A reverse Valdore so they just got unkillable correct? Someone to solo a Tac Cube in ISE in 10 seconds? High DPSers should be capped? On what planet do you live? This is the worst nonsense post I've ever read. There's not a single shred of logic.
depending on how high the per hit buff is ...Its not stoping your damage its reducing it
Enemy buff isnt active until 5000 dps is reached you strike for 20.000 and 15000 is mitigated
10 seconds on a tac cube........yes i see it all the time in my fleet and other out of my fleet
stacking Beta's ect 20 to 30 seconds on Donatra and the main gate and gate/generator/cube quarter side at Kit
30 seconds tops
yes high dpser need to be capped/limited
giving the content more shields hull is not the answer because it does not bring the Bulk of the ( paying ) players into the picture...........Newer players spend money if they like the game ...Old Vet players got there stuff and arnt spending cash anymore
If no vet players are present and the content is ramped up to give vets more of a challenge then the New players are outmatched
logically the company has to make the game entertaining to its paying players so the content has to be ( Fun ) for them
having 1 vet player come in kill everything before the newer players can hardly get a few shots off is not very fun for them now is it
Its not even fun for a second vet player if he shows up...now he is bored A 10 minute slice of content is done in 2 minutes what if a 3rd vet player arrives.......
The 2 newer players wonder why they are even there ...
your response shows no logic............none at all
The problem has to be fixed from the TOP down not from the Bottom up
The bottom up is where the money is at...........Thats the logic
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Cryptic lost literally THOUSANDS of Gold subscriptions the day Season 9 released, and that was a relatively small nerf. What do you think will happen if they try to rein things in the way you're proposing? :mad:
I lost all other fleet-leaders and all staff-officers with season 9.
Im still here because im at 240.940 engineering at star-base my tier 5 star-base.
We have this kind of "proof" pretty much everytime there is a change that at least a part of the community dislike. Meanwhile, the game have now more people than ever.
In fact, according to steam charts, which are not accurate when it comes to number (it only check steam players), but accurate to see if a game is in decline or not (there are no reasons the steam player is less affected by the rep nerf than any other), they didn't loose anybody. In fact, they increased the overall population.
Check the chart here. It's easy to find when S9 was released, it's when almost double the steam population playing the game. April 22nd. Even if the population is slowly declining (which is expected, check the charts after all the other season release), there are no drops. No "thousands of people left" or whatever.
So yeah, once again a random whine about the rep nerf, with a bit of doom and absolutely no proofs of anything. Except for a "I lost my fleet leaders !" which happen everyday, check the forum regularly, I see this kind of post from time to time.
Check the chart here. It's easy to find when S9 was released, it's when almost double the steam population playing the game. April 22nd. Even if the population is slowly declining (which is expected, check the charts after all the other season release), there are no drops. No "thousands of people left" or whatever.
But how much of that is due to them increasingly being pushy about Arc? So many people claim that they will switch to loading via Steam, despite the fact that Steam is just as much intrusive spyware as Arc is...
But how much of that is due to them increasingly being pushy about Arc? So many people claim that they will switch to loading via Steam, despite the fact that Steam is just as much intrusive spyware as Arc is...
They haven't done anything particular about arc the april 22nd (or in the days before/after). Anything that would suddenly push about 2000 people to use steam instead. Except for the s9, it was an average day on STO and for arc.
Then, on a side note, I agree with your statement on steam, even if I do use it, I feel like I'm selling my soul for cheap game every time I do.
Another 'simple solution thread' for a rather complex problem to fix...and they seem to be getting worse.
All I see here is EVERYONE would have the same damage done. Let's be honest here, how hard would that be to do? That means, certain ships and certain classes with certain setups will have a significant edge over someone who is specify designed for DPS only set up. Then basically all that would do is create a new problem.
You have to think of the power creeping in STO comes from a 'matrix' of things coming from all different directions. To 'balance' one you'd have to fix the other, and the other, and the other...
As others have already pointed out, there are many ways around your method to avoid DPS capping.
Furthermore, how many rage quits could you see if they did do this?
Retired. I'm now in search for that perfect space anomaly.
Because heaven forbid the devs would spend time making content that's actually challenging.
The obvious, and better solution is to take a machete to everyone's ship that does more than an arbitrary amount of DPS. Because hot dang, I really want to keep doing the same, tired, old content, just now with new and exciting artificial limits on what I can do!
