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[PC] Balance Changes Coming to Star Trek Online

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  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    lucho80 wrote: »
    Lol, just to throw a curveball to this whole mess of a thread, how about they balance pass proton weapons since they are pretty pointless in their current state anyway? Heck, buff the tetryon weapon's shield drain proc as it's junk compared to every other alternative available after so many years of neglect.

    I agree with this message..Those Sci proton consoles should at least have the same points to each respective Control,Drain or EPG that the other Sci console in the game it do

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


  • erillianerillian Member Posts: 7 Arc User
    I would really like to see the Romulan decoy abilities be identically labeled the same as the original ship so that players can not simply tell at a glance that this one with the full name of the character ship and guild etc is the real person. its like having 5 identical people in a line up except the guilty party has a sign on his neck that says hey dummy its me. I mean seriously we are supposed to get these cool singularity core abilities at the cost of base power, would really be nice if they worked.

    I think that all ships should be able to adjust their weapons to target for and aft weapons engines and shield emitters individually without the need of an ability like a setting. breaking through the shields and landing hits on exposed hull should disable individual weapons and engines etc until a ship becomes completely disabled and then can be boarded or destroyed at leisure. This would greatly enhance the fun of the game, and at the same time would allow for an increased market for shipboard cosmetics, a larger selection of fleet gear and above all a more balanced more immersive skill and strategy based game play which would still feel at the same speed as before. but more akin to battleship than any number of dogfight games.
  • sgtfloydpepper#7911 sgtfloydpepper Member Posts: 1,111 Arc User
    If you want to increase the fun, give us more worthwhile rewards for doing content.
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  • marinesrule1983marinesrule1983 Member Posts: 18 Arc User
    BALANCE CHANGES COMING TO STAR TREK ONLINE: Which means they are going nerf all the awesome stuff we've grinded our asses off to upgrade to the max that kills fast, and increase hit points to the AI so it takes hours to finish a mission...Do us a favor Dev's Don't mess with anything, things work fine now just they way they are.
  • edited February 2017
    This content has been removed.
  • mephizton2092mephizton2092 Member Posts: 110 Arc User
    Translation:
    Hi Lead STO Designer Captain (Al Rivera) Geko here. I'm using my associate designer to inform you of the great changes coming to STO so he can take all the heat and I can remain blissfully ignorant of the playerbase's response as it's just meaningless whining anyway. In a nutshell - if you remember "City of Heroes" I came up with a GREAT change known as 'Enhancement Diversification' because hey:

    •Choices should be meaningful – Anywhere the game gives you a choice, there should be no choice that you always take nor one you never take.
    ^^^
    That was the philosophy behind "Enhancement Diversification" in "City of Heroes" and I felt that idea worked so wonderfully for that game that I figured STO could use a version of it too. Enjoy. If you have feedback - don't bother; I'm not reading the STO forums anyway and what the CMs tell me goes in one ear and out the other...ENJOY!
    Euh? Oh! Terran Empire leaders would also demand "I will only answer nice questions!" Listning to your own ideas is always refreshing, feedback or critisism would spoil this to much.

    As a tact even i can see this isnt balancing.
    Teamplay gets a hit with these changes and thats quite sad. Players allready run in and are often clueless of objectives, just point at stuff that has a enemy bar on it. Now u want to make the game even more reliant on tact carreer, so the choices or usefullness of other classes becomes less populair.

    Stealth module didn need the adjustment, we had ambush for a "timed cloacking and more damage" skill.
    Stealth module was to repostion yuorself more or recon ahead, not another buffskill, i dont need to be a walking dreadnought, i have a ship for that.
    The away team change: i will not complain on something i didnt retest yet. It could improve or its a fail, but notes aren't very clear on which it is.
    Since most changes are to make my tact even stronger; will i also beam out and in if i buff on ground to much? I wouldnt like this change.
    I will not mingle in the rock-paper-scissor debate (nerf that carreer), but balancing is to make each more usefull, not to make them only use some skills 1x per map if your not tact.
    MMO suggest teamplay, not 1 type of carreer where the race is to make more dps then the others in your team.
    "Reports of our depression are vastly exaggerated."
    "Anyaway, we don't often see a sense of humor in Section 31."
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    .... We don't even know what the actual changes are... all we have are vague descriptions.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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  • f8explorer#7814 f8explorer Member Posts: 1,328 Arc User
    BALANCE CHANGES COMING TO STAR TREK ONLINE: Which means they are going nerf all the awesome stuff we've grinded our asses off to upgrade to the max that kills fast, and increase hit points to the AI so it takes hours to finish a mission...Do us a favor Dev's Don't mess with anything, things work fine now just they way they are.

