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Holy Nerf to Plasmonic Leech Batman!!

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  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited March 2017
    Here's a fun question for you: why nerf PlasExp? Simple, in some builds, the plasma explosions did more damage than the weapons did.
    So? On other builds subspace vortexes do more damage than weapons do.

    They just nerf what is currently best so we may gratefully buy the next best thing.

    Then peeps will hate that. Escorts Online, Aux2Bat, Plasma explosions...
    Vortex, Grav Well, etc... are actual attacks though, not a passive effect of a peice of gear.

    True, but shouldn’t we (by that logic) nerf tac consoles adding +crit chance to sci powers then as well?

    Or engineering console adding weapons pen or adding to epG for sci fun?

    STO gave us department specific consoles adding to other departments benefits from start.

    We hate plasma exploders cuz they perform best atm, lets watch out for the next best already shall we? :)
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  • markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    It's a passive proc that can hit for 10k damage.... Heck I think it'll still hit in that range after the nerf, just less often.
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  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    It's a passive proc that can hit for 10k damage.... Heck I think it'll still hit in that range after the nerf, just less often.

    My avarage DPS gain per console was roughly 3-5k. I doubt they will be worth slotting after the patch. ;)
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    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • nikeixnikeix Member Posts: 3,972 Arc User
    True, but shouldn’t we (by that logic) nerf tac consoles adding +crit chance to sci powers then as well?

    In theory, you'd want the to have an understanding (even if it's only on the Dev side ) of how much damage contribution you want a console to be able to give in its optimum environment. Then you can look for ones that are doing wildly under or over that benchmark. At the same time you can not worry about ones that are close to it.

    Good design hates them not because they're the best, but because they're far better than second best. They always caught my eye as likely to go degenerate in that each additional console doesn't just linearly add another chance for the proc, but also makes the procs themselves hit harder.

    Personally I pushed for one console to remain good, but not able to equip multiple consoles. People screamed 'but my lost investment!' and the exact warning I gave was "If you refuse to let them limit us to one, you'll require them to ruin all of them." And look where we are.
  • feliseanfelisean Member Posts: 688 Arc User
    edited March 2017
    nikeix wrote: »
    True, but shouldn’t we (by that logic) nerf tac consoles adding +crit chance to sci powers then as well?

    In theory, you'd want the to have an understanding (even if it's only on the Dev side ) of how much damage contribution you want a console to be able to give in its optimum environment. Then you can look for ones that are doing wildly under or over that benchmark. At the same time you can not worry about ones that are close to it.

    Good design hates them not because they're the best, but because they're far better than second best. They always caught my eye as likely to go degenerate in that each additional console doesn't just linearly add another chance for the proc, but also makes the procs themselves hit harder.

    Personally I pushed for one console to remain good, but not able to equip multiple consoles. People screamed 'but my lost investment!' and the exact warning I gave was "If you refuse to let them limit us to one, you'll require them to ruin all of them." And look where we are.

    And than you have other consoles with a wonderful clicky that could do at least the same amount of dmg plasma explosions are doing. The difference is, plasma explosions are a added passive to your weapons and the clicky is so wonderful... because people don't struggle to use their stuff correctly right now. Oh wait, using stuff correctly is THE big difference between players. So you took away a console everyone could use and get a decent benefit and force people to use other consoles way more difficult to use to gain the same effect.
    In addition, they're not increasing the effect by using more consoles, thats a myth.

    And like peter mentioned b4, the new consoles are new, from new ships we should buy to spend way more money instead of a console everyone could upgrade their fleet to get something from it. Now we have exactly one item left from the Embassy that is worth using, the rare male tactical boff.

    Oh and for the leech, still awesome and will give you a decent amount of power, especially compared with other consoles.
  • nikeixnikeix Member Posts: 3,972 Arc User
    felisean wrote: »
    And than you have other consoles with a wonderful clicky that could do at least the same amount of dmg plasma explosions are doing.

    Such as?
    In addition, they're not increasing the effect by using more consoles, thats a myth.

    The 'plus 10% to 11% exotic plasma damage" effect on them doesn't effect themselves then? I find that strangely comforting, considering all the times I've been told "The science version of the T6 Odyssey/Scimitar are the ones doing the most damage."
    Oh and for the leech, still awesome and will give you a decent amount of power, especially compared with other consoles.

    Yup. Pretty impressive when something is so awesome you can nerf the snot out of it and it's still top shelf.

  • alexraptorralexraptorr Member Posts: 1,192 Arc User
    "Nerf Everything" seem to be the motto now.
    Just checked things out on tribble and this is literally going to "kill" my thematic Romulan Command Warbird.

    It's going to kill it and put an end to my "fun" because my fun is "wrong", and my investment in gear and upgrades is being turned into ashes as DrainX will be "pointless" on my build, and it is taking away my choice of having a viable high-performing thematic build since the only way I can overcome this is to min-max.
    I'd consider investing in Supremacy to try and save my ship, but since BFAW received a massive whallop with the nerf hammer, that "choice" has been taken away from me too.

    Thanks a lot Cryptic...
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
  • nikephorusnikephorus Member Posts: 2,744 Arc User
    "Nerf Everything" seem to be the motto now.
    Just checked things out on tribble and this is literally going to "kill" my thematic Romulan Command Warbird.

    It's going to kill it and put an end to my "fun" because my fun is "wrong", and my investment in gear and upgrades is being turned into ashes as DrainX will be "pointless" on my build, and it is taking away my choice of having a viable high-performing thematic build since the only way I can overcome this is to min-max.
    I'd consider investing in Supremacy to try and save my ship, but since BFAW received a massive whallop with the nerf hammer, that "choice" has been taken away from me too.

    Thanks a lot Cryptic...

