test content
What is the Arc Client?
Install Arc

Upcoming Season 8 Traits and Reputation System! (Subject to Change)

13»

Comments

  • bareelbareel Member Posts: 3 Arc User
    edited March 2013
    I will state simply I do not like many of the current traits as I see them. Lets take Grace Under Fire vs EPS Manifold Efficiency.

    Grace Under Fire can be used by all engineers and does not require any forced focus by the character and adds a boon. This is a well designed trait even if it's power is arguable.

    EPS Manifold Efficiency requires you to use batteries and that the extra power be useful to you in some way. Obviously this will work better on a ship with more device slots which makes it borderline worthless on most ships. In addition it fails to synergies easily with anything, doesn't really add much, yet has the danger of being OP (not that it will be just the design of it) because of how much focus a character can place on battery use via doffs and skills.

    Look I don't fly a Science Vessel with most of my toons simply because I will not respec to do so. Honestly all of my toons pretty much have identical skill builds baring a point here and there. Now Doffs are cool, I can slot them, unslot them and throw in different ones if I want to make a nitch build. Traits are not like that though, they are permanent unless you spend cash just like skills.

    Any trait that requires you to heavily focus your build around it to get much use will be ignored by me as I refuse to become tied down to something specific that I cannot swap in and out of. This includes ones that only effect a handful of ground kits, specialized effects, or skill bonuses to the skills that are nitch to begin with.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited March 2013
    mosul33 wrote: »
    Speaking of ground, every class gets cool stuff, sci gets more tanking (shield tank), even tho its was allready a heal tank, engineers get boosted their turrets since allmost 80% of the eginner players are using them (just pay attention at how many are using the romulan embassy kits), and tac gets crit chance, wich is allready small (compared with other mmorgs where u can get up to 50%, here u can got only up to 20-30% and thats if u are a crit "freak", but average players get around 12-15%), and get only boosted at a decent amount, in fact small.

    I just want to clarify: In your opinion, a critical chance of 50%, which means one out of every two attacks is a critical hit, is balanced?

    Medical heals should be buffed in some other way, not by giving them shield tanking abilities, which is currently an engineering skill.

    The problem I have with several of these career-specific traits is that they only support one type of build. It would be better if the traits were less spec dependent or if there were different traits that support different builds. For example, why is there no trait that improves the physicist kit or bomb kit?
    Waiting for a programmer ...
    qVpg1km.png
  • hroothvitnirhroothvitnir Member Posts: 322
    edited March 2013
    This balances most races far more towards an average, but some races will be real terror min maxers with this new system. Such as super soldier worthy ground cats.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited March 2013
    frtoaster wrote: »
    I just want to clarify: In your opinion, a critical chance of 50%, which means one out of every two attacks is a critical hit, is balanced?

    Medical heals should be buffed in some other way, not by giving them shield tanking abilities, which is currently an engineering skill.

    The problem I have with several of these career-specific traits is that they only support one type of build. It would be better if the traits were less spec dependent or if there were different traits that support different builds. For example, why is there no trait that improves the physicist kit or bomb kit?

    He is most likely talking about MMo rogues.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • darkravenxp32darkravenxp32 Member Posts: 0 Arc User
    edited March 2013
    I still can't even figure out how to access these traits. I can see them in the tab just fine, but I can't do much but select from the leist and read what they do. The respec button does nothing. I transferred my toon from Holodeck, could it be a bug or am I just seeing what I'm gonna be stuck with permanently?
  • causalityeffectcausalityeffect Member Posts: 178 Arc User
    edited April 2013
    The tactical trait which turns all Grenades into an expose attack - I like it but it seems more sensible for grenades to be expose attacks by default. Especially with things like the Photon Grenade launcher which got the short end of the stick on the secondry fire draw.

    Really, your making a delayed grenade launcher when gorn can literally throw rocks that track mid flight to you and you have Energy blast assaults that directly hit the target.
    Wouldnt it have been a lot more sensible to make the secondry function an energy blast ?

    If the Photon Grenade launcher isnt going to be included in this then the second attack really should be changed to a directed energy blast exploit. That said, if your going to run with this trait, the kits need to be worked up to actually offer a better selection of grenades.
    [SIGPIC][/SIGPIC]
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited April 2013
    The tactical trait which turns all Grenades into an expose attack - I like it but it seems more sensible for grenades to be expose attacks by default. Especially with things like the Photon Grenade launcher which got the short end of the stick on the secondry fire draw.

    Really, your making a delayed grenade launcher when gorn can literally throw rocks that track mid flight to you and you have Energy blast assaults that directly hit the target.
    Wouldnt it have been a lot more sensible to make the secondry function an energy blast ?

    If the Photon Grenade launcher isnt going to be included in this then the second attack really should be changed to a directed energy blast exploit. That said, if your going to run with this trait, the kits need to be worked up to actually offer a better selection of grenades.

    A guaranteed 7-second expose is too strong. Make it a chance to expose and it might be balanced.

    While the trait might seem good only if you have specialized for grenades, it's not true because the expose happens regardless of whether you've skilled grenades. You don't even need to use the grenade satchel kit, because the fire team kit comes with plasma grenades.

    Sure, you can dodge a grenade, but can you dodge a team of 5 tacs, each throwing a grenade at you? You are pretty much guaranteed to get exposed.
    Waiting for a programmer ...
    qVpg1km.png
  • originpioriginpi Member Posts: 0 Arc User
    edited April 2013
    I think the arguement that "Go Down Fighting" should be changed back is a silly one.

    I think it should stay as it is on Tribble right now, I love it. People who are complaining just want more alpha, which is not in the spirit of "Go Down Fighting". And hey, if you feel that you are dead as soon as you hit 50% hull, you are flying your ship wrong. Period. Especially when you consider not all Tac's fly escorts. Besides, Eng and Sci both get powers that boost damage output, why shouldn't Tac get a power the boosts survivability?

    I agree that Conservation of Energy should be changed to a more general ability.

    So far most of the Space Traits are generally useful and great for your captain, improving a captain ability regardless of the choice of ship. This is how it should be! One of the most interesting things about this game is that you can mix and match captains and ship types, and still play to your strengths! Captain traits should either have enough selection to allow you to focus on any ship type (example, a science captain ability that gives a bonus to Scattering Field while effected by an attack pattern BOff power) or be very general and help in many circumstances.

    Consider Science captains who are piloting cruisers or escorts and are thus not focused on Exotic Particle damage or shield heals, both the healing and conservation of energy space traits will be less useful for them.

    Unless there are about 50 more class specific traits that aren't yet revealed, they shouldn't be so specific to pigeonhole a specific captain into a specific ship-class.
  • seekerkorhilseekerkorhil Member Posts: 472
    edited April 2013
    Just looked at the new space traits for tactical captains.

    WTF Cryptic! Stop making Tactical captains more survivable with every change!

    Seriously it does no good to have the primary dps class as the most survivable. Cut it out.
  • voxinvictusvoxinvictus Member Posts: 261
    edited April 2013
    gstamo01 wrote: »
    Trait Respect seems to still give Alien players the advantage and kind of defeats the purpose of being able to Respect.

    Listen Cryptic, the races should unlock a Trait for that character based on that race, not lock the player into having that Trait.

    Considering the race specific traits end up acting like multiple traits, I'd say that having an actual race vs being an alien will result in a higher character power, although aliens will have slightly more flexibility, being able to choose 9 traits instead of 8.

    It's hard to imagine my 9th trait choice on an alien ever being a stronger choice than any of the race specific stuff.
  • xiaoxiaonxiaoxiaon Member Posts: 10 Arc User
    edited April 2013
    Seems like some changes have been made on Tribble recently. I'll be recording the changes, creating more screenshots and editing my OP accordingly over the next few days.

    And to the CM that moved this thread to the Tribble General Forum from the Standard General Discussion sub-forum... can you explain why? Did you read what the intention of this thread was? :|
    Have any questions about the game? Send me a message and I'll be happy to help!
  • abystander0abystander0 Member Posts: 649 Arc User
    edited April 2013
    I just rolled a new vulcan science character on Tribble, and I noticed that nerve pinch, was rolled into the race default trait pool, but that mind meld was absent, and was not available to pick. I am assuming other activated racial traits such as the Gorn bite, or orion seduce are also not available (though not being able to make a KDF character atm, I am unable to see). I hope this is something that is an oversight or a bug, and not the way things will be going forward. I happen to really like those particular abilities.

    However, on characters transfered from holodeck, those powers are in tact, and seem to function normally. So maybe they haven't been implemented in the new system yet?


    __
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited April 2013
    I just rolled a new vulcan science character on Tribble, and I noticed that nerve pinch, was rolled into the race default trait pool, but that mind meld was absent, and was not available to pick. I am assuming other activated racial traits such as the Gorn bite, or orion seduce are also not available (though not being able to make a KDF character atm, I am unable to see). I hope this is something that is an oversight or a bug, and not the way things will be going forward. I happen to really like those particular abilities.

    However, on characters transfered from holodeck, those powers are in tact, and seem to function normally. So maybe they haven't been implemented in the new system yet?

    I can confirm that the Vulcan character I transferred from Holodeck to Tribble still has Mind Meld and Nerve Pinch. I haven't tried deleting the character and retransferring. Note that although I still have the clickable powers, I no longer have the traits for them on Tribble.
    Waiting for a programmer ...
    qVpg1km.png
  • dirlettiadirlettia Member Posts: 1,632 Arc User
    edited April 2013
    frtoaster wrote: »
    I can confirm that the Vulcan character I transferred from Holodeck to Tribble still has Mind Meld and Nerve Pinch. I haven't tried deleting the character and retransferring. Note that although I still have the clickable powers, I no longer have the traits for them on Tribble.

    On my Gorn copied over to Tribble the Gorn racial package was the only one I saw that didnt get granted automatically and took up one of your trait slots upon clicking 'activate'.

    Still waiting to be able to use forum titles
  • abystander0abystander0 Member Posts: 649 Arc User
    edited April 2013
    frtoaster wrote: »
    I can confirm that the Vulcan character I transferred from Holodeck to Tribble still has Mind Meld and Nerve Pinch. I haven't tried deleting the character and retransferring. Note that although I still have the clickable powers, I no longer have the traits for them on Tribble.

    Yeah, I hope this is not how things are going to be. I am wondering if they have not added these traits that have an activation, because they are also being reworked. If this is the case then I can wait and see. It would be nice if they were added into the base racial traits. Removing them would be dumb, especially in light of how traits have been reworked. :mad:


    ___
Sign In or Register to comment.