The current state of cleanses and Science based resistances in Space combat are extremely detrimental to Science captains and Science Vessels. Six ranks in Starship Power insulators, Starship Inertial Dampeners, and Starship Sensors will nearly cut all Science based debuffs and control effects in half of their prior effectiveness. Such resistances aren't even needed via the skill tree due to the fact that many endgame items allow players to reach what is effectively six ranks via gear. The resistances to science effects have nearly four times the payout over skills that provide resistances to energy and kinetic damage.
There are also multitudes of hard counters to all science effects in addition to very high resistances with little investment. Science Team 1 provides a significant shield heal, is capable of clearing an unlimited number of science based debuffs instantly, and has a mere 15 second minimal cooldown. Sensor Scan, Subnukeleonic Beam, Energy Siphon, Charged Particle Burst, Jam Sensors, and Scramble Sensors are all instantly cleansed by Science Team 1. That isn't at all reasonable, an Ensign level ability with a 30 second cooldown (15 through various methods) is capable of clearing an unlimited number of abilities with cooldowns ranging from 45-120 seconds that require massive amounts of investments for effective use.
Ships using Attack Pattern Omega or Auxiliary Power to Inertial Dampeners cannot be debuffed at all by Tractor Beam Repulsors, Photonic Shockwave, Gravity Well, or Chroniton Torpedo procs. Polarize Hull provides 100% immunity to the damage from Tractor Beam, Auxiliary to Inertial Dampeners provides major kinetic damage resistance and a speed boost, and Attack Pattern Omega provides complete immunity to the slow debuff. Tykens Rift is utterly useless without a method to slow a target down due tot he stationary nature of the effect. It is bad enough the power drain effect from Tykens Rift is also cleared by Hazard Emitters. Tachyon Beam is also equally useless due to the fact that targets easily break arc with the speed buffs and the drain suffers a major reduction against targets specced into power insulators. Then we have Emergency Power to Engines, which allows players to fly so fast that they outrun every form of control effect before it even has a chance to touch them.
On the topic of Emergency Power to Engines, we also have a Warp Core Engineer from the Elachi lockbox that adds a 50% chance to cleanse all debuffs from the player's ship every single time the player uses any Emergency Power ability. This is equivalent of making a duty officer for Feedback Pulse that adds a 50% chance to strip all buffs from attackers when striking a ship with energy weapons when Feedback Pulse active. If this duty officer had been overly helpful to Science officers, then it would have been nerfed already because the community would have been more vocal about it.
It is very easy to use two different versions of Emergency Power to X, such as Shields and Engines, chaining them once every 15 seconds for 100% uptime on both versions of the ability. This effectively means that players have a 50% chance once every 15 seconds to clear all debuffs from their ship. This includes all science based debuffs, engineering based debuffs tactical based debuffs, and even damage over time effects that many science ships rely on to deal damage. It gets worse, players have discovered that certain seconds in a minute will always proc this duty officer. Effectively this allows players to use a macro to start an EPtX chain on one of these seconds for a free cleanse from all negative effects every 15 seconds.
What is wrong with this picture? A ship running Attack Pattern Omega, Hazard Emitters, Emergency Power to Engines + Shields + Warp Core Engineer, and Science Team is effectively immune to all negative effects a science vessel can throw their way. Tossing in Auxiliary to Battery with Technician duty officers or Auxiliary to Inertial Dampeners with a Matter/Anti-matter Specialist will further their ability to brush off 2-3 science vessels without breaking a sweat. The worst part about all this is that there is no penalty to running all of these science immunity abilities. Mechanics need to be given another look or Space PvP will continue to degrade to straight healing vs damage fights.
Real join date: March 2012
PvP Veteran since May 2012 (Ground and Space)
It strikes at the core of a plethora of issues regarding how things are done in STO - with ratios/percentages/etc.
Yes, you're looking at the potential to halve or more various Sci abilities...but how is that any different than halving damage?
Somebody hits for 500 damage, they lose 250.
Somebody hits for 5000 damage, they lose 2500.
If it can prevent 2500 damage, then it can prevent the full 500 from the other guy.
But it doesn't work that way - it's borked.
The "Sci Resists" are just another example of broken STO is at the core to have gone with such a system.
It's something that will never be addressed though, since it is the very core of STO...
Never is a strong word. There is always a possibility a dev could go through the mechanics again in order to improve game performance.
That's true. Even Hawk had to correct me on that in another thread, where I'd said that the devs have stated that they'd prefer recommendations on smaller changes than big ol' whopping changes...cause it's, lol, never say never.