•A stealth module re-design to improve its general usefulness and unique feel. In its re-designed state, when you activate stealth module, you become cloaked; after a short duration, you can attack, gaining a damage buff while attacking from behind that lasts the duration the stealth buff would have, but ending the stealth early.
Sounds good so far, never been a bit fan of stealth and never really used it. So dunno how this affects people.
•Security Escorts should now be more useful while in combat– they now move faster to keep up with you better, and hit harder while out, but in return players are limited to one pair at a time.
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.
I used stealth years ago when it was worth it to rescue ambassadors from colony invasion fast, but that was a very long time ago. As for the security escort, it sucks that it seems they're nerfing the doffs since that's the only way to limit to two at a time.
I'm officially afraid. Will this revive the PUG or kill it.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
I'm not going to cry doom, but having played since launch I'm having difficulty not simply laughing at the term "balancing". I mean I've seen STO devs through out the life cycle of STO change the game and not once have they "balanced" anything. Actually they tend to do the exact opposite and buff whatever game play they enjoy to ridiculous levels and nerf anything else that can even remotely compete. Hence why back in the day it was known as escorts online, because of the devs of that's cycles love of escorts and cannons, and then we now have "FAW online" for the same reasons, because the devs loved FAW. So when they say "balance" I can't seem to picture anything that resembles balance, but simply the current cycle of devs want their particular playstyle buffed and are going to nerf the hell out of the rest of us poor people.
..Are there any such abilities that are more effective after the change?
FBP gained a small buff (Before the trait was released) even as Aux power effect was capped. Some of the EPG boosted consoles might have seen a small increase (Isometric Charge)..
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.
Presumably there's going to be a change of the Security Officer doff to compensate. We'll see what fun can be had with that.
Bipedal mammal and senior Foundry author.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
Just adding my thoughts, looking forward to the changes both ground and space. Yes, the game should be fun, @ cents now, the new battle zone, still not fun. Please let us buy from the lobi store with Zen.
Since ground combat is getting looked at, can we get someone to review some of the really old bugs affecting ground abilities?
1. Turret kit modules do less damage than turrets from old non-modular kits from before the first kit revamp. I reported this bug three times. The lastest bug report is here:
I actually have more data -- from before and after the second kit revamp -- but I haven't gotten around to filing another bug report yet.
2. The expose chance on Nanoprobe Infestation is still half what it's supposed to be. I have no idea why this bug hasn't been fixed yet, especially since it's been fixed on other abilities.
3. The first kit revamp added a delay of 6.5 seconds to Chroniton Mine Barrier. Cryptic has never confirmed whether this change was intended or not. If the delay wasn't intended, then you should remove it. If it was intended, then you should document it in the description of the Chroniton Mine Barrier, because 6.5 seconds is a rather long time to wait for an ability to activate.
players should not be made to feel that their fun is “wrong.”
Too bad that's what you're doing already with what you've previewed. Apparently my fun isn't the "right" type to be kept around.
you'll still be doing the exact same thing since even after the nerfs there'll be nothing better to turn to as an alternative, so sorry, no, you're fun isn't wrong. Some of the other funs might be comparatively less wrong though.
I like how they soften the blow by leading in with ground combat before getting into the meat of space combat.
Because the big red tactical elephant in the room is Attack Pattern Alpha buffing all damage, making tactical officers better at Science vessels than even Science Officers (and lets be honest, better at literally every type of ship there is). Along with Beam Fire at Will being pretty much mandatory.
Also, I better be seeing a dev blog about how you're rebalancing the pet AI for pets (Carrier and otherwise), because the greatest strength carriers have (pets) is hindered by unreliable, inconsistent, and straight up stupid pet AI.
I'd say I'm cautiously optimistic, but I'm really not. Cryptic has been pandering to the high DPS meta for years, they know that's where they're making their money. The mandatory high DPS playstyle has become the "new normal", and nerfing tactical officers is going to make a lot of players really unhappy.
