Except you never had access to both offense and defense. You only picked one new trait per tier, one was offense and one was defense. NOW you have both, but can only pick 4.
The power creep was purely offensive, stacking trait upon trait focused on offense. That's what I did and my repped out main wrecked face, the only defensive bonuses he has is gear-related.
This goes to prove you have NO idea what the hell you're talking about when it came to power creep.
Excuse me? You are saying you could not pick offensive and defensive traits before at the same time? You really want to stick with that?
Excuse me? You are saying you could not pick offensive and defensive traits before at the same time? You really want to stick with that?
No, you couldn't.
Every tier promotion BEFORE season 9 you were given a choice of of two traits, one favored offense, one favored defense. You were NOT given both, that's why there was a purchaseable reputation respec, in case you wanted the other options within a tier.
Now you're automatically given both once you upgrade tiers, the only picking is the 4 passives in space and ground out of your collective pool.
That's the way it's been from the start of the reputation thing till now, so yeah, I AM sticking with that answer, Regis. Would you like to phone a friend to help? Because it seems you haven't done anything rep-related at all until season 9.
Every tier promotion BEFORE season 9 you were given a choice of of two traits, one favored offense, one favored defense. You were NOT given both, that's why there was a purchaseable reputation respec, in case you wanted the other options within a tier.
Now you're automatically given both once you upgrade tiers, the only picking is the 4 passives in space and ground out of your collective pool.
That's the way it's been from the start of the reputation thing till now, so yeah, I AM sticking with that answer, Regis. Would you like to phone a friend to help?
I don't need to phone a friend - your right but also wrong:
For space - in each "tier" so T2 and T4 you were given a choice of offensive and defensive which you could only pick one.
BUT - and here is where you are wrong:
I could pick 4 "offensive" traits and 4 "defensive" traits if I wanted to - or 6 offensive and 2 defensive or 8 offensive and 0 defensive - many combos.
So in the Voth rep - I could pick the T2 offensive and in T4 the defensive
I don't need to phone a friend - your right but also wrong:
For space - in each "tier" so T2 and T4 you were given a choice of offensive and defensive which you could only pick one.
BUT - and here is where you are wrong.
I could pick 4 "offensive" traits and 4 "defensive" traits if I wanted to - or 6 offensive and 2 defensive or 8 offensive and 0 defensive - many combos.
So In any Voth - I could pick the T2 offensive and in T4 the defensive
Same with all 4 of the rep groups.
That is a HUGE difference.
Sides the fact you don't need the defense unless you're looking for a tank build. If you have enough survivability going all offense, why do you need even MORE defense?
I think it's safe to say most were going all-out offense. You don't hit 100k DPS by slotting defensive traits. So there goes your power creep theory right out the window.
Sides the fact you don't need the defense unless you're looking for a tank build. If you have enough survivability going all offense, why do you need even MORE defense?
I think it's safe to say most were going all-out offense. You don't hit 100k DPS by slotting defensive traits. So there goes your power creep theory right out the window.
So you are admitting you are wrong?:eek::P
I agree the game has enough other defense and skills to compensate, however, the rep passives acted as a "crutch" for a lot of players - hence many are now going BOOM!
I agree the game has enough other defense and skills to compensate, however, the rep passives acted as a "crutch" for a lot of players - hence many are now going BOOM!
No, im not. I think your case is an outlier, slotting partial offense and defense.
Since most of the power creep complaints weren't "I'm not dying" and instead "people are killing too fast", the fact you could and can stack all the various offensive boosts was the problem.
People were using offense as a defense, and they're going "Boom" because they kill slower, NOT because they lost defensive abilities they probably weren't using to begin with as you are claiming.
No the real reason there are so many more people going BOOM is that the old rep system allowed a player to be BOTH strong offensive and have strong defensive passives.
Now I think a lot of people are picking all 4 space offensive passive traits - and they have lost all the defensive traits they had before.
Hence you get people much weaker defensively.
But like I said - I am starting to see a lot of something that had almost disappeared in PUG matches: TEAM HEALING(and support):D:)
People will adjust - but I hope more team co-operation in PUG matches catches on:)
Let's also not forget the Borg set nerf.
