It does need revamping, as do a lot of fleet actions. But perhaps none more so than the Crystalline Entity. And then Big Dig. And then Starbase 24. And then...
Look, I think I'd be happy if the shard regeneration thing was removed and little else. Increase the Entity's HP if you have to, I don't care; with the weapons we have now vs. what we had before, most players with even the most basic sense of coordination should be able to bring it down eventually even if it's rebalanced to become a crystal-shaped brick wall in space, so long as the bizarre "shards hit you so now the Entity regenerates" behaviour stops. I don't know whose idea that was but holy hell, what was the logic there?
If you keep the Entity regeneration in, at least take a lesson from the Red Alert encounters. Those Borg Regeneration Probes are relatively simple to deal with. No confusion over trigger states, no frustrated all-caps shouting in the zone chat. Or just give the damn thing its own passive regen, or increase its attack power relative to its remaining HP. There are probably a dozen better ways to structure that thing compared to how it was before. It is an absolute relic in its original state.
Dr. Del T. Saber, esq.
Remember The Mantra.
I agree it needs a revamp, not to be confused with a nerf. Challenge is good, make it an 'Ess-Tee-Eff' if needs be but keep it at the top end of player difficulty.
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Challenge is good. Unfortunately, some of those older fleet actions feel designed more towards frustrating the player rather than challenging the player, and the CE is possibly the worst offender.
...or maybe it's Big Dig. My jury is still out on that.
Whatever the case, I find myself most challenged - and therefore most fulfilled - by boss content that leans heavily on the strength of that boss itself, and not its bag of tricks and gimmicks. A good example is the optional bosses in Final Fantasy games. The best ones are generally the massive dudes who hit hard and take a while to kill, but aren't necessarily relying on arbitrary behavioural states or experimental mechanics to cheat the player out of a win. Those are the worst ones. Beating the former feels like an accomplishment; beating the latter feels empty, like all you did was avoid getting caught by the game's programming.
Dr. Del T. Saber, esq.
Remember The Mantra.
I agree with just bringing it back. The content is there and if you knew the details, you could do CE right now but I don't and if I did I probably shouldn't say. Simply activating the map in the private queue should be the easiest way of adding content ever though it was content that you removed. SB24 been void of the ground content for over 2 years (?) and yet that still remains.
I hope Cryptic is starting to see that there is a part of the community that wants content that is challenging and tough requiring not just pew-pew but tactics, co-ordination and strategy with a challenge to overcome. Appeal to the casual/easy gaming community is fine by me but we've had plenty of content 'nerfed' because people couldn't do a simple run/jump combination which I feel goes back to the earliest platform games created.
The only problem with the CE were the shards where if not dealt with would crash the game due to the shear number or the entity would disappear but that's if you let things get that bad I've already listed a video of how quick and easy it was for a community (large team call it what you will) got together and had fun.
No Win Scenario is the best example of this challenging content. Go in to a pug and they can throw as much dps as they like but they'll fail come wave 5 or 6 at best but those teams that can do more than pewpew can go on to even win. It took 3 months to beat it but the joy over finally beating that challenge was beyond words and now we run it routinely farming fleet marks or training others and have great fun in the process because as routine as NWS gets it's still a challenge at the moment. As new stuff comes out I hope NWS is kept balanced to keep it challenging (tougher waves or Borg/Undine maybe? ) or a new mission designed to test the challenge seeking community.
Those not seeking these challenging mission don't have to do them as someone previously stated. It's annoying people who aren't up to elite STFs for example still do them because they pay better than normal but making a private queue at least gives people to change to make a team that 'can' do elite STFs even if it means awarding a generic reward like fleet marks which can be got anywhere and not some exclusive loot that can only be got some that one challenging mission.
Quite frankly if the only way to make something challenging in STO is to give NPC unorthodox resists to 90% of all Sci abilites, without any meaningful healing objectives for eng/healers, just so that DPS has new content that doesn't complete whenever the cpt sneezes. I suggest you get some new people in the design team.
There was no reason to remove CE, it was a fun mission. It suffered from the same problem that all FA suffer. The only way to first place is an egoistic DPS race. even if i bring a healer or debuffer, i have to actively avoid helping tacs, so that they don't steal my credits. This problem should have been addressed 2 years ago. you didn't do it for any FA, or the new Fleet Missions including NWS. So no reason to single out CE. How about bringin DS 9 FA back while we're at it.
We are considering this request as we want to see the Crystalline Entity return. It will definitely happen, we are looking to see if it fits in the schedule before or after May.
Stahl, I have plenty of ideas on how to make CE better, yet still be hard.
First, Fragments should stay, to an extent. Small fragments and large fragments should go. The Fragments should brake off and attack the players. But they should be easily destructible, But It should also be designed where if they are hit by energyweapons They have a chance to throw damage back. So the whole team cant AOE, while requiring a Healer/tank.
Crystaline needs more skills. Let it Turtle Up at 30% HP. It senses the impending death, so it shifts its fragements to absorb damage. All Energy damage would be reduced by 40% at this point. While kinetic would be 40% more effective.
How will CE heal?
CE will launch uncharged crystals, They will fly off, and wander, after 30 seconds, they can return to Crystaline and provide a 100k Heal, CE will only launch 10 of these at a time. These charged crystals must be hit by kinetic damage to be destroyed.
Photonic Abilitys= PSW should deal 1000% Damage to CE
Tachyon Beam = Tachyon Beam should prevent CE from launching Uncharged crystals.
Charged Patrical Burst should reset the Uncharged Crystal Timer, and prevent CE from launching any for 20 seconds
Gravity well should deal 300% damage to fragments. But CE should be 100% immune to hold.
What Are CEs skills?
Crystaline Feedback: sends 30% of all damage done back to sender, But CE loses 50% resistance to kinetic, and 10% resistance to energyweapons. This skill is only used after CE is below 50%, 1m CD 15s Duration.
Crystal Syphon: CE can drain 200 shields/on every facing per sec, And will have its hull healed by that amount. This drain is affected by Insulators and antiproton resist. With 99 insulators and 30% Antirpoton resist, CE will not be healed by this affect. Futher stressing need of a Tank.
Light Refraction: At 90% to 30% CE will be using Light Refraction constantly. It increases dodge by 30%, but Does not apply to torpedos. This skill is dispelled for 30seconds by Scrable Sensors, Charged Partical Burst, and Tachyon Beam.
Shard Shooter CE Launches a high speed projectile shard at you, moving at impulse 170. This shard deals 90000 Kinetic damage on impact. 100% of it hits shields. Get that Extends up! CE only does this every 30 seconds, CE loses 50000 health on use.
Concentration Beam : CE concentrates all its beams. Into one massive Blast of power. It deals a devastating 125k Antiproton damage. CE takes 1 Minute to charge this blast, and is only usable after CE sustains 1million Energy Weapon damage. Subnuke cuts CEs charge in half, if CE has 1m damage, SNB makes it 500k. This cancles the weapon charge.
Now CE... will have 12 beams. Unlike originaly with 1. Each of these 12 beams will deal 1200-3400 damage.
CE has this INSANE damage complex because. It forces a team to have 1 player hold CE to avoid a mass whipe.
Ok... Hurray, You just got CE to 0% WOOOO A CUTSCEEN
WHAT! CE broke into 2 pieces! Both these CE pieces will have 6 beams each dealing 2000-4000 damage, And launching Shards, but they will have only 3mil HP each. When these are destroyed. The Split CE will brake into 2 more, Each with 3 beams dealing the same damage, and More shards! If CE is allowed 5 minutes in a split form, CE will reform into a larger form. So if u take more then 5 minutes to destroy 1 of the 2 Halves, CE will reform at 50% HP. When the 1/4th of CE is destroyed, It brakes into 20 Shards, Which must be destroyed withen 1minute or else the 1/4th Reforms.
Staratagy --> Speed.
If a CE instance runs for 30minutes, a Fleet warps in to assist. These fleet ships will only target shards, and help clean up shards. 30min 10 fleet escorts warp. 1 hour 5more warp if 4 hours passes 3 galaxy Dreadnoughts warp in.