    What he said. My fear is that the mods we worked to get on our weapons will be made useless as they made ACC useless a "balance pass" one time before. Remember how we all had to start over again?

    Now if they brought the others up to the same level so that the others were not useless without destroying what we have currently .... maybe.
    Joint Forces Commander ... / ... proud member of ... boq botlhra'ghom / AllianceCenCom!
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  • ladymyajhaladymyajha Member Posts: 1,428 Arc User
    .... We don't even know what the actual changes are... all we have are vague descriptions.

    True, but your kind of missing the point of this discussion. Many of us have been around quite a few years, many of us since beta. We've seen this all before, I know I have. I have yet to see a "balance" phase where anything remotely looking like balance has been implemented. What tends to happen is that tacs either stay the same dps level or get a buff. Sure you may have to switch around a few skills here or there, but in the end tacs generally stay the same or get stronger.

    Engineers and science always get the shaft... always. Even when we get a so called buff, a patch or two later they nerf it back. Ever, single time. Usually you can predict when one of these "balancings" will happen, it's almost always around the time when engineers and/or science officers begin to look like they may actually be useful in the dps-race this game has become. Whenever that happens, the devs begin a "balance phase" to make sure tacs remain supreme.

    Add in that the Fall is right around the corner, with a new expansion being launched, and this can only mean they have something planned for then that requires us to spend actual cash to remain competative, and certain items that they've released lately are a threat to this Falls cash grab, and they have to be nerfed so that whatever they have planned in Fall won't be threatened. See the infamous "T6" ships where "T5 ships will still be useful" bull they layed on us. Sure you can use them, but it requires cash for them to be useful. This fall will be the same way.

    So no we've only seen "vague descriptions" but those descriptions are enough for us to know where this is headed, because those "vague descriptions" aren't new. They're the same "vague descriptions" we get everytime the devs decide we're not playing the correct way (read their way).
  • alcyoneserenealcyoneserene Member Posts: 2,414 Arc User
    Stealth Module has been re-designed

    Is now a duration based click ability with a 60 second cooldown, which will start when pressed
    Buff is now Bonus Damage when attacking from behind.

    I don't like this at all. This is the equivalent of our space cloaks being removed and reduced to that temporary Romulan reputation clicky but with a much longer duration, and where decloak ambush and defense bonuses are removed forcing us to also flank targets.

    My ground cloak fun is wrong, despite the fact that it does nothing OP.
    Players can no longer be affected by multiple Medical Generators, Shield Generators, Force Field Domes, Protomatter Generator Drones, or Photonic Barrier Generators at the same time.

    I don't really like this. I just made 2 new engineers to try to explore the game from that perspective, acquiring as many ground kits and space traits as I could. I already dislike being immobilized or forced to tank (and fail to acquire aggro to tank) while the game requires DPS and mobility.

    When intel sci ships were reduced in effectiveness with skill revamp on OSS aux scaling, temporal specialization was introduced which sees some real large numbers on sci ships. I'm thinking the same will happen here, with whatever gets scaled back only to be reintroduced as more lockbox content.

    I'd like to see balance changes and fixes, but I doubt effort would go in for the sake of making the game more fun for all careers and team play, and instead to make way for more new items and powers to forcibly replace the old.
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  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    Isn't there only 1 intel sci ship? (Commander sci)

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    Rouge Sto Wiki Editor.


  • toivatoiva Member Posts: 3,276 Arc User
    dalolorn wrote: »
    kaarruu wrote: »
    Stealth Module is useful the way it is now. Yes, it's clunky. No, I don't use it primarily for the damage buff. The durationless stealth toggle allows a player to interact with objectives and avoid aggression: a unique and situationally useful ability. Making the stealth duration finite would diminish the ability and actually work toward reducing options rather than increasing them. We already have plenty of "click for timed damage buff" abilities and Ambush already does the same with a much stronger spike.

