Do we really want two sets of rules for NPC's and player? I sure don't.
We already have 2 sets of rules. Sci resists work very well vs player Boff abilities, but are TRIBBLE vs pet abilities. NPCs generally have hugely buffed damage, but very slow rate of fire and generally crappy ai w/minimal Boff abilities.
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
Random Quote from Kerrat
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C&H Fed banter
The assumption that the tech exists to make items that resist only Borg plasma is actually incorrect. The engine has the tech to check particulars of the target when a power is applied against that target. It does not have the ability to tell about the particulars of a source when someone is affected by a power from that source.
E.g: If you fire a weapon at the Borg, the engine can tell that your target is Borg and thus apply modifiers.
If you are hit by a Borg plasma weapon, the engine can tell that you were hit by plasma (because the weapon damage is of that type), but the engine does not report particulars about who fired the plasma. The engine thus cannot have a power on you (the person who was hit) that checks to see if the incoming damage was from Borg and then reduces it.
It is a difference in what information is visible depending upon whether a power is incoming or outgoing.
The only ways to have an item that resists plasma from Borg attacks would be to:
(a) Change all of the Borg's plasma weapons to be type "Borg plasma," which gets into the problem that Jeremy mentioned previously.
(b) Change all of the Borg's plasma weapons to have a separate damage entry if the target has a particular power (namely, the set item bonus power). Extremely unwieldy, very subject to bugs.
(c) Get new tech that allows targets to parse more information from the source of powers used on them.
Not that I care much anymore, explain how you give 20% dmg bonus vs borg / tholian using a Doff. Same principle could be used vs borg on incoming dmg.
Call it "BORG CONSOLE ver2" or a borg doff that reduces incoming borg dmg.
The only ways to have an item that resists plasma from Borg attacks would be to:
(a) Change all of the Borg's plasma weapons to be type "Borg plasma," which gets into the problem that Jeremy mentioned previously.
this is an imaginary problem you will only have if you don't learn your lesson the first time, and again put a resistance on the new best shield(s) that single out an energy type.
please explain why the borg and unidine plasma weapon sprites are each a different color then player use plasma. its clear they already exist in a semi unique state as is becase of that, half the work to make them unique is already done on the say, maybe 15 borg and unidine npcs in the game. ive done changeovers like this all the time when i mod games, changing hundreds of files even so there is just a cleaner naming convention with what files reference what.
it couldn't take more then an hour to slog through the npc ship files and add the word 'exotic' in front of the word 'plasma' in the entry for what energy type the npc uses. and then another hour to copy/paste the plasma energy weapon file and change its name to 'exotic plasma', and then maybe another hour after that to adjust mkX-XII stf set shields to resist 'exotic plasma'.
if done pvp'ers can use all 6 energy types again, you devs have literally taken 1 of the 6 away from us. this would be like if fire damage was resisted in a fantasy mmo by all the end game gear, because you fight dragons at end game. if handeled the same way, this makes all fire damage and fire mages useless. it really is unprecedented that this is a thing in game, and it has been for this long.
jman, poor excuse here. you would only have to go down such a rabbit hole if you made sets that are better then the stf sets, that directly resist disruptors, polaron, or tetryon. you guys created this problem by making MUST have shields directly resist a usable energy type. STOP making must have shields that resist playable energy types, and please correct this trespass against plasma weapons once and for all.
I know I'm sticking my head out to be kicked, but in Jman's defense you can't incentivize content without making the gear "must have".
That's the entire point of most endgame systems, running endgame content to unlock endgame "must have" loot to (eventually...) go on to the next set of challenges that will require further gear upgrades.
What you call a problem created by Cryptic is an endgame style loot system that goes back as far as at least old school Everquest raids and endgame (launched in 1999).
That being said, no I don't think it's good that one energy type is completely sub-par in PvP.
