Empire Veteran
Join Date: Jun 2012
Posts: 7,179
# 1 EPtX rebalance on tribble
04-10-2013, 04:13 PM
here's the changes in the patch notes

Updated "Emergency Power" Bridge Officer Abilities:

The Emergency Power category of abilities has been tuned so that all four abilities are closer in utility to one another.
The duration of all Emergency Power buffs has been standardized at 20 seconds.

Emergency Power to Engines:
Increased the Flight Speed bonus of Rank 2 and Rank 3 of this ability.
Increased the duration of the Flight Speed bonus from 5 seconds up to 20 seconds.
This ability now also gives a small flat added value to Turn Speed.

Emergency Power to Auxiliary:
Modified the tooltip to display the actual amount of Starship Stealth Detection given by this ability.
This ability now gives a skill bonus to Starship Particle Generators, Starship Graviton Generators, and Subspace Decompiler for 20 seconds when used.
The Stealth and Stealth Detection attributes of this power now last 20 seconds, up from 5 seconds.

Emergency Power to Shields:
The Shield Damage Resistance and Shield Regeneration attributes of this power now last 20 seconds, down from 30 seconds.

Emergency Power to Weapons:
The Energy Weapon damage bonus of this power now lasts 20 seconds, up from 5 seconds.


the big news is that the bonus for all skills is going from 5 seconds, or 30, to 20. there will now be 10 seconds every EPtS cycle were you arent getting the additional res.

personally, i think thats a terrible way of going about it. lowering the res bonus is 1 thing, putting huge gaps in the effect of something you cycle with full up time is another buff to spike damage. the best of us will just hold off and kill everyone in those 10 vulnerable seconds, the pugs will just get stomped harder. the last thing we need is more extremes, but here we go again.

all these skills need to have their bonus last the whole 30 seconds, or dont bother with the change, seriously. this isn't a skill like APO or TSS, this is something you ether have 2 copies of for full up time, or you use tech or damage control doffs to keep them at full up time. THE BALANCE OF THE GAME REVOLVES AROUND THIS FACT. pulling the rug out from under this fact is a catastrophic thing to do. this is the type of thing thats tells me its time to put down the starship and move on, things will only get worse.



fix these skills with these changes

EPtE- that speed boost, which is quite large, lasting 20 seconds is a huge buff to escort zipyness, they already move FAR to fast in game, one of them main reasons for the escort imbalance there currently is. its to easy and effective to speed tank, the last thing they need is to go even faster. a 5/7.5/10% buff to flight speed and a 10/20/30% buff to turn rate for 30 seconds would be much more reasonable.

EPtA- just change it to 30 seconds and this skill is fine. great even.

EPtS- was fine as is. perhaps their should be a 10% nerf in bonus across the board though. 10 second gaps in res, just lol.

EPtW- this totally needs to last 30 seconds, this is a skill for buffing cruisers and their pressure damage. thing is with pressure, you need a long period of time to make it work. bursty buffs do it little good.
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Last edited by dontdrunkimshoot; 04-10-2013 at 04:29 PM.
Commander
Join Date: Dec 2012
Posts: 361
# 2
04-10-2013, 04:35 PM
sorry for the nooby question, is the power given by eptw affected by weapons drainning ?
ive never used eptw before, but if it isn't affected by drainning, i find 20 seconds too much

but as a sci officer, i find epta cool now with the extra duration and those skill buffs and epte with the turn rate buff and extra duration
it's not the ship or the build, it's the atitude
Captain
Join Date: Aug 2012
Posts: 14,573
# 3
04-10-2013, 04:49 PM
Quote:
Originally Posted by borgresearcher View Post
sorry for the nooby question, is the power given by eptw affected by weapons drainning ?
ive never used eptw before, but if it isn't affected by drainning, i find 20 seconds too much

but as a sci officer, i find epta cool now with the extra duration and those skill buffs and epte with the turn rate buff and extra duration
The +Weapon Power given by EPtW is affected by weapon power drain - but - since Weapon Power is something you can overcap - that overcap helps with drain resistance.

Say I'm at 125/100 Weapon Power. My EPtW1 does two things for me currently: +25 Weapon Power for 30s and +10% Energy Weapon Damage for 5s.

I'll be at 125(150)/100 Weapon Power. As my weapons drain power, they drain from the 150 - not the 125. Firing 4 Beam Arrays and the Cutting Beam - it's rare that I ever drop below 90 Weapon Power...even while using BO. To that, add in the use of EPS Power Transfer and Nadion Inversion...and yeah...I tend to look pretty good when it comes to firing weapons at full power with weapons that are considered to have crappy drain.

Take somebody with DHCs/Turrets - change that additional damage boost (additional, because the higher the Weapon Power - the more damage you're doing - so the higher you can keep your power while shooting - the more damage you're doing) that you get on top of the +Wep Pwr to 20s from 5s...and yeah - I think we're going to see an additional increase in the amount of damage that's being done.

