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Skill System Revamp

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  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    dareau wrote: »
    meimeitoo wrote: »
    Sorry that I have to admit it but given past experience with the administration of this product I also have a lack of confidence that this change will be made without major problems.

    Depending on how exactly the transition of gear will take place this change has the easy potential to devalue months if not years of in game progression from the player base.

    Let’s take flow caps! A single embassy console ads up to +37.5 Skill Points to our flow caps skill. That roughly translates to basically 1/3 (a bit more) of our current max in skill in tree.

    If under the new system this policy is maintained and the console will still ad 1/3 to the joined flow-caps-insulator-mix all seems cool. If it does not however we look at a massive nerf and that’s what I’m afraid of the most at the moment.


    ^^ This man gets it!

    From what I'm understanding, then yes, it will. Though if there is a stealth nerf in here, it's only going to affect people who aren't running a "traditional" all 3/6/9 points in their chosen skill blocks.

    As others have pointed out, 3 "current pips" = 54, 6 "pips" = 84, 9 "pips" = 99. New system will - for 3 block powers - run 1 block = 50 (oops, a -4 nerf), 2 blocks = 85 and 3 blocks = 99.
    So if all your current skills are 3/6/9, screenshot your build, find the appropriate area with that skill, and click 1-2-3 blocks as appropriate. Build replicated.
    If your skills aren't like this (I am known to run 4 in Driver Coil a lot...), then you'll either have to underpay (and therefore get nerfed), or "overpay" - and buy to a higher level than currently ran at.

    However, I posted earlier, after just the announced combinations / conversions to unlock mode, 30 of our 35 current space skills will be contained in 22 "nu-skills". With 50 points available, dumping 44 of them into the "old skills" will run 85s in these 30 skills, and if my belief that unlocks will give 100 in the skill, then 48 of the 50 gives everyone 85/100 in the entire current skill tree. So I'm not sitting here crying that people will be "overtly concerned" about "overpaying" for a skill or two...


    I get the 'pips' idea. (In fact, Geko already spoke of this, a great while back, in a podcast) So, I think I'll be fine on the 'superficial' part of the skill tree (in trying to replicate, more or less, what I have now). Far more unclear -- if not downright cloudy -- is the matter of how console-boosts and such affect heretofore individual skillls that are now part of a compound skill). The latter means you'll likely find out that maybe you need to skill in something now that wasn't immediately transparent at the time of the respec.

    I'm glad some ppl find everything crystal-clear. For me, however, there are still many fuzzy areas left.
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  • feiqafeiqa Member Posts: 2,410 Arc User
    There is a lot to read here, so I am going to ask my question and hope someone can point me to the answer if it was already given.

    Will this new simplified system lead to 'one true path' style builds that have cropped up in other MMO's?
    I ask because the sheer diversity in STO is one of the appeals. The there is no absolute, right way. Even when escorts dominated a cruiser could be used to good effect. Now with every one claiming bfaw is king, cannons still work. As do science powers. And no one seems to be going around telling other players they have to have exact builds to be useful or get out like I have seen elsewhere.

    Originally Posted by pwlaughingtrendy
    Network engineers are not ship designers.
    Nor should they be. Their ships would look weird.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    At least in flow caps land, don't worry. I'll hop on Tribble as soon as it's updated and see if there is a nerf anywhere. In theory, it should be a boost. Heck, the Breen deflector should be a nice one to equip if they add together the flow caps and power insulator bonuses.
  • carasucia83carasucia83 Member Posts: 568 Arc User
    edited February 2016
    meimeitoo wrote: »
    I'm glad some ppl find everything crystal-clear. For me, however, there are still many fuzzy areas left.

    I will preface this by saying that I know as much as you do about all of this. Some things are (or seem) crystal clear about the revamp for me, but you and others make a good point about stat increasing gear.

    My understanding of the skill boosting consoles/deflectors/other gear (SIF gen, PrtG, Grav, etc) is that they will behave like Tac consoles currently do and always have, as in, they will boost effect of thing X by Y%. So a +PartG/Grav console from the Research lab would boost Exotic Damage and Control by X% and Y% in much the same way that a Spire Tac console boosts dmg from A by B% and CritX by Z%.