How about instead of nerfing people and making there be even less reason to play this game maybe the devs should actually design difficult content. You know content that actually forces the 90 day noob players to better themselves rather than continue to be the absolutely terrible players with horrible builds and no skill that are always seen in public queues. This would actually bring some life back to this game, go with a cap/nerf approach and the death spiral will continue.
When you give people no way to better there characters, or worse let them better there characters and then **** them on all the work they did, what is the point of playing the game. If they want this game to survive its long past time for the devs to stop just trying to appeal to the new clueless player and actually look at doing something about player retention.
cryptic only has to rework how resistance lowering stacking works, remove the ability to have 5 and beyond APB stacks, disruptor stack, nanite disruptor stack, APD, sensor analysis, fire on my mark, sensor scan, etc, etc, in other words, limit how many stacks you can have.
even a galaxy with nothing but white weapons MK X does insane damage on a target with so many stacks.
this endless stack of debuffs is the true issue, i want to see folks pull 80K DPS without it.
but of course, folks want content to be harder, but make no mention of this simple fact, and when its done, its rarely so.
even more amazing, is the fact the average player hasn't yet realized this.
Hoe about the combat logger being used as a spawn trigger for extra ships
You do over a certain measured value of dmg in a set time and you trigger more ships to fight you.
Make sense?
These are the Voyages on the STO forum, the final frontier. Our continuing mission: to explore Pretentious Posts, to seek out new Overreactions and Misinformation , to boldly experience Cynicism like no man has before.......
Putting a hard cap on damage done. Not even sure how you would work that out. Honestly my only thought is if it really is damage you want to reduce why not put in diminishing returns like on defense stats. You can only stakc your resistances so high before adding more is near worthless. Why they didn't do the same for offense (atleast they haven't so far as i've heard) is beyond me. You can't stack your defenses up super high so why they allow your offenses to do so is kinda weird.
This isn't a season update but an expansion...and I can only hope it happens.
Edit: I don't think hard capping is what we need...a severe nerfing to all equipment under the veil of an update...that's what we need.
So let's shoot ourselves in the knee just to make walking across a room feel like more of a challenge? No, that's not what we need at all. As STO ages damage and capabilities increase, which is a natural part of any game (even outside of the MMO) given that with each update you need to provide incentive for the player to use the new content. If it's just another flavor of their current capabilities, then why bother except for the novelty? Why put in the time to earn content when that isn't advantageous?
MMORPG's aren't games where you can be truly artful in combat, where you can expect the player to play for the purile enjoyment of the point-and-click experience. There has to be something more involved and that's easily satisfied by the power creep. You play X so you can [eventually] get Y which, in addition to being new, is also better than what you have presently (which justifies breaking out of your familiar MMO setup and venturing into that unkown territory of other things.)
Nerfing everything for the sake of PVE balance is just about the surest way to kill the game by directly undermining one of the core incentives for playing it. To hell with balance, it may be the go-to argument for gameplay changes but it's not a priority for this facet of STO.
Bipedal mammal and senior Foundry author.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
Putting a hard cap on damage done. Not even sure how you would work that out. Honestly my only thought is if it really is damage you want to reduce why not put in diminishing returns like on defense stats. You can only stakc your resistances so high before adding more is near worthless. Why they didn't do the same for offense (atleast they haven't so far as i've heard) is beyond me. You can't stack your defenses up super high so why they allow your offenses to do so is kinda weird.
I agree entirely.
Offense definitely needs diminishing returns for everything.
Its just absurd the amount of raw damage they can spit out.
I was actually shocked when i kitted out and tried to learn to play as a sci to find how low my damage output became and how ineffective exotic damage powers are compared to raw weapons damage builds.
Whats even more absurd is that tac captains gain far more benefits from science ships and science skills than actual science captains, since their tac powers inexplicably buffs science powers to the extreme.
Y'know, instead of hardcapping DPS to make things harder, here's a novel idea:
Stop using everything that boosts your DPS to insane levels. If you come to realize that your ship is doing too much damage and it's getting boring, why not just... y'know, nerf yourself? Enjoy the challenge of fighting with 3-5K DPS instead of God-level numbers.
