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Lt. Commander
Join Date: Dec 2007
Posts: 120
Here is a compiled and organized list of what I believe should be done to the game in addition to already planned changes, as well as instead of some of them.

I will place each one in it's respective category, with a letter preceding, and a note of explanation at the end.
please provide any feedback to them, as well as any tweaks. Please vote on all of them and pick the best one's you think need to most attention from the devs.


================================================== ================================
===================BELOW========================== =============================

Quote:
A.) SNB

Remove the buff strip from SNB entirely. Instead have it block all healing from abilities for the duration, and keep the cooldown debuff. Increase the max duration of the ability by 10 seconds. These healing abilities would include; E-Team, Sci-Team, EPTS, Aux to Struct, Hazard Emitters, RSF, Extend Shields, TSS. The only healing ability this would NOT effect is Miracle Worker. Science Team would remove the debuff, and be the hard counter.

Note: So in retrospect if someone was hit with SNB, for the duration if they used (or anyone used on them) a healing ability it would apply all of it's other effects and go on cooldown, but the healing affect would be blocked entirely. If it was a healing ability used by the player who was debuffed by SNB, that ability too would go on increased cooldown as well as per the second part of the debuff.

Quote:

B.) Transfer Shield Strength


Have Transfer Shield Strength, or TSS, reduce the casting ship's actual shield power level by (-20), and have it increase the targets shield capacity max as well as healing it for the same amount it raised. This value would be based on training, consoles, and deflector relevant stats.

Note; This would bring new life to TSS, and give it a coupling effect if used with other healing abilities.

Quote:
C.) Nadeon Inversion



Change Nadeon Inversion so it completely stops any subsystem damage, or disable, for it's duration in addition to it's current effects.

Note; This will be a buff that will make it viable and an interesting soft counter to BTS, or phaser proc abilities.

Quote:

D.) FBP


Remove cannons as being an affected type from FBP. Instead have FBP also block harmful debuffs and send them back at the caster. Also enforce the 100% damage cap.


Note: This would make it a very interesting ability and keep it perfectly viable. Think of a Tac throwing FoMM on you only to have it instead be on them, or Sensor scan, or APB, etc.

Quote:

E.) Beam Target: Subsystem



Move Beam Target: Subsystem, or BTS abilities, from the Tactical BoFF pool, and place them in the Science BoFF pool. Have a buff placed on any target of a Beam Target: Subsystem ability that gives them a short-term immunity from the same type being stacked.

Note; This just makes clear sense because science consoles, training, and relative deflector stats affect the drain amount. There are no science BoFF abilities that are based of training tactical skills or tac consoles respectively, so why should this be different?
Quote:
F.) Cannon Scatter Volley

In addition to it's current Cone effect, also make Cannon scatter volley debuff accuracy by a fixed amount. In-which the amount increases per rank increase of the ability. Example: R1= 10%, R2= 15%, R3=20%
Duration 15 seconds. Tactical Team removes.

Note: This brings the ability more in line and since it shares a Global cooldown with CRF it would be balanced.
Quote:

G.) Defense (AKA Dodge)


Increase the soft cap on defense from 65% to 70%

Note: This brings more viability to defense without over-doing it.


Quote:
H.) Too much escort damage?

Reduce everyone's (all existing players and new players, all classes), base/innate crit severity value by 2/3. Than reduce everyone's base/innate Accuracy by 2/3. At the same time reduce the crit severity gained from training S-Battle strategy, So the max obtained is 15%, instead of 30%. Reduce the Accuracy gained from training Sship Attack Vectors, so the max obtained is 5%, instead of 15%.

Note: The part of escort damage that is unintended, and more than it should be, is the damage from crits. These are all the big numbers you see that ONLY escorts can rely on. With this reduction instead of a DHC Crit doing 9k+, it would do around 3k+. Instead of a Quantum crit doing 21k+, it would do 7k+. Instead of a Tricobalt Crit doing 90K, it would do 30K. ETC. Accuracy also feeds into crit severity at a certain point and Accuracy is too easily obtained so it needed to be reduced, which also kills 2 birds with one stone by increasing the viability of defense, balancing out the equation for escorts whilst helping others as well.

