I would say you are wrong. Its not about being fast, its how the current STFs and the game is set up. Pre-f2p was set up similar to what WOW and TOR have. Right now, all you need is a lot of dps and you win in the normal STFs
I'm guessing the refracting weapons have a unique proc to do a chain attack just like the Refracting chain tier 5 ability. Could be hiliarious with beams and FAW or dual cannons and scatter volley.
Unimpressed by a set dual beam bank though, they are the one weapon type that still struggle to find their place in the game. Am interested in the universal console though.
I already posted this in another thread about the new traits.
All the tactical traits seem very strong. In comparison, EPS Manifold Efficiency and Photonic Capacitor seem weak. Also, Conservation of Energy and Nanomolecular Architect are very spec dependent. Not every science officer has skill points in particle generators, and not every engineer has skill points in turrets and drones.
I would prefer a ground trait that buffs mines and bombs. Similarly, the embassy has turret and drone kit, but no mine and bomb kit.
I suppose the intention of Medical Vanguard is to make science officers better healers. But I doubt most science officers will play that role. Instead, they will heal themselves to become the ultimate tank. Currently, shield healing is an engineering ability, while health healing is a science ability. However, the health healing of science officers is actually more effective for tanking than the shield healing of engineers. Medical Vanguard will give science officers the ability to both shield tank and health tank.
in WOW, you needed a toon which, to be successful in high end raiding, was unable/gimped to play other content with that set of equipment and skillset.
you also had the opportunity to EASILY switch between these 2.
you needed another toon for PVP.
the only endgame was
- grinding the accolades
- raiding
- high end PVP
we are playing here a whole different game with a different audience.
also, in the current end game "raid" content NOT all the classes are needed. in fact you are faster through with pure DPS.
i managed to create a Sci KDF build with which i am rocking in PVP (top DMG or 2nd all the time) and also able to manage just fine in PVE.
with differentiating the classes more by HARDCODING character abilities to traits and giving TAC's even more dmg potential while letting engi's and sci's behind - letting them take support roles which are not really needed you will drive the players off of these classes and take the FUN away from experimenting with various builds.
Even now, there are consoles which NOBODY uses.
Do you really want to see everybody fly an escort with 08:15 build (the same cookie-cutter DHC build) ?
I do not. I wanna be able to surprise you and myself with an offroad build.
The Cryo Immobilizer Module is not a good idea. Almost no armor has cold resistance. That's why people were complaining about the cryo-pulsewave. Max-level characters have approximately 500 to 600 health hitpoints. If this does 250 cold damage per second for 5 seconds with 50% shield penetration, it will kill a target with no cold resistance. The immobilization just makes it even stronger.
I'm guessing the refracting weapons have a unique proc to do a chain attack just like the Refracting chain tier 5 ability. Could be hiliarious with beams and FAW or dual cannons and scatter volley.
That is also my assumption, which could add an interesting dynamic to the game. Glad to see more Tet love in the game, but I'm a little bummed the reputation weapons aren't the Phased Tet hybrid weapons that were in the Tholian lockboxes. Those were my weapon of choice when I was a tanking shield-stripper in my Oddy. I would love to get phased tet dhc's for the fleet HEC I'm now flying, they are just prohibitively expensive on the exchange due to their rarity.
Since the sonic antiproton pistols and the tholian ground set pieces are now in the reputation system, does that mean they will be removed from the nukara requisition reward packs? I'm assuming so, as that's what happened to the hard reward packs on Deferra when they moved the borg prosthetics to the omega reputation system.
Here are my suggestions for changes to the new class-specific traits:
EPS Manifold Efficiency: Increased power does an engineer no good if he can't make effective use of it. Change this trait to temporarily remove the 125 power cap on activation of a battery.
Photonic Capacitor: The pets spawned by Photonic Fleet are too weak to be of much use even with the reduced cooldown. I suggest that this be replaced with Enhanced Sensor Scan: Sensor Scan grants a small shield resistance debuff in addition to its hull resistance debuff.
Last Ditch Effort: As others have already stated, it is not a good idea to increase the survivability of tactical officers. Remove the new 50% hull restriction on Go Down Fighting. Instead, give Go Down Fighting a small damage buff when the hull goes below 50%. This buff should not be too large, since the damage of Go Down Fighting already increases as hull decreases. Alternatively, replace Last Ditch Effort with A Good Day to Die: increased damage from Ramming Speed and Abandon Ship.
