PLease use this thread to post feedback and issues found in the new Trait System Improvements.
General:
- Trait System Improvements:
- Personal Traits will be split into two panels within the trait UI – Ground Personal Traits and Space Personal Traits.
- Players will have access to the same number of traits (9, 10 if playing an Alien species) for both sections, and these traits unlock at the same levels as before.
- The UI properly sorts out ground and space traits.
- We’ve added 4 new ground and 14 new space traits.
- These new traits are available to all species, regardless of rank or faction.
- For more details, please visit the Trait System Improvements blog at: http://www.arcgames.com/en/games/star-trek-online/news/detail/9653823-star-trek-online:-trait-system-improvements
- Badlands Battlezone: The correct rewards are now given out when placed in first through third place.
- Khitomer Vortex Advanced cannot be failed.
Comments
This was something which was noticed by QA and subsequently fixed. The fix didn't make it into the Tribble build.
Better safe than sorry. Thanks for the info.
Thank you for asking about it. Far better to get false positives and mentions of known problems.
I think it's bug, cause i have 1 Romulan Operative Space trait locked. and the only thing i can do with it is add another one Rom. Operative Trait....
Edit:
When i chenged toons, then back and switched map to ground the locked trait vanished - so it fixed itself
Also, I feel like in the current meta, throwing out more basic + damage buffs isn't helping matters. Instead, I'd rather see things like:
Beams - weapon power cost for beams slightly reduced
Cannons - range based damage penalty sightly reduced
They are good, but not immediately "best in slot". Anyway, that's my 2 ec.
I do agree with you that the devs are stuck in a +dmg/+damage res/+heal rut, and for some reason they can't think outside the box. I like your idea with the cannons trait, can't say the same for the beam one since you end up getting the same benefit a different way.
@crypticrock - Why can't we get traits that do something other than the usual 3 (+dmg/+damage res/+heal)? I do agree that the beam damage boost is way to generous considering the R&D boost which takes work to get.
1. Getting seperate slots for ground- and space-traits is a welcome change.
2. The new traits are "too much":
2.1. Ground:
Pistol-, Assault- and Rifle-Training... Why? - On one of my characters I'm using a Plasma-Repeater Pistol, a Plasma Pulsewave Assault and a Plasma Sniper-Rifle. Now you tell me that I've got to use 3 different traits for 3 weapon-types?
By the way, that character owns the Sniper-Trait (Lockbox), will it be better or worse then the new Rifle-Trait? Do I need to switch my Plasma Repeater Pistol (Epic Mk XIV by the way) for another Rifle just to get most out of these new Traits?
Field Technician could be a good one.
2.2. Space:
Imposing Presence, Innocuous, Fleet Coordinator, Shield Frequency Analyst, Bulkhead Technician, Operative and Thrill-seeker could be good.
But I've got to repeat the question: Will Romulans be able to slot Romulan Operative and Operative? What's about the Premium Species Remans? Will Remans get the Cloak-Ambush from Infiltrator and Operative?
Particle Defense Specialist, Molecular Defense Specialist, Impact Defense Specialist that's too much again. Just think about Borg Disconnected: Voth and Undine shooting Antiproton and Borg shooting Plasma... If I want more Resistances, I'd need to waste 3 of 9 (for Aliens 10) Traits for that?
A nightmare for every PvP-Match... What will the other team be using? Flavour of the month or just the weapons that hurt (Antiproton, Plasma, Disruptor)?
You'd need to include something against weapon-procs, too, if these traits are supposed to help. Phasers can disable Subsystems, so Subsystem-Repair might be nice, Drain-Weapons (Polaron, Tetryon) can be countered with Power-Insulators, but what would you do against Plasma, Antiproton and Disruptor? - Hull-Repair?
Cannon Training, Beam Training, Projectile Training - again 3 different Traits? Just look at your standard setups for the Avenger/Arbiter/Mogh/Kurak Battlecruisers, all 3 weapon types. But it's even worse on the Dyson-Destroyers and the Tempest Escort (Patrol Escort Retrofit), you can't remove Cannons on those ships (Dyson - Front Dual Heavy Proton Cannons and the Tempest Tail-Gun on the Tempest).
So again "too much". You could at least reduce it to 2 Traits, one that improves Energy-Damage and one for Kinetic-/Physical-Damage. The Energy-Damage Trait could have different values for Cannons (those would need a big boost to become interesting again) and Beams.
Did you remember the Cutting-Beam? An Energy-Weapon that deals Kinetic-Damage... Is that one boosted by Beams or Kinetic now?
3. Powergap between Players and Bridge Officers:
Well, Bridge-Officers are still limited to 4 fixed Traits (players had only 4, Aliens 5, Traits before Legacy of Romulus launched, too).
We are now at a point where most Players collect a set of Space Bridge-Officers and a set for Ground. For example: The 2 worst BOFFs for ground are the tactical Reman from the Delta-Rising OPs Pack and the Hierachy (both have got 2 Space-Traits each), but these BOFFs are about the best (Hierachy just for non-Romulans) for Space.
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
yeah after logging out and restarting I was able to use the trait slots previously locked. It also allowed me to choose both rom operative and plain Operative. Nice boost there if it's Working as intended.
The Superior Rom Operative traits are still in my Fed after relogging multiple times... On a related note, the Nausican BOFF trait "Pirate" does not appear to take a slot on my KDF's space traits.
@eclipsegsx I just want to make sure I'm understanding this -- you have both Superior Romulan Operative and Pirate available for use on your character? Not your bridge officers?
Generally normal Tribble patches have a one week lead time to holodeck patches. So we can expect this at earliest, this Thursday.
Only thing that would make it interesting for people would be either to give a 20% boost to the drain, the disable or both. Disables in general are considered junk in this game.
+1 to this. Why do Romulans get all the damage boosts? (CritH, CrtD, and damage)
We fight them too. Entire armies spilling out of Volkswagens.
We do our best to fight them off, but they keep sending them in.
Actually thats an interesting idea, and I wouldn't be surprised if Beam Arcs are hard coded.