    Yeah, I kinda liked being able to sneak around. Back in Undine Infiltration, one of my characters often went past the Undine, waited for the team to stir up trouble, then did the objective undeterred before helping kill the Undine forces. Fun times... which may be going away forever? :cry:
    Same, I like the current Stealth module. It's unique and gives options, unlike 99% of abilities.
    iconians wrote: »
    tobiashirt wrote: »
    iconians wrote: »
    tobiashirt wrote: »
    iconians wrote: »
    ...Because the big red tactical elephant in the room is Attack Pattern Alpha (and an essentially always-on GDF at near max power if it's worked right) buffing all damage, making tactical officers better at Science vessels than even Science Officers (and lets be honest, better at literally every type of ship (and role) there is)...

    Along the lines of my suggestion to differentiate classes more...sci should have the edge in exotic, engineers get nice perks in the form of Grace Under Pressure and EPS Manifold Efficiency. More things like those eng traits and Conservation of Energy (or maybe Psychological Warfare) for Sci's.

    I'd take it one step further and suggest Engineers should get a separate-but-equal form of damage dealing similar to how Science was given a hard shift from "Support" to "Exotic Damage Space Wizardry".

    Make Engineers masters of weapon firing haste or shield/armor penetration (or both) so they can compete with Tactical for raw DPS and Science for exotic damage.

    Hmm, no. The whole point is not that they should compete directly on damage grounds, but that have other ways to be useful. Disables, maybe...or slows, or weapons malfunction. Things analogous to their kit powers on ground or the engineering ultimate...eps related, armor, speed bursts, anything that fits with their role of the 'miracle worker' who can get the most out of the ship and come up with clever solutions. I main an engineer because of the engineering characters in the shows, not because I necessarily want to compete with the tacticians and weapons officers in damage output. One of your ideas that comes the closest is the idea of weapon haste, since that kinda falls in line with manipulation of ship systems...maybe also add a mild form of OSS to EPS transfer, which could be offensive (higher weapon/aux power cap) and defensive (higher shield/engine power cap). Perhaps, provided it's not something about the game engine not allowing it, have this OSS-related power be able to stack it's maximum with other sources, making engineers unique by giving them the highest subsystem power maximums of any class.

    If gameplay in STO was defined by anything else other than how fast you can kill things, I'd probably agree with you. However, there are no awards for whoever can have the highest EPS or who can control enemies the best. Rewards are dependant on who can deal the most damage. AFK penalties are tied directly into damage dealt. Fleet Action rewards are tied directly into damage dealt.

    Now, it has been brought up on multiple occasions to make gameplay more focused around best-in-class rather than best-in-damage, with rewards distributed for who can support the rest of the team the best (like making it dependant on buffs or team healing, or who can debuff/control the most enemies), but this is not something that has ever come to fruition, and I've seen no indication Cryptic has any interest in shifting the game away from who can kill the most stuff in the shortest amount of time.

    The major issue to balance in the game has always been how success has been measured, but since there is no interest in redefining the ruleset, then we are pigeonholed into the measurement of damage dealt.

    Attack Pattern Alpha is the major symptom (not the cause) of gameplay imbalance, as the buff it provides is for the only measurement of success the game keeps track of. Anything else, like debuffing, controls, drainboats, or healing your own team to keep them in the fight is all incidental to the goal of killing enemies as quickly as possible.

    So, you are either trying to deal as much damage as possible, or you're helping another player deal as much damage as possible. There is no middle ground or compromise. In that instance, Tactical will always dominate over Engineers and Science Officers until their abilities are reworked, or the other two careers are buffed proportionally to be competitive against the high DPS meta that Cryptic has cultivated.

    The only way to buff the other two careers is to give them comparable damage-buffing captain abilities, because even a 1% damage buff provided by Attack Pattern Alpha will make Tactical Officers deal 1% more damage with Science Vessels or Cruisers than either Engineers or Science Officers.

