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Warp Core DOFF effectively subnukes sci

mattjohnsonvamattjohnsonva Member Posts: 4,974 Arc User
edited September 2013 in PvP Gameplay
I just found out about the Warp Core Engineer DOFF with a 40% chance to remove ALL negative buffs on EVERY activation of an emergency power.

Take a Tac with Aux2Bat in a Bug or other escort and basically whatever you throw at him from your cheese board sci ship is neutralised pretty much straight away. I took my undefeated Wells up against said bug and where I have beaten others I was rolf stomped, I couldn't work out why nothing I did affected him much, then he told me about the DOFF.

Is it time to retire my beloved Sci toon and stick to Tacs? Is this a total smack in the face to Sci captains? Am I overstating this case?

What are your thoughts?
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Comments

  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited August 2013
    The devs have always hated Science. They have since 2009 and they continue to do so now. They hand out a Console that is a combination of several Sci abilities at the single press of a button, and on top of it, you did not need any skills in any Sci skillboxes to make it effective. Then you have this DOFF, which is a big issue for Sci since supposed "CC" is the last thing the skills can do, since Cryptic nerfed Science abiity damage 3.5 years ago.

    The doff you mentioned is a killer for Sci because it has a chance to cleanse upon every activation of an Emergency Power to X ability. Which is quite damn often, esp. in a Aux2Batt build.

    Cryptic just might as well remove Science from this game altogether. They nerfed the class' damage. They make it easy to resist our "best" skills. Hell, even in PVE, you have NPCs moving away from a buffed up Grav Well 3 as if nothing was going on, which is supposed to be one of our last great abilities even for PVE. They make it easy to just ERASE any effects Science can do with this DOFF. They obviously feel that Science is the "Third Wheel" in this date, and needs to get dropped. Just wait until more and more of these DOFFs appear in everyone's build.

    Drop Science Captains altogether.

    Drop the Science Skillbox portion of the tree altogether.

    Drop any Science Skill altogether.

    Drop Science Ships altogether, because there really isn't a point to them now.

    Cryptic, stop doing this dance with Science, just drop this charade altogether that there are supposed 3 ship and character classes. Just drop it down to 1, like you know you really want it to.
    XzRTofz.gif
  • mimey2mimey2 Member Posts: 0 Arc User
    edited August 2013
    Well, honestly, while on paper it can seem nasty vs. sci debuffs, remember what it is:

    40% chance, anytime you hit an ETPX ability to remove all debuffs.

    That's 1 chance, at most, every 15 seconds, TOPS.

    Ironically, I've found that it's better at removing things like plasma burns or tac debuffs than things like VM or Sensor Scan. It's quite nice though when you hit it, and it removes something really icky, like a Graviton Pulse debuff.

    Heck, sci (especially a sci captain), is really the best counter to this thing:

    You say A2B builds might make it more effective, no more effective than 3 EPTX abilities, 15 seconds is tops.

    That cleanse won't mean spit if he has longer cooldowns because of SNB stripping his buffs and putting everything on super-inflated CDs. Let's see A2B fix that if both his copies of it are on a one minute CD or something. (As much as I hate to say it and thus promote cheese in PvP, Scramble Sensors with the DOFF added in which adds CDs to all skills is also a good counter to it)

    And if you know he can use an ETPX ability if you've been watching his timers, then simply hit him with a good ole full disable like a PSW or Tric torp. Can't use his BOFF skills if his whole ship is disabled, and you are guaranteed at least a couple seconds of him not being able to do anything about it.

    The cleanse is also applied right when you hit (or maybe a couple moments after due to game lag) the EPTX ability. So if you see him hit an ETPS for example and wait 5 seconds then hit him with like a VM and other nasties, he has 10 seconds he HAS to just sit there and...

    A. Deal with it
    B. Use another cleanse off his ship
    C. Wait for a teammate to cleanse him instead

    Even then, this is all presuming that the DOFF procs in the first place, it's still only a 40% chance every 15 seconds.



    I'm not denying what you are saying, more that I don't think it's quite as bad as some folks think. I find it a better cleanse for other stuff, like plasma DoTs, aceton beams (on the rare times I see it), Tac debuffs, the occasional universal console, and that kind of stuff.
    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.
  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited August 2013
    I don't think it is that they hate science, if you look at the space portion of the game, you automatically go to red alert, your shields are always up and there is no disable for win, just kill for win. Kills are created from damage of weapons and abilities, control powers do not allow you to win by capture or force a withdrawl (denial of area).

    In short they made a game that is tac focused because of the need to kill your opponent. If they created other ways to eliminate a ship than hull points, say warp core integrity that is lost with attacks to subsystem power and other uncreated but potentially offensive engineer powers OR computer core integrity that is attacked with each science offensive power such as viral, scramble, jam and also other new science powers then you would have something that is not focused on the weapons.

