As a Sci/Sci, I love it. It makes my job in PvE so much easier. But I can easily see the effect it will grow to have on PvP. Whenever this sort of skill comes up, two scenarios emerge:
a) As with Science Team, you have to use it BEFORE being hit... so basically it's not an effective counter (especially for those folks who can't find the tiiiiny purple dot coming in--I feel for them). So, to those folks, VM is an overpowered auto-gank.
b) As with Attack Pattern Omega (is it omega?), it counters VM on use... so basically VM is a non-issue. And every escort is required to bring this ability to PvP to survive.
You don't want these "power pairs" to dominate builds and balance. Either the offensive skill is so powerful that you MUST have the defensive skill to survive (thus limiting everyone)... or the defensive skill is so powerful that you shouldn't BOTHER with the offensive one (thus diminishing the Sci power class, and rendering a power obsolete).
Some fixes I propose to VM that I think could resolve all issues:
a) Science Team removes debuffs in "sweeps". Every 3 seconds, it pulses, with a chance to remove a debuff. The chance of each debuff being removed depends on the level of Sci Team used, and the level of the debuff. Sci Team I won't break VM II or III very well, if at all. This allows it to be used WHILE under VM, without ruining the VM skill completely.
b) VM disables you for "X to Y" seconds. Sometimes it's longer, sometimes it's shorter. It's not a guaranteed lockdown.
c) Scale the effectiveness of VM based on the TARGET'S current auxillary power (since it's a science skill). This way, it's more beneficial to use the skill AFTER lowering Aux Power, rather than always at the beginning of every fight.
d) Instead of A, which requires everyone to have Sci Team, build a passive "Chance to break every X seconds based on target's auxillary power" into the actual debuff. This way, an opponent can (if they have one) pop an Aux Battery to attempt to break free, or when facing a VM-using ship, they can keep Aux a little higher than usual--instead of sacrificing a skill slot.
Even without A, this could do wonders to keep the skill relevant while keeping it from being an I-Win or I-Lose button. And you can defend against it with AP-Omega, Science Team of appropriate levels, or without having to take an additional skill (Aux battery, quick power change, etc)...
Neither the debuff OR the fix is guaranteed to work every time--so both are balanced without becoming a "power pair."
This skill is really out there in my opinion. It is by far the most effective skill to have on the entire build for simply ending a ship's life.
It is perfectly fine in PVE, you are rarely in a coordinated battle against enemies, they dont usually attack 1 person who gets hit by in.
In PVP you are finished no question act if you get hit with it, because teams are usually very good at focus firing on a target.
What I do not know is this: Can a player with Science team buff it to an effected member of their team to cure the effects of VM ? If not, that would be a big help.
But something needs to be dome to help counter this skill in pvp play, or make the level 1 viral matrix available to everyone so people have an even chance to use it. It is certainly better than any "ship specific" skills a cruiser gets. I say skip specific because its a LTC skill, and you only get those while flying a certain skil. A Cruiser can only use ensign and LT skills, for example. I know its better than Ejecting warp plasma and Aceton Field.
2) If you make it available to everyone without balancing it, EVERYONE will use it, because everyone will need to in order to stay competitive.
3) By introducing a chance factor to the skill duration AND to the curing methods, it's still useful (so we're not nerfing those folks that use it as part of their strategy)... but it's not overpowered, and it doesn't require EVERYONE to have the counter skill so they don't get insta-killed under VM.
Its basically a CO clone they have the combat wrong from the base lvl because a bunch of non startrek powers are being spammed and used. That have no place more powers than u can count dont make a game fun, strategy does... Sometimes making combat simple doest ruin it. Its a design issue without viral matrix there will still be some silly power that will take over combat. Which is a lack of foresight for cryptic.
Didnt one of the Devs already mention making Science Team usable while the Viral Matrix is on you? I thought they did.. but anyway, that would make the most sense. Of course, it means the NPCs could counter it too.