Eng captains are so OP, I agree. I saw one guy some day ago destroying a 1 hp npc.
Something should be done about that OP nadion inversion and EPS power transfer.
Its is too effective and the cd is too short. Not to mention that you can't supplement their effect with anything else even close.
I know that this game is all about tanking and healing but still I wish my tac toons could do a bit more stuff.
ugh, you're missing the whole point. It's not about the trinity, it's about making Science captains and Engineer captains useful in space. It has nothing to do with ships. Everything an engineer can do in space, a tac and science captain can do now, there's nothing special. Every engineering captain power has a console, trait, or a boff power that does the same. Science captains could be awesome if there were NPCs to subnuke. Other than flavor, there's no reason not to go with a tac captain for space combat. I'm not a fan of decoupling but science and engineering could use a buff.
My suggestions for space engineer captain powers: EPS transfer: let it give +5 to all power caps and let it stack with warp cores and the Molecular Cohesion console . Right now it's too easy to fill all power systems with leech and the astika trait. RSF: make it either castable or AOE Engineering fleet: The damage resistance is absorbed by diminishing returns. Give it a flat resistance that stacks. Miracle Worker: Make it castable. Give it a boost to system power and maybe some temp hp. Right now Regenerative Integrity Field does a better job. Also, as Vel has said in the past, it does not scale with ship HP. Before DR it was fine but now ships have a lot more HP and MW does not heal enough to be a miracle heal. Nadion Inversion: Vel suggested letting it reduce shield drain. I think that's a fantastic idea especally since borg now have crazy shield drains. Right now, Greedy Emitters does a way better job at lowering weapons drain and other system drain can be countered with HE.
Those additions would make the engineer more useful in space. In fact, a lot of those suggestions would boost the whole team.
@scarcasmdetector It's sensor scan not sensor analysis, but giving science captains a boost to CC when using sensor scan would be great!
On ground everything is balanced. All classes are useful, but in space that's not the case.
ugh, you're missing the whole point. It's not about the trinity, it's about making Science captains and Engineer captains useful in space. It has nothing to do with ships. Everything an engineer can do in space, a tac and science captain can do now, there's nothing special. Every engineering captain power has a console, trait, or a boff power that does the same. Science captains could be awesome if there were NPCs to subnuke. Other than flavor, there's no reason not to go with a tac captain for space combat. I'm not a fan of decoupling but science and engineering could use a buff.
My suggestions for space engineer captain powers: EPS transfer: let it give +5 to all power caps and let it stack with warp cores and the Molecular Cohesion console . Right now it's too easy to fill all power systems with leech and the astika trait. RSF: make it either castable or AOE Engineering fleet: The damage resistance is absorbed by diminishing returns. Give it a flat resistance that stacks. Miracle Worker: Make it castable. Give it a boost to system power and maybe some temp hp. Right now Regenerative Integrity Field does a better job. Also, as Vel has said in the past, it does not scale with ship HP. Before DR it was fine but now ships have a lot more HP and MW does not heal enough to be a miracle heal. Nadion Inversion: Vel suggested letting it reduce shield drain. I think that's a fantastic idea especally since borg now have crazy shield drains. Right now, Greedy Emitters does a way better job at lowering weapons drain and other system drain can be countered with HE.
Those additions would make the engineer more useful in space. In fact, a lot of those suggestions would boost the whole team.
@scarcasmdetector It's sensor scan not sensor analysis, but giving science captains a boost to CC when using sensor scan would be great!
On ground everything is balanced. All classes are useful, but in space that's not the case.
I agree with your suggestions. My problem is with the constant demands for nerfs.
When you guys discuss class balance there are a few premises you need to keep in mind.
1. PVP should not be considered in class balance.
Saying class x does good in pvp and class y does not, is like saying class x does good in a 10% of all cases in a broken environment. PVP, space and ground, is only done by a small minority of the game and whenever that minority talks or writes about pvp, it is pretty much always mentioned how broken pvp is. Mentioning PVP in an argument in regards to something that is mostly pve, could be considered a straw man argument. Heck, there are plenty of delta recruits that don't even know sto has pvp. PVP needs to be fixed and clearly seperated from pve (or removed) - until that happens, pvp is something that should not be considered at all in regards to balance.
2. Ground and Space are sperate fields to balance. Because some class is good in one doesn't make it okay for that class to really blow in the other.
3. Nerfing tacs is not an option - the current pve environment is balanced around how tacs can permanently keep APA up and do insane amounts of damage. Nerfing them would only frustrate tac players without benefitting anyone.
Sadly, there is also a reason why we won't ever see those classes balanced: Science and Engineering characters together are less common than tactical characters. Yep, the biggest target group in the game are tac feds and catering to them is probably the most profitable and likely seen as the most beneficial choice when creating content.
