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[Legacy of Romulus] Emergency Power to X being updated on Tribble

verlaine11verlaine11 Member Posts: 0 Arc User
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
Post edited by verlaine11 on
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Comments

  • edited April 2013
    This content has been removed.
  • pantsmaster916pantsmaster916 Member Posts: 97 Arc User
    edited April 2013
    C'mon... 3 different threads on this already?
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited April 2013
    I like the changes to EPTE and EPTA.

    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.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited April 2013
    C'mon... 3 different threads on this already?

    First Ive heard of it.
    Got links to the others?
    Leonard Nimoy, Spock.....:(

    R.I.P
  • pwebranflakespwebranflakes Member Posts: 7,741
    edited April 2013
    Please leave your feedback about these changes in this thread, including results of any testing. The systems team will be checking in on this thread often and will read and consider your feedback.

    Cheers,

    Brandon =/\=
  • guriphuguriphu Member Posts: 494 Arc User
    edited April 2013
    The EPTS changes will penalize players with less skill very heavily while leaving players with lots of skill more or less as they are now. It may well be a good balance decision, but at the same time I worry that it is a poor game design decision for STO, where the difficulty curve is already extraordinarily steep.

    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.
  • superherofansuperherofan Member Posts: 342 Arc User
    edited April 2013
    Can you please, please, pretty please add a tractor break to Emergency Power to Engines? I really think it would add utility to the power and the Engineering branch should have a power that does it.
  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited April 2013
    It is like the devs are trying to add some balance to the game, but from our point of view it looks like someone wildly swinging and trying to hit a pinata, missing 9 out of 10 hits....

    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.
    Fed: Eng Lib Borg (Five) Tac Andorian (Shen) Sci Alien/Klingon (Maelrock) KDF:Tac Romulan KDF (Sasha) Tac Klingon (K'dopis)
    Founder, member and former leader to Pride Of The Federation Fleet.
    What I feel after I hear about every decision made since Andre "Mobile Games Generalisimo" Emerson arrived...
    3oz8xC9gn8Fh4DK9Q4.gif





  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2013
    I'll quote my post from this thread ( http://sto-forum.perfectworld.com/showthread.php?p=9158771 ) here then (and delete this part from there):
    .../snip

    applied to something else in that thread

    .../snip

    I know the focus is somewhat on EPtS/EPtW... the thing that stands out to me though is the EPtA.

    Consider the following, eh?

    Fleet Nimbus
    125 Aux Power
    9 in Sensors (99 Sensors)
    5x Mk XII VR Sensor Probes (+30 Sensors each)
    Astrophysicist Trait (+10 Sensors)
    Ionized Gas Sensor (+19 Sensors)
    Jem'Hadar Deflector Mk XI (+1.5% StealthSight - yes, it's bugged - tooltip says +1.0%)

    Say you've got 9 EPS...and...maybe some EPS boosting gear as well.

    So now you hit EPtA1/2/3? You hit Sensor Scan?

    Look at what your Stealth Detection Rating is going to be for 20s.

    Sure, you're going to eat the CD on Sensor Scan - but you'll have that 20s of the EPtA every 30s.

    Because you're in a Sci Vessel, that 125 Aux starts you off with 150 Stealth Detection Rating. You'll have an additional 417 SDR from your 278 Sensors. So you're base SDR so far is 567. Let's add in the 150 SDR from the Jem Deflector (yes, should be 100 - but it's bugged - pull it/put it back - tada)...so now we're at 717 SDR.

    For this example, I'll just use the EPtA1, eh? So that's another +100 SDR for 20s now. So we're at 817 SDR.

    What about the Sensor Scan III? It provides a base +2.5% StealthSight that is modified based on Sensors Skill. With 278 Sensors, we'd be looking at +9.45% (might be 9.4 or 9.5 depending on how the system rounds - but we don't care about that) StealthSight...or...an additional 945 SDR - taking us to: 1762 SDR

    But wait, what does that mean?

    Going with the unskilled, 50 Aux, standard cloak guy - they've got a Stealth Rating of 4975.

    What's our perception during those 20s with the EPtA1 and Scan3? 5881.

    Where did that number come from?
    Perception = 5000 * (1 + (SDR/10000))
    Perception = 5000 * (1 + (1762/10000))
    Perception = 5000 * 1.1762 = 5881

    5881 - 4975 = 906 / 50 = 18.12

    What's that 18.12? That's the distance we can see that guy at: 18.12 km.

    Okay, let's say the guy's trying to be super sneaky instead of just that standard guy, eh?

    9 Stealth
    3x +30 Stealth Modules
    125 Aux Power
    Reman Advanced Deflector Mk XII
    Rom Subterfuge BOFF

    So that's going to be...

    4925 base Stealth Value
    49.5 Stealth Value from character skills
    45 Stealth Value from consoles
    125 Stealth Value from Aux Power
    30 Stealth Value from the Reman Deflector (not showing on the Cloak tooltip - bugged?)
    100 Stealth Value from the BOFF

    ...giving us a Stealth Value of 5274.5 or so.

    Let's compare our Snooper vs. our Sneaker:

    5881 - 5274.5 = 606.5 / 50 = 12.13 km.

    So for 20s, our Snooper can see our Sneaker out over 12 km.

    But wait, Sensor Scan has a 2min CD. What would it look like with just the 20s of EPtA1?

    5408.5 - 5274.5 = 134 / 50 = 2.68 km.

    20s out of every 30s. Used to 5s out of every 30s.

    20s @ 2.68 km.
    10s @ 1.68 km.

    It would be a little better with EPtA2 and EPtA3.

