1 To my understanding in order to get the Mk xii very rare consoles in a Elite stf you need to have done top damage. Does that mean tanks and heals are awarded by someother meens?
2. Maybe im used to other mmo's but. In sto why do we even have tanks and heals??
for there to be a tank needed, that means that theres a boss thats killing everyone else, usually within seconds and a tank needs to swoop in and pull all the agro, so we dont keep dieing and the heals help keep the tank alive while dps pounds away at the boss. I cant think of one instance where this is relivant in sto. 5 tacs can (usually much better) complete a stf just fine without any other class.
3. Altho I do think cryptic is aware of this unbalancing. In the mirror event they did have it to where the diffrent classes could do things faster than one another.
4. I also feel that not haveing the classes define themselves really hurts the game, and i mean Really hurts the game. People would have alot more fun if they could say, if playing a tank,
I protected my entire team or a sci could say, If i hadnt hit Hazard emitters when i did the tank would have died, so i saved the whole group. It would give people a sense of pride with their character.
5. Characters classes should have more abilitys that only that class can use. Right now i think each one has only 5 abilitys that stand them apart from each other. There should be atleast 10.
6. Eventually there should be Teir 6 ships. These ships should be class specific only.
7. 3 classes is limited,should be 6 or more. along with 10 new abilitys for each.
(at first). Each new profession could be titled after the duty officer mission titles, We already have Tactical, Engineering and Science with each new Expansion they could just add 1. There could even be race specific only classes, Klingon would get Mauraduring, Feds Diplomacy, and Roms ?.
Do you think the game needs a major charcter/Class/ability overhaul ?
1 To my understanding in order to get the Mk xii very rare consoles in a Elite stf you need to have done top damage. Does that mean tanks and heals are awarded by someother meens?
In STFs the reward is random, not based on anything. In Fleet Actions, the reward is based on where you place. In most Fleet Actions, like Gorn Minefield, that placement is determined solely by damage. In Crystaline Entity that formula is radically different and support actions such as healing are factored in as well.
2. Maybe im used to other mmo's but. In sto why do we even have tanks and heals??
for there to be a tank needed, that means that theres a boss thats killing everyone else, usually within seconds and a tank needs to swoop in and pull all the agro, so we dont keep dieing and the heals help keep the tank alive while dps pounds away at the boss. I cant think of one instance where this is relivant in sto. 5 tacs can (usually much better) complete a stf just fine without any other class.
Into the Hive, No Win Scenario, Storming the Spire and Crystaline Entity all go smoother with tanks and support vessels in the mix. A lot of DPS based ships can equip the BOFF powers needed to perform these support tasks as well, but even with that, some of those encounters get messy without a cruiser or science vessel (depending on the specific encounter and situation). But this game doesn't function like a standard ye olde fantasy MMO with dragon raids. It never has. And nothing in the design and development team's actions over the years indicates that is changing.
3. Altho I do think cryptic is aware of this unbalancing. In the mirror event they did have it to where the diffrent classes could do things faster than one another.
Wait till you get a load of Undine Assault in Season 9.
4. I also feel that not haveing the classes define themselves really hurts the game, and i mean Really hurts the game. People would have alot more fun if they could say, if playing a tank,
I protected my entire team or a sci could say, If i hadnt hit Hazard emitters when i did the tank would have died, so i saved the whole group. It would give people a sense of pride with their character.
Engineering Team and Aux to Structural Integrity can put out more instant healing than Hazard Emitters. HE's real shining moment is against the Borg or against Plasma DOTs, because of what it does. But for straight healing hull, HE's kind of in the middle.
The thing is, dedicated support has limitations in this game due not to the encounter design but due to other mechanics. Such as distance. People are flying over 10 km away to do super duper damage to that group of enemies, well you Engi Team 3 or HE 3 is pretty useless when you're 13 km away from them. Couple that with peoples' innate resistances and how they build their loadout to contain enough self preservation that they can get in, spike damage and get out to heal up, or they just have a powerful ship with enough healing and have enough consoles that boost all that (or they're taking advantage of say a 2 pc set bonus that was working wrong and is about to get nerfed/fixed) ... and the need for support dwindles.
It's not because damage rules the roost. No, it's because support itself hasn't been developed effectively as the game has aged.
5. Characters classes should have more abilitys that only that class can use. Right now i think each one has only 5 abilitys that stand them apart from each other. There should be atleast 10.
I don't know. I mean Miracle Worker is really defining right now. I mean REALLY defining. Attack Pattern Alpha is the same way. Sub Nuc and the new sensor analysis and ... well I mean in terms of just career choice, I think Engi, Science and Tactical are all very well definied with their specific abilities. They all have flavor. They all play very differently. This really comes out when doing some of the shuttle missions (which can be annoying, for sure). In shuttle missions you really come to realize how distinct the professions are.
