With the dev blog from earlier:
http://sto.perfectworld.com/news/?p=875021
They posted all the info on them.
We have thus far:
Plasma Shockwave: PBAoE Damage + DoT
Quantum Absorption: +Temporary Hit Points, +Shield Heal, +Shield Heal Over Time
Warp Shadow: Create Warp Shadows
Singularity Jump: Self Teleport, Create Singularity
Energy Weapons: Singularity Overcharge: Overcharge Energy Weapons
Obviously anything we know probably isn't permanent, but we know about em, might as well at least discuss how we feel about it for what we know.
Plasma shockwave: This one to me doesn't feel like much of a worry. You need a high charge and lots of points in Particle generators to be worthwhile. The only concern I feel about it atm is that this, combined with the mega-stacks worth of plasma fires, doubly so if they are all tac-buffed, could potentially be a little ridiculous if they end up critting for thousands of damage a second. Aside from that, probably not a major thing.
Quantum Absorption: So far, I'd argue this one to be the most useful of all these powers in general usage. It doesn't provide any shield resists (thank goodness), but the shield heal, HoT, and extra temporary HP is quite useful. I've used this more than anything else so far on Tribble testing. I'll see what comes of it, but I like it so far.
Warp Shadow: Arguably the most annoying PvP-wise I feel. All these invincible warp shadows will only add to the spam, and be annoying in that you can't get rid of them. Say what you will about pet spam, at least those can die, these warp shadows will end up making things be wasted, like TBR, torp spreads, CSVs, mines, and other things you can't adjust the targetting on. If these weren't invincible, it wouldn't be so bad, that would be more reasonable instead of making invulnerable targets you can't do anything with. I also think this ability breaks targetting, so you'll have even less usage of things like tractor beams, Tachyon Beam, etc.
Singularity Jump: This one is difficult to judge. An AoE, accuracy, damage, and perception debuff is VERY potent. The real questions are...Is it boosted with skills, will escorts just walk out of it like they do everything else, will cruisers be the ones really hurt by this more than anybody, and so on.
Singularity Overcharge: An energy weapon buff. Ok, nothing major here. The most straightforward of everything at least. The problem really is that apparently, even with a higher singularity charge, this ability is very shortly lived...which means...it benefits escort-esque, DHC-using Warbirds more than cruiser-esque/science-esque beam-using Warbirds.
Obviously anything I say here can't be taken at face-value, since for myself at least, I haven't gotten a romulan past 25-ish or so on Tribble, and who knows what might change anyways.
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.
Comments
Most of those things are easily dealt with by a multiple of abilities that do not have the opportunity cost of using Warp Shadows nor the balancing costs involved with having the Singularity Core.
I've asked several times that this ability be buffed so there is no way to differentiate between the Warp Shadows and the actual player simply by looking at them.
As is, it's the weakest ability out of the five imho...there are just too many other things that can do what it would do without the total cost...
Plasma Shockwave is kinda cool, but won't be that big of a deal in PVP really.. Because it really needs to be used at a Tier 5 Charge up to be most effective.
Quantum Absorption is pretty cool.
And the Warp Shadow is kinda meh. Think of it as a hyped up version of the Photonic Displacer Module, but it does not auto cloak you from my Understanding of it. (I could be misreading how it works)
Haven't seen the Singularity Jump or Singularity Overcharge yet. Those are Tier 4 and Tier 5 Abilities I suspect. And currently Romulans aren't supposed to be able to reach above the Tier 3 Mogai. (Although if I reach tier 5 I could unlock a Retrofit ship)
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
No sci ships as of yet. But Several of the birds are sci slanted behind tactical.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Geko mentioned in the 4:20:19 about adding that Romulan Science Vessel...the one that looks like the Scout. But like many things, they appear to be rushed for time (I still they got the deadline from PWE...probably tied to the Into Darkness release, and ready or not...LoR is coming).
There was also the mention of the Fleet Ha'apax Advanced Warbird Refit having a Sci focus, no? Yeah, Level 5 Shipyard...last ship in the progression chart in that blog. But yeah, everything is still somewhat subject to change as we plod along.
Or will it just be ignored? Or even worse, will the piddly damage trigger procs that actually result in the target being harder to kill?
Note that the reduction in power for the Romulan ships, from 200 to 160, from my calculations does not allow overcaping for weapon power from which especially escorts/beam boat cruisers benefit. The higher you can run your weapon power is at 105-108(113 with assimilated, efficient trait, warp theorist trait, all systems get 9 skill points) with the remaining systems at max 50-51. This is a major handicap. The damage reduction from power level is 15-20% if my calculations are correct, not calculating the overcap.
Factor also the 50 power level for shields, engine and aux and then you have a problem. (Make calculation for shield at 50 and 75 with EPtS)
We have the vague statement that singularity power is increased when in battle. What this means, while you are targeted and take damage or just when you engage? For pve especially in elite stf, we have 1 hit kills from the borg (I had a 56k damage the other day in my Tor'kaht battleship) so romulan ships will have a problem with damage and tanking. We have to see their stats but if power levels are any indication then "Houston we have a problem".
For pvp, KDF energy drain builds will have a blast. Leeching almost every energy point of the romulan ships. Fed escorts will clearly have the damage superiority over the romulan counterparts. It seems that romulan ships might go for hit and run tactics and possible a high miss shots probability.
Perhaps the original decision for nerfing the up time of EPtS and the 10sec gap was to give the romulan ships the chance to blow Fed and KDF ships.
Currently everything is affected by power levels, damage, healing, regeneration, etc.
Remains to see if Cryptic will launch something that sounds "cool" but it is not so "cool".
KDF Eng: Boreas I.K.S. Demonon Nemesis {Fleet: HoS}
Rom Sci: Crius I.R.W. Noctem Aeternus {Fleet: LoS}
Fed Tac: Kronos U.S.S. Xibalba, I.S.S. Theogonia{Fleet: HSF}