I see a lot of Nerf Tac threads of late and pretty much ZERO on a better solution. Fix Sci so they have Better procs to Sci Ability. Longer System Debuffs, Faster Shield Heals and stronger Shields, Stronger and longer ranged Control ability. Add a higher debuff chance to thier weapons and make those debuffs both harder to disperse and longer lasting. When your target has no shields why does your DPs really matter? Allow multiple debuffs to Sci Weapons with a player choice of what they are in charecter trait section. Example : Shield debuff Sci Capt. only skill 80% chance of reducing shields by 75% for 45 seconds with a cooldown to match Torp CD's. Shield removal when stacked with Shield debuff a 25% chance of removing targets shields for 3 minutes but increases chance of Shield debuff to 90% and debuff amount to 90%, when used alone a 80% chance of removing shields for 3 minutes. Buff shield power 75% chance of fully restoring shields on a crtical hit. Sensor enhancement 60% chance of the next 6 hits to be Criticals. First 3 critcal hits add a 33% chance each for Sensor enhancement to refresh. These alone would put Sci on a better footing. That said as far as raw Weapon damage goes Sci should NEVER have the same base line damage as Tac and Tac should never gain from the mentioned ideas. As they would be Career specfic traits.
Just ideas folks so lets put up some ideas that instead of nerfing one career buff the ones that need it.
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This.
And herein lies the "root" of the issue, as it were.
As long as Attack Pattern Alpha and Fire on my mark both enhance any source of damage, until such time as the Science Captain or the Engineer both get the same level of teamwide DPS bonus from two "Captain only" skills, Tactial > non-Tactical.
And no amount of other balancing will ever fix this problem, because of this fact. Boost Exotic Damage? APA & FoMMed GW III > Sensor Scanned GW III or EPS-Boosted GW III.
Traits aren't the answer - Conservation of Energy doesn't exactly boost exotic damage as much as APA and FoMM do, and worse, the trait's boost is magnified by APA/FoMM, so if it ever becomes "large enough", you'll run into a "nanny situation" - 4 Tacs "forced" to APA/FoMM support the Sci as he/she tears through the content with exotics, or the trait boosted engineer in whatever offensive manner you give the engineer...
And if you give Science and Engineering APA and FoMM "equivalents"? Then APA and FoMM aren't "class exclusive anymore", is it?
No, the answer is simple. Nerfing these two skills is the only answer, if you really want class-exclusiveness and "balance". There is no other way around it.
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and tacs, you know, dedicated to killing stuffs...not the other 2.
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Absolutely everyone in STO is "dedicated to killing stuffs."
That's all well and good except that the entire game is focused around dps. Optionals are based on how fast you "kill stuff" in many instances.
Look at your own fleet roster and tell me if it is balanced. Probably a crapton of tacs right?
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Only minor, trifling detail there is it categorically fails to meet the goals.
Ensuring EVERYONE has the same ridonkulously overpowered ability is the polar opposite of having meaningful choices.
If or how Cryptic does make the choice between them "meaningful" is their business and not of any special interest to me.
How about no?
Every time I see a revamp it distinctively means nerfing and breaking the game down with more bugs and glitches.
That said, "Fixing" CAN reach the goals. The goal isn't to get rid of there being a 'best' choice. Its to change the menu from~
Best
Bad
Worse
to
Best
Really good
Also Really good
And sometimes that means the current Best is gonna get the nerf bat applied vigorously.
Bad
Worse
Worst
Because if the options are currently bad, nerfing the best isn't going to make the others any better.
No one is saying Tactical shouldn't do the most damage, merely that the margin of how much more they do than everyone else is laughable, and easily fixable. APA should only affect Tac abilities and weapon-based damage. They also have no business being able to tank they way they can with GDF, especially paired with Last Ditch Effort and Strategist/Threatening stance giving GDF/LDE an almost infinite uptime.
Science is fine as-is.
Engineering is fine on the ground. They're not "broken" in space, but their power management has been given to everyone else via Intelligence/OSS, and their tanking/resists/healing have been given to everyone else through a combination of Pilot, Strategist, GDF/LDE and things like various traits and consoles. So, they need some new "special sauce" or their tanking, healing, and taunt/aggro abilities need seriously pumped up.
Maybe I take it for granted how obvious this seems to me since I've had a LTS since Beta, but I doubt there's anyone who plays the game a lot who will have a substantive disagreement with these points. Well, anyone who isn't a Tac trying to maintain their exploitative, unintended advantages anyway.
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Wait, are Science and Engineer captains not able to complete content? Two out of three profession may seem 'bad' relative to the one-true-way-of-Tactical-Brokido, but NONE of them are bad relative to the content.
Do you REALLY think the Devs went to the trouble of nerfing the interactions between multiple Engineer captains stacking constructs on a whim? Or is it more likely you think "they've never been very useful" because you just don't know how to abuse the living snot out of them?
Seriously. They don't have the man hours to spare on hunting unicorns. Something in the metrics made that amongst THE highest priorities to get shut down.
Indeed. As a Fabrication Engineer who has saved more than one team full of brain donors who had no business being in an Elite Queue with me, I can assure you they're quite useful if you have the know-how/specs/DOFFs to use them properly, without even resorting to the abuses that are being fixed.
And as I recall I already called the whole issue pointless bickering, that would be best solved by letting the tac-wannabes play tac if they think it's the "one-true-way."
Science -> Engineering -> Tactical
Science creates the technologies and is on the cutting edge.
Engineering maintains the technologies and knows how to get more out of it not to mention helping science build the things that make new technologies with existing tech.
Tactical reads the manual and goes "YARRR KIL STUFS!" till it breaks and then looks at the engineer and science guys with a tear like a kid with a broken toy.
TRIBBLE i have been more than useful in fact more so than tact on ground, sure you have grenades and security escort but i have turret medical shield generators and 2 drones not to mention we can supply buffs to the party, my medic has saved more tactical s than i can count if anything id say ground is more balanced than space, space is just a steamy mess of dps
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....and which one would get picked more often? 3 guesses, and the first 2 don't count. What's generally regarded as one of the best specialization combos for damage now? Temporal/Strategist. The best skill tree distribution for damage at the high end? Sci or Tac ultimate, depending on your build and career. If they made the careers specializations, Temporal/Strategist would either change to Tac/Strat or stay the same if Tac was judged to not offer enough benefit.
tl:dr It'd be like making all kit modules universal, people would just end up gravitating toward the 'best' configuration, with some deriding others for not adopting it
Bingo
1. tear you apart with a grav well
2. send your ship into fits with viral matrix or
3. simply just shut you down with a crippling drain, waltz over and pound you to pieces.
Sci got nerfed. maybe too much. Tac APA got boosted to effect everything. and now here we are 7 years later, and it's all still broken