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Leadership Changes

cha0s1428cha0s1428 Member Posts: 416 Arc User
With every speaking about the Warp cores and other changes, I was surprised to see very little mention of the leadership change, which is actually quite significant.

After testing with a few random encounters, here are my hull regen numbers in a Breen Chel Grett with 650 crew

sector space 128.4 5 human boffs

sector space 128.4 0 boffs (no change apparently, but a different number?)

space 133.4 5 human boffs

space 128.4 0 boffs

combat 24.4 5 human boffs

combat 21.4 0 boffs

I combat it would see to drift between 29.4 and 24.4, even though my crew was not wounded or hurt in anyway. It would remain constant for one particular fight, and then change to the posted number on the next. Very strange.

Conclusion

While I desperately felt that leadership needed a slight nerf, this is a pretty significant reduction in their effectiveness. I thought maybe give them diminishing returns or something but in all honesty I can understand them being very insignificant. Even the changes I mentioned would give little reason to use any other type of boff. This does bring them in line with the rest of the the traits. Traits should be nifty, but not game changing like leadership was. Some of us cruiser might actually be able to damage escorts again, but my escort captain will be very upset.
Post edited by cha0s1428 on
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Comments

  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited April 2013
    Only thing with Leadership that I did notices that it's no longer a racial trait (well for player characters). :(
  • cha0s1428cha0s1428 Member Posts: 416 Arc User
    edited April 2013
    They seem to have changed it for human boffs too.

    Unless something is wonky with tribble, because my numbers on holodeck are 300ish out of combat, 150ish in combat.
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited April 2013
    Greatest hit to effectiveness of leadership trait is that it no longer scales of SIF, which is pretty much nerf to cruisers and nerf to yet another engineering console. Damn, why does cryptic try with every change to make engineering console slot the dump stat of STO ? First subsystem power consoles, now this.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited April 2013
    Its a nerf to everybody.

    People were whining and crying for nerfs... so why are people not happy with the frailer ships and weaker powers ?

    Be careful what we wish for. :rolleyes:
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • kalvorax#3775 kalvorax Member Posts: 0 Arc User
    edited April 2013
    *sigh* come on cryptic.....you guys are making awesome changes...and NASTY ones like this....you nerfed Leadership ages ago..brought it back to something a bit OP on some ship types....then nerfed it to hell again....
    [SIGPIC][/SIGPIC]
    I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited April 2013
    cynder2012 wrote: »
    *sigh* come on cryptic.....you guys are making awesome changes...and NASTY ones like this....you nerfed Leadership ages ago..brought it back to something a bit OP on some ship types....then nerfed it to hell again....

    This reminds me of Relic's nerfs in Dawn of War 2.

    They either made things overpowered, or nerfed them to uselessness. There seems to be no middle way.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited April 2013
    My steamrunner goes from 380% / 232,9% hull regen to something like 222,4% / 70,4%. And my rather unique SIF build is rather ruined.

    But oh well, time to think out something new again.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • cha0s1428cha0s1428 Member Posts: 416 Arc User
    edited April 2013
    We all knew it was WAY too powerful. We needed it to not be stackable, or bring it down to 5%. This is a bit over the top, and I would actually be surprised if this the last time leadership is visited. I guess it means we can use different boffs again.
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited April 2013
    cha0s1428 wrote: »
    We all knew it was WAY too powerful. We needed it to not be stackable, or bring it down to 5%. This is a bit over the top, and I would actually be surprised if this the last time leadership is visited. I guess it means we can use different boffs again.

    You mean it means that romulan boffs are the ONLY way to go now.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • kevaldtkevaldt Member Posts: 0 Arc User
    edited April 2013
    Sounds like this has been downgraded from overly useful to completely worthless... nice work.

    This is why I felt compelled to complain when I saw a thread calling this out as an issue... now cryptic has over-fixed something and we can only hope they take the feedback into account and start ticking it back up a bit.
    [SIGPIC]InGame - @Darth_Tauri[/SIGPIC]
    Joined - 9/2011
    "You Best Make Peace With Your Dear & Fluffy Lord" - Malcolm Reynolds
  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited April 2013
    dalnar83 wrote: »
    You mean it means that romulan boffs are the ONLY way to go now.

    Time for the all Romulan Boff bridge crews... ugh, why does Cryptic do that to its players Just charge us to buy the traits we want on the boffs we want, at least that way Cryptic would save time developing things and could skip right to the getting paid part.7
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited April 2013
    Human boffs are broken for me. They have no effect on hull repair rate or subsystem repair. I tried swapping boffs in and out and force verifying. I don't know how it's working for you guys.
    Waiting for a programmer ...
    qVpg1km.png
  • the1tiggletthe1tigglet Member Posts: 1,421 Arc User
    edited April 2013
    might be some hope for this long drawn out imbalance after all. here's to hoping it does make a significant change in the way escorts handle now.

