Now thats utility! Science captains rejoice! Scattering field giving a 25% boost to everyone is awesome! It has a longer cooldown from DO, but it affects everyone. Sci captains can rotate scattering field. Subnuke is going to be super useful against elite bosses now. Excellent choices Cryptic. You moving in a direction that rewards choosing a science captain by making them useful to the whole team in more circumstances. This enhances "fun" in my books. This is important in a game with only three professions. All 3 need to be unique and viable. More like starcraft than overwatch, where too many heroes means some get left behind.
If after seeing how the new tweaks to the damage immunity affects combat (both pve-wise and pvp-wise), and there needs to be something more done to add a counter to damage immunity. Maybe an alternative could be having some abilities actually lock-out (or ignore) the use of immunities for a duration on their use, which could be added to several different abilities, like for instance with sensor scan for science
In tribble server, Subnucleonic Beam: Existing effect + Dmg debuff (-75% All Dmg for 30 sec).
Scattering Field: ALL Dmg Res Bonus + 21.2% all dmg bonus for 30 sec (at AUX 78).
I'm so appreciated to your effort.
But still some people talk about Deflector Overcharge.
If Photonic Officer is really rarely used, I may have some suggestions.
1) How about making Deflector Overcharge as Boff skill, instead of Photonic Officer?
Cooldown = 90 sec.
Deflector Overcharge I (Lt) = +15% Exotic dmg/Outgoing Shield Heal, +15 CtrlX/DrainX for 15 sec
Deflector Overcharge II (Lt. Cmdr.) = +17.5% Exotic dmg/Outgoing Shield Heal, +17.5 CtrlX/DrainX for 15 sec
Deflector Overcharge III (Cmdr) = +20% Exotic dmg/Outgoing Shield Heal, +20 CtrlX/DrainX for 15 sec
*+50% bonus if your character is science career.
1) Why should any buff have a bonus only for one career?
2) Why should one create a buff to boost exotic damage, when one could create a power that deals exotic damage?
If anything is to be done with Deflectors, I want the Best of Both Worlds deflector modification the Enterprise (unsuccesfully) uses against the Borg.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
Thank you for answering my query @borticuscryptic it's much appreciated.
Someone earlier mentioned ship's speed being excessive, what is your view on that?
I personally fly a t5u Defiant and o can just about keep up with some of the fastest PvPer's pilot ships. While it is fun to fly that fast past anything, it makes combat a little less fun because torpedoes are easily outrun and energy fire can take 2-3 seconds to reach a target only 5k away.
That's not a buff. It's reading that the buff will be higher at your higher hull levels. so it completely flips the ability on its head. If you want the full buff from how that's reading, you'll want to keep your hull around 50% and no lower. So bye bye 0% GDF. As for tanks and tanking, we've always been around, only now with so much of the cheese disappearing there won't be so many fake tanks out there.
This is an incorrect understanding of this change.
Go Down Fighting:
The damage buff amount has been changed:
Relative to the previous state, it is a higher buff at 50% Hull and a lower buff at 0% Hull
Relative to the live state, it is a lower buff at all points
On the live servers, the damage buff is directly proportional to missing health; Go Down Fighting 3 activated at 50% health gives a buff of 66.4% Bonus All Damage, or 107.9% if activated at 0% health.
Prior to this patch, Go Down Fighting's damage buff was proportional to missing health squared; Go Down Fighting 3 activated at 50% health gave a buff of 37.5% Bonus All Damage, and gave a buff of 150% if activated at 0%.
As of this patch, Go Down Fighting 3's damage buff is once again linear - it gives you 50% Bonus All Damage while it is active and you are at 50% health or higher, and 100% Bonus All Damage if it is active and you are at 0% health. Because 50% is more than 37.5%, it is a higher buff than the previous state at 50% hull, and because 100% is less than 150%, the buff is lower at 0% hull. The live server patchnotes will only be relative to the live state, and will not have this extra state to compare against; 50% is less than 66.4%, and 100% is less than 107.9%; so the patchnotes will not have to do multi-point comparison.
Unless the buff state is ALOT lower, this sounds like GDF is getting buffed...because that is what this game needed .