Maybe cryptic will take a look at class balance when they do the skill revamp and maybe that's truly why they have not attempted to balance the classes yet, but i the skill overhaul keeps getting pushed back and with it the hope for any sort of balance.
When you guys discuss class balance there are a few premises you need to keep in mind.
1. PVP should not be considered in class balance.
In one of the last shows they mentioned / threatened / announced that they will be touching PVP in one or several upcoming shows .
I'm assuming that this is what they had in mind .
Don't panic .
It won't always be like that .
As to PVP ... , while without some serious programming from the ground up, this game won't bring back the "slap in a couple of Neutronium's and a shield booster Sci consoles and go for some pew-pew" -- but what we can / could champion would be the unlocking of PVP right out of the bat (instead of level ... 6?) and perhaps start a T1-2-3 leauge that only uses basic sci-eng-tac consoles , as the lower tier PVP in this game is still the bomb, and it very much relies on a non-keybinded element called 'skill' .
Making a new toon and starting to PVP right off the bat (or slogging through some missions as we do now for no reason -- as you don't get a PVP tutorial once PVP unlocks) , with the intention to bring out your Miranda or NX or Connie or the suicide squad Oberth is not just amazing fun, but it is actually the last untouched part in this game since Year 1 .
(well that was true until they started to rebuild certain powers recently after they broke the game)
As to our threat about discussing PvP, we have yet to begin that campaign...... :-)
Low level PvP is the best PvP. Powers get unbalanced in PvP above level 40. There's no crazy op damage, healing, or science magic. It's all pretty balanced. That's why I've suggested many times to make all PvP zones level 40 or below (like how we scale down in red alerts) so our powers and consoles scale down too. That would make it so we can keep our power creep in PvE and not have it affect PvP as much, if any.
It needs at least 1 free toon slot to create a new toon, and ... AND ... It needs at least 3 more equally crazy people .
( crafting or buying the gear needed / agreed upon beforehand is also a plus, as scrambling / waiting for others to get ready can also be painful)
As to our threat about discussing PvP, we have yet to begin that campaign...... :-)
Oh noers ... , the horror ... the horror ... .
Incidentally , it'd be nice if Cryptic would re-enable zone chat in PVP .
(and yeah I know , that has a lot of negativity in it but still ... , only being able to squeeze in a 'gg' at the end just sucks)
OK, as I have been listening along, I've made it to Sarcasm' suggestion that APA should boost all damage from all powers .
This goes along with a later thought about the Trinity being outdated .
I have to say that I disagree on this point, as it only leads (or rather has lead) to Tac's being good at everything of an offensive nature, even when it's a power unrelated to their class , while co-opting the powers of all other classes and leaving the others seemingly trailing behind .
If you want to demolish the Trinity, then you have to rebuild something to replace it from the ground up .
Right now as is, we're in the same place as exploration is .
Cryptic yanked that but has not put anything in it's place -- just as Cryptic has made Tac's the end all and be all but has yet to actually do something with Eng's or Sci .
Lastly I could see myself supporting something akin to what Oden said as he introduced the topic , namely that Sci & Eng powers should be boosted several magnitudes by toons of said profession, while Tac' could boost damage from said powers by a smaller factor , thus eliminating the idea that a Tac can be the best at everything .
I too have to agree. I enjoy tacs but I would like engs and scis to have their place. Right now, there is none. It would be nice if abilities related to the toon you're playing were given a decent but not game breaking boost. It would also be nice if they were given new abilities that tacs can't get, nor could they get from each other. Doing this and keeping them the same otherwise is not pushing trinity as some may say it is. But it would give some of us a good enough reason to play something of the other toons.
Comments
Something should be done about that OP nadion inversion and EPS power transfer.
Its is too effective and the cd is too short. Not to mention that you can't supplement their effect with anything else even close.
I know that this game is all about tanking and healing but still I wish my tac toons could do a bit more stuff.
My suggestions for space engineer captain powers:
EPS transfer: let it give +5 to all power caps and let it stack with warp cores and the Molecular Cohesion console . Right now it's too easy to fill all power systems with leech and the astika trait.
RSF: make it either castable or AOE
Engineering fleet: The damage resistance is absorbed by diminishing returns. Give it a flat resistance that stacks.
Miracle Worker: Make it castable. Give it a boost to system power and maybe some temp hp. Right now Regenerative Integrity Field does a better job. Also, as Vel has said in the past, it does not scale with ship HP. Before DR it was fine but now ships have a lot more HP and MW does not heal enough to be a miracle heal.
