Join Date: Jun 2012
Posts: 1,397
Based on all the current positive feedback influx and the rate at which it is coming in, just like the pvp directory, is it not a good idea to have a maintained thread where issues are kept centralised on the first post.

Please keep discussions out of this thread as it is becoming a challenge to pick up all the issues you guys are posting. Please start an alternate thread if you wish to discuss anything further.

Posting format:
Space ability / Item / Ship / Category
Perceived issue summary

Message from Borticus with regards to responses:
Items that are not listed below are either not currently under review, or we (Cryptic) have no productive feedback to offer at this time.

"Under review" only means that - we (Cryptic) are planning to review the referenced power/mechanic within the next month or two. This is not a promise of a fix, change, or further information. Our review may, in fact, lead us to conclude that the referenced item is working as intended.

Please could we have feedback either way Bort?

Let the list begin

01. Abilities: Warp Plasma /Gravity Well / Tykens Rift / Theta Radiation
Issue: Visual effects for above abilities keep disappearing randomly and become annoying when they can't be seen
Status: To be advised by Cryptic

02. Item: Tachyon Mines
Issue: Seem to be too powerful at stripping shields and hampering shield repair / regen
1) 5% per Mine (... that seems a bit higher than necessary)
2) This isn't easy to answer, as it has a large number of variables involved. But, as an estimate, it looks like it's about on par with 40% of an equivalent-level Photon Mine.
3) No! Shocking! They were not properly tagged when created, so our power system didn't know to affect them.

03. Ability: Crits
Issue: If you get 1 mine to crit, they all crit I.e. Breen cluster torp and tricobalt mines with dispersal patterns.
Status: This is a bug central to our Combat Evaluation code, and affects far more than just Mines. It requires Software assistance, which has been requested. Further updates are out of the hands of the Systems team

04. Weapon: Antiproton
Issue: All other weapons have [ACC]X3 why not antiproton?
Status: [Acc]x3 Antiproton weaponry does exist, but is not currently available in-game. In fact, no Antiproton weaponry drops at all, and is only available from Vendors.

It should be a simple matter to add it. However, the philosophical question of "should we" is still unanswered. Currently, we agree that Accuracy is a better weapon enhancement than Dmg or Crit in almost every possible circumstance, and it's a good idea to attempt to address this discrepancy before reinforcing it with new weapons that capitalize upon it

05. Weapon: Phaser
Issue: Has the best PvP orientated proc and makes the other procs seem inferior
Status: This was altered once before to include a target-based immunity period. We feel this is sufficient for the time being, and that opinions of the relative power of Phasers, compared to other Energy Weapon Procs, are largely based on learned biases from the powers' original state. Phasers also benefit from being the most dramatic weapon proc in the game, causing a level of confirmation bias among players looking for a reason to dislike its current state.

That said, this isn't a wholesale dismissal of the complaint. Further changes are, however, unlikely to happen over any short-term period

06. Ability: Aceton Beam
Issue: cool down too long to be a valid ability in PvP
Status: Under review

07. Ability: Boarding Party
Issue: Too easily countered by tac teams and easily shot down
Status: To be advised by Cryptic

08. Bridge Officer: Human Bridge Officer
Issue: Multiple human bridge officers seem too effective compared to other bridge officers
Status: Under review

09. Item: Aceton Assimilator
Issue: Too many copies of it can be deployed on a map leading to an unfair advantage
Status: Under review

10. Weapon: Photon Torpedo
Issue: Not as effective as other torpedoes so never used in PvP teams
Status: To be advised by Cryptic

11. Weapon: Dual Beam Bank / Beam Arrays
Issue: Apart from beam overload, no other focused ability to make it a viable alternative to heavy cannons on escorts. Ie cannon rapid fire for cannons gives single target burst damage. Cannons have rapid fire for single target and scatter for multiple. No beam rapid fire available for beam based weapons
Status: To be advised by Cryptic

