I think I will make an attempt to manage this list of things that are holding ground pvp firmly in it's grave. However my list will be more focused on actual proven broken and/or op items that are holding ground pvp down. My list will be divided into two categories to perhaps help the devs decide what needs to be fixed first.
Major Concerns Section (Heavily Game Breaking)
01. Intel kit ability: Site to Site Ensnare
Issue: This kit modules makes it far too easy for players to beam other enemy players into a lethal amount of mines within a mine barrier as well as into situations in which a whole team can easily kill one player. The ability has no counters, has an fairly short cooldown, and can be activated from well beyond weapons range.
Suggested Fix: Nerf range limit to 25 meters as well as increase the cooldown to 3 minutes or longer since it will still be affected by tactical initiative anyway.
Status: To be advised by Cryptic
02. Tier V Delta Reputation active power: Concussive Tachyon Emissions
Issue: The damage with just moderate tactical buffs along with critical hits makes this active power too deadly for even a reputation bonus power especially in a team setting.
Suggested Fix: Nerf the base damage to around 250 or lower since the damage will still be boosted by tact buffs and be bound by critical hits as well. Do not allow this power to be activated from stealth module. Both other ground reputation powers are not affected by tactical initiative as this one is and this one should be no different.
Status: To be advised by Cryptic
03. Nanoenergy cells Neural Overload and Kinetic Capacitor
Issue: Since both devices are now more viable to use since they are no longer bound to Jem'hadr weapons they have become a major issue in ground pvp. Neural Overloads carry a 10 percent chance to stun and a 10 percent chance to strip all buffs and active powers (ground snb) per weapon tick within each shot. Kinetic Capacitor's carry a 10 percent chance to knockback per weapon tick within each shot. This leads to 5 man or even less teams using these devices a sure fire easy kill and totally chokes the life out of ground pvp.
Suggested Fix: Have each item respect the immunity periods for stun and knockback. Also program a 30 second immunity for the "SNB" effect of neural overload's.
Status: To be advised by Cryptic
??? TBD Armor mod on Kit Frame Exploit
Issue: Still testing to confirm existence.
Suggested Fix:
Status: To be advised by Cryptic
Lesser Concerns Section (Secondary Issues That Need Fixes)
04. Kit ability: Elachi Subspace Rupture
Issue: The new universal kit module, Elachi Subspace Rupture, is the most broken item ever introduced to Ground PvP. The kit module locks down all enemy players completely for 15 seconds and the immunity period does not work. This ability has no counters or cleanses and willpower does not resist the duration. Any player affected by this trait is completely helpless for 15 seconds.
Suggested Fix: Have the stun, slow, and perception bending affects all be duration resisted by the player's willpower skill. Also have revitalize not be greyed out during the stun phase like hypos and motion accelerator are not greyed out.
Status: I am proud to announce a solid hard counter to the elachi subspace rupture or e-hole as I call it. It lies 17 and 18 points into the command tree. Revitalize 1 and 2 active powers. Revitalize 2 has a 60 second cooldown that is brought down to 12 seconds by tactical initiative. During the 4 second duration of the power all of you and your teammates debuffs are cleared.
However the elachi rift is an aoe anomaly that itself can't be made to disappear. In order to avoid the full brunt of the initial stun a teammate must activate his/her revitalize power for you and you must also be moving fast. The revitalize power is however greyed out so you cannot self clear with it until the e-hole gives you the stun break. I am keeping this on the issues list to get the devs to make revitalize not be greyed out like motion accelerator and hypo are not greyed out during the stun phase.
5. Kit ability: Nanite Health Monitor
Issue: The kit ability, Nanite Health Monitor, burns charges in an attempt to clear the science ability Nanoprobe Infestation. However, because Nanoprobe Infestation is unclearable by Nanite Health Monitor it quickly exhausts all available charges.
Suggested Fix: Change the nature of nanoprobe infestation to be clearable by all debuff cleanses but also change the power to be automatically a 5 player and foe aoe. It's about time this power gets an update anyway.
Status: To be advised by Cryptic
6. Kit ability: Psionic Assault
Issue: This undine kit module debuff cannot be fully removed with debuff cleanse kit abilities. The icon can be removed, but the periodic stun from this ability remains.
