Tbh though, if people wait for 2 seconds after an EPtX ability is used they'll have a window of over 10 seconds (longer if SNB SS/Doff used to extended EPTx cooldowns).
But it's not a case that they got rid of everything else. Can't just look at it in isolation.
But it's not a case that they got rid of everything else. Can't just look at it in isolation.
It's what it adds overall to the issue...meh.
To me Sci Boff abilities (in particular single target shield/power drains) are too weak in general. But, I don't have an issue w/the Boff counter system, ie lower rank skills countering higher rank ones. It's fairly reasonable in design, its things like the Team Jem HEC console immunities that shouldn't exist tbh.
The timing balance that had been in place has been thrown off by cooldown reducing Doffs. Perhaps some of the high end shared cooldowns of some Sci abilities could be reduced (Sci debuff cooldowns are odd, eg TBs can be virutally chainged, but other abilities have shared cooldowns, so large that chaining them w/lower rank versions is counter productive). Also, for debuffs and counters some former shared cooldowns have been removed, eg PH and HE. Resists to Boff powers being greater in general to non-Boff sources is another issue for Sci captains.
Anyway people generally use TT and EPtS rolls together. Scis would generally wait to nuke just after things like these are popped. This will make the doff less effective as the 15 second cooldown between EPtX cycles increases.
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
The max # of Warp Core Doffs that can be slotted is ONE. So the best % chance you can get this doff to activate is 40%, under any circumstances.
I could see potentially toning back this % chance some, but it's easy to quickly swing from "useful" to "worthless" if that % goes too low.
Could I throw out some things and see if they're cleared by De Viper? (He vipes de vindows with EPTvindows.)
Plasma weapons, of course, get another kick in the teeth for PvP just when everyone dropping STF for elite fleet shields was helping. But does De Viper clear:
Phaser procs? Will it restore the offline subsystem? How about the Tholian special?
Polaron and disruptor procs?
Placates? If so, Jam Sensors only or the rep placate as well?
Borg debuffs like assimilation and shield neutralizer?
Tractor beams?
Scramble Sensors? AMS?
SNB? SNB doff proc? Sensor Scan?
APB/D? FOMM?
TIF? Backstep "Timeout"? If De Viper vipes for 2 seconds and Backstep gets triggered during that, what happens?.
GPG?
Boarding parties? The party or the subsystem disable?
VM? The infection or the subsystem disable?
ES? Tyken's drain? Siphon drone drain?
So...that's a list. But that's only half the question. Let's say I've just been SNB'd, Sensor Scanned, FOMM'd, APB'd, GPG'd, VM'd, and my hull is on fire from a plasma proc. Do I have a 40% chance to clear all of those? Cause that's a deal for $5.75 an hour.
Also, lest I come across as a nitpicker only 1 day after your labor of love goes live, LoR is beautiful.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Funny enough, I wrote it in Word, then pasted to Notepad before copying it over. I guess Notepad now preserves formatting. Who knew? :P
In situations like this I type the document in notepad...... well, I always use Notepad unless I NEED formating.... I like notepad. It makes for very compact files.
@ Archon: those look nice. As the one guy mentioned, it'd be nice to have them in purple, but... these are good.
So is telekinetic semi-common on Remans? the first two from the legacy pack have Reman sounding names.
This reminds me of something... do Romulan and Reman bartenders and chefs grant any Replicator permissions at all? My tribble char managed to find a blue quality Romulan bartender but didn't seem to get any replicator unlocks from it...
This reminds me of something... do Romulan and Reman bartenders and chefs grant any Replicator permissions at all? My tribble char managed to find a blue quality Romulan bartender but didn't seem to get any replicator unlocks from it...
Not yet. It's on our list of Romulan doff-related issues to continue to flesh out, as there becomes time.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
I'd like to circle back to the apparent hot-button topic of these Doffs: The Warp Core Engineering ability that cleanses debuffs with EPtX activation.
I've asked for suggestions as to whether the proc % may be too high, and admitted that I'd be willing to reduce it if that solved the concerns over it being too powerful. And yet, despite these statements, the only feedback so far posted boils down to "It's too powerful." No constructive suggestions at all. All problem, no solution.
Let's fix that, shall we? Let's stop dwelling on what is seen as the problem, and focus on potential solutions.
Here are a few I'll throw out there, and would like to hear some feedback on:
- Reduce proc % (by how much?)
- Reduce # of debuffs it cleanses per tick (currently set to 100 which might as well be "all" as the description states)
- Remove the periodic 2s effect, and render it instant only
- Limit the type of debuffs it can cleanse (e.g., "only Engineering" or "everything except DOTs")
The core design philosophy behind every Doff Ability we introduce has never been to fundamentally alter the battlefield or create "must-have" scenarios. We aim to present options for new, interesting and exciting gameplay (and potentially counterplay) that improve the overall experience via breadth and depth. If we miss this aim, then we will do our best to correct it.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
The core design philosophy behind every Doff Ability we introduce has never been to fundamentally alter the battlefield or create "must-have" scenarios. We aim to present options for new, interesting and exciting gameplay (and potentially counterplay) that improve the overall experience via breadth and depth. If we miss this aim, then we will do our best to correct it.
Have you ever considered running for public office
I'd say do nothing until we see what it really plays like, but I suspect that if it needs modification the best is to reduce/eliminate the 2s effect.
Reducing the % chance is too much 'all or nothing.'
_________________________________________________ [Kluless][Kold][Steel Heels][Snagtooth] [Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk] [D'Mented][D'Licious]
Joined October 2009. READ BEFORE POSTING
Here are a few I'll throw out there, and would like to hear some feedback on:
- Reduce proc % (by how much?)
- Reduce # of debuffs it cleanses per tick (currently set to 100 which might as well be "all" as the description states)
- Remove the periodic 2s effect, and render it instant only
- Limit the type of debuffs it can cleanse (e.g., "only Engineering" or "everything except DOTs")
I'd suggest to limit the type of Debuffs for the new Doff. If it's tied to an Emergency Power to Subsystem, then it should perhaps only affect Engineering Debuffs. (For example: Things that can be cleared with Engineering Team)
Also, the chance to proc should perhaps be reduced to: 2%/4%/6% This way it still makes the Engineering team a viable Clear for Engineering Debuffs.
