Multiples carrying the same level of Covert Operative (IE: Covert Operative or Superior Covert Operative) don't stack anymore. You can still stack different levels.
To Wit:
2x Superior Covert Operative boffs will yield the same crit bonus of 1 Superior Covert Operative boff.
But a Basic Covert Operative and Superior Covert Operative can stack?
I don't think so.
My green Romulan Covert Operatives stopped stacking, too. However I'm unsure about the Subterfuge BOffs, my cloak cooldown starts now at 18 seconds (was 17 before the patch with 2 Subterfuge BOffs) but the damage bonus after decloaking seems to be a tiny bit higher
A dev mentioned on the tribble forums that a nerf was inbound for the quite ridiculous crit bonus, but they haven't decided yet what to do. Maybe this is a temporary solution until they make a decision, because honestly this crit bonus was just too overpowered.
A dev mentioned on the tribble forums that a nerf was inbound for the quite ridiculous crit bonus, but they haven't decided yet what to do. Maybe this is a temporary solution until they make a decision, because honestly this crit bonus was just too overpowered.
That's an argument I'm not really going to get into. My feeling is that somebody was rushing to put the cooldown bug fix in and screwed up something on the backend of these boffs.
You know, some people just like to have a Romulan bridge crew for their Romulan character. It's not all about PvP in this game :rolleyes:
Right, if people are going to start fussing about the Boffs...then you might as well nerf all the over powered consoles that have been released in the last year
It's odd that, as of the January 17th patch notes, Covert Operative was working as intended (ie, stacking).
New patch comes out and it no longer stacks, and they didn't put any thing in the patch notes that it was fixed.
So, was it working as intended as of January 17th or not?
In a word, no. Operative was causing all space powers to cooldown 10-15% faster (depending on trait quality) instead of just cloak powers.
They fixed that bug today, but in the process broke another aspect of the trait (the stacking). As I mentioned earlier, my money is on yet another careless error by someone at Cryptic as they rushed to do something without taking the time to actually bother and test their work.
You know, some people just like to have a Romulan bridge crew for their Romulan character. It's not all about PvP in this game :rolleyes:
i dont care what race the TRIBBLE you have in your bridge seat is. the traits specifically are hilariously overpowered. the scale at which they add crit is 4 times what something like the borg console adds, and that they were allowed to stack, its explosive power creep.
i dont care what race the TRIBBLE you have in your bridge seat is. the traits specifically are hilariously overpowered. the scale at which they add crit is 4 times what something like the borg console adds, and that they were allowed to stack, its explosive power creep.
Didn't I already say so? Again, their crit bonuses are completely overpowered and should be heavily nerfed or better completely erased. However, it is silly to basically question their very existence like you did, by saying 'these boffs should not even exist '.
It's powerful, but I wouldn't say it's overpowered.
Only, from what I can tell, the uncommon and rare Tactical Officers have it. At best, most escorts and everything else can get one or two of these officers. The only ones that can get more than this are Tactical Escort Retrofits (Fleet and non-Fleet) and Fleet Advanced Escort. Frankly, considering that an all-cannon escort has a useless 3rd ensign tactical slot, I think this is a fair trade off.
Other ships with Universal officers slots can make use of this as well, but at a pretty steep cost. For instance, a Jem'Hadar could potentially have 4 tactical officers. But at the cost of only having an engineer for heals and having a ton of tactical abilities that would be pointless to slot. Even having 3 tactical boffs would stunt it's ability to use defensive/heal abilities that make it such a pain in the butt that it is.
Some BoPs with universal slots can also make use of having multiple tactical boffs, but, again, at the cost of having any healing abilities and a bunch of useless tactical abilities. My B'rel Retrofit only has 4 universal slots. I could have 4 tactical officers, but then I wouldn't be able to heal. With no shields when I'm cloaked, that could be a problem.
i dont care what race the TRIBBLE you have in your bridge seat is. the traits specifically are hilariously overpowered. the scale at which they add crit is 4 times what something like the borg console adds, and that they were allowed to stack, its explosive power creep.
20,000 dilithium and billions and billions of fleet credits are even more explosive.
Wow so either this is a mistake or its permanent... Rather they let it go back the way it was. Otherwise I just wasted 160k fleet credit and 40k dil on two boffs.
Have 3 in all because of fleet mvam, but didn't expect them to make having more than 1 completely useless!
Wow so either this is a mistake or its permanent... Rather they let it go back the way it was. Otherwise I just wasted 160k fleet credit and 40k dil on two boffs.
Have 3 in all because of fleet mvam, but didn't expect them to make having more than 1 completely useless!
Yea, this is very annoying. I opened a bug report and sent a ticket to a GM.
Cryptic, how much do you care about your reputation? I won't go over the chronology of events that have happened thus far just to get a working rom boff, but suffice it to say, I REALLY cannot believe what I am witnessing.
Please have your QA staff test not only the bug being fixed, but all related functions of the item to ensure that something else was not broken in the process!!!!!!
If the item is supposed to stack, then please make sure it stacks!
I AM NOT A FAN OF PWE!!!!
MEMBER SINCE JANUARY 2010
All I want to know is if this is intended or not. And if the different ones are supposed to stack or not.
These constant changes, bug fixes, nerfs, balancing adjustments, etc are starting to get in the way of the excitement of when things are added to the game.
"Oh sweet we just got access to xx item.......... wait, that might get changed soon maybe I should wait a week or month before spending all that currency......... how exciting." Either work on your quality control or put Beta next to the name.
All I want to know is if this is intended or not. And if the different ones are supposed to stack or not.
These constant changes, bug fixes, nerfs, balancing adjustments, etc are starting to get in the way of the excitement of when things are added to the game.
"Oh sweet we just got access to xx item.......... wait, that might get changed soon maybe I should wait a week or month before spending all that currency......... how exciting." Either work on your quality control or put Beta next to the name.
Yes, it makes you reluctant to purchase whatever item b/c you are afraid it will get nerf'd or broken due to some re-balance correction.
archoncrypticMember, Cryptic DevelopersPosts: 0Arc User
edited January 2013
We're currently in the process of testing some changes to these traits internally.
The changes (which are still in test, and may change again at a later time) are as follows:
-Renamed the Covert Operative traits to Romulan Operative to avoid it being confused with the "Covert" trait.
-The Basic Romulan Operative, Romulan Operative, and Superior Romulan Operative traits now can stack with themselves if the player has multiple Bridge Officers with the same trait. For example, having two officers with Romulan Operative will now provide the combined bonuses from both officers.
-Decreased the critical hit chance provided by the Basic Romulan Operative, Romulan Operative, and Superior Romulan Operative traits to 1%, 1.5%, and 2% (respectively).
-The Basic Romulan Operative, Romulan Operative, and Superior Romulan Operative traits now also provide a slight increase to critical severity. The increases are 2.5%, 3.75%, and 5% Critical Severity, respectively.
We realize that having Bridge Officers with traits that passively contribute a significant amount to the ship's performance is unusual. (Traits like Teamwork and Efficient also help, but not in a way that's quite as visible as Critical Hit chance.) We're interested in re-tuning some older traits - and introducing new ones - to provide interesting options for this type of thing for each type of ship and captain specialization, but I can't provide an ETA on that at this time.
On a somewhat related note, we also know that some players are concerned about power creep. We're walking a careful line to allow for meaningful advancement within our new systems (such as the Fleet and Reputation systems) without completely invalidating the hard work players have done in earlier game systems (such as the old STF rewards).
We're not always going to be able to make everyone happy - some people will always want endgame character power to remain static, whereas some other players prefer to always have more options for vertical progression as we implement more content and systems. We will continue to strive to improve our game, but please understand that most changes in a MMO will disappoint of frustrate one group or another.
That's really nice. What's the ETA on the embassy store description fix so it doesn't claim all the romulan boffs raise crit chance?
Have you also looked into the purple romulan boff lacking the correct trait (ie: the green and blue ones raise crit chance- and as you mention here, will raise crit severity. The purple one has the engineering/science trait that works completely differently)
You should really look at the Efficient trait. Equiping and unquiping my borg BO adds 1 power point when the level is at 25... If set just over 25... like at 26... it makes no difference when you equip and un-equip... prior to the skill revamp in season six, the efficient trait was much more tangible. Like 4 or 5 more power when the level was set at 25 and was one of the reasons why I got the life time sub, to fly a borg captain... but who cares now except that he's borg.
That's really nice. What's the ETA on the embassy store description fix so it doesn't claim all the romulan boffs raise crit chance?
Yes please look at the descriptions. Honestly that's what angers me most... way more than not getting the numbers or the effects right of the actual item in question. The text should always accurately reflect the item... it's basic QA. I don't care how much you change the item/power/whatever down the road for whatever reason being OP/UP/Not even working/whatever... at least make the text descriptions accurate. The current store is literally a high stakes guessing game.
join Date: Sep 2009 - I want my changeling lava lamp!
You want to know what the really bad thing about this is? I respec'd my character (500 zen, mind you) to try and see if I could balance out the crtH with some extra shielding to help compensate for every elses' crtH... now the rom boffs crtH chance has been nerfed and now I need to respec again for another 500 zen to get my crtH back. Not to mention, I went and bought acc crtd2 weapons in leui of using my acc crthx2 weapons to help give more severity since my critical hit chance was higher...
You've cost me a lot of money, time, and EC, cryptic.
If you really care about your customers, you will institute some control measures in your releases. Unlike when I buy an expensive television and also buy a warranty.. your code releases have no warranty and I end up wasting money.
This isn't about whether one group hates changes and another likes them. This is about your control measures and quality control wasting my hard earned cash. Thank you for the explanation, but it came a little too late for me as my RL money is a casualty of lack of testing, lack of planning, and lack of controlled release measures.
I AM NOT A FAN OF PWE!!!!
MEMBER SINCE JANUARY 2010
-Decreased the critical hit chance provided by the Basic Romulan Operative, Romulan Operative, and Superior Romulan Operative traits to 1%, 1.5%, and 2% (respectively).
-The Basic Romulan Operative, Romulan Operative, and Superior Romulan Operative traits now also provide a slight increase to critical severity. The increases are 2.5%, 3.75%, and 5% Critical Severity, respectively.
Thanks for the response. I think this is a fair change. 2.5% for the Basic was too good.
You should really look at the Efficient trait. Equiping and unquiping my borg BO adds 1 power point when the level is at 25... If set just over 25... like at 26... it makes no difference when you equip and un-equip... prior to the skill revamp in season six, the efficient trait was much more tangible. Like 4 or 5 more power when the level was set at 25 and was one of the reasons why I got the life time sub, to fly a borg captain... but who cares now except that he's borg.
Isn't it based off of what your total power level is after skill points? My shield system is set to 55, but final amount is 74. I wouldn't expect the BOFF Efficient trait to boost that any higher.
I did notice that my power level did only go up by 1 on my Aux system (it's set to 39/25 pre-BOFF officer, 40/25 post). But, the amount of Efficiency that you get from the Efficient trait isn't all that much.
... -The Basic Romulan Operative, Romulan Operative, and Superior Romulan Operative traits ...
I'm not able to sign in right now, but the last time I checked, the Blue and Purple DOFFs had the same rank of Covert/Romulan Operative (I forgot whether this was superior or normal).
Does this statement imply that Blue now has (normal) Romulan Operative and Purple has Superior Romulan Operative? (Or am I remembering wrong?)
It seems to me like the romulan boffs are kind of... eh, shall we say tactical focused?
I mean the one really good must have trait is on the tactical boffs, and the other two (eng and sci) get a situational trait which is only really useful to klingons- and I do want to thank Cryptic for making it work partially on Mask Energy Signature so that feds aren't totally left out.
But there's still an issue where these boffs benefit ships with tactical slots (and Klingons), but have significantly less (if any) of a benefit on science or engineering focused ships. While I understand that stealth is in theme for Romulan content, perhaps use the tactical boffs as a pattern for the others:
ipor ejamplo:
The Tactical Boff raises a value (soon to be two values) that are useful to everyone. Crit chance and crit severity. It then provides an in-theme benefit of increased damage when a user decloaks. (although this doesn't apply to MES users, so is only useful to klingons)
Thuis we have a boff with one general bonus that applies to everyone, and one specific bonus that only applies in certain situations- in this case ships that have cloaking devices.
The Engineering and Science boffs raise a value that is useful to almost nobody, and decrease the cooldown of cloaking devices. This *may* apply to Mask Energy Signature, I haven't done the testing to confirm. But if it doesn't, then you have a boff which is useful to a very small percentage compared to the tactical.
But what if you apply the metric of the tactical boff (being "Useful to all, useful to some") instead of the Eng/Sci's "Useful to some, useful to [almost nobody]"?
For instance, rather than boosting stealth powers, what if the eng/sci boffs increased passive stealth? ie: the distance beyond combat range that an enemy ship can detect/see you?
This would, obviously, still stack with stealth powers to provide an increase in effectiveness, but it would open up those boffs to being useful to people *not* running stealth powers.
Thus, an Eng/Sci would have:
+passive stealth (not +stealth powers)
and
+Stealth powers (cloaking, mask energy signature) cooldown rate.
So we then follow the metric of the tac, "Useful to all, useful to some".
I also agree that power creep is a definite concern, While in this limited case I do support the decrease in crit chance boosting by the romulan tactical bofficers, I think that Cryptic should not get into a habit of 'nerfing everything into line'- because in my experience that results in a very poor metagame. Instead, as you have said, buff the other things.
Look at efficient and Leadership, and see if you can apply the new metric (useful to some, useful to all) to them.
If you can't, then consider that a power can be stronger if it's accessibility is limited- see console powers.
Within your own work, the romulan boffs with a power only useful to some has a greater value of increase compared to the ones that are useful to everyone. If you commit to releasing more space trait boffs to allow for a variety of choices (with more small but viable 'general' increases, and more 'specific and greater' increases for specific roles), then I think you can significantly improve the metagame.
I'm not able to sign in right now, but the last time I checked, the Blue and Purple DOFFs had the same rank of Covert/Romulan Operative (I forgot whether this was superior or normal).
Does this statement imply that Blue now has (normal) Romulan Operative and Purple has Superior Romulan Operative? (Or am I remembering wrong?)
Uncommon: Basic Covert Operative
Rare: Superior Covert Operative
Very Rare: same trait as the Engineer and Science Romulan BOFFs, it was not a Covert Operative trait.
That is what it was when I looked at it earlier this week.
What is being proposed is not even on Tribble yet.
Comments
As far as I can tell.
I don't think so.
My green Romulan Covert Operatives stopped stacking, too. However I'm unsure about the Subterfuge BOffs, my cloak cooldown starts now at 18 seconds (was 17 before the patch with 2 Subterfuge BOffs) but the damage bonus after decloaking seems to be a tiny bit higher
A dev mentioned on the tribble forums that a nerf was inbound for the quite ridiculous crit bonus, but they haven't decided yet what to do. Maybe this is a temporary solution until they make a decision, because honestly this crit bonus was just too overpowered.
Green = Covert Operative
Blue = Superior Covert Operative
Crit Percentages
Boff Loadout
15.2
1 Green, 2 Blue
12.7
2 Blue
15.2
1 Green 1 Blue
12.7
1 Blue
8.9
Zero Boffs
Granted it's a small N, but the results seem fairly conclusive.
That's an argument I'm not really going to get into. My feeling is that somebody was rushing to put the cooldown bug fix in and screwed up something on the backend of these boffs.
You know, some people just like to have a Romulan bridge crew for their Romulan character. It's not all about PvP in this game :rolleyes:
Right, if people are going to start fussing about the Boffs...then you might as well nerf all the over powered consoles that have been released in the last year
<sigh>
Delirium Tremens
Tier 4 Starbase, Tier 3 Embassy
http://dtfleet.com/
And you will still have a nice edge over the next RPer with an all Orion bridge crew.
Thanks for doing this comprehensive investigation BTW. If this were reddit, you'd have one more karma.
New patch comes out and it no longer stacks, and they didn't put any thing in the patch notes that it was fixed.
So, was it working as intended as of January 17th or not?
In a word, no. Operative was causing all space powers to cooldown 10-15% faster (depending on trait quality) instead of just cloak powers.
They fixed that bug today, but in the process broke another aspect of the trait (the stacking). As I mentioned earlier, my money is on yet another careless error by someone at Cryptic as they rushed to do something without taking the time to actually bother and test their work.
i dont care what race the TRIBBLE you have in your bridge seat is. the traits specifically are hilariously overpowered. the scale at which they add crit is 4 times what something like the borg console adds, and that they were allowed to stack, its explosive power creep.
Didn't I already say so? Again, their crit bonuses are completely overpowered and should be heavily nerfed or better completely erased. However, it is silly to basically question their very existence like you did, by saying 'these boffs should not even exist '.
Only, from what I can tell, the uncommon and rare Tactical Officers have it. At best, most escorts and everything else can get one or two of these officers. The only ones that can get more than this are Tactical Escort Retrofits (Fleet and non-Fleet) and Fleet Advanced Escort. Frankly, considering that an all-cannon escort has a useless 3rd ensign tactical slot, I think this is a fair trade off.
Other ships with Universal officers slots can make use of this as well, but at a pretty steep cost. For instance, a Jem'Hadar could potentially have 4 tactical officers. But at the cost of only having an engineer for heals and having a ton of tactical abilities that would be pointless to slot. Even having 3 tactical boffs would stunt it's ability to use defensive/heal abilities that make it such a pain in the butt that it is.
Some BoPs with universal slots can also make use of having multiple tactical boffs, but, again, at the cost of having any healing abilities and a bunch of useless tactical abilities. My B'rel Retrofit only has 4 universal slots. I could have 4 tactical officers, but then I wouldn't be able to heal. With no shields when I'm cloaked, that could be a problem.
Well I hope theyll give me my dilithium and fleet credits back or take it from you.:rolleyes:
20,000 dilithium and billions and billions of fleet credits are even more explosive.
Have 3 in all because of fleet mvam, but didn't expect them to make having more than 1 completely useless!
Yea, this is very annoying. I opened a bug report and sent a ticket to a GM.
Ninja nerfing is not cool.
Thx
Locutus
Delirium Tremens
Tier 4 Starbase, Tier 3 Embassy
http://dtfleet.com/
Please have your QA staff test not only the bug being fixed, but all related functions of the item to ensure that something else was not broken in the process!!!!!!
If the item is supposed to stack, then please make sure it stacks!
I AM NOT A FAN OF PWE!!!!
MEMBER SINCE JANUARY 2010
These constant changes, bug fixes, nerfs, balancing adjustments, etc are starting to get in the way of the excitement of when things are added to the game.
"Oh sweet we just got access to xx item.......... wait, that might get changed soon maybe I should wait a week or month before spending all that currency......... how exciting." Either work on your quality control or put Beta next to the name.
Yes, it makes you reluctant to purchase whatever item b/c you are afraid it will get nerf'd or broken due to some re-balance correction.
<sigh>
Delirium Tremens
Tier 4 Starbase, Tier 3 Embassy
http://dtfleet.com/
The changes (which are still in test, and may change again at a later time) are as follows:
-Renamed the Covert Operative traits to Romulan Operative to avoid it being confused with the "Covert" trait.
-The Basic Romulan Operative, Romulan Operative, and Superior Romulan Operative traits now can stack with themselves if the player has multiple Bridge Officers with the same trait. For example, having two officers with Romulan Operative will now provide the combined bonuses from both officers.
-Decreased the critical hit chance provided by the Basic Romulan Operative, Romulan Operative, and Superior Romulan Operative traits to 1%, 1.5%, and 2% (respectively).
-The Basic Romulan Operative, Romulan Operative, and Superior Romulan Operative traits now also provide a slight increase to critical severity. The increases are 2.5%, 3.75%, and 5% Critical Severity, respectively.
We realize that having Bridge Officers with traits that passively contribute a significant amount to the ship's performance is unusual. (Traits like Teamwork and Efficient also help, but not in a way that's quite as visible as Critical Hit chance.) We're interested in re-tuning some older traits - and introducing new ones - to provide interesting options for this type of thing for each type of ship and captain specialization, but I can't provide an ETA on that at this time.
On a somewhat related note, we also know that some players are concerned about power creep. We're walking a careful line to allow for meaningful advancement within our new systems (such as the Fleet and Reputation systems) without completely invalidating the hard work players have done in earlier game systems (such as the old STF rewards).
We're not always going to be able to make everyone happy - some people will always want endgame character power to remain static, whereas some other players prefer to always have more options for vertical progression as we implement more content and systems. We will continue to strive to improve our game, but please understand that most changes in a MMO will disappoint of frustrate one group or another.
Have you also looked into the purple romulan boff lacking the correct trait (ie: the green and blue ones raise crit chance- and as you mention here, will raise crit severity. The purple one has the engineering/science trait that works completely differently)
Yes please look at the descriptions. Honestly that's what angers me most... way more than not getting the numbers or the effects right of the actual item in question. The text should always accurately reflect the item... it's basic QA. I don't care how much you change the item/power/whatever down the road for whatever reason being OP/UP/Not even working/whatever... at least make the text descriptions accurate. The current store is literally a high stakes guessing game.
You've cost me a lot of money, time, and EC, cryptic.
If you really care about your customers, you will institute some control measures in your releases. Unlike when I buy an expensive television and also buy a warranty.. your code releases have no warranty and I end up wasting money.
This isn't about whether one group hates changes and another likes them. This is about your control measures and quality control wasting my hard earned cash. Thank you for the explanation, but it came a little too late for me as my RL money is a casualty of lack of testing, lack of planning, and lack of controlled release measures.
I AM NOT A FAN OF PWE!!!!
MEMBER SINCE JANUARY 2010
Isn't it based off of what your total power level is after skill points? My shield system is set to 55, but final amount is 74. I wouldn't expect the BOFF Efficient trait to boost that any higher.
I did notice that my power level did only go up by 1 on my Aux system (it's set to 39/25 pre-BOFF officer, 40/25 post). But, the amount of Efficiency that you get from the Efficient trait isn't all that much.
I'm not able to sign in right now, but the last time I checked, the Blue and Purple DOFFs had the same rank of Covert/Romulan Operative (I forgot whether this was superior or normal).
Does this statement imply that Blue now has (normal) Romulan Operative and Purple has Superior Romulan Operative? (Or am I remembering wrong?)
I mean the one really good must have trait is on the tactical boffs, and the other two (eng and sci) get a situational trait which is only really useful to klingons- and I do want to thank Cryptic for making it work partially on Mask Energy Signature so that feds aren't totally left out.
But there's still an issue where these boffs benefit ships with tactical slots (and Klingons), but have significantly less (if any) of a benefit on science or engineering focused ships. While I understand that stealth is in theme for Romulan content, perhaps use the tactical boffs as a pattern for the others:
ipor ejamplo:
The Tactical Boff raises a value (soon to be two values) that are useful to everyone. Crit chance and crit severity. It then provides an in-theme benefit of increased damage when a user decloaks. (although this doesn't apply to MES users, so is only useful to klingons)
Thuis we have a boff with one general bonus that applies to everyone, and one specific bonus that only applies in certain situations- in this case ships that have cloaking devices.
The Engineering and Science boffs raise a value that is useful to almost nobody, and decrease the cooldown of cloaking devices. This *may* apply to Mask Energy Signature, I haven't done the testing to confirm. But if it doesn't, then you have a boff which is useful to a very small percentage compared to the tactical.
But what if you apply the metric of the tactical boff (being "Useful to all, useful to some") instead of the Eng/Sci's "Useful to some, useful to [almost nobody]"?
For instance, rather than boosting stealth powers, what if the eng/sci boffs increased passive stealth? ie: the distance beyond combat range that an enemy ship can detect/see you?
This would, obviously, still stack with stealth powers to provide an increase in effectiveness, but it would open up those boffs to being useful to people *not* running stealth powers.
Thus, an Eng/Sci would have:
+passive stealth (not +stealth powers)
and
+Stealth powers (cloaking, mask energy signature) cooldown rate.
So we then follow the metric of the tac, "Useful to all, useful to some".
I also agree that power creep is a definite concern, While in this limited case I do support the decrease in crit chance boosting by the romulan tactical bofficers, I think that Cryptic should not get into a habit of 'nerfing everything into line'- because in my experience that results in a very poor metagame. Instead, as you have said, buff the other things.
Look at efficient and Leadership, and see if you can apply the new metric (useful to some, useful to all) to them.
If you can't, then consider that a power can be stronger if it's accessibility is limited- see console powers.
Within your own work, the romulan boffs with a power only useful to some has a greater value of increase compared to the ones that are useful to everyone. If you commit to releasing more space trait boffs to allow for a variety of choices (with more small but viable 'general' increases, and more 'specific and greater' increases for specific roles), then I think you can significantly improve the metagame.
Rare: Superior Covert Operative
Very Rare: same trait as the Engineer and Science Romulan BOFFs, it was not a Covert Operative trait.
That is what it was when I looked at it earlier this week.
What is being proposed is not even on Tribble yet.