be this massive, on paper, outlier.
i know you guys don't like AtB, but you cant nerf it out of existence. instead, you should try marginalizing it, remove chance roles on things like beam cooldown and cannon coldown doffs, stuff like that. make it so you just need 1 purple, or 2 blues, or 3 greens to get the max effect. is that power creep? yes and no, i really need to think of a good word for this, but what it is is 'within goal posts power creep', its not letting you do anything you couldn't do by just slotting 2 copies of a skill. instead you trade a very high value active roster slot for uptime on a certain thing. this would takes value away from AtB builds, if you could a la carte pick and choose skills you want cooled down near global, without the blanket cooldown and the associated disruption to your aux levels. do this, and you don't need to nerf AtB, you have marginalized it until its less relevant.
like pvp only mods for weapons which would be a bad design choice, since you prefer to things to remain identical between pvp and pve. Oh wait *read crafting patch notes again*
bort for the longest time, systems has jumped 10 steps down the power creep rabbit whole, and occasional glanced in the opposite direction. the problem is: there is too much chance of x procing y occurring with proc z which rolls for a crit while chance to buff b is up on random group member c
the damage is done, more consistency and opportunity cost is a good way to balance things out. Some of the common active roster doff powers were simply not designed while [pen] torps, can bypass shields, with an added 3 traits rolling for the same effect, on a boat with a universal consoles which adds another percentage to by-pass shields, on a set-bonus to add kinetic damage to hull on critical hits with....
so bring them up to snuff, and be done with it. it is much more enjoyable for all if we know what we can expect from equipment instead of adding proc chances, on top of proc effects, on top of activation prods, on top oc crit chances, with crit effects, and secondary prods going of on dual proc weapons with 8 flavors of dual prods happening none or all at once....and thats what a tuffli can do
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
The SDO and the Technician here have no consistency to them. Even with 3 equipped, there's less than a 50% chance you'll get the desired effect on the tachyon beam and only a 27% chance you'll get the exotic damage bonus (for 10 secs and you get a chance at it no more often than once in 30 secs) from technicians.
It's not Aux2Batt technicians that are the only outliers, many other doffs are just plain much better than that. Usual shield healing SDOs give good chances at a heal every minute or so. Damage control engineers also give you a reliable source of procs for lowering EPtX CDs.
Of the doffs presented, the Gravity Well one may be useful, you should see it do something with every GW you spawn. The tricobalt doff at least has a better chance at proccing, but it's still more of a gimmick. For one, tricobalts aren't all that amazing compared to newer photons or normal quantums, and then the ability still forces you to either go full on or pass. (If you count on the speed buff, you're far from target ->if it procs, fine, if not, the tricobalt will be blown up before it gets to target/target dies before it gets there/... If you don't expect the speed buff, you'll bomb the target from a close distance -> If it doesn't proc, fine, if it procs, you're caught in the blast before you get out.)
Obviously I don't comment on ground doffs, I'm a nood for ground.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
bad power creep pushes a certain capability beyond its current limits, this lock box is filthy with this type of creep, plz never do this type again! this is the kind of creep i decry
ok power creep is something that might make it a bit easier to do something you can already do in the system, or helps sub par ships more then best ships. i advocate creative ways to do this, because things are far from all created equal in the system.
Why only Reptilian and Aquatic though? Seems very strange.
Joined January 2009
That's all well and fine, but on the other extreme, assigning pretty bad chances of lackluster procs to rarely used or high global cooldown abilities doesn't help either.
I wondered what I forgot to add to my post:
Thanks Bort for this thread.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
We don't need to the Doffs to be game changers, but we DO need to notice their utility.
Here lies the problem. People hate Tachyon Beam, and I agree it sucks except in very very particular builds. I already have 3 deflector doffs for cooldown reduction. Even if I made an alternate build. I wouldn't waste 1-3 slots for a low proc chance that only lasts 2.5 seconds. Lets say it scales with subspace decompiler. Well, who cares. No one specs that because people laugh off disables.
it almost makes it an appealing skill for a tactical ships, not ships that might already use it. using it to lower a facing before an alpha is a new game play option, but its just to hamstrung by low chance and last tic activation for anyone to consider using up a sci skill slot and active roster slot. as it is now, it might as well not exist, and thats the sad truth for at least half of the almost good doffs out there.
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It's a good thing that you aren't the one who decides what is good powercreep and what is bad powercreep.
It's far worse... ALL of them have the same Problem, and the Crafting ability does NOT WORK for Klingons (at least tried that with Ainsuri, "KDF" Tech DOFF, he is not selectable when crafting Consoles)
Suggestion, if you're creating these doffs to make certain boff abilities more desirable to use, don't give them such a low proc chance.
Personally I dislike any doffs that proc <33% of the time.
10% chance on that new technician for 25% boost, I'd rather see a 50% chance and 5% boost, or 25% chance and 10% boost at worst. Considering how often you'd activate EPtA, that'd be more useful.
Tachyon beam, considering you have to keep it actively on target for full duration to MAYBE get the proc, not great either. 40% proc at least would be the go on that one imo.
Thanks for finally putting something like this in though. Just a shame it'll never be part of the base skill now, which it should have been from the get go. I always thought that a tachy doff instead of drain would simply apply a reverse Tac Team effect. But this is close enough I guess.
The facing offline time is too short to even bother with for me.
Know it's unlikely, but given that the Elachi Subspace is a "Tric" boosted torp - is it affected by this DOFF?
Sorry to see this bug went live. It's already been fixed internally and should be included in the next patch we push out. So, hold onto your KDF-Xindi - they will be repaired shortly.
Cryptic - Lead Systems Designer
"Play smart!"
Only "true" Tricobalts benefit from this Doff.
Cryptic - Lead Systems Designer
"Play smart!"
Thanks, bort...heh, though I was picturing the even faster HY Elachi paired up with some EWO BO Penetration action. :P