Finally, I'd also recommend it be changed to an instant usage.
Even if you don't do the First suggestion, the second and Third ones could help reduce it's effectiveness. It will still almost be must haves how ever where PVP is concerned. But at least it won't over shadow the 3 team abilities, Hazard Emitters, etc..
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
I'd prefer it to be only Engineering. EPtX is a very solid set of powers already, it doesn't need to also supplant Science and Engineering Teams while also providing its normal benefit. It'd be fine as an additional way to counter Viral Matrix or other System Offline debuffs, but making it also clear Plasma fires, Disruptor procs, Subnucleonic Beam, etc. is a touch strong.
(By the way, Marion Frances Dulmer is a "must have" Doff for anyone running DEM at the moment. Could you please give that a look?)
Energy Weapon Officer
Additional Singularity Charge Rate
o This effect is always active, and increases overall Singularity Charge while in combat
o This effect does not stack with other Fill Rate modifiers (Warp Core, e.g.)
o % increase scales as follows: 2.5% / 3.75% / 5%
I hope I am reading this wrong, because this is weak, I mean WEAK. Are you actually asking me to waste 3 precious doff slot so I can increase my singularity charge rate by 15%?
So instead of charging up in 60 sec it will charge up in 52 sec, that mean instead of having a 120 sec cooldown on singularity ability I get a 112 sec cooldown.
that's a 7% faster cooldown on singularity abilities , AT THE COST OF 3 DOFF SLOT. This is right up there on the terribad scale of doff active power.Better hope you don't loot sme pretty MkXII core with the charge attribute cause you're gonna be sorry.
And you're thinking ahead it get worse, the lock box ship and their borg warp core makes it clear we can expect the coming Scimitar 3-pack to have a unique singularity core that is necessary for the console set bonus, so what if said core comes with a charge rate modifier?
Then what we're just ****ed? throw them out the airlock and kiss the millions ec you paid for those doff on the exchange godbye.I just can't believe this is the intended design.
You NEED to change these doff to be work like the projectile doff and simply have a small chance to proc some extra charge. I mean the non-romulan projectile doff works the same with the shield power buff, just different chance to proc, why not do the same thing for the romulan-only version, it would makes the romulan energy doff way more attractive, and space vacuum proof too.
Also, the chance to proc should perhaps be reduced to: 2%/4%/6%
The rest of your post had some good feedback, but this is just trolling.
One of the issues of limiting this proc to clearing Engineering debuffs, is that EPtX already has part of that built in to the base power - it will cleanse any subsystem offline debuff associated with the system being Emergency'd.
You might be surprised at how few Engineering debuffs there are out there, that aren't subsystem offline status.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
I think you have several options here- one of which you've listed.
As follows, I think these would all be good solutions, in no particular order.
1. Make the cleanse instant-only. Have it activate when EPtX triggers, but not be 'periodic'.
2. Increase the interval between cleanses. 2s means that it's effectively constant for the full duration, but EPtX abilities last thirty seconds[/s]. Why not make it every 5s, so that it triggers three times during the period of an emergency power to ____ ability?
3. Make different Emergency Power to _____ abilities cleanse different things. (This is my favourite, but harder to implement, one). Essentially you'd do something like this:
Each Emergency Power to _____ ability would, with that doff, cleanse a specific set of powers, with some degree of crossover.
Emergency Power to Weapons would cleanse anything that debuffs damage, accuracy, or the like.
So things like: Projected Stasis Beam, Thermionic Torpedoes, Sensor Scan with the Sensor Scan Doff, the new tactical captain trait that debuffs accuracy, Aceton Beam.
Emergency Power to Shields would cover shield and drain related powers.
So things like: Elite Fleet Disruptors, Nanite Disruptors, Tachyon Beam, the Borg Shield Neutralizer, Energy Siphon, KDF siphon drones, the Breen Set 3 peice.
Emergency Power to Engines would cover movement related debuffs and provide a temporary immunity (not full duration of the power, maybe like 5s) to non-procced movement debuffs.
So the cleanse would affect things like gravitic anchor, thermionic torpedoes, all soup powers (Eject Warp plasma/doff, theta radiation vent, Vent Metreon Gas, Tetryon Plasma).
The immunity would affect stuff like tractor beams, temporal inversion field, grappler- powers that don't proc a movement debuff, but slow/immobilize you.
Emergency Power to Auxillary would cover most everything else- it would cleanse all 'annoying science powers', like scramble sensors, jam sensors, viral matrix, subnucleonic beam, sensor scan, antimatter spread, perception debuffs from subvert targeting array and the isis doff,- stuff like that.
Now, with this system, which is obviously my favourite choice (I've said so), you can even go a step further and separate each of these into a separate doff. Leave them all warp core engineers so people can't just run all of them, but instead have to choose the one that fits their playstyle.
I'd like to circle back to the apparent hot-button topic of these Doffs: The Warp Core Engineering ability that cleanses debuffs with EPtX activation.
I've asked for suggestions as to whether the proc % may be too high, and admitted that I'd be willing to reduce it if that solved the concerns over it being too powerful. And yet, despite these statements, the only feedback so far posted boils down to "It's too powerful." No constructive suggestions at all. All problem, no solution.
Let's fix that, shall we? Let's stop dwelling on what is seen as the problem, and focus on potential solutions.
Don't we need to identify what the actual problem is before attempting to address the solution? If we just X or Y is the issue and attempt to address that when Z is the actual issue, then nothing will be resolved. It may be a case that it's a little of Y and some Z, while X is not an issue at all.
Here are a few I'll throw out there, and would like to hear some feedback on:
- Reduce proc % (by how much?)
- Reduce # of debuffs it cleanses per tick (currently set to 100 which might as well be "all" as the description states)
- Remove the periodic 2s effect, and render it instant only
- Limit the type of debuffs it can cleanse (e.g., "only Engineering" or "everything except DOTs")
That's basically identifying four potential issues and offering solutions that address those issues. But which is the issue requiring a solution and is it even a case of just addressing it in that manner?
