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New Xindi Traits

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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    glad to hear it. the tool tips in game for the space traits seem fine compared to what was in the blog, i would suggest making those the actual values if they aren't actually already. 4 stacks of 2% shield penetration or shield resistance is a down right giant increase stacked on top of everything else already pushing those things sky high. the 1.25 doesn't stack out of control to near the same degree, and are still plenty tempting to pick up.

    i think a big problem with this launch is that we only got the info dump the day of, and not a few days to a week before hand so we could point out problems. by the time we knew anything, it was too late so to speak. im glad things are going to get a pass, live or not.

    Thing is, the blog talks about +2% Hardening...which would stack up to +8% additional Shield Damage Reduction, which wouldn't be much in the least. The lil' stat thing on the Trait talks about +1.25% Resilience...which would stack up to +5% Resilience - which depending on how that worked could mean that a non-Resilient Shield could have 94.5/95% Resilience (like a Resilient Shield) while the actual Resilient Shield could have 99.75% Resilience. You could basically work your way basically to 99.8% bleedthrough protection if it worked that way.

    Which is where you get into the comparison angle of the Penetration side and what they may or may not mean.

    Take Trans Torps for example, they provide +40% Bleedthrough/Penetration.

    vs. non-Resilient Shields, that increases Bleed from 10% to 46%, as the Penetration Resistance is reduced to 60% effect, from 90% down to 54%.
    vs. Resilient Shields, that increases Bleed from 5% to to 43%, as Penetration Resistance is reduced to 60% effect, from 95% to 57%.

    So with that Penetration, if it is normal Penetration and not anything else...then it's a case of looking at either stacking to 92% effect or 95% effect. So the bleed vs. non-Res would be up to 17.2% (+2) / 14.5% (+1.25) compared to 10% and vs. Res would be up to 12.6% (+2) / 9.75% (+1.25) compared to 5%.

    Lolmeh, that's why my wee peabrain has been going all over the place trying to figure out just what the two traits actually do...
  • nulonunulonu Member Posts: 507 Arc User
    edited July 2014
    thanks for the clarification. so if it is 4 stacks of 10%, its about like another fleet turn console. not bad, not over the top for taking up a trait spot.
    whoever scheduled info dump blogs should be let know that only releasing info as the season goes live leads to comments like this, and threads like 'omg they are trying to kill pvp', or whatever.

    They are going for the impulse "it's new and I must buy it" reaction. Not testing it means borked stuff gets through but also gives a boost to sale simply for the surprise factor.

    I don't expect the game to stay stagnant with no new shinies to get after, but it could be a bit more measured power creep with more difficult content to match it. Expansion 2 better have an enemy that brings the pain to actually need all this stuff! Lol

    Keep in mind Borg stfs pre-date all reputation tiers and were still relatively easy with top end memory alpha crafted gear. It's natural that they are much easier now with how strong player captains can be.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    So it kind of gets into...

    Intense Focus

    +Shield Penetration (Increased Bleedthrough)
    +Shield Penetration (Ignoring Some Shield Damage Reduction)

    Pattern Recognition

    +Shield Hardening (Increased Shield Damage Reduction)
    +Shield Hardening (Increased Shield Bonus Damage Reduction)
    +Shield Resilience (Decreased Bleedthrough)

    ...as far as the discussion goes with them, eh?
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited July 2014
    nulonu wrote: »
    They are going for the impulse "it's new and I must buy it" reaction. Not testing it means borked stuff gets through but also gives a boost to sale simply for the surprise factor.

    I don't expect the game to stay stagnant with no new shinies to get after, but it could be a bit more measured power creep with more difficult content to match it. Expansion 2 better have an enemy that brings the pain to actually need all this stuff! Lol

    Keep in mind Borg stfs pre-date all reputation tiers and were still relatively easy with top end memory alpha crafted gear. It's natural that they are much easier now with how strong player captains can be.

    STfs yes, but elites not. Especially since they made the timers harder a year or so ago.

    The discrepancy between space and ground elites is great. With the same type of gear , you are 2-3 times better in space than on ground.

    And yes, it would be better if they beta tested the stuff. Its kind of a dirty trick to sell an item, than make it useless.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
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  • tpalelenatpalelena Member Posts: 1 Arc User
    edited July 2014
    deokkent wrote: »
    I could write a serious reply to this but I'll settle with the following statement: STO PvP sucks. Did you want constructive criticism? I don't think I can say more than the stuff that has already been mentioned by the likes of hilbert and such folks. Not that my opinion of this game matters anyway, it means nothing to your company, to you or in the grand scheme of things. Take it or leave it, up to you.

    I'll give him some constructive criticism.

    Separate PVP and PVE abilities. That way you can fine tune PVP balance and leave PVE fun. And add a tribble chewed match maker to pvp alreaaaaaady!
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2014
    Thing is, the blog talks about +2% Hardening...which would stack up to +8% additional Shield Damage Reduction, which wouldn't be much in the least. The lil' stat thing on the Trait talks about +1.25% Resilience...which would stack up to +5% Resilience - which depending on how that worked could mean that a non-Resilient Shield could have 94.5/95% Resilience (like a Resilient Shield) while the actual Resilient Shield could have 99.75% Resilience. You could basically work your way basically to 99.8% bleedthrough protection if it worked that way.

    Which is where you get into the comparison angle of the Penetration side and what they may or may not mean.

    Take Trans Torps for example, they provide +40% Bleedthrough/Penetration.

    vs. non-Resilient Shields, that increases Bleed from 10% to 46%, as the Penetration Resistance is reduced to 60% effect, from 90% down to 54%.
    vs. Resilient Shields, that increases Bleed from 5% to to 43%, as Penetration Resistance is reduced to 60% effect, from 95% to 57%.

    So with that Penetration, if it is normal Penetration and not anything else...then it's a case of looking at either stacking to 92% effect or 95% effect. So the bleed vs. non-Res would be up to 17.2% (+2) / 14.5% (+1.25) compared to 10% and vs. Res would be up to 12.6% (+2) / 9.75% (+1.25) compared to 5%.

    Lolmeh, that's why my wee peabrain has been going all over the place trying to figure out just what the two traits actually do...

    an additional 8% shield Shield Damage Reduction is hardly nothing, shields coming with an extra built in 10% was a game changer, and then came elite shields, and now the 8472 resistance trait. every additional bump is super noticeable, and this would be no different, pushing resistence levels well past the point of ridicules. just how close to the res cap would that all put you, at at all times?

    if the trait is an anti bleed measure, ya thats totally different. i hope when we hear how the pass goes, its nice and clear what its actually doing.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    tpalelena wrote: »
    I'll give him some constructive criticism.

    Separate PVP and PVE abilities. That way you can fine tune PVP balance and leave PVE fun. And add a tribble chewed match maker to pvp alreaaaaaady!

    I'll give you some inflammatory criticism...not everybody is as bad as you. You reflect poorly on the PvE community as a whole. There are many within the PvE community that are bored to tears with how easy the PvE is even without all the power creep that's been added. Because of players like you, not only is there a ridiculous amount of power creep - but the very content that you claim to need the power creep to do keeps getting nerfed as well.

    Guess what...if you can't handle Elite, then you can't handle Elite. Don't play it. There are reasons why there are both Standard and Elite versions of things...you obviously demonstrate the reason why they can't get rid of the Standard versions.

    I'm extremely tired of all the "waaaah, waaah, PvP" garbage. You could remove PvP from the game and almost all of my complaints are going to remain the same...cause almost all of them come from a PvE point of view. And I'm not one of the DPS guys - you can ask them, they've seen my parse numbers and have /facepalmed at them. But the thing is, even with my single digit thousands - in a group of folks with single digit thousands, we're still finishing the content in 5-8 minutes for something where you've got 15 minutes to complete the optional (a 15 minute CD that doesn't start until after you finish the encounter with the initial patrol to begin with).

    So again...Elite giving you issues? Then maybe you need to get better and then try again later. Cause the average person hitting the spacebar with their pinkytoes in undergeared rainbow ships while watching TV has no problem running Elite content in this game.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2014
    tpalelena wrote: »
    I'll give him some constructive criticism.