    Some of us have suggested that it be by the number of crew in the T5 ships so that those with smaller crews can't regen as fast while in combat which would make a huge change in the way defense works in this game.

    Meh I'd gladly give up my escort on my tactical to finally see the return of eng/sci and cruiser/science in both ships and skills.

    Please oh please oh please!
  • cha0s1428cha0s1428 Member Posts: 416 Arc User
    edited April 2013
    frtoaster wrote: »
    Human boffs are broken for me. They have no effect on hull repair rate or subsystem repair. I tried swapping boffs in and out and force verifying. I don't know how it's working for you guys.

    I had the same issue at first. i logged out to post that it might be broken. logged back in to get exact numbers and it was then working. I guess try relogging?
  • cha0s1428cha0s1428 Member Posts: 416 Arc User
    edited April 2013
    cha0s1428 wrote: »
    I had the same issue at first. i logged out to post that it might be broken. logged back in to get exact numbers and it was then working. I guess try relogging?

    I had, since the leadership change back a few months ago, been trying to build a cruiser that could kill an escort. I went through dozens of builds, millions in EC and dil trying to find something. Sadly, the regen rate on escorts made it impossible to get any significant amount of damage on target to counter the regen, which was something like 1000 hull/second.

    Tested on tribble against the same guy and its not actually a decent fight. We can whittle each other down, but now he has to break off and heal. This might be a bit too far in the direction of making leadership a bit worthless, but its definitely a much more fun experience in a cruiser now that he has to run around, rather than just sit still and slowly pivot to keep his DHCs on me, bored to tears as any and all damage I do is negated by leadership/EPtS1

    A bit too much of a nerf, honestly, but its a start. I am actually excited to play the game again.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited April 2013
    As usual, bug fix compunded by a nerf equals a fairly toothless ability.
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited April 2013
    cha0s1428 wrote: »
    I had, since the leadership change back a few months ago, been trying to build a cruiser that could kill an escort. I went through dozens of builds, millions in EC and dil trying to find something. Sadly, the regen rate on escorts made it impossible to get any significant amount of damage on target to counter the regen, which was something like 1000 hull/second.

    Tested on tribble against the same guy and its not actually a decent fight. We can whittle each other down, but now he has to break off and heal. This might be a bit too far in the direction of making leadership a bit worthless, but its definitely a much more fun experience in a cruiser now that he has to run around, rather than just sit still and slowly pivot to keep his DHCs on me, bored to tears as any and all damage I do is negated by leadership/EPtS1

    A bit too much of a nerf, honestly, but its a start. I am actually excited to play the game again.

    The difference is. It is even more worthless for cruisers and the SIF synergy is gone. So while the escort will profit heavily from new warp cores and traits, your cruiser will loose the regen. So it won't be even again, because your large crew pool is even more worthless than before.

    With that said, I'm at work, and I cannot judge the exact values. But I didn't like the patch notes a bit.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • cha0s1428cha0s1428 Member Posts: 416 Arc User
    edited April 2013
    Well balancing an entire ship's regen based off of boffs was silly to begin with. The cruiser still benefits from being able to run A2SIF3, where an escort does not. Given the new warp core stuff allowing you to put quite a few more points in Aux naturally, and combined with the T4 (I think T4) Nukara rep, it does give cruiser the edge in hull regen.

    I wasn't able to get my main to copy over due to a bug, but I did use a backup char who is also an engineer, though without much of the equipment I have been building up, or the right Boff abilities (had to run with just one copy of Aux2SIF and it was 1 at that and no hazard emitters. Was pretty consistently able to keep my hull above 75-90%.

    I think most cruisers will find the playing field a bit even again.

    And while I originally thought the Miracle worker trait was kind of worthless, in practice it was actually quite amazing. I would reset about every 90 seconds like to the notes say. Any bit of edge I was losing in the fight would be gained again when 90 seconds was up.

    I know of course it can't be balanced based on a 1v1 pvp test. I am just relaying my experience in about a half hour match.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited April 2013
    tpalelena wrote: »
    Its a nerf to everybody.

    People were whining and crying for nerfs... so why are people not happy with the frailer ships and weaker powers ?

    Be careful what we wish for. :rolleyes:

    There is a difference between tweaking and doing a balance pass and hammer-nerfing something so hard that it becomes completely irrelevant.


    At the moment, it sounds like the latter has happened.
  • arcademasterarcademaster Member Posts: 0 Arc User
    edited April 2013
    cha0s1428 wrote: »
    Well balancing an entire ship's regen based off of boffs was silly to begin with. The cruiser still benefits from being able to run A2SIF3, where an escort does not. Given the new warp core stuff allowing you to put quite a few more points in Aux naturally, and combined with the T4 (I think T4) Nukara rep, it does give cruiser the edge in hull regen.