Nerfs are like government budget cuts: you look good doing it, cutting back on the excesses left by your predecessors... except, in this case, it was all just Cryptic themselves.
I've noticed this too. Not a huge increase in team healing, but in players going pop. I also find my cruiser and its incredible heal and tank ability to be a huge asset in places like crystalline catastrophe. Keeping my team alive brings down the entity faster, something everyone benefits from.
Some people might just not know. I played a lot of time without knowing how good TT was. This happens beacause there's an "idea" that early skills loose their relevance or necessity as you level up. However, this is not the case in STO as every skill has a use in a given context. Moreover, the same skill, while doubled (two copies) can make an incedible difference as well.
Once you know this your whole mindset and approach to the game changes, but until you know it, you have no idea and it's not something you find out easily.
It is still sad that Dual Tactical Team I is still practically REQUIRED. Truly sad...
Also I have been blown up more than normal recently but only in the Viscous Cycle mission. Even then only because of those stupid smoke stacks or whatever they are. I get pushed into them too close and often thanks to the nearly inescapable gravity wells of doom or sticky crud slowing me down I get wiped out before I can do anything about it from their weird like Environmental Hazard AoE damage.
Nerfs are like government budget cuts: you look good doing it, cutting back on the excesses left by your predecessors... except, in this case, it was all just Cryptic themselves.
Yes I know about the 2 piece Borg set heal "nerf" or really ship HP "adjustment" adds to it. The OP was not really just about the rep system as I don't even think I specifically mentioned the rep system in the original post.
I also called on the need for the other major problems:
OP doffs
OP doffs that stack
OP Captain traits that stack
Boffs stacking of Sup OP
Doffs that can allow an aux to bat bulid to get almost MAX power in ALL subsystems at the same time - almost ALL the time.
Some major nerfage needs to be done to:
Tech doffs
Damage control engineers
Warp core Engineers
Run Crystal elite and watch yourself get nuked with one hit. Its just like back in the day before all the rep stuff in the elite borg stfs and the heavy plasma torp 1 hit you no matter what you had. What did they do? They backed it down if they are so worried about this notion of a power creep why not bump elite stfs back up and leave the non elite ones alone and thats just PVE. In PVP its just as messed up now. For example you take a science guy that was very hard to kill with 5 guys now is run through by one guy. If this mysterious myth of the Power Creep is true it only applies to the new players or new character we create until you go thru the rep system just like everyone else had to. To nerf players that have put in the time, money, and effort to build their ships with all the gear they wanted is insane. Nerfing players here makes no sense because just like in any other game those who have put in time and worked to get gear or paid for it should dominate newer players. Its not like everyone is keeping their builds a secret or something. Many are willing to help and coach newbies to become better at both PvE and PvP. Wait isnt that what fleets are for or are they just for having a funny name above your head? This all of a sudden people are now healling each other is insane I see it all the time. I think you are just noticing it more now cuz now even long time player are boom regularly. Someone mentioned scaring off new players what about running off the ones who have been for a long time and now find they wasted their time and money.
Actually it was "a bug", the problem is since that bug apparently been present since ... well it existed and it took well over 2 years for them to noticed there is the question of if it should even be fixed because thats how the set always worked, we never know what else is also "a bug" or "a feature".
Even Lobi isnt exactly safe either, when the Stasis weapons come it didnt take long for the 10 people that play LOL ground PvP to complain about them, they got nerfed ... its amusing to hear they talk about "balance" when they pull stunts like this.
Yes that is why I put in the part about ship HP "adjustment"
The problem was that ships with high hull points were getting a much larger percent wise heal compared to smaller HP ships.
One of the reasons you might be seeing a lot of Big ships going BOOM in the Q's now.
I guess my main point is that I hope this leads to more "team" style play.
yea paper cannons are paper again. having a tank escort actually is handy again. i actually pulled out the galaxy and carrier and try to toss out heals but most of the time they wonder to far away from me.
Yes I know about the 2 piece Borg set heal "nerf" or really ship HP "adjustment" adds to it. The OP was not really just about the rep system as I don't even think I specifically mentioned the rep system in the original post.
I also called on the need for the other major problems:
OP doffs
OP doffs that stack
OP Captain traits that stack
Boffs stacking of Sup OP
Doffs that can allow an aux to bat bulid to get almost MAX power in ALL subsystems at the same time - almost ALL the time.
Some major nerfage needs to be done to:
Tech doffs
Damage control engineers
Warp core Engineers
Your partically right about a auxillary 2 battery build, they are nice, but they completely wipe out your auxillary, It almost makes hazard emitters, Transfer SS and a few others worthless. After using A2B , using hazard emitters 1 goes from healing your hull at 12,788 to around 4k and Transfer shields strength is even worse, 1244 to each shield facing per sec to 122. I know theres a few alternatives but these also have cleanses.
A2B is completely stupid to run on a science ship, works on cruisers but thats about were it does ... and some escorts but as mentioned it really kills Aux based heals that is A2SIF, HE and many others ... only Teams arent affected.
Unfortunately Cryptic allowed STO be been Escorts Online by nerfing everything Escort PvP pilots did not liked, that is until recently since A2B capable escorts started to show up but you know the old saying ... You can't teach an old dog new tricks.
Well the really Aux to battery "problem" started when Bort had it removed from shared cooldown with emergency power to X
That allows almost max subsystem power ALL the time with the Damage Control and Warp Core purple doffs.
A2B is completely stupid to run on a science ship, works on cruisers but thats about were it does ... and some escorts but as mentioned it really kills Aux based heals that is A2SIF, HE and many others ... only Teams arent affected.
Unfortunately Cryptic allowed STO be been Escorts Online by nerfing everything Escort PvP pilots did not liked, that is until recently since A2B capable escorts started to show up but you know the old saying ... You can't teach an old dog new tricks.
Remember when Science Skills didn't suck? :rolleyes:
So it's not my imagination? People really were throwing each other heals in the Undine Zone yesterday? I haven't had someone heal me since Season 6! :eek:
I see that all the time in dyson , stfs, and everywhere. Since time ago, not only now.
Obviously you and I are not playing the same game.
I still see lots of people blowing up in the new missions/zones - even the old STFs - and am still seeing some more team healing. Team healing still needs to improve.
In the groups I have been playing with lately, (see first part of sig), we have a person that has built a healer/tank. Name is Capemike4, and he uses a Nebula for it. When he's in any of our groups, no one dies unless they get out of range.
I love that team healers are making a comeback, as well as the Tank.
Haven't run Breach Elite yet, but going in, I'll know to make sure to set up to counter a lot of their abilities. Like the fact that you can now swap traits without needing a re-spec token.
Star Trek Battles: For those who want to Play Star Trek Online as it WAS MEANT TO BE!!!
It appears to me that the game dynamics have changed for more than the Rep system. I'm finishing off leveling on my last 'toon (Rom/Fed), a science captain, and gameplay got seriously harder after S9 came out. My 3 other captains are all engineers, though they are using all 3 types of ship. Up to this point (pre-S9), I did not perceive any real difference in the effort required to complete a mission between the science & engineer captains, and had followed the same strategy of mounting mostly the mission drops to upgrade between missions. Obviously, at this level, the Rep system is not a factor at all.
So now I reach lvl 47 on my sci captain, and in a lvl 27 episode mission (Last Stand), I'm suddenly unable to even finish the first system; nuked by the Monbosh BS & its tenders. I'm using a warbird appropriate to the lvl 27 commander, and the game prompt displays that I'm fighting at lvl 28. My BOff's are trained for the available gear, and I'm throwing everything I have (including the RMC) at the BS, and can't get past ~38% hull.
Off I go to the exchange (with some help from my other captains) and buy all rare Mk X or better upgrades (Subadmiral I or better), and head back to restart the (lvl 28) mission. Now, I get thru the first 2 systems, and by the time I get close to wiping out the first Elachi wave in the third, I'm more than 2 hours into the mission, and I'm working harder than ever before...
