The amount of EWP being thrown around is going to get a whole lot worse once more and more people start to have access to T5 Elite Fleet pets.
Fixing the cleansing relationship between HE and EWP would go a long way to helping life not be so miserable once these start coating the maps.
As it currently stands, both EWP and HE apply their effects (turn/speed debuff and cleanse, respectively) in pulses. If the two pulses don't line up correctly (as happens far more often than not), you'll be cleansed of the debuff only to have it immediately reapplied. I usually find myself stuck in Warp Poo even with Hazards going off on me.
It's entirely possible to even clear the EWP cloud (with Hazards still active) and have the debuff applied.
Devs, can we find a way to fix this to give us all a huge QoL improvement and bring HE's cleanse to a WAI status?
+1 to this post. I feel lately like the name of the game should be changed to Tractor Beams and Warp Plasma Online.
Additionally I firmly believe Inertia Rating should be a factor in bot Warp Plasma and Tractor Beam disables. If a huge ship is going full speed when it hits the plasma it should coast a bit before stopping, maybe allowing it to stop outside the plasma. Similarly if a shuttle grabs a huge cruiser with a tractor beam, the shuttle should be ripped in half. Just my opinion, take it for what it's worth.
There's actually a new mod on engines over on Tribble...was it the Dynamic Engine? Bah, can't remember and haven't had my caffeine yet. 20% speed while affected by things that prevent full impulse. Have to wonder if that was just something they were toying around with, or if it is going to be added to certain engines out there.
There's actually a new mod on engines over on Tribble...was it the Dynamic Engine? Bah, can't remember and haven't had my caffeine yet. 20% speed while affected by things that prevent full impulse. Have to wonder if that was just something they were toying around with, or if it is going to be added to certain engines out there.
Doesn't everything prevent Full Impulse? Or do you mean full speed?
Doesn't everything prevent Full Impulse? Or do you mean full speed?
From sector space...
Dynamic Reroute Impulse Engines Mk VI
+14.7 Flight Speed
+0.49 Flight Turn Rate
+20% Flight Speed when environmental hazards prevent use of Full Impulse
Full Impulse: +79.6 Flight Speed
It's not just EWP, it's also things like plasma effects, slows, pushbacks that this ability just doesn't do anything about.
And don't get me started on how terrible the science team, engineer team, and tactical teams work because they are practically aweful. They are seriously not worth the slot they're in.
We need a cleanse that actually functions 100% of the time because unless your entire crew is Harry Kim just out of the academy then there shouldn't be misses when a heal/cleanse is applied. When you're and admiral with all purple boffs and none of your skills are removing debuffs then there's something seriously wrong.
This happens to me all the time in pve and trust me I'm specced for it.
I think there's a difference, to an extent, between what requires a LCdr Eng BOFF, and the addition of the poo pets.
Given the ease with which certain vessels can easily ignore certain movement impairing effects - those vessels that themselves are subject to movement impairment by comparison - should have a means to add to the movement impairment of those vessels that can usually shrug off the other movement impairing effects.
I know that TacScorts believe they should have free reign to fly around singing Queen, but there's a distinct difference, imho, between that LCdr poo and pet poo. You're only going to run into so much poo from LCdr's...add in the pet poo though, and it will really start to stink up the joint.
edit: As for cleanses, personally I don't think either cleanses nor strips should be 100%. Somebody may have made heavy investment in the stuff you want to cleanse...why should you be able to remove that so easily? STO is sorely lacking in balance when it comes to return on investment. It's too on/off. But that's kind of another story, eh?
More warp poo won't really affect the movement and uber tanking of 2 x omega doffscorts , other than making it even easier for them to kill the non escort ships.
So sadly I don't thing they won't see it as an urgent fix
Dynamic Reroute Impulse Engines Mk VI
+14.7 Flight Speed
+0.49 Flight Turn Rate
+20% Flight Speed when environmental hazards prevent use of Full Impulse
Full Impulse: +79.6 Flight Speed
"Environmental hazards" seems to indicate those PvE hazards that block full impulse but don't actually put you in Red Alert. (Remember that horribly long nebula mission? The one that was long only because they disabled Full Impulse? :P)
I don't think it'll apply to PvP.
Back to the topic of the thread, one thing that I've noticed is that HE doesn't seem to clear EWP pass the first few seconds, not over the entire duration. It's kind of annoying when I'm trying to HE + Evasives to escape only to: 1) never get anywhere because the EWP is constantly being reapplied, or 2) escape the cloud but still have EWP tagged on me.
