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So now you have nerfed vet players purple items

SystemSystem Member, NoReporting Posts: 178,019 Arc User
With this skill respec... now my Purple Phasers on my toons are basically garbage compared to what used to be the higher tiered weapons like Anti-protons (which do more damamge)... great. So NOW if I want to change to a useful set of weapons I will have to dilithium grind or ...GASP.... CSTORE new weaps.

Nice way to make sure you have vet players buying from the Cstore vs. being happy with what we have.

And the nerf to consoles..... WT!! :confused: so my purple consoles are now going to be nerfed or not even used for the same purpose anymore?!!!

http://forums.startrekonline.com/showthread.php?t=239691


I have been patient...I have defended the increase in crafting costs and increased grind to get dilithium...removal of vet bonuses (250 emblems per toon).... but this new skill system and the implications on vet players takes it too far.

Im REALLY starting to loose my love for this MMO... Cryptic, it seems like since the PW buyout and DStahl departure you guys are quickly headed in the WRONG direction.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I feel the same way. I didn't complain when the emblems for 500 day were removed.. I was quiet, but My main sci character now is not worth my 500 days I spent on it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I think this is the biggest problem with the skill revamp. Basically...everyone should just delete their characters and start over. What a freakin' waste.

    I feel more sorry for those people who have dumped serious cash into this game.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    i wont buy anything from the c-store and i never will.

    i'll never for give jack emmert for telling us he doesnt believe in microtransaction... then turns around and add;s microtransaction to his games..
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I think what irks me more (Im WILLING to wait and see what adjustments are made to the skill tree)...is the fact that if we have weapons that are more powerful than say phasers, but the skill cost is the same now for energy weapon skills, then that means my Purple Phaser's are now VERY devalued. this means either living with the devalued phasers when f2p goes live, or having to re-equip my ship.

    OR the fact that consoles have not only had thier effects nerfed (AGAIN) but CHANGED entirely (especialy on the Science side). Once again meaning I have to re-equip.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    so wait, you can't completely destroy the established skill system with a sledgehammer without runing into balance issues from nearly all other areas of the game? who'd a thought?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Unless something just changed, don't all weapons of the same Mk (save modifiers and secondary procs of course) do exactly the same base damage? A Mk XI Phaser does the same damage as a Mk XI Antiproton which does the same damage as a Mk XI Tetryon?

    How are phasers now gimped? What am I not seeing?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Toddula wrote:
    I think this is the biggest problem with the skill revamp. Basically...everyone should just delete their characters and start over. What a freakin' waste.

    I feel more sorry for those people who have dumped serious cash into this game.

    It's a test server. All the characters on it could be wiped at any given moment as it is.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Destinii wrote:
    Unless something just changed, don't all weapons of the same Mk (save modifiers and secondary procs of course) do exactly the same base damage? A Mk XI Phaser does the same damage as a Mk XI Antiproton which does the same damage as a Mk XI Tetryon?

    How are phasers now gimped? What am I not seeing?

    To me it seems they really need to work on correcting some things on this. A Mk XI Phaser so never do the same damage as a MK XI antiproton as a Mk XI Tetryon if some that is like saying a rifle does the same damage as a pistol in real life which is not true either. But then again i need sleep so will let the ones with math and phaser knowledge deal with this one LOL...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Sirjohn45 wrote: »
    To me it seems they really need to work on correcting some things on this. A Mk XI Phaser so never do the same damage as a MK XI antiproton as a Mk XI Tetryon if some that is like saying a rifle does the same damage as a pistol in real life which is not true either. But then again i need sleep so will let the ones with math and phaser knowledge deal with this one LOL...

    Every weapon on Holodeck (haven't looked on tribble) has the same base damage. All Mk XI Dual Heavy Cannons do 396 base damage, regardless of type; only the Proc is different. All Mk XI beam arrays do 228 base damage; only the proc is different. etc (Torpedoes have always had different DPS but it seems we're talking about energy weapons).

    If I read the OP right, this is now different on Tribble?

    Or, are we talking about ground weapons? The OP really doesn't say whether its ground or space that I can see.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I don't have the courage to log onto tribble and see if weapons damages have changed, but if they havn't then your on crack.

    All space weapons on holodeck do the same damage regardless of energy difference. And for ground weapons you don't specilize into energy damage types so meh.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Yeah my weapons on tribble seem fine... I think the OP was just fearmongering or something... unless he has some specifics he could add?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    They way this is going, I will not spend money at this game anymore, I don't even care anymore if this game dies even as a life timer.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Destinii wrote:
    Every weapon on Holodeck (haven't looked on tribble) has the same base damage. All Mk XI Dual Heavy Cannons do 396 base damage, regardless of type; only the Proc is different. All Mk XI beam arrays do 228 base damage; only the proc is different. etc (Torpedoes have always had different DPS but it seems we're talking about energy weapons).

    If I read the OP right, this is now different on Tribble?

    Or, are we talking about ground weapons? The OP really doesn't say whether its ground or space that I can see.

    I just checked and you're right they all do the same base damage as they have always done. I always thought you use different weapons because of the different effects they do, like DOT, eat shields, and so on.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    The way I understand it...

    Purple phaser banks are certainly not trash. In fact, they are one of the more useful weapons in the game because of the proc it has.

    On the damage side though, there is another discussion going on regarding mixing weapon types and consoles. The bottom line is that although the skill tree has been "normalized" or made "flat" in regard to weapon types, to maximize damage, it is still a good idea to specialize in one weapon type because of the consoles. This would effect Escort-type ships the most, I think.

