Currently on Holodeck it is possible to have " craft" all available training manuals on one character per class.
It was feasible to skill a toon so all class-specific manuals are craftable, and still have some points left to improve character viability.
In the new system it seems to be required to make 3 characters per class to be able to craft all available manuals because of the high investment per track per class required to craft the higher tier training manuals.
Would need to test 9 different charbuilds on tribble when available, but now it seems odd to actually play the endgame content with chars that are specced completely different from the main track.
I do hope this gets a look at ,
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While it is true that some of a captain's profession-specific BOFF manuals are located in other professions' spec tree... the OP is correct that, if a captain so chooses, they can easily obtain the unlocks for all available BOFF manuals. This is impossible in the new system. I see a few problems with this:
The UI isn't terrible, and the mechanic is fine... it's just the spread of powers is the problem. This new system will make the acquisition of some manuals nearly impossible for some players. My solution: simply make every BOFF power unlock 3 manuals of that given profession, instead of 1-of-3 for every profession. This will still encourage players to experiment with new builds, and give a little more incentive to strive for the new Ultimates.
I don't see any real benefit to taking things like this away to be honest. The skill system needed to be looked at, but this wasn't one of the parts that needed to be fixed. Changing things for the sake of change is never a good idea, especially when it's going to have such a negative impact on the players and the economy, which is already inflated out of control.
Sci - Nanite Health Monitor II
Sci - Dampening Field II
ENG - Combat Supply II
ENG - Support Drone Fabrication II
1. BOFF trainer: sells rank 1 and 2 of most skills.
2. Captain Skills: can use R&D to craft manuals that they have unlocked due to unlocking certain skills to 6.
3. BOFF Recruitment: BOFF gained from doff missions, episode missions, etc., can be converted to manuals. These have some of the rank 3 skills that Captain can't currently train like Torpedo Spread III. (Which I believe you get in the new skill revamp but lose High Yield III)
So any missing skills can be put of the BOFF trainer or be allowed to be placed on the random BOFF you acquire over time.
I wasn't happy with it before this change, but I'm OK with the new system now.
As a Tactical Captain, I shouldn't have to put 17 points in Science so that I can make Beam Fire At Will III Manuals, it's extremely limiting, narrows build choices and just overall makes no sense. I prefer a build that's heavier in Tactical and Engineering and fairly light on Science. Under the current system, I either have to sacrifice my ability to train officers or play a build I don't want just to get the manuals.
I have already started crafting extra manuals on my Holodeck characters to get them in storage before they're taken away. This is definitely one part of the new system that I don't think works. Tactical Skill manuals should all be in the Tactical tree. Honestly, the entire thing feels like a way to force me to purchase respec tokens. You have to respec to a build you don't want, make the manuals and then spec back into what you actually want. It's a very counter intuitive system.
100% Agreed! Tactical Captains (at Lv. 60) should be able to craft all Tactical manuals (sans maybe a few lockboxs skills, like KLW; but who wants the latter anyay, after Bort killed that too?! But I digress). Same for Engineers: I shouldn't need 17 points in Science, in order to be able to craft my own Profession's skills.
This is an aspect about the new revamp I missed, so thanks for bringing it to my attention.
P.S. Please tell me I can still buy manuals on exhange, right?!
Or it could be to try and convince players to break out of 'comfort zones' and experiment more - Tac captains with Science focus, Eng captains with a twist of Tactical, Science captains with a grounding in Engineering, things like that.
^Words that every player should keep in mind, especially whenever there's a problem with the game...
How would that make me self sufficient?
As a Tactical Officer, if I want to train my Boffs in Directed Energy Modulation III, Gravity Well 3, etc.. I have to find a character of that profession or buy them off the exchange. We're not suggesting that a Tactical Officer should be able to craft every manual, but they should be able to craft all Tactical Skills. Engineers should be able to make all the Engineering modules, etc.
There is absolutely no logical reason to say that only a hybrid character can craft certain manuals. No one is asking to 'do it all' themselves, but we should be able to 'do what we do.'
Why would anyone want a build without shields, power, engines, flowcaps or EPS? "'cause I'm a tac captain and should pick only tac skills?" The old system didn't work that way either, most popular skill builds were actually fairly balanced, and no one complained... And if you pick all those things under the new system, you will get most manuals easily. (Again, with the current requirements, the original ones were horrible.)
Again, someone that doesn't understand the problem.
No one is saying they want to put all their points in 1 tree, frankly.. that would be downright stupid.
But for example, Beam Fire At Will III. Obviously, an important skill for Tactical Captains right?
In order for my Tactical Captain to be able to train in that top tier Tac Ability, I have to put 17 points in Science. 17.
Of course I'm going to put some points in Science. I spec into shield capacity, hardness and regen, I also spec into Drain for my leech. I also use Engineering for Hull strength/repair, EPS, and power boosts. But with 46 total points to go around, and knowing I need to put the bulk of my points in Tactical followed by Engineering, there is no way I can afford 17 points toward science. If I put those points in, I would have to sacrifice things like Warp Core Potential to divert those points to Science and put them into skills I don't want or need.
There is no reason at all that a Tier 3 Tactical skill should take 17 points specced into Science. Having this requirement is intended to encourage build diversity and instead does the exact opposite.
