Try the Kelvin Timeline Photons, only 4 second base reload time.
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Try the Kelvin Timeline Photons, only 4 second base reload time.
Speaking of said Kelvin torps, what's wrong with making the flight speed of said torps the baseline for ALL torps? You still get to enjoy them flying to their target, and they're not rail gun fast.
Haven't had much time to play test tribble lately, but i should be able to squeeze in an hour or two tomorrow afternoon.
Looking forward to 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 am kinda wondering we could see stealth adjusted to allow the players to use hull heals while we are cloaked/stealthed. I can understand not being able to usealot of other abilities like tactical abilities (such as weapon buffs), even not being able to use shield heals as we have to drop our shields normally during being cloaked, but hull heals are one of those things that feels weird to not be able to use during being cloaked. also it could make using stealth abit more appealing to use them most of all in pvp (more so battle-cloaks).
Nope nope nope. Absolutely no way does a battle cloak need yet more incentive to use. It already yields a high surprise cat 2 damage modifier for a prolonged period of time. Leave our battlecloaks alone thanks.
Not only that cloaking in a battle can be very dangerous, obviously not as much as it used to be thanks to immunities, but you are dropping your shields so it's already fairly balanced for the bonus that it gives.
All @crypticspartan#0627 and @borticuscryptic need to do now is fix immunity granting traits and powers by either locking them out in a PvP scenario and battlezone or give them a big disadvantage in proportion to the huge advantage they provide. Like granting a double kill for the opposing team of the player using immunities, or locking them out if abilities like brace for impact, GDF or ramming speed are being used. You could even make the it vulnerable to critical hits.
It's not fair to promote build variety when there are no disadvantages to a particular build because that's the build everyone will use. And it's not fair to the PvP community by allowing players to run around without needing to use any defensive abilities or equipment to protect themselves by simply slotting a trait. It's fine in PvE (don't know why anyone needs it tbh, nothing in PvE is dangerous enough to warrant the need for immunities) but it's woefully overpowered in PvP. Please fix it.
Remember the way things were with cloaked ships in STO, even 'talking' broke it. I'm sure fixing the Hull would be a bit noisier.
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
I concur, there is just so little need for healing boff and captain abilities with all these immunity traits and healing consoles.
Whilst my engineer does appreciate more survivability to bolster his role, there's just no need. If you want to balance pve content, then boost enemy dps and Hull hit points to balance with the extreme power creep of various stacking dmg and healing buttons you've given us over the years. If you dont then its RIP for my engineer.
When I look at "Star Trek Online', I'm still seeing Star Trek Tacticals Online because it's just so easy to play without engineer heals and science buffs.
"I understand the shortening of the leveling time to cap level, since honestly most players are not as interested in the journey, and more interested in getting to cap to be able to do things with the majority of players in the game."
Honestly it makes alts more appealing to me, as it's a pain to play through all the same missions for each alt.
Not only that cloaking in a battle can be very dangerous, obviously not as much as it used to be thanks to immunities, but you are dropping your shields so it's already fairly balanced for the bonus that it gives.
All @crypticspartan#0627 and @borticuscryptic need to do now is fix immunity granting traits and powers by either locking them out in a PvP scenario and battlezone or give them a big disadvantage in proportion to the huge advantage they provide. Like granting a double kill for the opposing team of the player using immunities, or locking them out if abilities like brace for impact, GDF or ramming speed are being used. You could even make the it vulnerable to critical hits.
It's not fair to promote build variety when there are no disadvantages to a particular build because that's the build everyone will use. And it's not fair to the PvP community by allowing players to run around without needing to use any defensive abilities or equipment to protect themselves by simply slotting a trait.
It's fine in PvE (don't know why anyone needs it tbh, nothing in PvE is dangerous enough to warrant the need for immunities) but it's woefully overpowered in PvP.
Please fix it.
If you honestly think there's nothing that can bite you in pve content then go into a Hive Space Elite, Battle of Korfez, Procyon V Elite or similar missions and tell me if you still think you can roll in there without any type of defensive ability at all. You won't survive very long without some type of defensive power. When you run purely offensive powers you become a glass cannon. Immunities alone will not guarantee you a victory in a pve scenario. They help for sure just as they do in pvp but they're not the deciding factor. with this new system they're bringing in you'll be able to purge most if not all of them in pvp.
As for restricted immunities, why should they further restrict an entire subclass of ability for everyone across the board purely because of a few folks that play pvp when you can learn to play around them just as easily. This is one of those instances where a clear and definitive line needs to be drawn between pvp and pve. Changes made for the sake of one of them should never be allowed to effect the other. As for battlezones, are we talking purely in the new wargames and pvp zones or where are we speaking? It's not fair to the pve community either that an entire subset of abilities should be further restricted or denied to us purely because of you pvp types. I absolutely agree immunity spam doesn't need to be a thing, which is why they have the 15 second lockout now. 15 seconds is a LONG time in a pvp situation and can mean the difference between a kill or getting killed.
