For those who have not noticed it yet the Emergency powers are going to be updated
http://sto-forum.perfectworld.com/showthread.php?t=615651
Systems:
Updated "Emergency Power" Bridge Officer Abilities:
The Emergency Power category of abilities has been tuned so that all four abilities are closer in utility to one another.
The duration of all Emergency Power buffs has been standardized at 20 seconds.
Emergency Power to Engines:
Increased the Flight Speed bonus of Rank 2 and Rank 3 of this ability.
Increased the duration of the Flight Speed bonus from 5 seconds up to 20 seconds.
This ability now also gives a small flat added value to Turn Speed.
Emergency Power to Auxiliary:
Modified the tooltip to display the actual amount of Starship Stealth Detection given by this ability.
This ability now gives a skill bonus to Starship Particle Generators, Starship Graviton Generators, and Subspace Decompiler for 20 seconds when used.
The Stealth and Stealth Detection attributes of this power now last 20 seconds, up from 5 seconds.
Emergency Power to Shields:
The Shield Damage Resistance and Shield Regeneration attributes of this power now last 20 seconds, down from 30 seconds.
Emergency Power to Weapons:
The Energy Weapon damage bonus of this power now lasts 20 seconds, up from 5 seconds.
The Weapon one is very much liked by me but the biggest downer is the Shields one
Comments
EPTS changes?.
Meh. It will make timing more important though some will continue to cycle it even with a dead space now.
EPTW, I like the duration increase though believe that putting emergency power to weapons should also help reduce drain.
R.I.P
First Ive heard of it.
Got links to the others?
R.I.P
Cheers,
Brandon =/\=
I like the idea of normalizing the effects to a single duration, but I think it would be wiser to normalize them all at 30 seconds, specifically so that they are all chainable back to back, and therefore do not add to the already overwhelmingly complex and mentally taxing nature of high-end STO play.
Not sure why the EPTS Nerf was necessary. I have the suspicion they want to nerf Tactical and Science captains, where as Engineers have their captain ability to plug the gap.
There's more than three, no? And it's getting damn complicated to follow them...meh.
It's also confusing because of various things being said in each one that contradicts things said in others. Good stuff...good stuff.
It makes more sense to upgrade the other powers to 30 seconds, then you can adjust as it makes sense.
Giving a huge 10 second gap in resistance coverage is just going to make people overheal to account for that.
It's almost like they want Escorts to be even more powerful in this game. :P
If this change turns out how I expect it to be, then it's a good thing I have another backup game that I'm playing.
most ships seem to operate with about 40% res to 65% res, in some cases caping out at 76% with elite resA/B shields and useing EPtS3, or a lower grade of of EPtS and a TSS. this is a problem frankly, the ease of shield res buffing is completely out of hand, the elite shields are the worst item ever introduced into the game. a general nerf is needed, not a gaping hole of death. theres enough of a yoyo problem already.
for 10 seconds you will be lucky to have between 15% res, and 30% res for those 10 seconds. every good escort player will simply kill everything in that extreamly long 10 second window with basically 0 trouble. the entire duration of CRF is 10 seconds afterall, and they wont even need all 10 seconds.
yes i have a way of knowing my exact shield res, and anyone else's exact shield res.
YOU CANT PUT A HUGE HOLE IN SHIELD RES FOR AN ENTIRE 10 SECONDS.
its a branding problem. instead drop the 'emergency' from 'emergence power to'. make it just 'power to weapons' or 'power to shields'. its excess power your ship generates, waiting for you to distribute as you see fit, on top of the basic power generation. ships are powered by both the M/AM warp core and the fusion reactors that are hooked directly to the impulse engines. the 'power to' skills could be power from those impulse generators. every ship has at least 2 impulse engines, so you can double up 2 different types of 'power to' abilities. warp core potential and efficiency just effect the warp core generated 200 base power, so it all works out perfectly for a fluff explanation of whats happening.
so, the current res buff from EPtS, those should proboly be halved. let all the bonuses run for all 30 seconds, let thier be 0 down time, and keep those new changes as is. again for all 30 seconds. for all intents and purposes, these are passive skills you have to refresh, and thats ok.
here's another thought, sci ships have innate subsytem targeting, maybe give cruisers innate emergency power too skills. those can actual be emergency power, say a +20 boost to 1 of the 4 subsystems, with a 2 minute cooldown. all completely separate from the now called 'power to' abilities. could think up something for escorts to maybe, but frankly they dont need or deserve some inate extra like this. they are already the bast chassis of ship by far. if you gave the patrol escort the assault cruisers station setup, it would be a hugely better assault cruiser then the current assault cruiser.
