Xindi Lockbox
All Ground Traits: Gain 1 Stack every 6 seconds, 5 Stack maximum
Vicious: Each stack grants 2% Bonus Damage and +10% Critical Severity
Ironsides: Each stack grants +.03 HP Regen and +2.5 Damage Resistance Rating
Savior: Each stack grants +5% Outgoing Healing Bonus, and 5% of all Heals Also Heal Self
All Space Traits: Gain 1 Stack every 15 seconds, 4 Stack maximum
Intense Focus: Each stack grants +2% Accuracy and +2% Shield Penetration
Pattern Recognition: Each stack grants +2% Defense and +2% Hardened Shields
Momentum: Each stack grants +3% Flight Speed and +3% Turn Rate
Opinions about those?
Vicious: Stacking +10% on CritSeverity? Return of the easy OneShotKills?
Patched Versions:
Xindi Lock Box Traits:
Vicious:
Damage Bonus per stack reduced from 2% to 1.5%
Crit Severity per stack reduced from 10% to 6%
Intense Focus:
Accuracy Bonus per stack reduced from 2% to 1.5%
Shield Penetration per stack reduced from 2% to 1.5%
Momentum:
Turn Rate per stack reduced from 3% to 2.5%
Flight Speed per stack reduced from 3% to 2.5%
Pattern Recognition:
Defense Bonus per stack reduced from 2% to 1.5%
Shield Hardness per stack reduced from 2% to 1.5%
Replaced "Resilience" with "Hardness" in tooltip.
This effect reduces the damage dealt to the shields when they block damage done to your hull.
This is Crypticverse... :mad:
Comments
Space: Impatient (Reduced Cooldowns on Tactical Bridge Officer Abilities)
>< op BS
My PvE/PvP hybrid skill tree
then threw in another cool down reducer that stacks! For the love of Jeebus.
Oh they know what they're doing and how it affects PVP. More P2W for the crowd that is willing to buy it.
I guess I will give the many other games I got in steam sale a try now.
Hmm I don't know. It sounds OP on paper but then, a few tacs on a side with cry and your getting +210% severity from it for the whole team. Meh. Nothing surprises me in this game anymore.
Vanilla Ground PvP information
the traits are just broken, gravely broken. if 45 seconds is longer then most pve battles, what the point of them? in that case they become strictly pvp content, massively damaging fragile pvp balance for no reason, and quite literally doubling the gap between a fresh 50 and a fully outfitted character
30 second cds do not sync with double a2b. This will help smooth that a good bit. Not to mention making single aux2bat a hell of a lot more capable
My PvE/PvP hybrid skill tree
Only thing that will keep me in the game now is trolling everyone rushing to get the new stuff with a sci brel out of spite.
pvp has been a joke for a long time, this is just another nail in the coffin
You, me, and a few others. We've seen a lot of people leaving.
My PvE/PvP hybrid skill tree
those skills tend to get the second AtB activated when they have like 5 to 9 seconds left, which instantly flips to ready to use. the boff wont change that much. for single AtB, its like running 3.5 tech doffs for tac skill. though, can you buy and slot 2 of them? thats certainly something. extremely something. i don't think anything worth AtBing has 3 tac boffs, but plenty with 2 do at least.
Technically, there a few boff abilities that will place you into Red Alert when used. These could easily be used to maintain stacks between engagements, both in PvE and PvP. The very least they could've done is made them max at 3 stacks like the new Beams Crafting School trait, or likewise only affect a single stat rather than two each... as they are, these traits really aren't helping to balance things.
He flies a JHAS - (hardly ever) - a Bort and a Recluse and a Bop - certainly not as OP as the new stuff.
And it's the traits that are wayyyy game breaking - now 1 trait stacks multiple times while in combat - you only need 1 of them to hit 5 stacks during your battle.
It's simple - people with the 3 new type of stacking traits will outclass almost all others who don't have them.
That is game breaking - but actually - pretty MEH - since PvP is already so broken - so as Virusdancer says - Meh - and a bit more of "I don't care much anymore about this broken game" - MEH:(
Before 5 fore weapons and 5 tac consoles on the same ship were balanced by the size and slow turn of the scimitar, or the horrible boff layout of the Kumari, this ship is not balanced in anyway.
Thats just a small part, I could live with it if it was just that ship being OP, but that combined with 3 new op traits and OP boffs, new crafting stuff, and who knows what else I missed, its just too much.
Also been doing a Wells a lot, well Korath on the KDF side, but mostly for premade stuff only.
...........
8% extra shield pen.... this plus dem3, protonic polaron weaponry, nukara t2 shield pen and EWO BO procs or FAWPFAWPFAWP3... ppl will just melt...
Oh sure for tacs or a tac heavy team it might not be a huge deal. But you aren't always with a tac-heavy team or are playing a tac.
A tac by themselves will have plenty of crit H and D by themselves, even just with captain powers. But an eng...or a sci? You're a bit more limited. Effectively this is 10% bonus damage and 50% crit D for only the cost of a trait slot.
It isn't difficult for an eng or sci anymore to sit at about 15-20% crit chance with just a Gambling Device and the crit chance Rom rep trait. I'm sure there's plenty of other things, but those two alone push you to a good crit chance. But what you can't get as much of as easily is crit severity on a non-tac, and this trait gives you plenty of it.
Right now Rally Cry IV is extremely overpowered (+4% chance/+40% severity per copy to self/team). The critical bonuses on that ability really ought to be cut in half and the heal doubled. The new trait, Vicious, is going to make the critical stacking even worse. +10-50% critical severity is a huge advantage. Cryptic either needs to cut the severity bonus in half or cut the stack limit in half. Ironsides isn't good at all on paper and Savior will be situationally useful. Really though, every class will be oneshotting elite tactical drones if Cryptic doesn't do something about Critical Severity stacking from Rally Cry and now this trait.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
blog
Intense Focus: Each stack grants +2% Accuracy and +2% Shield Penetration
Pattern Recognition: Each stack grants +2% Defense and +2% Hardened Shields
Momentum: Each stack grants +3% Flight Speed and +3% Turn Rate
in game
Intense Focus: Each stack grants +2.5% Accuracy and +1.25% Shield Penetration
Pattern Recognition: Each stack grants +2.5% Defense and +1.25% Hardened Shields
Momentum: Each stack grants +10% Flight Speed and +10% Turn Rate
if momentum is giving 10%, that leads me to believe it works like a turn console off the base, not a final multiplier like APO.
if the shield res and shield penetration is really 1.25, thats really not that big of a deal. so, i guess i hope its the blog thats wrong.
It doesn't matter. That new kit power "motivation" is allowing critical CHANCE yes CHANCE to be at 100% with 100% uptime for the duration of tac ini and if more then one tac forget it. Motivation plus rally cry equals game just became total and complete bs on the ground. I could very possible be done at this point.
Edit: oh yea motivation also heals you for the damage you deal while it's up, because 100% crit chance wasn't OP enough.
Vanilla Ground PvP information
The tooltip lies. Welcome to typos online.
I wish you were joking to be honest.
I just read this post: http://sto-forum.perfectworld.com/showthread.php?t=1169371
Jeez...ground is a total joke indeed with how that thing is.