I like Beam Overload, it's fun. But the issue is against multiple targets it doesn't mean much.
I'm an Engineeer in a Cruiser. I'm pure PvE. I don't have any kind of crit focused build. I have no exploit finder consoles or anything like that. When I pull out my FAW 3 if there are two frigate level ships in front of my Two Dual Beam Banks, and my one Phaser array up front, and my Kinetic Cutting beam, they will die in the first volley, I press fire and they'll be dead before I press it again. Three in front and they survive to the second volley or die by Omega Plasma Torp, on a good day. The fact is that the Beam Overload is one shot that isn't worth as much the multiple solid shots that comes from the FAW3. Even with the drain gone, it just shortens the amount of pounding on the shield of a heavier ship, until the rest of the phasers get the job done. Using BO and FAW together basically interferes with my cooldown of FAW.
If it were more canon-style then it might be worth using more consistently, high shield damage, but also high shield penetration, and perhaps push that proc to knock a system offline to be more certain.
The issue doesn't seem to be the FAW vs BO at all in this discussion. Everyone is talking about 1 shots via crits.
I think they should've reversed it. BO should have a normal or even reduced crit rate, while the Phaser Lance and the Disruptor javelin should actually get the 100% crit. Lord knows the Galaxy-X could use a Phaser lance that's actually threatening.
Further information can be found near the end of the post linked above.
Yeah those would be great.
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
First ... Why no mention of actually adding back in Romulan/Reman Recruitment DoFF missions?
Or is this some scheme to lower the amount of SRO's in the game, and therefore, their desirability, for the inevitable day that you remove their stacking ability?
[Foil hat off]
...
Second, no word on when you are going to fix the UI, so that it doesn't display DoFF missions you are not supposed to be able to get yet?
Apparently there IS a hidden, weally, weally sooper secret level requirement for certain DoFF assignments, trouble is, 9.5 un-hid the missions, but we still can't do them ...
...
Third ... I've never had a problem with Tac's on the ground, mainly because I did NOT spec into trying to be a god killer, and instead spec'd into Squad, and went for the Team/AoE Heal/BuFF items ... Stacking things like Rally Cry and Overwatch, you could add some serious damage to your whole team, be they just your BoFF's or other players in Queues ...
So, yes Engi's and Sci's have so good abilities on the ground, but particularly with some of these newe modules, so do Tac's, you just gotta' learn not to be selfish ...
So that change is not biggie for me ... I was still running an old kit anyway, and havn't updated my ground traits for a while, so maybe I will now ...
We will be bringing down the Tribble server for maintenance to apply a new update: ST.42.20140720a.8
General:
Beam Overload's base damage has been reduced by ~13% at all ranks.
I do not think this will be enough if you want cannons still be usefull.
Untill a BO will be always a critical hit, cannons will be almost useless because using BO you will delivery always a big damage (often to the hull even if your target's shields are full), instead using cannons (and crf) you have to follow your target for the duration of crf and you still do not have any guarantee to deal a critical hit and dealing enough damage. And to be onest I should say also that it's a long time that crf is not good to deal enough hull damage to any ship in pvp.
[SIGPIC][/SIGPIC]
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
I dunno, the healing or how long it lasted didn't matter much. The problem was the mega-boost to crit chance, and the fact that it was team-wide. I mean you basically gave a whole team guaranteed crits for EVERYTHING.
Hell, just one nerf was needed I do agree: Simply have reduced the gigantic TRIBBLE amount of crit it gave, or maybe not even let it give crit at all, just add the heal-on-crit effect with Squad Command improving the amount of healing that could be done. Would've kept it useful and worthwhile without slamming into the ground.
I had a feeling that they would bash it into nigh-nothingness, but that is why I did the Bender thing, it was fun while it lasted, and I'll move on. I'll just put back on Rally Cry and move on.
