Career Officer
Join Date: Jun 2012
Posts: 1,670
Quote:
Originally Posted by borticuscryptic View Post
The Subspace Rupture ability was designed around the notion of removing a target from an ongoing fight, to be dealt with at a later point in time. This is why we used a Perception debuff instead of a simple Hold or Placate - so that the afflicted target can't even heal their teammates while stuck in the hazard. They are completely removed from the conflict, unless they escape.

Instead, this ability was being used basically as a "Hold still while I destroy you, and you have no recourse" manuever. To make matters worse, using the console in this unintended manner was extremely effective - far more so than originally anticipated, or designed for. Since this usage didn't match the ability's original design, and exceeded our design intentions, it had to be modified to more closely resemble the console's original intent and bring its usage back in line.
Since the ability is going to be changed I'm reposting this here. First of all as someone who played WoW in ages past and still fondly remembers the times of "Sap the necromancer, shackle the skeleton, sheep the tank, take out the healer!" I love that idea. The problem is that it's not designed for that purpose. It reminds me far more of my rogue who chained cheap shot and kidney shot to keep enemies stunlocked while he beat the snot out of them. An ability that is supposed to take enemies out of the fight either has to break if you attack them (like Jam Sensors) or has to protect them from attack themselves. Considering that, this:

Quote:
Originally Posted by coldsnapped View Post
  • Updates have been made to the Subspace Integration Circuit console.
    • The damage dealt by the rupture's collapse has been increased by about 25%.
    • The flight speed reduction value has been decreased from -83.33% to -80.00%.
    • The flight speed reduction now takes all of a target's resistances into account when calculating the magnitude.
    • The "Disable" component has been replaced with a "Weapons Offline" mode, while within the subspace hazard.
...does not bring it closer to the original design objective, it just makes it worse at its current "I kill you while you're helpless"-function in exchange for more damage.
If you want it to take enemies out of the fight there's an easy way. Obviously the rupture does something to sensors, after all the ships in it are blind. Now just let that work both ways. They can't look out but get a massive stealth buff so that they can't be targeted while in it.

Edit: By the way: To make it useful like that in PvE missions would have to become a wee bit more challenging than a group of 3 frigates or one ship of any other type.
FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.

Last edited by assimilatedktar; 08-20-2013 at 03:01 PM.
Captain
Join Date: Jul 2012
Posts: 2,831
# 2
08-20-2013, 02:49 PM
I find myself generally agreeing with the above post. I don't find the damage boost that impressive (unless you can boost it somehow with captain/boff abilities).

I also think it should drain power a little bit. So when you come out of the rupture, you are slightly incapacitated.
Reality is WAR
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Lt. Commander
Join Date: May 2013
Posts: 127
# 3
08-20-2013, 04:01 PM
I don't understand cryptics backwards way of doing things.

If the idea was to take someone out of the fight for a while why not leave it as a disable, have it do damage at the end, but make them immune to damage for the duration?

Surely that would have been a simpler fix?
Empire Veteran
Join Date: Jun 2012
Posts: 8,812
# 4
08-21-2013, 12:24 PM
Quote:
Originally Posted by poeddude View Post
I don't understand cryptics backwards way of doing things.

If the idea was to take someone out of the fight for a while why not leave it as a disable, have it do damage at the end, but make them immune to damage for the duration?

Surely that would have been a simpler fix?
Just another example of their oversights. I still say it's because of PVPers complaining as it usually is the case. That's my opinion and it still stands.
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Career Officer
Join Date: Jun 2012
Posts: 671
# 5
08-22-2013, 06:10 PM
What they should of done was leave the console as it was, but add resistances.

Inertial Dampeners: Lowers Time Disabled
Subsystem Repair: Lowers time powers levels are shutdown.

This game gives too many allowances to people who cannot adapt.

To prevent stacking to perma stun people.

Only one can affect a person at a time, gives a 30 second resistance to the console working on you again.

Just as a note:

The console used in 1v1 PVP didn't feel that OP. Whenever I was hit with it, I just spammed RSP till it worked.
In 2v2 PVP, it was a little more useful... It's pretty much an insta death console for BoPs

That's just my two slips, however I've got points in my Subsystem Repair and Dampeners. I haven't checked if it actually adds resistance to the console.
I'll stop kicking that horse when the bugs fixed. Until then as a paying consumer, I will voice my opinion.

Last edited by gypsyblade; 08-22-2013 at 06:13 PM.
Captain
Join Date: May 2013
Posts: 1,033
# 6
08-24-2013, 12:32 PM
Another simple thing would have been to leave everything as it was but throw in a massive stealth buff that would render everyone in the rift invisible for the duration.
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