Grace Under Fire
Whenever you are hit for more than 25% of your hull in a 5 second period, the cooldown on Miracle Worker is reset.This effect cannot occur more often than once per 90 seconds. Fine trait for sure.
EPS Manifold Efficiency:
Using a Battery for one subsystem also gives 25% of its effect to other subsystems. Another interesting trait for eng who like to be more..efficient[
Ground -Nanomolecular Architect:
All pets you create have increased damage resistance and regeneration. This trait made me happy :P but then again its not that much,would be good it it would apply to shield/heal generators aswell,or if not then increase the dmg resistance to like 15-20
Ground - Shield Harmonic Resonance:
When you take damage, your shields start to adapt to the incoming damage, giving you a stacking Resistance buff to that type of damage.
Only one damage type can grant this resistance at any given time. Gonna use it.Loving it.
Science:
Space - Photonic Capacitor:
Science powers you activate reduce the remaining cooldown of Photonic Fleet by 15 seconds.
This ability cannot trigger more often than once every 15 seconds. Idk about this one.Sounds ok tho
Space - Conservation of Energy:
When Energy Weapons hit your shields, your exotic damage has a chance to be increased by 10%, stacking up to 3 times.
Exotic Damage is any damage which is increased by the Starship Particle Generators skill. Meh,but some ppl will surely use it.
Ground -Medical Vanguard:
All powers you use on allies give them perfect shields for 4 seconds, along with a moderate Shield Heal. Now sci can heal shields too..Engineers won't like that
Ground -Field Researcher :
You gain a 25% damage bonus against targets affected by Control powers or Debuff powers. Gonna pick it in may.
Tactical:
Space - Last Ditch Effort:
While Go Down Fighting is active, you gain 10% Damage Resistance to all damage types when you attack a target, stacking up to 3 times. Well if i play my tactical captains i want them to add dmg not resistance.But np this aint that bad.
Space - Crippling Fire:
Your critical hits reduce your target's Accuracy by 5%, stacking up to 3 times. pvp trait?XD players who crit alot will find this pretty nice.
Ground - Situational Awareness:
All of your Grenade powers now expose their target in addition to their normal effects. So everytime u throw nade to opponent he will be exposed?O.O
Ground - Strike Team Specialist:
Your damaging attacks give you a 2.5% bonus to Crit chance. This buff can stack up to 3 times. 7.5 chance to crit won't bring something.So its meh to me.But adding extra dmg would be nice.like 3-5%dmg per stack with that 2.5%.Or crit severity 10%per stack
Fury
The damage scaling on Fury has been changed.
It now is active at all times, but ramps slowly up to a 5% damage bonus at half health, and then scales much more quickly as your health gets closer to zero. I would make it 5%bonus dmg from around 65%hp.
Limited Telepathy
In addition to its previous effects, this trait will widen your own flank arc to 90 degrees up from 60 degrees, preventing you from taking Flank damage from attackers within that arc. This one is nice.Another pvp trait.
Acute Senses
In addition to its previous effects, this trait now also reduces the damage you take from flanking attacks. Same deal here.
Covert
In addition to its previous effects, this trait now increases the bonus flanking damage your character deals. Since i love to flank.I won;t mind extra flank dmg ^^
Physical Strength
Physical Strength's bonus to melee damage has been increased from 10% up to 15%.
In addition to its previous effects, this trait now gives your melee attacks a chance to knock down your target. Fine as it is.But i hope Klingons can't stack it with theirs current racial trait.
Sure Footed
In addition to its previous effects, this trait now makes you immune to Roots while in Aim mode and immune to Knock effects while in Crouch mode. Now drones can stop buging me with roots.Hell yes.:P
Cold Blooded
Now provides resistance to all Plasma damage, instead of just Plasma DoTs. Some extra stat wouldn't be bad.Bcz i wonder who would take this one.
Creative
This trait has been redesigned.
]It now provides a 20% bonus to all Heal and Shield Heal powers. Awww i lost 5%dmg with this redesigne .Fine for SCI and eng who like to heal.But we only have ones that heal themselves.
Additionaly i would like to see more buff on some traits
Agressive
Add dmg and threat gen from 5% to 10%.
Peak health add extra hp from 10% to 15%
same goes for that resistance(i forgot which one was it)
There should be more traits for space aswell.Some offensive traits
-LIKE 5%dmg for energy and projectile weapons
-2%crit chance and 5-10%crit severity
-+5%flight and turn rate
-Reduce beam and cannon power drain by 2,slight less dmg drop off over range
Into the hive elite. With Cannons, and doing the yo-yo maneuver to do the highest possible dps. Then see how tac cubes and spheres head towards you and kill you in a matter of seconds. And if you understand my sig then you know i'm a good escort pilot and that it's not because i'm doing it wrong. :P
Last time I bothered with HSE I took my tac alt in his oddy and tanked the entire thing thank you very much. The key to tanking is simply resistance, and regen, neither of which are difficult to get. Finally if you say tanking does not mean one must top the damage chart why on earth is doing it in a beam escort invalid? That is a complete logic fail and shows the difference in how you and I look at things. I take the ships and use all their inherent capabilities trying to push them to the max without a care how they are intended to be used but instead with how they actually perform. And PS I don't normally bother to use my beam tank escort very often simply because it is sub-optimal to tank at all instead I just use my steamrunner which is a cannon ship, with threat control, that still tanks just fine.
No offense but... Cruisers are useful. The way you play yours isn't. You posted your build once and I told you then i understood why you were complaining about those ships. Cruisers are heal boats and when the instance is difficult enough then you may ease the job for your escorts and science ships. But you need to focus almost exclusively on support and not on your dps parser. That's what you don't get because you want to do dps and do not understand (and probably won't understand, even if i spend a month to explain you things) that support is critical in a team, even and especially in the best ones.
Cannot recall ever posting a cruiser build aside from perhaps my Dkora which is a battlecruiser anyway nor a serious build. Additionally I never stated cruisers are useless I have stated they are underpowered because they fill a role that is unneeded in PvE.
When I do Hive space elite, with my eng/cruiser I NEED miracle worker, since we will aggro everything on the map because everyone uses the awesome romulan torps for a better dps. And I'm barely able to keep my escorts alive. I may be able to heal one or two, and when I can pop miracle worker it means i can toss out more heals to them. I don't care if it doesn't clean debuffs, it just does the job so that I can send my aux to sif 3 and TSS 2/3 to my team mates. That's exactly what i want.
To be honest HSE is itself sub-optimal. I can carry an ISE or CSE in half the time with terribad players and get both done in 20 minutes so simply put it does not really matter at all to me. And why you use those abilities instead of extend shields also confuses me.
And i keep saying that the battery trait is awesome. More power to engines or aux (or more power to weapons and engines when i use an aux battery when i don't run full aux) means i will do a better job. I will be able to fly faster, my heals will be stronger, my turunrate will be increased, with a 30s CD because I know i can use a purple quatermaster from the fleet support doff packs in my active roster. And if i want to i can add an exocomp.
Turn rate increase will be minimal as your base turn rate is garbage to begin with. If you are a heal bot why are you not running full aux to begin with? And if you simply rotate two EPtX abilities with doff support or slots you should be capable of having 3 subsystems near max all the time anyway.
The science trait is really underwhelming, because when i take my sci i don't want to do dps, i want to be the space wizard and say "you come here", "you go away", "you stay here and keep quiet". This trait won't help me doing that. Eng traits will help me a lot to do what i want to do, which is playing a strong support role. If you don't like supporting your team then you won't like these traits no matter what the devs do, even if they give you 125 power to everything constantly and give you 50 copies of miracle worker with a 5s CD. Because it's support and you want dps, but this is like playing this game and trying to put the star in the circular hole.
Good for you. I am happy that Sci can now deal more average damage with Sci abilities than a Tac can it is about frelling time. Next up allowing even more variance on any CC abilities is a very dangerous thing to do from a balance perspective hence I am pleased they are not.
We obviously have very different playstyles and will never see eye to eye about any of this.
When creating a NEW captain of an Alien species, the new Character generator did not allow me to select the 4 traits i wanted for that character. she started out with traits but i did not select them, which is 75-80% of the reason players select the option of playing as an alien race.
When creating a NEW captain of an Alien species, the new Character generator did not allow me to select the 4 traits i wanted for that character. she started out with traits but i did not select them, which is 75-80% of the reason players select the option of playing as an alien race.
You can respec for free later. I think it's part of making Aliens non-OP....
It's baffling why BOFFs aren't included in the revamp, seems half-assed.
Have to agree. I was hoping the point of this thing was to address the ridiculous imbalance between different species because most of them can't even roll a space trait.
A Blue quality Lethean with Efficient is worth roughly 100-150K EC, at least. A Blue quality Lethean without it is worth roughly 10-100 EC.
Every species should have a default ground and space trait. And there should have been new space traits added.
It doesn't really bug me in gameplay terms that much since with most of my characters I pick BOFFS more for fantasy reasons than gameplay ones, but still. Seems like an opportunity has been missed.
"We are smart." - Grebnedlog
Member of Alliance Central Command/boq botlhra'ghom
Ok well looking at the class traits I think the following:
Tactical:
Crippling fire - looks good, probably affects PvP more than PvE but its a nice little bonus to help my escort live longer.
Last Ditch Effort - I like this as a +10 stacking damage resist is nice and should help you live a little longer and make more use out of the skill.
Situational awareness - I think this is a very good trait but perhaps the expos? duration should be 5s. I think grenade spam could be bad in PvP just like all fps games.
Strike team specialist - I like this and combined with other skills will help landing big powerful blows easier.
Science:
Conservation of Energy - I like the idea of making science captains do more damage with science abilities but I would prefer if it was a flat +/-10 damage resistance to target on use of science ability. This would fit more into the buff/debuff role in science captain descriptions. Allies get +10 DR when healed and enemies get -10DR when sci skill used on them.
Photonic capacitor - it could lead to a halving of the recharge time but the actual ability itself is a bit lacking. Perhaps it could also buff the photonic ships by 50%, then it would be good. Either way photonic fleet needs to be better to want to pick this.
Medical vanguard - seems like shoehorning science into healer more and more and it heals shields too. Very powerful for a healer. Perhaps shield regen needs reducing on it though.
Field researcher - I sort of like this, gives a CC science a bit more use. +25 damage is not much though, about 2.5% of my health, perhaps if it was +25 and extended to the whole team (including boffs) it might be nicer.
Engineering:
Nanomolecular Architect - nice little bonus especially as fabricants die so very fast. Though I think it needs buffing on the resistance and regen. I'd expect it to regen 50% of its health or there abouts in a minute. With DR able to make it withstand a grenade but not multiple ones and certainly not a fully buffed plasma.
Shield Harmonic Resonance - I like it but again seems like we're leaning more to the trinity. Might cause problems in PvP but PvE I like it a lot.
Grace under Fire - Sort of good. Miracle worker is a good skill but its a last ditch attempt at staying alive and as someone pointed out most of the time you die 10s later anyway. How's about letting the trait put the cooldown to 3 mins but give you a massive resist to everything (shield resist, hull resist and power drain resistance).
EPS manifold efficiency - I do not like this at all. Making it reliant on a consumable item which you may or may not have the slots for and needing skill points and a doff to get the most out of it doesn't sit well with me. If this skill was linked to any ability that increased ship power levels but at reduced amounts, I would pick it up. For example on use of emergency to weapons +10 all systems for 30s or duration of skill, with aux to battery it could be +10 all systems but only for the 10s it's active. As is I can't imagine anyone using it in its current form outside of cruiser captains who have the device slots. I have heard about these v.rare warp cores but not seen or got one to test so can't comment on that.
Another idea for EPS manifold efficiency could be to give a stacking drain resistance for time in combat, say 1 per second upto 100s or perhaps +33 on every use of a power draining weapon/ability for 15s up to 3 stacks.
All in all I think it's a great idea adding traits to enhance a captains function but we do need to remember that it needs to improve the captains performance in ALL ships not just the one in class.
Also while I approve of the enhancing of the 4min cool down captain skills don't be afraid to let the trait change the skill completely in some cases so it gives people an options. All in all these are all steps in the right direction.
A question to hawk though. Can the traits effects be balanced differently between PvP and PvE? Some of these will be horrifically OP in PvP but are not going to be that noticeable in PvE content or vice versa. While we're at it it would also be nice to have some of the prospective toys for a week free to play around with, get some of the fleets to do PvP testing as well as PvE testing to see where they do need balancing with regards to trait interactions.
Just my tuppence. Off to check out those tasty race traits now =D
Science:
Space - Photonic Capacitor:
Science powers you activate reduce the remaining cooldown of Photonic Fleet by 15 seconds.
This ability cannot trigger more often than once every 15 seconds. Idk about this one.Sounds ok tho
Space - Conservation of Energy:
When Energy Weapons hit your shields, your exotic damage has a chance to be increased by 10%, stacking up to 3 times.
Exotic Damage is any damage which is increased by the Starship Particle Generators skill. Meh,but some ppl will surely use it.
Okay, I'm just going to throw this out here, but...
Photonic Capacitor: So, you're telling me the cooldown reduction is 15 seconds...which has an internal cooldown of 15 seconds. If the ICD is equal to the cooldown reduction, at best you're getting a 6% cooldown reduction to an already lackluster ability -- and that necessitates hitting a science boff power when PF's cooldown is down to 15s so you can immediately pop it. For it to actually be a substantive cooldown reduction, the reduction would have to be greater than the ICD. Is this modified by aux power setting or something?
Conservation of Energy: Now, it may just be me but I generally don't like getting shot when I'm flying a science vessel, which are the vessels you really want to fly if you're going to rely upon exotic damage. If I were in a cruiser I might have a good use for this, but if I'm in a cruiser I'm going to be slotting primarily heals and buffs and maybe. It has good synergy with Feedback Pulse, and in a ship that can take a beating, but that's it.
Playing a science captain, if I wanted a reactive ability I'd much rather have one that procs a very weak placate when I'm hit. That way I can focus on controlling and buffing/healing in combat, instead of staying alive.
Somebody getting uppity about canon? No problem! Just take a deep breath, and repeat after me:
theodrim photonic capacitor doesn't work like that.
Time 0: You activate science ability 1 and it takes 15s off what's left of the cooldown on photonic fleet immediately. You have just used photonic fleet 15s earlier so you have 3m45s minutes cooldown left on it, you would now have 3m30s for photonic fleet cooldown.
Time 0-15s: Whatever science ability you activate now will not reduce the cooldown on photonic fleet. So activating science abilities 2 and 3 did not reduce cooldown.
Time 15s: You activate science ability 4, it takes another 15s off. So the cooldown has reduced to 3m15s between T0 and T15s and now becomes 3 minutes.
You repeat the process. As you can see it reduces the cooldown substantially if you're constantly using science skills. However as stated the ships themselves are kinda rubbish, they die easily, the damage is poor, their AI is up there with most sleepy dogs and they don't even use abilities.
As for conservation of energy not had a chance to test it out properly as the transfer messed up the gear and boffs so I'll have to try again. However considering how little damage these science skills do anyway I wouldn't expect more than 900 damage and that's only if you're getting something shooting at you but not one shotting. Oh and the target has no shields. Oh and you use sensor scan.
It looks like there might be a transition to science skills doing exotic damage and (please oh please) tactical abilities not buffing them which would lead the way to a damage increase. Then the 30% might be worth it.
Sunfrancks I did see that one of the trait slots unlocks at VA 60 but I somehow managed to slot a trait in at VA 50, my guess is that it is unlocked so we can test the impact of having that many traits at one time. That or it's a bug lol.
theodrim photonic capacitor doesn't work like that.
Erm...yeah. Math failure on my part, that's what I get for posting before coffee. My bad.
...that's only if you're getting something shooting at you but not one shotting...
Yeah that's the problem. I'd rather not get shot at, instead of pulling some "blood knight" TRIBBLE that's only really viable in cruisers (that have appropriate science slotting), and the ARVR, for obvious reasons. Even then, I'd be likely slotting out for survivability instead of extra exotic damage...
Somebody getting uppity about canon? No problem! Just take a deep breath, and repeat after me:
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!
I looked at traits and the real question is how they play in with skills. Of the one i would use for my science class is the medical heal w/ shield that was good; still looking at the others.
Yeah I just saw that and wondered if it was a typo or an unannounced level cap increase that is coming in Legacy of Romulus.
My guess is an unintended sneak peek confirming the level cap increase that is forthcoming with one of the next seasons. Since it's in some of the code already, it may mean the level increase is in the next season after the LOR release.
Yeah I just saw that and wondered if it was a typo or an unannounced level cap increase that is coming in Legacy of Romulus.
Sorry to disappoint, but it's just a typo - it's a bug in the way Aliens' traits' level requirements are calculated, since Aliens have one more trait to choose than all other species.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Not sure if this has been asked or addressed yet regarding the upcoming trait revamp...
Do the trait changes apply only to captains/players, or bridge officers too?
Bridge officers currently share a lot of the same traits as captains/players. Racial traits, Creativity, Stubborn, etc. Often with tooltips/infoboxes copied verbatim from the captains version of the trait (BOs with Creativity referring to kits for example.)
If these trait changes also apply to boffs;
Which of the new traits being introduced will be captain only / boff only?
Will the traits give the same bonuses as captains, if not how do they differ?
Will there be basic/superior variants of traits for bridge officers?
Will we have the ability to retrait our bridge officers?
How will new traits for captains / bridge officers be earned/unlocked/rewarded?
Because traits on bridge officers are currently un-customisable, whereas skills can be retrained. I and many others have used traits as the primary factor in searching for and selecting bridge officers, spending a great deal of time and money tracking down boffs with certain trait combos.
Can you please provide an in-depth explanation of how the trait revamp will affect bridge officers?
Not sure if this has been asked or addressed yet regarding the upcoming trait revamp...
Do the trait changes apply only to captains/players, or bridge officers too?
Bridge officers currently share a lot of the same traits as captains/players. Racial traits, Creativity, Stubborn, etc. Often with tooltips/infoboxes copied verbatim from the captains version of the trait (BOs with Creativity referring to kits for example.)
If these trait changes also apply to boffs;
Which of the new traits being introduced will be captain only / boff only?
Will the traits give the same bonuses as captains, if not how do they differ?
Will there be basic/superior variants of traits for bridge officers?
Will we have the ability to retrait our bridge officers?
How will new traits for captains / bridge officers be earned/unlocked/rewarded?
Because traits on bridge officers are currently un-customisable, whereas skills can be retrained. I and many others have used traits as the primary factor in searching for and selecting bridge officers, spending a great deal of time and money tracking down boffs with certain trait combos.
Can you please provide an in-depth explanation of how the trait revamp will affect bridge officers?
I'd really like to know this as well. That and whhether or not we'll see more evenly distributed Boff space traits, as right now the outright best boffs are humans and saurians on fed, and letheans for KDF.
More trait variety and customization would be brilliant, and help the game to feel more "treky".
That and I'd like to run an all andorian space crew for my Charal without losing out on space bonuses. Just sayin.
Got a cat? Have 10 minutes to help someone make the best degree dissertation of all time?
Then please fill out my dissertation survey on feline attachment, it'd be a massive help (-:
I can think of quite a few space traits just offhand that seem... plausible.
This is in no way some sort of final polished product, merely an offhand example of how the space traits could be expanded.
Tactical BOFF:
Energy Weapons Specialist
Torpedo Weapons Specialist
Piloting Experience
I think guessing what the first two do are kind of obvious. Piloting Experience I see as working similar to an RCS Accelerator console, boosting ship turn rate by a %. I can see having access to three of any of those somewhat addressing "useless third Tac BOFF slot syndrome": you might not need the power, but trait focus? It's... somewhat better.
Techie is currently (I think) a player only trait that can have a BOFF version added. Ops - Communications would be a disabled/dead crew resistance buff as well as a crew recovery rate buff, because of "more efficient response times between departments, and quicker reaction to crises on ship" or what have you. Efficient is already in the game and works fine (and is overrated since as far as I can tell it only stacks so far with the Captain's warp core efficiency), but should be restricted to Engineering as it seems to apply to warp core engineers in story terms.
Science BOFF:
Astrophysicist
Sensor Expert
Energy Theorist
Astrophysicist would again simply be a BOFF version of an existing player trait, giving a boost to various stats. Sensor Expert would boost stealth detection as well as a buff against placation from powers like Jam Sensors and a slight accuracy increase. Energy Theorist would boost the damage of some science skills like Gravity Well, or the healing properties of some science skills like Hazard Emitters.
Or something like that. As I said, just offhand ideas. Nothing polished. But the point here is it's there to be had.
"We are smart." - Grebnedlog
Member of Alliance Central Command/boq botlhra'ghom
...I and many others have used traits as the primary factor in searching for and selecting bridge officers, spending a great deal of time and money tracking down boffs with certain trait combos.
Can you please provide an in-depth explanation of how the trait revamp will affect bridge officers?
I wonder ^this^ as well. I have taken time (and resources) to get my BOs just right. Usually this means certain BOs (w/space traits) for ship duty, and others (with appropriate ground traits) for Away Teams. I match up traits to weapons and class (for example I'll give a Tac BO with Acute Senses and Super Lucky a good Sniper Rifle and Dmg buffing powers, where as a BO with Physical Strength and Resilient might get a melee weapon). I'd hate to see that effort wasted.
You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
You keep improving the engineering space traits to make them even more useful.
Could you please take a look at the science ones? currently, they don't do science stuff and one of them is a buff to a completely useless ability (photonic fleet). All i want is my scis doing control, disables, debuffs. None of the current trait will help me do that. The space traits for tac traits aren't waht i expect from my tac chars too. My tac is supposed to do dps, why would you give him more tanking and debuffs? I'm not playing a tank but a destroyer. All i want is fairness across my chars. If my eng gets more power and tanking, why can't my tac get more dps and my sci better control and debuffs?
You keep improving the engineering space traits to make them even more useful.
Could you please take a look at the science ones? currently, they don't do science stuff and one of them is a buff to a completely useless ability (photonic fleet). All i want is my scis doing control, disables, debuffs. None of the current trait will help me do that. The space traits for tac traits aren't waht i expect from my tac chars too. My tac is supposed to do dps, why would you give him more tanking and debuffs? I'm not playing a tank but a destroyer. All i want is fairness across my chars. If my eng gets more power and tanking, why can't my tac get more dps and my sci better control and debuffs?
Thanks.
I agree that the science space traits should be improved and that tacs should have been given traits oriented toward offense. An improved Sensor Scan would be more useful than an improved Photonic Fleet. I think Conservation of Energy should buff all non-defensive science skills, not just particle generators. Then, it would be useful for different science builds, not just those specialized for exotic damage.
Comments
Whenever you are hit for more than 25% of your hull in a 5 second period, the cooldown on Miracle Worker is reset.This effect cannot occur more often than once per 90 seconds.
Fine trait for sure.
EPS Manifold Efficiency:
Using a Battery for one subsystem also gives 25% of its effect to other subsystems.
Another interesting trait for eng who like to be more..efficient[
Ground -Nanomolecular Architect:
All pets you create have increased damage resistance and regeneration.
This trait made me happy :P but then again its not that much,would be good it it would apply to shield/heal generators aswell,or if not then increase the dmg resistance to like 15-20
Ground - Shield Harmonic Resonance:
When you take damage, your shields start to adapt to the incoming damage, giving you a stacking Resistance buff to that type of damage.
Only one damage type can grant this resistance at any given time.
Gonna use it.Loving it.
Science:
Space - Photonic Capacitor:
Science powers you activate reduce the remaining cooldown of Photonic Fleet by 15 seconds.
This ability cannot trigger more often than once every 15 seconds.
Idk about this one.Sounds ok tho
Space - Conservation of Energy:
When Energy Weapons hit your shields, your exotic damage has a chance to be increased by 10%, stacking up to 3 times.
Exotic Damage is any damage which is increased by the Starship Particle Generators skill.
Meh,but some ppl will surely use it.
Ground -Medical Vanguard:
All powers you use on allies give them perfect shields for 4 seconds, along with a moderate Shield Heal.
Now sci can heal shields too..Engineers won't like that
Ground -Field Researcher :
You gain a 25% damage bonus against targets affected by Control powers or Debuff powers.
Gonna pick it in may.
Tactical:
Space - Last Ditch Effort:
While Go Down Fighting is active, you gain 10% Damage Resistance to all damage types when you attack a target, stacking up to 3 times.
Well if i play my tactical captains i want them to add dmg not resistance.But np this aint that bad.
Space - Crippling Fire:
Your critical hits reduce your target's Accuracy by 5%, stacking up to 3 times.
pvp trait?XD players who crit alot will find this pretty nice.
Ground - Situational Awareness:
All of your Grenade powers now expose their target in addition to their normal effects.
So everytime u throw nade to opponent he will be exposed?O.O
Ground - Strike Team Specialist:
Your damaging attacks give you a 2.5% bonus to Crit chance. This buff can stack up to 3 times.
7.5 chance to crit won't bring something.So its meh to me.But adding extra dmg would be nice.like 3-5%dmg per stack with that 2.5%.Or crit severity 10%per stack
Fury
The damage scaling on Fury has been changed.
It now is active at all times, but ramps slowly up to a 5% damage bonus at half health, and then scales much more quickly as your health gets closer to zero.
I would make it 5%bonus dmg from around 65%hp.
Limited Telepathy
In addition to its previous effects, this trait will widen your own flank arc to 90 degrees up from 60 degrees, preventing you from taking Flank damage from attackers within that arc.
This one is nice.Another pvp trait.
Acute Senses
In addition to its previous effects, this trait now also reduces the damage you take from flanking attacks.
Same deal here.
Covert
In addition to its previous effects, this trait now increases the bonus flanking damage your character deals.
Since i love to flank.I won;t mind extra flank dmg ^^
Physical Strength
Physical Strength's bonus to melee damage has been increased from 10% up to 15%.
In addition to its previous effects, this trait now gives your melee attacks a chance to knock down your target.
Fine as it is.But i hope Klingons can't stack it with theirs current racial trait.
Sure Footed
In addition to its previous effects, this trait now makes you immune to Roots while in Aim mode and immune to Knock effects while in Crouch mode.
Now drones can stop buging me with roots.Hell yes.:P
Cold Blooded
Now provides resistance to all Plasma damage, instead of just Plasma DoTs.
Some extra stat wouldn't be bad.Bcz i wonder who would take this one.
Creative
This trait has been redesigned.
]It now provides a 20% bonus to all Heal and Shield Heal powers.
Awww i lost 5%dmg with this redesigne .Fine for SCI and eng who like to heal.But we only have ones that heal themselves.
Additionaly i would like to see more buff on some traits
Agressive
Add dmg and threat gen from 5% to 10%.
Peak health add extra hp from 10% to 15%
same goes for that resistance(i forgot which one was it)
There should be more traits for space aswell.Some offensive traits
-LIKE 5%dmg for energy and projectile weapons
-2%crit chance and 5-10%crit severity
-+5%flight and turn rate
-Reduce beam and cannon power drain by 2,slight less dmg drop off over range
etc.:P
We obviously have very different playstyles and will never see eye to eye about any of this.
Isn't it time these two traits get removed from the system, since they are too good not to take them.
Never! Acurate and Elusive are my favourites.:mad:
My character Tsin'xing
Have to agree. I was hoping the point of this thing was to address the ridiculous imbalance between different species because most of them can't even roll a space trait.
A Blue quality Lethean with Efficient is worth roughly 100-150K EC, at least. A Blue quality Lethean without it is worth roughly 10-100 EC.
Every species should have a default ground and space trait. And there should have been new space traits added.
It doesn't really bug me in gameplay terms that much since with most of my characters I pick BOFFS more for fantasy reasons than gameplay ones, but still. Seems like an opportunity has been missed.
"We are smart." - Grebnedlog
Member of Alliance Central Command/boq botlhra'ghom
Tactical:
Crippling fire - looks good, probably affects PvP more than PvE but its a nice little bonus to help my escort live longer.
Last Ditch Effort - I like this as a +10 stacking damage resist is nice and should help you live a little longer and make more use out of the skill.
Situational awareness - I think this is a very good trait but perhaps the expos? duration should be 5s. I think grenade spam could be bad in PvP just like all fps games.
Strike team specialist - I like this and combined with other skills will help landing big powerful blows easier.
Science:
Conservation of Energy - I like the idea of making science captains do more damage with science abilities but I would prefer if it was a flat +/-10 damage resistance to target on use of science ability. This would fit more into the buff/debuff role in science captain descriptions. Allies get +10 DR when healed and enemies get -10DR when sci skill used on them.
Photonic capacitor - it could lead to a halving of the recharge time but the actual ability itself is a bit lacking. Perhaps it could also buff the photonic ships by 50%, then it would be good. Either way photonic fleet needs to be better to want to pick this.
Medical vanguard - seems like shoehorning science into healer more and more and it heals shields too. Very powerful for a healer. Perhaps shield regen needs reducing on it though.
Field researcher - I sort of like this, gives a CC science a bit more use. +25 damage is not much though, about 2.5% of my health, perhaps if it was +25 and extended to the whole team (including boffs) it might be nicer.
Engineering:
Nanomolecular Architect - nice little bonus especially as fabricants die so very fast. Though I think it needs buffing on the resistance and regen. I'd expect it to regen 50% of its health or there abouts in a minute. With DR able to make it withstand a grenade but not multiple ones and certainly not a fully buffed plasma.
Shield Harmonic Resonance - I like it but again seems like we're leaning more to the trinity. Might cause problems in PvP but PvE I like it a lot.
Grace under Fire - Sort of good. Miracle worker is a good skill but its a last ditch attempt at staying alive and as someone pointed out most of the time you die 10s later anyway. How's about letting the trait put the cooldown to 3 mins but give you a massive resist to everything (shield resist, hull resist and power drain resistance).
EPS manifold efficiency - I do not like this at all. Making it reliant on a consumable item which you may or may not have the slots for and needing skill points and a doff to get the most out of it doesn't sit well with me. If this skill was linked to any ability that increased ship power levels but at reduced amounts, I would pick it up. For example on use of emergency to weapons +10 all systems for 30s or duration of skill, with aux to battery it could be +10 all systems but only for the 10s it's active. As is I can't imagine anyone using it in its current form outside of cruiser captains who have the device slots. I have heard about these v.rare warp cores but not seen or got one to test so can't comment on that.
Another idea for EPS manifold efficiency could be to give a stacking drain resistance for time in combat, say 1 per second upto 100s or perhaps +33 on every use of a power draining weapon/ability for 15s up to 3 stacks.
All in all I think it's a great idea adding traits to enhance a captains function but we do need to remember that it needs to improve the captains performance in ALL ships not just the one in class.
Also while I approve of the enhancing of the 4min cool down captain skills don't be afraid to let the trait change the skill completely in some cases so it gives people an options. All in all these are all steps in the right direction.
A question to hawk though. Can the traits effects be balanced differently between PvP and PvE? Some of these will be horrifically OP in PvP but are not going to be that noticeable in PvE content or vice versa. While we're at it it would also be nice to have some of the prospective toys for a week free to play around with, get some of the fleets to do PvP testing as well as PvE testing to see where they do need balancing with regards to trait interactions.
Just my tuppence. Off to check out those tasty race traits now =D
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
Okay, I'm just going to throw this out here, but...
Photonic Capacitor: So, you're telling me the cooldown reduction is 15 seconds...which has an internal cooldown of 15 seconds. If the ICD is equal to the cooldown reduction, at best you're getting a 6% cooldown reduction to an already lackluster ability -- and that necessitates hitting a science boff power when PF's cooldown is down to 15s so you can immediately pop it. For it to actually be a substantive cooldown reduction, the reduction would have to be greater than the ICD. Is this modified by aux power setting or something?
Conservation of Energy: Now, it may just be me but I generally don't like getting shot when I'm flying a science vessel, which are the vessels you really want to fly if you're going to rely upon exotic damage. If I were in a cruiser I might have a good use for this, but if I'm in a cruiser I'm going to be slotting primarily heals and buffs and maybe. It has good synergy with Feedback Pulse, and in a ship that can take a beating, but that's it.
Playing a science captain, if I wanted a reactive ability I'd much rather have one that procs a very weak placate when I'm hit. That way I can focus on controlling and buffing/healing in combat, instead of staying alive.
Spock's Brain.
Time 0: You activate science ability 1 and it takes 15s off what's left of the cooldown on photonic fleet immediately. You have just used photonic fleet 15s earlier so you have 3m45s minutes cooldown left on it, you would now have 3m30s for photonic fleet cooldown.
Time 0-15s: Whatever science ability you activate now will not reduce the cooldown on photonic fleet. So activating science abilities 2 and 3 did not reduce cooldown.
Time 15s: You activate science ability 4, it takes another 15s off. So the cooldown has reduced to 3m15s between T0 and T15s and now becomes 3 minutes.
You repeat the process. As you can see it reduces the cooldown substantially if you're constantly using science skills. However as stated the ships themselves are kinda rubbish, they die easily, the damage is poor, their AI is up there with most sleepy dogs and they don't even use abilities.
As for conservation of energy not had a chance to test it out properly as the transfer messed up the gear and boffs so I'll have to try again. However considering how little damage these science skills do anyway I wouldn't expect more than 900 damage and that's only if you're getting something shooting at you but not one shotting. Oh and the target has no shields. Oh and you use sensor scan.
It looks like there might be a transition to science skills doing exotic damage and (please oh please) tactical abilities not buffing them which would lead the way to a damage increase. Then the 30% might be worth it.
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
Erm...yeah. Math failure on my part, that's what I get for posting before coffee. My bad.
Yeah that's the problem. I'd rather not get shot at, instead of pulling some "blood knight" TRIBBLE that's only really viable in cruisers (that have appropriate science slotting), and the ARVR, for obvious reasons. Even then, I'd be likely slotting out for survivability instead of extra exotic damage...
Spock's Brain.
Yeah I just saw that and wondered if it was a typo or an unannounced level cap increase that is coming in Legacy of Romulus.
I looked at traits and the real question is how they play in with skills. Of the one i would use for my science class is the medical heal w/ shield that was good; still looking at the others.
My guess is an unintended sneak peek confirming the level cap increase that is forthcoming with one of the next seasons. Since it's in some of the code already, it may mean the level increase is in the next season after the LOR release.
[SIGPIC][/SIGPIC]
Sorry to disappoint, but it's just a typo - it's a bug in the way Aliens' traits' level requirements are calculated, since Aliens have one more trait to choose than all other species.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
It's going to happen in december anyway, since the level cap will be raised then.
God, lvl 60 CW. 17k.
nope not for awhile I would say cap raise would be after december update
I would like to see a cap raise then to
Do the trait changes apply only to captains/players, or bridge officers too?
Bridge officers currently share a lot of the same traits as captains/players. Racial traits, Creativity, Stubborn, etc. Often with tooltips/infoboxes copied verbatim from the captains version of the trait (BOs with Creativity referring to kits for example.)
If these trait changes also apply to boffs;
Because traits on bridge officers are currently un-customisable, whereas skills can be retrained. I and many others have used traits as the primary factor in searching for and selecting bridge officers, spending a great deal of time and money tracking down boffs with certain trait combos.
Can you please provide an in-depth explanation of how the trait revamp will affect bridge officers?
Commander, Starfleet Corps of Engineers • 7th Fleet
Commanding Officer, U.S.S. HEART OF OAK • NX-1759-B • Odyssey class Star Cruiser ( Lexington Tactical Configuration))
(Steam - feel free to follow/friend me : )
I'd really like to know this as well. That and whhether or not we'll see more evenly distributed Boff space traits, as right now the outright best boffs are humans and saurians on fed, and letheans for KDF.
More trait variety and customization would be brilliant, and help the game to feel more "treky".
That and I'd like to run an all andorian space crew for my Charal without losing out on space bonuses. Just sayin.
Then please fill out my dissertation survey on feline attachment, it'd be a massive help (-:
https://www.surveymonkey.co.uk/r/87XKSGH
This is in no way some sort of final polished product, merely an offhand example of how the space traits could be expanded.
Tactical BOFF:
Energy Weapons Specialist
Torpedo Weapons Specialist
Piloting Experience
I think guessing what the first two do are kind of obvious. Piloting Experience I see as working similar to an RCS Accelerator console, boosting ship turn rate by a %. I can see having access to three of any of those somewhat addressing "useless third Tac BOFF slot syndrome": you might not need the power, but trait focus? It's... somewhat better.
Engineering BOFF:
Techie
Ops - Communications
Efficient
Techie is currently (I think) a player only trait that can have a BOFF version added. Ops - Communications would be a disabled/dead crew resistance buff as well as a crew recovery rate buff, because of "more efficient response times between departments, and quicker reaction to crises on ship" or what have you. Efficient is already in the game and works fine (and is overrated since as far as I can tell it only stacks so far with the Captain's warp core efficiency), but should be restricted to Engineering as it seems to apply to warp core engineers in story terms.
Science BOFF:
Astrophysicist
Sensor Expert
Energy Theorist
Astrophysicist would again simply be a BOFF version of an existing player trait, giving a boost to various stats. Sensor Expert would boost stealth detection as well as a buff against placation from powers like Jam Sensors and a slight accuracy increase. Energy Theorist would boost the damage of some science skills like Gravity Well, or the healing properties of some science skills like Hazard Emitters.
Or something like that. As I said, just offhand ideas. Nothing polished. But the point here is it's there to be had.
"We are smart." - Grebnedlog
Member of Alliance Central Command/boq botlhra'ghom
You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
You keep improving the engineering space traits to make them even more useful.
Could you please take a look at the science ones? currently, they don't do science stuff and one of them is a buff to a completely useless ability (photonic fleet). All i want is my scis doing control, disables, debuffs. None of the current trait will help me do that. The space traits for tac traits aren't waht i expect from my tac chars too. My tac is supposed to do dps, why would you give him more tanking and debuffs? I'm not playing a tank but a destroyer. All i want is fairness across my chars. If my eng gets more power and tanking, why can't my tac get more dps and my sci better control and debuffs?
Thanks.
God, lvl 60 CW. 17k.
I agree that the science space traits should be improved and that tacs should have been given traits oriented toward offense. An improved Sensor Scan would be more useful than an improved Photonic Fleet. I think Conservation of Energy should buff all non-defensive science skills, not just particle generators. Then, it would be useful for different science builds, not just those specialized for exotic damage.