I think that both players and Devs can agree that DPS is out of control in this game , and in more then one way it hurts the players and the game .
It breaks up the cohesievnes of the playerbase , and it makes it very hard to the Devs to program an "effective" foe , when one players DPS is close to the floor and anothers is through the roof .
And speaking of a roof , I think that that is what is needed , with a few caveats , the most important one being that every 1-2 years , the devs would up the roof , and create content for that new level (unlike raising the whole level of the game as they tried and failed to do with DR) .
I'm not sure what the Cap should be ... .
Some would be happy with 20K , others with 30K minimum -- while others still would hate this idea as a whole .
In the end , I think that the cap should be x1.5 or x2 of the average DPS in game that is displayed by the majority of the playerbase as a whole .
This could also put more emphasis on
how you create damage and not just on
how much damage you create .
Plus , better balanced fos would lead to better balanced equipment and the fear of the constant nerfs would hopefully go away for the most part .
It would also "force" the Devs to create more interesting powers (or visualizations) like we got in DR (which were overshadowed by the rage , the HP scandal and all the other bad things that happened .
It could also give the chance to add some of the new powers to the Borg as they ... you know ... assimilate stuffs ...
(now that's a "can I haz ur stuffs" that could work ...
)
... anyho , just an idea ... , prolly never gonna happen ... -- Cryptic has to sell you the latest overpowered or broken gimmick that has not been tested on how it interacts with other broken or overpowered gimmicks ... , so we'll just keep on rolling on
this Spanish Train ...
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If it's handled right, it would give some fresh air to cruisers and science ships as all that matters now is just DPS, DPS, DPS...oh yeah and massive burst damage too.
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The only problem with the other classes is that you don't need a tank these days if you have a valdor console and sci captain abilities do not not line up with theirs ships as well as the other races. The Big Sci ability is Subnuc. If all your targets keep getting more health and hull and never get more abilities who cares about it.
DPS is so ingrained into people now it will be almost impossible to correct.
Lets say they cap the DPS to something like 20k
Lets say my fleet excelsior has hit the 20k dps mark, and i still have not upgraded all my ship stuff. I will think to myself "well.. no point spending more dil to upgrade all that, i can save money now!"
Yeah... there will never be a DPS limit in this game...it will cost Cryptic in the long run.
I'm for new powers and all, but limiting those who want to put mega-hard work into the game is a bad idea, and if they want to make all-destroying battleships of doom let them.
Blaming the players for something the devs can't handle is wrong.
Well, if you don't know what you are talking about, then you don't need to have an opinion.
- What is the average players' DPS? Is the average player a 2k DPS "person"?!?
- There are people that wouldn't be happy with a cap of 100k DPS.
- If you think about shield-damage as damage, too, then you can deal less damage (with higher shield-penetration) and still finish stuff faster.
Did I forget anything?
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
Agree. If there's a problem with DPS, it's not too much, it's too little.
You don't have a right RP / be terrible if you join an group Q.
Then also make it achievable on all ships this way even science abilities could become effective.
Wake up and realise that what is needed is NOT nerfs and caps, but rather more focus on rewarding ALL of the ways of playing, rather than overly focussing on DPS races. OP/balance doesn't actually matter in the slightest in PvE, it's a myth that it does. What does matter is that those playing healing/crowd control/debuff etc rolls actually feel equally as useful as those playing the DPS role. That way, when you arrive in a queue and find a very high DPS Scimitar, you will be pleased, as it allows you to focus on how YOU want to play the game, rather than having to carry the DPS burden yourself.
Sorry i disagree with capping DPS, maybe Cryptic should introduce a better AI into PVE to make the game more dynamic and tactical than a wall of hit points to shoot down in 15 mins
OP have you ever flown a Galaxy Class into a Advanced or Elite STF then changed to a Excelsior or Regent. Flying the Galaxy compared to those 2 as an example, is like flying a tier 3 cruiser as you level, Its Very very painful and boring and drags out fights and takes the fun out of missions. (For me anyway, do i really want to park and spend 3 times longer killing something that another ship does with ease)
Capping dps when its the AI that needs addressing is not the answer.