    I can sympathize. When I first heard about these nerfs most of the forum posts concerned the nerf to FaW and the initial post by cryptic, if I remember right, was fairly vague on what there overall plan was for space "balance". I figured my build, which is a little different then most, would be safe, but I was mistaken. I'm going to probably need to replace about half my ships consoles. Which I invested a great deal of dilithium upgrading. Additionally, my primary attack skill, cannon scatter volley, has had its accuracy and damage bonus reduced pretty significantly. I'm hearing that the FaW accuracy penalty isn't as bad as initially thought so I'm optimistic scatter volley won't be hit too hard either, but I do need to use lower ranked versions of that skill on certain ships which means I will get little to no damage bonus. Bottom line my build will suffer as will most players I suspect.
    Tza0PEl.png
  • nikeixnikeix Member Posts: 3,972 Arc User
    "Nerf Everything" seem to be the motto now.
    •All engineering consoles that previously gave +Kinetic and +Energy damage resistance rating now give All Damage Resistance Rating instead. .
    •All consoles that previously just gave +Kinetic Damage Resistance Rating additionally give the same magnitude of +Physical Damage Resistance rating.
    •The modifier that Impulse Engines gain at Epic Quality now additionally gives Impulse Expertise. This change affects existing items.
    •The amount of the Shield Regeneration increase Shield Emitter Amplifier consoles provide has been increased.
    •The amount of Starship Hull Restoration SIF Generators provide has been increased.
    Carrier Pets:
    •All Player Carrier Pets are now immune to Warp Core Breaches
    •All Player Carrier Pets now have "Layered Defenses III"; which is an immunity to one torpedo every 30 seconds
    •Carrier pets now have significantly increased damage, hitpoints, power draining, shield healing, and shield draining
    Powers:
    •Go Down Fighting: Now scales damage much more aggressively with missing HP

    •Tactical Fleet: •The amount of the buffs it gives is now 20, 30, or 40, based on rank
    •Now additionally boosts Weapon Specialization and Amplification for the duration

    •Last Ditch Effort: •Now gives +40 All Damage Resistance during Go Down Fighting, instead of +20

    •Nadion Inversion: •The reduction to the weapons power drain of firing energy weapons has been significantly increased

    •EPS Power Transfer: The amount of the buffs it gives is now 10, 17.5, or 25, based on rank; The power buffs it gives apply instantly; Now includes a maximum power level buff for the duration that can be stacked with other power level bonuses (maximum power level increases that are not EPS Power Transfer still do not stack); The amount of the Power Transfer Rate Buff is now 100%, 175%, or 250% (based on rank)

    •Rotate Shield Frequency: Now gives Bonus Resistance to incoming Shield Drains; Heal values have been increased at each rank; The amount of Shield Resistance now scales much more aggressively with shield power

    •Miracle Worker: Hull Heal amount has been increased significantly; Now gives secondary shields for 15 seconds when used

    •Engineering Fleet: Damage Resistance Buff is now Bonus Resistance; Now additionally boosts Hull Capacity for the duration; The amount of the buffs it gives is now 20, 30, or 40, based on rank

    •EPS Manifold Efficiency: The duration of the buff is now 30 seconds

    •Photonic Fleet: The damage, health, and shields of allied ships summoned has been significantly increased; Photonic Fleet 2 now has a better chance of summoning a battleship

    •Science Fleet: Now additionally boosts Starship Control Expertise and Shield Systems for the duration; The amount of the buffs it gives is now 20, 30, or 40, based on rank

    •Target Subsystem: No longer upgrades just one single attack; Now upgrade all of your energy weapons to drain power from the target with a chance to cause a subsystem offline for a short duration

    •Cannon: Rapid Fire: Now increases the rate at which cannons fire shots by 50% while active; The damage increase to those shots is now 0%, 10%, or 20%, based on rank

    •Aceton Beam: The cooldown has been reduced to 45 seconds at all ranks; The magnitude of the DoT has been increased significantly at all ranks; Aceton Beam now places the target's Projectile Weapons Offline for 3/4/5 seconds based on rank.

    •Extend Shields: The range is now 10km; The amount of Shield Healing has been increased

    •Auxiliary to Inertial Dampeners: Now additionally grants a Physical Resistance Buff of the same amount and duration of its Kinetic Damage Resistance Buff

    •Boarding Party: Boarding Party shuttles should fly much faster at their target; Boarding Party shuttles now have a very high amount of physical and kinetic resistance; The increased recharge effect is now guaranteed on weapons if the shuttles reach the target; The damage dealt by their point defense turrets has been increased

    •Hazard Emitters: Now additionally cleanses DoT effects

    •Photonic Officer: The recharge reduction has been increased to 30%, 50%, or 70%, based on rank; The base cooldown of this power has been decreased to two minutes

    •Kinetic Magnet: The debuff now lasts until the duration ends or it is cleansed, and no longer goes away after the target takes a set amount of damage

    •Reroute Reserves from Live Support: Now additionally gives a scaling Maximum Power Level increase while active

    •Call Emergency Artillery: •The damage dealt by the artillery vessels summoned by this ability has been significantly increased

    •Phlanx Formation: •The Accuracy and Defense buffs have been increased

    •Coolant Ignition Plasma: •The damage dealt after it ignites has been increased

    •Subspace Boom: •The damage dealt has been increased; The defense debuff on foes in the area has been increased

    •EPS Corruption: •The damage increase from "Enhanced Corruption" is now the EPS Corruption's default damage

    •Hull Plating/Ablative Hull Plating now state that they buff Physical Resistance as well

    General Updates:
    •The flight speed of targetable torpedoes has been increased
    •The range at which mines acquire their target has been increased
    •The Republic Ha'apax Warbird summoned by Romulan Fleet Support and the Klingon Defense Force Negh'Var Warship summoned by Klingon Fleet Support should now be much more effective in combat
    •The recharge time of the target subsystem abilities built into Science Ships has been reduced to 45 seconds.

