The three classes currently really only determine one or two things at this point.
- A list of automatically granted Active Ground and Space Abilities
- A list of selectable traits in the S8 Trait revamp specific to each class
- Ability Kits (What happened to letting us craft/design/Select kit powers?)
Nothing else is tied to classes, as any class can fly any type of starship and use any type of weapon/item possible.
Gameplay "identity" is already muddled because of that, and it's not like the current content/gameplay requires any of the specific classes, mission specific class objectives was never fully realized, and it shouldn't either on that note.
In regards to the three classes specific Ground Combat skill trees, those abilities could still be available, but distilled/refined down to fewer categories, and thus open up more combinations for the players.
Wouldn't it make more sense to have "Captains" or "Federation Career"/"Klingon Career"/"Romulan career" paths and allow players to choose any combination of Active Abilities they want from the 30 currently available (10 maximum), and any of the traits from upcoming trait revamp, and any kits they so choose? Things can be balanced out in the event of any "killer combinations", as with all other things.
Variety and diversity would be promoted considerably over the rigidity of the current class structures. No two players would have the same combination of abilities and traits, or at least it would be very unlikely.
The three classes currently really only determine one or two things at this point.
- A list of automatically granted Active Ground and Space Abilities
- A list of selectable traits in the S8 Trait revamp specific to each class
- Ability Kits (What happened to letting us craft/design/Select kit powers?)
Nothing else is tied to classes, as any class can fly any type of starship and use any type of weapon/item possible.
Gameplay "identity" is already muddled because of that, and it's not like the current content/gameplay requires any of the specific classes, mission specific class objectives was never fully realized, and it shouldn't either on that note.
In regards to the three classes specific Ground Combat skill trees, those abilities could still be available, but distilled/refined down to fewer categories, and thus open up more combinations for the players.
Wouldn't it make more sense to have "Captains" or "Federation Career"/"Klingon Career"/"Romulan career" paths and allow players to choose any combination of Active Abilities they want from the 30 currently available (10 maximum), and any of the traits from upcoming trait revamp, and any kits they so choose? Things can be balanced out in the event of any "killer combinations", as with all other things.
Variety and diversity would be promoted considerably over the rigidity of the current class structures. No two players would have the same combination of abilities and traits, or at least it would be very unlikely.
There already is a killer combination. It's called a Tactical captain. Probably its weakest power is Space FOMM (due to it being a Tac Debuff and easily cleared by Tac Team). If you could sub something else for it, I see everybody going Rotate Shield Frequency.
Wouldn't it make more sense to have "Captains" or "Federation Career"/"Klingon Career"/"Romulan career" paths and allow players to choose any combination of Active Abilities they want from the 30 currently available (10 maximum), and any of the traits from upcoming trait revamp, and any kits they so choose? Things can be balanced out in the event of any "killer combinations", as with all other things.
That would be so fun. I'd pick:
Attack Pattern: Alpha
Sensor Scan
Miracle Worker
Tactical Fleet
And if they didn't set quotas for space versus ground abilities...
That would be so fun. I'd pick:
Attack Pattern: Alpha
Sensor Scan
Miracle Worker
Tactical Fleet
And if they didn't set quotas for space versus ground abilities...
Exactly the problem, and why the game has Classes.
STO is about my Liberated Borg Federation Captain with his Breen 1st Officer, Jem'Hadar Tactical Officer, Liberated Borg Engineering Officer, Android Ops Officer, Photonic Science Officer, Gorn Science Officer, and Reman Medical Officer jumping into their Jem'Hadar Carrier and flying off to do missions for the new Romulan Empire. But for some players allowing a T5 Connie to be used breaks the canon in the game.
I wish they would steal/borrow a similar system as Secret World's so you just have a character and you can customize yourself accordingly.
Like the Romulan Alliance System? Of course you do, it sounds fine to you because you aren't Romulans, you're FED or KDF who are going to make a Romulan alt, it makes a HUGE difference in perspective.
I have more problem with the new traits still being trinity based. Engineer have tankish traits, Tac DPS, and sci heal/cc. But the whole game is a DPS race, and finally, the only one really gifted is, the tac. Again.
Even if they remove somehow the DPS race behind, many players will not like being restricted to tank or heal when they used to DPS.
It's even worst when some traits will be limited to only 1 kit. I've seen an engineer traits to add HP to pets. It's useless for half the engineer kit, only work for the drones.
Why don't we have the choice ? For example : engineer ground traits, your pet have more hp... OR your mine does more damage (pick one).
Traits (even the new, buffed ones) aren't as contributing to your character's performance as skills. Skills have those mins and max levels required for space and ground so future content can be made with some notion of the power range all characters will be at. Traits don't affect that power range all that much.
If the whole point of a trait redesign is to force me to replace space traits with (useless) ground traits, then they might as well not even bother with the trait redesign in the first place.
I really hope they're not wasting valuable resources on something so insignificant.
"Tolerance and apathy are the last virtues of a dying society." - Aristotle
If the whole point of a trait redesign is to force me to replace space traits with (useless) ground traits, then they might as well not even bother with the trait redesign in the first place.
I really hope they're not wasting valuable resources on something so insignificant.
I agree, ditch the classes and allow for primary and secondary career skills, much like you pick the traits at the beginning of the game. For example your primary career skill is tactical and your secondary is engineering. weapon efficiency (DPS) would be increased when using a "cruiser" or "science" vessel, and because of the engineering secondary it would supply a turn rate boost to cruisers. There's WAY too much different in stats between the different ship types and among the various ship class abilities/setups. Bringing the ship class stats closer together and having all universal bridge officer stations would allow for so many more options.
There's no good reason why a good ship captain can't go down to engineering and help realign the plasma injectors and then go down to the science lab and help with an analysis of a biomimetic compound, but still be able to formulate some solid battle strategies when needed, or any variation of that.
They're changing it to only trigger under 50%, and adding a mitigation buff component, so I can only assume they're (drastically) reducing the damage increase offered by GDF.
I don't know if that would change your opinion on it.
"Tolerance and apathy are the last virtues of a dying society." - Aristotle
- Ability Kits (What happened to letting us craft/design/Select kit powers?)
Been waiting for that one forever. I'd combine the two explosives in one eng kit with the two turrets from another and possibly a health gen in a single kit.
And don't get me started on how the sci healing does nothing to remove debuffs or DoTs anymore!
These Romulan embassy kits are horrible and should definitely be replaced.
The game has one class (Tactical) and two mistakes (Engineer and Science).
Sci isn't a mistake. The "standard" PvP team is 2 Tac and *3* Sci. Yes, Sci is MORE important than More Tacs. The game has two space classes, one of which is a PvP-only class. Ground, all classes are useful.
Sci isn't a mistake. The "standard" PvP team is 2 Tac and *3* Sci. Yes, Sci is MORE important than More Tacs. The game has two space classes, one of which is a PvP-only class. Ground, all classes are useful.
I' dunno, but seeing around all the TACs in all aspects in the game today begs otherwise. Ground is a different thing altogether. But outside of that, no.
This game is predominantly DPS oriented. This game makes time demands for the players to burn through the enemy quickly. STFs, Fleet Missions, whatever. If you're not lending towards that damage output in a meaningful way, your uses to the team are minimal. And the only reason why Science is even desired in PVP... the ONLY reason... is SNB. One Sci Captain ability has defined the usefulness of an entire class. Outside of that, it means nothing.
Sci isn't a mistake. The "standard" PvP team is 2 Tac and *3* Sci. Yes, Sci is MORE important than More Tacs. The game has two space classes, one of which is a PvP-only class. Ground, all classes are useful.
If Cryptic were to make PvP into something other than epeen stroking, then I would view Science differently.
They're changing it to only trigger under 50%, and adding a mitigation buff component, so I can only assume they're (drastically) reducing the damage increase offered by GDF.
I don't know if that would change your opinion on it.
If I don't get a chance to test it on Tribble then I'll wait for the May update and see. If the change is significant nerfage, then I would instead choose Photonic Fleet. Not that I expect Cryptic to overhaul the current class system anyway.
Also, APA3 + NI3 would make for *very* powerful alphas.
June 3, 2010 patch notes:
"The weapon energy drain mechanic will be changing once this build goes to Holodeck. Weapon Power drain is now instantly refunded at the end of a weapon?s firing cycle, instead of a slow return as was previously implemented. Multiple weapons being fired at the same time will still produce a significant drain and will affect their damage proportionately, but once the weapons stop firing, the weapon power level will immediately return to normal."
Comments
Crafting revamp never happened. And that was supposed to be part of a crafting revamp.
That would be so fun. I'd pick:
Attack Pattern: Alpha
Sensor Scan
Miracle Worker
Tactical Fleet
And if they didn't set quotas for space versus ground abilities...
They could just borrow a similar system as Champions Online, so you have a character, that can customize itself accordingly.
1 ship, 1 guild, a whole lot of adventures. The hard part is giving everyone something to do.
As for classes, at least we aren't classes based on the captains. You will follow this build and only this build!
Even if they remove somehow the DPS race behind, many players will not like being restricted to tank or heal when they used to DPS.
It's even worst when some traits will be limited to only 1 kit. I've seen an engineer traits to add HP to pets. It's useless for half the engineer kit, only work for the drones.
Why don't we have the choice ? For example : engineer ground traits, your pet have more hp... OR your mine does more damage (pick one).
Subnuk for pvp instead of Sensor Scan
"Second star on the right, and straight on till morning."
U.S.S. Weatherlight
That can't be working as intended...
If the whole point of a trait redesign is to force me to replace space traits with (useless) ground traits, then they might as well not even bother with the trait redesign in the first place.
I really hope they're not wasting valuable resources on something so insignificant.
Just Tacticals. Anything else is a mistake.
There's no good reason why a good ship captain can't go down to engineering and help realign the plasma injectors and then go down to the science lab and help with an analysis of a biomimetic compound, but still be able to formulate some solid battle strategies when needed, or any variation of that.
AP: Alpha
Subnucleonic Beam
Tactical Initiative
Go Down Fighting
Tactical Fleet
Engineers get such useful stuff.
I don't know if that would change your opinion on it.
At least Tacs and Science bring something to the team.
Been waiting for that one forever. I'd combine the two explosives in one eng kit with the two turrets from another and possibly a health gen in a single kit.
And don't get me started on how the sci healing does nothing to remove debuffs or DoTs anymore!
These Romulan embassy kits are horrible and should definitely be replaced.
I' dunno, but seeing around all the TACs in all aspects in the game today begs otherwise. Ground is a different thing altogether. But outside of that, no.
This game is predominantly DPS oriented. This game makes time demands for the players to burn through the enemy quickly. STFs, Fleet Missions, whatever. If you're not lending towards that damage output in a meaningful way, your uses to the team are minimal. And the only reason why Science is even desired in PVP... the ONLY reason... is SNB. One Sci Captain ability has defined the usefulness of an entire class. Outside of that, it means nothing.
Also, ground? LOL! If I don't get a chance to test it on Tribble then I'll wait for the May update and see. If the change is significant nerfage, then I would instead choose Photonic Fleet. Not that I expect Cryptic to overhaul the current class system anyway.
Also, APA3 + NI3 would make for *very* powerful alphas.
"The weapon energy drain mechanic will be changing once this build goes to Holodeck. Weapon Power drain is now instantly refunded at the end of a weapon?s firing cycle, instead of a slow return as was previously implemented. Multiple weapons being fired at the same time will still produce a significant drain and will affect their damage proportionately, but once the weapons stop firing, the weapon power level will immediately return to normal."