It's actually a fairly significant nerf to GDF. The current optimal strategy on Holodeck is to drop your hull extremely low (as close to 0% as you can manage), activate GDF for the maximum damage bonus, and then heal up and enjoy the full GDF bonus regardless of health.
With this change, you have to remain at low health to keep the maximum damage bonus, which greatly increases the risk of using it.
This is an accurate summary of what players will have to do to obtain the maximum damage bonus in the current Tribble state. Lower hull continues to give a larger buff.
Thats a good start with gdf AND giving us the numbers directly, really appreciated:)
Closing the gap is always a good idea. Next major thing on that list would be the damageresistance debuff against npcs and reduce the maximum value to more reasonable state, maybe around 100% or so instead of going against 300%.
@redwren89 No because I'm not 5. I know how to use the WASD keys and a mouse, I don't need a spacebar.
I think you misunderstood me. I wasn't complaint for my sake, because I can keep up with pilot ships and all they ever do is run when someone is hot on their tail using Accx3 cannons and DBB. It's unfair on everyone else though, who have no hope of keeping up. Escorts were made to be fastest and that's fair, it makes sense. But since DR it's gone way too far with the speed.
with tribble patch ST.75.20170405a.2 April 6,2017 cryptic nerf the Romulan Drone Ships with no informations
now with this patch they are still nerfed and all 3 variant of the romulan drone ships LOOSING HP out of combat
thanks for the carrier pet buff in the space balance patch )
All player damage immunities are now buffs that can be removed by buff removing abilities
Additionally, EPS Corruption seems like a PvP only thing right now. Is it any good? Seems kinda brutal, since it can cripple the target's ability to be healed. Not sure about the other stuff (like lowering subsystem power each time an energy weapon is activated).
@crypticspartan#0627@borticuscryptic thanks for the correction gents, tis appreciated. the previous wording of the post seemed to suggest the buff was actually lower at lower hull and that was very confusing.
With this new information in mind I still submit that a 0% GDF does not need to be a possibility if you guys are trying to address power creep as some previous posts have stated or suggested. By previous statements you guys have suggested the original intent was for GDF to be an ability used as a last ditch effort type of thing when the player was most likely going to die anyways. At 0% hull you for all purposes are pretty much dead, especially if Invincible or a similar such ability is all that's keeping you alive. As a primarily tactical captain I find the ability to get a 0% GDF to be extremely overpowered and believe it flies in the face of the original intent of the ability.
I respectfully don't see how such an interaction can be allowed to continue if one of the purposes of the rebalance is to address power creep as being able to guarantee an extended 0% GDF is a huge deal. We don't have all the info you guys do nor do we have access to everything you're working on behind the scenes. In essence we're on the outside looking in with this type of thing until you guys release it. I would argue that things such as this are one of the reasons there can sometimes be such a large gap in performance between the 3 captain types is because tacs can guarantee large damage boosts like the 0% GDF.
Could stopping the buff scaling just shy of immunity territory not be a possible hypothetical solution? With us being this close to the release of the new season. are you guys able to give us even some tiny bit of additional info on where you guys are thinking wise as far as solutions go? Not just so us players can plan ahead for the new season more, but so perhaps we can give you guys additional constructive feedback as well.
"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
with tribble patch ST.75.20170405a.2 April 6,2017 cryptic nerf the Romulan Drone Ships with no informations
now with this patch they are still nerfed and all 3 variant of the romulan drone ships LOOSING HP out of combat
thanks for the carrier pet buff in the space balance patch )
after ~30 min my romulan drone ships exploding in sol system.-(
Unless the buff state is ALOT lower, this sounds like GDF is getting buffed...because that is what this game needed .
The closer the Tac captain's hull gets to zero, the GDF buff gets progressively weaker than it's highest damage bonus, which is at 50% hull.
That is definitely not an overall buff.
Not quite how it's phrased...the highest buff is still at the lowest hull, it's just that that ceiling has been brought down. A 0% gdf on holodeck is, what, 150%? As I read the notes, what this means is that that goes down and the minimum goes up from the 37.5% currently on Tribble, i.e. the range is tightened.
They edited the original, very badly phrased post.
Which unfortunately means that GDF is still broken AF.
"I'm sorry, I can't hear you over the sound of how awesome I am."
