Starfleet Veteran
Join Date: Jun 2012
Posts: 1,374
# 101
04-11-2013, 07:08 AM
Quote:
Originally Posted by naevius View Post
For each of these EPtX changes, I'd love to hear what problem is being solved.

Improving EPtW appears to help cruisers. Maybe.

If, arguably, the EPtS change reduces overall tankiness, does it affect escorts and cruisers equally? Does it help engineers? Not obvious.
Ehh...Escorts move fast, while Cruisers are sitting ducks...
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Career Officer
Join Date: Jun 2012
Posts: 1,722
# 102
04-11-2013, 07:10 AM
Quote:
Originally Posted by burstorion View Post
...I hate to say it, but unless you carry a tss or such and time them meticulously, tanking in pvp is done for and in pve, tanking will be a far harder task with that huge period between buffs if this hits - and the attackers, escort types, will remain dominant as long as they shoot first
Yeah, I just can't see Cryptic being dumb enough to release this as is. I'm thinking they've listened hard to the complaints and will roll this change back. At least on EPTS.


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Captain
Join Date: Aug 2012
Posts: 12,441
# 103
04-11-2013, 07:11 AM
Quote:
Originally Posted by naevius View Post
For each of these EPtX changes, I'd love to hear what problem is being solved.
To an extent, I think part of it can be found in this except from another thread:

Quote:
Originally Posted by havam View Post
I m curious why was there a need for defense values to be buffed across the board?
Quote:
Originally Posted by borticuscryptic View Post
Whenever we diminish the value of something players have worked hard to earn, we try to compensate whenever possible. In this case, we chose to include a Defense bonus because it is thematically appropriate to the concept of being an elusive target in Space combat.

The changes in this patch both reduce the Stealth values attached to the Subterfuge Trait, and eliminate the stacking of those bonuses. We felt that a small Defense bonus would help mitigate those changes.

What is your specific concern over the Defense bonus? Do you feel that the bonus is too large?
So...one could potentially say the following happened...maybe, eh?

Cryptic decided to diminish the value of EPtS/EPtE/EPtW/EPtA. That they were providing additional power/benefit for 30s was a problem for them. In order to compensate players for the loss of 10s and the various gaps created (10-25s); they decided to boost the duration of the secondary effects as well as add other thematic bonuses to the powers. Since EPtS was already receiving the max effect on the secondary effect, that effect was not boosted further.
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Empire Veteran
Join Date: Jun 2012
Posts: 6,757
# 104
04-11-2013, 07:12 AM
Quote:
Originally Posted by naevius View Post
For each of these EPtX changes, I'd love to hear what problem is being solved.

Improving EPtW appears to help cruisers. Maybe.

If, arguably, the EPtS change reduces overall tankiness, does it affect escorts and cruisers equally? Does it help engineers? Not obvious.
I too am curiuos what issue these changes solve.

Too much cruiser tankiness?????
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Ensign
Join Date: Jun 2012
Posts: 8
# 105
04-11-2013, 07:12 AM
The new changes sound good, the problem is that people were used to current eptX for so long time and of course its gonna be hard and take some time to get used to the re-balance. But now "emergency power" has a new meaning as not being 100% uptime. Its gonna require more attention, not just bind it to spacebar and slam it to death.
Captain
Join Date: Aug 2012
Posts: 12,441
# 106
04-11-2013, 07:13 AM
Quote:
Originally Posted by snoge00f View Post
Yeah, I just can't see Cryptic being dumb enough to release this as is. I'm thinking they've listened hard to the complaints and will roll this change back. At least on EPTS.
My hope is...they keep talking about the new code...that they've completely redone the game and are dropping parts out - so that even with the changes to EPtX and everything else they plan on doing - that it will all work out in the end!

Then again, I may have just forgotten to sleep last night.
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
Career Officer
Join Date: Jun 2012
Posts: 1,722
# 107
04-11-2013, 07:15 AM
Quote:
Originally Posted by bitemepwe View Post
I too am curiuos what issue these changes solve.

Too much cruiser tankiness?????
Sadly, it seems they come from a complete misunderstanding of how the Emergency powers work. If you look at the Tribble thread, the dev defending the power didn't even know how the powers worked at all as far as cooldowns are concerned.


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Captain
Join Date: Aug 2012
Posts: 12,441
# 108
04-11-2013, 07:24 AM
Quote:
Originally Posted by snoge00f View Post
Sadly, it seems they come from a complete misunderstanding of how the Emergency powers work. If you look at the Tribble thread, the dev defending the power didn't even know how the powers worked at all as far as cooldowns are concerned.
http://sto-forum.perfectworld.com/sh...d.php?t=487871
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
Lt. Commander
Join Date: Jan 2013
Posts: 118
# 109
04-11-2013, 07:29 AM
I would suggest that they split the eptx abilities into two abilities each. One that just runs once its activated (with a long cooldown) and one that enhances a running ability even further (but only for a short time with a short cooldown).

For example, splitting Emergency Power to shields into two skills:
Power to shields and emergency power to shields.


Power to shields I:
Ensign
Runs permanently once activated. (can be de-buffed of course)
2 min cooldown before it can be re-activated.
5 % shield resistance
+7.5 Shield Power

Emergency Power to shields I:
Ensign
8 sec runtime
30 sec cooldown before it can be re-activated.
10 % shield resistance
+15 Shield Power
+X Shield Regeneration IF Power to shields is running.
+X Shield Resistance IF Power to shields is running.


The numbers themself are totally made up and should be balanced by people that understand the game better than i do.

A change like this would accomodate the tank-focused classes by giving them more abilities for their excessive engineer slots and allowing better balancing. It would lower the overall resistances etc. but would allow to to buff them over what we have now for a short duration to counter a damage spike.
Career Officer
Join Date: Jun 2012
Posts: 51
# 110
04-11-2013, 07:30 AM
Personally I think these changes are good. As others have said 100% uptime was a stupid idea. It's not an emergency power.

It seems so much stuff can be keybound with little thought that battles happen at a furious pace. Many new players are instavaped wondering wtf, not making a dent in ppls shields. It would be nice if the mechanics of the game could be changed so that it takes consideration about when to deploy EPtS, TT etc; In the same way someone might make a decision to tractor someone in their Omega cd window.

EPtA with the stealth sight boost may offset the Alpha bops with their boost to EPtW.

I also completely agree with DDIS about pressure damage. I've been trying to play on my engineers more and found the whole process thoroughly unpleasant. Granted I am not a great player at engineer, but it always seemed to me that a battleship/cruiser type ship should be able to punch out enough dmg with its beams to make an escort break off an attack over time, or contribute dmg in some meaningful way to a battle. I don't personally enjoy playing a pure healing role (and am admittedly terrible at it), it also makes running dailes etc far more time consuming than romping through in an escort.

I hope the EPtW will address the pressure dmg issue, though I still think beams draw way too much power for their dps. Spike dmg should still be the domain of the tactical escort or cannon/dbb escort imo.
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