Shield enhancement skills - 12
Damage drop off reduction for energy weapons - 3
Flow caps - 2
That's 17 right there and a few others exist you might wanna look into like the cooldown one (soon to be increased to 20%) and the one that negates critical hits and reflects damage.
Point being I think you'll find more In science worth using than you seem to think.
I have to disagree. I have a tac/tac character that won't be able to unlock FAW3 but I do have a tac/sci character that will. We shouldn't be able to do it all on one character. That's the build diversity.
My character Tsin'xing
My character Tsin'xing
And again, for the 3rd time in this thread.. no one is talking about crafting everything.
No Captain should be able to craft every manual and that's not what anyone is asking for. The issue is skills being in the wrong tree. Fire At Will is a Tactical Skill, putting heavy specialization into that school should grant it's training unlock, not science.
All Tactical Manuals should be in the Tactical Tree, all Engineering Module should be in Engineering and all Science in Science. No one is saying that one character should get everything, but a Captain putting the bulk of his points in Tactical Skills should be able to make any Tactical Manual. Requiring 17 points of Science to make a Tactical Manual makes no sense.
Investing heavily in a school should grant all the manuals for that school, it's that simple. I agree that one captain should not be able to craft every manual, you should have to invest heavily in one school to get the Tier III manuals of that type.
True, except that was the number from the week-old version. The current requirement is 12 picks.
This build unlocks everything, except BO3 on a tac captain, and while a bit too eng-heavy, it's not obviously gimped in any way as far as I can tell.
Having all tac manuals only under the tac tree will kill build diversity. Like I said in an above post. My tac/tac can't unlock FAW3 but my tac/sci character can. Moving those unlocks around will make players build out of their captain's career box which is something very unique to STO. Besides those manuals are tradeable and sellable. If one can't create a manual just buy/trade from someone else.
No, guess not, though I would have thought now would have been a good time to introduce it.
I've been trying just that in Holodeck for days, in multiple zone chats, TTC, and fleet armada, zero luck. Exchange supply is depleted and/or way overpriced for rare craftable ones. At this point I've had to make a new character just for the engineering unlocks, and might be forced to make another Sci for that purpose alone.
A Tactical Captain should be able to train their own profession's abilities; and an Engineer their abilities, etc. Diversity is a good thing, but this new situation, IMHO, is just silly. Basically, we'd just be cross-traing each others' abilities.
This is exactly how I see it.
As it sits now, my Tactical Captain can make any Tactical Manual I need. If I need an Engineering or Science Module, I switch over to another character of that profession. Under this new system, there are many manuals that none of my characters will be able to craft.
I'm just going to spend the next few weeks crafting a stockpile of Tier III skill manuals and storing them in my bank. It's either that or I'm going to have to respec characters as I need manuals, and that's just not going to happen.
Seaofsorrows: Contradiction alert, area I emphasized.
New system: Not every tac officer can make BFaW III manuals anymore. Only those who have paid 17 points into the Science tree. Old system - pay for whatever skills are required, train every tactical manual (ie, have it all).
Meimietoo: My read on the system is that if I take and fill in the exact same boxes on a tac and a sci, the tac will get the appropriate tactical manuals, the sci the appropriate sci manuals. What this system does do, somewhat, is "encourage" a player to go deeper into a specific tree if training that skill is so hyper-important to them. You want / "need" BFaW trainings? Tweak your build to have 17 Science points in it...
And anyway, what's the big deal behind BFaW? With cannons finally joining beams on the same damage fall-off tables, you'd think that the days of escorts online with cannons is about to make a resurgence, so set your build up with CSV III...
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
2e: EptS3, HE3, and MDP:B3
2s: ES3, PS3, B:TS-W3
2t: DEM3, TachB3, MDP:A3
5: choose a bonus skill
7e: EptE3, FBP3, AP:O3
7s: RSP3, GW3, B:TS-S3
7t: EWP3, JS3, CSV3
10: bonus skill set 2
12e: EptW3, PH3, AP:B3
12s: A2SIF3, TR3, B:FaW3
12t: BoardP3, TractorB3, CRF3
15: bonus skill set 3
17e: EptA3, TSS3, APD3
17s: Aux2ID3, TBR3, B:O3
17t: AcetonB3, VM3, TS3
20: bonus skill set 4
25: ultimates:
26-28? improved ultimates
Yes, Beam Overload. IIRC we couldn't craft that one before.
My character Tsin'xing
It's only a contradiction because you completely misquoted me. Half of that statement was not typed by me.
As for the 17 points, that part was incorrect, it's 12. I think that changed, because I would swear before it was 17.
Either way, yes.. right now it's 12 points in Science, not 17. That still seems like a lot to me for a high end Tactical Skill. Beam Fire At Will would be mostly crafted by Science Officers.. that's a little strange in my opinion.
If it's not going to be under Tactical, then at least it should be moved to the Engineering Tree since most tactical builds will go heavy into Engineering to get EPS and Warp Core skills.
We have been told that cryptic want to encourage diversity, well putting us on rails isn't very conducive to that.
Just put all the abilities and training manuals (excluding ultimate's) on each unlock bar into a multi-choice option at each point along them and all the 'I think this should be more accessible because I want it but I don't want that' arguments suddenly go away.