    •The power level buff from the Power Conduit Link proc is now 1 power per stack, not 2
    •Resolved an issue that caused Dual Heavy Cannons to not benefit from their +10% Critical Severity during Cannon: Scatter Volley or Cannon: Rapid Fire
    •Resolved an issue where Torpedo Transport Warhead's damage did not scale up with your damage buffs

    ALL. BUFFS.

    So please, do come on here and Spout. More. Lies.


  • legendarylycan#5411 legendarylycan Member Posts: 37,276 Arc User
    that 3rd from last is a nerf, not a buff​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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  • nikephorusnikephorus Member Posts: 2,744 Arc User
    nikeix wrote: »
    "Nerf Everything" seem to be the motto now.
    •All engineering consoles that previously gave +Kinetic and +Energy damage resistance rating now give All Damage Resistance Rating instead. .
    •All consoles that previously just gave +Kinetic Damage Resistance Rating additionally give the same magnitude of +Physical Damage Resistance rating.
    •The modifier that Impulse Engines gain at Epic Quality now additionally gives Impulse Expertise. This change affects existing items.
    •The amount of the Shield Regeneration increase Shield Emitter Amplifier consoles provide has been increased.
    •The amount of Starship Hull Restoration SIF Generators provide has been increased.
    Carrier Pets:
    •All Player Carrier Pets are now immune to Warp Core Breaches
    •All Player Carrier Pets now have "Layered Defenses III"; which is an immunity to one torpedo every 30 seconds
    •Carrier pets now have significantly increased damage, hitpoints, power draining, shield healing, and shield draining
    Powers:
    •Go Down Fighting: Now scales damage much more aggressively with missing HP

    •Tactical Fleet: •The amount of the buffs it gives is now 20, 30, or 40, based on rank
    •Now additionally boosts Weapon Specialization and Amplification for the duration

    •Last Ditch Effort: •Now gives +40 All Damage Resistance during Go Down Fighting, instead of +20

    •Nadion Inversion: •The reduction to the weapons power drain of firing energy weapons has been significantly increased

    •EPS Power Transfer: The amount of the buffs it gives is now 10, 17.5, or 25, based on rank; The power buffs it gives apply instantly; Now includes a maximum power level buff for the duration that can be stacked with other power level bonuses (maximum power level increases that are not EPS Power Transfer still do not stack); The amount of the Power Transfer Rate Buff is now 100%, 175%, or 250% (based on rank)

    •Rotate Shield Frequency: Now gives Bonus Resistance to incoming Shield Drains; Heal values have been increased at each rank; The amount of Shield Resistance now scales much more aggressively with shield power

    •Miracle Worker: Hull Heal amount has been increased significantly; Now gives secondary shields for 15 seconds when used

    •Engineering Fleet: Damage Resistance Buff is now Bonus Resistance; Now additionally boosts Hull Capacity for the duration; The amount of the buffs it gives is now 20, 30, or 40, based on rank

    •EPS Manifold Efficiency: The duration of the buff is now 30 seconds

    •Photonic Fleet: The damage, health, and shields of allied ships summoned has been significantly increased; Photonic Fleet 2 now has a better chance of summoning a battleship

    •Science Fleet: Now additionally boosts Starship Control Expertise and Shield Systems for the duration; The amount of the buffs it gives is now 20, 30, or 40, based on rank

    •Target Subsystem: No longer upgrades just one single attack; Now upgrade all of your energy weapons to drain power from the target with a chance to cause a subsystem offline for a short duration

    •Cannon: Rapid Fire: Now increases the rate at which cannons fire shots by 50% while active; The damage increase to those shots is now 0%, 10%, or 20%, based on rank

    •Aceton Beam: The cooldown has been reduced to 45 seconds at all ranks; The magnitude of the DoT has been increased significantly at all ranks; Aceton Beam now places the target's Projectile Weapons Offline for 3/4/5 seconds based on rank.

    •Extend Shields: The range is now 10km; The amount of Shield Healing has been increased

    •Auxiliary to Inertial Dampeners: Now additionally grants a Physical Resistance Buff of the same amount and duration of its Kinetic Damage Resistance Buff

    •Boarding Party: Boarding Party shuttles should fly much faster at their target; Boarding Party shuttles now have a very high amount of physical and kinetic resistance; The increased recharge effect is now guaranteed on weapons if the shuttles reach the target; The damage dealt by their point defense turrets has been increased

    •Hazard Emitters: Now additionally cleanses DoT effects

    •Photonic Officer: The recharge reduction has been increased to 30%, 50%, or 70%, based on rank; The base cooldown of this power has been decreased to two minutes

    •Kinetic Magnet: The debuff now lasts until the duration ends or it is cleansed, and no longer goes away after the target takes a set amount of damage

    •Reroute Reserves from Live Support: Now additionally gives a scaling Maximum Power Level increase while active

    •Call Emergency Artillery: •The damage dealt by the artillery vessels summoned by this ability has been significantly increased

    •Phlanx Formation: •The Accuracy and Defense buffs have been increased

    •Coolant Ignition Plasma: •The damage dealt after it ignites has been increased

    •Subspace Boom: •The damage dealt has been increased; The defense debuff on foes in the area has been increased

    •EPS Corruption: •The damage increase from "Enhanced Corruption" is now the EPS Corruption's default damage

    •Hull Plating/Ablative Hull Plating now state that they buff Physical Resistance as well

    General Updates:
    •The flight speed of targetable torpedoes has been increased
    •The range at which mines acquire their target has been increased
    •The Republic Ha'apax Warbird summoned by Romulan Fleet Support and the Klingon Defense Force Negh'Var Warship summoned by Klingon Fleet Support should now be much more effective in combat
    •The recharge time of the target subsystem abilities built into Science Ships has been reduced to 45 seconds.

