We're beginning the process of a balance pass on STO - check out the philosophy behind the changes, and a little bit of a preview for what you'll see on Tribble later today.
Full details here:
http://www.arcgames.com/en/games/star-trek-online/news/detail/10402523
Comments
EDIT: Other stuff: Stealth module: Do Want. The rest... Well, I'll wait and see how they interact with the other changes not announced yet.
The blog says space rebalance comes shortly thereafter:
I really hope that this whole thing would receive the same extended Tribble treatment Skills 3.0 got.
If I look at the Stealth module change for example, it actually seems like it will be buffed.
PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
It would better. Or the whole re-balance would be a joke.
ROFL - Checking that out, seeing if I can figure out how badly they screwed up that game and how bad it will get here.
Edit: Aaaannnddd.... I just read what that was all about. Can I be first? Doooommmm!!!!! Welcome to diminishing returns online. Science got hit with the nerf stick when the skill revamp hit (A 5%-10% hit on the high end, is still a hit) in the name of "normalization". Here we go again because that first hit wasn't enough.
IMO, Stealth Module is something that ought to be buffed. Right now it and other ground stealth stuff are one big heap of wasted potential.
I never played pre-ED City... But, although the players never quite got over it, looking at pre-ED and post-ED builds, I think it was objectively good for the game ... After they introduced invention gear, that is. ADD: Which, I think happened after Cryptic sold it.
This is Cryptic's chance to fix that and rebalance the game properly so you can actually choose to play a role you like and want to do rather then forced into a DPS only role which is what the game forces you into .
One can dream...you don't necessarily have to nerf tacs, perhaps more like side-grade (vs. upgrade) and delineate roles a bit more. Tamping down bfaw/fbp/gdf (+continuity/invincible) or changing their functionality would be a shortlist.
Not only unaffected, but massively increased...taking a 75-90k ship and getting it up to 130k on a regular basis with a 1-off 170k.
I'm well aware of that part. My 14K DPS build all of a sudden was hitting 40K-50K DPS, but the scaling of abilities using drain skill were taken down a notch, even after they adjusted thing when we complained like crazy.
ah, so something like '750 drainX = 400 flowcaps'? Tbh, I didn't do much with drain prior to the change, other than have ballpark figures about how much abilities were supposed to do.
Edit: realized what you mean, which is that DrainX gives +50% ability efficacy now for each 100 points, whereas FlowCaps used to give different amounts/scaling for different abilities. Are there any such abilities that are more effective after the change?
Premature DooooooM! is no fun anyway.
I just read it as you get a squad of 2 faster, stronger redshirts in place of the existing 4 weak ones. That's easier on the servers (half as many NPCs to control) and if their health is buffed they should also last longer.
ROFL, nope, when the skill revamp hit, it was an accross the board nerf. Only things that got better because of the skill reshuffling were all control abilites that were not GW, TB, or TBR if I'm not mistaken since they could finally scale higher. Even those, I think got a slight adjustment after devs decided they were a bit too effective for their comfort.
OMG yes! No need to cluster together anymore. Love it~
Eh, better last a great deal longer if it can't have its cooldown reduced.
This one I kinda fear is gonna be a problem. As someone thats played around with that power a lot on a character, and even running with 3 purple doffs to make myself spawn a total of 8 Security Escort npcs to aid me and had a lot of fun with it.
"they now move faster to keep up with you better"
This has never really been a problem for me. Would rather have they lasted longer, as when they go out of combat they and dont have any other targets around, they then despawn rather fast.
"and hit harder while out, but in return players are limited to one pair at a time"
If we are only limited to one pair, they better hit a heck of a lot harder. And the old doffs that made more spawn should be repurposed into buffing them even further. Those 8 Security Escort npcs can do a lot of damage. Don't wanna see this balance become a nerf, when you claim they will hit harder.
Spock to Kirk, as Kirk is about to hug him.
Star Trek V: "The Final Frontier"
Hmm, that sounds about right...I remember seeing math after the change on what % up or down happened in each ability and concluding that the mix of them that I used would see an overall buff, so I kinda tuned out the other details of the normalization (which is exactly what it was, normalized the effect per point for skills, not a blanket nerf).
"He shall be my finest warrior, this generic man who was forced upon me.
Like a badass I shall make him look, and in the furnace of war I shall forge him.
he shall be of iron will and steely sinew.
In great armour I shall clad him and with the mightiest weapons he shall be armed.
He will be untouched by plague or disease; no sickness shall blight him.
He shall have such tactics, strategies and machines that no foe will best him in battle.
He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
He is Tovan Khev... and he shall know no fear."