Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 The subnucleonic beam
03-08-2011, 12:47 PM
There is so many heals and shield regeneration abilities that have such a low cd.than subnucleonic beam.

I debuff them they ether use another heal ability at lower rank to stall till the bigger heal is off cd that is about
30-45sec to our 2 min.

my suggestion is ether lower the cd on it or make it were they cant apply another heal for a so ____ amount of time.

Does anyone agree with me on this?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-08-2011, 01:05 PM
Nope, it's fine as-is. Pretty much perfectly balanced. A shorter cooldown would mean it being fired off so often (especially considering the preponderance of Sci currently in PvP, particularly in the hardcore PvP fleet premades which run 3-4+ Sci) that you'd never be able to keep ANY sort of healing or tanking up.

And if it applied a "healing immunity" to the target afterwards? lol, then we'd be back to the Bad Old Days, where SNB = automatic win button. The reason SNB is how it now is, is because if you were hit with it, you were pretty much dead and there was nothing you could do (stack VM on top for extra lulz and guaranteed kill).

I don't think anybody has complained for a long time about SNB being either under or over powered, since that change. That would seem to indicate that Cryptic got it pretty much right.

Ain't broke, don't fix it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-08-2011, 01:07 PM
Nope because actually it is used against damage dealers to lower their damage buffs. Most people that heal usually has a couple powers that are note used at the same time so SNBing a healer will remove the heal they may apply they usually will have one in reserve. SNB is meant to nullify that target that is being healed when it reaches 10% or to mitigate the spike from say an alpha.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-08-2011, 01:12 PM
Wait, wait, wait, did I read that correctly? You want to decrease the cd on SNB?! Yea, thats a really bad idea chief.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-08-2011, 01:23 PM
The one thing about SNB I really would want changed is having it work only on Science Ships or Carriers. Because it's way too easy an ability to have in an Escort or BoP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-08-2011, 01:34 PM
Quote:
Originally Posted by Azurian View Post
The one thing about SNB I really would want changed is having it work only on Science Ships or Carriers. Because it's way too easy an ability to have in an Escort or BoP.

What?! SNB on a sci capt in an escort is key it allows a Sci capt to do "Damage" near the scale of a tac and also allow it to survive. Right now it is really easy to neuter a Tac escort because they have no way to counter sci skills that makes a tac escort even more fragile. If you put SNB on specific ships only then I say Alpha should be on escorts only and I can continue down the rabbit hole to point were no one will want to play.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-08-2011, 01:53 PM
Quote:
Originally Posted by Captain Data
What?! SNB on a sci capt in an escort is key it allows a Sci capt to do "Damage" near the scale of a tac and also allow it to survive. Right now it is really easy to neuter a Tac escort because they have no way to counter sci skills that makes a tac escort even more fragile. If you put SNB on specific ships only then I say Alpha should be on escorts only and I can continue down the rabbit hole to point were no one will want to play.
first off, sci should not be doing Anywhere near the damage of a tac. science gets snb, dampening field, sensor scan
and photonic fleet; all of which are extremely powerful, but only sensor scan directly affects the damage dealt by a sci.

Tac officers get Attack Pattern alpha, Go down fighting, fire on my Mark, and tactical initiative. all of these directly increase damage from a tac, except tactical initiative, which reduces the recharge of tactical abilities.

My point is, science is not designed for damage, they are designed for support and enemy debuffs. snb is a unique skill unlike any other because is the only power that can strip buffs in the game. it is a tribute to the heals spam that a science officer can do more damage than a tactical officer because of snb

for those that have suggested limiting abilities to specific ships, I have to scream NO. NEVER. this game was made fun because you can play the ship you want, no matter what your captain's career. The game would never survive limiting ship types to the officer that could play them. Besides, such a notion would get killed by the pve community, as they never have to really worry about snb, and enjoy using different ships.

basically, snb is perfectly balanced right now. please do not change it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-08-2011, 01:53 PM
If anything SNB needs to be nerfed. Azurian's idea is weird as usual though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-08-2011, 02:02 PM
The hybridization of captain and ship classes is what helps add spice to the game.

Quote:
Originally Posted by hurleybird View Post
If anything SNB needs to be nerfed. Azurian's idea is weird as usual though.
LMAO.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-08-2011, 02:29 PM
Quote:
Originally Posted by OVERLOURD
first off, sci should not be doing Anywhere near the damage of a tac. science gets snb, dampening field, sensor scan
and photonic fleet; all of which are extremely powerful, but only sensor scan directly affects the damage dealt by a sci.

Tac officers get Attack Pattern alpha, Go down fighting, fire on my Mark, and tactical initiative. all of these directly increase damage from a tac, except tactical initiative, which reduces the recharge of tactical abilities.

My point is, science is not designed for damage, they are designed for support and enemy debuffs. snb is a unique skill unlike any other because is the only power that can strip buffs in the game. it is a tribute to the heals spam that a science officer can do more damage than a tactical officer because of snb

for those that have suggested limiting abilities to specific ships, I have to scream NO. NEVER. this game was made fun because you can play the ship you want, no matter what your captain's career. The game would never survive limiting ship types to the officer that could play them. Besides, such a notion would get killed by the pve community, as they never have to really worry about snb, and enjoy using different ships.

basically, snb is perfectly balanced right now. please do not change it.
Sci cannot do more damage but they can make their damage count, I have a sci I am leveling strictly in an escort while I do not do the spike damage a tac escort can but I can kill things as fast because I can kill the heals and resists an enemy is trying to stack to stave off certain death. So you are right scis shouldn't and can't do more damage but they can make their damage count more.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 02:28 AM.