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[Legacy of Romulus] Traits Feedback

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  • scrimpinionscrimpinion Member Posts: 76 Arc User
    edited March 2013
    tpalelena wrote: »
    As one who used to rely on spike damage to take down the big nasty things in STFs, it should have been doing that.

    I'm what I consider "barely competent" when it comes to eSTFs (I don't blow up...much...in ISE and appear to contribute decently), and until a couple of days ago, I didn't even realize GDF worked while undamaged, so I barely used it.


    and yet somehow, I end up finishing eSTFs with optionals more often than not, and I only do PUGs.

    something tells me this one change won't seriously upset the damage potential of Tacs, nor make them completely useless.
    [SIGPIC][/SIGPIC]
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited March 2013
    I already posted this in the following thread:
    http://sto-forum.perfectworld.com/showthread.php?t=599611

    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.
    Waiting for a programmer ...
    qVpg1km.png
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited March 2013
    frtoaster wrote: »
    I already posted this in the following thread:
    http://sto-forum.perfectworld.com/showthread.php?t=599611

    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.

    I can sum this up. Nerf tacticals even more, buff everything else. Yeah, as if nerfing the GDF was not enough. :rolleyes:
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited March 2013
    tpalelena wrote: »
    I can sum this up. Nerf tacticals even more, buff everything else. Yeah, as if nerfing the GDF was not enough. :rolleyes:

    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?
    Waiting for a programmer ...
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  • tpalelenatpalelena Member Posts: 1 Arc User
    edited March 2013
    I'm not opposed to that.

    I just want the tactical traits to remain as powerful as they are.


    Now let me clarify. I don't want tacticals to have an OP advantage OVER science and engineer captains.

    I want to keep their edge very sharp in PVE.


    I'm all for buffing engineers and science ones..... instead of nerfing tacticals.


    I mean... what's wrong with buffing the other two classes instead of nerfing the tacticals?

    PVP wise both would result in equality, but pve wise the nerf would be bad, the buff good.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited March 2013
    tpalelena wrote: »
    I'm not opposed to that.

    I just want the tactical traits to remain as powerful as they are.


    Now let me clarify. I don't want tacticals to have an OP advantage OVER science and engineer captains.

    I want to keep their edge very sharp in PVE.


    I'm all for buffing engineers and science ones..... instead of nerfing tacticals.


    I mean... what's wrong with buffing the other two classes instead of nerfing the tacticals?

    PVP wise both would result in equality, but pve wise the nerf would be bad, the buff good.

    Unfortunately, there are two threads discussing the same thing. Let's continue this conversation in the other thread.

    http://sto-forum.perfectworld.com/showthread.php?t=599611
    Waiting for a programmer ...
    qVpg1km.png
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited March 2013
    Makes sense, a moderator should merge them.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited March 2013
    tpalelena wrote: »
    I can sum this up. Nerf tacticals even more, buff everything else. Yeah, as if nerfing the GDF was not enough. :rolleyes:

    Um, how can you nerf a buff before it's officially live? :rolleyes:

    Tactical's really don't need anymore offensive buffs. There are Pro PvPers I know who made builds that stacked criticals and were unstoppable in Ground PvP and they were 1-shotting people long before the Shotguns were introduced. This was well over a year ago.

    With these new trait buffs, Tacticals would be so seriously overpowered it wouldn't be funny. And Engineering and Science buffs are far insufficient to counter this degree of attack.


    For Example. You critical shot someone for 1000 HPs, and Engineers have that 5% reduction, you just dropped that damage down to 950. And lets say the Engineer had recharge shields in place, that would drop that down to 665. Then the armor, that drops down to 630. Which means, you're good as dead.
  • khayuungkhayuung Member Posts: 1,876 Arc User
    edited April 2013
    Medical Vanguard is neat. I think Science is in a good place. Exotic damage sounds like a return to damage that sci only can use.

    You DO know that not all Tacs carry grenades right? I run with Operative a lot, but this trait encourages me to go back to FT and SL. I wonder how this would interact with smoke grenade though, autoexpose anyone walking into it?

    If GDF only works from 50% and below, then its trait is almost mandatory. Leave it as it is.

    That Engie turret trait is ignorable however... Skip it, stack Lucky & Soldier, and bomb everything to pieces. And enjoy your new Borg shields.

    I really really like what I'm seeing here! For all classes even, and its flavorful still!!


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  • nithanathnithanath Member Posts: 0 Arc User
    edited April 2013
    I am not very happy about the species required traits. Why not let everyone choose what species they like to play and then choose how they want to play. While my alien tactical captain is happy with the elusive and accurate traits my vulcan sci cares little about melee strength since I just don't like close combat. I would rather be able to choose traits that fit to my playstyle rather than choose a species that supports a certain playstyle.
    New players I guess will have an idea of what species they like (and one can always change the appearance of a character later) but they certainly do not know if the innate traits will fit the playstyle they have yet to find.
    I was hoping that the trait revamp would make it possible to revert some uneducated choices a player makes when creating a character. Please take this into consideration.
    [SIGPIC][/SIGPIC]
  • diogene0diogene0 Member Posts: 0 Arc User
    edited April 2013
    nithanath wrote: »
    New players I guess will have an idea of what species they like (and one can always change the appearance of a character later) but they certainly do not know if the innate traits will fit the playstyle they have yet to find.
    I was hoping that the trait revamp would make it possible to revert some uneducated choices a player makes when creating a character. Please take this into consideration.

