SS3 is super overpowered, it compleatly destroy! It is the most powerful single target ability, not to mention that it one shoot everyone in PvP, it need re-work for both PvP and PvE, at least 50% less damage against players and less critical damage bonus!
SS3 doesn't need a rework. They just buffed it because nobody was using Intel.
And now everyone does! So definitely need nerf for sure! At least for PvP!
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rattler2Member, Star Trek Online ModeratorPosts: 58,119Community Moderator
The problem is the way STO is designed, you can't make separate stats for PvP. That's why balance is always an issue. Things that tend to be balanced for PvE are unbalanced for PvP. Builds that are designed to nuke NPCs with over a million HP tend to vaporise anything player based that they so much as LOOK at because we only have a fraction of the HP that NPCs have. While some things do seem to have a stipulation for PvP, its usually a half duration debuff that gets applied to a player vs an NPC. Not a self buff like SS.
SS3 doesn't need a rework. They just buffed it because nobody was using Intel.
And now everyone does! So definitely need nerf for sure! At least for PvP!
Was overload not just as broken before... overload also allows you to double the heals you get from colony consoles. As you can throw a cannon skill on to proc preferential targeting and get the double energy weapon heal procs.
> @rattler2 said: > The problem is the way STO is designed, you can't make separate stats for PvP. That's why balance is always an issue. Things that tend to be balanced for PvE are unbalanced for PvP. Builds that are designed to nuke NPCs with over a million HP tend to vaporise anything player based that they so much as LOOK at because we only have a fraction of the HP that NPCs have. While some things do seem to have a stipulation for PvP, its usually a half duration debuff that gets applied to a player vs an NPC. Not a self buff like SS.
About the separate stats in PvP and PvE you are absolutely wrong! I can give you an example! Look at temporal boff ability : entropic redistribution- it's says it deal 50% less damage against players! So the same can we do with Surgical Strike as well!
About the separate stats in PvP and PvE you are absolutely wrong! I can give you an example! Look at temporal boff ability : entropic redistribution- it's says it deal 50% less damage against players! So the same can we do with Surgical Strike as well!
Except that SS3 is providing a buff to all weapons, not dealing direct damage. For an analog you need to find something that scales a buff according to whether you're in PVE or PVP, not just scaling the damage of an individual console or weapon.
Otherwise you haven't proven the point, as the game may still lack a way of scaling damage buffs by venue even if some weapons/consoles/abilities pull their punches against certain targets. Undine reputation weapons for example do additional damage to undine, but that's on a per-damage-effect basis as its applied to target (adding conditional elements to its procced effects). It's not applying an additional 10% phaser damage against undine (for a hypothetical), or halving a set bonus or console buff against non-Undine. All PVP-specific effects that I can think of work similarly (scaling damage effects or debuffs when applied to target, based on the identity of the target, but not changing general buffs per whether you're in a PVP or PVE match.)
Bipedal mammal and senior Foundry author.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
This is an FCT topic: 27) PVP Development, Balancing, and Promotion
/thread
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And now everyone does! So definitely need nerf for sure! At least for PvP!
Was overload not just as broken before... overload also allows you to double the heals you get from colony consoles. As you can throw a cannon skill on to proc preferential targeting and get the double energy weapon heal procs.
> The problem is the way STO is designed, you can't make separate stats for PvP. That's why balance is always an issue. Things that tend to be balanced for PvE are unbalanced for PvP. Builds that are designed to nuke NPCs with over a million HP tend to vaporise anything player based that they so much as LOOK at because we only have a fraction of the HP that NPCs have. While some things do seem to have a stipulation for PvP, its usually a half duration debuff that gets applied to a player vs an NPC. Not a self buff like SS.
About the separate stats in PvP and PvE you are absolutely wrong! I can give you an example! Look at temporal boff ability : entropic redistribution- it's says it deal 50% less damage against players! So the same can we do with Surgical Strike as well!
Except that SS3 is providing a buff to all weapons, not dealing direct damage. For an analog you need to find something that scales a buff according to whether you're in PVE or PVP, not just scaling the damage of an individual console or weapon.
Otherwise you haven't proven the point, as the game may still lack a way of scaling damage buffs by venue even if some weapons/consoles/abilities pull their punches against certain targets. Undine reputation weapons for example do additional damage to undine, but that's on a per-damage-effect basis as its applied to target (adding conditional elements to its procced effects). It's not applying an additional 10% phaser damage against undine (for a hypothetical), or halving a set bonus or console buff against non-Undine. All PVP-specific effects that I can think of work similarly (scaling damage effects or debuffs when applied to target, based on the identity of the target, but not changing general buffs per whether you're in a PVP or PVE match.)
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
/thread
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