Lt. Commander
Join Date: Dec 2007
Posts: 120
The feedback we were able to gather on the recent round of rebalancing and fixes being made to the Space Sets has proven to be an invaluable asset in continuing to examine the overall balance of the game's mechanics, and the types of rewards we offer to high end players. I really can't thank you all enough for offering your opinions and analysis of the changes that recently went to Tribble.

Coming up, we're going to be doing a similar review of the STF Ground Gear. In preparation for this, I wanted to let you all see some of the first round of changes that will be forthcoming.

As before, I am posting this only to inform you all of what's going on. Since these updated sets won't be available for public testing for a little bit, I'd remind you that if something looks out of whack, please try to reserve your judgement until you've seen the changes in action. Don't hesitate to let me know about it, obviously... but let's keep it civil and constructive.

And, just as the previous thread, I'd like to keep discussion of the art/costumes and drop rates out of this discussion as much as possible. Thanks!



MACO:
ARMOR
* Reduced Physical/Kinetic resists (from 100 to 38)
* Replaced "7.5% Plasma Resist" with "5% All Energy Resist"
* Replaced ".33 HP Regen" with "+45 Max HPs"
* Changed shield passive regen boost to fire every 1sec instead of every 4sec. Adjusted value per tick to 1/4 previous. This should work out to mostly be a cosmetic change.
* ADDED: Chance to trigger a group-wide Shield Heal whenever damage is taken. This effect can only be triggered once every several seconds.

SHIELD
* Regen bonus removed (had no impact on combat)
* Replaced "20% Plasma Resist" with "10% All Energy Resist"
* Added +25 Root and Knockback Resistance
* ADDED: Chance to trigger brief stun effect centered on you and your teammates, whenever you take damage. This effect can only be triggered once every several seconds.

WEAPON
* Primary Fire changed to a bolt/beam hybrid (awaiting FX update). Will now fire a single pulse instead of 3.
* Special Knockback Proc now has a scaling % chance to land, based on the mark of the weapon.

2-PIECE
* Slightly increased amount of Shield Heal
* Should also clear Borg Shield Neutralizer debuff
* Set Bonus now scales with mark
* Increased recharge timer to 45 sec

3-PIECE
* Unchanged.

OMEGA:
ARMOR
* Increased Energy Resistance (to 38)
* Replaced "7.5% Plasma Resist" with "5% All Energy Resist"
* Removed resistance boosts to Disruptor and Phaser damage (included in all energy resist)
* ADDED: Chance to trigger a group-wide Damage Boost whenever damage is taken. This buff can only be triggered once every several seconds.

SHIELD
* Added +25% Dodge Chance (extra chance to completely negate incoming damage)
* Added +25 Root and Knockback Resistance
* ADDED: Chance to trigger a group-wide Damage Boost whenever damage is taken. This buff can only be triggered once every several seconds. (redundant with armor boost - may change)

WEAPON
* Added a scaling proc to all 3 marks: Mk X, XI and XII have a 5%, 10% and 15% chance to proc a 2sec, 3sec and 4sec Immobilize effect, respectively.
* ADAPTATION issue is still under critical review. This weapon is far less desirable due to the Borgs' ability to adapt more quickly to it than either of the other set weapons. We are pursuing a long-term fix for this.

2-PIECE
* Bonus reworked:
- Removed "Ambush" bonus from leaving Stealth
- Defensive Bonus now scales with Mk (60, 80, 100)
- Stealth value now far less effective
- Increased recharge timer to 45 seconds

This set bonus was never intended to give an unbalanced edge in PvP and was intended to primarily be used as a defensive measure in PvE content. By reducing the effectiveness of the Stealth bonus, you can still use this ability to shed aggro and resist incoming damage, but not to sneak up on enemy players without chance of being discovered.

3-PIECE
* Unchanged.

KLINGON HONOR GUARD:
ARMOR
* Increased Energy Resistance (to 38)
* Replaced "7.5% Plasma Resist" with "5% All Energy Resist"
* Replaced "Adrenal Stimulator" with passive HP Regen (should be more reliable survivability)
* ADDED: Chance to trigger a group-wide HP Heal whenever damage is taken. This effect can only fire once every several seconds.

