Devs please look at your data mine of my last few pvp matches on tribble, can you tell me what's wrong with that parse ? Why does eng need a buff ? I'm being out dpsed, and out healed by an eng now......
you need to add more context , if you're running a single target set up , you wont out dps a aoe tank you cant look at overall dps in pvp you have to look at the spike dps , quantum phase torps are fine as is you "might" be able to strip a whole shield facing down with a fully buffed spread
Are you a dev ?
No but that doesn't mean he cannot be right. I seriously doubt any Dev, especially on Sunday, is going to browse through the data, hoping to find your parse results. They have better things to do that benefit more people than to worry about some DPS results of one specific player who doesn't even take the time to provide some details or hints what to look at.
If you're not even willing to provide some basic information, why would they be willing to invest much time and thus resources just to look into this issue you have?
It was a snap post, but anyways your probably right.
In regards to quantum phase, all you need is the 2pc, and no specialization or heavy investment required. I believe it gives around 10-13k without any drain x but will double check
Maybe your right there too but in regards to 1v1 pvp would prefer less to have stalemates or complete opposite imbalance, buff to eng and nerf to tac, swung it in eng favour or so that is my opinion always.
It was a snap post, but anyways your probably right.
In regards to quantum phase, all you need is the 2pc, and no specialization or heavy investment required. I believe it gives around 10-13k without any drain x but will double check
Maybe your right there too but in regards to 1v1 pvp would prefer less to have stalemates or complete opposite imbalance, buff to eng and nerf to tac, swung it in eng favour or so that is my opinion always.
Even on holodeck if a tactical captain stacks a multitude of healing and tanking abilities another profession could get close to his dps if that other profession stacked damage dealing traits instead. However no other profession will ever hit the spike damage capability of a tactical captain because their damage adding capabilities are category 2.
Also in that battle you were using some Mk 13 very rare weapons/gear and your opponent was completely Mk14 epic.
Weird. It's almost like a couple weeks ago I asked the Devs if maybe they could tell us what they thought a drain-specialized ship+Captain should be capable of. Because I still don't have a clear vison of what constitutes over or under performing when pursuing that strategy...
And to top it off, APA lasts 33% less time, 1 minute 100% dmg bonus gdf has been replaced with 15second gdf with scaling bonus, which overall reduces tac dps and further closes the gap.
And APA now comes with a 90 secs (unreducable) cooldown. So much for AHOD and "Player investment retains value", I suppose. Sometimes I wonder if even a single honest word ever leaves their lips.
So much for AHOD and "Player investment retains value", I suppose. Sometimes I wonder if even a single honest word ever leaves their lips.
Out of curiosity, is there any aspect of your life where these kinds of petulant tantrums have gotten you what you wanted? Because if it has, someone in your social circle has done you a terrible disservice...
It was a snap post, but anyways your probably right.
In regards to quantum phase, all you need is the 2pc, and no specialization or heavy investment required. I believe it gives around 10-13k without any drain x but will double check
Maybe your right there too but in regards to 1v1 pvp would prefer less to have stalemates or complete opposite imbalance, buff to eng and nerf to tac, swung it in eng favour or so that is my opinion always.
Even on holodeck if a tactical captain stacks a multitude of healing and tanking abilities another profession could get close to his dps if that other profession stacked damage dealing traits instead. However no other profession will ever hit the spike damage capability of a tactical captain because their damage adding capabilities are category 2.
Also in that battle you were using some Mk 13 very rare weapons/gear and your opponent was completely Mk14 epic.
your right, Im going through one of those l2p moments. Was spur of the moment post, I lost so I blamed the buff, all is good though I got my eng leveled, I think its more of my playstyle anyways, tired of tac . I think the buff is not to be underestimated though its very good.
oh and btw I don't think a "respec" is enough to compensate a full rebuild of all ships, players should get at least 10 key bundle upgrades each, after all we,- the players were not to blame for the "imbalance" mess.
So much for AHOD and "Player investment retains value", I suppose. Sometimes I wonder if even a single honest word ever leaves their lips.
Out of curiosity, is there any aspect of your life where these kinds of petulant tantrums have gotten you what you wanted? Because if it has, someone in your social circle has done you a terrible disservice...
Grow. Up.
Indeed. The sort of "adult" that develops from the sort of child you see in a department store throwing a fit because their parents won't get them what they want, who finally stops moaning when their parents stupidly give in.
