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Tribble Maintenance and Release Notes - August 4, 2014

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
We will be bringing down the Tribble server for maintenance to apply a new update: ST.42.20140720a.8

General:
  • Beam Overload's base damage has been reduced by ~13% at all ranks.
  • Resolved an issue where some Bolian characters had an extra copy of "Peak Health" stuck in their Trait selection.
  • The Disruptor Heavy Turret now correctly displays in the combat log as Disruptor.
    • All firing modes from the Disruptor Heavy Turret are now correctly enhanced by Disruptor damage consoles.
  • Motivation:
    • Team wide Critical Chance bonus removed and replaced with Team wide Damage Bonus.
      • ~18% @ lvl 50, improved by Squad Command.
    • Heal on Crit changed to Heal on Hit.
      • Amount of Healing per hit reduced by ~40%
  • Resolved an issue which caused the Nukara and Jem’Hadar sets to display as belonging to two different sets.
  • Old crafting consoles have been removed from the Fleet Starbase.

Known Issues:
  • Replicating needed commodities for Duty Officers assignments is not registered by the assignment when slotted.
    • This is causing players to have to back out of the assignment and then slot it again to start it.
  • The trade channel cannot be left.
Post edited by coldsnapped on
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Comments

  • sfc#5932 sfc Member Posts: 992 Bug Hunter
    edited August 2014
    Those Xindi TAC modules cannot catch a break can they...
  • revan999revan999 Member Posts: 43 Arc User
    edited August 2014
    Bolian fix? Works for me. I like any and all fixes.
  • turbommx1turbommx1 Member Posts: 93 Arc User
    edited August 2014
    Still no fix on the Dyson destroyer 3 part console bonus??
  • tk79tk79 Member Posts: 1,020 Arc User
    edited August 2014
    We will be bringing down the Tribble server for maintenance to apply a new update: ST.42.20140720a.8

    General:
    • Motivation:
      • Team wide Critical Chance bonus removed and replaced with Team wide Damage Bonus.
        • ~18% @ lvl 50, improved by Squad Command.
      • Heal on Crit changed to Heal on Hit.
        • Amount of Healing per hit reduced by ~40%

    Wow. Almost sound like The Patch Notes I'd Like to See:
    Motivation:
    • Critical chance bonus has been removed.
    • Heal on critical has been changed to guaranteed heal based on outcoming damage.
      • Healing threshold remains unchanged.

    Glad to see it changed though.

    But I'm afraid the change to Beam Overload is just not enough. The 100% crit chance needs to go!
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited August 2014
    i figured between 30% and 40% damage reduction was needed on BO total, closer to 40%, so ya 38% sounds about right. crazy ground skill got fixed too, thats good. this is a good patch
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited August 2014
    tk79 wrote: »
    Glad to see it changed though.

    But I'm afraid the change to Beam Overload is just not enough. The 100% crit chance needs to go!

    Well, they did it that way to have 100% idea of the reduction, but I don't think they'll find a happy medium between PvP and PvE unless they make the ability act different in PvP from PvE.

    They're adjusting little by little, and all they'll notice is that people still one-shooting others in Ker'rat.
  • john98837john98837 Member Posts: 761 Arc User
    edited August 2014
    God forbid tacs actually be useful on the ground.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited August 2014
    john98837 wrote: »
    God forbid tacs actually be useful on the ground.

    Well, they did fine before Motivation came along, but I do agree, the 2nd nerf is a bit harsh when you compared it to where we started.
  • john98837john98837 Member Posts: 761 Arc User
    edited August 2014
    lucho80 wrote: »
    Well, they did it that way to have 100% idea of the reduction, but I don't think they'll find a happy medium between PvP and PvE unless they make the ability act different in PvP from PvE.

    They're adjusting little by little, and all they'll notice is that people still one-shooting others in Ker'rat.

    They really should just stop trying to make it useful in PvE. Problem is with the way they designed PvE spike damage is completely worthless, its all about sustained damage. Short of buffing its damage by 200-300% i don't see it ever being worth slotting in any PvE build, BFAW, CRF, and CSV all blow it away for PvE.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited August 2014
    john98837 wrote: »
    They really should just stop trying to make it useful in PvE. Problem is with the way they designed PvE spike damage is completely worthless, its all about sustained damage. Short of buffing its damage by 200-300% i don't see it ever being worth slotting in any PvE build, BFAW, CRF, and CSV all blow it away for PvE.