    By the same logic, I'm going to (blindly) assume that a +Flow/Ins console would be a double buff to Drain Exp in much the same way the Field Exciter [PartG] is a double buff to Part Gens.

    That's how I'm understanding this. I could be, of course, be completely wrong about this though.

    "So my fun is wrong?"

    No. Your fun makes everyone else's fun wrong by default.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    lucho80 wrote: »
    At least in flow caps land, don't worry. I'll hop on Tribble as soon as it's updated and see if there is a nerf anywhere. In theory, it should be a boost. Heck, the Breen deflector should be a nice one to equip if they add together the flow caps and power insulator bonuses.

    Thanks! ;) I can always rely on ppl like you to get some meaningful parsing done! This will be an interesting week!
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  • captainkeatzcaptainkeatz Member Posts: 92 Arc User
    Looking forward to trying it out. Old system was akin to having a P&P system with 300 attributes like "Zit-less-ness" and "Pretty eye lashes" and now we simply get to raise Charisma. Seems reasonable.
  • tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    meimeitoo wrote: »
    If you can't be bothered to read, that's your problem, not ours.

    'Ours'?! You're part of some elite 'we' now, just because you're a Bug Hunter?!
    Same goes for everyone else who's questions could be answered by reading what @borticuscryptic and the blog already said.

    Yeah, no. Your odd grandstanding despite, I've seen even the greatest experts in this thread left with many unanswered questions (especially on the matter of console boosts, etc, on the new 'compound' skills) that frankly you have no idea about either. So, if you have nothing real to contribute, please desist from making all these snide posts.

    As others have pointed out to you, as a professional Bug Hunter, you should purport yourself with some more decorum. Sad to see that you don't. Don't let the Title get to your head.

    How's telling people that they'd have a good number of their questions being answered by reading elitist exactly?

    No one else has said anything of the sort, we're Bug Hunters because we know the game well and are willing to give our time and energy to help sort the grain from the chaff with issues in the game. Sometimes that involves telling people they're wrong, which thankfully I don't have to do very often but at the same time I won't loose any sleep over the times I do.

    Telling people they're making 'snide posts' just because you think it is, doesn't make it right, its just rude. Water off a ducks back for me if people don't care. I've clearly taken more time to look around and read up than you have, and I also know when a question is just unnecessary, because like I said, @borticuscryptic shouldn't have to do the maths for every little combination of stuff when people could do it themselves when the system goes live.

    Considering the system is also meant to have much better explanations, it'd be a good test of that as well to see if those explanations are good enough.
    Ten soldiers wisely led will beat a hundred without a head. - Euripides
    I no longer do any Bug Hunting work for Cryptic. I may resume if a serious attempt to fix the game is made.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    meimeitoo wrote: »
    I'm glad some ppl find everything crystal-clear. For me, however, there are still many fuzzy areas left.

    I will preface this by saying that I know as much as you do about all of this. Some things are (or seem) crystal clear about the revamp for me, but you and others make a good point about stat increasing gear.

    My understanding of the skill boosting consoles/deflectors/other gear (SIF gen, PrtG, Grav, etc) is that they will behave like Tac consoles currently do and always have, as in, they will boost effect of thing X by Y%. So a +PartG/Grav console from the Research lab would boost Exotic Damage and Control by X% and Y% in much the same way that a Spire Tac console boosts dmg from A by B% and CritX by Z%.

    By the same logic, I'm going to (blindly) assume that a +Flow/Ins console would be a double buff to Drain Exp in much the same way the Field Exciter [PartG] is a double buff to Part Gens.

    That's how I'm understanding this. I could be, of course, be completely wrong about this though.

    Thanks. :) Like I just said to lucho80, I bet this upcoming week will proof interesting for parsing. ;) I will personally be especially interested in seeing how gear will affect compound skills. Like you said, we may even see an overall buff somewhere if a compound skill gets boosted in its entirety, when just an heretofore individual skills was boosted.
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  • tinkerbelchtinkerbelch Member Posts: 138 Arc User
    So this threat control and threat stance toggle is interesting. Does this mean we can only choose between off and +Threat. Or can we choose -Threat, off, and +Threat when trained in this skill?
  • tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    So this threat control and threat stance toggle is interesting. Does this mean we can only choose between off and +Threat. Or can we choose -Threat, off, and +Threat when trained in this skill?

