Lt. Commander
Join Date: Dec 2007
Posts: 120
Quite Simply it is making attack patterns from duration clickables to toggles, with certain previso's of course. The Intent is to allow escorts have a better lvl of sustained DPS or Support while Sacrificing the occasion high lvls of burst damage. Also another purpose is to make each pattern serve a unique purpose.

1. Reduce or increase all Attack patterns by 20-30% or put in counter debuffs. They might be too strong or weak as is however this is up to debate read on for the other changes before commenting.

2. Make Only one usable at a time this includes Alpha. As the burst mostly comes from double stacking patterns.

3. Make the cooldown only happen after the ability is either shutoff by stun, buff removal, or pattern change.

Alpha - Main purpose is outright DPS, and makes Tact captains more dangerous in the other ship types.

Beta - Support Pattern of Choose makes any target you got targeted get marked with the debuff and anyone attacking the target will refresh the debuff. Make only the strongest beta apply to target but allow multipy beta users to add a stack to target for a max of no more then 2-3.

Omega - The Jack of all Trades giving you decent maunverability, damage, and defence. However this one should recieve a decrease in it's defence and resist lvls so as not to impede Delta. Also the immunity should be changed to a hearty resistance instead of a immunity so you don't got gaurrenteed protection.

Delta - now the question is do people see this as a tank or defence power. If Tank make it allow the user to generate more aggro and in PvP/PvE provide a 5km radius damage reduction to all other ships in radius. If a defence make it cause the person effected to deal far less aggro and if the player uses it on another ship but themselves they get a small damage buff while it is active. It's resistance buff should probaly be increased slightly. Buff is removable by the same methods but only to the target efected by it, so if the player uses on another ship the other ship needs to have the counters used on it yet the player doesn't cooldown until it is removed or they use another pattern removing the buff on effected target.

This set up makes a large escort team more interesting as if each uses a specific pattern they can each fill a role and the stacking effects of all these elements playing at once can have a large impact.

Cryptic has mentioned their intent at looking at the current state of healing and this is a attempt to allow escorts to play their role in more of a permanent way and not by occasion and also to help prevent the burst damage from out balancing the defences if they change the healing. After all it was outrageous escort burst DPS that lead to the current over the top healing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-31-2011, 06:04 AM
I think a series of Defensive pattern abilities would be nice addition to the tactical ability list.

As to moving Tactical away from Burst damage and more towards sustained damage output by changing the Ap abilities.....
that would be great for a Tac/Cruiser setup but would remove the "click" of the Tac in an Escort which is not a sustained damage concept but a pairing design for striking and moving.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-31-2011, 06:15 AM
Quote:
Originally Posted by Roach View Post
I think a series of Defensive pattern abilities would be nice addition to the tactical ability list.

As to moving Tactical away from Burst damage and more towards sustained damage output by changing the Ap abilities.....
that would be great for a Tac/Cruiser setup but would remove the "click" of the Tac in an Escort which is not a sustained damage concept but a pairing design for striking and moving.
This of course sounds like a good idea as it doesn't matter how powerful your weapons are if your defenses are absolute crud...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-31-2011, 06:19 AM
Quote:
Originally Posted by LittleTerribleRomulan
This of course sounds like a good idea as it doesn't matter how powerful your weapons are if your defenses are absolute crud...
Yes, the glass cannon aproach to escorts is less than fun. To take away the ability to kill quickly and that "fun" is lowered still further.
I'm not for or against the OPs ideas, still thinking on it and how it could change gameplay.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-31-2011, 06:25 AM
Quote:
Originally Posted by Roach View Post
Yes, the glass cannon aproach to escorts is less than fun. To take away the ability to kill quickly and that "fun" is lowered still further.
I'm not for or against the OPs ideas, still thinking on it and how it could change gameplay.
Whatever the change, there will always be problems with people not liking the change. Perhaps make it more beneficial for tacs to take defensive powers...

Sort of like scale even more the natural immunity to damage when moving fast, so that people then people would be better off taking a defensive pattern...

Or to force the idea which I know people would hate is to go ahead and change the damage resisitance equations they currently use to improve the damage resistance only when using a consumable or defensive pattern...

Now of course we are going into areas that I hate because of my fuzzy math...lol.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-31-2011, 06:58 AM
Actually thats not a bad idea.
Make the Attackpatterns and DefensivePatterns take up the same ranks and BOff slots so a player must choose between them on a Tac toon build.

Attack patterns for a more direct quick damage build for a Tactical player.
Defensice patterns for a more sustained damage build for a Tac player.
Use of parts of both to get a balanced, middle-of-the-road build.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-31-2011, 07:04 AM
Quote:
Originally Posted by Roach View Post
Actually thats not a bad idea.
Make the Attackpatterns and DefensivePatterns take up the same ranks and BOff slots so a player must choose between them on a Tac toon build.

Attack patterns for a more direct quick damage build for a Tactical player.
Defensice patterns for a more sustained damage build for a Tac player.
Use of parts of both to get a balanced, middle-of-the-road build.
That's what I have tried to do on my tacs, but at the loss of all out power that some people have. I last a bit longer, have great burst damage, but I am not all-out powerful as some serious PVP people.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-31-2011, 08:15 AM
As for the moving of tacts from burst to sustained the difference isn't going to be that major as it's only going to remove the use of a additional pattern. You can still dump all your other tact powers for that one quick burst. The benefits of being able to have more sustained dps in my opinion out way the drawbacks, as it adds more tactical benefits especially for the other class types in escorts.

In the games current state if you fail to kill the target with your burst your at a sizable disadvantage at doing anything useful till you get it back. Being more sustained based gives the escort more prolonged usefulness.

As for escort suvivability that's been a problem for a while,but is compounded by the gross healing/resistance mechanics in place and cryptic has recognized this. When they change it if burst isn't Toned down your have a huge uprising to nerf escorts dps that was the original reason we got the overboard healing/resist mechanic in the first place.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-31-2011, 08:55 AM
As to stacking Attack Patterns, the only one I've noticed being stackable with the others has been ApA.
When I use ApB and ApO on a build together one always cause the other to go on short CD. Such has been the same with ApD and ApB/ApO.
So I'm not sure if I agree with ApA being non-stackable with other Ap's.

Can you be more detailed on how your ideas will take Tac from Burst to Sustained if aspects such as the class are not tweaked to follow suit?

Currently I can run (BOL3+ApA+ApO+GDF+TI+TS+FOMM) as a buffup keybind then ( ApB+CRF1+CRF3+THY+TT) as my continuos firing keybind during combat. The ApB will go on CD when the ApO is activated but comes back quick enough to still be useful and I alternate between the two from that point on with decent sustained damage and a rotating burst attack.

Counters to attack patterns would be Defensive Patterns.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
04-01-2011, 02:23 AM
If there is any new Attack / Defense Patterns, I think there should be like Team-Wide.

For example, Pattern Delta 2 (From DS9) Acts like Pattern Delta but for the entire group, but is less effective than Pattern Delta.

Pattern Theta, adds the teams defensive bonuses and adds speed movement buffs. But unlike regular Pattern Omega, it lacks an attack boost.


But in PvP, it shouldn't be stackable or chainable and have somekind of negative effect, though in a way it won't discourage use in a team environment.
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