Now excuse me while I take my tac officer with his 40% (before buffs of course) or so crit chance and Holy ****% crit severity and continue to waste things with Lunge, Sweeping Strikes, and a CrtDx3 sword.
PS, Cryptic devs, can we make new shiny swords with the crafting system in the future? I'd love to make CrtDx4 ones.
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.
Still no fix for bridge officers going AWOL on zone in.
No fix for duty officers not loading on ship swap and no fix for saved load uts breaking on zone swap...
... you guys know that loadouts were meant to be done for their release with 8.5 right? They weren't finished for 9. and they still aren't done for 9.5 yet not even a mention in 'known issues'? Really?
I do think it is funny that when FAW became so powerful in PVP, there were cannon users complaining about it, and it is still OP. However, now that BO is OP, there are ones complaining about it, and it too is getting nerfed.
Honestly, I don't play PVP, and BO is awesome like it is in the right build. Not as high of DPS for bragging rights, but it does help kill faster than almost all DPS builds. If it gets nerfed too much on PVE and STF maps, then it will end up making it useless, unlike how it was before.
There needs to be different affects in PVP vs the end game content. Just like FAW needs to have an accuracy reduction in PVP, and slightly reduced in end game content.
Leader of Elite Guardian Academy.Would you like to learn how to run a fleet? Would you like to know how to do ship builds (true budget as well as high end)?The join the Academy today!
Because after the last patch making it crit 100% of the time, one shot kills using high CrtD started raining.
That was mostly just players over reacting. The real amount of 1 shot kills reduced massively. The peak damage was almost cut down in half from over 100k in the old system to sub 50k in the new system even with high CrtD.
In my experience the only players who had problems are the ones who fit near 100% DPS fits with no or almost zero tanks. Those players should die fast. I was killed close to zero times from 1 shot kills since the change. So I don't see why it needs a another nerf.
Well, here's to another power that, although needing some fine tuning, is now worthless as hell thanks to morons who can't test and have no consideration for others except themselves.
All it needed was a fixed 20% critical chance increase and that would have been fine, but 18% base damage boost?! That's utterly pathetic, and base damage increases are pretty meaningless in the grand scheme of things, you might want to try more in the region of 50% :mad:
This is just going to end up in the pile of other things like the undine ground traits that are worthless and need a buff to be competitive, you guys really need to stop adding to that pile, I could make quite a list...
And when do we get our explanation on how our gear at the moment isn't somehow worthless now with the next expansion?
Ten soldiers wisely led will beat a hundred without a head. - Euripides
I no longer do any Bug Hunting work for Cryptic. I may resume if a serious attempt to fix the game is made.
So, it seems nothing has been changed regarding the Doff UI since the last patch that went to Tribble and subsequently right to Holodeck as well, therefore:
Welcome to another installment of this daily to weekly feature listing persisting issues with the Season 9.5 Doff UI.
First a shout-out to some useful changes and additions: mousover info, compact view, autoslotting disabled on assignements leading to loss of doffs, cut-off names of traits and professions seem to now display properly, doffs already assigned to an assignement show up as 'used' in the pop-up window (as in their picture is replaced by a shuttle icon).
Now onto still standing issues:
- The pop-up window for selecting doffs needs to be more controllable. Making it persistent, ie: not closing with a single click elsewhere in the game, would help. It should then be movable and scalable. Preferably it should also remeber the position and size last selected by the player.
- Doff professions and rarities should all be unchecked by default, so that you don't have to uncheck dozens of boxes to get only one doff profession to display. This is an enormously large setback to current doffing at the moment as it renders finding the 'right doff' very difficult.While no rarity or profession is checked, all available doffs should be displayed, of course (unlike this: http://postimg.org/image/6soxlfu9f/). Same as the filters work in the roster.
- The pop-up window should remember settings of the filters while a player keeps planning the same one assignement.
- The 'Group by department' option should also be remembered and should definitely not be automatically disabled by hiding filters (even the other filters remain in effect when hiding filters, this behaviour is just odd).