With the new 15 second lockout on immunites, you're guaranteed several windows where they are vulnerable. The average immunity trait has at least around a 1 minute cooldown, some of them more than that. If you're triggering immunities that tells me you've forced them to use alot of their defensive power to trigger that immunity. If in that time frame you don't kill them in the 1-2 minutes with most of their defensive powers down, you're probably not going to, especially if you have multiple folks jump the same target.
Immunities absolutely need to be allowed as they're just as valid of an option as anything else. However they do NOT need to be spammable.
I concur, there is just so little need for healing boff and captain abilities with all these immunity traits and healing consoles.
Whilst my engineer does appreciate more survivability to bolster his role, there's just no need. If you want to balance pve content, then boost enemy dps and Hull hit points to balance with the extreme power creep of various stacking dmg and healing buttons you've given us over the years. If you dont then its RIP for my engineer.
When I look at "Star Trek Online', I'm still seeing Star Trek Tacticals Online because it's just so easy to play without engineer heals and science buffs.
You still need some defensive powers, especially once you get into elite missions like Korfez, Hive Space, Procyon V Elite, and a few others. The enemies already have a ton of HP as is and they already tried the HP solution. That was one of the reasons early on in Delta Rising you couldn't get a good pug team and 95% of Fleet Alerts failed, the enemy HP was far too high. They also can't raise enemy dps without taking into account everyone at all ends of the gear spectrum. You want it to be challenging, but you don't want folks getting 1 shot either just because they don't have all mk xiv golds on the entire ship. Engineers and even science can still do great damage as it's not required you run Tac to deal great damage. Yes tac has alot more to work with but by no means does that preclude engineers and science from being able to do anything. Science and Engineers need things to make their damage more consistent yes, but overall they'll be fine.
"Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations
Experience requirements from levels 50-60 have been significantly lowered.
Because I tested it and it seems pretty much the same...
What testing was that?
New level 60 is at 1,007,420 xp. Which you get as a float up message first time login' a char in that isn't yet on the new value.
I leave it to you to figure out what the holodeck values are. Hint: You can check that with 'one' mouseclick.
On that note, the values in the level and rank indicator haven't been adjusted on tribble, they are still displaying holodeck values.
Testing at the Drozana console and counting the totals left each time puts the figure at about 12,500 xp per level between 50 and 60, so that float is likely the amount over that you were, and it now takes a little under 500,000 xp to get to 60. It is nearly 1.5 million xp on Holodeck. That's definitely drastic.
If you like to play by just going through the story, let's say that you only take the missions that they hail to you (episodes, promotions and such) for the main story of the game, and avoid queues, Deep Space Encounters, Red Alerts, patrols, dailies, Foundry, and even DOffing/Admiralty, you will still likely get to level 55 or so before setting foot in the Delta Quadrant, and be to 60 well before you're done with just the content that will be directly hailed to you to take while there. This will leave you with some of the Delta Quadrant story left, and everything beyond it after hitting the level cap.
This change is very welcome for creating new alts, and I applaud the developers for doing this. It also serves a secondary purpose of any kind of pusher when thinking about the Specialization system. You get a nice "taste" of spec points really quickly, encouraging your desire to continue collecting them after the cap, even though each now costs a little over 12 times as much as each of those first 10 did.
This is an MMO, not a Star Trek episode simulator. That would make for a terrible game.
"I understand the shortening of the leveling time to cap level, since honestly most players are not as interested in the journey, and more interested in getting to cap to be able to do things with the majority of players in the game."
Honestly it makes alts more appealing to me, as it's a pain to play through all the same missions for each alt.
I can agree there, as alot of the missions are mostly static, with very little give in the path an choices you can make. If there were multiple avenues, and choices that lead to different events happening, and so making the play through of the missions more varied it would be less an issue to me.
Experience requirements from levels 50-60 have been significantly lowered.
Because I tested it and it seems pretty much the same...
What testing was that?
New level 60 is at 1,007,420 xp. Which you get as a float up message first time login' a char in that isn't yet on the new value.
I leave it to you to figure out what the holodeck values are. Hint: You can check that with 'one' mouseclick.
On that note, the values in the level and rank indicator haven't been adjusted on tribble, they are still displaying holodeck values.
Testing at the Drozana console and counting the totals left each time puts the figure at about 12,500 xp per level between 50 and 60, so that float is likely the amount over that you were, and it now takes a little under 500,000 xp to get to 60. It is nearly 1.5 million xp on Holodeck. That's definitely drastic.
If you like to play by just going through the story, let's say that you only take the missions that they hail to you (episodes, promotions and such) for the main story of the game, and avoid queues, Deep Space Encounters, Red Alerts, patrols, dailies, Foundry, and even DOffing/Admiralty, you will still likely get to level 55 or so before setting foot in the Delta Quadrant, and be to 60 well before you're done with just the content that will be directly hailed to you to take while there. This will leave you with some of the Delta Quadrant story left, and everything beyond it after hitting the level cap.