"Environmental hazards" seems to indicate those PvE hazards that block full impulse but don't actually put you in Red Alert. (Remember that horribly long nebula mission? The one that was long only because they disabled Full Impulse? :P)
I don't think it'll apply to PvP.
I can't remember a mission where it didn't put you at Red Alert. The one where you chase the Stinger through the three things does. Though, the one with the Nausicaans doesn't - does it? Inconsistency? Nah, never. :P
Besides, it's one of those things where if folks could test, give Cryptic the Feedback, ask if that kind of mod will be applied to other engines, etc, etc, etc... they're giving us the opportunity to do that. Course, will they listen? Ehhhhh, who knows? But it's one thing to complain that they don't listen and it's another never to try while saying they don't, eh?
Back to the topic of the thread, one thing that I've noticed is that HE doesn't seem to clear EWP pass the first few seconds, not over the entire duration. It's kind of annoying when I'm trying to HE + Evasives to escape only to: 1) never get anywhere because the EWP is constantly being reapplied, or 2) escape the cloud but still have EWP tagged on me.
Thing is, HE is clearing it from the ship - HE is not clearing it from the environment. So it should reapply itself. Which is kind of what prax was talking about - sync gaps between the HE and EWP.
If it's Apply/Cleanse, Apply/Cleanse, Apply/Cleanse - you may not even notice it. You're in sync.
If it's Apply-Cleanse, Apply-Cleanse, Apply-Cleanse - you're going to notice it. You're out of sync.
If you've escaped the cloud and HE is still active, the HE should cleanse it and it should not be applied again - you're out of the cloud.
Course, sometimes we just don't see the poo on the screen. One of those rotate the camera and tada, oh - that's what it is...meh. Much like there are audio deadspots, there are visual deadspots as well...just the way various cameras are setup, depending on where you are - you just won't see things depending on which way your camera is facing...meh.
Thing is, HE is clearing it from the ship - HE is not clearing it from the environment. So it should reapply itself. Which is kind of what prax was talking about - sync gaps between the HE and EWP.
Another alternative would be to simply prevent hazard debuffs from being applied while HE is active. That is, prevent them from being applied, instead of letting them be applied and then cleansing.
Of course, this is all dependent on what Cryptic decides to do...
If you've escaped the cloud and HE is still active, the HE should cleanse it and it should not be applied again - you're out of the cloud.
Unfortunately, that doesn't always happen. I've seen (and been in) many cases where I get snagged in EWP, apply HE, somehow drift out of the cloud, but EWP won't clear (even though HE is still active).
You can see this for yourself: have somebody drop EWP in an arena, run into the cloud, then apply HE. For the first few seconds you'll see the EWP debuff flicker on and off, but then after 5s or so the EWP is no longer removed -- HE simply doesn't cleanse it anymore. (For added demonstration, have that guy push you out of the cloud with TBR or something -- you'll see that HE actually fails to clear the debuff for the remainder of HE's duration.)
Course, sometimes we just don't see the poo on the screen. One of those rotate the camera and tada, oh - that's what it is...meh. Much like there are audio deadspots, there are visual deadspots as well...just the way various cameras are setup, depending on where you are - you just won't see things depending on which way your camera is facing...meh.
Another annoyance. It's kind of hard to avoid plasma clouds (or theta, or gravity wells, etc.) if you can't see them in the first place.
Another alternative would be to simply prevent hazard debuffs from being applied while HE is active. That is, prevent them from being applied, instead of letting them be applied and then cleansing.
Of course, this is all dependent on what Cryptic decides to do...
Several things should work this way, imho. There's too much "after the fact" and not enough "before the fact" going on...
Unfortunately, that doesn't always happen. I've seen (and been in) many cases where I get snagged in EWP, apply HE, somehow drift out of the cloud, but EWP won't clear (even though HE is still active).
You can see this for yourself: have somebody drop EWP in an arena, run into the cloud, then apply HE. For the first few seconds you'll see the EWP debuff flicker on and off, but then after 5s or so the EWP is no longer removed -- HE simply doesn't cleanse it anymore. (For added demonstration, have that guy push you out of the cloud with TBR or something -- you'll see that HE actually fails to clear the debuff for the remainder of HE's duration.)
Oh, I know it happens...was one of those "should" that "isn't" things.
Another annoyance. It's kind of hard to avoid plasma clouds (or theta, or gravity wells, etc.) if you can't see them in the first place.
Yep, there's a rendering thing going on. It's kind of twisted too, because at first I thought it might be because of how much is on the screen - but like I said, it can happen in various spots dependent simply on where you're looking. I've had it happen where there was barely anything on the screen - while I've had it show perfectly when my screen's been reduced to a crawl because of the sheer number of pets and other effects going on.