Conservation of Energy: This trait is not good for science officers who don't specialize in particle generators. A less spec dependent trait would buff all non-defensive science skills: flow capacitors, graviton generators, particle generators, countermeasure systems, and subspace decompiler. I'm not sure about starship sensors, since that increases your ability to detect cloaked enemies in addition to increasing your resistance to confuse and placate effects. However, I don't think it will be overpowered to buff starship sensors as well.
Crippling Fire: It is not a good idea to make the [Acc] modifier even more desirable. If tactical officers can debuff accuracy, then the value of the [Acc] modifier will increase. Also, it is not a good idea to make this ability apply on critical hits. There is a lot of equipment and passives that increase critical chance and apply special effects critical hits. It is not a good idea to buff critical hits even further. Instead, change this trait to Precision Targeting: weapons fire has a small chance to increase the user's accuracy by a small amount.
Nanomolecular Architect: This trait is not good for engineers who don't specialize in turrets and drones. A less spec dependent trait would buff the damage all offensive engineer fabrications: turrets, mortars, drones, mines, and bombs.
Medical Vanguard: I think shield tanking abilities should be left to engineers. Instead, grant medical heals a small damage resistance bonus to health or a resistance bonus to confuse, placate, and knockback abilities.
Strike Team Specialist: Again, tactical officers do not need further buffs to critical chance. This trait is too strong in every aspect: the 40% chance to apply is too large, the 2.5% increase to critical chance is too large, the duration of 15 seconds is too long, and the stacking of up to 3 times is too high. Either reduce these values or replace this trait with something else. I'm not sure what I would replace it with though: maybe, an area-of-effect debuff to go along with suppressing fire.
Situational Awareness: A guaranteed expose of 7 seconds is too strong. Change the trait so that grenades only have a moderate chance of exposing the target and reduce the duration.
Here are my suggestions for changes to the new class-specific traits:
EPS Manifold Efficiency: Increased power does an engineer no good if he can't make effective use of it. Change this trait to temporarily remove the 125 power cap on activation of a battery.
Photonic Capacitor: The pets spawned by Photonic Fleet are too weak to be of much use even with the reduced cooldown. I suggest that this be replaced with Enhanced Sensor Scan: Sensor Scan grants a small shield resistance debuff in addition to its hull resistance debuff.
Last Ditch Effort: As others have already stated, it is not a good idea to increase the survivability of tactical officers. Remove the new 50% hull restriction on Go Down Fighting. Instead, give Go Down Fighting a small damage buff when the hull goes below 50%. This buff should not be too large, since the damage of Go Down Fighting already increases as hull decreases. Alternatively, replace Last Ditch Effort with A Good Day to Die: increased damage from Ramming Speed and Abandon Ship.
Conservation of Energy: This trait is not good for science officers who don't specialize in particle generators. A less spec dependent trait would buff all non-defensive science skills: flow capacitors, graviton generators, particle generators, countermeasure systems, and subspace decompiler. I'm not sure about starship sensors, since that increases your ability to detect cloaked enemies in addition to increasing your resistance to confuse and placate effects. However, I don't think it will be overpowered to buff starship sensors as well.
Crippling Fire: It is not a good idea to make the [Acc] modifier even more desirable. If tactical officers can debuff accuracy, then the value of the [Acc] modifier will increase. Also, it is not a good idea to make this ability apply on critical hits. There is a lot of equipment and passives that increase critical chance and apply special effects critical hits. It is not a good idea to buff critical hits even further. Instead, change this trait to Precision Targeting: weapons fire has a small chance to increase the user's accuracy by a small amount.
Nanomolecular Architect: This trait is not good for engineers who don't specialize in turrets and drones. A less spec dependent trait would buff the damage all offensive engineer fabrications: turrets, mortars, drones, mines, and bombs.
Medical Vanguard: I think shield tanking abilities should be left to engineers. Instead, grant medical heals a small damage resistance bonus to health or a resistance bonus to confuse, placate, and knockback abilities.
Strike Team Specialist: Again, tactical officers do not need further buffs to critical chance. This trait is too strong in every aspect: the 40% chance to apply is too large, the 2.5% increase to critical chance is too large, the duration of 15 seconds is too long, and the stacking of up to 3 times is too high. Either reduce these values or replace this trait with something else. I'm not sure what I would replace it with though: maybe, an area-of-effect debuff to go along with suppressing fire.
