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Why Nerf's

2 Question Why nerf Leech. 2nd Question why nerf players, just add 50-100 res on mobs &mobs ships?
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  • risian4risian4 Member Posts: 3,711 Arc User
    1. Leech is OP. And it'll still be, the nerf is only a minor one, it's base effectiveness has been increased.
    2. Good question (in general). But so far it looks like only highly specialised builds, sci builds especially, are being nerfed. All other players actually gain something, cause aux power will be more useful at lower settings + a lot of powers have had their effectiveness increased on top of that.
    Unfortunetaly, I might add, that those who sacrifice nothing are rewarded and others who do sacrifice to specialise are rewarded less or even punished (I haven't seen Tribble yet after the latest changes so not sure which one to pick here).
  • risian4risian4 Member Posts: 3,711 Arc User
    Nerfing things isn't always a bad thing; in the case of the Leech, Borticus was right: if one item dominates the entire discussion in something big like a skill tree revamp, then obviously that item is way too important.

    It's just sad that they chose to change sci builds, rather than the top performing career and abilities and fix some of the longstanding issues with FAW for example.
  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    edited March 2016
    I think the "leech nerf" was an error and won't actually be done. Never-mind, looks like I'm not up to date on that.
    As far as nerfing players vs buffing enemies, it depends. For example, BFaW is over-performing compared to other tac powers. That makes sense to nerf. I'm fine with buffing enemies' AI, not their stats. No-one likes unchallenging damage sponge enemies that only serve to make missions take more time.
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  • alexraptorralexraptorr Member Posts: 1,192 Arc User
    Leech did receive a "minor" nerf.
    It was heavily nerfed by accident first, but it has since been buffed but is a little weaker than on holodeck. Allthough there's a lot more items now that give drain expertise, so in the end it kind of balances itself out again and the status quo remains.
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  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    Leech did receive a "minor" nerf.
    It was heavily nerfed by accident first, but it has since been buffed but is a little weaker than on holodeck. Allthough there's a lot more items now that give drain expertise, so in the end it kind of balances itself out again and the status quo remains.

    Ya, I must have misremembered a post or something, I've edited my post.
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  • alphahydrialphahydri Member Posts: 391 Arc User
    edited March 2016
    Leech did receive a "minor" nerf.
    It was heavily nerfed by accident first, but it has since been buffed but is a little weaker than on holodeck. Allthough there's a lot more items now that give drain expertise, so in the end it kind of balances itself out again and the status quo remains.
    Truly? My characters on Tribble are getting .1 more drain on the Plasmonic Leech than they get on Holodeck. Maybe it has something to do with the new scaling or the rounding of gear points?
  • patch#0682 patch Member Posts: 26 Arc User
    edited March 2016
    [Unrelated-post modded]
    Post edited by jodarkrider on
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  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    2nd Question why nerf players, just add 50-100 res on mobs &mobs ships?

    Nerf players how? How exactly have you been nerfed?

    I don't know how you can honestly expect an informed response to such a vague question.

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  • imriteimrite Member Posts: 4 Arc User
    it sto way coming out to make game harder.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    Honestly you always need to in my opinion do both incremental nerfs an buffs, while also using a established par point in performance that the buffs/nerfs are used to achieve. Even if it is fun for one player to be really powerful, or speed runing, for others it can be quite boring to sit back an watch. Also like with the DR upturn in hp in response to the higher performance of players, doing these combination nerf/buffs bringing things back to this pre-established par point that is interesting an fun that all players can contribute in content is good for the game overall.
  • farmallmfarmallm Member Posts: 4,630 Arc User
    edited March 2016
    Nerfs comes in 2 forms.

    Needed: A skill comes out that is really OP, and destroys the enemy with ease. Or in PVP used to really hurt the other players in either DPS or stun. When this happens you need to adjust. To help balance it out some. Sometimes as the game moves on in years. New stuff comes out. This is once again either nerf or buff to keep the balance.

    Not Needed: Is when players cry about certain stuff that isn't OP at all. They cry enough until its changed, and end up really messing up the game. Then later they will cry how hard it is, and how they die faster. Cause that skill is gone. This is where FAW will fall into the game.

    As for the leach, I never had that skill or ability. So I can't tell you how it was.
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  • squirrleytunicsquirrleytunic Member Posts: 89 Arc User
    You do realize that a buff to enemy damage resistance is effectively a nerf to players right? So you basically just said why nerf players, nerf them instead.

  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    You do realize that a buff to enemy damage resistance is effectively a nerf to players right? So you basically just said why nerf players, nerf them instead.

    LOL, very simple way of putting things but yes, this is true
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  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2016
    Sci got an overall nerf to all-in on a skill players in the name of normalization. Somewhere around 10%, but hey, it was initially much worse until Borticus adjusted things upwards because we all complained about it.

    Subspace decompiler and countermeasure systems abilities got a super boost, but I suspect we'll see a downwards adjustment soon since most of us are going from zero on both to a lot of control skill.

    What irks me is that the effect of shield power on shield resistance and aux on science abilities got both adjusted down. I have yet to see any comments on adjustment related to weapons or engine power.
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    If they limited consoles to 1 or 2 of each type, or added diminishing returns to all consoles then a lot of these super specialized builds wouldn't be 'breaking things' and need to be nerfed.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    If they limited consoles to 1 or 2 of each type, or added diminishing returns to all consoles then a lot of these super specialized builds wouldn't be 'breaking things' and need to be nerfed.

    Science really didn't needed to be hit with the nerf bat. Most of the players just use FAW left and right.
  • hawkrunnerhawkrunner Member Posts: 150 Arc User
    For the Leech (with current Tribble numbers that may not hold, although they were recently updated):
    • If you have less than 200 Flow Capacitors (Drain Expertise), you will see an increase in the drain/power return, with those at the lowest end receiving the greatest boost when compared with current Holodeck numbers.
    • If you have exactly 200 Flow Capacitors, you will see the same performance (no change).
    • If you have more than 200 Flow Capacitors, you will see a decrease in Leech performance, with those at the highest end receiving the greatest performance drop when compared with current Holodeck numbers.

    I suspect that most of the drains will follow the same model, but there are some reports of the effects from Aux power not working as people are expecting them to.

    Because of their decision to "normalize" how science mechanics work, there really was no easy way to equalize performance for everyone. Feel free to run the math models to see this for this yourself.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    Because obviously Energy Siphon and Tyken's Rift were overperforming on Holodeck, eclipsing even BFAW that they needed to be reigned in.

    Obviously!
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  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited March 2016
    You do realize that a buff to enemy damage resistance is effectively a nerf to players right? So you basically just said why nerf players, nerf them instead.

    Not only that, but it's the worst kind of nerf.

    Giving mobs a little more DR won't even be noticed by high DPS players, but players that are on the lower end of the spectrum would suffer the biggest hit.

    The OP's idea would do nothing but punish undergeared players, non DPS oriented players, and those trying to learn the game.

    He still hasn't explained exactly how he's being nerfed to begin with.
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  • darkbladejkdarkbladejk Member Posts: 3,835 Community Moderator
    2 Question Why nerf Leech. 2nd Question why nerf players, just add 50-100 res on mobs &mobs ships?

    1: leech originally was alot less effective under the new trees than what it was supposed to be, this has been changed and although it has taken a slight nerf, it's better than what it would have been.

    2: In what way are you being nerfed now? If there is a stat or something that is severely underperforming compared to current holodeck then speak up now so it can be looked at and addressed, otherwise it may be missed and be too late to change it.

    3: Adding resists or further resists to mobs serves no purpose and as others have pointed out would only make it much harder on those folks at the lower end of the gear and damage spectrum. lets suppose they did add in extra resists on the mobs and they cut 5k from everyone's damage. For someone who deals 35k, doing 30k now isn't going to be that huge of a difference to them. If however you take someone who normally does 10k in damage, you've just cut their damage in half. Anyone at 5k damage and below wouldn't be able to complete anything at all hardly. The problem isn't the damage resistances on the mobs, or even the health of the mobs themselves, the problem is in the AI of the mobs. To be blunt some of the mobs just aren't that smart in game. It's not just the tools that mobs and players have that matters, it's how they use them. Smarten up the AI and then you can make it more challenging for folks again. Just upping the HP doesn't per say make a mission or a mob better, it just makes it take more time.
    If they limited consoles to 1 or 2 of each type, or added diminishing returns to all consoles then a lot of these super specialized builds wouldn't be 'breaking things' and need to be nerfed.

    What you're proposing wouldn't just nerf the "super specialized builds" like what you're wanting to do, but would nerf everyone in the game as a whole. If you limited consoles to only one or 2 of each type, this would effect tactical consoles as well. The problem isn't the consoles themselves, the problem is that power creep is a thing that's been in the game for a long time now. The power creep itself is too high in the game which is what's leading to some of the things you're seeing. Again as I said above, the equipment isn't the problem, it's how it's used. You don't need to limit consoles, as most consoles save for certain ones are already limited. Instead what you need to do is give people a reason to use something else.
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  • samt1996samt1996 Member Posts: 2,856 Arc User
    Well Tykens rift was doubled and several EPG powers were increased drastically as well so if anything science performance has increased. Shield power does the exact same thing as before if you put one point into hardness and regeneration and further investments increase it considerably higher than ever before. The scaling for it has not changed however.

    Auxiliary power does decrease in effectiveness slightly at the high end yes. And I told bort he should consider give some powers a little more of a boost to compensate but the power adjustment was made to simplify and normalize things. It's easier to understsnd and will be extremely helpful for newer players so a few percent loss doesn't really concern me at all.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2016
    samt1996 wrote: »
    WShield power does the exact same thing as before if you put one point into hardness and regeneration.

    The problem is, there's a catch. You have to spend 1 point on a new skill to be able to surpass the old effect of shield power, otherwise, you've been nerfed.

    I have yet to see any catch statements regarding engine or weapons power with the skill revamp. Those seem to be untouchable, but science is always fair game it seems. Pretty unfair to always penalize science somehow.

    FYI - Since everything was "normalized" I'm hoping weapons and engine power were also "normalized to share in the pain. I just haven't seen a post stating it.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    3 possible answers to the thread title:
    - Why not?
    - Because they can
    - They didn't.

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  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited March 2016
    lucho80 wrote: »
    samt1996 wrote: »
    WShield power does the exact same thing as before if you put one point into hardness and regeneration.

    The problem is, there's a catch. You have to spend 1 point on a new skill to be able to surpass the old effect of shield power, otherwise, you've been nerfed.
    And, so what? You will have the points to spend them on that unlock them. It will not actually mean you will have to sacrifice something you had before to get there. The only difficulty will be knowing that you should spend a point there. But that will just be part of the translation to the new skill system - a lot of skills have changed, so you need to figure out this stuff anyway.

    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • imriteimrite Member Posts: 4 Arc User
    TY for all ur comments :) and readiding this.
  • squirrleytunicsquirrleytunic Member Posts: 89 Arc User

    Not only that, but it's the worst kind of nerf.

    Giving mobs a little more DR won't even be noticed by high DPS players, but players that are on the lower end of the spectrum would suffer the biggest hit.

    The OP's idea would do nothing but punish undergeared players, non DPS oriented players, and those trying to learn the game.

    He still hasn't explained exactly how he's being nerfed to begin with.

    To be fair, that is generally the effect all nerfs have on the player base. At the high end of the dps spectrum, we are pushing the limits for no other reason than it being fun. Nerfing us changes the amount of overkill we can achieve and therefore the high scores become invalid. The dps boards are wiped, and the same handful of people get their names on top again within a few days.

    It is almost always the people in the lower damage range that feel the nefs the most and are the most ill equipped to quickly throw together a new build at the performance level they expect. Because of this, a gear nerf pisses me off the most. When people ask for build advice, we get a plan tailored to their ship, play style, and budget. They then go spend a bunch of time grinding for gear only to have it nerfed out from under them. I feel bad for them, knowing that top end equipment is very expensive to newer guys with far less resources.

    As for my build, I just switch to something else and the nerfed item can go sit in my inventory next to the leech and conductive RCS, to be used at a later date if I feel they have become the best in slot again.
  • alexraptorralexraptorr Member Posts: 1,192 Arc User
    More than half the players in the game don't know how to effectively build a ship, they can't even achieve 10k DPS, there's no solution to that.
    Because any attempt to equalize that half of the player base will only punish all of those people actually know what they are doing.
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
  • samt1996samt1996 Member Posts: 2,856 Arc User
    Socialism sucks in real life and therefore in games as well, say no to handouts let us all learn to play how we like.
  • gb3gb3 Member Posts: 51 Arc User
    is it because lots of people went so hard with BFAW and now realize it is in danger of not being top dps? I don't get that
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