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Commander
Join Date: Aug 2012
Posts: 264
I think that the shield resistance cap is way too high at the moment.

As proof, in PVP a shield buffed target is nearly invincible. I think that every one realizes this, but could be wrong.

The high shield resistance cap + defense bonuses make for some unstoppable targets.

Whereas a target with only self buffs, is popcorn.

The high shield resistance creates a situation where only a Sub Nuc can assist in taking the target down. (Debuffs from a tac will not be sufficient, even with a disruptor proc, because those debuffs only increase total damage or debuff the hull resistances of a target -which is ignored by a % by high shield resists-)
Captain
Join Date: Jun 2012
Posts: 945
# 2
05-20-2013, 09:28 AM
Quote:
Originally Posted by freedumb4eva View Post
I think that the shield resistance cap is way too high at the moment.

As proof, in PVP a shield buffed target is nearly invincible. I think that every one realizes this, but could be wrong.

The high shield resistance cap + defense bonuses make for some unstoppable targets.

Whereas a target with only self buffs, is popcorn.

The high shield resistance creates a situation where only a Sub Nuc can assist in taking the target down. (Debuffs from a tac will not be sufficient, even with a disruptor proc, because those debuffs only increase total damage or debuff the hull resistances of a target -which is ignored by a % by high shield resists-)
Switch targets. Not everyone on their team can have the ally-assisted resistances up at once.
----
@DevolvedOne
Commander
Join Date: Aug 2012
Posts: 264
# 3
05-20-2013, 09:54 AM
Switching targets is also an option, but the only option to take down a buffed target is a sub nuc.

I would prefer a gameplay style without zombies.
Captain
Join Date: Aug 2012
Posts: 12,540
# 4
05-20-2013, 09:57 AM
Invincibility:

High Defense (avoidance = 100% mitigation)
High Shield Damage Reduction
High Hull Damage Resistance
More than sufficient shield healing
More than sufficient hull healing
Various debuffs on attackers
Maneuverability

Analogy:

In front of you, there is a wall. In that wall, there is a door. Do you try to walk through the wall or do you open the door and walk through that?
Maal, Klingon, Mogh - Vegar, Orion, Marauder - R'ebel, Romulan, Haakona
Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
Kopor, Nausicaan, Guramba - Nivuh, Ferasan, B'rel - Venit, Lethean, M.Qin
Empire Veteran
Join Date: Jul 2012
Posts: 5,442
# 5
05-20-2013, 10:06 AM
The resist cap itself isn't the issue. The items and such that allow you to reach it so easily are.

Elite fleet shields can, without even trying let you get 20-35% depending on what you are getting shot with. Add in a decent EPTS 1, and that jumps to about 40-50% or so. Add in a good Extends, and anyone can run around with maximum resist.

Add in all the proc heals you can easily get from rep and Embassy consoles, and you can see why it's a tad extreme sometimes.

So what might be good is to make it more difficult to reach the cap, or otherwise adjust the items that are causing the issue. Heck, both would be an even better idea.

Captain
Join Date: Jun 2012
Posts: 945
# 6
05-20-2013, 10:08 AM
Quote:
Originally Posted by freedumb4eva View Post
Switching targets is also an option, but the only option to take down a buffed target is a sub nuc.

I would prefer a gameplay style without zombies.
That sounds about right to me. I don't really see it as a problem. You're saying you should be able to kill a target (without subnuc) if everyone on the other team is healing and throwing resists to that target? So your offense should be able to beat the combined defensive powers of an entire team? Now that doesn't sound right. You either subnuc or switch targets. At that point, a good target for your alhpa strike would probably be the primary healer that is throwing out all these heals/resists to his allies as he won't have many left for himself, and then when he goes down you could probably take out another one or two players before he gets back into the match.
----
@DevolvedOne
Commander
Join Date: Aug 2012
Posts: 264
# 7
05-20-2013, 10:13 AM
Quote:
Originally Posted by skurf View Post
That sounds about right to me. I don't really see it as a problem. You're saying you should be able to kill a target (without subnuc) if everyone on the other team is healing and throwing resists to that target? So your offense should be able to beat the combined defensive powers of an entire team? Now that doesn't sound right. You either subnuc or switch targets. At that point, a good target for your alhpa strike would probably be the primary healer that is throwing out all these heals/resists to his allies as he won't have many left for himself, and then when he goes down you could probably take out another one or two players before he gets back into the match.
I'm saying that when every one on a team is shooting at a target, it should lose shields/hull, not gain. It's wonky as it stands. I don't remember anything canon where every ship is firing on one target and the target takes it to the chin and comes out healthier than before being engaged.
Commander
Join Date: Aug 2012
Posts: 264
# 8
05-20-2013, 10:13 AM
Quote:
Originally Posted by mimey2 View Post
The resist cap itself isn't the issue. The items and such that allow you to reach it so easily are.

Elite fleet shields can, without even trying let you get 20-35% depending on what you are getting shot with. Add in a decent EPTS 1, and that jumps to about 40-50% or so. Add in a good Extends, and anyone can run around with maximum resist.

Add in all the proc heals you can easily get from rep and Embassy consoles, and you can see why it's a tad extreme sometimes.

So what might be good is to make it more difficult to reach the cap, or otherwise adjust the items that are causing the issue. Heck, both would be an even better idea.
Good suggestion. Shield healing/resist are definitely a problem imo.
Captain
Join Date: Jun 2012
Posts: 677
# 9
05-20-2013, 10:23 AM
Quote:
Originally Posted by freedumb4eva View Post
I think that the shield resistance cap is way too high at the moment.

As proof, in PVP a shield buffed target is nearly invincible. I think that every one realizes this, but could be wrong.

The high shield resistance cap + defense bonuses make for some unstoppable targets.

Whereas a target with only self buffs, is popcorn.

The high shield resistance creates a situation where only a Sub Nuc can assist in taking the target down. (Debuffs from a tac will not be sufficient, even with a disruptor proc, because those debuffs only increase total damage or debuff the hull resistances of a target -which is ignored by a % by high shield resists-)
How is this going to help if ppl are already complaining about DHC's, High spike, Wing cannon overload, Beam overloads, de-Cloak ambushes, OP trannies/clusters, etc?

One day the resist/heals is too much, other day the damage in this game is too high. lol
Captain
Join Date: Aug 2012
Posts: 12,540
# 10
05-20-2013, 10:35 AM
Quote:
Originally Posted by darkfader1988 View Post
One day the resist/heals is too much, other day the damage in this game is too high. lol
Some people can't attack.
Some people can't defend.

So we see both complaints at the same time.
Maal, Klingon, Mogh - Vegar, Orion, Marauder - R'ebel, Romulan, Haakona
Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
Kopor, Nausicaan, Guramba - Nivuh, Ferasan, B'rel - Venit, Lethean, M.Qin
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