Not sure entirely. Great for PvE. PvP, bit concerned. "You can use shield drain or shield penetration abilities to overcome the buff" - which would mean what if you are a TAC or ENG?
Not sure entirely. Great for PvE. PvP, bit concerned. "You can use shield drain or shield penetration abilities to overcome the buff" - which would mean what if you are a TAC or ENG?
Yes, this is a concern we're keeping on our radar. Hopefully players will not find it necessary to annoy one another with this power, and we can keep it in-game in its current state. If not, we may force the benefit to attach to the power only if you are targeting yourself. We'd rather not have to do that.
Actually don't do that.
There seems to be little diffence between this and other powers like placate, confuse, mask signature, etc.
Allowing teammates to put omega on me means I can tank a lot easier.
Also I'm having trouble keeping aggro away from some of my high dps fleetmates despite the threat gen console, 89 in threat control, and flying an escort. With all the higher criticals, can threat control be re-evaluated? I'd rather not switch to AP just to have a better chance of taking aggro away from a few players
Whenever you activate Shield Recharge, you have a small chance of rendering the recipient nearly immune to all shield damage for several seconds.
* For this officer, it is a 20% chance and the buff lasts 6 seconds.
* This ability sets your Shield Resistance to 99%, but Bleedthrough calculations are not affected.
* This means that incoming damage will still apply a small amount of hitpoint damage, but your shields will remain active longer.
* Your Bridge Officers will also be able to make use of this effect, if using Shield Recharge.
* Enemy abilities that damage shields directly (like Tachyon Harmonic) will still function normally - the affected shield will not have extra resistance to this type of drain.
* In PvP, an enemy that has this buff will appear to have a bubble around them. You can use shield drain or shield penetration abilities to overcome the buff.
* 20% is anything but "a small chance" for such a total overpowered nonsense to happen. Can we use 3 of that doff? will it help with the chances to proc even?
* 6 seconds duration is quite a bit long on ground too.. i somewhat expect a tac with that bubble up to wipe half if not all of a pug-team out with total impunity.
Lets see about counters..
- Drain abilities "like tachyon harmonic"... the only decent sci kit with tachyon harmonic that is being used in pvp is the borg medical analyzer.. the one thats not dropping anymore.
- Melee attacks -- melee isn't seen that much in pvp, a shotgun is almost always a better choice for close quarter combat.
so we are down to lunge, nades, mines, bomb and mortar spam.. most of that except lunge is easy to dodge so it shouldn't be hard to stay alive the whole 6 seconds of ubahness.
eh Tacs already are uber powerful with their stacking cloak on the ground and super buffs.
stop your whining it actually gives engineers a chance on the ground. to actually TANK!
A sci shouldnt be the ground tank but are by default. this will balance it a bit.
eh Tacs already are uber powerful with their stacking cloak on the ground and super buffs.
stop your whining it actually gives engineers a chance on the ground. to actually TANK!
A sci shouldnt be the ground tank but are by default. this will balance it a bit.
There is no "stacking cloak", that got removed ages ago. The issue with perfect cloak on ground is that the covert trait has been made to powerfull.
The issue with that doff in my opinion is that shield recharge is a targeted ability, im not so much worried about engineers with bubbles to tank a bit more occasionally on a random proc in combat (although i find 20% to high) but more about engineers that buff their cloaked tac buddy on the roof with that.. kit swapping also cuts the shield recharge cd into half.
Aside of that engineers could already tank well before.. rpts, recharge and if you really need a third, maco recharge do a fine job.
* In PvP, the Threat generated by a player only matters vs. Carrier Pets. And even then, only if their owner does not have any Carrier Command toggles active.
Bort there's actually another thing that threat does in PVP:
Torpedo objects (plasma bolts, heavy torps, etc) appear to retarget when their original target is killed based on previously generated threat levels of optional targets.
So, if you kill someone, then the torps "in the water" will go to their teammate with the highest threat level (within a certain range-not sure what it is).
Any Cruiser dedicated to tanking is going to have at least some ranks in threat control, and this will be the leash that lets you yank NPC attention to you right away.
