So it?s a good thing. No more 1 shot kill shields, 1 shot kill person. It makes ground combat more like space where you can take a few good hits. Now ground is more like space fights which can only be good.
In theory yes, the reality is that you have to actually buy lockboxes to get the lobi to purchase this set, this is actually a really overpowered set and the fact that its 'pay to win' just adds salt to the wound. More so when sets like this completely ruin the balance in PvP.
Why are people ok with around a total of 60% or more resistance on space shields but a total of 60% resistance on ground shields is bad?
Because the 60% in space is achieved via skills and powers that anybody can get, not 40 dollars worth of lobi crystals; and because the 60% in space still allows 3 strong options for which shield you will use, whereas this limits your choice to a single item; and because this is 60% base resistance, not the final resistance we are looking at.
I, as an engineer, could maintain virtually 100% shield resistance for the duration of Tactical Initiative, if I had this shield.
Once both teams have committed to an engagement, most fights in the ground are resolved within 15-30 seconds.
Tactical Initiative lasts for 30 seconds.
---
As far as actually changing these items...
Shield: Make the resistance be to Radiation Damage, rather than All Energy. You know, the damage type Tholians actually use. It would still be situationally viable in pvp for the energy damage boost from the 2-set, its high capacity, and its strength against dot3 weapons and the Physicist kit.
Gun: Attach Cold resistance to existing armor types on similar order to their Energy resistance. Again, it would still be an interesting gun, for its different procs, it's bypassing of various powers that boost All Energy Damage Resistance, and its lack of knockback, which would actually make it very valuable in team PvE (knocking borg out of the way of somebody else's superbuffed attack is a bad thing).
We'll have to take a closer look at this item, for sure. Scaling from no shield resist to 60% honestly sounds like an internal data error. Either the wrong enhancement may've been attached to the shield, or it was given an improper modifier at some point along the way.
I'll post more info when I have it, on what (if anything) will be changing.
That being said, I would like to point out that a 60% resistance increase is not necessarily a 60% reduction in damage. Remember that all resistances are subject to diminishing returns.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
well i want my 150 lobis back if this is changed.. or if you adjust the 60% you need to add something to make it worth the spend. Lobis are a second chance for not getting a big prize from the lockboxes. Given that i had the 3 part set, I felt that spending the lobis on the upgrade to MK12 was worthwhile investment with the stats as is.
The set is balanced if used as a set. Make 60% reduction an full additional set bonus if you like, and set the shield to 30% reduction if used with other armor/weapon combinations. This would/should satisfy the pvp whining I believe but also not disadvantage those who have already purchased the set.
We'll have to take a closer look at this item, for sure. Scaling from no shield resist to 60% honestly sounds like an internal data error. Either the wrong enhancement may've been attached to the shield, or it was given an improper modifier at some point along the way.
I'll post more info when I have it, on what (if anything) will be changing.
That being said, I would like to point out that a 60% resistance increase is not necessarily a 60% reduction in damage. Remember that all resistances are subject to diminishing returns.
A lot of us spent money to get this set. Any chance of some sort of lobi refund if the set gets changed? If it was not for the shield me and many others would never have spent the lobi on it.
A lot of us spent money to get this set. Any chance of some sort of lobi refund if the set gets changed? If it was not for the shield me and many others would never have spent the lobi on it.
We'll have to take a closer look at this item, for sure. Scaling from no shield resist to 60% honestly sounds like an internal data error. Either the wrong enhancement may've been attached to the shield, or it was given an improper modifier at some point along the way.
I'll post more info when I have it, on what (if anything) will be changing.
That being said, I would like to point out that a 60% resistance increase is not necessarily a 60% reduction in damage. Remember that all resistances are subject to diminishing returns.
Really? I thought Shield DR worked just like it sounds: 60% Means 60% lopped off of each attack.
Really? I thought Shield DR worked just like it sounds: 60% Means 60% lopped off of each attack.
a lot of resist equipment gives +18 or +26, but ya this is stating a percentage, that is a bit different. in all other cases percentages effect the absolute base value of an item or attribute.
The simple solution to a lot of the sets is to not allow them in PvP. Then they can be OP all day long. The Tholians won't complain.
__________________________________
STO Forum member since before February 2010. STO Academy's excellent skill planner here: Link I actually avoid success entirely. It doesn't get me what I want, and the consequences for failure are slim. -- markhawman
1) In this case, the resistance does not diminish unless stacked with another straight-up damage reduction mod. Which at this time is not possible since it only shows up elsewhere on the MACO shield, and you can't wear both simultaneously. So the 60% you were seeing was actually 60%. Yikes.
2) This was definitely a data error, and correcting it is an absolute necessity. Not just for ground PvP, but for balance in general.
3) The following changes will take place in an upcoming patch:
- The "All Energy Damage" reduction mod will be changed from 60% to the original 10% that was intended.
- An additional "Environmental Damage" reduction mod will be added, which will reduce incoming Cold, Fire, Toxic and Radiation damage by 25%. These damage types are not included in the "All Energy Damage" category.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
- An additional "Environmental Damage" reduction mod will be added, which will reduce incoming Cold, Fire, Toxic and Radiation damage by 25%. These damage types are not included in the "All Energy Damage" category.
So you felt like including your special shield from 'Fungus among us' in the game finally?
Take a look at my Foundry missions! Conjoined, Re-emergence, and . . .
We'll have to take a closer look at this item, for sure. Scaling from no shield resist to 60% honestly sounds like an internal data error. Either the wrong enhancement may've been attached to the shield, or it was given an improper modifier at some point along the way.
I'll post more info when I have it, on what (if anything) will be changing.
That being said, I would like to point out that a 60% resistance increase is not necessarily a 60% reduction in damage. Remember that all resistances are subject to diminishing returns.
Other thing related to this is taking a look and revamping the liberated borg especially its neural blast does not even get affected by Probability logistics which based on how the tool tips explain that category they should. Overall since the revamps of ground abiltiies/passives the liberated borg doesn't seem to hold much value these days.
So you felt like including your special shield from 'Fungus among us' in the game finally?
I was thinking the same thing^^
[SIGPIC]Handle: @kirian_darkstar
Registered: Oct/2009 , LTS : Feb/2011
Fleets: Warriors of the Phoenix, Kirian Industries[/SIGPIC] Three years and still no Captain Klaa hair...
I must point out, however, that the Tholian mk12 gun makes it possible for any tactical or science officer to one-shot from full health anyone but a self-tanking medic, without Flank or Crit damage. And I do mean any tactical and any science. You don't even need a kit. The gun still does twice as much damage as any other pulsewave in the game (pulsewaves already being the highest damage weapon, in their optimal range).
Now I know this is not very constructive, but it would be nice to have an idea how this happened. Perhaps we could understand better as well and not rage as much or maybe it's an answer that we don't want to hear or you'd rather not explain.
For example:
Did it not say 60% on Tribble, RedShirt, or some internal shard running your latest sandbox build?
Did the person actually not check over the description text of the item they were building the set and playtesting it in game?
Did they think that 60% was ok at the time because of some other factor?
On would think that if 60% was not cool, that a developer should have caught this... not even QA, just basic checking over of your own work. If I made a set, I'd imagine that it would be expected of me to load it up in a test environment, grant it to myself, look at it, and play with it for at least a minute or two
Not trying to be a jerk though it sounds like it, I just want to understand a bit more. Hopefully others could now be more understanding at this point as well. I have TRIBBLE go wrong at work all day long... just happens, but I like to hear the story behind it.
On a separate note... one of the powers, Violent Discharge never enables for me. It's in my power bar, but it's always dimmed. Can't figure out what the deal is. Been waiting for someone to bring it up...
join Date: Sep 2009 - I want my changeling lava lamp!
On a separate note... one of the powers, Violent Discharge never enables for me. It's in my power bar, but it's always dimmed. Can't figure out what the deal is. Been waiting for someone to bring it up...
Thats because you need charges for it to work, and currently the set does not trigger when you take radiation damage (which Tholians use), as it is not considered energy damage, so if you use the set farming Tholians, the set bonus is actually useless (Bort said they were looking into fixing it on TTS in game a few days ago).
well i want my 150 lobis back if this is changed.. or if you adjust the 60% you need to add something to make it worth the spend. Lobis are a second chance for not getting a big prize from the lockboxes. Given that i had the 3 part set, I felt that spending the lobis on the upgrade to MK12 was worthwhile investment with the stats as is.
The set is balanced if used as a set. Make 60% reduction an full additional set bonus if you like, and set the shield to 30% reduction if used with other armor/weapon combinations. This would/should satisfy the pvp whining I believe but also not disadvantage those who have already purchased the set.
