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How to Fix BO

bareelbareel Member Posts: 3 Arc User
edited August 2014 in PvP Gameplay
Step 1: Reverse the damage nerf.

Step 2: Have BO only apply 1/3rd of the damage on initial impact.

Step 3: 1/3rd of the damage takes effect as a 5 (10?) second DoT.

Step 4: 1/3rd of the damage takes effect when DoT expires if not cleared.

Step 5: Choose a reasonable ability(s) to allow to remove the DoT and expire damage.

Step 6: Enjoy having an ability both useful in PvP and PvE (as NPCs will not clear it) without creating two versions.
Post edited by bareel on

Comments

  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited August 2014
    wow :rolleyes:


    BO is TRIBBLE in pve because you face off against 100 harmless targets, wile in pvp you face 5 that actually defend themselves and you need spike to over come. CRF also sucks in pve for the same reason, but no ever one brings that up. you cant make ether good in pve without FUNDAMENTALLY changing npc quality and quantity
  • fatman592fatman592 Member Posts: 1,207 Arc User
    edited August 2014
    I'm fine with both pre and post-nerf BO. What the OP suggests here is just silly. I'd rather see them take a hard look at all the RNG which is far more frustrating.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited August 2014
    The only major problem with BO currently, is the 100% CRTH chance, otherwise the damage is nominal, unless you are held in place, debuffed to the whazu, and zapped by someone with high CTRD.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • wildweasalwildweasal Member Posts: 1,053 Arc User
    edited August 2014
    hold on now ..i agree BO needs to be fixed ........with another 10% nerf to base damage on top of the 13% nerf thats was on top of the 25% nerf (snickers)....


    ...im a ENG and i approve this message
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  • giotarizgiotariz Member Posts: 652 Arc User
    edited August 2014
    wildweasal wrote: »
    hold on now ..i agree BO needs to be fixed ........with another 10% nerf to base damage on top of the 13% nerf thats was on top of the 25% nerf (snickers)....


    ...im a ENG and i approve this message

    You mad bro

    To OP, lolwut?
    Sad Pandas PvP - Starfleet Dental Member - Lag Industries Leader
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  • jjdezjjdez Member Posts: 570 Arc User
    edited August 2014
    The only thing the OP is missing is BO should actually give the player weapon power...

    lolwut
  • voporakvoporak Member Posts: 5,621 Arc User
    edited August 2014
    How about we put BO back to the way it was before all these changes?
    I ask nothing but that you remember me.
  • mavshaxmavshax Member Posts: 10 Arc User
    edited August 2014
    How you really fix beam overload.

    Remove weapon power drain.

    Remove the auto crit feature. Increase it's base accuracy by 10 percent.

    Done.
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited August 2014
    I could see a variation of the OP's suggestion working, using sustained DOT. Lets say, normal fire on a single target has the nearest single beam shoot the target once per pulse, BFAW shoots less powerful beams at multiple targets, and BO shoots a single sustained beam for the full duration. That would give BO a DOT mechanic that mades some sense and felt like what you see on screen, plus it would have a counter (disable to end). Meanwhile CRF would have a distinct role for burst/spike

    But srsly, cryptic wants to get rid of power consumption on weapons, and they prefer spamming over skilling.
  • fatman592fatman592 Member Posts: 1,207 Arc User
    edited August 2014
    Or they could leave the always crit mechanic, buff the base damage back up, but remove weapon power overcapping.

    Two birds with one stone maybe? But how will they sell A2B FAW boats?
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited August 2014
    It's working as intended... to the next question please :)
  • bareelbareel Member Posts: 3 Arc User
    edited August 2014
    I could see a variation of the OP's suggestion working, using sustained DOT. Lets say, normal fire on a single target has the nearest single beam shoot the target once per pulse, BFAW shoots less powerful beams at multiple targets, and BO shoots a single sustained beam for the full duration. That would give BO a DOT mechanic that mades some sense and felt like what you see on screen, plus it would have a counter (disable to end). Meanwhile CRF would have a distinct role for burst/spike

    But srsly, cryptic wants to get rid of power consumption on weapons, and they prefer spamming over skilling.

    I like this idea much better as well.
  • ghyudtghyudt Member Posts: 1,112 Arc User
    edited August 2014
    I could see a variation of the OP's suggestion working, using sustained DOT. Lets say, normal fire on a single target has the nearest single beam shoot the target once per pulse, BFAW shoots less powerful beams at multiple targets, and BO shoots a single sustained beam for the full duration. That would give BO a DOT mechanic that mades some sense and felt like what you see on screen, plus it would have a counter (disable to end). Meanwhile CRF would have a distinct role for burst/spike

    But srsly, cryptic wants to get rid of power consumption on weapons, and they prefer spamming over skilling.

    This is so.etbing I suggested a while back. Instead of a short overloaded burst, the beam should instead have an increased duration, maybe for the full 4 seconds that normal beams take to complete a cycle? But don't make it in pulses, and don't make it some clearable dot effect that will be cleared. It should do damage every .5 seconds, with each .5 doing the normal beam damage (I.e, every .5 sec, for 4 seconds, beam overload deals 240 damage).
  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    edited August 2014
    bareel wrote: »
    Step 1: Reverse the damage nerf.

