#1:
http://www.arcgames.com/en/games/star-trek-online/news/detail/10426883-details-on-space-balance-changes
#2:
http://www.arcgames.com/en/forums/startrekonline/#/discussion/1229463/tribble-maintenance-and-release-notes-march-15-2017/p1
PvP relevant changes (imho; add others you think are important to list after this post, so i can add them here):
- 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 amount of Starship Hull Restoration SIF Generators provide has been increased.
- All damage reflections that used to deal "Feedback Pulse" typed damage now return the damage type that caused the reflection
- All damage reflections cannot critically hit and cannot be further buffed by damage increases
- All "Hazard" abilities no longer affect torpedoes or mines
- All "Hot Restart" powers that automatically remove a subsystem offline no longer attempt to cleanse uncleansable effects, and have a 60 second lockout on a per-subsystem basis
- All holds now give their target hold resistance for a short duration when they end.
- All disables now give their target hold resistance for a short duration when they end.
- All player damage immunities now place a 15 second lockout on you during which you cannot activate or otherwise be affected by any more damage immunities
- All player damage immunities are now buffs that can be removed by buff removing abilities
- The cycle during which cannon weapons actively fire is now 5 seconds, up from 3
- The damage cannon weapons do with each shot has been adjusted to account for the changes made to their firing cycles
- Attack Pattern Alpha: The duration has been decreased to 20 seconds
- Miracle Worker: Hull Heal amount has been increased significantly; Now gives secondary shields for 15 seconds when used
- Subnucleonic Beam:
- This is no longer a science captain power
- Science Captains now gain "Deflector Overcharge" instead of "Subnucleonic Beam" as they level up.
- This new power boosts provides Bonus Exotic Damage and Shield Healing while active, and additionally boosts Control Expertise and Drain Expertise.
- Beam Overload: No longer always critically hits; The damage of its initial hit has been increased; For 10 seconds after activation, your normal beam attacks have bonus damage and increased critical severity
- 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
- Extend Shields: The range is now 10km; The amount of Shield Healing has been increased
- Directed Energy Modulation: No longer gives you extra damage that bypasses shields while it is active; Now gives your energy weapons extra shield bleedthrough for the duration.
- Auxiliary to Inertial Dampeners: Now additionally grants a Physical Resistance Buff of the same amount and duration of its Kinetic Damage Resistance Buff
- Feedback Pulse:
- The damage reflection can no longer critically hit
- The percentage of reflected no longer scales with damage bonuses
- The percentage reflected is now capped at 50%, 75%, or 100% based on rank
- The default reflection amount is now significantly lower at each rank
- Hazard Emitters: Now additionally cleanses DoT effects
- Transfer Shield Strength The amount of Shield Healing has been decreased slightly
- Science Team: The amount of Shield Healing has been decreased slightly
- Tyken's Rift:
- Resolved an issue where the power drain applied could be countered by the target's Power Transfer Rate
- Resolved an issue where the drain applied more than once per second to targets within the area
- The amount of power drained has been increased
- The amount of damage dealt has been increased slightly
- Subnucleonic Beam
- Is now a Lt. Commander & Commander Rank Science Bridge Officer Ability
- Now also debuffs Energy Weapon haste for the duration
- The duration of Subnucleonic Beam's debuff is now 10 seconds
- The base cooldown has been increased to three minutes
- The minimum cooldown is now two minutes
- Recursive Shearing: Damage re-apply is now 15%/22.5%/30% of the damage dealt, based on rank; Base cooldown is now 40 seconds
- Gravity Well: The damage dealt has been decreased; Now has a target cap of 25 targets
- Subspace Vortex: The damage dealt has been decreased; Now has a target cap of 25 targets
- Tractor Beam Repulsors: The damage dealt has been decreased
- Destabilizing Resonance Beam: The damage dealt has been decreased
- Photonic Shockwave: The damage it deals has been increased; Now decreases target's Kinetic Resistance for a short duration on hit
- Rapid Decay: The damage dealt has been decreased; Now deals half damage vs players
- Chronometric Inversion Field: The damage dealt has been decreased
- Entropic Redistribution: The damage dealt has been decreased; Now deals half damage vs players
- Override Subsystem Safeties: The random subsystem offline caused when it ends is now 5 seconds at all rank and can no longer be resisted or removed
- Probability Manipulation:
- The Probability Penetration unlock now gives a chance on crit to gain a stacking Armor Penetration Buff
- Probability Window has been removed and replace with a new unlock, "Probability Collapse", which gives a flat accuracy/defense buff for the duration
- Focused Frenzy:
- The buff can now be gained by firing projectile weapons as well as energy weapons
- The Bonus Damage is now only Weapon Bonus Damage
- The Haste bonus is now only 4% per stack, instead of 8% per stack
- The Cooldown reduction from Frenzied Reactions is now 1 second, but only has a chance to trigger each time you shoot the target
- Control Amplification now applies -25 resistance to Exotic Damage and control effects.
