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What would you nerf?

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    orondisorondis Member Posts: 1,447 Arc User
    matkemp wrote: »
    From the point of view of someone who has worked really hard to collect all their gear and level it all up to epic quality. Nerfing is a means to take all that away.

    If you still have an advantage over someone who didn't collect the gear, what's the issue? Your time is still rewarded, you just can't do an STF alone.

    As someone who worked really hard to get all his equipment to epic, grinding ec for all those OP traits, ships and consoles, I'm more than happy for an intense balance pass.

    Casual players probably won't even notice any change, while experienced players should be happy for the increased challenge.
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
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    nikeixnikeix Member Posts: 3,972 Arc User
    matkemp wrote: »
    From the point of view of someone who has worked really hard to collect all their gear and level it all up to epic quality. Nerfing is a means to take all that away.

    15% better is still BETTER even if it's not 25% better. They're not gonna negate your effort. They are almost certainly going to close the gap between base and maximum.

    And that gap is what's keeping you from getting interesting content. Seriously, march it to the airlock and jettison it into space. You'll get a better game for it being GONE.
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    darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    I would nerf Tac captain powers to affect Weapons Damage ONLY.
    Right now abilities like APA, Tactical Fleet and Go Down Fighting cause an excessive power gap because it buffs not just weapons and primary attack powers, but all secondary damage sources as well, such as embassy consoles, traits and specialization perks as well.
    If this change were made it wouldn't magically solve all the power creep in the game, but it would go a long way to leveling the playing field, and still keep Tactical captains as the kings of weapon based DPS, while science captains would actually get to be the best scientists like they are supposed to.
    nikeix wrote: »
    My two favorite nerfs are~

    1. Fleet Embassy "plasma exploder" consoles: These consoles are now unique/one-per-ship. Excess consoles may be returned to the vendor to refund the fleet credits/dilithium originally spent on them.

    Why: Because number of science console slots being such a dominant factor in where a ship places for DPS potential as a directed energy damage build is silly, unintuitive, and pretty much lorebreaking. Reputation consoles are limited to one-per-ship. These should have been too.

    2. Beam: Fire at Will: Each additional hit on the same target during a firing cycle receives a cumulative -20% damage penalty (i.e. second hit does 80% damage, third does 60%, fourth does 40%, etc.). Attacks with B:FAW suffer -20% accuracy against fighters and destructible torpedoes.

    Why: Having one skill be a best or near-best go to option in 99% of the content renders a huge number of other options inferior. It saps the game of variety. In particular it squats over and takes a dump on Beam Overload, which should be a superior choice for single enemy encounters and isn't. This one skill has massively warped the play space and it is the pointed end of the spear for power creep when there's so many other skills you can say "well this needs a buff because it so under performs compared to BFAW..." The second half of my proposed nerf addresses the fact that not only is BFAW an overwhelmingly great tool for damage, it also provides a huge defensive benefit shooting down incoming projectiles and clearing effects like the Tholian energy ball. BFAW should stay the premier weapon boost for target rich environments, but it needs to be less useful against 1-2 targets and it needs to not be so strong defensively.

    Winners right here! On top of that, make it so that secondary procs only affect the primary target of the player.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
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    snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    risian4 wrote: »
    I'm curious as to what people think is the most OP and needs fixing the most.

    The Engage Button at Log In. It needs an automatic gear check. And if you don't hit the right level of gear quality, you get shuffled along to some other Cryptic Game, made for the softcore carebears.
    [SIGPIC][/SIGPIC]
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    risian4risian4 Member Posts: 3,711 Arc User
    risian4 wrote: »
    I'm curious as to what people think is the most OP and needs fixing the most.

    The Engage Button at Log In. It needs an automatic gear check. And if you don't hit the right level of gear quality, you get shuffled along to some other Cryptic Game, made for the softcore carebears.

    But... we'd have to miss you :(:p
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    darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    What some people have stated before on this forum, as well as on reddit/r/stobuilds, is that abilities need to be re-worked so that what serves as an entry level build schema is not also your final level build schema, as well as a low skill entry and high skill reward template.