    •The power level buff from the Power Conduit Link proc is now 1 power per stack, not 2
    •Resolved an issue that caused Dual Heavy Cannons to not benefit from their +10% Critical Severity during Cannon: Scatter Volley or Cannon: Rapid Fire
    •Resolved an issue where Torpedo Transport Warhead's damage did not scale up with your damage buffs

    ALL. BUFFS.

    So please, do come on here and Spout. More. Lies.


    They have definitely buffed a lot of things, but they are also nerfing basically everything that is being used right now by large portions of the playerbase. FaW, Scatter Volley, Torpedo double tap. embassy consoles, plasmonic leech. A lot of players feel like their build and playstyle is under assault.
    Tza0PEl.png
  • alexraptorralexraptorr Member Posts: 1,192 Arc User
    Notice how "nothing" on that list of buffs is anything that has required players to actually invest anything in them. *rolleyes*
    Yet a lot of the stuff players have sunk substantial amounts of energy credits, zen and dilithium in is being nerfed into the ground.
    Kind of seeing a pattern there.
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
  • risian4risian4 Member Posts: 3,711 Arc User
    nikephorus wrote: »
    nikeix wrote: »
    "Nerf Everything" seem to be the motto now.
    •All engineering consoles that previously gave +Kinetic and +Energy damage resistance rating now give All Damage Resistance Rating instead. .
    •All consoles that previously just gave +Kinetic Damage Resistance Rating additionally give the same magnitude of +Physical Damage Resistance rating.
    •The modifier that Impulse Engines gain at Epic Quality now additionally gives Impulse Expertise. This change affects existing items.
    •The amount of the Shield Regeneration increase Shield Emitter Amplifier consoles provide has been increased.
    •The amount of Starship Hull Restoration SIF Generators provide has been increased.
    Carrier Pets:
    •All Player Carrier Pets are now immune to Warp Core Breaches
    •All Player Carrier Pets now have "Layered Defenses III"; which is an immunity to one torpedo every 30 seconds
    •Carrier pets now have significantly increased damage, hitpoints, power draining, shield healing, and shield draining
    Powers:
    •Go Down Fighting: Now scales damage much more aggressively with missing HP

    •Tactical Fleet: •The amount of the buffs it gives is now 20, 30, or 40, based on rank
    •Now additionally boosts Weapon Specialization and Amplification for the duration

    •Last Ditch Effort: •Now gives +40 All Damage Resistance during Go Down Fighting, instead of +20

    •Nadion Inversion: •The reduction to the weapons power drain of firing energy weapons has been significantly increased

    •EPS Power Transfer: The amount of the buffs it gives is now 10, 17.5, or 25, based on rank; The power buffs it gives apply instantly; Now includes a maximum power level buff for the duration that can be stacked with other power level bonuses (maximum power level increases that are not EPS Power Transfer still do not stack); The amount of the Power Transfer Rate Buff is now 100%, 175%, or 250% (based on rank)

    •Rotate Shield Frequency: Now gives Bonus Resistance to incoming Shield Drains; Heal values have been increased at each rank; The amount of Shield Resistance now scales much more aggressively with shield power

    •Miracle Worker: Hull Heal amount has been increased significantly; Now gives secondary shields for 15 seconds when used

    •Engineering Fleet: Damage Resistance Buff is now Bonus Resistance; Now additionally boosts Hull Capacity for the duration; The amount of the buffs it gives is now 20, 30, or 40, based on rank

    •EPS Manifold Efficiency: The duration of the buff is now 30 seconds

    •Photonic Fleet: The damage, health, and shields of allied ships summoned has been significantly increased; Photonic Fleet 2 now has a better chance of summoning a battleship

    •Science Fleet: Now additionally boosts Starship Control Expertise and Shield Systems for the duration; The amount of the buffs it gives is now 20, 30, or 40, based on rank

    •Target Subsystem: No longer upgrades just one single attack; Now upgrade all of your energy weapons to drain power from the target with a chance to cause a subsystem offline for a short duration

    •Cannon: Rapid Fire: Now increases the rate at which cannons fire shots by 50% while active; The damage increase to those shots is now 0%, 10%, or 20%, based on rank

    •Aceton Beam: The cooldown has been reduced to 45 seconds at all ranks; The magnitude of the DoT has been increased significantly at all ranks; Aceton Beam now places the target's Projectile Weapons Offline for 3/4/5 seconds based on rank.

    •Extend Shields: The range is now 10km; The amount of Shield Healing has been increased

    •Auxiliary to Inertial Dampeners: Now additionally grants a Physical Resistance Buff of the same amount and duration of its Kinetic Damage Resistance Buff

    •Boarding Party: Boarding Party shuttles should fly much faster at their target; Boarding Party shuttles now have a very high amount of physical and kinetic resistance; The increased recharge effect is now guaranteed on weapons if the shuttles reach the target; The damage dealt by their point defense turrets has been increased

    •Hazard Emitters: Now additionally cleanses DoT effects

    •Photonic Officer: The recharge reduction has been increased to 30%, 50%, or 70%, based on rank; The base cooldown of this power has been decreased to two minutes

    •Kinetic Magnet: The debuff now lasts until the duration ends or it is cleansed, and no longer goes away after the target takes a set amount of damage

    •Reroute Reserves from Live Support: Now additionally gives a scaling Maximum Power Level increase while active

    •Call Emergency Artillery: •The damage dealt by the artillery vessels summoned by this ability has been significantly increased