    Star Trek is always its best when the story is multifaceted, but the concept seems to be to make a Star Wars game with star trek skins, terms, and characters.

    I am not trying to be harsh, and I haven't quite figured out what is going on with STO, but doesn't feel like star trek, it just looks like it from a distance. Now I rant, but I still play it, and play it a lot because I like flying the ships and I like the look better than other games out right now and I have a fun group in my fleet. So it has entertainment value for me, but it could have been more Trekie and in that it would give more things for all the classes to do.
    PvE Jem'Hadar motto: Participation Ribbons are life.
  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited August 2013
    An easier way to make the classes more useful is have pvp and pve missions where you have to repair or scan things and each captain and ship came with bonuses in time. I personally think the Tholian tractors should be lowered faster by a science captain or a science ship faster than others, and the combo of sci sci should be faster yet. Have pve missions like Traelus where there is a repair component out side of hull heals and eng/cruiser ships hold the advantage.

    Similarly in PvP cap and hold points get capped at a rate of time that is influenced by ship size (max hull points) in the cap area, and other situational pvp that gave a mild, but significant advantage to other ship and class types that can't spike dps without further skewing balance or interest in tactical. Imagine if in ISE the jam sensor or sensor scramble prevented the gate from detecting your attacks on the nanite transformers and dispatching the nanite spheres. Not that ISE is all that hard, but if it were harder that time bought by a sci ship could simultaneously create unique value in the ship class and not remove the need for dps from tac escorts as the primary win condition. Basically increase the role and need of the support functions in the way the current game mechanics exist.

    They key is to add more situational options for the two support roles based on this being a star trek combat simulator for the most part. Kerrat could be highly benefited by some tweaks that gave sci and eng advantages at different tasks assigned to the factions to win the zone. In doing so it makes future situational pve and pvp missions more involved and diverse in game play.
    PvE Jem'Hadar motto: Participation Ribbons are life.
  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited August 2013
    40% chance every 15 seconds for an A2B, more like every 30 for a Bug.

    The chance is high in my opinion, but the frequency is fine, and requires timing on the part of the debuffer to avoid hitting during the end of an EptX, the same as an alpha striker should time around Tac Team and FBP.
    EnYn9p9.jpg
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited August 2013
    40% chance every 15 seconds for an A2B, more like every 30 for a Bug.

    The chance is high in my opinion, but the frequency is fine, and requires timing on the part of the debuffer to avoid hitting during the end of an EptX, the same as an alpha striker should time around Tac Team and FBP.

    The frequency isn't fine.

    How long are SCI BOFF & Captain cooldowns? Very lengthy, with BOFF ones oftenly getting to 1 minute or more. SNB is 2 minutes.

    This DOFF is a big issue for SCI because everything offensive SCI does lands on the target. And this DOFF will let the target cleanse it.

    It's not like TAC Attack Pattern Alpha, Tactical Initiative, or BOFF Attack Pattern Omega (end all be all BUFF and "Get out of jail for free card"). These abilities when used stay on the originating character and cannot be "cleansed" off a target. These BUFFs get used and greatly strengthen the user's ship.

    But SCI is dependent on laying its damage and debuffs onto the target, which this DOFF cleanses away. A big issue even more when you are dealing with Sci BOFF abilities and long cooldowns.
    XzRTofz.gif
  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited August 2013
    The frequency isn't fine.

    How long are SCI BOFF & Captain cooldowns? Very lengthy, with BOFF ones oftenly getting to 1 minute or more. SNB is 2 minutes.

    This DOFF is a big issue for SCI because everything offensive SCI does lands on the target. And this DOFF will let the target cleanse it.

    It's not like TAC Attack Pattern Alpha, Tactical Initiative, or BOFF Attack Pattern Omega (end all be all BUFF and "Get out of jail for free card"). These abilities when used stay on the originating character and cannot be "cleansed" off a target. These BUFFs get used and greatly strengthen the user's ship.

    But SCI is dependent on laying its damage and debuffs onto the target, which this DOFF cleanses away. A big issue even more when you are dealing with Sci BOFF abilities and long cooldowns.

    You are right, the sci's usefulness is based on putting debuffs on the target. The tac's usefulness is based on putting buffs on them selves to shoot the target. There needs to be doffs that have a chance to remove the attackers buffs on taking damage your ship to be comparable hit to tacorts.
    PvE Jem'Hadar motto: Participation Ribbons are life.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited August 2013
    It's just another "oh noes, I don't know how to build a PvE ship and the PvE is too hard even though I've got a million toys out the wahzoo and NPCs have been nerfed - please help me Cryptic" pile of garbage.

    Hrmm, that was my toned down comment. ;)
  • captainednacaptainedna Member Posts: 0 Arc User
    edited August 2013
    again with the escort BS topic?

    a escort will most likely have 2 eptx .If a subnuc hits right after eptx that doff is useless ,even if it hits at the end of the cycle that doff is luck.There are 5 doff slots ,how many people use 4 doffs and 1 luck based doff?

    Try getting rid of that ss3 doff or vm doff for the warp core doff....way less cheese with it ,even if it would proc 100% of the time.
    The devs have always hated Science. They have since 2009 and they continue to do so now.

    yet sci's are used as healers and debuffers ,most of the times you will see 3 per team...thats how bad they are.
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  • shookyangshookyang Member Posts: 1,122
    edited August 2013
    In an organized group, you'll have more than one subnuke available, I'd imagine.

    Also, as stated before, this DOFF has an instant cleanse. And most people cycle their EPtS abilities. So, if you've seen them just pop EPtS, they have 15 seconds of vulnerability to a subnuke.
    Sigh.. I suppose there's not much we can do other than hope Sci's get a DOFF that prevents your buffs from being disabled lol.
    Well, not that I condone it, but you can fight cheese with cheese and get 3x Subnuke DOFFs and get a 3% chance to strip 3 buffs every 15 seconds (or was it 7.5 seconds?).
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  • mimey2mimey2 Member Posts: 0 Arc User
    edited August 2013
    Halor Kurlam, nope they don't work, we did tests a while back and after 10 min of continual fire not a single buff was stripped. There's a reason the price has dropped form 40 million to about 3million. Even if they did work the chance is miniscule, 1% IIRC and we are looking at a DOFF that has a 40% chance and DOES work!

    I wouldn't knock the SNB DOFFs too much there. The original ones could proc as often as every 8 seconds or so, and totally strip a person's buffs without any fuss at all.

    Part of the reason why they dropped in price isn't just the nerfs, but also the proliferation of Elite Fleet Shields. The DOFF can strip off those resist stacks as part of it's proc, thus most of the time against a person with them, they are pretty pointless.

    Against someone not using a fleet shield though, they can be pretty brutal still.

    But, wouldn't surprise me if they were bugged at some point. Though really, I kinda don't mind that one.
    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.
  • shookyangshookyang Member Posts: 1,122
    edited August 2013
    Halor Kurlam, nope they don't work, we did tests a while back and after 10 min of continual fire not a single buff was stripped. There's a reason the price has dropped form 40 million to about 3million. Even if they did work the chance is miniscule, 1% IIRC and we are looking at a DOFF that has a 40% chance and DOES work!
    From my understanding, there is no visual icon that there's an immunity. So, I'd imagine it would be pretty hard to keep track of all of the buffs coming and going and ones that get stripped.

    Also, while 1% doesn't seem like a lot. You can stack 3 of them, so that's 3%. Better odds than a weapon proc. And considering the Warp Core DOFF can only be used 1 every 15 seconds, the Subnuke DOFF works on all of your weapons. That's 6-8 weapons firing all the time, each one getting a chance to proc. So, if you consider how often weapon procs trigger, it would be the same for the Subnuke DOFF.
  • wast33wast33 Member Posts: 1,855 Arc User
    edited August 2013
    ...nvm :D...
  • marc8219marc8219 Member Posts: 0 Arc User
    edited August 2013
    I think snb is still very powerful regardless, perhaps too powerful. Even with this doff the main impact of snb is still there, all your buffs are stripped, including captain powers with long cool downs at the expense of the sci captain only having to use a single captain ability. So what if they can clear it after.
    Tala -KDF Tac- House of Beautiful Orions
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited August 2013
    Sci's aren't weak, debuffs aren't week, but many Sci Boff debuffs have been weakened, then boosted by Doffs. Or, there's pets and gadgets to take the place of Sci Boff powers. As others mentioned if you notice this try and time/cycle your debuffs better.

    Personally, I'd have zero issue using SS doff vs cooldown reduction builds. I never understood the backlash vs SS doff given the amount of cooldown reduction in the game, other than to chalking it up to the fact players hate getting debuffed.
    [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
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited August 2013
    marc8219 wrote: »
    I think snb is still very powerful regardless, perhaps too powerful. Even with this doff the main impact of snb is still there, all your buffs are stripped, including captain powers with long cool downs at the expense of the sci captain only having to use a single captain ability. So what if they can clear it after.

