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My two cents on the new skill tree

SystemSystem Member, NoReporting Posts: 178,019 Arc User
First off, this is a beta test of skills. It's not stone yet. And to those complaining having to make new charcaters, these characters go bye-bye in a couple weeks or so anyways, so don't get attached to them too heavily.

But now for my comments...

Space versus ground: Space wins. Aside from the away team 3 skills, I'd still be dumping all my SP into space. But if it stays as is, I might not even bother with the away team skills.

That said, with how I play, I'm forced to buy a lot of low tier space skills I don't need as much of to even "unlock" the tier for the skills I'd need, and then not be able to max them out. It seems to me that with the increased cost per skill will hinder this further, since with the "holodeck" system I could buy my space skills I needed (all be said, specialized to a certain skill focus) and still have SP to buff some of my ground skills needs. with the "Tribble" tree, I won't be able to do so.

Here's an example of what i sometimes run:
Weapons: 70%
Shield: 80%
Engines: 25%
Aux: 25%

Tac: Torp Spread, Beam Target system (if not sci vessel), Cannon Volley (if in escort). Most others I don't use

Engineering: Emergency power to (Shield/Weapons), Energy beam modulation (cruiser/sci vessel) other shield and hull hardeners/repair

Science: Science team, other shield/hull hardeners/repair. Sometimes use tractor beams and sensor jams. Don't really use much else.

Applied to the new space skill system:
Tactical is useful up to T2, but then cant afford T5
Science/ops barely gets used
Most is dumped into Engineering, but much spent on skills I don't really need, but can use some of to get to the tier I need
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Fair assessment. Your build could use improvement, but your opinions on the system are valid, and I agree with most.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    My build is to withstand PvE. I don't PvP. TBH, i don't think the PvP here could be fixed to a way that i'll like it, but thats another topic.

    It's more for endurance no matter the ship I'm in. On a cruiser, it's a rock, but slow as a snail. On a science vessel, my shields remain strong and I have some maneuverability with subsystem targeting. On an escort, it keeps it's bite with it's +15 weapon bonus, and some resistance with the escorts eggshell shields while having some decent maneuverability.

    If i really need speed, I switch to speed setting and pump evasive maneuvers and some shield buffs.

    With any MMO, I don't do conventional builds anyhow. I usually perform worse with them, and usually am bored by them.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    On a second thought, couldn't we keep the skills as they were and instead of seperating escorts, cuisers and science vessels, just say T1 ship command, T2 ship command and such
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    okaww wrote:
    My build is to withstand PvE. I don't PvP. TBH, i don't think the PvP here could be fixed to a way that i'll like it, but thats another topic.

    It's more for endurance no matter the ship I'm in. On a cruiser, it's a rock, but slow as a snail. On a science vessel, my shields remain strong and I have some maneuverability with subsystem targeting. On an escort, it keeps it's bite with it's +15 weapon bonus, and some resistance with the escorts eggshell shields while having some decent maneuverability.

    If i really need speed, I switch to speed setting and pump evasive maneuvers and some shield buffs.

    With any MMO, I don't do conventional builds anyhow. I usually perform worse with them, and usually am bored by them.

    Again, fair assessment. I don't particularly agree, but I can't really argue, either.

    For me, the improvement would be including raids and larger-scale pvp... perhaps siege warfare, or territory conquest... Allowing whole fleets, even groups of fleets, to band together to a solitary goal against a determined and powerful enemy.

    But, as you said... that's another topic.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    after testing the new skill tree with multiple classes and vessels, here is my conclusion:

    Good for Escorts as far as ships and engineer class space wise.

    The new tree favors straight combat, and you lose a lot of power going into specialty weapons (drains and spacial anomolies). It may just be me, but the new tree nerfed all the energy weapons quirte a chunk by taking away class specific buffs. Also taking away the ship class specific buffs as this has now weakened the ships overall in all aspects.

    If this is how the test space skills affect space battles, I can only imagin how the new grounds skill will nerf ground skills on top of space.