I'd say I feel sorry for all the poor post-DR Tacs who thought they were good because they were playing a broken profession with copy-pasted builds full of broken gear who are about to get wrecked with Escalation going live, but I'd be lying through my teeth.
"I'm sorry, I can't hear you over the sound of how awesome I am."
Based on testing of this patch on Holodeck, it looks like Scattering Field still stacks. That means that a team of 5 science captains can get more than +125% Bonus All Damage across their entire team from activating all of their Scattering Field abilities at the same time. That's a huge amount of Bonus All Damage; Attack Pattern Alpha only grants +50%. Is this intentional?
Scattering Field was a pretty strong skill for its intended purpose even before its buff; you could get +95 Energy Damage Resistance from it at 125 aux power, which is quite significant. Making it +All Damage Resistance helps cover one of its previous holes, in that it didn't help against torpedoes and other kinetic / exotic damage. Adding Bonus All Damage and keeping it stackable is perhaps too powerful.
You shouldn't be comparing to just attack pattern alpha. Imagine alpha in combination with gdf with good day to die trait, that's 100% bonus all dmg with crit and maneuvering buffs at about 30% uptime. Scattering field only has a 16% uptime and to get those numbers you described, everybody would have to be science, remaining close to each other, sacrificing maneuverability, lacking engineering heals, relying on auxiliary power which is easily drained, and lacking superior overall dps of tactical captain abilities.
Remaining in a formation encourages team play, please don't change it. Thanks.
So much for AHOD and "Player investment retains value", I suppose. Sometimes I wonder if even a single honest word ever leaves their lips.
Out of curiosity, is there any aspect of your life where these kinds of petulant tantrums have gotten you what you wanted? Because if it has, someone in your social circle has done you a terrible disservice...
Grow. Up.
Indeed. The sort of "adult" that develops from the sort of child you see in a department store throwing a fit because their parents won't get them what they want, who finally stops moaning when their parents stupidly give in.
I'd say I feel sorry for all the poor post-DR Tacs who thought they were good because they were playing a broken profession with copy-pasted builds full of broken gear who are about to get wrecked with Escalation going live, but I'd be lying through my teeth.
Oh don't worry. Those same tacs still can do 100k DPS easily and can do over 30k in a single shot during FaW III.
Meanwhile, my range of 30-50k DPS ships have pretty much universally been crippled down to the 20-30k bracket thanks to rather heavy nerfs to Grav Well + Subspace Vortex, and the also heavy nerf to weapon power drain (which is bypassable with a combination of gear and BOff ability, which seems counter-intuitive to what this update was supposed to do).
I believe the big problem is the huge damage gulf between Tacs and the other 2 (Sci + Eng, this would be reduced if Tac buffs like Attack Pattern Alpha and Go Down Fighting ONLY buff weapon damage rather than all damage (or give a smaller all damage buff)). Tacs SHOULD do more weapon damage, they are primarily DPS in space, BUT the strength of their buffs are too extreme and wide ranging. Surely a Sci should be able to do the most Exotic damage, but no, Tacs do due to all their potent damage buffs providing an ALL DAMAGE buff. This is fine for Tactical Fleet, as this buffs everyone in the team, but it should be a WEAPON DAMAGE buff for Attack Pattern Alpha and Go Down Fighting to stop Tacs universally outperforming every class in every type of damage.
Now Season 13 DID fix some of the really broken sources of bloated DPS, like Feedback Pulse (that should never have been able to do MORE than the incoming damage) and Plasma Explosion (nerfed that one so hard that it rarely ever procs (like less than 10 times in an ISA) and that when it eventually does, it hits like a single shot (shot, not volley) from a turret). But it also pretty badly hurt things that weren't even broken, like Gravity Well and Subspace Vortex (2 of the most potent weapons in a Science Vessel's arsenal) (if these were really that overpowered at high aux, make them scale less violently with aux power (as it hurt them badly with non-maxed aux power)), yet ignored how overpowered shield drains are (A borg sphere took around 2000+ shields a tick against a ship with over 100 DrainX with it's tachyon beam in a Borg Red Alert, while the same situation reversed with Tachyon Beam III at around 100 aux power did around 1000 shield damage a tick. When you add to the equation that enemy ships (especially cruisers and above) have much higher shield and hull HP than players, it gets rather silly).
It's a shame really, because I was looking forward to the balance changes in S13, but it only fixed some things, but other broken things untouched.