- Occasionally, wrong doff professions are highlighted in green as increasing success while they are not (see here: http://postimg.org/image/tvk5fa6jv/). I believed this was fixed, apparently it's not. It seems closing the pop-up and opening it again fixes this, temporarily.
- The area showing details of the assignement on mouseover in the compact view setting (the two icons) should get bigger (see here: http://postimg.org/image/d53cejv8l/ and here: http://postimg.org/image/bb89yarbz/). Not necessarily the icons for outcomes/requirements themselves, but more of the surface of the tiles should bring the mouseover info.
- The Compact view should apply to 'In Progress', 'Complete' and 'Assignement Log' tabs as well, if selected by the player.
- Doff assignements should be ordered by time of completion in the 'In Progress' and 'Complete' tabs (not like this: http://postimg.org/image/3qmca9n15/). That will also likely fix the order of assignements shown in the 'Assignement Log' tab.
- In progress and complete assignements show incomplete requirements in the mouseover. Doffs don't show their profession (see here: http://postimg.org/image/lhf35arhl/) and any other needed items aren't present in the mouseover at all (see here: http://postimg.org/image/khjqch609/).
- Sometimes wrong doffs appear as being slotted in assignements (in the 'In Progress' and 'Complete' tabs), seems like only a visual glitch (I know some report actually loosing the doffs appearing in this glitch, I haven't experienced it so far and so can't comment on it).
- In the planning screen, required items should be accompanied by the information about how many you possess, if any (similar to the mouseover info). See here: http://postimg.org/image/71xod15c5/ Mouseovers could be used here too.
- Not strictly related to the UI, but Several Doff assignements were lost with the change/removal of clusters, including and most likely not limited to some Marauding assignements. More info in this thread, below jheinig's post: http://sto-forum.perfectworld.com/showthread.php?t=1168971.
Now to some more subjective suggestions and wishes:
- The piechart used for showing the chance of outcome seemed somewhat easier to understand at a glance than the current bars.
- The 'Request More Duty officers' tab would be better off back on top of the Doffing window, next to the RnD tab. See here: http://postimg.org/image/b7rs3w927/ It relates to doffs both for assignements and for crafting. Also it is currently quite hard to find/notice.
- The blinking icon of the Doff window below the minimap would be better if it stopped blinking after the player checks the complete missions. See here: http://postimg.org/image/tgso8xluh/ Claiming the completed missions shouldn't be necessary. After logging out and back in, the icon can again start blinking if unclaimed assignements remain in the 'Complete' tab.
All is current as of the July 31 holodeck patch and still valid on Tribble after this August the 4 patch.
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class. Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider. Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Again, the best solution would be to split the way BO acts in PvP vs PvE. Then again, this solution might create problems for them ongoing with having to maintain two different mechanics for boff abilities. I can see why they don't want to go that route, but this particular boff power needs it.
They already did that with Raider's flanking damage having a stronger effect on NPCs than it does on players. Why not do something similar for BO?
Team wide Critical Chance bonus removed and replaced with Team wide Damage Bonus.
~18% @ lvl 50, improved by Squad Command.
Heal on Crit changed to Heal on Hit.
Amount of Healing per hit reduced by ~40%
How many times are you actually going to swing the nerf bat on this ability! whats this the the second time in as many weeks. When will you people actually have anything beta tested properly before releasing it to holodeck and end up nerfing the hell out of everything.
Transfer prisoners at security officer doesnt auto slot them anymore...
i think every mission that kills doffs stopped auto slotting completely, which is still a bad idea.
it should auto slot every white quality doff, but not slot anything above that, so that all generic prisoners will get slotted, but the blue vorta/jemhadar prisoner is left alone instead of being the first pick to go into the grinder.
Now clowns, that's another story. They scare the crap out of me.
We fight them too. Entire armies spilling out of Volkswagens.
We do our best to fight them off, but they keep sending them in.
