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Survivor of Remus
Join Date: Dec 2012
Posts: 323
# 25
02-25-2013, 02:00 PM
Here's my thoughts, after looking at how the math works out at high-level play.


Quote:
Originally Posted by borticuscryptic View Post
1) Max Hitpoints/Shields Increases
Adding additional buffer is probably nice for everyone, but doesn't do much to address the imbalances between hull resist and damage scaling. I think it would be interesting if that buffer wasn't constant. You got, say, a 200% increase to hull and shields, but once its worn through, you can only heal back to your normal PvE values and can only regain the buffer by respawning. That should put players in a position where, the longer you are alive, the more fragile your ship gets compared to everyone else's. Just a thought.


Quote:
Originally Posted by borticuscryptic View Post
2) Healing -OR- Damage Output Decreases
This one's trickier. Damage output should be normalized across weapon types, with their base DPS remaining constant in terms of percentile divergence. Healing should be balanced against that. A shorter-term solution would be to leave damage more-or-less as it stands and altering the scale of heals between tiers. Lower level heals should heal a bit less. Higher level ones should heal a bit more. That way a cruiser "Feels" tankier while escorts will "feel" squishier.


Quote:
Originally Posted by borticuscryptic View Post
3) Reduction in Status Ability Effectiveness -OR- the Resistance Thereof
This one's got an easier solution, I think. The best answer is to simply require a sufficiently high level cleanse to fully eliminate a high level debuff. Polarize hull 1 would work great against tractor beam 1, but would offer reduced effectiveness against Tractor Beam Repulsors 1, for example, reducing the amount of push you take, but not eliminating it.

Part of the problem with the whole buff/debuff interaction is that high-level debuffs are easily countered by low level clenses. That works fine in PvE, but feels unsatisfying in PvP combat. Altering the way they interact slightly helps cruisers and science vessels feel like viable alternatives to high-dps escorts.
 

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