This change is very welcome for creating new alts, and I applaud the developers for doing this. It also serves a secondary purpose of any kind of pusher when thinking about the Specialization system. You get a nice "taste" of spec points really quickly, encouraging your desire to continue collecting them after the cap, even though each now costs a little over 12 times as much as each of those first 10 did.
if they really reduced it by that much, it will make future 'special' (like delta and temporal) characters much less of a PITA to level and start doing level-restricted reward unlock tasks on
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.
I was really, REALLY looking forward to deflector overcharge, very disappointed by it's removal, this should be reconsidered, even if subnuke has to just go entirely! Or better yet replace scattering field with deflector overcharge, it would make so much more sense to do that.
Experience requirements from levels 50-60 have been significantly lowered.
Because I tested it and it seems pretty much the same...
What testing was that?
New level 60 is at 1,007,420 xp. Which you get as a float up message first time login' a char in that isn't yet on the new value.
I leave it to you to figure out what the holodeck values are. Hint: You can check that with 'one' mouseclick.
On that note, the values in the level and rank indicator haven't been adjusted on tribble, they are still displaying holodeck values.
Testing at the Drozana console and counting the totals left each time puts the figure at about 12,500 xp per level between 50 and 60, so that float is likely the amount over that you were, and it now takes a little under 500,000 xp to get to 60. It is nearly 1.5 million xp on Holodeck. That's definitely drastic.
If you like to play by just going through the story, let's say that you only take the missions that they hail to you (episodes, promotions and such) for the main story of the game, and avoid queues, Deep Space Encounters, Red Alerts, patrols, dailies, Foundry, and even DOffing/Admiralty, you will still likely get to level 55 or so before setting foot in the Delta Quadrant, and be to 60 well before you're done with just the content that will be directly hailed to you to take while there. This will leave you with some of the Delta Quadrant story left, and everything beyond it after hitting the level cap.
This change is very welcome for creating new alts, and I applaud the developers for doing this. It also serves a secondary purpose of any kind of pusher when thinking about the Specialization system. You get a nice "taste" of spec points really quickly, encouraging your desire to continue collecting them after the cap, even though each now costs a little over 12 times as much as each of those first 10 did.
*shrugs*
Assuming the patchnotes are completely accurate and only levels above 50 changed means that 50 still is at 366k xp. If the floater number is overcap xp that puts 60 at 491k, which would add up to your ~12.5k per level.
Doesn't really make much sense too me to decrease it 'that' drastically (especially if spec points after that stay the same) but gift horse and such.
Would be nice to half the duration and effects on invincible. It makes sense that if you are invincible it shouldn't be too long where a hull just sits at 0% without there being some kind of crazy magic. It should prevent people getting vaped, not allow people to continue in battle sitting at 0% hull. Please force these invincible and continuity users to have to need to use some heals for goodness sake. The unkillable skills are totally undermining any need for captain heal abilities making tactical captains the dominant force as usual.
I understand you have to pay rent, but there has to be a logic to these unkillable traits and immunity, which there is none because one class has the most to gain from them.
How can a skill like this possibly be allowed to have no drawbacks whatsoever? Where's the common sense?
@darkbladejk I obviously didn't make my intentions clear. I know it's unfair to make such drastic changes that'll affect PvE as well as PvP which is why I said and quote: "All @crypticspartan#0627 and @borticuscryptic need to do now is fix immunity granting traits and powers by either locking them out in a PvP scenario and battlezone or give them a big disadvantage in proportion to the huge advantage they provide." I specifically stated "locking them out in a PvP scenario" implying that the fix would only apply in PvP but not in PvE.
As for your comments on the elite queues in PvE, I agree that they are harder than something like ISA. I know because I've puged Hive elite and Korfez elite successfully (only a handful of times) and it's tougher than advanced queues, but it's not because the opponents are better it's simply because they are more of an HP sponge and there's substantialy more of them. To survive I just did some speed tanking in my eclipse and spammed FAW with TS3. I didn't even have to use EPtS, I used EPtW instead and tied everything to the spacebar.
As difficult as you think that may be it's not the same as fighting another player, especially if they have an advantage over you. In PvE you don't have to counter buff, clear your debuffs, make difficult choices between abilities like science team or TSS as a shield heal, tank incoming alpha strikes and spike damage, timing your heals so that you don't heal too soon, cope with faster more agile opponents while another player is stripping your buffs or sacrificing attack and rely more on good timing and patience for kills in exchange for a bit more defence.
