Career Officer
Join Date: Jun 2012
Posts: 423
# 21
07-10-2012, 08:13 AM
My main is an engineer and even I can see this does not need a Nerf.
Cryptic Studios Team
Join Date: Jun 2012
Posts: 1,388
# 22
07-10-2012, 11:41 AM
Ok, ok, I hear you guys. I'll hold off on reducing the effectiveness for now, and just work on correcting the tooltip.

Doffs remain a largely unbalanced feature though, by admission of Heretic. The scenarios that they can alter are almost impossible to effectively test internally and we rely heavily on the feedback of players to give us more insight on their actual utility. As such, continued changes are bound to happen on an regular basis.

For future discussion of balancing doff powers, it's probably best to focus those into the Duty Officer subforum. I'm keeping an eye on it, I assure you, even though I'm not as prolific of a poster as Heretic was.
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Jeremy Randall
Cryptic - Systems Design
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Quote:
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Kurland here...
Empire Veteran
Join Date: Jun 2012
Posts: 3,070
# 23
07-10-2012, 12:53 PM
Quote:
Originally Posted by borticuscryptic View Post
Ok, ok, I hear you guys. I'll hold off on reducing the effectiveness for now, and just work on correcting the tooltip.

Doffs remain a largely unbalanced feature though, by admission of Heretic. The scenarios that they can alter are almost impossible to effectively test internally and we rely heavily on the feedback of players to give us more insight on their actual utility. As such, continued changes are bound to happen on an regular basis.

For future discussion of balancing doff powers, it's probably best to focus those into the Duty Officer subforum. I'm keeping an eye on it, I assure you, even though I'm not as prolific of a poster as Heretic was.
One big issue is that the space ones are by far way more beneficial than ground ones when looking at it from the aspect of looking at engineers only have one kit they can't boost with doff powers but pretty much with a tactical most ppl only will get grenades cd reducer and security team do the fact that you have all those melee ones and other but the melee system is so messed up and not even really usable in stfs that you won't find anyone who holds any value much in melee weapons or melee boosting doffs. As far as science you pretty much only have healing kits that boost your abilities there is the new geologist but other than that you have a ton of science abilities that get no love with doffs.

The space however the majority you'll see are tactical officers and flight deck officers for the most part they might be unbalanced but that is practically because of the fact that you have a small amount that are extremely useful and then others that are nothing more than a collectors item... Just an example ones that give you a bonus to abandon ship imo I do not find the skill or that doff to any use.
Career Officer
Join Date: Jun 2012
Posts: 3,266
# 24
07-10-2012, 02:53 PM
Quote:
Originally Posted by borticuscryptic View Post
Ok, ok, I hear you guys. I'll hold off on reducing the effectiveness for now, and just work on correcting the tooltip.

Doffs remain a largely unbalanced feature though, by admission of Heretic. The scenarios that they can alter are almost impossible to effectively test internally and w
Indeed...

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Career Officer
Join Date: Jun 2012
Posts: 694
# 25
07-10-2012, 04:26 PM
Quote:
Originally Posted by eminencegrise View Post
Also keep in mind that Security Escort is on a 3 minute cooldown, while the engineering kit powers that create generators and turrets are on cooldowns of less than half a minute, seeker drones on 1 minute CD, and support drones on 2 minute CD. Even taking Tactical Initiative into account, an engineer can create pets a lot more often.
IIRC Security Escort is on a 2 minute timer, I could be wrong, I use Tact Initiative to drop to 45 seconds often. <--- which Engineers can't do for support drone

You can also have 3 Security Officers doffs active

Engineering summon doffs are gated to only being able to slot one.

Security Escort is a class power, not a kit power, which is why the cooldowns are different. Security Escorts are also mobile while Turrets and Mortars are not....

If Turrets/Mortars were put on a 3 minute cool down.. nobody would use the kit..

I'll add one more thing to the debate, its so much easier to get 3 purple Security Doffs. Rather than earn one purple Fabrication Specialist, one purple Armory Officer (DS9 Bundle excluding since it cost C-Points) and one Explosive Expert. The Explosive Expert which is not sold in either Academy Stores.
I'll stop kicking that horse when the bugs fixed. Until then as a paying consumer, I will voice my opinion.
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