The Kligat Kit module deals about 400+ damage on mk 14 (and -way- more when fully buffed on a tac), has a very low cooldown, 100% shield penetration, ALWAYS crits.... and last but not least, can be activated during stealth, and doesn't break it. Totally broken in PVP.
Seriously? Tone it down a bit?
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It doesn't have that long of a range, so just don't get too close to people who might be armed with one.
And frankly, compared to all the regular monkey business people tend to pull in PVP in this game, the kligat isn't that big of a deal.
Quite right, and normally I don't complain, but they went a little overboard here.
Again, not at all.
If anything, it gives people who normally wouldn't be too good at PVP on the ground somewhat of an edge (no pun intended) against people who know how to pull off insta-atomization on the norm.
Like I said, the kligat still doesn't have the range of most other energy weapons. Just give someone who's got one a wide berth. Kligat's are deadly, but only to a point, and the simply don't have the "reload" speed of an energy weapon.
That does sound like a bug, all weapons usually break stealth.
Maybe since it's, well, basically a throwing knife, it registers differently to in-game stealth fields.
But yeah, that could be a bug.
And then people will stop being so fascinated by it and it'll be considered an off-beat doodad again.
Not really. An overpowered tool is always more effective in the hands of people that know what they are doing.
While that may be true, the kligat is universally deadly and requires very little improvement to it. And it's only shortcomings, its range and its recharge speed, can only be affected so much as well.
Again, I've seen people do what a kligat does from basically twice or three times the distance, and at a much faster rate, with more mundane weapons.
And especially in PVP, if you miss with your first toss, you are not going to survive long enough for a second one, cuz you probably will face vaporization before the cooldown finishes.
Plus, it's I find it somewhat amusing that we have relatively readily available shield-penetrating solid round sniper rifles floating around, and here are "concerns" being raised about what is essentially a throwing knife.
Like I said, a kligat is deadly in practically anyone's hands, but it's not the deadliest thing people can get their hands on.
The cooldown for me at the moment is 8 seconds - enough to cause a massacre, but I ain't complaining. Just needs that stealth off it.
Don't care much about PvP, but I completely agree. This thing is OP, even at standard mk 12. You don't even have to upgrade it and yet you get an always critting and shield-ignoring ability that deals way more damage than most other kit abilities.
It's fun to use a few times, but after a while you just have to admit that it's broken. They should have thought this through a bit more. Either remove the always critting thing, or significantly increase the cooldown would be my suggestion.
I think it's pretty strange anyway that we get an ability that both ignores shields, and always crits and already deals quite a large amount of base damage at MK 12 (compared to grenades for example - an ability with a similar cooldown).
If at least a sacrifice is made for this shield-ignoring stuff (like with melee weapons) then it makes sense... but a weapon that already has so many benefits... there should always be a drawback and one weapon should never be able to benefit from so many special things.
Please STOP asking the devs to nerf things! Nerfs are always bad, and it's not a mentality we should encourage.
If one ability outperforms other abilities in all respects, then it will do nothing but dumb down the game and force anyone who wants a chance to kill something (before someone else kills it) to use the same dumb abilities. Guarding what's left of balance (and there is still some in the ground part of the game) is therefore something that benefits everyone in the end.
Nothing good will come from adding OP stuff and so nerfs (or rather corrections to something that should never have been released in their current OP state in the first place) should be encouraged sometimes. They're not always bad, that's too simple.
Especially since it seems the basic undertone of the disparaging arguments is that they dislike how it is basically a battlefield equalizer. I feel like some are lightly threatened by a weapon that helps those less skilled at ground PVP stand on even footing against them.
My response to that is: you are still more skilled and have better weapons, you'll be fine, don't be so nervous about some greenhorn getting in a lucky hit with is giant arrowhead weapon.
It'll never not have the shield ignoring effect, as it deals kinetic damage and is literally a physical weapon.
The drawback is that it is not ACTUALLY a weapon, but a kit module, and has a recharge time several times that of a standard sidearm; in the time it takes for you to "draw" another kligat, an opponent can easily get in several killing shots on you.
The kligat can also miss, a rarity among kit modules, in which case you're left wide open like a dingus while everyone else draws a bead on you.
And in the shows, the kligat is always a lethal hit weapon, since it almost always seems to get hucked right at a foe's heart-place with preposterous speed (hence why it always crits).
McCoy astutely notes that those skilled with a kligat have more killing power behind them than someone armed with a phaser
The most adjusting I see happening to the kligat is the stealth bug being removed, and the range being adjusted.
You're not left wide open as it can be used almost from sniper-ranges.
As for the shows: phasers could also instantly vaporise someone there and one shot could be lethal to Andorians for example. This is, in the end, a game and adjustments will have to be made therefore.
I do agree that it has a longer cooldown compared to weapons fire, but like I said: it has a comparable cooldown when we look at other kit modules that are way less impressive and that don't have all these added benefits, or that require sacrifices to be made when you want to use it (I'm thinking about chroniton mines or grenades, to give just two examples).
Adding up all these benefits, I don't see how one could possibly argue that this thing is no OP. It literally outperforms everything else and has no drawbacks (and that it didn't have any in the shows, is, again, not an argument when discussing the game where balance of some form is needed for ALL content).
I love it actually - I love it too much.
As cynical as this sounds, It's not far from the truth.
The kliggy does physical damage, so yes. (unless the tooltip says "melee only" I think)
Oddly enough, Lunge has also been a past complaint in PvP.
Lunge doesn't bypass shields by 100% (last I checked), can more easily be interrupted, doesn't always crit, has only half the range, is more "situational", has a potentially longer casting time (because you're running in the process) and imho requires some kind of expose to trigger its exploit damage based effectiveness (as you've outlined). Although those melee doffs are nice, they may not be worth sacrifising for the escort doffs (but that's open to debate). Not to mention lunge doesn't have that absurd stealth bug on it (which is my only steadfast problem with the klig)
If you're a cat, you get pounce, which is, although, a poor man's lunge, is almost like a 6th kit module that can work as a bonus exploit attack. Although I'm aware the melee doffs don't work with pounce, most other traits and buffs do, and you get to keep the escort doffs in the mix. Running the kliggy + pounce (motion acc. buffs both) + a weapon that has expose chance (i.e pulsewave) on the alt-fire is the way to go... for me at least.
Because of Kliggy's infallible crit chance/shield-pen, running the devious 2-piece nakuhl (wpn+shield) and the fleet recoil armor (both combined for a total +110% critd) still makes it more ludicrous.
Still, looking at it, lunge is definitely underrated, but Sir Kligalot is not quite convinced to convert.
And as noted, it doesn't always crit. Further, after they removed the expose component from Target Optics (and also Tricorder scan btw), expose-exploit builds have already suffered a bit. Lunge is fine as it is, I'd say. There are clearly pros and cons to its use, as it should be.
The biggest drawback to this style of play is the terrible response times for melee attacks. I had hoped they would have improved with the changes made to consoles. Nothing makes combat more exciting than when you are fighting the game controls as much as your on-screen opponents.
I think the Kliggy really shines in a more hybrid melee/ranged build like yours. Which is the better build for PvP anyway.
In conclusion: all I really want is the kliggy to break the stealth when activated, so that, at the very least, the enemy player knows where the heck that shuriken... em... kliggy is coming from.
I don't PVP on the ground. I don't use stealth. I do like throwing the Kligat. It's well designed in terms of flavor/theme.
Please leave it be.