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New EPTx version (4.14.2013) Forces Cruisers into EPTS 1

ussultimatumussultimatum Member Posts: 0 Arc User
Emergency Power-class abilities:
  • The shared cooldown between two Emergency Power-type abilities of the same type has been reduced from 30 seconds down to 20 seconds.
    • Example: Emergency Power to Shields I and Emergency Power to Shields II

Issues with this:


1) Forces a 10s gap if you wish to run 2 copies each of EPTx and EPTy
2) Forces cruisers to run EPTS 1, as running higher versions would push them to either incur a 10s gap in coverage (see #1) OR simply leave their excess of Ensign Engineering slots blank OR run multiple copies of ET 1, which is generally much worse than ET 2/3.




I really don't think the goal of this change was to negatively impact Cruisers, and I really hope it was not.


I do feel however, that this is exactly what the current version of EPTx will do.








Some examples for reference:



Galaxy Class/Fleet Galaxy

CMD ENG

LTC ENG
ENS ENG


= 3 Ensign and 2 Lt Eng Stations



Excelsior/Fleet Excelsior


CMD ENG
LT ENG
ENS ENG


= 3 Ensign and 2 Lt Eng Stations



Sovereign/Gal-X/Fleet Heavy Cruiser-R


CMD ENG
LTC ENG


= 2 Ensign & 2 Lt Eng Stations




If you really want to go the current route, then you have no choice but to completely revamp lower tier engineering boff station powers and the tangled mess of shared cooldowns that rule them all.
Post edited by ussultimatum on
«13456

Comments

  • denizenvidenizenvi Member Posts: 0 Arc User
    edited April 2013
    I don't think 'gapless coverage' was ever intended on these powers. But less coupled low-tier powers would be handy. Maybe add new ones, and some to Tac too.
    Take a look at my Foundry missions!

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  • seekerkorhilseekerkorhil Member Posts: 472
    edited April 2013
    My proposed fix for the new EPTX dilemma.

    25 sec duration
    45 sec cooldown
    30 sec shared cooldown WITH THE SAME EPT SKILL ONLY

    remove the shared cooldowns between the EPTX skills.

    So an escort can run 1x EPTS with uptime of 25/45
    Any ship can run 2x EPTS with uptime of 50/60
    Cruisers can run 2x EPTS and 2x EPTW with uptimes of 50/60.

    Due to the name it still isnt ideal that you can run 2 different skills called "Emergency Power to ...." simultaniously, however its the best we can do given the skills available at ensign engineer rank.

    I think this achieves what the dude in charge was trying to achieve.:)

    Discuss.
  • superherofansuperherofan Member Posts: 342 Arc User
    edited April 2013
    I think it would be a great idea to either get rid of the shared cooldown for different emergency powers or more radically lower it. The Ensign Engineering powers are the WORST because of the cooldown issues with four options cooling down each other and one that cools down two other really required powers.

    Either that or starting adding a few more Engineering powers.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited April 2013
    denizenvi wrote: »
    I don't think 'gapless coverage' was ever intended on these powers. But less coupled low-tier powers would be handy. Maybe add new ones, and some to Tac too.

    I'm pretty sure Snix designed them to be exactly that, gapless coverage.



    The thing you are missing is that with the new design, Escorts and Sci ships or Cruisers running EPTS 1 x 2 are all fine.

    They will only have 5s downtime.




    A cruiser attempting to run 2x EPTW 1 and 2x EPTS 2 or 3 on the other hand incurs double the gap, at 10s.

    So a Cruiser, building itself the way many cruisers do, will be penalized OR they can simply only run EPTS 1 and not EPTS 3 - because then they'd have nothing to fill all of their ensign stations.
  • havamhavam Member Posts: 1,735 Arc User
    edited April 2013
    the OP makes sense, if there were a plan @cryptic HQ. The elite fleet gear, tax trait buffs and eptx fiddling show that this is not the case.

    The op is right in his assessment. Systems you are blindly and one sidedly messing with parts of the game. All of this looks like random fiddling around, without rhyme or reason, and without any proof whatsoever that you are willing and capable of addressing even the most basic broken skills abilities and items (subsystem repair skill and f@w come to mind).