    My oppinion so far is negative.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    ~~~This post is about PvP, and not the skill tree since most seem to not like the skill tree changes it seems a bit moot at the moment to talk about~~~

    The reason I don't like this PvP is that the system is too simple with little development or speciality.

    Basicly, everyone is the same, especially as far as the federation goes. The klingon side is a bit more powerful as far as PvP goes, while Fed is more PvE made.

    Going into any MMO, the biggest decision you make is class. There's mages/elementalist with AoE power and usually weak in close combat, rangers with good range and decent melee value with a pet of sort, the tanker with stong defence and melee force, etc. This system lacks this. the 3 classes in STO are too similar under a guise of variables. In many aspects BOs are stronger then players, and the AI enemies even stronger (if not for their built in weaknesses). This is further exasperated when you get into space combat.

    The federation is not really built for PvP either. The KDF are deffinately stronger in PvP ground and space. If you want a decent PvP battle, then you need to do KDF versus KDF. Datte, it's still rather boring with no real specialities.

    Now for the PvP system itself, a bad muck up of Champions online. It's probably cryptics weakness in design and development. The kill X would be beter if there were an actual class system but the basic 5v5 and rare 10v10 is too small scale, especially for the capture zone format. An actual capture/conquest PvP would eventually be interesting and give some purpose to the PvP which is story wise a waste if you're federation, and minor at most if KDF. A long ago discussed point would be adding the Romulans as a playable race like the klingons, then a 3 way battle would spice it up, but still am faced with a lack of class system to actually add variance and character.

    Another aspect is the fed lack of cloaking. It's easier to cloack and hide/ambush as a KDF then for a fed to find a cloacked vessel. The new emmisions torpedo console helps only a little, assuming you had a lock to launch the torpedo to begin with.

    This is just my opinion, however.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    okaww wrote:
    But now for my comments...

    Space versus ground: Space wins. Aside from the away team 3 skills, I'd still be dumping all my SP into space. But if it stays as is, I might not even bother with the away team skills.

    That said, with how I play, I'm forced to buy a lot of low tier space skills I don't need as much of to even "unlock" the tier for the skills I'd need, and then not be able to max them out. It seems to me that with the increased cost per skill will hinder this further, since with the "holodeck" system I could buy my space skills I needed (all be said, specialized to a certain skill focus) and still have SP to buff some of my ground skills needs. with the "Tribble" tree, I won't be able to do so.

    Ground skills are eventually moving to their own tree and its *highly* unlikely they'll leave all 72750 points in the space pool. so, spending as if you have the full value for space and by avoiding ground skills invalidates your build as it is.

    Also, when there are fewer points in the space pool, its highly unlikely youll be getting all your skills maxed to get to the next tier, as they'll be reducing the amount needed to get to the next tier.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Destinii wrote:
    Ground skills are eventually moving to their own tree and its *highly* unlikely they'll leave all 72750 points in the space pool. so, spending as if you have the full value for space and by avoiding ground skills invalidates your build as it is.

    Also, when there are fewer points in the space pool, its highly unlikely youll be getting all your skills maxed to get to the next tier, as they'll be reducing the amount needed to get to the next tier.

    I've not seen any post by the devs showing they will do a complete split of space and ground skill, just that the ground skill revamp is yet to come. all will still draw from your max skill point pool.

    In any case, the new apply to all method of the skill tree makes the player weaker overall, which will only get worse with the upcoming ground tree if they try and "simplify" it as they tried space. Not to mention, the increased cost for skills makes the player weaker as well. At thias rate, it would be better to combine the class skills into a simpler T1 command, T2 command, T3 command that applies similar bonus's to the tier ships like the active holodeck system does then to remake the whole tree and weaken the already weak system more.

    If they really wanted to make the system more dynamic, they need to make the classes more dynamic and force choices both in ground and space. That is what the respec is for isn't it? If you have been flying a science vessel that uses annomolies, hazards and tractor beams and then go to an escort class, all the points you put into stronger hazzards has to be "respec" anyways since you have at most 3 science skills versus the 7-8 you had with your science vessel, thus losing the point stated in the blog for the skill tree changes anyways.

