EPtX rebalance on tribble
here's the changes in the patch notes
Updated "Emergency Power" Bridge Officer Abilities:
The Emergency Power category of abilities has been tuned so that all four abilities are closer in utility to one another.
The duration of all Emergency Power buffs has been standardized at 20 seconds.
Emergency Power to Engines:
Increased the Flight Speed bonus of Rank 2 and Rank 3 of this ability.
Increased the duration of the Flight Speed bonus from 5 seconds up to 20 seconds.
This ability now also gives a small flat added value to Turn Speed.
Emergency Power to Auxiliary:
Modified the tooltip to display the actual amount of Starship Stealth Detection given by this ability.
This ability now gives a skill bonus to Starship Particle Generators, Starship Graviton Generators, and Subspace Decompiler for 20 seconds when used.
The Stealth and Stealth Detection attributes of this power now last 20 seconds, up from 5 seconds.
Emergency Power to Shields:
The Shield Damage Resistance and Shield Regeneration attributes of this power now last 20 seconds, down from 30 seconds.
Emergency Power to Weapons:
The Energy Weapon damage bonus of this power now lasts 20 seconds, up from 5 seconds.
the big news is that the bonus for all skills is going from 5 seconds, or 30, to 20. there will now be 10 seconds every EPtS cycle were you arent getting the additional res.
personally, i think thats a terrible way of going about it. lowering the res bonus is 1 thing, putting huge gaps in the effect of something you cycle with full up time is another buff to spike damage. the best of us will just hold off and kill everyone in those 10 vulnerable seconds, the pugs will just get stomped harder. the last thing we need is more extremes, but here we go again.
all these skills need to have their bonus last the whole 30 seconds, or dont bother with the change, seriously. this isn't a skill like APO or TSS, this is something you ether have 2 copies of for full up time, or you use tech or damage control doffs to keep them at full up time. THE BALANCE OF THE GAME REVOLVES AROUND THIS FACT. pulling the rug out from under this fact is a catastrophic thing to do. this is the type of thing thats tells me its time to put down the starship and move on, things will only get worse.
fix these skills with these changes
EPtE- that speed boost, which is quite large, lasting 20 seconds is a huge buff to escort zipyness, they already move FAR to fast in game, one of them main reasons for the escort imbalance there currently is. its to easy and effective to speed tank, the last thing they need is to go even faster. a 5/7.5/10% buff to flight speed and a 10/20/30% buff to turn rate for 30 seconds would be much more reasonable.
EPtA- just change it to 30 seconds and this skill is fine. great even.
EPtS- was fine as is. perhaps their should be a 10% nerf in bonus across the board though. 10 second gaps in res, just lol.
EPtW- this totally needs to last 30 seconds, this is a skill for buffing cruisers and their pressure damage. thing is with pressure, you need a long period of time to make it work. bursty buffs do it little good.
sorry for the nooby question, is the power given by eptw affected by weapons drainning ?
ive never used eptw before, but if it isn't affected by drainning, i find 20 seconds too much
but as a sci officer, i find epta cool now with the extra duration and those skill buffs and epte with the turn rate buff and extra duration
A few things in regard to the changes:
1) Makes me believe even more that enemy players should not be able to see the buffs that the other has. Heck, that the information available already in general is too much.
It would be one thing if skill in Sensors revealed more information or even if a Sensor Scan or Sensor Analysis did...but as it stands? It's one of the things I hate most about MMORPGs... meh, it's not something you see in RPGs and it's not something that was there when MMORPGs first launched.
2) A 10s gap is pretty much par for the course with regard to how Cryptic likes their Yo-Yo mechanics...
3) In the end, it does nothing to address the logical fallacy involved in 100% uptime on Emergency Power that some of the folks out there have complained about...
I agree with Dontdrunk; some good some bad. I am really concerned about the drop from 30 to 20 seconds on EPtS. For PvP why give scort spike damage even more of an advantage and for PvE tanking with my cruiser will be ... interesting. :mad: I'm not sure I understand how this helps the whole balance issue at all.
Let's face it - being able to activate two copies of EPtS back-to-back from here until eternity was stupid. If it's got 100% uptime, then it's not "Emergency" anything. It might as well be re-named to "Always Power to Shields" instead. And if we're going that far, then why not just build it into the ships?
Powers that are must-haves make a game boring. If everyone and their grandmother has the exact same build, then the designers failed. I'm glad Cryptic is addressing an obvious failure in this manner.
And by the way, wasn't this very community - possibly even DDIS himself - just complaining not long ago about the fact that survivability was at such an intolerable high-point that Pressure Damage was all but extinct? Doesn't this new 10-sec gap help alleviate that concern a little?
The complainers on the Tribble forum are saying that they could've just upped the duration on all EPtX powers to 30 seconds. But really, I think even 20 seconds durations is going to make some of these abilities monstrously powerful.
For example, EPtE used to be a quick "get outta dodge" escape power that was a flash in the pan - over in 5 seconds. Yet even so, you could easily get out of combat and 10+km from your target. So, how far are you going to travel in 20 seconds instead?
I'm actually a little disappointed that everyone's jumped straight on the "YOUR NERF IS BAD AND YOU SHOULD FEEL BAD" wagon after only reading the patch notes. Did anybody actually try out the changes on Tribble at all?
i agree, but now all of them are 20 seconds, that's cool, now eptw will be a big choise for escorts, making them more vulnerable without epts, i find it interesting nevertheless, i will use epta and epte rather than epts ftw ... but this isnt fixing that lack of skill option for ships with 3 ensign eng slots
EptS and EptW was ridiculous, you might as well remove 2 stations from Eng and make it innate because that pretty what was happening with EptS.
Its funny, you people cry every time healing goes up because you cannot kill then anymore and then we got a well deserved rebalancing and its suddely *a problem* and you people cried about Elite Shields and you cried about Omega Reputation.
Say I'm at 125/100 Weapon Power. My EPtW1 does two things for me currently: +25 Weapon Power for 30s and +10% Energy Weapon Damage for 5s.
I'll be at 125(150)/100 Weapon Power. As my weapons drain power, they drain from the 150 - not the 125. Firing 4 Beam Arrays and the Cutting Beam - it's rare that I ever drop below 90 Weapon Power...even while using BO. To that, add in the use of EPS Power Transfer and Nadion Inversion...and yeah...I tend to look pretty good when it comes to firing weapons at full power with weapons that are considered to have crappy drain.
Take somebody with DHCs/Turrets - change that additional damage boost (additional, because the higher the Weapon Power - the more damage you're doing - so the higher you can keep your power while shooting - the more damage you're doing) that you get on top of the +Wep Pwr to 20s from 5s...and yeah - I think we're going to see an additional increase in the amount of damage that's being done.
As for the EPtA...heh, I've only run that on one guy for the short bonus to StealthSight. With that being 20s now instead of 5s - hrmmm, could get interesting. I might go back to refocusing him on that stealth detection thing with LoR coming.
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