test content
What is the Arc Client?
Install Arc

TRIBBLE MAINTENANCE AND RELEASE NOTES - APRIL 6, 2017

123468

Comments

  • sleeeperr1sleeeperr1 Member Posts: 91 Arc User
    why is drainx vs drain x so wonky on tribble , drains are way to powerful right now on tribble resist to it isnt equal
  • asuran14asuran14 Member Posts: 2,335 Arc User
    Shouldn't HY get a boost of some sort too? Spread has become more common in PvP due to the fact it never misses and with some torps does shield penetrating damage. HY should do either more damage or the torpedoes should be faster than they are in spread to make it a viable option again.

    What does everybody else think?

    I can agree that it could use some sort of boost, ranging from a speed boost in some cases to maybe a lingering shield pen debuff in others. Just an overall travel time buff would be nice for torpedoes either base-line, or based on the speed/throttle of your ship when fired. One idea I suggested in the thread earlier was to give High-yield a secondary effect applied to the torpedo it is used on based on the type of torpedo it is, while you could add a travel speed buff to the use of the ability, een as a lingering buff after the use of high-yield that affects all other launchers for duration. Though the idea of a buff that affects torpedoes after using high-yield would need to have a longer duration than beam overload since the cooldown between firing torpedoes unless you are using multiple launchers is quite a bit longer than beams.

    I wonder if they could have torpedo high-yield function in more of a charge system, kinda like the Romulan experimental torpedo. Maybe have it give you three high-yield charges at rank one, while than giving you maybe between 6-9 charges at rank three. Though such a system would also allow high-yield would be able to work with multiple torpedoe launchers on your ship as the each could use the charges, and would make high-yield on a ship using multiple launchers would do much more spike damage compared to a ship with a single launcher that would do more constant damage over the duration of the ability.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    Maybe High Yield Torpedo could get the Beam Overload treatment. Buff a single torpedo attack strongly, but then also buff your other torpedo attacks for 10 seconds or so. That would give it a more important role on dedicated torpedo builds at least.

    As much as I like the idea, I can see something like that getting out of hand very quickly, especially if other torpedo bugs get fixed.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    Shouldn't HY get a boost of some sort too? Spread has become more common in PvP due to the fact it never misses and with some torps does shield penetrating damage. HY should do either more damage or the torpedoes should be faster than they are in spread to make it a viable option again.

    What does everybody else think?

    I think fixing ACC issues w/ HY and some toprs, in combination w/ bug fixes AND fix the travel speed issue would alleviate the majority of torpedo problems, and, by extension, torps fired under HY.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • ekypyrosekypyros Member Posts: 181 Arc User
    Advanced Piezo-Polaron Beam Array dont Heal !
    Testet in Kerrat agains Borg
    and PVP 1vs1
    http://sto.gamepedia.com/Advanced_Piezo-Polaron_Beam_Array/Info
  • kyle223catkyle223cat Member Posts: 584 Arc User
    @kyle223cat I understand how you feel that has happened since players like @thissler learnt to alphastrike. Back then and even up to season 8.5 you could counter it by cycling a drake build (cycling 2 EPtX abilities i.e.: EPtS1 with EPtS2), cycling 2 copies of tactical team while always maintaining full throttle.
    Full throttle would give you defence. Cycling a drake build even outside of battle would boost not only your defence (meaning your opponent needs high accuracy to hit you thanks to EPtE1 andyour shields would be more resistant to damage thanks EPtS).
    Cycling 2 copies of TT1 would mean that any player decloaking on you to fire HY torps and a BO2/3 to take down your facing shield would be unsuccessful because TT would redistribute the shields to block the torpedoes, while your shield resistance and defence are already high.
    Once you're in a PvP environment it's better to always assume you're about to be attacked so always cycle buffs that give you defence, dmg and control resistance (A2ID, PH). That way it'll be extremely difficult to land a solid hit on you.
    While capturing zones flying in a circle or figure of 8 is also useful because cloakers like to attack from front or behind, so they can make you panic into flying away from them.
    That way they can do as little effort to aim their ship at you. So always fly towards the target to get behind them.

    Now though the amount of cheese makes it impossible to defend. Something the balance changes must fix before the PvEvP queue is released.

