(I posted this under the Jan 20, 2017 release notes as well, but thought I should post it under feedback, too.)
I finally did some testing of the Lukari Space Set and I have to say that the individual pieces of the set are fine in my opinion. However, the set bonuses are absolutely awful. The final two set bonuses only improve abilities that were given by individual pieces (the warp core and the shield). When you compare the competing healing set (Kobali) to this one, you kinda cringe when looking back at the Lukari set's bonuses.
First Set Bonus
Kobali 2 piece: +20%-60% hull regeneration (increases as your hull drops) vs Lukari 2 piece: 10% recharge time reduction to heal boff abilities (this hardly takes any time off of the abilities)
Second Set Bonus
Kobali 3 piece: When reduced to low hull, gain large amount of temporary hp (a way of preventing sudden deaths) vs Lukari 3 piece: +20 drainx and increases the range of the shield heal passive by 2.5km
Third Set Bonus
Kobali 4 piece: Converts incoming energy damage into healing for 15 sec (a super powerful ability) vs Lukari 4 piece: reduces the cooldown of the jump ability of the warp core to 2 minutes (for one thing, two other rep warp cores already have similar jump abilities that already have 2 min cooldowns)
I hope I'm not the only one completely underwhelmed by the set bonuses, it really seems like kobali (a mostly free set) is completely superior to this reputation set.
(This is just my opinion, but I'll definitely be sticking to Kobali as my healing set if this one isn't changed before being released.)
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It is a boring set.
Nothing new to play with and i don't mean power creep or such.
I like sets that add some sort of mechanic.
That's true.
I am sure the Lukari set is past the point of no return at this stage but how about next time we get something that dose something new?
What about sets that grant specialist ship abilities, such as gather intel, or, starship maneuvers. Wouldn't it be fantastic to use some of those mechanics on other ships?
Or sets, which like doffs, are designed to enhance and encourage the use of underperforming powers? A set that adds a hold effect to tykens rift, or turns tractor beam into an attractor beam, or makes aceton beam into an aceton wave?
As it stands the Lukari set is perfectly fine, but with so many sets that fall into science, tank, damage roles already out there to compete with it was always going to be either underwhelming, or obsolete something else, neither possibility is grate.
keep in mind not eveyone can use the kobli 4 piece, that warp core last I checked was still locked to the zomble ship. and the lukari works with drains giving it more of an offensive edge the kobli set doesn't have. and thats not covering what you can do by adding the weapon set to it. the lukari set seems to be design for more of a combat medic role rather then the healer/regen tank that the kobli set is good for.
and I'm not sure about the visuals myself.
if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
Actually, the warp core is not locked to the Kobali ship at all. I use it on alot of my other ships.
Mostly Agreed.
We also would benefit greatly from sets that make ships that are currently weak stronger (WITHOUT making the strong ships in both PvE and PvP stronger).
I was also wrong about borg (engine shield) set peices being as strongish as kobali (engine shield) set earlier (although kobali deflector and core are clear winners). All hail the Kobali set *bows*.
The lukari everything space is really weak except the console which is good for a eng console slot in many polaron builds (some really expensive or exclusive consoles beat it) (and of course good for those who don't have embassy consoles yet or don't like them and are using energy) in PvE. In PvP its just really weak for everything (I don't mind).
I do find the point jump fun though, but it would be much more useful if it flanked enemies.
I think a lot of the sets in this game need a revamp that makes weak stuff in game stronger without making strong stuff stronger.
sorry bad choice of words, I meant you have to have the zombie ship to get it. which rules out anyone who doesn't have it.
if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
Btw in PvP (the only place where a healer is useful), a tank and a healer are pretty much the same thing since threat is useless in PvP. So you basically said "you just compared an existing healing set to a new healing set." And the new set is worse than the old. That's the point I'm trying to make. A reputation set is inferior to a mission set.
Also, in case you missed this part: the kobali set is called "Kobali Regenerative Circuitry." Regenerative meaning restorative meaning healing.
http://sto.gamepedia.com/Kobali_Regenerative_Circuitry
Even the deflector says "with support in mind." I could go on with many more reasons as to why kobali is a healers set, like lukari, but I'm hoping you get the picture now.
Really? REALLY?! Here, let me help.
Kobali 2 piece: +20%-60% hull regeneration (increases as your hull drops)
Hull regeneration ain't a "healing bonus". That's survivability and that's generally tanking.
Kobali 3 piece: When reduced to low hull, gain large amount of temporary hp (a way of preventing sudden deaths)
That's not "healing". That's survivability and tanking. Again. See a pattern forming?
Kobali 4 piece: Converts incoming energy damage into healing for 15 sec (a super powerful ability)
Oh, hey, finally some healing... oh. Based on everyone shooting at you. Tanking. Again.
Not a healing set. Tanking set. Lukari bonuses help you heal other people without requiring you be public enemy number one to do it.
Oh dear, you're arguing with me about healing.... Well at least I finally get to talk about healing.
1. The Kobali 4 piece set bonus applies to people around you, and it's a hull heal. At the end of a match, it's one of my highest healing abilities (in terms of HPS). Shields are useless in PvE and especially PvP. The proc on the Lukari shield is a shield heal. Not only that, but allies have to be within 2.5km or 5km for it to work AND it's once every 6 seconds. Yeah, no one is going to stay within even 5km long enough for that to do anything.
2. The Lukari Warp Core's special ability: the trajectory jump or whatever it's called. For one thing most of the time people will be flying in and out of your range. This means that as soon as you jump to someone (if you even can), they're going to be out of your range as soon as you use the jump anyways. Also, how is that useful if someone's already in your range? There's no limit to the range of healing inside of the normal 10km circle. You don't need to be 2km away from them to heal them.
3. The Kobali's deflector is very similar to the Lukari's deflector. One minor difference is the Kobali gives 10 more hull repair while the Lukari gives 10 more shield repair. Slight edge to Kobali there. Lukari gets the 10% science ability cooldown at UR, which is useless to a healer because of a multitude of ways to reduce the cooldown of science abilities (such as the strategist spec, which most (if not all) healers use). Overall, the Lukari deflector is probably a bit better, just because of the radiation resistance and the minor sci cooldown.
4. Healers have to have some self buffs or you'll be dead and will be no help to your team. This is why engineers are widely considered the best healers in PvP and even in PvE. This is why Kobali outshines Lukari (again). Both the 2 piece and 3 piece help a healer survive so he can continue to heal his/her allies. The 3 and 4 piece set bonuses of the Lukari set only slightly mechanics that the set already has. They don't add anything new at all. The 2 piece Lukari set bonus is similar to the innate mechanic that the Kobali engine has.
Honestly, I have 5+ years of experience being a healer in this game. I'm not daft when it comes to these things. I know when one set will be better on a healer build than another, especially with these two as I've tested Lukari multiple times and I've been using Kobali for years.
It's great that you use if for that because it's always nice to meet another dedicated and creative healer, but its in no way an effective argument that a new set for directed healing of other players needs to be more like it, and that was your premise from the outset. In fact the new Boff manuals include a version of the Kobali healing effect so anyone can splash heal that way without being bound to an old gear set .
2. To respond to your comment about the 4 piece set bonus' effectiveness. Most of the healing done by the ability is outgoing, not to self. I have seen this throughout hundreds of PvP matches that I have parsed. Also, healing that is unneeded doesn't show up as healing. For example if you use an engineering team on someone who is at full health, nothing will happen. So, healing numbers from this ability are all needed, especially since the healing done by this ability is triggered by damage being done to the target, so it's always necessary healing. If an ally is under heavy fire and I activate the ability to where it affects them, they are immediately healed up to around 100% and any other incoming fire continues to heal them so they don't go down any more.
3. My argument was in no way that the Lukari set should be just like Kobali. My argument is that the things that make Lukari unique are not good enough, nor viable in the current game state to make it competitive with the current king of healing sets, Kobali. I expected more from a reputation set devoted to healing, considering what cryptic gave damage focused builds (Iconian). Why spend more to get Lukari when you have Kobali?
(I run a ship that is 100% Lukari. Space-set, weapons, on a Ho'kuun. Just waiting for a Lukari Colony 2nd Def to complete it. Love it, wouldn't swap it for the Kobali even if I was lucky enough to get a zombie ship. Kobali is more for tanking, Lukari is sci-damage-healing. Different beasties imo)