Y'know, instead of hardcapping DPS to make things harder, here's a novel idea:
Stop using everything that boosts your DPS to insane levels. If you come to realize that your ship is doing too much damage and it's getting boring, why not just... y'know, nerf yourself? Enjoy the challenge of fighting with 3-5K DPS instead of God-level numbers.
That doesn't even require a special effort, just start a new character (as you would for ANY RPG.)
Bipedal mammal and senior Foundry author.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
I see the intention in the OP but hardcapping outgoing DPS is not the way to go.
Cryptic needs to do better at anticipating how players are going to use the toys thrown their way (in other words, better testing). Because after it hits Live they have a hard time "fixing" things before players get accustomed to them.
Um... the reason we chase DPS is to run the missions faster, harder, and more proficiently. That's kind of the point in running the missions: to do them well.
So, instead of capping people who are working hard to excel, how about they come up with more difficult content? Nightmare mode? Stop nerfing challenging enemies and missions. Create content that requires a balance of DPSing, tanking, and guile...
But no: when they create a difficult mission, out comes the community outrage about content being OP. Then when they nerf the content, out comes the community outrage about players being OP.
Let the players achieve what they want, and give us a variety of content difficulties with scaling rewards...
No, No, No. You complain about something needing a nerf because you refuse to even try to adapt a build to counter it so we all lose out as it gets nerf'd across the board and queues in this case. So you want to place a hard cap on dps well ok make THAT across the board and see how the PvPing goes, something tells me that you wont be killing other players with a volley or two! You people can not have it both ways.
Um... the reason we chase DPS is to run the missions faster, harder, and more proficiently. That's kind of the point in running the missions: to do them well.
So, instead of capping people who are working hard to excel, how about they come up with more difficult content? Nightmare mode? Stop nerfing challenging enemies and missions. Create content that requires a balance of DPSing, tanking, and guile...
But no: when they create a difficult mission, out comes the community outrage about content being OP. Then when they nerf the content, out comes the community outrage about players being OP.
Let the players achieve what they want, and give us a variety of content difficulties with scaling rewards...
^ Yeah what they said. And DPS really depends on the mission you're doing as some missions (VCE) dps is significantly less than say ISE. So DPS is relative compared to the mission because some enemies have higher resist but less hp. Would we really want Cryptic to determine the max dps for each mission? Also, players that do over the DPS cap would never bring their flanking bop in pve missions because why?
My opinion here is about the same as the threads on limiting healing.
Um... the reason we chase DPS is to run the missions faster, harder, and more proficiently
For you that may be true. For others maybe not. I only want my ships to have merely sufficient firepower, then load up the extra space on other stuff for maximum flexibility and versatility. Others maybe want to load up on speed and zip around at 100 impulse while playing vape games, or load up on partigens and see how many mobs they can crush with a single gravity well. Heck I have a fleetmate that built a ship around maxing out Boarding Party with all the doffs and crew-regen stuff, and while ridiculous and inefficient it was funny as hell seeing the flotillas of shuttles ripping stuff up with point-defense turrets and disables.
I don't want faster because I want time to enjoy the mission and play with my toys. I don't want harder because I want to play, not work at a lowly video game. I don't want proficiency, I want to build my ships around the principle of 'why the hell not?' and go with it.
In an ideal game we'd both get what we want. I'd get my content that I could go mess around in, you'd get your DPS chase, never having to work alongside each other, everyone wins. Problem is the old content simply collapses around the new stuff (I enjoy 10 minute ISE runs, even if I gotta drop to T2 to do it), and more and more of the new content is designed around the endless DPS chase, faster enemies with more resists and heavier offense, and ultimately less room to get creative with. And the new gear keeps being ships and equipment about more weapons more speed more crits endless creep. While I may be in the minority, I know I'm not alone in saying I don't want more, and if anything I'd love less. After years of constant creep, why not do something different?
This whole mindset of "You don't like what I like, and the only reason that could be is because you can't keep up. (Because why wouldn't you want to be like me?)" that some (not all or even most, but some) people have seems to lack in imagination. One doesn't have to agree with someone else's opinion, but we can try and see where other players are coming from right?
The game has the ability for high level players to purchase and fit ships how they like. By forcing a cap everything becomes just a different set of (expensive I might add) costumes!