Please consider changing the Attack Pattern Alpha damage bonus so that it doesn't include Exotic damage.
I think that this will happen is pretty unlikely now. They removed Deflector Overcharge (among other reasons) also because it locked Science Captains into Science Vessels. Attack Pattern Alpha no longer buffing exotic damage means Tactical Captains shouldn't fly Science Vessels, because one of their key abilities is ineffective on them. (And if we still live in the horror world of DPS rules supreme, it just means that Science Vessels would be less powerful than before, and it would mean less reason to even bother playing them in the first place.)
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
with tribble patch ST.75.20170405a.2 April 6,2017 cryptic nerf the Romulan Drone Ships with no informations
now with this patch they are still nerfed and all 3 variant of the romulan drone ships LOOSING HP out of combat
thanks for the carrier pet buff in the space balance patch )
after ~30 min my romulan drone ships exploding in sol system.-(
Hmm, we'll look into this. Are they damaging themselves, somehow? Are you seeing damage floats at all?
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
with tribble patch ST.75.20170405a.2 April 6,2017 cryptic nerf the Romulan Drone Ships with no informations
now with this patch they are still nerfed and all 3 variant of the romulan drone ships LOOSING HP out of combat
thanks for the carrier pet buff in the space balance patch )
after ~30 min my romulan drone ships exploding in sol system.-(
Hmm, we'll look into this. Are they damaging themselves, somehow? Are you seeing damage floats at all?
Can you guys look into Go Down Fighting? It seems to be bugged on Tribble, and it isn't applying the damage buff anymore.
They've nerfed gdf yes, but they've effectively buffed A Good Day to die as you get 50% dmg boost for 15 seconds every 45s.
The fact that there is a 50% block of dmg being available at 100% hull means you might as well name gdf with this trait another attack pattern alpha but with half the cooldown time! This trait is creating the problem whereby a tac doesn't need to drop hull hp to be able to do insane gdf dmg.
So I ask that you at least reduce the dmg bonus given at 100% hull when using this trait because it doesn't make sense to get a whopping entire half of the bonus when you're using an ability where you're expecting to die but still be at 100% hull.
with tribble patch ST.75.20170405a.2 April 6,2017 cryptic nerf the Romulan Drone Ships with no informations
now with this patch they are still nerfed and all 3 variant of the romulan drone ships LOOSING HP out of combat
thanks for the carrier pet buff in the space balance patch )
after ~30 min my romulan drone ships exploding in sol system.-(
Hmm, we'll look into this. Are they damaging themselves, somehow? Are you seeing damage floats at all?
no dmg floaters, nothing in combatlog
simply loosing hp till bewm.
tried it with several frigates. fighters seem unaffected.
with tribble patch ST.75.20170405a.2 April 6,2017 cryptic nerf the Romulan Drone Ships with no informations
now with this patch they are still nerfed and all 3 variant of the romulan drone ships LOOSING HP out of combat
thanks for the carrier pet buff in the space balance patch )
after ~30 min my romulan drone ships exploding in sol system.-(
Hmm, we'll look into this. Are they damaging themselves, somehow? Are you seeing damage floats at all?
no dmg floaters, nothing in combatlog
simply loosing hp till bewm.
tried it with several frigates. fighters seem unaffected.
Same here. All frigats loosing permanently hull even back in the hangar.
No damage floaters just dropping hull.
Please consider changing the Attack Pattern Alpha damage bonus so that it doesn't include Exotic damage.
I think that this will happen is pretty unlikely now. They removed Deflector Overcharge (among other reasons) also because it locked Science Captains into Science Vessels. Attack Pattern Alpha no longer buffing exotic damage means Tactical Captains shouldn't fly Science Vessels, because one of their key abilities is ineffective on them. (And if we still live in the horror world of DPS rules supreme, it just means that Science Vessels would be less powerful than before, and it would mean less reason to even bother playing them in the first place.)
Deflector overcharge didn't lock Sci captains anywhere, it made them "Tac captain wannabes" - it was a washed down version of APA that selectively AND UNEVENLY boosted Sci skills. In the end, it was an attempt by the devs to make Sci more appealing to the over populated DPS crowd. I am glad they decided to remove it and gave SNB and Scattering Field additional buffs to make them more useful in PvE conditions where those skills were supposedly underperforming.