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.
The Pet Poo is overrated, anyway. Apparently, the pets don't understand how to actually fling their poo properly, and just kinda poo their pants at the first sign of an enemy.
I'd be alright if Hazards cleared the poison, but didn't heal at the same time. Something like, at every pulse HE checks for poison and either cures if poison is active or does a heal if not. So basically if you fly into EWP and you hit HE, you'll stop taking damage while HE is active. If you get out of the cloud quickly (APO or an engine mod), you will get to use the rest of your pulses for healing some damage. But if you're still there when the HE wears out, you're going to be poisoned for a while.
Even there, though - you'd be looking at ET1 being able to cleanse EWP3. An Ensign ability cleansing a Commander ability...meh.
That would be fine honestly... everything in this game that is commander is cleared by ensign. Engi doesn't deserve special treatment there.
However it is complete and utter BS that there is ZERO opportunity cost to carry the counter to almost everything in this game.
I mean a full aux hazards 1 can hit darn near 20k worth of healing... + clear all the stuff I listed including ewp for 15s. That seems a bit over the line.
Do you really thing a bunch of escorts and sci ships would start carrying engi team 1s to clear eject warp plasma... or even aceton beam for that matter.
People complain about dmg being to high to nerf the insane heals in this game... well give people real ways to mitigate it that would involve people working together to counter... or sacrificing in there builds. Then Cryptic can really honestly fix healing... make getting to shield resist cap darn near impossible... and stop the yo yo healing that drags good matches out past the hour mark.
Aceton should ruin an unsupported escorts day... and neuter there dmg... but it doesn't cause wonder hazards is carried by everyone and everyone... its the only boff skill needed more then EPTS.
If the clear moved to engi team the game would be balanced over night. I detailed my thoughts not to long ago... all sci debuffs should be cleared by sci team... all engi ones by engi team... and hazards should be a heal + dmg resist that it is now with out all the clears.
Really the best skill in the game hands down is Hazards Emitters and its 90% of the problem with this game right now. Really think about ANY MMO you have played recently or in the last 10 years... now imagine a skill in that game that EVERY class could slot with next to no opportunity cost... that had a 45s cool down... lasted for 15s and cleared for 15s every debuff in the game... oh and you could slot a second copy on 75% of the classes with little extra cost... and have it up for 30s every 45s.... OH and you could cast it on your team mates to... so you could honestly keep 3 out of 5 people on a team bathed in it for 100% of the time. lol
How would that game be effected... would it not get flushed the next day by every serious player.
Ah, I'm in another camp. I do not mind hazzards to clear (their original function), I hate it's HoT part,especially on rank I and II. Wouldn't mind to see the HoT on rank III. Anyway, I think escorts should not have access to omnipotent clear and strong hull heal at the same time on ensign level ability. Especially when it clears the top engineering abilities (aceton/warp plasma) so easily.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
But doesn't that defeat the point of them being HAZARD Emitters, if they do not, in fact, do anything about hazards? If anything, we should have tougher shields, but less magic-wand hull healing: hull damage should stick, not vanish in seconds.
Ah, I'm in another camp. I do not mind hazzards to clear (their original function), I hate it's HoT part,especially on rank I and II. Wouldn't mind to see the HoT on rank III. Anyway, I think escorts should not have access to omnipotent clear and strong hull heal at the same time on ensign level ability. Especially when it clears the top engineering abilities (aceton/warp plasma) so easily.
But doesn't that defeat the point of them being HAZARD Emitters, if they do not, in fact, do anything about hazards? If anything, we should have tougher shields, but less magic-wand hull healing: hull damage should stick, not vanish in seconds.
I'm ok with it being a heal + resist... cause we want Sci Scis healing right ?
Or are you saying that is 100% all the time the cruisers job.
+ shields are already to darn strong... its why Cryptic is considering what the heck to do to fix it... EPTS nerf is there choice... and I can see it working partly... but I think if we gave cruisers a real way to be a escort foil with ewp and aceton... the game would be better off. Heck they would likely even want support cruisers on there team.
I'm ok with it being a heal + resist... cause we want Sci Scis healing right ?
Or are you saying that is 100% all the time the cruisers job.