Situational Awareness: A guaranteed expose of 7 seconds is too strong. Change the trait so that grenades only have a moderate chance of exposing the target and reduce the duration.
Still a bad idea.
Nerf tacticals more, but the 30% exotic damage increase is not enough? And you forget the most useful trait, the one that gives 25 extra damage to any debuffed or confused target?
Why not restrict escorts to use turrets only, and tactical captains to use only pistols? Or just hand to hand?
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
Nerf tacticals more, but the 30% exotic damage increase is not enough? And you forget the most useful trait, the one that gives 25 extra damage to any debuffed or confused target?
Why not restrict escorts to use turrets only, and tactical captains to use only pistols? Or just hand to hand?
First, not every science officer is spec'd to do exotic damage. I am just saying they should be given a less spec dependent trait.
The changes I suggest would not make tactical officers weaker than they are currently. They would still retain all the advantages they currently have, but their new traits would not be as strong as currently suggested by the tooltips on Tribble. Some of the new tactical traits are much stronger than their corresponding science and engineering traits.
Also, you are against the new 50% hull restriction on Go Down Fighting. I suggested that they remove this restriction and instead give Go Down Fighting a damage buff once the hull goes below 50%. Why are you opposed to this?
Eng should get some sort of energy weapon drain buff, such that weapons drain, say ~15% less energy across the board or something, making them more capable of consistent pressure damage.
Sci should get debuff buffs, making their debuffs last ~15% longer than tac or eng debuffs.
Here I am with this idea.
Why not make the engineer and science traits even stronger? If they get enough of a buff, they will match the tactical ones.
That will keep pvp balanced, but not impact badly on STFs.
While I can see that there are other science kits, the most useful ones are the healing and damaging ones.... I almost always see those used, so buffing them would help a lot of people and boost a lot of the playerbase.
And no, I'm not against adding new traits that enhance other kits and stuff.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
I'm not agaisnt that specific one.
Here I am with this idea.
Why not make the engineer and science traits even stronger? If they get enough of a buff, they will match the tactical ones.
That will keep pvp balanced, but not impact badly on STFs.
I did not suggest that they nerf any of the existing tactical captain abilities. What we are discussing are new traits that have not gone live yet and are not even final. However, I think some of the new tactical traits, if the Tribble tooltips are correct, are too strong. Correspondingly, some of science and engineering abilities are too weak. I think new traits of all classes should be balanced before they go to Holodeck. We can discuss each trait separately if you disagree with my assessment on any particular trait.
While I can see that there are other science kits, the most useful ones are the healing and damaging ones.... I almost always see those used, so buffing them would help a lot of people and boost a lot of the playerbase.
And no, I'm not against adding new traits that enhance other kits and stuff.
I'm not sure which part of my post you are replying to here. Particle generators is a space skill and has nothing to do with ground kits. By buffing only this skill, you are ignoring the other space skills that science officers may wish to specialize in. As for Medical Vanguard, I am fine with buffing the healing abilities of science officers, but I am against buffing them by giving them shield tanking abilities on the ground, which currently is the province of engineers. Instead, medical heals should be buffed in some other way.
The variant of the fire team kit is good. The variant of the fabrication specialist kit is good if you are spec'd for turrets, but not if you are spec'd for demolitions. The variant of the xenobiologist kit is very weak.
I also got an idea. Cryptic nerfed the Cryonic pulsewave.... against players! But not against mobs!
Why not give players a resistance to the tactical powers , while keeping them fully functional against npcs?
Since the main abilities of tactical officers increase damage, how will you do this without decreasing the damage players take from non-tactical officers? The cryo-pulsewave nerf was a very specific change to one weapon.
Anyway, perhaps, we should stick to the thread topic about the new changes.
I've thought of a better ability for Strike Team Specialist. Instead of buffing critical chance, which can already be buffed in many other ways, give tactical officers an expose or exploit effect on the primary attack of their weapons. If the secondary attack of a weapon is an expose, make the primary attack of the weapon an exploit. If the secondary attack is exploit, give the primary attack a chance to expose. This means that tactical officers would not have to switch weapons in order to exploit an exposed target. It also means that tactical officers can use one weapon to both expose and exploit, and choose their second weapon for the set bonus.