EPtS1 & EPtW1
00s EPtS1 (45s CD)
15s triggered CD wears off, EPtW1 (45s CD)
20s EPtS1 buff wears off
35s EPtW1 buff wears off
45s EPtS1 CD wears off, EPtS1 (45s CD)
60s triggered CD wears off/EPtW1 CD wears off, EPtW1 (45s CD)
2x EPtS1
00s EPtS1A (45s CD)
20s EPtS1A buff wears off
30s triggered CD wears off, EPtS1B (45s CD)
50s EPtS1B buff wears off
60s triggered CD wears off, EPtS1A (45s CD)
/cough
There appears to be a lot of discussion about the 2x EPtS and the 10s gap. Yep, there's a 10s gap.
What about the 25s gap for using two different EptX abilities though?
Well, you could use 3x DCE DOFFs and gamble at them reducing the CD, eh? Say you had perfect reduction...just for this example:
EPtS1 & EPtW1
00s EPtS1 (30s CD)
15s triggered CD wears off, EPtW1 (30s CD)
20s EPtS1 buff wears off
30s triggered CD wears off/EPtS1 CD wears off, EPtS1 (30s CD)
35s EPtW1 buff wears off
45s triggered CD wears off/EPtW1 CD wears off, EPtW1 (30s CD)
50s EPtS1 buff wears off
60s triggered CD wears off/EPtS1 CD wears off, EPtS1 (30s CD)
Again, that's with at least one of the DOFFs getting a proc (100% chance /cough) to reduce the CD.
So you can 2x EPtX for a 10s gap or you can run two different EPtX w/ DCE DOFFs to gamble on a 10-25s gap.
EptE: Good change.
EptA: Good change.
EptS duration change: Bad bad change.
Ill keep it simple. It brutally punishes ships like cruisers, and carriers which lack the maneuverability to disengage from combat or focus fire situations. There is no current way to midigate that level of opening to spike damage.
The abilities need to rotate as they were, or some sort of change needs to be made to these slower ships to absorb the high levels of damage that occurs in PvP.
Listen to this guy.
In that case I shall reiterate here what I said in the tribble change log thread.
I'm a cruiser flying engineering captain, and like it, so my opinions are from that perspective.
I like the buff these emergency powers have gotten:
- EPtW will finally be something quite useful instead of a quick 5 second burst. Adds to the pressure damage we're supposed to have.
- EPtE might actually be worth trying out again.
- EPtA the extra buff to sci damage types is a nice touch
EPtS I'm not liking this too much. My suggestion would be:
Make EPtS1 last 15 seconds, EPtS2, last 20 seconds, EPtS3 last 25 seconds.
Or something to that effect.
Only then can cruisers or ships with heavier engy focus be able to have longer resist up times. nerfs non engy ships, keeps engy focused ships in good shape.
I'd possibly also add that time scaling mechanic to EPtW too, so escorts benefit less from it. Could actually just apply that mechanic to all the emergency powers imo.
Thanks for having the courage to try it... and I really hope it holds long enough to implement it.
Were these changes originally made with the assumption that there would be at worst a 2.5s gap in coverage?
How does that stand now, that it's been pointed out to actually be a 10s gap?
Why are "yo-yo" mechanics where something is either ON (HIGH) or OFF (ZERO) seemingly the preferred design as opposed to something being always on at a moderate level?
Why are you targeting baseline mechanics, such as Emergency Power cycling (and their design leads them to be cycled, not held in reserve) as opposed to targeting other runaway resistances/gear/rep passives?
Are you guys planning on re-balancing the entire system?
Because TT / EPTS are the foundation on which all survivability is based.
Change those, and you need to seriously re-evaluate the rest of the endgame.
Wrong Wrong Wrong Wrong Wrong Wrong.......