We will be bringing down the Tribble server for maintenance to apply a new update: ST.42.20140720a.8
General:
Beam Overload's base damage has been reduced by ~13% at all ranks.
This will do far end of **** all. It's so so obvious cryptic don;t actually understand thier own game mechanics.
The massive damage being done is by tac officers being able to over cap on crit severity. If they are going to reduce base damage, it would need to be reduced by around 40-45% base for crit severity over cap to 'not' be capable of 60,000 damage.
The issue is that BO3 (Example) base damage was 24,000(ish) on a dual beam bank. Even unbuffed a 200% crit severity is going to do 60,000+. Throw in tac buffs and your looking at 80,000+.
There are 1 of 5 things that can be done to fix this.
Remove the 100% crit rate. (The dev that had that idea needs the 50c solution)
Fix the way tac officers can overcap damage and crit severity.
Improve defence powers to match
Pull your head out and listen to the players
Majorly reduce base damage (45%) so that the actual damage BO should do comes from crit severity and not standard damage.
Or my favorite. Lock it's stats. For BO3 35% crit chance and 50% crit severity. But lock it. So damage boosters only boost its base damage, Attack pattern alpha will boost it's base damage.
The issue is that BO3 (Example) base damage was 24,000(ish) on a dual beam bank. Even unbuffed a 200% crit severity is going to do 60,000+. Throw in tac buffs and your looking at 80,000+.
That is massively higher then what we see in game. Not looked today but yesterday the peak hit recorded in the PvP ranking website was around 58k and the average around 30k.
Team wide Critical Chance bonus removed and replaced with Team wide Damage Bonus.
~18% @ lvl 50, improved by Squad Command.
Heal on Crit changed to Heal on Hit.
Amount of Healing per hit reduced by ~40%
I did not got the Motivation Kit Module for Dmg Bonus but for CritH Bonus, i would be fine if u guys nerf the crit by 50% but why replace it with dmg since there are other Tac Kit Modules that already have Dmg Bonuses.
If u guys want to want to replace the CritH with Dmg fine, but increase the duration of the Motivation back 15 sec b4 u guys decided nerf'd down to 10 sec.
As for the Healing Bonus nerf, why did it even have a heal ability thats 3x higher than the highest HP toon to begin with?
This will do far end of **** all. It's so so obvious cryptic don;t actually understand thier own game mechanics.
The massive damage being done is by tac officers being able to over cap on crit severity. If they are going to reduce base damage, it would need to be reduced by around 40-45% base for crit severity over cap to 'not' be capable of 60,000 damage.
The issue is that BO3 (Example) base damage was 24,000(ish) on a dual beam bank. Even unbuffed a 200% crit severity is going to do 60,000+. Throw in tac buffs and your looking at 80,000+.
There are 1 of 5 things that can be done to fix this.
Remove the 100% crit rate. (The dev that had that idea needs the 50c solution)
Fix the way tac officers can overcap damage and crit severity.
Improve defence powers to match
Pull your head out and listen to the players
Majorly reduce base damage (45%) so that the actual damage BO should do comes from crit severity and not standard damage.
Or my favorite. Lock it's stats. For BO3 35% crit chance and 50% crit severity. But lock it. So damage boosters only boost its base damage, Attack pattern alpha will boost it's base damage.
I don't want to see the *%^& storm that will result from doing anything that clips the critical hit critical severity wings from tacs, as it is the PvP vaper delight. Even if it actually makes the other classes viable again.
Lock it's stats....that could work.
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
Team wide Critical Chance bonus removed and replaced with Team wide Damage Bonus.
~18% @ lvl 50, improved by Squad Command.
Heal on Crit changed to Heal on Hit.
Amount of Healing per hit reduced by ~40%
So the first version was overpowered, the nerf then was pretty much useless but everyone saw that before it went in and the 2nd nerf now sounds like the ability is pretty much trash now and lost its unique touch. Well done :-/
Anyway how about looking at the other overpowered nonsense that was added recently..