Most of the posters here are complaining about losing their OP stacks, but try a new 'toon, and see first hand how the lower ranks have it now. I've got some fleet mates experiencing the same, and they are all more experienced than myself in STO. I don't mind having to adapt to a new set of dynamics, but I'm glad I started my STO career before S9!
BTW, it also seems that with the advent of the Undine lock box, the others are not dropping the same ratio as before S9, either. I popped another dozen Hirogen boxes over the weekend, and now they seem to be dropping stuff that has mostly been nerfed (Genetic Resequencer Traits, experience point bonus, the usual DOff packs; stuff you couldn't possibly sell on the exchange for what the info says it's worth...
Expendables Fleet: Andrew - Bajoran Fed Engineer Ken'taura - Rom/Fed Scientist Gwyllim - Human Fed Delta Tac Savik - Vulcan Fed Temporal Sci Dahar Masters Fleet: Alphal'Fa - Alien KDF Engineer Qun'pau - Rom/KDF Engineer D'nesh - Orion KDF Scientist Ghen'khan - Liberated KDF Tac Welcome to StarBug Online - to boldly Bug where no bug has been before!
STO player since November 2013
Yeah, I noticed I was going "Boom" in the Borg elite Conduit & Vortex STFs a bit more often since that usually does not happen to me even though I only have very basic equipment. Meaning nothing that can be bought from the Exchange for more than 200k EC (many times much less) and Phaser Beam Arrays from the Everything Old is New mission.
A couple of simple tweaks to my tactics had dropped the number of times I went "Boom", but I suppose I should get back to doing the main story mission to pick up better gear.
Comments
Excuse me? You are saying you could not pick offensive and defensive traits before at the same time? You really want to stick with that?
No, you couldn't.
Every tier promotion BEFORE season 9 you were given a choice of of two traits, one favored offense, one favored defense. You were NOT given both, that's why there was a purchaseable reputation respec, in case you wanted the other options within a tier.
Now you're automatically given both once you upgrade tiers, the only picking is the 4 passives in space and ground out of your collective pool.
That's the way it's been from the start of the reputation thing till now, so yeah, I AM sticking with that answer, Regis. Would you like to phone a friend to help? Because it seems you haven't done anything rep-related at all until season 9.
I don't need to phone a friend - your right but also wrong:
For space - in each "tier" so T2 and T4 you were given a choice of offensive and defensive which you could only pick one.
BUT - and here is where you are wrong:
I could pick 4 "offensive" traits and 4 "defensive" traits if I wanted to - or 6 offensive and 2 defensive or 8 offensive and 0 defensive - many combos.
So in the Voth rep - I could pick the T2 offensive and in T4 the defensive
Same with all 4 of the rep groups.
That is a HUGE difference.
Sides the fact you don't need the defense unless you're looking for a tank build. If you have enough survivability going all offense, why do you need even MORE defense?
I think it's safe to say most were going all-out offense. You don't hit 100k DPS by slotting defensive traits. So there goes your power creep theory right out the window.
So you are admitting you are wrong?:eek::P
I agree the game has enough other defense and skills to compensate, however, the rep passives acted as a "crutch" for a lot of players - hence many are now going BOOM!
You know, that huge demographic that spends way to much money on this game trying to get to that glorious power creep everyone demonizes.
Run Breach elite once or twice with this new improved system and see how great it is.
No, im not. I think your case is an outlier, slotting partial offense and defense.
Since most of the power creep complaints weren't "I'm not dying" and instead "people are killing too fast", the fact you could and can stack all the various offensive boosts was the problem.
People were using offense as a defense, and they're going "Boom" because they kill slower, NOT because they lost defensive abilities they probably weren't using to begin with as you are claiming.
Let's also not forget the Borg set nerf.
Nerfs are like government budget cuts: you look good doing it, cutting back on the excesses left by your predecessors... except, in this case, it was all just Cryptic themselves.
My PvE/PvP hybrid skill tree
It is still sad that Dual Tactical Team I is still practically REQUIRED. Truly sad...
Also I have been blown up more than normal recently but only in the Viscous Cycle mission. Even then only because of those stupid smoke stacks or whatever they are. I get pushed into them too close and often thanks to the nearly inescapable gravity wells of doom or sticky crud slowing me down I get wiped out before I can do anything about it from their weird like Environmental Hazard AoE damage.