    Separate PVP and PVE abilities. That way you can fine tune PVP balance and leave PVE fun. And add a tribble chewed match maker to pvp alreaaaaaady!

    there is no need for this. most space pve you can get through by not even cycling boff powers, theres no great need for any of them to work differently in pve when they are practically just gravy.

    what is giving you so much trouble? it sounds like your just missing some fundamental bits of info thats making the game feel a lot harder then it is
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited July 2014
    I'll give you some inflammatory criticism...not everybody is as bad as you. You reflect poorly on the PvE community as a whole. There are many within the PvE community that are bored to tears with how easy the PvE is even without all the power creep that's been added. Because of players like you, not only is there a ridiculous amount of power creep - but the very content that you claim to need the power creep to do keeps getting nerfed as well.

    Guess what...if you can't handle Elite, then you can't handle Elite. Don't play it. There are reasons why there are both Standard and Elite versions of things...you obviously demonstrate the reason why they can't get rid of the Standard versions.

    I'm extremely tired of all the "waaaah, waaah, PvP" garbage. You could remove PvP from the game and almost all of my complaints are going to remain the same...cause almost all of them come from a PvE point of view. And I'm not one of the DPS guys - you can ask them, they've seen my parse numbers and have /facepalmed at them. But the thing is, even with my single digit thousands - in a group of folks with single digit thousands, we're still finishing the content in 5-8 minutes for something where you've got 15 minutes to complete the optional (a 15 minute CD that doesn't start until after you finish the encounter with the initial patrol to begin with).

    So again...Elite giving you issues? Then maybe you need to get better and then try again later. Cause the average person hitting the spacebar with their pinkytoes in undergeared rainbow ships while watching TV has no problem running Elite content in this game.

    Its not space that is the problem. Learn to read, big guy. Its ground. In space, I'm quite happy with double digit thousands. Its on the ground that is too hard.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
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  • tpalelenatpalelena Member Posts: 1 Arc User
    edited July 2014
    deokkent wrote: »
    ???? How?

    PvE Space is no different than PvE ground, difficulty wise. Don't bother accusing me of elitism, I just started playing ground weeks ago.

    Usually you die a lot more in ground, and the enemies hit harder, though also die somewhat faster.

    Basically, your captains are not as tough as your ships, and the enemies hit harder. That if you are using Reputation gear on both ship and soldier.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    an additional 8% shield Shield Damage Reduction is hardly nothing, shields coming with an extra built in 10% was a game changer, and then came elite shields, and now the 8472 resistance trait. every additional bump is super noticeable, and this would be no different, pushing resistence levels well past the point of ridicules. just how close to the res cap would that all put you, at at all times?

    if the trait is an anti bleed measure, ya thats totally different. i hope when we hear how the pass goes, its nice and clear what its actually doing.

    There's diminishing returns, though...

    Say we take a typical STF shield with 10% Energy Shield Damage Reduction. Give them EPtS1 for 18% Shield Damage Reduction. Say they're only running 100 Shield Power for 28%.

    1 - ((1 - 0.1)*(1 - 0.18)*(1 - 0.28) =
    1 - (0.9 * 0.82 * 0.72) =
    1 - 0.53136 = 0.46864 = 46.9% Shield Damage Reduction

    So we add +8% more?

    1 - (0.53136 * (1 - 0.08)) = 1 - (0.53136 * 0.92) = 1 - 0.4888512 = 0.5111488 = 51.1%

    That +8% only gives +4.2% additional reduction.

    Work the T4 Undine into that first, eh?

    1 - (0.53136 * (1 - 0.25)) = 1 - (0.53136 * 0.75) = 1 - 0.39852 = 0.60148 = 60.1%

    Work in that +8% again (shortened form)...

    1 - (0.39852 * .92) = 1 - 0.3666384 = 0.6333616 = 63.3%

    That +8% only gives +3.2% additional reduction now.

    I couldn't see wasting a Trait slot for +5%/+8% Shield Damage Reduction that's subject to diminishing returns like that. It's one of the reasons why in my other post I included the possibility of it being Shield Bonus Damage Reduction, so having something that worked outside of those normal forms of diminishing returns. For example, with that last example up there - the 8% took us from 60.1 to 63.3%; with it working like a Bonus instead, it would have taken us to 64.9%. It would be a trait that folks tacking Shield Damage Reduction might enjoy, cause the more they've got - the better it would work.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    tpalelena wrote: »
    Its not space that is the problem. Learn to read, big guy. Its ground. In space, I'm quite happy with double digit thousands. Its on the ground that is too hard.