The core design philosophy behind every Doff Ability we introduce has never been to fundamentally alter the battlefield or create "must-have" scenarios. We aim to present options for new, interesting and exciting gameplay (and potentially counterplay) that improve the overall experience via breadth and depth. If we miss this aim, then we will do our best to correct it.
Which gets back to identifying what the actual problem is or even if that problem actually exists, eh?
Let's look at the four suggestions you had for where it might be addressed:
Proc Chance - Is it a case that a single DOFF with a 40% proc is an issue? Not in the least. It's a single DOFF. Is the issue with a 40% proc chance is too much for what it does? Okay, so let's look at what it does in a bit.
Reduce Cleanse Amount - This is going to vary quite a bit between PvE and PvP, eh? PvE you'll never get hit with the amount of Debuffs/Control/DoTs that you would in PvP. So the cleanse amount is not really a PvE issue. NPCs do very little in this regard. Even the new Elachi (which are definitely a step in the right direction, imho) are not going to spam Debuffs/Control/DoTs like a player will. So reducing this for PvP would not affect PvE. Let's keep that in mind and move on to the next.
Remove|Reduce CoT/Make Instant - Not sure if it was ever answered, but is it 5 ticks or 4 ticks for that 2 second duration? Still though, this comes down more to those that are AoE based or channeled, no? Those things that not only give you the cleanse but ~2s of immunity. No, it's not actually immunity - it's stutter immunity. 0.5s pops for 2s...where 2s is not very long at all to most people. So let's keep that in mind and look at the last one, eh?
Limit What It Cleanse - Change it from Nero screaming, "CLEANSE EVERYTHING!" to something more limited in scope. That's a difficult one since it is tied into the EPtX abilities. They're abilities that are repairing disabled systems, buffing the subsystems, and providing additional buffs. And then BAM, it kind of hits you...no? It triggers off of four different abilities, why not have four different results?
EPtA does A.
EPtE does B.
EPtS does C.
EPtW does D.
So it becomes a case of looking at what A, B, C, and D are...right?
What about the Proc %, Cleanse #, and CoT aspect? We were keeping those in mind, no? Well, if we're limiting the Cleanse Effect...do those fall into balance then? Do they balance the opportunity cost that would be introduced by limiting the Cleanse Behavior to A, B, C, or D?
We're taking away...we have to give something too, right? Balance is give and take.
So say we leave those as is and then look at what the A, B, C, and D could be...
...and I'll stop there, because as I hit preview to see where I was so far - I saw that illcadia gave some examples of what the ABCD could be.
So yeah, I think that's where further dialogue needs to take place...the ABCD of the EPtA/E/S/W of it.
Cause, like I've said before - we can't look at things in isolation - there's been the changes to the various EPtX abilities to try to make them more appealing. Nifty little buffs to them, right? Well here you go with something else...where there's an opportunity cost but there's also the extra icing you get from running an EPtX you might not have considered.
ilcadia's reply is something I was thinking about, inspired by the battery specific Maintenance Engineer. It's complex, but cool.
On a simpler level, I think that a doff shouldn't clear a career debuff like FOMM or SNB. This restriction would have no impact on PvE but would keep it from being a "must have" for PvP. SNB defense would be a "must have."
I think that clearing all debuffs is probably too strong. Again, in PvE we don't see stacks of different things very often so a limited number of things cleansed would still help against the Borg or Tholians.
What about a purple getting 40% to clear one, 30% to clear a second, 20% to clear a 3rd, 10% to clear a 4th. You only get the following roll if the previous is successful. Maybe?
Putting a cleanse at the beginning of a cycle was a good idea if you're trying to put the E back in EPTx. In other words, if you were trying to make it a reaction ability instead of a cycle ability. But EPTS is still too good, so all the current design does is give a 40% chance that no debuff lasts longer than 13 seconds.
Does it break Tractor Beams and placates?
Edit: Also, this is some sky is falling stuff since we haven't seen it in action, so I keep telling myself to take a breath and see how it plays. But I guess we need to strike a balance between time to see how it works without so many people getting their hands on it that a torch and pitchfork mob comes after Bort for changing their stuffs.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
I'd like to circle back to the apparent hot-button topic of these Doffs: The Warp Core Engineering ability that cleanses debuffs with EPtX activation.
I've asked for suggestions as to whether the proc % may be too high, and admitted that I'd be willing to reduce it if that solved the concerns over it being too powerful. And yet, despite these statements, the only feedback so far posted boils down to "It's too powerful." No constructive suggestions at all. All problem, no solution.
Let's fix that, shall we? Let's stop dwelling on what is seen as the problem, and focus on potential solutions.
Here are a few I'll throw out there, and would like to hear some feedback on:
- Reduce proc % (by how much?)
- Reduce # of debuffs it cleanses per tick (currently set to 100 which might as well be "all" as the description states)
- Remove the periodic 2s effect, and render it instant only
- Limit the type of debuffs it can cleanse (e.g., "only Engineering" or "everything except DOTs")
The core design philosophy behind every Doff Ability we introduce has never been to fundamentally alter the battlefield or create "must-have" scenarios. We aim to present options for new, interesting and exciting gameplay (and potentially counterplay) that improve the overall experience via breadth and depth. If we miss this aim, then we will do our best to correct it.
I think the best solution would be to make it only clear one debuff at a time. It's adding an anti-debuff effect to something that doesn't normally clear debuffs at all. Like the other guys said, reducing the proc chance makes it TOO unreliable.
3. Make different Emergency Power to _____ abilities cleanse different things. (This is my favourite, but harder to implement, one). Essentially you'd do something like this:
Each Emergency Power to _____ ability would, with that doff, cleanse a specific set of powers, with some degree of crossover.
Emergency Power to Weapons would cleanse anything that debuffs damage, accuracy, or the like.
So things like: Projected Stasis Beam, Thermionic Torpedoes, Sensor Scan with the Sensor Scan Doff, the new tactical captain trait that debuffs accuracy, Aceton Beam.
Emergency Power to Shields would cover shield and drain related powers.
So things like: Elite Fleet Disruptors, Nanite Disruptors, Tachyon Beam, the Borg Shield Neutralizer, Energy Siphon, KDF siphon drones, the Breen Set 3 peice.
Emergency Power to Engines would cover movement related debuffs and provide a temporary immunity (not full duration of the power, maybe like 5s) to non-procced movement debuffs.