Nadion Inversion: Vel suggested letting it reduce shield drain. I think that's a fantastic idea especally since borg now have crazy shield drains. Right now, Greedy Emitters does a way better job at lowering weapons drain and other system drain can be countered with HE.
Those additions would make the engineer more useful in space. In fact, a lot of those suggestions would boost the whole team.
@scarcasmdetector It's sensor scan not sensor analysis, but giving science captains a boost to CC when using sensor scan would be great!
On ground everything is balanced. All classes are useful, but in space that's not the case.
I agree with your suggestions. My problem is with the constant demands for nerfs.
1. PVP should not be considered in class balance.
Saying class x does good in pvp and class y does not, is like saying class x does good in a 10% of all cases in a broken environment. PVP, space and ground, is only done by a small minority of the game and whenever that minority talks or writes about pvp, it is pretty much always mentioned how broken pvp is. Mentioning PVP in an argument in regards to something that is mostly pve, could be considered a straw man argument. Heck, there are plenty of delta recruits that don't even know sto has pvp. PVP needs to be fixed and clearly seperated from pve (or removed) - until that happens, pvp is something that should not be considered at all in regards to balance.
2. Ground and Space are sperate fields to balance. Because some class is good in one doesn't make it okay for that class to really blow in the other.
3. Nerfing tacs is not an option - the current pve environment is balanced around how tacs can permanently keep APA up and do insane amounts of damage. Nerfing them would only frustrate tac players without benefitting anyone.
Sadly, there is also a reason why we won't ever see those classes balanced: Science and Engineering characters together are less common than tactical characters. Yep, the biggest target group in the game are tac feds and catering to them is probably the most profitable and likely seen as the most beneficial choice when creating content.
Maybe cryptic will take a look at class balance when they do the skill revamp and maybe that's truly why they have not attempted to balance the classes yet, but i the skill overhaul keeps getting pushed back and with it the hope for any sort of balance.
In one of the last shows they mentioned / threatened / announced that they will be touching PVP in one or several upcoming shows .
I'm assuming that this is what they had in mind .
Don't panic .
It won't always be like that .
As to PVP ... , while without some serious programming from the ground up, this game won't bring back the "slap in a couple of Neutronium's and a shield booster Sci consoles and go for some pew-pew" -- but what we can / could champion would be the unlocking of PVP right out of the bat (instead of level ... 6?) and perhaps start a T1-2-3 leauge that only uses basic sci-eng-tac consoles , as the lower tier PVP in this game is still the bomb, and it very much relies on a non-keybinded element called 'skill' .
Making a new toon and starting to PVP right off the bat (or slogging through some missions as we do now for no reason -- as you don't get a PVP tutorial once PVP unlocks) , with the intention to bring out your Miranda or NX or Connie or the suicide squad Oberth is not just amazing fun, but it is actually the last untouched part in this game since Year 1 .
(well that was true until they started to rebuild certain powers recently after they broke the game)
And did I mention it was amazing ?!?
As to our threat about discussing PvP, we have yet to begin that campaign...... :-)
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
Low level PvP is the best PvP. Powers get unbalanced in PvP above level 40. There's no crazy op damage, healing, or science magic. It's all pretty balanced. That's why I've suggested many times to make all PvP zones level 40 or below (like how we scale down in red alerts) so our powers and consoles scale down too. That would make it so we can keep our power creep in PvE and not have it affect PvP as much, if any.
It needs at least 1 free toon slot to create a new toon, and ... AND ... It needs at least 3 more equally crazy people .
( crafting or buying the gear needed / agreed upon beforehand is also a plus, as scrambling / waiting for others to get ready can also be painful)
Oh noers ... , the horror ... the horror ... .
Incidentally , it'd be nice if Cryptic would re-enable zone chat in PVP .
(and yeah I know , that has a lot of negativity in it but still ... , only being able to squeeze in a 'gg' at the end just sucks)
This goes along with a later thought about the Trinity being outdated .
I have to say that I disagree on this point, as it only leads (or rather has lead) to Tac's being good at everything of an offensive nature, even when it's a power unrelated to their class , while co-opting the powers of all other classes and leaving the others seemingly trailing behind .
If you want to demolish the Trinity, then you have to rebuild something to replace it from the ground up .
Right now as is, we're in the same place as exploration is .
Cryptic yanked that but has not put anything in it's place -- just as Cryptic has made Tac's the end all and be all but has yet to actually do something with Eng's or Sci .
Lastly I could see myself supporting something akin to what Oden said as he introduced the topic , namely that Sci & Eng powers should be boosted several magnitudes by toons of said profession, while Tac' could boost damage from said powers by a smaller factor , thus eliminating the idea that a Tac can be the best at everything .