    You...cry...about...everything.

    I even think when folks were complaining about Arc, that while they're complaints were about a variety of concerns that you posted that having to login via Arc was just tooooooooooo hard.

    Cause...

    You...cry...about...everything.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    deokkent wrote: »
    Kirking is the only thing that gets you killed that fast. Anyways, I can't, I just can't. We've already had this conversation before, at the time it was about superior romulan operative. As I recall, that didn't go anywhere.

    Yeah, it's a waste to try to have a conversation with them on anything...

    Cause...

    They...cry...about...everything.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited July 2014
    You...cry...about...everything.

    I even think when folks were complaining about Arc, that while they're complaints were about a variety of concerns that you posted that having to login via Arc was just tooooooooooo hard.

    Cause...

    You...cry...about...everything.

    Somebody has to stand up to you, or you will get everything nerfed! I am sorry this heroic task falls to me.

    Also, odd how A2B is still untouched, but these get nerfed instantly. Mighty odd indeed....
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    tpalelena wrote: »
    Somebody has to stand up to you, or you will get everything nerfed! I am sorry this heroic task falls to me.

    I don't want everything nerfed. Hell, I even want stuff buffed. I want balance. There can be different levels of balance...we can have Casual Balance, Normal Balance, Advanced Balance, Elite Balance, Nightmare Balance...etc, etc, etc...where the various tiers of balance are tied to various tiers of content difficulty. But when we're running around with Nightmare Gear for something called Elite that should be called Normal or even Casual...then there's an issue. When everything is supposed to be on the same relative level or slightly better in another level but we have things that are way beyond anything else in the game..yeah, I'm going to say something.

    Just like there are T5 40 ships, T5 45 ships, T5 50 ships w/ 9 consoles, T5 50 ships w/ 10 consoles, T5 50 Fleet Ships, T5 50 Lock Box Ships, T5 50 Lobi Ships...it makes perfect sense that we have different levels of gearing that falls into various categories of power. When something just zips past all of that into some distant level...yeah, odds are that it's broken. Going to say something about that.

    So you can call it heroic that you need to stand up for your right to toss IPMs into a barrel of goldfish...I'm just going to keep reaching for the Excedrin for the epic /facepalm.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    tpalelena wrote: »
    Also, odd how A2B is still untouched, but these get nerfed instantly. Mighty odd indeed....

    It's not really that odd. These are barely a day old. AtB in its current form has been around almost two years. It's ingrained in the system by comparison - much harder for them to address any concerns folks might have there. These are something that were obviously rushed because of having to launch ready or not...
  • mikiiymikiiy Member Posts: 216 Arc User
    edited July 2014
    3) The Tactical Kit Module "Motivation," in particular, has already received the following adjustments internally, which will appear in a future patch:
    - Reduced max duration from 15sec to 10sec
    - Increased cooldown from 30sec to 45sec
    - Reduced healing threshhold (the max amount of healing it can do before expiring) by 33%.
    - No longer stacks when used by multiple teammates

    The general design idea is bad, a string of crits is what decides any fight so i don't think this change will help the problem.

    Energy Inversion Matrix is a rather poor design too, its like a science version of weapon malfunction just with no immunity, so a couple sci's in a game could just be funny and reapply it to one guy over and over and zero that guys dmg completely out. Sounds fun? well not really, unless the design idea was to build some griefing tool lol. How about adding an immunity like weapon malfunction and a device to break it?

    There might still be more OP stuff waiting thats just not much visible atm cause it gets overshadowed by motivation.
  • spaceeagle20spaceeagle20 Member Posts: 971 Arc User
    edited July 2014
    LOL, oh I can see it now, whole team does running drop kicks to enemy boss, each inflicting some 5k in damage each.

    Today when my melee tac GOrn was facing the Dino, I was not sure for a moment who was the T- rex, then I remembered a T-rex is a tad taller than 6 feet… :P
    P58WJe7.jpg


  • tpalelenatpalelena Member Posts: 1 Arc User
    edited July 2014
    They are very good ideas, from a PVE standpoint. And yes, PVP and PVE is the same in this game, hence that could be used to keep one guy down indefinately.

    Again, this buff would be fine for PVE.

    I got a fully geared captain, I should be able to do elite content without dying, and normal content with "curbstomp" .

    Like with a Sith Marauder (dps) in TOR. With a good team, I get trough elite content without dying. Its hard, but its doable.

    But if I take that Gear level 180, level 55, all purple marauder against normal enemies? 1-2 hit kills ensure, as it should.

    If you spent all that time and effort into building your character, you should have no trouble with content.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    tpalelena wrote: »
    I got a fully geared captain, I should be able to do elite content without dying, and normal content with "curbstomp" .

    That's your faulty premise right there. Elite content should still be difficult even if you are fully geared...it should be suicidal if you're not nearly fully geared. That's why it's called Elite content.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited July 2014
    That's your faulty premise right there. Elite content should still be difficult even if you are fully geared...it should be suicidal if you're not nearly fully geared.

    Why?

    Yes, rationalise that for me.

    Why should STO, a casually styled game, be harder in its end game than other, more "hardcore" games like Star Wars the Old Republic, or Space Marine?
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2014
    There's diminishing returns, though...

    Say we take a typical STF shield with 10% Energy Shield Damage Reduction. Give them EPtS1 for 18% Shield Damage Reduction. Say they're only running 100 Shield Power for 28%.

    1 - ((1 - 0.1)*(1 - 0.18)*(1 - 0.28) =
    1 - (0.9 * 0.82 * 0.72) =
    1 - 0.53136 = 0.46864 = 46.9% Shield Damage Reduction

    So we add +8% more?

    1 - (0.53136 * (1 - 0.08)) = 1 - (0.53136 * 0.92) = 1 - 0.4888512 = 0.5111488 = 51.1%

    That +8% only gives +4.2% additional reduction.

    Work the T4 Undine into that first, eh?

    1 - (0.53136 * (1 - 0.25)) = 1 - (0.53136 * 0.75) = 1 - 0.39852 = 0.60148 = 60.1%

    Work in that +8% again (shortened form)...

    1 - (0.39852 * .92) = 1 - 0.3666384 = 0.6333616 = 63.3%

    That +8% only gives +3.2% additional reduction now.

    I couldn't see wasting a Trait slot for +5%/+8% Shield Damage Reduction that's subject to diminishing returns like that. It's one of the reasons why in my other post I included the possibility of it being Shield Bonus Damage Reduction, so having something that worked outside of those normal forms of diminishing returns. For example, with that last example up there - the 8% took us from 60.1 to 63.3%; with it working like a Bonus instead, it would have taken us to 64.9%. It would be a trait that folks tacking Shield Damage Reduction might enjoy, cause the more they've got - the better it would work.

    oh im aware of the diminishing return math, thanks for running the numbers though, ive been curious. each tiny incremental increase has ripple effects to your entire tanking potential. it might not seem like much on paper but it all makes a difference. some times the DPS needed to overpower you and the DPS you can hold off indefinitely is razor thin.

    according to this,

    https://docs.google.com/spreadsheet/ccc?key=0AuZcYwgaWAC0dHlsWWJEcXFWNVdHOGRpNXBaQjRKQkE&usp=sharing#gid=4

    most of the time im at ~69% not counting the big bump from the 8472 trait. how close are we to 75% with that factored in? would an extra 8% get it there or is it there already :D
  • schnirselschnirsel Member Posts: 98 Arc User
    edited July 2014
    We're listening. We're tuning. What you see isn't always set-in-stone, or even working-as-intended/designed. We'd appreciate it if your feedback could keep that in mind, instead of so frequently jumping to the asinine conclusion that we're "purposefully trying to kill PvP" or otherwise out to somehow harm the playerbase upon which we rely.