    All beams + FaW is the formula for entry level and max-level play. It's easy to start out w/ FaW + arrays on a low-maneuverability ship. Easy way to level for the vast majority of people. As you advance in level, there's no need to change the formula, because there are abilities and boosts designed for, or best help, the FaW + array build. This is only magnified once you hit 50+, as the vast majority of the offerings continue on this cycle.

    Science has seen a recent boost in capabilities, but is again maximized by APA +TF3 + GDF (aka Tac Captains). Still, the All beams + FaW took advantage of this because EPG +threat Embassy consoles boosting Feedback Pulse to engage the following cycle:

    :Begin
    FaW + passive buffs = damage + threat
    Plasma Explosion procs + all damage buffs = damage + threat
    Enemies shoot at +threat generator
    FBP active w/ buffs
    Any remaining enemies shoot at +threat generator
    ::goto Begin

    From a boilerplate standpoint, there isn't a difference between a starting build and a max level build. Simultaneously, we can take a max-level build, give it to 10 players, and see a large variance in performance.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
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    rmy1081rmy1081 Member Posts: 2,840 Arc User
    What some people have stated before on this forum, as well as on reddit/r/stobuilds, is that abilities need to be re-worked so that what serves as an entry level build schema is not also your final level build schema, as well as a low skill entry and high skill reward template.

    All beams + FaW is the formula for entry level and max-level play. It's easy to start out w/ FaW + arrays on a low-maneuverability ship. Easy way to level for the vast majority of people. As you advance in level, there's no need to change the formula, because there are abilities and boosts designed for, or best help, the FaW + array build. This is only magnified once you hit 50+, as the vast majority of the offerings continue on this cycle.

    Science has seen a recent boost in capabilities, but is again maximized by APA +TF3 + GDF (aka Tac Captains). Still, the All beams + FaW took advantage of this because EPG +threat Embassy consoles boosting Feedback Pulse to engage the following cycle:

    :Begin
    FaW + passive buffs = damage + threat
    Plasma Explosion procs + all damage buffs = damage + threat
    Enemies shoot at +threat generator
    FBP active w/ buffs
    Any remaining enemies shoot at +threat generator
    ::goto Begin

    From a boilerplate standpoint, there isn't a difference between a starting build and a max level build. Simultaneously, we can take a max-level build, give it to 10 players, and see a large variance in performance.

    +1

    Best post of the thread!
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    nikeixnikeix Member Posts: 3,972 Arc User
    edited February 2017
    [Post breaking forum rules removed]
    Post edited by jodarkrider on
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    kyle223catkyle223cat Member Posts: 584 Arc User
    edited February 2017
    All these threads about the upcoming balancing changes have absolutely nothing productive about them. Though, that seems to be most threads on this game's forums nowadays. It's just a bunch of people yelling at each other "no you're wrong!", "no you're wrong!", because everyone has a personal "agenda" if you will behind what they think is right.
    da84303d8bc4080b9860968f634f98682215bbe5.gifv
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    ssbn655ssbn655 Member Posts: 1,894 Arc User
    edited February 2017
    nikeix wrote: »
    Sorry, when 1 thing out of three is uneven, you fix the one thing. When a game is already absurdly easy, you don't fix the one thing out of three being the worst offender by making two other things just as bad.

    Tac's getting a nerf. And SHOULD.

    Instead of Nerfing Tac maybe you should instead suggest this. BUFFING SCI ABILITIES. Such as Sci toons get a higher chance of taking systems off line and for a far longer duration. Eng Toons get a higher Hull and shield repair rate and a higher turn and speed buff. As far as the cry nerf Tac the cry should be BUFF SCI AND ENG! Why drag a group down when you can build up the others just as easily? FYI Sci and Eng should NEVER do the same damage with WEAPONS as TAC. What you want would be a small gunboat being able to fire 16 guns like a Battleship did. But hey maybe the concpet of buffing the two trees that need buffing is beyond your grasp and only Nerfing makes sense to you. You cry of Nerf tac does not fix how badly Sci and Eng need a fix. They are the ones with issues that need fixing not Tac. If you deal suck TRIBBLE damage as Sci, you still are going to deal suck TRIBBLE damage no matter how much they nerf Tac. That is a FACT like it or not. The only way to fix that is to fix Sci and Eng.
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    ash352ash352 Member Posts: 235 Arc User
    ssbn655 wrote: »
    nikeix wrote: »
    Sorry, when 1 thing out of three is uneven, you fix the one thing. When a game is already absurdly easy, you don't fix the one thing out of three being the worst offender by making two other things just as bad.

    Tac's getting a nerf. And SHOULD.

    Instead of Nerfing Tac maybe you should instead suggest this. BUFFING SCI ABILITIES. Such as Sci toons get a higher chance of taking systems off line and for a far longer duration. Eng Toons get a higher Hull and shield repair rate and a higher turn and speed buff. As far as the cry nerf Tac the cry should be BUFF SCI AND ENG! Why drag a group down when you can build up the others just as easily? FYI Sci and Eng should NEVER do the same damage with WEAPONS as TAC. What you want would be a small gunboat being able to fire 16 guns like a Battleship did. But hey maybe the concpet of buffing the two trees that need buffing is beyond your grasp and only Nerfing makes sense to you.

    See, you understand it!

    Instead of trying to tear people down, build people up. Instead of trying to nerf things, only ever buff things. If you think the engineers are weak, try to make them stronger!

    There shouldn't be tolerance for people trying to tear others down. Everyone should work to make things better, not worse.

    A wise man doesnt try to lower the top, he tries to raise the bottom.

    So then at the same time all NPC's should be buffed to make up for the fact that people will be doing more damage and having more power across the board, yes? If everyone is being buffed then NPC's will need to be made more powerful to compensate. Using your same logic we need to build up the NPC's at the same rate as the under performing captain types to make sure the same difficulty level is maintained. This has the effect of lessening the amount of power Tac has and brings Eng and Sci to a higher level and keeps enemies relevant.

    Funny that in every post that people make about "buff, don't nerf!" the concept of buffing the NPC's as well never comes up. I wonder why that is?
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    ssbn655ssbn655 Member Posts: 1,894 Arc User
    baudl wrote: »
    first for me it is the console stacking, be it embassy sci consoles or tac consoles. There should be a "unique equipped" limit for all consoles.
    What I think this would do:
    • make ships with a less favourable console setup relevant
    • make other less favourable consoles more attractive
    • more build variaty
    • make ship specific consoles relevant

    I was always baffled by the fact that the game allowed stacking the same equipment anyway and that having the maximum possible tac consoles slotted is meta for most energy weapon builds.


    ???? Why wouldn't a Max Weapon power build not slot the Tac consoles for that? You make no sense at all to be honest. Oh yes Ship specfic consoles relevent they are already! Why would a ship not use the same type console in the Wep slots that match their weapon? Oh yes there ARE limits on many consoles to one a ship. Reactive RCS for one. Many Rep and Craft ones as well. Emabssy same thing. But you knew that didn't you?
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    ash352ash352 Member Posts: 235 Arc User
    ash352 wrote: »
    So then at the same time all NPC's should be buffed to make up for the fact that people will be doing more damage and having more power across the board, yes? If everyone is being buffed then NPC's will need to be made more powerful to compensate. Using your same logic we need to build up the NPC's at the same rate as the under performing captain types to make sure the same difficulty level is maintained. This has the effect of lessening the amount of power Tac has and brings Eng and Sci to a higher level and keeps enemies relevant.

    Funny that in every post that people make about "buff, don't nerf!" the concept of buffing the NPC's as well never comes up. I wonder why that is?

    NPCs are not people ash.

    No, but that pretty well sums up the same excuse every, "buff, don't nerf!" nitwit seems to come up with. You don't actually care at all about game balance, all you want is to maintain your level of "push button, everything dies, get prize for no thought" that you currently have. Actual thought of any kind to do something scares you, and several other players, so much that the very mention of the word "nerf" has you trololololing out the same old tired "nerfs never help anything!"

    You want to know a secret? No MMO in the history of MMO's has ever successfully implemented or maintained a "no nerfs, only buffs" mandate. Every single one has had nerfs. That should show that your point you're desperately trying to push off as fact doesn't work. Nerfs will happen, nerfs are going to happen, you won't ever stop that by trying to troll your way out of it. Buffs only has not ever worked, just like trickle down economics never worked. Trying to yell about a flawed concept doesn't magically make it right.
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    nightkennightken Member Posts: 2,824 Arc User
    ash352 wrote: »
    ssbn655 wrote: »
    nikeix wrote: »
    Sorry, when 1 thing out of three is uneven, you fix the one thing. When a game is already absurdly easy, you don't fix the one thing out of three being the worst offender by making two other things just as bad.

    Tac's getting a nerf. And SHOULD.

    Instead of Nerfing Tac maybe you should instead suggest this. BUFFING SCI ABILITIES. Such as Sci toons get a higher chance of taking systems off line and for a far longer duration. Eng Toons get a higher Hull and shield repair rate and a higher turn and speed buff. As far as the cry nerf Tac the cry should be BUFF SCI AND ENG! Why drag a group down when you can build up the others just as easily? FYI Sci and Eng should NEVER do the same damage with WEAPONS as TAC. What you want would be a small gunboat being able to fire 16 guns like a Battleship did. But hey maybe the concpet of buffing the two trees that need buffing is beyond your grasp and only Nerfing makes sense to you.

    See, you understand it!

    Instead of trying to tear people down, build people up. Instead of trying to nerf things, only ever buff things. If you think the engineers are weak, try to make them stronger!

    There shouldn't be tolerance for people trying to tear others down. Everyone should work to make things better, not worse.

    A wise man doesnt try to lower the top, he tries to raise the bottom.

    So then at the same time all NPC's should be buffed to make up for the fact that people will be doing more damage and having more power across the board, yes? If everyone is being buffed then NPC's will need to be made more powerful to compensate. Using your same logic we need to build up the NPC's at the same rate as the under performing captain types to make sure the same difficulty level is maintained. This has the effect of lessening the amount of power Tac has and brings Eng and Sci to a higher level and keeps enemies relevant.

    Funny that in every post that people make about "buff, don't nerf!" the concept of buffing the NPC's as well never comes up. I wonder why that is?

    NPCs are not people ash.

    you say that like people don't deserve to be nerfed on principle.

    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
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    ash352ash352 Member Posts: 235 Arc User
    "Balance" is a word that people hide behind when what they mean is "nerfs."

    There's nothing even to balance in STO. It's a casual cooperative game where nothing has any stakes.

    Lift the people up, I say, don't put them down.

    So first you say that buffs are what's need, but then say that there's nothing to balance which buffs are actually a form of to make a playing field even. Not only are you starting to contradict yourself in order to try and keep on message but you've started to not be able to even form a coherent narrative FOR that message when you're now saying that the game is a "casual cooperative" game. This is what I mean when I say people who try to argue the points you are about how nerfs are bad never actually have any legs to stand on. If you're going to try and say that nerfs are bad make sure you're not contradicting yourself first.
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    ash352ash352 Member Posts: 235 Arc User
    If you feel compelled to change things, choose to do the right thing and buff people.

    "Never Nerf Anything" leads to virtuous behavior.

    And back to this. Except it doesn't, has never worked, will never work, and leads to rampant power inflation that has people killing things in seconds bringing into question why bother having skills or more than one weapon slot, or more than one type of weapon at all, if things die instantly anyway? Hell, why bother having gameplay at all and just make STO a cutscene emulator where we just pay occasionally to get a new outfit to show up in cutscenes. Only buffs removes all semblance of gameplay over time which is why it's never practiced. Keep up that good fight though, since you're going to need it.

    I will also adjust my original answer to include, "Nerf anything Druk uses."

    I need to buy a bigger cup for tac captain tears tomorrow.
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    ssbn655ssbn655 Member Posts: 1,894 Arc User
    edited February 2017
    ash352 wrote: »
    If you feel compelled to change things, choose to do the right thing and buff people.

    "Never Nerf Anything" leads to virtuous behavior.

    And back to this. Except it doesn't, has never worked, will never work, and leads to rampant power inflation that has people killing things in seconds bringing into question why bother having skills or more than one weapon slot, or more than one type of weapon at all, if things die instantly anyway? Hell, why bother having gameplay at all and just make STO a cutscene emulator where we just pay occasionally to get a new outfit to show up in cutscenes. Only buffs removes all semblance of gameplay over time which is why it's never practiced. Keep up that good fight though, since you're going to need it.