So the cleanse would affect things like gravitic anchor, thermionic torpedoes, all soup powers (Eject Warp plasma/doff, theta radiation vent, Vent Metreon Gas, Tetryon Plasma).
The immunity would affect stuff like tractor beams, temporal inversion field, grappler- powers that don't proc a movement debuff, but slow/immobilize you.
Emergency Power to Auxillary would cover most everything else- it would cleanse all 'annoying science powers', like scramble sensors, jam sensors, viral matrix, subnucleonic beam, sensor scan, antimatter spread, perception debuffs from subvert targeting array and the isis doff,- stuff like that.
Now, with this system, which is obviously my favourite choice (I've said so), you can even go a step further and separate each of these into a separate doff. Leave them all warp core engineers so people can't just run all of them, but instead have to choose the one that fits their playstyle.
This! Having each power cleanse just specific related debuffs would be a lot better than the current cleanse all method. Right now the duty officer is overpowered. There should never be an ability that clears all debuffs, it would be far to effective on an escort. Science vessels would have no chance.
Suppose an escort is running Emergency Power to Engines I and Emergency Power to Shields II under the current system. They have a 40% chance to clear all debuffs with an ability that can be used every 15 seconds(or 13 seconds if you count the 2 second immunity). Escorts would be able to instantly clear subnuke beam, sensor scan, jam sensors, chroniton mines, tractor beams, viral matrix, and beam target x with a power that every escort is already using standard issue. And what happens then? All of the science offcier's abilities have been countered and even if the escort was subnuked during the alpha all of his non-captain abilities will be back in about 15 seconds. Whereas at this point the science vessel is looking at 0:45-1:45 timer before they can do anything to really hurt the escort.
And I also agree a 40% chance for this cleansing to happen (even a partial cleansing like the quoted poster suggests) is a bit to high. Maybe a 10%/15%/20% chance for the duty officer. A 20% chance to clear a specific group of debuffs every 15(13) seconds isn't bad at all.
The rest of your post had some good feedback, but this is just trolling.
I'm sorry you felt that way, but I would never troll an honest request for feedback intentionally. What I posted was ment to be feedback and not a troll post.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
I'd like to circle back to the apparent hot-button topic of these Doffs: The Warp Core Engineering ability that cleanses debuffs with EPtX activation.
I've asked for suggestions as to whether the proc % may be too high, and admitted that I'd be willing to reduce it if that solved the concerns over it being too powerful. And yet, despite these statements, the only feedback so far posted boils down to "It's too powerful." No constructive suggestions at all. All problem, no solution.
Let's fix that, shall we? Let's stop dwelling on what is seen as the problem, and focus on potential solutions.
Here are a few I'll throw out there, and would like to hear some feedback on:
- Reduce proc % (by how much?)
- Reduce # of debuffs it cleanses per tick (currently set to 100 which might as well be "all" as the description states)
- Remove the periodic 2s effect, and render it instant only
- Limit the type of debuffs it can cleanse (e.g., "only Engineering" or "everything except DOTs")
The core design philosophy behind every Doff Ability we introduce has never been to fundamentally alter the battlefield or create "must-have" scenarios. We aim to present options for new, interesting and exciting gameplay (and potentially counterplay) that improve the overall experience via breadth and depth. If we miss this aim, then we will do our best to correct it.
Perhaps instead of cleansing EoT (effects over time not just DoT) a brief immunity like you have to movement debuffs. For example, it wouldn't break the TB, but give an immunity similar to PH or APO.
Tbh, I just don't know enough about the under the hood mechanics to offer much out of fear that every 15 seconds would be a lag inducing calculation and the latency makes the proc unnoticable (sp?).
That said, another option maybe to limit what can be cleared based on the EPtX used. Eg, epte may remove/brief immunity to speed reducing debuffs/drain effects, epta some perception/placate sci oriented debuffs, eptw things like fbp/apd, epts drains/shield resist debuffs.
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
I'd like to circle back to the apparent hot-button topic of these Doffs: The Warp Core Engineering ability that cleanses debuffs with EPtX activation.
I've asked for suggestions as to whether the proc % may be too high, and admitted that I'd be willing to reduce it if that solved the concerns over it being too powerful. And yet, despite these statements, the only feedback so far posted boils down to "It's too powerful." No constructive suggestions at all. All problem, no solution.
Let's fix that, shall we? Let's stop dwelling on what is seen as the problem, and focus on potential solutions.
Here are a few I'll throw out there, and would like to hear some feedback on:
- Reduce proc % (by how much?)
- Reduce # of debuffs it cleanses per tick (currently set to 100 which might as well be "all" as the description states)
- Remove the periodic 2s effect, and render it instant only
- Limit the type of debuffs it can cleanse (e.g., "only Engineering" or "everything except DOTs")
The core design philosophy behind every Doff Ability we introduce has never been to fundamentally alter the battlefield or create "must-have" scenarios. We aim to present options for new, interesting and exciting gameplay (and potentially counterplay) that improve the overall experience via breadth and depth. If we miss this aim, then we will do our best to correct it.
Mmm... Plasma Fire is quite annoying right now, with all the Warp Plasma and Plasma Weapons being buffed with the Embassy Consoles could be nice to have another counter, other than just Hazard Emitters to DoTs.
Leave the proc as it is but make it only remove ALL DoTs.
I don't have a specific reply to your last post, but having read over this thread several times and looking at that Doff's abilities, i worry for my 8 Science Captains. And several of my sci 's are running plasma boats to boot, think i'm going to feel even weaker as sci than what i did before...the CD's being spoken of for EPtX are alot shorter than ours...we will be sitting ducks for escorts i think.
"If everyone used Macs, we'd be working on how to get to Alpha Centauri rather than how to get to Mars."
For what it's worth, I think you should leave the DOff as is. I don't think it's OP.
I agree. Considering the fastest you can possibly activate an EPtX power is every 15 seconds, the proc chance is only 25% with a purple, and only one can be put on active duty, then this debuff cleanse will only happen on average once a minute, and that's ONLY if the vessel using it is running a full EPtX rotation. It's good, but even as is, it's still not good enough for me to make room for it in my active roster.