    I entirely agree. The obvious solution is to make APA only buff weapon damage and give scis a power that buffs exotic damage similarly. And clearly engs need something as well. Maybe something along the lines of severely debuffing the target's damage resisitance, but only for the captain.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • allyoftheforceallyoftheforce Member Posts: 736 Arc User
    toiva wrote: »
    dalolorn wrote: »
    kaarruu wrote: »
    Stealth Module is useful the way it is now. Yes, it's clunky. No, I don't use it primarily for the damage buff. The durationless stealth toggle allows a player to interact with objectives and avoid aggression: a unique and situationally useful ability. Making the stealth duration finite would diminish the ability and actually work toward reducing options rather than increasing them. We already have plenty of "click for timed damage buff" abilities and Ambush already does the same with a much stronger spike.

    Yeah, I kinda liked being able to sneak around. Back in Undine Infiltration, one of my characters often went past the Undine, waited for the team to stir up trouble, then did the objective undeterred before helping kill the Undine forces. Fun times... which may be going away forever? :cry:
    Same, I like the current Stealth module. It's unique and gives options, unlike 99% of abilities.
    iconians wrote: »
    tobiashirt wrote: »
    iconians wrote: »
    tobiashirt wrote: »
    iconians wrote: »
    ...Because the big red tactical elephant in the room is Attack Pattern Alpha (and an essentially always-on GDF at near max power if it's worked right) buffing all damage, making tactical officers better at Science vessels than even Science Officers (and lets be honest, better at literally every type of ship (and role) there is)...

    Along the lines of my suggestion to differentiate classes more...sci should have the edge in exotic, engineers get nice perks in the form of Grace Under Pressure and EPS Manifold Efficiency. More things like those eng traits and Conservation of Energy (or maybe Psychological Warfare) for Sci's.

    I'd take it one step further and suggest Engineers should get a separate-but-equal form of damage dealing similar to how Science was given a hard shift from "Support" to "Exotic Damage Space Wizardry".

    Make Engineers masters of weapon firing haste or shield/armor penetration (or both) so they can compete with Tactical for raw DPS and Science for exotic damage.

    Hmm, no. The whole point is not that they should compete directly on damage grounds, but that have other ways to be useful. Disables, maybe...or slows, or weapons malfunction. Things analogous to their kit powers on ground or the engineering ultimate...eps related, armor, speed bursts, anything that fits with their role of the 'miracle worker' who can get the most out of the ship and come up with clever solutions. I main an engineer because of the engineering characters in the shows, not because I necessarily want to compete with the tacticians and weapons officers in damage output. One of your ideas that comes the closest is the idea of weapon haste, since that kinda falls in line with manipulation of ship systems...maybe also add a mild form of OSS to EPS transfer, which could be offensive (higher weapon/aux power cap) and defensive (higher shield/engine power cap). Perhaps, provided it's not something about the game engine not allowing it, have this OSS-related power be able to stack it's maximum with other sources, making engineers unique by giving them the highest subsystem power maximums of any class.

    If gameplay in STO was defined by anything else other than how fast you can kill things, I'd probably agree with you. However, there are no awards for whoever can have the highest EPS or who can control enemies the best. Rewards are dependant on who can deal the most damage. AFK penalties are tied directly into damage dealt. Fleet Action rewards are tied directly into damage dealt.

    Now, it has been brought up on multiple occasions to make gameplay more focused around best-in-class rather than best-in-damage, with rewards distributed for who can support the rest of the team the best (like making it dependant on buffs or team healing, or who can debuff/control the most enemies), but this is not something that has ever come to fruition, and I've seen no indication Cryptic has any interest in shifting the game away from who can kill the most stuff in the shortest amount of time.

    The major issue to balance in the game has always been how success has been measured, but since there is no interest in redefining the ruleset, then we are pigeonholed into the measurement of damage dealt.

    Attack Pattern Alpha is the major symptom (not the cause) of gameplay imbalance, as the buff it provides is for the only measurement of success the game keeps track of. Anything else, like debuffing, controls, drainboats, or healing your own team to keep them in the fight is all incidental to the goal of killing enemies as quickly as possible.

    So, you are either trying to deal as much damage as possible, or you're helping another player deal as much damage as possible. There is no middle ground or compromise. In that instance, Tactical will always dominate over Engineers and Science Officers until their abilities are reworked, or the other two careers are buffed proportionally to be competitive against the high DPS meta that Cryptic has cultivated.