    Step 2: Have BO only apply 1/3rd of the damage on initial impact.

    Step 3: 1/3rd of the damage takes effect as a 5 (10?) second DoT.

    Step 4: 1/3rd of the damage takes effect when DoT expires if not cleared.

    Step 5: Choose a reasonable ability(s) to allow to remove the DoT and expire damage.

    Step 6: Enjoy having an ability both useful in PvP and PvE (as NPCs will not clear it) without creating two versions.

    So a Hargh'Peng beam?
    T93uSC8.jpg
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited August 2014
    After doing more pvp then normal recently I will say. I like the overload changes and think its fine exactly as it is.

    The massive uber crits are gone. (the only ones that still happen are due to massive levels of debuffs.... asking for nerfs to current 60k overloads would be as silly as asking for a turret nerf because the log says there hitting you for 4k each when you have 2 sensor scans and a FOMM on you after a subnuke from a tac with a 5% GDF up) lol

    The crazy critz don't happen... however the skill is consistent and does what it should be doing imo. Yes I am using it. To be honest I hadn't used it in a long time... and I am using it once again and quite happy with what it is doing.
    [SIGPIC][/SIGPIC]
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  • brandonflbrandonfl Member Posts: 892
    edited August 2014
    After doing more pvp then normal recently I will say. I like the overload changes and think its fine exactly as it is.

    The massive uber crits are gone. (the only ones that still happen are due to massive levels of debuffs.... asking for nerfs to current 60k overloads would be as silly as asking for a turret nerf because the log says there hitting you for 4k each when you have 2 sensor scans and a FOMM on you after a subnuke from a tac with a 5% GDF up) lol

    The crazy critz don't happen... however the skill is consistent and does what it should be doing imo. Yes I am using it. To be honest I hadn't used it in a long time... and I am using it once again and quite happy with what it is doing.

    gotta agree, it's not way out of line, and you know what to expect from it. I've definitely noticed it on the battlefield, but it's not crazy like some are claiming. leave it alone.
    LOLSTO
  • dahminusdahminus Member Posts: 0 Arc User
    edited August 2014
    You want a god damn fix for beam overload? All beams instantly fire their cycle at target for 10 seconds with a 30 second cd and 20 second gcd.

    Single target faw? Rapid fire for beams.

    Done
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited August 2014
    dahminus wrote: »
    You want a god damn fix for beam overload? All beams instantly fire their cycle at target for 10 seconds with a 30 second cd and 20 second gcd.

    Single target faw? Rapid fire for beams.

    Done

    If the game needed beam rapid fire. Which can be argued both ways. Removing the only true spike energy weapon skill wouldn't be the way to do it. imo anyway.

    The game needs spike skills... in that regard overload does exactly what it is supposed to do. I have been using it fully taced up in an escort where I couldn't add any more dmg boosts if I wanted. I have even used the hirogen spin console to try and push it more. Bottom line it doesn't hit north of 30k unless you have serious debuffs on a target. Which is good. Because it also doesn't hit any lower then the 20k range very often either. People that shrug them off have no debuffs on them and you don't deserve a kill. People that go boom where caught with out enough buffs up or where being debuffed.

    I'm typing in circles, I hope I made my point though. The dmg is right about where it should be at the moment as I see it. Any lower and all it would be good for would be procing doffs. Any higher and we are back to not really needing anything else. (which was more broken then anyone wants to admit. I will say it though there was no way before I should have been able to target someone click and role a 100k crit with little to no additional work needed.)

    As far as rapid fire for beams... I have said for a long time... we simply need to remove the idea of Rapid fire being a beam skill. Add to rapid fire the ability to work with beams and or cannons. Take Scatter volley and rename it fire at will and allow beams to work with it as well (which solves the silly nature of faws no need of target acquisition) Then just remove the current FAW mechanic. As far as overload goes to be honest I think it and subsystem disables should likely remain on beams alone.... however I would love to see a NEW cannon skill added that started at Ensign. (something cannon builds have always lacked). Something like Point Defense Mode. (something that works like the Undine Heavy turret set bonus) PDM could work on turrets only allowing them to hit all targets(max of 5) in a 5k AOE cone around the ship. (then they could buff the undine set bonus turret to provide its aoe in a 10k range making it something only somewhat more usable. lol)
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • janetza#4790 janetza Member Posts: 0 Arc User
    edited August 2014
    brandonfl wrote: »
    gotta agree, it's not way out of line, and you know what to expect from it. I've definitely noticed it on the battlefield, but it's not crazy like some are claiming. leave it alone.
    Lol it took me half an hour to get into game last time I have tried. I think it means something. I a m not going to pvp at its current state. Not going to create vaper, I play with different classes. Quited que's as well.
    voporak wrote: »
    How about we put BO back to the way it was before all these changes?

    Winnar.
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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited August 2014
    taut0u wrote: »
    Lol it took me half an hour to get into game last time I have tried. I think it means something. I a m not going to pvp at its current state. Not going to create vaper, I play with different classes. Quited que's as well.

    That doesn't have anything to do with broken tac skills. *cough*
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
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