This.....for those who spent real money on the lobi upgrade, comepensate us for it or give a full refund when you nerf it. We bought it with the current stats for a reson..not our fault that it was out of balance...so dont short us...again
1) In this case, the resistance does not diminish unless stacked with another straight-up damage reduction mod. Which at this time is not possible since it only shows up elsewhere on the MACO shield, and you can't wear both simultaneously. So the 60% you were seeing was actually 60%. Yikes.
thats the same reaction i had! i should have known it couldn't by right. but to have made it live after this could have been caught internally so many times makes this stuff feel intentional. i should freak out less i guess.
2) This was definitely a data error, and correcting it is an absolute necessity. Not just for ground PvP, but for balance in general.
3) The following changes will take place in an upcoming patch:
- The "All Energy Damage" reduction mod will be changed from 60% to the original 10% that was intended.
- An additional "Environmental Damage" reduction mod will be added, which will reduce incoming Cold, Fire, Toxic and Radiation damage by 25%. These damage types are not included in the "All Energy Damage" category.
that solves the shield problem, but it doesn't solve the gun problem. at least there will be 1 counter to it, this shield. but every other shield and armor, unless they have "Environmental Damage" resistance mods, will offer no resistance to its damage. im not as fluent with ground items and their possible mods, but i don't recall seeing this mod on anything other then the environment suit, so no other shield or armor would counter its damage. its a god gun unless the person its shooting at has that big lobi price shield.
i suppose the CRM 200 has been as well all this time, but its so slow fireing and cumbersome that it didn't seem especially popular for general use. but this new cold gun is the shot gun right? people love those! now we know why the breen were so dangerous, all their cold attacks and grenades were not being resisted AT ALL.
lol so first get the shield nerfed.. and now the gun. wtg. you want us to bend over or prefer to do us standing up? pwe can go first, then cryptic, then whoever else fancies a free shot.
can you get the set violent discharge to work please? and can we get some additional resist on the ev suit itself then? add extra to kinetic dmg resist and knockback resist due to being heavier in the armor. something to balance the set up again as it actually felt well balanced in play.
lol so first get the shield nerfed.. and now the gun. wtg. you want us to bend over or prefer to do us standing up? pwe can go first, then cryptic, then whoever else fancies a free shot.
can we get some additional resist on the ev suit itself then? add to kinetic dmg resist or something.
"im defending a gun that circumvents conventional resistance be dealing a type of damage that nothing guards against."
"im also defending a shields that makes 60% of all conventional damage go away, and when they fix it i call it a nerf"
i am just saying the set itself felt balanced - i guess if you take the individual parts then yes some are more powerful than others available in the game, but then it is effectively a mk12 cash shop set via lobi crystals, bought in good faith. This should have been tested prior to being put up for sale. and a reduction from 60% to 10% is a big big gap.
If parts of the set are unbalanced in the game as a whole then yes they should be changed, but not at the expense of the overall value of the set for those players who wished to use them as a set. If you take something away, you give something back.
meh just upset if ive wasted my lobi. Should have just bought the fashion - little chance of that being nerfed surely?
lol so first get the shield nerfed.. and now the gun. wtg. you want us to bend over or prefer to do us standing up? pwe can go first, then cryptic, then whoever else fancies a free shot.
can you get the set violent discharge to work please? and can we get some additional resist on the ev suit itself then? add extra to kinetic dmg resist and knockback resist due to being heavier in the armor. something to balance the set up again as it actually felt well balanced in play.
The Violent Discharge only works if you're being attacked by energy damage. The radiation damage Tholians use is not energy damage (though they're trying to fix this)
For every attack you recieve, there's a 20% chance you'll get a charge (and +5% energy damage). This stacks up to 3 times, and Violent Discharge gets more powerful with each charge. Without 1, you can't use the attack.
Just so you know.
Was named Trek17.
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
I'm incredibly happy to see that the shield is being looked at. I do feel bad for the guys who spent real money to get it, but I don't feel bad for the guys who bought it just to be overpowered in pvp.
Now, we just need that gun looked at. Or some form of cold protection that isn't tied to a tribble/environmental suit. The cold protection would be better, as you could keep the damage the same on the gun and still kill lava spiders just as easily as usual (since the only NPCs which have any resistance seem to be the Breen and only to cold).
i suppose the CRM 200 has been as well all this time, but its so slow fireing and cumbersome that it didn't seem especially popular for general use. but this new cold gun is the shot gun right? people love those! now we know why the breen were so dangerous, all their cold attacks and grenades were not being resisted AT ALL.