    WAD
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited April 2013
    My proposed fix for the new EPTX dilemma.

    25 sec duration
    45 sec cooldown
    30 sec shared cooldown WITH THE SAME EPT SKILL ONLY

    remove the shared cooldowns between the EPTX skills.

    So an escort can run 1x EPTS with uptime of 25/45
    Any ship can run 2x EPTS with uptime of 50/60
    Cruisers can run 2x EPTS and 2x EPTW with uptimes of 50/60.

    Due to the name it still isnt ideal that you can run 2 different skills called "Emergency Power to ...." simultaniously, however its the best we can do given the skills available at ensign engineer rank.

    I think this achieves what the dude in charge was trying to achieve.:)

    Discuss.

    I like the sound of non-shared cooldown between EPTX abilities.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • hroothvitnirhroothvitnir Member Posts: 322
    edited April 2013
    I find it funny in a sorta gruesome way that the general players base reaction to these changes is rather closely following the stages of loss, with most now hitting the bargaining portion.

    I'm hard headed however and quite squarely remain in anger with; your second change to the proposed system proves you are of mind to make the system behave in a way that does not take into account the amount of burst damage that can be generated at will by some player captain ship combinations and are attempting to alter systems in an incorrect order.
    Burst must be addressed before or preferably simultaneously with any change to a defensive system.

    Oh also if the changes go as is, I introduce you to the best shield tank in the game
    http://skillplanner.stoacademy.com/?build=bestshieldtanktribble_0

    3 tec doffs, one fransis D, and one doesnt matter.
    welcome to epts3 every 20 seconds for continuous coverage and as a bonus omega3 at cooldown as well plus it has all that wonderful super burst capacity to paste anything in the 5 seconds they lack a epts#. GG systems
  • bareelbareel Member Posts: 3 Arc User
    edited April 2013
    I find it funny in a sorta gruesome way that the general players base reaction to these changes is rather closely following the stages of loss, with most now hitting the bargaining portion.

    I'm hard headed however and quite squarely remain in anger with; your second change to the proposed system proves you are of mind to make the system behave in a way that does not take into account the amount of burst damage that can be generated at will by some player captain ship combinations and are attempting to alter systems in an incorrect order.
    Burst must be addressed before or preferably simultaneously with any change to a defensive system.

    Oh also if the changes go as is, I introduce you to the best shield tank in the game
    http://skillplanner.stoacademy.com/?build=bestshieldtanktribble_0

    3 tec doffs, one fransis D, and one doesnt matter.
    welcome to epts3 every 20 seconds for continuous coverage and as a bonus omega3 at cooldown as well plus it has all that wonderful super burst capacity to paste anything in the 5 seconds they lack a epts#. GG systems

    The best part of that is the lack of two ensign engineer abilities!
  • gpgtxgpgtx Member Posts: 1,579 Arc User
    edited April 2013
    i saw it and LOL'd

    if any thing that right there is proof of the issue with the ensign engineer abilities
    victoriasig_zps23c45368.jpg
  • cha0s1428cha0s1428 Member Posts: 416 Arc User
    edited April 2013
    gpgtx wrote: »
    i saw it and LOL'd

    if any thing that right there is proof of the issue with the ensign engineer abilities

    Pfft, what are you talking about, you can totally throw 2 copies of Engineering Team in there! :rolleyes:

    Come on Devs, this change is detrimental and we all know it.

    Given the JUST the changes to EPtE , Aux, and Weapons, Without the whole clunky cooldown trainwreck, would have been amazing.

    The turn rate buff from EPtE was actually quite substantial and would be a viable option for some cruiser builds to get. However without being able to cycle EPtS alongside anything else, you have now put those options out of reach.

    It is ridiculous and the vast majority of players know it, which is why we have had a few days now of it being the number one issue on multiple threads in multiple locations.

    Please fix this nonsense soon.
  • blakes7tvseriesblakes7tvseries Member Posts: 704 Arc User
    edited April 2013
    Some things don't need messing with
    download.jpg
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited April 2013
    I came across an interesting post by mancom, it's very relevant to this issue and makes sense to have it here.


    http://sto-forum.perfectworld.com/showpost.php?p=9221681&postcount=362

    mancom wrote:
    Something for the devs to read: Upcoming Balance Changes in Season 1.2

    This is Cryptic's explanation of the S1.2 cooldown system. It even explicitly mentions that 100% uptime (with two copies) on things like EPtS was intended.

