test content
What is the Arc Client?
Install Arc
Options

New Beam Overload and discussed FaW changes: Why it's a bad idea

assimilatedktarassimilatedktar Member Posts: 1,708 Arc User
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.
Post edited by assimilatedktar on
«134567

Comments

  • Options
    tenkaritenkari Member Posts: 2,906 Arc User
    edited July 2014
    just pick up a bunch of Beams with the [Over] mod.... should be nice especially on DBB's.
  • Options
    eulifdaviseulifdavis Member Posts: 0 Arc User
    edited July 2014
    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).

    Your personal preferences have no bearing on whether a change is good for the game or not.
    [SIGPIC][/SIGPIC]
  • Options
    assimilatedktarassimilatedktar Member Posts: 1,708 Arc User
    edited July 2014
    eulifdavis wrote: »
    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:
    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.
  • Options
    ghyudtghyudt Member Posts: 1,112 Arc User
    edited July 2014
    I have to disagree about what a ship needs in order to be half decent. Tactical team is no more than a crutch ability, not unlike aux2batt or gravity well. Its something you use when you can't get better results from other options. I've been using a galaxy with the same build for over a year, making only minute changes to equipment or boff layout. And each and every setup has used only 2 tac abilities; BO1 and THY2. I've used this setup to great effect, never aiming to be the biggest damage dealer, but simply to design a ship I'm proud of, and its served me well. Are there stronger builds out there? Sure. Do they hit harder? Of course. But they don't have any character because they're all the same. It doesn't matter what you fly, odds are you'll find a very similar setup on each and every one.

    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.
  • Options
    ddesjardinsddesjardins Member Posts: 3,056 Media Corps
    edited July 2014
    Based on what I've read, BO is being updated to be more effective as a precursor to making FAW less effective on single targets.

    Or have I read that right?

    If true I'm curious to see what impact this will have on the 30K+ FAW A2B club.
  • Options
    seriousdaveseriousdave Member Posts: 2,777 Arc User
    edited July 2014
    While the 100% crit chance as a liitle bit over the top it's a good thing they got rid of that ridiculous power drain since that was one of the main points that made it useless to begin with. Not sure if it's a good thing for pvp though.:confused: It's already a borderline broken one-shot-fest and the new BO will just add to that.
  • Options
    assimilatedktarassimilatedktar Member Posts: 1,708 Arc User
    edited July 2014
    ghyudt wrote: »
    I have to disagree about what a ship needs in order to be half decent. Tactical team is no more than a crutch ability, not unlike aux2batt or gravity well. Its something you use when you can't get better results from other options. I've been using a galaxy with the same build for over a year, making only minute changes to equipment or boff layout. And each and every setup has used only 2 tac abilities; BO1 and THY2. I've used this setup to great effect, never aiming to be the biggest damage dealer, but simply to design a ship I'm proud of, and its served me well. Are there stronger builds out there? Sure. Do they hit harder? Of course. But they don't have any character because they're all the same. It doesn't matter what you fly, odds are you'll find a very similar setup on each and every one.

    Did you PvP with that setup? In PvE it's probably nice. Lot's of staying power, barely draws aggro...
    ghyudt wrote: »
    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.

    The difference between 1v1 and 1vX powers is part of the problem.
    ghyudt wrote: »
    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.

    "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.
    ghyudt wrote: »
    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.

    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.
    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.
  • Options
    yreodredyreodred Member Posts: 3,527 Arc User
    edited July 2014
    ...


    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?
    I agree, but my criticism does not go against the Beam Overload changes, it is more against the limited tactical capabilities of some ships.

    @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.
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
  • Options
    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited July 2014
    While the 100% crit chance as a liitle bit over the top it's a good thing they got rid of that ridiculous power drain since that was one of the main points that made it useless to begin with. Not sure if it's a good thing for pvp though.:confused: It's already a borderline broken one-shot-fest and the new BO will just add to that.

    Which is precisely why the power drain should have remained.
    3lsZz0w.jpg
  • Options
    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited July 2014
    You know, there may be reason the BO change may be bad, but that could be potentially more related to the amount of damage it inflicts, not whether every ship has more than 2 tactical slots.

    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.)
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • Options
    yreodredyreodred Member Posts: 3,527 Arc User
    edited July 2014
    You know, there may be reason the BO change may be bad, but that could be potentially more related to the amount of damage it inflicts, not whether every ship has more than 2 tactical slots.

    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.)
    No matter if Engineering is underpowered, it's powers are too passive by nature.
    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. :) )
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
  • Options
    shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited July 2014
    While the 100% crit chance as a liitle bit over the top it's a good thing they got rid of that ridiculous power drain since that was one of the main points that made it useless to begin with. Not sure if it's a good thing for pvp though.:confused: It's already a borderline broken one-shot-fest and the new BO will just add to that.