I agree that 15 seconds in PvP is a long time but you have to remember that a successful alphastrike for a build like mine that runs zero cheese relies heavily on timing by launching torpedoes and hitting them with a BO2 or CRF2 just before the torpedoes hit to secure the win. All of that has to happen with 2-3 seconds from me dropping my cloak, when I don't get it right (which is probably 60-70% of the time) I will be in a long fight where I will have to time my buffs and attacks with good piloting to bring the player down and by that time someone will likely turn up to help my opponent. And usually my cheeseless build simply can't overpower or apply enough pressure damage to bring the opponent down, I either have to wait for them to make a mistake or carefully control my health so I can bring GDF into play at the risk of being alphastriked myself. This requires skill. With immunities however, I don't have to worry about slotting neutroniums, or using 2 tactical teams or using science team and EPtS. I can just slot every console and ability I can find to boost my damage and not have to worry. Do you see the problem? Why should players bother to invest in defence if a couple of traits will do it all for them??
The blaze of glory trait penalises the team of pactivated in PvP by awarding an extra kill for the opposing team. So why not give immunities a similar penalty as well as stopping them from stacking.
Players have never needed immunities for the 6 years prior to their introduction and I don't know which Dev and why they felt it necessary to introduce them. It spoils the entire game. It's like playing chess against a player that can't be checkmated.
Point blank: Go Down Fighting, and the interactions it has with some traits and specializations, is pretty much THE issue in PVP.
The original design of Go Down Fighting is a really cool Tactical ability with appealing thematic flavor. However, it has become problematic to the point of gamebreaking in terms of PVP for the following interactions:
- Last Ditch Effort, a lockbox space trait that adds 100% damage resistance to Go Down Fighting.
- A Good Day to Die, a lockbox space trait that allows use of Go Down Fighting at any hull strength.
- Invincible, the lockbox ship trait that makes you unkillable for 8 seconds, as well as granting a 50% bonus to both hull and should healing.
- Continuity, the Temporal specialization ability that teleports you 8km away from danger when you're at 10% hull, which loses any downside with Adaptation II.
Combine this with Attrition Warfare from the Strategist specialization, which drastically reduces Captain and BOFF shield and hull heals while in threatening stance, it makes even the most mediocre of Tac captains all but immortal in a PVP situation. Whether we're talking about the build on Holodeck or the current build on Tribble, there is virtually no substantive risk involved with Go Down Fighting, and nothing but a gamebreaking stack of rewards given in return.
As is stands, when GDF is combined with all of the above, you've created a situation where anyone in PVP who isn't a Tactical captain with a Battle Cloak-capable ship is playing wrong. That's indefensible from a game design/gameplay perspective no matter how anyone tries to justify it.
It is logical to want to protect Tactical player investments of time and money, and it is logical that Cryptic doesn't want to hurt their bottom line by discouraging Tac captains from buying lockbox keys to get traits you've created. But quite frankly, you can't punish two out of three player career choices while doing so, that is not logical. I am extremely appreciative of the sincere efforts you're currently putting in to fixing the PVP situation, but they will all be in vain if you don't fix the total mess that is Go Down Fighting and it's host of God Mode interactions.
You guys are beyond clever enough to fix this. Please wow us with your talents and do so.
[/quote]
I disagree, I know of engineering captains that will give 99.9% of tac players in this game a run for their money as is the case with sci. Your talking more from a perspective of a pver, in terms of pvp its somewhat different and I find it somewhat frustrating that the nerfs are wrapping every power in wool, but I appreciate that they want new unexperienced players to pvp. The roles were intended for eng to support and sci to debuff but both can be made to dps, albeit not to the levels of a tac but they have their uses in pvp.
I agree with you and I'm sure many people who haven't bought the immunities also agree. But for those that have, devs face a difficult decision between nerfing something that's been paid for, or leaving it to bother every other player.
What are they actually going to do because a pvp reputation isn't going to solve this stupidity, it's not going to equal the odds between 'pay to never lose' players and 'normal' players, is it?
Devs face a difficult decision between nerfing something that's been paid for, or leaving it to bother every other player.
Not that difficult. The plasmonic leech console is paid for, and they nerfed the buff (twice, once way back in the past) to oblivion.
Then brought it back up.... Plasmonic leech honestly was broken at launch. Nothing should be better at power gen then BOFF or captain abilities. Just like healing, nothing should out preform these abilities that you can merely equip to a ship. Then those classes or abilities become useless, unlike dps there is a point were healing and power, basically any resource with a hard cap.
Yes it was paid for, with energy credits or zen keys. All of which can be bought with time, the company should not be scared to fix broken mechanics, even if they are bought. Balance should outweigh that. To promote a more equal playing experience. But just because it's been Nerfed I don't see people not finding new ways to dps. Honestly it's still better then many consoles, I'm saying this because I own the console.
@darkbladejk I obviously didn't make my intentions clear.