Aren't people pidgeo-holing cruisers to healer role like 99% time ? espescially those premade religion preachers like Jorf or his acolyte uss ? :rolleyes:
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
Comments
Additionally I firmly believe Inertia Rating should be a factor in bot Warp Plasma and Tractor Beam disables. If a huge ship is going full speed when it hits the plasma it should coast a bit before stopping, maybe allowing it to stop outside the plasma. Similarly if a shuttle grabs a huge cruiser with a tractor beam, the shuttle should be ripped in half. Just my opinion, take it for what it's worth.
All hands! Prepare the popcorn and tinfoil hats!
Doesn't everything prevent Full Impulse? Or do you mean full speed?
I think its going to get alot worse soon. And APO does squat for me in plasma. Squat.
From sector space...
Dynamic Reroute Impulse Engines Mk VI
+14.7 Flight Speed
+0.49 Flight Turn Rate
+20% Flight Speed when environmental hazards prevent use of Full Impulse
Full Impulse: +79.6 Flight Speed
And don't get me started on how terrible the science team, engineer team, and tactical teams work because they are practically aweful. They are seriously not worth the slot they're in.
We need a cleanse that actually functions 100% of the time because unless your entire crew is Harry Kim just out of the academy then there shouldn't be misses when a heal/cleanse is applied. When you're and admiral with all purple boffs and none of your skills are removing debuffs then there's something seriously wrong.
This happens to me all the time in pve and trust me I'm specced for it.
Given the ease with which certain vessels can easily ignore certain movement impairing effects - those vessels that themselves are subject to movement impairment by comparison - should have a means to add to the movement impairment of those vessels that can usually shrug off the other movement impairing effects.
I know that TacScorts believe they should have free reign to fly around singing Queen, but there's a distinct difference, imho, between that LCdr poo and pet poo. You're only going to run into so much poo from LCdr's...add in the pet poo though, and it will really start to stink up the joint.
edit: As for cleanses, personally I don't think either cleanses nor strips should be 100%. Somebody may have made heavy investment in the stuff you want to cleanse...why should you be able to remove that so easily? STO is sorely lacking in balance when it comes to return on investment. It's too on/off. But that's kind of another story, eh?
So sadly I don't thing they won't see it as an urgent fix
Fed Random-Sci Monte-Eng Monte Banks-Tac
Klingon Warfarin-Sci Gamble-Tac
"Environmental hazards" seems to indicate those PvE hazards that block full impulse but don't actually put you in Red Alert. (Remember that horribly long nebula mission? The one that was long only because they disabled Full Impulse? :P)
I don't think it'll apply to PvP.
Back to the topic of the thread, one thing that I've noticed is that HE doesn't seem to clear EWP pass the first few seconds, not over the entire duration. It's kind of annoying when I'm trying to HE + Evasives to escape only to: 1) never get anywhere because the EWP is constantly being reapplied, or 2) escape the cloud but still have EWP tagged on me.
I can't remember a mission where it didn't put you at Red Alert. The one where you chase the Stinger through the three things does. Though, the one with the Nausicaans doesn't - does it? Inconsistency? Nah, never. :P
Besides, it's one of those things where if folks could test, give Cryptic the Feedback, ask if that kind of mod will be applied to other engines, etc, etc, etc... they're giving us the opportunity to do that. Course, will they listen? Ehhhhh, who knows? But it's one thing to complain that they don't listen and it's another never to try while saying they don't, eh?
Thing is, HE is clearing it from the ship - HE is not clearing it from the environment. So it should reapply itself. Which is kind of what prax was talking about - sync gaps between the HE and EWP.
If it's Apply/Cleanse, Apply/Cleanse, Apply/Cleanse - you may not even notice it. You're in sync.
If it's Apply-Cleanse, Apply-Cleanse, Apply-Cleanse - you're going to notice it. You're out of sync.
If you've escaped the cloud and HE is still active, the HE should cleanse it and it should not be applied again - you're out of the cloud.
Course, sometimes we just don't see the poo on the screen. One of those rotate the camera and tada, oh - that's what it is...meh. Much like there are audio deadspots, there are visual deadspots as well...just the way various cameras are setup, depending on where you are - you just won't see things depending on which way your camera is facing...meh.
Another alternative would be to simply prevent hazard debuffs from being applied while HE is active. That is, prevent them from being applied, instead of letting them be applied and then cleansing.
Of course, this is all dependent on what Cryptic decides to do...
Unfortunately, that doesn't always happen. I've seen (and been in) many cases where I get snagged in EWP, apply HE, somehow drift out of the cloud, but EWP won't clear (even though HE is still active).
