Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Power Tweaks
03-18-2012, 08:01 PM
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 View Post
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.
- 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?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-18-2012, 08:09 PM
*ctrl+a*

/agree
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-18-2012, 08:26 PM
Quote:
Originally Posted by Iceroid View Post
*ctrl+a*

/agree
Seconded.

/10char
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-18-2012, 09:16 PM
All good suggestions.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-18-2012, 09:45 PM
its amazing how some players (thanks yak) know how to offer suggestions to improve our game.....

and some....well, they just can't.

have fun kill bad guys

horizon

edit: the accuracy differences between beam overload and faw is what really gets me. i mean...its a beam. it fires in a straight line. if your target is stopped dead in his tracks why should it ever miss?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-18-2012, 09:50 PM
when was Nadion Inversion nerfed? i noticed it now says something like energy drain resistance, but i couldn't tell if it was worse or better. allowing engineers to do to much damage? that is LAUGHABLE.

engineers and their ships specialize in buffing energy levels, the hard cap of course prevents that from translating into any sort of damage dealing advantage though. Nadion Inversion is just a short preview of what an engineer could do if their was no cap, an extra pool of energy to draw from to allow more shots to fire at a higher energy level.

thanks to that cap, the only useful engineering powers are self tanking heals, like tanking really accomplishes anything when the only goal in game is to kill and quickly. at least you can use eps transfer on allies.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-18-2012, 10:04 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
when was Nadion Inversion nerfed? i noticed it now says something like energy drain resistance, but i couldn't tell if it was worse or better. allowing engineers to do to much damage? that is LAUGHABLE.
The original Nadion Inversion was much better, especially for dps engineers. The old eng FAW cruisers could put out impressive damage and healing numbers. Some players can still do that even with the nadion change
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-18-2012, 10:13 PM
Quote:
Originally Posted by BobTheYak
The original Nadion Inversion was much better, especially for dps engineers. The old eng FAW cruisers could put out impressive damage and healing numbers. Some players can still do that even with the nadion change
heck, im an escort pilot..and in my HEALING engie cruiser i do more damage, keep more people alive, and have more kill shots than my tac scort ever had.

and i've got bieber to compete with.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-18-2012, 11:01 PM
Even though nadion got upsided with the nerf bat I still wuv it. <3
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-18-2012, 11:44 PM
Quote:
Originally Posted by BobTheYak
- 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.
This has never made any sense. Especially because the buff from ET/ST is negligible. But what happened to the plan to create a new shield distribution power?

Quote:
- 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.
HE clearing EWP only once is an old bug which returned. Don't ask how they always manage to bring back old bugs... no surprise Voldi survives all the time in some way. Last time it took them several months to fix it.

Quote:
- 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 25% proc rate is far too frequent. Ten percent would be acceptable, but five percent would be better. 25% proc rate for any item is just ridiculous.
I thought this already has been changed?
From the Release Notes March 8:
Klingon Honor Guard Shield:
  • Proc frequency reduced to max once per 10 seconds.
    This is up from max once per 5 seconds.
  • Proc % chance reduced from 25% to 20%.


Quote:
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?
Not only batteries but also commodities and anything else you can buy in stacks. I can't imagine what lead to the decision to change this.... except maybe to annoy us. :p
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