    Devs who mess with the cooldown system should read this and the related Duration / Recharge Category System Incoming on Tribble post (not online anymore due to forum deletions, but you can still find it on archive.org) to understand what the original foundation of the current system is, since apparently they have no meaningful firsthand knowledge of the system from playing the game.
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited April 2013
    The thing you are missing is that with the new design, Escorts and Sci ships or Cruisers running EPTS 1 x 2 are all fine.
    Well, at least most PvP healboat cruisers are going to be okay, but the PvE Cruiser is now deader than dead. You can't tank any better than an Escort, since you can't run anything they can't and aren't, and now you are completely toothless.
    So a Cruiser, building itself the way many cruisers do, will be penalized OR they can simply only run EPTS 1 and not EPTS 3 - because then they'd have nothing to fill all of their ensign stations.
    The final death of the PvE Cruiser, yes.
    [SIGPIC][/SIGPIC]
  • starboardnacellestarboardnacelle Member Posts: 67 Arc User
    edited April 2013
    To all of you who are saying Cryptic should remove shared cooldowns from the different Emergency Power to System abilities, did you ever stop to think that it would make Escorts' speed tanking even better than it already is? Emergency Power to Shields would give them shield damage resistance, and the speed boost from Emergency Power to Engines running at the same time would increase their evasion. Patrol Escorts and Blockade Runner Escorts would become insanely durable.

    I would only support that change if Cryptic also removed the speed and damage resistance bonuses from Attack Pattern Omega.
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited April 2013
    Well, the amount of defense one gets from speed is sort of capped, and most escorts can already reach that cap. It would seem like the way the system presently works on Live had a logic of its own that is rapidly becoming apparent, and perhaps it would be best not to change anything at all, unsurprisingly.

    Bad ideas like this happen when you sack the guy who made the system in the first place and replace him with someone else who has no idea what is going on and doesn't actually play the game...
    [SIGPIC][/SIGPIC]
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited April 2013
    To all of you who are saying Cryptic should remove shared cooldowns...

    I'm not asking them to remove shared cooldowns.

    I'm asking them to put the cooldowns either back the way it was (along with the benefits), or reduce the shared cooldown so EPTx powers can continue to function as they have since, what is it, S1.2?



    You can't just muck about with the cooldowns of such foundational abilities like EPTx without taking into consideration the adverse effects or why those cooldowns were designed like that in the first place.


    The goal was to make these powers "more dynamic", the result will be "less dynamic" as the vast majority of players simply continue to chain EPTS x2 and the other 3 EPTx abilities end up either sidelined by most builds or only utilized situationaly by a small handful of outlier builds that can actually make use of them.


    Considering the EPTx family is actually a bread and butter BOFF ability tree within Engineering, that would be a terrible shame.



    I like the driving motivation behind the improvement of the other EPTx abilities, and in fact I'd like to think I helped jumpstart that conversation.

    On the other hand, making EPTx & EPTy worse to use for cruisers is not the way to do it.
  • tinkerstormtinkerstorm Member Posts: 853 Arc User
    edited April 2013
    It's a monstrously huge mistake for them to even think about making changes to game mechanics at the same time they are adding a big game update like the Romulan fraction.
  • gralerongraleron Member Posts: 221 Arc User
    edited April 2013
    You can't just muck about with the cooldowns of such foundational abilities like EPTx without taking into consideration the adverse effects or why those cooldowns were designed like that in the first place.

    The goal was to make these powers "more dynamic", the result will be "less dynamic" as the vast majority of players simply continue to chain EPTS x2 and the other 3 EPTx abilities end up either sidelined by most builds or only utilized situationaly by a small handful of outlier builds that can actually make use of them.

    Considering the EPTx family is actually a bread and butter BOFF ability tree within Engineering, that would be a terrible shame.