Quote:
I.) Tractor Beam



Increase the hold amount on on each rank of Tractor Beam, and have each rank step up increase the max hold strength. Also increase the damage, have it based on the targets current impulse slider setting, so that at max impulse, it would to noticeable damage to the target. Have the damage be a D.o.T. Where as the damage on a target with Rank III Tractor beam and the target having max impulse slider, it would be similar to an EWP dot.

Note: This is a buff to tractor beam and adds new life to it. So does the increase to defense viability because if you think about it, by slowing down say the "escort" it makes his defense % plummet, and reach 0 if he isn't moving at all.

Quote:
J.) Gravity Well

increase the pull effect on Gravity well by 2x what is currently is. Also have any target effected by Gravity well have a debuff placed on them that has a similar effect to ramming speed but for friendlies, In-which whilst being pulled in by a gravity well if they were to hit a friendly ship, it damages them.

Note: This not only buffs GW, but adds an interesting affect to realism.
Quote:
K.) Science Team


Science Team is already being the ability being the counter to most debuffs. Remove the shield heal and resist buff from science team. Instead take the heal/add crew buff from tactical team and give it to Sci-team. Also add an accuracy buff to science team with the duration of 15 seconds.
R1= 5%, R2= 10%, R3= 15%, fixed amounts.

Note: Science team is already very powerful being the counter to near everything, and with the SNB change that makes it exponentially more powerful. It should have more of a medical team effect, and the accuracy buff can be tied to sensors.


Quote:
L.) Tactical Team


Have Tactical Team, instead of heal/add crew as seen in (K), it buff energy weapon values for the duration in addition to its buffs. For instance @ R1 it would buff (Phasers and Disruptors) by +2; (Plasma and Tetryon) by +4; (Antiproton and Polaron) by +6.
@ Rank 2 it would buff +3; +5; +7 Respectively
@ Rank 3 it would buff +4; +6; +8 Respectively
Same 30 second duration.

Note: This adds not only an interesting and more reasonable effect to Tac team, but it also partly solves the problem of people feeling "screwed" for spending more skill points on a higher tier weapon that has the same DPS.


Quote:
M.) ALL TEAM ABILITIES


Remove the shared global cooldown from ALL team abilities, however have the more crew that are dead, actually increase the cooldown of all team abilities.


Note: This would make having more than 1 team type worthwhile, and not just a painstaking time procedure
.

Quote:
N.) SHIELD RESIST

Increase the maximum shield resist @125 shield power, by 5% accordingly.

Note: Simple and effective.


Quote:
O.) Directed Energy Modulation

Increase the effectiveness of DEM. have the damage pen increase more greatly per weapon power level

Note: This bring the ability more in line and adds some usefullness to it.

Quote:
P.) Boarding party and Cruisers

Remove Boarding party from Eng BoFF Pool entirely. Make Boarding party innate on cruisers. At higher tiers of cruisers, more and more advanced shuttles are launched, also at faster rate to target. Have it have the same CD and crew cost.
Quote:
Q.) NEW ABILITY
Add "Beam Strike Team" at different ranks to engineer boFF pool to replace Boarding party.
Rank 1 = -20% crew to target
Rank 2 = -20% crew to target, 10% chance to disable team abilities for 5 seconds
Rank 3 = -20% crew to target, 10% chance to disable team abilities for 10 seconds
2 Min CD @ boff skill level 9

Quote:
R.) SLOW FAT TORPEDOES

Reduce the kinetic damage of plasma torpedoes and mines, at the same time increase the Plasma DoT effect greatly. Have HY versions increase the DoT damage instead, respectively.
Have Tricobalt and HY plasma torpedoes move at 75% of the speed of Quantums, but have them stop tracking the target after 5 seconds, and explode in 10 seconds unless they hit something before than.
================================================== =================================
===============THATS IT FOR NOW =============================================

In addition, some players are confused and think the game should be balanced around a ship or classes ability/tactic to move OUT of all range (10km), however it is the contrary, where in every multi-dimensional MMO, everything is and should be balanced on what happens inside the Sphere of Battle, or battle sphere.
Here is a sloppy representation of a battle sphere involving an escort, it's target, and a correct respresentation of movement.