    From what I've read, it seems it'll be a case of 'Threat Off' or '+Threat' being the choice with a clickie. It would be pretty cool if we could have a -Threat option though.
    Ten soldiers wisely led will beat a hundred without a head. - Euripides
    I no longer do any Bug Hunting work for Cryptic. I may resume if a serious attempt to fix the game is made.
  • samt1996samt1996 Member Posts: 2,856 Arc User
    edited February 2016
    Seriously everyone quit you b*tching!

    It's not even finished yet it's just beginning the testing phase but even in its current state it's the best thing that ever happened to the game and answers so many requests.
    Post edited by samt1996 on
  • carasucia83carasucia83 Member Posts: 568 Arc User
    samt1996 wrote: »
    Seriously everyone quit you b*tching!

    It's not even finished yet it's just beging the testing phase but even in its current state it's the best thing that ever happened to the game and answers so many requests.

    I thought that was Delta Rising?

    But seriously, a skill revamp is definitely a thing that people, not everyone, but a lot of people have been asking for for a long time.

    "So my fun is wrong?"

    No. Your fun makes everyone else's fun wrong by default.
  • dragnridrdragnridr Member Posts: 671 Arc User
    edited February 2016
    samt1996 wrote: »
    Seriously everyone quit you b*tching!

    It's not even finished yet it's just beging the testing phase but even in its current state it's the best thing that ever happened to the game and answers so many requests.

    I thought that was Delta Rising?

    But seriously, a skill revamp is definitely a thing that people, not everyone, but a lot of people have been asking for for a long time.

    A skill revamp was needed, yes, but not a complete removal of your builds for a new DPS style build. All of my builds have been thrown out the window with this new system, unless they allow us to replicate our current build EXACTLY. Some of us do other roles besides the typical DPS.
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  • samt1996samt1996 Member Posts: 2,856 Arc User
    You should have no issue duplicating your current build if anything it will be easier, but now you will have even more choices.
  • alexraptorralexraptorr Member Posts: 1,192 Arc User
    samt1996 wrote: »
    You should have no issue duplicating your current build if anything it will be easier, but now you will have even more choices.

    Given the fact we can't max out every category I don't believe that for a second. Some builds may very well be easily duplicated in the new system, but every single one of them? Impossible. The math simply just does not add up for a blanket statement like that to be true.
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
  • littlesoldier6littlesoldier6 Member Posts: 1 Arc User
    Finally, It took those clowns three years to finally do something about skill system. All I hope for is that it not worst then the system we have now. It would take them another 10 years to get it fix.
  • where2r1where2r1 Member Posts: 6,054 Arc User
    edited February 2016
    Well, I am going to view this on Tribble with one of my characters, at least. If only to alleviate a worry in my mind about not understanding how to use this new interface.

    Take a look at how the skills are going to be divvied up and grouped. Then compare it to what I currently have and chart it to what I want. Meantime, make sure I am more clear on how all the skills work.

    So when it goes on line in Spring (I think that is what it said in the blog)... I can at least fill out the basics....when the skills get zeroed out with the new tree system.

    Then, my understanding is each character will gain a free respec token if any corrections need to be made. So I can adjust it one more time. Is this right?

    Additional Question: Do they mean THIS Spring...before the Risa Summer event? Or next Spring? Never mind it is in the blog:

    "Skill System becomes a permanent part of the Star Trek Online experience with the launch of Season 11.5 later this Spring!"

    This is a crazy amount of TRIBBLE to iron out in a month or two...for everybody.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    samt1996 wrote: »
    You should have no issue duplicating your current build if anything it will be easier, but now you will have even more choices.

    Given the fact we can't max out every category I don't believe that for a second. Some builds may very well be easily duplicated in the new system, but every single one of them? Impossible. The math simply just does not add up for a blanket statement like that to be true.