The CRM itself isn't too much of a problem. The shortcomings of using a decently hard hitting cold weapon only become apparent when there are multiple in use, which usually never happens unless people are cheesing it with premades. However, in the hands of a Tac, it's ridiculously devastating. If they don't kill you with the damage, you're not going anywhere as they're likely using the suppressing fire kits.
And it never gets old wiping entire teams out in one hit with the secondary.
Joined: January 2010
Fanfiction! ZOMG! Read it now!
kate-wintersbite.deviantart.com/art/0x01-Treachery-293641403
would be nice if all MK XII existing sets would be removed (and replaced with MK XI counterparts) from the server and players were given back 150 lobis per set, then they would decide if they want to buy the new MK XII set again.
Because the changes make that set a brand new set, it has nothing in common with the one people spent their Lobis on in good faith.
And your customers are not responsible for your QA/testing failure.
i am just saying the set itself felt balanced - i guess if you take the individual parts then yes some are more powerful than others available in the game, but then it is effectively a mk12 cash shop set via lobi crystals, bought in good faith. This should have been tested prior to being put up for sale. and a reduction from 60% to 10% is a big big gap.
If parts of the set are unbalanced in the game as a whole then yes they should be changed, but not at the expense of the overall value of the set for those players who wished to use them as a set. If you take something away, you give something back.
meh just upset if ive wasted my lobi. Should have just bought the fashion - little chance of that being nerfed surely?
The set was indeed balanced for ground pvp. A shield that is twice as good as all the other shields in the game, a gun that is twice as good as all the other guns in the game, and an armor that provides roughly the same protection as a damp paper bag makes for a pretty balanced combination.
Unfortunately for balance in this case, people are not forced to wear the entirety of a set, and can replace their damp paper bag with Energy Dampening Armor Mk XII, Jem Hadar Mk XI, MACO mkXI or XII, or Omega mk XI or XII, which takes the set instantly from balanced to broken-as-hell.
The shield IS being improved, for its intended role as a Tholian-countering item - it's getting 25% resistance to the attacks that Tholians actually use.
I think it would be fantastic to improve the armor and make it actually PvP viable. A respectable amount of Energy Damage Resistance would be ideal - I'd suggest a value of about 60, to make it reasonable to use the full set, but also reasonable to mix-and-match.
However, an underpowered item is not a problem for balance, because people always have the option to not use it. An overpowered item is a problem, because the only way to not face it is not to play the game.
The set was indeed balanced for ground pvp. A shield that is twice as good as all the other shields in the game, a gun that is twice as good as all the other guns in the game, and an armor that provides roughly the same protection as a damp paper bag makes for a pretty balanced combination.
Unfortunately for balance in this case, people are not forced to wear the entirety of a set, and can replace their damp paper bag with Energy Dampening Armor Mk XII, Jem Hadar Mk XI, MACO mkXI or XII, or Omega mk XI or XII, which takes the set instantly from balanced to broken-as-hell.
The shield IS being improved, for its intended role as a Tholian-countering item - it's getting 25% resistance to the attacks that Tholians actually use.
I think it would be fantastic to improve the armor and make it actually PvP viable. A respectable amount of Energy Damage Resistance would be ideal - I'd suggest a value of about 60, to make it reasonable to use the full set, but also reasonable to mix-and-match.
However, an underpowered item is not a problem for balance, because people always have the option to not use it. An overpowered item is a problem, because the only way to not face it is not to play the game.
edit: corrected an error
They could just shift a bunch of the stats over to the 3 piece set bonus.
Comments
In theory yes, the reality is that you have to actually buy lockboxes to get the lobi to purchase this set, this is actually a really overpowered set and the fact that its 'pay to win' just adds salt to the wound. More so when sets like this completely ruin the balance in PvP.
Because the 60% in space is achieved via skills and powers that anybody can get, not 40 dollars worth of lobi crystals; and because the 60% in space still allows 3 strong options for which shield you will use, whereas this limits your choice to a single item; and because this is 60% base resistance, not the final resistance we are looking at.
I, as an engineer, could maintain virtually 100% shield resistance for the duration of Tactical Initiative, if I had this shield.
Once both teams have committed to an engagement, most fights in the ground are resolved within 15-30 seconds.
Tactical Initiative lasts for 30 seconds.
---
As far as actually changing these items...
