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Career Officer
Join Date: Jun 2012
Posts: 3,400
# 140
02-12-2013, 07:41 AM
Quote:
Originally Posted by virusdancer View Post
A the end of an engagement, all ship types would have done the same overall damage.
Why?

Why should ships that are clearly healers or healer/controllers, or healer/pressure damage get to do the same overall damage as ships that have one singular purpose?


Quote:
Originally Posted by virusdancer View Post
Escorts would have high spike damage, but they would need to withdraw or risk being destroyed. While destroyed, they're not doing any damage.
Without healing, this is the case now.

Unless you are talking strictly about teams where no one is focus firing?




Quote:
Originally Posted by virusdancer View Post
Cruisers would have high survivability, allowing them to stay in the fight and their pressure damage to add up.
They have high survivability, they used to have viable pressure damage.

Here are the main issues for them as far as I can see:

> FAW ACC bug (fix in the works)
> Hybrid Sci capable ships infiltrating their healer role (Wells, Vesta, Recluse)
> Energy consumption (although fixing this in favor of 8 beams means edging Engineers furthter out of the power management niche that has all but evaporated).
> Current attainable passive healing and resists.



Quote:
Originally Posted by virusdancer View Post
Science Vessels would have a bag of tricks - while they're damage and survivability would be the lowest, through the skillful application of debuffs, buffs, and self-healing - they would be able to match damage at the end of an engagement.


1) Some sci ships can actually do this, not all builds or players are created equal though.

2) Why should a ship (class, generally speaking) that can buff, debuff, self-heal and control the enemy also be able to do as much overall damage as a ship class that has damage as its singular purpose?

But they introduced magic wand healing. Escorts no longer had to withdraw. Science Vessels could focus more on being offensive. Cruisers were best at magic wand healing.





I don't disagree that pressure damage deserves a seat at the table, but I think for that pressure damage to really be competitive with spike damage you should be required to focus most of your ship towards dealing it.


If you've focused very heavily on healing or debuffs, then I don't see why your overall damage output should be comparable to a ship that can't do any of those things (passive healing and resists notwithstanding, I'm talking about dedicated healing and buffing active use powers like ST3, TSS2/3, ES2/3, Aux to SIF 2/3, etc.)


Last edited by ussultimatum; 02-12-2013 at 07:43 AM.