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Jolan tru Captain!
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***Resolved Issues***
"Login failed for unknown reason" error
Missing additional character slot for current/ lapsed Gold Members
Slow patching in the launcher
A bug that involved Romulan Liberated Borg captains and their skills once they chose an ally
If you would all like to make a new "Top Concerns of PvP Balance" thread to air other grievances, I promise to give it a read, and respond where/when possible.
I'd have to say my Top Concerns of PVP Balance are:
Lobi Store weapons and Consoles.
This is especially true of the Concentrated Tachyon Mines. The more players I see running these with Dispersal Patterns the less I want to Que up.
Anti Matter Spread is an annoying power, to be true, but it's worse when you can resist the Scramble Aspect of it, but not the Jam aspect of it. Add in the new Reputation Crit = Jam, and then throw on the KDF Honor Guard shield/Adapted M.A.C.O Shield and you probably should just put your weapons on auto target and HOPE you hit something. Which all leads into Stackable Placates
Graviton Pulse also feels out of balance for PVP.. Especially when it can last for nearly 30 seconds in some cases.
But the Number One cause for the most concern in PVP where Balance is concerned:
That bug effects so many things that as long as it continues, anything that can be effected by it becomes much stronger then it should be. This includes but is not limited to: Plasma Dots and Dispersal Pattern Mines to name a couple.
All in all there are a lot of things I'm sure that concern the Majority of PVP. Those above are a couple that I feel are problematic for PVP in the current state it's in where Powers and Balance is concerned.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
+ in my opinion: duration of shutdown- and cd's affecting abilities in general
edit:
no real counter for vm, except batteries and eng team(shared cd with tt )... just played in an arena where me and my mates in some cases were hit by 3 vm's in short time.
the first was counterable with a batterie on a 2min cd, but then... i guess there should be at least a short immunity when hit first.
no real counter and too long lasting duration of sn. sci team, i know (heard it does not work at all?).. but again there's the shared cd with tt.
also 30 sec duration seem way too long. even 10 secs is a long time in pvp, but 30?
last i encountered and was kind of surprised in the first place about is when your shields are full, even rsp just hit, and then one facing of your shields totally been stripped off (under fire ^^)... dunno what is causing that.
also to consider: may i just lack of experience ...
Klink: J'Luc
Join Date Hoster: Dec 2011
Join Date Symbiont: 1403 A.D. and not a dull moment
My main gripe with PvP, and possibly with the system as a whole, is the general disparity between defense and offense. A cruiser with 5 eng slots can not slot them all with resistance consoles because of diminishing returns. An escort with 5 tac consoles, OTOH, can stack them all fully without any diminishing effects. In ground, a Tac can "SUPER BUFF" their damage to one-shot anyone while there is no way to "SUPER BUFF" defense or resistance even for a very short period of time. There are a few different ways to address the issue and I believe they should be discussed.
On a similar note, considering resistance diminishing returns, I think that skills that debuff resistance are way too strong. Fire on my Mark can mostly nullify resistance armors. This is more noticeable on ground where you can only equip a single armor.
I also think that all bad statuses and disables should always be resistable by applicable passive skills. Any skill that is unresistable in any way is a strong candidate to be OP. Case in point: Sub-Nucleonic Beam. It is not resistable, just counterable (Science Team).
Respawn points need to be revisited to prevent spawncamping. Respawning under fire and dying in the next second (because you're disabled for a few seconds) is becoming quite common, specially in ground. Also, respawning together with an enemy should never happen.
I'm glad Pounce and Lunge are going to share cooldowns. Pounce already does LESS damage than Lunge, so no damage reduction is needed, like it has been suggested. Additionally, Pounce does not seem to benefit from Melee Crit DOFFs (its tooltip doesn't show those effects, while Lunge's does), and I believe it should, being a Melee skill. But it might just be a tooltip issue.
Based on the amount of info in this thread, should we not post 2 separate threads?
PVP Space issues?
PVP Ground issues?
Also have it so that everyone posts generically eg.
Item / Ability concern:
On activation of attack pattern epsilon, we are led to believe based on the description that everyone in team should get 15% tac buff, but all enemies die instantly.
aka naz1911
"No, there is no real problem with P2W in STO. Obviously, if you fight against someone with an equal level of skill in the game, better equipment will give you an edge. But usually, it is the skill level that determines the outcome, not the P2W." - Sprinkles
My main gripe with PvP, and possibly with the system as a whole, is the general disparity between defense and offense. A cruiser with 5 eng slots can not slot them all with resistance consoles because of diminishing returns.
This is not actually true, and it's not your fault at all (intuitively I thought the same thing when I first started toying around with resistance).
A good opportunity is here for me to make a very simple request that (if Jesse is to be believed) the devs are already on board and thinking about carrying out:
Tooltips need a complete overhaul. Both as developers and as players, we need to know just what exactly each stat, skill and item in the game does. In OPvP a dev agreed with me that the quality of in-game information was poor and often confusing.
For what it's worth, I think such a planned change could be easier to sell to the higher-ups than others, because tooltips/in-game info isn't a PvP-exclusive issue.
A cruiser with 5 eng slots can not slot them all with resistance consoles because of diminishing returns.
This is not actually true, and it's not your fault at all (intuitively I thought the same thing when I first started toying around with resistance).
Wait, so I can stack 5 Neutronium Alloys and get full benefit to damage resistance with no diminishing returns? Can you please clarify what's exactly not true?
Wait, so I can stack 5 Neutronium Alloys and get full benefit to damage resistance with no diminishing returns? Can you please clarify what's exactly not true?
Yes you can stack them to gain resistances where the fifth will provide nearly as much EHP as the first one did.
Yes they do have diminishing returns but it is not extremely severe until you start pushing over 100 raw resist.
The ironic thing is, to me anyway, resist consoles are more effective in the long run on a ship that lacks multiple hull heals like escorts. Whereas cruisers will tend to really hit the diminishing returns issue while abilities like Aux2Strut are active.
Wait, so I can stack 5 Neutronium Alloys and get full benefit to damage resistance with no diminishing returns? Can you please clarify what's exactly not true?
Iirc it basically goes as follows:
1x10% resist console
100 incoming damage -> 90
2 x 10% resists console
100 incoming damage -> 90 (100-10) -> 81 (90-9)
Instead of 10x2 = 20, then 100-20=80
What I don't know is if you have say 36 % console vs 2x18%
64 vs
82 - (82x.18)=67.24
In otherwords it seems it's better to have 1 high Kinetic resist + 1 high Energy rather than multiple lower ones.
Wait, so I can stack 5 Neutronium Alloys and get full benefit to damage resistance with no diminishing returns? Can you please clarify what's exactly not true?
I've posted about this before and I can't for the life of me find it via search. However, there's still a good, succinct explanation here. What it essentially comes down to is that the original game designers already anticipated people stacking multiple sources of armor, so they prevented runaway leaks due to the exponential nature of resistance (for example, if you have 50% resist and you add a console that gives another 10%, it's actually reducing the incoming damage you receive by 20%).