    For Eng / Cruisers, the current changes bring a level of frustration that likely would only be exceeded if the devs decided to make Tac abilities "more dynamic" by putting all the weapon buffs on the same global cooldown.
    Vice Admiral Elaron, USS Hard Light
  • anarricanarric Member Posts: 13 Arc User
    edited April 2013
    The new changes most definitely force Cruisers into EPtS1. I focus on a PvE tanking building so being able to keep EPtS running is a HUGE focus. For what I'm doing, I found a way to work around this unfortunate change. It's definitely not ideal, and it's a shame as the new EmPowers are nice

    Using the Operations Odyssey Cruiser
    Ensign Universal > EPtS1 A
    Commander > EPtS1 B RSP1 EPtS3 RSP 3

    start EPtS3
    2 copies EPtS1 start 20 sec cd
    pop EPtS1A after 20 sec
    EPtS3 has 25 seconds left
    pop EPtS1B after 20 seconds
    EPtS3 resets to 20 seconds
    After the Bs duration, EPtS3 will be ready to reuse.

    This is awkward as it puts two cycles of EPtS1 with every one use of EPtS3, instead of being able to chain one after the other like we can now.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited April 2013
    Oh also if the changes go as is, I introduce you to the best shield tank in the game
    http://skillplanner.stoacademy.com/?build=bestshieldtanktribble_0

    i like how you used all your ens eng skills as effectively as you possibly could with the new changes. to bad you have to leave them empty like that. oh well, that must be what cryptic wants you to do i guess
    cha0s1428 wrote: »
    Pfft, what are you talking about, you can totally throw 2 copies of Engineering Team in there! :rolleyes:

    tech doffs, with 2 AtB. he very, very nearly has full up time with 1 copy
  • cha0s1428cha0s1428 Member Posts: 416 Arc User
    edited April 2013



    tech doffs, with 2 AtB. he very, very nearly has full up time with 1 copy

    Hmmm perhaps my sarcasm misfired.

    You don't think I was serious do you?
  • bpharmabpharma Member Posts: 2,022
    edited April 2013
    Actually replacing BO2 with APD1 would be the best option as when APO3 is on CD for 30s APD1 can be activated not only giving you damage resistance but debuffing enemies. You'll also have 100% uptime or nearly on BO3 so you could use it every 15-20s.

    Still you're not wrong about it being the best tank in the game.

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

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    This is the last thing I will post.
  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited April 2013
    I think possibly the problem is that EPtS is too good a tanking solution as its own ability. It's a fairly strong shield heal, a fairly strong shield resist, AND it provides additional shield power for more resist and more regen, while all the other EPtX systems are kind of meh. I agree that the others needed improvement, but, as others have pointed out, the overall change has been extremely detrimental to EPtS and shield tanking in general. The thing is, this game kind of requires 100% uptime (or as close as you can get) shield resistance or there's no point in trying to tank, and it doesn't really make sense that they're changing the ONLY ability that provided this on its own.

    But if EPtS is too good, then maybe it needs to be split up. If EPtS should be a "for emergencies" ability as the name suggests, make it provide a high level of shield resistance for a short duration, maybe 15 seconds, and keep the shield heal and shield power as-is, no changes to the existing cooldown. This gives it a good anti-burst strength to it with reasonably regular usage, and brings it more in line with the other EPtX powers (which should maybe be moved up to 15 second buffs instead of 20). At the same time, a new power that provides moderate shield resistance (and maybe some bleedthrough mitigation? I'm still not sure what else this ability should have) should be introduced at the ENS/LT/LTC level so cruisers finally have some more options.

    If this is balanced right, this swings things back the way they should be: cruisers are still capable of tanking by being able to use BOTH the new shield resist ability AND EPtS in the same build, escorts and science vessels lose some of their tankiness (generally being forced to choose between EPtS and the new ability) without being super gimped. This also makes the other EPtS powers more equally desirable since EPtS is no longer a must-have, which seems to be where Cryptic is trying to go with them.

    Edit: one problem I can already see with the above suggestion is that EPtS would function maybe too similarly to RSP, not sure what I would change to fix that.

    The universe has a wonderful sense of humor. The trick is learning how to take a joke.
  • bareelbareel Member Posts: 3 Arc User
    edited April 2013
    jbmaverick wrote: »
    If EPtS should be a "for emergencies" ability as the name suggests, make it provide a high level of shield resistance for a short duration, maybe 10 seconds, and keep the shield heal and shield power as-is, no changes to the existing cooldown. This gives it a good anti-burst strength to it with reasonably regular usage, and brings it more in line with the other EPtX powers (which should maybe be moved up to 10 second buffs instead of 20).

