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Official Trait Revamp Feedback Thread

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  • 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.
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  • 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.
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  • 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.
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  • 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.
  • sechserpackungsechserpackung Member Posts: 135 Arc User
    edited April 2013
    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.

    And he gets completely outshined in ground too :(
  • brigadooombrigadooom Member Posts: 0 Arc User
    edited April 2013
    I'd like it if while Sensor Scan was active, a science ship's innate Target Subsystem 1 abilities were also buffed to that of Target Subsystem 3.
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  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited April 2013
    And he gets completely outshined in ground too :(

    Really? Even the Enemy Neutralization Kit's abilities amount to a hill of beans?
    brigadooom wrote: »
    I'd like it if while Sensor Scan was active, a science ship's innate Target Subsystem 1 abilities were also buffed to that of Target Subsystem 3.

    Sensor Scan being a Captain-level power is probably reason enough for this not to go through. Giving Science Ships Target X: 3 is a very, very dangerous suggestion, given that they already have access to E Siphon 3 and plenty of space for Flow Capacitors (which buffs all Drains, including Target: Subsystems).
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
  • sechserpackungsechserpackung Member Posts: 135 Arc User
    edited April 2013
    Really? Even the Enemy Neutralization Kit's abilities amount to a hill of beans?

    If you have to pull things into a discussion that have nothing to do with it? Yes :)

    After all we are discussing and comparing traits and not kits.
  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited April 2013
    If you have to pull things into a discussion that have nothing to do with it? Yes :)

    After all we are discussing and comparing traits and not kits.

    Perhaps they could add or expand the Engineer's Ground traits to include a trait that expands or changes the geometry of the Chroniton Minefield, or maybe add a slow to the Transphasic Bomb. Or perhaps using explosives and debuffs reduces the cooldown on Orbital Strike the same way using Sci powers reduces the cooldown on Photonic Fleet.
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
  • superherofansuperherofan Member Posts: 342 Arc User
    edited April 2013
    I hope that BOFF traits get looked at, too, because it's kind of annoying to basically be forced to use either Romulans, fugly Saurians, or humans on your ship, instead of the other races if you want meaningful space improvements. I'm also not happy that the Creative trait is just for healing now, because now that trait is useless on a Tactical BOFF. That's especially irksome for the MACO Photonic Tac BOFF, which we paid for.

    It would be nice if each BOFF had one space trait slot and three grounds and then you could respec or update their traits as desired.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited April 2013
    I hope that BOFF traits get looked at, too, because it's kind of annoying to basically be forced to use either Romulans, fugly Saurians, or humans on your ship, instead of the other races if you want meaningful space improvements. I'm also not happy that the Creative trait is just for healing now, because now that trait is useless on a Tactical BOFF. That's especially irksome for the MACO Photonic Tac BOFF, which we paid for.

    It would be nice if each BOFF had one space trait slot and three grounds and then you could respec or update their traits as desired.

    Each bridge officer race having a space skill sounds great.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • antrenosantrenos Member Posts: 1 Arc User
    edited April 2013
    Will Bridge Officer Races be getting a Trait Revamp as well?

    EDIT: Guess I got my answer;
    The current trait revamp is not changing Bridge Officer trait choices, though if a Bridge Officer has a trait that was improved (such as Limited Telepathy or Acute Senses), they will benefit from the improvement.
  • brigadooombrigadooom Member Posts: 0 Arc User
    edited April 2013
    Could player Neural Blast be reworked to have, rather than just a chance to merely stun, a very small (2.5%?) chance of assimilating the enemy and making them attack their allies? A bit like a ground version of scramble sensors, if it triggers. NPCs get to :P

    Als, could there ever be ways implemented to gain access to another class's traits, i.e a Tac getting access to Conservation of Energy, or an Eng or Sci getting Crippling Fire? Maybe for getting an accolade for doing x (absurd) amount of exotic damage on a non-sci character would get that character access to that particular trait.
    ----
    [SIGPIC][/SIGPIC]
  • dave18193dave18193 Member Posts: 416 Arc User
    edited April 2013
    antrenos wrote: »
    Will Bridge Officer Races be getting a Trait Revamp as well?

    EDIT: Guess I got my answer;

    Originally Posted by adjudicatorhawk View Post
    The current trait revamp is not changing Bridge Officer trait choices, though if a Bridge Officer has a trait that was improved (such as Limited Telepathy or Acute Senses), they will benefit from the improvement.


    Thanks for finding this quote, now at least I know not to get my hopes up or buy new BOFF slots.

    Personally, I'm as irritated as I am disappointed. I for one would have loved to pick a more varied crew without being at a significant disadvantage to human and romulan crews in pvp.

    In addition, I'd like to remind cryptic of their promise on their legacy of romulus teaser site:

    "Customize and rearrange your existing traits. Unlock new advanced traits and abilities, further specializing your captain and crew."

    Note the "and crew" at the end there.

    Dont get me wrong, season 8 is looking brilliant for the most part, but I for one was hoping we'd finally see some more variety in game.

    I guess we wont be seeing a respecies token either this season?
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  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited April 2013
    reximuz wrote: »
    Borg Neural Blast is kind of meh....
    Any active species-specific traits that you feel are "meh", please post in the Tribble feedback thread for the Trait revamp. My goal is to leave no traits feeling "meh", so that you can always take the ones you think are cool.

    Quoting the OP post as well as the dev response, I am now taking his advise and posting in this thread.

    Neural Blast really is kind of meh. Is there any chance that instead of the slowdown, can it be turned into a similar power that Orions have, seduce?

    It could use the Borg nanite injection visual, or even the science nanite health monitor visual.

    It would make more sense as a liberated borg can inject nanites, rather than a neural toxin....
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  • bpharmabpharma Member Posts: 2,022
    edited April 2013
    One thing I am a little put off by is certain races get an activated ability which takes up a trait slot. As far as I can gather the idea with current races was to unify their current race traits into 1 trait. Now I can understand if they need to be separate for various engine and design reasons but I do think if I'm to choose one of these races It has to be worth having 2 trait slots taken up for me.

    At the moment I think the passive on the liberated borg is a bit behind the other races as their unified ability is better most of the time and they get to put another ability equal to or better than the meh neural blast.

    If they were both in the same trait then yeah I'd say it's ok but as 2 separate traits they need to be a lot better for someone to want to pick it outside of "Hey lookat me! I'm a lifer" *superior look to no-one that cares*

    As for Caitians, well pounce is a great ability due to knock back, closing the distance and damage and the passive is good for moving around, damage avoidance and dealing more exploit damage.

    Vulcans have an activated 30s melee stun which is far better than neural blast and they can break free of holds as well as having confuse/placate resist and melee damage boost. All in all good.

    Can't see any more that have an activated ability but either way those 2 clearly outshine the liberated borg, perhaps a shield resistance or adaptive resistance would be a good effect to have similar to the engineer passive but 2.5% instead of 5%. As for neural blast 40s cool down would bring it in line with spammable holds and disables of the other two races above.

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  • aspartan1aspartan1 Member Posts: 1,054 Arc User
    edited April 2013
    I have to agree the Borg racial abilities are really crappy to be honest except for the efficient captain. Had I know they would be so bad I would have went alien with my toon on both sides to be perfectly frank.

    The ground ability is a joke. It would be shield based where we adapt for a +20% damage resistance buff I think.
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  • gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited April 2013
    I compared the bundled traits on Tribble with my existing traits on Holodeck and noticed that the trait Techie on Tribble, unlike the current ability on Holodeck, does not include a subsystem repair ability in the description.

    I hope all our current abilities our traits grant transfer over to the new bundled traits.
    Joined STO in September 2010.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited April 2013
    I would like further clarification on what's happening with the boff traits.
    The current trait revamp is not changing Bridge Officer trait choices, though if a Bridge Officer has a trait that was improved (such as Limited Telepathy or Acute Senses), they will benefit from the improvement.

    The above quote is from the following post:
    http://sto-forum.perfectworld.com/showpost.php?p=9235031&postcount=18

    1. Will boffs keep their current species traits or will they get the new species traits that the captains are getting? If boffs keep their current species traits, then this dual system will be confusing to new players. If boffs get the new species traits, then some boffs may wind up with only 2 or 3 traits. Will they get additional traits to maintain their number of traits at 4?

    2. Creative, basic creative, and superior creative no longer seem useful for tac boffs, because they have limited healing abilities. Will tac boffs get a different trait instead?
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  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited April 2013
    As a Betazoid engineer I don't have access to Grace under fire and as a Human Tactical I don't have access to Last ditch effort, have these been removed for now or is something wrong here?
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  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited April 2013
    adamkafei wrote: »
    As a Betazoid engineer I don't have access to Grace under fire and as a Human Tactical I don't have access to Last ditch effort, have these been removed for now or is something wrong here?

    The traits that enhance Captain-level abilities only show up in the list when you're filling in the level 40 or level 50 trait slot. I put a level requirement on them so that people didn't choose a trait that did nothing at level 10, 20, or 30.
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  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited April 2013
    frtoaster wrote: »
    I would like further clarification on what's happening with the boff traits.



    The above quote is from the following post:
    http://sto-forum.perfectworld.com/showpost.php?p=9235031&postcount=18

    1. Will boffs keep their current species traits or will they get the new species traits that the captains are getting? If boffs keep their current species traits, then this dual system will be confusing to new players. If boffs get the new species traits, then some boffs may wind up with only 2 or 3 traits. Will they get additional traits to maintain their number of traits at 4?

    2. Creative, basic creative, and superior creative no longer seem useful for tac boffs, because they have limited healing abilities. Will tac boffs get a different trait instead?

    BOffs are keeping the exact same powers they have right now. If one of those powers got changed, they'll receive the benefit of that as well. In regards to creative, I'm planning to add a damage increase back to the trait since there are a number of tactical bridge officers who have the trait, for whom the current version would do nothing.
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  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited April 2013
    I compared the bundled traits on Tribble with my existing traits on Holodeck and noticed that the trait Techie on Tribble, unlike the current ability on Holodeck, does not include a subsystem repair ability in the description.

    I hope all our current abilities our traits grant transfer over to the new bundled traits.

    Techie is identical on Holodeck and on Tribble. It gives +10 Starship Hull Repair skill.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
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  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited April 2013
    BOffs are keeping the exact same powers they have right now. If one of those powers got changed, they'll receive the benefit of that as well. In regards to creative, I'm planning to add a damage increase back to the trait since there are a number of tactical bridge officers who have the trait, for whom the current version would do nothing.

    Could you make the "efficient" trait a possible trait for aliengen boffs? It's kind of grating that only Saurians or Letheans can have it (and the Lib. Borg).
  • atatassaultatatassault Member Posts: 1,008 Arc User
    edited April 2013
    Could you make the "efficient" trait a possible trait for aliengen boffs? It's kind of grating that only Saurians or Letheans can have it (and the Lib. Borg).
    The Problem isn't really that efficient only shows up on Saurians/Letheans. The Problem is that there aren't more traits to enhance space effectiveness that can show up on any boff.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited April 2013
    The traits that enhance Captain-level abilities only show up in the list when you're filling in the level 40 or level 50 trait slot. I put a level requirement on them so that people didn't choose a trait that did nothing at level 10, 20, or 30.

    My apologies, I should have been more clear, my fault, both of these characters are level 50
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  • atatassaultatatassault Member Posts: 1,008 Arc User
    edited April 2013
    adamkafei wrote: »
    My apologies, I should have been more clear, my fault, both of these characters are level 50
    What hawk means is that as you select traits, you fill up the Level 10, 20, etc Slots before you get to the slots that allow you to select the Captain-power enhancing abilities.

    IMO, it would be better to display the Locked Out Traits with a blurb on it saying "Level X required" rather than not display it all until you meet the prerequisite.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited April 2013
    What hawk means is that as you select traits, you fill up the Level 10, 20, etc Slots before you get to the slots that allow you to select the Captain-power enhancing abilities.

    I get it now, thanks
    IMO, it would be better to display the Locked Out Traits with a blurb on it saying "Level X required" rather than not display it all until you meet the prerequisite.

    Agreed
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  • brigadooombrigadooom Member Posts: 0 Arc User
    edited April 2013
    IMO, it would be better to display the Locked Out Traits with a blurb on it saying "Level X required" rather than not display it all until you meet the prerequisite.

    Definitely. This would help people from just buying the first trait they see, when they see a better trait they might prefer to wait for that gets unlocked at a later level.
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