    The "apply to all" method they are trying to impliment is like the borg assimilation. You lose your individuality which is what makes an MMO, even more-so then the story it's trying to tell. Everyone has the same strengths and weaknesses, wether you like it or not. I was enjoying and looking forward to the F2P set up (even the dilithium requirements) until this. I hope they do a 180 on this idea. Go back to the tree they have, and improve it the other direction.

    Besides, I think a lot more people play a character for a few days, and if it's going bad, delete and start over a characater from scratch. If they are at "commander", they like where the charcter is heading and will stay that line, and only use respecs minorly.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    okaww wrote:
    I've not seen any post by the devs showing they will do a complete split of space and ground skill, just that the ground skill revamp is yet to come. all will still draw from your max skill point pool.

    In any case, the new apply to all method of the skill tree makes the player weaker overall, which will only get worse with the upcoming ground tree if they try and "simplify" it as they tried space. Not to mention, the increased cost for skills makes the player weaker as well.
    We are in the middle of revamping the skill system. This change will come in stages. The first stage will be a space skill revamp. The second stage will be a ground skill revamp. Finally, we hope to split ground and space skill into 2 separate pools.

    Found here.

    However, we don't know exactly what the split will be. Will they take the current 72750 and put it into two pools? Will they change the value to something like 80000 total with 55k and 25k for space/ground? Will they go even further?

    This is a first revision and we really don't know how the points are going to end up split, nor if the current cost will remain or will be changed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Another thing I kind of noticed is that they do indeed seem to have their limits. For example.. Fully spec'd for shield/hull HP and flying in a T5 escort, my shield strength with Aegis Covariant Shields got buffed to 8.1k per arc. This doesn't use the special engineering console (the +35% shield cap one). Certain heals though got weaker.

    Flying in RAs and STF's, those arcs get collapsed very quickly and no manner of shield heal spam from me can prevent it.

    On the other hand my shields do seem to regen unnaturally fast when I'm left alone. Either its because of the EPtS buff or something else, but my shields are back at max within 15 to 30 seconds and it feels weird.

    My build in this new system:
    Weapons: 125/100
    Shields: 50/25
    Engines: 52/25
    Aux: 66/50
    Heals: EPtS 1, ET2, ST2, HE1 (x2),
    Hull: 39001 HP
    Shields: 8.1k HP x4
    Hazard Emitter HoT: 561

    On Holodeck my heals are the same but the stats are different.
    Weapons 125/100
    Shields: 46/25
    Engines: 50/25
    Aux: 69/50
    Hull: 38.4k
    Shield HP: 7985 x4
    Hazard Emitters HoT: 671

    So in general my HP and shields went up and one of my heals went down. The higher HP I like, but what boggles me is how my shields on tribble can regen so quickly. A covariant should not regen like well...a Regenerative shield. Not complaining about it but its kind of freaky. That and how fast and easy it is for PvE mobs to drain those shields via damage is a bit rediculous.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Ethoir wrote:
    So in general my HP and shields went up and one of my heals went down. The higher HP I like, but what boggles me is how my shields on tribble can regen so quickly. A covariant should not regen like well...a Regenerative shield. Not complaining about it but its kind of freaky. That and how fast and easy it is for PvE mobs to drain those shields via damage is a bit rediculous.

    I *think* that the regen went up because skills, and not just power, boosts regen on Tribble now(IIRC). If that's the case, regen shields should be phenomenally fast coming back. I haven't tested enough to find out though.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Destinii wrote:
    Found here.

    However, we don't know exactly what the split will be. Will they take the current 72750 and put it into two pools? Will they change the value to something like 80000 total with 55k and 25k for space/ground? Will they go even further?

    This is a first revision and we really don't know how the points are going to end up split, nor if the current cost will remain or will be changed.

    Sorry I added onto my post while you replied. I see bad things coming from the implications of that post. My adddons the the post will explain why.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    okaww wrote:
    Sorry I added onto my post while you replied. I see bad things coming from the implications of that post. My adddons the the post will explain why.

    I saw the edits.

    And, I know that most people like to focus on level III of a skill, but, really, every ship has at least a Lt spot in every department (including sci), and there's an escort that even has a Lt. While they won't be the *best* in doing what they can, level 1 skills still exist for almost all the sci skills that can be boosted in Ensign or Lt slots. And, things like BoPs have universal consoles so they'll never be out of luck... and there's the MVAE that even has a LtCm sci slot..

    Switching ships isn't *that* difficult even with the new point values. You just won't be able to use your level 3 abilities.

    And again, first draft of the new system. I do expect things are going to get shaken some in the coming weeks, which will hopefully bring adjusted point values on the skills and other tweaks.

    I also want to *somewhat* disagree about the fact everyone will be the same. Just from reading the post so far, that does *not* seem to be the case. For example, a lot of posts complain about losing hull and/or shields from holodeck, that their ships have become weaker because of the skill changes. I, and others, have found that to be not true. Our ships have become stronger in hull and/or shields. That means that between the two different post types, we've been speccing things differently, as the weaker ships must not have the same values in ship survivability skills that the those with the stronger ships have.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    okaww wrote:
    The new emmisions torpedo console helps only a little, assuming you had a lock to launch the torpedo to begin with.
    .

    I thought the new torpedo auto locked on cloaked vessels. The description said nothing about needing a lock first.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Destinii wrote:
    I *think* that the regen went up because skills, and not just power, boosts regen on Tribble now(IIRC). If that's the case, regen shields should be phenomenally fast coming back. I haven't tested enough to find out though.

    I use the Borg regen shields and have specced fully into shields as much as I could in the new system. I haven't noticed any difference in normal shield regen from Holodeck. Of course, when the Borg set shield regen boost kicks in, I'm pretty much invulnerable for a few seconds, but that's also the case on Holodeck, so again, no noticeable change for me.

    As for my general observations, I had to spec pretty heavily into space to keep space combat roughly as easy as it was before. I don't have any points in T4 or T5 ground skills (I do on Holodeck) and I don't like that. I barely have any T4 or T5 space skills for that matter (maybe 3 or 4). I had to put way too many points into space to approach where I am on Holodeck combat-wise, so overall, I feel nerfed.

    On the flipside, I haven't gotten an opportunity to test ground combat yet - if it hasn't gotten drastically harder as a result of fewer skill points being spent there, I might be willing to tolerate this system with a few tweaks. Mostly, I want bigger boosts to power levels per skill point - I couldn't get my ship's power levels back to where they were on Holodeck, and that really bugs me given how long I spent getting the numbers there.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Destinii wrote:
    I thought the new torpedo auto locked on cloaked vessels. The description said nothing about needing a lock first.

    unless it's bugged, I tried the torpedo where I knew cloaked vessels were and nothing fired. WHen a BoP was trying to flee by cloacking, i fired it and it tracked that BoP and killed it, not the other 2 that had also cloacked.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    okaww wrote:
    unless it's bugged, I tried the torpedo where I knew cloaked vessels were and nothing fired. WHen a BoP was trying to flee by cloacking, i fired it and it tracked that BoP and killed it, not the other 2 that had also cloacked.

    Hrm.. It might track those ships first, perhaps? Have you tried (in a match where people will just let you test things) firing where all ships are cloaked and you don't have a lock on to anything? I'll admit, I haven't purchased the ship on Tribble yet, and I don't PvP, so I'd have little opportunity to do any testing myself.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Destinii wrote:
    Switching ships isn't *that* difficult even with the new point values. You just won't be able to use your level 3 abilities.
    .

