We will be bringing down the Tribble server for maintenance to apply a new update: ST.36.20140207a.14
General:
- The shared cooldown between "Team" powers of different careers has been removed.
- There is still a shared cooldown between two "Team" powers of the same career, e.g. Science Team I and Science Team III.
This is totaly flip of the table, pvp is going to suffer a HUGE change with this. My first impression is that (MAYBE) can be a good change, but there is too many implications for be sure about it.
EDIT: how are we going to kill a ship that have Eng team 3+ Sci team 3 + Aux2sif 3 + tactical team? lol, i think they will have to increase the coldown of the abilities up to 45seconds (leave it at 30 with 2 purple doffs), if not it will be imposible score a kill. And the clearing efects of sci and tactical team should be reduced if they won't share cd.
John Sheridan@playhard88 -
FED Tactical
Vin Naftero@playhard88 -
FED Sciencie
K'tan@playhard88 -
KDF Tactical
Argento@playhard88 -
RRF Tactical (FED)
Comments
-TaylorSwift
-LindseyLohan - Under appreciated Rom Bug
-EmiliaClarke - Under construction engi recluse
The 15 second global was too much, but no GCD is even worse. The perfect GCD would be 10s between dissimilar team abilities -- enough to encourage taking more than one type of team ability without breaking the game.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
It is a good change. But it is also a band aid fix for several other problems instead of a true fix.
Problem 1: Ships with maany boff slots of one type are undesirable. This is mostly due to the proliferation of multiple ways to reduce boff ability cool downs and the relatively small number of abilities to choose from.
The best illustration of this would be the former 'dragon' cruiser build style. It actually found a good use for all those excess engineer boff slots for double EPtX. Now thanks to technicians and damage control engineer doffs even an escort with a single lt engineer boff slot can have it.
Several tactical heavy ships also suffer from this, why bring a defiant with two copies of APO and an APD/B when you can bring a single copy of each with 2 or 3 boffs allowing one to also bring two boffed copies of two EPtX and still have room for a DEM or RSP on a more hybrid ship layout destroyers.
Problem 2: Some debuffs have few 'cleanse' options. Take holds such as tractor beam. You can break those with Polarize Hull or APO completely. Alternately you can just dump tons of power to engines and run anyway. That is good two hard counters from different careers plus a soft counter.
But then look at the -resist penalty from APB/D. Only one hard counter (TT) and the soft counter of buffing your resist which you either can do or you can't unlike dumping all power to engines.
Problem 3: Some 'buffs' considered essential also have few options. If you want to buff your shield resist you can do it by increasing power to shields, EPtS, or even TSS. But to get the requried shield distribution to survive true spike damage your only options are TT or RSP (which has a terribly long cooldown by comparison).
True fix would be to re-evaluate all 'clense' options and ensure they are properly distributed along with buff options plus adding at minimum one new ensign level boff ability option to tactical and engineering. Wouldn't it be awesome if polarize hull removed APB/D and if TSS had TT's shield distribution capability? I think it would be.
Praetor of the -RTS- Romulan Tal Shiar fleet!
Agree.. now the best way to kill is romulan vaper with proton barrage.
Division Hispana
www.divisionhispana.com
Vin Naftero@playhard88 - FED Sciencie
K'tan@playhard88 - KDF Tactical
Argento@playhard88 - RRF Tactical (FED)
If they remove the timers they need to nerf the healing capability.
I don't know. I really don't know. All I can say is that things are about to undergo a massive shakeup.
Next, they all should be set up to cleanse debuffs of the same rank or lower. A TT I should not be able to clear APB III nor should ST I cleanse Jams sensors III. For that matter, HE I shouldn't be able to cleanse ES III. The cleanse/immunity should always be at least the same rank or better as the debuff.
That will make the second and third ranks of team abilities important while nerfing the OP nature of their first rank counterparts.
It's all a conspiracy, buy more FoTM gear!
Seriously though, I'll never be able to kill anyone in Ker'rat now, just pretty much vaped. I guess I should finally make a Romulan Tac and join the club.
Stop this change before it makes it into Holodeck!
The debuff cleanse doff was enough!
yeah....
about this....
As one of you space pvpers told me in the past "Learn to adapt and get over it"
...Argh, now I have to seriously consider whether to continue with an EPtA + Maint eng build, or go for ET3 + ST3 + AtSIF3 with ET, ST, and AtSIF doffs. 6 doff slots just became that much more important for healboats.