There's some interesting feedback here. Still, I feel many people are expecting some of these traits to be used regardless of the fact you choose them as you level.
Not everyone will want to use turrets as an engineer, so you have the option to choose not to use the trait. There are only a select few traits that are pre-equipped as part of your base four traits, but aside from that, all other traits are just that - traits. You decide how to customize your character - just like skills.
It's exactly why it looks like a respec seems intended to reset your traits as well as your skill points now.
Have any questions about the game? Send me a message and I'll be happy to help!
I've thought of a better ability for Strike Team Specialist. Instead of buffing critical chance, which can already be buffed in many other ways, give tactical officers an expose or exploit effect on the primary attack of their weapons. If the secondary attack of a weapon is an expose, make the primary attack of the weapon an exploit. If the secondary attack is exploit, give the primary attack a chance to expose. This means that tactical officers would not have to switch weapons in order to exploit an exposed target. It also means that tactical officers can use one weapon to both expose and exploit, and choose their second weapon for the set bonus.
This can be useful, but usually your set weapon has an expose or exploit on it.
But then I hope there are more career specific traits coming out. My engineers mostly use the bombmaking kit.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
This can be useful, but usually your set weapon has an expose or exploit on it.
But then I hope there are more career specific traits coming out. My engineers mostly use the bombmaking kit.
I expect there to be a trait that will in some way modify every kit for each class by the time Season 8 rolls out. It's possible it doesn't happen until later into the Season's release, but for balance issues, I'd hope there's something that makes it somewhat challenging to decide which traits/kits to use.
The more talk there is about all these class specific traits... the more I'm a bit against it all - I feel like they're trying to change up traits while forgetting a very unique aspect of the game that was introduced not too long ago - duty officers.
Many of these traits aren't far off from what a duty officer ability should be capable of doing. Is this their 'fix' for not having implemented First Officers and 'eating' DOffs for Department Heads? If so, I'm a bit disappointed.
Have any questions about the game? Send me a message and I'll be happy to help!
There's some interesting feedback here. Still, I feel many people are expecting some of these traits to be used regardless of the fact you choose them as you level.
Not everyone will want to use turrets as an engineer, so you have the option to choose not to use the trait. There are only a select few traits that are pre-equipped as part of your base four traits, but aside from that, all other traits are just that - traits. You decide how to customize your character - just like skills.
It's exactly why it looks like a respec seems intended to reset your traits as well as your skill points now.
Are you saying that you choose one career-specific ground trait and one career-specific space trait, similar to the reputation system? Or are you saying these career-specific traits are just part of your trait pool and that you can select other traits in lieu of the career-specific ones?
Are you saying that you choose one career-specific ground trait and one career-specific space trait, similar to the reputation system? Or are you saying these career-specific traits are just part of your trait pool and that you can select other traits in lieu of the career-specific ones?
The latter. Those traits are optional and can be selected along with any other traits that are currently in the game and available to your race.
I might have to reiterate or just clarify how this functionality works in my OP...
Have any questions about the game? Send me a message and I'll be happy to help!
Bah the current system is very blah if you ask me. So many seriously strong traits and others are pretty pathetic. Three traits combined granting few skill points than a deflector is a bit odd IMHO.
And still no split between how many space/ground traits one can take. Well that's not entirely true if you take every space trait you still have to take a single ground one.
Bah the current system is very blah if you ask me. So many seriously strong traits and others are pretty pathetic. Three traits combined granting few skill points than a deflector is a bit odd IMHO.
And still no split between how many space/ground traits one can take. Well that's not entirely true if you take every space trait you still have to take a single ground one.
I have no problems with freedom to choose between traits.
If I want to go all space or all ground on a character, I should be able to.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
I have no problems with freedom to choose between traits.
If I want to go all space or all ground on a character, I should be able to.
It is not about freedom of choice. It is about balance between players. In the end you have to have space only chars and ground ones to stay competitive with others.
It is not about freedom of choice. It is about balance between players. In the end you have to have space only chars and ground ones to stay competitive with others.
I don't do PvP, so I don't really see why I should be confined.
Nobody is putting a gun to your head and saying you have to min max everything.
I got aliens with space only traits already, and it seems fine so far.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
Like wow, again nerf tacs here, nerfs tacs there posts lol.