Suggestions:
-Cap the amount of damage a crit can do based on weapon type (this system would probably be best, as it would encourage the use of torpedoes, as well as make Cannons a more viable alternative to beams (considering their difficulty to use).
--Torpedoes and Mines: No Cap
--Turrets: 7500
--Single Beams: 10000
--Single Cannons: 12500
--Dual Beams: 15000
--Dual Cannons: 17500
--Dual Heavy Cannons: 20000
--Special Weapons (Tempest Tail Gun, Andorian Escort Wing Cannons, Experimental Proton Weapon, etc): No Cap
--Beam Overload (Overload Blast Part): No Cap
--Heavy Weapons: No Cap
--Exotic Damage: No Cap
--Anything From A Console/Set-Bonus Based Attack: No Cap
--Lance/Javelin/Other Built-In weapons: No Cap
If you can't solve it logically, solve it like a moron.
51 + 1 Foundry Character Slots is NOT enough. Some of us love our characters. If I want to buy more character slots, why can't I? I couldn't experience the entire Delta Recruitment event without deleting a character.
The Iconians themselves can't time travel because their memories revert, but there is nothing to say an Iconian couldn't write everything she needed to do on a PADD, pin it to herself, travel back, read the PADD, do the tasks and return. Or just get one of her Non-Herald underlings to go back in time for her.
Oh yeah, I do Foundry missions for both KDFs and Feds. Just search KSTF (Short for Kinas Special Task Force, where Kinas is the name of the Admiral you will be serving under). The earlier ones are less story based and more combat based, while the later ones have a much heavier story element, but keep the large battles.
Suggestions:
-Cap the amount of damage a crit can do based on weapon type (this system would probably be best, as it would encourage the use of torpedoes, as well as make Cannons a more viable alternative to beams (considering their difficulty to use).
--Torpedoes and Mines: No Cap
--Turrets: 7500
--Single Beams: 10000
--Single Cannons: 12500
--Dual Beams: 15000
--Dual Cannons: 17500
--Dual Heavy Cannons: 20000
--Special Weapons (Tempest Tail Gun, Andorian Escort Wing Cannons, Experimental Proton Weapon, etc): No Cap
--Beam Overload (Overload Blast Part): No Cap
--Heavy Weapons: No Cap
--Exotic Damage: No Cap
--Anything From A Console/Set-Bonus Based Attack: No Cap
--Lance/Javelin/Other Built-In weapons: No Cap
crit capping weapons would just make every class suffer ?
Comments
Probably because the player who used it, specialised in it. He's likely sacrificing a lot for that.
As for engineers needing a buff: I think that's pretty much agreed upon by most players.
No but that doesn't mean he cannot be right. I seriously doubt any Dev, especially on Sunday, is going to browse through the data, hoping to find your parse results. They have better things to do that benefit more people than to worry about some DPS results of one specific player who doesn't even take the time to provide some details or hints what to look at.
If you're not even willing to provide some basic information, why would they be willing to invest much time and thus resources just to look into this issue you have?
In regards to quantum phase, all you need is the 2pc, and no specialization or heavy investment required. I believe it gives around 10-13k without any drain x but will double check
Maybe your right there too but in regards to 1v1 pvp would prefer less to have stalemates or complete opposite imbalance, buff to eng and nerf to tac, swung it in eng favour or so that is my opinion always.
Even on holodeck if a tactical captain stacks a multitude of healing and tanking abilities another profession could get close to his dps if that other profession stacked damage dealing traits instead. However no other profession will ever hit the spike damage capability of a tactical captain because their damage adding capabilities are category 2.
Also in that battle you were using some Mk 13 very rare weapons/gear and your opponent was completely Mk14 epic.
And APA now comes with a 90 secs (unreducable) cooldown. So much for AHOD and "Player investment retains value", I suppose. Sometimes I wonder if even a single honest word ever leaves their lips.
Out of curiosity, is there any aspect of your life where these kinds of petulant tantrums have gotten you what you wanted? Because if it has, someone in your social circle has done you a terrible disservice...
Grow. Up.
It worked for you and your ilk, didn't!? Just scream and stomp your feet, until you get your nerfing way.
your right, Im going through one of those l2p moments. Was spur of the moment post, I lost so I blamed the buff, all is good though I got my eng leveled, I think its more of my playstyle anyways, tired of tac . I think the buff is not to be underestimated though its very good.
Indeed. The sort of "adult" that develops from the sort of child you see in a department store throwing a fit because their parents won't get them what they want, who finally stops moaning when their parents stupidly give in.
I'd say I feel sorry for all the poor post-DR Tacs who thought they were good because they were playing a broken profession with copy-pasted builds full of broken gear who are about to get wrecked with Escalation going live, but I'd be lying through my teeth.
Scattering Field was a pretty strong skill for its intended purpose even before its buff; you could get +95 Energy Damage Resistance from it at 125 aux power, which is quite significant. Making it +All Damage Resistance helps cover one of its previous holes, in that it didn't help against torpedoes and other kinetic / exotic damage. Adding Bonus All Damage and keeping it stackable is perhaps too powerful.
You shouldn't be comparing to just attack pattern alpha. Imagine alpha in combination with gdf with good day to die trait, that's 100% bonus all dmg with crit and maneuvering buffs at about 30% uptime. Scattering field only has a 16% uptime and to get those numbers you described, everybody would have to be science, remaining close to each other, sacrificing maneuverability, lacking engineering heals, relying on auxiliary power which is easily drained, and lacking superior overall dps of tactical captain abilities.
Remaining in a formation encourages team play, please don't change it. Thanks.
I suppose its easier to convince yourself that's how I (occasionally) get my way than to have ANY understanding of the process whatsoever.
Oh don't worry. Those same tacs still can do 100k DPS easily and can do over 30k in a single shot during FaW III.
Meanwhile, my range of 30-50k DPS ships have pretty much universally been crippled down to the 20-30k bracket thanks to rather heavy nerfs to Grav Well + Subspace Vortex, and the also heavy nerf to weapon power drain (which is bypassable with a combination of gear and BOff ability, which seems counter-intuitive to what this update was supposed to do).
I believe the big problem is the huge damage gulf between Tacs and the other 2 (Sci + Eng, this would be reduced if Tac buffs like Attack Pattern Alpha and Go Down Fighting ONLY buff weapon damage rather than all damage (or give a smaller all damage buff)). Tacs SHOULD do more weapon damage, they are primarily DPS in space, BUT the strength of their buffs are too extreme and wide ranging. Surely a Sci should be able to do the most Exotic damage, but no, Tacs do due to all their potent damage buffs providing an ALL DAMAGE buff. This is fine for Tactical Fleet, as this buffs everyone in the team, but it should be a WEAPON DAMAGE buff for Attack Pattern Alpha and Go Down Fighting to stop Tacs universally outperforming every class in every type of damage.
Now Season 13 DID fix some of the really broken sources of bloated DPS, like Feedback Pulse (that should never have been able to do MORE than the incoming damage) and Plasma Explosion (nerfed that one so hard that it rarely ever procs (like less than 10 times in an ISA) and that when it eventually does, it hits like a single shot (shot, not volley) from a turret). But it also pretty badly hurt things that weren't even broken, like Gravity Well and Subspace Vortex (2 of the most potent weapons in a Science Vessel's arsenal) (if these were really that overpowered at high aux, make them scale less violently with aux power (as it hurt them badly with non-maxed aux power)), yet ignored how overpowered shield drains are (A borg sphere took around 2000+ shields a tick against a ship with over 100 DrainX with it's tachyon beam in a Borg Red Alert, while the same situation reversed with Tachyon Beam III at around 100 aux power did around 1000 shield damage a tick. When you add to the equation that enemy ships (especially cruisers and above) have much higher shield and hull HP than players, it gets rather silly).
It's a shame really, because I was looking forward to the balance changes in S13, but it only fixed some things, but other broken things untouched.
Suggestions:
-Cap the amount of damage a crit can do based on weapon type (this system would probably be best, as it would encourage the use of torpedoes, as well as make Cannons a more viable alternative to beams (considering their difficulty to use).
--Torpedoes and Mines: No Cap
--Turrets: 7500
--Single Beams: 10000
--Single Cannons: 12500
--Dual Beams: 15000
--Dual Cannons: 17500
--Dual Heavy Cannons: 20000
--Special Weapons (Tempest Tail Gun, Andorian Escort Wing Cannons, Experimental Proton Weapon, etc): No Cap
--Beam Overload (Overload Blast Part): No Cap
--Heavy Weapons: No Cap
--Exotic Damage: No Cap
--Anything From A Console/Set-Bonus Based Attack: No Cap
--Lance/Javelin/Other Built-In weapons: No Cap
crit capping weapons would just make every class suffer ?