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Leadership Nerf incoming beware

scipherscipher Member Posts: 0 Arc User
Updated Leadership:
This trait now provides a scale .3 Regeneration bonus in-combat, and a scale .6 Regeneration bonus out of combat.
This power no longer scales off of your amount of crew alive or off your skill points spent in hull repairs.
Its effectiveness is now constant.
Leadership's out-of-combat regeneration rate no longer persists during Combat as well.
Leadership no longer gives regeneration for having 100% of crew alive regardless of how much Crew damage the ship had taken.

this was taken from the Tribble patch notes and a warnning to all Captains. Your Hull regen and subsystem repair is going to take a huge cut in effectiveness. Even with my Hull repair and sub-systems skills at full 9 and a full human crew my regen and sub-sys are both below 60 in the defence tab. This is a huge nerf by Cryptic they have effectively made human crews utterly useless. I beg to ask the question is the person at Cryptic who came up with this idea RIDE THE SHORT BUS TO WORK EVERYDAY? No longer scales off your skill points spent in hull repair!!! really then why the hell should i put points in it then to get a WHOPPING 66.3% and thats out of combat so in combat its even worse. this is my favorite part "its effectiveness is now constant" yeah constant TRIBBLE stats now. It make me wonder what post had the most whine and complaining that got this even considered? Was it the PvP crowd that cries if they cant alpha strike you in 2 sec or was it the Uber crusier crowd that thinks crusiers should be DPS king while being super tanks? Great way to kill of hull repair to nill Cryptic. I will be FedEx'ing a crash helmet and a bib so the person can ride the short bus home in safety while he licks the windows. :mad::mad::mad:
"No more wire hangers, Christina"
Post edited by scipher on
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    majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited April 2013
    scipher wrote: »
    Updated Leadership:
    This trait now provides a scale .3 Regeneration bonus in-combat, and a scale .6 Regeneration bonus out of combat.
    This power no longer scales off of your amount of crew alive or off your skill points spent in hull repairs.
    Its effectiveness is now constant.
    Leadership's out-of-combat regeneration rate no longer persists during Combat as well.
    Leadership no longer gives regeneration for having 100% of crew alive regardless of how much Crew damage the ship had taken.

    this was taken from the Tribble patch notes and a warnning to all Captains. Your Hull regen and subsystem repair is going to take a huge cut in effectiveness. Even with my Hull repair and sub-systems skills at full 9 and a full human crew my regen and sub-sys are both below 60 in the defence tab. This is a huge nerf by Cryptic they have effectively made human crews utterly useless. I beg to ask the question is the person at Cryptic who came up with this idea RIDE THE SHORT BUS TO WORK EVERYDAY? No longer scales off your skill points spent in hull repair!!! really then why the hell should i put points in it then to get a WHOPPING 66.3% and thats out of combat so in combat its even worse. this is my favorite part "its effectiveness is now constant" yeah constant TRIBBLE stats now. It make me wonder what post had the most whine and complaining that got this even considered? Was it the PvP crowd that cries if they cant alpha strike you in 2 sec or was it the Uber crusier crowd that thinks crusiers should be DPS king while being super tanks? Great way to kill of hull repair to nill Cryptic. I will be FedEx'ing a crash helmet and a bib so the person can ride the short bus home in safety while he licks the windows. :mad::mad::mad:

    This is a very good change. It effectively made all subsystem disable abilities useless against players with a full crew of these human bridge officers. Hull regen was so high that when firing a transphasic torpedo fully buffed for 4500k hull damage, the ship would be fully repaired by the time the next torp hit even if you procced projecile weapon officers.
    --->Ground PvP Concerns Directory 4.0
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    snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited April 2013
    The trait wasn't working based on crew anyways, so this is probably the only "fix" they could do. The ability to code anything in terms of relation to older code consistently eludes the devs or causes more problems.
    [SIGPIC][/SIGPIC]
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    drkfrontiersdrkfrontiers Member Posts: 2,477 Arc User
    edited April 2013
    scipher wrote: »
    Updated Leadership:
    This trait now provides a scale .3 Regeneration bonus in-combat, and a scale .6 Regeneration bonus out of combat.
    This power no longer scales off of your amount of crew alive or off your skill points spent in hull repairs.
    Its effectiveness is now constant.
    Leadership's out-of-combat regeneration rate no longer persists during Combat as well.
    Leadership no longer gives regeneration for having 100% of crew alive regardless of how much Crew damage the ship had taken.

    this was taken from the Tribble patch notes and a warnning to all Captains. Your Hull regen and subsystem repair is going to take a huge cut in effectiveness. Even with my Hull repair and sub-systems skills at full 9 and a full human crew my regen and sub-sys are both below 60 in the defence tab. This is a huge nerf by Cryptic they have effectively made human crews utterly useless. I beg to ask the question is the person at Cryptic who came up with this idea RIDE THE SHORT BUS TO WORK EVERYDAY? No longer scales off your skill points spent in hull repair!!! really then why the hell should i put points in it then to get a WHOPPING 66.3% and thats out of combat so in combat its even worse. this is my favorite part "its effectiveness is now constant" yeah constant TRIBBLE stats now. It make me wonder what post had the most whine and complaining that got this even considered? Was it the PvP crowd that cries if they cant alpha strike you in 2 sec or was it the Uber crusier crowd that thinks crusiers should be DPS king while being super tanks? Great way to kill of hull repair to nill Cryptic. I will be FedEx'ing a crash helmet and a bib so the person can ride the short bus home in safety while he licks the windows. :mad::mad::mad:

    How can it be a nerf of something that was clearly not working as intended for the clearly universally known reason?
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    scipherscipher Member Posts: 0 Arc User
    edited April 2013
    I'm telling you guys the cuts go so deep all ships are gonna see a huge slash in the ability to survive anything. PvP will now be where alpha strikes will kill after one volley thats really not balance at all. If you thought the annoying one shot from the borg was bad before lol wait till this goes live. But if everyone like paper hulls on all classes of ships then have fun.
    "No more wire hangers, Christina"
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    howiedizzlehowiedizzle Member Posts: 122 Arc User
    edited April 2013
    I like it...
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    stirling191stirling191 Member Posts: 0 Arc User
    edited April 2013
    scipher wrote: »
    I'm telling you guys the cuts go so deep all ships are gonna see a huge slash in the ability to survive anything. PvP will now be where alpha strikes will kill after one volley thats really not balance at all. If you thought the annoying one shot from the borg was bad before lol wait till this goes live. But if everyone like paper hulls on all classes of ships then have fun.

    People survived before Leadership even worked. They'll survive it not being stupidly broken.
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    nicha0nicha0 Member Posts: 1,456 Arc User
    edited April 2013
    The actual effects shown later on in the thread make the skills quite strong still. 2.5% of your hull per second in combat, it is strong enough when added in with normal regen.
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    drkfrontiersdrkfrontiers Member Posts: 2,477 Arc User
    edited April 2013
    scipher wrote: »
    I'm telling you guys the cuts go so deep all ships are gonna see a huge slash in the ability to survive anything. PvP will now be where alpha strikes will kill after one volley thats really not balance at all. If you thought the annoying one shot from the borg was bad before lol wait till this goes live. But if everyone like paper hulls on all classes of ships then have fun.

    Fed ships. Most KDF players have been doing just fine without it for quite sometime now.
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    dracounguisdracounguis Member Posts: 5,358 Arc User
    edited April 2013
    1. Guess I should sell my human boffs ASAP before the price drops to nothing again.
    2. Ready my efficient Saurians to resume their boff stations that have humans now
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    scipherscipher Member Posts: 0 Arc User
    edited April 2013
    nicha0 wrote: »
    The actual effects shown later on in the thread make the skills quite strong still. 2.5% of your hull per second in combat, it is strong enough when added in with normal regen.

    you might be right but time will tell lol it's not like I'll have a choice
    "No more wire hangers, Christina"
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    snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited April 2013
    scipher wrote: »
    I'm telling you guys the cuts go so deep all ships are gonna see a huge slash in the ability to survive anything.

    Nah. Just go back to using Efficient Saurians or something. Humans were overrated. And Geko's already having an open discussion in one of the other sub forums about ships getting a new "armor" slot that could potentially affect survivability for all ships across the board. It will be ok.
    [SIGPIC][/SIGPIC]
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    snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited April 2013
    1. Guess I should sell my human boffs ASAP before the price drops to nothing again.
    2. Ready my efficient Saurians to resume their boff stations that have humans now

    3. Wait for May, and the NEW trait system, and see what other fun choices we finally have available?
    [SIGPIC][/SIGPIC]
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    aleaicaleaic Member Posts: 352 Arc User
    edited April 2013
    I never bothered with the Leadership trait, as it was, relying on my boff healing powers (TSS, Hazards, EngTeam, so on...) to get through everything that PvE play had to offer. Never could fully learn if Leadership really worked, and instead just slotted boffs on powers, and how cute they looked. (Call it what ye will.)

    However I 'do' wonder, given crews have become so redundant in this game now, that with the expansion, will crews have even less of a point to have on ships, other than to imagine them 'all' as redshirts. I mean, I can imagine a full Atrox crew all lying dead in an STF, while my Boffs all run around like hyper caffeinated Supermen (and women,) Augments, or something. Been about that way at times, when my crew health pool, has dropped to below ten, on my current Fleet Excelsior, and still my boff powers get me through easily.

    I just never bothered to rely on crew regen rates, and the whole system involving them, has become superfluous beyond reason to even showing them on the UI anymore. I usually just slot my Borg C-store boff and any other boffs with powers I usually rely on, and just shake my head when blasting through content. with a mostly dead and/or injured crew.

    I almost just see my 'crew' as an extension of the Doff system, since that seems 'all' they are good for. Might as well just set ship crews, to the 400 Doff crew maximum, and forget they exist otherwise, even moreso, at this coming expansion rate.
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    vesolcvesolc Member Posts: 244 Arc User
    edited April 2013
    Just played Azure alert on tribble. Good Lord.:eek:
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    thepantspartythepantsparty Member Posts: 431 Arc User
    edited April 2013
    I'm really happy the OP isn't a dev.
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    dilbartdilbart Member Posts: 33 Arc User
    edited April 2013
    OP didn't think about KDF which doesn't have access to the Leadership trait. It was broken, admit it.
    [SIGPIC][/SIGPIC]
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    abyssinainabyssinain Member Posts: 98 Arc User
    edited April 2013
    This IS infact a huge nerf, just tested it.

    On holodeck, mid combat 3 human boffs will give around 100%/min hull regen.

    On tribble, mid combat 3 human boffs only give around 25%/min hull regen.
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    maxvitormaxvitor Member Posts: 2,213 Arc User
    edited April 2013
    Ah well, I knew it couldn't last forever.
    If something is not broken, don't fix it, if it is broken, don't leave it broken.
    Oh Hell NO to ARC
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    snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited April 2013
    skollulfr wrote: »
    good.
    its overwhelming popularity, derived from its effect, was clear sign it was overpowered.

    Well, keep in mind that compared to the only other space traits (Saurians and Borg with efficient, and the Romulan BOFFs) Humans were one of the easiest to acquire BOFFs with a working space trait.

    Common human BOFFs can be purchased at ESD. And in space traits, rarity was not really something that mattered. The ground traits have superior versions, the space traits were barely working the few that there were.

    That being said, this isn't a big deal at all. If they're now only doing 25% of what they were doing, that's still a working space trait on an easily acquired BOFF. That's much better than before ... a space trait that was broken and didn't work.
    [SIGPIC][/SIGPIC]
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    joebobjimstevejoebobjimsteve Member Posts: 0 Arc User
    edited April 2013
    ...and all i see in this thread are feds crying that they actualy have to learn how to play to keep their ship alive now... Welcome to the KDF play style, enjoy.
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    dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited April 2013
    The main problem is not that leadership was nerfed actually, but that the underlying crew issues were not solved. Crew after this change means even less than before. It's good bugs are fixed, it's bad when the "fix" is does only cure symtompts but not the cause.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
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    blaumkerblaumker Member Posts: 75 Arc User
    edited April 2013
    Glad to see it.

    My engineer is new, human, and has three humans on his crew. My tactical is an old alien and only has one human on his crew. I'm rather attached to the mix I have, I didn't want to uproot his crew for one comprised entirely of the master race.

    With the human engineer, I'd drop hazard emitters if not for the effect removal. Carrying any other hull regen active is simply out of the question on any ship, some kind of offensive ability goes in that slot because I don't need it. Heck, if I'm in a cruiser I'm barely concerned about shield strength because the hull handles nearly anything thrown at it--and this is with me being new and incompetent about using the engineer captains abilities.

    Any time one race is a clear no-brainer in terms of effectiveness in any game, something should change. Either the others come up to its level, or the master race needs to come down. In this case, coming down is a good idea---the new level of hull regen from them is still nothing to sneeze at, after all, it still makes them a more or less direct counter to transphasic and plasma torpedoes.
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    salemkanesalemkane Member Posts: 53 Arc User
    edited April 2013
    I dont see a real Problem fore PvE here, neighter PvP.

    Since 2 Years my KDF chars doing fine without this, with my sci Vo'Quv outtanking the gateway in direct combat, so...

    The only one really being affected by this will be the Escorts (and that also only on FED side) for wich i dont shed even one tear. Maybe at last they finally getting back to a little more "glass" and less "durable"cannon.

    On the other hand, what did you expect? The total abuse of this ability in PvP got it to this point (as with all proc abuses in PvP) You can savely say that PvP griefing is the major reason for such nerfs to occur (seeing the Vo'Quv getting the Nerfbat since end of beta, and people still ******** about it)
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    mushariagainmushariagain Member Posts: 304 Arc User
    edited April 2013
    scipher wrote: »
    or was it the Uber crusier crowd that thinks crusiers should be DPS king while being super tanks?

    Ok, I can understand why you're angry but this part annoyed me, let me explain something to you; the role of a cruiser, as I'm sure you can appreciate, is to get shot as much as possible. The problem with this idea is that, in pvp, almost EVERYONE knows this, so they focus on just about anything except cruisers, which means cruisers can't do their job, in pve, the npc ships will ALWAYS focus on whatever is hurting them the most, the escort, usually, which means that cruisers can't do their job. Even with full skill points in the aggro skill (I forget what it's called) they will still focus on the damage dealers. What this means is that unless cruisers get some kind of aggro ability that they can use to make sure an npc will only focus on them, the bloody cruisers can't do their job.

    To sum it all up, those of you who think tht cruisers should be dps king, shut up, those of you who complain about those people, you shut up too, either that, or THINK OF SOMETHING CONSTRUCTIVE AND STOP IDLY HATING ON EACHOTHER! :(
    [SIGPIC][/SIGPIC]

    I'm not THAT difficult to please, I just have a very low tolerance threshold for stupid BS! - George Carlin.
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    tpalelenatpalelena Member Posts: 1 Arc User
    edited April 2013
    A solution for PVE for cruisers?

    Give them an innate ability that increases threat generation by 500% .
    That should help even the most newbie cruiser-engineer tank.

    With the cruiser tanking, the tactical-escorts could focus on dealing damage and not tanking.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
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    tfomegatfomega Member Posts: 812 Arc User
    edited April 2013
    finally!!! I can stop working on those marauding assignments on my KDF toon to get human boffs to make my hull hold up as long as feds have!!!

    I AM NOT A FAN OF PWE!!!!
    MEMBER SINCE JANUARY 2010
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    coupaholiccoupaholic Member Posts: 2,188 Arc User
    edited April 2013
    Meh, it was nice while it lasted. Just have to adapt.
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    azyurionazyurion Member Posts: 168 Arc User
    edited April 2013
    scipher wrote: »
    Updated Leadership:
    This trait now provides a scale .3 Regeneration bonus in-combat, and a scale .6 Regeneration bonus out of combat. This power no longer scales off of your amount of crew alive or off your skill points spent in hull repairs. Its effectiveness is now constant.
    Leadership's out-of-combat regeneration rate no longer persists during Combat as well.
    Leadership no longer gives regeneration for having 100% of crew alive regardless of how much Crew damage the ship had taken.

    This is a huge nerf by Cryptic they have effectively made human crews utterly useless.

    I beg to ask the question is the person at Cryptic who came up with this idea RIDE THE SHORT BUS TO WORK EVERYDAY? I will be FedEx'ing a crash helmet and a bib so the person can ride the short bus home in safety while he licks the windows. :mad::mad::mad:

    OMG! I was, like, ROTFLMAO as I read this classic game rage rant. Seriously, thanks for the LoL's! As far as Leadership goes, I agree that they've effectively destroyed the unique value of Human crews in STO. Still, outside of the horrible pvp model, there is nothing about STO game play which requires a hyper-optimized set-up, great skill, or gamer rage. So, relax and laugh a little at the vision of that short bus kid wearing the helmet and bib you bought...licking that window...hahahaha.
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    nikephorusnikephorus Member Posts: 2,744 Arc User
    edited April 2013
    I'm more annoyed, as others have said, that they have thrown crew completely out the door.
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