EPS Manifold Efficiency - As an eng, I almost never use batteries, I have a ton of power. This is kinda.. bleh. Give me some pressure damage bonus.
You mean a trait that shunts warp core power directly through the weapons array, slowing down weapon power drain when using beams. They could do that and call it the Pulse Compression Wave trait.
I'm also a bit concerned by the Shield Harmonic Resonance trait. With elite ground shields with [res a] or [res b] and [adapt] modifiers, we could get nasty resistance stacking, making engineers playing in god mode. I don't know what's the max resistance bonus you can get with the trait but if it's too high it may be an issue. Not that I mind but engs already have the two best space traits, obviously.
I'm also a bit concerned by the Shield Harmonic Resonance trait. With elite ground shields with [res a] or [res b] and [adapt] modifiers, we could get nasty resistance stacking, making engineers playing in god mode. I don't know what's the max resistance bonus you can get with the trait but if it's too high it may be an issue. Not that I mind but engs already have the two best space traits, obviously.
If ground shields are treated similarly to space shields, there's a 75% resist hard cap. Don't know how that will play out given that ground damage is quite a bit burstier than space damage though.
I'm also a bit concerned by the Shield Harmonic Resonance trait. With elite ground shields with [res a] or [res b] and [adapt] modifiers, we could get nasty resistance stacking, making engineers playing in god mode. I don't know what's the max resistance bonus you can get with the trait but if it's too high it may be an issue. Not that I mind but engs already have the two best space traits, obviously.
Engineers already play in god mode (sort of) while Reroute Power to Shields is up. What kills Engineers is shield-penetrating attacks, made by melee attacks and weapons, and kinetic damage (mines, bombs, grenades). I don't see Shield Harmonic Resonance making any big difference here.
[Adapt] isn't as good as a modifier in ground as it is in space. You aren't hit in ground as often as you are in space, so the adapt procs in ground will fire much less often and not stack as much. It might perform well against the Omega Autocarbine, which is a rapid-fire weapon, but against pulsewaves, it will perform poorly.
Not sure if this has been said yet, but these powers force science captains to use science ships to really be useful.
10% to particle generators is embarrassing. My Main is a science captain that uses an oddy cruiser. The only thing this would effect is eject warp plasma, but.. it hardly does any damage anyways.
My oddy only has two science powers, hazard emitters and science team, both are not used enough to impact the photonic cool down.
There has to be additional more broad options available or these options need to be broadened to be as effective as the new tools your giving eng's (who do need a lot of love, I know) and tacts.
1. Last Ditch Effort - Nerf.
► GDF in general needs to be reworked. Letting someone knock you down to 50-25% hull with all heals on cooldown, just to smack 60-80% resistances, and a 100-150% damage bonus, then instantly full heal was probably never the intention of the original designer.
Will expound on this in a sec.
2. Dynamic Buffs - It's about time we get them.
► Powers like GDF, and HoT Sci skills need to dynamically adjust to current situations. As it stands, popping an Aux battery, then hitting Hazards and TSS in the last second, still give you the 125 Aux benefit, despite your power levels normalizing. This also plays into GDF. Having a power that gives a flat damage bonus, usable any time, would be nice. However this brings me to my main point.
3. Go Down Fighting should be a Tactical Captain Specific TRAIT.
► "Gives a passive scaling bonus to weapon damage that increases as your hull drops below 50%.
This trait increases all damage by 5% while hull is over 50%, then scales up to a 125% bonus at 10% Hull."
This would introduce an Occam's Razor mechanic. Either keep your hull full, and enjoy a 5% damage bonus, or walk the line between going down in flames, and hero tank, with an increased damage bonus.
Honestly, Last Ditch Effort should be replaced by GDF, or the resistance value reduced. It's OP currently. Then possibly give us some other Captain level skill that isn't so easily abusable.
EDIT
3b. LDE Afterhought..
► You can keep Last Ditch Effort in. Just make it double the damage bonus from GDF, while REDUCING hull resistances. Glass cannons finally, anyone?
○ "Last Ditch Effort redirects power from damaged sections of your ship, diverting critical systems to weapons power.
This trait doubles the damage bonus granted by Go Down Fighting, however, it also reduces all resistances as your hull decreases.
? Provides an additional 5% passive damage while over 50% hull, scaling to an additional 125% at 10%.
? Reduces resistances by 10 for every 7.5% hull lost under 50%, to a maximum of -66 Resistance."
/EDIT
4. Accuracy debuff. - I definitely approve.
► Yeah, the argument for tankyscorts is perfectly valid, but, I feel that this skill gives us Tacticals more incentive to fly something other than an escort, and do it well. My plasma storm recluse /easily/ outdamages my escort, but I also have next to no defense while in full DPS. Having an accuracy rend goes a long way to buffing us in slower ships.
5. Situational Awareness - Make it 50%. Or even 25%.
► 100% chance to expose on /any/ grenade? I like exposes and all, but that's a bit much. Can anyone say "Grenade Satchel Double Sniper Tact Init Nade Doffs"?
Photonic Capacitor:
As others have said Photonic Fleet is nice to look at but not very effective because those ships can be cleared out very fast. Maybe instead change it so that you can call up to 9 ships in a Photonic Fleet?
Honestly no.
From a PvP perspective, this power is poised to create even more spam than we already have to deal with.
A carrier with Hangar Reduction DOFFs, Photonic Fleet with a new rech reduction-mechanic, mines, Aceton, etc.
Spamming 9 ships or spamming the same ships more often are both bad, and to be honest I can't even decide which is the lesser of two evils.
The reality is that Photonic Fleet was never very good or useful to begin with and making it more available isn't going to alleviate that.
The power really should have been re-worked in some manner. Unfortunately it doesn't look that will ever happen.
Personally I think that the tactical skills come off the best. They are not dependant on ships at all and boost the tactical path in the area it is "most lacking", namely tanking.
Last Ditch Effort:
This skill is bound to an inert tactical one and can thus be always used in concert with it. As such it will never suffer in effectiveness. Furthermore it can give a large improvement on survivability when active while the skill it is in synergy with boosts damage a lot. Now admittedly with the changes you need to be on lower health to get this skill. But on the other hand threw this trait the actual danger of using it gets negated by a certain margin.
On the other hand the same tier skills for Sci (Photonic Fleet) and Eng ( (Miracle Worker) will be up more often circumventing their extended (4min) cooldowns while the same tier tactical skill (GDF) is now grayed out and non-functional without a specific set of conditions.
Easily subnuc'd off, and promptly sent back on its 4 min cooldown.
I understand those two powers have been less than useful for a long time and in other threads I've often advocated specific improvements for MW especially (castable on others, full debuff cleanse).
Instead ENG seems pushed even further into a PvE tank role in a game that never requires tanking in PvE and in a PvP environment that has no use for PvE self-mitigation specialist Tanks.
It seems like all three classes have a captain-ability-related space trait. Giving a +30% bonus to GDF is an incredibly effective addition, especially given that most Tacs who use it for maximum effectiveness will pop it at low hull; the +30% hull resist magnitude (I think?) bonus essentially means that they can use it at even lower hull values to hit harder with even less fear of being killed.
All it will require is an SNB. GDF will now be even bigger SNB bait than it is currently.
Do we know if this is "resistance bonus" or "resistance"? So far I haven't gotten a clear answer on this.
If this trait is the equivalent of a couple of armor consoles while in return GDF is now on lockout unless you go under 50% hull, then that's actually a nerf IMO as it removes one less tool from the alpha strike toolbox and is on a skill with a very long cooldown.
I like the new trait system. It's easy to understand and having a new trait get added after playing the game for a while really does make sense when compared to the old system, where you would pick traits for life before even knowing what they do ingame.
The only thing that felt weird was the low number of space traits. I have a few characters which i use for spece encounters only, one of them (Joined Trill Tac) i transferred to Tribble. I was surprised I really didn't have to make much of a choice when choosing them, as I could pretty much activate/choose all available. It would be nice to get a few more options space-wise.
I'm also a bit concerned by the Shield Harmonic Resonance trait. With elite ground shields with [res a] or [res b] and [adapt] modifiers, we could get nasty resistance stacking, making engineers playing in god mode. I don't know what's the max resistance bonus you can get with the trait but if it's too high it may be an issue. Not that I mind but engs already have the two best space traits, obviously.
It's 5% resistance (against one energy type only) and stacks 3 times. Depending on how often it procs and how long it lasts, it may or may not be OP. I'm not sure it's actually stronger than Medical Vanguard, which provides 50% damage resistance and no bleedthrough for 4 seconds. It seems to activate on any heal and doesn't seem to be a proc.
I'm not sure if you are joking or not about engineers getting the best space traits. Grace Under Fire is good, but EPS Manifold Efficiency is a poor trait. I think tacs got the best traits, both ground and space.
5. Situational Awareness - Make it 50%. Or even 25%.
► 100% chance to expose on /any/ grenade? I like exposes and all, but that's a bit much. Can anyone say "Grenade Satchel Double Sniper Tact Init Nade Doffs"?
Sniper rifle?? Try split beam rifle... If you're gonna expose everyone, at the very least SHOOT everyone.:D
Formerly Known as Protector from June 2008 to June 20, 2012
Please enable us to buy a token with Zen to faction change a 25th Century FED to a TOS FED.
Mistake: The medical vanguard traits description refers to "each facing". We have no shield facing on ground.
We can also pick the two career specific space traits at the same time (tested for scis). I thought we had to make a choice. Is is working as intended? There is a useless science trait but the eng ones are really powerful...
Mistake: The medical vanguard traits description refers to "each facing". We have no shield facing on ground.
We can also pick the two career specific space traits at the same time (tested for scis). I thought we had to make a choice. Is is working as intended? There is a useless science trait but the eng ones are really powerful...
You can take all four career specific ones if you want. Based on the number of slots, I'd say that's intended.
i can't seem to access kligon or romulan charcters on the test server although i have a level 50 starfleet charcter it says i need to be level 25 any ideas
Update! You can now get free respecs on Drozana station. There is a console called "Test Special Items" that the you can use to get all the free respecs you want. Please use them to test out different builds, traits, etc, and please leave your feedback!
You can take all four career specific ones if you want. Based on the number of slots, I'd say that's intended.
Agreed.
I think that's part of why it was opened up to 9 traits per character.
Which means
1 Racial Trait for Standard Races or 1 Open Choice for Aliens
4 Career traits
4 (race dependant) Traits of choice.
Seen that way, it's mostly 1 extra trait for most characters with added functionality to separate careers a bit more from each other and consolidation of racial traits so no specific race becomes a terrible choice due to too many racials (like Gorn for space on holodeck).
You're not locked into those traits, and I'm sure some space only players will even skip the career specific ground stuff in favor of as many space traits as possible (although IIRC you can actually have all 4 career + every useful space trait), but I suspect there was at least some aspect to this line of thinking in the design process.
It's 5% resistance (against one energy type only) and stacks 3 times. Depending on how often it procs and how long it lasts, it may or may not be OP. I'm not sure it's actually stronger than Medical Vanguard, which provides 50% damage resistance and no bleedthrough for 4 seconds. It seems to activate on any heal and doesn't seem to be a proc.
I'm not sure if you are joking or not about engineers getting the best space traits. Grace Under Fire is good, but EPS Manifold Efficiency is a poor trait. I think tacs got the best traits, both ground and space.
Many enemies fire with a full auto rifles, like the jem'hadar, borg drones (heavy and elite ones)... That was my concern, not ground pvp.
Update! You can now get free respecs on Drozana station. There is a console called "Test Special Items" that the you can use to get all the free respecs you want. Please use them to test out different builds, traits, etc, and please leave your feedback!
How will you reward Trait Respecs once this goes live? Do Silver players buy the respecs, while Gold/Lifetime get 1 free at rank ups (like the current respecs) ?
Can you be any vaguer on the Conservation of Energy Trait?
Wow, what a true statement,
I tried using the Re-trait for my Sci toon and found a trait that has no specifics like the other traits.
The Conservation of Energy Trait has no real useful info other than a buff to Exotic Particles Damage.
It would be nice to know the following:
What is the percentage chance of it activating?
The info does not say how much damage it gives, but the Tibble post says + 10%
It would be nice to have that displayed in the info window of the description
Once the proc is triggered, how long does it last before it expires?
And lastly what is the cooldown of the proc before it is free to proc again.
This would be helpful information for testing the trait to see if it works as intended.
Update! You can now get free respecs on Drozana station. There is a console called "Test Special Items" that the you can use to get all the free respecs you want. Please use them to test out different builds, traits, etc, and please leave your feedback!
I claim a token, press respec but nothing happens. No respec occurs.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
From a PvP perspective, this power is poised to create even more spam than we already have to deal with.
A carrier with Hangar Reduction DOFFs, Photonic Fleet with a new rech reduction-mechanic, mines, Aceton, etc.
Spamming 9 ships or spamming the same ships more often are both bad, and to be honest I can't even decide which is the lesser of two evils.
Certainly understandable. The question is if the trait should be combined with Photonic Fleet to somehow make it usefull or if there are any other good ideas on what could be done.
I have a character that has been on tribble since F2P and always gets copied over.. that character when I logged in had 10 Trait Respecs on him. So I suspect it'll be something along those lines, where you get one per 5 levels or so.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
new drazona station, cool. ya the retrait button didn't do anything. really wanted to see if there was some glitch preventing my lib borg from even choosing the elusive trait befor. which if is intentional, is NOT OK. i could care less about all the other traits, as long as my characters can get accurate and elusive, that don't currently. certain species not having access to ether of those you guys need to rethink, NOW.
Why can we only activate at 50% now? I think its only going to nerf the KDF further. KDF BOPs rely on being able to use all their buffs coming out of cloak, take that away, and the BOPs are almost useless.
Maybe a compromise is in order here.
1. Going down fightings buff is greatly decreased 50-100, 1/2 what it used to be, and then once u reach 50%, its rate of increase goes back to what it is now.
2. Going Down fighting can be activated at 100% from cloak.
or
3. Remove requirements for going down fighting activation.
If anything. allowing players to activate it at a low Buff, is better then forcing players to increase the buff.
I fly all three captain types, this is my feedback on their specific traits. Please note amazingly overpowered = I like it, I also do not care at all about PvP balance.
Tac Last Ditch Effort: Feels very meh. Don't get me wrong I like the change to the go down fighting ability but if I'm in a situation and end up at half hull that means either I slap on a good strong heal and the resist boost is pointless OR I eat a 150k damage torpedo and go boom even with brace for impact active. So yeah it's neat but serves no purpose really.
Crippling Fire: Amazingly overpowered. I have a high defense score (70%+), high crit chance (15% ish) and can debuff enemy accuracy to boot? Seems like a bad idea or a really awesome one.
Strike Team Specialist: Honestly at this point meh. I have so much stuff that adds crit at this point it is getting silly but I'll take every extra % I can get.
Situational Awareness: Amazingly overpowered. Grenade, followed by exploit flank attack and one shot most baddies, sounds like fun.
Sci Photonic Capacitor: I like photonic fleet and I do like a push for synergy but then again none of my Sci are in science vessels so yeah. Looks good
Conservation of Energy: Amazing. Finally a Sci can reliably deal more damage most of the time than a Tac with exotic damage abilities. Might make me actually think of using a Sci Vessel.
Medical Vanguard: So Sci goes from best tank to even better best tank? I'll take it.
Eng EPS Manifold Efficiency: Insultingly horrible. First of all I don't use batteries very often and even with the warp core addition it will still rarely be useful to me. In addition how much power do I need? I can already run two systems maxed as is with cruisers (if I flew them) not to mention my EPS captain ability pretty much maxes out all my power and we are getting even more free power with warp cores. Insulting.
Grace Under Fire: Almost insultingly bad. Miracle worker gives no resist, is a weaker heal than doff procs, and aaargh. You take the abilities I have in space and make one even more redundant with the first trait and then take the worst one I have and give it a talent!?! Getting to use a 'bad' ability more often does not make it much better. Try again. Perhaps grant a heal over time effect to MW, or huge resist boost maybe, but yeah this is bad.
Nanomolecular Architect: Love and hate. I love it because it is a great addition to what it effects. Hate it because unlike grenades and buffs not all eng kits have many turrets or drones. I'll take it but then I'll feel a bit more pigeonholed in my kit selection. Although the embassy has already had that effect so I guess it doesn't matter much.
Shield Harmonic Resonance: Love it. Built in balancing (1 type) always useful and helps me not die. I'll take it!
How will you reward Trait Respecs once this goes live? Do Silver players buy the respecs, while Gold/Lifetime get 1 free at rank ups (like the current respecs) ?
As with all their other skill/trait revamps, they'll give a free respec to ALL players, gold or silver.
I fly all three captain types, this is my feedback on their specific traits. Please note amazingly overpowered = I like it, I also do not care at all about PvP balance.
Tac Last Ditch Effort: Feels very meh. Don't get me wrong I like the change to the go down fighting ability but if I'm in a situation and end up at half hull that means either I slap on a good strong heal and the resist boost is pointless OR I eat a 150k damage torpedo and go boom even with brace for impact active. So yeah it's neat but serves no purpose really. [\QUOTE]
U have NO idea how wrong this is. 30% more resist on a Jem hadar attack ship with Alreadt having 50% resist. That 150k Torpedo would be eaten by the resist. And this doesn't affect pve AT ALL. This unmatchingly breakes PvP.
Comments
You mean a trait that shunts warp core power directly through the weapons array, slowing down weapon power drain when using beams. They could do that and call it the Pulse Compression Wave trait.
Commanding Officer: Captain Pyotr Ramonovich Amosov
Dedication Plaque: "Nil Intentatum Reliquit"
Well... Not my buisness. The game shouldn't be build around the worst possible use of abilities.
God, lvl 60 CW. 17k.
God, lvl 60 CW. 17k.
If ground shields are treated similarly to space shields, there's a 75% resist hard cap. Don't know how that will play out given that ground damage is quite a bit burstier than space damage though.
Engineers already play in god mode (sort of) while Reroute Power to Shields is up. What kills Engineers is shield-penetrating attacks, made by melee attacks and weapons, and kinetic damage (mines, bombs, grenades). I don't see Shield Harmonic Resonance making any big difference here.
[Adapt] isn't as good as a modifier in ground as it is in space. You aren't hit in ground as often as you are in space, so the adapt procs in ground will fire much less often and not stack as much. It might perform well against the Omega Autocarbine, which is a rapid-fire weapon, but against pulsewaves, it will perform poorly.
STO Screenshot Archive
10% to particle generators is embarrassing. My Main is a science captain that uses an oddy cruiser. The only thing this would effect is eject warp plasma, but.. it hardly does any damage anyways.
My oddy only has two science powers, hazard emitters and science team, both are not used enough to impact the photonic cool down.
There has to be additional more broad options available or these options need to be broadened to be as effective as the new tools your giving eng's (who do need a lot of love, I know) and tacts.
Real Join Date: Oct. 2009
[SIGPIC][/SIGPIC]
1. Last Ditch Effort - Nerf.
► GDF in general needs to be reworked. Letting someone knock you down to 50-25% hull with all heals on cooldown, just to smack 60-80% resistances, and a 100-150% damage bonus, then instantly full heal was probably never the intention of the original designer.
Will expound on this in a sec.
2. Dynamic Buffs - It's about time we get them.
► Powers like GDF, and HoT Sci skills need to dynamically adjust to current situations. As it stands, popping an Aux battery, then hitting Hazards and TSS in the last second, still give you the 125 Aux benefit, despite your power levels normalizing. This also plays into GDF. Having a power that gives a flat damage bonus, usable any time, would be nice. However this brings me to my main point.
3. Go Down Fighting should be a Tactical Captain Specific TRAIT.
► "Gives a passive scaling bonus to weapon damage that increases as your hull drops below 50%.
This trait increases all damage by 5% while hull is over 50%, then scales up to a 125% bonus at 10% Hull."
This would introduce an Occam's Razor mechanic. Either keep your hull full, and enjoy a 5% damage bonus, or walk the line between going down in flames, and hero tank, with an increased damage bonus.
Honestly, Last Ditch Effort should be replaced by GDF, or the resistance value reduced. It's OP currently. Then possibly give us some other Captain level skill that isn't so easily abusable.
EDIT
3b. LDE Afterhought..
► You can keep Last Ditch Effort in. Just make it double the damage bonus from GDF, while REDUCING hull resistances. Glass cannons finally, anyone?
○ "Last Ditch Effort redirects power from damaged sections of your ship, diverting critical systems to weapons power.
This trait doubles the damage bonus granted by Go Down Fighting, however, it also reduces all resistances as your hull decreases.
? Provides an additional 5% passive damage while over 50% hull, scaling to an additional 125% at 10%.
? Reduces resistances by 10 for every 7.5% hull lost under 50%, to a maximum of -66 Resistance."
/EDIT
4. Accuracy debuff. - I definitely approve.
► Yeah, the argument for tankyscorts is perfectly valid, but, I feel that this skill gives us Tacticals more incentive to fly something other than an escort, and do it well. My plasma storm recluse /easily/ outdamages my escort, but I also have next to no defense while in full DPS. Having an accuracy rend goes a long way to buffing us in slower ships.
5. Situational Awareness - Make it 50%. Or even 25%.
► 100% chance to expose on /any/ grenade? I like exposes and all, but that's a bit much. Can anyone say "Grenade Satchel Double Sniper Tact Init Nade Doffs"?
6. Techie. - Really?
► +10 Hull Repair. Enough said.
Formerly @BlackWyvern
Stupid account merge...
Honestly no.
From a PvP perspective, this power is poised to create even more spam than we already have to deal with.
A carrier with Hangar Reduction DOFFs, Photonic Fleet with a new rech reduction-mechanic, mines, Aceton, etc.
Spamming 9 ships or spamming the same ships more often are both bad, and to be honest I can't even decide which is the lesser of two evils.
The reality is that Photonic Fleet was never very good or useful to begin with and making it more available isn't going to alleviate that.
The power really should have been re-worked in some manner. Unfortunately it doesn't look that will ever happen.
On the other hand the same tier skills for Sci (Photonic Fleet) and Eng ( (Miracle Worker) will be up more often circumventing their extended (4min) cooldowns while the same tier tactical skill (GDF) is now grayed out and non-functional without a specific set of conditions.
Easily subnuc'd off, and promptly sent back on its 4 min cooldown.
I understand those two powers have been less than useful for a long time and in other threads I've often advocated specific improvements for MW especially (castable on others, full debuff cleanse).
Instead ENG seems pushed even further into a PvE tank role in a game that never requires tanking in PvE and in a PvP environment that has no use for PvE self-mitigation specialist Tanks.
All it will require is an SNB. GDF will now be even bigger SNB bait than it is currently.
Do we know if this is "resistance bonus" or "resistance"? So far I haven't gotten a clear answer on this.
If this trait is the equivalent of a couple of armor consoles while in return GDF is now on lockout unless you go under 50% hull, then that's actually a nerf IMO as it removes one less tool from the alpha strike toolbox and is on a skill with a very long cooldown.
The only thing that felt weird was the low number of space traits. I have a few characters which i use for spece encounters only, one of them (Joined Trill Tac) i transferred to Tribble. I was surprised I really didn't have to make much of a choice when choosing them, as I could pretty much activate/choose all available. It would be nice to get a few more options space-wise.
It's 5% resistance (against one energy type only) and stacks 3 times. Depending on how often it procs and how long it lasts, it may or may not be OP. I'm not sure it's actually stronger than Medical Vanguard, which provides 50% damage resistance and no bleedthrough for 4 seconds. It seems to activate on any heal and doesn't seem to be a proc.
See this thread if it doesn't get merged:
http://sto-forum.perfectworld.com/showthread.php?t=599611
I'm not sure if you are joking or not about engineers getting the best space traits. Grace Under Fire is good, but EPS Manifold Efficiency is a poor trait. I think tacs got the best traits, both ground and space.
Sniper rifle?? Try split beam rifle... If you're gonna expose everyone, at the very least SHOOT everyone.:D
Please enable us to buy a token with Zen to faction change a 25th Century FED to a TOS FED.
We can also pick the two career specific space traits at the same time (tested for scis). I thought we had to make a choice. Is is working as intended? There is a useless science trait but the eng ones are really powerful...
God, lvl 60 CW. 17k.
You can take all four career specific ones if you want. Based on the number of slots, I'd say that's intended.
Agreed.
I think that's part of why it was opened up to 9 traits per character.
Which means
1 Racial Trait for Standard Races or 1 Open Choice for Aliens
4 Career traits
4 (race dependant) Traits of choice.
Seen that way, it's mostly 1 extra trait for most characters with added functionality to separate careers a bit more from each other and consolidation of racial traits so no specific race becomes a terrible choice due to too many racials (like Gorn for space on holodeck).
You're not locked into those traits, and I'm sure some space only players will even skip the career specific ground stuff in favor of as many space traits as possible (although IIRC you can actually have all 4 career + every useful space trait), but I suspect there was at least some aspect to this line of thinking in the design process.
Many enemies fire with a full auto rifles, like the jem'hadar, borg drones (heavy and elite ones)... That was my concern, not ground pvp.
God, lvl 60 CW. 17k.
How will you reward Trait Respecs once this goes live? Do Silver players buy the respecs, while Gold/Lifetime get 1 free at rank ups (like the current respecs) ?
Wow, what a true statement,
I tried using the Re-trait for my Sci toon and found a trait that has no specifics like the other traits.
The Conservation of Energy Trait has no real useful info other than a buff to Exotic Particles Damage.
It would be nice to know the following:
What is the percentage chance of it activating?
The info does not say how much damage it gives, but the Tibble post says + 10%
It would be nice to have that displayed in the info window of the description
Once the proc is triggered, how long does it last before it expires?
And lastly what is the cooldown of the proc before it is free to proc again.
This would be helpful information for testing the trait to see if it works as intended.
I claim a token, press respec but nothing happens. No respec occurs.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
How will Trait Respecs be dirstubuted?
At What Zen Cost will they be?
Will they be given each rank for gold members?
Will there be an Ingame way other then zen to obtain one?
Will They be added to veteran rewards?
Will Lifers get one for free?
Will Active Power traits be usable by all chars who can use that Active Power? (Neural Blast, Mind Meld, Etc) Since they are not listed by traits?
What will happen to Gorn, or other chars with multiple required perks?
Will Chars loose active ability traits when this goes live?
Will traits be balanced with PvP in mind?
The above question x1000
and finally, Will there be a trait respect trainer? or will it just happen on the char page?
I have a character that has been on tribble since F2P and always gets copied over.. that character when I logged in had 10 Trait Respecs on him. So I suspect it'll be something along those lines, where you get one per 5 levels or so.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Maybe a compromise is in order here.
1. Going down fightings buff is greatly decreased 50-100, 1/2 what it used to be, and then once u reach 50%, its rate of increase goes back to what it is now.
2. Going Down fighting can be activated at 100% from cloak.
or
3. Remove requirements for going down fighting activation.
If anything. allowing players to activate it at a low Buff, is better then forcing players to increase the buff.
Tac
Last Ditch Effort: Feels very meh. Don't get me wrong I like the change to the go down fighting ability but if I'm in a situation and end up at half hull that means either I slap on a good strong heal and the resist boost is pointless OR I eat a 150k damage torpedo and go boom even with brace for impact active. So yeah it's neat but serves no purpose really.
Crippling Fire: Amazingly overpowered. I have a high defense score (70%+), high crit chance (15% ish) and can debuff enemy accuracy to boot? Seems like a bad idea or a really awesome one.
Strike Team Specialist: Honestly at this point meh. I have so much stuff that adds crit at this point it is getting silly but I'll take every extra % I can get.
Situational Awareness: Amazingly overpowered. Grenade, followed by exploit flank attack and one shot most baddies, sounds like fun.
Sci
Photonic Capacitor: I like photonic fleet and I do like a push for synergy but then again none of my Sci are in science vessels so yeah. Looks good
Conservation of Energy: Amazing. Finally a Sci can reliably deal more damage most of the time than a Tac with exotic damage abilities. Might make me actually think of using a Sci Vessel.
Medical Vanguard: So Sci goes from best tank to even better best tank? I'll take it.
Eng
EPS Manifold Efficiency: Insultingly horrible. First of all I don't use batteries very often and even with the warp core addition it will still rarely be useful to me. In addition how much power do I need? I can already run two systems maxed as is with cruisers (if I flew them) not to mention my EPS captain ability pretty much maxes out all my power and we are getting even more free power with warp cores. Insulting.
Grace Under Fire: Almost insultingly bad. Miracle worker gives no resist, is a weaker heal than doff procs, and aaargh. You take the abilities I have in space and make one even more redundant with the first trait and then take the worst one I have and give it a talent!?! Getting to use a 'bad' ability more often does not make it much better. Try again. Perhaps grant a heal over time effect to MW, or huge resist boost maybe, but yeah this is bad.
Nanomolecular Architect: Love and hate. I love it because it is a great addition to what it effects. Hate it because unlike grenades and buffs not all eng kits have many turrets or drones. I'll take it but then I'll feel a bit more pigeonholed in my kit selection. Although the embassy has already had that effect so I guess it doesn't matter much.
Shield Harmonic Resonance: Love it. Built in balancing (1 type) always useful and helps me not die. I'll take it!
One man army.
"We are smart." - Grebnedlog
Member of Alliance Central Command/boq botlhra'ghom
As with all their other skill/trait revamps, they'll give a free respec to ALL players, gold or silver.