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Official Trait Revamp Feedback Thread

salamiinfernosalamiinferno Member Posts: 159 Cryptic Developer
Any comments, questions, concerns, and bugs for the whole trait revamp goes right here!

We'll be allowing unlimited free respecs from a vendor for testing soon! I'll update the thread with information on how to get them once they're up and running.

Update! You can now get free respecs on Drozana station. There is a console called "Test Special Items" that the you can use to get all the free respecs you want. Please use them to test out different builds, traits, etc, and please leave your feedback!
Post edited by salamiinferno on
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Comments

  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited April 2013
    please add an eng captain trait that causes the damage bonus from EPtW to last all 30 seconds instead of 5 seconds. if it was an eng trait, it would be something a tac captain could not further stack, and match well with the over time damage of weapons an eng and a cruiser would tend to use.

    power creep has benefited both spike damage and healing, but done nothing for pressure, or directly counters it. with all the proc and rep heals, pressure from an engineer deals a net of 0 damage. not even tac captains dealing pressure damage can make a dent anymore.

    this trait would at least help a little, and if not just for eng, for all captain types.
  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited April 2013
    Since Aliengen characters didn't have a Required trait, how will that affect them?

    The universe has a wonderful sense of humor. The trick is learning how to take a joke.
  • mikiiymikiiy Member Posts: 216 Arc User
    edited April 2013
    I'll start off with a question... don't you think that "immunity" from knock effects while crouched is a bit to much for a trait bonus?

    Sure footed now sounds like a healers dream trait.. killing a good healer without a proper stun (which is usually a knockdown when we talk ground) will be quiete a class balance problem.

    Also im seeing that nothing seems to have been done yet to address the issue that the only trait on ground offering a bonus to dodge is the caitian feline instincts trait and since the dodge is (and will remain) the single most important stat in ground pvp none of the other races really has become any more viable by any of those changes.
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  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited April 2013
    Physical Strength could use a bit more "oomph" still, I think. Perhaps a run speed and jump height bonus (though not on the level of a Cat or a Motion Accelerator). I mean, that's just a logical progression of increased athleticism.
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited April 2013
    Instead of this battery trait which batteries cost engineers while science and tactical officers just get straight up upgrades at no continued cost. Make it some thing like chance when using emergency power to blank or eps is activated it increases the max gain from power +5 or maybe 10 from that system or systems...

    Or maybe chance passive to boast power when power get drain past 50% of its powerlevels... some thing other then a trait that literally forces us to use batteries more often and waste ec on them.
  • thepantspartythepantsparty Member Posts: 431 Arc User
    edited April 2013
    The Sci trait reducing the cooldown of Photonic Fleet is pretty lame. Photonic Fleet isn't very good to begin with - it doesn't scale with gear, so while it's an OK ability when you are in garbage gear the moment you hit 50 it's negligible when you're in mk12 purples - and reducing its cooldown doesn't really make it much better.

    If the base ability that it modifies was better it would be a more appealing trait, but in its current form I definitely wouldn't spec it.
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited April 2013
    jbmaverick wrote: »
    Since Aliengen characters didn't have a Required trait, how will that affect them?

    AlienGen characters will have four useful traits picked for them at character creation based on whether they are creating Tactical, Engineering, or Science captains. When they respec, they will be able to spec all 9 of their Trait Slots from any of their Trait options - they have higher versatility than all other species still, but the gap between AlienGen and non-AlienGen characters in terms of overall Trait usefulness should now be drastically reduced as compared to before. :)
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • burstdragon323burstdragon323 Member Posts: 853 Arc User
    edited April 2013
    hawk, what SCI needs is a trait that improves our control effects. Gravity well is useless right now, as resistances waters down the effect so much that even cruisers can escape it.

    How about a trait that reduces max speed while hit by any control power by 50%?
  • bghostbghost Member Posts: 0 Arc User
    edited April 2013
    the science space traits their pretty useless to science vessels. u need to make a brand new trait to replace Photonic capacitor (preferably a one that increases debuff potential). and increase the percentage of exotic damage for conservation of energy. cause 10% of nothing equals nothing.
  • kevaldtkevaldt Member Posts: 0 Arc User
    edited April 2013
    So... Im looking at the traits and not only can I not respec them but I cant even committ any new ones to empty slots, theres your feedback.
    [SIGPIC]InGame - @Darth_Tauri[/SIGPIC]
    Joined - 9/2011
    "You Best Make Peace With Your Dear & Fluffy Lord" - Malcolm Reynolds
  • squishkinsquishkin Member Posts: 0 Arc User
    edited April 2013
    kevaldt wrote: »
    So... Im looking at the traits and not only can I not respec them but I cant even committ any new ones to empty slots, theres your feedback.