Suggested Fix: Have it clear any lingering stun effect that might remain from the power's original cast.
Status: To be advised by Cryptic
7. Kit ability: Quantum Mortar / Turret
Issue: Engineering turret and mortar fabrications do not despawn on the death of the engineer and the engineer loses ownership of said fabrications. As a result, the engineer is allowed to spawn additional fabrications without despawning the first set. This allows engineers to spawn an extra 3 quantum mortars and phaser/disruptor/plasma turrets per life.
Suggested Fix: Like all other items that die when the casting player dies have the objects or pets die with them.
Status: To be advised by Cryptic
8. Genetic Resequencer Pack - Ground Trait (Profession-Specific)
Issue: Traits from Genetic Resequencer Pack - Ground Trait (Profession-Specific) that came from the Elachi lockbox are active regardless of whether or not players have the slotted as active in their trait slot windows. This includes Orbital Devastation, Subspace Manipulator, and Tactical Vigilance.
Suggested Fix: Simple fix of making the trait be active on the trait roster to work. I would think it's simple.
Status: To be advised by Cryptic
9. Commando Specialization ability: Juggernaut System
Issue: This ability is a passive and knocks over everything near the player whenever running. Every player will eventually have this ability and therefore it will simply slow down ground combat. The knockback is supposed to happen only once every 12 seconds to the same target, but it may be repeatedly used to knock the target over and over again with no downtime. Finally, this specialization ability completely ignores knockback immunity from sources such as the Sure Footed +Crouch trait. Finally, the knockback from this ability is active even when just standing still and holding the shift (run key) down.
Suggested Fix: Do not allow the casting players new running animation to provide a brand new knockback effect. I have tested and pinpointed that's where the problem is actually coming from. The player's 12 second immunity is actually working assuming the casting player never stops running in the first place.
Status: To be advised by Cryptic
10. Both Intel Passive Placates Blind Sided and Flank Refraction
Issue: While both passives have an immunity period that works they are not respecting the willpower skill. Flank refraction has a 5 second placate duration that is not willpower resisted and blind sided has a 6 second placate with screen blackout that is also not being willpower resisted.
Suggested Fix: Have both passive placates get cut down in duration with the appropriate willpower skill.
Status: To be advised by Cryptic
11. Kit Module Energy Inversion Matrix
Issue: This xindi kit module has only a 30 second cooldown while the only possible counter is a tact's overwatch advisor cleanse doff. It has -100 percent ranged weapons damage while healing the target they are firing at shields.
Suggested Fix: Allow a power cell to clear the debuff since the power is similar to weapons malfunction somewhat as far as results. Also give the debuffed player a 30 second immunity if he decides not to clear the debuff with the power cell. Also nerf the debuff to -60 percent ranged weapons damage. The shield heal aspect is okay.
Status: It has been discovered that energy inversion Matrix is now cleared by tactical coordinated strikes module debuff clearing as well. It is also cleared by revitalize as well
12. Reputation trait: Enhanced Personal Shields AND Specialization passives Juggernaut Shielding 1 and 2
Issue: The passives have been discovered to cause ui issues which incorrectly display the actual current shield hp of the user. Some test involving tachyon harmonic, and radiation damage have been used to determine this. While the player is not actually gaining any extra shields the ui bug makes it very hard to tell how much shield hp the player actually has. This makes an aggressive attack and buff timing very hard to manage especially for newer players trying to learn ground pvp.
Suggested Fix: Fix the ui bug that causing the shields to go haywire randomly.
