Lt. Commander
Join Date: Dec 2007
Posts: 120
I'm in an escort which I have been flying for about 4-5 months and now find myself outdoing my own damage with healing, coming up against cruisers that just cannot be destroyed unless every last skill they own is on cooldown. Fights are either over instantaneously or far too drawn out when the teams are evenly matched. Burst damage is near an all time low unless you are against someone who has no idea what they are doing or if you are in a well coordinated team that can tractor or SNB your opponant.

The problem is PvP has become a game of extremes. You either die in a second because you weren't paying attention and couldn't activate any skills in time or you can become invulnrable for large portions of time by stacking near enough 10 skills together. The same is true with DPS, often you need to stack upwards of 6 skills to do any sort of substantial burst damage and short of that your damage will be out healed.

Why is a ship made of paper without abilities activated but immiediatly becomes a rock once they are. Basically I propose that the base shield cap, damage etc is increased to a decent level and abilites are reduced in affectiveness OR the the crazy number of abilities that can be stacked at once is reduced. This should mean players have that extra second or two to think and the STARSHIP that you fly can hold its own for a while without additional powers but also means players will need to know what they are doing so that they dont use a bad combination of powers that doesnt help them. This should cut down on the crazy extremes that Damage and Healing can reach at the moment without ruining the pace of the game or dumbing down the art of fighting itself.

I really want to help make PvP better. I hope you guys do too. So if you have any comments on my idea or any ideas of your own please post below!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
07-31-2010, 03:38 PM
A couple of days ago, Dstahl let out that item improvements were coming out and amongst the were item sets.

I was very peeved over this mention. Not only was this essentially going to just ape other online MMOGs, but it also in my eyes had nothing to do with STO. In fact, when you think about it, Starships themselves should've been the closest to what item sets represents in other MMOGs... but today, they're mostly just paperdolls with little functional identity.

So, yeah, I do totally agree on how the starship should matter more. I also believe the ship injury system is misused: if the game allowed for other vessel to actually deal system damage on each other rather than chip away at a pool of temporary hit points/hit points, a clear decline in ability other than buffs/debuffs would gradually occur.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
07-31-2010, 05:08 PM
It's because there are a few too many nigh invulnerability abilities/combinations that are either significantly better than anything else for the same BO slot, or they make the fight revolve around them.

The fact that the game is ability or counter-vs-counter reliant isnt the problem in my view(related to a previous, moderately relevant thread), its just that the abilities in general grant a bit too much of a bit of everything and most damage over time and healing over time features are extremely crappy, and then there are complete fight-reset abilities like RSP, that are commonly used, being very efficient as a counter to damage. As it is, the game is just burst healing versus burst damage, to a very extreme extent.

It's an intestering thought, that if all abilities were halved in effectiveness and escorts had an innate +5%(or even +10%) damage bonus, perhaps there would be a bit more breathing room without then introducing instant vaporization in the diminished presence of healing and damage mitigation, and preventing fights from dragging on and on and on, which they already did prior to 2.0, and I'm hardly anticipating witnessing the presumably colossal length of healing heavy premade matches.

(To be more specific, this is just a radical example to show some perspective, I'm not proposing a brutal axing of all variables and values, but some contemplation)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
07-31-2010, 05:12 PM
Quote:
Originally Posted by Zoberraz View Post
A couple of days ago, Dstahl let out that item improvements were coming out and amongst the were item sets.

I was very peeved over this mention. Not only was this essentially going to just ape other online MMOGs, but it also in my eyes had nothing to do with STO. In fact, when you think about it, Starships themselves should've been the closest to what item sets represents in other MMOGs... but today, they're mostly just paperdolls with little functional identity.

So, yeah, I do totally agree on how the starship should matter more. I also believe the ship injury system is misused: if the game allowed for other vessel to actually deal system damage on each other rather than chip away at a pool of temporary hit points/hit points, a clear decline in ability other than buffs/debuffs would gradually occur.
Geordi hooked up a video card 1530 Mhz graphics card to the holodeck but forget the front-side bus was clocked at only 1000 Mhz.

Oh noes!

Item sets make sense in Star Trek - different components are needed to work at peak performance. It makes sense.
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