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Official Revamped Trait and Reputation Powers System Feedback Thread

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  • orondisorondis Member Posts: 1,447 Arc User
    edited April 2014
    Problem is what's currently on holodeck is far too powerful.
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited April 2014
    orondis wrote: »
    Problem is what's currently on holodeck is far too powerful.

    No. The new system was introduced because the current one isn't 'infinitely scalable,'' and not to satisfy the demands of Nerf Sayers, like yourself.
    3lsZz0w.jpg
  • neok182neok182 Member Posts: 551 Arc User
    edited April 2014
    orondis wrote: »
    Problem is what's currently on holodeck is far too powerful.

    So you'd rather have a system that is 2x MORE POWERFUL?

    The system on holodeck is NOT too powerful at all. They are all very minor bonuses with probably the crit chance and shield penetration being the only slightly OP ones, but this change doubles their effectiveness.

    The current system is not overpowered at all compared to the new system, and it has already been proven by people testing that the new buffs make the traits even more powerful defeating the entire purpose.

    So if you want a nerf, you should support my 8/8/4 no buffs plan as the current 4/4/4 makes the situation even worse.
    ACCESS DENIED
  • ensignswensonensignswenson Member Posts: 45 Arc User
    edited April 2014
    orondis wrote: »
    Problem is what's currently on holodeck is far too powerful.

    I call bull on that...I have a pretty powerful character with 5555 and I've worked for it. He should be more powerful than a new level 50 toon...its the whole point of end game content. But despite having full rep, and fleet weaponry and an elite fleet shield I've been annihilated in pvp by guys that I am sure are also 5555 with equal gear as I have. But here's the thing, I've fought fleet mates that are also 5555 (with all top end gear) and had far more even matches that go at least three of four minutes. The imbalance isn't an issue with rep and rep alone. There's something else going on.
  • kalvorax#3775 kalvorax Member Posts: 0 Arc User
    edited April 2014
    We have now done so. We were considering other options, but in the end we chose to just roll the old bonus in with the new one. So now the T4 Omega Graviton proc will also slow down Borg adaptation, in addition to the new Kinetic damage proc.

    Not sure when this change will appear on Tribble, but it's been made internally.

    awesome.....and its T3 for ground :P T4 is space

    definitely making alot of people happy with this
    [SIGPIC][/SIGPIC]
    I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
  • ocp001ocp001 Member Posts: 0 Arc User
    edited April 2014
    Just a thought, as I mentioned in another feedback thread, why not provide subscribers (LTS/monthly), and those with all current rep systems maxed an additional +1 to all slots? Reward longtime players. Take away some of the sting from this revamp that many are upset about.

    Second: Some of the improved powers are less desirable than others, why not add a set bonus system to them that would grant additional abilities or stat bonuses?

    For example equiping 4 omega reputation powers could grant a bonus power or special active trait power.
  • sqwishedsqwished Member Posts: 1,475 Bug Hunter
    edited April 2014
    orondis wrote: »
    Problem is what's currently on holodeck is far too powerful.

    The problem is whats currently on tribble is even more powerful. Christ the 2 manning of KAGE should be proof of that at least with the ground portion. To do it on Holodeck using the current system is one thing, but to then complete its faster on tribble where one half of the two man team doesnt have any rep passives active at all is just down right ridiculous. Cryptic are complaining about the power creep yet here they've just given a huge push skyward.
    Oh, it's not broken? We can soon fix that!

  • sqwishedsqwished Member Posts: 1,475 Bug Hunter
    edited April 2014
    ocp001 wrote: »
    Just a thought, as I mentioned in another feedback thread, why not provide subscribers (LTS/monthly), and those with all current rep systems maxed an additional +1 to all slots? Reward longtime players. Take away some of the sting from this revamp that many are upset about.

    Second: Some of the improved powers are less desirable than others, why not add a set bonus system to them that would grant additional abilities or stat bonuses?

    For example equiping 4 omega reputation powers could grant a bonus power or special active trait power.

