weekly pvp update- 10/24/2012
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Join Date: Jun 2012
10-26-2012, 03:32 PM
Originally Posted by
i have yet to see feedback change the values on anything newly released, only when something effects pve in an unintended way is something adjusted before release. bugs do not count, we are talking about ability magnitude here. i will be presently surprised if anything changes, but at this point the pve kiddies know full well about these new passives and items, they will scream bloody murder if their new toys get toned down. and they will hate on us more, because its our fault. but they are playing a game clearly build around player ships fighting player ships, otherwise there would not be sci captains and sci ships.
The funny part is that if you build a ship and a class around its vanilla role, STO's "endgame" PvE is borderline unplayable. SNB is useless, perception debuffs are useless, ES is useless...
I took a recently-hit-50 Engie suited up in a Mirror Star into one of the STF things. Now I'm tossing out 25k+ heals, Extends and CC that'd make me a nightmare to deal with in an actual PvP game, but here anything the Eng/Cruiser brings is pissed away because he just cannot put out the hurt or heal in numbers large enough to save this dumbass NPC that won't distro its own shields.
Throw that Engie back into an escort and bam, I can check my answering machine messages while I AFK autofire through all of it.
Cryptic has such a bizarre, schizophrenic attitude towards PvP... if they don't care about it, why do we have healers/debuffers? Why did they even bother giving DOffs active effects instead of making them just a Pokemon minigame?
vids and guides and stuff
[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples