> @feiqa said: > By diving you mean as in character or by submarine? I could get behind either. Though adding swimming to what our characters can do would be sweet.
I was thinking of both, but I would like to see the character swim. We already got fluidic space, so the code is there already. The EV suit could be the diving gear. You could explore some underwater cave to search for artefacts.
For the ground revamp: currently there is too much dumb stuff that boosts damage too ridiculous extent and it doesn't even require thinking, especially for tacs.
Tactical characters have solid single target damage. Science characters had their AoE damage significantly boosted and they can easily out-perform Tacticals in many scenarios. I think a better solution is to boost Engineers.
Some stuff that should be reworked: Battle Strategies, Trajectory bending, Introspection.
Battle Strategies needs a reason to be slotted at all. It is outperformed by many Tactical, Specialist and even Universal kit modules.
Other kit modules need some love as well. Anesthizine Gas and Stasis Field both suffer from the "fragile hold" mechanic that more recent Control powers don't have. Melorazine gives a large damage resistance boost, but has a very long cooldown. Since murdering NPCs is usually more effective at reducing damage than boosting your resistance, Melorazine is not worth a slot compared to lower cooldown powers that eliminate multiple NPCs.
Getting buffs for just maintaining your own position is dumb. Battle Strategies should at least require the player to do something, the idea is that by holding on to a strategy, you can boost your damage potential. That should not work if you're just standing still or randomly walking around. Same for trajectory bending, it's too easy free damage.
Either make it such that this stuff has some downside, or have them share cooldowns. Just mindlessly clicking a dozen buffs (or abilities in general) shouldn't always be beneficial when there's already next to nothing you have to do to make it work at all.
While overperforming powers (and some synergies) have been adjusted, the uptime of many of these powers creates a very small window (10 seconds if you use a macro) in which all of them are active at once. If you want to use them all at once, you are limited by the longest cooldown. It's far more efficient to cycle between 2 or 3 of these powers (and consumables like Large Energy Cells). Massive damage spikes every 40-60 seconds may be an issue in PvP, but I don't see the problem in PvE.
Perhaps also add some hard cooldown to medic heals such that you can't keep spamming those.
The big heals, such as Triage and Metaphasic Rejuvenation already have long cooldowns. Nanite Health Monitor has a shorter cooldown, but only heals in targets within 5 meters (though you can cast it on more distant targets). Medical Tricorder and Vascular Regenerator have very short cooldowns (it is possible to have 100% uptime on Vascular Regenerator) but they require line of sight (so stop running behind platforms when I am trying to heal you, damnit).
You are not going to complete content by loading up on heals. I prefer to slot AoE damage powers that reduce damage output. Neutronic Radiation and Chronometric Diffusion for example. An ounce of prevention is worth a pound of cure and all that.
> @monodoso said: > I know I have seen a thread mentioning this, but I can't find it. So I am sorry if this posted again. > > The changes I would really like to see are the following: > > 1. A increase from Level 60 to maybe Level 75 or more. > 2. Of course more content. > 3. Our Bridge Officers increase more in rank, than just Commanders. > 4. Be able to list more than 40 items on the exchange. > 5. Reduce the cool down times on the STF's. > 6. Fix the accolade system, so we can fulfill older ones that most players still have in limbo. > 7. Now that all factions are not at war. Why not Klingons beaming down to Earth Space Dock and Fed players beaming down to the First City. > 8. More slots in all the ground, space, and personal traits. The same for the space and reputation traits. > 9. Increase the amount of dil we can refine. > > Just a few ideas. What do my fellow players think.
the only four i'm going to comment on are as follows,
1. I think this is a bad idea as it does not serve any purpose other than give the captains a number, Fleet Admiral is about the highest Naval military rank used in STO(FED and Romulan side) and Emperor(KDF). 5. As was noted by another member people are not playing STF's as before. I feel this is due to the difficulty of cross-faction teaming without creating private que's. I know this task had a benefit if the past which allowed the teams to stay together after the STF was completed and had no cool-down for private Ques 6. This would allow allot of us try to work on completing these and might even bring some players back into the game. 7. Since players at approximately level 52, start running missions side by side with the KDF/FED why not put a code similar to the one for bug hunt where you must complete a specific mission to unlock the ability to team FED and KDF captains to run the missions after we find K-13. In addition to this mission teaming ability we should be able to do open teaming, once all captains that have completed this mission, for all STF missions that are not faction specific.
For the ground revamp: currently there is too much dumb stuff that boosts damage too ridiculous extent and it doesn't even require thinking, especially for tacs.
Tactical characters have solid single target damage. Science characters had their AoE damage significantly boosted and they can easily out-perform Tacticals in many scenarios. I think a better solution is to boost Engineers.
Some stuff that should be reworked: Battle Strategies, Trajectory bending, Introspection.
Battle Strategies needs a reason to be slotted at all. It is outperformed by many Tactical, Specialist and even Universal kit modules.
Other kit modules need some love as well. Anesthizine Gas and Stasis Field both suffer from the "fragile hold" mechanic that more recent Control powers don't have. Melorazine gives a large damage resistance boost, but has a very long cooldown. Since murdering NPCs is usually more effective at reducing damage than boosting your resistance, Melorazine is not worth a slot compared to lower cooldown powers that eliminate multiple NPCs.
Getting buffs for just maintaining your own position is dumb. Battle Strategies should at least require the player to do something, the idea is that by holding on to a strategy, you can boost your damage potential. That should not work if you're just standing still or randomly walking around. Same for trajectory bending, it's too easy free damage.
Either make it such that this stuff has some downside, or have them share cooldowns. Just mindlessly clicking a dozen buffs (or abilities in general) shouldn't always be beneficial when there's already next to nothing you have to do to make it work at all.
While overperforming powers (and some synergies) have been adjusted, the uptime of many of these powers creates a very small window (10 seconds if you use a macro) in which all of them are active at once. If you want to use them all at once, you are limited by the longest cooldown. It's far more efficient to cycle between 2 or 3 of these powers (and consumables like Large Energy Cells). Massive damage spikes every 40-60 seconds may be an issue in PvP, but I don't see the problem in PvE.
Perhaps also add some hard cooldown to medic heals such that you can't keep spamming those.
The big heals, such as Triage and Metaphasic Rejuvenation already have long cooldowns. Nanite Health Monitor has a shorter cooldown, but only heals in targets within 5 meters (though you can cast it on more distant targets). Medical Tricorder and Vascular Regenerator have very short cooldowns (it is possible to have 100% uptime on Vascular Regenerator) but they require line of sight (so stop running behind platforms when I am trying to heal you, damnit).
You are not going to complete content by loading up on heals. I prefer to slot AoE damage powers that reduce damage output. Neutronic Radiation and Chronometric Diffusion for example. An ounce of prevention is worth a pound of cure and all that.
Medic modules allow for quick self regeneration to the point that it's ridiculous. That's mainly my problem with them (even though I've been playing medics for a long time). Not so much that they can heal others on the team, there they have some drawbacks indeed. Melorazine has a very short cooldown btw, less than 10 seconds last time I used it.
-A storyline featured around the Sheliak. While the Sheliak only appeared in one episode of TNG, they were hyped up as something of ab ig deal, having been able to get the Federation to cede over 500,000 worlds to them after some conflict, something no other race has been able to really do to the Feds.
Actually it's 500,000 words, not worlds. Yeah, because the Sheliak insisted on a level of precision in the treaty stipulations that required almost 400 lawyers to write the treaty. also it's not stated exactly how many planets, though most are class-H.
Even so I'd love to see what the Sheliak think of recent events.
I was wondering how the Federation could cede 500.000 worlds. I was really hoping that was a mistake
More species (be it Sheliak or others) are always a good thing. Hopefully not just as enemies though, it would be good to see more friendly species every now and then too. As long as they're not like the Kobali. Deferi were interesting, and there are still some fractions within species (like those opposing Doctrine, or other Undine factions) that could be part of a new storyline. Or just one episode or other type of mission, that'd also be great.
Medic modules allow for quick self regeneration to the point that it's ridiculous. That's mainly my problem with them (even though I've been playing medics for a long time). Not so much that they can heal others on the team, there they have some drawbacks indeed.
Stopping damage with your face is not a winning strategy. You need to deal damage as well.
Melorazine has a very short cooldown btw, less than 10 seconds last time I used it.
You are correct. I also wrote "Anesthizine Gas was a fragile hold" (it's not). I managed to mix up parts of Dylovene with Melorazine, though I don't know why I thought Anesthizine was a "fragile hold".
... anyways, there are modules that could benefit from another look.
Medic modules allow for quick self regeneration to the point that it's ridiculous. That's mainly my problem with them (even though I've been playing medics for a long time). Not so much that they can heal others on the team, there they have some drawbacks indeed.
Stopping damage with your face is not a winning strategy. You need to deal damage as well.
Yes that's true, but if just two modules (NHM and Medical Tricorder) can make a player almost invincible in most content, then there's something wrong with them imo. It still leaves three slots to deal damage after all (and quite a lot too).
Yes that's true, but if just two modules (NHM and Medical Tricorder) can make a player almost invincible in most content, then there's something wrong with them imo. It still leaves three slots to deal damage after all (and quite a lot too).
You know it takes more than just slotting Nanite Health Monitor and Medical Tricorder. Player experience, allocated skill points, equipment and consumables all play a role in making a Science character invulnerable in the hardest content.
I think all the parts of the synergies involved should be scrutinized. Simply reducing the effectiveness of some heals is just going to hurt those who use less efficient synergies.
Comments
> I like to see a diving mission to explore the depths of an ocean planet.
That's a good idea. I would like to see the map on Risa expanded.
Originally Posted by pwlaughingtrendy
Network engineers are not ship designers.
Nor should they be. Their ships would look weird.
> By diving you mean as in character or by submarine? I could get behind either. Though adding swimming to what our characters can do would be sweet.
I was thinking of both, but I would like to see the character swim. We already got fluidic space, so the code is there already.
The EV suit could be the diving gear. You could explore some underwater cave to search for artefacts.
Battle Strategies needs a reason to be slotted at all. It is outperformed by many Tactical, Specialist and even Universal kit modules.
Other kit modules need some love as well. Anesthizine Gas and Stasis Field both suffer from the "fragile hold" mechanic that more recent Control powers don't have. Melorazine gives a large damage resistance boost, but has a very long cooldown. Since murdering NPCs is usually more effective at reducing damage than boosting your resistance, Melorazine is not worth a slot compared to lower cooldown powers that eliminate multiple NPCs.
While overperforming powers (and some synergies) have been adjusted, the uptime of many of these powers creates a very small window (10 seconds if you use a macro) in which all of them are active at once. If you want to use them all at once, you are limited by the longest cooldown. It's far more efficient to cycle between 2 or 3 of these powers (and consumables like Large Energy Cells). Massive damage spikes every 40-60 seconds may be an issue in PvP, but I don't see the problem in PvE.
The big heals, such as Triage and Metaphasic Rejuvenation already have long cooldowns. Nanite Health Monitor has a shorter cooldown, but only heals in targets within 5 meters (though you can cast it on more distant targets). Medical Tricorder and Vascular Regenerator have very short cooldowns (it is possible to have 100% uptime on Vascular Regenerator) but they require line of sight (so stop running behind platforms when I am trying to heal you, damnit).
You are not going to complete content by loading up on heals. I prefer to slot AoE damage powers that reduce damage output. Neutronic Radiation and Chronometric Diffusion for example. An ounce of prevention is worth a pound of cure and all that.
> Flaming/trolling comments moderated out.
> I know I have seen a thread mentioning this, but I can't find it. So I am sorry if this posted again.
>
> The changes I would really like to see are the following:
>
> 1. A increase from Level 60 to maybe Level 75 or more.
> 2. Of course more content.
> 3. Our Bridge Officers increase more in rank, than just Commanders.
> 4. Be able to list more than 40 items on the exchange.
> 5. Reduce the cool down times on the STF's.
> 6. Fix the accolade system, so we can fulfill older ones that most players still have in limbo.
> 7. Now that all factions are not at war. Why not Klingons beaming down to Earth Space Dock and Fed players beaming down to the First City.
> 8. More slots in all the ground, space, and personal traits. The same for the space and reputation traits.
> 9. Increase the amount of dil we can refine.
>
> Just a few ideas. What do my fellow players think.
the only four i'm going to comment on are as follows,
1. I think this is a bad idea as it does not serve any purpose other than give the captains a number, Fleet Admiral is about the
highest Naval military rank used in STO(FED and Romulan side) and Emperor(KDF).
5. As was noted by another member people are not playing STF's as before. I feel this is due to the difficulty of cross-faction
teaming without creating private que's. I know this task had a benefit if the past which allowed the teams to stay together after
the STF was completed and had no cool-down for private Ques
6. This would allow allot of us try to work on completing these and might even bring some players back into the game.
7. Since players at approximately level 52, start running missions side by side with the KDF/FED why not put a code similar to the
one for bug hunt where you must complete a specific mission to unlock the ability to team FED and KDF captains to run the
missions after we find K-13. In addition to this mission teaming ability we should be able to do open teaming, once all captains
that have completed this mission, for all STF missions that are not faction specific.
Medic modules allow for quick self regeneration to the point that it's ridiculous. That's mainly my problem with them (even though I've been playing medics for a long time). Not so much that they can heal others on the team, there they have some drawbacks indeed. Melorazine has a very short cooldown btw, less than 10 seconds last time I used it.
Even so I'd love to see what the Sheliak think of recent events.
My character Tsin'xing
More species (be it Sheliak or others) are always a good thing. Hopefully not just as enemies though, it would be good to see more friendly species every now and then too. As long as they're not like the Kobali. Deferi were interesting, and there are still some fractions within species (like those opposing Doctrine, or other Undine factions) that could be part of a new storyline. Or just one episode or other type of mission, that'd also be great.
... anyways, there are modules that could benefit from another look.
Yes that's true, but if just two modules (NHM and Medical Tricorder) can make a player almost invincible in most content, then there's something wrong with them imo. It still leaves three slots to deal damage after all (and quite a lot too).
I think all the parts of the synergies involved should be scrutinized. Simply reducing the effectiveness of some heals is just going to hurt those who use less efficient synergies.
We come in peace, SHOOT TO KILL!