6. Eventually there should be Teir 6 ships. These ships should be class specific only.
This won't likely happen. For the simplest reason of all: Money. People have spent hundreds of dollars on lockbox ships. And the game's free to play model kind of hinges on those lotto type items and rewards fueling its profits. To marginalize that would hurt the game overall.
7. 3 classes is limited,should be 6 or more. along with 10 new abilitys for each.
Oh god no. Balance is already impossible to maintain. Adding all that? Ugh. Balance would be out the window.
Do you think the game needs a major charcter/Class/ability overhaul ?
I think BOFF abilities need a development pass. I think the DOFFing system was left incomplete and needs some major revisions and tweaks. I think ground combat and crafting are hopeless. I think exploration and diplomacy are dated mechanics that they're stuck with and can't do much in the way of revision. I think the idea of raising the level cap is insane since this game can barely handle its current end-game content and mudflation issues. I think the idea of being an admiral with your BOFFs becoming captains of a mini fleet of ships you control is something DStahl should never have teased as just the thought of it kind of ruins any way to think about the current game's content (imagine 5 admirals each with 5 captained ships, in ISE).
So no, I think we're stuck with little tweaks. The first of which is the stuff coming in season 9 with reputation.
1) You actually get a random item that can sometimes be purple quality of mark X, XI, or XII and can sometimes be a console. The bulk of it is vendor trash or suitable to give away in your fleet bank to new players. A couple of desirable items (tac consoles for AP, for example) are worth a bundle on the exchange, but most of it is just clutter.
2) The root of the problem is that gear and builds outpaced the difficulty by a wide margin --- therefore even escorts can carry enough self healing and shielding to stay up without a tank. This is true in traditional MMOSs as well; I could go back to wow and probably solo or 3 man the molten core (trash anyway, boss mechanics require more players of course), which used to take 40 people.
3) No, they did not. It was based off the ships; my tac officer in a sci ship could close rifts.... and my engineer (romulan) could not power up stations and my sci (romulan) could not close rifts faster in her (science..) carrier.
4) see #2. The roles matter in weak groups, but not with top gear. Ive been in plenty of pug elite stfs that *needed* for me to heal someone or tank.
5) Maybe. But what would they be? More healing or more dps without tougher content is power creep. Before messing with player abilities or game balance and mechanics, they need to simply add something tough enough to chew on with what we already have and see how that goes, adjust accordingly.
6) Why make them class specific? A lot of us have earned gear and built around odd setups, and we LIKE that flexibility. I would be very, very mad if they released a t6 BOP that my BOP dedicated pilot (happens to be an engineer) could not use. I would be rather annoyed if my SCI captain were locked into a POS 3 weapon ship in a 5 weapon ship world (assuming they do not multiply the damage of GW by about 25 to compensate). (Yes, I ignored the pathetic dps aft weapons in that comment).
7) Major overhaul. But take it and run with it... what classes you gonna add, what can they do that is distinct? I am not saying its a bad idea, but you can't just say "we need moar" without providing some concepts.
In STFs the reward is random, not based on anything. In Fleet Actions, the reward is based on where you place. In most Fleet Actions, like Gorn Minefield, that placement is determined solely by damage. In Crystaline Entity that formula is radically different and support actions such as healing are factored in as well.
Scimitar + Valdore console + CE Elite = profit $$$
I am level 50 and still the prizes in the Enemy only appear to be faulty giving me I, II, III, IV consoles instead of the X, XI, XII. Random but the system code should catch it give out the right prize code base on your level.
1) You actually get a random item that can sometimes be purple quality of mark X, XI, or XII and can sometimes be a console. The bulk of it is vendor trash or suitable to give away in your fleet bank to new players. A couple of desirable items (tac consoles for AP, for example) are worth a bundle on the exchange, but most of it is just clutter.
I've noted that getting top rank in an elite queued mission (the ones that keep score anyway) guarantees it'll be purple, but doesn't guarantee that it'll be Mk XII. I have grabbed Mk XII's more consistently when playing in Elite. By comparison playing, say, Mirror Invasion on normal almost never got me better than a purple Mk XI. Most of what I got was green and blue vendor junk.
Elite gives you XII you say, but not only that one in the Mirror the other PVP does as well. But the Red Enemy on the sector map not doing that correctly.
I could go back to wow and probably solo or 3 man the molten core (trash anyway, boss mechanics require more players of course), which used to take 40 people
Oh yeah, at 90, with decent gear, I've seen folks solo (or very nearly solo) heroic lich King. Mc is cake. Boss mechanics don't matter when you kill them fast enough.
Comments
In STFs the reward is random, not based on anything. In Fleet Actions, the reward is based on where you place. In most Fleet Actions, like Gorn Minefield, that placement is determined solely by damage. In Crystaline Entity that formula is radically different and support actions such as healing are factored in as well.