On top of this there are +threat consoles that you could slot if you really felt you weren't getting enough aggro (or can't slot APD).
If 6 to 9 ranks in threat control, +300% threat on use of APD, is not enough for any captain of any endgame ship - I think they'll need to make sure they are actually firing their weapons.
I know that.
I think you might have missed what I meant. And perhaps I didn't state it well.
I was meaning for cruiser captains when applying APD to OTHER players. Applying to yourself is great, extra threat, but applying it to other ships when you're the tank?? mmm
I suppose it would allow you to control team members threat levels better. Which'll be nice (new game mechanic!), but can be griefed with.
But being able to reduce others threat is a nicer way of being able to control it though, plus you can't grief with it. Just means the tank can't take the agrro off himself.
Thats why I was suggesting one that decreases threat when applied to others. Maybe when applied to others, decreases recipients threat and boost your own at same time?
APD is a great for cruisers, but they have a hard time getting the threat level up due to lacking dps.
Feel free to peruse the link in my sig for reasoning as to why APD is the best choice for a threat power.
Quick Summary:
> APB is already better than APD in nearly every way in PvE.
> APD grants resistance to the recipient as well as a debuff to the target(s) - and functions similar to Draw Fire on the ground without the actual Threat component.
> Stacks with APB and encourages different ship classes to carry different patterns for better synergy.
I could see scramble sensors being useful if it did something useful like actually scrambling sensors but pretty much its easy to tell who your teammates are. It may put more value if scramble sensors made you maintain weapons fire, change the look of ships in your weapons range, as well as change names of player and fleet so you can't really tell who is who during its duration.
Honestly Bort, I wish the equip limit was tied to power, not specialization. There's no reason to forbid equipping 1 Astrometrics Scientist that reduces transwarp cooldown and 1 that increases the chance of getting a particle trace at the same time.
Thanks for posting this thread though. Very useful.
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
I was meaning for cruiser captains when applying APD to OTHER players. Applying to yourself is great, extra threat, but applying it to other ships when you're the tank?? mmm
Agreed.
I just don't think there will ever be a reason to put APD on someone else in any PvE situation.
1) It's only a hull resist boost, not a heal.
2) A Cruiser tank with threat, and these doffs, and APD, and any kind of BO/BFAW/HYT/TS/etc is probably going to be able to yank threat back onto themselves at which point you want the resist buff on yourself in the first place.
Tossing APD on others is really just a waste of time, and this doff will turn it into an activatable taunt clicky of sorts.
You don't need to control or reduce other player's threat.
They can do that themselves with -threat control consoles, or you can simply out-threat them with a combo of items (Fleet Deflectors, Embassy consoles, Threat Control skill, APD-Taunt DOFFs) - and in some situations you might have a combination of the two.
Honestly Bort, I wish the equip limit was tied to power, not specialization.
Being tied to Dept forces players to make trade offs, otherwise I could equip 2x Attack Pattern DOFFs and 3x Evasive Maneuvers DOFFs for a total of 5 Conn officers.
Now if you want to argue that it makes no sense that you can only slot 1 astrometrics scientist because being able to transwarp faster and collect more particle traces are far from any realistic game balance concerns - that's a different story.
I, for one, will be preparing for when my teammates toss extra threat on to me with their AP:D boffs. Anyone who doesn't assume it will happen is being naive.
Defensive Triage and Perfect Shielding sound terrific.
I, for one, will be preparing for when my teammates toss extra threat on to me with their AP:D boffs. Anyone who doesn't assume it will happen is being naive.
My cruiser goes into SB 234 with 6 ranks of threat control and BFAW anyway, the whole team could toss threat on me and it wouldn't change anything.
As for escorts, you can only aggro things you are actually shooting and I've never been in SB 24 as an Escort without full threat of whatever I was shooting.
* 20% is anything but "a small chance" for such a total overpowered nonsense to happen. Can we use 3 of that doff? will it help with the chances to proc even?
* 6 seconds duration is quite a bit long on ground too.. i somewhat expect a tac with that bubble up to wipe half if not all of a pug-team out with total impunity.
Lets see about counters..