    Essentially, it works out to this: a beam console, which enhances ANY beam weapon adds +18 whereas a phaser console, which enhances ONLY phasers, adds +26. So...if you are a tac in an escort, you can go "rainbow" and lose something like +32 potentially in console damage buffs....

    The flip side is that you would in turn get the chance to levy additional procs on your target based on what weapon type hits.

    But getting back to phasers...they are likely to remain extremely popular due to thier proc.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    "If there is to be a Brave New World, our generation is going to have the hardest time living in it."

    Not overly thrilled about some of these changes, but if they're the same for everyone it just means folks will need to adapt, improvise and overcome, including myself.
    Players will have to re-examine thier builds and tweek them to the new system, just like they've tweeked them to the old system and I'm sure they can still have satisfactory builds.

    Somehow I think demanding restoration or quitting if they don't do this or that will have little effect.
    Offer some real feedback, with examples (oh hey there's a post like that already) and maybe things will be yet adjusted.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    P.E.Hunte wrote:
    I just checked and you're right they all do the same base damage as they have always done. I always thought you use different weapons because of the different effects they do, like DOT, eat shields, and so on.

    Yeah, then I'm confused about the original post. Unless the OP was referring to consoles, because they did get changed. But the weapons themselves, I haven't seen them change to different damage values per damage type.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Yep your right.... it was my damage effects WITH the console changes I was referring to (forgot to unequip weapons to compare)...my bad.

    I will also say that after playing with the skill tree a bit more, and re-reading the dev blog (as well as not having a few drinks in me like I did last night..lol)..... the skill tree isnt all bad. In fact the dev blog states that they havent even addressed Ground yet... so it may yet still be possible to spec up to be survivalble on ground and GOOD in space or vice versa.

    So I eat my words there.... Im still REALLY not happy about the console chagnes. Especially with Science changing functions entirely. My fav toon is my Sci toon...and he is speced up to be deadly with Astro (Grav Well, Tykens)... so my purple consoles are now gimped and changed.

    Now if Cryptic allows those consoles to be sold or traded for a equal level purple console...Im ok with that.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Ulnlike most players I didnt limit myself to anyone type of weapons. Most would always use the phasers. I invested time andeffort in securing just about all weapon types.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Ulnlike most players I didnt limit myself to anyone type of weapons. Most would always use the phasers. I invested time andeffort in securing just about all weapon types.

    Rainbow ship ftl?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    i would most likely get different weapon types, cause if i remember, some add DOT's when they proc, others reduce damage resistance, which means more damage. while phaser proc is good, i know if i could get any weapon type on my ship and have them be the same damage base, i wouldn't spec all one type unless i got a lot of blue and purples of that type.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I love how the reason was no body was useing antiproton weapons or switching ships so lets just re-vamp the whole skill system, really i see antiprotons being used all the time.Thats all i use a chance for 40% crit severity works for me.the truth is all Cryptic wants to do is force you to spend more money to get new gear or grind forever for it.I mean come on 40 encrypted datas for one eliteforce rifle thats 40 STF misions for one gun.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    scipher wrote:
    I love how the reason was no body was useing antiproton weapons or switching ships so lets just re-vamp the whole skill system, really i see antiprotons being used all the time.Thats all i use a chance for 40% crit severity works for me.the truth is all Cryptic wants to do is force you to spend more money to get new gear or grind forever for it.I mean come on 40 encrypted datas for one eliteforce rifle thats 40 STF misions for one gun.

    Um.. I know for a *fact* I've wanted the ship skills taken out for along time, and I've *never* used any ship energy weapons beyond phasers/disruptors specifically because the skill cost for anything else was too high in my book. So, maybe I'm one of the very few, but so far, the skill revamp is working how I want it to.

    Does it need tuning? Definitely. But I see it as the first step in what I want to have as a skill system.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    people this is just the first crack at the skill revamp it is all subject to change. It says right in the post that it all may change again when they focus on ground.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Antiprotons were never hard to spec for on an Escort.

    If you're specing Antiprotons on a cruiser however, you were a moron. No ifs, ands, or buts.

    And forget about Sci... you destroy your CC and support ability altogether if you did.

    But Escorts? Pfft, you could spec Antiproton AND Tricobalt, and still have points in ground with 9's across the board in space.

    Taking the ship specialize skills out of the game was a step in the right direction. Taking the energy and torp/mine specialize skills out of the game was also a step in the right direction.

    The console nerf destroyed the latter, however.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Hakaishin wrote:
    Antiprotons were never hard to spec for on an Escort.

    If you're specing Antiprotons on a cruiser however, you were a moron. No ifs, ands, or buts.

    And forget about Sci... you destroy your CC and support ability altogether if you did.

    But Escorts? Pfft, you could spec Antiproton AND Tricobalt, and still have points in ground with 9's across the board in space.

    Taking the ship specialize skills out of the game was a step in the right direction. Taking the energy and torp/mine specialize skills out of the game was also a step in the right direction.

    The console nerf destroyed the latter, however.

    I do agree with you it is a step in the right direction but every time they try to add something we the paying sub end up loosing something.energy weapons and torps in T5 and you can only spec 3 T5 skills I just see that as another Cryptic downgrade for gold subs AGAIN!!!!

    "Don't you just love the smell of fail in the morning,it smells like defeat."
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