This is a pointless fix, the game is designed around the endgame lvl 50 players. As far as I'm concerned I have and you can, easily contribute the same as anyone in PvE with off the exchange low cost XI/XII gear. The game doesn't require you to have a stupidly high DPS to receive the standard rewards from a PvE mission! I ran STF's for ages with standard purple/green/blue XI/XII stuff.
This is why there are different tiers of missions, it is also why some of the missions are scaled on the group.
Hard capping the DPS is not the solution for PvE.
If we ever get an open PvP battle zone then its a different story, steps will have to be taken, until then its not a problem for PvE to remain as it is.
The game has the ability for high level players to purchase and fit ships how they like. By forcing a cap everything becomes just a different set of (expensive I might add) costumes!
This is a pointless fix, the game is designed around the endgame lvl 50 players. As far as I'm concerned I have and you can, easily contribute the same as anyone in PvE with off the exchange low cost XI/XII gear. The game doesn't require you to have a stupidly high DPS to receive the standard rewards from a PvE mission! I ran STF's for ages with standard purple/green/blue XI/XII stuff.
This is why there are different tiers of missions, it is also why some of the missions are scaled on the group.
Hard capping the DPS is not the solution for PvE.
If we ever get an open PvP battle zone then its a different story, steps will have to be taken, until then its not a problem for PvE to remain as it is.
Thank you, finally someone with a modicum of common sense.
I don't want faster because I want time to enjoy the mission and play with my toys. I don't want harder because I want to play, not work at a lowly video game. I don't want proficiency, I want to build my ships around the principle of 'why the hell not?' and go with it.
Then load up a Miranda and run normal difficulty.
I for one would rather not PUG up with someone who doesn't want proficiency anyways.
Then they can create nightmare difficulty for those of us who actually enjoy a challenge, and who actually enjoy being good at what we do.
The history of STO begs to differ with that opinion.
Player A is a DPS focused solo player out to save the Universe by themselves.
Player B flies a balanced ship.
Player C is a DPS focused player who runs with Player D that provides support for Player C.
Cryptic introduces harder content.
Player B says, "This is awesome!"
Player C and D say, "This is great!"
Player A floods the forums with tears because they keep dying.
The Elachi, the Voth, the Undine...even the Borg and the rest have been nerfed while the powercreep continues to ooze because of Player A.
Player A couldn't exist with a hard cap and diminishing returns on damage.
90 days noobs? really? they need a better fleet/game friends :P
For the OP, just join/make a dedicaced "low dps" channel like the "Star trek Battles" mentionned there .
You want some fun with particular setup ? just join players who like the same kind of setup. After all, that's what the high dps/NWS fans/acco runners/whatever did
Seriously this is a community problem, not a cryptic problem ! Why does cryptic staff have to always fix community issues???
Comments
depending on how high the per hit buff is ...Its not stoping your damage its reducing it
Enemy buff isnt active until 5000 dps is reached you strike for 20.000 and 15000 is mitigated
10 seconds on a tac cube........yes i see it all the time in my fleet and other out of my fleet
stacking Beta's ect 20 to 30 seconds on Donatra and the main gate and gate/generator/cube quarter side at Kit
30 seconds tops
yes high dpser need to be capped/limited
giving the content more shields hull is not the answer because it does not bring the Bulk of the ( paying ) players into the picture...........Newer players spend money if they like the game ...Old Vet players got there stuff and arnt spending cash anymore
If no vet players are present and the content is ramped up to give vets more of a challenge then the New players are outmatched
logically the company has to make the game entertaining to its paying players so the content has to be ( Fun ) for them
having 1 vet player come in kill everything before the newer players can hardly get a few shots off is not very fun for them now is it
Its not even fun for a second vet player if he shows up...now he is bored A 10 minute slice of content is done in 2 minutes what if a 3rd vet player arrives.......
The 2 newer players wonder why they are even there ...
your response shows no logic............none at all
The problem has to be fixed from the TOP down not from the Bottom up
The bottom up is where the money is at...........Thats the logic
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
We have this kind of "proof" pretty much everytime there is a change that at least a part of the community dislike. Meanwhile, the game have now more people than ever.
In fact, according to steam charts, which are not accurate when it comes to number (it only check steam players), but accurate to see if a game is in decline or not (there are no reasons the steam player is less affected by the rep nerf than any other), they didn't loose anybody. In fact, they increased the overall population.