    •Phlanx Formation: •The Accuracy and Defense buffs have been increased

    •Coolant Ignition Plasma: •The damage dealt after it ignites has been increased

    •Subspace Boom: •The damage dealt has been increased; The defense debuff on foes in the area has been increased

    •EPS Corruption: •The damage increase from "Enhanced Corruption" is now the EPS Corruption's default damage

    •Hull Plating/Ablative Hull Plating now state that they buff Physical Resistance as well

    General Updates:
    •The flight speed of targetable torpedoes has been increased
    •The range at which mines acquire their target has been increased
    •The Republic Ha'apax Warbird summoned by Romulan Fleet Support and the Klingon Defense Force Negh'Var Warship summoned by Klingon Fleet Support should now be much more effective in combat
    •The recharge time of the target subsystem abilities built into Science Ships has been reduced to 45 seconds.

    •The power level buff from the Power Conduit Link proc is now 1 power per stack, not 2
    •Resolved an issue that caused Dual Heavy Cannons to not benefit from their +10% Critical Severity during Cannon: Scatter Volley or Cannon: Rapid Fire
    •Resolved an issue where Torpedo Transport Warhead's damage did not scale up with your damage buffs

    ALL. BUFFS.

    So please, do come on here and Spout. More. Lies.


    They have definitely buffed a lot of things, but they are also nerfing basically everything that is being used right now by large portions of the playerbase. FaW, Scatter Volley, Torpedo double tap. embassy consoles, plasmonic leech. A lot of players feel like their build and playstyle is under assault.

    Oh well, it's only fair that we're on the receiving end of the damage for a change :p

    Seriously though, I understand that this is concerning to a lot of people, but I think everything will be fine. Some of these changes were simply needed correct some of the power creep or to make alternatives more viable.

    There's only a few changes that I deemed unnecessary, most of it is quite understandable.
  • nikephorusnikephorus Member Posts: 2,744 Arc User
    risian4 wrote: »
    nikephorus wrote: »
    nikeix wrote: »
    "Nerf Everything" seem to be the motto now.
    •All engineering consoles that previously gave +Kinetic and +Energy damage resistance rating now give All Damage Resistance Rating instead. .
    •All consoles that previously just gave +Kinetic Damage Resistance Rating additionally give the same magnitude of +Physical Damage Resistance rating.
    •The modifier that Impulse Engines gain at Epic Quality now additionally gives Impulse Expertise. This change affects existing items.
    •The amount of the Shield Regeneration increase Shield Emitter Amplifier consoles provide has been increased.
    •The amount of Starship Hull Restoration SIF Generators provide has been increased.
    Carrier Pets:
    •All Player Carrier Pets are now immune to Warp Core Breaches
    •All Player Carrier Pets now have "Layered Defenses III"; which is an immunity to one torpedo every 30 seconds
    •Carrier pets now have significantly increased damage, hitpoints, power draining, shield healing, and shield draining
    Powers:
    •Go Down Fighting: Now scales damage much more aggressively with missing HP

    •Tactical Fleet: •The amount of the buffs it gives is now 20, 30, or 40, based on rank
    •Now additionally boosts Weapon Specialization and Amplification for the duration

    •Last Ditch Effort: •Now gives +40 All Damage Resistance during Go Down Fighting, instead of +20

    •Nadion Inversion: •The reduction to the weapons power drain of firing energy weapons has been significantly increased

    •EPS Power Transfer: The amount of the buffs it gives is now 10, 17.5, or 25, based on rank; The power buffs it gives apply instantly; Now includes a maximum power level buff for the duration that can be stacked with other power level bonuses (maximum power level increases that are not EPS Power Transfer still do not stack); The amount of the Power Transfer Rate Buff is now 100%, 175%, or 250% (based on rank)

    •Rotate Shield Frequency: Now gives Bonus Resistance to incoming Shield Drains; Heal values have been increased at each rank; The amount of Shield Resistance now scales much more aggressively with shield power

    •Miracle Worker: Hull Heal amount has been increased significantly; Now gives secondary shields for 15 seconds when used

    •Engineering Fleet: Damage Resistance Buff is now Bonus Resistance; Now additionally boosts Hull Capacity for the duration; The amount of the buffs it gives is now 20, 30, or 40, based on rank

    •EPS Manifold Efficiency: The duration of the buff is now 30 seconds

    •Photonic Fleet: The damage, health, and shields of allied ships summoned has been significantly increased; Photonic Fleet 2 now has a better chance of summoning a battleship

    •Science Fleet: Now additionally boosts Starship Control Expertise and Shield Systems for the duration; The amount of the buffs it gives is now 20, 30, or 40, based on rank

    •Target Subsystem: No longer upgrades just one single attack; Now upgrade all of your energy weapons to drain power from the target with a chance to cause a subsystem offline for a short duration

    •Cannon: Rapid Fire: Now increases the rate at which cannons fire shots by 50% while active; The damage increase to those shots is now 0%, 10%, or 20%, based on rank

    •Aceton Beam: The cooldown has been reduced to 45 seconds at all ranks; The magnitude of the DoT has been increased significantly at all ranks; Aceton Beam now places the target's Projectile Weapons Offline for 3/4/5 seconds based on rank.