I know it's unfair to make such drastic changes that'll affect PvE as well as PvP which is why I said and quote: "All @crypticspartan#0627 and @borticuscryptic need to do now is fix immunity granting traits and powers by either locking them out in a PvP scenario and battlezone or give them a big disadvantage in proportion to the huge advantage they provide."
I specifically stated "locking them out in a PvP scenario" implying that the fix would only apply in PvP but not in PvE.
As for your comments on the elite queues in PvE, I agree that they are harder than something like ISA. I know because I've puged Hive elite and Korfez elite successfully (only a handful of times) and it's tougher than advanced queues, but it's not because the opponents are better it's simply because they are more of an HP sponge and there's substantialy more of them. To survive I just did some speed tanking in my eclipse and spammed FAW with TS3. I didn't even have to use EPtS, I used EPtW instead and tied everything to the spacebar.
As difficult as you think that may be it's not the same as fighting another player, especially if they have an advantage over you.
In PvE you don't have to counter buff, clear your debuffs, make difficult choices between abilities like science team or TSS as a shield heal, tank incoming alpha strikes and spike damage, timing your heals so that you don't heal too soon, cope with faster more agile opponents while another player is stripping your buffs or sacrificing attack and rely more on good timing and patience for kills in exchange for a bit more defence.
I agree that 15 seconds in PvP is a long time but you have to remember that a successful alphastrike for a build like mine that runs zero cheese relies heavily on timing by launching torpedoes and hitting them with a BO2 or CRF2 just before the torpedoes hit to secure the win. All of that has to happen with 2-3 seconds from me dropping my cloak, when I don't get it right (which is probably 60-70% of the time) I will be in a long fight where I will have to time my buffs and attacks with good piloting to bring the player down and by that time someone will likely turn up to help my opponent. And usually my cheeseless build simply can't overpower or apply enough pressure damage to bring the opponent down, I either have to wait for them to make a mistake or carefully control my health so I can bring GDF into play at the risk of being alphastriked myself. This requires skill. With immunities however, I don't have to worry about slotting neutroniums, or using 2 tactical teams or using science team and EPtS. I can just slot every console and ability I can find to boost my damage and not have to worry.
Do you see the problem?
Why should players bother to invest in defence if a couple of traits will do it all for them??
The blaze of glory trait penalises the team of pactivated in PvP by awarding an extra kill for the opposing team. So why not give immunities a similar penalty as well as stopping them from stacking.
Players have never needed immunities for the 6 years prior to their introduction and I don't know which Dev and why they felt it necessary to introduce them. It spoils the entire game. It's like playing chess against a player that can't be checkmated.
Remember shields are 100% useless in PvP now, a problem that still hasn't been addressed. Cycling two copies of EP2S and two copies of Tactical Team was a tactic that would make you fairly tanky about 3 years ago. I remember reading the guides much earlier than that when I was trying to figure out PvP. Those guides are obsolete now because they make the failed assumption that shields can't be bypassed nearly all of the time. Yeah there are immunities and big heals in PvP, but there's also hull penetration, shield penetration, huge damage boosts, super-speed, disables, mega-drains, and stupidly high numbers of debuffs. Can't tell you how many times there are more debuffs on my ship than buffs. Having around 60% resistances out of combat translates to around 20% in combat, and this goes much lower if you have a drainer instantly drying up your power levels to the point where using Nadion Inversion and EPS Power Transfer at the same time does nothing.
The developers probably introduced immunities as an attempt to counter the out of control damage people can do in PvP and all of the shield/hull penetration that wasn't available Pre-Delta Rising as well. We'd be better off if there was no shield/hull penetration and immunities in PvP. It's a matter of releasing more OP stuff to try to counter previous OP stuff.
All of which come back around to 'gee, the game might be more fun if weapons did less damage'. Again, looking at the crafting/upgrade silliness of rank XIII and XIV.
The truth is that we don't actually know why they introduced immunities to the game except, to hazard a guess, make more money.
The good thing about this rebalance is to prepare us for Escalation. But ultimately in pvp not everybody has the same chance. If in a competitive match people were forced to all use the same appropriate traits and appropriate sets to their class without the OP cheese selection we have today then none of this imbalance would happen, nor would the need have been made to develop a pvp grading system.
The devs could have saved time by letting us battle using our own skill rather than trying to match us up based on, let's face it, who has spent the most on their cheese build.
I never understood the point of introducing abilities that allow players to bypass shields. It started with the elachi disruptors and it's now a weapon mod. If you're that determined to make the game so easy for the PvE and PvP community just remove shields from NPCs and players in PvP battlezones and queues. It'd save both time and effort... Oh but it wouldn't make money...
On a serious note. Shields already have bleed-through that should be the most damage that ever sneaks past until debuffs are involved. Make the Pen mod unusable just in PvP. PvErs still need it. Elite queues are still too difficult without relying on teamwork. ... You'd think it'd be cheaper to use the chat box to coordinate a strategy when you arrive at an STF.
