Synergy - Roles and Classes
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Join Date: Sep 2012
03-24-2013, 02:27 AM
Originally Posted by
I'd like to see feedback on what "synergy" in STO means to you, personally, and if you have any specific ideas about how it might work in regard to the game.
well, start with 3 class power types as example.
AOE's(tykens & grav well)
a tac could synergise with these by
boosting the damage output of the attack pattern
enhancing the magnitude of the initial buff
adding a spike effect to linked ability
boost the duration of the buff/debuf
boost the duration of initial buff & overall power gained
increase the uptime and overall aoe size of an ability
--adds /boosts shared debuff boosts from attack patterns
--increased proc rates with eptX abilities(obvious for weapons, heal 'tick' rate on shields, better hold resist, carry the idea to the linked aux ability)
--snare & debuff demon that causes minmaxers to cry. get hit by an aoe from a sci, fully expect to be there for the duration if your skill chart doesnt have enough points in the counter systems.
eg if you get hit by a sci's gravwell created with 6 points in grav gens & 125 power, you dont get out of it without 6 points in dampers & 125 power to engines at the very least.
all this however, requires that the ships be equally effective in some way and that captain abilities have equal value before you do it.
because without the foundations of play balanced you will never get the next level powers balanced.
Figure out and address the players path of least resistance to reward. this one thing is THE consistent factor undermining all your efforts. be that crafting, raids or starbase projects.