BATTLE SPHERE


||\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ NOTE THE FOLLOWING
I would like to tank everyone and anyone who took the time to read it all, and more-so provide mature feedback with supporting arguments. All of these changes and fixes are represented as if they were done all at once, so keep that in mind, which also helps if you read every single one.

Thanks again.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-11-2010, 10:00 AM
this post proves you really have no clue about pvp balance.

especially this;
Quote:
Remove the buff strip from SNB entirely. Instead have it block all healing from abilities for the duration, and keep the cooldown debuff. Increase the max duration of the ability by 10 seconds. These healing abilities would include; E-Team, Sci-Team, EPTS, Aux to Struct, Hazard Emitters, RSF, Extend Shields, TSS. The only healing ability this would NOT effect is Miracle Worker. Science Team would remove the debuff, and be the hard counter.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-11-2010, 10:12 AM
Quote:
Originally Posted by faithborn
This message is hidden because faithborn is on your ignore list.

Quote:
Originally Posted by Ayupan
Mature Feedback
Quote:
Originally Posted by Ayupan
Supporting Arguments

Now you know one of the many reasons why you are on ignore, and will stay on ignore, kiddo.


Hint Hint; If you knew how to read, I said Science team would remove the debuff entirely, as the hard counter, that means the heal block debuff as well

Quote:
A.) SNB

Remove the buff strip from SNB entirely. Instead have it block all healing from abilities for the duration, and keep the cooldown debuff. Increase the max duration of the ability by 10 seconds. These healing abilities would include; E-Team, Sci-Team, EPTS, Aux to Struct, Hazard Emitters, RSF, Extend Shields, TSS. The only healing ability this would NOT effect is Miracle Worker. Science Team would remove the debuff, and be the hard counter.

Note: So in retrospect if someone was hit with SNB, for the duration if they used (or anyone used on them) a healing ability it would apply all of it's other effects and go on cooldown, but the healing affect would be blocked entirely. If it was a healing ability used by the player who was debuffed by SNB, that ability too would go on increased cooldown as well as per the second part of the debuff.

Quote:
M.) ALL TEAM ABILITIES


Remove the shared global cooldown from ALL team abilities, however have the more crew that are dead, actually increase the cooldown of all team abilities.


Note: This would make having more than 1 team type worthwhile, and not just a painstaking time procedure
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-11-2010, 10:18 AM
Quote:
Originally Posted by Ayupan
Now you know one of the many reasons why you are on ignore, and will stay on ignore, kiddo.
no, you really have no clue. your really just a terribad player in a sea of terribad players. your recommendations are absolutely attrocious and show no real knowledge about the way the game actually plays.

case in point: snb, your proposed nerf will actually make the skill insanely gamebreaking at higher tiers while it doesn't affect lower tiers of skill level. TSS and SNB are required at higher levels to remove the defenses and allow the dps to spike down targets. instead of removing buffs you instead give any character hit by snb a virtual death sentence - no healing is significantly more powerful than buff stripping.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-11-2010, 10:29 AM
SNB: I don't think your ST idea would allow healing to resume after SNB wears off with the way the powers work. I'm happy with the current implementation; it strips RSP and FBP and other buffs, so seems to be a nice counter.

TSS: I use Extend Shields III instead, so can't comment on this one.

Nadion: I honestly only use it to prevent power drain, so can't really offer much more on that.