    Actually, anyone with a brain should know not to pick up melee bonuses in any game (except medieval ones ofc), because most of the times it sucks. STO is no exception. My first char isn't a vulcan for this reason. Being a rookie doesn't mean you know nothing about games. :D
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  • mbomberdavidmbomberdavid Member Posts: 0 Arc User
    edited April 2013
    nithanath wrote: »
    I am not very happy about the species required traits. Why not let everyone choose what species they like to play and then choose how they want to play. While my alien tactical captain is happy with the elusive and accurate traits my vulcan sci cares little about melee strength since I just don't like close combat. I would rather be able to choose traits that fit to my playstyle rather than choose a species that supports a certain playstyle.
    New players I guess will have an idea of what species they like (and one can always change the appearance of a character later) but they certainly do not know if the innate traits will fit the playstyle they have yet to find.
    I was hoping that the trait revamp would make it possible to revert some uneducated choices a player makes when creating a character. Please take this into consideration.


    you are right when you say:
    "Why not let everyone choose what species they like to play and then choose how they want to play"
  • nithanathnithanath Member Posts: 0 Arc User
    edited April 2013
    diogene0 wrote: »
    Actually, anyone with a brain should know not to pick up melee bonuses in any game (except medieval ones ofc), because most of the times it sucks. STO is no exception. My first char isn't a vulcan for this reason. Being a rookie doesn't mean you know nothing about games. :D

    Exactly my point. So no one who cares about traits should play as a vulcan, one of the central species in Star Trek.
    [SIGPIC][/SIGPIC]
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited April 2013
    nithanath wrote: »
    Exactly my point. So no one who cares about traits should play as a vulcan, one of the central species in Star Trek.

    You can always make an alien gen vulcan :) I mean, if you don't want the vulcan traits.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • nithanathnithanath Member Posts: 0 Arc User
    edited April 2013
    If I ever make another character it will certainly not be in this game.
    [SIGPIC][/SIGPIC]
  • tsurutafan01tsurutafan01 Member Posts: 0 Arc User
    edited April 2013
    What would be the point of even having species if there are no species traits?

    At that point eliminate everything but the Alien option. It's exactly the same thing.

    Also unless you are attempting to be an elite PvPer, having one melee trait isn't going to sink you. Ever. On anything in the entire game.


    "We are smart." - Grebnedlog

    Member of Alliance Central Command/boq botlhra'ghom
  • delvanidelvani Member Posts: 0 Arc User
    edited April 2013
    STO I promise you that if I can not make an alien and choose all my traits I will quit playing this game.
  • mrkollinsmrkollins Member Posts: 0 Arc User
    edited April 2013
    Why not make Medical Vaguard a perfect HP for 4 seconds? That would be too much?.

    Science Officers are HP tanks, why not maintain the line and let the Engineers with the Shield Tanking?
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  • bareelbareel Member Posts: 3 Arc User
    edited April 2013
    Photonic Capacitor
    I don't understand what is and what is not supposed to make this proc.

    Procs From: Photonic Shockwave, Sensor Scan, Hazard Emitter, Sci Team, Transfer Shield Strength

    Does not Proc: Emergency Power to Shield, Engineering Team, Sci Fleet, Rotate Shield Frequency

    Very confused.
  • abyssinainabyssinain Member Posts: 98 Arc User
    edited April 2013
    IMO I would keep conversation of energy, and then switch out photonic capacitor for the other sci abilities, maybe instead of cool down reduction on photonic fleet, make it cool down reduction on sensor scan.

    Either that or another dmg buff on flow caps or shield systems or something scis use.

    Conversation of energy allows sci's to have some real teeth that tacs can't benefit from, if you haven't tried a specced grav well or repulsor with this buff you really should, its wonderful.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited April 2013
    bareel wrote: »
    Photonic Capacitor
    I don't understand what is and what is not supposed to make this proc.

    Procs From: Photonic Shockwave, Sensor Scan, Hazard Emitter, Sci Team, Transfer Shield Strength

    Does not Proc: Emergency Power to Shield, Engineering Team, Sci Fleet, Rotate Shield Frequency

    Very confused.

    Maybe, engineering powers don't affect it. Do you mean Reverse Shield Polarity instead of Rotate Shield Frequency (which you can't get on a science captain)?
    Waiting for a programmer ...
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  • bareelbareel Member Posts: 3 Arc User
    edited April 2013
    frtoaster wrote: »
    Maybe, engineering powers don't affect it. Do you mean Reverse Shield Polarity instead of Rotate Shield Frequency (which you can't get on a science captain)?

    Yeah RSP I meant. But its wierd the tooltip states 'shield heals' not shockwaves, not sensor scans, shield heals. Yet EPtS isn't a shield heal according to test. Either tooltip lies or it is bugged.
  • dave18193dave18193 Member Posts: 416 Arc User
    edited April 2013
    Will we be seeing new Boff traits as well? Specifically, more species having access to space traits would be nice.
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  • illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited April 2013
    That's all a work-in-progress and may not be indicative of how the final version will be -- it's why there were no notes in Tribble. I'm not saying that this trait's ability will or won't be there, as things are still being decided on, but until there are Tribble patch notes about it, please remember that it's all not finalized and still WIP.

    Cheers,

    Brandon =/\=

    Does this mean we can expect a complete revamp to the engineer traits to help make Engineers actually competitive with an eye towards PVP?

    Or should I start saving for that re-career token you guys mentioned?
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