    Unless you are playing Aux2Bat like many cruisers are doing these days in which case you don't profit much from Aux (healing wise) and you are also still missing Aux2Sif.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited April 2013
    The patch notes seem to contradict themselves. Is the hull repair bonus supposed to scale with crew or not? It would be nice if the devs would clarify the new intended behavior. Also, my testing on Holodeck showed that hull repair rate depended on able crew, not alive crew. So the patch notes are not quite accurate.
    • Updated Leadership:
      • This trait now provides a scale .3 Regeneration bonus in-combat, and a scale .6 Regeneration bonus out of combat.
      • This power no longer scales off of your amount of crew alive or off your skill points spent in hull repairs.
        • Its effectiveness is now constant.
      • Leadership's out-of-combat regeneration rate no longer persists during Combat as well.
      • Leadership no longer gives regeneration for having 100% of crew alive regardless of how much Crew damage the ship had taken.
    Waiting for a programmer ...
    qVpg1km.png
  • stirling191stirling191 Member Posts: 0 Arc User
    edited April 2013
    frtoaster wrote: »
    The patch notes seem to contradict themselves. Is the hull repair bonus supposed to scale with crew or not? It would be nice if the devs would clarify the new intended behavior. Also, my testing on Holodeck showed that hull repair rate depended on able crew, not alive crew. So the patch notes are not quite accurate.

    It doesn't scale. The notes are referencing bugs with the current implementation of Leadership on live (namely that it retains it's non-combat rate while in combat, and that it keeps a 100% live crew repair rate while ostensibly scaling).
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited April 2013
    Let's hope they revisit this one as well... cuz after copying my main to Tribble using the FED Temporal Destroyer I noticed a drop in hull repair. Out of combat with 100% of the crew.
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited April 2013
    It doesn't scale. The notes are referencing bugs with the current implementation of Leadership on live (namely that it retains it's non-combat rate while in combat, and that it keeps a 100% live crew repair rate while ostensibly scaling).

    This is exactly the case. Leadership had two huge bugs with the regeneration it was providing, making it way more effective than it was intended to be before. I uncovered these bugs while reviewing all Traits for the revamp. Leadership was failing to properly evaluate if you were in combat or not, causing it to always give you out-of-combat regen levels (which are substantially higher than in-combat regen levels). Leadership was also failing to properly evaluate how many crew you had for determining its contribution to your regen.

    Fixing the in-combat/out-of-combat behavior was necessary, but substantially lowered the strength of the trait. I decided that, while doing that, I would also make its contribution to regeneration static, rather than decreasing as you lose crew - this way, you still have the regen when you need it most (after taking several heavy volleys).

    If you and your four BOffs all have Leadership post-patch, it will provide 1.5 magnitude Regeneration in-combat, or 2.5 magnitude Regeneration out-of-combat, which translates to 2.5% of your hull each second in-combat, and 4.16% of your hull each second out-of-combat. While it's not as wildly high as it was before, Leadership's contribution to hull regeneration is still very noticeable on space maps.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • atatassaultatatassault Member Posts: 1,008 Arc User
    edited April 2013
    This is exactly the case. Leadership had two huge bugs with the regeneration it was providing, making it way more effective than it was intended to be before. I uncovered these bugs while reviewing all Traits for the revamp. Leadership was failing to properly evaluate if you were in combat or not, causing it to always give you out-of-combat regen levels (which are substantially higher than in-combat regen levels). Leadership was also failing to properly evaluate how many crew you had for determining its contribution to your regen.

    Fixing the in-combat/out-of-combat behavior was necessary, but substantially lowered the strength of the trait. I decided that, while doing that, I would also make its contribution to regeneration static, rather than decreasing as you lose crew - this way, you still have the regen when you need it most (after taking several heavy volleys).

    If you and your four BOffs all have Leadership post-patch, it will provide 1.5 magnitude Regeneration in-combat, or 2.5 magnitude Regeneration out-of-combat, which translates to 2.5% of your hull each second in-combat, and 4.16% of your hull each second out-of-combat. While it's not as wildly high as it was before, Leadership's contribution to hull regeneration is still very noticeable on space maps.
    Even in combat, Full hull in 40 seconds is still quite useful; It would make tanks a lot tougher to kill and give squishier targets more breathing room.

