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Lt. Commander
Join Date: Dec 2007
Posts: 120
Did some testing with Gravity Well 3
-0.53 repel

3 points into inertial dampeners on the target

Target sitting still, no pull towards the Gravity well
Target moving, no effect on flight speed.

So, kinda useless as a control power for PvP now. Yay cryptic, nerfing science somemore
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-20-2012, 02:35 AM
Gravity well seems to bounce between completely OP and completely useless far too often.

That being said, at this point the only control that isn't worthless are the ones that the resistance skills are broken for. Whomever came up with that 75% resistance crap seriously needs to find a job in a different industry.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-20-2012, 03:59 AM
Better yet, get rid of all the control powers. They don't fit the setting of Trek.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4 It's a tough balancing act
03-20-2012, 07:01 AM
Quote:
Originally Posted by dribyelruh View Post
Gravity well seems to bounce between completely OP and completely useless far too often.

That being said, at this point the only control that isn't worthless are the ones that the resistance skills are broken for. Whomever came up with that 75% resistance crap seriously needs to find a job in a different industry.
Yeah, I sorta agree. Remember back when I supercharged gravity well could suck a full 5 man team inside it along with pets and everything.

I still have nightmares of lore or SVK doing that and then having a bop drop warp plasma on the whole mess as they opened up.

I'm sure the jedi's over in that other MMO could feel a great many souls crying out in fear and anguish ...only to be quickly silenced....

But yeah I agree, Gravity well got hit a little too hard with the Nerf bat. I don't envy cryptic when dealing with it. If you buff it too much you run into trouble as the doff that causes an extra Gravity well could create havoc. But right now, it's hard to justify using it over Tyken 3 imho.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-20-2012, 08:53 AM
I created a thread a long time ago how Gravity Well doesn't work for PvP anymore. It doesn't even have enough pull to pull in power siphon drones!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-20-2012, 10:06 AM
Quote:
Originally Posted by Sundiata
Yeah, I sorta agree. Remember back when I supercharged gravity well could suck a full 5 man team inside it along with pets and everything.

I still have nightmares of lore or SVK doing that and then having a bop drop warp plasma on the whole mess as they opened up.

I'm sure the jedi's over in that other MMO could feel a great many souls crying out in fear and anguish ...only to be quickly silenced....

But yeah I agree, Gravity well got hit a little too hard with the Nerf bat. I don't envy cryptic when dealing with it. If you buff it too much you run into trouble as the doff that causes an extra Gravity well could create havoc. But right now, it's hard to justify using it over Tyken 3 imho.

Tyken's III is even more of a joke. -14 power per sec, after taking into consideration power insulators, my power stabilized around a -13 to - 20 drain drain or something. Target Subsystem 1 at -35 gets reduced to -8 with 6 insulators.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-20-2012, 11:04 AM
Warning: Personal opinion incoming. :p

The problem is the same we have with healing/dmg. The difference between maximum and minimum is too high. Either you take barely any dmg at all or you are death in 3 seconds. You are unable to kill a cruiser unbuffed but fully buffed you kill the same cruiser in one pass. There is barely any middle ground. Don't get me wrong buffs should be important, healing should be possible and yes a good escort should be able to kill a cruiser.


Now to the topic and a possible solution at least for sci skills. What I want to see is a fixed minimum and maximum for a skill. Let's take Tachyon Beam I as an example (all numbers are made up and not real in any way).

Let's say at minimum it does 1000 damage and at maximum 5000 dmg. Now no matter how many skill points you spent, how many consoles or additional skills you use, it will never do more than 5000 dmg. You will just have a higher chance to do the maximum damage. On the other hand it doesn't matter how high the resistance of your target is or how many skill points it spent you will always do at least 1000 dmg. No more jumping between totally worthless and extremely OP. Future additions like higher consoles will only increase/decrease the chance to do the max dmg but won't increase it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-20-2012, 10:21 PM
Gravity Well and Tykens Rift are both very underpowered now to the point of uselessness. It has been reported many times. I made at least 2 posts regarding it myself months ago, and I have seen others as well. Once again, nothing happened.

One wonders why it is that when "fixing" things, the devs have to go from one extreme to the other.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-27-2012, 05:32 AM
Quote:
Originally Posted by Stromgold View Post
One wonders why it is that when "fixing" things, the devs have to go from one extreme to the other.
It would be nice to know if the changes were intentional or just a consequence of things getting broken in the new skill tree.

That being said, GW shouldn't be made quite as effective as it was before because of the doff, but it needs to be stronger than useless.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-27-2012, 05:37 AM
I wonder if it wouldn't help if they'd significantly increased the area of effect of these powers? Then even if it doesn't suck you into its center entirely, it will take some time to get out of it and you're affected for longer.
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