I'd prefer it to be only Engineering. EPtX is a very solid set of powers already, it doesn't need to also supplant Science and Engineering Teams while also providing its normal benefit. It'd be fine as an additional way to counter Viral Matrix or other System Offline debuffs, but making it also clear Plasma fires, Disruptor procs, Subnucleonic Beam, etc. is a touch strong.
Agreed, as it stands, this doff = a universal debuff cleanser that is more powerful than Hazaard Emitters + Engineering Team + Science Team + Tactical Team combined. While the 40% proc may not seem high on paper, the reality is it EptX can be cycled every 15 sec whereas any of other cleansing power can only be cycled every 30-45 sec. and not nearly as universal as this doff special ability. For example, someone who is affected by Viral Matrix and Scramble Sensors simultaneously - a common Sci tactic - is designed to force the recipient to choose which debuff to tackle since if ET is used, then ST will go into a shared cooldown, leaving the Scramble Sensors effect. Such universal cleansing will further frustrate Sci captains since EptX cycles so rapidly that the 40% proc is really statistically nearly 75% proc every 30 sec. But it's a 75% of chance at least once every 30 sec to activate TT + ET + ST + HE all at once.
I agree. Considering the fastest you can possibly activate an EPtX power is every 15 seconds, the proc chance is only 25% with a purple, and only one can be put on active duty, then this debuff cleanse will only happen on average once a minute, and that's ONLY if the vessel using it is running a full EPtX rotation. It's good, but even as is, it's still not good enough for me to make room for it in my active roster.
You got the facts wrong, proc is actually 40% with a purple.
Statistically, this proc has a chance of happening at least once every 38.7 seconds based on a purple doff, faster than Hazard Emitters can cycle and far more powerful than HE. So on this alone, this needs to go back to the drawing board.
I'd like to circle back to the apparent hot-button topic of these Doffs: The Warp Core Engineering ability that cleanses debuffs with EPtX activation.
I've asked for suggestions as to whether the proc % may be too high, and admitted that I'd be willing to reduce it if that solved the concerns over it being too powerful. And yet, despite these statements, the only feedback so far posted boils down to "It's too powerful." No constructive suggestions at all. All problem, no solution.
Let's fix that, shall we? Let's stop dwelling on what is seen as the problem, and focus on potential solutions.
Here are a few I'll throw out there, and would like to hear some feedback on:
- Reduce proc % (by how much?)
- Reduce # of debuffs it cleanses per tick (currently set to 100 which might as well be "all" as the description states)
- Remove the periodic 2s effect, and render it instant only
- Limit the type of debuffs it can cleanse (e.g., "only Engineering" or "everything except DOTs")
The core design philosophy behind every Doff Ability we introduce has never been to fundamentally alter the battlefield or create "must-have" scenarios. We aim to present options for new, interesting and exciting gameplay (and potentially counterplay) that improve the overall experience via breadth and depth. If we miss this aim, then we will do our best to correct it.
Jeremy, thanks for maintaining an on-going dialogue and open to our feedback.
Here are my thoughts :
1) Reduce proc % (by how much?)
Based on my own experience any doff that has a proc equal or greater than 35% stands a good chance of actually making good on the promises. Take example of the Damage Control Engineer, one of the most expensive engineering doff category type on the exchange. The purple version of it has a 35% chance of reducing the cycle time of EptX. If this proc rate is considered too low to be effective, these doff wouldn't command a price of multi-million EC. I frequently sell these purple doff for a huge sum, sometimes close to 10 million when the supply is low. Hence, I recommend reducing the proc of this purple Romulan Warp Core engineer to about 30-35% proc chance, in line with other engineering doff. This sensible reduction is based on benchmarking with existing purple engineering doff which we know are working and aren't receiving complaints of either OP or useless.
2) Reduce # of debuffs it cleanses per tick (currently set to 100 which might as well be "all" as the description states)
How about randomly remove up to 3 debuffs so that it doesn't become a universal cleanser and way too powerful? Realistically, a target can be affected by 5-6 debuffs all at once such as Fire on my Mark, APB, APD, VM, Subnuke, Jam Sensors, Plasma DOT and more. Many of these require specific counter. To have a cleanser that eliminates all of them is way too much.
3) Remove the periodic 2s effect, and render it instant only
That's a sensible move, otherwise, it's an additional immunity period of 2 seconds every 15 seconds, roughly up 13% of the time. In other words, up to 13% of the time, such ship may be covered by a total debuff immunity.
4) Limit the type of debuffs it can cleanse (e.g., "only Engineering" or "everything except DOTs")
Limiting only to engineering is too restrictive, it would render the ability useless. I look at this ability as comparable to a warp core "hot restart". It would be more sensible to treat it as Engineering Team + Tactical Team or Engineering Team + Hazard Emitters, provided they are limited up to 3 random debuffs cleansing. This ability should not replace or duplicate Science Team ability, otherwise, Sci Captains will likely fill these forums with protests very shortly since escorts will now even more OP and treat this as their counter to Subnuke. Given Subnuke can fire once every 3 minutes while this cleanser can proc every 15 seconds, there is no way this would be balanced.
If this ability = ET + TT or HE, it would still be very useful since few people carry both ET and TT as they hinder each other with shared cooldown. This way, it's backdoor way for people to benefit from these debuffs cleansing that they otherwise can't.
i dont think this doff is that big of a deal. the EPt skills are sopmething you cycle, not something thats on demand. you cant just hold off on useing them and waiting to use them if you get efflicted by something.a short duration effect, and your EPt skill has to be cycleing at the same time. and then its just a 40% chance anything happens.
Comments
But it's not a case that they got rid of everything else. Can't just look at it in isolation.
It's what it adds overall to the issue...meh.
To me Sci Boff abilities (in particular single target shield/power drains) are too weak in general. But, I don't have an issue w/the Boff counter system, ie lower rank skills countering higher rank ones. It's fairly reasonable in design, its things like the Team Jem HEC console immunities that shouldn't exist tbh.