Check the chart here. It's easy to find when S9 was released, it's when almost double the steam population playing the game. April 22nd. Even if the population is slowly declining (which is expected, check the charts after all the other season release), there are no drops. No "thousands of people left" or whatever.
So yeah, once again a random whine about the rep nerf, with a bit of doom and absolutely no proofs of anything. Except for a "I lost my fleet leaders !" which happen everyday, check the forum regularly, I see this kind of post from time to time.
Then, on a side note, I agree with your statement on steam, even if I do use it, I feel like I'm selling my soul for cheap game every time I do.
All I see here is EVERYONE would have the same damage done. Let's be honest here, how hard would that be to do? That means, certain ships and certain classes with certain setups will have a significant edge over someone who is specify designed for DPS only set up. Then basically all that would do is create a new problem.
You have to think of the power creeping in STO comes from a 'matrix' of things coming from all different directions. To 'balance' one you'd have to fix the other, and the other, and the other...
As others have already pointed out, there are many ways around your method to avoid DPS capping.
Furthermore, how many rage quits could you see if they did do this?
One sane voice in a sea of insanity.
When you give people no way to better there characters, or worse let them better there characters and then **** them on all the work they did, what is the point of playing the game. If they want this game to survive its long past time for the devs to stop just trying to appeal to the new clueless player and actually look at doing something about player retention.
even a galaxy with nothing but white weapons MK X does insane damage on a target with so many stacks.
this endless stack of debuffs is the true issue, i want to see folks pull 80K DPS without it.
but of course, folks want content to be harder, but make no mention of this simple fact, and when its done, its rarely so.
even more amazing, is the fact the average player hasn't yet realized this.
You do over a certain measured value of dmg in a set time and you trigger more ships to fight you.
Make sense?
So let's shoot ourselves in the knee just to make walking across a room feel like more of a challenge? No, that's not what we need at all. As STO ages damage and capabilities increase, which is a natural part of any game (even outside of the MMO) given that with each update you need to provide incentive for the player to use the new content. If it's just another flavor of their current capabilities, then why bother except for the novelty? Why put in the time to earn content when that isn't advantageous?
MMORPG's aren't games where you can be truly artful in combat, where you can expect the player to play for the purile enjoyment of the point-and-click experience. There has to be something more involved and that's easily satisfied by the power creep. You play X so you can [eventually] get Y which, in addition to being new, is also better than what you have presently (which justifies breaking out of your familiar MMO setup and venturing into that unkown territory of other things.)
Nerfing everything for the sake of PVE balance is just about the surest way to kill the game by directly undermining one of the core incentives for playing it. To hell with balance, it may be the go-to argument for gameplay changes but it's not a priority for this facet of STO.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
I agree entirely.
Offense definitely needs diminishing returns for everything.
Its just absurd the amount of raw damage they can spit out.
I was actually shocked when i kitted out and tried to learn to play as a sci to find how low my damage output became and how ineffective exotic damage powers are compared to raw weapons damage builds.
Whats even more absurd is that tac captains gain far more benefits from science ships and science skills than actual science captains, since their tac powers inexplicably buffs science powers to the extreme.
Stop using everything that boosts your DPS to insane levels. If you come to realize that your ship is doing too much damage and it's getting boring, why not just... y'know, nerf yourself? Enjoy the challenge of fighting with 3-5K DPS instead of God-level numbers.
That doesn't even require a special effort, just start a new character (as you would for ANY RPG.)
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
And what is suggesting that everyone be forced to do it "your way?" Yup, if you guessed "Arrogance" you got it right! :rolleyes:
Cryptic needs to do better at anticipating how players are going to use the toys thrown their way (in other words, better testing). Because after it hits Live they have a hard time "fixing" things before players get accustomed to them.
STO Screenshot Archive
Kotaku actually had an article about it. It was pulled after 2 days because PWE threatened to sue.
So, instead of capping people who are working hard to excel, how about they come up with more difficult content? Nightmare mode? Stop nerfing challenging enemies and missions. Create content that requires a balance of DPSing, tanking, and guile...
But no: when they create a difficult mission, out comes the community outrage about content being OP. Then when they nerf the content, out comes the community outrage about players being OP.
Let the players achieve what they want, and give us a variety of content difficulties with scaling rewards...
