Career Officer
Join Date: Jun 2012
Posts: 103
So, in the latest release notes we have:

Quote:
Originally Posted by coldsnapped View Post
  • The shared cooldown between "Team" powers of different careers has been removed.
  • There is still a shared cooldown between two "Team" powers of the same career, e.g. Science Team I and Science Team III.
Isn't this going to make A2B builds insanely OP? Being able to run all 3 teams every 15 seconds is crazy in my opinion.
Captain
Join Date: Jun 2012
Posts: 4,299
# 2
03-03-2014, 10:48 PM
It is. Now a2b builds get to be immune to sci boff powers.
Captain
Join Date: Oct 2012
Posts: 843
# 3
03-04-2014, 12:49 AM
It definitely eases healing woes for aux to batters, but I also see that escorts can be zipping around with nigh invulnerability to everything plus quite good healing and all the uber damage that is native to them.

The moment I heard of this, I had a sneeking suspicion it wouldn't make it to holodeck... but we shall see.. it may ultimately pan out that the number of doffs/boff powers one must sacrifice to acquire tri team awesomeness is sufficient to balance it.

Though I'm imagining ody or even worse, recluse healers with eng team AND sci team 3 plus tac team 1 all available for constant use... as if they weren't unkillable before, plus the insane healing they'll be able to do for their already nearly indestructible escort pals. It sounds like the age of unkillable is upon us... but that might just be be my inner chicken little running around.
Lt. Commander
Join Date: Jul 2012
Posts: 161
# 4
03-04-2014, 03:25 AM
1. It seems you're thinking of all the positives and none of the drawbacks/tradeoffs
2. Maybe Aux2Bat is the culprit here, not removed cooldowns?
3. It should be tested first
4. As always it's the DOFFs that are likely to break the system, not the skills. I'd rather have them balanced.
Captain
Join Date: Feb 2013
Posts: 5,394
# 5
03-04-2014, 09:00 AM
The powers originally weren't on shared cooldowns between the careers. So this is just resetting them back to a previous state.
Captain
Join Date: Jul 2012
Posts: 3,894
# 6
03-04-2014, 09:15 AM
Quote:
Originally Posted by kishodar View Post



Isn't this going to make A2B builds insanely OP? Being able to run all 3 teams every 15 seconds is crazy in my opinion.
Wait, aren't they already OP ? As in removing so much CD it look like you have twice the amount of BOFF abilities ?
Captain
Join Date: Oct 2012
Posts: 843
# 7
03-05-2014, 01:07 AM
Quote:
Originally Posted by erei1 View Post
Wait, aren't they already OP ? As in removing so much CD it look like you have twice the amount of BOFF abilities ?
Aux to bat+doffs seems to me to have largely been designed for cruisers (I'm sure other ships can pervert it beyond the original intent to do horrible, horrible things... probably to cruisers.) and was an attempt at making them competitive with other ships. Science has all kinds of debuffs and CC that can wreck people's day... or falls flat on its aft, CC is very, VERY hit or miss in this game, no middle ground. Escorts have uber ridiculous damage and immunity, and cruisers were largely sitting ducks/weights tied around the ankles of stf teams. Plus the build requires quite a bit of investment to implement and does have some drawbacks... at least it did before this team cooldown nonsense.

I don't mind others using or not using aux to bat, I loves me some aux to bat, it's the only thing that really makes me feel decent in a cruiser, and it certainly doesn't make me the leetest thing to hit STO. Perhaps that's a failing on my part, but considering that one of my characters is bugged in pvp matches so that I can't see the other team's kill count, and since uninstalling and deleting everything about the game and reinstalling the game didn't fix the problem (so it's not a glitch on my computer). This tells me it is entirely possible that some people's performance might be better than others because cryptic's servers have mysteriously decided to make their shiz perform better than the rest of us. Conspiracy theory? Maybe... but given the track record we have of every new thing breaking an old thing... it doesn't seem that outlandish to me. Someone else's awesome being added to the game could very easily be breaking mine.

*edit* Yes, I know some of you are thinking "no, it's just you." ...shhh.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,469
# 8
03-05-2014, 01:51 AM
Its not the cruisers you will need to worry about.

Look at the other ship that can do it. The JHEC or the Vet ship can do aux2bat. Or how about the breen raider? it has a commander tac boff and 5 tac consoles and can do a full aux2bat.
Captain
Join Date: Oct 2012
Posts: 843
# 9
03-05-2014, 02:26 AM
Quote:
Originally Posted by robdmc View Post
Its not the cruisers you will need to worry about.

Look at the other ship that can do it. The JHEC or the Vet ship can do aux2bat. Or how about the breen raider? it has a commander tac boff and 5 tac consoles and can do a full aux2bat.
I use aux to bat on my scimitar, however I didn't consider to use that layout... time to experiment.
Captain
Join Date: Jan 2013
Posts: 3,158
# 10
03-05-2014, 08:43 AM
Quote:
Originally Posted by kishodar View Post
Isn't this going to make A2B builds insanely OP? Being able to run all 3 teams every 15 seconds is crazy in my opinion.
In truth, Aux2batt cannot truly do this. It makes a decent enough approximation, but with 15/30 skills like the Teams, it falls a bit short: Since an ATB offers a -30% reduction every 10 seconds, you will need two "hits" in order to pull it to GCD within 15 seconds. This will work the first time, if timed well: You cast your team, you pump, in 10 more seconds, you pump again. However, it quickly desyncs under continued usage and gaps appear, as 15 / 10 is simply < 2.
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