This is an excellent idea! PLEASE! NERF damage with a HARD CAP! It will be a wonderful way to anger the player base again! It will work! It is a great idea! DO IT! DO IT! DO IT! LETS MAKE THE GOAL HAPPEN! LET US ANGER THE PLAYER BASE A THIRD TIME IN 1 MONTH! DO IT! DO IT! DO IT!!!
Quoted for so much truth.
Sadly, it's Cryptic's SOP to do just that.
Actually that is only a problem for approximation, one ship -not the intrepid- can have 99,x% dmgres for some time. I would guess when using multiple healers on one ship, similar effects can be applied, but need more effort.
As for the idea of capping dps, thats just plain stupid. Stupid thought, stupid (or rather lazy) programming. But it would make this game very cheap, as 15k are reachable with little investment. So cryptic would shoot themselves in the knee.
You could do this with modifiers, base stats, traits...pretty much anything really. Merely adding diminishing returns on crit severity alone would be enough to shake things up in the DPS department.
It would lead to the same end as a hard DPS cap if you attempted to over-specialise, so such a change would encourage variations in builds.
The concept of proportional response.
Theres nothing wrong with min/max designs in a game, but on the battlefield there could be unintended consequences (just like code updates in STO).
I propose the following:
1.) If a weapon exceeds it's design threshold, there's a chance it goes offline for 60 seconds.
Starfleet never intended that weapon to do what you're attempting. All the engineering prowess and sheer luck can't keep that weapon operating at it's new peak efficiency without something going wrong. This would allow for new consoles which would lower the % chance for failure. Zen store only of course.
Gun barrels overheat. The Marines carry extra to swap them out. Basic analogy here, but why not for overused weapons operating well beyond their design models?
2.) If the total damage output exceeds a maximum tolerance for the ship, power systems drop to 20% for 60 seconds.
It's one thing to keep a single specialized weapon online in the midst of a battle - but eight and shields, and warp drive etc. etc. Given that your crew is so focused, theres a chance that a system-wide failure could catch you off guard.
3.) If an NPC faces a combined damage output in excess of 'X', 100% feedback impulse for 30 seconds.
The Borg are known to adapt. This failsafe move severely damages the borg, but gives it time to call in reinforcements of the new class Assault Sphere to deal with you.
My intention here isn't to penalize the smart players. Want extreme DPS - have at it. The goal is to provide a realistic environment so that they temper their abilities to deal with a variety of incoming threats.
My Two Bits
Admiral Thrax
Do we agree that most of the players want a balanced game ?
If not a hardcap from the top then by what other means would you see Cryptic achieve this ?
Tinker with this ship and that ship and tune this power and that power until the end of time while being totally ineffective as a whole ?
... that has worked out great so far ... , and perhaps distracted them from fixing other things that are wrong with the game ... , like you know ... the hundreds of bugs for a start ...
No?
So why are you suggesting crappy ideas?
A fairly well set up tac escort can throw out 8 x the effective DPS of well set up Sci in a Sci ship.
A well set up escort is also very very tanky with the huge defense they've got.
No matter what class you are tac , engineer or sci you PvE is massively easier and hugely quicker in an Escort class ship. There are some exceptions for raw dps like some Scimitar builds , but they lack the movement control immunity of escorts (2 x Omega etc) and the escorts sheer speed across a PvE map.
Basically DPS is everything for PvE.
Engineer Cruisers and Sci Sci ships need a huge DPS boost rather than a cap, give thier Captain abilities a big damage boost.
Fed Random-Sci Monte-Eng Monte Banks-Tac
Klingon Warfarin-Sci Gamble-Tac
It renders as good as every good Console useless overnight (hey, major d