site to site can be countered by shield charge,had a little fun taking nulo on a walk up a few rocks on otha while they afked (lulz) came back and used shield charge to stop my hiking trip , but as it on purple ones is activated in 1 sec if its more then 1v1 you will probably have no chance skill tray lag ability lag the great hypo lag heh once was kbed and vaped 900 damage sniper and hypo lag activated right before landing on my feet avoiding the death animation and death on scoreboard thats happened a few times kinda like the good old pounce super jump atack target and end up flying literilly flying in the air 30 feet behind them happened so many times in shanty barely anyone notices you fly past em then have to run back around
the shield drones interesting can target friendly too but only once and then turns back to its owner as it stays to the right of the player you could easily use a shanty wall next to the ramp and stay fully immune while keeping the drone almost completly out of harm from both anyone on the bridge and anyone who trys to flank using the ramp to the right
site to site can be countered by shield charge,had a little fun taking nulo on a walk up a few rocks on otha while they afked (lulz) came back and used shield charge to stop my hiking trip , but as it on purple ones is activated in 1 sec if its more then 1v1 you will probably have no chance skill tray lag ability lag the great hypo lag heh once was kbed and vaped 900 damage sniper and hypo lag activated right before landing on my feet avoiding the death animation and death on scoreboard thats happened a few times kinda like the good old pounce super jump atack target and end up flying literilly flying in the air 30 feet behind them happened so many times in shanty barely anyone notices you fly past em then have to run back around
the shield drones interesting can target friendly too but only once and then turns back to its owner as it stays to the right of the player you could easily use a shanty wall next to the ramp and stay fully immune while keeping the drone almost completly out of harm from both anyone on the bridge and anyone who trys to flank using the ramp to the right
tiras a bit busy in rl
Well of course 1 on 1 site to site is as worthless as cloak. This is mostly focused on issues that affect the team play setting of ground pvp. A few did get removed as I feel they are no longer an issue due to the extra tank we have or various counters. Of course like Tira's previous listing I am open to new issues and why we feel they might be a problem. And Tira didn't quite quit as I suspected but I am fairly sure he has better things to do then maintain this list anymore as it is.
Ground pvp is dead and buried,already broken beyond repair and in future they just gonna add more broken TRIBBLE so i dont see why you even trying.:( Hell even space is dead and dont think this game also gonna last to long,they just gonna try to milk more cash before end so only thing i expect in close future is more grind and pay stuff.
Sorry guys, but GPVP is dead, borticus, geko and cryptic wanted that way so.. why even try? Why try to convice the guy that want you dead to help you?
No they do not at all. I haven't had a match since early December. The actual reality is despite lack of any pvp fixes this season we cannot fully conclude they in actuality want pvp dead. Without knowing the inner workings of their company we cannot realistically make that determination for sure. Yes on paper it would appear all this was intentionally designed to kill pvp but a lot of this might actually come from ignorance of the gameplay as well.
These devs might not see the game from people like me and Tira's point of view or any of our high end pvpers point of view. I sent this thread to someone that will give it to systems. I have weeded out stuff that is no longer an issue and as you can see gave them 8 things to work on that would bring ground pvp out of it's grave. I can safely tell you grinding out commando t2 is actually a good entry point to be able to ground pvp again. While some intel passives seem overpowering they are not quite as game breaking as much as you think. Again the classic defense of hard cover always win on ground.
My suggestion for those who may want to return if some major fixes are applied would be to start with the left side of t1 commando. Then do the t2 commando for the extra resist and hp. Those 10 points should be your entry into level 60 and provide the basics of what you need to survive. However if you look at the new primary "command" tree we now have intel simply may not be for you and your team. Players who haven't done anything can skip the intel tree all together if they so wished. Space pvpers are kinda of hung by their balls though because of improved predictive algorithms starship trait that lies at the 30 full point of the intel tree.
Us ground pvpers can avoid an entire specialization tree if we decide we don't want any of it's ground modules. There are enough lockbox modules out there now to mess with our builds a bit. In fact unlike previous updates in which they released 2 modules per class they only did one of each this lockbox. Sci got a research module that is currently on my issues list. Engy got a fabrication module. And tact got a very useful in pve assault module that doesn't appear to be pvp breaking unless you are chain slowed.
As far as the grind goes I will return heavily for the upcoming skill points event. If you haven't upped your gear to mk 14 to make argala runs easier team me and we will be shredding through some normal runs for a good 23k xp in 4 minutes or so. I have a fully space built toon now that can more than make up for any lack of dps you have.
I am going to have to agree with this thread for the most part, TR needs a hit, the Zefram gun could use a hit. Juggernaut needs a hit. and stuns need a buff, a big time buff. I have never been one to delve into all the technicalities and builds so I can only go off what I know.
Never thought I would say this, but I agree with biggs on this one.
I am going to have to agree with this thread for the most part, TR needs a hit, the Zefram gun could use a hit. Juggernaut needs a hit. and stuns need a buff, a big time buff. I have never been one to delve into all the technicalities and builds so I can only go off what I know.