As for the EPtA...heh, I've only run that on one guy for the short bonus to StealthSight. With that being 20s now instead of 5s - hrmmm, could get interesting. I might go back to refocusing him on that stealth detection thing with LoR coming.
Captain
Join Date: Jun 2012
Posts: 1,249
# 4
04-10-2013, 04:57 PM
That 10 second gap could be the beginnings of a reason for engineers to exist maybe. And a reason to save tac team for just the right moment, instead of just setting it off whenever.

I'm not sold, but I'm willing to give it a chance.
Exploration suggestions thread - give it a read

BTW, you'd pronounce it 'Cap'n Manks'

I protest the removal of exploration clusters
Captain
Join Date: Jun 2012
Posts: 1,123
# 5
04-10-2013, 05:00 PM
I think the changes are fine.

100% uptime with EPtS was ridiculous.
Empire Veteran
Join Date: Jun 2012
Posts: 6,769
# 6
04-10-2013, 05:05 PM
Wheres the rug?
Richard Hamilton (1975-2014)
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Career Officer
Join Date: Jan 2013
Posts: 795
# 7
04-12-2013, 07:38 PM
Quote:
Originally Posted by capnmanx View Post
That 10 second gap could be the beginnings of a reason for engineers to exist maybe. And a reason to save tac team for just the right moment, instead of just setting it off whenever.

I'm not sold, but I'm willing to give it a chance.
exactly I warned yall...........rise of the eng has begun
look for me in game as "Admiral Quinn" yeah that admiral quinn..and while your at it get off muh station!!!
Career Officer
Join Date: Jun 2012
Posts: 1,325
# 8
04-10-2013, 08:53 PM
Not happy.
Captain
Join Date: Nov 2012
Posts: 4,276
# 9
04-10-2013, 09:13 PM
This is a FANTASTIC change.

Thank you bort...

Don't be detracted by anyone that is going to give you a hard time about the EPTS change.

It is 100% needed. I like 20s up for all skills it adds value to everything... and forces gap in the super resist that is EPTS.

Frankly with all the extra regen options we now have and shields that provide more resist then EPTS... I doubt things will be unbalanced.

Don't be scared off making the changes that need to be made by anyone no matter how knowledgeable they claim to be. I am in fact shocked to see a few wise players not being immensely happy to see healing pushed more toward a cycle system.

100% uptimes require zero skill... now people will be forced to roll resists and perhaps protect themselves in other ways when they know they are in a gap position.

I love it.

I would request that you know look at the team abilities.

A while ago I suggested changing team ability global values and some of the clears they preform.

I am going to paste here out of that thread... I think the combo of what you are doing with EPTX and this idea would make for a super active healing situation that would in fact revive the usefulness of the engi class as well.

Team Skills
- Global reduced to 10s. on All team skills
{This change will encourage the use of all 3 team skill in player builds... and at least increase the perceived value of players running more then one team skill.}
- All Team skill clears pushed to 10s... to unify all 3 team skills with one expected value.
{This change will unify the clear times of all 3 classes of debuffs.}
- Engineering Team; added 10%, 15%, and 20% hull resistance for duration of skill.
{This change will increase the value of Engineer heavy ship types in terms of healing power.}
- Engineering Team; Added Debuff Clear for Aceton beam, and Plasma DOT type effects. As well as a adding a clear for Eject Warp plasma type effects. Remove E Team clear of any sci debuffs such as Viral Matrix.
{This change will simplify the games debuff/clear mechanics by moving all clears to same system skills. E team will clear Engineering level debuffs. This will also revalue Cruiser healer game play by increasing the player appeal of high level E team cleanses.}
- Science Team; Add clear for Viral Matrix to S Team. Also add clears for Tykens rift and Energy siphon (drain mechanic).
{Intended to move Science Debuff Removal to a Science class clear skill.}

Science Skills
- Hazard Emitters; Remove clear of all plasma dot effects as well as clear on Tykens Rift and Energy siphon effects.
{This change would retain Hazard Emitters as the main sci based hull heal, however it would move the cleansing effects to either Engineering or Science teams. Reducing overall game debuff removal, and increasing the value of support role builds.}
Dignity and an empty sack is worth the sack.
Captain
Join Date: Nov 2012
Posts: 4,276
# 10
04-10-2013, 09:16 PM
People are over valuing EPTS a bit here as well by the way.

People don't insta splod anymore if EPTS isn't up.

I have been running EPTS and EPTE on my escorts for a long time... even before doffs allowed me to mostly keep them both up 100%... and I never insta sploded.

Watch your own buffs... you have BFI / Evasive... Tac Team... TSS... and in general just not flying stupidly head on into a escorts forward arc when your not super resist man and you will be fine.

EPTS stacking has made people super lazy... how many MMOs have you people played where you could have your shield / evasion skill / or Aegis field... or what ever else applies up 100% of the time.

Thank the stars Cryptic is realizing how terrible that design has been.

I am looking forward to EVERYONE having to PLAY this game. Not marco up there heal rotation and plot there subnuke rolls.
Dignity and an empty sack is worth the sack.
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