    •Extend Shields: The range is now 10km; The amount of Shield Healing has been increased

    •Auxiliary to Inertial Dampeners: Now additionally grants a Physical Resistance Buff of the same amount and duration of its Kinetic Damage Resistance Buff

    •Boarding Party: Boarding Party shuttles should fly much faster at their target; Boarding Party shuttles now have a very high amount of physical and kinetic resistance; The increased recharge effect is now guaranteed on weapons if the shuttles reach the target; The damage dealt by their point defense turrets has been increased

    •Hazard Emitters: Now additionally cleanses DoT effects

    •Photonic Officer: The recharge reduction has been increased to 30%, 50%, or 70%, based on rank; The base cooldown of this power has been decreased to two minutes

    •Kinetic Magnet: The debuff now lasts until the duration ends or it is cleansed, and no longer goes away after the target takes a set amount of damage

    •Reroute Reserves from Live Support: Now additionally gives a scaling Maximum Power Level increase while active

    •Call Emergency Artillery: •The damage dealt by the artillery vessels summoned by this ability has been significantly increased

    •Phlanx Formation: •The Accuracy and Defense buffs have been increased

    •Coolant Ignition Plasma: •The damage dealt after it ignites has been increased

    •Subspace Boom: •The damage dealt has been increased; The defense debuff on foes in the area has been increased

    •EPS Corruption: •The damage increase from "Enhanced Corruption" is now the EPS Corruption's default damage

    •Hull Plating/Ablative Hull Plating now state that they buff Physical Resistance as well

    General Updates:
    •The flight speed of targetable torpedoes has been increased
    •The range at which mines acquire their target has been increased
    •The Republic Ha'apax Warbird summoned by Romulan Fleet Support and the Klingon Defense Force Negh'Var Warship summoned by Klingon Fleet Support should now be much more effective in combat
    •The recharge time of the target subsystem abilities built into Science Ships has been reduced to 45 seconds.

    •The power level buff from the Power Conduit Link proc is now 1 power per stack, not 2
    •Resolved an issue that caused Dual Heavy Cannons to not benefit from their +10% Critical Severity during Cannon: Scatter Volley or Cannon: Rapid Fire
    •Resolved an issue where Torpedo Transport Warhead's damage did not scale up with your damage buffs

    ALL. BUFFS.

    So please, do come on here and Spout. More. Lies.


    They have definitely buffed a lot of things, but they are also nerfing basically everything that is being used right now by large portions of the playerbase. FaW, Scatter Volley, Torpedo double tap. embassy consoles, plasmonic leech. A lot of players feel like their build and playstyle is under assault.

    Oh well, it's only fair that we're on the receiving end of the damage for a change :p

    Seriously though, I understand that this is concerning to a lot of people, but I think everything will be fine. Some of these changes were simply needed correct some of the power creep or to make alternatives more viable.

    There's only a few changes that I deemed unnecessary, most of it is quite understandable.

    I don't disagree, but I understand the anger and frustration of some players. I'd also be more understanding of this "balance" pass myself if there was an effort to maintain said balance, but we all know what's coming in the future. Future Lockboxes will have more powerful personal traits better then the ones we have now, new starship traits to boost damage in some way...the power creep will keep coming as it always has and in the end will this balance pass even mean anything?
    Tza0PEl.png
  • shredder75shredder75 Member Posts: 89 Arc User
    that 3rd from last is a nerf, not a buff​​

    They're simply heading off the immediate reaction of folks talking about shifting back to the MACO shield and keeping parity between the two. Biggest mistake they ever made was opening up Plasmonic Leech as cross faction rather than balancing it long ago.

  • narasil2narasil2 Member Posts: 129 Arc User
    I have to say bravo. Cutting it to a max boost of 6 points per subsystem is a good start toward cutting power leap. The power levels were way out of control in the game.

    Now please work on the Tac captain abilities buffing exotic damage ;-)

    Yes and they've SCALED CONTENT to meet those power levels. So in order to scale back the power levels they need to scale back the content....I must have missed that part in the patch notes.
  • feliseanfelisean Member Posts: 688 Arc User
    nikeix wrote: »
    felisean wrote: »
    And than you have other consoles with a wonderful clicky that could do at least the same amount of dmg plasma explosions are doing.

    Such as?
    In addition, they're not increasing the effect by using more consoles, thats a myth.

    The 'plus 10% to 11% exotic plasma damage" effect on them doesn't effect themselves then? I find that strangely comforting, considering all the times I've been told "The science version of the T6 Odyssey/Scimitar are the ones doing the most damage."


    console: delphic tear generator to give you one example

    sci scimitar: because 8 weapons + 5 sci plasma consoles are better than 8 weapons and 4 sci plasma consoles or 6/7 weapons and 5 sci consoles, pretty simple
  • narasil2narasil2 Member Posts: 129 Arc User
    vampeiyre wrote: »
    angrytarg wrote: »
    The change makes sense but does hit drain builds harder than DPS tacs who don't really have to rely on PL power due to all the other stuff they can have. This change however, plus the reduction in firing cycle haste for turrets (3->5s) severly hits drain turret builds, though - and I would assume those were hardly a "problem" before.​​

    Plasmonic leach plus as many Embassy "plasma exploder" drain consoles that a ship could fit is what every Tac-leaning person (ab)used, and is a yuuuuuuuuge contributor to FAW-related power creep/mechanics abuse. Tac captains will be hit the absolute hardest since they can't abuse it for power management and unintended DPS creep as replacement for skill and strategy.

    For the science player, drain to target is still as effective, it just doesn't buff the user with subsystem power.

    This is one of the best fixes of bad game design in this whole balance pass.

    It would have been a good fix six and a half years ago. However since THEN every person playing the game who got an honest answer to "What's the single best way to increase my DPS" was to get a leech. Now the game is built around it, the devs laughed their asses off profiting off of it, and are now going to scale back that "bug" or "not intended" mechanic without changing the content. Somehow unqualified BS heaped on blatant stupidity doesn't cut the reality of it.
  • nikephorusnikephorus Member Posts: 2,744 Arc User
    shredder75 wrote: »
    that 3rd from last is a nerf, not a buff​​

    They're simply heading off the immediate reaction of folks talking about shifting back to the MACO shield and keeping parity between the two. Biggest mistake they ever made was opening up Plasmonic Leech as cross faction rather than balancing it long ago.

