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Further upcoming EPtX tweaks

adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
Hi all,

Sorry for the prolonged silence on the EPtX front, but until we had made a final decision on what we were going to do with these powers, I didn't want to risk miscommunication on the issue. We are planning to revert the cooldowns of these abilities back to their Holodeck recharge times, while maintaining the QoL upgrades to Weapons, Auxiliary, and Engines which are currently on Tribble. The duration of all Emergency Power buffs will be 30 seconds across the board.

While we do want to create situations in which players choose between survivability and damage and make conscious choices about what powers they use when, we've decided it's more important right now to make all Emergency Power choices viable than it is to disrupt the metagame that's evolved around builds with ensign-level Engineering powers. My hope is that now, every time you get an Engineering Bridge Officer with an Emergency Power ability of any sort, you will feel like you could conceivably benefit from slotting that officer without retraining them. We may make further adjustments to these powers in the future as part of our ongoing quest to keep the game fun for all players, but for now, this is what we're planning on doing.

-AdjudicatorHawk
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Post edited by adjudicatorhawk on
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Comments

  • gralerongraleron Member Posts: 221 Arc User
    edited May 2013
    Thank you very, very much for listening to and understanding our feedback.
    Vice Admiral Elaron, USS Hard Light
  • icegavelicegavel Member Posts: 991 Arc User
    edited May 2013
    Many thanks for listening to our feedback. Any chance Team powers will be getting a similar quality-of-life bonus (since Tactical Team is way more powerful than Engineering/Science Teams and lasts longer)?
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited May 2013
    *falls over*

    THANK YOU
  • khayuungkhayuung Member Posts: 1,876 Arc User
    edited May 2013
    Yeeeeeeaaaaaaahhhhh...

    Now my dreadnought is getting better!


    "Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.

    Support the "Armored Unicorn" vehicle initiative today!

    Thanks for Harajuku. Now let's get a real "Magical Girl" costume!
  • gpgtxgpgtx Member Posts: 1,579 Arc User
    edited May 2013
    thanks!

    as i really was interested at trying different combinations of the powers when the changes to them was first made
    victoriasig_zps23c45368.jpg
  • momawmomaw Member Posts: 0 Arc User
    edited May 2013
    The intense drama could have been avoided if there was interactive discussion about what you were trying to accomplish and the ideal way of getting there. Players want the game to be better too. :)
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited May 2013
    And Ten Thousand nerds simultaneously breathe a sigh of relief!


    Thanks for listening to our feedback adjucatorhawk.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited May 2013
    this is the best news on this subject we could hope for.

    with this decisions you succeeded in making all the other EPt skills extreamly nice too, instead of just an ok option to fill up low level eng station slots you might have an excess of. im a long time user of 2 different EPt types, possible on any ship thanks to damage control doffs or tech doffs, and this change makes the other 3 EPt skills significantly better.

    everyone will still use EPtS, because shield res is literally everything, and will be as long as shooting each other is a thing in game. but i think more will adjust their build, and use damage control or tech doffs, to include a second EPt skill into their builds.

    1 thing thisl will change for me on a few builds is drooping EPtS down to EPtS1, and moving the other EPt skill up to a higher level then my EPtS. consider that a success in making the other 3 types desirable



    oh boy, maybe theres some hope for DPS cruisers after all...
  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited May 2013
    Nice, thanks for listening to us :D
    Fed: Eng Lib Borg (Five) Tac Andorian (Shen) Sci Alien/Klingon (Maelrock) KDF:Tac Romulan KDF (Sasha) Tac Klingon (K'dopis)
    Founder, member and former leader to Pride Of The Federation Fleet.
    What I feel after I hear about every decision made since Andre "Mobile Games Generalisimo" Emerson arrived...
    3oz8xC9gn8Fh4DK9Q4.gif





  • darkkindness2darkkindness2 Member Posts: 257 Arc User
    edited May 2013
    This is fantastic news for everyone, but Cruiser Captains will especially rejoice over their newfound choices and functionality. Thank you, adjudicatorhawk, for listening to the debate on the issue, understanding where we were coming from, and implementing a solution that's good for everyone!
    __________________________________________________
    Joined January 2010.

    In regard to hating Star Trek 2009:
    kain9prime wrote: »
    IDIC fail.
  • toivatoiva Member Posts: 3,276 Arc User
    edited May 2013
    Gratitude, now I welcome Legacy of Romulus. :D

    EDIT for stressing this: Thanks for listening to our feedback. Very much appreciated. ;)
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • cha0s1428cha0s1428 Member Posts: 416 Arc User
    edited May 2013
    Thank you 1000 times over, thank you.

    Honestly though, a decent discussion from you guys would have been welcome. Most of us understand it needs to be fixed, and are willing to discuss changes. Just please be forthcoming with your intent and we can provide feedback.

    Thank you again for listening to us.
  • gpgtxgpgtx Member Posts: 1,579 Arc User
    edited May 2013



    oh boy, maybe theres some hope for DPS cruisers after all...


    sort of what i was thinking dropping EPtS down to 1 and having EPtW3 on my gal-x

    hmmm even contemplating about trying EPtE on my defiant instead of EPtS just to see how it works
    victoriasig_zps23c45368.jpg
  • tsurutafan01tsurutafan01 Member Posts: 0 Arc User
    edited May 2013
    Hi all,

    Sorry for the prolonged silence on the EPtX front, but until we had made a final decision on what we were going to do with these powers, I didn't want to risk miscommunication on the issue. We are planning to revert the cooldowns of these abilities back to their Holodeck recharge times, while maintaining the QoL upgrades to Weapons, Auxiliary, and Engines which are currently on Tribble. The duration of all Emergency Power buffs will be 30 seconds across the board.

    While we do want to create situations in which players choose between survivability and damage and make conscious choices about what powers they use when, we've decided it's more important right now to make all Emergency Power choices viable than it is to disrupt the metagame that's evolved around builds with ensign-level Engineering powers. My hope is that now, every time you get an Engineering Bridge Officer with an Emergency Power ability of any sort, you will feel like you could conceivably benefit from slotting that officer without retraining them. We may make further adjustments to these powers in the future as part of our ongoing quest to keep the game fun for all players, but for now, this is what we're planning on doing.

    -AdjudicatorHawk

    Thanks for taking the time to keep us in the loop. And I do think the heart was in the right place with the changes being undone, even if they didn't quite work out in practice.

    Personally I'm interested in seeing how the changes for Engines and Weapons will work out for slow ships that traditionally have gone shields shields shields. That may still prove to be the best use, but I have a feeling there's more room for a little creativity now. Or at least that's the hope.

    Keep up the good work.


    "We are smart." - Grebnedlog

    Member of Alliance Central Command/boq botlhra'ghom
  • clintsatclintsat Member Posts: 0 Arc User
    edited May 2013
    Thank you!!!
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited May 2013
    gpgtx wrote: »
    sort of what i was thinking dropping EPtS down to 1 and having EPtW3 on my gal-x

    hmmm even contemplating about trying EPtE on my defiant instead of EPtS just to see how it works

    even a defiant can run 2 different EPt skills with basically full up time, with just minor chance of failure thanks to damage control doffs. if you can fly it well, an escort with the tribble version of EPtS will be amazing. something like the galaxy X, and all the other cruisers could run a tech doff build too, which is even better.
  • messahlamessahla Member Posts: 1,160 Arc User
    edited May 2013
    Thank you for listening to us about this subject and reversing the nerf :)
  • acejimacejim Member Posts: 22 Arc User
    edited May 2013
    Thank you very much...thank you for listening. Now we can go back to looking forward to the Legacy of Romulus.
  • chilleechillee Member Posts: 176 Arc User
    edited May 2013
    Thank the Lords of Kobol... oops, wrong sci-fi setting.

    Hey, I would shake the devil's hand too... common sense prevailed! The system (Tribble) works!

    I applaud the fact that cruisers were not crippled AND that more options are now present with the QoL changes made to other EPtX powers. The greater options for these enhanced powers make cruisers a bit more valuable to play.

    It is a first step in your therapy... but I am confident that we can eventually cure the Developers of their mysterious afficltion that causes them to favor Escorts! :P

    I am a Lifetime member since beta, maybe the Legacy pack for LoR is worth buying after all...
    [SIGPIC][/SIGPIC]
  • naeviusnaevius Member Posts: 0 Arc User
    edited May 2013
    Awesome.

    /10chars
    _________________________________________________
    [Kluless][Kold][Steel Heels][Snagtooth]
    [Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk]
    [D'Mented][D'Licious]
    Joined October 2009. READ BEFORE POSTING
  • studleydoostudleydoo Member Posts: 105 Arc User
    edited May 2013
    Wow....thank you very much. We were getting really worried and we appreciate your response to the fans. Also consider these changes to Emergency powers a success as it has made all the other powers as viable as EPtoShields without nerfing any existing builds (esp for cruisers. Now, hope is restored for Tactical cruisers. :):):)
  • gpgtxgpgtx Member Posts: 1,579 Arc User
    edited May 2013
    even a defiant can run 2 different EPt skills with basically full up time, with just minor chance of failure thanks to damage control doffs. if you can fly it well, an escort with the tribble version of EPtS will be amazing. something like the galaxy X, and all the other cruisers could run a tech doff build too, which is even better.


    my doff roster is pretty lack luster i really need to correct that
    victoriasig_zps23c45368.jpg
  • bareelbareel Member Posts: 3 Arc User
    edited May 2013
    Hi all,

    Sorry for the prolonged silence on the EPtX front, but until we had made a final decision on what we were going to do with these powers, I didn't want to risk miscommunication on the issue. We are planning to revert the cooldowns of these abilities back to their Holodeck recharge times, while maintaining the QoL upgrades to Weapons, Auxiliary, and Engines which are currently on Tribble. The duration of all Emergency Power buffs will be 30 seconds across the board.

    While we do want to create situations in which players choose between survivability and damage and make conscious choices about what powers they use when, we've decided it's more important right now to make all Emergency Power choices viable than it is to disrupt the metagame that's evolved around builds with ensign-level Engineering powers. My hope is that now, every time you get an Engineering Bridge Officer with an Emergency Power ability of any sort, you will feel like you could conceivably benefit from slotting that officer without retraining them. We may make further adjustments to these powers in the future as part of our ongoing quest to keep the game fun for all players, but for now, this is what we're planning on doing.

    -AdjudicatorHawk

    Thank you.
  • sparhawksparhawk Member Posts: 796 Arc User
    edited May 2013
    Hi all,

    Sorry for the prolonged silence on the EPtX front, but until we had made a final decision on what we were going to do with these powers, I didn't want to risk miscommunication on the issue. We are planning to revert the cooldowns of these abilities back to their Holodeck recharge times, while maintaining the QoL upgrades to Weapons, Auxiliary, and Engines which are currently on Tribble. The duration of all Emergency Power buffs will be 30 seconds across the board.

    While we do want to create situations in which players choose between survivability and damage and make conscious choices about what powers they use when, we've decided it's more important right now to make all Emergency Power choices viable than it is to disrupt the metagame that's evolved around builds with ensign-level Engineering powers. My hope is that now, every time you get an Engineering Bridge Officer with an Emergency Power ability of any sort, you will feel like you could conceivably benefit from slotting that officer without retraining them. We may make further adjustments to these powers in the future as part of our ongoing quest to keep the game fun for all players, but for now, this is what we're planning on doing.

    -AdjudicatorHawk

    Thank you very much for listening to feedback and changing this. You just made many players very happy.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited May 2013
    Hi all,

    Sorry for the prolonged silence on the EPtX front, but until we had made a final decision on what we were going to do with these powers, I didn't want to risk miscommunication on the issue. We are planning to revert the cooldowns of these abilities back to their Holodeck recharge times, while maintaining the QoL upgrades to Weapons, Auxiliary, and Engines which are currently on Tribble. The duration of all Emergency Power buffs will be 30 seconds across the board.

    While we do want to create situations in which players choose between survivability and damage and make conscious choices about what powers they use when, we've decided it's more important right now to make all Emergency Power choices viable than it is to disrupt the metagame that's evolved around builds with ensign-level Engineering powers. My hope is that now, every time you get an Engineering Bridge Officer with an Emergency Power ability of any sort, you will feel like you could conceivably benefit from slotting that officer without retraining them. We may make further adjustments to these powers in the future as part of our ongoing quest to keep the game fun for all players, but for now, this is what we're planning on doing.

    -AdjudicatorHawk

    Sokath, his eyes uncovered!

