Let me start off by saying that PvP is arguably more balanced than it's been in a long time (which still isn't saying much), but there are a couple powers that could use a bit of adjustment. This isn't a QQ/OP/Nerfbat thread - just some simple power change suggestions. Keep in mind that I play both factions and several different ships. My interest is in improving general balance to make the game more fun for everyone.
I won't name everything that I have issues with but these changes seem pretty obvious to me. In no particular order:
- Tactical Team is a great power but it lasts too long. I see no reason why TT should last ten seconds while ET and ST only last five. Currently, TT is too easy to chain, and reminds me of the old RSP stacking days.
- Eject Warp Plasma is another great power but the slow lingers too long after breaking away from the plasma cloud itself. I'm not completely sure how the coding and mechanics work for this, but it seems to me like Hazard Emitters only clears the first proc and is then useless afterward. I don't necessarily think hazard should clear subsequent procs, but said procs shouldn't last as long as they currently do after they've stopped stacking.
- The KHG shield proc

I'm surprised Fednoobs haven't QQ'd this one to death yet. The shield itself isn't really a problem, but 20% proc rate is far too frequent. Ten percent would be acceptable, but five percent would be better. 20% proc rate for any item is just ridiculous.
Quote:
Originally Posted by MustrumRidcully
Regarding the KHG effect - I am really not convinced that these "proc on hit" powers make much sense in the first place. We are just hit way too often in PvP for this to be notable different from a 100 % proc chance. If the proc is not just per cycle, but per shot per cycle, it's even less useful. The averge player ship comes with 7 weapons and the average PVP match is 5 vs 5 players...
I think the "once per x seconds" part is the important one.
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- The Brace for Impact doff needs some attention. Escorts have been out-healing cruisers lately just by stacking this doff. The simplest fix in my mind would be to limit players to only one of these doffs at a time so they can't stack three of them and get a reliable free shield heal.
- I'm not sure if this is just an icon issue, but the Tachyon doff is only supposed to debuff a target's turn rate for a few seconds, yet the debuff icon stays for about two minutes.
- Tachyon drones will always be somewhat annoying but they still need a bit of a tweak in that their shield drain is too strong. As far as I know, power insulators doesn't work against them (or apparently the Tet Glider either). Maybe instead of changing the drones themselves, it would be prudent to make power insulators more effective against them and other drain powers. On a side note, if power insulators were slightly buffed, then Energy Siphon could receive a buff as well without upsetting balance too much.
- Nadion Inversion was over-nerfed in my opinion. I understand that eng cruisers were doing too much damage with it, but it's a little too weak now compared to other captain powers. My preference for fixing it would be to slightly buff Nadion while slightly nerfing RSF (just by a couple percent) because a lot of the ridiculous damage engineers were putting out was due to being unkillable while still running full weapon power.
- FAW at 100% accuracy is obviously an issue, but I've also noticed that Beam Overload seems to constantly miss (for whatever reason). If I had to guess, I'd say overload only hits about half the time even when stacking accuracy. Heck, overload will even miss when the target is at a dead stop.
P.S. Can we go back to buying full stacks of batteries as default? It gets kind of tedious trying to buy multiple stacks. Who buys one battery at a time anyway?