12. Item: Siphon Drone
Issue: Leaves target completely drained of all energy and totally defenceless
Status: Are these complaints based on recent play experience? The functionality of Siphon Drones' drain was drastically altered a few months ago
Yes it is - Based on very recent Klingon queue experience

13. Ability: Charged Particle Burst
Issue: No longer a viable offensive sci ability due to super resistances
Status: Under review

14. Ability: Photonic Shockwave
Issue: No longer a viable science based kinetic damage solution based on the "fix" it had
Status: Under review

15. Ability: Tachyon Beam
Issue: No longer a viable offensive sci ability due to super resistances
Status: Under review

16. Doff: Sub Nucleonic DOFF
Issue: Still feels too overpowered
Status: To be advised by Cryptic

17. Ability: Attack Pattern Omega
Issue: Too many buffs for 1 ability compared to other attack patterns makes it a required ability on escorts
Status: To be advised by Cryptic

18. Ship: JHAS
Issue: Makes all other escorts inferior in turn, hull and bridge officer layout
Status: To be advised by Cryptic

19. Ability: Extend Shields
Issue: Perceived to be overpowered. Should Sub Nuke remove this buff from target or leave it intact? Should it / Does it multi stack?
Status: To be advised by Cryptic
Issue: Healer can permanently chain this ability with 100% up time
Status: To be advised by Cryptic

20. Category: All Emergency Powers
Issue: For a few months now, when using more than one type of EPTX in a ship you will get a drift of around 2 to 3 seconds when executing a secondary EPTX at the 15 second mark of the primary EPTX
Status: To be advised by Cryptic

Last edited by naz4; 03-31-2013 at 10:54 AM.
Join Date: Jun 2012
Posts: 1,397
# 2
01-31-2013, 09:57 PM
21. Profession: Engineers
Issue: Lack of profession specific abilities which are castable on team mates (MW and RSF)
Status: Under review

22. Ability: Defense and Movement
Issue: All or nothing nature leads to a held target being disproportionally vulnerable
Status: To be advised by Cryptic
Issue: Lack of other sources of defense leads to disproportionate value for sources of movement immunity and ships which can maintain that immunity
Status: To be advised by Cryptic

23. Ability: Tactical Team
Issue: Removes debuffs for 10s when all other teams work for 5s. Makes debuffing nearly impossibly
Status: To be advised by Cryptic

24. Ability: Mask Energy Signature
Issue: I can't think of a use for this in any part of the game. The cloak's low value can be seen even by NPCs from far off
Status: Under review

25. Ability: Photonic Officer
Issue: Woefully underpeforming compared to advertised rates, long cool down. The ability seems to scale very little between tiers
Status: Under review. Likely to be completely re-designed

26. Category: UI / Targeting
Issue: Tagreting mechanics in general need improvement, however the UI (and player performance) can truly suffer when mass pets and deployables such as mines can literally swamp the field of view
Status: To be advised by Cryptic

27. Effect: Cooldown Recharge Debuff (e.g. SNB, Temporal Inversion Field)
Issue: The cooldown debuff also affects DHC cooldowns. (But it doesn't affect beams iirc.)
Status: Under review

29. PVP Arena: Ships glitch into ceiling
Issue: On use of jump console, ships get glitched in ceiling and cant move
Status: Under review

30. PVP Arena: Kill counts not working correctly
Issue: Kills are not registered in a PVP match potentially linked to death by warp plasma or plasma dots
Status: To be advised by Cryptic

31. Weapon: Tricobalt
Issue: Torpedo does friendly damage, mine doesn't
Status: Fixed

32. Boffs / Gear / Reputation: Various things
Issue: There are many shipclass-agnostic things that provide a huge amount of innate resists and regeneration (both hull and shields) to any ship that equips them which completely negate pressure damage and lead to a situation where the only kills in a premade vs premade situation are super spike kills from 100% to 0% health that happen with tons of tac buffs and multiple subnukes in a timeframe of just a couple of seconds. This invalidates any damage-dealing builds that are not based on SNB or massive spike damage
Status: This sounds like a complaint that is exclusive to 1v1 scenarios, and PvP is not and cannot be effectively balanced around duels when we have 5v5 (or more) arenas as the standard match. If you are in a team environment, the combined damage of coordination is likely to outstrip an enemy's ability to counter.

