i dont mind the cool downs as much as i care about my class being nerfed because there is a broken mechanic that cryptic wont fix and thought it easier to just keep nerfing other skills instead of fixing the ONE thats broken?!?!?!
gravity well with a powerful enough pull holds someone in place, making it easy to drop tric mines on them, easy to nullify any pets they might launch, easy to aoe multiple people stuck in a the grav well wit CSV and TS, makes multiply players stuck in it getting hit with isometic a 1 shot for multiple people at once, and it lowers someone's evasion score down to nothing, and everyone on your team can easily have 100% up time on the imoble players with every single type of weapon there is.
note how the actual DOT of the grav well effects non of this, its not relevant when you can shut someone down with it and give your team mates and opening. its hard to get it ho hold that well though, you need lots of specing int grav gen and full aux. it needs to hold more like it used too.
While you so eloquently list the effects of a hold ability, and how the "multiple target hold" of GW expands on it, you still aren't explaining why you're so adamant to giving non-tacticals/escorts, or at the very least Science ships, not even an extra smidgen of DPS.
As it is, I vaguely remember reading that the entire reason GW doesn't have the "lock down hold" of a tractor beam like it used to is because the combination of damage & massive hold was OP, when hit with tactical buffs. Both are now removed (nerfed).
We would rather have the "meeker hold, more damage" version of GW than the "tight hold, no damage" version you just advocated. If you think about it, the "lighter hulled but more mobile escorts" tend to stretch to the farther end of the GW (therefore taking less numeric damage, but losing, say, 50% of their hull) while nearly immobile cruisers take more numeric damage and lose, say, 50% of their hull, is a better overall damage system than science ships needing 1-3 other people to "take advantage" of their powers.
Well, with the upgrade announcement leaving NX and Connie fans in the dust again, can we restart / revisit the T5 Connie and NX threads - since they will no longer be "truly" endgame ships... (after we get the T5 versions, it'll be time to see them added to the T5U upgrade charts too...
So we all know that Sci powers have gotten nerf'd so many times in so many ways.
Most recently, Photonic shockwave. Someone was talking about tens of thousands of damage being done by a min/maxed build in Photonic Shockwave III, with a Tactical Captain at the helm of a ship with a Cmdr Sci boff slot.
So, TPTB, have nerf'd sci skills into being completely useless, for Sci class Captains.
I think we're not getting to the root of the problem. Tactical Captain buffs.
Attack Pattern Alpha, Tactical Fleet and especially, Going Down Fighting, which deals more damage the lower the hull, and if you shield tank, and keep your hull below 50, this is a massive percentage boost
They buff *ALL* damage done by your ship and your powers. Including Sci powers. So all those over powered Sci ships, were probably flown by Tactical captains. I know I've done it.
I've flown an Atrox as a Tactical Captain, I used Feedback Pulse III in PvP. With buffs active, and my skill and consoles in particle generators, Aux power to max, My FBP III was sending back 2.2 damage to the attacker. And 50% of that, bypassed shields. So, 1.1 of the attackers damage, is going straight to their hull. Even if it was an escort, with RSP I active, they would be dead in a matter of moments.
Forgive the quality of this video, it was a quick test I did to show my Fleet what I had done.
I've since learned new settings to improve rendering and fix the temporary blackout that happens.
People keep saying that Tactical is better than the other three classes. This is why.
Tactical Captain buffs, should only buff damage done by WEAPONS.
What does a tactical officer know about improving the damage done by particles and other crazy science magic like Gravity Well? It's not canon. It's not game balance. This is what should be fixed.
If tac buffs, buff only weapons and not Damage Dealing Sci powers, then sci powers could be rebuffed and be more effective for Engineers, or Sci captains in Science ships.
And Tactical captains in science ships wouldn't be so OP.
"I'm Commander Shepard, and I approve of this post."
As much as I hate to say it and hate things being nerfed...if it meant science abilities would get a little bit of the umph back...I wouldn't really complain to much if tac powers didn't buff science or engineering offensive powers.