test content
What is the Arc Client?
Install Arc

Requesting the 2.5% plasma weapon DOT proc to be made into instant damage for pvp

hoshino1hoshino1 Member Posts: 56 Arc User
From a pvp perspective, with things like hazard emitters, and the intel specialization trait: predictive algorithms, the 2.5% chance to proc a damage over time effect (Plasma Burn) from plasma weapons is basically completely useless in pvp since it is often times removed within 1 second of being applied.

Therefore, I would like to request it be changed to simply an instantaneous burst of plasma damage instead of a DOT. That way the 2.5% proc on plasma weapons would at least be worth something. I am thinking something similar to "plasma explosion" which you can find on the Romulan embassy plasma consoles.

Same for plasma torpedoes and their proc too.
Post edited by Unknown User on

Comments

  • edited June 2015
    This content has been removed.
  • tk79tk79 Member Posts: 1,020 Arc User
    edited June 2015
    The Plasma DoT has a counter (HE), as much as Phaser, Tetryon, Polaron, even Disruptor procs have, to some extent. It's just unfortunate that the thing that prevents the Plasma DoT to be effective is heavily used in PvP.

    Changing the Plasma DoT to an instant explosion removes its counter, so, no, I'm against it.
    U.S.S. Eastgate Photo Wall
    STO Screenshot Archive

  • dpsloss88dpsloss88 Member Posts: 765 Arc User
    edited June 2015
    Plasma is already the second best energy type. Of course that buff would still fail to get it near AP....

    Furthermore, why would plasma do instant damage. Its a plasma "fire". Fire is a dot in real life....
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited June 2015
    dpsloss88 wrote: »
    Plasma is already the second best energy type. Of course that buff would still fail to get it near AP....

    Furthermore, why would plasma do instant damage. Its a plasma "fire". Fire is a dot in real life....

    PVP applications. Unlike PVE, in PVP, players have resists, active hazard and debuff clearing, and since the advent of DR/Intel Spec auto hazard & debuff clearing.

    Hazard Emitters alone, a critical ability in both PVP and PVE, removes a large chunk of hazards. Outside what HE doesn't cover, in beween Tactical, Engineering, Science Teams, they cover the rest. Even more so since Cryptic removed the Shared CD of the "Team" abilities a while back.

    In PVE, a lot of debuffs and hazards players do can be very effective. Because the NPCs literally don't do **** to protect themselves against it.

    In PVP, a lot of debuffs and hazards players do are easily negated. Because players have the tools to remove them actively or inactively.

    I promise you, if the NPCs did Tactical Team alone, it would have a MAJOR impact in the performance of DPS in the PVE of this game. It would impact PVE'ers the same way TT impacted PVPers. Targets cycling TT in short order is no laughing joke, especially considering it renders useless some of the most favored debuffs players use in this game and rebalances shield facings to danger areas. Quickly.

    It's why APB is a PVE-only ability and not used in PVP. Unless you got people setting targets up for you ;)
    XzRTofz.gif
Sign In or Register to comment.