I've got the First Strike Bundle and absolutely love the Legendary Valdore. But I noticed that the description of the Temporal Replication is not the same as it is in the article. Which can be read here
https://www.playstartrekonline.com/en/news/article/11541393 Instead it has a 33% on a Shield Drain to trigger one of 3 Entropy users... Which does actually work
Is the in game trait in error or the article?
I'm on PlayStation if that matters
Comments
It requires one of 3 single target temp skills to proc. It does proc on a targeted enemy when you use command stuff. (but to get a bunch of procs you would need to fly the small handful of command/temporal ships) The level 1 skills it has a chance to proc are all bad. This trait is terrible. In a typical TFO you will see a couple procs even if you are really trying to make it work.
Torpedo Command and Control is also very much a terrible trait... I mean it procs off TWO different spec skills. It has no non spec proc. (it is only fully usable on ships that have FOUR things Command seating, MW Seating, a Hanger, and a torp setup) I guess its an Ok trait if you happen to fly a Tzen Tar, D7 MW flight deck, Voth Rampart or a Seneca..... and I guess with an ensign MW you can sort of use 3/4 use that trait on a Ship of the dead. 5 ships in the game that can use that trait and proc the debuff on yourself and your pets.
Torpedo command and control I have no idea what Johnathan was thinking perhaps his own toon is in a voth rampart torp boat or something ? Unless I forgot some ships of the 5 ships that can fully use this trait 3 are Promo, and 1 Infinity box. So a Legendary ship trait.... to use on your Promo box ship. OK Cryptic
For these traits to be useable at all... Temporal replication needs to have a very different proc, and somehow Apply in an AOE. OR proc level 3 versions at the least. (really while TRYING to make it do its thing I got a handful of Rapid Decay procs for like 5k dmg a tick on a setup with 60k dots) In a 300k DPS advance parse this trait was something like 0.05% of my total output... and I purposely loaded way more command skills then I would and the Temporal entropy spenders (there are only 3)
I like some of the cool things in the last few releases... an experimental that fires under enhanced cloak thanks, and buffed by aux cool. Maelstrom torps very cool. The Eagle trait for spreads on torp bomber nice. Tachyon piercer not great but ok usable.
Both of these traits in this legendary pack are just terrible. The idea of both these leg traits are interesting however the implementation is silly frankly. Trait proced skills are always bad. But to proc of VERY specific spec skills... and for both of them to require two different spec skills to even think about = other trait options. I just don't understand the thinking behind that. Its niche enough when a trait requires a specialization skill to proc it... but to ONLY proc of specialization skills super Niche. THEN to go one further and say this trait only HALF works unless you have TWO different specialization skills. I mean it almost feels like these traits are a troll.
I like the idea of buffing up the temporal mechanic seeing as NO one uses it. But the reason no one uses it is its just poorly designed. Its not even a fun mechanic. Timeline collapse is the only skill that sees any sort of dmg buff from burning Entropy. Even with 5 stacks of entropy Entropic Redistribution just doesn't do enough dmg even with a 10s global... and it isn't a consumer skill btw so it doesn't work with this new temporal trait. The only procs are Rapid Decay (which is only buffed in its duration which no one cares about), Gravimetric conversion which is AOE but at 3KM range who cares... and its shield drain so again meh and in any regard this trait is SINGLE target it only effects what you have targeted it doesn't matter if you manage to hit 8 NPCs with a Gravimetric conversion this trait will only apply to one. Timeline collapse is the only usable spender but again this trait will only effect the NPC you have targeted.
I'm not sure if its too late to correct these traits. These traits though will not sell this pack at all. This Leg if you aren't going to fly either ship... the only thing worth anything is the Maelstrom. If your not a fan of manual firing your weapons, and torps... I don't see much here for you. The traits are often a big selling point on a Legendary pack. Decent usable traits account unlocked... should be a selling point. But if the traits are completely unusable ?
I haven't used the TCC trait yet myself, but to be fair: the Boff abillities that can get it to trigger are available for use on the ship itself. And a few others, as you mention.
There aren't that many kinetic debuff traits, so for torpedo builds it's a nice addition. It may be suited especially to that specific niche, but that's true for some other traits as well. I mean, stuff like Temporal Anchor, Continuing Mission and Extensively Modified Warp core aren't going to be useful to everyone either - or they'll only be useful for a very short period of time.
Personally I'm thinking the ship is a great addition even if the trait turns out to be not so useful. Those Maelstrom torpedoes (which bind to the account, not the character btw) alone already make the ship worth its money, in my opinion. I've destroyed tactical cubes, Voth cores, Tzen-Tar's and Tarantula's with a single spread or high yield of these things. Even with a single charge they deal hundreds of thousands of damage. Three charges quickly brings that up to a million - and most of it seems to ignore shields too.