Adrenal hypo's cooldown can be with tac ini (and its own cooldown reduction when not used up) reduced to something like 8s, allowing sci's to have it up almost nonstop. Isn't that a bit OP that sci's almost always get a 2nd chance?
Also Energy Inversion Matrix could need a balance pass, its effectively a science version of a weapon malfunction, how about adding an immunity to the victim and a make one of the existing devices break it same as with the engineer weapon malfunction?
And the third thing that probably needs to be looked at is psionic empathy feedback, back in the days engineers were mostly making kills with mines - that actually required some playing skill and was fun.. then came the mine activation timing nerf which nobody really was asking for.. nowadays engineers almost always lead the damage scoreboard by :
a) deploying endless mortars, due to the bug that pets lose attachment to the player on death.. which is lame bug that needs a fix for YEARS now!
b) mines that are deployed below solid surface and hitting through, i.e. mines below the bridge or ramps in shanty. You can't see it.. you walk over solid floor and take a one-shot hit from something below the floor. Thats just wrong, mines should NOT hit through solid surfaces.
c) using psionic empathy feedback and just reflecting damage back and getting tac's killed. No playing skill required for that, just stand in the line of fire and turn it on and get kills from split beams and stuff hitting you.
So the stuff that needs patching on ground:
- adrenal hypo's cooldown reduction needs go and the skill cooldown itself shouldn't be reducable by tac ini so much. The skill is powerfull, it doesn't need such a high uptime!
- energy inversion matrix needs to be brought in line with weapon malfunction, as its effectively a more powerfull sci version of that skill.
- empathy feedback is imo to efficient, maybe its related to the fact that you can buff its effectiveness up with things like strike team.. but yea that power is quiete a bit OP really. Maybe lower its effectiveness against players-only? I think it doesn't need a nerf in pvE.
- engineer pets need to either stay attached to their owner - so eng's don't get free extra copies on each death or they need to despawn properly on death of the owner, same as tac pets.
- a fix for mines to not hit through solid surfaces anymore.
Well, thank f**k I got all mine for sub 20k each xD
You were still ripped off, this is barely worth 5k.
This is why you should never buy Cryptic products, you'll be cheated out of it. In any other form of market but the video game one, such a move would cause a storm of lawsuits, but wheee, *clever* US legal systems makes it legal here.
Here goes my idea of buying zen for Expansion 2. They don't **** me over like this in TOR, so EA gets my money.
They do balance passes in TOR, yes, but they fine tune it with 10%-5% reductions or increases , not 91% reductions.
Yes. TOR has better devs than STO. When you fine tune something, you don't do 91% changes, you do small ones like 5%. And you test things before releasing them.....
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
If it has no drastic effect in PvE then what do you care?
Because anything that can be fun to use in pve, gets completely made TRIBBLE thanks to the pvp community, and pretty much makes things back to cookie cutter 101 builds for all.
Face it, nerfs like these are not going to bring balance to pvp, it would take a complete overhaul to do that, and I don't see to much voting for this.
You were still ripped off, this is barely worth 5k.
This is why you should never buy Cryptic products, you'll be cheated out of it. In any other form of market but the video game one, such a move would cause a storm of lawsuits, but wheee, *clever* US legal systems makes it legal here.
Here goes my idea of buying zen for Expansion 2. They don't **** me over like this in TOR, so EA gets my money.
They do balance passes in TOR, yes, but they fine tune it with 10%-5% reductions or increases , not 91% reductions.
Yes. TOR has better devs than STO. When you fine tune something, you don't do 91% changes, you do small ones like 5%. And you test things before releasing them.....
you're overreacting. it's still a pretty decent module. far more useful than some other tac skills. the first version and the one after the first nerfhammer were both freakin OP.
maybe the devs can revert the uptime/CD to original to keep the whiners at bay. but as i said, it's pretty usefull still.
Defiant
RnD and upgrade needs less RNG. Less lottery. Something has to change.