Comments
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Speaking of said Kelvin torps, what's wrong with making the flight speed of said torps the baseline for ALL torps? You still get to enjoy them flying to their target, and they're not rail gun fast.
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
Looking forward to it.
Nope nope nope. Absolutely no way does a battle cloak need yet more incentive to use. It already yields a high surprise cat 2 damage modifier for a prolonged period of time. Leave our battlecloaks alone thanks.
All @crypticspartan#0627 and @borticuscryptic need to do now is fix immunity granting traits and powers by either locking them out in a PvP scenario and battlezone or give them a big disadvantage in proportion to the huge advantage they provide. Like granting a double kill for the opposing team of the player using immunities, or locking them out if abilities like brace for impact, GDF or ramming speed are being used. You could even make the it vulnerable to critical hits.
It's not fair to promote build variety when there are no disadvantages to a particular build because that's the build everyone will use. And it's not fair to the PvP community by allowing players to run around without needing to use any defensive abilities or equipment to protect themselves by simply slotting a trait.
It's fine in PvE (don't know why anyone needs it tbh, nothing in PvE is dangerous enough to warrant the need for immunities) but it's woefully overpowered in PvP.
Please fix it.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Rouge Sto Wiki Editor.
Whilst my engineer does appreciate more survivability to bolster his role, there's just no need. If you want to balance pve content, then boost enemy dps and Hull hit points to balance with the extreme power creep of various stacking dmg and healing buttons you've given us over the years. If you dont then its RIP for my engineer.
When I look at "Star Trek Online', I'm still seeing Star Trek Tacticals Online because it's just so easy to play without engineer heals and science buffs.
Honestly it makes alts more appealing to me, as it's a pain to play through all the same missions for each alt.
If you honestly think there's nothing that can bite you in pve content then go into a Hive Space Elite, Battle of Korfez, Procyon V Elite or similar missions and tell me if you still think you can roll in there without any type of defensive ability at all. You won't survive very long without some type of defensive power. When you run purely offensive powers you become a glass cannon. Immunities alone will not guarantee you a victory in a pve scenario. They help for sure just as they do in pvp but they're not the deciding factor. with this new system they're bringing in you'll be able to purge most if not all of them in pvp.
As for restricted immunities, why should they further restrict an entire subclass of ability for everyone across the board purely because of a few folks that play pvp when you can learn to play around them just as easily. This is one of those instances where a clear and definitive line needs to be drawn between pvp and pve. Changes made for the sake of one of them should never be allowed to effect the other. As for battlezones, are we talking purely in the new wargames and pvp zones or where are we speaking? It's not fair to the pve community either that an entire subset of abilities should be further restricted or denied to us purely because of you pvp types. I absolutely agree immunity spam doesn't need to be a thing, which is why they have the 15 second lockout now. 15 seconds is a LONG time in a pvp situation and can mean the difference between a kill or getting killed.
With the new 15 second lockout on immunites, you're guaranteed several windows where they are vulnerable. The average immunity trait has at least around a 1 minute cooldown, some of them more than that. If you're triggering immunities that tells me you've forced them to use alot of their defensive power to trigger that immunity. If in that time frame you don't kill them in the 1-2 minutes with most of their defensive powers down, you're probably not going to, especially if you have multiple folks jump the same target.
Immunities absolutely need to be allowed as they're just as valid of an option as anything else. However they do NOT need to be spammable.
You still need some defensive powers, especially once you get into elite missions like Korfez, Hive Space, Procyon V Elite, and a few others. The enemies already have a ton of HP as is and they already tried the HP solution. That was one of the reasons early on in Delta Rising you couldn't get a good pug team and 95% of Fleet Alerts failed, the enemy HP was far too high. They also can't raise enemy dps without taking into account everyone at all ends of the gear spectrum. You want it to be challenging, but you don't want folks getting 1 shot either just because they don't have all mk xiv golds on the entire ship. Engineers and even science can still do great damage as it's not required you run Tac to deal great damage. Yes tac has alot more to work with but by no means does that preclude engineers and science from being able to do anything. Science and Engineers need things to make their damage more consistent yes, but overall they'll be fine.
Star Trek Online volunteer Community Moderator
Testing at the Drozana console and counting the totals left each time puts the figure at about 12,500 xp per level between 50 and 60, so that float is likely the amount over that you were, and it now takes a little under 500,000 xp to get to 60. It is nearly 1.5 million xp on Holodeck. That's definitely drastic.
If you like to play by just going through the story, let's say that you only take the missions that they hail to you (episodes, promotions and such) for the main story of the game, and avoid queues, Deep Space Encounters, Red Alerts, patrols, dailies, Foundry, and even DOffing/Admiralty, you will still likely get to level 55 or so before setting foot in the Delta Quadrant, and be to 60 well before you're done with just the content that will be directly hailed to you to take while there. This will leave you with some of the Delta Quadrant story left, and everything beyond it after hitting the level cap.