- Drain abilities "like tachyon harmonic"... the only decent sci kit with tachyon harmonic that is being used in pvp is the borg medical analyzer.. the one thats not dropping anymore.
- Melee attacks -- melee isn't seen that much in pvp, a shotgun is almost always a better choice for close quarter combat.
so we are down to lunge, nades, mines, bomb and mortar spam.. most of that except lunge is easy to dodge so it shouldn't be hard to stay alive the whole 6 seconds of ubahness.
You can use three of the current Diagnostic Engineers (that boost damage with Equipment Diagnostics) so I suspect we will be able to use 3 of this DOff. And if it's like other DOffs, that means three 20% chances for a bubble every 12 seconds.
I was excited because I have an engineer that I've been using the Equipment Technician on, but your post about buffing Tacs is certainly something to think about. Something terrifying.
As far as mines go... the description (copied from STO wiki but I think the same in game) says: "Shields drastically reduce the effects of kinetic damage". So that really leaves lunge as a viable counter.
Being tied to Dept forces players to make trade offs, otherwise I could equip 2x Attack Pattern DOFFs and 3x Evasive Maneuvers DOFFs for a total of 5 Conn officers.
I do admit that it would require more work to have restrictions based on power rather than on an officer's job title for exactly that type of reason, but they already do this with Warfare Specialists anyway.
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
Creating a Medical Generator has a chance of also creating a Shield Generator, and vice versa.
* For this officer, it is a 40% chance.
* This power is fairly self-explanatory, but unique in that it amplifies two different powers with a single officer: Shield Generator and Medical Generator.
* Having this active can allow you to more quickly assemble defensive arrangements.
* It will also function with Bridge Officer fabrications.
* There is no real counter to this, other than destroying the generator that is created.
As a guy who mainly plays PvE, this sounds really cool for my Fed engineer. Would like to get my hands on this one the most. :-)
"We are smart." - Grebnedlog
Member of Alliance Central Command/boq botlhra'ghom
You can use three of the current Diagnostic Engineers (that boost damage with Equipment Diagnostics) so I suspect we will be able to use 3 of this DOff. And if it's like other DOffs, that means three 20% chances for a bubble every 12 seconds.
I was excited because I have an engineer that I've been using the Equipment Technician on, but your post about buffing Tacs is certainly something to think about. Something terrifying.
As far as mines go... the description (copied from STO wiki but I think the same in game) says: "Shields drastically reduce the effects of kinetic damage". So that really leaves lunge as a viable counter.
Well, it's a trick that would require teamwork.
I like the transporter guy. I'd love to try using him. The biologist sounds ok, I'd want one more because it's a Vorta though. Armed boarders sounds like fun. Neural Spike sounds fun to use, but also It's a Research Lab, and I love those. To me "too many" researchers means more than 9.
I do admit that it would require more work to have restrictions based on power rather than on an officer's job title for exactly that type of reason, but they already do this with Warfare Specialists anyway.
No, we don't. Warfare Specialist - Space and Warfare Specialist - Ground are two separate specializations, each with an Equip Limit of 1.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Would it be possible to change the system to work based on power rather than specialty? I know it'd take some reprogramming, I'm not sure how much though.
100% (double) Increased Threat Generation for the target of your Attack Pattern Delta. The bonus from multiple copies of this officer is capable of stacking to generate even more extra Threat.
* Since AP: Delta debuffs any enemy that hits the target affected by it, this Doff increases the likelihood that enemies will turn their fire upon that target.
* AP: Delta can be used on yourself or your allies, so this buff can also be used to increase the Threat generation of a teammate.
* Since Doffs obtained from a Lock Box are not unique, it's possible to obtain many copies of this officer. The equip limit on Security Officers is 3, so the maximum benefit you can gain from this is 300% Threat Generation.
* In PvP, the Threat generated by a player only matters vs. Carrier Pets. And even then, only if their owner does not have any Carrier Command toggles active.
First off, thank you very much! Anything that helps me cruiser tank is greatly appreciated. However, not to be ungrateful, but I really wish this was done without restricting it to a doff. I mean, I need every doff I can get for my other skills and abilities. Now it's another doff sacrifice, or two, just to be able to do the job an engi cruiser should be able to do naturally. Please consider adding +Th directly to APD w/o the need of a doff.
Yes, this is a concern we're keeping on our radar. Hopefully players will not find it necessary to annoy one another with this power, and we can keep it in-game in its current state. If not, we may force the benefit to attach to the power only if you are targeting yourself. We'd rather not have to do that.
Why not have a small DR bonus that stack for each ship firing on the target that have been buffed with Delta, as part of Delta Taunt? That way if anyone start abusing the Delta Taunt for griefing, you then have an option to make the Delta Taunt useful for the 'victim' without making it only self-target to rein it in.
Comments
Really like the Assault Squad Officer - Space - "Armed Boarders" changes.
Neat, to the point of perhaps resurrecting this power
Biologist - Space - "Scrambled Readiness"
Bit concerned as there was a fairly respected gentleman's agreement in regards to the use of this power in PvP.
Diagnostic Engineer - Ground - "Perfect Shielding"
Not sure entirely. Great for PvE. PvP, bit concerned. "You can use shield drain or shield penetration abilities to overcome the buff" - which would mean what if you are a TAC or ENG?
Melee attacks, Lunge, Photon Grenades, Plasma Grenades, Chroniton Mines, Transphasic Bomb, and Quantum Mortar.
Guess who pvped ground late season 2
WORST doff ever for Ground PvP
^ EXACTLY
there's nothing you can do then as TAC......
just another cryptic fail imo
Actually don't do that.
There seems to be little diffence between this and other powers like placate, confuse, mask signature, etc.
Allowing teammates to put omega on me means I can tank a lot easier.
Also I'm having trouble keeping aggro away from some of my high dps fleetmates despite the threat gen console, 89 in threat control, and flying an escort. With all the higher criticals, can threat control be re-evaluated? I'd rather not switch to AP just to have a better chance of taking aggro away from a few players
* 20% is anything but "a small chance" for such a total overpowered nonsense to happen. Can we use 3 of that doff? will it help with the chances to proc even?
* 6 seconds duration is quite a bit long on ground too.. i somewhat expect a tac with that bubble up to wipe half if not all of a pug-team out with total impunity.
Lets see about counters..
- Drain abilities "like tachyon harmonic"... the only decent sci kit with tachyon harmonic that is being used in pvp is the borg medical analyzer.. the one thats not dropping anymore.
- Melee attacks -- melee isn't seen that much in pvp, a shotgun is almost always a better choice for close quarter combat.
so we are down to lunge, nades, mines, bomb and mortar spam.. most of that except lunge is easy to dodge so it shouldn't be hard to stay alive the whole 6 seconds of ubahness.
stop your whining it actually gives engineers a chance on the ground. to actually TANK!
A sci shouldnt be the ground tank but are by default. this will balance it a bit.
There is no "stacking cloak", that got removed ages ago. The issue with perfect cloak on ground is that the covert trait has been made to powerfull.
The issue with that doff in my opinion is that shield recharge is a targeted ability, im not so much worried about engineers with bubbles to tank a bit more occasionally on a random proc in combat (although i find 20% to high) but more about engineers that buff their cloaked tac buddy on the roof with that.. kit swapping also cuts the shield recharge cd into half.
Aside of that engineers could already tank well before.. rpts, recharge and if you really need a third, maco recharge do a fine job.
www.divisionhispana.com
Bort there's actually another thing that threat does in PVP:
Torpedo objects (plasma bolts, heavy torps, etc) appear to retarget when their original target is killed based on previously generated threat levels of optional targets.
So, if you kill someone, then the torps "in the water" will go to their teammate with the highest threat level (within a certain range-not sure what it is).
I think you might have missed what I meant. And perhaps I didn't state it well.
I was meaning for cruiser captains when applying APD to OTHER players. Applying to yourself is great, extra threat, but applying it to other ships when you're the tank?? mmm
I suppose it would allow you to control team members threat levels better. Which'll be nice (new game mechanic!), but can be griefed with.
But being able to reduce others threat is a nicer way of being able to control it though, plus you can't grief with it. Just means the tank can't take the agrro off himself.
Thats why I was suggesting one that decreases threat when applied to others. Maybe when applied to others, decreases recipients threat and boost your own at same time?
APD is a great for cruisers, but they have a hard time getting the threat level up due to lacking dps.
Agreed
Thanks for posting this thread though. Very useful.
Joined January 2009
Agreed.
I just don't think there will ever be a reason to put APD on someone else in any PvE situation.
1) It's only a hull resist boost, not a heal.
2) A Cruiser tank with threat, and these doffs, and APD, and any kind of BO/BFAW/HYT/TS/etc is probably going to be able to yank threat back onto themselves at which point you want the resist buff on yourself in the first place.
Tossing APD on others is really just a waste of time, and this doff will turn it into an activatable taunt clicky of sorts.
You don't need to control or reduce other player's threat.
They can do that themselves with -threat control consoles, or you can simply out-threat them with a combo of items (Fleet Deflectors, Embassy consoles, Threat Control skill, APD-Taunt DOFFs) - and in some situations you might have a combination of the two.
Being tied to Dept forces players to make trade offs, otherwise I could equip 2x Attack Pattern DOFFs and 3x Evasive Maneuvers DOFFs for a total of 5 Conn officers.
Now if you want to argue that it makes no sense that you can only slot 1 astrometrics scientist because being able to transwarp faster and collect more particle traces are far from any realistic game balance concerns - that's a different story.
Defensive Triage and Perfect Shielding sound terrific.
equal parts cynical and helpful
My cruiser goes into SB 234 with 6 ranks of threat control and BFAW anyway, the whole team could toss threat on me and it wouldn't change anything.
As for escorts, you can only aggro things you are actually shooting and I've never been in SB 24 as an Escort without full threat of whatever I was shooting.
DHCs + CSV = the original threat control.
God, lvl 60 CW. 17k.
You can use three of the current Diagnostic Engineers (that boost damage with Equipment Diagnostics) so I suspect we will be able to use 3 of this DOff. And if it's like other DOffs, that means three 20% chances for a bubble every 12 seconds.
I was excited because I have an engineer that I've been using the Equipment Technician on, but your post about buffing Tacs is certainly something to think about. Something terrifying.
As far as mines go... the description (copied from STO wiki but I think the same in game) says: "Shields drastically reduce the effects of kinetic damage". So that really leaves lunge as a viable counter.
I do admit that it would require more work to have restrictions based on power rather than on an officer's job title for exactly that type of reason, but they already do this with Warfare Specialists anyway.
Joined January 2009
As a guy who mainly plays PvE, this sounds really cool for my Fed engineer. Would like to get my hands on this one the most. :-)
"We are smart." - Grebnedlog
Member of Alliance Central Command/boq botlhra'ghom
I like the transporter guy. I'd love to try using him. The biologist sounds ok, I'd want one more because it's a Vorta though. Armed boarders sounds like fun. Neural Spike sounds fun to use, but also It's a Research Lab, and I love those. To me "too many" researchers means more than 9.
My character Tsin'xing
No, we don't. Warfare Specialist - Space and Warfare Specialist - Ground are two separate specializations, each with an Equip Limit of 1.
Cryptic - Lead Systems Designer
"Play smart!"
My character Tsin'xing
First off, thank you very much! Anything that helps me cruiser tank is greatly appreciated. However, not to be ungrateful, but I really wish this was done without restricting it to a doff. I mean, I need every doff I can get for my other skills and abilities. Now it's another doff sacrifice, or two, just to be able to do the job an engi cruiser should be able to do naturally. Please consider adding +Th directly to APD w/o the need of a doff.
Completed Starbase, Embassy, Mine, Spire and No Win Scenario
Nothing to do anymore.
http://dtfleet.com/
Visit our Youtube channel
Not I, good sir, for I did not start playing until Season 5.
My character Tsin'xing
Completed Starbase, Embassy, Mine, Spire and No Win Scenario
Nothing to do anymore.
http://dtfleet.com/
Visit our Youtube channel