IMO i would say nerf science and make sub nuke with a land chance, in most mmoprgs healing/tank classes dont have an 100% buff canceling skill.
Anyway, really good job Cryptic, awesome traits and rep system. I really hope they stay like that and wont get nerf too much cuz off ppl's whining.
Speaking of ground, every class gets cool stuff, sci gets more tanking (shield tank), even tho its was allready a heal tank, engineers get boosted their turrets since allmost 80% of the eginner players are using them (just pay attention at how many are using the romulan embassy kits), and tac gets crit chance, wich is allready small (compared with other mmorgs where u can get up to 50%, here u can got only up to 20-30% and thats if u are a crit "freak", but average players get around 12-15%), and get only boosted at a decent amount, in fact small. It only looks alot but if u take 40% out of 12% u get around 5% chance of triggering, similar to a ground proc, and not to mention its duration is short. I actually think a 3 times stack is too small, a 5 times stack would be more apropiate.
The new traits are only improving a bit the role of every class, but certainly not making OP. Tacs get more offence, sci get more defence while enginners get more suport traits.
We shall see how things change as Tribble continues to get patched. Hopefully the trait UI will be cleaned up a bit more and new traits will be added with more versatility and functionality.
... also, I like how this thread was created to encourage people who aren't using Tribble to start using it and viewing this sub-forum... and someone decided to move it to the Tribble sub-forums instead.
Nice job CMs.
-______-
Have any questions about the game? Send me a message and I'll be happy to help!
Comments
I miss the original STF system and difficulty.
Unimpressed by a set dual beam bank though, they are the one weapon type that still struggle to find their place in the game. Am interested in the universal console though.
All the tactical traits seem very strong. In comparison, EPS Manifold Efficiency and Photonic Capacitor seem weak. Also, Conservation of Energy and Nanomolecular Architect are very spec dependent. Not every science officer has skill points in particle generators, and not every engineer has skill points in turrets and drones.
I would prefer a ground trait that buffs mines and bombs. Similarly, the embassy has turret and drone kit, but no mine and bomb kit.
I suppose the intention of Medical Vanguard is to make science officers better healers. But I doubt most science officers will play that role. Instead, they will heal themselves to become the ultimate tank. Currently, shield healing is an engineering ability, while health healing is a science ability. However, the health healing of science officers is actually more effective for tanking than the shield healing of engineers. Medical Vanguard will give science officers the ability to both shield tank and health tank.
you also had the opportunity to EASILY switch between these 2.
you needed another toon for PVP.
the only endgame was
- grinding the accolades
- raiding
- high end PVP
we are playing here a whole different game with a different audience.
also, in the current end game "raid" content NOT all the classes are needed. in fact you are faster through with pure DPS.
i managed to create a Sci KDF build with which i am rocking in PVP (top DMG or 2nd all the time) and also able to manage just fine in PVE.
with differentiating the classes more by HARDCODING character abilities to traits and giving TAC's even more dmg potential while letting engi's and sci's behind - letting them take support roles which are not really needed you will drive the players off of these classes and take the FUN away from experimenting with various builds.
Even now, there are consoles which NOBODY uses.
Do you really want to see everybody fly an escort with 08:15 build (the same cookie-cutter DHC build) ?
I do not. I wanna be able to surprise you and myself with an offroad build.
That is also my assumption, which could add an interesting dynamic to the game. Glad to see more Tet love in the game, but I'm a little bummed the reputation weapons aren't the Phased Tet hybrid weapons that were in the Tholian lockboxes. Those were my weapon of choice when I was a tanking shield-stripper in my Oddy. I would love to get phased tet dhc's for the fleet HEC I'm now flying, they are just prohibitively expensive on the exchange due to their rarity.
Since the sonic antiproton pistols and the tholian ground set pieces are now in the reputation system, does that mean they will be removed from the nukara requisition reward packs? I'm assuming so, as that's what happened to the hard reward packs on Deferra when they moved the borg prosthetics to the omega reputation system.
EPS Manifold Efficiency: Increased power does an engineer no good if he can't make effective use of it. Change this trait to temporarily remove the 125 power cap on activation of a battery.
Photonic Capacitor: The pets spawned by Photonic Fleet are too weak to be of much use even with the reduced cooldown. I suggest that this be replaced with Enhanced Sensor Scan: Sensor Scan grants a small shield resistance debuff in addition to its hull resistance debuff.