No, No, No. You complain about something needing a nerf because you refuse to even try to adapt a build to counter it so we all lose out as it gets nerf'd across the board and queues in this case. So you want to place a hard cap on dps well ok make THAT across the board and see how the PvPing goes, something tells me that you wont be killing other players with a volley or two! You people can not have it both ways.
^ Yeah what they said. And DPS really depends on the mission you're doing as some missions (VCE) dps is significantly less than say ISE. So DPS is relative compared to the mission because some enemies have higher resist but less hp. Would we really want Cryptic to determine the max dps for each mission? Also, players that do over the DPS cap would never bring their flanking bop in pve missions because why?
My opinion here is about the same as the threads on limiting healing.
For you that may be true. For others maybe not. I only want my ships to have merely sufficient firepower, then load up the extra space on other stuff for maximum flexibility and versatility. Others maybe want to load up on speed and zip around at 100 impulse while playing vape games, or load up on partigens and see how many mobs they can crush with a single gravity well. Heck I have a fleetmate that built a ship around maxing out Boarding Party with all the doffs and crew-regen stuff, and while ridiculous and inefficient it was funny as hell seeing the flotillas of shuttles ripping stuff up with point-defense turrets and disables.
I don't want faster because I want time to enjoy the mission and play with my toys. I don't want harder because I want to play, not work at a lowly video game. I don't want proficiency, I want to build my ships around the principle of 'why the hell not?' and go with it.
In an ideal game we'd both get what we want. I'd get my content that I could go mess around in, you'd get your DPS chase, never having to work alongside each other, everyone wins. Problem is the old content simply collapses around the new stuff (I enjoy 10 minute ISE runs, even if I gotta drop to T2 to do it), and more and more of the new content is designed around the endless DPS chase, faster enemies with more resists and heavier offense, and ultimately less room to get creative with. And the new gear keeps being ships and equipment about more weapons more speed more crits endless creep. While I may be in the minority, I know I'm not alone in saying I don't want more, and if anything I'd love less. After years of constant creep, why not do something different?
This whole mindset of "You don't like what I like, and the only reason that could be is because you can't keep up. (Because why wouldn't you want to be like me?)" that some (not all or even most, but some) people have seems to lack in imagination. One doesn't have to agree with someone else's opinion, but we can try and see where other players are coming from right?
The game has the ability for high level players to purchase and fit ships how they like. By forcing a cap everything becomes just a different set of (expensive I might add) costumes!
This is a pointless fix, the game is designed around the endgame lvl 50 players. As far as I'm concerned I have and you can, easily contribute the same as anyone in PvE with off the exchange low cost XI/XII gear. The game doesn't require you to have a stupidly high DPS to receive the standard rewards from a PvE mission! I ran STF's for ages with standard purple/green/blue XI/XII stuff.
This is why there are different tiers of missions, it is also why some of the missions are scaled on the group.
Hard capping the DPS is not the solution for PvE.
If we ever get an open PvP battle zone then its a different story, steps will have to be taken, until then its not a problem for PvE to remain as it is.
Thank you, finally someone with a modicum of common sense.
Then load up a Miranda and run normal difficulty.
I for one would rather not PUG up with someone who doesn't want proficiency anyways.
Then they can create nightmare difficulty for those of us who actually enjoy a challenge, and who actually enjoy being good at what we do.
The history of STO begs to differ with that opinion.
Player A is a DPS focused solo player out to save the Universe by themselves.
Player B flies a balanced ship.
Player C is a DPS focused player who runs with Player D that provides support for Player C.
Cryptic introduces harder content.
Player B says, "This is awesome!"
Player C and D say, "This is great!"
Player A floods the forums with tears because they keep dying.
The Elachi, the Voth, the Undine...even the Borg and the rest have been nerfed while the powercreep continues to ooze because of Player A.
Player A couldn't exist with a hard cap and diminishing returns on damage.
PvE content could progress if not for Player A.
For the OP, just join/make a dedicaced "low dps" channel like the "Star trek Battles" mentionned there .
You want some fun with particular setup ? just join players who like the same kind of setup. After all, that's what the high dps/NWS fans/acco runners/whatever did
Seriously this is a community problem, not a cryptic problem ! Why does cryptic staff have to always fix community issues???