This change is very welcome for creating new alts, and I applaud the developers for doing this. It also serves a secondary purpose of any kind of pusher when thinking about the Specialization system. You get a nice "taste" of spec points really quickly, encouraging your desire to continue collecting them after the cap, even though each now costs a little over 12 times as much as each of those first 10 did.
I can agree there, as alot of the missions are mostly static, with very little give in the path an choices you can make. If there were multiple avenues, and choices that lead to different events happening, and so making the play through of the missions more varied it would be less an issue to me.
if they really reduced it by that much, it will make future 'special' (like delta and temporal) characters much less of a PITA to level and start doing level-restricted reward unlock tasks on
#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!"
Who is "we"?
*shrugs*
Assuming the patchnotes are completely accurate and only levels above 50 changed means that 50 still is at 366k xp. If the floater number is overcap xp that puts 60 at 491k, which would add up to your ~12.5k per level.
Doesn't really make much sense too me to decrease it 'that' drastically (especially if spec points after that stay the same) but gift horse and such.
Would be nice to half the duration and effects on invincible. It makes sense that if you are invincible it shouldn't be too long where a hull just sits at 0% without there being some kind of crazy magic. It should prevent people getting vaped, not allow people to continue in battle sitting at 0% hull. Please force these invincible and continuity users to have to need to use some heals for goodness sake. The unkillable skills are totally undermining any need for captain heal abilities making tactical captains the dominant force as usual.
I understand you have to pay rent, but there has to be a logic to these unkillable traits and immunity, which there is none because one class has the most to gain from them.
How can a skill like this possibly be allowed to have no drawbacks whatsoever? Where's the common sense?
I know it's unfair to make such drastic changes that'll affect PvE as well as PvP which is why I said and quote: "All @crypticspartan#0627 and @borticuscryptic need to do now is fix immunity granting traits and powers by either locking them out in a PvP scenario and battlezone or give them a big disadvantage in proportion to the huge advantage they provide."
I specifically stated "locking them out in a PvP scenario" implying that the fix would only apply in PvP but not in PvE.
As for your comments on the elite queues in PvE, I agree that they are harder than something like ISA. I know because I've puged Hive elite and Korfez elite successfully (only a handful of times) and it's tougher than advanced queues, but it's not because the opponents are better it's simply because they are more of an HP sponge and there's substantialy more of them. To survive I just did some speed tanking in my eclipse and spammed FAW with TS3. I didn't even have to use EPtS, I used EPtW instead and tied everything to the spacebar.
As difficult as you think that may be it's not the same as fighting another player, especially if they have an advantage over you.
In PvE you don't have to counter buff, clear your debuffs, make difficult choices between abilities like science team or TSS as a shield heal, tank incoming alpha strikes and spike damage, timing your heals so that you don't heal too soon, cope with faster more agile opponents while another player is stripping your buffs or sacrificing attack and rely more on good timing and patience for kills in exchange for a bit more defence.
I agree that 15 seconds in PvP is a long time but you have to remember that a successful alphastrike for a build like mine that runs zero cheese relies heavily on timing by launching torpedoes and hitting them with a BO2 or CRF2 just before the torpedoes hit to secure the win. All of that has to happen with 2-3 seconds from me dropping my cloak, when I don't get it right (which is probably 60-70% of the time) I will be in a long fight where I will have to time my buffs and attacks with good piloting to bring the player down and by that time someone will likely turn up to help my opponent. And usually my cheeseless build simply can't overpower or apply enough pressure damage to bring the opponent down, I either have to wait for them to make a mistake or carefully control my health so I can bring GDF into play at the risk of being alphastriked myself. This requires skill.
With immunities however, I don't have to worry about slotting neutroniums, or using 2 tactical teams or using science team and EPtS. I can just slot every console and ability I can find to boost my damage and not have to worry.
Do you see the problem?
Why should players bother to invest in defence if a couple of traits will do it all for them??
The blaze of glory trait penalises the team of pactivated in PvP by awarding an extra kill for the opposing team. So why not give immunities a similar penalty as well as stopping them from stacking.
Players have never needed immunities for the 6 years prior to their introduction and I don't know which Dev and why they felt it necessary to introduce them. It spoils the entire game. It's like playing chess against a player that can't be checkmated.
well the vast list of nerf effects everyone, I think "we" implies all of us
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Point blank: Go Down Fighting, and the interactions it has with some traits and specializations, is pretty much THE issue in PVP.
The original design of Go Down Fighting is a really cool Tactical ability with appealing thematic flavor. However, it has become problematic to the point of gamebreaking in terms of PVP for the following interactions:
- Last Ditch Effort, a lockbox space trait that adds 100% damage resistance to Go Down Fighting.
- A Good Day to Die, a lockbox space trait that allows use of Go Down Fighting at any hull strength.