Comments
I'm an Engineeer in a Cruiser. I'm pure PvE. I don't have any kind of crit focused build. I have no exploit finder consoles or anything like that. When I pull out my FAW 3 if there are two frigate level ships in front of my Two Dual Beam Banks, and my one Phaser array up front, and my Kinetic Cutting beam, they will die in the first volley, I press fire and they'll be dead before I press it again. Three in front and they survive to the second volley or die by Omega Plasma Torp, on a good day. The fact is that the Beam Overload is one shot that isn't worth as much the multiple solid shots that comes from the FAW3. Even with the drain gone, it just shortens the amount of pounding on the shield of a heavier ship, until the rest of the phasers get the job done. Using BO and FAW together basically interferes with my cooldown of FAW.
If it were more canon-style then it might be worth using more consistently, high shield damage, but also high shield penetration, and perhaps push that proc to knock a system offline to be more certain.
The issue doesn't seem to be the FAW vs BO at all in this discussion. Everyone is talking about 1 shots via crits.
I think they should've reversed it. BO should have a normal or even reduced crit rate, while the Phaser Lance and the Disruptor javelin should actually get the 100% crit. Lord knows the Galaxy-X could use a Phaser lance that's actually threatening.
Yeah those would be great.
Or is this some scheme to lower the amount of SRO's in the game, and therefore, their desirability, for the inevitable day that you remove their stacking ability?
[Foil hat off]
...
Second, no word on when you are going to fix the UI, so that it doesn't display DoFF missions you are not supposed to be able to get yet?
Apparently there IS a hidden, weally, weally sooper secret level requirement for certain DoFF assignments, trouble is, 9.5 un-hid the missions, but we still can't do them ...
...
Third ... I've never had a problem with Tac's on the ground, mainly because I did NOT spec into trying to be a god killer, and instead spec'd into Squad, and went for the Team/AoE Heal/BuFF items ... Stacking things like Rally Cry and Overwatch, you could add some serious damage to your whole team, be they just your BoFF's or other players in Queues ...
So, yes Engi's and Sci's have so good abilities on the ground, but particularly with some of these newe modules, so do Tac's, you just gotta' learn not to be selfish ...
So that change is not biggie for me ... I was still running an old kit anyway, and havn't updated my ground traits for a while, so maybe I will now ...
I do not think this will be enough if you want cannons still be usefull.
Untill a BO will be always a critical hit, cannons will be almost useless because using BO you will delivery always a big damage (often to the hull even if your target's shields are full), instead using cannons (and crf) you have to follow your target for the duration of crf and you still do not have any guarantee to deal a critical hit and dealing enough damage. And to be onest I should say also that it's a long time that crf is not good to deal enough hull damage to any ship in pvp.
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
I dunno, the healing or how long it lasted didn't matter much. The problem was the mega-boost to crit chance, and the fact that it was team-wide. I mean you basically gave a whole team guaranteed crits for EVERYTHING.
Hell, just one nerf was needed I do agree: Simply have reduced the gigantic TRIBBLE amount of crit it gave, or maybe not even let it give crit at all, just add the heal-on-crit effect with Squad Command improving the amount of healing that could be done. Would've kept it useful and worthwhile without slamming into the ground.
I had a feeling that they would bash it into nigh-nothingness, but that is why I did the Bender thing, it was fun while it lasted, and I'll move on. I'll just put back on Rally Cry and move on.
Now excuse me while I take my tac officer with his 40% (before buffs of course) or so crit chance and Holy ****% crit severity and continue to waste things with Lunge, Sweeping Strikes, and a CrtDx3 sword.
PS, Cryptic devs, can we make new shiny swords with the crafting system in the future? I'd love to make CrtDx4 ones.
No fix for duty officers not loading on ship swap and no fix for saved load uts breaking on zone swap...