Teamwork is OP, but we have to assume that everybody uses it

33. Ensign Space Abilities: Tactical Team 1, Polarized Hull 1, Tractor Beam 1, EPT Aux 1,EPT Engines 1
Issue: Listed powers all provide enough of a buff at an Ensign slot invalidating higher tier version
Status: To be advised by Cryptic

34. Ability: Nadion Inversion
Issue: Becomes disabled when weapons go offline. Seems underpowered based on in game description
Status: Nadion Inversion is no longer cancelled if you suffer a "Weapons Offline" mode - Pending QA approval

35. Ability: Placate Stacking
Issue: Almost impossible to target opponent especially in 1 v 1 if this ability is multi stacked
Status: To be advised by Cryptic

36. Item/Power: Vent Theta Radiation
Issue: Even if Hazard emitters is applied to clear the effect, your crew will still die and never recover until you are removed from combat. This renders both the skill Subsystem Repair, and the power Boarding Party useless
Status: Under review

37. Ability: Item/Power: Anti-matter Spread
Issue: Regardless to the amount of points placed in Sensors, the Jam Effect will remain for the full duration, even if the Scramble clears much sooner
Status: Can't reproduce this one

38. Ability: Boarding Party?
Issue: Regardless of exiting game and re-entering, if you relog into game, your cooldown timers do not reset as they should. Should abilities be reset upto 10 mins on abilities? Do they stack if used by multiple players in team? Does the temporal inversion field amplify it? Also, do scrambles amplify it as well? They also affect weapon timers drasticly (Upto 2 mins)
See Picture Please note, picture taken approx. 2 minutes after game had ended
Status: I want to thank everyone that sent us steps to attempt to reproduce this effect. Thanks to your assistance, we were able to track down one of the strangest power interactions I've yet seen since coming to work on STO.

And we just checked in a fix for it.

Boarding parties are still capable, on their own, of putting one or more category of power into cooldown for upwards of 45sec or so. But the interaction of this debuff, coupled with abilities like Subnucleonic Beam and the Bio-SS Doff, will no longer send the cooldown debuff's magnitudes hurdling off into the stratosphere. The effects of each will be applied, and stack in an additive manner, instead of multiplying one another.

39. Weapon: Tetryon
Issue: Proc seems to be underperforming, is relatively weak to start and is also further resisted by PI
Status: Under review

40. Skill: Starship Sensors
Issue: Starship Sensors appropriately cuts the time down for skills such as Scramble Sensors - but has zero effect on the duration of AMS. I tested this personally by having AMS cast on me 5 times in a row in a controlled testing situation using Scramble as the control (Opponent had a 32s scramble which was reduced to 18s each time from 6 ranks in sensors - which equates to 42% resistance, similar to PI)
Status: To be advised by Cryptic

Last edited by naz4; 04-01-2013 at 03:17 PM.
Lt. Commander
Join Date: Jun 2012
Posts: 225
# 3
02-04-2013, 03:46 AM
Originally Posted by naz4 View Post
Reserved for future
please add the disparity between trico mines and torps (self damge) to the list. thank you
Join Date: Jun 2012
Posts: 1,397
# 4
01-31-2013, 09:59 PM
41. Weapon: Phased Tetryon weapons
Issue: Tet proc is only half as strong as the tet proc of stranded tetryon weapons. no other procs on hybrid weapons have reduced magnitude like this. its at the same level it was at before it and the other procs got a balance pass a while back
Status: Fixed

42. Ability: Abandon Ship
Issue: Has been previously mentioned it could/should benefit crew in some way. Current implementation lacks sufficient bonus to provide incentive to use it
Status: Under review