Personal opinion is its not perfect but this is a good step towards fixing the team abilities. I would wager that it will be better than before on the average. And I also look forward to my lower sci slots having some use other than HE, TSS and TB. Also bonus of making ensign eng slots less derpy after you have filled them with teams.
I'd like to see something done about the shield distribution inequality but small step are better than none.
This is a good change. lol
I'm not joking either.
We tell new people to fly there engi toons as healers... then we tell them to load 2 copies of tac team or doff it... as that is the reason they are getting vaped so easy.
We tell sci players the same thing... "What do you mean you can't clear a team mates Sub nuke, what kinda team mate are you?". They then say well so and so told me I had to have tac team in PvP it was required.
Sorry but there was only 2 options to fix team abilities in this game... one was to Nerf Tac team followed by a massive nerf to anything Vape friendly.
The second was to uncouple the teem global cool down. Frankly i am pretty sure a few months back I detailed this change as one I believed was needed.
Really what is the issue here... Engi team is still not a great heal... still doesn't clear anything all that important. (however having more of them on a team now won't be a terrible thing for balance).
Science team very powerful no doubt... all having them on the same cool down did though was punish pug players. Frankly every premade had 3 science teams and 3 tac teams around anyway.
Good change... doesn't creep healing that is just BS.
Does it make it easier for Pug players to carry clears... of course.... does it increase the number of clears on a premade ? (not really no... sure some escort players will run SCi team 1 instead of TSS 1... but really who cares all the serious ones are running warp core doffs anyway).
I may be alone but I am in favor of this change.
PS... the only really really really bad end of this I see. This change makes Aux to bat and Tech doffs even more powerful then it did before. You can no expect to see BS a2b builds running basicly 2 copies of Tac team... 2 copies of Engi team... and 2 copies of Science Team.
It is time for Cryptic to take the nerf bat out and knock tech doffs down to 5% reduction for purples instead of 10%... do that and fix FAW proper and we might have a game again.
Instantly
Every 30 seconds
Every 15 seconds if you slot 2 copies
So you are saying your giving up your RSP 2 ? or your FAW 3 or Omega 1 so you can run a cruiser with 2 Lt cmd Engi Slots.
I am aware that a full bore heal setup cruiser can hit 15k with engi team 3... and the premades that run a cruiser like that will continue to do so... no change there.
Will a pug give up his RSP 2 though... or one of his copies of A2B ? No they won't they will simply throw a Engi team 1 on... its not going to make for a ton of extra creep as I see it.
The only change I can see this really making is a few PUG players might suck a little bit less as they won't give up everything to slot a tac team.
People that want to hit 15k engi team 3s are still going to do that... the escort that was sharing the tac team with them on there premades will just not have to be as quick anymore. lol
No need look around look around .... if you can't vape someone ... just go grind your Barage and buy your ISO. If you still can't vape someone you need to pick up some more click consoles.
Now that they have uncoupled teams... they need to add a uni console/set power global cool down of 15s... Delete FAW... halve the torpedo resistance shields get... halve the numbers on tech doffs... and boom we have a game.
Bye Bye shared cooldown baiting.
These guys just keep doing more and more to ruin this game.
Pvp is officially dead to me and is becoming more of a sad joke with every passing day. Cryptic is removing pvp via attrition of the player base. Good strategy - seems to be working as intended.
So let's see. Subnuc is almost dead now, since people can run ST without interfering in TT. I'm no expert, but I'd say sci rule in pvp just took a major blow since sci debuff clearing is going to be all over. If you think it's a good change, okay, you probably know more than me. But let's look at something...
My JHAS. A tanky, damaging beast with around 50k hull. Currently looks like this:
Cm. Tac: TT 1, CRF 1, APO 1, APO 3
Ltc. Tac: TT 1, BO 2, CRF 2
Lt. Uni (sci): TSS 1, HE 2
Lt. Uni (sci): TB 1, HE 2
Ens. Eng: EPtS 1 (with CD doffs)
Now replace the TSS and TB with ST 1. Replace the EPtS with ET 1.
Yeah.
ps the it is wise keeping cool down with in tac/tac team, sci/sci team, and eng/eng team.
with the new team set is looks to be possible to operate with 2 set of teams. tac/sci/eng and tac/sci/eng teams. plus add in aux and other powers sounds like fun