    Seriously though, as much as I hated being in the dark I do appreciate your intent for doing so. Hopefully this is the first step towards taking a good deal of the clunkiness out of lower tier Engineering power arrangements.
  • amosov78amosov78 Member Posts: 1,495 Arc User
    edited May 2013
    Hi all,

    Sorry for the prolonged silence on the EPtX front, but until we had made a final decision on what we were going to do with these powers, I didn't want to risk miscommunication on the issue. We are planning to revert the cooldowns of these abilities back to their Holodeck recharge times, while maintaining the QoL upgrades to Weapons, Auxiliary, and Engines which are currently on Tribble. The duration of all Emergency Power buffs will be 30 seconds across the board.

    While we do want to create situations in which players choose between survivability and damage and make conscious choices about what powers they use when, we've decided it's more important right now to make all Emergency Power choices viable than it is to disrupt the metagame that's evolved around builds with ensign-level Engineering powers. My hope is that now, every time you get an Engineering Bridge Officer with an Emergency Power ability of any sort, you will feel like you could conceivably benefit from slotting that officer without retraining them. We may make further adjustments to these powers in the future as part of our ongoing quest to keep the game fun for all players, but for now, this is what we're planning on doing.

    -AdjudicatorHawk

    Could we finally, after all these years, just get new Ensign-Lieutenant Commander abilities added for all classes, but especially for ensign tactical and engineering.
    U.S.S. Endeavour NCC-71895 - Nebula-class
    Commanding Officer: Captain Pyotr Ramonovich Amosov
    Dedication Plaque: "Nil Intentatum Reliquit"
  • sonulinu2sonulinu2 Member Posts: 0 Arc User
    edited May 2013
    Thank you very much. I must admit I'm a little surprised, but pleasantly so. Cryptic, you just went up a couple of notches in my mind's eye.
  • autumnturningautumnturning Member Posts: 743 Arc User
    edited May 2013
    Sorry for the prolonged silence on the EPtX front, but until we had made a final decision on what we were going to do with these powers, I didn't want to risk miscommunication on the issue.

    Now *THAT* sounds like the Arbiter Hawk I remember so fondly from my City of Heroes days (and Player Summits). Playing it straight and explaining what he can (and this is the really important thing) *WHEN* he can. In this case, the reasoning and rationale for the "silence" makes perfect sense ... a final decision needed to be made, and until that happened, speaking out publicly ran serious risk of being misconstrued.

    What I hope everyone takes away from this sequence of events is that the Devs *ARE LISTENING* to what we have to say here on the forums ... but a lot of the time they aren't "at liberty" to discuss what's going on internally until Final Decisions have been made (either to cause changes or revert them). The decision process cycle on the Dev Teams however tend to be really out of sync with the discussion cycles here on the forums, by which I mean that things the community can get worked up over "in no time at all" actually takes a fair bit longer for teams of developers to address through their processes and workflows (all while still adhering to the almighty Schedule). This typically means that the community chews through issues FASTER than the Devs can respond ... and this EPtX situation is a prime example of that.

    In fact, having talked with Adjudicatorhawk in person and gotten a sense of how things operated at Paragon Studios when he was working on City of Heroes (and knowing that things won't be all that much different at Cryptic), I'd say that having this entire EPtX set of changes put on Tribble, the community rebelling in response, and then getting a partial reversion of adverse changes in the plan all in a space of about 3 weeks is practically lightning fast as far as Developer Cycles go ... even though to us on the forums, it feels like FOREVER.

    Good call, Jeff, you're doing the right thing. Keep up the good work. :cool:
    /emote thumbsup
  • mrkollinsmrkollins Member Posts: 0 Arc User
    edited May 2013
    Great!

    I'm feeling the power on my cruisers already :D
    Division Hispana
    www.divisionhispana.com
  • darkkindness2darkkindness2 Member Posts: 257 Arc User
    edited May 2013
    amosov78 wrote: »
    Could we finally, after all these years, just get new Ensign-Lieutenant Commander abilities added for all classes, but especially for ensign tactical and engineering.

    Despite all of the gratitude for reverting this change from a crippling nerf to a fairly appreciable buff, this suggestion right here would be the long-term solution. Though it's sure to take time, BOff ability choices in the lower end slots need to be expanded pretty badly, and have needed that treatment for some time.
    __________________________________________________
    Joined January 2010.

    In regard to hating Star Trek 2009:
    kain9prime wrote: »
    IDIC fail.
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