    That is just it though, contrary to popular belief EPtS is not amazing because of how it counters 'burst' damage. TSS, RSP, TT, and those type of abilities are for that purpose.

    EPtS is amazing because of the sustain it adds, how it allows you to survive double the damage over a set period of time than you would without it. All for the super low cost of an ensign slot or two.

    Fix shield power. Fix shield resistance math. Until those two things are done there can be no balance achieved for EPtS other than it being an ability everyone takes. Just like Tac Team and it's shield distribution has become.
  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited April 2013
    bareel wrote: »
    That is just it though, contrary to popular belief EPtS is not amazing because of how it counters 'burst' damage. TSS, RSP, TT, and those type of abilities are for that purpose.

    EPtS is amazing because of the sustain it adds, how it allows you to survive double the damage over a set period of time than you would without it. All for the super low cost of an ensign slot or two.

    Fix shield power. Fix shield resistance math. Until those two things are done there can be no balance achieved for EPtS other than it being an ability everyone takes. Just like Tac Team and it's shield distribution has become.

    I do recognize that, as it currently exists, EPtS is a sustained tanking ability, not a burst tank (and again, I agree that largely belongs to RSP and TT, I wouldn't really say TSS is a good anti-burst power on its own though). I also recognize that maybe the reason EPtS is being nerfed is because it's too good, thus my suggestion, splitting it up into 2 separate powers.

    There's plenty of other things that can (and probably should) also be fixed, but since Cryptic is currently looking at the EPtX powers, my suggestion is aimed specifically at them, and most specifically at EPtS as it's the most controversial.

    The universe has a wonderful sense of humor. The trick is learning how to take a joke.
  • aeonjeanaeonjean Member Posts: 137 Arc User
    edited April 2013
    I'm confused as to why this is a big deal, using EPtS 2 puts a 30 sec cooldown on EPtS 1 currently on live. Can someone help me understand why having a 20 second cooldown instead of a 30 is worse?
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited April 2013
    I'm pretty sure Snix designed them to be exactly that, gapless coverage.

    Do the people making the changes/decisions these days even know who Snix was?
    [SIGPIC][/SIGPIC]
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited April 2013
    aeonjean wrote: »
    I'm confused as to why this is a big deal, using EPtS 2 already puts a cooldown on EPtS 1, can someone help me understand why having a 20 second cooldown instead of a 30 is worse?

    Right now on Holodeck you can run 2 copies of EPtS with no downtime between the two. After this change there's forced downtime. As stated above, this is in direct contradiction to the changes that created the shared cooldowns and other changes waaaaay back in 2010 in the first place.

    And it shoots the entire set of changes to the non-shield emergency powers in the foot. Why use Emergency Power to Engines when you now have to keep 2 copies of EPtS and never really get a chance to use one of the others in any sort of rotation anyways?

    It also makes some Cruisers have a useless ensign engineering slot because nobody has room for Engineering Team due to having to run Tactical Team.
    [SIGPIC][/SIGPIC]
  • aeonjeanaeonjean Member Posts: 137 Arc User
    edited April 2013
    Right now on Holodeck you can run 2 copies of EPtS with no downtime between the two.

    This is the part that gets me, how are you doing that? Whenever I slot two copies of EPtS 1 or two copies of EPtS 2 I always get a 45/30 second cooldown.
  • mimey2mimey2 Member Posts: 0 Arc User
    edited April 2013
    aeonjean wrote: »
    This is the part that gets me, how are you doing that? Whenever I slot two copies of EPtS 1 or two copies of EPtS 2 I always get a 45/30 second cooldown.

    Yes, and the ability last for 30 seconds, so you just simply hit the 2nd one the moment the 1st runs out.

    So...

    1. Hit first EPTS, the 2nd one goes on a 30 second CD
    2. 30 seconds later, hit 2nd EPTS, and the first one (which would be at 15 seconds left) goes back to 30 seconds.
    3. Repeat.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
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