To the suggestion of changing the damage type on Borg: We want to avoid doing things like giving a specific group of enemies something like "Borg Plasma" with a special resist set, as it sets a poor precedence. Down that rabbit hole lies things like "Dominion Polaron," "Klingon Disruptors," "Tholian Tetryon" and such. It's a mess, and it's better to avoid it altogether.
Rather than have specific NPC designation would just a generic NPC designation be doable?
Or since the Borg are a uniqueness to Star Trek and have stolen technologies from countless worlds over the 100s of years they have existed thier technology could be considered almost unique in itself and we give them Borg plasma to both represent this and allow the game to not cripple a energy type?
To be perfectly honest, I don't think any changes to the resist should be made. The Breen shield offers a 20% damage reduction from incoming polaron weapons. Standard uncommon and higher shields can have modifiers that decrease a specific damage type by 20%. Fleet shields also have various resistance modifiers. And with the elite ship shields from a Tier IV starbase, there will be more viable shield alternatives to the MACO shield for PvP use.
Nerfing the MACO resist so that it only affects Borg is misguided. The shield does what it is designed to do, resist damage from plasma weapons. If the devs nerf that, what next? Do they go after the breen set and pull the polaron resist or make it so the resist only works against NPCs? By the logic behind pulling the resist bonus from the MACO shields, all resistance modifiers should be removed or changed so that they only work on NPCs. This is a very slippery slope, as the devs tried to explain above.
As more sets are added to the game, more options will be made available to players. Providing the new shields are as good as or better than the MACO shield, the MACO set will become less used and plasma will again become viable option.
To be perfectly honest, I don't think any changes to the resist should be made. The Breen shield offers a 20% damage reduction from incoming polaron weapons. Standard uncommon and higher shields can have modifiers that decrease a specific damage type by 20%. Fleet shields also have various resistance modifiers. And with the elite ship shields from a Tier IV starbase, there will be more viable shield alternatives to the MACO shield for PvP use.
Nerfing the MACO resist so that it only affects Borg is misguided. The shield does what it is designed to do, resist damage from plasma weapons. If the devs nerf that, what next? Do they go after the breen set and pull the polaron resist or make it so the resist only works against NPCs? By the logic behind pulling the resist bonus from the MACO shields, all resistance modifiers should be removed or changed so that they only work on NPCs. This is a very slippery slope, as the devs tried to explain above.
As more sets are added to the game, more options will be made available to players. Providing the new shields are as good as or better than the MACO shield, the MACO set will become less used and plasma will again become viable option.
First of all, it isn't just MACO; every endgame shield has the resist, incl. KHG. MACO being overwhelmingly superior is bad enough, but the next best alternatives all resist plasma and plasma alone, too.
I know I'm sticking my head out to be kicked, but in Jman's defense you can't incentivize content without making the gear "must have".
Not to speak for drunk who has already said the same thing I would have but better than I would have already today, but, that's not how I read that. I don't think he's taking issue with the existence of must haves. The things that make these shields a must have are separate from the plasma resist. He's taking issue with tacking the plasma resist on just because it makes sense against the borg, and that four of the best shields associated with four of the best sets were all given the same treatment.
First of all, it isn't just MACO; every endgame shield has the resist, incl. KHG. MACO being overwhelmingly superior is bad enough, but the next best alternatives all resist plasma and plasma alone, too.
There are currently 6 cross faction shields and 2 faction specific shields.
* Aegis Covariant Shield Array (resist bonus with full set)
* Dielectric Oscillation Resilient Shields (20% Polaron damage resist)
* Jem'Hadar Resilient Shields (10% all energy damage resist)
* Omega Force Shield Array (20% Plasma damage resist)
* Reman Prototype Covariant Shield Array (No damage resist)
* Assimilated Regenerative Shield Array (15% Plasma damage resist)
* M.A.C.O. Resilient Shield Array (10% all energy damage resist and 20% Plasma damage resist)
*Honor Guard Covariant Shield Array (20% Plasma resist)
That makes four non-plasma resistant endgame shields and four plasma resistant endgame shields. Three of the four non-plasma resistant shields have resistances to specific damage types. The Reman shield is lacking in that area, but that may change in the future.