    Did you click "Activate" and then click "Commit Traits"? It worked for me.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited April 2013
    Trait Rebalancing: A number of existing traits were too situational or too inconsequential compared to other choices.
    • These traits have either been given additional functionality or have had their magnitude increased to make all traits competitive choices.



    My initial feedback is that I think a lot of the racial traits need another balance pass.

    Several races have had multiple traits combined into a single, mega-trait.

    Some of these mega-traits seem to outclass other similar racial traits.


    I understand you wanted to balance Aliens vs. Standard races, but perhaps add a few Alien only traits to choose from?

    It's not the biggest deal, but for the longest time the standard races have been, quite frankly, pretty bad from a performance and balance perspective.

    Alien Flexibility advantage has been reduced pretty heavily now with 8 traits available to all, with races having single mega-traits with multiple benefits.

    I think a lot fewer players would ever have chosen Aliens in this trait system.
  • kevaldtkevaldt Member Posts: 0 Arc User
    edited April 2013
    Yes, i hit activate, the confirm button is lit but non-functional
    [SIGPIC]InGame - @Darth_Tauri[/SIGPIC]
    Joined - 9/2011
    "You Best Make Peace With Your Dear & Fluffy Lord" - Malcolm Reynolds
  • wfs5519wfs5519 Member Posts: 26 Arc User
    edited April 2013
    someone asked why gorn dont have physical strength?

    that said.. i thought "all klingon races have physical traits and feds have mental traits"

    maybe some traits, like physical strength level can be chosen by a scrollbar. more strength causes more vulnerability to mental or psychic attacks...
    and more psychic abilities cause vulnerabilities to physical attacks...

    so as you go up on the rollbar, the physical strength benefit causes a tapering in mental resistances...

    this might help balancing.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited April 2013
    apparently my liberated borg cant have the elusive trait at all. when all but 1 of my characters was made, i didn't get the importance of the acc and elusive trait in pvp, and have been SO looking forward to correcting that on those characters when this expansion came out.

    and elusive isnt even an option

    :mad:UNACCEPTABLE:mad:


    please tell me its just buggy still and that the 2 most impotent space traits, acc and elusive, are not barred on some species. you CANT do that:mad:
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited April 2013
    Not sure if bug but the trait grace under fire seems to require you take EPS manifold efficiency before it.
  • orondisorondis Member Posts: 1,447 Arc User
    edited April 2013
    Only been able to test my tact so far, but here are my opinions:-

    Last Ditch Effort makes Go Down Fighting seem a bit over the top, with a 3x stack giving an extra +30% resistance. Most escorts can go down to 20% hull, hit their Oh S*** buffs and be back at 100% in a under half a minute, especially with the 2x Borg set heal proc.

    As for crippling fire, I haven't had a chance to test that out on a player yet. However, with the amount of crits people are doing nowadays, chances are a 3x stack will be pretty easy. Not only will it be hugely annoying in PvP, but it'll make PvE even easier.

    Personally I'd say remove the stacking, atleast from GDF.
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited April 2013
    Not sure if bug but the trait grace under fire seems to require you take EPS manifold efficiency before it.

    Definitely not intended, though I'm not seeing it occur for me. All class-specific traits stand alone. Grace Under Fire should require you to be at least Captain rank, however, as it (along with Photonic Capacitor and Last Ditch Effort) modify Captain-rank abilities.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited April 2013
    Definitely not intended, though I'm not seeing it occur for me. All class-specific traits stand alone. Grace Under Fire should require you to be at least Captain rank, however, as it (along with Photonic Capacitor and Last Ditch Effort) modify Captain-rank abilities.


    The same thing seems to happen with the Tac traits.

    The character I tested on was L50.
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited April 2013
    Definitely not intended, though I'm not seeing it occur for me. All class-specific traits stand alone. Grace Under Fire should require you to be at least Captain rank, however, as it (along with Photonic Capacitor and Last Ditch Effort) modify Captain-rank abilities.
    Its the only engineering traits that are doing that to me. I'm a vice admiral it also wouldn't let me remove EPS manifold efficiency when it moved over to the accept trait selection menu as long as I had grace under fire. Buts its also odd that your not seeing the same thing... Its happening on both of my vice admirals on tribble.
  • voxinvictusvoxinvictus Member Posts: 261
    edited April 2013
    Engineer traits seem a bit weak.

    Grace Under Pressure is very strong. No complaints really, as long as the trait only triggers when Miracle Worker is on cooldown.

    The battery trait is strong, but requires the use of expandable items. While the EC cost of normal batteries isn't staggering, it can still add up, plus they only stack to 20, so they create an inventory headache if you're using a lot of them. No one else has a trait based on expendables. This trait would probably be better if it worked off of Emergency Power to X instead of batteries, since those are engineering abilities and don't cost anything but an ability slot. Either that or let engineers buy batteries at a discount and stack them to 100.

    The ground traits, I dunno. Turrets, etc are really useful, so any resistance or regen is going to have some use, but the values seem very low. I probably wouldn't take it, even though I make constant use of pets. Better to grab a different ground trait, IMO.

    The resistance trait also, would be amazing as a space power (OP, really) shields last 1-2 hits on the ground before you need to get cover, and even with the shield heals and resist powers they don't last very long. Not sure if even the fully stacked resist will matter more than any non engineer ground powers.

    Tac powers all seem very strong. Science ground powers seem very strong. I need to test the space powers to see what I think.
  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited April 2013
    Definitely not intended, though I'm not seeing it occur for me. All class-specific traits stand alone. Grace Under Fire should require you to be at least Captain rank, however, as it (along with Photonic Capacitor and Last Ditch Effort) modify Captain-rank abilities.

    I saw several space traits that didn't show up until some other trait had been taken, I think maybe it's just a display issue? I didn't keep track of all of them, but Astrophysicist didn't show up until I took Accurate and Grace Under Fire didn't show up until I had taken some ground trait (don't remember specifically). This was on a transferred level 50 character, so I could probably retransfer him and check again.

    Edit: maybe because it's level restricted, only certain slots can actually have the trait? I'll try to check when it becomes available when I try again.

    Level 50 Aliengen Engineer
    Immediately after transfer:

    Current Traits:
    Elusive, Warp Theorist, Techie, Efficient Captain

    Available Space Traits:
    Accurate, Astrophysicist, EPS Manifold Efficiency

    Available Ground Traits:
    Acute Senses, Aggressive, Cold Blooded, Covert, Creative, Lucky, Mental Discipline, Nanomolecular Architect, Natural Immunities, Peak Health, Physical Strength, Resilient, Shield Harmonic Resonance, Soldier, Stubborn, Sturdy, Sure Footed, Telepathic

    Grace Under Fire did not appear as a selectable trait until the 7th slot, regardless of the combination of new traits I tried to take, and disappeared again if I removed one of my newly selected traits. I was unable to replicate the disappearing Astrophysicist trait on this test.

    The 6th slot on normal characters (and I assume therefore the 7th slot on an Aliengen due to the extra Optional) is the Captain slot, so it's probably a slot restriction on the trait.

    The universe has a wonderful sense of humor. The trick is learning how to take a joke.
  • sudoku7sudoku7 Member Posts: 2 Arc User
    edited April 2013
    AlienGen characters will have four useful traits picked for them at character creation based on whether they are creating Tactical, Engineering, or Science captains. When they respec, they will be able to spec all 9 of their Trait Slots from any of their Trait options - they have higher versatility than all other species still, but the gap between AlienGen and non-AlienGen characters in terms of overall Trait usefulness should now be drastically reduced as compared to before. :)

    Not quite on topic, but is it reasonable to assume that you were, at one point, an Arbiter?

    On topic though, good basis, however, I am concerned when it goes live how we will obtain respecs [since inevitable, I'll make mistakes :)].
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  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited April 2013
    AlienGen characters will have four useful traits picked for them at character creation based on whether they are creating Tactical, Engineering, or Science captains. When they respec, they will be able to spec all 9 of their Trait Slots from any of their Trait options - they have higher versatility than all other species still, but the gap between AlienGen and non-AlienGen characters in terms of overall Trait usefulness should now be drastically reduced as compared to before. :)

    So I created a new Aliengen character to see how this would work. I created an Aliengen Engineer and it gave me Stubborn, Lucky, Warp Theorist, and Techie as my 4 optionals, but it also gave me a Regenerative racial trait (passive shield regen on the ground, faster out of combat health healing). You're saying that the optionals and the racial were chosen based on my career choice, and the racial could be removed via respec later? I also created a Liberated Borg Engineer and he got 3 Optionals and 1 Racial at character creation, and I couldn't select a 4th optional from the list despite having an open slot (also, Techie was labeled as Warp Theorist on the free list despite having the correct icon and description).