44. Console: RCS Accelerator
Issue: Because the RCS consoles increase turn rate by a percentage rather than a fixed number, they have lower value to lower turn rate ships, sometimes to the point that the console gives no perceivable benefit in effectiveness. At the other end of the spectrum, ships with especially high turn rate gain even more benefit, making it impossible to close any perceived gaps in performance with gear
Status: To be advised by Cryptic

45. Consoles: Engineering power to "X" System consoles
Issue: Too weak to be of any use in PVP. Certain set bonuses far out way the benefit of using one of these consoles making them redundant
Status: To be advised by Cryptic

46. Ability: Fire At Will
Issue: Even without weapons firing, on activation of FAW, there is massive weapons power drain. There seems to be a relationship with autofire in it
Skill Tree
Status: To be advised by Cryptic

47. Ability: Target Subsystem III
Issue: The ability should have 40% chance to disable a subsystem. Yet the new tooltip (changed few patches back) shows only 20% on mark III ability. More of, my subjective feeling is, it does not proc that much after the patch. I used disable shields pretty regularly with it, but lately it feels like 20%. Aka, there is no difference between I and III. Might want to recheck it
Status: To be advised by Cryptic

48. Ability: Phaser Lance
Issue: The native lance of Galaxy-X dreadnought misses 9/10 of the time. Not sure how the accuracy calculations are made, but a weapon with 3 min cooldown that does miss most of the time is useless. Might want to recheck the accuracy math on that one
Status: To be advised by Cryptic

49. Equipment: None Set Engines
Issue: No real reason to utilise any said engines in PVP as they do not grant any additional capabilities like set engines do
Status: To be advised by Cryptic

50. Hangar Bay Pet: Type 8/10 shuttles
Issue: Lack of useful function relative to other Fighter-type pets. Chiefly, they seem utterly superfluous in the face of Peregrine, Stalker, and Scorpion Fighters as well as Shield Drones. Their in-built Polarize Hull is of little-to-no practical use. Their weapons are not of any appreciable use relative to fighters, which even eclipse them in the Intercept role. There is no situation where slotting the Type 8/10's is an option that is of equal or greater value than any other hangar pet. They are always flatly inferior to other Fighter-options in all capacities
Status: To be advised by Cryptic

51. Space HUD: All counter on all abilities reset to 2 mins
Issue: Something causes all abilities to reset to 2 minutes including weapons and cannont be cleared by anything. This has started occurring since Feb 14th Patch. Also occurs in STF's

Managed to consistently replicate the 2 min cool down bug:
Vid 1
Vid 2
Status: Fixed

52. Weapon: All Torpedoes & Mines
Issue: Torpedo/Mine crew death proc too common/not in line with tooltip procs
(See post 139 for more information)
Status: To be advised by Cryptic

53. Ability: Inertial Dampeners
Issue: Seems to have no effect vs. Tractor Beams of any type, power, or size of ship. The Tool Top description states you will be slowed less from Tractor beams (Tractor Beam is a Hold not a slow). Works fine vs. Tractor Beam Repulsors, or any other ability
Status: To be advised by Cryptic

54. Torpedo HY/Spread, Beam Overload
Issue: Recent changes (removal of torpedo global cooldown, introduction of energy drain resists for non-engineers via doffs) have introduced ways to use the damage potential that comes from "preloading" a HY/TS/BO, then waiting 15s, loading a second one and then firing both of them in rapid succession (occasionally even three, by firing slightly before the next 15s pass and the first comes off cooldown again). This was not possible in the original S1.2 implementation because of global cooldowns and massive power drain. Is this new damage potential working as intended?
Status: To be advised by Cryptic

55. Proc: Plasma Fire
Issue: With the Romulan torpedo spammer and perhaps some mines you can get so many stacks up of plasma fire that a ship is literally burned alive in less than 30 seconds. If you can't run two copies of HE, then you're screwed. Simply put: the plasma fire can stack too many times
Status: To be advised by Cryptic