Yes I know about the 2 piece Borg set heal "nerf" or really ship HP "adjustment" adds to it. The OP was not really just about the rep system as I don't even think I specifically mentioned the rep system in the original post.
I also called on the need for the other major problems:
OP doffs
OP doffs that stack
OP Captain traits that stack
Boffs stacking of Sup OP
Doffs that can allow an aux to bat bulid to get almost MAX power in ALL subsystems at the same time - almost ALL the time.
Some major nerfage needs to be done to:
Tech doffs
Damage control engineers
Warp core Engineers
Yes that is why I put in the part about ship HP "adjustment"
The problem was that ships with high hull points were getting a much larger percent wise heal compared to smaller HP ships.
One of the reasons you might be seeing a lot of Big ships going BOOM in the Q's now.
I guess my main point is that I hope this leads to more "team" style play.
Your partically right about a auxillary 2 battery build, they are nice, but they completely wipe out your auxillary, It almost makes hazard emitters, Transfer SS and a few others worthless. After using A2B , using hazard emitters 1 goes from healing your hull at 12,788 to around 4k and Transfer shields strength is even worse, 1244 to each shield facing per sec to 122. I know theres a few alternatives but these also have cleanses.
Shhhhhhh! Don't tell them how to be invincible!
Well the really Aux to battery "problem" started when Bort had it removed from shared cooldown with emergency power to X
That allows almost max subsystem power ALL the time with the Damage Control and Warp Core purple doffs.
Remember when Science Skills didn't suck? :rolleyes:
I see that all the time in dyson , stfs, and everywhere. Since time ago, not only now.
Obviously you and I are not playing the same game.
I still see lots of people blowing up in the new missions/zones - even the old STFs - and am still seeing some more team healing. Team healing still needs to improve.
I love that team healers are making a comeback, as well as the Tank.
Haven't run Breach Elite yet, but going in, I'll know to make sure to set up to counter a lot of their abilities. Like the fact that you can now swap traits without needing a re-spec token.
Our Battles
So now I reach lvl 47 on my sci captain, and in a lvl 27 episode mission (Last Stand), I'm suddenly unable to even finish the first system; nuked by the Monbosh BS & its tenders. I'm using a warbird appropriate to the lvl 27 commander, and the game prompt displays that I'm fighting at lvl 28. My BOff's are trained for the available gear, and I'm throwing everything I have (including the RMC) at the BS, and can't get past ~38% hull.
Off I go to the exchange (with some help from my other captains) and buy all rare Mk X or better upgrades (Subadmiral I or better), and head back to restart the (lvl 28) mission. Now, I get thru the first 2 systems, and by the time I get close to wiping out the first Elachi wave in the third, I'm more than 2 hours into the mission, and I'm working harder than ever before...
Most of the posters here are complaining about losing their OP stacks, but try a new 'toon, and see first hand how the lower ranks have it now. I've got some fleet mates experiencing the same, and they are all more experienced than myself in STO. I don't mind having to adapt to a new set of dynamics, but I'm glad I started my STO career before S9!
BTW, it also seems that with the advent of the Undine lock box, the others are not dropping the same ratio as before S9, either. I popped another dozen Hirogen boxes over the weekend, and now they seem to be dropping stuff that has mostly been nerfed (Genetic Resequencer Traits, experience point bonus, the usual DOff packs; stuff you couldn't possibly sell on the exchange for what the info says it's worth...
Savik - Vulcan Fed Temporal Sci
Dahar Masters Fleet: Alphal'Fa - Alien KDF Engineer Qun'pau - Rom/KDF Engineer D'nesh - Orion KDF Scientist Ghen'khan - Liberated KDF Tac
Welcome to StarBug Online - to boldly Bug where no bug has been before!
STO player since November 2013
Yes, people getting insta-popped is fun for all......
And let me guess, YOU aren't one of those people because you have all rep/fleet stuff, right?
A couple of simple tweaks to my tactics had dropped the number of times I went "Boom", but I suppose I should get back to doing the main story mission to pick up better gear.