Never thought I would say this, but I agree with biggs on this one.
-Metus
Well the stun duration buff issue I took off from Tira's version of this list because they can still chain from phaser weapons proc. For that reason they are balanced enough. It's just when they come from Neural Overload devices they need immunity but they can still work if someone is firing a phaser at you with neural overloads on. And despite distaste for me by many I have always wanted a clean ground game. But like most of us I have been forced to fight cheese wth cheese. The 8 major issues will get ground pvp going again enough to the point in which players can return starting at level 60 with 10 points spent where I suggested in the commando tree.
The reason juggernaut remained a secondary issue imo is that someone focusing on chaining before the 12 second immunity ends isn't going to be doing too much else. In the 10 matches or so I had since dr launch I have little to no issue with juggernaut directly or even indirectly getting me killed. Of course if a 5 man premade is focusing on using this tactic you are most likely going to be dead long before they can chain a few of these on you. Juggernaut is a secondary issue for the same reason that seven guy from Nova core is always getting owned in ground pvp. Melee range fights get you killed and Juggernaut requires what again? See my point!
Balance isn't going to fix premade on TRIBBLE pugs matches nothing ever will. Balance won't fix the grind to max out toons. This is just to make what's left of the ground community who casually watches these threads return to play ground pvp. But in the end for ground to thrive population wise we need more stf heroes to "graduate" to ground pvp. I can count at least 20 players I roll ground pve with that fit this mold too.
Please use a lighter blue, the one you're currently using is unreadable on the background. This isn't the 90s.
Sorry to disappoint but I am reading it just fine. Check your monitor settings or are using using internet from a tiny cellphone maybe? I am using plain blue for the item title that's it.
Sorry to disappoint but I am reading it just fine. Check your monitor settings or are using using internet from a tiny cellphone maybe? I am using plain blue for the item title that's it.
What he meant to say is that it's too strong in color to be readable without hurting your eyes, and I agree. I'm seeing in on a Retina MacBook Pro with a three weeks old monitor, it needs to be lighter indeed.
What he meant to say is that it's too strong in color to be readable without hurting your eyes, and I agree. I'm seeing in on a Retina MacBook Pro with a three weeks old monitor, it needs to be lighter indeed.
Idk man you sure it needs nerfing? IMO it isn't overpowering enough! I mean yeah I get 500 tickets a day saying it's quite op bright but idk if I should nerf it. My job might be at stake!
Sorry to disappoint but I am reading it just fine. Check your monitor settings or are using using internet from a tiny cellphone maybe? I am using plain blue for the item title that's it.
You can read it, but it's like a damn 3D optical illusion effect and it makes the text look like it's further back than the rest. I have 4 laptops at home and it looks just as bad on all 4 and the TV downstairs.
Okay I just got orders from high up. The nerf to green has been applied but each time you view this thread it will require a 500 DILITHIUM charge. The free version is still viewable in dark blue. Thanks for playing Star Trek Online!
I regret to inform you of my resignation from star trek online. It has been a pleasure serving such a great playerbase. Thanks to all for great memories.
I regret to inform you of my resignation from star trek online. It has been a pleasure serving such a great playerbase. Thanks to all for great memories.
I mean it was not super complex, I got it but, one thing you say that Nanite health monitor is burning through charges to remove infectious nano-probes. I haven't noticed this, does the icon still appear despite the charges being gone or does it only occur in some circumstances.
--Outsiders Inc. --
--Second in Command--
--Captain Commanding Officer--
--PvE Trainer--
--Ground PvP Consultant--
I mean it was not super complex, I got it but, one thing you say that Nanite health monitor is burning through charges to remove infectious nano-probes. I haven't noticed this, does the icon still appear despite the charges being gone or does it only occur in some circumstances.
I haven't physically tested all of these. Some of these issues were copy and paste from tira's version of the list. I left some of his on cause I do believe they need a fix. In this case making nanite health monitor almost useless is a secondary issue. Best this to do is getting a few of your sci fleeties to test. Have your stat window open to see your damage resist as they release nanoprobes on you so you can match the debuff to the icon and animation on your toon. I suppose it could have been stealth fixed at some point and not put in patch notes. I don't even own a NHM module so I couldn't tell you.