    A good idea, but all the F2P would start moaning and with good reason, because they would see it as cryptic alienating them.

    It would be nice as an additional veteran reward some where along the line. no doubt it would be more useful and go down better than an EVA suit that they couldnt sell in the c store so they gave it away as the veteran reward!
    Oh, it's not broken? We can soon fix that!

  • legendarylycan#5411 legendarylycan Member Posts: 37,282 Arc User
    edited April 2014
    sqwished wrote: »
    no doubt it would be more useful and go down better than an EVA suit that they couldnt sell in the c store so they gave it away as the veteran reward!
    and then promptly released 3 far superior versions as a free mission reward not 2 months later
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • neok182neok182 Member Posts: 551 Arc User
    edited April 2014
    sqwished wrote: »
    ocp001 wrote: »
    Just a thought, as I mentioned in another feedback thread, why not provide subscribers (LTS/monthly), and those with all current rep systems maxed an additional +1 to all slots? Reward longtime players. Take away some of the sting from this revamp that many are upset about.

    Second: Some of the improved powers are less desirable than others, why not add a set bonus system to them that would grant additional abilities or stat bonuses?

    For example equiping 4 omega reputation powers could grant a bonus power or special active trait power.

    A good idea, but all the F2P would start moaning and with good reason, because they would see it as cryptic alienating them.

    It would be nice as an additional veteran reward some where along the line. no doubt it would be more useful and go down better than an EVA suit that they couldnt sell in the c store so they gave it away as the veteran reward!

    Yup. it's a great idea in theory but would just TRIBBLE all the F2P people off. None of the vet stuff really boosts you that much, sure they're nice and all, ship, boff, ect. but adding a +1 to all the slots would be a huge powerboost (especially with the buffs) that no one else other than paid would have, and though it would be a good idea to get people to pay, it would most likely backfire and since most of the people who play this game are playing for free, it would be bad.
    ACCESS DENIED
  • cdcerberuscdcerberus Member Posts: 2 Arc User
    edited April 2014
    Even tho I'm lurking around the forum all the time I don't post anything, but what you're doing with the rep now compelled me to write and rant that I don't like at all the numbers you are proposing.

    I guess I would be fine with this if we were at second rep but with 4 reps you will be taking away half the passives I was enduring the grind for.
    That tickles me a bit especially when you shield your change with buffing them. Granted, some of them are now more powerful only reinforcing them as must have for the way i like to play, many others received buff so small it's negligible, making them not worth a second look, right down to at least one which caught my eye that directly nerfs my play style. Of course if there will be not much change to them.

    Now, what i would be ok with if you have to cut the creep with reputation is leave it at 8/8/4 to have everyone who did the grind not lose anything they worked for, leaving the passive buffed with this doesn't even matter that much as you will curb the future rep power creep, or
    Start rep with 4/4/0 and add 1 slot across the board with each rep finished, that will give incentive to finish any future rep, and if you think there will be too many slots available as the reputations continue to roll out there is always option to cap it.

    Whatever you do it all comes down to not making people think their work was a waste.

    Now some more of my personal rant.
    More and more changes are done to this game that just make me log in less, maybe cryptic doesn't care about one person but what if there are more like me. I reactivated my subscription shortly before LoR and the day i noticed there will be outcry about romulan Boff exclusive operative trait I voted with my wallet cancelling sub (that was the straw). Then they release scimi, a ship i consider to be most powerful in game, bought it with dil which brings me to next small quality of life change.

    I used to refine daily cap on 11 toons, with minimal effort all thanks to mining claims, now i don't do it at all since w/s keys don't work, only arrows, little thing, i know but just to uncomfortable for me, so no more dil, no more buying Zen, less time in game. Even less after i stopped making consoles, topped at 250 per week. Not as much related to real money but still cuts down on my time in game.

    All this comes down to me logging in maybe once a week for few min unless there is an event I want run, and if what's on tribble will go to holodeck without any considerable change then there will be no point for me to touch the new rep, i will try the new content once, tops.