Last Ditch Effort: As others have already stated, it is not a good idea to increase the survivability of tactical officers. Remove the new 50% hull restriction on Go Down Fighting. Instead, give Go Down Fighting a small damage buff when the hull goes below 50%. This buff should not be too large, since the damage of Go Down Fighting already increases as hull decreases. Alternatively, replace Last Ditch Effort with A Good Day to Die: increased damage from Ramming Speed and Abandon Ship.
Conservation of Energy: This trait is not good for science officers who don't specialize in particle generators. A less spec dependent trait would buff all non-defensive science skills: flow capacitors, graviton generators, particle generators, countermeasure systems, and subspace decompiler. I'm not sure about starship sensors, since that increases your ability to detect cloaked enemies in addition to increasing your resistance to confuse and placate effects. However, I don't think it will be overpowered to buff starship sensors as well.
Crippling Fire: It is not a good idea to make the [Acc] modifier even more desirable. If tactical officers can debuff accuracy, then the value of the [Acc] modifier will increase. Also, it is not a good idea to make this ability apply on critical hits. There is a lot of equipment and passives that increase critical chance and apply special effects critical hits. It is not a good idea to buff critical hits even further. Instead, change this trait to Precision Targeting: weapons fire has a small chance to increase the user's accuracy by a small amount.
Nanomolecular Architect: This trait is not good for engineers who don't specialize in turrets and drones. A less spec dependent trait would buff the damage all offensive engineer fabrications: turrets, mortars, drones, mines, and bombs.
Medical Vanguard: I think shield tanking abilities should be left to engineers. Instead, grant medical heals a small damage resistance bonus to health or a resistance bonus to confuse, placate, and knockback abilities.
Strike Team Specialist: Again, tactical officers do not need further buffs to critical chance. This trait is too strong in every aspect: the 40% chance to apply is too large, the 2.5% increase to critical chance is too large, the duration of 15 seconds is too long, and the stacking of up to 3 times is too high. Either reduce these values or replace this trait with something else. I'm not sure what I would replace it with though: maybe, an area-of-effect debuff to go along with suppressing fire.
Situational Awareness: A guaranteed expose of 7 seconds is too strong. Change the trait so that grenades only have a moderate chance of exposing the target and reduce the duration.
Still a bad idea.
Nerf tacticals more, but the 30% exotic damage increase is not enough? And you forget the most useful trait, the one that gives 25 extra damage to any debuffed or confused target?
Why not restrict escorts to use turrets only, and tactical captains to use only pistols? Or just hand to hand?
First, not every science officer is spec'd to do exotic damage. I am just saying they should be given a less spec dependent trait.
The changes I suggest would not make tactical officers weaker than they are currently. They would still retain all the advantages they currently have, but their new traits would not be as strong as currently suggested by the tooltips on Tribble. Some of the new tactical traits are much stronger than their corresponding science and engineering traits.
Also, you are against the new 50% hull restriction on Go Down Fighting. I suggested that they remove this restriction and instead give Go Down Fighting a damage buff once the hull goes below 50%. Why are you opposed to this?
Sci should get debuff buffs, making their debuffs last ~15% longer than tac or eng debuffs.
[SIGPIC][/SIGPIC]
Here I am with this idea.
Why not make the engineer and science traits even stronger? If they get enough of a buff, they will match the tactical ones.
That will keep pvp balanced, but not impact badly on STFs.
While I can see that there are other science kits, the most useful ones are the healing and damaging ones.... I almost always see those used, so buffing them would help a lot of people and boost a lot of the playerbase.
And no, I'm not against adding new traits that enhance other kits and stuff.
I did not suggest that they nerf any of the existing tactical captain abilities. What we are discussing are new traits that have not gone live yet and are not even final. However, I think some of the new tactical traits, if the Tribble tooltips are correct, are too strong. Correspondingly, some of science and engineering abilities are too weak. I think new traits of all classes should be balanced before they go to Holodeck. We can discuss each trait separately if you disagree with my assessment on any particular trait.
I'm not sure which part of my post you are replying to here. Particle generators is a space skill and has nothing to do with ground kits. By buffing only this skill, you are ignoring the other space skills that science officers may wish to specialize in. As for Medical Vanguard, I am fine with buffing the healing abilities of science officers, but I am against buffing them by giving them shield tanking abilities on the ground, which currently is the province of engineers. Instead, medical heals should be buffed in some other way.