    My only complaint is: There's no reason not to have Saurians/Letheans or Humans as your actual Bridge officers. Every Boff needs 1 useful space trait (and there should be more than just 2 Boff Space traits).
  • cptskeeterukcptskeeteruk Member Posts: 559 Arc User
    edited April 2013
    Seemed to work fine in live the tooltip said for leadership 20% hull regen, we got that, each boff that had leadership gave me 20% more hull regen, so 5 with 100 as a base would give me 200% regen. To me that was working as intended, sure u can alter the in and out of combat so its fixed but i still would like the 20% per leadership boff when equipped on ur ship as it stands now 5 boffs give me what 100 to 106% which is like 94% less now on tribble...

    I mean if im gona be reasonable it was a tad over powered i agree but could you not just alter it from 20% per boff to 5-10% instead of the what 0.3% it is now or somit, it seems to dramatic of a drop from 20% to 0.3% imo.
    [SIGPIC][/SIGPIC]
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited April 2013
    This is exactly the case. Leadership had two huge bugs with the regeneration it was providing, making it way more effective than it was intended to be before. I uncovered these bugs while reviewing all Traits for the revamp. Leadership was failing to properly evaluate if you were in combat or not, causing it to always give you out-of-combat regen levels (which are substantially higher than in-combat regen levels). Leadership was also failing to properly evaluate how many crew you had for determining its contribution to your regen.

    Fixing the in-combat/out-of-combat behavior was necessary, but substantially lowered the strength of the trait. I decided that, while doing that, I would also make its contribution to regeneration static, rather than decreasing as you lose crew - this way, you still have the regen when you need it most (after taking several heavy volleys).

    If you and your four BOffs all have Leadership post-patch, it will provide 1.5 magnitude Regeneration in-combat, or 2.5 magnitude Regeneration out-of-combat, which translates to 2.5% of your hull each second in-combat, and 4.16% of your hull each second out-of-combat. While it's not as wildly high as it was before, Leadership's contribution to hull regeneration is still very noticeable on space maps.


    Can I ask you what mission you think this will apply to?

    If you take a look at endgame content, STFs, PvP, Fleet Events, the amount of time you spend out of combat beyond the start of a mission is borderline nil.

    PvP can often be 15 to 45 minutes or more of straight combat.

    On an elite STF I think Red alert goes down maybe 2 or 3 times for about 5s or 10s tops, if ever.


    What is the value of out of combat regeneration if you are almost always in combat?
    Why balance a trait around a situation that almost never occurs?

    In fact, the only mission that readily comes to mind where this might even be a little useful is NWS.


    The other issue is that, yes that's a nice change to make the regen component static for everyone and not fluctuate "if you lose crew" (which is gauranteed since crew die like flies) on the other hand, high crew levels is a fairly function-less value for big ships like Cruisers and Carriers that are quite clearly intended to tank.

    So perhaps you can keep the baseline, but provide a benefit for ships that actually have larger crews?



    I agree that leadership as it was functioning was problematic, but these changes also seem to go too far in the other direction and also provide the same benefit to all ships instead of providing a greater benefit to tanks like it probably should.
  • zerobangzerobang Member Posts: 0 Arc User
    edited April 2013
    Leadership had two huge bugs with the regeneration it was providing, making it way more effective than it was intended to be before.

    ....

    Leadership's contribution to hull regeneration is still very noticeable on space maps.


    honestly i never noticed any function at all

    do green numbers float above my ship when it heals me?

    or ... "how can i track what this passive regen is doing?"
    [SIGPIC][/SIGPIC]
  • stirling191stirling191 Member Posts: 0 Arc User
    edited April 2013
    I agree that leadership as it was functioning was problematic, but these changes also seem to go too far in the other direction and also provide the same benefit to all ships instead of providing a greater benefit to tanks like it probably should.

    Hypothetically speaking, do you think the current setup if allowed to synergize with crew and hull repair skill would be sufficient?
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited April 2013
    Hypothetically speaking, do you think the current setup if allowed to synergize with crew and hull repair skill would be sufficient?

    You mean currently on tribble?

    I would say no.

    Because the crew mechanic is completely broken as it currently exists in the game.


    I'd like there to be a benefit added beyond the new baseline for larger crews for Leadership to provide a better benefit for 'tanks", but it wouldn't be very useful if it were based on Alive Crew because Crew is basically always dead.





    Crew is, at this point in the game, a dead function or what is remaining should be killed.

    There isn't enough console space to even make room for protecting/regenning crew so crew can then in turn help protect/regen something else.


    I think crew should just be a static item. You have this much crew, done.

    Crew should never die, it's dumb for crew to die.

    It's dumb for 3000 people to die on a carrier and for a carrier to be at full health and still in combat 20 minutes later even though 3000 crew have been killed in the first 60s of the engagement.



    If crew were just a static stat, then more things could be based on that.

    Either that, or crew needs to be about 500x more resilient than they are now and regen at a much faster rate.
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