For sure we have plenty of traits in the game that are specifically intended to make X or Y skill more useful. I agree that won't appeal to every player and rarely be something you would use on many builds. But in those cases its about build diversity. Its about making something like tachyon beam do something more interesting. Or adding debuff to little used skills like Aceton. They open build options on pretty much anyship... these new traits really don't.
This is just the first time we get two traits in a pack that both essentially require 2 specialty seating to perhaps be useful.
The dual proc traits we have gotten previously procced from ONE specially seating and in general either one specific standard skill or standard class (like Tac or Sci traits).
Requiring 2... locks out almost every Zen store ship in the game as its very recently that we got dual spec zen store ships at all. In general that is reserved for lockbox and promo ships. One of these traits also requires at least 1 hanger which reduces the usefulness even more.
I just checked the trait's description in-game.
I believe that TCC works with both command and MW abilities. You don't need both of them to trigger the debuff, just one is enough. I'll admit that it's hardly interesting, given the relatively small effect, but it can definitely be used on more than just a handful of promo ships.
As for the TR trait: I haven't used it and the description doesn't give much of a clear indication as to how much damage or shield drain each of its potential effects will deal. It may be meagre, but then again: most of the things that can be triggered by it also have secondary effects that might be interesting to some players. It actually does open up more options in that regard. Not everything needs to be a big damage dealer (let alone a big AoE damage dealer). We got plenty of those already and if every new trait did actually make a huge impact damage-wise, soon those existing (and any recently released traits) would cease to stand out too.
Also, given that most players already have plenty of traits and only a few slots available, I doubt that new ships need to have much more interesting traits anyway. They're not mainly bought for that purpose anymore, if a significant portion of the playerbase ever had that as the main motivator.
At this point, for most players the newly unlocked traits are just nice extra's that give more options or allow further specialisation in some niche - each new trait does not have to be some super powerful damage dealer every time you get a new ship. Especially if one is already doing 300k damage, I mean, what's the problem even at that point?
Lastly, there's a 2-piece set bonus with the pets. That might (or might not) further boost the trait, I doubt it's going to be something entirely unrelated.
If its effects are totally different on the PS4, then it does seem that some kind of mistake was made.
Yes TCC can trigger from both... but the buff amount on both is so low it will never amount to anywhere close to what it should unless you have both, as well as a hanger. Its a -2.5 kinetic debuff applied on torp hits for 6s only when you use a MW skill. The up time is terrible as we just really don't have Spamable torp boat MW skills. Why would you slot this trait if you don't have Command as well to proc the pet debuff... but then you are reliant on Pets firing torps in a 6s window of you clicking a command skill. (A lot of pets have things like Chroniton and Transphasic torps with cool downs well over 6s... even photon pets if they just fired and you hit a command skill, they won't even apply the debuff)
The bottom line on TCC is its a terrible design. I hope its not indicative of what Johnathan considers good. Something like Resonating Payload Modification which is a personal space trait has 100% uptime, and applies a -5 physical and kinetic debuff. This trait if you only used the MW proc would get you max 4 torps fired (assuming cool down console and skills or you are full torp boat) -10 kinetic only debuff. Resonating would get you -20 with 4 torps fired... and it doesn't need to be procced by anything.
[ I could tell you what would fix this trait though... 15s of application when using a MW or Command skill. -5 kinetic debuff from player OR pet on torpedo hit while effect is active. Capped at -30. This means you could really use this trait with either spec. With or without pets (pets would just get faster stacks) you could use it on command carriers or MW ships without hangers at all) ]
Anyway they don't all have to be winners... but yes both of these new traits are big loosers. I hope Johnathan isn't going to be releasing a ton of DUAL specialty procced traits in the future. They are bad design >.<
As for not needing traits that is silly. The entire point of releasing NEW things is to get people to USE new things. Yes to change their builds. We should not want to be using the same 5 or 6 traits we have been using for years.... or buying promo ships to get the few uber traits. The legendary ships SHOULD have traits that are worthwhile for multiple ships and best case multiple play styles. We should want more options to choose from out of the zen store not less.
The pet 2pc is 20% bonus dmg for the pets. (which got a DPS reduction over normal scorp fighters for their temp integration) as well as a doubling of the rate at which they apply entropy. Entropy the useless temp mechanic. Really its not good for much... it applies a bit more pull to things within 3km of a timeline collapse... and addes a couple seconds to Rapid decays. It isn't a very good mechanic. Hopefully this release, these pets... perhaps Temporal spec is on the list to be revamped.
> As for the OP's question: the trait's in-game description on PC is the same as in the blog.
>
> If its effects are totally different on the PS4, then it does seem that some kind of mistake was made.
Thanks for the confirmation fleetcaptain5