    The only way to buff the other two careers is to give them comparable damage-buffing captain abilities, because even a 1% damage buff provided by Attack Pattern Alpha will make Tactical Officers deal 1% more damage with Science Vessels or Cruisers than either Engineers or Science Officers.

    I entirely agree. The obvious solution is to make APA only buff weapon damage and give scis a power that buffs exotic damage similarly. And clearly engs need something as well. Maybe something along the lines of severely debuffing the target's damage resisitance, but only for the captain.

    Thing is that they will never take the time to ever come up with a way to track that properly, nor even care to and they're never going to tell us if they do have it. If they knew they could get away with it, they'd give anybody who isn't flying tac a wiffle bat and tell us to hit a home run off of Randy Johnson.
  • alcyoneserenealcyoneserene Member Posts: 2,414 Arc User
    Isn't there only 1 intel sci ship? (Commander sci)
    I didn't literally mean intelligence ships that are science (scryer), but sci ships that have intel seating for OSS.
    Y945Yzx.jpg
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    Isn't there only 1 intel sci ship? (Commander sci)
    I didn't literally mean intelligence ships that are science (scryer), but sci ships that have intel seating for OSS.

    Yea but that only affected what..A handful of Sci ships?..I was never a fan of OSS on my sci ships (Before temporal came out I was hoping Id get a Wells with Pilot seating over intel..)...

    Tho I did wonder WHY the Aux scaling was scaled back when Weapons didn't seem to get that treatment..

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


  • ridinginkridingink Member Posts: 51 Arc User
    I actually always found ground play to be the most even playing ground when it came to the classes. As a healer on the ground i'm actually useful and can hold my own against a tactical player... might not kill them. But they can't kill me one on one either. In PvE a well balanced team of 3 tactical an engineer and a science or 2 tac 2 eng and 1 sci really makes things more smooth and we can support each other in our own ways.

    Space on the other hand... well... last time I felt useful with my science character was about... 3 years ago? More or less everyone is just upset I can't put out more than 15k dps. :neutral:
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  • doublechadoublecha Member Posts: 241 Arc User
    Under a fine diplomatic speech, it is only a nerf. I have been testing this weekend on Tribble; As usual, tactic are not penalized
    Qapla'
  • marinesrule1983marinesrule1983 Member Posts: 18 Arc User
    Hold the Phone on buying Costumes until the DEVS can fix the ones that don't work. I put in a ticket over two weeks ago. Grinded my TRIBBLE off you get the upgraded Adapted Honor Guard, paid 250 zen to unlock more slots. Updated Costume does not work. And I'm being ignored my support. DON"T SPEND THE MONEY FOR THE COSTUMES OR MORE SLOTS. Tired of games that steal our money and never fix broken stuff, then do not refund at least the zen I paid to unlock two more slots that I cannot use.
  • arionisaarionisa Member Posts: 1,421 Arc User
    Hold the Phone on buying Costumes until the DEVS can fix the ones that don't work. I put in a ticket over two weeks ago. Grinded my **** off you get the upgraded Adapted Honor Guard, paid 250 zen to unlock more slots. Updated Costume does not work. And I'm being ignored my support. DON"T SPEND THE MONEY FOR THE COSTUMES OR MORE SLOTS. Tired of games that steal our money and never fix broken stuff, then do not refund at least the zen I paid to unlock two more slots that I cannot use.

    Forgive my lack of smarts but after thinking this over enough to get a headache I still can't figure out what it has to do with balance changes.....

    LTS and loving it.
    Ariotex.png
  • daviddxxdaviddxx Member Posts: 200 Arc User
    Smells like Tac. Online again.
    Regarts
    David
    fIDFtkM.gif
    Star Trek Online
    *** Aktiv since 03.06.10 ***
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  • shadowkoshshadowkosh Member Posts: 1,688 Arc User
  • ikonn#1068 ikonn Member Posts: 1,450 Arc User
    edited February 2017
    If they continue down this road of essentially nerfing Sci and Eng, then it makes me wonder if, at some point in the future, they remove professions entirely and rework everything into a single profession.