Also I removed a few issues due to them being mitigated by the extra hp/tankiness we all can have. I also don't believe automated adrenal hypo is much of an issue anymore. Tact's can stop sci's like that a lot better than before. Still I would like to see a slight cooldown increase on it.
I want to give cryptic a positive shoutout for a good prenerf before it had a chance to hit ground pvp. All 4 shock and awe's going at once would have really effed up gpvp. Well it's already effed up anyway but still. This is on tribble.
Command Bridge Officer Abilities and Kit Modules:
Many Command Abilities did not previously have correct Shared Category Cooldowns in place, allowing for unintended stacking capabilities when using more than one copy of the ability at different ranks.
The following Shared Cooldowns now affect all ranks of the listed ability, whenever any are activated:
I am proud to announce a solid hard counter to the elachi subspace rupture or e-hole as I call it. It lies 17 and 18 points into the command tree. Revitalize 1 and 2 active powers. Revitalize 2 has a 60 second cooldown that is brought down to 12 seconds by tactical initiative. During the 4 second duration of the power all of you and your teammates debuffs are cleared.
However the elachi rift is an aoe anomaly that itself can't be made to disappear. In order to avoid the full brunt of the initial stun a teammate must activate his/her revitalize power for you and you must also be moving fast. The revitalize power is however greyed out so you cannot self clear with it until the e-hole gives you the stun break. I am keeping this on the issues list to get the devs to make revitalize not be greyed out like motion accelerator and hypo are not greyed out during the stun phase. For full e-hole clearing training mail or pm me in game @etherealplanes It's going to take perfect timing and practice so trust me you do want to train in a controlled environment. I have moved this module to secondary concerns as a result of this discovery.
Don't think this hard counter that few ground pvpers have will be an excuse to start abusing this module. Rest assured I will camp you if I see you using it. Also note to cryptic forcing people to grind heavily for the only viable counter to a module that has a 30 second cooldown that is also a free mission reward is bad for business. Next time you feel the need to release something of this magnitude into the ground game please check with daddy Biggs here okay? Much appreciated. K Thanks! Bye Now!
no one give a .... about ground pvp not even most of the pvpers and pvers sure dont ....so no nothing is gonna happen to ground until we get done collaborating with the devs and getting the kinks ironed out of space PVP..... So devs just ignore this TRIBBLE and keep helping us in space please I know your resources and time is limited so that's continue on with space PVP Shall we ?? OP just stop already ...go away
no one give a .... about ground pvp not even most of the pvpers and pvers sure dont ....so no nothing is gonna happen to ground until we get done collaborating with the devs and getting the kinks ironed out of space PVP..... So devs just ignore this TRIBBLE and keep helping us in space please I know your resources and time is limited so that's continue on with space PVP Shall we ?? OP just stop already ...go away
Hmm which one of the ten thousand players I butthurt on ground are you? LOL spacebar pvp. Just saying!
The sooner you realize space pvp needs a total overhaul to be playable for all whereas ground needs a few fixes the better off you will be. Yeah I know you don't do ground pvp. So I could throw your logic back in your face. Whos cares about space? The former ground pvp playerbase is actually larger then the current space pvp playerbase too. Yah I know it's skewed logic but no worse than you are using.
I should also announce Mclean has also discovered that coordinated strikes a security lockbox module's 2nd activation of one debuff removal per second for the entire team while active also clears the e-hole stun allowing the player to escape if moving. Of course it might not work as well as revitalize if you have multiple debuffs on you to clear since it is only one per second unlike revitalize which clears all debuffs per second for 4 seconds. Nevertheless another solid counter to the e-hole which may render it a thing of the past.
It has been discovered that energy inversion Matrix is now cleared by tactical coordinated efforts module debuff clearing as well. Will update thread and remove at ground concerns directory 5.0
I also removed shock and awe as a possible issue since it is cleared by coordinated efforts, revitalize and overwatch advisor doff. It may also be getting cleared by battle strategies too but I have yet to test that.
I also moved the shield boosting passives to secondary concerns due to it being discovered as simply a shield hp ui issue.
