While I know you've made progress in balancing the new abilities, it's taking too much time between the time you release the abilities and the time you adjust them.
Since I know you guys can design them not to be as strong in PvP, I just have one request. On anything that you design to dish out damage, space holds, and placates, can you make sure you design immunity periods and counters from the get go?
Examples:
1) Surgical strikes - Not great in PvE since DPS depends in hitting a lot of targets hard and fast, but completely game breaking in PvP since it completely removes the balance people have to get between Acc/CrtH/CrtD in order to get a lot of damage against a target. Just get [CrtD]x4[Ac/Dm] weapons and you're all set. All the bonuses should be halved for PvP.
2) Suppression Barrage - An ability for which there is no counter? Who thinks of these things?
Since I've heard you're going to introduce a game breaking ship that can slot both intel and command abilities in the very near future, it would also be prudent to add a shared cooldown between the two above listed abilities to avoid yet more game breaking things.
surgical is extremely effective in PVE. Like any tool you just have to know when and how to use it. Most of the group content has a boss and in many cases, the boss is a single target ... borg gates and generators, tac cube, scimitar in khit, planet killer, ... etc all fall quickly to surgical.
Most of the new abilities seem to be an "upgraded" version of something we already had. Surgical is an upgrade to cannon rapid fire / overload, sort of -- its closer to CRF. Turbulence is just beta with a twist, and on down the line you can see they created new skills that are almost twice as good as before by merging 2 abilities into 1 skill.
I totally agree there is a lot of OPness esp intel. Not sure changing how the skills work for pvp only is the right thing to do... ive played games like that and they suck because you have to respec between pvp and pve or at least change out all the officer skills and setup. It is better if the game mechanics are balanced so that the same builds work for both things, within reason. Unfortunately they released SS with overwhelming power creep and now the only fixes for it are *more* power creep OR a massive nerf (this would be a bait and switch at this point for people that bought the ships). The power creep fix might be to remove the "can only happen once every x seconds" part of certain defenses.... like the "big shield heal on crit" or whatever it is reputation ... remove the limit so surgical would effectively heal the opponent... :P
While I know you've made progress in balancing the new abilities, it's taking too much time between the time you release the abilities and the time you adjust them.
Since I know you guys can design them not to be as strong in PvP, I just have one request. On anything that you design to dish out damage, space holds, and placates, can you make sure you design immunity periods and counters from the get go?
Examples:
1) Surgical strikes - Not great in PvE since DPS depends in hitting a lot of targets hard and fast, but completely game breaking in PvP since it completely removes the balance people have to get between Acc/CrtH/CrtD in order to get a lot of damage against a target. Just get [CrtD]x4[Ac/Dm] weapons and you're all set. All the bonuses should be halved for PvP.
2) Suppression Barrage - An ability for which there is no counter? Who thinks of these things?
Since I've heard you're going to introduce a game breaking ship that can slot both intel and command abilities in the very near future, it would also be prudent to add a shared cooldown between the two above listed abilities to avoid yet more game breaking things.
In my opinion the ( cryptic ) should design these systems for PvE
Them modify them for verses player ( PvP
And it would work out better all around
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
I would not be shocked if hes referring to someone on the Twitch asking the Ship Devs if there would ever be a Command/Intel Hybrid Ship.
When that question was asked the Ship Devs looked confused as if they hadnt even considered the idea. But Im sure the OP took the question and their response as a 'Its Coming!'
Is this another one of those "communication errors" that led to Geko being surprised that you can use Ionic Turbulence and/or Viral Torp to chain stun people, something that they said should never happen around Season 4?
Comments
Most of the new abilities seem to be an "upgraded" version of something we already had. Surgical is an upgrade to cannon rapid fire / overload, sort of -- its closer to CRF. Turbulence is just beta with a twist, and on down the line you can see they created new skills that are almost twice as good as before by merging 2 abilities into 1 skill.
I totally agree there is a lot of OPness esp intel. Not sure changing how the skills work for pvp only is the right thing to do... ive played games like that and they suck because you have to respec between pvp and pve or at least change out all the officer skills and setup. It is better if the game mechanics are balanced so that the same builds work for both things, within reason. Unfortunately they released SS with overwhelming power creep and now the only fixes for it are *more* power creep OR a massive nerf (this would be a bait and switch at this point for people that bought the ships). The power creep fix might be to remove the "can only happen once every x seconds" part of certain defenses.... like the "big shield heal on crit" or whatever it is reputation ... remove the limit so surgical would effectively heal the opponent... :P
what what? Where is this?
"Bait and switch" is being sold a new Toyoda and being delivered a new toy Yoda.
In my opinion the ( cryptic ) should design these systems for PvE
Them modify them for verses player ( PvP
And it would work out better all around
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
They'd have to balance all the old broken TRIBBLE too. Since there's no money in that, don't hold your breath.
New JHAS won't change anything and I applaud the suckers who buy this new ship with only a few people to play with.
Now that the cat is out of the bag, it's the T6 Bug ship. That is the game breaking ship.
other than it being a T6 I can't find any official info on the JHSS yet, what makes you think it will have both intel and command stations?
I would not be shocked if hes referring to someone on the Twitch asking the Ship Devs if there would ever be a Command/Intel Hybrid Ship.
When that question was asked the Ship Devs looked confused as if they hadnt even considered the idea. But Im sure the OP took the question and their response as a 'Its Coming!'
Uh, no it's called the Jem Hadar Strike Ship
Commander Science, Lieutenant Commander Engineering, Lieutenant Commander Universal, Lieutenant Tactical, Ensign Science
ffs. Come on, now.
Is this another one of those "communication errors" that led to Geko being surprised that you can use Ionic Turbulence and/or Viral Torp to chain stun people, something that they said should never happen around Season 4?
So did a torpedo that would be boosted by Energy weapon buffs.
And yet, here we are...
Never underestimate Cryptic. Thankfully, one of the slots is only a lt command seat which can't use both of those skills I mentioned.
Still Overwhelm Emitters+Surgical strikes are a dangerous combination.