In addition to working to raise the average length of combat, thus allowing for a wider range of tactics, adding a simple resist chance to debuffs would fix a lot of balance issues. The two of these ideas would do so without ANY need for nerfs.
How it works:
- All current debuff "counters" (ie, Team skills) work as they do now.
- A target's current auxiliary power level grants them a passive resist to debuffs.
- Every X seconds during a debuff, there is still a chance the resist will clear the debuff early.
- This resist chance should never be able to exceed 60%.
This would at least make sure that things like VM, SNB, and the like aren't GUARANTEED freezes. You can resist, or you can boost your Aux power/pop a battery for a chance to break the debuff earlier.
This would also make auxiliary power useful for more than just science skills and a minimal effect on turn rate. Adding another reason for power management to play a part in good strategies.
I'm never a fan of a game in which there is an ability with only one effective counter. It means everyone has to have it. And while you and I may think that Science Team is one of those "must-have" skills, some folks don't. That doesn't mean they should be completely dominated by VM.
A slight CHANCE to break free, by shifting power to auxiliary, means they are still held for a bit, but at the cost of doing less damage until power levels reset (which will be a bit slower after Tribble hits).
I'm never a fan of a game in which there is an ability with only one effective counter.
If I get hit with a tractor beam, I can use Polarize Hull or Attack Pattern Omega and I'm free. Not every power has only one countermeasure.
Power selection is up to the individual. If they choose not to take certain countermeasures, they need to live with that choice. If that means they will be dominated by something like VM, so be it. Ultimately, it was their build decision.
Not everyone needs to have Science Team. Team with a friend or someone else who has it so they can cast it on you if you are held. That way, you don't have to have it at all.
Tractor beam isn't a full lockdown. You can still do a lot of things. You can also add power to engines--remember, it's subtracting stats, not turning them off completely. You won't be running at full speed, but you can at least do something.
APO is only available to escorts. Science Team is the only widely available counter to VM.
There is absolutely nothing to be lost from adding a resist chance to debuffs like that. Allow the appropriate Team skill to clear it, but also allow folks a chance to resist them. I'm referring here mostly to targetted debuffs--area debuffs can be avoided, so that's a counter (Eject Warp Plasma, etc) on its own.
Viral Matrix
Subnucleonic Beam
Attack Pattern Beta/Delta
Fire On My Mark (space)
Etc.
You can use the normal counters (Tac/Sci Team), or you can boost your auxiliary to 125 for a 60% chance to resist or break free every 5-7 seconds (subject to tweaking). You'll lose some damage for a bit, while power levels are shifting, but you could save your butt in doing so.
I agree with the OP to a certain degree. Selected powers should have a degree of limited immunity or resistance based on what that power is in question.
I agree with the OP to a certain degree. Selected powers should have a degree of limited immunity or resistance based on what that power is in question.
I'm not entirely against it either, yet every time I've seen this type of mechanic tried in other MMOs it either was overpowered or worked so infrequently it was not worth the effort.
Each class/build is going to have inherent weaknesses and strengths. Part of the challenge is learning those abilities and playing to your strengths to your best advantage. IMO if you are playing effectively, things like VM or SNB or EWP are not an issue.
Are we talking in PvP or PvE content here? To be honest, I died a total of one time to being held in a Tractor Beam and hit with VM. Once I learned that Science Team/APO/Polarize Hull could counter these, I've never had a problem.
It's primarily an issue in PvP, as people can more intelligently hit you with SNB, and THEN matrix, so you can't use any of those counter skills for 30 seconds.
I'm not entirely against it either, yet every time I've seen this type of mechanic tried in other MMOs it either was overpowered or worked so infrequently it was not worth the effort.
Each class/build is going to have inherent weaknesses and strengths. Part of the challenge is learning those abilities and playing to your strengths to your best advantage. IMO if you are playing effectively, things like VM or SNB or EWP are not an issue.
It is my fear as well that in an attempt to "balance" for the under-experienced pvp'er, Cryptic will take the uniqueness out of the different Archetypes and vessels.
Unfortunately some don't not wish to learn-to-play (as the phrase goes) and they tend to cry nerf first and loudest.
That's exactly why I'm pushing balance fixes that don't involve nerfs, or making the classes more similar.
People are crying for things like "nerf the Sci skills" or "take away cloak" or "make Cruisers turn like Science vessels" or "Give Escorts hulls like Cruisers." If you take THAT approach to balance, all of the ships will end up roughly the same, and all of the abilities will end up equally useless.
Add a resist chance to debuffs, and now even Escorts have a reason to use auxiliary power every once in awhile. As it is, many of them admit to never even THINKING about their power settings. That's an entire WORLD of gameplay bypassed, and a sign that something is wrong.
Increase the length of combat (as per my other thread), and you'll see all of these "overpowered" abilities brought immediate back into balance.
No need for nerfs. No need for making all ships the same.
Ok well if this is for PvP, then I am not really sure you will get much support for it from the PvP crowd. My personal experience is you'll hear "learn to play" or "find a team" before they'll agree to any change that potentially waters down their challenge.
I'm not an avid PvP player myself, but I do agree with their line of thinking in the "learn/find a team" aspect. PvP in CoX became so watered down to allow even the most casual of player to be effective led to empty PvP zones and a (pretty much) dead PvP community.
Learn2Play usually translates to "use the broken strategy we're all using, or go play somewhere else."
This would make it so that SNB/VM is no longer the ONLY viable build for dominating PvP. It would still be very useful, probably one of the better combos. But not the best, and certainly not the only.
If they can't get by without this ONE combo being the be-all-end-all, then maybe they need to... I dunno... learn to play?
Comments
VM is not a guaranteed freeze/hold by any means. I seem to have no problem clicking "Science Team" when I get hit with it and it clears VM just fine.
A slight CHANCE to break free, by shifting power to auxiliary, means they are still held for a bit, but at the cost of doing less damage until power levels reset (which will be a bit slower after Tribble hits).
If I get hit with a tractor beam, I can use Polarize Hull or Attack Pattern Omega and I'm free. Not every power has only one countermeasure.
Power selection is up to the individual. If they choose not to take certain countermeasures, they need to live with that choice. If that means they will be dominated by something like VM, so be it. Ultimately, it was their build decision.
Not everyone needs to have Science Team. Team with a friend or someone else who has it so they can cast it on you if you are held. That way, you don't have to have it at all.
APO is only available to escorts. Science Team is the only widely available counter to VM.
There is absolutely nothing to be lost from adding a resist chance to debuffs like that. Allow the appropriate Team skill to clear it, but also allow folks a chance to resist them. I'm referring here mostly to targetted debuffs--area debuffs can be avoided, so that's a counter (Eject Warp Plasma, etc) on its own.
Viral Matrix
Subnucleonic Beam
Attack Pattern Beta/Delta
Fire On My Mark (space)
Etc.
You can use the normal counters (Tac/Sci Team), or you can boost your auxiliary to 125 for a 60% chance to resist or break free every 5-7 seconds (subject to tweaking). You'll lose some damage for a bit, while power levels are shifting, but you could save your butt in doing so.
I'm not entirely against it either, yet every time I've seen this type of mechanic tried in other MMOs it either was overpowered or worked so infrequently it was not worth the effort.
Each class/build is going to have inherent weaknesses and strengths. Part of the challenge is learning those abilities and playing to your strengths to your best advantage. IMO if you are playing effectively, things like VM or SNB or EWP are not an issue.
It is my fear as well that in an attempt to "balance" for the under-experienced pvp'er, Cryptic will take the uniqueness out of the different Archetypes and vessels.
Unfortunately some don't not wish to learn-to-play (as the phrase goes) and they tend to cry nerf first and loudest.
People are crying for things like "nerf the Sci skills" or "take away cloak" or "make Cruisers turn like Science vessels" or "Give Escorts hulls like Cruisers." If you take THAT approach to balance, all of the ships will end up roughly the same, and all of the abilities will end up equally useless.
Add a resist chance to debuffs, and now even Escorts have a reason to use auxiliary power every once in awhile. As it is, many of them admit to never even THINKING about their power settings. That's an entire WORLD of gameplay bypassed, and a sign that something is wrong.
Increase the length of combat (as per my other thread), and you'll see all of these "overpowered" abilities brought immediate back into balance.
No need for nerfs. No need for making all ships the same.
I'm not an avid PvP player myself, but I do agree with their line of thinking in the "learn/find a team" aspect. PvP in CoX became so watered down to allow even the most casual of player to be effective led to empty PvP zones and a (pretty much) dead PvP community.
This would make it so that SNB/VM is no longer the ONLY viable build for dominating PvP. It would still be very useful, probably one of the better combos. But not the best, and certainly not the only.
If they can't get by without this ONE combo being the be-all-end-all, then maybe they need to... I dunno... learn to play?