    All the above is my personal view, fill free to take it as is if anyone bothers to read it.
  • neotrident12neotrident12 Member Posts: 287 Arc User
    edited April 2014
    neok182 wrote: »
    Yup. it's a great idea in theory but would just TRIBBLE all the F2P people off. None of the vet stuff really boosts you that much, sure they're nice and all, ship, boff, ect. but adding a +1 to all the slots would be a huge powerboost (especially with the buffs) that no one else other than paid would have, and though it would be a good idea to get people to pay, it would most likely backfire and since most of the people who play this game are playing for free, it would be bad.


    As a lifer I would certainly like extra goodies, but I really don't like pay to win and as such would rather see lifers get greater service options, ship/ground costumes and unique items ect ect.

    EDIT: Back to the topic, I have to say that the current interface is not particularly intuitive or polished is there additional UI work intended here as it is in need of some improvement.
    [SIGPIC][/SIGPIC]
  • heero139heero139 Member Posts: 125 Arc User
    edited April 2014
    The way actives are set up right now the "correct" or "optimal" way to play will be to slot all ground actives or all space actives at any one given time, because there's never a time where you can use both. This is less relevant right now as there are only 2 of each, but after the undine rep t5 active is available, "optimal" play will be to slot 3 of one region or 2 of the other, changing them every time you switch maps.

    In the more distant future we'll "have to" swap all 4 every time we change from ground to space or vice versa.

    The system as it is right now effectively gives us 4 space OR 4 ground active slots, if we spend the obnoxious effort to change them, which is the obvious "optimal" play.

    Please adjust the system so that we get some number of active space traits and some number of active ground traits like the passives, or make them not free to change at any time.
    Zekkie@h33r0yuy
  • sarek93sarek93 Member Posts: 274 Arc User
    edited April 2014
    Somehow all the OMEGA traits got activated for me though I am only T2 rep. I have filed a more detailed report with screenshots in the Bug Report sub-forum. The transferred character was not T5 and he was transferred today. The bug seems to be with the granting/unlocking of powers. I only saw this for the OMEGA rep, not any of the other reps.
    "Insufficient facts always invite danger." - Spock
  • neok182neok182 Member Posts: 551 Arc User
    edited April 2014
    heero139 wrote: »
    The way actives are set up right now the "correct" or "optimal" way to play will be to slot all ground actives or all space actives at any one given time, because there's never a time where you can use both. This is less relevant right now as there are only 2 of each, but after the undine rep t5 active is available, "optimal" play will be to slot 3 of one region or 2 of the other, changing them every time you switch maps.

    In the more distant future we'll "have to" swap all 4 every time we change from ground to space or vice versa.

    The system as it is right now effectively gives us 4 space OR 4 ground active slots, if we spend the obnoxious effort to change them, which is the obvious "optimal" play.

    Please adjust the system so that we get some number of active space traits and some number of active ground traits like the passives, or make them not free to change at any time.

    Well, that is a good point. but until there are 4 ground actives and 4 space actives it's kinda moot. Granted Undine does bring a 3rd ground active, but most people don't even use the space actives that much anyway. I know the majority of people in my fleet didn't even hit T5 nukara because they felt the ability was worthless, and though it's a nice help against a swarm it's not the greatest, and since they increased the cooldowns the powers got a lot less helpful.
    ACCESS DENIED
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited April 2014
    heero139 wrote: »
    The way actives are set up right now the "correct" or "optimal" way to play will be to slot all ground actives or all space actives at any one given time, because there's never a time where you can use both. This is less relevant right now as there are only 2 of each, but after the undine rep t5 active is available, "optimal" play will be to slot 3 of one region or 2 of the other, changing them every time you switch maps.

    In the more distant future we'll "have to" swap all 4 every time we change from ground to space or vice versa.

    The system as it is right now effectively gives us 4 space OR 4 ground active slots, if we spend the obnoxious effort to change them, which is the obvious "optimal" play.

    Please adjust the system so that we get some number of active space traits and some number of active ground traits like the passives, or make them not free to change at any time.

    I agree. But this won't be a big deal until Season 10 or so.
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited April 2014
    Hi all, QR'ing to the thread:

    First off, thank all of you who have gotten on Tribble and tested out the powers changes. We are reading all your feedback and taking it seriously. Changing powers that are already live is never an easy decision to make, as it makes players have to re-learn the characters with which they are intimately familiar.

    Secondly, I wanted to give you all a heads up on some changes you'll be seeing soon based on your feedback.

    First, we're a little concerned about creating situations where players would want to use battlecloak in the middle of a fight to drop out of combat and change their rep traits, then de-cloak. We want these to be strategic choices, not tactical ones, lasting for "a run of an episode" rather than "a pull of a spawn group". So we're changing power slotting to be restricted to Sector Space and noncombat social zones.

    However, the good news about this is that we're changing Species Traits to work the same way Reputation Traits work. That means you'll be able to change your Trait build for free without worrying about hoarding Trait Respecs. It also means you can try out new builds and explore the possibilities of gameplay at no cost other than thinking about your build. I'm hoping this makes Trait deckbuilding a lot more fun for a lot more people. This also means that if you want to spend a couple hours playing Ground content, you're able to spec out for that, then change your spec when you go back to Space later that day.

    We're also making some tuning adjustments to Reputation powers based on the testing that we and players have done. Crit chance and Crit severity are getting tuned down a little bit (though still higher than Holodeck values), while a number of other traits are getting tweaked up to be more competitive with offensive options. We've added Adaptation Delay back into the Omega ground offensive kinetic proc as well based on player feedback.

    Finally, I wanted to talk about the Omega "+10% damage" trait. Right now, this is a no brainer. It used to buff Weapon Skill, which was also a no-brainer but was more esoteric - so we made it +% damage to make its effect more clear. However, as many of you have pointed out, as long as this trait exists in its current form, it would be best-spec in pretty much every build for every player. We could just reduce the damage values to something that other traits could compete with, but instead, we're planning on re-imagining the core concept of this ability. I don't want to get into details before it's finished, but I did want to give you all a heads up that the +dmg trait would be changing into something else offensive that will be better in some circumstances but less of a general "you must take this" ability.

    Ok, that's all for now. Thanks again for all the valuable feedback you've all provided.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • sulfrustriplesulfrustriple Member Posts: 0 Arc User
    edited April 2014
    Perhaps the idea of more than 4/4 reputation traits (6/6?) will gain more traction given the tuning adjustments reducing the benefit of some of the skills. The trading "8 nickels for 4 dimes" analogy doesn't work when the dimes are only worth 7.5 cents.

    Thank you for the forewarning.
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited April 2014
    What about the Omega Graviton Amplifier proc triggering x20 more often for energy weapons then Kinetic weapons?


    “This also means that if you want to spend a couple hours playing Ground content, you're able to spec out for that, then change your spec when you go back to Space later that day.”
    As a player its really irritating to feel like you have to keep pausing each time you swap between space and ground to constantly change traits.

    Being able to change is nice for testing and settling into a set of powers but it hurts gameplay to feel like you have to respec between space and ground each time you swap.
  • legendarylycan#5411 legendarylycan Member Posts: 37,282 Arc User
    edited April 2014
    I don't want to get into details before it's finished, but I did want to give you all a heads up that the +dmg trait would be changing into something else offensive that will be better in some circumstances but less of a general "you must take this" ability.
    seeing this really makes me nervous...please, please, PLEASE be very careful how you go about this and don't change it into something utterly useless

    being able to retrait for free sounds awesome, though...now how about considering making skill respec free as well, or at least make it cost EC instead of zen?
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • neok182neok182 Member Posts: 551 Arc User
    edited April 2014
    Hi all, QR'ing to the thread:

    First off, thank all of you who have gotten on Tribble and tested out the powers changes. We are reading all your feedback and taking it seriously. Changing powers that are already live is never an easy decision to make, as it makes players have to re-learn the characters with which they are intimately familiar.

    Secondly, I wanted to give you all a heads up on some changes you'll be seeing soon based on your feedback.

    First, we're a little concerned about creating situations where players would want to use battlecloak in the middle of a fight to drop out of combat and change their rep traits, then de-cloak. We want these to be strategic choices, not tactical ones, lasting for "a run of an episode" rather than "a pull of a spawn group". So we're changing power slotting to be restricted to Sector Space and noncombat social zones.

    However, the good news about this is that we're changing Species Traits to work the same way Reputation Traits work. That means you'll be able to change your Trait build for free without worrying about hoarding Trait Respecs. It also means you can try out new builds and explore the possibilities of gameplay at no cost other than thinking about your build. I'm hoping this makes Trait deckbuilding a lot more fun for a lot more people. This also means that if you want to spend a couple hours playing Ground content, you're able to spec out for that, then change your spec when you go back to Space later that day.

    We're also making some tuning adjustments to Reputation powers based on the testing that we and players have done. Crit chance and Crit severity are getting tuned down a little bit (though still higher than Holodeck values), while a number of other traits are getting tweaked up to be more competitive with offensive options. We've added Adaptation Delay back into the Omega ground offensive kinetic proc as well based on player feedback.

    Finally, I wanted to talk about the Omega "+10% damage" trait. Right now, this is a no brainer. It used to buff Weapon Skill, which was also a no-brainer but was more esoteric - so we made it +% damage to make its effect more clear. However, as many of you have pointed out, as long as this trait exists in its current form, it would be best-spec in pretty much every build for every player. We could just reduce the damage values to something that other traits could compete with, but instead, we're planning on re-imagining the core concept of this ability. I don't want to get into details before it's finished, but I did want to give you all a heads up that the +dmg trait would be changing into something else offensive that will be better in some circumstances but less of a general "you must take this" ability.

    Ok, that's all for now. Thanks again for all the valuable feedback you've all provided.

    First of all a huge thank you for finally coming in and giving us lots of information. Few thoughts on each paragraph.

    Making the traits only work in sector and noncombat is a great idea, it was bought up early and I'm glad this change is being made as no doubt everyone would do that to exploit the system.

    So species will now be free as well, this is very very awesome, might be enough to even make me drop 100 million EC on helmsman traits lol. Thank you and the rest of the devs for doing this as it's a great change.

    So for the last two points, your going to nerf the boosts a bit, which makes sense as we've now proven to you on tribble that the current boosts actually increase DPS rather than balance it out. But i think you've also seen a huge number of us supporting the alternative plan of going to 8 ground passives, 8 space passives, 4 actives, and keeping the bonuses to their current holodeck level so there is no increase in power creep at all. Some other options were 6/6 with no boosts, or very minor 25-50% boosts rather than 2x boosts as they currently are.

    I know that S9 is probably still a good 3 to 4 weeks away, but this is a real alternative solution that solves all the problems that this change brings and the 8/8/4 system won't take away any abilities that we've earned while still giving us an incentive to keep doing future reps due to more overall slots.

    Only last thing I want to add is just bringing up alternative T5 rewards for future reps (and possibly older reps as well), Doffs, Boffs, costume pieces, or other rewards than abilities to entice all players to hit T5 on all reps.

    Once again thank you for coming in and giving us some feedback. Players like me just want to see the best possible plan for the game and see it continue to thrive.
    ACCESS DENIED
  • neok182neok182 Member Posts: 551 Arc User
    edited April 2014
    seeing this really makes me nervous...please, please, PLEASE be very careful how you go about this and don't change it into something utterly useless

    being able to retrait for free sounds awesome, though...now how about considering making skill respec free as well, or at least make it cost EC instead of zen?

    I don't think you'll ever see skill respec being free as that is used as a bonus for gold/lifetime where we get free respecs for leveling up and if they were free, it would be a gold/lifetime feature that would then be useless.
    ACCESS DENIED
  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited April 2014
    ... rep traits... So we're changing power slotting to be restricted to Sector Space and noncombat social zones.

    ... we're changing Species Traits to work the same way Reputation Traits work....

    Will reputation powers and traits become part of loadouts?

    Also ground loadouts?
  • sqwishedsqwished Member Posts: 1,475 Bug Hunter
    edited April 2014

    We're also making some tuning adjustments to Reputation powers based on the testing that we and players have done. Crit chance and Crit severity are getting tuned down a little bit (though still higher than Holodeck values), while a number of other traits are getting tweaked up to be more competitive with offensive options. We've added Adaptation Delay back into the Omega ground offensive kinetic proc as well based on player feedback.
    I'm sorry but have i missed something, Hawk you were on about halting the power creep but your increasing the stats there by increasing the power creep, so what the deal buddy?
    Oh, it's not broken? We can soon fix that!

  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited April 2014
    seeing this really makes me nervous...please, please, PLEASE be very careful how you go about this and don't change it into something utterly useless

    It will be very much useful if you use torpedoes or mines. We're doubling down on the theme of Kinetic damage making sense against the Borg.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited April 2014
    Hi all, QR'ing to the thread:

    First off, thank all of you who have gotten on Tribble and tested out the powers changes. We are reading all your feedback and taking it seriously. Changing powers that are already live is never an easy decision to make, as it makes players have to re-learn the characters with which they are intimately familiar.

    Secondly, I wanted to give you all a heads up on some changes you'll be seeing soon based on your feedback.

    First, we're a little concerned about creating situations where players would want to use battlecloak in the middle of a fight to drop out of combat and change their rep traits, then de-cloak. We want these to be strategic choices, not tactical ones, lasting for "a run of an episode" rather than "a pull of a spawn group". So we're changing power slotting to be restricted to Sector Space and noncombat social zones.

    However, the good news about this is that we're changing Species Traits to work the same way Reputation Traits work. That means you'll be able to change your Trait build for free without worrying about hoarding Trait Respecs. It also means you can try out new builds and explore the possibilities of gameplay at no cost other than thinking about your build. I'm hoping this makes Trait deckbuilding a lot more fun for a lot more people. This also means that if you want to spend a couple hours playing Ground content, you're able to spec out for that, then change your spec when you go back to Space later that day.

    We're also making some tuning adjustments to Reputation powers based on the testing that we and players have done. Crit chance and Crit severity are getting tuned down a little bit (though still higher than Holodeck values), while a number of other traits are getting tweaked up to be more competitive with offensive options. We've added Adaptation Delay back into the Omega ground offensive kinetic proc as well based on player feedback.

    Finally, I wanted to talk about the Omega "+10% damage" trait. Right now, this is a no brainer. It used to buff Weapon Skill, which was also a no-brainer but was more esoteric - so we made it +% damage to make its effect more clear. However, as many of you have pointed out, as long as this trait exists in its current form, it would be best-spec in pretty much every build for every player. We could just reduce the damage values to something that other traits could compete with, but instead, we're planning on re-imagining the core concept of this ability. I don't want to get into details before it's finished, but I did want to give you all a heads up that the +dmg trait would be changing into something else offensive that will be better in some circumstances but less of a general "you must take this" ability.

    Ok, that's all for now. Thanks again for all the valuable feedback you've all provided.

    sounds great. theres just a few things like this left to do, mainly eliminating the overriding tyranny of the skill tree respec tokens, the #1 impediment of actually setting up any build you want. its not so much a skill tree anyway, as how much specialized equipment is on your ship to beef up its systems, or 'skills' in this case.

    after that revamp boffs exactly like you did with kits, were the boff is the kit and the station powers are slottable tokens. all the arbitrary restrictions would then finally be gone from the system, and the game would be a true pleasure to play. these things make me not want to bother playing every time i run into them, every time i play, which is less and less these days
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2014
    It will be very much useful if you use torpedoes or mines. We're doubling down on the theme of Kinetic damage making sense against the Borg.