Into the Hive, No Win Scenario, Storming the Spire and Crystaline Entity all go smoother with tanks and support vessels in the mix. A lot of DPS based ships can equip the BOFF powers needed to perform these support tasks as well, but even with that, some of those encounters get messy without a cruiser or science vessel (depending on the specific encounter and situation). But this game doesn't function like a standard ye olde fantasy MMO with dragon raids. It never has. And nothing in the design and development team's actions over the years indicates that is changing.
Wait till you get a load of Undine Assault in Season 9.
Engineering Team and Aux to Structural Integrity can put out more instant healing than Hazard Emitters. HE's real shining moment is against the Borg or against Plasma DOTs, because of what it does. But for straight healing hull, HE's kind of in the middle.
The thing is, dedicated support has limitations in this game due not to the encounter design but due to other mechanics. Such as distance. People are flying over 10 km away to do super duper damage to that group of enemies, well you Engi Team 3 or HE 3 is pretty useless when you're 13 km away from them. Couple that with peoples' innate resistances and how they build their loadout to contain enough self preservation that they can get in, spike damage and get out to heal up, or they just have a powerful ship with enough healing and have enough consoles that boost all that (or they're taking advantage of say a 2 pc set bonus that was working wrong and is about to get nerfed/fixed) ... and the need for support dwindles.
It's not because damage rules the roost. No, it's because support itself hasn't been developed effectively as the game has aged.
I don't know. I mean Miracle Worker is really defining right now. I mean REALLY defining. Attack Pattern Alpha is the same way. Sub Nuc and the new sensor analysis and ... well I mean in terms of just career choice, I think Engi, Science and Tactical are all very well definied with their specific abilities. They all have flavor. They all play very differently. This really comes out when doing some of the shuttle missions (which can be annoying, for sure). In shuttle missions you really come to realize how distinct the professions are.
This won't likely happen. For the simplest reason of all: Money. People have spent hundreds of dollars on lockbox ships. And the game's free to play model kind of hinges on those lotto type items and rewards fueling its profits. To marginalize that would hurt the game overall.
Oh god no. Balance is already impossible to maintain. Adding all that? Ugh. Balance would be out the window.
I think BOFF abilities need a development pass. I think the DOFFing system was left incomplete and needs some major revisions and tweaks. I think ground combat and crafting are hopeless. I think exploration and diplomacy are dated mechanics that they're stuck with and can't do much in the way of revision. I think the idea of raising the level cap is insane since this game can barely handle its current end-game content and mudflation issues. I think the idea of being an admiral with your BOFFs becoming captains of a mini fleet of ships you control is something DStahl should never have teased as just the thought of it kind of ruins any way to think about the current game's content (imagine 5 admirals each with 5 captained ships, in ISE).
So no, I think we're stuck with little tweaks. The first of which is the stuff coming in season 9 with reputation.
2) The root of the problem is that gear and builds outpaced the difficulty by a wide margin --- therefore even escorts can carry enough self healing and shielding to stay up without a tank. This is true in traditional MMOSs as well; I could go back to wow and probably solo or 3 man the molten core (trash anyway, boss mechanics require more players of course), which used to take 40 people.
3) No, they did not. It was based off the ships; my tac officer in a sci ship could close rifts.... and my engineer (romulan) could not power up stations and my sci (romulan) could not close rifts faster in her (science..) carrier.
4) see #2. The roles matter in weak groups, but not with top gear. Ive been in plenty of pug elite stfs that *needed* for me to heal someone or tank.
5) Maybe. But what would they be? More healing or more dps without tougher content is power creep. Before messing with player abilities or game balance and mechanics, they need to simply add something tough enough to chew on with what we already have and see how that goes, adjust accordingly.
6) Why make them class specific? A lot of us have earned gear and built around odd setups, and we LIKE that flexibility. I would be very, very mad if they released a t6 BOP that my BOP dedicated pilot (happens to be an engineer) could not use. I would be rather annoyed if my SCI captain were locked into a POS 3 weapon ship in a 5 weapon ship world (assuming they do not multiply the damage of GW by about 25 to compensate). (Yes, I ignored the pathetic dps aft weapons in that comment).
7) Major overhaul. But take it and run with it... what classes you gonna add, what can they do that is distinct? I am not saying its a bad idea, but you can't just say "we need moar" without providing some concepts.
Scimitar + Valdore console + CE Elite = profit $$$
Time will only tell!
I've noted that getting top rank in an elite queued mission (the ones that keep score anyway) guarantees it'll be purple, but doesn't guarantee that it'll be Mk XII. I have grabbed Mk XII's more consistently when playing in Elite. By comparison playing, say, Mirror Invasion on normal almost never got me better than a purple Mk XI. Most of what I got was green and blue vendor junk.
Time will only tell!
Oh yeah, at 90, with decent gear, I've seen folks solo (or very nearly solo) heroic lich King. Mc is cake. Boss mechanics don't matter when you kill them fast enough.