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Join Date: Jun 2012
Posts: 6,766
# 21
04-10-2013, 04:36 PM
I think that since EPTW now lasts longer it needs to offer a bonus weapon power drain resist fornthe whole duration besides just a damage bonus and stacking on additional bonus weapon power.

Possible it could drain normally from overcap to 100 and the weapon firing drain can be less harsh for the 20 second duration down.
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Last edited by bitemepwe; 04-10-2013 at 04:39 PM.
Former PWE Community Team Lead
Join Date: Jun 2012
Posts: 9,046
# 22
04-10-2013, 05:02 PM
Quote:
Originally Posted by hurleybird View Post
are we going to have enough time to test and leave feedback? Is Cryptic going to listen to feedback? Can we have these changes on redshirt so we can set up private matches and test them without all of the other season 8 stuff getting in the way?
As the changes are on Tribble, they won't be going live until Legacy of Romulus launches. They can't be put on Redshirt as the changes are in the new code, and the new code is on Tribble. Redshirt is only for changes that will be going live to Holodeck before the expansion launches. Legacy of Romulus launches on 5/21, so there is over a month of time to test and submit feedback.

Please make sure feedback from your testing is left in this thread: http://sto-forum.perfectworld.com/sh...d.php?t=615701 -- the systems team will be reading feedback in there.

Cheers,

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# 23
04-10-2013, 05:08 PM
B'ran when is the real testing on tribble going to start
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# 24
04-10-2013, 05:37 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
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.
.
Agreed, lol. Say hello to insane resist stacks from people and even bigger and fatter targets for nukes.

EPTS needs to remain where it is. The other abilities need a buff to EPTS level though.


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Captain
Join Date: Jan 2013
Posts: 4,869
# 25
04-10-2013, 05:44 PM
3 purple damage control doffs will reduce the cooldown to 7 sec (assuming 3x 35% hits every time). Maybe rework it so each one cuts the recharge by 2 sec, then you can run 3 and get cooldown to 4 sec, or use 5 and get cooldown to zero.
Lieutenant
Join Date: Jul 2012
Posts: 43
# 26
04-10-2013, 05:46 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
i suppose thats an idea, remove the system cooldown across all EPtX skills. ya, this MIGHT actually work if they did that.
That would certainly help to bring the Galaxy out of obscurity. As it is now it suffers from ENG redundancy.
Captain
Join Date: Aug 2012
Posts: 13,666
# 27
04-10-2013, 05:51 PM
Quote:
Originally Posted by ursusmorologus View Post
3 purple damage control doffs will reduce the cooldown to 7 sec (assuming 3x 35% hits every time). Maybe rework it so each one cuts the recharge by 2 sec, then you can run 3 and get cooldown to 4 sec, or use 5 and get cooldown to zero.
You can't reduce the triggered CD caused by using EPtXA that it causes for EPtXB. You simply can't reduce 2x EPtX beyond that either. Each DOFF just increases the chance for the proc, so to speak, they don't proc additional CD reduction.

It was one of the things I always hated about 3 Ensign Engineering BOFFs...having 3x EPtX would be like trying to juggle 3x Teams - something is always likely to be sitting there and when you need it, you're not likely to be able to use it anyway because of a triggered CD.

edit: By the way via some testing on Tribble...

2x EPtS1: you're going to eat a 10s gap.
EPtS1/EPtW1 (for example): you're going to eat a 25s gap.

If you had perfect procs from DCE DOFFs, you could get the EPtS1/EPtW1 down to the 10s gap. So basically, you're looking at a 10s gap with 2x EPtX or a 10-25s gap with EPtX/EPtY.


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Last edited by virusdancer; 04-10-2013 at 07:15 PM.
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Posts: 6,962
# 28
04-10-2013, 06:21 PM
Quote:
Originally Posted by snoge00f View Post
Agreed, lol. Say hello to insane resist stacks from people and even bigger and fatter targets for nukes.

EPTS needs to remain where it is. The other abilities need a buff to EPTS level though.
thats a good way to describe it actually, that 10 second loss of EPtS is basically like getting subnuked, every 20 seconds for 10 seconds. it will literally have the same effect. the #1 danger of SNB is the collapse of your EPtS cycling.


Quote:
Originally Posted by ursusmorologus View Post
3 purple damage control doffs will reduce the cooldown to 7 sec (assuming 3x 35% hits every time). Maybe rework it so each one cuts the recharge by 2 sec, then you can run 3 and get cooldown to 4 sec, or use 5 and get cooldown to zero.
those doffs just have a chance to reduce the cooldown to about global. additional doffs give additional chances they proc, not additional cooldown. they dont work like tech doffs for example


Quote:
Originally Posted by je11yfish View Post
That would certainly help to bring the Galaxy out of obscurity. As it is now it suffers from ENG redundancy.
that ocured to me too. even though the glaxy would ever so slightly benefit, im still going to do what i can for this 20 second change to never see the light of day on holodeck. the galaxy most of all will suffer from 10 seconds of vulnerability. all slow movers will be effected most, they cant avoid damage at all, at least escorts and even sci ships can.
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Posts: 1,325
# 29
04-10-2013, 07:53 PM
Not happy.
Captain
Join Date: Nov 2012
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# 30
04-10-2013, 08:13 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.}
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