    To that end, we pick from a list of our current profession skills at certain levels. I can't say I would be against the idea, but what will happen, of course, Min/max (ing) would be taken to a whole new level.

    Probably not going to happen, but it is a thought.
    -AoP- Warrior's Blood (KDF Armada) / -AoP- Qu' raD qulbo'Degh / -AoP- Project Phoenix
    Join Date: Tuesday, February 2, 2010
  • ichaerus1ichaerus1 Member Posts: 986 Arc User
    edited February 2017
    Stealth Module has been re-designed

    Is now a duration based click ability with a 60 second cooldown, which will start when pressed
    Buff is now Bonus Damage when attacking from behind.

    I don't like this at all. This is the equivalent of our space cloaks being removed and reduced to that temporary Romulan reputation clicky but with a much longer duration, and where decloak ambush and defense bonuses are removed forcing us to also flank targets.

    My ground cloak fun is wrong, despite the fact that it does nothing OP.


    This, I really hate. Especially for someone who has a close in or melee fighting style. You normally can't sprint in stealth to close the distance. The damage boost is a waste if you have to factor in time burned on positioning to backstab someone, or something. Lunge is the only gap closer I can think of in this case. It additionally rips away a strategy for doing Brotherhood of the Sword runs, and takes away from using Stealth Module in roleplay situations, for intel gathering, abductions, assassinations. I would be fine with an infinite duration for out of combat, but odds are the module's duration will be something weak, like 15 seconds. At that point, it is a gimp version of Ambush. Leave Stealth Module alone.
  • crypticspartan#0627 crypticspartan Member Posts: 847 Cryptic Developer
    If they continue down this road of essentially nerfing Sci and Eng, then it makes me wonder if, at some point in the future, they remove professions entirely and rework everything into a single profession.

    To that end, we pick from a list of our current profession skills at certain levels. I can't say I would be against the idea, but what will happen, of course, Min/max (ing) would be taken to a whole new level.

    Probably not going to happen, but it is a thought.

    Today's Tribble Patchnotes might interest you.
  • tygerzztygerzz Member Posts: 105 Arc User
    Well it certainly appears based on the notes that some improvements are comming to Sci and Eng to make them move viable in ground PVE. However, while those same changes will help to balance DPS gains across three classes they wont do anything to address PVP ground imbalance which allready favors science (assuming such an animal ever comes out of hibernation).
    ahh to be a dev, such a thankless position, I envy you not.
  • ikonn#1068 ikonn Member Posts: 1,450 Arc User
    @crypticspartan#0627

    Impressive patch notes I must admit.
    -AoP- Warrior's Blood (KDF Armada) / -AoP- Qu' raD qulbo'Degh / -AoP- Project Phoenix
    Join Date: Tuesday, February 2, 2010
  • zedbrightlander1zedbrightlander1 Member Posts: 14,782 Arc User
    funny-star-trek-picard-tv-fire-will-pics.jpg

    Poor Wil.
    lucho80 wrote: »
    orondis wrote: »
    Yeah, we all used 3 security officer Doffs in the hopes of spawning 9 escorts because it was good for RP. It wasn't because it offered us a massive benefit and gave tactical captains a edge over other careers.

    This really does remind me how much this balance pass is needed.

    Frankly, my engineer is way deadlier than my Tac toon on ground content.

    Mind posting a link to you ENG. I'd love to compare it to mine to see how I might improve my ENG. It's pretty good but it could always use a tweak here or there.
    f5cc65bc8f3b91f963e328314df7c48d.jpg
    Sig? What sig? I don't see any sig.
  • zedbrightlander1zedbrightlander1 Member Posts: 14,782 Arc User
    If they continue down this road of essentially nerfing Sci and Eng, then it makes me wonder if, at some point in the future, they remove professions entirely and rework everything into a single profession.

    To that end, we pick from a list of our current profession skills at certain levels. I can't say I would be against the idea, but what will happen, of course, Min/max (ing) would be taken to a whole new level.

    Probably not going to happen, but it is a thought.

    Today's Tribble Patchnotes might interest you.

    Well, I know how I feel about that.
    DWav-001.jpg


    f5cc65bc8f3b91f963e328314df7c48d.jpg
    Sig? What sig? I don't see any sig.
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