Ok maybe it's just me, but i think the borg sphere's Detonate needs a little nerf.. Maybe the range, or the frequency, or the damage. Especially on normal mode. Maybe increase how long it takes for them to detonate and let us destroy them before they can detonate, or even get out of range of them.
These things are 1 shotting my full health, full shield+overshield sphere builder science vessel, for like, 90k+. And it's not like once or twice, it's often. Dying 3 times in 1 minute to the same detonate, in a normal TFO, is kind of silly.
It's worse than warp core breaches because the spheres are flying up to me and detonating, but they're just flying out of my gwell like it doesn't even affect them. So perhaps make it so they can't move while detonating.
I'm glad the borg are tougher, but this isn't tougher, this is just giving them a magic win button.
0
Comments
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 65, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 65, Rom Eng
T'Lyra, LvL 65, Fed, Vul Sci
Ta'el, Lvl 63, Rom Tac
Sukima, Lvl 65, Fed Vul Sci
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anointed Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
For anyone who flies an escort or, in general not a tank, this is almoast always a one-hit-kill.
Little problem when flying my tank-cruisers, but not everyone wants to do that all the time.
The one thing I miss the most is a proper description of the ability in the wiki, so that there's a chance to look up what you might do wrong. Information on this whole release is pretty scarce as it is. E.g. Had to find out about the revamp of the remodulators by try and error. No hint to it in the release notes or the anouncement.
I don't think it's particularly OP, and it's refreshing to have another enemy that can actually bother players properly. I wanted tougher Borg, and I got my wish
I think what bothers me is there's no cooldown to how often it can hit you, and you can't brace for impact..
I don't mind THAT they have a detonate ability, it's how often they use it. It's one thing to keep me on my toes, it's another to literally, not figuratively, but literally get spawn killed by it, repeatedly.
So even something like a hidden cooldown where if you get hit by one, and even if you die to it, you get a buff that protects you from another one for 30 seconds. At least give me a chance to move before getting exploded again.
And yeah my ship isn't a big dreadnaught with 200k hull. But it still shouldn't be getting 1 shotted from full.
So again, These are my suggestions, and I'm not saying to use all of them, just pick 1.. maybe 2.
Any 1 of those suggestions would probably fix detonate.
How is this possible? Are you the only player with this issue? I have not seen anyone else post about this. I've not experienced anything close to what you've posted about. I've run the Event in a Hysperian Battlecruiser. Which I had to work at getting just over 96,000 Hull Points. Not one time did a Sphere detonating do to me what you've described. For the record, I consider myself to be an average STO player. Because I don't have access to everything in the game and I flat refuse to spend any more than about US $20.00 a month here.
Do you not have any Damage Resistance or Hull Regen at all? How fast do your Shields regenerate? Do you not use or not know about things like Engineering Team? Emergency Power to Shields? Auxiliary to SIF? Hazard Emitters? Reactive Armor Catalysts?
At what ranges are you engaging the Spheres? Less than 1 Km? Are you using BFAW? Or anything else which draws aggro from more than one NPC at a time?
Do you go into combat in an already damaged ship?
I'm not sure I understand the problem you're having. Or why you think nerfing the Borg Spheres inside an Event TFO with a default setting of Normal Difficulty is the best possible solution for you and everyone else.
The spheres are actually not all that bad and yes I have taken them on in escorts without too much difficulty, a few close calls but that's it.
-Lord Commander Solar Macharius
After a while three of player just didn't bother respawning and waited till the final cube showed up.
Agreed. This happens more than some might think or wish to believe, and I am ashamed to admit that I too can be a tad too enthusiastic (i.e. bone-headed) as to where/when I plant my GW3 and SIA effects. As others have highlighted, folks just need to remember to engage them at a range greater than 5km and then keep and kill them at that distance. Weapons/effects hold - If they are near a rescue vessel or another player or try to push/pull them away. I wouldn't want them to remove the effect (even in Normal difficulty) as it is an interesting mechanic, but I concur that the damage could be scaled down just a tad in normal mode.
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 65, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 65, Rom Eng
T'Lyra, LvL 65, Fed, Vul Sci
Ta'el, Lvl 63, Rom Tac
Sukima, Lvl 65, Fed Vul Sci
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anointed Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Based on my own experience running normal and Elite I don't feel like a Nerf is required.
Perhaps there is something wrong with the build like low resistance. What is the hull and shield resistance? Its not normal to be 1 shot from hull health and its not what I am seeing in game.
I think the issue we're having is the frequency. High DPSers are being punished for building for high DPS.
Glass cannon or not, we should at least have a chance to survive. But some of us will die, respawn, and immediately die again within 3 seconds of respawning to another Detonate. It's why I want some sort of immunity, even if it's like 20-30 seconds.
Or if i completely destroy a ship before it can detonate, that should be it.. no detonate. But they seem to detonate after they should be dead.. We should be getting warp core breaches.
You're running a tank, even a bare minimum tank. Well this is just like any other mmo. There are your tanks, your DPS, your healers, your wizards. I play as a space wizard, crowd control and such.
I have a raider pilot captain that would be more like a ranger. With positional damage.
My carrier captain has a lot of heals.
The problem is, these detonates are going off so frequently. I even run Hull Imagers, so i'll often have additional hull, as well as overshields. And i'll still get 1 shotted for 90k+ by a detonate.
And we can't brace for impact, which is what i do for warp core breaches.
Trust me, you don't want everyone flying tanky ships. The lack of DPS will just make missions/TFOs take way too long.
Space Wizards are surly using Temporal Operative so if they are being 1 shot which shouldn't happen anyway they will Auto teleport and survive. I think the problem is not something that needs to be nerfed but rather comes down to problems with a players build or problem with player piloting.
You play a space wizard and crowd control so why are you even being hit? Are you flying point blank into the centre of your own crowd control gravity wells? One decent gravity well and you should be 100% safe from the explosions.
Oh, it is happening (in SB1 TFO at least). Granted it was much worse upon release, but it's a bit better now that folks know what to expect. I run on a sci EPG build with enough hull strength and DR to survive a hit but, as OP mentioned, there are times when you get hit twice from a nearby second sphere (which I don't survive). Sometimes, you die at the respawn point because it is near where the occasional sphere spawns in and dies because another teammate zealously took it out too close to you. It happens, more than you might have experienced, depending on how often you run that particular TFO and whom you ran it with.
Like I and others have mentioned, folks having raid awareness of what is going on and how to adapt can help mitigate some of this issue but detonate still hits awfully hard. If the devs do adjust, I hope they keep or increase the damage for higher difficulty settings (if they ever release it that is) but for normal play it is a bit much.
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 65, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 65, Rom Eng
T'Lyra, LvL 65, Fed, Vul Sci
Ta'el, Lvl 63, Rom Tac
Sukima, Lvl 65, Fed Vul Sci
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anointed Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Truth! Sometimes I am doing a double take with borg spheres in non-event content.
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 65, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 65, Rom Eng
T'Lyra, LvL 65, Fed, Vul Sci
Ta'el, Lvl 63, Rom Tac
Sukima, Lvl 65, Fed Vul Sci
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anointed Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
-Lord Commander Solar Macharius