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Join Date: Dec 2007
Posts: 142
# 11
11-30-2010, 02:47 AM
SNB does not need a nerf as mentioned above it is on a long cooldown already. It is also a bit of a necessity at the moment with the uber tanking ceraintly in the game until they get their tank mechanics fine tuned. As mentioned above don't blow all your defences at once and use a sci team if you don't want to deal with the cooldown.
Join Date: Dec 2007
Posts: 142
# 12
11-30-2010, 02:50 AM
Quote:
Originally Posted by Destoroyah
SNB does not need a nerf as mentioned above it is on a long cooldown already. It is also a bit of a necessity at the moment with the uber tanking ceraintly in the game until they get their tank mechanics fine tuned. As mentioned above don't blow all your defences at once and use a sci team if you don't want to deal with the cooldown.
Ofcourse it needs to be fixed.. It is currently the most powerful skill in the game.

Naturally the insane healing needs to be fixed as well, just un-nerf the escorts and its all good.
Join Date: Dec 2007
Posts: 142
# 13
11-30-2010, 03:07 AM
As said above

Science has been nerfed hugely

I think one of the reason maybe we are seeing sci officers is that people already have a tac and/or an engineer and are having a change ?
Join Date: Dec 2007
Posts: 142
# 14
11-30-2010, 03:25 AM
Quote:
Originally Posted by Covenanter
As said above

Science has been nerfed hugely

I think one of the reason maybe we are seeing sci officers is that people already have a tac and/or an engineer and are having a change ?
Or maybe because Science Captains are the most powerful?

:p
Join Date: Dec 2007
Posts: 142
# 15
11-30-2010, 03:44 AM
I kinda dig the complexities of your team level v debuff level mechanic. That might be interesting but I'm concerned it would be a nightmare to implement. Would the debuffs still be stronger at higher ranks? With regards to a low level team skill against a high level debuff, maybe instead of a strip it should reduce remaining activation time by those percentages?

Any kind of Sub Nuc immunity would also need to prevent another user from even using it on the immune person so as to avoid wasting it. I don't believe that any other skill, particularly one with such a long cool down, could become so very useless or easily wasted. Any severe nerf would certainly need to be met with a significantly shorter cool down. If fewer were stripped then there should be a mechanic to allow you to determine which are removed.

I feel, like many, that sub nuc is even more necessary right now because of the ease with which people can reach simultaneously high resists. The perceived increase in the prevalence of Science captains is a symptom of these insane resists. If resists are managed a bit more reasonably then maybe Sub Nuc won't feel like such a necessity.

Removing, reducing, or even just applying a smaller cool down to all abilities wouldn't be too awful but even that should result in a reduction in Sub Nuc's own cool down and should still remove all buffs, in my opinion.
Join Date: Dec 2007
Posts: 142
# 16
11-30-2010, 04:32 AM
If shield damage reduction didn't come so much from BO powers and more from shield power levels themselves, SNB would also be weakened in prevelance and relevance. You can't subnuke shield power. And you'd "unnerf" the Escorts, too, since they can also get decent shield resistances when they need it.
Join Date: Dec 2007
Posts: 142
# 17
11-30-2010, 05:55 AM
I'd like to keep SNB similar to what it is now (until they change resist stacking)...but I wouldn't mind a slight nerf. I've thought about it maybe not clearing *every* buff...but a limit of 5 or so. I also wouldn't mind if they reduced the cooldown disruption afterward from 30 seconds to around 15 seconds (but still have it be cleared by sci team).
Join Date: Dec 2007
Posts: 142
# 18
11-30-2010, 05:56 AM
Without SNB it is extremely difficult to take down some cruisers, which tends to make Sci captains a requirement on all teams. But the long cooldown makes it erratic (at least in PUGs), which adds randomness to matches and not skill.

I'd rather see SNB do something like lower resistances, or only remove certain defensive buffs. But it should actually be available more often.
Join Date: Dec 2007
Posts: 142
# 19
11-30-2010, 06:43 AM
Quote:
Originally Posted by Naevius
Without SNB it is extremely difficult to take down some cruisers, which tends to make Sci captains a requirement on all teams. But the long cooldown makes it erratic (at least in PUGs), which adds randomness to matches and not skill.

I'd rather see SNB do something like lower resistances, or only remove certain defensive buffs. But it should actually be available more often.
Id go for that - Possibly with a "resist" to further SNBs if you counter it (assuming it retains its power CD increase)
Join Date: Dec 2007
Posts: 142
# 20
11-30-2010, 07:04 AM
The only reason SNB is so powerful is that resist buffs on ships are so high.. Reduce the bonuses from resistances from buffs and SNB will be by default not as important.

This would also increase the usefullness of tacs as well. I cannot see a downside to this
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