The timing balance that had been in place has been thrown off by cooldown reducing Doffs. Perhaps some of the high end shared cooldowns of some Sci abilities could be reduced (Sci debuff cooldowns are odd, eg TBs can be virutally chainged, but other abilities have shared cooldowns, so large that chaining them w/lower rank versions is counter productive). Also, for debuffs and counters some former shared cooldowns have been removed, eg PH and HE. Resists to Boff powers being greater in general to non-Boff sources is another issue for Sci captains.
Anyway people generally use TT and EPtS rolls together. Scis would generally wait to nuke just after things like these are popped. This will make the doff less effective as the 15 second cooldown between EPtX cycles increases.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
Plasma weapons, of course, get another kick in the teeth for PvP just when everyone dropping STF for elite fleet shields was helping. But does De Viper clear:
Phaser procs? Will it restore the offline subsystem? How about the Tholian special?
Polaron and disruptor procs?
Placates? If so, Jam Sensors only or the rep placate as well?
Borg debuffs like assimilation and shield neutralizer?
Tractor beams?
Scramble Sensors? AMS?
SNB? SNB doff proc? Sensor Scan?
APB/D? FOMM?
TIF? Backstep "Timeout"? If De Viper vipes for 2 seconds and Backstep gets triggered during that, what happens?.
GPG?
Boarding parties? The party or the subsystem disable?
VM? The infection or the subsystem disable?
ES? Tyken's drain? Siphon drone drain?
So...that's a list. But that's only half the question. Let's say I've just been SNB'd, Sensor Scanned, FOMM'd, APB'd, GPG'd, VM'd, and my hull is on fire from a plasma proc. Do I have a 40% chance to clear all of those? Cause that's a deal for $5.75 an hour.
Also, lest I come across as a nitpicker only 1 day after your labor of love goes live, LoR is beautiful.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
@ Archon: those look nice. As the one guy mentioned, it'd be nice to have them in purple, but... these are good.
So is telekinetic semi-common on Remans? the first two from the legacy pack have Reman sounding names.
This reminds me of something... do Romulan and Reman bartenders and chefs grant any Replicator permissions at all? My tribble char managed to find a blue quality Romulan bartender but didn't seem to get any replicator unlocks from it...
My character Tsin'xing
Yes. A bit less than half of all Remans should possess Telekinesis as a trait.
Not yet. It's on our list of Romulan doff-related issues to continue to flesh out, as there becomes time.
Cryptic - Lead Systems Designer
"Play smart!"
I've asked for suggestions as to whether the proc % may be too high, and admitted that I'd be willing to reduce it if that solved the concerns over it being too powerful. And yet, despite these statements, the only feedback so far posted boils down to "It's too powerful." No constructive suggestions at all. All problem, no solution.
Let's fix that, shall we? Let's stop dwelling on what is seen as the problem, and focus on potential solutions.
Here are a few I'll throw out there, and would like to hear some feedback on:
- Reduce proc % (by how much?)
- Reduce # of debuffs it cleanses per tick (currently set to 100 which might as well be "all" as the description states)
- Remove the periodic 2s effect, and render it instant only
- Limit the type of debuffs it can cleanse (e.g., "only Engineering" or "everything except DOTs")
The core design philosophy behind every Doff Ability we introduce has never been to fundamentally alter the battlefield or create "must-have" scenarios. We aim to present options for new, interesting and exciting gameplay (and potentially counterplay) that improve the overall experience via breadth and depth. If we miss this aim, then we will do our best to correct it.
Cryptic - Lead Systems Designer
"Play smart!"
Have you ever considered running for public office
Reducing the % chance is too much 'all or nothing.'
[Kluless][Kold][Steel Heels][Snagtooth]
[Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk]
[D'Mented][D'Licious]
Joined October 2009. READ BEFORE POSTING
I'd suggest to limit the type of Debuffs for the new Doff. If it's tied to an Emergency Power to Subsystem, then it should perhaps only affect Engineering Debuffs. (For example: Things that can be cleared with Engineering Team)
Also, the chance to proc should perhaps be reduced to: 2%/4%/6% This way it still makes the Engineering team a viable Clear for Engineering Debuffs.
Finally, I'd also recommend it be changed to an instant usage.
Even if you don't do the First suggestion, the second and Third ones could help reduce it's effectiveness. It will still almost be must haves how ever where PVP is concerned. But at least it won't over shadow the 3 team abilities, Hazard Emitters, etc..
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
(By the way, Marion Frances Dulmer is a "must have" Doff for anyone running DEM at the moment. Could you please give that a look?)
I hope I am reading this wrong, because this is weak, I mean WEAK. Are you actually asking me to waste 3 precious doff slot so I can increase my singularity charge rate by 15%?
So instead of charging up in 60 sec it will charge up in 52 sec, that mean instead of having a 120 sec cooldown on singularity ability I get a 112 sec cooldown.
that's a 7% faster cooldown on singularity abilities , AT THE COST OF 3 DOFF SLOT. This is right up there on the terribad scale of doff active power.Better hope you don't loot sme pretty MkXII core with the charge attribute cause you're gonna be sorry.
And you're thinking ahead it get worse, the lock box ship and their borg warp core makes it clear we can expect the coming Scimitar 3-pack to have a unique singularity core that is necessary for the console set bonus, so what if said core comes with a charge rate modifier?
Then what we're just ****ed? throw them out the airlock and kiss the millions ec you paid for those doff on the exchange godbye.I just can't believe this is the intended design.
You NEED to change these doff to be work like the projectile doff and simply have a small chance to proc some extra charge. I mean the non-romulan projectile doff works the same with the shield power buff, just different chance to proc, why not do the same thing for the romulan-only version, it would makes the romulan energy doff way more attractive, and space vacuum proof too.
The rest of your post had some good feedback, but this is just trolling.
One of the issues of limiting this proc to clearing Engineering debuffs, is that EPtX already has part of that built in to the base power - it will cleanse any subsystem offline debuff associated with the system being Emergency'd.
You might be surprised at how few Engineering debuffs there are out there, that aren't subsystem offline status.
Cryptic - Lead Systems Designer
"Play smart!"
So you could make it so that it just randomly cleanses one debuff per tick? That might be interesting.
As follows, I think these would all be good solutions, in no particular order.
1. Make the cleanse instant-only. Have it activate when EPtX triggers, but not be 'periodic'.
2. Increase the interval between cleanses. 2s means that it's effectively constant for the full duration, but EPtX abilities last thirty seconds[/s]. Why not make it every 5s, so that it triggers three times during the period of an emergency power to ____ ability?
3. Make different Emergency Power to _____ abilities cleanse different things. (This is my favourite, but harder to implement, one). Essentially you'd do something like this:
Each Emergency Power to _____ ability would, with that doff, cleanse a specific set of powers, with some degree of crossover.
Emergency Power to Weapons would cleanse anything that debuffs damage, accuracy, or the like.
So things like: Projected Stasis Beam, Thermionic Torpedoes, Sensor Scan with the Sensor Scan Doff, the new tactical captain trait that debuffs accuracy, Aceton Beam.
Emergency Power to Shields would cover shield and drain related powers.
So things like: Elite Fleet Disruptors, Nanite Disruptors, Tachyon Beam, the Borg Shield Neutralizer, Energy Siphon, KDF siphon drones, the Breen Set 3 peice.
Emergency Power to Engines would cover movement related debuffs and provide a temporary immunity (not full duration of the power, maybe like 5s) to non-procced movement debuffs.
So the cleanse would affect things like gravitic anchor, thermionic torpedoes, all soup powers (Eject Warp plasma/doff, theta radiation vent, Vent Metreon Gas, Tetryon Plasma).
The immunity would affect stuff like tractor beams, temporal inversion field, grappler- powers that don't proc a movement debuff, but slow/immobilize you.
Emergency Power to Auxillary would cover most everything else- it would cleanse all 'annoying science powers', like scramble sensors, jam sensors, viral matrix, subnucleonic beam, sensor scan, antimatter spread, perception debuffs from subvert targeting array and the isis doff,- stuff like that.
Now, with this system, which is obviously my favourite choice (I've said so), you can even go a step further and separate each of these into a separate doff. Leave them all warp core engineers so people can't just run all of them, but instead have to choose the one that fits their playstyle.
Don't we need to identify what the actual problem is before attempting to address the solution? If we just X or Y is the issue and attempt to address that when Z is the actual issue, then nothing will be resolved. It may be a case that it's a little of Y and some Z, while X is not an issue at all.
That's basically identifying four potential issues and offering solutions that address those issues. But which is the issue requiring a solution and is it even a case of just addressing it in that manner?
Which gets back to identifying what the actual problem is or even if that problem actually exists, eh?
Let's look at the four suggestions you had for where it might be addressed:
Proc Chance - Is it a case that a single DOFF with a 40% proc is an issue? Not in the least. It's a single DOFF. Is the issue with a 40% proc chance is too much for what it does? Okay, so let's look at what it does in a bit.
Reduce Cleanse Amount - This is going to vary quite a bit between PvE and PvP, eh? PvE you'll never get hit with the amount of Debuffs/Control/DoTs that you would in PvP. So the cleanse amount is not really a PvE issue. NPCs do very little in this regard. Even the new Elachi (which are definitely a step in the right direction, imho) are not going to spam Debuffs/Control/DoTs like a player will. So reducing this for PvP would not affect PvE. Let's keep that in mind and move on to the next.
Remove|Reduce CoT/Make Instant - Not sure if it was ever answered, but is it 5 ticks or 4 ticks for that 2 second duration? Still though, this comes down more to those that are AoE based or channeled, no? Those things that not only give you the cleanse but ~2s of immunity. No, it's not actually immunity - it's stutter immunity. 0.5s pops for 2s...where 2s is not very long at all to most people. So let's keep that in mind and look at the last one, eh?
Limit What It Cleanse - Change it from Nero screaming, "CLEANSE EVERYTHING!" to something more limited in scope. That's a difficult one since it is tied into the EPtX abilities. They're abilities that are repairing disabled systems, buffing the subsystems, and providing additional buffs. And then BAM, it kind of hits you...no? It triggers off of four different abilities, why not have four different results?
EPtA does A.
EPtE does B.
EPtS does C.
EPtW does D.
So it becomes a case of looking at what A, B, C, and D are...right?
What about the Proc %, Cleanse #, and CoT aspect? We were keeping those in mind, no? Well, if we're limiting the Cleanse Effect...do those fall into balance then? Do they balance the opportunity cost that would be introduced by limiting the Cleanse Behavior to A, B, C, or D?
We're taking away...we have to give something too, right? Balance is give and take.
So say we leave those as is and then look at what the A, B, C, and D could be...
...and I'll stop there, because as I hit preview to see where I was so far - I saw that illcadia gave some examples of what the ABCD could be.
So yeah, I think that's where further dialogue needs to take place...the ABCD of the EPtA/E/S/W of it.
Cause, like I've said before - we can't look at things in isolation - there's been the changes to the various EPtX abilities to try to make them more appealing. Nifty little buffs to them, right? Well here you go with something else...where there's an opportunity cost but there's also the extra icing you get from running an EPtX you might not have considered.
Oh well, need to go to the store...
ilcadia's reply is something I was thinking about, inspired by the battery specific Maintenance Engineer. It's complex, but cool.
On a simpler level, I think that a doff shouldn't clear a career debuff like FOMM or SNB. This restriction would have no impact on PvE but would keep it from being a "must have" for PvP. SNB defense would be a "must have."
I think that clearing all debuffs is probably too strong. Again, in PvE we don't see stacks of different things very often so a limited number of things cleansed would still help against the Borg or Tholians.
What about a purple getting 40% to clear one, 30% to clear a second, 20% to clear a 3rd, 10% to clear a 4th. You only get the following roll if the previous is successful. Maybe?
Putting a cleanse at the beginning of a cycle was a good idea if you're trying to put the E back in EPTx. In other words, if you were trying to make it a reaction ability instead of a cycle ability. But EPTS is still too good, so all the current design does is give a 40% chance that no debuff lasts longer than 13 seconds.
Does it break Tractor Beams and placates?
Edit: Also, this is some sky is falling stuff since we haven't seen it in action, so I keep telling myself to take a breath and see how it plays. But I guess we need to strike a balance between time to see how it works without so many people getting their hands on it that a torch and pitchfork mob comes after Bort for changing their stuffs.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Thanks!