    I agree.
    da84303d8bc4080b9860968f634f98682215bbe5.gifv
  • kyle223catkyle223cat Member Posts: 584 Arc User
    vampeiyre wrote: »
    kyle223cat wrote: »
    vampeiyre wrote: »
    To be fair, traits that grant immunity and invincibility for whatever period of time should have a heavy penalty in PvP only. It should have over a minute lockout because it negates the lack or existence of skill for player or opponent. It should also count as a double kill for the opponent of the person equipped with those traits as abilities.

    Allowing a hugely powerful ability like GDF to work with such abilities without even being below 50% is quite frankly absurd.

    Any and all abilities or traits must have counters or grant penalties if they grant the player a significant advantage over players of other factions and especially those of the same class because it stops any measure of skill and competition. Even abilities like SNB, one of the most powerful of not most powerful captain abilities, has a hard counter. Science Team 1.

    Also it be possible to make torpedoes faster too? Compared to ships now they are so slow. Another option would be to slow ships at high end down a bit to stop them outrunning torps. It's a bit difficult to time a torpedo hit with the fraction of a second that shields are down for now. Used to be we'd get 2-3 seconds at most of a shield facing being down, which made alphastrikes tricky and skillfull whereas now they're either never down or the torpedo is being easily outrun... or invincibility is up... or some other stupid gimmick that makes it impossible to bring a player down despite it being a 4v1 against said gimmick wielding, skill-less, hamfisted, spacebar mashing 14 year old min-maxer living in his mother's basement...

    See what I did there?? :p

    @borticuscryptic @crypticspartan#0627

    I think this fellow has really hit the nail on the head in terms of what is the only proper solution, as unpopular amongst the exploiters as it will be.

    A Good Day to Die, Invincible, and Continuity should just be straight-up disabled in PVP. Whether you have them equipped or not, be it entering a Queue PVP match or entering a war zone like Ker'rat, the system just nullifies their effect.

    PVP is competitive play. As such, digital doping should have no place there.

    You bought the stuff via Buying/selling keys, winning a lockbox prize, or saving energy credits? Cool, you still have it. It still works in PVE. But PVP is a different scenario, different rules.

    I paid to get Invincible, I have access to (but never use) Continuity, and I'd GLADLY have the ability to use them be taken away in PVP so it's actually a competitive game of skill rather than a game of who bought the most cheats.

    I'm fine with Cryptic making money on selling power creep. But Invincible and Good Day to Die isn't Pay to Win, it's far worse: it's Pay to Never Lose.

    What about the other side of Pay to Never Lose? The side where you can insta-kill anyone without them being able to do anything? I know people don't like it when they can't kill someone, and that's why they're complaining about invincible, continuity, etc. I know that's also why no one wants to talk about the fact that you can make builds that kill anyone in PvP despite how tough their build is in 2 seconds. Both issues need to be addressed: immunities and being able to do way to much damage in a short period of time.

    You may be very pleased to play the current build on Tribble if you haven't. If you re-read all the build notes, and play these changes yourself, I think you'll find their changes are far more comprehensive and three-dimensional than most people are giving them credit for.

    To address what you're referring to, they've reduced APA's intensity and duration. Plasma consoles don't do shield-ignoring damage any longer. Plasmonic Leach still drains against targets so it's still useful for science drain builds, but it doesn't give the user an insanely unreasonable power buff that makes it a must-have. Torpedo abilities have lockouts now so you can't double tap them coming out of cloak (I know I never liked having to cope with a double-tapped Torpedo Spread III from a Neutronic coming from a Romulan Enhanced Battle Cloak. If I wasn't a heavy resistance-leaning engineer with an 80k+ hull that would one-shot me straight to the mirror universe with the build on Holodeck).

    If you're an engineer, they've addressed your profession abilities so they're not longer a joke. EPS will stack with and overlap other energy boosts, no other profession has that. Miracle Worker is worthy of it's name now, enormous heal with temporary secondary shields. Nadion Inversion gives an enormous weapon cost/power drain resistance. Engineering Fleet is a "Cat 2", if you will, resistance boost: not a diminishing return, but a straight up +40 to all resists. Pretty much every resistance ability of engineers, as well as resistance consoles, give as much boost to physical damage as well as kinetic so Temporal cheese has been reasonably checked, as well as Temporal abilities now do half damage versus players in PVP scenarios.