SHIELD
* Increased capacity significantly.
* Removed "20% Plasma Resist"
* Added +25 Root and Knockback Resistance
* ADDED: Chance to trigger a group-wide Retaliation buff whenever damage is taken. This buff will damage attackers when you or your team takes damage - the stronger the incoming attack, the larger the retaliation. The buff has two charges when applied, and can only be applied once every several seconds.

WEAPON
* Added a Kinetic/Physical and Knockback Buff to this weapon. (Does not display on tooltip at this time, but it makes your Rifle Butt more effective - it does have blades on it, after all.)

2-PIECE
* Increased magnitude of HP heal and changed to apply over 8 ticks for 4 seconds (.5sec apart)
* Increased recharge timer to 45 seconds

3-PIECE
* Unchanged.
As with the space sets, I'll be trying to get these up for FREE on Tribble for testing purposes, so keep an eye for Tribble patch notes in the coming days/weeks for when those become available. They'll only be up for a limited time, when that happens.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-10-2012, 07:09 PM
Looks like they're getting a power boost, on average. That's pretty cool.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-10-2012, 07:20 PM
I'd greatly value the 3-piece adaptation power getting some more love. One pretty easy fix to the whole thing, in my opinion, would be to simply imply the weapons remodulate per-shot...

...meaning that the Borg never adapt to these weapons, thus making them very viable against the Borg regardless of the number of shots fired, without the player needing the hassle of waiting for remodulation every 15 second and needing to use the remodulation device on top of having the whole set.

Though having the Borg not adapt to said weapons would be very powerful... generally if you've gotten your hand on the 120 discs needed to access such gear... I'd say you're damn well entitled to getting something very trippy for your troubles. This would be it.

That way, it saves up a LOT of trouble regarding trying to change weapon properties and FX... on top of being viscerally cool for the owners.

- - -

Alternatively, why not treat the antiproton Omega weapon like a melee weapon? Why not flip the whole melee nanopulse situation around and treat it as an unadaptable physical weapon that would pierce shields just like melee weapons, but at range? Like, it would fire actual ammunition just like the pre-order rifle without the overpowered teleportation nonsense.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-10-2012, 07:39 PM
Quote:
Originally Posted by BorticusCryptic

OMEGA:

WEAPON
* Added a scaling proc to all 3 marks: Mk X, XI and XII have a 5%, 10% and 15% chance to proc a 2sec, 3sec and 4sec Immobilize effect, respectively.
* ADAPTATION issue is still under critical review. This weapon is far less desirable due to the Borgs' ability to adapt more quickly to it than either of the other set weapons. We are pursuing a long-term fix for this.
Just a suggestion: You could keep the weapon the same, but shorten the cooldown on the remodulation on this set. If it was reduced from 15 sec down to 5-8 seconds, I think the weapon would be a viable choice. I don't recall what the cooldown on the secondary fire is off the top of my head, but you figure the borg will adapt as soon as you use it due to the multiple bolts that it fires.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-10-2012, 07:43 PM
1) I hate the huge nerf to the two-set bonus with the 50 percent increases of the cooldown. There is absolutely no point in doing that, given the ridiculous grind/luck it takes to get this equipment.
2) The three piece bonus should be updated to REDUCE the cooldown for remodulation.
3) I'm glad the Omega weapon is being looked at, because it's just useless right now on STFs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-10-2012, 07:54 PM
Quote:
Originally Posted by BorticusCryptic
WEAPON
* Primary Fire changed to a bolt/beam hybrid (awaiting FX update). Will now fire a single pulse instead of 3.
I'll edit later for more feedback, but I just had to say right away, THANK YOU for that change. That was really my only complaint with the whole STF ground sets (though I see it's not changed for Omega, but I can forgive for now )

Now onward to the rest of the changes

Final Edit:

Quote:
Originally Posted by BorticusCryptic
* Reduced Physical/Kinetic resists (from 100 to 38)
So I like the fact that we now have energy resist for all type, even with the slight plasma resistance loss. At least this helps for future (hopefully non Borg) STFs.