... you guys know that loadouts were meant to be done for their release with 8.5 right? They weren't finished for 9. and they still aren't done for 9.5 yet not even a mention in 'known issues'? Really?
Honestly, I don't play PVP, and BO is awesome like it is in the right build. Not as high of DPS for bragging rights, but it does help kill faster than almost all DPS builds. If it gets nerfed too much on PVE and STF maps, then it will end up making it useless, unlike how it was before.
There needs to be different affects in PVP vs the end game content. Just like FAW needs to have an accuracy reduction in PVP, and slightly reduced in end game content.
In my experience the only players who had problems are the ones who fit near 100% DPS fits with no or almost zero tanks. Those players should die fast. I was killed close to zero times from 1 shot kills since the change. So I don't see why it needs a another nerf.
It was fun and useful in some situation, and actually had a penelty if you are not using if correctly, like every other boff ability should be.
Aslo:
Romulan boff recruitment mission - fix it...
Transfer prisoners at security officer doesnt auto slot them anymore...
All it needed was a fixed 20% critical chance increase and that would have been fine, but 18% base damage boost?! That's utterly pathetic, and base damage increases are pretty meaningless in the grand scheme of things, you might want to try more in the region of 50% :mad:
This is just going to end up in the pile of other things like the undine ground traits that are worthless and need a buff to be competitive, you guys really need to stop adding to that pile, I could make quite a list...
And when do we get our explanation on how our gear at the moment isn't somehow worthless now with the next expansion?
This post as well as much more feedback can be found here: http://sto-forum.perfectworld.com/showthread.php?t=1183471
All is current as of the July 31 holodeck patch and still valid on Tribble after this August the 4 patch.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
They already did that with Raider's flanking damage having a stronger effect on NPCs than it does on players. Why not do something similar for BO?
How many times are you actually going to swing the nerf bat on this ability! whats this the the second time in as many weeks. When will you people actually have anything beta tested properly before releasing it to holodeck and end up nerfing the hell out of everything.
it should auto slot every white quality doff, but not slot anything above that, so that all generic prisoners will get slotted, but the blue vorta/jemhadar prisoner is left alone instead of being the first pick to go into the grinder.
We fight them too. Entire armies spilling out of Volkswagens.
We do our best to fight them off, but they keep sending them in.
[*]Motivation:
~18% @ lvl 50, improved by Squad Command.
Amount of Healing per hit reduced by ~40%
https://m.youtube.com/watch?v=HJk5lt2D8bk
This thing should never have existed. Glad to see you devs thought so too. How on earth did something that broken make it live in the first place?
Vanilla Ground PvP information
This will do far end of **** all. It's so so obvious cryptic don;t actually understand thier own game mechanics.
The massive damage being done is by tac officers being able to over cap on crit severity. If they are going to reduce base damage, it would need to be reduced by around 40-45% base for crit severity over cap to 'not' be capable of 60,000 damage.
The issue is that BO3 (Example) base damage was 24,000(ish) on a dual beam bank. Even unbuffed a 200% crit severity is going to do 60,000+. Throw in tac buffs and your looking at 80,000+.
There are 1 of 5 things that can be done to fix this.
Or my favorite. Lock it's stats. For BO3 35% crit chance and 50% crit severity. But lock it. So damage boosters only boost its base damage, Attack pattern alpha will boost it's base damage.
Anything on the missing Romulan doff missions, doff colonization missions available only every 20hr?
I did not got the Motivation Kit Module for Dmg Bonus but for CritH Bonus, i would be fine if u guys nerf the crit by 50% but why replace it with dmg since there are other Tac Kit Modules that already have Dmg Bonuses.
If u guys want to want to replace the CritH with Dmg fine, but increase the duration of the Motivation back 15 sec b4 u guys decided nerf'd down to 10 sec.
As for the Healing Bonus nerf, why did it even have a heal ability thats 3x higher than the highest HP toon to begin with?