The assumption that the tech exists to make items that resist only Borg plasma is actually incorrect. The engine has the tech to check particulars of the target when a power is applied against that target. It does not have the ability to tell about the particulars of a source when someone is affected by a power from that source.
E.g: If you fire a weapon at the Borg, the engine can tell that your target is Borg and thus apply modifiers.
If you are hit by a Borg plasma weapon, the engine can tell that you were hit by plasma (because the weapon damage is of that type), but the engine does not report particulars about who fired the plasma. The engine thus cannot have a power on you (the person who was hit) that checks to see if the incoming damage was from Borg and then reduces it.
It is a difference in what information is visible depending upon whether a power is incoming or outgoing.
The only ways to have an item that resists plasma from Borg attacks would be to:
(a) Change all of the Borg's plasma weapons to be type "Borg plasma," which gets into the problem that Jeremy mentioned previously.
(b) Change all of the Borg's plasma weapons to have a separate damage entry if the target has a particular power (namely, the set item bonus power). Extremely unwieldy, very subject to bugs.
(c) Get new tech that allows targets to parse more information from the source of powers used on them.
I can see all that. I could however apply a debuff to any Borg in a large AoE range, right?
The only ways to have an item that resists plasma from Borg attacks would be to:
(a) Change all of the Borg's plasma weapons to be type "Borg plasma," which gets into the problem that Jeremy mentioned previously.
(b) Change all of the Borg's plasma weapons to have a separate damage entry if the target has a particular power (namely, the set item bonus power). Extremely unwieldy, very subject to bugs.
(c) Get new tech that allows targets to parse more information from the source of powers used on them.
Likwe i said myself, why wasn't it just a plain resist everything, no disadvantage to any specific type that way, i suspected there would be tech issues with any other option TBH.
That makes four non-plasma resistant non-relevant shields and four plasma resistant endgame shields. One of the four non-plasma resistant shields have resistances to specific damage types. The Reman shield is lacking in that area, but that may change in the future.
Fixed that for you.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Not to speak for drunk who has already said the same thing I would have but better than I would have already today, but, that's not how I read that. I don't think he's taking issue with the existence of must haves. The things that make these shields a must have are separate from the plasma resist. He's taking issue with tacking the plasma resist on just because it makes sense against the borg, and that four of the best shields associated with four of the best sets were all given the same treatment.
this is infant my position. i have in detail explained a solution to the specific problem of the plasma resist, the fact that the shields are must have are not really a problem. i don't really like that ether, but since everyone has them its a non issue.
The assumption that the tech exists to make items that resist only Borg plasma is actually incorrect. The engine has the tech to check particulars of the target when a power is applied against that target. It does not have the ability to tell about the particulars of a source when someone is affected by a power from that source.
E.g: If you fire a weapon at the Borg, the engine can tell that your target is Borg and thus apply modifiers.
If you are hit by a Borg plasma weapon, the engine can tell that you were hit by plasma (because the weapon damage is of that type), but the engine does not report particulars about who fired the plasma. The engine thus cannot have a power on you (the person who was hit) that checks to see if the incoming damage was from Borg and then reduces it.
It is a difference in what information is visible depending upon whether a power is incoming or outgoing.
The only ways to have an item that resists plasma from Borg attacks would be to:
(a) Change all of the Borg's plasma weapons to be type "Borg plasma," which gets into the problem that Jeremy mentioned previously.
(b) Change all of the Borg's plasma weapons to have a separate damage entry if the target has a particular power (namely, the set item bonus power). Extremely unwieldy, very subject to bugs.
(c) Get new tech that allows targets to parse more information from the source of powers used on them.
I think we can understand the reasoning for sure. It wasn't something you foresaw needing... and going back to recode weapon types, or add code likely to be buggy. I can understand completely.
Just thought I would throw my vote behind Option C there.... I know that one is likely the most work. I would think though that if your systems team was to implement this capability it would be a feature in the code you could use for future items... and I dare say I could see how that would come in very handy in other titles that share the Cryptic MMO engine.
Just like the borg weapons that have a chance to proc extra dmg against the borg... you could intro duce say shields that only proc there healing effect when under fire from borg... or really any other enemy you wish.... In other titles you could add defensive shields/armour or any other item really that would only have specific procs when they face say Boss level NPCs.... In other MMOS there is gear that works exactly in that manner, and I would assume on the system side they use some type of hook that would be very much the same.
I think it would be a great feature to add to the engine. I can see all sorts of intelligent uses for such a incoming dmg tag feature. It is likely worth the time your systems team would need to invest to add it to your engine for future use.
The level of information available to various elements of the system may depend on the specifics of the system. I don't work with the UI so I don't know what parameters are passed to display, but I can say from experience that a power set to give you resistance does not (at this time) have the ability to vary that resistance or to turn it off or on based on information from the source of damage. It can only give you resistance to a type of damage.
Does the tech exist to modify powers (or simply turn them on/off) based on the map or environment? Perhaps the plasma resist on these STF shields can be made only active in STFs (or for even more variety/balance, provide different levels of resist between Normal and Elite difficulties), thus effectively making them "STF Plasma resist". Not perfect, but if it's doable, at least PvP is plasma becomes more viable.
I can see all that. I could however apply a debuff to any Borg in a large AoE range, right?
That would actually make a lot of sense. What was that Enterprise episode...the doc, doses himself with some kind of radiation that kills the nanites. So make the shield have a 100% chance to proc an AoE (or make it debuff the attacker) debuff called "Delta(orwhatever) radiation burst" that debuffs damage for Borg.
The things that make these shields a must have are separate from the plasma resist.
I disagree.
They're "must have" shields outside of the plasma resists for min/maxers (myself included).
We can't say the same for the general playerbase.
Would people still desire these shields if they did not have any plasma resistances? Possibly - but the easy to get, non-STF (and free of grinding) sets would be directly more competitive against them.
That's not generally desired when trying to incentivize content, especially something intended for as much repetition as the STFs were designed for.
Even the fleet gear was made as an alternative and at least one dev, and I apologize for not having a quote handy, stated the goal was not to make them compete with STF gear.
We can see what happens when the newer gear designed does not compete with something it was meant to compete (or supersede) with by simply looking at the bonuses the STF sets grant in comparison to the Borg Heal Procs.
Few people ever recommend them, or use them. (partly because the Borg procs are good, and partly because the set bonuses outside of Tet Glider are trivial or not especially powerful - the third tier powers being some of the worst offenders).
Without resistances the KHG and Omega shields in particular would only have been considered "must haves" by min/maxers. MACO I think we can make a case that its impact is visible enough even a casual player can spot its useful even if they don't immediately understand how.
Please understand, I would love to see a solution for Plasma to be a viable PvP weapon and my points above are mostly playing devil's advocate as I do not believe it's as easy as some people make it out to be to just "remove X" from a power, item, etc. simply because it makes sense in one portion of the game environment but not necessarily for another.
LOl as much as I think Softie is a noob who the hell are you to tell people to stay out of productive conversation. Oh that's right you are in the arrogant I can do anything I want pandas. My bad.
How about we look at it from a different angle. Surviving STF's isn't that hard, correct? The biggest problem with pugs in an stf is not survival, it's dps production. Why not give a bonus to any of the borg pc's or a combination of the pcs together to boost the [borg] proc on the weapons and drop the plasma resist altogether? This benefits both the pvp crowd, and the stf crowd. This gives there [borg] weapon sets they're proud of grinding for more bite and creates a nice synergy between their weapons and their gear working together as a "set".
Heck give each pc of a set a 20% bonus to [borg] procs so you could have a total of 60% increase to [borg] procs. Going from 1000 to 1600 damage isnt going to throw it off too much
E1 knows its the borg torps that are killers, not their energy weapons. Taking the resist away really isn't going to make a big difference, but increasing borg procs by this much would be a huge benefit to the pve crowd
How about we look at it from a different angle. Surviving STF's isn't that hard, correct? The biggest problem with pugs in an stf is not survival, it's dps production. Why not give a bonus to any of the borg pc's or a combination of the pcs together to boost the [borg] proc on the weapons and drop the plasma resist altogether? This benefits both the pvp crowd, and the stf crowd. This gives there [borg] weapon sets they're proud of grinding for more bite and creates a nice synergy between their weapons and their gear working together as a "set".
Heck give each pc of a set a 20% bonus to [borg] procs so you could have a total of 60% increase to [borg] procs. Going from 1000 to 1600 damage isnt going to throw it off too much
E1 knows its the borg torps that are killers, not their energy weapons. Taking the resist away really isn't going to make a big difference, but increasing borg procs by this much would be a huge benefit to the pve crowd
Did you see this post over in the Tribble section?
Isnt this thread about taking the plasma resist away from shields though?
Was just on what you had said about the issue being DPS rather than survivability - with the proposed changes, they're tackling survivability and DPS.
With the inclusion of the Borg Plasma Torp in that 3-set - does that mean they're going to be looking more closely at the Plasma Resist on the shield...?
Was just on what you had said about the issue being DPS rather than survivability - with the proposed changes, they're tackling survivability and DPS.
With the inclusion of the Borg Plasma Torp in that 3-set - does that mean they're going to be looking more closely as the Plasma Resist on the shield...?
That sort of thing.
Ahh...gotcha. I get the feeling that this isn't high on their priority list, but who knows. Bort has been surprising the hell out of me lately. I'm trying to think outside the box in a way that benefits e1 including devs job of making it so
LOl as much as I think Softie is a noob who the hell are you to tell people to stay out of productive conversation. Oh that's right you are in the arrogant I can do anything I want pandas. My bad.
Well put.
I don't know Softie or naz or bloop, doop, derp, nor herp. I just saw someone ordering someone else not to post in an open forum when all the offending person did was attempt to provide a commonly accepted answer to the question at hand. An answer that, may I remind, J-Man himself confirmed.
This Softie fellow may indeed have offended community members in other forums threads, but no such offensive language was present in any of his comments on this thread. The only thing many of us saw was several unwarranted and arrogant sounding posts commanding this guy to stop posting in the thread.
Yes this is the internet, but civility in an open discussion is still a possibility that one should at least make an attempt to strive for.
Comments
We already have 2 sets of rules. Sci resists work very well vs player Boff abilities, but are TRIBBLE vs pet abilities. NPCs generally have hugely buffed damage, but very slow rate of fire and generally crappy ai w/minimal Boff abilities.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
Not that I care much anymore, explain how you give 20% dmg bonus vs borg / tholian using a Doff. Same principle could be used vs borg on incoming dmg.
Call it "BORG CONSOLE ver2" or a borg doff that reduces incoming borg dmg.
Tech not available I call BS.
I said my peace... now I peace out.
this is an imaginary problem you will only have if you don't learn your lesson the first time, and again put a resistance on the new best shield(s) that single out an energy type.
please explain why the borg and unidine plasma weapon sprites are each a different color then player use plasma. its clear they already exist in a semi unique state as is becase of that, half the work to make them unique is already done on the say, maybe 15 borg and unidine npcs in the game. ive done changeovers like this all the time when i mod games, changing hundreds of files even so there is just a cleaner naming convention with what files reference what.
it couldn't take more then an hour to slog through the npc ship files and add the word 'exotic' in front of the word 'plasma' in the entry for what energy type the npc uses. and then another hour to copy/paste the plasma energy weapon file and change its name to 'exotic plasma', and then maybe another hour after that to adjust mkX-XII stf set shields to resist 'exotic plasma'.
if done pvp'ers can use all 6 energy types again, you devs have literally taken 1 of the 6 away from us. this would be like if fire damage was resisted in a fantasy mmo by all the end game gear, because you fight dragons at end game. if handeled the same way, this makes all fire damage and fire mages useless. it really is unprecedented that this is a thing in game, and it has been for this long.