My character Tsin'xing
Suppose an escort is running Emergency Power to Engines I and Emergency Power to Shields II under the current system. They have a 40% chance to clear all debuffs with an ability that can be used every 15 seconds(or 13 seconds if you count the 2 second immunity). Escorts would be able to instantly clear subnuke beam, sensor scan, jam sensors, chroniton mines, tractor beams, viral matrix, and beam target x with a power that every escort is already using standard issue. And what happens then? All of the science offcier's abilities have been countered and even if the escort was subnuked during the alpha all of his non-captain abilities will be back in about 15 seconds. Whereas at this point the science vessel is looking at 0:45-1:45 timer before they can do anything to really hurt the escort.
And I also agree a 40% chance for this cleansing to happen (even a partial cleansing like the quoted poster suggests) is a bit to high. Maybe a 10%/15%/20% chance for the duty officer. A 20% chance to clear a specific group of debuffs every 15(13) seconds isn't bad at all.
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Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
I'm sorry you felt that way, but I would never troll an honest request for feedback intentionally. What I posted was ment to be feedback and not a troll post.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Perhaps instead of cleansing EoT (effects over time not just DoT) a brief immunity like you have to movement debuffs. For example, it wouldn't break the TB, but give an immunity similar to PH or APO.
Tbh, I just don't know enough about the under the hood mechanics to offer much out of fear that every 15 seconds would be a lag inducing calculation and the latency makes the proc unnoticable (sp?).
That said, another option maybe to limit what can be cleared based on the EPtX used. Eg, epte may remove/brief immunity to speed reducing debuffs/drain effects, epta some perception/placate sci oriented debuffs, eptw things like fbp/apd, epts drains/shield resist debuffs.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
Mmm... Plasma Fire is quite annoying right now, with all the Warp Plasma and Plasma Weapons being buffed with the Embassy Consoles could be nice to have another counter, other than just Hazard Emitters to DoTs.
Leave the proc as it is but make it only remove ALL DoTs.
www.divisionhispana.com
You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
I don't have a specific reply to your last post, but having read over this thread several times and looking at that Doff's abilities, i worry for my 8 Science Captains. And several of my sci 's are running plasma boats to boot, think i'm going to feel even weaker as sci than what i did before...the CD's being spoken of for EPtX are alot shorter than ours...we will be sitting ducks for escorts i think.
Agree, that would help a lot.
Division Hispana
www.divisionhispana.com
I agree. Considering the fastest you can possibly activate an EPtX power is every 15 seconds, the proc chance is only 25% with a purple, and only one can be put on active duty, then this debuff cleanse will only happen on average once a minute, and that's ONLY if the vessel using it is running a full EPtX rotation. It's good, but even as is, it's still not good enough for me to make room for it in my active roster.
Agreed, as it stands, this doff = a universal debuff cleanser that is more powerful than Hazaard Emitters + Engineering Team + Science Team + Tactical Team combined. While the 40% proc may not seem high on paper, the reality is it EptX can be cycled every 15 sec whereas any of other cleansing power can only be cycled every 30-45 sec. and not nearly as universal as this doff special ability. For example, someone who is affected by Viral Matrix and Scramble Sensors simultaneously - a common Sci tactic - is designed to force the recipient to choose which debuff to tackle since if ET is used, then ST will go into a shared cooldown, leaving the Scramble Sensors effect. Such universal cleansing will further frustrate Sci captains since EptX cycles so rapidly that the 40% proc is really statistically nearly 75% proc every 30 sec. But it's a 75% of chance at least once every 30 sec to activate TT + ET + ST + HE all at once.
Conclusion: There is no dobut this is way OP.
You got the facts wrong, proc is actually 40% with a purple.
Statistically, this proc has a chance of happening at least once every 38.7 seconds based on a purple doff, faster than Hazard Emitters can cycle and far more powerful than HE. So on this alone, this needs to go back to the drawing board.
Jeremy, thanks for maintaining an on-going dialogue and open to our feedback.
Here are my thoughts :
1) Reduce proc % (by how much?)
Based on my own experience any doff that has a proc equal or greater than 35% stands a good chance of actually making good on the promises. Take example of the Damage Control Engineer, one of the most expensive engineering doff category type on the exchange. The purple version of it has a 35% chance of reducing the cycle time of EptX. If this proc rate is considered too low to be effective, these doff wouldn't command a price of multi-million EC. I frequently sell these purple doff for a huge sum, sometimes close to 10 million when the supply is low. Hence, I recommend reducing the proc of this purple Romulan Warp Core engineer to about 30-35% proc chance, in line with other engineering doff. This sensible reduction is based on benchmarking with existing purple engineering doff which we know are working and aren't receiving complaints of either OP or useless.
2) Reduce # of debuffs it cleanses per tick (currently set to 100 which might as well be "all" as the description states)
How about randomly remove up to 3 debuffs so that it doesn't become a universal cleanser and way too powerful? Realistically, a target can be affected by 5-6 debuffs all at once such as Fire on my Mark, APB, APD, VM, Subnuke, Jam Sensors, Plasma DOT and more. Many of these require specific counter. To have a cleanser that eliminates all of them is way too much.
3) Remove the periodic 2s effect, and render it instant only
That's a sensible move, otherwise, it's an additional immunity period of 2 seconds every 15 seconds, roughly up 13% of the time. In other words, up to 13% of the time, such ship may be covered by a total debuff immunity.
4) Limit the type of debuffs it can cleanse (e.g., "only Engineering" or "everything except DOTs")
Limiting only to engineering is too restrictive, it would render the ability useless. I look at this ability as comparable to a warp core "hot restart". It would be more sensible to treat it as Engineering Team + Tactical Team or Engineering Team + Hazard Emitters, provided they are limited up to 3 random debuffs cleansing. This ability should not replace or duplicate Science Team ability, otherwise, Sci Captains will likely fill these forums with protests very shortly since escorts will now even more OP and treat this as their counter to Subnuke. Given Subnuke can fire once every 3 minutes while this cleanser can proc every 15 seconds, there is no way this would be balanced.
If this ability = ET + TT or HE, it would still be very useful since few people carry both ET and TT as they hinder each other with shared cooldown. This way, it's backdoor way for people to benefit from these debuffs cleansing that they otherwise can't.
I hope these feedbacks help.