test content
What is the Arc Client?
Install Arc

Official Trait Revamp Feedback Thread

13468911

Comments

  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited April 2013
    andyxvers2 wrote: »
    When creating a NEW captain of an Alien species, the new Character generator did not allow me to select the 4 traits i wanted for that character. she started out with traits but i did not select them, which is 75-80% of the reason players select the option of playing as an alien race.
    You can respec for free later. I think it's part of making Aliens non-OP....
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • blakes7tvseriesblakes7tvseries Member Posts: 704 Arc User
    edited April 2013
    What about a separate trait tree for PVP
    download.jpg
  • aexraelaexrael Member Posts: 0 Arc User
    edited April 2013
    It's baffling why BOFFs aren't included in the revamp, seems half-assed.
  • tsurutafan01tsurutafan01 Member Posts: 0 Arc User
    edited April 2013
    aexrael wrote: »
    It's baffling why BOFFs aren't included in the revamp, seems half-assed.

    Have to agree. I was hoping the point of this thing was to address the ridiculous imbalance between different species because most of them can't even roll a space trait.

    A Blue quality Lethean with Efficient is worth roughly 100-150K EC, at least. A Blue quality Lethean without it is worth roughly 10-100 EC.

    Every species should have a default ground and space trait. And there should have been new space traits added.

    It doesn't really bug me in gameplay terms that much since with most of my characters I pick BOFFS more for fantasy reasons than gameplay ones, but still. Seems like an opportunity has been missed.


    "We are smart." - Grebnedlog

    Member of Alliance Central Command/boq botlhra'ghom
  • haarspalterhaarspalter Member Posts: 0 Arc User
    edited April 2013
    So we can get 10 traits per character now? Limit them to 5 ground and 5 space. It should not be possible to choose only space oder only ground traits.
  • bpharmabpharma Member Posts: 2,022
    edited April 2013
    Ok well looking at the class traits I think the following:

    Tactical:

    Crippling fire - looks good, probably affects PvP more than PvE but its a nice little bonus to help my escort live longer.
    Last Ditch Effort - I like this as a +10 stacking damage resist is nice and should help you live a little longer and make more use out of the skill.

    Situational awareness - I think this is a very good trait but perhaps the expos? duration should be 5s. I think grenade spam could be bad in PvP just like all fps games.
    Strike team specialist - I like this and combined with other skills will help landing big powerful blows easier.

    Science:
    Conservation of Energy - I like the idea of making science captains do more damage with science abilities but I would prefer if it was a flat +/-10 damage resistance to target on use of science ability. This would fit more into the buff/debuff role in science captain descriptions. Allies get +10 DR when healed and enemies get -10DR when sci skill used on them.
    Photonic capacitor - it could lead to a halving of the recharge time but the actual ability itself is a bit lacking. Perhaps it could also buff the photonic ships by 50%, then it would be good. Either way photonic fleet needs to be better to want to pick this.

    Medical vanguard - seems like shoehorning science into healer more and more and it heals shields too. Very powerful for a healer. Perhaps shield regen needs reducing on it though.
    Field researcher - I sort of like this, gives a CC science a bit more use. +25 damage is not much though, about 2.5% of my health, perhaps if it was +25 and extended to the whole team (including boffs) it might be nicer.

    Engineering:
    Nanomolecular Architect - nice little bonus especially as fabricants die so very fast. Though I think it needs buffing on the resistance and regen. I'd expect it to regen 50% of its health or there abouts in a minute. With DR able to make it withstand a grenade but not multiple ones and certainly not a fully buffed plasma.
    Shield Harmonic Resonance - I like it but again seems like we're leaning more to the trinity. Might cause problems in PvP but PvE I like it a lot.

    Grace under Fire - Sort of good. Miracle worker is a good skill but its a last ditch attempt at staying alive and as someone pointed out most of the time you die 10s later anyway. How's about letting the trait put the cooldown to 3 mins but give you a massive resist to everything (shield resist, hull resist and power drain resistance).

    EPS manifold efficiency - I do not like this at all. Making it reliant on a consumable item which you may or may not have the slots for and needing skill points and a doff to get the most out of it doesn't sit well with me. If this skill was linked to any ability that increased ship power levels but at reduced amounts, I would pick it up. For example on use of emergency to weapons +10 all systems for 30s or duration of skill, with aux to battery it could be +10 all systems but only for the 10s it's active. As is I can't imagine anyone using it in its current form outside of cruiser captains who have the device slots. I have heard about these v.rare warp cores but not seen or got one to test so can't comment on that.

    Another idea for EPS manifold efficiency could be to give a stacking drain resistance for time in combat, say 1 per second upto 100s or perhaps +33 on every use of a power draining weapon/ability for 15s up to 3 stacks.

    All in all I think it's a great idea adding traits to enhance a captains function but we do need to remember that it needs to improve the captains performance in ALL ships not just the one in class.

    Also while I approve of the enhancing of the 4min cool down captain skills don't be afraid to let the trait change the skill completely in some cases so it gives people an options. All in all these are all steps in the right direction.

    A question to hawk though. Can the traits effects be balanced differently between PvP and PvE? Some of these will be horrifically OP in PvP but are not going to be that noticeable in PvE content or vice versa. While we're at it it would also be nice to have some of the prospective toys for a week free to play around with, get some of the fleets to do PvP testing as well as PvE testing to see where they do need balancing with regards to trait interactions.

    Just my tuppence. Off to check out those tasty race traits now =D

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • theodrimtheodrim Member Posts: 0 Arc User
    edited April 2013
    madajmama wrote: »
    Science:
    Space - Photonic Capacitor:
    Science powers you activate reduce the remaining cooldown of Photonic Fleet by 15 seconds.
    This ability cannot trigger more often than once every 15 seconds.
    Idk about this one.Sounds ok tho

    Space - Conservation of Energy:
    When Energy Weapons hit your shields, your exotic damage has a chance to be increased by 10%, stacking up to 3 times.
    Exotic Damage is any damage which is increased by the Starship Particle Generators skill.
    Meh,but some ppl will surely use it.

    Okay, I'm just going to throw this out here, but...

    Photonic Capacitor: So, you're telling me the cooldown reduction is 15 seconds...which has an internal cooldown of 15 seconds. If the ICD is equal to the cooldown reduction, at best you're getting a 6% cooldown reduction to an already lackluster ability -- and that necessitates hitting a science boff power when PF's cooldown is down to 15s so you can immediately pop it. For it to actually be a substantive cooldown reduction, the reduction would have to be greater than the ICD. Is this modified by aux power setting or something?

    Conservation of Energy: Now, it may just be me but I generally don't like getting shot when I'm flying a science vessel, which are the vessels you really want to fly if you're going to rely upon exotic damage. If I were in a cruiser I might have a good use for this, but if I'm in a cruiser I'm going to be slotting primarily heals and buffs and maybe. It has good synergy with Feedback Pulse, and in a ship that can take a beating, but that's it.

    Playing a science captain, if I wanted a reactive ability I'd much rather have one that procs a very weak placate when I'm hit. That way I can focus on controlling and buffing/healing in combat, instead of staying alive.
    Somebody getting uppity about canon? No problem! Just take a deep breath, and repeat after me:

    Spock's Brain.
  • bpharmabpharma Member Posts: 2,022
    edited April 2013
    theodrim photonic capacitor doesn't work like that.

    Time 0: You activate science ability 1 and it takes 15s off what's left of the cooldown on photonic fleet immediately. You have just used photonic fleet 15s earlier so you have 3m45s minutes cooldown left on it, you would now have 3m30s for photonic fleet cooldown.

    Time 0-15s: Whatever science ability you activate now will not reduce the cooldown on photonic fleet. So activating science abilities 2 and 3 did not reduce cooldown.

    Time 15s: You activate science ability 4, it takes another 15s off. So the cooldown has reduced to 3m15s between T0 and T15s and now becomes 3 minutes.

    You repeat the process. As you can see it reduces the cooldown substantially if you're constantly using science skills. However as stated the ships themselves are kinda rubbish, they die easily, the damage is poor, their AI is up there with most sleepy dogs and they don't even use abilities.

    As for conservation of energy not had a chance to test it out properly as the transfer messed up the gear and boffs so I'll have to try again. However considering how little damage these science skills do anyway I wouldn't expect more than 900 damage and that's only if you're getting something shooting at you but not one shotting. Oh and the target has no shields. Oh and you use sensor scan.

    It looks like there might be a transition to science skills doing exotic damage and (please oh please) tactical abilities not buffing them which would lead the way to a damage increase. Then the 30% might be worth it.

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited April 2013
    Anyone else notice that one of the traits unlocks at Vice Admiral 60!
    Fed: Eng Lib Borg (Five) Tac Andorian (Shen) Sci Alien/Klingon (Maelrock) KDF:Tac Romulan KDF (Sasha) Tac Klingon (K'dopis)
    Founder, member and former leader to Pride Of The Federation Fleet.
    What I feel after I hear about every decision made since Andre "Mobile Games Generalisimo" Emerson arrived...
    3oz8xC9gn8Fh4DK9Q4.gif





  • bpharmabpharma Member Posts: 2,022
    edited April 2013
    Sunfrancks I did see that one of the trait slots unlocks at VA 60 but I somehow managed to slot a trait in at VA 50, my guess is that it is unlocked so we can test the impact of having that many traits at one time. That or it's a bug lol.

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited April 2013
    I was unable to slot a trait into that slot. Could be a bug, who knows lol
    Fed: Eng Lib Borg (Five) Tac Andorian (Shen) Sci Alien/Klingon (Maelrock) KDF:Tac Romulan KDF (Sasha) Tac Klingon (K'dopis)
    Founder, member and former leader to Pride Of The Federation Fleet.
    What I feel after I hear about every decision made since Andre "Mobile Games Generalisimo" Emerson arrived...
    3oz8xC9gn8Fh4DK9Q4.gif





  • theodrimtheodrim Member Posts: 0 Arc User
    edited April 2013
    bpharma wrote: »
    theodrim photonic capacitor doesn't work like that.

    Erm...yeah. Math failure on my part, that's what I get for posting before coffee. My bad.
    ...that's only if you're getting something shooting at you but not one shotting...

    Yeah that's the problem. I'd rather not get shot at, instead of pulling some "blood knight" TRIBBLE that's only really viable in cruisers (that have appropriate science slotting), and the ARVR, for obvious reasons. Even then, I'd be likely slotting out for survivability instead of extra exotic damage...
    Somebody getting uppity about canon? No problem! Just take a deep breath, and repeat after me:

    Spock's Brain.
  • darknessmutadarknessmuta Member Posts: 187 Arc User
    edited April 2013
    sunfrancks wrote: »
    Anyone else notice that one of the traits unlocks at Vice Admiral 60!

    Yeah I just saw that and wondered if it was a typo or an unannounced level cap increase that is coming in Legacy of Romulus.
  • kuwayuokuwayuo Member Posts: 0 Arc User
    edited April 2013
    Any comments, questions, concerns, and bugs for the whole trait revamp goes right here!

    We'll be allowing unlimited free respecs from a vendor for testing soon! I'll update the thread with information on how to get them once they're up and running.

    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 looked at traits and the real question is how they play in with skills. Of the one i would use for my science class is the medical heal w/ shield that was good; still looking at the others.
  • sparhawksparhawk Member Posts: 796 Arc User
    edited April 2013
    sunfrancks wrote: »
    Anyone else notice that one of the traits unlocks at Vice Admiral 60!
    Yeah I just saw that and wondered if it was a typo or an unannounced level cap increase that is coming in Legacy of Romulus.

    My guess is an unintended sneak peek confirming the level cap increase that is forthcoming with one of the next seasons. Since it's in some of the code already, it may mean the level increase is in the next season after the LOR release.
  • brigadooombrigadooom Member Posts: 0 Arc User
    edited April 2013
    Suddenly hesitant to buy any (current) max level stuff :p
    ----
    [SIGPIC][/SIGPIC]
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited April 2013
    Yeah I just saw that and wondered if it was a typo or an unannounced level cap increase that is coming in Legacy of Romulus.

    Sorry to disappoint, but it's just a typo - it's a bug in the way Aliens' traits' level requirements are calculated, since Aliens have one more trait to choose than all other species.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • diogene0diogene0 Member Posts: 0 Arc User
    edited April 2013
    brigadooom wrote: »
    Suddenly hesitant to buy any (current) max level stuff :p

    It's going to happen in december anyway, since the level cap will be raised then.
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • sean2448sean2448 Member Posts: 815 Arc User
    edited April 2013
    diogene0 wrote: »
    It's going to happen in december anyway, since the level cap will be raised then.

    nope not for awhile I would say cap raise would be after december update
    I would like to see a cap raise then to
  • mikeward1701mikeward1701 Member Posts: 277 Arc User
    edited April 2013
    Not sure if this has been asked or addressed yet regarding the upcoming trait revamp...

    Do the trait changes apply only to captains/players, or bridge officers too?

    Bridge officers currently share a lot of the same traits as captains/players. Racial traits, Creativity, Stubborn, etc. Often with tooltips/infoboxes copied verbatim from the captains version of the trait (BOs with Creativity referring to kits for example.)

    If these trait changes also apply to boffs;
    • Which of the new traits being introduced will be captain only / boff only?
    • Will the traits give the same bonuses as captains, if not how do they differ?
    • Will there be basic/superior variants of traits for bridge officers?
    • Will we have the ability to retrait our bridge officers?
    • How will new traits for captains / bridge officers be earned/unlocked/rewarded?

    Because traits on bridge officers are currently un-customisable, whereas skills can be retrained. I and many others have used traits as the primary factor in searching for and selecting bridge officers, spending a great deal of time and money tracking down boffs with certain trait combos.

    Can you please provide an in-depth explanation of how the trait revamp will affect bridge officers?
    Fleet Admiral Ward
    Commander, Starfleet Corps of Engineers • 7th Fleet
    Commanding Officer, U.S.S. HEART OF OAK • NX-1759-B • Odyssey class Star Cruiser ( Lexington Tactical Configuration)
    )
    (Steam - feel free to follow/friend me : )
  • dave18193dave18193 Member Posts: 416 Arc User
    edited April 2013
    Not sure if this has been asked or addressed yet regarding the upcoming trait revamp...

    Do the trait changes apply only to captains/players, or bridge officers too?

    Bridge officers currently share a lot of the same traits as captains/players. Racial traits, Creativity, Stubborn, etc. Often with tooltips/infoboxes copied verbatim from the captains version of the trait (BOs with Creativity referring to kits for example.)

    If these trait changes also apply to boffs;
    • Which of the new traits being introduced will be captain only / boff only?
    • Will the traits give the same bonuses as captains, if not how do they differ?
    • Will there be basic/superior variants of traits for bridge officers?
    • Will we have the ability to retrait our bridge officers?
    • How will new traits for captains / bridge officers be earned/unlocked/rewarded?

    Because traits on bridge officers are currently un-customisable, whereas skills can be retrained. I and many others have used traits as the primary factor in searching for and selecting bridge officers, spending a great deal of time and money tracking down boffs with certain trait combos.

    Can you please provide an in-depth explanation of how the trait revamp will affect bridge officers?


    I'd really like to know this as well. That and whhether or not we'll see more evenly distributed Boff space traits, as right now the outright best boffs are humans and saurians on fed, and letheans for KDF.

    More trait variety and customization would be brilliant, and help the game to feel more "treky".

    That and I'd like to run an all andorian space crew for my Charal without losing out on space bonuses. Just sayin.
    Got a cat? Have 10 minutes to help someone make the best degree dissertation of all time?

    Then please fill out my dissertation survey on feline attachment, it'd be a massive help (-:

    https://www.surveymonkey.co.uk/r/87XKSGH
  • tsurutafan01tsurutafan01 Member Posts: 0 Arc User
    edited April 2013
    I can think of quite a few space traits just offhand that seem... plausible.

    This is in no way some sort of final polished product, merely an offhand example of how the space traits could be expanded.

    Tactical BOFF:
    Energy Weapons Specialist
    Torpedo Weapons Specialist
    Piloting Experience

    I think guessing what the first two do are kind of obvious. Piloting Experience I see as working similar to an RCS Accelerator console, boosting ship turn rate by a %. I can see having access to three of any of those somewhat addressing "useless third Tac BOFF slot syndrome": you might not need the power, but trait focus? It's... somewhat better.


    Engineering BOFF:
    Techie
    Ops - Communications
    Efficient

    Techie is currently (I think) a player only trait that can have a BOFF version added. Ops - Communications would be a disabled/dead crew resistance buff as well as a crew recovery rate buff, because of "more efficient response times between departments, and quicker reaction to crises on ship" or what have you. Efficient is already in the game and works fine (and is overrated since as far as I can tell it only stacks so far with the Captain's warp core efficiency), but should be restricted to Engineering as it seems to apply to warp core engineers in story terms.


    Science BOFF:
    Astrophysicist
    Sensor Expert
    Energy Theorist

    Astrophysicist would again simply be a BOFF version of an existing player trait, giving a boost to various stats. Sensor Expert would boost stealth detection as well as a buff against placation from powers like Jam Sensors and a slight accuracy increase. Energy Theorist would boost the damage of some science skills like Gravity Well, or the healing properties of some science skills like Hazard Emitters.




    Or something like that. As I said, just offhand ideas. Nothing polished. But the point here is it's there to be had.


    "We are smart." - Grebnedlog

    Member of Alliance Central Command/boq botlhra'ghom
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited April 2013
    ...I and many others have used traits as the primary factor in searching for and selecting bridge officers, spending a great deal of time and money tracking down boffs with certain trait combos.

    Can you please provide an in-depth explanation of how the trait revamp will affect bridge officers?
    I wonder ^this^ as well. I have taken time (and resources) to get my BOs just right. Usually this means certain BOs (w/space traits) for ship duty, and others (with appropriate ground traits) for Away Teams. I match up traits to weapons and class (for example I'll give a Tac BO with Acute Senses and Super Lucky a good Sniper Rifle and Dmg buffing powers, where as a BO with Physical Strength and Resilient might get a melee weapon). I'd hate to see that effort wasted.

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • diogene0diogene0 Member Posts: 0 Arc User
    edited April 2013
    Dear devs,

    You keep improving the engineering space traits to make them even more useful.

    Could you please take a look at the science ones? currently, they don't do science stuff and one of them is a buff to a completely useless ability (photonic fleet). All i want is my scis doing control, disables, debuffs. None of the current trait will help me do that. The space traits for tac traits aren't waht i expect from my tac chars too. My tac is supposed to do dps, why would you give him more tanking and debuffs? I'm not playing a tank but a destroyer. All i want is fairness across my chars. If my eng gets more power and tanking, why can't my tac get more dps and my sci better control and debuffs?

    Thanks.
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited April 2013
    diogene0 wrote: »
    Dear devs,

    You keep improving the engineering space traits to make them even more useful.

    Could you please take a look at the science ones? currently, they don't do science stuff and one of them is a buff to a completely useless ability (photonic fleet). All i want is my scis doing control, disables, debuffs. None of the current trait will help me do that. The space traits for tac traits aren't waht i expect from my tac chars too. My tac is supposed to do dps, why would you give him more tanking and debuffs? I'm not playing a tank but a destroyer. All i want is fairness across my chars. If my eng gets more power and tanking, why can't my tac get more dps and my sci better control and debuffs?

    Thanks.

    I agree that the science space traits should be improved and that tacs should have been given traits oriented toward offense. An improved Sensor Scan would be more useful than an improved Photonic Fleet. I think Conservation of Energy should buff all non-defensive science skills, not just particle generators. Then, it would be useful for different science builds, not just those specialized for exotic damage.
    Waiting for a programmer ...
    qVpg1km.png
  • nicha0nicha0 Member Posts: 1,456 Arc User
    edited April 2013
    Sensor scan is powerful but needs a faster CD. Sci is defined by SNB and sensor scan, nothing else is of value.
    Delirium Tremens
    Completed Starbase, Embassy, Mine, Spire and No Win Scenario
    Nothing to do anymore.
    http://dtfleet.com/
    Visit our Youtube channel
  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited April 2013
    nicha0 wrote: »
    Sensor scan is powerful but needs a faster CD. Sci is defined by SNB and sensor scan, nothing else is of value.

    Scattering Field and Science Fleet are both of great, great value.

    Photonic Fleet, on the other hand, not so much. It's really the the Sci Captain's only dud of a skill.
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited April 2013
    Scattering Field and Science Fleet are both of great, great value.

    Photonic Fleet, on the other hand, not so much. It's really the the Sci Captain's only dud of a skill.

    Well Nadeon inversion is a dud, and go down fighting will be one too. It is kind of fair that everybody has one, even if I would prefer all of them to be useful.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • amosov78amosov78 Member Posts: 1,495 Arc User
    edited April 2013
    I sorta wish that traits were more directed at your captain making your profession specific bridge officers (engineering captain buffing engineering officers and so on) better at what they do: Lowering cooldowns further, adding extra utility and longer lasting buffs to ground and space abilities.
    U.S.S. Endeavour NCC-71895 - Nebula-class
    Commanding Officer: Captain Pyotr Ramonovich Amosov
    Dedication Plaque: "Nil Intentatum Reliquit"
  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited April 2013
    tpalelena wrote: »
    Well Nadeon inversion is a dud, and go down fighting will be one too. It is kind of fair that everybody has one, even if I would prefer all of them to be useful.

    GDF's getting a nice defensive boost and a safety lock on it that prevents you from using it before it's charged. Less a nerf and more a step sideways.

    The Engineer is pretty much a dud in space combat top to bottom at the moment, though.
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
Sign In or Register to comment.