    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.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • Options
    john98837john98837 Member Posts: 761 Arc User
    edited July 2014
    The new BO is still not viable for PvE builds, and is going to be ridiculously powerful in PvP. Why its not viable in PvE is simple, it shares CD with BFAW. So if your on a beam boat that means you fire your BO, maybe you get a 100k damage critical, great, now you sit there and wait for 15 seconds of CD while maybe doing 10k dps single target. Divide it out even with a 100k point critical that's only 6600 DPS because of the CD. There isn't any PvE content where a 1 second spike is more valuable to you or your team than sustained DPS. A good try, step in the right direction, but not going to cut it for making BO PvE viable.
  • Options
    havokreignhavokreign Member Posts: 0 Arc User
    edited July 2014
    I feel like the 100% crit rate more than offsets a 25% base damage reduction (stack that CritD baby). Consider most players already stack attack buffs/target debuffs as a matter of course.

    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.
  • Options
    sonnikkusonnikku Member Posts: 77 Arc User
    edited July 2014
    So I'm guessing a FAW nerf is incoming under the assumption that you'll run both. Used to be you could put tactical team and fire at will on a Galaxy and keep them on global with aux2bat for a semi passable build. Now? Ha ha. If you don't want to gimp your dps even further, you're looking at kissing Tactical Team goodbye. Poor Galaxy. Gets nerfed even indirectly. :(
  • Options
    azurianstarazurianstar Member Posts: 6,985 Arc User
    edited July 2014
    I'm just surprised Cryptic keeps backtracking on things they said was bad for the game.


    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.
  • Options
    snowpig74snowpig74 Member Posts: 267 Arc User
    edited July 2014
    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:

    Beam Overload has always had the drain mechanic - even before F2P.
  • Options
    stofskstofsk Member Posts: 1,744 Arc User
    edited July 2014
    My only real problem is the drain mechanic has been excised. I thought it was a good balance thing for something that could give massive spike damage.
  • Options
    yreodredyreodred Member Posts: 3,527 Arc User
    edited July 2014
    sophlogimo wrote: »
    Well, they'll probably also touch the whole Tactical Team/shield redistribution issue, so let's just wait and see and be entertained. ^^
    Hopefully.
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
  • Options
    spaceeagle20spaceeagle20 Member Posts: 971 Arc User
    edited July 2014
    john98837 wrote: »
    The new BO is still not viable for PvE builds, and is going to be ridiculously powerful in PvP. Why its not viable in PvE is simple, it shares CD with BFAW. So if your on a beam boat that means you fire your BO, maybe you get a 100k damage critical, great, now you sit there and wait for 15 seconds of CD while maybe doing 10k dps single target. Divide it out even with a 100k point critical that's only 6600 DPS because of the CD. There isn't any PvE content where a 1 second spike is more valuable to you or your team than sustained DPS. A good try, step in the right direction, but not going to cut it for making BO PvE viable.

    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?
    P58WJe7.jpg


  • Options
    ironchefbbqironchefbbq Member Posts: 198 Arc User
    edited July 2014
    Here are a couple possible problems:

    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]?
  • Options
    stumpfgobsstumpfgobs Member Posts: 297 Arc User
    edited July 2014
    I wonder if this affects Singularity Overcharge in any way. If it does, well, scimitards with 5 forward dual beam banks will be melting planets (faster than usual).
  • Options
    spaceeagle20spaceeagle20 Member Posts: 971 Arc User
    edited July 2014
    stumpfgobs wrote: »
    I wonder if this affects Singularity Overcharge in any way. If it does, well, scimitards with 5 forward dual beam banks will be melting planets (faster than usual).

    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%
    P58WJe7.jpg


  • Options
    spaceeagle20spaceeagle20 Member Posts: 971 Arc User
    edited July 2014
    Here are a couple possible problems:

    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]?

    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.
    P58WJe7.jpg


  • Options
    seriousdaveseriousdave Member Posts: 2,777 Arc User
    edited July 2014
    stumpfgobs wrote: »
    I wonder if this affects Singularity Overcharge in any way. If it does, well, scimitards with 5 forward dual beam banks will be melting planets (faster than usual).

    I don't think so, it's completely different ability (as the name already states).
  • Options
    yreodredyreodred Member Posts: 3,527 Arc User
    edited July 2014

    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?
    I'm asking myself the same question.

    EDIT:
    Does the use of another Tac BOFF power prevent the trigger of [over]?
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
  • Options
    captainoblivouscaptainoblivous Member Posts: 2,284 Arc User
    edited July 2014
    Want to make bfaw used less for single targets? Fine. But at least have a "beam rapid fire" power instead of just making BO not drain power. Perhaps a "Cannon overload" type power would be good too.
    I need a beer.

  • Options
    policestate76policestate76 Member Posts: 1,424 Arc User
    edited July 2014
    Why the need to make BO always do critical hits??? i dont get it. Seriously.

    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.
  • Options
    policestate76policestate76 Member Posts: 1,424 Arc User
    edited July 2014
    john98837 wrote: »
    The new BO is still not viable for PvE builds,

    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.
Sign In or Register to comment.