What APA does now is it makes a Tac captain superior to Sci in every situation regarding exotic damage.
The Science class is meant to be SUPPORT... that includes exotic as a support damage type. Exotic should be part of the Science profession much like drain or control or healing is. It shouldn't outperform energy damage output from a Tac (and that is consistent with what we see currently on Tribble).
Tac should always have the highest damage output with energy or kinetic types - they are the "warrior class" in STO after all. But leave exotic damage as a part of the Sci profession so that Science captains can actually do what they are intended to -- support the Tacs and other teammembers. And besides, in what game have you seen a Warrior class have more benefit from Wizard spells than an actual Wizard???
That's all I have to say about the matter. Whether the devs actually consider it or not is another matter. The balance pass still looks very promising in my eyes as far as its overall outcome is concerned.
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I gain power by understanding both.
In the chaos of their battle, I bring order.
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I am personally quite looking the changes to sub-nuc, as well as scattering field on tribble. It feels like they have much more use an appeal as captain level abilities, and even though scattering field is on a longer cooldown than apa (3 min for scatter field compared to 1 min 30 second for apa) it functions a lot like apa, which the longer cooldown can be seen as the compromise for being able to buff moire than just the science captain's damage.
I am also wondering if sensor scan had been looked at for having the bonus damage added to it, since it is in the same level range that apa is gained by tactical captain, and so would also share a similar cooldown to allow for the abilities to be more easy to compare power-wise. I honestly could still see sensor scan give the damage resistance debuff it currently gives, while also giving a lower bonus to incoming damage from the science captain's allies. Even though the buff to incoming damage would be less than the buff to the damage given by apa to the tactical captain that would be from it giving it's bonus damage to all allies, and the reduced duration between sensor scan an apa (20 seconds on sensor scan compared to 30 seconds on apa) could be to to compensate for the addition of those affected by sensor scan also have a reduction to their damage resistance as well.
I also do like the idea of trading out photonic officer for the deflector overcharge in a more boff like level of power. Even if it were only useable for Lt. com to commander level boff seats that seems valid to use in those seats, though having a Lt level version would be useful too, for what it would give compared to photonic officer.
Comments
You might be playing D&D 4 if you don't count as your own ally. I don't see that as a problem.
2) Why should one create a buff to boost exotic damage, when one could create a power that deals exotic damage?
If anything is to be done with Deflectors, I want the Best of Both Worlds deflector modification the Enterprise (unsuccesfully) uses against the Borg.
Someone earlier mentioned ship's speed being excessive, what is your view on that?
I personally fly a t5u Defiant and o can just about keep up with some of the fastest PvPer's pilot ships. While it is fun to fly that fast past anything, it makes combat a little less fun because torpedoes are easily outrun and energy fire can take 2-3 seconds to reach a target only 5k away.
Another reason to use beams
Thats a good start with gdf AND giving us the numbers directly, really appreciated:)
Closing the gap is always a good idea. Next major thing on that list would be the damageresistance debuff against npcs and reduce the maximum value to more reasonable state, maybe around 100% or so instead of going against 300%.
ingame: @Felisean
I think you misunderstood me.
I wasn't complaint for my sake, because I can keep up with pilot ships and all they ever do is run when someone is hot on their tail using Accx3 cannons and DBB.
It's unfair on everyone else though, who have no hope of keeping up.
Escorts were made to be fastest and that's fair, it makes sense. But since DR it's gone way too far with the speed.
now with this patch they are still nerfed and all 3 variant of the romulan drone ships LOOSING HP out of combat
thanks for the carrier pet buff in the space balance patch )
With this new information in mind I still submit that a 0% GDF does not need to be a possibility if you guys are trying to address power creep as some previous posts have stated or suggested. By previous statements you guys have suggested the original intent was for GDF to be an ability used as a last ditch effort type of thing when the player was most likely going to die anyways. At 0% hull you for all purposes are pretty much dead, especially if Invincible or a similar such ability is all that's keeping you alive. As a primarily tactical captain I find the ability to get a 0% GDF to be extremely overpowered and believe it flies in the face of the original intent of the ability.