- Invincible, the lockbox ship trait that makes you unkillable for 8 seconds, as well as granting a 50% bonus to both hull and should healing.
- Continuity, the Temporal specialization ability that teleports you 8km away from danger when you're at 10% hull, which loses any downside with Adaptation II.
Combine this with Attrition Warfare from the Strategist specialization, which drastically reduces Captain and BOFF shield and hull heals while in threatening stance, it makes even the most mediocre of Tac captains all but immortal in a PVP situation. Whether we're talking about the build on Holodeck or the current build on Tribble, there is virtually no substantive risk involved with Go Down Fighting, and nothing but a gamebreaking stack of rewards given in return.
As is stands, when GDF is combined with all of the above, you've created a situation where anyone in PVP who isn't a Tactical captain with a Battle Cloak-capable ship is playing wrong. That's indefensible from a game design/gameplay perspective no matter how anyone tries to justify it.
It is logical to want to protect Tactical player investments of time and money, and it is logical that Cryptic doesn't want to hurt their bottom line by discouraging Tac captains from buying lockbox keys to get traits you've created. But quite frankly, you can't punish two out of three player career choices while doing so, that is not logical. I am extremely appreciative of the sincere efforts you're currently putting in to fixing the PVP situation, but they will all be in vain if you don't fix the total mess that is Go Down Fighting and it's host of God Mode interactions.
You guys are beyond clever enough to fix this. Please wow us with your talents and do so.
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I disagree, I know of engineering captains that will give 99.9% of tac players in this game a run for their money as is the case with sci. Your talking more from a perspective of a pver, in terms of pvp its somewhat different and I find it somewhat frustrating that the nerfs are wrapping every power in wool, but I appreciate that they want new unexperienced players to pvp. The roles were intended for eng to support and sci to debuff but both can be made to dps, albeit not to the levels of a tac but they have their uses in pvp.
I agree with you and I'm sure many people who haven't bought the immunities also agree. But for those that have, devs face a difficult decision between nerfing something that's been paid for, or leaving it to bother every other player.
What are they actually going to do because a pvp reputation isn't going to solve this stupidity, it's not going to equal the odds between 'pay to never lose' players and 'normal' players, is it?
Not that difficult. The plasmonic leech console is paid for, and they nerfed the buff (twice, once way back in the past) to oblivion.
Then brought it back up.... Plasmonic leech honestly was broken at launch. Nothing should be better at power gen then BOFF or captain abilities. Just like healing, nothing should out preform these abilities that you can merely equip to a ship. Then those classes or abilities become useless, unlike dps there is a point were healing and power, basically any resource with a hard cap.
Yes it was paid for, with energy credits or zen keys. All of which can be bought with time, the company should not be scared to fix broken mechanics, even if they are bought. Balance should outweigh that. To promote a more equal playing experience. But just because it's been Nerfed I don't see people not finding new ways to dps. Honestly it's still better then many consoles, I'm saying this because I own the console.
Remember shields are 100% useless in PvP now, a problem that still hasn't been addressed. Cycling two copies of EP2S and two copies of Tactical Team was a tactic that would make you fairly tanky about 3 years ago. I remember reading the guides much earlier than that when I was trying to figure out PvP. Those guides are obsolete now because they make the failed assumption that shields can't be bypassed nearly all of the time. Yeah there are immunities and big heals in PvP, but there's also hull penetration, shield penetration, huge damage boosts, super-speed, disables, mega-drains, and stupidly high numbers of debuffs. Can't tell you how many times there are more debuffs on my ship than buffs. Having around 60% resistances out of combat translates to around 20% in combat, and this goes much lower if you have a drainer instantly drying up your power levels to the point where using Nadion Inversion and EPS Power Transfer at the same time does nothing.
The developers probably introduced immunities as an attempt to counter the out of control damage people can do in PvP and all of the shield/hull penetration that wasn't available Pre-Delta Rising as well. We'd be better off if there was no shield/hull penetration and immunities in PvP. It's a matter of releasing more OP stuff to try to counter previous OP stuff.
The truth is that we don't actually know why they introduced immunities to the game except, to hazard a guess, make more money.
The good thing about this rebalance is to prepare us for Escalation. But ultimately in pvp not everybody has the same chance. If in a competitive match people were forced to all use the same appropriate traits and appropriate sets to their class without the OP cheese selection we have today then none of this imbalance would happen, nor would the need have been made to develop a pvp grading system.
The devs could have saved time by letting us battle using our own skill rather than trying to match us up based on, let's face it, who has spent the most on their cheese build.
On a serious note. Shields already have bleed-through that should be the most damage that ever sneaks past until debuffs are involved.
Make the Pen mod unusable just in PvP.
PvErs still need it. Elite queues are still too difficult without relying on teamwork.
... You'd think it'd be cheaper to use the chat box to coordinate a strategy when you arrive at an STF.