I've heard Geko's words in P1 interview the last day about PvP, of how unbalanced Intel is more specifically. He was right for once, So I decided to prove it with facts.
I've asked for a 3v1 on Spacedock, with me on the solo Faeht. I let the other three guys (a Presidio, an Odyssey and Prometheus) fight me while I was alone.
Result was the following
http://i.imgur.com/crRLDq5.jpg
I got killed only once due to the plasma fire bug that hullburnt me in seconds. Series of Surgical Strikes 3, Subsystem Override 3, Ionic Turbulence to hold their fire/prevent counters to my already deadly attack, Intelligence Team for rapid cloaking, zippy movements for nullyfing their attempts to track me down... The match was over. This is how an already OP ship in hands of a skilled PvPer scored over half a million damage in less than 10 minutes obliterating the enemy team. I was never cloaked for more than 30 seconds and didn't wait for the Alpha: actually, I sometimes went with Omega straight away.
Now that I explained my tactic: in the P1 interview someone spoke about how vaping builds are dominating the matches.
I'm afraid they're terribly wrong on that. My ship was not equipped with its vape setup: I guess I gave up around 50% of my initial spike decloak attack power as I was using the dogfight setup. Why would I need more damage if what I do is already the equivalent of three times my opponent's hull?
If I cared to slot vape tools, I'd have cancelled the map sorry.
PvP needs these abilities to be rebalanced. Ionic has been resolved just today thanks to borticus, SS3 is still an issue.
Come on, I shouldn't be able to do these kinds of stuff with that ship. If anyone cares, I can post my build to try out by yourself.
Comments
Sad truth. The last kill happened by accident. i left the weapons on firing cycle, but there was the Odyssey in front of me. It died before I even realised what happened.
Winner winner chicken dinner.
Cryptic was amazed at just how much damage people could do. Instead of taking appropriate measures like diminishing returns or increasing difficulty, Cryptic just ramped up HP.
That was not the answer.
Nor is scaling new abilities against those inflated HP. Fix that, and you fix a lot of issues with both PvE and PvP.
It does.
In fact, it does way more than 100%, it even does more than 200% damage reflect. Only difference is that it's split 50/50 between shields and hull, but that hardly matters with the numbers in question - especially when it crits.
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They need to give PvP its own game entirely. In pve the meta changes once or twice a year. In a healthy PvP environment it would change more than once a month. Our pve devs just can't support that properly, and never will be able to.
Powers that work on one side of the fence just suck on the other (too good or too bad). Leveling and learning pve makes you a worse pvper via all the bad habits.
Both communities would be better served by two games.
And if they did this, they'd be best served by having zero pve content at all, don't pull a shadowbane or age of conan where you level on NPCs to get access to PvP. Just pure PvP, for leveling, for gear, for tournaments, for everything.
*sigh* well, I can dream anyway.
Add in those two in some way that makes sense, and I think there is at least a hope of balancing PvP damage output.
Got lonely on the PvP threads ehhh
Can you share your build pls?
http://skillplanner.stoacademy.com/?build=ricsintelfaeht_0
Here you go, doffs are two Zemoks, Evasive doff from CE, x3 EPTX CD.
... god, how i hate that ce doff (even more in combo with whatnot)!!! zippies are a big concern of myself in current meta. goin at full speed like others do on full impulse = not balanced in any way imho! ...
but it does. pre-DR I would have had a way harder time on lets say the Tempest. With the above build it just took minutes to end the match.