    I'm actually totally satisfied that a lot of out-of-control stuff that non-engineers/bad engineers can't cope with in terms of damage resistance or heals have been taken care of, and engineers are no longer comically gimped compared to the other two professions. I think balance and parity has really largely been addressed with most of these changes. Those insta-kill vape alpha strikes that vaporize all but the best engineers are no longer a thing with the Tribble build. I think torpedos and Omega Kinetic Shearing needs looked at though, that's a valid complaint.

    But, the WORST thing in PVP still remains to be fixed: the crazy cheese that Go Down Fighting can interact with and make someone unkillable no matter how much of a clueless soup sandwich they are. A Good Day To Die, Invincible, and Continuity need to be addressed, otherwise all these other otherwise excellent PVP changes are going to be all for naught. I think it's fair to say that if PVP was something that was on their mind in the past, these three nonsense abilities/traits would never have existed. They do, however, and they're the enormous elephants in the room that need to be addressed.

    I think what was insta-killing me was a combination of entropic abilities, 100% shield penetrating torpedo spreads, and 100% shield penetrating torpedo high yields which were timed to hit me all at once. Even with 100k+ hull and high resistances, no one can survive that. Luckily they've significantly toned down entropic ability damage. Also, as you mentioned they've added a bunch of boosts to resistances in general, most notably with neutroniums upgraded to all damage resistance (includes physical now). That along with the changes to how torpedo abilities work (to prevent double taping) and the numerous other changes should make it much easier to survive in PvP (and hopefully without invincible).

    I honestly am pleased with the changes that are on tribble. What's on holodeck is currently unplayable for me so I welcome the incoming change and am super excited for season 13.
    da84303d8bc4080b9860968f634f98682215bbe5.gifv
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    pyrogxmk3 wrote: »
    Shouldn't HY get a boost of some sort too? Spread has become more common in PvP due to the fact it never misses and with some torps does shield penetrating damage. HY should do either more damage or the torpedoes should be faster than they are in spread to make it a viable option again

    If you ask me it should apply to all torpedo launches for 10s, so your idea would be a grudging compromise. I don't... disagree with it though.

    Can't help but notice that BFAW doesn't lock out other beam skills including itself for 5s when you fire it, though. How odd they'd feel the need to add that to torpedo skills.
    BFAW isn't a spike damage ability, it actually needs you firing for its entire duration to reach its full potential. HYT and TS boost a single attack, so a single second is all it takes to deliver its full potential.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • risingwolfshadowrisingwolfshadow Member Posts: 619 Arc User
    A single second + travel time. Wth torpedoes being so slow, you sometimes need 5 seconds and by that point they have been evaded and have disappeared.
  • stompingbullstompingbull Member Posts: 11 Arc User
    I have to agree with many, the change to GDF should NOT have been reverted. By making players choose between stacking invincible/continuity and using a cooldown, you had made a good and positive change to the game to allow more variation in builds, and play. The same with DO. Those two changes, have effectively made your 'rebalancing' unbalanced and imo a very poor move.
  • pyrogxmk3pyrogxmk3 Member Posts: 206 Arc User
    Though never quite perfect matches due to oft-differing suffixes (who has how many [dmg] vs other things) a Photon Torpedo launcher (the highest DPS type of torpedo) is roughly equivalent to an 85~90 energy Dual Heavy Cannon. At 100 energy the DHCs are better, but Dual Beams only overtake the PhoTorp at roughly 115~120 for the Advanced Lukari Piezotorp.

    This is, however, uniquely against pure hull.
    Against shielded targets, those same torpedoes fall to about 3/4 the output of a dual-beam-bank at 50 energy. 50. Not 100. 50. The Undiscovered Country torpedo battle this is not (those full hull blowthroughs was with shields up if you'll recall!)

    As for beam overload, an HY volley (photorps) of same level will only marginally outmatch the overload over 10s IF, and that's a very big if, you have NO other beam weapons other than the single weapon that will get the main overload. By 3 arrays even the spike damage over 2s is higher than the torpedo's.
  • pyrogxmk3pyrogxmk3 Member Posts: 206 Arc User
    edited April 2017
    Stupid connection doubleposted. Self-flagging for removal.
  • dukedom01dukedom01 Member Posts: 462 Arc User
    lighte007 wrote: »
    Stupid question, How much was the XP lowered?
    Experience requirements from levels 50-60 have been significantly lowered.