    The counter to SNB is to plan rolling buffs into a build, so SNB doesn't have the impact you describe. Also, baiting an SNB tactically is effective. Also, while it strips many things, it doesn't strip everything, eg evasives.
    [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
  • maicake716maicake716 Member Posts: 0 Arc User
    edited August 2013
    p2wsucks wrote: »
    The counter to SNB is to plan rolling buffs into a build, so SNB doesn't have the impact you describe. Also, baiting an SNB tactically is effective. Also, while it strips many things, it doesn't strip everything, eg evasives.

    and this is where a good sci will strip then shockwave so that pesky evasive is wasted ;)
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited August 2013
    maicake716 wrote: »
    and this is where a good sci will strip then shockwave so that pesky evasive is wasted ;)

    Aux2damp is Lt Eng anyone can use and has a shorter cooldown than PSW. :P

    Edit: GDF isn't stripped iirc.
    [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
  • kronosathkronosath Member Posts: 0 Arc User
    edited August 2013
    Thank you Cryptic for making a 40% chance every 15-30 sec to counter abilities that have 60 sec cooldown.

    And do not tell me that they were made for pve. Right because NPC's use so many science powers that is very difficult to counter. They buffed the spheres and probes to escape the GW3 what are we talking about. In ISE sometimes I think that I am chasing epohhs to tag, instead I am chasing spheres(plus they hide near the gate).

    ...Forget all the above. Too tired to bother once again.
    Fed Sci: Tethys U.S.S. Chronos Aionios, U.S.S. Denomon Gnosis {Fleet: HSF}
    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}
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited August 2013
    kronosath wrote: »
    And do not tell me that they were made for pve.

    Plasma Burn is the #1 killer in PvE. I'd say it was made for PvE.

    Course, I'd also say that the combination of AtB HE uptime, this DOFF, the growing popularity of Disruptors and folks using ResB, etc, etc, etc...has pretty much neutered Plasma in PvP again. Still damn nifty in PvE, mind you - NPCs don't roll like we roll.
  • captainednacaptainedna Member Posts: 0 Arc User
    edited August 2013
    Plasma Burn is the #1 killer in PvE. I'd say it was made for PvE.

    Course, I'd also say that the combination of AtB HE uptime, this DOFF, the growing popularity of Disruptors and folks using ResB, etc, etc, etc...has pretty much neutered Plasma in PvP again. Still damn nifty in PvE, mind you - NPCs don't roll like we roll.


    Plasma burns (dot) like any other thing in this game that has a useless animation is meant to lag so yes it does something in pvp.There are builds that plasma dot burns bad but the 10000 km long plasma trail is useless and laggy when other cheese stuffs are on screen.I dont understant why you need a plasma dot to make a trail animation 20000 longer than your ship.
    kronosath wrote: »
    Thank you Cryptic for making a 40% chance every 15-30 sec to counter abilities that have 60 sec cooldown.

    science team counters subnuc .one has 30s the other has as we all know more than 30s cd.Nerf sci team and since we are at that nerf BoPs.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited September 2013
    THanks for your replies guys. Now I know about this DOFF my timing is going to have to be perfect. The issue it seems is the long CD of sci abilities compared to the potential 15 sec activation of EmptX.

    It still feels like a pretty big smack in the face for the sci captain, I'm sure I can build my way around much of it but again the TAC's buffs are stacked on the originator as you guys said, have shorter CDs and cannot be cleared to my knowledge.

    I also like the multifaceted approach to taking someone out of the action, ST should be much more about disabling a ship and allowing surrender than killing them being the only way to win. How often did we hear Picard state target engines and shields only as a way to take control of the situation?

    Sigh.. I suppose there's not much we can do other than hope Sci's get a DOFF that prevents your buffs from being disabled lol.

    If you need help with your cooldowns getting closer to the global CD, there are also doffs and bonuses that can help you with that.
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  • maicake716maicake716 Member Posts: 0 Arc User
    edited September 2013
    only last week I was in the pvp arena we all had bug ships and we came up against the fed fleet calls FS they was all using wells class ships and guess what? the wells ships together were unbeatable and I know at least 4 of us had the warp core doff that clears all debuffs so you tell me if science is weak

    Science is weak.
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
  • ussboleynussboleyn Member Posts: 598 Arc User
    edited September 2013
    only last week I was in the pvp arena we all had bug ships and we came up against the fed fleet calls FS they was all using wells class ships and guess what? the wells ships together were unbeatable and I know at least 4 of us had the warp core doff that clears all debuffs so you tell me if science is weak

    Science be weak, fistas with 5x TIF and AMS be strong lol

    /\
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  • playhard88playhard88 Member Posts: 733 Arc User
    edited September 2013
    only last week I was in the pvp arena we all had bug ships and we came up against the fed fleet calls FS they was all using wells class ships and guess what? the wells ships together were unbeatable and I know at least 4 of us had the warp core doff that clears all debuffs so you tell me if science is weak

    the cheesecake factory. 4xtif + 4xgrav pulse + 4xams = gg
    John Sheridan@playhard88 - FED Tactical
    Vin Naftero@playhard88 - FED Sciencie
    K'tan@playhard88 - KDF Tactical
    Argento@playhard88 - RRF Tactical (FED)
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