Comments
the shield drones interesting can target friendly too but only once and then turns back to its owner as it stays to the right of the player you could easily use a shanty wall next to the ramp and stay fully immune while keeping the drone almost completly out of harm from both anyone on the bridge and anyone who trys to flank using the ramp to the right
tiras a bit busy in rl
Well of course 1 on 1 site to site is as worthless as cloak. This is mostly focused on issues that affect the team play setting of ground pvp. A few did get removed as I feel they are no longer an issue due to the extra tank we have or various counters. Of course like Tira's previous listing I am open to new issues and why we feel they might be a problem. And Tira didn't quite quit as I suspected but I am fairly sure he has better things to do then maintain this list anymore as it is.
Sorry guys, but GPVP is dead, borticus, geko and cryptic wanted that way so.. why even try? Why try to convice the guy that want you dead to help you?
Division Hispana
www.divisionhispana.com
No they do not at all. I haven't had a match since early December. The actual reality is despite lack of any pvp fixes this season we cannot fully conclude they in actuality want pvp dead. Without knowing the inner workings of their company we cannot realistically make that determination for sure. Yes on paper it would appear all this was intentionally designed to kill pvp but a lot of this might actually come from ignorance of the gameplay as well.
These devs might not see the game from people like me and Tira's point of view or any of our high end pvpers point of view. I sent this thread to someone that will give it to systems. I have weeded out stuff that is no longer an issue and as you can see gave them 8 things to work on that would bring ground pvp out of it's grave. I can safely tell you grinding out commando t2 is actually a good entry point to be able to ground pvp again. While some intel passives seem overpowering they are not quite as game breaking as much as you think. Again the classic defense of hard cover always win on ground.
My suggestion for those who may want to return if some major fixes are applied would be to start with the left side of t1 commando. Then do the t2 commando for the extra resist and hp. Those 10 points should be your entry into level 60 and provide the basics of what you need to survive. However if you look at the new primary "command" tree we now have intel simply may not be for you and your team. Players who haven't done anything can skip the intel tree all together if they so wished. Space pvpers are kinda of hung by their balls though because of improved predictive algorithms starship trait that lies at the 30 full point of the intel tree.
Us ground pvpers can avoid an entire specialization tree if we decide we don't want any of it's ground modules. There are enough lockbox modules out there now to mess with our builds a bit. In fact unlike previous updates in which they released 2 modules per class they only did one of each this lockbox. Sci got a research module that is currently on my issues list. Engy got a fabrication module. And tact got a very useful in pve assault module that doesn't appear to be pvp breaking unless you are chain slowed.
As far as the grind goes I will return heavily for the upcoming skill points event. If you haven't upped your gear to mk 14 to make argala runs easier team me and we will be shredding through some normal runs for a good 23k xp in 4 minutes or so. I have a fully space built toon now that can more than make up for any lack of dps you have.
Never thought I would say this, but I agree with biggs on this one.
-Metus
Well the stun duration buff issue I took off from Tira's version of this list because they can still chain from phaser weapons proc. For that reason they are balanced enough. It's just when they come from Neural Overload devices they need immunity but they can still work if someone is firing a phaser at you with neural overloads on. And despite distaste for me by many I have always wanted a clean ground game. But like most of us I have been forced to fight cheese wth cheese. The 8 major issues will get ground pvp going again enough to the point in which players can return starting at level 60 with 10 points spent where I suggested in the commando tree.
The reason juggernaut remained a secondary issue imo is that someone focusing on chaining before the 12 second immunity ends isn't going to be doing too much else. In the 10 matches or so I had since dr launch I have little to no issue with juggernaut directly or even indirectly getting me killed. Of course if a 5 man premade is focusing on using this tactic you are most likely going to be dead long before they can chain a few of these on you. Juggernaut is a secondary issue for the same reason that seven guy from Nova core is always getting owned in ground pvp. Melee range fights get you killed and Juggernaut requires what again? See my point!
Balance isn't going to fix premade on TRIBBLE pugs matches nothing ever will. Balance won't fix the grind to max out toons. This is just to make what's left of the ground community who casually watches these threads return to play ground pvp. But in the end for ground to thrive population wise we need more stf heroes to "graduate" to ground pvp. I can count at least 20 players I roll ground pve with that fit this mold too.