I respectfully don't see how such an interaction can be allowed to continue if one of the purposes of the rebalance is to address power creep as being able to guarantee an extended 0% GDF is a huge deal. We don't have all the info you guys do nor do we have access to everything you're working on behind the scenes. In essence we're on the outside looking in with this type of thing until you guys release it. I would argue that things such as this are one of the reasons there can sometimes be such a large gap in performance between the 3 captain types is because tacs can guarantee large damage boosts like the 0% GDF.
Could stopping the buff scaling just shy of immunity territory not be a possible hypothetical solution? With us being this close to the release of the new season. are you guys able to give us even some tiny bit of additional info on where you guys are thinking wise as far as solutions go? Not just so us players can plan ahead for the new season more, but so perhaps we can give you guys additional constructive feedback as well.
Star Trek Online volunteer Community Moderator
after ~30 min my romulan drone ships exploding in sol system.-(
They edited the original, very badly phrased post.
Which unfortunately means that GDF is still broken AF.
Also this would be appreciated ^^
Hmm, we'll look into this. Are they damaging themselves, somehow? Are you seeing damage floats at all?
Cryptic - Lead Systems Designer
"Play smart!"
online on tribble now,sol system,Ashasaru 1,you can see their dropping hp,but im afk now
Can you guys look into Go Down Fighting? It seems to be bugged on Tribble, and it isn't applying the damage buff anymore.
The fact that there is a 50% block of dmg being available at 100% hull means you might as well name gdf with this trait another attack pattern alpha but with half the cooldown time! This trait is creating the problem whereby a tac doesn't need to drop hull hp to be able to do insane gdf dmg.
So I ask that you at least reduce the dmg bonus given at 100% hull when using this trait because it doesn't make sense to get a whopping entire half of the bonus when you're using an ability where you're expecting to die but still be at 100% hull.
@borticuscryptic
no dmg floaters, nothing in combatlog
simply loosing hp till bewm.
tried it with several frigates. fighters seem unaffected.
Same here. All frigats loosing permanently hull even back in the hangar.
No damage floaters just dropping hull.
Deflector overcharge didn't lock Sci captains anywhere, it made them "Tac captain wannabes" - it was a washed down version of APA that selectively AND UNEVENLY boosted Sci skills. In the end, it was an attempt by the devs to make Sci more appealing to the over populated DPS crowd. I am glad they decided to remove it and gave SNB and Scattering Field additional buffs to make them more useful in PvE conditions where those skills were supposedly underperforming.
What APA does now is it makes a Tac captain superior to Sci in every situation regarding exotic damage.
The Science class is meant to be SUPPORT... that includes exotic as a support damage type. Exotic should be part of the Science profession much like drain or control or healing is. It shouldn't outperform energy damage output from a Tac (and that is consistent with what we see currently on Tribble).
Tac should always have the highest damage output with energy or kinetic types - they are the "warrior class" in STO after all. But leave exotic damage as a part of the Sci profession so that Science captains can actually do what they are intended to -- support the Tacs and other teammembers. And besides, in what game have you seen a Warrior class have more benefit from Wizard spells than an actual Wizard???
That's all I have to say about the matter. Whether the devs actually consider it or not is another matter. The balance pass still looks very promising in my eyes as far as its overall outcome is concerned.
warrior classes are tanks - that's why they always have the highest health pool of any class
#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!"
I am also wondering if sensor scan had been looked at for having the bonus damage added to it, since it is in the same level range that apa is gained by tactical captain, and so would also share a similar cooldown to allow for the abilities to be more easy to compare power-wise. I honestly could still see sensor scan give the damage resistance debuff it currently gives, while also giving a lower bonus to incoming damage from the science captain's allies. Even though the buff to incoming damage would be less than the buff to the damage given by apa to the tactical captain that would be from it giving it's bonus damage to all allies, and the reduced duration between sensor scan an apa (20 seconds on sensor scan compared to 30 seconds on apa) could be to to compensate for the addition of those affected by sensor scan also have a reduction to their damage resistance as well.
I also do like the idea of trading out photonic officer for the deflector overcharge in a more boff like level of power. Even if it were only useable for Lt. com to commander level boff seats that seems valid to use in those seats, though having a Lt level version would be useful too, for what it would give compared to photonic officer.
I suppose you are right , my point is still valid though, just replace warrior with rogue.