The above change is the only thing that I think was a bit much. Maybe it should be taken down a bit, but taking out nearly 2/3 of those resists was a bit much.

Other than that, I initially like the changes, and will test them on Tribble when released
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-10-2012, 07:57 PM
Quote:
Originally Posted by superherofan1701 View Post
1) I hate the huge nerf to the two-set bonus with the 50 percent increases of the cooldown. There is absolutely no point in doing that, given the ridiculous grind/luck it takes to get this equipment.
Considering that they're Extra Hypo/Shield Charge/Stealth Module on top of what you already have, they could stand to have a longer cooldown.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
01-10-2012, 08:04 PM
Reduced Physical/Kinetic resists (from 100 to 38)

Why? Considering how much work it takes to get this armor, should it not have some of the best kinetic resistance in the game? You can buy armor off the exchange that has 108 kinetic/physical resist yet you have to do 120 STF minimum for only 38 resist? This does not seem right.

* Replaced "7.5% Plasma Resist" with "5% All Energy Resist"

Again, this stuff is made for fighting the Borg. Considering it takes 40 STFs to get a set of Mk XI armor, I do not think a 5% energy resist with additional resistance to plasma would be unreasonable.

* Replaced ".33 HP Regen" with "+45 Max HPs"

Again, these numbers are not impressive to begin with . +45 is available off the exchange. If you are going to nerf the physical resistance then the Energy resistance should be impressive compared to what you can craft or buy for dilithium or energy credits, but at +45 it is just average purple gear.

I have the Mk XI MACO gear and, as it stands, I just do not think it is good enough for the amount of time it took me to get it. If you have to play 120 STF's for the XI gear (and God-knows how many for the XII set), it should be more than a costume unlock. The armor and shields should be, on their own, the best armor and shields in the game. They are not and nerfing physical resistance without an impressive increase in energy resistance just makes them even worse, in my opinion.

The only reason they are worth the time is because of the set bonuses, especially the integrated remodulator which is pretty much a necessity if you want to do elite ground.

I am not going to suggest how to balance the armor and the shields, but I will say given the amount of time involved, on their own, the shield and the armor should be significantly better than other purple gear.. Right now they are pretty much on par with the stuff you can buy off the exchange for energy credits and the proposed changes do not look like they are going to change much in those regard.

Another comment is that, given that these weapons are designed to fight the Borg and the Borg adapt per-shot, they should be some of the slowest firing, most powerful per-shot weapons in the game. Why would Omega Force design their weapons to be more easily adapted to (because of rapid fire) than what is commonly available on the market? I am assuming that the FX change will also make the Borg adapt more slowly, and if that is the case I thank you for listening to player feedback in that regard.

I certainly do not envy your job. You need to make these sets worth the time investment without making them so powerful that they significantly break the balance in other aspects of the game, plus probably sort through a bunch of off-topic replies expressing discontent about the drop rates and other aspects of the STFs.

Good luck and I hope that in a few months, these sets will justify the time investment.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
01-10-2012, 08:05 PM
Quote:
Originally Posted by atatassault View Post
Considering that they're Extra Hypo/Shield Charge/Stealth Module on top of what you already have, they could stand to have a longer cooldown.
If the bonuses aren't worth it, then there's no point in grinding for these sets.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
01-10-2012, 08:09 PM
Quote:
Originally Posted by superherofan1701 View Post
If the bonuses aren't worth it, then there's no point in grinding for these sets.
Not just the bonuses, but the individual pieces themselves. The armor and shields, without the bonuses, should be better or at least as good overall as anything that you can buy or craft with an additional anti-Borg bonus. Otherwise, there is really no point in playing STF's except to get the gear to play the elite STFs in order to get the accolades and the costume which deincentivizes all those players who might want the armor or the shields just to have the best.

The set bonuses should just be the icing.
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