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Cnidarian Defender Ship

admiralfire27#6222 admiralfire27 Member Posts: 17 Arc User
You need to check the maths behind the new Cnidarian Defender, because it’s so overpowered it actually kind of breaks the game.
Consider the following: the console ability does ~25,000 electrical damage per second to all ships within in a 10-kilometer radius, and it has no cooldown. As long as an enemy ship is within 10km of it, the electrical field will stay up.
Most DoT effects deal between 500-2000 damage per second, and only last for a few seconds. This is a DoT effect that deals over 20,000 damage per second, and can potentially last forever.
On top of that, there are very few ways to boost resistance to electrical damage - and even if there were, forcing every player who doesn’t want to use that ship to dedicate half their console slots to electrical damage resistance isn’t a solution(which means adding more ways to boost electrical resistance is also not the solution to this problem).
The ship is so powerful that the only reason a player would want to use any other ship is for specific missions or TFOs where they need a fast ship. Otherwise, everybody is just going to use the Cnidarian Defender.
On top of turning the game into a boring sea of saucers and jellyfish, it also actively takes away a lot of the fun that comes from making and testing out different equipment builds.
Ground content already sucks, people only play for the space content; please don’t ruin that too by dropping a ridiculously overpowered ship into the game and then neglecting to address the problems it creates.
Post edited by rattler2 on

Comments

  • orangenee#2931 orangenee Member Posts: 837 Arc User
    I haven't seen one in a while actually, I think the novelty is wearing off gradually. It's not an especially engaging playstyle after all.

    I use mine for vendor trash farming on Ninth Rule but that's it.
  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 5,051 Arc User
    edited August 2022
    I don't know whether it's overpowered. I think the problem lies in a combination of things: the enormous size of the field, the fact that it also heals (meaning that the inability to use other powers isn't a real drawback) and that it deals damage.

    Cause I agree: this console is promoting laziness and taking the fun out of a lot of content. Missions like Counterpoint, Starbase 1 and even the Borg missions weren't created for ships that can spam a continuously destructive and ally-healing field in all directions.

    I thought the average carrier captain was lazy, with many of them barely moving their main ship and only using their pets to fight (which is like only using a cruiser's 8th weapon slot or only using an escort's experimental weapon slot).
    But this console is making it even worse, I've seen players not move at all for the entire duration of missions.
    And that would be their business if it didn't negatively effect other players, but it does. There's just no point in being anywhere near such a ship if enemies in a wide range around it are going to be destroyed almost instantly anyway.

    Why even put 5 players on a team if 2 of them can just cover the entire map and all they have to do is click one console a single time?


    I really wish game-breaking stuff like this were tested more extensively. Cause things like these (like many new ground abilities indeed) give off the impression that the people creating such powers either don't know their own game (and therefore can't predict the huge impact a new toy is going to have) or that they simply don't care that they basically just added an instant-win button.
    That's just my impression. It may be incorrect, but sometimes I'd like to ask the Devs to come and play some content so they can see for themselves how disruptive things like these are.



    If it had 100% potential uptime but only dealt a small amount of damage that would be fine.
    If it dealt significant damage but lasted only for a few seconds (like almost everything else) that would be fine.
    If it heals significantly for a few seconds, that would be fine too.

    And even if it dealt significant damage and/or caused significant healing for 100% of the time but ONLY in a small radius around it, that might be fine too.


    But there shouldn't be a console that has 100% potential uptime, while dealing large amounts of damage AND healing allies over a huge area in all directions. It's just too disturbing and it removes the need for most players to even be on the map, if said map is small or activity limited to a small area of it.


    So what's needed is a change to either (or removing some of these factors) :

    - the console's uptime
    - the radius of its effect
    - removing the healing
    - the damage it deals
  • qultuqqultuq Member Posts: 989 Arc User
    edited August 2022
    I don’t know if it is overpowered. A Jem’Hadar out of the box does 20,000k DPS—with the default T5-U bug. Sure the Cnidarian has a wide radius. But that is the ship’s only source of damage during that time. It has a cap on how much DPS it can do, while the bug will only get more leathal the more (useful) gear you give it.

    I saw a player on Reddit saying yesterday, “I’m sorry. I’m one of those people using the attack mode. But it is just on my new toon because it is the only way I can do damage in a TFO.”

    Poor kid obviously doesn’t know how to build a ship. That ship is noob bate. And fortunately, as Orangenee says, the novelty is wearing off.
    Post edited by qultuq on
  • admiralfire27#6222 admiralfire27 Member Posts: 17 Arc User
    I don't know whether it's overpowered. I think the problem lies in a combination of things: the enormous size of the field, the fact that it also heals (meaning that the inability to use other powers isn't a real drawback) and that it deals damage.

    Cause I agree: this console is promoting laziness and taking the fun out of a lot of content. Missions like Counterpoint, Starbase 1 and even the Borg missions weren't created for ships that can spam a continuously destructive and ally-healing field in all directions.

    I thought the average carrier captain was lazy, with many of them barely moving their main ship and only using their pets to fight (which is like only using a cruiser's 8th weapon slot or only using an escort's experimental weapon slot).
    But this console is making it even worse, I've seen players not move at all for the entire duration of missions.
    And that would be their business if it didn't negatively effect other players, but it does. There's just no point in being anywhere near such a ship if enemies in a wide range around it are going to be destroyed almost instantly anyway.

    Why even put 5 players on a team if 2 of them can just cover the entire map and all they have to do is click one console a single time?


    I really wish game-breaking stuff like this were tested more extensively. Cause things like these (like many new ground abilities indeed) give off the impression that the people creating such powers either don't know their own game (and therefore can't predict the huge impact a new toy is going to have) or that they simply don't care that they basically just added an instant-win button.
    That's just my impression. It may be incorrect, but sometimes I'd like to ask the Devs to come and play some content so they can see for themselves how disruptive things like these are.



    If it had 100% potential uptime but only dealt a small amount of damage that would be fine.
    If it dealt significant damage but lasted only for a few seconds (like almost everything else) that would be fine.
    If it heals significantly for a few seconds, that would be fine too.

    And even if it dealt significant damage and/or caused significant healing for 100% of the time but ONLY in a small radius around it, that might be fine too.


    But there shouldn't be a console that has 100% potential uptime, while dealing large amounts of damage AND healing allies over a huge area in all directions. It's just too disturbing and it removes the need for most players to even be on the map, if said map is small or activity limited to a small area of it.


    So what's needed is a change to either (or removing some of these factors) :

    - the console's uptime
    - the radius of its effect
    - removing the healing
    - the damage it deals

    I do agree with all those changes, don't get me wrong the ship is great. Plus my friend found a weakness to defeat a jellyfish ship while it is in a bubble. lol
  • shayonishayoni Member Posts: 6 Arc User
    2024 and it is still an issue; it should be a 10 Second Attack with a 5 Minute Recharge to be fair on everyone else
  • eazzieeazzie Member Posts: 4,225 Arc User
    Arggggghhhhhh NECRO @baddmoonrizin @darkbladejk @rattler2
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    shayoni wrote: »
    2024 and it is still an issue; it should be a 10 Second Attack with a 5 Minute Recharge to be fair on everyone else
    It never was an issue. Most Jellyfish builds are low DPS and do less then hangar pet damage while also being stationary. There is no need to nerf the Jellyfish its already pretty weak.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,577 Community Moderator
    Necromancy!
    *casts Holy Photon Torpedo*
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
This discussion has been closed.