I like all the nerfs - Fire at will and removing a buff from having more than 100 in weapon's power, but you still have not addressed the issue of Tac captain powers - buffing non-weapon damage? is it very hard to change the system so that Tac captain powers no longer buff say exotic attacks that are supposed to be more science?
Still what has been presented so far is a good first step - continue with the balance plans!!
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Given the games current meta of DPS rules - giving one class a super stacking ability to all types of attacks makes the other classes way less effective. Tac should not be the go-to class for the game in my opinion. Tac catain powers buffing only weapons will still leave tac captains the top dps, it will just close the gap more between the classes.
Actually, that would be preventing Mike Tyson's fist from generating a blackhole. I am fairly certain that we all agree that is something that he cannot do. If Mike Tyson wanted to do that, then he should have specialized in exotic damage like Chuck Norris.
-Lord Commander Solar Macharius
LMAO good one!
Not so. But when you take a Tac captain and it can do best at all the games content - in ALL 3 ship classes - that is a BIG problem!
Having all 3 ship classes open to all classes is much more beneficial for everyone, just re adjust a few things where needed.
-Lord Commander Solar Macharius
As you may or may not remember, back in the day you were restricted to a specific ship, not even a ship type. That, thankfully, went away with an early Skill Tree Change.
(^_^) b
Your right there - a few things that still need to be adjusted:
1. Plasmonic leech
2. Buffing of all power levels via doffs and emergency power abilities
those would be a start. Used to be power management was a real thing - now it's plain stupid to have all 4 power systems at 100!!
oh I could go on with things that need to be "adjusted"
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
I actually like that idea! Might be a way to nullify the power creep and dps chase.
So much falsehood here.
ALL ships use weapons, even science ships which would still benefit from tactical captain abilities buffing only weapons.
Tac captain powers buffing "every single source of damage" makes the career extremely overpowered.
Does not buff exotic AND at least 5% reduction on magnitude seems pretty likely to me.
I think it's okay that Attack Pattern Alpha buffs exotic damage. But it might no be okay that the damage buff is the same in both cases, because the relative resulting buff is not neccessarily the same.
If you add +50 % Cat 1 buff to a weapon that already has a +150 Cat 1 buff, you don't deal 50 % more damage then before, you deal only 20 % more damage.
But if you add 50 % Cat 1 buff to an exotic attack that has only a +50 Cat 1 Buff, you get to deal 33 % more damage than before.
We'll see what they do.
It's an MMO player mentality;
If I do more damage then you then you are a noob! If you do more damage then I do...nerf your class.
You can pretend the disparity is a myth... but I don't think you're gonna convince the Devs of that.
The major source of damage on a science ship is exotic, which assuming APA gets the exotic nerf means science ships on a Tac lose, while on a Sci they suddenly get buffed at least as much as APA did plus the healing, control, drain that Tacs already have zero source to benefit from in terms of career powers. Science career also benefits from Conservation of Energy as a career trait which now will stack somehow with Deflector Overcharge.
"Player investment retains value" becomes false for all existing players who have ever purchased a science ship and all the goodies to make one or more tactical captains (mains across all 3 factions) to pilot these suddenly realize their previous choice is suddenly and completely unexpectedly after years now sub-par ("Choices should be meaningful") to what it should have been on the fact that APA was well-known to boost exotic damage.
The premise of "Player investment retains value" is again nullified when dealing with lockbox/lobi/promo ships that are bound to character, and that's without mention of the endless other items that are also character bound and specifically designed to benefit science ships exclusively.
Having more than one main is already extremely costly as it is essentially paying and playing double or triple if only to have access to the 'other factions' that are already at a huge premium because fewer players know to open boxes on them or have an established history of T5 goods to draw from as much as Feds for do.
I've made my choice to have Tactical captains as 'mains' for Romulan and KDF faction because Tac Captain skills allows boosting of exotic damage and I wanted some variety from a Fed Sci main. I still have Science captains for Rom and KDF (and now 2 new Rom Engineers) because Cryptic finally gave us T6 Science ships for the other factions and so I put significant resources into them as well for the fun ("players should not be made to feel that their fun is “wrong."") of having Sci captains in proper T6 Sci ships especially for the existing benefits before the changes go live.
Engineers have benefited from the extra tankiness that helps Science ships keep up their shield tanking and make up for their moderately frail hulls, and the healing boosts. Now, they'll be able to boost sub-system max power on aux despite the earlier reduction on Aux-benefits over 125 that now applies to Weapon subsystem power, helping exotic damage on ships with or without intel seating. Their choice to main Engineers and fly Science ships isn't wrong as it's always been this way, and now actually receives minor boosts.
tl:dr No to APA nerf on exotic damage because our Tac captains would suddenly lose a benefit to exotic that made Sci ships on them still viable despite not having any career means to boost healing/control/debuff/drain.
"The different careers have received several changes, mostly focused on increasing the effectiveness of Engineering and Science captains."
There WILL be nerfs. Three guesses which profession is getting them and Engineering and Science don't count.
"•...Science Captains now gain Deflector Overcharge, which significantly increases outgoing healing, exotic damage, control abilities, and drain abilities for a short duration."
The moment that finally found its way home to Science captains, the writing was on the wall for Attack Pattern Alpha.
Just adjust a few things, like apa/gdf...the entire point of the thread. Tac/sci ship is still an option, since tacs can buff the beams/torps/non-exotic. Eng/sci is an option because of the added aux power on eps transfer and the healing abilities. Sci/sci simply becomes the best option.
It's never felt right to me that tacs can buff a sci ability to levels a sci captain can only dream of.
Doesn't seem right nor logical to me.
But.. I would understand if someone was upset by the change, @alcyoneserene has a legitimate concern.
Though it seems they are already trying to adress this with the new Sci captain ability. It would be better to see the effects of that before more changes are suggested/made.
I mean, I wouldn't mind if they changed APA so that it only benefits weapons and not also other abilities - but I guess a tiered approach allows them to better assess the changes.