56. Item: Elite Fleet Shields' [Adapt] modifier
Issue: An incredibly high innate resist with no way of removing it for any significant amount of time. This leads to matches with >60% average resist on everyone. This problem is made worse by the fact that three of the most popular energy types are combined into an additional resist modifier that is available for these shields
Status: To be advised by Cryptic

57. Directed Energy Distribution Manifold; Prefire Chamber
Issue: These items give significantly less additional damage than the energytype versions of the tactical consoles, which makes them ultimately useless
Status: To be advised by Cryptic

58. Ability: Eng Team Cleanse on Viral Matrix
Issue: ET does not reliably clear the VM effect. Everytime I do Acamar and the warbird VMs me, I use ET, it fixes the currently disabled system and then VM goes on to disable other systems
Status: ET is unreliable against VM, that much is true. This is due to how VM is currently built, and is on my list of goals to tackle when there's time. The power's functionality is planned to remain as close to unchanged as possible, but the way in which it is built has to change radically in order for cleanses to work correctly and reliably.

For the time being, if you wait for the first subsystem to be put offline+1sec, ET should reliably cleanse and prevent any further VM interactions on your ship, from that application of the debuff

59. Abilities: Attack Pattern Alpha, Go Down Fighting, Attack Pattern Omega, Emergency power to Weapons
Issue: The % damage bonuses are multiplicative with one another instead of additive. Two abilities both active giving +50% damage each increase damage by 125% instead of 100%. This strikes me as an oversight similar to when Tractor Beam Repulsars damage was boosted by two skills
Status: To be advised by Cryptic

Last edited by naz4; 04-01-2013 at 03:22 PM.
Empire Veteran
Join Date: Jul 2012
Posts: 5,929
# 5
02-01-2013, 12:29 AM
So it is ok to post things that we feel are an issue as long as we keep it to 'just the facts, ma'am' to speak, right?
Originally Posted by pwlaughingtrendy
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
Lt. Commander
Join Date: Jun 2012
Posts: 202
# 6
02-01-2013, 02:33 AM
Most OP item in space PVP: Jem'Hadar Attack Ship. Turnrate compared with the rest of fed ships is to big.
Join Date: Oct 2012
Posts: 688
# 7
02-01-2013, 02:59 AM
APO and defense tied to speed Naz. Add them.
Co-founder of The Spanish Inquisition TSI - Cause no one expects it!

PaxOttomana: gawd mirror event is like fighting a tsi premade, they keep comin and comin!
Career Officer
Join Date: Jun 2012
Posts: 597
# 8
02-02-2013, 03:13 PM
Originally Posted by devorasx View Post
APO and defense tied to speed Naz. Add them.
there is a reason defense is tied to speed..........

while we are at it, please make sci team 5 sec duration work against sub nuke please.

Last edited by broken1981; 02-02-2013 at 03:39 PM.
Join Date: Jun 2012
Posts: 1,397
# 9
02-01-2013, 04:05 AM
Originally Posted by mimey2 View Post
So it is ok to post things that we feel are an issue as long as we keep it to 'just the facts, ma'am' to speak, right?
Yes, keep it straight. As long as it is well reasoned, that's all we need.
Join Date: Jun 2012
Posts: 775
# 10
02-01-2013, 05:59 AM
Ability: Extended shields
Issue: The stacking capability of extend shields should be removed, no more 5 crusiers teams, this also will help to reduce the breach beetwen premades/pugmades vs pugs. This will include an "skill" factor into the healing role, no just throw 3 extended shields every time the enemy team focus on one of us.

Originally Posted by naz4 View Post
Ability: Attack Pattern Omega
Issue: Too many buffs for 1 ability compared to other attack patterns makes it a required ability on escorts
imho this is totaly wrong, APO is probably the only effective skill in an escort build for movement debuffs, if u nerf this skill, then will be needed an complete rebump in all the movement debuff skills
John Sheridan@playhard88 - FED Tactical
Vin Naftero@playhard88 - FED Sciencie
K'tan@playhard88 - KDF Tactical
Argento@playhard88 - RRF Tactical (FED)

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