Turns out that the Viral Torpedo was flagged as "No Resistance / Immunity" which is a bit overkill. It will be changed in a future patch to respect Resists / Immunity, which should include those granted by Aux2Damp.
Thank you, this is the best news I've heard all day.
Turns out that the Viral Torpedo was flagged as "No Resistance / Immunity" which is a bit overkill. It will be changed in a future patch to respect Resists / Immunity, which should include those granted by Aux2Damp.
Nah, if it respects resists/immunities, it doesn't need a lockout period, because it's only 5 seconds assuming NO RESISTS, and you can only do it every 30 seconds.
If you give it a lockout period in addition to the long cooldown and being affected by immunities/resists you'll render it completely impotent- as in: it won't actually do anything, ever.
This way it's still useful, but much better balanced and not too overwhelmingly powerful.
a lockout period is very important on disables to prevent chain-disables when multiple players come into play.
and there still is the double tap issue as described here, http://sto-forum.perfectworld.com/showthread.php?t=1345231
which would be practically resolved when implementing a disable lockout period.
Turns out that the Viral Torpedo was flagged as "No Resistance / Immunity" which is a bit overkill. It will be changed in a future patch to respect Resists / Immunity, which should include those granted by Aux2Damp.
Turns out that the Viral Torpedo was flagged as "No Resistance / Immunity" which is a bit overkill. It will be changed in a future patch to respect Resists / Immunity, which should include those granted by Aux2Damp.
Anything flagged as "No Resistance / Immunity" has the potential to be overkill. Would it be too much to ask for evaluation of other powers that are flagged as such? (I have no examples, but I can assume they exist.)
All in all I'm glad to see these changes. Please let's strive to keep this mindset going for new stuff as well.
Comments
Thank you, this is the best news I've heard all day.
this is awesome news and very much appreciated!
a lockout period is very important on disables to prevent chain-disables when multiple players come into play.
and there still is the double tap issue as described here,
http://sto-forum.perfectworld.com/showthread.php?t=1345231
which would be practically resolved when implementing a disable lockout period.
oh man, great changes
Thanks!!!
Anything flagged as "No Resistance / Immunity" has the potential to be overkill. Would it be too much to ask for evaluation of other powers that are flagged as such? (I have no examples, but I can assume they exist.)
All in all I'm glad to see these changes. Please let's strive to keep this mindset going for new stuff as well.
STO Screenshot Archive