- Weapon Specialization now gives 4% Weapon Critical Severity at 100 skill, from 6%
- Weapon Amplification now gives 40% at 100 Critical Severity skill, from 20%
- Hull Plating/Ablative Hull Plating now state that they buff Physical Resistance as well
- The "Shield Weakening" skill has been replaced with "Shield Penetration", which makes your weapons ignore a percentage of your targets' shields.
- Causal Glitch no longer affects captain powers
- Attrition Warfare now has a longer cooldown and a smaller impact at each rank.
- Entropic Rider now is a per-cycle proc instead of per-shot
- Temporal Cross-wiring no longer stacks, and is now a 2%/4% buff based on rank
- Counter-offensive no longer reflects a % of incoming damage and no longer reflects the damage type that triggered it. It now reflects a fixed amount of damage back at the target that cannot critically hit, and its lockout is now 15 seconds at all ranks
- The flight speed of targetable torpedoes has been increased
- The range at which mines acquire their target has been increased
- The recharge time of the target subsystem abilities built into Science Ships has been reduced to 45 seconds.
- The Subnucleonic Transference trait no longer affects the target of Subnucleonic Beam. It now makes your next weapon attack after activating Deflector Overcharge drain power from the target and buff your power levels.
- Powers that are intended to affect Exotic Damage abilities will now more consistently work with all exotic damage abilities
- Regenerative Integrity Field:
- The base heal amount has been decreased slightly
- The Heal over Time cannot proc as many total times, but has an increased minimum and maximum heal amount.
- Torpedo High Yield, Torpedo Spread, and Torpedo Transport Warhead now only upgrade your next torpedo attack within 10 seconds, from your next attack within 30 seconds.
- The Plasma proc on Weapon Signature Nullifiers and Amplifiers from the Fleet Embassy no longer bypasses shields, has had its damage reduced to 25% of what it was previously, and now procs per cycle instead of per shot.
- The [ShH] and [HuH] modifiers on consoles from the Fleet Embassy no longer have a lockout but now only have a 1% chance to occur
- The Damage Bonus on Particle Focuser consoles from the Fleet Lab now only affect Exotic damage
- Molecular Reconstruction Beam now deals half damage vs players
- Anti-Time Entanglement Singularity's damage has been decreased
- The Research Lab weekly combat buffs now grant +10/15/20% max hitpoints instead of a resistance buff
- 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 some powers used an incorrect auxiliary power formula
So guys, what do you think will happen in PvP?
Do you like these changes?
We'll see more people join the arena?
Or the new changes will just bring other BS and broken builds?
/discuss
Comments
-Entropy is useless
-tac gets nerfed
=> royce cant do kills any more
-healers will be unkillable
-aside, rom now gets epts trait etc which makes anything else than rom useless for offense play
-fbp is useless
-physical res is good and makes prtg something next to useless
-escorts get viable again
-immunity lockout. OMG OMG OMG. I can do energy vapes again!!!111!1 tagging @ujam1 for tetryon madness
All in all I may think about reinstalling the game. Although I will have to recreate 230 keybind files. Fahk.