FBP: Honestly, since the last update, I find this to be pretty reasonable as is. Cannons being affected by it is a definite plus, and it's now pretty rare that I see the FBP damage so high it's dangerous. If anything, I just pop a Haz Emit to counter the damage and keep shooting anyways. And if the FBP is so bad it can really hurt you, just have your sci SNB him or pick another target.

Beam Shields (OR TSS as I call it anyways): It's already counter-able, the only balancing needed is to just cap the max subsystem drain to somethign like 100 or 150, which ensures the counters work.

Cannon Scatter: I honestly just use CRF, so anything to make this more viable (and Fire at Will) I'll support.

Defense: Doesn't seem too bad, but I think the resist debuff stacking is more the issue currently.

Escort (and BoP though you didn't specify it): I'm convinced this is from resist debuff stacking myself, and I think that needs to be looked at. And yeah, maybe look into the crit rate.

Tractor Beam: I don't think we need a DoT as part of this one tbh. The loss of speed drops your defense, so that should add to the damage on target by itself.

Gravity Well: Unless you pop evasive maneuvers on a cruiser, you're probably getting held in place as is unless you just skirted the edge, so not sure how much we want to up the gravity effect. The ramming speed thing I don't think would do anything because I rarely see a ship hit the middle of the well, which is where ships would collide. I would say though that they need to look into gravity effects staying around on the map despite the power wearing off (bug).

Science Team: I use it more as a counter power against sci powers, but I don't use it was frequently as I used to honestly. The shield thing is nice though for ships that can't run more shield buffs (science and escorts) though, so I'm not sure if that's something that should be removed. The crew thing does make more sense on ST I will admit though, as in the medical bay healing up enough crew to man their station again.

Tac Team: If Sci Team lets you heal shields, then I can see Tac Team being a boost to weapons, however I think it should also boost defense as well, thematically. It also should remain the Boarding Party counter.

Team Shared Cooldown: I'd like them to be distinct, especially since ET and ST are now counters to 2 distinct abilities. Granted, the disclaimer is that pre-1.1 I thought the shared ST/ET cooldown would be a bigger deal once ET was moved to be a counter, but that fear never materialized. If you do this though, the shield ability of ST you didn't like earlier becomes more common place. Currently, I use ST sparingly since it's there as a counter only, not for the shield heal.

Shield Resist: Seems ok.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-11-2010, 10:39 AM
@ayupan, appearantly i'm not actually on your ignore list, because you wouldn't know if i was shooting blanks, trolling, or complimenting you.

gg.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-11-2010, 10:41 AM
Quote:
Originally Posted by ambience View Post
SNB: I don't think your ST idea would allow healing to resume after SNB wears off with the way the powers work. I'm happy with the current implementation; it strips RSP and FBP and other buffs, so seems to be a nice counter.

TSS: I use Extend Shields III instead, so can't comment on this one.

Nadion: I honestly only use it to prevent power drain, so can't really offer much more on that.

FBP: Honestly, since the last update, I find this to be pretty reasonable as is. Cannons being affected by it is a definite plus, and it's now pretty rare that I see the FBP damage so high it's dangerous. If anything, I just pop a Haz Emit to counter the damage and keep shooting anyways. And if the FBP is so bad it can really hurt you, just have your sci SNB him or pick another target.

Beam Shields (OR TSS as I call it anyways): It's already counter-able, the only balancing needed is to just cap the max subsystem drain to somethign like 100 or 150, which ensures the counters work.

Cannon Scatter: I honestly just use CRF, so anything to make this more viable (and Fire at Will) I'll support.

Defense: Doesn't seem too bad, but I think the resist debuff stacking is more the issue currently.

Escort (and BoP though you didn't specify it): I'm convinced this is from resist debuff stacking myself, and I think that needs to be looked at. And yeah, maybe look into the crit rate.

Tractor Beam: I don't think we need a DoT as part of this one tbh. The loss of speed drops your defense, so that should add to the damage on target by itself.