    Does this perhaps have anything to do with a certain pesky 75% innate resistance?
  • senatorvreenaksenatorvreenak Member Posts: 0 Arc User
    edited April 2014
    Hawk, you still have not addressed the matter of trait slots, which a great many people feel should be expanded to 8/8/4, minus the recent buffs to traits.
    As already mentioned, its a fair compromise to existing players while looking to the future.
  • gooddaytodie39gooddaytodie39 Member Posts: 0 Arc User
    edited April 2014
    Hi all, QR'ing to the thread:

    First off, thank all of you who have gotten on Tribble and tested out the powers changes. We are reading all your feedback and taking it seriously. Changing powers that are already live is never an easy decision to make, as it makes players have to re-learn the characters with which they are intimately familiar.

    Secondly, I wanted to give you all a heads up on some changes you'll be seeing soon based on your feedback.

    First, we're a little concerned about creating situations where players would want to use battlecloak in the middle of a fight to drop out of combat and change their rep traits, then de-cloak. We want these to be strategic choices, not tactical ones, lasting for "a run of an episode" rather than "a pull of a spawn group". So we're changing power slotting to be restricted to Sector Space and noncombat social zones.

    However, the good news about this is that we're changing Species Traits to work the same way Reputation Traits work. That means you'll be able to change your Trait build for free without worrying about hoarding Trait Respecs. It also means you can try out new builds and explore the possibilities of gameplay at no cost other than thinking about your build. I'm hoping this makes Trait deckbuilding a lot more fun for a lot more people. This also means that if you want to spend a couple hours playing Ground content, you're able to spec out for that, then change your spec when you go back to Space later that day.

    We're also making some tuning adjustments to Reputation powers based on the testing that we and players have done. Crit chance and Crit severity are getting tuned down a little bit (though still higher than Holodeck values), while a number of other traits are getting tweaked up to be more competitive with offensive options. We've added Adaptation Delay back into the Omega ground offensive kinetic proc as well based on player feedback.

    Finally, I wanted to talk about the Omega "+10% damage" trait. Right now, this is a no brainer. It used to buff Weapon Skill, which was also a no-brainer but was more esoteric - so we made it +% damage to make its effect more clear. However, as many of you have pointed out, as long as this trait exists in its current form, it would be best-spec in pretty much every build for every player. We could just reduce the damage values to something that other traits could compete with, but instead, we're planning on re-imagining the core concept of this ability. I don't want to get into details before it's finished, but I did want to give you all a heads up that the +dmg trait would be changing into something else offensive that will be better in some circumstances but less of a general "you must take this" ability.

    Ok, that's all for now. Thanks again for all the valuable feedback you've all provided.


    Awesome. I love that we'll be able to freely respec species traits. Keep up the great work dude!
  • captainoblivouscaptainoblivous Member Posts: 2,284 Arc User
    edited April 2014
    Am I the only one who feels that the devs should just give up on the revamp and make the upcoming undine rep the last rep system? Though that would of course mean coming up with a replacement "filler" for any new updates such as S9.

    My feeling on the whole revamp is that the devs have tried to turn what was a strategic decision into a tactical one, and upon realising that their changes gave a rather unfair advantage to battlecloakers decided to try to turn it back into a strategic decision by simply changing one thing in their revamp which would have made it a more tactical decision.
    Wow, that gave me a headache writing that, so I dread to think how you lot will feel after reading :o

    But no really, the whole "oh, but they let us change rep powers on the fly as the situation demands" argument is just gone. Now it's just a nerf.
    It seems to me that an analogy involving politicians and taxes would be more accurate than the nickel and dime. It's like a politician has gone "Oh, you want lower taxes? Sure, we'll lower taxes", lowered the big taxes and made the money back by bringing in a larger number of small taxes.

    TL;DR


    Dump the revamp, make the undine rep the last of the rep system and come up with something else to fill the time gap.
    I need a beer.

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