    I don't think you are trying to kill PVP per se, but alot of the introductions in Lobi gear, Lobi/Lockbox ships, traits etc. added a certain component to the game that either screams: Pay2win or grind till you get crazey. A small minority seems to have no problems with the former, while alot of people do have problems with it. Stubborn people like me still stick around, though the majority left in disgust because of it.
    Also alot of issues don't seem to get any serious review -> a good example: the Shuttle PVP queue

    Literally noone is queing for shuttle PVP anymore. The reason? Nimbus, fleet alerts, photonic fleets.. all those summonable NPCs unbalanced the game (especially in the case of fleet alerts whose NPC's stick around till being destroyed). Not to mention clickies like ISO charge that completely oneshotted people. Etc. It was pure madness and no fun except for people who seem to have a sadistic vein.
    Players brought this up and the response (not sure if it was from you or a different dev) was that it's WAI. The result? Shuttle pvp is deadier than dead.

    I believe that you don't want PVP dead, but that's exactly what your efforts (or non-efforts) have caused. More and more PVPers leaving because they don't like how it evolved.
    No new PVP maps, no new PVP modes, no proper matchmaking system that distributes classes evenly, but alot of new and unbalanced Pay2win gear that is being used in ways none of you devs would ever have imagined.
    You guys wouldn't have nerfed the black hole console (Subspace integration something) if PVPers wouldn't have bombarded one of you with it.
    6pvmjHk.gif
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited July 2014
    schnirsel wrote: »
    I don't think you are trying to kill PVP per se, but alot of the introductions in Lobi gear, Lobi/Lockbox ships, traits etc. added a certain component to the game that either screams: Pay2win or grind till you get crazey. A small minority seems to have no problems with the former, while alot of people do have problems with it. Stubborn people like me still stick around, though the majority left in disgust because of it.
    Also alot of issues don't seem to get any serious review -> a good example: the Shuttle PVP queue

    Literally noone is queing for shuttle PVP anymore. The reason? Nimbus, fleet alerts, photonic fleets.. all those summonable NPCs unbalanced the game (especially in the case of fleet alerts whose NPC's stick around till being destroyed). Not to mention clickies like ISO charge that completely oneshotted people. Etc. It was pure madness and no fun except for people who seem to have a sadistic vein.
    Players brought this up and the response (not sure if it was from you or a different dev) was that it's WAI. The result? Shuttle pvp is deadier than dead.

    I believe that you don't want PVP dead, but that's exactly what your efforts (or non-efforts) have caused. More and more PVPers leaving because they don't like how it evolved.
    No new PVP maps, no new PVP modes, no proper matchmaking system that distributes classes evenly, but alot of new and unbalanced Pay2win gear that is being used in ways none of you devs would ever have imagined.
    You guys wouldn't have nerfed the black hole console (Subspace integration something) if PVPers wouldn't have bombarded one of you with it.

    So glad i Did not get the subspace console. Also , matchmaking is a good idea.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    tpalelena wrote: »
    Why?

    Yes, rationalise that for me.

    Why should STO, a casually styled game, be harder in its end game than other, more "hardcore" games like Star Wars the Old Republic, or Space Marine?

    STO offers both Normal and Elite versions of content, correct? So they offer content that could be directed toward both the casual (Normal) and more "hardcore" (Elite) player, no?

    The issue mainly comes down to the player wanting to pat themselves on the back for completing "Elite" content that is "Elite" only in name...it's one of the things that is wrong with modern society, they've removed challenge - the potential for failure - and folks are growing up with no idea how to deal with it. Let's give everybody an award for showing up, here's your trophy and a cup of kool-aid...drink up!
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    most of the time im at ~69% not counting the big bump from the 8472 trait. how close are we to 75% with that factored in? would an extra 8% get it there or is it there already :D

    Don't forget to add in the Bio-Molecular Shield Generator as well...the Green Ball provides 22% shield damage reduction as well as the regeneration (and lol, I just fatfingered it - activating the damn thing, lol). There's also going to be Shield Frequency Modulation from the Cruiser Commands for another 10% shield damage reduction. Toss out or receive some Transfer Shield Strength based on Aux, @125 Aux TSS2 gives 18.5% reduction. Get somebody to toss you Extend Shields which is boosted by Shield Power...@125 Shield Power, ExS2 gives 34.5% reduction and ExS1 gives 26.5% reduction. EPtS1 gives 18%, EPtS2 gives 24%, and EPtS3 gives 30%. The list goes on and on. The game oozes shield damage reduction.
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