    The universe has a wonderful sense of humor. The trick is learning how to take a joke.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited April 2013
    Engineer traits are generally weak and forces players to focus their build around batteries when most players don't even use battery consumables in-game.

    Grace under pressure- I'm not happy about the fact that miracle worker even though we get a chance to pop it a second time provided that there's a 20% drop to health, essentially does not give us damage resistance or clenses to debuffs. All it does is delay the inevitable! I find that almost everytime i use miracle worker, sure it gives a big decent heals but it only delays my death by 5-10 extra seconds in a fight. It does not provide any damage resistance to shields whatsover. Miracle worker is used as a last resort when your dying with no more buffs to spare to heal yourself but almost always, players will only delay their death by a few more seconds which is why I believe there should be a trait that gives an enourmous shield damage resistence similiarly to go 'down fighting hull damage resistance trait' (makes sense) instead of a second Miracle worker when 20% health is lost.

    As for battery trait, its not a very good idea to force players to focus their entire build around batteries when in fact it could mess with their build, rotation, or playstyle. Engineers have always been at a disadvantage compared to science and tactical players in space due to their lack of damage resistance debuffs to do some decent damage, lack of high boosting dps capabilities etc like Attack pattern Alpha. Providing an extra very VERY small amount of power (battery trait) isn't going to help boost engineers damage, or healing capabilities at ALL. A better solution would be to enable engineers to have a trait that gives them 200 power to weapons, shields, engines, aux power for like 5-7 seconds which could enable to give them enough dps to actually be useful. It would be powerful so having a cd of this trait would ensure that there isn't 100% uptime of this powerful would-be trait otherwise it would be OP ofcourse but it gives an engineer a fighting chance to actually do anything in the heat of the moment. So it would be nice for engineers to be able to go above 125 power cap to around 200 for 5-7 seconds which could help them heal if they are dying and miracle worker doesn't provide damage resistance so having extra 200 to shields and auxilarily can go along way too wards helping them even if its for a few seconds.

    Did you know that in 3 years the total amount of batteries consumed by the average player amounts to paying 1.2 million energy credits for consumption on a daily basis of these consumables :eek:

    Im not happy about the fact that tactical players get a 10% accuracy which debuffs others, especially engineers who's dps can't even keep up most of the time...and now to make it worse...engineers will be missing most of the time on top of their weak dps. Cryptic you might was well forcing them into using 1 restraining build instead of a varied builds which players are free to decide and what makes this game so good. You'd essentially be forcing them to only be healing boats, only heals! I know a couple of engineers who can make a pretty decent build for dps in pvp. So if you implement this advantage to tactical players it means that those engineers are going to be at an even further disadvantage then before considering they have no captain skills that provide damage resistance debuffs or damage boosting powers like Attack pattern alpha and go down fighting.

    Its time to really start focusing on engineers too because quiet frankly its becoming mind-numbing to keep playing a "Escort Online" :(

    You should consider PVE too, not only PVP.

    There, the ability to pop miracle worker again would help against the elite invisible torpedoes.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited April 2013
    The battery trait is strong, but requires the use of expandable items. While the EC cost of normal batteries isn't staggering, it can still add up, plus they only stack to 20, so they create an inventory headache if you're using a lot of them. No one else has a trait based on expendables.

    Point noted, and I definitely hear you guys on this one, but EPS Manifold Efficiency also interacts with the Capacitor power on Very Rare quality warp cores, so it's not strictly limited to consumables. That should probably be explicitly spelled out in the tooltip - I'll get that fixed asap. :)
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited April 2013
    Definitely not intended, though I'm not seeing it occur for me. All class-specific traits stand alone. Grace Under Fire should require you to be at least Captain rank, however, as it (along with Photonic Capacitor and Last Ditch Effort) modify Captain-rank abilities.

    I see it too.
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