From the current tribble patch notes:
We will be bringing down the Tribble server for maintenance to apply a new update: ST.42.20140720a.7
General:
Beam Overload:
- Beam Overload attacks are now always a Critical Hit.
- Their tooltips have been updated to indicate that they always Critically Hit.
- Beam Overload no longer drains Weapon Power.
- Beam Overload's base damage has been reduced by 25% under the hood.
- Its damage will be higher on average due to 100% Critical chance.
And a comment by
adjucatorhawk on that:
It's fine for a skill to have downsides, but in BO's case that downside wasn't really communicated well, and it was overtuned to the point of making a DPS cooldown a DPS loss. BO being bad also forced FAW to be good at both Single Target and AoE. With BO present as a single-target beam power, we can hypothetically refocus Fire at Will to be more about Area of Effect and less rewarding if used on only a single target.
Now why is this a horrible idea? Because Cryptic in their infinite wisdom still have ships in the game that only have two tactical bridge officer powers. That's not enough at the moment. For a half-way decent build you need at least one instance of tactical team (with the vaper builds the new beam overload will enable this will become even more important), one energy weapon power and one torpedo power (yeah, I admit it I try to stick to canon in that regard no pure energy weapon builds, sorry for trying to play the game like it was Star Trek). The D'kyr, Galaxy and others are already falling short there. And now they will have to choose between multi-target damage and single-target damage. That makes ships with 3 tac abilities worse too. The only ships I can see profiting from this change are escorts and raiders. All other ships NEED their multi-purpose powers. Or do you want to wait until everyone has switched out their tactical boffs between cubes and spheres in Infected?
FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
Comments
Your personal preferences have no bearing on whether a change is good for the game or not.
Considering it is advertised as a "Star Trek" game everything that makes it less Star Trek is bad for the game.:rolleyes:
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
This new change to BO is a good thing. Its true that bfaw has been far too effective in single target engagements as well as multiple targets. BO and THY are supposed to be the go to tac abilities for 1v1, and this seems to be a good way to go about it. Is having each shot result in a crit a good thing? No. Its actually a bad idea, but we all know that its the only way anyone would even consider coming off of bfaw. Do I think this was a lazy way to fix a problem? Yes, but again, I don't see another effective option. This change will probably have another good effect. If the players can look past their preconceptions and let go of their beliefs in what makes a good ship, and open their minds to new ideas, this could revitalize some old ships that don't see much use anymore. I've always been a supporter of bringing some of these tossed-aside ships back into the limelight, and this could be a step in the right direction. Why don't we wait and see how this affects the game before June.ping to conclusions, and starting threads about why its a bad idea before we even see the result.
Or have I read that right?
If true I'm curious to see what impact this will have on the 30K+ FAW A2B club.
Did you PvP with that setup? In PvE it's probably nice. Lot's of staying power, barely draws aggro...
The difference between 1v1 and 1vX powers is part of the problem.
"We all know"? Nope, I don't. I'm already using BO in some builds and there are tons of people who use it to great effect. And it's getting better, good for them, I will adapt. But nerfing the multi-purpose FaW will break a lot.
I'm not jumping to conclusions, I'm analyzing what Cryptic is planning to do and what the results will be from my point of view. Because I know that if Cryptic messes something up they'll stick with it for years to come. The old ships are "tossed aside" for a reason. Because they are worse than other ships. And forcing them tactically into either single-target or multi-target damage will make them even worse because the game needs both.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
@eulifdavis
And there's nothing wrong with wanting to have TT, BO, FAW and a torpedo BOFF power. Because this is exactly how Starfleet ships work!
Again ships with many tac stations geting favoured.
The situation would look completely different, if Starfleet ships (especially Cruisers) would get a inherent Beam Overload power. (1 min. CD)
EDIT: Or even better, let's make Tactical Team an inherent ship ability.
Which is precisely why the power drain should have remained.
In exchange for tactical slots, other ships have enginerering and science slots. If you are meaning to say that engineering powers and science powers are underpowered, than say that, and let Cryptic focus on fixing that (if it's a real issue.)
Even if they would raise their magnitude by 300% a low tac station ship wouldn't get the ability to use FAW (AOE attack) BO and Tac Team in space combat. Not to speak of using Torpedoes.
My point is that 2 tac slots are simply insufficient and offer to little options, this has nothing to do with other branches being too strong or too weak.
The days where ships where forced into the un-holy Stone/Paper/Scissor mold are over (thankfully).
EDIT:
This is only the PvE player speaking, since i couldn't care less about PvP.
(no offense, guys.
Agreed, now it will be eradicate shield facing, vape target, continue with the next target, rinse repeat with no loss of weapons power, to counter dps vs BO use.
Praetor of the -RTS- Romulan Tal Shiar fleet!
While the premise of beam overload is that you're surpassing weapon specifications to deliver a single powerful blow.
Instead of completely mitigating the power usage of the skill ~ have it also disable whatever particular beam bank is used for a # of seconds. It's overloaded and can't be immediately used, while the other weapons (which don't fire when BO does) can compensate for losing that weapon 5-8-10-12 seconds depending on the quality DoFF one equips.
They basically put back in the Borg Tech (now as VR Mats drops), which they said was bad since it had a bad rate drop. (People are already complaining, and I didn't have to even say anything). And now they going back with how Beam Overload was before F2P when they added the drain mechanic for the sake of balance.
Wonder what's next? :rolleyes:
EDIT: Snowpig74: No there was a time there was no drain mechanic with Beam Overload. You just forgot about the adjustment within the first couple of months.
Beam Overload has always had the drain mechanic - even before F2P.
You might be right but ...
I don't know much about crafting but ...
what if I have 7 beams ( or 8 beams? should I keep the kinetic cutting beam? ) with the mod [ Over ] in autofire?
Beams:
[Over] This mod gives all of its weapons attacks a small chance to trigger a free Beam Overload for the next beam weapon that fires.
how small is this chance? what if I combine 2xBO together with all of the free BOs coming from this mod?
1.) Is it possible to craft a beam weapon that has both the [CrtH] & [Over] modifiers?
2.) For the purposes of using Beam Overload, is there any real or theoretical bonus or advantage to having any crit chance beyond default? (essentially, does crit chance cap out at 100%)
3.) If crit chance has little to no bearing on the effectiveness of BO, why would you not use weapons with max [CrtD]?
Regarding to energy drain, no, because Singularity Overcharge should drain your singularity power to unleash a few overloads.
Regarding to the crits, well, yes, if they are Beam Overloads, they would crit 100%
Pve-wise ...
1. Would it be convenient ? = how much is the [ Over ] chance?
2. As far as I know, Acc is the only one wich should have a bonus when going beyond default, but it's bugged.
3. same as 1.
I don't think so, it's completely different ability (as the name already states).
EDIT:
Does the use of another Tac BOFF power prevent the trigger of [over]?
This is the next step to the power creep scalation?
Or cryptic just wanted to get rid of pvp for good?
A skill that ALWAYS does critical like BO now its a no no. Its insane and ridiculous. But meh, i guess nothing we can think matters. Again, a terrible decision, but who cares anymore, right? lol.
I dont have a clue why you will say that. I see it perfectly viable for pve builds. Maybe you need to work more on yours ^^
In fact, right now, BO is a perfect skill for pve, of course it is a no no skill for pvp.