The changes are nearly perfect though. Couldn't be any better at the moment IMO.
So im happy for him.
David
*** Aktiv since 03.06.10 ***
FED: Special Circumstances, Raumpatroullie Elysion, Naeramarth
KDF: Special Circumstances KDF
Also, yeah I'm wondering if we're going to see the return of zombie tanks with this patch. With the overall increase to healing, resistances, and reduction in temporal damage to players, we could see a huge shift in the balance of power between builds. It could be like pre-dr again. We'll just have to wait and see.
I know.
Anyway.. on Tribble Drain, Holds & Co. still works good.. maybe its not so bad as i believe it in the first place.
David
*** Aktiv since 03.06.10 ***
I want to try some stuff
Nope.. i use a old KDF Toon for this.. copy my main Fed was sucessful but nothing happend after 8 Hours.. i try this 3 Times. Thyts the Prob. i cant test all of this. I wrote a Bugreport..
David
*** Aktiv since 03.06.10 ***
Ok so i'm not the only one. Indeed, i see lot of reports in RedditChat as well yesterday night, looks like it's a common problem... Any news from the devs?
Awesome! If you see me stay close and I'll give you maximum healz.
(cough)Regenerative Integrity Field(cough).
I assume that the shift is intended to give all classes the option of countering immunities. Plus, until we see how the new BOff version works, it may be rather lackluster unless backed by an overcharged deflector.
Anyway, this rebalance has got me considering returning to PVP for the first time since DR. Specialization abilities have been reined in, as has immunity / disable spam... it's certainly tempting.
For example:-
Tactical in Scryer - Wait for target to hit their tank buffs -> decloak -> Hit subnucleonic beam 1 -> target clears subnuke and activates some reserve defensive buffs -> Hit subnucleonic carrier wave 3 -> spam torps and easily kill target.
Tactical in Raider/cloakable-sci-orientated-escort - Wait for target to hit their tank buffs -> decloak -> alpha strike while clearing immunites and resists with subnuke.
The latter is most likely going to be the fave and we'll have yet another return to Escorts Online (especially since sci-ships and especially cruisers will be easy targets). If subnuke is left as a science only power, then we may have a level of balance we haven't had since Delta Rising hit us (though what we had before delta rising wasn't that balanced).
Subnuke has always been an overpowered skill, but it was balanced by the fact that sci-captains didn't have much in the way of damage boosting abilities. They could fly an escort and strip buffs, but their alpha would not be anywhere near a tac-captain. Now a tac-captain can have the same alpha as before *and* strip buffs.
I wouldn't mind so much if subnuke 1 only stripped 2-3 buffs, but *all* of them?
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
this way leaves room for more stupid abilities to come. also good for a laugh is that most of those changes read like claims from pvp crowd when things got out of control in the first place. took them quite some time to check all the feedback, eh?
Nice.. will try it today again.
David
*** Aktiv since 03.06.10 ***
It's the same, except it lasts 10 seconds.
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
(Genuine questions, no sass intended).
I understand that but you shouldn't have to and don't need a specific ability to make you effective in PvP.
For example, I was always told to have TSS instead of SC1 in my fleet Defiant because, according to some, SC is useless on an tactical escort. I carried on using it and it made my ship far more versatile, especially when I was hit by subnuke, tholian mines and other voodoo.
It turned an underpowered ship (not just because it's a Defiant but also I never used the flavour of the month meta because it was broken and waiting for nerfs) into a very capable escort that I used to successfully go toe to toe with the more popular escorts, warbirds, cruisers and even the mighty bugship.
That being said, my Defiant used to be able to tangle with sci ships backed by a tac before, it was difficult. A lot of losses and a few wins but it was never boring.
Removing Subnuke guts science captains. Replacing it with a watered down sci-only APA with no critX is bad design. Its so bad even the PvEers recognize it. Why would you ever make/use a Sci captain?
I wrote this on reddit, but ill repost it here too.