    Well if you remember after the skill revamp plasmonic leech was heavily nerfed, but after an uproar by the players it was restored to its normal function. To be completely honest I'm surprised cryptic has the cojones to go after it again.
    Tza0PEl.png
  • nikeixnikeix Member Posts: 3,972 Arc User
    nikephorus wrote: »
    I don't disagree, but I understand the anger and frustration of some players. I'd also be more understanding of this "balance" pass myself if there was an effort to maintain said balance, but we all know what's coming in the future. Future Lockboxes will have more powerful personal traits better then the ones we have now, new starship traits to boost damage in some way...the power creep will keep coming as it always has and in the end will this balance pass even mean anything?

    Ok, so explain this to me. That creep has been there, the in your face, completely up front "this is how we keep the lights on" part of the game environment since the very first box came out in February 2012.

    Why is it now suddenly the devil? I mean seriously. People are acting like they've only just now noticed it. "This is all a conspiracy to sell us boxes!" Sure. The parts that are leveling the field between professions, or encouraging you to make real choices between AoE and single target strategies aren't. Yes, there IS stuff that will draw down the DPS of a lot of people who post here from doing 17 times the damage expected of them to only 9 times. And lock boxes will still be better than rep items. So what? That was always true and that will always be true as long as that's the model this game uses to stay in business. A balance pass, ANY Balance pass or no balance pass at all doesn't change that.

    If lockbox stuff always is and always was better that the average, what could possibly make you think screaming "This is all just to make lockboxes better than the average!" is somehow going to deflect the course of events or shame the Devs into not doing it? I mean, really, the only answer to that complaint is "DUH. You signed on for exactly that 5 years ago."

  • e30erneste30ernest Member Posts: 1,794 Arc User
    nikeix wrote: »
    The 'plus 10% to 11% exotic plasma damage" effect on them doesn't effect themselves then?

    They don't, because the procs themselves are not "exotic plasma damage".
  • nikeixnikeix Member Posts: 3,972 Arc User
    nikeix wrote: »
    The 'plus 10% to 11% exotic plasma damage" effect on them doesn't effect themselves then?
    e30ernest wrote: »
    They don't, because the procs themselves are not "exotic plasma damage".

    ((chuckle)) I do now remember having heard that before. And thinking "oh... Oh somebody saw what a blight they were about to unleash and unplugged at least part of it". Sort of in the same way the Devs don't really seem that eager to fix the accuracy overflow problem on BFAW. Some bugs, they're actually features ;).
  • legendarylycan#5411 legendarylycan Member Posts: 37,276 Arc User
    most lockbox stuff is significantly WORSE than the average stuff, though - i don't see them buffing any of that​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • narasil2narasil2 Member Posts: 129 Arc User
    nikeix wrote: »
    nikephorus wrote: »
    I don't disagree, but I understand the anger and frustration of some players. I'd also be more understanding of this "balance" pass myself if there was an effort to maintain said balance, but we all know what's coming in the future. Future Lockboxes will have more powerful personal traits better then the ones we have now, new starship traits to boost damage in some way...the power creep will keep coming as it always has and in the end will this balance pass even mean anything?

    Ok, so explain this to me. That creep has been there, the in your face, completely up front "this is how we keep the lights on" part of the game environment since the very first box came out in February 2012.

    Why is it now suddenly the devil? I mean seriously. People are acting like they've only just now noticed it. "This is all a conspiracy to sell us boxes!" Sure. The parts that are leveling the field between professions, or encouraging you to make real choices between AoE and single target strategies aren't. Yes, there IS stuff that will draw down the DPS of a lot of people who post here from doing 17 times the damage expected of them to only 9 times. And lock boxes will still be better than rep items. So what? That was always true and that will always be true as long as that's the model this game uses to stay in business. A balance pass, ANY Balance pass or no balance pass at all doesn't change that.

    If lockbox stuff always is and always was better that the average, what could possibly make you think screaming "This is all just to make lockboxes better than the average!" is somehow going to deflect the course of events or shame the Devs into not doing it? I mean, really, the only answer to that complaint is "DUH. You signed on for exactly that 5 years ago."

    That's all fine, seriously. They can just be one: HONEST about it and quit the line of bulls#!t about "not intended", and two not nerf it sooooooooooo much it ruins the f'ing game.
  • narasil2narasil2 Member Posts: 129 Arc User
    nikephorus wrote: »
    shredder75 wrote: »
    that 3rd from last is a nerf, not a buff​​

    They're simply heading off the immediate reaction of folks talking about shifting back to the MACO shield and keeping parity between the two. Biggest mistake they ever made was opening up Plasmonic Leech as cross faction rather than balancing it long ago.

    Well if you remember after the skill revamp plasmonic leech was heavily nerfed, but after an uproar by the players it was restored to its normal function. To be completely honest I'm surprised cryptic has the cojones to go after it again.

    ^^This, if they DON'T roll it back and give away zen like candy and apologize profusely this will END STO.
  • nikephorusnikephorus Member Posts: 2,744 Arc User
    nikeix wrote: »
    nikephorus wrote: »
    I don't disagree, but I understand the anger and frustration of some players. I'd also be more understanding of this "balance" pass myself if there was an effort to maintain said balance, but we all know what's coming in the future. Future Lockboxes will have more powerful personal traits better then the ones we have now, new starship traits to boost damage in some way...the power creep will keep coming as it always has and in the end will this balance pass even mean anything?

    Ok, so explain this to me. That creep has been there, the in your face, completely up front "this is how we keep the lights on" part of the game environment since the very first box came out in February 2012.