    You don't have to convince me about that point, but if they made BO as powerful as using CFR, then it would be way to OP for PvP. Again, the best solution would be to split the way BO acts in PvP vs PvE. Then again, this solution might create problems for them ongoing with having to maintain two different mechanics for boff abilities. I can see why they don't want to go that route, but this particular boff power needs it.
  • tk79tk79 Member Posts: 1,020 Arc User
    edited August 2014
    lucho80 wrote: »
    You don't have to convince me about that point, but if they made BO as powerful as using CFR, then it would be way to OP for PvP. Again, the best solution would be to split the way BO acts in PvP vs PvE. Then again, this solution might create problems for them ongoing with having to maintain two different mechanics for boff abilities. I can see why they don't want to go that route, but this particular boff power needs it.

    They did that in City of Heroes (different effects in PvE and PvP), and it was kind of a mess. Not disagreeing though.
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  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited August 2014
    john98837 wrote: »
    They really should just stop trying to make it useful in PvE.
    They wont give up after rolling to holodeck with that much confidence.
    Problem is with the way they designed PvE spike damage is completely worthless, its all about sustained damage.
    Not only that but almost all PVE is multi-target

    I would like to see BO on beams that works like in the shows, one heavy shot that blows stuff up. The scheme they came up might yet work alright but there are other ways that might also work better.

    The real problem is that FAW is too much, they should reduce per-shot damage to something like like 80% but apply it evenly to all N targets (scaled per level). That would keep it useful for multi-target versus regular beam fire, but make it less effective for single-target.

    "golly there are too many people using FAW, lets change BO..."

    "still a lot of people using FAW... oh well we tried"
  • trelane87trelane87 Member Posts: 242 Arc User
    edited August 2014
    Team wide Critical Chance bonus removed and replaced with Team wide Damage Bonus.

    I can haz refund?
    Old crafting consoles have been removed from the Fleet Starbase.

    Fleets who built these can haz refund? :P
  • shadowhuntermanshadowhunterman Member Posts: 16 Arc User
    edited August 2014
    With the nerfs to the core way motivation now works (honestly, RIP Tac officer's in ground), can we get its CD's brought back to what they were on release?
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited August 2014
    Beam Overload's base damage has been reduced by ~13% at all ranks.

    If I understand correctly, BOs were changed to always be critical hits partly to make it easier to balance between the highs and lows. You've now removed the variation due to crit chance, but you haven't accounted for the variation in crit severity. There is a large difference between someone with close to the base crit severity of 50% and someone who is heavily invested in crit severity. Would a better solution be to disallow BOs from ever being critical hits, but to increase the base damage? Note that I'm not necessarily opposed to the current solution. But I'm curious why the current solution was chosen instead of removing crits entirely from BO.
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  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited August 2014
    Will we be seeing further updates to the doff UI? There are still numerous bugs and problems. See the following post:

    http://sto-forum.perfectworld.com/showpost.php?p=18368431&postcount=20

    Please consider making the changes in the mock-ups below.

    http://i.imgur.com/djbjaN2.png
    http://i.imgur.com/V3zKJoC.png

    Further information can be found near the end of the post linked above.
    Waiting for a programmer ...
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  • tk79tk79 Member Posts: 1,020 Arc User
    edited August 2014
    With the nerfs to the core way motivation now works (honestly, RIP Tac officer's in ground), can we get its CD's brought back to what they were on release?

    Tacs were strong enough before Motivation. They will be fine.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited August 2014
    frtoaster wrote: »
    If I understand correctly, BOs were changed to always be critical hits partly to make it easier to balance between the highs and lows. You've now removed the variation due to crit chance, but you haven't accounted for the variation in crit severity. There is a large difference between someone with close to the base crit severity of 50% and someone who is heavily invested in crit severity. Would a better solution be to disallow BOs from ever being critical hits, but to increase the base damage? Note that I'm not necessarily opposed to the current solution. But I'm curious why the current solution was chosen instead of removing crits entirely from BO.

    Was it for the highs and lows...to normalize it? I kind of figured it went something like this...

    Hrmm, guys - BO doesn't get used much in PvE does it? It gets used often in PvP for those perceived one shot kills, and that's an issue as well. How can we make it more interesting to the PvE crowd while eliminating some of the complaints from the PvP crowd?

    Well, we've got that new +2% bonus damage R&D trait that can stack up to three times to provide +6% bonus - so we could set the duration for that at a point where folks using just FAW couldn't get that to stack. This would require them to rotate through some of the beam abilities to stack it.

    Yeah, well - odds are they're still not going to touch it because of the drain - it would result in a loss of DPS if they were to run with BO in the mix.

    Okay then, we can kill the drain on it. Cause honestly, the amount of drain never really made sense when it's taking the four shots and combining them into one anyway.

    Hrmmm, but it's not going to do enough damage for the average player to consider it - and - well, it's Beam Overload, man - it should be a fun and interesting ability - something exciting mixed in, right?

    Yeah, yeah - it should. Okay, okay - let's make it always crit. For those that aren't running that much CrtH, it will give them some fun damage from time to time. For those that already do, they're not likely to give up that much of their other CrtH for CrtD since they're going to want to crit with their other attacks too.

    What about the amount of damage that one could drop out then? Remember, we also wanted to deal with some of the perceived one-shot kills over in PvP.

    Well then, yeah - even in PvE it's hitting too hard this way. If we reduce the base damage, that acts like a final damage modifier and would reduce all the hits. How about trying that?

    Sure, cause then somebody that's hitting for 60k will only hit for 45k...eating ~15k damage. But the guy hitting for 30k will only lose out on ~7.5k while dropping down to 22.5k...with it being base/final like that, it will take a huge chunk out of the higher hits while taking smaller chunks out of the smaller hits.

    Okay then, let's roll with that - drop it out in the wild and let folks play around with it. Drop it to Holodeck so we can get some real testing since so few folks bother with Tribble.

    So then, we've still got some pretty hefty outliers out there. Some folks ramped up the CrtD over in PvP and some of the Roms over in PvE felt comfortable enough to make some changes there.

    Well, maybe if we cut a little bit more off the top. Trim it there, that way the outliers will see more of a reduction than the average guys that we're getting pretty comfortable with their levels.

    Sounds good...we'll give it a go and see what further tweaks it needs if any.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited August 2014
    I see as usual something that has no drastic effect in pve matches, has to get the metal nerf bat due to pvp complaints.
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  • odyssey47odyssey47 Member Posts: 524 Arc User
    edited August 2014
    I see as usual something that has no drastic effect in pve matches, has to get the metal nerf bat due to pvp complaints.

    If it has no drastic effect in PvE then what do you care?
  • iconiansiconians Member Posts: 6,987 Arc User
    edited August 2014
  • lindalefflindaleff Member Posts: 3,734 Arc User
    edited August 2014
    Motivation already got nerfed in the last patch. How much more can you possibly nuke it? All I can say is that I am glad I never bought any Xindi modules.
    I completed a 2-man CSE, ISE, and KASE, Optionals included. And I soloed Winter Invasion.
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  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited August 2014
    About time Bolians got some love. :D
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  • mimey2mimey2 Member Posts: 0 Arc User
    edited August 2014
    [*]Motivation:
    • Team wide Critical Chance bonus removed and replaced with Team wide Damage Bonus.
      • ~18% @ lvl 50, improved by Squad Command.
    • Heal on Crit changed to Heal on Hit.
      • Amount of Healing per hit reduced by ~40%

    *Bender voice* Well that was fun while it lasted. *tosses Motivation module into a trash can*
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited August 2014
    To the people who think Tacs were worthless on ground before motivation, where have you been? Tactical officers are the most overpowered things on the ground in both PVP and PVE.
    King of Lions rawr! Protect the wildlife of the world. Check out my foundry series Perfection and Scars of the Pride. arcgames.com/en/forums#/discussion/1138650/ashkrik23s-foundry-missions
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  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited August 2014
    mimey2 wrote: »
    *Bender voice* Well that was fun while it lasted. *tosses Motivation module into a trash can*

    The worst part is the EC I paid for it. The first nerf was actually enough.

    This nerf brought to you by Nerfo:
    http://i.imgur.com/dfdfm7X.png
  • bones1970bones1970 Member Posts: 953 Arc User
    edited August 2014
    Motivation:

    Team wide Critical Chance bonus removed and replaced with Team wide Damage Bonus.
    ~18% @ lvl 50, improved by Squad Command.
    Heal on Crit changed to Heal on Hit.
    Amount of Healing per hit reduced by ~40%

    wow, nerved 2x , and made it a difrent power al togetter, thanks for wasting my money.
  • aelfwin1aelfwin1 Member Posts: 2,896 Arc User
    edited August 2014
    I don't understand why BO was reduced . :(
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited August 2014
    aelfwin1 wrote: »
    I don't understand why BO was reduced . :(

    did you not see the last patch?
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited August 2014
    aelfwin1 wrote: »
    I don't understand why BO was reduced . :(

    Because after the last patch making it crit 100% of the time, one shot kills using high CrtD started raining.
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