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New Skills Suggestion: Really eliminate the false choices

I know that a stated goal of this skill revamp is to eliminate false choices. However, as it stands right now, there are several bad decions built into the skill tree. Some examples:

1) Three tier diminishing returns...spending one of these points for a mere +15 ( as opposed to +50 / +35) is simply a bad idea. Suggestion- Make these trees like the science ones (+60/+40/+special ability) to eliminate the false choice.

2) +5% to 10% cool down reductions. With the super easy ways of reducing cool downs, both pay and free, this miniscule bonus is a poor investment for most players that sounds better than it is. Suggestion- increase the bonus somewhat, or change them to improve the cool down of specialization powers ( preferred, as there is nearly no way to do this at present).

IMHO, there are a lot of traps for new players right now, which isn't what was expected.

Comments

  • shantavishantavi Member Posts: 129 Arc User
    I know that a stated goal of this skill revamp is to eliminate false choices. However, as it stands right now, there are several bad decions built into the skill tree. Some examples:

    1) Three tier diminishing returns...spending one of these points for a mere +15 ( as opposed to +50 / +35) is simply a bad idea. Suggestion- Make these trees like the science ones (+60/+40/+special ability) to eliminate the false choice.

    2) +5% to 10% cool down reductions. With the super easy ways of reducing cool downs, both pay and free, this miniscule bonus is a poor investment for most players that sounds better than it is. Suggestion- increase the bonus somewhat, or change them to improve the cool down of specialization powers ( preferred, as there is nearly no way to do this at present).

    IMHO, there are a lot of traps for new players right now, which isn't what was expected.

    The 'mere' +15 currently mimics exactly what's on Holodeck right now if players buy ranks 7, 8, and 9 in a skill. For the SP, those ranks offer the least amount of return, but they're there if someone *really* wants to max out a specific thing (and I'm sure some builds use skills at 9), but they're more or less a 'trap' IMO. I don't see why you think they're more of a 'false choice' than what we have now.


    "Back on topic. Destinii is correct."

    (Formerly Destinii until the 'Great PWE Forum Shakeup of 2012')
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    I think the diminishing return is kinda needed to make it easier to translate old characters over to new ones. I was never a big fan of them, but I kinda see the point - it minimizes the excesses of overspecialization.

    Regarding the cooldown reductions - we have so many now, that it might be a suboptimal skill. 10 % really is not all that much. But increasing them too much has its own pitfalls. Maybe it should also be a duration increase?
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • martakurillmartakurill Member Posts: 456 Arc User
    shantavi wrote: »
    The 'mere' +15 currently mimics exactly what's on Holodeck right now if players buy ranks 7, 8, and 9 in a skill. For the SP, those ranks offer the least amount of return, but they're there if someone *really* wants to max out a specific thing (and I'm sure some builds use skills at 9), but they're more or less a 'trap' IMO. I don't see why you think they're more of a 'false choice' than what we have now.

    With the current system, taking ensign skills to 9 (the final +15) only costs 3000 skill points, which is the cost of one rank in an Admiral level skill...with the new system, that extra +15 costs the same as say, the first rank of armor penetration (+50)...so what you have in this system is a situation where a +15 bonus on a low level skill costs the same as a +50 bonus on a high level skill, which is a situation that does not exist now.
    I think the diminishing return is kinda needed to make it easier to translate old characters over to new ones. I was never a big fan of them, but I kinda see the point - it minimizes the excesses of overspecialization.

    Regarding the cooldown reductions - we have so many now, that it might be a suboptimal skill. 10 % really is not all that much. But increasing them too much has its own pitfalls. Maybe it should also be a duration increase?

    I think I see your point on the whole diminishing returns thing, but I'm one of those people whose old build simply does not translate into the new system...being as that situation exists with a number of players, does it really matter then if we preserve the old dr curve?

    Not so sure about the duration increase, either...I could see that getting very OP on a few skills very quickly. What if they changed the skills so it was something like (a little different from my previous idea).....

    10% cooldown reduction on Engineering & Command skills
    10% cooldown reduction on Tactical & Pilot skills
    10% cooldown reduction on Science & Intel skills

    I don't think this would be OP, but it would be nice to reduce cooldowns on some of those specialization powers, which at the moment is very difficult to do.

  • alienfrombeyondalienfrombeyond Member Posts: 141 Arc User
    10% cooldown reduction on Engineering & Command skills
    10% cooldown reduction on Tactical & Pilot skills
    10% cooldown reduction on Science & Intel skills

    I don't think this would be OP, but it would be nice to reduce cooldowns on some of those specialization powers, which at the moment is very difficult to do.
    And what do you do the moment another Specialization comes out?
  • martakurillmartakurill Member Posts: 456 Arc User
    10% cooldown reduction on Engineering & Command skills
    10% cooldown reduction on Tactical & Pilot skills
    10% cooldown reduction on Science & Intel skills

    I don't think this would be OP, but it would be nice to reduce cooldowns on some of those specialization powers, which at the moment is very difficult to do.
    And what do you do the moment another Specialization comes out?

    Either tack them in here (and earn Cryptic some more respec money) or provide players with other ways of reducing the cooldowns (you know, like new boffs that function like the Krenim ones, but for a specialization).

    Though I see your point, and I think the best option would just be to remove this skills completely and replace them with something else. The problem I'm having though is thinking of something to put in those spots that is attractive but not OP.
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited February 2016
    I know that a stated goal of this skill revamp is to eliminate false choices. However, as it stands right now, there are several bad decions built into the skill tree. Some examples:

    1) Three tier diminishing returns...spending one of these points for a mere +15 ( as opposed to +50 / +35) is simply a bad idea. Suggestion- Make these trees like the science ones (+60/+40/+special ability) to eliminate the false choice.

    2) +5% to 10% cool down reductions. With the super easy ways of reducing cool downs, both pay and free, this miniscule bonus is a poor investment for most players that sounds better than it is. Suggestion- increase the bonus somewhat, or change them to improve the cool down of specialization powers ( preferred, as there is nearly no way to do this at present).

    IMHO, there are a lot of traps for new players right now, which isn't what was expected.
    Engineering is the best one IMO becuase there are very little ways to reduce it's cool down besides very expensive ships or unreliable doffs. ( forgot the kremin boffs but I'm sure they can stack. )
    Post edited by cryptkeeper0 on
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