    I've never needed my T3 T4 captain skills on my BOs. Also, don't forget not all the new universal consoles can go on all ships. Many are bound by type (escorts, cruisers, or sci vessel). the PDS console from the thunder heavy escort only can go on escorts, and such
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Destinii wrote:

    I also want to *somewhat* disagree about the fact everyone will be the same. Just from reading the post so far, that does *not* seem to be the case. For example, a lot of posts complain about losing hull and/or shields from holodeck, that their ships have become weaker because of the skill changes. I, and others, have found that to be not true. Our ships have become stronger in hull and/or shields. That means that between the two different post types, we've been speccing things differently, as the weaker ships must not have the same values in ship survivability skills that the those with the stronger ships have.

    I have respec a few different ways, and yes, the base values of shield and hull have on face gone up, but are depleated faster. The BO skill aren't as effective in regen and healing as the live holodeck tree. The BO's overall are weaker as are the skill you obtain through leveling because of the skill tree change because the possible amount of buff you can now acieve is smaller.

    not to mention, the lower tier ships, say 2 T2 ships dueling, will be more epic and seem stronger then 2 T5 who because of their level are weakened, and even mroe weakened with the enw tree. I remember when I made my first charcater with the launch of STO. I loved my cruiser, Until I got to T3. Then all my skills seemed t be nothing. A battle I could win with the tier before was a lot harder, even with my increased skill levels and I was always getting badly injured in battle and having to take longer to regen before taking on the next set of enemies. When I made RALC, I was despising the cruiser for it's slow turning. The increased hull didn't make up for the lack of maneuverability. I respeced to science vessels and did a little better defensively, but suffered offence wise, assuming my shields lasted. When I respeced to escorts, I found I had to hit and run from afar (8-10 distance). I could last one torpedo spread, but not 2. So as you level up, you are weakening yourself at the same time.

    **edit addon**
    I do not have a fleet and essentially run solo. My team exp is mostly fleet actions where you have people who can take soem agro now and then off a damaged person, so my experiences I'm posting are from the view of solo PvE, but the basic weakness I'm expieriencing still affect my play in the team PvEs, like Cure space and FED Mirror and make those plays less enjoyable as well.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I think part of the skill and console revamp is to 'slow things down'. If your ship can't take quite as much punishment and move on, you'll have to rest a bit between mob fights for your ship to repair itself, or take fights slower to stay alive. That's my theory anyway.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Okay I've done some experimenting and they do not regen faster naturally, as they should. But the moment you actually use a power involving shields.. That's a different story.

    I recorded a little video of Tribble gameplay on my transferred escort engie and deliberately allowed the AI ships beat my shields into a pulp. After clearing the battle nearly all four shields were in slivers of red. Then I activated Rotate Shield Frequency and bam.. Back to full shields in the time it took the power's effect to expire. Rapid regen.

    Video evidence: http://www.youtube.com/watch?v=DtI0vpRLdBw

    Summary: It feels awesome to get shields to regen like this. They take damage quicker though in certain situations (Borg Raptors) but its still awesome.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    okaww wrote:

    Basicly, everyone is the same, especially as far as the federation goes. The klingon side is a bit more powerful as far as PvP goes, while Fed is more PvE made.

    The federation is not really built for PvP either. The KDF are deffinately stronger in PvP ground and space. If you want a decent PvP battle, then you need to do KDF versus KDF. Datte, it's still rather boring with no real specialities.

    Another aspect is the fed lack of cloaking. It's easier to cloack and hide/ambush as a KDF then for a fed to find a cloacked vessel. The new emmisions torpedo console helps only a little, assuming you had a lock to launch the torpedo to begin with.

    .

    Cloak is the only true advantage that the KDF have in PvP and even then only in a PuG setting.
    Otherwise the better teams in PvP are fedbased and only those KDF fans whom really, really understand how to pvp very well field KDF teams.
    If the KDF was actually PvP designed then this would not be the case.
    That "KDF is OP" in pvp belief was killed along time ago.
    Just ask any of the PvP'ers.