    I will also adjust my original answer to include, "Nerf anything Druk uses."

    I need to buy a bigger cup for tac captain tears tomorrow.
    So punish Tac and not buff the two that need fixing. Seriously it's not tac thats broken but Sci and Eng. Fix those instead. Nerfing a single group and not fixing the others is a negative way of doing things. The broken Sci and Eng will stay broken and the whining will continue by them. Seriously don't try and make Tac a joke like WOW did when the Nerf hammer came out on DK's and then Hunters. Instead of Bitching about Tac TRIBBLE about how badly Sci needs fixing!
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    ash352ash352 Member Posts: 235 Arc User
    edited February 2017
    ssbn655 wrote: »
    So punish Tac and not buff the two that need fixing. Seriously it's not tac thats broken but Sci and Eng. Fix those insead.

    Except it IS Tac that's broken. Why is there a huge power gap between what a decently geared Eng character can do, which CAN clear all content btw, and a Tac character with the exact same gear? Why does the Tac character have to be magnitudes of damage higher than everyone else? Bringing them down a couple pegs so they're comfortably sitting 10k above everyone else and making several adjustments to current Sci and Eng kits would fix things.

    You don't need to buff Eng and Sci by a huge margin to make them viable, they already ARE viable when someone in those two can pull 40K+ DPS with a bare bones Mark XIV rep gear set and a couple traits from the C-store that anyone can get. It's the simple fact that a Tac character will pull 80K to 90K using the same Boff skills, same gear, same ship, and same boffs/doffs. Tac needs to be nerfed some and Sci and Eng need some adjustments. The damage we can already do is enough, the top end of "I push the couple specific buttons I have and DO ALL THE MAD DEEPS WITHOUT ANY WORK!!!!" needs to be removed.
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    ash352ash352 Member Posts: 235 Arc User
    "Spite is the word of your undoing"

    "I use buzz worthy quotes when I don't have anything to actually refute the info I was given."

    You're just further proving you have no actual defensible argument. You've done nothing to dispute any of the points I've made about constant buffing leading to power inflation removing all semblance of gameplay, and are trying to use a quote to make me feel bad. Greater trolls than you have tried and I'm still sitting here drinking their tears. (Bottling them for later consumption brings out the flavor like a fine wine)
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    ssbn655ssbn655 Member Posts: 1,894 Arc User
    edited February 2017
    ash352 wrote: »
    ssbn655 wrote: »
    So punish Tac and not buff the two that need fixing. Seriously it's not tac thats broken but Sci and Eng. Fix those insead.

    Except it IS Tac that's broken. Why is there a huge power gap between what a decently geared Eng character can do, which CAN clear all content btw, and a Tac character with the exact same gear? Why does the Tac character have to be magnitudes of damage higher than everyone else? Bringing them down a couple pegs so they're comfortably sitting 10k above everyone else and making several adjustments to current Sci and Eng kits would fix things.

    You don't need to buff Eng and Sci by a huge margin to make them viable, they already ARE viable when someone in those two can pull 40K+ DPS with a bare bones Mark XIV rep gear set and a couple traits from the C-store that anyone can get. It's the simple fact that a Tac character will pull 80K to 90K using the same Boff skills, same gear, same ship, and same boffs/doffs. Tac needs to be nerfed some and Sci and Eng need some adjustments. The damage we can already do is enough, the top end of "I push the couple specific buttons I have and DO ALL THE MAD DEEPS WITHOUT ANY WORK!!!!" needs to be removed.

    Why you ask should they? Ok it's like saying a Cop on the beat should have the same gear and skill set as a SEAL. Get it? That is the difference. Tac is pure combat and the weapon damage should be higher. I guess that is beyond your understanding. You want to punish one group as you think that you should be just as good dealing out weapon damage as a Sci as a Tac Capt. . Sorry Tac isn't broken Sci needs a buff to it's unique abilities and it's Damage needs to be based not on the weapons but the Sci Skills. As far as ENg goes you do know what the job is right? Fix things and repair things NOT BLOW TRIBBLE UP! Buff eng so they are harder to kill are harder to take systems off line boost their turn rate and speed. Boost Eng shield repair rate and hull regen and reduce the offline time for everything else.
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