    Why is it now suddenly the devil? I mean seriously. People are acting like they've only just now noticed it. "This is all a conspiracy to sell us boxes!" Sure. The parts that are leveling the field between professions, or encouraging you to make real choices between AoE and single target strategies aren't. Yes, there IS stuff that will draw down the DPS of a lot of people who post here from doing 17 times the damage expected of them to only 9 times. And lock boxes will still be better than rep items. So what? That was always true and that will always be true as long as that's the model this game uses to stay in business. A balance pass, ANY Balance pass or no balance pass at all doesn't change that.

    If lockbox stuff always is and always was better that the average, what could possibly make you think screaming "This is all just to make lockboxes better than the average!" is somehow going to deflect the course of events or shame the Devs into not doing it? I mean, really, the only answer to that complaint is "DUH. You signed on for exactly that 5 years ago."

    Rather then go over your post line by line let me just ask a simple question. Do you believe it is okay for Cryptic to release new power creep into the game, that people pay real money for, that boosts damage and improves overall performance only to nerf said stuff into the ground under the guise of promoting balance. Then introduce more and nerf that as well?

    I saw a post the other day, I can't remember by who, but it was a good analogy. This forum member compared the current situation to that of spending money buying a Porshe, but then after driving it around for a year the dealership calls you and forces you to bring your car in and replaces your engine with a lower performing one.

    Anyway, point being shouldn't Cryptic think about maintaining balance within the game before releasing new traits, skills, and such?
    Tza0PEl.png
  • narasil2narasil2 Member Posts: 129 Arc User
    nikephorus wrote: »
    nikeix wrote: »
    nikephorus wrote: »
    I don't disagree, but I understand the anger and frustration of some players. I'd also be more understanding of this "balance" pass myself if there was an effort to maintain said balance, but we all know what's coming in the future. Future Lockboxes will have more powerful personal traits better then the ones we have now, new starship traits to boost damage in some way...the power creep will keep coming as it always has and in the end will this balance pass even mean anything?

    Ok, so explain this to me. That creep has been there, the in your face, completely up front "this is how we keep the lights on" part of the game environment since the very first box came out in February 2012.

    Why is it now suddenly the devil? I mean seriously. People are acting like they've only just now noticed it. "This is all a conspiracy to sell us boxes!" Sure. The parts that are leveling the field between professions, or encouraging you to make real choices between AoE and single target strategies aren't. Yes, there IS stuff that will draw down the DPS of a lot of people who post here from doing 17 times the damage expected of them to only 9 times. And lock boxes will still be better than rep items. So what? That was always true and that will always be true as long as that's the model this game uses to stay in business. A balance pass, ANY Balance pass or no balance pass at all doesn't change that.

    If lockbox stuff always is and always was better that the average, what could possibly make you think screaming "This is all just to make lockboxes better than the average!" is somehow going to deflect the course of events or shame the Devs into not doing it? I mean, really, the only answer to that complaint is "DUH. You signed on for exactly that 5 years ago."

    Rather then go over your post line by line let me just ask a simple question. Do you believe it is okay for Cryptic to release new power creep into the game, that people pay real money for, that boosts damage and improves overall performance only to nerf said stuff into the ground under the guise of promoting balance. Then introduce more and nerf that as well?

    I saw a post the other day, I can't remember by who, but it was a good analogy. This forum member compared the current situation to that of spending money buying a Porshe, but then after driving it around for a year the dealership calls you and forces you to bring your car in and replaces your engine with a lower performing one.

    Anyway, point being shouldn't Cryptic think about maintaining balance within the game before releasing new traits, skills, and such?

    Yes they should...THINK...that would be a good idea.
  • nikeixnikeix Member Posts: 3,972 Arc User
    The plasmonic leech is still - even after nerfs - one of the strongest if not THE strongest thing you can put in that slots. So yeah, I really am ok with them nerfing it because despite all the caterwauling, its still has tremendous value.

    The plasma exploders? They can die in a fire. The way they distorted the play space was terrible.

    But most of all, I came back only a little while before the infinity boxes came out, paid my $130 or so to buy my two Tal'Shiar adapted T5Us and had a great time. Then infinity came along and tanked the cost of everything. And even though I could now buy each of those ships for between $15 and $30, it was still a Good Thing. Fantastic for the game and playerbase as a whole, actually. At this point the reality of lockboxes is there's a 6 month grace period where early adopters can pay big bucks for new shinnies, and then everything in them becomes absolutely casual for any player to get without spending a dime of real money.

    So yes, I genuinely DO NOT CARE that my 5 million Ec console might lose some of its value next year. So What? that's like a week of putzing around grinding Ec or One Whole Dollar of real money.
  • jslynjslyn Member Posts: 1,784 Arc User
    edited March 2017
    Well I, for one, am ready. I took advantage of this Upgrade Weekend to prepare a new loadout that is inline with the Tribble Changes. It doesn't even have Leech (not that I consider there to be anything wrong with its new state). When the changes goes live, I can just switch to the new loadout and I'm good to go.

    shredder75 wrote: »
    Biggest mistake they ever made was opening up Plasmonic Leech as cross faction rather than balancing it long ago.

    Really? That's the biggest mistake they've ever made? I'd say giving Torpedoes a large penalty versus Shield AND a Global Cooldown was worse than making the Leech Faction-Free.
  • ffttfftt Member Posts: 715 Arc User
    nikephorus wrote: »
    ...Anyway, point being shouldn't Cryptic think about maintaining balance within the game before releasing new traits, skills, and such?

    AMEN to that friend! And while they're thinking of that why not make sure these traits, skills, and such actually work. How many times do you see "Resolved an issue" in the release notes.
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