    Guesstimate it as 3.18/2.18 for EPtA2 and 3.68/2.68 for EPtA3.

    Those numbers may not look that large, but that's Super Snooper vs. Super Sneaker (and not even the best possible for either)...what are the odds that the Tac BoP is going to have anywhere near that Stealth Value compared to the Sci in the Sci that's tired of getting ganked having that Perception Value?

    The Sci Snooper with EPtA3 vs. the unskilled/no console Tac BoP that might be ~50 Aux?

    ~9.67 km...without the Sensor Scan. 20s out of every 30s if they choose.

    footnote: Keep in mind, that was just with VR Mk XII Sensor Probes - not UR Mk XII Romulan Sensor Probes. It was just with the Mk XI bugged Jem Deflector and not with the Mk XII Jem Deflector (not sure what the actual numbers are there). Not sure if the Reman Mk XII Deflector is just a tooltip bug. Could have probably used the Romulan Mk XII Deflector for +2% StealthSight if it's working. Didn't use UR Mk XII Romulan Stealth consoles. Didn't use QSM for Sensor skill. Didn't use a Nebula & Co. Etc, etc, etc. This was just a quick example.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2013
    C'mon... 3 different threads on this already?

    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.
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited April 2013
    The changes to EPTS are extreme to say the least.

    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. ;)
    [SIGPIC][/SIGPIC]
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited April 2013
    its not just the 18%/24%/30%, or what ever it is anymore, that you lose for 10 seconds, its all the res you get from your power level droping too.

    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.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2013
    This is without DCE DOFFs.

    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.
  • ocp001ocp001 Member Posts: 0 Arc User
    edited April 2013
    EptW: Good change.
    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.
  • sparhawksparhawk Member Posts: 796 Arc User
    edited April 2013
    its not just the 18%/24%/30%, or what ever it is anymore, that you lose for 10 seconds, its all the res you get from your power level droping too.

    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.

    Listen to this guy.
  • eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited April 2013
    Please leave your feedback about these changes in this thread, including results of any testing. The systems team will be checking in on this thread often and will read and consider your feedback.

    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.
    AFMJGUR.jpg
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited April 2013
    Great chanages.

    Thanks for having the courage to try it... and I really hope it holds long enough to implement it. :)
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited April 2013
    I've already left quite a bit of feedback in the tribble notes thread, but just a few questions.


    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.
  • chorkswaldchorkswald Member Posts: 43 Arc User
    edited April 2013
    great Chanages.

    Thanks For Having The Courage To Try It... And I Really Hope It Holds Long Enough To Implement It. :)

    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??
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  • omgrandalthoromgrandalthor Member Posts: 364 Arc User
    edited April 2013
    well if they do this there will be a lot of qq about damage so they will nerf that ect ect...
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited April 2013
    well if they do this there will be a lot of qq about damage so they will nerf that ect ect...

    Hmm I prefer chain nerf over neverending power creep tbh.
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  • khayuungkhayuung Member Posts: 1,876 Arc User
    edited April 2013
    That's what happened to tricobalts. The only ones benefitting were Ferjal frigates...

    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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  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited April 2013
    its a branding problem. instead drop the 'emergency' from 'emergence power to'. make it just 'power to weapons' or 'power to shields'.
    I'm not sure there is a branding problem: COMBAT certainly qualifies as an emergency.
    [SIGPIC][/SIGPIC]
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited April 2013
    Has anyone tested whether the increased duration of the damage bonus from EPtW actually compensates for the shorter duration of the weapon power bonus? A back-of-the-envelope calculation seems to suggest that this is not the case.

    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.
    Waiting for a programmer ...
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  • sasspectsasspect Member Posts: 0 Arc User
    edited April 2013
    Brave change, thanks for having the guts to try it, hope it works for you/us. More dynamic gameplay is always a good thing. Better than the existing auto-choice of EPTS with endless cycling. If you're going to design an ability to have a 100% uptime with cycling, just make it a passive and be done with it.

    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.
    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.
    100% agree. And this is really sad, because TT in it's current state renders the entire shield facing mechanic completely redundant.
  • voxinvictusvoxinvictus Member Posts: 261
    edited April 2013
    Can you please, please, pretty please add a tractor break to Emergency Power to Engines? I really think it would add utility to the power and the Engineering branch should have a power that does it.

    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.
  • voxinvictusvoxinvictus Member Posts: 261
    edited April 2013
    I'm interested in trying out the new changes on Tribble.

    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.
  • scramspamscramspam Member Posts: 73 Arc User
    edited April 2013
    I have been a happy member of the sto community since luanch,gone along with every change. But this time they have gone too far.... On tribble epts only has shield res for 20 seconds instead of 30,while still having 30 second cd... This will make cruisers as weak as sci vessels... Most of my toons builds depends on this and honestly i might as well just leave the gaming community rather than spend years trying to find a build that will work again just to realize i should have stoped playing in the first place.Why am i posting here? We must stop this MEGANERF right now before it hits holodeck.I have heard people say that ept skills didnt feel like emergencys.
    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.....
    PoPeRz WiLl PoPeRz Ur BoPeRz UnTilz PoPeRz GeTz GaNkz
  • hroothvitnirhroothvitnir Member Posts: 322
    edited April 2013
    Since this is the official one. copy pasta from the release notes thread.


    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.
  • gralerongraleron Member Posts: 221 Arc User
    edited April 2013
    This change is difficult to properly evaluate, as we've been teased that this might be part of a larger set of amendments. Without being able to see the larger picture, all we can really do is explain why this is bad for balance in the current meta.

    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.
    Vice Admiral Elaron, USS Hard Light
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