    As to the new Skill tree...
    I find it different and having to readjust was a pain, but once adjusted to how things may work I found it fine for the most part. Though Little bugs and glitches do exist.
    I enjoyed the facty that I could iether make a well-rounded vessel in hopes of being adaptible to all circumstances or I could go more specialized if I was willing to sacrifice some defensive capabilities.
    I do think they need to lower the requirment cap for Tiers One, Two and Three to help new players better spread there points around.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I've been going through all the skill trees for all the MMOs I play and RPGs. There are better skill tree options out there for what they are trying to do. The problem is Cryptic confined themselves into a very small space and with how they are trying to change it, making it smaller, complex and less fruitful and specialized. They are also still thinking along the lines of 1 EXP = (1 Skill point/1 space point/.5 ground points) ect. That, and the fact the the skill tree is not a real skill tree.

    Look at this as if this were a P&P. Most any GM would say the tree isn't focused and is confusing (both with holodeck and tribble).

    Lets go to the blog again. paraphrasing a statement: "They were dissapointed many weren't using the upper tier weapons and mostly sticking with Phaser/disruptors, photon/quantums." Well, yeah. You get access to those from Level 1-10. You get use to how they work. You also get some good drops with them. For the most part, you start gettiing some plasma weapons at around 13-16 when facing romulans, and get other weapons when you start facing other species which are level specific. So yes, by the time you get to poloron and teleron weapons, you are at such a high level you mostly discourage using them by then. The blanket apllying a lower buff to all weapons makes all the weapons from phasers to tetryon weaker.

    The availability of the new weapons is made worse since now you are forced to play through the missions in order. My vice admiral is on the romulan nightinggale missions. She can't access the breen missions (level 31) or the borg missions (level 40-45ish).

    And again paraphrasing something from the blog: "Many are upset at how much it costs to respec because they want to change ships." Easy answer. Like a lot of other MMO, make respecs FREE. The fact you charge for them is in itself rediculous, and ships costs are going up because of Refined dilithium, you don't have to hurt the players wallet as well. The C-store is a cash cow as it is. One thing I'll never do with any MMO is buy a respec. Charging for something should only be for major things that affect a lot more of the system, like name changes. Builds are supposed to be fluid in nature, and you confine it with a $25 deposit.

    To show I'm not just running my mouth, I'll try combining the old and new "trees" and see what I can come up with just for fun.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    This uses the premesis of what they are pretty much currently looking at revamped. Space and ground will draw from the same pool of skill points.

    tree.jpg
    tree2.jpg

    With the trees, tree is space and tree 2 is ground.

    All trees now goto level 3, with a max of 5 in each rank
    >Rank 1 give current rank 1
    >Rank 2 give current rank 3
    >Rank 3 gives current rank 5
    >Rank 4 gives current rank 7
    >Rank 5 give current rank 9

    level 1 skills cost their rank in Skill points (1, 2, 3 , 4, 5) ~~ 15 Skill points to max out
    Level 2 cost their rank +1 in skill point (2, 3, 4, 5, 6) ~~ 20 skill points to max out
    Level 3 cost their rank +2 in skill point (3, 4, 5, 6, 7) ~~ 25 skill points to max out

    You gain 5 skill points with every level (255 max skill points)

    There are 64 skills total, but only 46 available to each class.

    You must unlock rank 3 of a skill tree to access the next skill in the tree (follow the yellow lines)
    (Example: To unlock Attack Patterns, you must spend 6 point in Starship Command and 9 points in Starship maneuvers. that's 3 levels in game to unlock it.)

    The Green Boxes are class specific.

    What this also does is allow better charcter focus without being able to max everything.

    Sorry to say, you can't escape respecs no matter what you do to the tree. Respecs are a natural thing in MMOs/RPGs. I still vote to make respecs free, or make respecs rewards, and not just for those who pay to play as it is.

    I'd also suggest a major leap of faith to go along with this tree set, that has somewhat bothered me since the onset of this game. Unlock the kits to all classes. How many times have to seen Jean Luc Picard perform a science feat in one episode, an engineering feat in the next, and then a tactical feat in the following. As a captain, you'd have some basic knowledge of all the skill needs of the ship, but you wont get the actual buffs from the basic lines unless you are of that specific class. THis will also get mroe use of duty officers, especially for ground.
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