Anothing thing that is off-topic is the imbalance of the embassy kits, as already discussed here:
http://sto-forum.perfectworld.com/showthread.php?t=465191
The variant of the fire team kit is good. The variant of the fabrication specialist kit is good if you are spec'd for turrets, but not if you are spec'd for demolitions. The variant of the xenobiologist kit is very weak.
I also got an idea. Cryptic nerfed the Cryonic pulsewave.... against players! But not against mobs!
Why not give players a resistance to the tactical powers , while keeping them fully functional against npcs?
Since the main abilities of tactical officers increase damage, how will you do this without decreasing the damage players take from non-tactical officers? The cryo-pulsewave nerf was a very specific change to one weapon.
Anyway, perhaps, we should stick to the thread topic about the new changes.
Not everyone will want to use turrets as an engineer, so you have the option to choose not to use the trait. There are only a select few traits that are pre-equipped as part of your base four traits, but aside from that, all other traits are just that - traits. You decide how to customize your character - just like skills.
It's exactly why it looks like a respec seems intended to reset your traits as well as your skill points now.
This can be useful, but usually your set weapon has an expose or exploit on it.
But then I hope there are more career specific traits coming out. My engineers mostly use the bombmaking kit.
How about we all fly paper planes with rainbow sparkles as weapons. . .
I expect there to be a trait that will in some way modify every kit for each class by the time Season 8 rolls out. It's possible it doesn't happen until later into the Season's release, but for balance issues, I'd hope there's something that makes it somewhat challenging to decide which traits/kits to use.
The more talk there is about all these class specific traits... the more I'm a bit against it all - I feel like they're trying to change up traits while forgetting a very unique aspect of the game that was introduced not too long ago - duty officers.
Many of these traits aren't far off from what a duty officer ability should be capable of doing. Is this their 'fix' for not having implemented First Officers and 'eating' DOffs for Department Heads? If so, I'm a bit disappointed.
Are you saying that you choose one career-specific ground trait and one career-specific space trait, similar to the reputation system? Or are you saying these career-specific traits are just part of your trait pool and that you can select other traits in lieu of the career-specific ones?
Yes, I too would like a trait that buffs demolitions. Also, an embassy variant of the enemy neutralization kit would be nice.
The latter. Those traits are optional and can be selected along with any other traits that are currently in the game and available to your race.
I might have to reiterate or just clarify how this functionality works in my OP...
Embassy versions of all the kits would be nice. The poor sci got derped on that one.
And still no split between how many space/ground traits one can take. Well that's not entirely true if you take every space trait you still have to take a single ground one.
I have no problems with freedom to choose between traits.
If I want to go all space or all ground on a character, I should be able to.
It is not about freedom of choice. It is about balance between players. In the end you have to have space only chars and ground ones to stay competitive with others.
I don't do PvP, so I don't really see why I should be confined.
Nobody is putting a gun to your head and saying you have to min max everything.
I got aliens with space only traits already, and it seems fine so far.
IMO i would say nerf science and make sub nuke with a land chance, in most mmoprgs healing/tank classes dont have an 100% buff canceling skill.
Anyway, really good job Cryptic, awesome traits and rep system. I really hope they stay like that and wont get nerf too much cuz off ppl's whining.
Speaking of ground, every class gets cool stuff, sci gets more tanking (shield tank), even tho its was allready a heal tank, engineers get boosted their turrets since allmost 80% of the eginner players are using them (just pay attention at how many are using the romulan embassy kits), and tac gets crit chance, wich is allready small (compared with other mmorgs where u can get up to 50%, here u can got only up to 20-30% and thats if u are a crit "freak", but average players get around 12-15%), and get only boosted at a decent amount, in fact small. It only looks alot but if u take 40% out of 12% u get around 5% chance of triggering, similar to a ground proc, and not to mention its duration is short. I actually think a 3 times stack is too small, a 5 times stack would be more apropiate.
The new traits are only improving a bit the role of every class, but certainly not making OP. Tacs get more offence, sci get more defence while enginners get more suport traits.
... also, I like how this thread was created to encourage people who aren't using Tribble to start using it and viewing this sub-forum... and someone decided to move it to the Tribble sub-forums instead.
Nice job CMs.
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