I know I'm sticking my head out to be kicked, but in Jman's defense you can't incentivize content without making the gear "must have".
That's the entire point of most endgame systems, running endgame content to unlock endgame "must have" loot to (eventually...) go on to the next set of challenges that will require further gear upgrades.
What you call a problem created by Cryptic is an endgame style loot system that goes back as far as at least old school Everquest raids and endgame (launched in 1999).
That being said, no I don't think it's good that one energy type is completely sub-par in PvP.
R.I.P
Nerfing the MACO resist so that it only affects Borg is misguided. The shield does what it is designed to do, resist damage from plasma weapons. If the devs nerf that, what next? Do they go after the breen set and pull the polaron resist or make it so the resist only works against NPCs? By the logic behind pulling the resist bonus from the MACO shields, all resistance modifiers should be removed or changed so that they only work on NPCs. This is a very slippery slope, as the devs tried to explain above.
As more sets are added to the game, more options will be made available to players. Providing the new shields are as good as or better than the MACO shield, the MACO set will become less used and plasma will again become viable option.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
First of all, it isn't just MACO; every endgame shield has the resist, incl. KHG. MACO being overwhelmingly superior is bad enough, but the next best alternatives all resist plasma and plasma alone, too.
vids and guides and stuff
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Lol Breen.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
There are currently 6 cross faction shields and 2 faction specific shields.
* Aegis Covariant Shield Array (resist bonus with full set) * Dielectric Oscillation Resilient Shields (20% Polaron damage resist) * Jem'Hadar Resilient Shields (10% all energy damage resist) * Omega Force Shield Array (20% Plasma damage resist) * Reman Prototype Covariant Shield Array (No damage resist) * Assimilated Regenerative Shield Array (15% Plasma damage resist) * M.A.C.O. Resilient Shield Array (10% all energy damage resist and 20% Plasma damage resist) *Honor Guard Covariant Shield Array (20% Plasma resist)
That makes four non-plasma resistant endgame shields and four plasma resistant endgame shields. Three of the four non-plasma resistant shields have resistances to specific damage types. The Reman shield is lacking in that area, but that may change in the future.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
I can see all that. I could however apply a debuff to any Borg in a large AoE range, right?
So, option C it is?
Or is it a hint of things to come?
You have correctly identified all of the available shields, but you're still not talking about the same thing.
Fixed that for you.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
this is infant my position. i have in detail explained a solution to the specific problem of the plasma resist, the fact that the shields are must have are not really a problem. i don't really like that ether, but since everyone has them its a non issue.
ya seriously. any shield but the 4 that resist plasma are so terrible they are not even considerable for use. what they do is irreverent.
I think we can understand the reasoning for sure. It wasn't something you foresaw needing... and going back to recode weapon types, or add code likely to be buggy. I can understand completely.
Just thought I would throw my vote behind Option C there.... I know that one is likely the most work. I would think though that if your systems team was to implement this capability it would be a feature in the code you could use for future items... and I dare say I could see how that would come in very handy in other titles that share the Cryptic MMO engine.
Just like the borg weapons that have a chance to proc extra dmg against the borg... you could intro duce say shields that only proc there healing effect when under fire from borg... or really any other enemy you wish.... In other titles you could add defensive shields/armour or any other item really that would only have specific procs when they face say Boss level NPCs.... In other MMOS there is gear that works exactly in that manner, and I would assume on the system side they use some type of hook that would be very much the same.