Shield: Make the resistance be to Radiation Damage, rather than All Energy. You know, the damage type Tholians actually use. It would still be situationally viable in pvp for the energy damage boost from the 2-set, its high capacity, and its strength against dot3 weapons and the Physicist kit.
Gun: Attach Cold resistance to existing armor types on similar order to their Energy resistance. Again, it would still be an interesting gun, for its different procs, it's bypassing of various powers that boost All Energy Damage Resistance, and its lack of knockback, which would actually make it very valuable in team PvE (knocking borg out of the way of somebody else's superbuffed attack is a bad thing).
I'll post more info when I have it, on what (if anything) will be changing.
That being said, I would like to point out that a 60% resistance increase is not necessarily a 60% reduction in damage. Remember that all resistances are subject to diminishing returns.
Cryptic - Lead Systems Designer
"Play smart!"
The set is balanced if used as a set. Make 60% reduction an full additional set bonus if you like, and set the shield to 30% reduction if used with other armor/weapon combinations. This would/should satisfy the pvp whining I believe but also not disadvantage those who have already purchased the set.
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A lot of us spent money to get this set. Any chance of some sort of lobi refund if the set gets changed? If it was not for the shield me and many others would never have spent the lobi on it.
I will wait for the nerf before I upgrade then.
150 lobi is too much to waste
Goood luck with that friend!
a lot of resist equipment gives +18 or +26, but ya this is stating a percentage, that is a bit different. in all other cases percentages effect the absolute base value of an item or attribute.
STO Forum member since before February 2010.
STO Academy's excellent skill planner here: Link
I actually avoid success entirely. It doesn't get me what I want, and the consequences for failure are slim. -- markhawman
1) In this case, the resistance does not diminish unless stacked with another straight-up damage reduction mod. Which at this time is not possible since it only shows up elsewhere on the MACO shield, and you can't wear both simultaneously. So the 60% you were seeing was actually 60%. Yikes.
2) This was definitely a data error, and correcting it is an absolute necessity. Not just for ground PvP, but for balance in general.
3) The following changes will take place in an upcoming patch:
- The "All Energy Damage" reduction mod will be changed from 60% to the original 10% that was intended.
- An additional "Environmental Damage" reduction mod will be added, which will reduce incoming Cold, Fire, Toxic and Radiation damage by 25%. These damage types are not included in the "All Energy Damage" category.
Cryptic - Lead Systems Designer
"Play smart!"
So you felt like including your special shield from 'Fungus among us' in the game finally?
Conjoined, Re-emergence, and . . .
[SIGPIC][/SIGPIC]
Other thing related to this is taking a look and revamping the liberated borg especially its neural blast does not even get affected by Probability logistics which based on how the tool tips explain that category they should. Overall since the revamps of ground abiltiies/passives the liberated borg doesn't seem to hold much value these days.
I was thinking the same thing^^
Registered: Oct/2009 , LTS : Feb/2011
Fleets: Warriors of the Phoenix, Kirian Industries[/SIGPIC]
Three years and still no Captain Klaa hair...
I must point out, however, that the Tholian mk12 gun makes it possible for any tactical or science officer to one-shot from full health anyone but a self-tanking medic, without Flank or Crit damage. And I do mean any tactical and any science. You don't even need a kit. The gun still does twice as much damage as any other pulsewave in the game (pulsewaves already being the highest damage weapon, in their optimal range).
Now I know this is not very constructive, but it would be nice to have an idea how this happened. Perhaps we could understand better as well and not rage as much or maybe it's an answer that we don't want to hear or you'd rather not explain.
For example:
On would think that if 60% was not cool, that a developer should have caught this... not even QA, just basic checking over of your own work. If I made a set, I'd imagine that it would be expected of me to load it up in a test environment, grant it to myself, look at it, and play with it for at least a minute or two
Not trying to be a jerk though it sounds like it, I just want to understand a bit more. Hopefully others could now be more understanding at this point as well. I have TRIBBLE go wrong at work all day long... just happens, but I like to hear the story behind it.
On a separate note... one of the powers, Violent Discharge never enables for me. It's in my power bar, but it's always dimmed. Can't figure out what the deal is. Been waiting for someone to bring it up...
Thats because you need charges for it to work, and currently the set does not trigger when you take radiation damage (which Tholians use), as it is not considered energy damage, so if you use the set farming Tholians, the set bonus is actually useless (Bort said they were looking into fixing it on TTS in game a few days ago).