Dev Listen Up Cause I Am Only Going Say This Once Your Propsed Change Is Going Break Your Game Go Back To The Drawing Board>>>>>>>mkay....
As much as i dont like to agree with Pandas "Are you guys planning on re-balancing the entire system?
Because TT / EPTS are the foundation on which all survivability is based.
Change those, and you need to seriously re-evaluate the rest of the endgame." hes wright you start messing with that you better be rebalanceing everything you sure you wana open that can of worms??
Hmm I prefer chain nerf over neverending power creep tbh.
I'm a bit ambivalent over this. The Dragon build is effectively dead with this, and that means even less useful uses for Eng slots.
I made the switch to battlecruisers only half a year ago, and it seems to keep paying off. There's just too many Eng slots on Fed ships. KDF BCs don't seem to suffer from this problem at least, and unlike Fed cruisers they don't keep getting replaced by the next update.
Karfi, Guramba, Tor'kaht. That's 3 fleet purchases and 2 C-stores setting up all my KDF mules for life.
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Support the "Armored Unicorn" vehicle initiative today!
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Assumptions:
1. With 99 in "Starship Electro-Plasma Systems", EPtW1 grants +22.4 to weapon power.
2. Each unit of weapon power adds 2% of the base damage of the weapon.
3. The damage bonus from EPtW1 adds 10% of the base damage of the weapon.
4. Old EPtW1: damage bonus lasts 5 seconds, weapon power bonus lasts 30 seconds.
5. New EPtW1: damage bonus lasts 20 seconds, weapon power bonus lasts 20 seconds.
Gain from increased duration of damage bonus: 0.1 * (20 - 5) = 1.5
Loss from decreased duration of weapon power bonus: 0.02 * 22.4 * (30 - 20) = 4.48
Note: This is not as reliable as testing, since there may be something wrong with my assumptions.
I really like Eradicators idea of scaling durations for different slots. Let lower level engineers use it for a burst of firepower/survivability/speed, while higher level slots give you better sustain/pressure. I'd also like to see (if it's possible) these emergency power abilities push past the power cap, to give brief spurts of proper "give it everything she's got". Even if this means a longer cooldown.
100% agree. And this is really sad, because TT in it's current state renders the entire shield facing mechanic completely redundant.
There are already at least three tractor break skills in the game, all of which are useful in their own right. We don't need another one.
Since I primarily use EPtS, I suspect this is going to be a pretty big nerf, and I won't like it much, but at least these powers will be easier to understand.
This might be an opportunity to change the Engineer space trait from that battery boosting "meh" to perhaps extending the duration of EPtX powers for engineers.
1. Every battle where you would get poped in 5 seconds without that buff is a emergency
2.Why not just rename it
This game is turning into escort online and im sorry but im looking for sto. While cruisers tanking buffs get nerfed eptw gets buffed further -_-. I can take escorts being a little op but if you nerf cruisers im out. Escorts dont fit my play style and cruisers would be too weak. And yah thats what i have to say... guess i should just enjoy my last few days of sto... it was good while it lasted though...:( I pray this wont happen i really do but.....
A good start the time changes needed to happen as shields was way out of line with any other eptx power. However, theres gonna need to be some testing, and most defiantly in pvp as you can get away with gaps in PvE as the borg dont watch your power timers. A team of players will however flay you alive the moment your shield resists drop.
You can either fix this by some further mods to epts or I think the best but more painful route of changing how base shields behave.
Atm I hate how you must have epts# up and running 100% or you will explode in the next 3 seconds in high difficulty's or even more so PvP. I would like epts not to be a must absolutely have. And atm it is not because the others suck which they did, but because if you dont you die pitifully.
I think in an escort you could get away with the new change if you are evasive as hell and KHG shield + rom passive to reduce incoming hits. So you could technically just push escorts into a new playstyle while everyone else drops their pants every 20 seconds. Thats bad try an avoid that outcome.
In the release notes Dontdrunk and many other people outine the primary problem with the latest change and I agree with them. I think that the whole shield resistance system needs a bit of a rework instead of just simply making EPTS# the must cycle power it is atm for the majority of builds.
As has been discussed, tampering with baseline abilities is downright risky, and places a disproportionately greater burden on the less-equipped, increasing the bar to entry for activities like PvP and harder PvE events.