I think it would be a great feature to add to the engine. I can see all sorts of intelligent uses for such a incoming dmg tag feature. It is likely worth the time your systems team would need to invest to add it to your engine for future use.
Cmdr @Intricated
Medical Division, Alpha Squad
12th Fleet
That would actually make a lot of sense. What was that Enterprise episode...the doc, doses himself with some kind of radiation that kills the nanites. So make the shield have a 100% chance to proc an AoE (or make it debuff the attacker) debuff called "Delta(orwhatever) radiation burst" that debuffs damage for Borg.
There, we fixed the problem. What's next?
I disagree.
They're "must have" shields outside of the plasma resists for min/maxers (myself included).
We can't say the same for the general playerbase.
Would people still desire these shields if they did not have any plasma resistances? Possibly - but the easy to get, non-STF (and free of grinding) sets would be directly more competitive against them.
That's not generally desired when trying to incentivize content, especially something intended for as much repetition as the STFs were designed for.
Even the fleet gear was made as an alternative and at least one dev, and I apologize for not having a quote handy, stated the goal was not to make them compete with STF gear.
We can see what happens when the newer gear designed does not compete with something it was meant to compete (or supersede) with by simply looking at the bonuses the STF sets grant in comparison to the Borg Heal Procs.
Few people ever recommend them, or use them. (partly because the Borg procs are good, and partly because the set bonuses outside of Tet Glider are trivial or not especially powerful - the third tier powers being some of the worst offenders).
Without resistances the KHG and Omega shields in particular would only have been considered "must haves" by min/maxers. MACO I think we can make a case that its impact is visible enough even a casual player can spot its useful even if they don't immediately understand how.
Please understand, I would love to see a solution for Plasma to be a viable PvP weapon and my points above are mostly playing devil's advocate as I do not believe it's as easy as some people make it out to be to just "remove X" from a power, item, etc. simply because it makes sense in one portion of the game environment but not necessarily for another.
LOl as much as I think Softie is a noob who the hell are you to tell people to stay out of productive conversation. Oh that's right you are in the arrogant I can do anything I want pandas. My bad.
Does that mean there might be hope?
Or does that just further show where PvP sits in things?
Heck give each pc of a set a 20% bonus to [borg] procs so you could have a total of 60% increase to [borg] procs. Going from 1000 to 1600 damage isnt going to throw it off too much
E1 knows its the borg torps that are killers, not their energy weapons. Taking the resist away really isn't going to make a big difference, but increasing borg procs by this much would be a huge benefit to the pve crowd
Did you see this post over in the Tribble section?
http://sto-forum.perfectworld.com/showthread.php?t=417101
The second post in the thread linking to the changes...?
There's another thread over there talking about that 1% wep pwr proc and trying to make it more useful.
Isnt this thread about taking the plasma resist away from shields though?
Was just on what you had said about the issue being DPS rather than survivability - with the proposed changes, they're tackling survivability and DPS.
With the inclusion of the Borg Plasma Torp in that 3-set - does that mean they're going to be looking more closely at the Plasma Resist on the shield...?
That sort of thing.
edit: pesky typo
Ahh...gotcha. I get the feeling that this isn't high on their priority list, but who knows. Bort has been surprising the hell out of me lately. I'm trying to think outside the box in a way that benefits e1 including devs job of making it so
Well put.
I don't know Softie or naz or bloop, doop, derp, nor herp. I just saw someone ordering someone else not to post in an open forum when all the offending person did was attempt to provide a commonly accepted answer to the question at hand. An answer that, may I remind, J-Man himself confirmed.
This Softie fellow may indeed have offended community members in other forums threads, but no such offensive language was present in any of his comments on this thread. The only thing many of us saw was several unwarranted and arrogant sounding posts commanding this guy to stop posting in the thread.
Yes this is the internet, but civility in an open discussion is still a possibility that one should at least make an attempt to strive for.