    Because I tested it and it seems pretty much the same...

    What testing was that?

    New level 60 is at 1,007,420 xp. Which you get as a float up message first time login' a char in that isn't yet on the new value.

    I leave it to you to figure out what the holodeck values are. Hint: You can check that with 'one' mouseclick.
    On that note, the values in the level and rank indicator haven't been adjusted on tribble, they are still displaying holodeck values.
    Ceterum censeo Otha supplendum in praemiis.
  • ltminnsltminns Member Posts: 12,572 Arc User
    Try the Kelvin Timeline Photons, only 4 second base reload time.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    ltminns wrote: »
    Try the Kelvin Timeline Photons, only 4 second base reload time.

    Speaking of said Kelvin torps, what's wrong with making the flight speed of said torps the baseline for ALL torps? You still get to enjoy them flying to their target, and they're not rail gun fast.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • questeriusquesterius Member Posts: 8,463 Arc User
    Haven't had much time to play test tribble lately, but i should be able to squeeze in an hour or two tomorrow afternoon.
    Looking forward to it.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    I am kinda wondering we could see stealth adjusted to allow the players to use hull heals while we are cloaked/stealthed. I can understand not being able to usealot of other abilities like tactical abilities (such as weapon buffs), even not being able to use shield heals as we have to drop our shields normally during being cloaked, but hull heals are one of those things that feels weird to not be able to use during being cloaked. also it could make using stealth abit more appealing to use them most of all in pvp (more so battle-cloaks).
  • redwren89redwren89 Member Posts: 257 Arc User
    @asuran14

    Nope nope nope. Absolutely no way does a battle cloak need yet more incentive to use. It already yields a high surprise cat 2 damage modifier for a prolonged period of time. Leave our battlecloaks alone thanks.
  • risingwolfshadowrisingwolfshadow Member Posts: 619 Arc User
    Not only that cloaking in a battle can be very dangerous, obviously not as much as it used to be thanks to immunities, but you are dropping your shields so it's already fairly balanced for the bonus that it gives.

    All @crypticspartan#0627 and @borticuscryptic need to do now is fix immunity granting traits and powers by either locking them out in a PvP scenario and battlezone or give them a big disadvantage in proportion to the huge advantage they provide. Like granting a double kill for the opposing team of the player using immunities, or locking them out if abilities like brace for impact, GDF or ramming speed are being used. You could even make the it vulnerable to critical hits.

    It's not fair to promote build variety when there are no disadvantages to a particular build because that's the build everyone will use. And it's not fair to the PvP community by allowing players to run around without needing to use any defensive abilities or equipment to protect themselves by simply slotting a trait.
    It's fine in PvE (don't know why anyone needs it tbh, nothing in PvE is dangerous enough to warrant the need for immunities) but it's woefully overpowered in PvP.
    Please fix it.
  • ltminnsltminns Member Posts: 12,572 Arc User
    Remember the way things were with cloaked ships in STO, even 'talking' broke it. I'm sure fixing the Hull would be a bit noisier. :)
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    ltminns wrote: »
    Remember the way things were with cloaked ships in STO, even 'talking' broke it. ...
    LOL

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


  • redwren89redwren89 Member Posts: 257 Arc User
    I concur, there is just so little need for healing boff and captain abilities with all these immunity traits and healing consoles.

    Whilst my engineer does appreciate more survivability to bolster his role, there's just no need. If you want to balance pve content, then boost enemy dps and Hull hit points to balance with the extreme power creep of various stacking dmg and healing buttons you've given us over the years. If you dont then its RIP for my engineer.

    When I look at "Star Trek Online', I'm still seeing Star Trek Tacticals Online because it's just so easy to play without engineer heals and science buffs.
  • adz006adz006 Member Posts: 125 Arc User
    After further testing and pvp practice I could not understand why Eng needed a buff since we got a nerf, someone care to explain that change ?
  • lordgyorlordgyor Member Posts: 2,820 Arc User
    "I understand the shortening of the leveling time to cap level, since honestly most players are not as interested in the journey, and more interested in getting to cap to be able to do things with the majority of players in the game."

    Honestly it makes alts more appealing to me, as it's a pain to play through all the same missions for each alt.
  • darkbladejkdarkbladejk Member Posts: 3,804 Community Moderator
    Not only that cloaking in a battle can be very dangerous, obviously not as much as it used to be thanks to immunities, but you are dropping your shields so it's already fairly balanced for the bonus that it gives.

    All @crypticspartan#0627 and @borticuscryptic need to do now is fix immunity granting traits and powers by either locking them out in a PvP scenario and battlezone or give them a big disadvantage in proportion to the huge advantage they provide. Like granting a double kill for the opposing team of the player using immunities, or locking them out if abilities like brace for impact, GDF or ramming speed are being used. You could even make the it vulnerable to critical hits.

    It's not fair to promote build variety when there are no disadvantages to a particular build because that's the build everyone will use. And it's not fair to the PvP community by allowing players to run around without needing to use any defensive abilities or equipment to protect themselves by simply slotting a trait.
    It's fine in PvE (don't know why anyone needs it tbh, nothing in PvE is dangerous enough to warrant the need for immunities) but it's woefully overpowered in PvP.
    Please fix it.

    If you honestly think there's nothing that can bite you in pve content then go into a Hive Space Elite, Battle of Korfez, Procyon V Elite or similar missions and tell me if you still think you can roll in there without any type of defensive ability at all. You won't survive very long without some type of defensive power. When you run purely offensive powers you become a glass cannon. Immunities alone will not guarantee you a victory in a pve scenario. They help for sure just as they do in pvp but they're not the deciding factor. with this new system they're bringing in you'll be able to purge most if not all of them in pvp.

    As for restricted immunities, why should they further restrict an entire subclass of ability for everyone across the board purely because of a few folks that play pvp when you can learn to play around them just as easily. This is one of those instances where a clear and definitive line needs to be drawn between pvp and pve. Changes made for the sake of one of them should never be allowed to effect the other. As for battlezones, are we talking purely in the new wargames and pvp zones or where are we speaking? It's not fair to the pve community either that an entire subset of abilities should be further restricted or denied to us purely because of you pvp types. I absolutely agree immunity spam doesn't need to be a thing, which is why they have the 15 second lockout now. 15 seconds is a LONG time in a pvp situation and can mean the difference between a kill or getting killed.

    With the new 15 second lockout on immunites, you're guaranteed several windows where they are vulnerable. The average immunity trait has at least around a 1 minute cooldown, some of them more than that. If you're triggering immunities that tells me you've forced them to use alot of their defensive power to trigger that immunity. If in that time frame you don't kill them in the 1-2 minutes with most of their defensive powers down, you're probably not going to, especially if you have multiple folks jump the same target.

    Immunities absolutely need to be allowed as they're just as valid of an option as anything else. However they do NOT need to be spammable.
    redwren89 wrote: »
    I concur, there is just so little need for healing boff and captain abilities with all these immunity traits and healing consoles.

    Whilst my engineer does appreciate more survivability to bolster his role, there's just no need. If you want to balance pve content, then boost enemy dps and Hull hit points to balance with the extreme power creep of various stacking dmg and healing buttons you've given us over the years. If you dont then its RIP for my engineer.

    When I look at "Star Trek Online', I'm still seeing Star Trek Tacticals Online because it's just so easy to play without engineer heals and science buffs.

    You still need some defensive powers, especially once you get into elite missions like Korfez, Hive Space, Procyon V Elite, and a few others. The enemies already have a ton of HP as is and they already tried the HP solution. That was one of the reasons early on in Delta Rising you couldn't get a good pug team and 95% of Fleet Alerts failed, the enemy HP was far too high. They also can't raise enemy dps without taking into account everyone at all ends of the gear spectrum. You want it to be challenging, but you don't want folks getting 1 shot either just because they don't have all mk xiv golds on the entire ship. Engineers and even science can still do great damage as it's not required you run Tac to deal great damage. Yes tac has alot more to work with but by no means does that preclude engineers and science from being able to do anything. Science and Engineers need things to make their damage more consistent yes, but overall they'll be fine.

    "Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations

    Star Trek Online volunteer Community Moderator
  • anodynesanodynes Member Posts: 1,999 Arc User
    dukedom01 wrote: »
    lighte007 wrote: »
    Stupid question, How much was the XP lowered?
    Experience requirements from levels 50-60 have been significantly lowered.

    Because I tested it and it seems pretty much the same...

    What testing was that?

    New level 60 is at 1,007,420 xp. Which you get as a float up message first time login' a char in that isn't yet on the new value.

    I leave it to you to figure out what the holodeck values are. Hint: You can check that with 'one' mouseclick.
    On that note, the values in the level and rank indicator haven't been adjusted on tribble, they are still displaying holodeck values.

    Testing at the Drozana console and counting the totals left each time puts the figure at about 12,500 xp per level between 50 and 60, so that float is likely the amount over that you were, and it now takes a little under 500,000 xp to get to 60. It is nearly 1.5 million xp on Holodeck. That's definitely drastic.

    If you like to play by just going through the story, let's say that you only take the missions that they hail to you (episodes, promotions and such) for the main story of the game, and avoid queues, Deep Space Encounters, Red Alerts, patrols, dailies, Foundry, and even DOffing/Admiralty, you will still likely get to level 55 or so before setting foot in the Delta Quadrant, and be to 60 well before you're done with just the content that will be directly hailed to you to take while there. This will leave you with some of the Delta Quadrant story left, and everything beyond it after hitting the level cap.

    This change is very welcome for creating new alts, and I applaud the developers for doing this. It also serves a secondary purpose of any kind of pusher when thinking about the Specialization system. You get a nice "taste" of spec points really quickly, encouraging your desire to continue collecting them after the cap, even though each now costs a little over 12 times as much as each of those first 10 did. :D
    This is an MMO, not a Star Trek episode simulator. That would make for a terrible game.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    lordgyor wrote: »
    "I understand the shortening of the leveling time to cap level, since honestly most players are not as interested in the journey, and more interested in getting to cap to be able to do things with the majority of players in the game."

    Honestly it makes alts more appealing to me, as it's a pain to play through all the same missions for each alt.

    I can agree there, as alot of the missions are mostly static, with very little give in the path an choices you can make. If there were multiple avenues, and choices that lead to different events happening, and so making the play through of the missions more varied it would be less an issue to me.
  • legendarylycan#5411 legendarylycan Member Posts: 37,282 Arc User
    anodynes wrote: »
    dukedom01 wrote: »
    lighte007 wrote: »
    Stupid question, How much was the XP lowered?
    Experience requirements from levels 50-60 have been significantly lowered.

    Because I tested it and it seems pretty much the same...

    What testing was that?

    New level 60 is at 1,007,420 xp. Which you get as a float up message first time login' a char in that isn't yet on the new value.

    I leave it to you to figure out what the holodeck values are. Hint: You can check that with 'one' mouseclick.
    On that note, the values in the level and rank indicator haven't been adjusted on tribble, they are still displaying holodeck values.

    Testing at the Drozana console and counting the totals left each time puts the figure at about 12,500 xp per level between 50 and 60, so that float is likely the amount over that you were, and it now takes a little under 500,000 xp to get to 60. It is nearly 1.5 million xp on Holodeck. That's definitely drastic.

    If you like to play by just going through the story, let's say that you only take the missions that they hail to you (episodes, promotions and such) for the main story of the game, and avoid queues, Deep Space Encounters, Red Alerts, patrols, dailies, Foundry, and even DOffing/Admiralty, you will still likely get to level 55 or so before setting foot in the Delta Quadrant, and be to 60 well before you're done with just the content that will be directly hailed to you to take while there. This will leave you with some of the Delta Quadrant story left, and everything beyond it after hitting the level cap.

    This change is very welcome for creating new alts, and I applaud the developers for doing this. It also serves a secondary purpose of any kind of pusher when thinking about the Specialization system. You get a nice "taste" of spec points really quickly, encouraging your desire to continue collecting them after the cap, even though each now costs a little over 12 times as much as each of those first 10 did. :D

    if they really reduced it by that much, it will make future 'special' (like delta and temporal) characters much less of a PITA to level and start doing level-restricted reward unlock tasks on​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • kitsunesnoutkitsunesnout Member Posts: 1,210 Arc User
    I was really, REALLY looking forward to deflector overcharge, very disappointed by it's removal, this should be reconsidered, even if subnuke has to just go entirely! Or better yet replace scattering field with deflector overcharge, it would make so much more sense to do that.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    adz006 wrote: »
    After further testing and pvp practice I could not understand why Eng needed a buff since we got a nerf, someone care to explain that change ?

    Who is "we"?
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
Sign In or Register to comment.