I don't want to see the *%^& storm that will result from doing anything that clips the critical hit critical severity wings from tacs, as it is the PvP vaper delight. Even if it actually makes the other classes viable again.
Lock it's stats....that could work.
18% damage bonus? The ability is now utterly useless, and goes in the trashcan, its so weak that its barely worth vendoring.
Thanks for ripping me off, Cryptic. I demand a refund.
Well, thank f**k I got all mine for sub 20k each xD
So the first version was overpowered, the nerf then was pretty much useless but everyone saw that before it went in and the 2nd nerf now sounds like the ability is pretty much trash now and lost its unique touch. Well done :-/
Anyway how about looking at the other overpowered nonsense that was added recently..
Adrenal hypo's cooldown can be with tac ini (and its own cooldown reduction when not used up) reduced to something like 8s, allowing sci's to have it up almost nonstop. Isn't that a bit OP that sci's almost always get a 2nd chance?
Also Energy Inversion Matrix could need a balance pass, its effectively a science version of a weapon malfunction, how about adding an immunity to the victim and a make one of the existing devices break it same as with the engineer weapon malfunction?
And the third thing that probably needs to be looked at is psionic empathy feedback, back in the days engineers were mostly making kills with mines - that actually required some playing skill and was fun.. then came the mine activation timing nerf which nobody really was asking for.. nowadays engineers almost always lead the damage scoreboard by :
a) deploying endless mortars, due to the bug that pets lose attachment to the player on death.. which is lame bug that needs a fix for YEARS now!
b) mines that are deployed below solid surface and hitting through, i.e. mines below the bridge or ramps in shanty. You can't see it.. you walk over solid floor and take a one-shot hit from something below the floor. Thats just wrong, mines should NOT hit through solid surfaces.
c) using psionic empathy feedback and just reflecting damage back and getting tac's killed. No playing skill required for that, just stand in the line of fire and turn it on and get kills from split beams and stuff hitting you.
So the stuff that needs patching on ground:
- adrenal hypo's cooldown reduction needs go and the skill cooldown itself shouldn't be reducable by tac ini so much. The skill is powerfull, it doesn't need such a high uptime!
- energy inversion matrix needs to be brought in line with weapon malfunction, as its effectively a more powerfull sci version of that skill.
- empathy feedback is imo to efficient, maybe its related to the fact that you can buff its effectiveness up with things like strike team.. but yea that power is quiete a bit OP really. Maybe lower its effectiveness against players-only? I think it doesn't need a nerf in pvE.
- engineer pets need to either stay attached to their owner - so eng's don't get free extra copies on each death or they need to despawn properly on death of the owner, same as tac pets.
- a fix for mines to not hit through solid surfaces anymore.
You were still ripped off, this is barely worth 5k.
This is why you should never buy Cryptic products, you'll be cheated out of it. In any other form of market but the video game one, such a move would cause a storm of lawsuits, but wheee, *clever* US legal systems makes it legal here.
Here goes my idea of buying zen for Expansion 2. They don't **** me over like this in TOR, so EA gets my money.
They do balance passes in TOR, yes, but they fine tune it with 10%-5% reductions or increases , not 91% reductions.
Yes. TOR has better devs than STO. When you fine tune something, you don't do 91% changes, you do small ones like 5%. And you test things before releasing them.....
Because anything that can be fun to use in pve, gets completely made TRIBBLE thanks to the pvp community, and pretty much makes things back to cookie cutter 101 builds for all.
Face it, nerfs like these are not going to bring balance to pvp, it would take a complete overhaul to do that, and I don't see to much voting for this.
Praetor of the -RTS- Romulan Tal Shiar fleet!
you're overreacting. it's still a pretty decent module. far more useful than some other tac skills. the first version and the one after the first nerfhammer were both freakin OP.
maybe the devs can revert the uptime/CD to original to keep the whiners at bay. but as i said, it's pretty usefull still.
RnD and upgrade needs less RNG. Less lottery. Something has to change.
They were before, they will be after.