    Remember some stuff is now an unlock or factored in via other methods like the Attack Patterns, so some things that you may have put points in before are now freed up for other things, which alters the scale a bit.
    Ten soldiers wisely led will beat a hundred without a head. - Euripides
    I no longer do any Bug Hunting work for Cryptic. I may resume if a serious attempt to fix the game is made.
  • captaind3captaind3 Member Posts: 2,449 Arc User
    Well I'll have to play with it on Tribble to really see how it works, and I hope that we'll see the console hand out skill point revamp tokens so we can play around with it, but I like what I'm seeing. What they did was rebuild the skill system in the same manner as the Specialization system, which is logical, it's now unified. Heck probably should've predicted it since the skill system and spec system were so radically different for progression tracks that were supposed to be basically the same.

    Honestly I'm not sure that duplicating my build is my goal, though I'm wondering how much I'll have to invest to get my driver coil back to full. If the new system can provide a better build than I had before that might be what I'm shooting for.

    I'll leave it to more dedicated minds to hash out whether or not we lose anything, but it looks like they've done pretty well on this and I'm looking forward to it.

    As far as Threat Control, I doubt it will be missed much. Most people I've read and talked to, used it more for the durability boost than generating threat, since the situation has been for ages that an escort would so out dps a cruiser that it would still produce more threat than Threat Control.
    So this threat control and threat stance toggle is interesting. Does this mean we can only choose between off and +Threat. Or can we choose -Threat, off, and +Threat when trained in this skill?

    Also how will it interact with the embassy consoles that had -threat?
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    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    While I appreciate the practice of constant improvement, I am concerned that this system will oversimplify the skills to the point of limiting personalization.

    There will be less possible variations of builds which can lead to a more cookie cutter effect if not done right. I can also see how there will be likely a lot of "unexpected" outcomes togameplay poppingup from this

    My hope for Cryptic is to keep this new system on Tribble for a much longer time than they have for other changes, and give this a REAL beta test before it. I mean a month or so, and get real feedback from players as advisement. Maybe even incentivize the players to beta it on tribble.This sort of change is a big deal and deserves more testing than we have historically seen for changes since PWE took over Cryptic.
  • vivenneanthonyvivenneanthony Member Posts: 1,278 Arc User
    The fact alone they are removing skills makes it so the players have cookie cutter builds.
    While I appreciate the practice of constant improvement, I am concerned that this system will oversimplify the skills to the point of limiting personalization.

    There will be less possible variations of builds which can lead to a more cookie cutter effect if not done right. I can also see how there will be likely a lot of "unexpected" outcomes togameplay poppingup from this

    My hope for Cryptic is to keep this new system on Tribble for a much longer time than they have for other changes, and give this a REAL beta test before it. I mean a month or so, and get real feedback from players as advisement. Maybe even incentivize the players to beta it on tribble.This sort of change is a big deal and deserves more testing than we have historically seen for changes since PWE took over Cryptic.

  • where2r1where2r1 Member Posts: 6,054 Arc User
    captaind3 wrote: »
    Honestly I'm not sure that duplicating my build is my goal, though I'm wondering how much I'll have to invest to get my driver coil back to full.

    You are not the only one concerned with the Driver Coil unlock (my friend explained to me what "unlock" means).

    Please leave driver coils a lower level "unlock". It is horrible enough flying through sector space to mission assignments in low tier ships, as it is. Especially, since sector revamp for KDF and ROM characters.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • chipg7chipg7 Member Posts: 1,577 Arc User
    Thanks again to Borticus for taking the time to answer questions along the way.

    One question I have, for toons who are 'specialized' under one of the new skill paths, will it be noted on the toon?

    Right now for example, I figure one of my toons is a medic-type toon within the current skills system. Will that toon, if I then directly choose the Medic path under the new system, be shown to others as being a Medic? Something like a passive icon or a note on the character's info page? It'd help with making characters unique (you're not just a sci anymore, but a specific path under sci), but that'd also have a big impact on teamplay. In a PUG, for example, someone would see that I'm a Medic right out of the gate, and know that's what I bring to the table.
  • carasucia83carasucia83 Member Posts: 568 Arc User
    dragnridr wrote: »
    A skill revamp was needed, yes, but not a complete removal of your builds for a new DPS style build. All of my builds have been thrown out the window with this new system, unless they allow us to replicate our current build EXACTLY. Some of us do other roles besides the typical DPS.

    For one thing, nothing has yet been thrown out because it hasn't happened yet.

    I don't run a single DPS focused build, preferring to either heal or make pretty purple balls of dancing NPC ships for some other guy to blow up, and I like what I see so far. I have spent time, money, and invested dogbuscuits on this game, and there are a few things that I will need to change or adapt, for sure, and I may not be able to do CC and Healing on the same character, but I really, really, really don't see anything for anyone to panic about.

    I'm not accusing anyone in particular of anything here, I think it's been a joint, unconscious, and mutual effort between Crytpic and the playerbase, but I really think we all need to take a deep introspective and honest look at our current builds and ask what stuff are we using that, in a Perfect World (lol) should really probably be changed, tweaked, nerfed, fixed, come at more of a cost, or simply not be a thing. Only once we've done that will balance be brought to the force...

    I will add too, as an aside, that while I don't imagine for a minute that the profitability of this move hasn't been analyzed, I think it's a pretty cheap shot to simply call moneygrabbing and unnecessary.
    "So my fun is wrong?"

    No. Your fun makes everyone else's fun wrong by default.
  • tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    edited February 2016
    The fact alone they are removing skills makes it so the players have cookie cutter builds.

    They're also adding some in, the energy weapon damage drop off reductions for example.
    I'm not accusing anyone in particular of anything here, I think it's been a joint, unconscious, and mutual effort between Crytpic and the playerbase, but I really think we all need to take a deep introspective and honest look at our current builds and ask what stuff are we using that, in a Perfect World (lol) should really probably be changed, tweaked, nerfed, fixed, come at more of a cost, or simply not be a thing. Only once we've done that will balance be brought to the force...

    This is partly what I meant with the whole 'people need to test on tribble' line, because if this helps to balance out different types of builds then so much the better, and while this won't be the whole solution we can hope that it'll make progress towards that.
    Ten soldiers wisely led will beat a hundred without a head. - Euripides
    I no longer do any Bug Hunting work for Cryptic. I may resume if a serious attempt to fix the game is made.
  • sgtfloydpepper#7911 sgtfloydpepper Member Posts: 1,111 Arc User
    Ok, so, with the way the current respec system and skill system works, you can play around with it, clicking and choosing different skill setitngs before finally committing to a build and clicking "Accept". Is the new system going to function in this manner, too, or once you click it, you're stuck with it? The latter option doesn't exactly inspire confidence.
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  • hajmyishajmyis Member Posts: 405 Arc User
    Ok, so, with the way the current respec system and skill system works, you can play around with it, clicking and choosing different skill setitngs before finally committing to a build and clicking "Accept". Is the new system going to function in this manner, too, or once you click it, you're stuck with it? The latter option doesn't exactly inspire confidence.

    It works as if you click it, you own it. But you can read the tool tip first before you click
    "Frankly, not sure why you're on a one man nerf campaign. "
  • mmps1mmps1 Member Posts: 381 Arc User
    Are skills being placed together one after the other in blocks of three in the same tier or split up over various tiers?
    "Mr talks down to the peasants."
  • hajmyishajmyis Member Posts: 405 Arc User
    edited February 2016
    mmps1 wrote: »
    Are skills being placed together one after the other in blocks of three in the same tier or split up over various tiers?

    Not sure what you mean but I think what you are asking is this:
    There is three Clicks (levels) to each skill. Say Drain Exp, there it Level 1, 2, 3

    Level 1 gives 50 points, level gives 35, level 3 gives 15.... Which makes 100 is you chose all three.

    Each level is on the same track.

    When tribble goes live today we will be able to see where everything is on the skill board
    "Frankly, not sure why you're on a one man nerf campaign. "
  • mmps1mmps1 Member Posts: 381 Arc User
    Yeah if they're one after the other on the same track that's fine. If they are split up so say flow is on three different parts of the eng track then that's a different kettle of fish. Cheers.
    "Mr talks down to the peasants."
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