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A healing idea

blznfunblznfun Member Posts: 241 Arc User
edited December 2012 in PvP Gameplay
I have an idea, and I want to run this by the PvP Community...

I find that there is a great deal of healing that can be done in PvP matches. Bottom line I am trying to make is this: Create a healing debuff. Let the players have all the healing they want, but in turn, give the opposing team a way to counter that excessive healing.

My idea is this:

Type - Bridge Officer Power
Slot - Commander, Since most ships only have one Commander level Boff Slot (Links it to the ship class, not the character class and it requires giving up something in return)
Ability - Based on type of Bridge Officer
  • Science - Ability to lower ones shield healing whether self inflicted or by a teammate
  • Engineer - Ability to lower ones hull healing whether self inflicted or by a teammate
  • Tactical - Ability to Affect Power level regeneration whether self inflicted or by a teammate (I toyed with this one in particular since Tac is kinda the odd ball out for what they do for contribution to a team setting since all it really is is damage)

All these abilities come with an immunity flag once proc'd on the enemy so the SAME type of ability can't be stacked or spammed.

This is just a basic idea, and I would really like to expand on it.

We all want balance, I think this would add balance.
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Post edited by blznfun on

Comments

  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited December 2012
    There were items (or "powers") like this in League which were pretty useful counters, and that game had little healing outside of expensive late-game builds.
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  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited December 2012
    To a degree what you're asking for is in game already.

    Off the top of my head:

    Target Aux, Power Drains, Target shields, SNB, PSW/Tric Stuns, Torp's crew killing potentional, Theta console crew killing potential, abilities like polaron and EMP which not only drain but reduce max power level cap, SNB doffs, TB doffs/Tach Beam to counter native regen, Phaser procs, tetryon procs/tet glider/cbp more shield stripping to counter modest shield repairs, confuse abilities to prevent targeting repairs on allies, VM and doffs, etc
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  • bareelbareel Member Posts: 3 Arc User
    edited December 2012
    I don't think it is as simple as healing is too strong although that is part of the issue. League also has something else called 'penetration' that reduced the penalty your damage suffered from enemies resists. Because in the end everyone running around with 50-75 % resists on shields and hull is what makes healing so silly overpowered.

    I proposed this a long time ago but I still think it would work well.
    - Give beam arrays an inherent accuracy bonus
    - Give cannons an inherent penetration, say 10-30%. Meaning if the target has 75% shield resist for the cannon at 20% penetration it would only be 60% resistance.
    - Give torpedoes hull penetration if you want but likely not needed
    Numbers just for an idea easy to tweaks

    Although that should go in addition to the heal debuff proposal but I think only for shields not hull. Perhaps an ability like:

    Extend Resonance Field: Engineer disrupts target's shields reducing all shield regeneration and healing by X. Target must be within and stay within 5km.

    Emitter Scrambler: Science scrambles targets emitter field systems applying a 50% penalty to their shield emitter.
    p2wsucks wrote: »
    To a degree what you're asking for is in game already.

    Off the top of my head:

    Target Aux, Power Drains, Target shields, SNB, PSW/Tric Stuns, Torp's crew killing potentional, Theta console crew killing potential, abilities like polaron and EMP which not only drain but reduce max power level cap, SNB doffs, TB doffs/Tach Beam to counter native regen, Phaser procs, tetryon procs/tet glider/cbp more shield stripping to counter modest shield repairs, confuse abilities to prevent targeting repairs on allies, VM and doffs, etc

    These are good points but shield stripping is pretty much useless thanks to resist skill.
  • blznfunblznfun Member Posts: 241 Arc User
    edited December 2012
    I am looking for expansion on the main idea. Lets keep it on topic.

    Lets face it the "stuff already here" is weak and doesn't do its job. There needs to be greater abilities that debuff healing specifically.
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  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited December 2012
    blznfun wrote: »
    I am looking for expansion on the main idea. Lets keep it on topic.

    Lets face it the "stuff already here" is weak and doesn't do its job. There needs to be greater abilities that debuff healing specifically.

    1. PSW and Tric stuns interrupt Extend shields and serve as a hard counter after it's initiated. Scramble Sensors confuse serves as a preemptive hard counter to Extend shields.

    2. Anything the reduces and or targets aux preemptively is a hard counter to most shield repairs/resists and is effective after someone uses Aux2Batt since it's sitting @ 5 most of the this time. This includes VM, TSSA, Polarons, EMP, Tykens w/doffs, Random Phaser procs, any pet ability that drains aux are effective.

    3. SNB removes the repair/resist buffs and puts them on a long cooldown.

    4. Not that I encourage it, but SNB doffs in high numbers will strip away shield repair/resist buffs.

    5. Shield stripping mines/Tet glider/Tetryon Procs are not resisted as well as Boff powers for w/e reason the Devs have.

    If you want more that's your opinion, but these are not weak options.
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  • blznfunblznfun Member Posts: 241 Arc User
    edited December 2012
    p2wsucks wrote: »
    1. PSW and Tric stuns interrupt Extend shields and serve as a hard counter after it's initiated. Scramble Sensors confuse serves as a preemptive hard counter to Extend shields.

    2. Anything the reduces and or targets aux preemptively is a hard counter to most shield repairs/resists and is effective after someone uses Aux2Batt since it's sitting @ 5 most of the this time. This includes VM, TSSA, Polarons, EMP, Tykens w/doffs, Random Phaser procs, any pet ability that drains aux are effective.

    3. SNB removes the repair/resist buffs and puts them on a long cooldown.

    4. Not that I encourage it, but SNB doffs in high numbers will strip away shield repair/resist buffs.

    5. Shield stripping mines/Tet glider/Tetryon Procs are not resisted as well as Boff powers for w/e reason the Devs have.

    If you want more that's your opinion, but these are not weak options.

    This still doesn't account for the super healing. When one fails, there is another to pick it up so they can continue to heal full board. That's why I proposed it the way I did.
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  • caffran607caffran607 Member Posts: 0 Arc User
    edited December 2012
    blznfun wrote: »
    I am looking for expansion on the main idea. Lets keep it on topic.

    Lets face it the "stuff already here" is weak and doesn't do its job. There needs to be greater abilities that debuff healing specifically.

    Your right, there are abilities that are under powered and don't perform as they should. But I think before bringing in new aspects and systems to PvP, improving all the useless under powered skills e.g Tachyon Beam that we have at the moment, whilst fixing some of the overpowered abilities like the Tier 4 shield passive (which does cause super healing) would improve the balance in PvP and reduce the number of matches where single indestructible players are able to keep everyone else alive.
  • stevehalestevehale Member Posts: 437
    edited December 2012
    blznfun wrote:
    I can't wait till the day the devs just tell the community shut up, stop your whining, do their thing and say, "This is the way its going to be..." Like it or don't. We don't care.

    For you neysayers out there that are going to say, "Then I won't play!" Good, we didn't need you anyways...


    For what it's worth, your suggestion here might be an interesting one in the future, probably at a price, in console or ship form. For the moment, I tend to agree more with Caffran607 that we need to fix what we have before we complicate it further by adding more mechanics.

    You need a firm foundation before you build upon it. We don't have that foundation right now.
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  • chancejrchancejr Member Posts: 14 Arc User
    edited December 2012
    I know this has been discussed before, but healing needs to drain energy similar to how firing energy weapons does.

    If I am sending hazzards / Transferring shield strength / aux to SIF and extending my shields to an ally... my own shields and power systems should be affected, putting my own defense at risk.
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