Not that it isn't needed (because it is). I'm just not all that confidant it's going to address the core balance issues with the game, since Tactical officers just love that imbalance, and have enjoyed that imbalance for years.
Pulling the rug out from under people this late in the game is going to make a lot of people angry. However, I will be happy if Cryptic grows a spine and tells the people playing with their DPS e-peens to get over it.
I hope they finally do away with destructible torpedoes entirely and make them like the rest, that's just such a bad concept to begin with! And also make all cloaks battlecloak, so they're actually useful! Just make them have a little less stealth or something if they need to have a downside in exchange for being usable in battle.
I hope they finally do away with destructible torpedoes entirely and make them like the rest, that's just such a bad concept to begin with!
I'd go along with this, IF they balance them accordingly, under the right circumstances those things are one shot killers ESPECIALLY in the hands of NPCs, making them destructible balances them.
And also make all cloaks battlecloak, so they're actually useful! Just make them have a little less stealth or something if they need to have a downside in exchange for being usable in battle.
This I do have to agree with, MES also needs a change so it can be used in combat, in it's current form it's just pointless.
I like how they soften the blow by leading in with ground combat before getting into the meat of space combat.
Because the big red tactical elephant in the room is Attack Pattern Alpha buffing all damage, making tactical officers better at Science vessels than even Science Officers (and lets be honest, better at literally every type of ship there is). Along with Beam Fire at Will being pretty much mandatory.
Also, I better be seeing a dev blog about how you're rebalancing the pet AI for pets (Carrier and otherwise), because the greatest strength carriers have (pets) is hindered by unreliable, inconsistent, and straight up stupid pet AI.
I'd say I'm cautiously optimistic, but I'm really not. Cryptic has been pandering to the high DPS meta for years, they know that's where they're making their money. The mandatory high DPS playstyle has become the "new normal", and nerfing tactical officers is going to make a lot of players really unhappy.
Not that it isn't needed (because it is). I'm just not all that confidant it's going to address the core balance issues with the game, since Tactical officers just love that imbalance, and have enjoyed that imbalance for years.
Pulling the rug out from under people this late in the game is going to make a lot of people angry. However, I will be happy if Cryptic grows a spine and tells the people playing with their DPS e-peens to get over it.
Honestly, you already know how this will go.
Cryptic ran out of ideas and had basically given up on balance between classes, so the idea is to now nerf the game back to a level where they'll be confident in reselling that power back in new lockboxes.
This isn't new to f2p games, though, but Cryptic have continually shown that they're horrible at controlling balance between the classes.
Tactical is and always be the best at everything, because that is seemingly how they want it to be.
I do agree on pet AI and pets in general, because right now they're in the worst state they've been in since launch..
Ok just my two cents but this is the stupidest thing yet. So now when I call security escorts I only get two instead of up to six! Thanks so those extra purple doffs are just TRIBBLE now thanks.
"Balance pass"? While I'd like very much to believe this means what players think it means, I am not hopeful it will turn out well.
I think it will turn out like teaching bears to ride bicycles. The bears don't like it and the end result is not what you were trying for anyways.
A six year old boy and his starship. Living the dream.
Wrecking the goofy escort spam thing is a bad start I will agree, nerfing something that wasn't broken.
Yeah, we all used 3 security officer Doffs in the hopes of spawning 9 escorts because it was good for RP. It wasn't because it offered us a massive benefit and gave tactical captains a edge over other careers.
This really does remind me how much this balance pass is needed.
Comments
I used stealth years ago when it was worth it to rescue ambassadors from colony invasion fast, but that was a very long time ago. As for the security escort, it sucks that it seems they're nerfing the doffs since that's the only way to limit to two at a time.
Join Date: Tuesday, February 2, 2010
Oh, and also, for everyone here, I think this is approriate
http://gph.is/1dN4wbd
Or this - time to sing the Doom song!
https://youtu.be/s2jvANh2aEc
LOL
FBP gained a small buff (Before the trait was released) even as Aux power effect was capped. Some of the EPG boosted consoles might have seen a small increase (Isometric Charge)..
Rouge Sto Wiki Editor.
Presumably there's going to be a change of the Security Officer doff to compensate. We'll see what fun can be had with that.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
1. Turret kit modules do less damage than turrets from old non-modular kits from before the first kit revamp. I reported this bug three times. The lastest bug report is here:
Holodeck ticket 4,012,165: Turret modules do less damage than turrets from non-modular kits
I actually have more data -- from before and after the second kit revamp -- but I haven't gotten around to filing another bug report yet.
2. The expose chance on Nanoprobe Infestation is still half what it's supposed to be. I have no idea why this bug hasn't been fixed yet, especially since it's been fixed on other abilities.
Holodeck ticket 2,853,424: Expose chance of Nanoprobe Infestation halved from 10% to 5%
3. The first kit revamp added a delay of 6.5 seconds to Chroniton Mine Barrier. Cryptic has never confirmed whether this change was intended or not. If the delay wasn't intended, then you should remove it. If it was intended, then you should document it in the description of the Chroniton Mine Barrier, because 6.5 seconds is a rather long time to wait for an ability to activate.
Holodeck ticket 2,853,430: Delay of 6.5 seconds not mentioned in descriptions of Chroniton Mine Barrier
4. Under certain circumstances, a chroniton mine can hit twice when it detonates.
Holodeck ticket 2,638,391: Mines hit twice when triggered at the moment of activation
you'll still be doing the exact same thing since even after the nerfs there'll be nothing better to turn to as an alternative, so sorry, no, you're fun isn't wrong. Some of the other funs might be comparatively less wrong though.
Because the big red tactical elephant in the room is Attack Pattern Alpha buffing all damage, making tactical officers better at Science vessels than even Science Officers (and lets be honest, better at literally every type of ship there is). Along with Beam Fire at Will being pretty much mandatory.
Also, I better be seeing a dev blog about how you're rebalancing the pet AI for pets (Carrier and otherwise), because the greatest strength carriers have (pets) is hindered by unreliable, inconsistent, and straight up stupid pet AI.
I'd say I'm cautiously optimistic, but I'm really not. Cryptic has been pandering to the high DPS meta for years, they know that's where they're making their money. The mandatory high DPS playstyle has become the "new normal", and nerfing tactical officers is going to make a lot of players really unhappy.
Not that it isn't needed (because it is). I'm just not all that confidant it's going to address the core balance issues with the game, since Tactical officers just love that imbalance, and have enjoyed that imbalance for years.
Pulling the rug out from under people this late in the game is going to make a lot of people angry. However, I will be happy if Cryptic grows a spine and tells the people playing with their DPS e-peens to get over it.
How does one do that on a weekend without some event running, outside of selling already-amassed stuff?
I'd go along with this, IF they balance them accordingly, under the right circumstances those things are one shot killers ESPECIALLY in the hands of NPCs, making them destructible balances them.
This I do have to agree with, MES also needs a change so it can be used in combat, in it's current form it's just pointless.
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
Honestly, you already know how this will go.
Cryptic ran out of ideas and had basically given up on balance between classes, so the idea is to now nerf the game back to a level where they'll be confident in reselling that power back in new lockboxes.
This isn't new to f2p games, though, but Cryptic have continually shown that they're horrible at controlling balance between the classes.
Tactical is and always be the best at everything, because that is seemingly how they want it to be.
I do agree on pet AI and pets in general, because right now they're in the worst state they've been in since launch..
This is what I am gathering from this post
I think it will turn out like teaching bears to ride bicycles. The bears don't like it and the end result is not what you were trying for anyways.
#BoostEngineers
Yeah, we all used 3 security officer Doffs in the hopes of spawning 9 escorts because it was good for RP. It wasn't because it offered us a massive benefit and gave tactical captains a edge over other careers.
This really does remind me how much this balance pass is needed.
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse