Lt. Commander
Join Date: Jun 2012
Posts: 190
# 21
04-10-2013, 04:30 PM
You guys are kidding, right? I see this as a big win for tanks/cruisers. They're able to slot 2xEPtS and 2xEPtW, right? So now they get a bonus damage boost for 66% of the time, not including the damage boost from the extra power.
Career Officer
Join Date: Jun 2012
Posts: 1,862
# 22
04-10-2013, 04:35 PM
Quote:
Originally Posted by zer0niusrex View Post
  • Instead of giving players a Choice of different profession Kits, they will instead be rewarded with an item that will automatically unpack into a level-appropriate, profession-specific Kit upon being received.
  • This prevents players from making an incorrect decision, and choosing a Kit which they cannot use.
That's too bad you have to dumb down the game like that. The first (and only) time I picked the wrong kit, it was just a learning curve moment for me. It forced me to pay attention and figure out exactly how kits/abilities worked (something prior to that, I didn't really understand). The lesson happened early enough in my career that it wasn't that big of a failure penalty (ie, having to keep the Tutorial Kit for a little longer didn't cause me to suffer too much, as all those early PvE missions are cakewalks), and I walked away with new experience/knowledge I wouldn't have had otherwise. I've never repeated the mistake.

Further, I *like* the option to pick a kit from another career, often because the matching career kit might be lame, but I could get a (better, usually Tac) kit and give it to an Alt/Fleetmate or to sell on the Exchange (and use those funds to buy something else). Again, a lesson in how to use the Auction House to get what one really wants.

Adding lots of highlighted text/warning info, and/or a pop-up confirmation window warning someone is picking an off-career/non-useable-by-this-character kit, would be wonderful. Spoon feeding me a reward sans lesson? I'd vote no.

Quote:
Originally Posted by zer0niusrex View Post
  • Emergency Power to Shields:
    • The Shield Damage Resistance and Shield Regeneration attributes of this power now last 20 seconds, down from 30 seconds.
As others have commented, I don't like the nerf to EPtS. You are making dedicated tanks weaker, while at the same time promoting DPSers (with the buff to EPtW, specifically, but the other EPtX buffs to a lesser degree, too). Please don't do this.

When XP earnings during a Double-XP Weekend still feel like I'm underperforming,
there's something terribly wrong with the reward system...

You can find/contact me in game as @PatricianVetinari. Original Join Date: Feb 2010.
Captain
Join Date: Jun 2012
Posts: 1,582
# 23
04-10-2013, 04:38 PM
I can't wait to see my new warp core.

Will you be adding others? For instance, the Defiant's class 7 short stack warp core.

Though it will be weird seeing a core other than the one in engineering on our ships.

So please put it on your notes for when you finally revamp ship interiors, that you'll need multiple warp core models for whatever is equipped on a player's vessel currently.

Quote:
Originally Posted by atatassault View Post
I like how EPt (A, E, W) were increased in utility, but I have mixed opinions on EPtS. One the one hand, it'll make 2x EPtS Escorts less tanky, but on the other, it'll also make Cruisers have a painful 10 seconds where EPtS 3 isn't granting it's Shield DR buff.
Yeah basically, but that damage buff on EPtW is going to make a difference.

My ship and shields are tough enough to endure the onslaught. But we will be taking more damage from here on out.
Quote:
Originally Posted by dmfreddie View Post
You forgot to mention you changed the startup loading screen from the star-fleet symbol to the LoR logo ^_^
I love it, it's beautiful.
Quote:
Originally Posted by adjudicatorhawk View Post
Emergency Power abilities still give the same Subsystem Power bonus they did before, as well as any new features included in the patch notes. The duration of the Subsystem Power bonus is now 20 seconds instead of 30 seconds, though - 0 second downtime on "Emergency" abilities really kept them from feeling like an emergency at all. The good news is that all of the Emergency Power abilities now feel useful and worth taking - I was having a hard time choosing between EPtS, EPtE, and EPtW in my cruiser while testing, and had I had any offensive Science abilities equipped, EPtA would have been very tempting as well.
Well I understand the logic. Has the cooldown changed is the next question?
Yes I support This

"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
Career Officer
Join Date: Jun 2012
Posts: 384
# 24
04-10-2013, 04:42 PM
Quote:
Originally Posted by adjudicatorhawk View Post
Emergency Power abilities still give the same Subsystem Power bonus they did before, as well as any new features included in the patch notes. The duration of the Subsystem Power bonus is now 20 seconds instead of 30 seconds, though - 0 second downtime on "Emergency" abilities really kept them from feeling like an emergency at all. The good news is that all of the Emergency Power abilities now feel useful and worth taking - I was having a hard time choosing between EPtS, EPtE, and EPtW in my cruiser while testing, and had I had any offensive Science abilities equipped, EPtA would have been very tempting as well.
Since "Emergency" powers shouldn't have 100% uptime (makes sense), can we have a "shield resistance only" power added, preferably in the Engineering ensign slots and up because, honestly, Engineering needs more options at that level (why are 4 out of the 5 available ensign-level engineering abilities on the same system?), so tanks can actually perform their role? This would help cruisers actually be reasonable tanks (since they could use both EPtS and this theoretical ability) while not really affected Escorts (as they'd have to choose between a 100% uptime resistance-only or a shield heal/partial uptime resistance power).

Quote:
Originally Posted by moronwmachinegun View Post
You guys are kidding, right? I see this as a big win for tanks/cruisers. They're able to slot 2xEPtS and 2xEPtW, right? So now they get a bonus damage boost for 66% of the time, not including the damage boost from the extra power.
They're also going from 100% uptime on shield resists to 66% uptime. A lot of extra damage can occur during that 33% downtime between uses, and since cruisers rarely have the option to turn and run when they're getting pummeled, that downtime could very easily become a death sentence.

The whole point of a tank is to be able to soak up damage constantly. With this change to EPtS, there are literally no 100% uptime resistance abilities left.

Last edited by jbmaverick; 04-10-2013 at 04:48 PM.
Captain
Join Date: Jul 2012
Posts: 777
# 25
04-10-2013, 04:43 PM
Quote:
Originally Posted by adjudicatorhawk View Post
Emergency Power abilities still give the same Subsystem Power bonus they did before, as well as any new features included in the patch notes. The duration of the Subsystem Power bonus is now 20 seconds instead of 30 seconds, though - 0 second downtime on "Emergency" abilities really kept them from feeling like an emergency at all. The good news is that all of the Emergency Power abilities now feel useful and worth taking - I was having a hard time choosing between EPtS, EPtE, and EPtW in my cruiser while testing, and had I had any offensive Science abilities equipped, EPtA would have been very tempting as well.
*sigh*

It doesn't really matter much in PvP as one can still time his emergency powers for the right moment. Also EPtW might now be interesting to boost BO3 alphastrikes from BoPs, I definitely have to test this when this patch goes live on holodeck.

However timing emergency powers doesn't really work in STFs. Gates, Tactical Cubes, Queen's Diamond and Donatra make nonstop ludicrous damage. 10 seconds without shield resistance will be enough to massmurder half the team, especially in PUGs.
Career Officer
Join Date: Jun 2012
Posts: 561
# 26
04-10-2013, 04:46 PM
Quote:
Originally Posted by dmfreddie View Post
You forgot to mention you changed the startup loading screen from the star-fleet symbol to the LoR logo ^_^
They did that in the last patch and mentioned it


It's not that bad of a nerf, I am lazy about keeping my two copies of EPtS up... and I still kick but in my Fleet Patrol escort. It will make us less invulnerable. As it is I watch cruisers pop over and over all day while I sit parked 7km away just shooting and not even moving.....

Perhaps they should buff/change rotate shield frequency to compensate so that the cruisers can use that as a crutch between EPtS downtime.
1hr of work @NYS Min Wage 7.25 = 725 Zen
725 x 102 (or current exchange rate) DL = 73950 DL <- can you earn that per hour in game?

Join Date: Sep 2009 - I want my changeling lava lamp!

Last edited by phantomeight; 04-10-2013 at 04:55 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 27
04-10-2013, 04:47 PM
Quote:
Originally Posted by jbmaverick View Post
But the problem is that "tank" builds such as many standard cruisers are now losing some of their actual capabilities, while damage builds that use EPtW are getting a buff. What's the point of even rolling a pure tank anymore, when it's becoming more and more impossible to be effective in the role?
Yes of course i'm aware of the consequences on (my) eng/cruiser, but I still think that it's ok since it's very achievable to always have a defensive power up anyway. I'm wondering about pvp consequences though. The EPTW buff is quite powerful. EPT engines III should give a short defense bonus boost too to compensate the loss of EPTS.
Empire Veteran
Join Date: Jun 2012
Posts: 7,486
# 28
04-10-2013, 04:51 PM
Quote:
Originally Posted by adjudicatorhawk View Post
Emergency Power abilities still give the same Subsystem Power bonus they did before, as well as any new features included in the patch notes. The duration of the Subsystem Power bonus is now 20 seconds instead of 30 seconds, though - 0 second downtime on "Emergency" abilities really kept them from feeling like an emergency at all. The good news is that all of the Emergency Power abilities now feel useful and worth taking - I was having a hard time choosing between EPtS, EPtE, and EPtW in my cruiser while testing, and had I had any offensive Science abilities equipped, EPtA would have been very tempting as well.
then change their name, not their effect! the game balance revolved around being able to keep EPtS on at all times, putting gaps in it is the biggest gift you could possibly give to escorts, now its even easier to kill the slow movers that can only tank, not out maneuver damage. you have no idea how horrible this change is. you

-nerfed everything, but especially slow moving ships like cruisers, by giveing them a 10 second kill me period thats a perfect match to escort tac buffs that last 10 seconds.

-MASSIVLY nerfed normal 'out healing' style tanking by putting huge holes in resistance.

-MASSIVLY buffed all the good escorts already using EPtE and speed tanking. speed tanking thanks to rep and elite shields was already better then normal 'out healing' style tanking, so you decided to buff speed tanking wile at the same time nerf regular 'out healing' style tanking. JUST WOW.

-MASSIVLY buffed the effectiveness of spike damage with that free kill me period of 10 seconds

- slightly buffed pressure damage, but not really. EPtW needs to have full up time if pressure damage is going to have an effect ever again, it needs constant enhancement, not peeky enhancement to be actually buffed. which it desperately needs, in pvp even the strongest pressure deals a net of 0 damage thanks to the defensive power creep since F2P


are you aware of what is currently over powered and underpowered in this game? things that are overpowered are escort speed tanking and spike damage. things that are underpowered is normal 'out healing' style tanking, and non spike damage.

good job! you just buffed what was already overpowered! you have widened the imbalance immeasurably! you have also made it that much harder for pugs to survive, and made pvp even less approachable!
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Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 29
04-10-2013, 04:53 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
then change their name, not their effect! the game balance revolved around being able to keep EPtS on at all times, putting gaps in it is the biggest gift you could possibly give to escorts, now its even easier to kill the slow movers that can only tank, not out maneuver damage. you have no idea how horrible this change is. you

-nerfed everything, but especially slow moving ships like cruisers, by giveing them a 10 second kill me period thats a perfect match to escort tac buffs that last 10 seconds.

-MASSIVLY nerfed normal 'out healing' style tanking by putting huge holes in resistance.

-MASSIVLY buffed all the good escorts already using EPtE and speed tanking. speed tanking thanks to rep and elite shields was already better then normal 'out healing' style tanking, so you decided to buff speed tanking wile at the same time nerf regular 'out healing' style tanking. JUST WOW.

-MASSIVLY buffed the effectiveness of spike damage with that free kill me period of 10 seconds

- slightly buffed pressure damage, but not really. EPtW needs to have full up time if pressure damage is going to have an effect ever again, it needs constant enhancement, not peeky enhancement to be actually buffed. which it desperately needs, in pvp even the strongest pressure deals a net of 0 damage thanks to the defensive power creep since F2P


are you aware of what is currently over powered and underpowered in this game? things that are overpowered are escort speed tanking and spike damage. things that are underpowered is normal 'out healing' style tanking, and non spike damage.

good job! you just buffed what was already overpowered! you have widened the imbalance immeasurably! you have also made it that much harder for pugs to survive, and made pvp even less approachable!
No more unkillable zombie cruisers seems fine.
Career Officer
Join Date: Jun 2012
Posts: 384
# 30
04-10-2013, 04:56 PM
Quote:
Originally Posted by diogene0 View Post
Yes of course i'm aware of the consequences on (my) eng/cruiser, but I still think that it's ok since it's very achievable to always have a defensive power up anyway. I'm wondering about pvp consequences though. The EPTW buff is quite powerful. EPT engines III should give a short defense bonus boost too to compensate the loss of EPTS.
I don't know if it's really possible for true 100% resistance uptime. With this change, you have a 10 second gap between resistances in EPtS. Ok, let's fill that in with TSS (which isn't really a great resistance ability, but we'll take what we can get). But very few cruisers have more than 2 science power slots, and for the most part, HE is very important to have in STFs where plasma fires and shield neutralizers can easily mean death. So let's just have 1 copy of TSS and 1 copy of HE and use other abilities to fill in the other 10 second gap. OK, engineers have RSF, but that can't be used every 60 seconds (which is how often that second 10-second gap is going to occur), so what else do we have? The only other thing that comes to mind off the top of my head is the Team Fortress console (which not everyone has access to since it's not a C-Store ship and not everyone is willing to spend money), but that's got an even longer cooldown than RSF. OK, what about RSP? Well, unless you've got rank 3, RSP won't cover an entire 10-second gap, and it's not really an ability you want on a general tanking rotation anyway (there's a reason it got such a huge cooldown a few Seasons back).

Last edited by jbmaverick; 04-10-2013 at 05:06 PM. Reason: Forgot RSP
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