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Commander
Join Date: Jun 2012
Posts: 460
# 3
01-13-2013, 09:36 AM
Very good post, for the most part. I love how you laid everything out clearly and neatly with the timers and roles. It should be helpful for new and experienced people alike; I know it's a nice reference for me. And, yeah, engis need some love.




Your lumping of debuffing in with dps and tanking is misleading, however. The point of pvp is to blow up the other guy and stay alive. Every power, tactic, and maneuver is designed to promote these two aspects.

The point of debuffing is to make it easier for dps to kill an enemy, or make it easier for healing to survive an enemy. That does not make it the same as dps.

Examples:

If I throw Extend Shields 3 on an escort, against an enemy running a high-damage low-bleed-through setup, the escort can sit on somebody's tail and turret for the duration of Extends unless the opposing team has an Alpha ready, because he will no longer need high Defense to survive. This will dramatically increase the amount of damage he can do. Does that make Extend Shields 3 a dps power?

If I put somebody under soft-buffed fire with my escort, they will be forced to move to gain their maximum defense bonus and take less damage (unless they're drawing a big Extends). Does that make Cannon Rapid Fire II a Crowd Control / Debuff power?

If I alpha up and kill an enemy escort, the enemy team's damage will be greatly mitigated, which will increase the ease with which my team can heal, much more effectively than if I was on a sci and just subnuc'd them. Does this make Attack Pattern Alpha a heal?

In a way, the answer to all those questions is yes. Like you pointed out, damage mitigation can come as easily from offensive powers like subnuc as from defensive powers. Likewise, damage boosting can come from defensive powers that keep a shooter up and on target, and anything that forces an enemy to be somewhere he didn't want to be or do something he didn't want to do contribute's to the team's ability to control the battle and disrupt the enemy.

But if everything is everything, then there's no point in calling anything anything, because the description is meaningless. If every power is a heal, then calling a power a "heal" is the same as calling a power a "power". It's tautological and meaningless.

Instead, we should describe things properly, not according to what they accomplish, but how they accomplish it.

1: Tanking and Healing powers increase the team's ability to Survive, Do Damage, and Control the Battle by extending the amount of time you can be shot at by any particular enemy or enemies without blowing up

2: DPS powers increase the team's ability to Survive, Do Damage, and Control the Battle by applying direct damage to the enemy or increasing the rate at which you can do so.

3: Debuff powers increase the team's ability to Survive, Do Damage, and Control the Battle by decreasing the effectiveness or availability of the enemy team's powers, shields, weapons, or hull

4: Crowd Control powers increase the team's ability to Survive, Do Damage, and Control the Battle by directly controlling how the enemy team moves or does not move.

Last edited by guriphu; 01-13-2013 at 09:43 AM.