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Skill revamp: please look at science!

the1tiggletthe1tigglet Member Posts: 1,421 Arc User
While reading the announcement I noticed you listed only tactical ground skills in your process of doing a revamp.

I sincerely hope beyond hope that you do a massive and detailed review of all of the useless and often never used skills that are part of the science career.

Science skills have been lackluster for a long long time now.

Some of the skills most folks don't even bother with include Sonic Pulse, Tricorder Scan, Hypo Melorazine and Dylovene (why hypos can't be distributed out of combat is beyond me, why is that RNG?) Statis field is useless unless you get the electrical damage boff, neural neutralizer is basically there for looks, anesthizine really does nothing, it doesn't even cause a stun.

Space skills are equally terrible in many cases:

Mask Energy Signature, Destabilizing Resonance Beam might as well be a firework show, Viral Matrix is terrible it hardly does anything at all, it might knock something offline randomly but never for any lengthy time frame and especially useless against bosses, feedback pulse has been way too nerfed for some time now. IF a boss is attacking me or even one of his peons I want that to totally and utterly destroy their weapons at the very least even for a short period. Make them think twice about attacking me as a healing ship.


Now I know this will probably make the pvpers mad but the PVE side of this game for the science career basically has cookie cutter builds right now and if they are serious about reviewing the skills to make them more fun they definitely need to do something about these useless skills that have been broken since they nerfed Science to the ground in Season 6.

Comments

  • daviddxxdaviddxx Member Posts: 200 Arc User
    Sry Bro.. this game is not only PvE.

    Dislike that.
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    David
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  • nekofury86nekofury86 Member Posts: 181 Arc User
    daviddxx wrote: »
    Sry Bro.. this game is not only PvE.

    Dislike that.

    It really is.
    Only the tactical fanboys are doing PvP. No point in doing PvP in a class that can barely do 100k DPS when the top DPS class is doing 400k+, albeit by mostly exploiting bugs and glitches, but still. There's a reason why PvP lobbies are constantly empty, the imbalance is very real.
  • kyle223catkyle223cat Member Posts: 584 Arc User
    DPS means nothing in PvP. Nor is tactical the "best" class for PvP. Also, damage in general is not all that matters in PvP, unlike in PvE. That's why I will always like PvP more than PvE, I can actually be a healer.
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  • kyle223catkyle223cat Member Posts: 584 Arc User
    edited March 2017
    sophlogimo wrote: »
    The coming balance changes will likely make PvP fun again.

    It still will have problems: Much too high ship speeds (many STO players are beyond 40 years old, and just cannot keep up with the twentysomething reflexes required for that, for simply biological reasons), still too high damage/hitpoint ratio, and of course the enormous investment required to be able to even contribute to a team's effort in Arena. Capture and Hold is a bit better in that last category, but I sure hope we'll see new PvP modes that are not about killing opponents, but about actual objectives.

    I totally agree. That's one of the struggles of being a healer in a huge cruiser/carrier. People will go from being right next to me to being 70km away in 3 seconds. Also, yeah there is too much damage considering the amount of HP we have. Not to mention the added armor and shield penetration. Armor pen isn't as bad, but shield pen makes shields useless. Gone are the days of shield tanking. It can be hard to tank even in a healer with high resists, high regeneration, and high passive and active healing.

    EDIT: I am thankful for the toning down of temporal powers, even more so against players AND the addition of physical damage resistance to neutroniums. That's a step in the right direction.
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  • the1tiggletthe1tigglet Member Posts: 1,421 Arc User
    kyle223cat wrote: »
    sophlogimo wrote: »
    The coming balance changes will likely make PvP fun again.

    It still will have problems: Much too high ship speeds (many STO players are beyond 40 years old, and just cannot keep up with the twentysomething reflexes required for that, for simply biological reasons), still too high damage/hitpoint ratio, and of course the enormous investment required to be able to even contribute to a team's effort in Arena. Capture and Hold is a bit better in that last category, but I sure hope we'll see new PvP modes that are not about killing opponents, but about actual objectives.

    I totally agree. That's one of the struggles of being a healer in a huge cruiser/carrier. People will go from being right next to me to being 70km away in 3 seconds. Also, yeah there is too much damage considering the amount of HP we have. Not to mention the added armor and shield penetration. Armor pen isn't as bad, but shield pen makes shields useless. Gone are the days of shield tanking. It can be hard to tank even in a healer with high resists, high regeneration, and high passive and active healing.

    EDIT: I am thankful for the toning down of temporal powers, even more so against players AND the addition of physical damage resistance to neutroniums. That's a step in the right direction.

    I'm thankful for them making skills cost more that means that in PVP people won't be able to do stupid amounts of damage all at once while simultaneously being immune to everything automatically because they put skill points in science. It's been needed for a long long time now!
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