@crypticspartan#0627 posted a
Dev Blog addressing some of the abilities and mechanics that may be changed in the near future. Note that nothing is set in stone, but this does indicate the general direction that is being looked at concerning game mechanics.
What are your thoughts and concerns with respect to these changes?
Mine are:
1) With the changes to Feedback Pulse, does that render Improved feedback Pulse useless?
2) How much of a speed increase will targetable torpedoes receive? If it's "fast enough", does that warrant the immunity to hazards? Will they still be prioritized to be shot down from AI? Will AoE FaW & CSV still shoot them down in one pulse?
Comments
My understanding was that multi-target abilities ignored accuracy buffs/debuffs and would need rebuilding from scratch to fix?
If this was a rebuild of the background mechanics will it effect Cannon Scatter Volley and Torpedo Spread as well?
Just to double check, immune to the damage *and* to the -Repel(GW)/-Power Levels(TR)/-Impulse Speed(EWP)?
I understand that "detonate instantly on launch" is not fun, but I hope this doesn't become TBR or go home.
The less threads that are made, the better - the more threads made, the more likely people are to miss some useful information in any one of them.
1). Improved Feedback Pulse still will increase the base percentage Feedback Pulse reflects, and its critical hit chance and severity are still global stats that will still apply. Those critical severity and hit chance increases will not affect Feedback Pulse, as it can not critically hit, but they will affect everything else you have.
2) I would suggest you try and see for yourself on Tribble when those changes go up, and give appropriate feedback then. None of the changes made or not made are set in stone at this point.
so noobs how dont know how to stack weapon power and how important it is for energy weaposn will do mroe dmg and
good builds wil lget neved a bit.... if thats what u think is what we need....
what about giving cannons LESS dmg loss over range than beams?
and whats msot OP in the gmae right now: TEMPORAL abilites
did I miss something or will they be left untouched?
If you're going to take away my Sci Captain Subnuc advantage and make it a generic Sci boff power, how about doing the same to Tac Captain powers, like APA, FOMM and GDF? And what about Sensor Scan? Scattering Field?
Also, no mention of any adjustments to Temporal powers. Entropic Redistribution is rather OP at the moment - any plans to nerf that class of skills? Also, will that Deflector Overcharge boost ER and related Temporal powers (I assume it will)?
RCK - a.k.a. "Evul Jacob"
to make it available 4 engis and tacs aswell
Will the trait Subnucleonic Transferal remain exclusive to Science captains only as it is indicated on the box, or apply to Engis and Tacs too?
It won't be on the consoles however - that is the purpose of the changes as consolers love pvp epeen waving and they'd drop the game if theres no level (ish) playing field
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((raises hand)) Do these reflected damage changes affect the Silent Enemy set bonus "Haywire" in any way? It is a "reflect" that's always been disruptor damage instead of feedback damage.
Does this mean there will only be 15 damage types in the game after this set of changes?
That is EXACTLY what we need. In a game so incredibly bad at explaining itself to new players that it's grown into a 50-to-1 disparity between apex players and the herd, taking away some bad options and toning down some best options is absolutely what needs to happen. That change all by itself will probably close the maximum-to-average gap to only a little over 44-to-1.
What about 'No' to adding complexity to a part of the system most players don't even knows exists.
Yeah. You definitely missed something. It's called "watch for full patch notes to come". With a side order of 'during the ground balance pass we saw at least two waves of adjustments'.
-- Activate/acquire target lock more quickly immediately after release (there is a VERY noticeable delay between the tim you launch/release mines and when they actually activate/lock onto enemies).
-- Lock onto enemies at greater range/distances (yes, there is a game buff that allows you to increase the range of mines, but even that is not enough.
-- Make mines faster so there is less time between activation and actually finding/hitting the target.
In short, mines don't need to hit any harder than they do now (we don't need a damage buff) but we need mines that are better about actually hitting enemies.
Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
Have you tried the 'Hot Pursuit' Trait from the Exchange? It does some of what you are looking for.
Go the few extra steps to find out how to have a debate and leave the straw man arguments at home.
I'm not convinced nerfs are due to pvp issues. These are far more general adjustments.
There's a LOT changing, so I mean, I'm going to go waaay out on a limb here and predict that when this gets released on Tribble:
1- Something's going to be broken and bugged!
2- Some unforseen side effects will have to be reigned in.
3- Something will be over "nerfed" and have to get adjusted down.
I know right? I'm a bold prognosticator!
Hahahahahah.
On a more specific level, the adjustment to immunity powers, coupled with the adjustment to feedback pulse will put a damper on my Engineer Tank. But he hasn't been my main in months now and I barely play him. The adjustment to science seems exciting. There's not much talk about tactical stuff, other than FAW, but if BO works better and FAW is too heavy a nerf, I'll just switch.
Miracle Worker gets a fix people have been asking for, for ages. EPS Power Transfer gets a fix that I'm betting will be even more useful after the adjustment to weapons power.
But eh, who knows.
Relax, we only have a single blog and dont really know anything at the moment. It could also be that not every item in your little personal nerf wish list will be addressed. I would prepare to relax then as well.
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Shared 10 second cool down and you'll see people jettison all but one of them as fast as their airlock will open.
Hogwash. Most of the changes are good and necessary adjustments to PvE. Reducing the invulnerabilities (and making them strip-able buffs) is a way of making ship more vulnerable, which in turn means you might just possibly want an Engineer captain for the survivability instead of pure shooting gallery encounters where the only thing that matters is MOAR DEEPS. Bringing some parity to the Captain professions is about as pure of a PvE issue as it gets.
And really the hostility to PvP-based balancing is petulant. Why shouldn't the game be based around opponents that are actually dangerous? The better your system's PvP set up, the easier it is to create PvE encounters with smart/tough enemies.
Right now they could pull FAW entirely out of the game and you could still face roll your way though most of the content. If you don't like PvP, trust me, you're still in no danger of not being able to complete scenarios... It's still gonna be brain-dead simple.
...and then replace them with cosnoles that are 100 times more expencive. Nothing more fun than to spend 350 mil ec just to get a good console.
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