Gravity Well: Unless you pop evasive maneuvers on a cruiser, you're probably getting held in place as is unless you just skirted the edge, so not sure how much we want to up the gravity effect. The ramming speed thing I don't think would do anything because I rarely see a ship hit the middle of the well, which is where ships would collide. I would say though that they need to look into gravity effects staying around on the map despite the power wearing off (bug).

Science Team: I use it more as a counter power against sci powers, but I don't use it was frequently as I used to honestly. The shield thing is nice though for ships that can't run more shield buffs (science and escorts) though, so I'm not sure if that's something that should be removed. The crew thing does make more sense on ST I will admit though, as in the medical bay healing up enough crew to man their station again.

Tac Team: If Sci Team lets you heal shields, then I can see Tac Team being a boost to weapons, however I think it should also boost defense as well, thematically. It also should remain the Boarding Party counter.

Team Shared Cooldown: I'd like them to be distinct, especially since ET and ST are now counters to 2 distinct abilities. Granted, the disclaimer is that pre-1.1 I thought the shared ST/ET cooldown would be a bigger deal once ET was moved to be a counter, but that fear never materialized. If you do this though, the shield ability of ST you didn't like earlier becomes more common place. Currently, I use ST sparingly since it's there as a counter only, not for the shield heal.

Shield Resist: Seems ok.
Thank you for the well-thought out feedback and supporting arguments.

The thing with FBP is you may not see it as often, reaching pre 1.1 damage levels, when it really is possible, it just most players don't know how or aren't interested in know how to.

ST being the hard counter which removes the debuff entirely would work because the cooldown debuff and the healing block would be a part of the same physical icon/debuff on the target in-which one hit from science team would remove, so SNB wouldnt be overpowered.
Also currently and pre 1.1 BT: Shields were the perfect counter to RSP, adding SNb to that was a bad move. With my move for BT:Subsystem abilities, all of them, into science BoFF pool not only makes sense but lets them keep the RSP counter.

Defense does not really work right as of yet, this comes into line with the too easily obtainable accuracy.
Figure most of my toons have 25% accuracy. The soft cap is 65% defense. Thats already 40% chance to dodge, and than add in there are a ton of weapons with 10% to accuracy. Thats like 30% chance to dodge. Now add in if the target is slowed or slows down that accuracy sky rockets, and the defense plummets. That is why defense needs a major boost, and there needs to be some accuracy debuffs in game.


@Faithborn for someone who thinks they can insult someone knowledge, you seem to be lacking it, like the link you are given above each person's post you have on ignore that says "View post", you know in some infantesimal chance they will actually post something that is intelligent and mature. So far only 1 person out of like 5 has replied to this post that isn't breaking the EULA.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-11-2010, 10:41 AM
Quote:
Originally Posted by Ayupan
Here is a compiled and organized list of what I believe should be done to the game in addition to blah blah blah.....
Too bad everybody in the game who actually has a clue thinks you're an idiot who likes beating his own drum.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-11-2010, 10:44 AM
Quote:
Reduce everyone's (all existing players and new players, all classes), base/innate crit severity value by 2/3. Than reduce everyone's base/innate Accuracy by 2/3. At the same time reduce the crit severity gained from training S-Battle strategy, So the max obtained is 15%, instead of 30%. Reduce the Accuracy gained from training Sship Attack Vectors, so the max obtained is 5%, instead of 15%.
Yeah because everyone knows all those Cruisers and Sci ships are blowing everyone up in seconds like DHC ships ... LOL

/sarcasm off

This comment makes me think like you have never played T5 pvp fight in your life pug or premade.

Guess he would just like to see Cruisers and Sci ships toss space water balloons at each other instead.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
05-11-2010, 10:44 AM
Seems everyone who doesnt agree with Ayupan, the mature master of pvp balance, ends in his ignore list. Im glad, im in such a good company with people like Faithborn !

Oh that made me smile....reduce the dmg of mines ! i knew someone would eventually write this !! OOOOH those overpowered mines, everyone is using !
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