Sorry to disappoint but I am reading it just fine. Check your monitor settings or are using using internet from a tiny cellphone maybe? I am using plain blue for the item title that's it.
What he meant to say is that it's too strong in color to be readable without hurting your eyes, and I agree. I'm seeing in on a Retina MacBook Pro with a three weeks old monitor, it needs to be lighter indeed.
Idk man you sure it needs nerfing? IMO it isn't overpowering enough! I mean yeah I get 500 tickets a day saying it's quite op bright but idk if I should nerf it. My job might be at stake!
You can read it, but it's like a damn 3D optical illusion effect and it makes the text look like it's further back than the rest. I have 4 laptops at home and it looks just as bad on all 4 and the TV downstairs.
-PWE Biggs
-PWE Biggs
And the new handle is?
This clearly went over your head. SIGH! Someone please tell me they get this last few posts.
--Second in Command--
--Captain Commanding Officer--
--PvE Trainer--
--Ground PvP Consultant--
I haven't physically tested all of these. Some of these issues were copy and paste from tira's version of the list. I left some of his on cause I do believe they need a fix. In this case making nanite health monitor almost useless is a secondary issue. Best this to do is getting a few of your sci fleeties to test. Have your stat window open to see your damage resist as they release nanoprobes on you so you can match the debuff to the icon and animation on your toon. I suppose it could have been stealth fixed at some point and not put in patch notes. I don't even own a NHM module so I couldn't tell you.
Also I removed a few issues due to them being mitigated by the extra hp/tankiness we all can have. I also don't believe automated adrenal hypo is much of an issue anymore. Tact's can stop sci's like that a lot better than before. Still I would like to see a slight cooldown increase on it.
Command Bridge Officer Abilities and Kit Modules:
Many Command Abilities did not previously have correct Shared Category Cooldowns in place, allowing for unintended stacking capabilities when using more than one copy of the ability at different ranks.
The following Shared Cooldowns now affect all ranks of the listed ability, whenever any are activated:
Ground:
Take Cover – 20 seconds
Hammer and Anvil – 20 seconds
Overwhelm Shields – 10 seconds
Shock and Awe – 30 seconds
Strategic Analysis – 10 seconds
Delegated Devastation – 15 seconds
Timely Intervention – 30 seconds
Coordinate Bombing Strike – 15 seconds
Return Fire – 15 seconds
Sanctuary – 30 seconds
However the elachi rift is an aoe anomaly that itself can't be made to disappear. In order to avoid the full brunt of the initial stun a teammate must activate his/her revitalize power for you and you must also be moving fast. The revitalize power is however greyed out so you cannot self clear with it until the e-hole gives you the stun break. I am keeping this on the issues list to get the devs to make revitalize not be greyed out like motion accelerator and hypo are not greyed out during the stun phase. For full e-hole clearing training mail or pm me in game @etherealplanes It's going to take perfect timing and practice so trust me you do want to train in a controlled environment. I have moved this module to secondary concerns as a result of this discovery.
Don't think this hard counter that few ground pvpers have will be an excuse to start abusing this module. Rest assured I will camp you if I see you using it. Also note to cryptic forcing people to grind heavily for the only viable counter to a module that has a 30 second cooldown that is also a free mission reward is bad for business. Next time you feel the need to release something of this magnitude into the ground game please check with daddy Biggs here okay? Much appreciated. K Thanks! Bye Now!
Hmm which one of the ten thousand players I butthurt on ground are you? LOL spacebar pvp. Just saying!
The sooner you realize space pvp needs a total overhaul to be playable for all whereas ground needs a few fixes the better off you will be. Yeah I know you don't do ground pvp. So I could throw your logic back in your face. Whos cares about space? The former ground pvp playerbase is actually larger then the current space pvp playerbase too. Yah I know it's skewed logic but no worse than you are using.
I also removed shock and awe as a possible issue since it is cleared by coordinated efforts, revitalize and overwatch advisor doff. It may also be getting cleared by battle strategies too but I have yet to test that.
I also moved the shield boosting passives to secondary concerns due to it being discovered as simply a shield hp ui issue.
Ground PvP has always played second fiddle to Space and of course all PVP is way behind in support vs. PvE.
I rarely see a single player in Ground queues on the list.
http://stokt.aforumfree.com/t2275-hall-of-fame