You can see this for yourself: have somebody drop EWP in an arena, run into the cloud, then apply HE. For the first few seconds you'll see the EWP debuff flicker on and off, but then after 5s or so the EWP is no longer removed -- HE simply doesn't cleanse it anymore. (For added demonstration, have that guy push you out of the cloud with TBR or something -- you'll see that HE actually fails to clear the debuff for the remainder of HE's duration.)
Another annoyance. It's kind of hard to avoid plasma clouds (or theta, or gravity wells, etc.) if you can't see them in the first place.
Several things should work this way, imho. There's too much "after the fact" and not enough "before the fact" going on...
Oh, I know it happens...was one of those "should" that "isn't" things.
Yep, there's a rendering thing going on. It's kind of twisted too, because at first I thought it might be because of how much is on the screen - but like I said, it can happen in various spots dependent simply on where you're looking. I've had it happen where there was barely anything on the screen - while I've had it show perfectly when my screen's been reduced to a crawl because of the sheer number of pets and other effects going on.
that might be a solution, have a power do an enviromental clear.
something like shockwave or cpb "disperses" the clouds when it hits it.
maybe even make it a doff add on power.
seriously!
add this to cpb now!
Do you even Science Bro?
Lol, so drop Nadion Inversion and give Engineer Captains: Galactic Vacuum...sucks up environmental hazards in space, eh?
You want engineers to become this?
http://www.youtube.com/watch?v=VptOUWC-Itc
nerf boarding party while you're at it, so that they have no offensive commander skills at all!
Which is why the whole thing needs to be revamped imo...cause that's pretty much what we're looking at with things.
Rank 1 Ensign abilities are cleansing Rank 3 Commander abilities.
Reduce the effect of it? Sure. Cleanse it? Bullpuckey...
Exactly...
Frankly
hazards should heal... and that is it.
Right now Super hazards;
It clears it all....
? Peng
? Plasma weapons
? Plasma torps
? Romulan plasma shockwave thing thats coming lol
? Eject Warp plasma
? Tykens Rift
? Siphen
? Aceton Beam
? Theta
There an't much Good old hazards will get ya out of. lol
Honestly EWP should be cleared and resistsed by engi team for 10s... just like tac team lasts 10s... and our friend hazards should be the heal.
Even there, though - you'd be looking at ET1 being able to cleanse EWP3. An Ensign ability cleansing a Commander ability...meh.
That would be fine honestly... everything in this game that is commander is cleared by ensign. Engi doesn't deserve special treatment there.
However it is complete and utter BS that there is ZERO opportunity cost to carry the counter to almost everything in this game.
I mean a full aux hazards 1 can hit darn near 20k worth of healing... + clear all the stuff I listed including ewp for 15s. That seems a bit over the line.
Do you really thing a bunch of escorts and sci ships would start carrying engi team 1s to clear eject warp plasma... or even aceton beam for that matter.
People complain about dmg being to high to nerf the insane heals in this game... well give people real ways to mitigate it that would involve people working together to counter... or sacrificing in there builds. Then Cryptic can really honestly fix healing... make getting to shield resist cap darn near impossible... and stop the yo yo healing that drags good matches out past the hour mark.
Aceton should ruin an unsupported escorts day... and neuter there dmg... but it doesn't cause wonder hazards is carried by everyone and everyone... its the only boff skill needed more then EPTS.
If the clear moved to engi team the game would be balanced over night. I detailed my thoughts not to long ago... all sci debuffs should be cleared by sci team... all engi ones by engi team... and hazards should be a heal + dmg resist that it is now with out all the clears.
Really the best skill in the game hands down is Hazards Emitters and its 90% of the problem with this game right now. Really think about ANY MMO you have played recently or in the last 10 years... now imagine a skill in that game that EVERY class could slot with next to no opportunity cost... that had a 45s cool down... lasted for 15s and cleared for 15s every debuff in the game... oh and you could slot a second copy on 75% of the classes with little extra cost... and have it up for 30s every 45s.... OH and you could cast it on your team mates to... so you could honestly keep 3 out of 5 people on a team bathed in it for 100% of the time. lol
How would that game be effected... would it not get flushed the next day by every serious player.
I'm ok with it being a heal + resist... cause we want Sci Scis healing right ?
Or are you saying that is 100% all the time the cruisers job.
+ shields are already to darn strong... its why Cryptic is considering what the heck to do to fix it... EPTS nerf is there choice... and I can see it working partly... but I think if we gave cruisers a real way to be a escort foil with ewp and aceton... the game would be better off. Heck they would likely even want support cruisers on there team.
Aren't people pidgeo-holing cruisers to healer role like 99% time ? espescially those premade religion preachers like Jorf or his acolyte uss ? :rolleyes: