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The new Rep System

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  • jack24bau3rjack24bau3r Member Posts: 451 Arc User
    edited April 2014
    Pugs are still god awful and take way too long to complete content.

    Good players are good and steam roll existing content.

    Both pugs and good players are playing on the same difficulty level.

    Make a new difficulty level that is harder, and restrict it to private queues.

    Good players will do the harder difficulty level because they don't pug often, desire a challenge, and desire the potential rewards that would accompany a higher difficulty.

    Pugs will still pug at the difficulty level they can queue at, or they will become better players, stop pugging, and run with fleet mates or stf channels.

    Adding a new difficulty level, which wouldn't affect the average player that public queues instead of private queues, would go over much smoother for all involved. Also the average player who only public queues could possibly never even realize the higher difficulty level since it just doesn't concern them.

    The added difficulty level could be scaled each season, or each half season if they continue to go down that route, to provide a scaling difficulty level.

    Rep passives could continue to be unlimited in nature, existing ones could be left alone, and players would have incentive to run future reputation systems.

    Currently, without new stellar passives or gear, that far out preforms what I currently have, there is no reason to run a single future reputation system.

    Adding such stellar passives and gear, would defeat the purpose of your reputation revamp in the first place, since it would create further power creep.
  • nakedcrooknakedcrook Member Posts: 0 Arc User
    edited April 2014
    skollulfr wrote: »
    except that it inherently reduces and caps power creep, unless cryptic bring out some op passive in future.

    and you can still slot all the passives, just not all at once.


    just up to cryptic to design the powers in such a way as they work as specialisations now.
    which they are free to do without worrying about the end result of 20+
    active passives breaking the game that you are whining for.:rolleyes:

    There are better ways to cap the system without alienating people.

    They could just cap it as it currently is, allow people to keep current builds. I would be fine with this "passive cap" if it was introduced to cap characters at the peak they can reach NOW. Everyone wins.

    My frustration comes from the fact this idea is just poorly executed.
    starkaos wrote: »
    How? The players don't win. If a thief steals $5 from you and $50 from the devs, then it still means you Lost. Good devs will always find work while we are out of a game. It is Lose/Lose not Win/Lose.

    I can easily find another game. I could always get caught up with SWTOR (as inferior as it is) there ARE other games. When fictional bits and bytes on a server get shut down...it is not as heartbreaking as when you get a pink slip in one hand, and a bill for your house, car, and credit card debt in the other hand...all while repo men are legally robbing your house.

    Games come and go...but with the current state of the USA...losing your job is an ugly thing.

    Just remember one thing: If threatening to close wallets made Microsoft (and their Xbox One DRM policies) crumble...Cryptic is going to be a piece of cake. You just need enough people to collectively close the wallets.

    I will admit, I love STO. It is a great game...I just think the devs are making bad choices. However, consumers do have power, more than they think and more than you think. Again, I reference how consumers made Microsoft back down on their DRM. All we need to do is back them into a corner and make it very clear that the consumer is dissatisfied. The only way to do that is to close the wallet.
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  • aloishammeraloishammer Member Posts: 3,294 Arc User
    edited April 2014
    We're not LOSING powers - we're just losing the ability to not have them all active at the same time.

    Same thing. :rolleyes:
    Wow.... this is.... quite the thread.

    Indeed it is. The amount of "taking away active powers isn't taking anything away" cognitive dissonance just boggles my mind.
  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited April 2014
    nakedcrook wrote: »
    I can easily find another game. I could always get caught up with SWTOR (as inferior as it is) there ARE other games. When fictional bits and bytes on a server get shut down...it is not as heartbreaking as when you get a pink slip in one hand, and a bill for your house, car, and credit card debt in the other hand...all while repo men are legally robbing your house.

    Games come and go...but with the current state of the USA...losing your job is an ugly thing.

    Just remember one thing: If threatening to close wallets made Microsoft (and their Xbox One DRM policies) crumble...Cryptic is going to be a piece of cake. You just need enough people to collectively close the wallets.

    I will admit, I love STO. It is a great game...I just think the devs are making bad choices. However, consumers do have power, more than they think and more than you think. Again, I reference how consumers made Microsoft back down on their DRM. All we need to do is back them into a corner and make it very clear that the consumer is dissatisfied. The only way to do that is to close the wallet.

    Then you obviously have not experienced a Server Shutdown where your characters that you have spent years developing were deleted. Leaving a game because you are tired of the game is completely different than leaving a game because the servers were shutdown. Lots of players experience the 5 stages of grief when their favorite MMO is cancelled.

    However, you missed the point of my post. It is not a situation where someone wins, but everyone loses at different levels of loss. Sure losing your character is less painful than losing a job, but it is still painful.
  • stardestroyer001stardestroyer001 Member Posts: 2,615 Arc User
    edited April 2014
    nakedcrook wrote: »
    There are better ways to cap the system without alienating people.

    They could just cap it as it currently is, allow people to keep current builds. I would be fine with this "passive cap" if it was introduced to cap characters at the peak they can reach NOW. Everyone wins.

    My frustration comes from the fact this idea is just poorly executed.
    The game continues to evolve. That is what an MMO is. To cease to evolve means it will die.

    nakedcrook wrote: »
    I can easily find another game.
    <>
    I will admit, I love STO. It is a great game...I just think the devs are making bad choices. However, consumers do have power, more than they think and more than you think. Again, I reference how consumers made Microsoft back down on their DRM. All we need to do is back them into a corner and make it very clear that the consumer is dissatisfied. The only way to do that is to close the wallet.

    Consumers do have power, but it's only when Cryptic is both allowed and interested in creating that content; and furthermore, if it gets them money without upsetting the fan base.

    Regarding the reasons behind closing your wallet, I already addressed this way back in the start of this thread. There is no nerf. It is an evolution of a half-cooked idea, and in fact, this change will allow us to do more than ever before. Let me emphasize: Not a nerf.

    Hypothetically speaking, even if you were to continue campaigning to stop paying into the game, your rebellious movement won't gain any traction. No more than a handful of people will join you, since most people either don't care, enjoy the change, or will continue to pay money regardless. See Snoggy's "It's time to slap back" thread for examples.
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  • edited April 2014
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  • stardestroyer001stardestroyer001 Member Posts: 2,615 Arc User
    edited April 2014
    skollulfr wrote: »
    the current traits are being buffed. becoming noticable selections rather than borderline background things.

    result being a dozen(more eventually) choices about how to specialise your build(so long as teh powers are designed along the right lines. rather than a rainbow of indistinct meh.

    Exactly. Instead of a little bit of everything, you have a small bunch of special somethings. :)
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  • jack24bau3rjack24bau3r Member Posts: 451 Arc User
    edited April 2014
    skollulfr wrote: »
    frustration with poor execution is one issue.
    but you are missing a big point.
    the current traits are being buffed. becoming noticable selections rather than borderline background things.

    result being a dozen(more eventually) choices about how to specialise your build(so long as teh powers are designed along the right lines. rather than a rainbow of indistinct meh.

    Check tribble patch notes. They nerfed half the **** again.
  • nakedcrooknakedcrook Member Posts: 0 Arc User
    edited April 2014
    starkaos wrote: »
    Then you obviously have not experienced a Server Shutdown where your characters that you have spent years developing were deleted. Leaving a game because you are tired of the game is completely different than leaving a game because the servers were shutdown. Lots of players experience the 5 stages of grief when their favorite MMO is cancelled.

    However, you missed the point of my post. It is not a situation where someone wins, but everyone loses at different levels of loss. Sure losing your character is less painful than losing a job, but it is still painful.

    Painful for people who don't have a life beyond the keyboard.

    However, that is not the point. The point is, I am annoyed that very little thought went into this change. A lot of players are going to feel alienated by this change. This could all have been avoided with either a little foresight or more thought about possible alternatives.
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  • stardestroyer001stardestroyer001 Member Posts: 2,615 Arc User
    edited April 2014
    nakedcrook wrote: »
    However, that is not the point. The point is, I am annoyed that very little thought went into this change. A lot of players are going to feel alienated by this change. This could all have been avoided with either a little foresight or more thought about possible alternatives.

    How are people going to feel alienated by an evolution of how rep abilities work? It's not as if they are losing everything they are working for. It actually helps balance the power creep, which is what causes alienation in the first place!
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  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited April 2014
    Indeed it is. The amount of "taking away active powers isn't taking anything away" cognitive dissonance just boggles my mind.

    So what active powers were taken away? We are allowed 4 active powers and we only can have 4 active powers until people actually get to Tier 5 Undine. Also it is not clear if it is 4 actives of any type or 2 space actives and 2 ground actives. So it could be next year before we have 5 Space Actives and 5 Ground Actives to choose from. If you made a mistake and meant passives, then that is debatable based on quality vs. quantity.
  • vivenneanthonyvivenneanthony Member Posts: 1,278 Arc User
    edited April 2014
    ashkrik23 wrote: »
    PVP crowd has nothing to do with this change. The game needed a decrease in power creep.

    Nothing is being taken away either, You still have your passives and you can choose which ones to slot at which times.

    Really. PVP crowded as everything to deal with it. I do a lot of Elite PVP with players who can deal 40k to 60k DPS. We spend almost a half hour trying to get one kill in PVP. This reputation change has direct effects on players who do Elite PVP and Elite STF's like me.

    Now, limiting what players spend hundreds of hours to get, is messed up in any books. For what, to cater to players who want instant graftification or too lazy to learn game mechanics.

    Nothing is taken away. BS. Yes. Something is being taken away. A good percentage of our builds and the time spent to rank up the reputation system.

    Get your facts straight before talking.
  • aloishammeraloishammer Member Posts: 3,294 Arc User
    edited April 2014
    starkaos wrote: »
    So what active powers were taken away? We are allowed 4 active powers and we only can have 4 active powers until people actually get to Tier 5 Undine. Also it is not clear if it is 4 actives of any type or 2 space actives and 2 ground actives. So it could be next year before we have 5 Space Actives and 5 Ground Actives to choose from. If you made a mistake and meant passives, then that is debatable based on quality vs. quantity.

    -sigh- Passive slots. I have 16 passive powers slotted ("active") at the moment. Once the non-nerf hits, I'll be able to slot 8.

    How that isn't a nerf completely evades my comprehension, no matter how much they buff a select few. Cap it at this level, let us have 16, and poof- nobody's getting hit with any perceived nerf bat.
  • vivenneanthonyvivenneanthony Member Posts: 1,278 Arc User
    edited April 2014
    How are people going to feel alienated by an evolution of how rep abilities work? It's not as if they are losing everything they are working for. It actually helps balance the power creep, which is what causes alienation in the first place!

    Alienation. What!

    It's called learning how to play and going up the ranks, like real life. Oh cater to little children who want the newest Iphone without learning the pain and struggles of growing up and working.

    Cryptic Nonsense.
  • blznfunblznfun Member Posts: 241 Arc User
    edited April 2014
    EDIT - OPPS didn't realize expressing your opinion was against the rules... Thanks for the tip.
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  • aloishammeraloishammer Member Posts: 3,294 Arc User
    edited April 2014
    blznfun wrote: »
    So, lets organize a boycott then. I don't spend much money already, so how can we get the word across then?

    Let's don't indulge in that violation of the rules, and not even say we did.
  • edited April 2014
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  • nakedcrooknakedcrook Member Posts: 0 Arc User
    edited April 2014
    How are people going to feel alienated by an evolution of how rep abilities work? It's not as if they are losing everything they are working for. It actually helps balance the power creep, which is what causes alienation in the first place!

    When players are told that they are getting half of what they worked for confiscated because they have invested too much time and effort...REALLY tends to annoy and alienate people. You can chip day in and day out about how you can swap stuff out...but seriously...how often will people do that? People will find the God combo, and never look at their reps again. It is like respeccing when you have found the PERFECT stat layout...or changing Boff skills when you have found the best build for your toon. Categorically, people are being stripped of things they have worked for, and they are being tricked into thinking it is a good thing. Nothing will change the fact that I am going to lose access to passives I once had.

    Let me put this another way: what would you say if Cryptic said that in order to get power creep in line - they are going to bet cutting the amount of duty officers you use from 5/5 space/ground to 2/2 space ground but they will double the effects of all doffs. As it currently stands, you can have a max of 3 technicians, which reduce cooldowns by 30%...or you can have 2 techs, which reduce by 40%. That doesn't stop power creep, and it limits choices. It is just as broken and idiotic. Too bad for those people who have 2 Marions and 3 purple techs...but they could end up being even more powerful than before.

    See where I am coming from?

    People like to chirp about fixing power creep...but it is not balancing the power creep. Some players are reporting even higher DPS than pre-rep changes. This is having the opposite effect of what was intended.

    So what we are left with is the idea that we have lost access to abilities we have worked for, all while being left with the feeling that the ultimate goal of this change was never met. In other words...it was a pointless change that is going to leave a VAST majority of people unhappy, whether it is because of the increased power creep, or the idea that they have lost access to passives that they unlocked. I do not understand why people cannot get this through their thick skull.

    I should not lose simultaneous access to 8 space passives that I busted my TRIBBLE to unlock because Cryptic didn't plan ahead, or they can't come up with any new ideas.

    There is a principle behind this. Thwe fact is, people who have done the grind are being punished because Crytpic doesn't know how to do long term planning and testing.
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  • jack24bau3rjack24bau3r Member Posts: 451 Arc User
    edited April 2014
    skollulfr wrote: »
    take you own advice.
    of the 4 things that could count as a nerf, they where minor and well within what should be expected for balancing. especially since there where as many listings that'd be called buffs.

    i wish to what gods may be they'd get around to doing that for the old ship agility stats. hopefully that'l come when they fix crew.

    Rofl. they halved the amount of passives you could have, and doubled some of them to compensate.

    Balancing the equation.

    t2 romulan, not doubled to start with, nerfed further.

    t2 dyson, doubled and then nerfed.

    t2 omega, fubar.

    now we are stuck with 4 passives, most of which are only marginally better passives than they were to start with.
  • jack24bau3rjack24bau3r Member Posts: 451 Arc User
    edited April 2014
    Pugs are still god awful and take way too long to complete content.

    Good players are good and steam roll existing content.

    Both pugs and good players are playing on the same difficulty level.

    Make a new difficulty level that is harder, and restrict it to private queues.

    Good players will do the harder difficulty level because they don't pug often, desire a challenge, and desire the potential rewards that would accompany a higher difficulty.

    Pugs will still pug at the difficulty level they can queue at, or they will become better players, stop pugging, and run with fleet mates or stf channels.

    Adding a new difficulty level, which wouldn't affect the average player that public queues instead of private queues, would go over much smoother for all involved. Also the average player who only public queues could possibly never even realize the higher difficulty level since it just doesn't concern them.

    The added difficulty level could be scaled each season, or each half season if they continue to go down that route, to provide a scaling difficulty level.

    Rep passives could continue to be unlimited in nature, existing ones could be left alone, and players would have incentive to run future reputation systems.

    Currently, without new stellar passives or gear, that far out preforms what I currently have, there is no reason to run a single future reputation system.

    Adding such stellar passives and gear, would defeat the purpose of your reputation revamp in the first place, since it would create further power creep.

    wow with a post like this who needs nerfs. especially for systems that have existed in the game FOR MONTHS AND YEARS.
  • vonwraithvonwraith Member Posts: 0 Arc User
    edited April 2014
  • crappyturbocrappyturbo Member Posts: 201 Arc User
    edited April 2014
    I was about to post another comment here but the wording might get me an infraction.

    What I will say is a restatement of my earlier post that I saw this or something like this coming around S7.5 or so and that complaining about it now is probably not going to change things. Right now this whole nerf/balance thing is a point of view what you see is YOUR POINT OF VIEW.
    I have no luck when trying to get people to see my point of view, so I never try that hard.
  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited April 2014
    People always say they are going to boycott a game but it does nothing. Then you find them in the game the next week.
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  • stardestroyer001stardestroyer001 Member Posts: 2,615 Arc User
    edited April 2014
    Really. PVP crowded as everything to deal with it. I do a lot of Elite PVP with players who can deal 40k to 60k DPS. We spend almost a half hour trying to get one kill in PVP. This reputation change has direct effects on players who do Elite PVP and Elite STF's like me.

    Now, limiting what players spend hundreds of hours to get, is messed up in any books. For what, to cater to players who want instant graftification or too lazy to learn game mechanics.

    Nothing is taken away. BS. Yes. Something is being taken away. A good percentage of our builds and the time spent to rank up the reputation system.

    Get your facts straight before talking.
    *raises eyebrows*

    Let's talk facts then!

    All players will have four slots for passive Ground powers, four slots for passive Space powers, and four slots for Active powers. As you progress through a given Reputation, you unlock two Reputation Trait choices each time you gain a tier in that Rep.

    you can only use 4 passives at once in any given region.

    So, AdjudictorHawk said there are a maximum of 4 passives working in the background at any given place, and 4 active powers that can be activated by the click of a button. Gotcha.


    Dyson
    Tier 1
    Integrated Nanofibers: Doubled the bonus damage resistance offered by this power.
    Deadly Aim: Increased the Critical Severity bonus from +10% to +20%.
    Tier 2
    Advanced Hull Reinforcement: Doubled the bonus damage resistance offered by this power.
    Advanced Targeting Systems: Increased the Critical Severity bonus from +10% to +20%.
    These space and ground rep traits are passives. Passive count: 1

    Tier 3
    Active Armor Hardening: It now actually grants 0 to 75 damage resistance rating.
    Vanquish: This power [is now] 0-20 damage resistance debuff.
    Tier 4
    ​Active Hull Hardening: This power now grants 0 to 75 damage resistance rating.
    Tactical Advantage: This power's damage resistance debuff [is now] 0-20 damage resistance debuff.
    More passives. Passive count ==2

    The Tier 5 Dyson ability is a click button ability for ground only.
    This is an Active power. Ground active count==1


    Nukara
    Tier 1
    Indomitable: Increased hit point bonus from +7.5% to 10%
    Identify Vulnerability: Increased shield penetration from 5% to 10%
    Tier 2
    Fortified Hull: Increased hit point bonus from +5% to 7.5%
    ​Enhanced Shield Penetration: Increased shield penetration from 2.5% to 5%
    More passives. Passive count ==3

    Tier 3
    Emergency Fix: Increased heal over time effectiveness by 50%
    Cryo Immobilizer Module: Increased damage over time by 33% and Root strength slightly
    Tier 4
    Auxilliary Power Configuration - Defense: This power directly gives +Max Hull HP, +Max Shield HP, Kinetic Damage Resistance and Energy Damage Resistance based on Auxiliary power level. Additionally, it has been improved to provide a greater bonus per point of Auxiliary power.
    Auxilliary Power Configuration - Offense: This power directly grants a bonus to all damage based on Auxiliary power level. In addition, this damage bonus will provide a larger bonus to damage than the previous one did and it will also provide a small Accuracy buff that scales with Aux power.
    More passives. Passive count ==4

    The Tier 5 Nukara ability is the tetryon refracting click-button.
    Space active count ==1

    Romulan
    Tier 1
    Lethality: Increased critical hit chance bonus from 3 to 5%.
    Enhanced Personal Shields: This powerboosts your base Max Shield HP by 10%. The end result is a slightly larger boost to max shield HP than before.
    Tier 2
    Precision: Increased critical hit chance bonus from 3 to 5%.
    Enhanced Shield Systems: This power boosts your base Max Shield HP by 10%. The end result is a slightly larger boost to max shield HP than before.
    Passive count ==5


    Romulan Tier 3 and 4 Abilities:
    Removed all "Chance on Crit" and replaced this functionality with an "On Next Crit" temporary effect. These effects are all consumed by applying their associated effects to self or foe, and will automatically refresh 20 seconds later.
    This change was a purposeful move away from the idea of "chance-on-chance" and an attempt to normalize the opportunity that a player has of benefiting from this Reputation ability, should they choose to use it.
    The "Placate" effect of the Romulan Tier 4 Space ability has been replaced with "Weapons Offline"
    Base duration of this effect has been increased from 2sec to 4sec
    This debuff is now cleansed by Engineering Team instead of Science Team
    In terms of space, the new weapons offline ability is next to useless with all of the EngTeams now on ship builds. Keep this in mind. Passive count ==6

    The Romulan T5 ability is the quantum ability. AFAIK there will be no change.
    Space active count == 2


    Omega
    Tier 1
    Medical Nanites: Doubled the amount of self-regeneration provided by this power. In addition this power now provides double its new regeneration bonus outside of combat.
    Omega Weapon Proficiency: This power no longer gives a bonus to Weapon Proficiency skill. Instead, it provides a direct bonus to damage. It now grants a larger bonus to damage than before.
    Tier 2
    Hull-Repairing Nanites: Doubled the amount of hull regeneration provided by this power. In addition this power now provides double its regeneration bonus outside of combat.
    Omega Weapon Training: This power no longer gives a bonus to Starship Weapons skill. Instead, it provides a direct bonus to damage. It now grants a larger bonus to damage than before.
    Passive count ==7


    Tier 3
    Replaced the "Rotating Weapon Frequency" power with "Omega Graviton Pulse Module". This new power causes all of your ground weapon attacks to have a 5% chance to deal additional kinetic damage with 100% shield penetration. This damage is doubled against Borg.
    Regenerative Shield Augmentation: Significantly improved this power's regeneration rate.
    Tier 4
    Omega Graviton Amplifier: Updated this proc's description to explain that it has a chance to be triggered with each weapon attack instead of once per cycle like other procs. This is merely a text change, this power has always worked like this. In addition, this proc's damage is doubled against the Borg.
    Superior Shield Repair: Significantly increased the amount of shield regeneration per 6 seconds.
    Passive count == 8

    The Omega T5 ability is a ground ability.
    Ground active count == 2

    Passives: 8 space, 8 ground
    Active: 2 space, 2 ground

    Yes, it does seem as if we got nerfed heavily. I'm now going to address space only at this point. If you look closely, a lot of these powers have been improved to help you.

    For offensive ships, you can now enjoy options from:
    +10% CritD -->> +20% CritD (Significant! Especially for vapers)
    0-15 Dmg resist debuff -->>0-20.
    2.5% SP -->> 5% SP (Also significant for escorts)
    Acc, damage bonus now tied to aux power (cloakers again)
    3% CrtH -->> 5% CrtH
    Placate -->> Weapons offline (so really, is this a passive? I don't really count it anymore)
    Weapons skill -->> Dmg output, increased
    No change to Omega Garv Amplifier, meaning it is still effective

    The way I see it, if you equipped any 4 of these for an offensive ship, I would go with the CrtH bonus, increased dmg output, 5% SP and +20% CrtD. This is insane for a vaper.

    For defensive ships such as team healers, I don't even need to post it here. It's obvious that the passives that worked before will do extremely well now, and a ship can now shrug off BFAW+DEM attacks using the inreased dmg resistance passives.

    As for active powers, that does puzzle me. Cryptic may be planning something new on that horizon with the Undine rep system, or possibly purchaseable active powers (similar to the Genetic Resequencers or fleet stores).

    Is this a nerf? No. It's an evolution of a previous idea that wasn't planned out very well. This change will restore the difference between a vaper and a healer/tank.

    It reduces power creep by once again segregating the glass cannon from the durable team healer.
    It improves upon previous powers, allowing diversity and potency of rep traits.
    By extension that also benefits a team, as they can now mix-n'-match.


    nakedcrook wrote:
    However, that is not the point. The point is, I am annoyed that very little thought went into this change. A lot of players are going to feel alienated by this change. This could all have been avoided with either a little foresight or more thought about possible alternatives.
    How are people going to feel alienated by an evolution of how rep abilities work? It's not as if they are losing everything they are working for. It actually helps balance the power creep, which is what causes alienation in the first place!
    Alienation. What!

    It's called learning how to play and going up the ranks, like real life. Oh cater to little children who want the newest Iphone without learning the pain and struggles of growing up and working.

    Cryptic Nonsense.

    Want to rethink that post? I'm not sure if you understood the context.
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  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited April 2014
    ashkrik23 wrote: »
    People always say they are going to boycott a game but it does nothing. Then you find them in the game the next week.

    Remember Jita IV, is all I'm saying.
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  • sophus84atsophus84at Member Posts: 404 Arc User
    edited April 2014
    okay since most of the answers here where you have to prove it that the new 8 powers are less, than the 16 we have now. (it is 16 passive powers atm not 12 not 8.. we have actually slotted 16 passive powers when you have all reps at T5.. and 4 actives. making 20 full powers.


    nvm.

    my current holodeck tal shiar adapted borg cruiser has somewhat 61k hull 273% regen on hull and 11k ish shields with the mk xii borg sets and various stuff like 3 fleet xii neutronium.

    resistance to all is about 45% ish. with all the passives we have now.

    tribble. slotted the hull powers but (bit no weapon trainig OR shield) as no mor space (and i disregarded ANY undine rep power in my test)

    the hull now went up to nealry 64k.. yey good...no.. hull regen went down as well as shield cap. now being at 10k,

    okay... shield powers all in. shield up to 12k .. yay.... hull? down to 59k...

    again no weapon power slotted no undine.

    so both times when i slot only 4 of those , where i have 8 space powers now... the over all of one specific is significantly larger. but not ther orther part.

    i cannot have the same hull shield and still have the omega weapon power slotted at the same time.. so either if i have t have the weapon power slotted. i lack of shields OR hull..

    "this is no proof will the people here shout." yeah you will see it yourself when it hits holodeck. i for myself have the proof that this no matter how much one single skill is boosted decreases the overall performance of my ship..

    the people will shout at us no matter how much we say this is not very well thought through.. this wont decrease the power creep as the DPS boosting powers are also better and there are just 4 of them which you now can slot all togther!!!! whilst before you coulndt. so how does this help with powercreep?? not at all.

    the DPS monsters will even get more DPS. the straight PvE players that actually cared about played a mission for longer than 2 minutes. and thus going for resistance and hull. will have a bad day. as this isnt possible the same way it was before.

    if cryptic doesnt change this.. i feel straight up hit in the face. most player will say you dont care. (well aswell as i dont care about your opinion then i guess)

    but STo will move donw in my priority list .. i spend much time on reping all Reps to T5. and i was glad i used the passives as it made the feeling better and made a difference in PvE, surviving now not only longer but i really loved that ship now with this config. seeing on tribble as the build will not work anymre and all those weeks i spend on reaching the passives are useless now. i wont rep anymore. i wont do the rep fr passives if i cant slot any of these.

    on tribble, i have now 5 active reps each with 8 passive powers. (5x8=40) plus 5 actives

    so we have 8 slots for 40 abilities... really... you cannot really believe that they made the powers that strong that it will make up for that.. and if you believe that.. i am truly sorry.

    most of those people who simply believe that its against the power creep are also the poeple believing that there are gamers in cryptics upper echelon that care about the feedback.

    guess what every season nearly the whole tribble team was ignored.. only bug fixed... not even that very good. but the content went live almost exactely the same way as they first announced it.

    and every damned time they revised or revamped it in the next season again.



    for those who dont believe me.. go ahead go on tribble take your best ships and take it into space ... slot different traits and see the changes. and compare it to the holodeck stat of that ship. you will not be able to get it to the exact same thing meaning hulll and shield... the only thing you can get equal or better is DPS... ( so much for stopping the power creep)
    "Mei Borg is net deppat".....

    [SIGPIC][/SIGPIC]
  • stardestroyer001stardestroyer001 Member Posts: 2,615 Arc User
    edited April 2014
    nakedcrook wrote: »
    When players are told that they are getting half of what they worked for confiscated because they have invested too much time and effort...REALLY tends to annoy and alienate people. You can chip day in and day out about how you can swap stuff out...but seriously...how often will people do that?

    See where I am coming from?

    Yeah, I do see where you are coming from.

    Actually, I had it worse than you.

    Welcome to the Foundry, where six months of work went down the tube because someone decided to crop the map size, forcing all of my map work outside the boundaries, and invalidating all of my hard work and testing. So for a feature of the game that rewards the least amount of resources (b/c it is dependent on player donations), I lost ALL of my progress. I waited over nine months for one of the Devs to tell me they couldn't fix it. Total time elapsed: Over a year and a quarter.

    So cry me a river about how you can only use half of what you worked a couple months for. At least you can still use them.
    stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
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  • sophus84atsophus84at Member Posts: 404 Arc User
    edited April 2014
    *raises eyebrows*

    Let's talk facts then!



    So, AdjudictorHawk said there are a maximum of 4 passives working in the background at any given place, and 4 active powers that can be activated by the click of a button. Gotcha.


    Dyson
    Tier 1
    Integrated Nanofibers: Doubled the bonus damage resistance offered by this power.
    Deadly Aim: Increased the Critical Severity bonus from +10% to +20%.
    Tier 2
    Advanced Hull Reinforcement: Doubled the bonus damage resistance offered by this power.
    Advanced Targeting Systems: Increased the Critical Severity bonus from +10% to +20%.
    These space and ground rep traits are passives. Passive count: 1

    Tier 3
    Active Armor Hardening: It now actually grants 0 to 75 damage resistance rating.
    Vanquish: This power [is now] 0-20 damage resistance debuff.
    Tier 4
    ​Active Hull Hardening: This power now grants 0 to 75 damage resistance rating.
    Tactical Advantage: This power's damage resistance debuff [is now] 0-20 damage resistance debuff.
    More passives. Passive count ==2

    The Tier 5 Dyson ability is a click button ability for ground only.
    This is an Active power. Ground active count==1


    Nukara
    Tier 1
    Indomitable: Increased hit point bonus from +7.5% to 10%
    Identify Vulnerability: Increased shield penetration from 5% to 10%
    Tier 2
    Fortified Hull: Increased hit point bonus from +5% to 7.5%
    ​Enhanced Shield Penetration: Increased shield penetration from 2.5% to 5%
    More passives. Passive count ==3

    Tier 3
    Emergency Fix: Increased heal over time effectiveness by 50%
    Cryo Immobilizer Module: Increased damage over time by 33% and Root strength slightly
    Tier 4
    Auxilliary Power Configuration - Defense: This power directly gives +Max Hull HP, +Max Shield HP, Kinetic Damage Resistance and Energy Damage Resistance based on Auxiliary power level. Additionally, it has been improved to provide a greater bonus per point of Auxiliary power.
    Auxilliary Power Configuration - Offense: This power directly grants a bonus to all damage based on Auxiliary power level. In addition, this damage bonus will provide a larger bonus to damage than the previous one did and it will also provide a small Accuracy buff that scales with Aux power.
    More passives. Passive count ==4

    The Tier 5 Nukara ability is the tetryon refracting click-button.
    Space active count ==1

    Romulan
    Tier 1
    Lethality: Increased critical hit chance bonus from 3 to 5%.
    Enhanced Personal Shields: This powerboosts your base Max Shield HP by 10%. The end result is a slightly larger boost to max shield HP than before.
    Tier 2
    Precision: Increased critical hit chance bonus from 3 to 5%.
    Enhanced Shield Systems: This power boosts your base Max Shield HP by 10%. The end result is a slightly larger boost to max shield HP than before.
    Passive count ==5


    Romulan Tier 3 and 4 Abilities:
    Removed all "Chance on Crit" and replaced this functionality with an "On Next Crit" temporary effect. These effects are all consumed by applying their associated effects to self or foe, and will automatically refresh 20 seconds later.
    This change was a purposeful move away from the idea of "chance-on-chance" and an attempt to normalize the opportunity that a player has of benefiting from this Reputation ability, should they choose to use it.
    The "Placate" effect of the Romulan Tier 4 Space ability has been replaced with "Weapons Offline"
    Base duration of this effect has been increased from 2sec to 4sec
    This debuff is now cleansed by Engineering Team instead of Science Team
    In terms of space, the new weapons offline ability is next to useless with all of the EngTeams now on ship builds. Keep this in mind. Passive count ==6

    The Romulan T5 ability is the quantum ability. AFAIK there will be no change.
    Space active count == 2


    Omega
    Tier 1
    Medical Nanites: Doubled the amount of self-regeneration provided by this power. In addition this power now provides double its new regeneration bonus outside of combat.
    Omega Weapon Proficiency: This power no longer gives a bonus to Weapon Proficiency skill. Instead, it provides a direct bonus to damage. It now grants a larger bonus to damage than before.
    Tier 2
    Hull-Repairing Nanites: Doubled the amount of hull regeneration provided by this power. In addition this power now provides double its regeneration bonus outside of combat.
    Omega Weapon Training: This power no longer gives a bonus to Starship Weapons skill. Instead, it provides a direct bonus to damage. It now grants a larger bonus to damage than before.
    Passive count ==7


    Tier 3
    Replaced the "Rotating Weapon Frequency" power with "Omega Graviton Pulse Module". This new power causes all of your ground weapon attacks to have a 5% chance to deal additional kinetic damage with 100% shield penetration. This damage is doubled against Borg.
    Regenerative Shield Augmentation: Significantly improved this power's regeneration rate.
    Tier 4
    Omega Graviton Amplifier: Updated this proc's description to explain that it has a chance to be triggered with each weapon attack instead of once per cycle like other procs. This is merely a text change, this power has always worked like this. In addition, this proc's damage is doubled against the Borg.
    Superior Shield Repair: Significantly increased the amount of shield regeneration per 6 seconds.
    Passive count == 8

    The Omega T5 ability is a ground ability.
    Ground active count == 2

    Passives: 8 space, 8 ground
    Active: 2 space, 2 ground

    Yes, it does seem as if we got nerfed heavily. I'm now going to address space only at this point. If you look closely, a lot of these powers have been improved to help you.

    For offensive ships, you can now enjoy options from:
    +10% CritD -->> +20% CritD (Significant! Especially for vapers)
    0-15 Dmg resist debuff -->>0-20.
    2.5% SP -->> 5% SP (Also significant for escorts)
    Acc, damage bonus now tied to aux power (cloakers again)
    3% CrtH -->> 5% CrtH
    Placate -->> Weapons offline (so really, is this a passive? I don't really count it anymore)
    Weapons skill -->> Dmg output, increased
    No change to Omega Garv Amplifier, meaning it is still effective

    The way I see it, if you equipped any 4 of these for an offensive ship, I would go with the CrtH bonus, increased dmg output, 5% SP and +20% CrtD. This is insane for a vaper.

    For defensive ships such as team healers, I don't even need to post it here. It's obvious that the passives that worked before will do extremely well now, and a ship can now shrug off BFAW+DEM attacks using the inreased dmg resistance passives.

    As for active powers, that does puzzle me. Cryptic may be planning something new on that horizon with the Undine rep system, or possibly purchaseable active powers (similar to the Genetic Resequencers or fleet stores).

    Is this a nerf? No. It's an evolution of a previous idea that wasn't planned out very well. This change will restore the difference between a vaper and a healer/tank.

    It reduces power creep by once again segregating the glass cannon from the durable team healer.
    It improves upon previous powers, allowing diversity and potency of rep traits.
    By extension that also benefits a team, as they can now mix-n'-match.





    Want to rethink that post? I'm not sure if you understood the context.

    might want to rethink your own post??

    Example: you counted two whole tiers everytime as one slot... the problem is:

    Tier 1 = 2 passive powers, Tier 2 = 2 passive powers, Tier 3 = 2 passive powers, Tier 4 = 2 passive powers, making it 8 passive powers PER REPUTATION not over all

    we have now 4 active powers and a total overall of 32 passive powers, ...... not just 16 (8+8) as in your counting
    "Mei Borg is net deppat".....

    [SIGPIC][/SIGPIC]
  • stardestroyer001stardestroyer001 Member Posts: 2,615 Arc User
    edited April 2014
    sophus84at wrote: »
    might want to rethink your own post??

    Example: you counted two whole tiers everytime as one slot... the problem is:

    Tier 1 = 2 passive powers, Tier 2 = 2 passive powers, Tier 3 = 2 passive powers, Tier 4 = 2 passive powers, making it 8 passive powers PER REPUTATION not over all

    Because I counted ground and space as separate identities, similar to how AdjudicatorHawk specified that Reputation Traits are being split into 4 space and 4 ground.

    For example, Tier 1 has 2 ground traits. Tier 2 has 2 space traits. So for the space trait count, that is still 2.
    stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
    Missing the good ol' days of PvP: Legacy of Romulus to Season 9
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  • sophus84atsophus84at Member Posts: 404 Arc User
    edited April 2014
    then we still have 16 space passives and 16 ground passives over all and not just 8. as it is a total of 32 passive powers that you can chose from now.
    "Mei Borg is net deppat".....

    [SIGPIC][/SIGPIC]
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