This.....for those who spent real money on the lobi upgrade, comepensate us for it or give a full refund when you nerf it. We bought it with the current stats for a reson..not our fault that it was out of balance...so dont short us...again
thats the same reaction i had! i should have known it couldn't by right. but to have made it live after this could have been caught internally so many times makes this stuff feel intentional. i should freak out less i guess.
that solves the shield problem, but it doesn't solve the gun problem. at least there will be 1 counter to it, this shield. but every other shield and armor, unless they have "Environmental Damage" resistance mods, will offer no resistance to its damage. im not as fluent with ground items and their possible mods, but i don't recall seeing this mod on anything other then the environment suit, so no other shield or armor would counter its damage. its a god gun unless the person its shooting at has that big lobi price shield.
i suppose the CRM 200 has been as well all this time, but its so slow fireing and cumbersome that it didn't seem especially popular for general use. but this new cold gun is the shot gun right? people love those! now we know why the breen were so dangerous, all their cold attacks and grenades were not being resisted AT ALL.
can you get the set violent discharge to work please? and can we get some additional resist on the ev suit itself then? add extra to kinetic dmg resist and knockback resist due to being heavier in the armor. something to balance the set up again as it actually felt well balanced in play.
@Liath | My PRIMUS Page | Altaholics | New Vehicle Models | New Emblems | Flag Tights
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"im defending a gun that circumvents conventional resistance be dealing a type of damage that nothing guards against."
"im also defending a shields that makes 60% of all conventional damage go away, and when they fix it i call it a nerf"
If parts of the set are unbalanced in the game as a whole then yes they should be changed, but not at the expense of the overall value of the set for those players who wished to use them as a set. If you take something away, you give something back.
meh just upset if ive wasted my lobi. Should have just bought the fashion - little chance of that being nerfed
@Liath | My PRIMUS Page | Altaholics | New Vehicle Models | New Emblems | Flag Tights
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Think about this:
American Football has been in open beta for 144 years. ~Kotaku
For every attack you recieve, there's a 20% chance you'll get a charge (and +5% energy damage). This stacks up to 3 times, and Violent Discharge gets more powerful with each charge. Without 1, you can't use the attack.
Just so you know.
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
Now, we just need that gun looked at. Or some form of cold protection that isn't tied to a tribble/environmental suit. The cold protection would be better, as you could keep the damage the same on the gun and still kill lava spiders just as easily as usual (since the only NPCs which have any resistance seem to be the Breen and only to cold).
The CRM itself isn't too much of a problem. The shortcomings of using a decently hard hitting cold weapon only become apparent when there are multiple in use, which usually never happens unless people are cheesing it with premades. However, in the hands of a Tac, it's ridiculously devastating. If they don't kill you with the damage, you're not going anywhere as they're likely using the suppressing fire kits.
And it never gets old wiping entire teams out in one hit with the secondary.
Fanfiction! ZOMG! Read it now!
kate-wintersbite.deviantart.com/art/0x01-Treachery-293641403
Because the changes make that set a brand new set, it has nothing in common with the one people spent their Lobis on in good faith.
And your customers are not responsible for your QA/testing failure.
The set was indeed balanced for ground pvp. A shield that is twice as good as all the other shields in the game, a gun that is twice as good as all the other guns in the game, and an armor that provides roughly the same protection as a damp paper bag makes for a pretty balanced combination.
Unfortunately for balance in this case, people are not forced to wear the entirety of a set, and can replace their damp paper bag with Energy Dampening Armor Mk XII, Jem Hadar Mk XI, MACO mkXI or XII, or Omega mk XI or XII, which takes the set instantly from balanced to broken-as-hell.
The shield IS being improved, for its intended role as a Tholian-countering item - it's getting 25% resistance to the attacks that Tholians actually use.
I think it would be fantastic to improve the armor and make it actually PvP viable. A respectable amount of Energy Damage Resistance would be ideal - I'd suggest a value of about 60, to make it reasonable to use the full set, but also reasonable to mix-and-match.
However, an underpowered item is not a problem for balance, because people always have the option to not use it. An overpowered item is a problem, because the only way to not face it is not to play the game.
edit: corrected an error
They could just shift a bunch of the stats over to the 3 piece set bonus.
So you bought it to be OP and make Ground PvP a joke? Or was it just for PvE?
It didn't take long for people to rush to Otha with this set. It just shows how many agree with pay to win as long as they are the ones winning.